TEXT: 129
  Appendix
  
  1
  Frog  
  God 
  Games
  Adventures 
  Worth  
  Winning
  © 2014 Frog God Games, LLC & Necromancer Games, all rights reserved. 
  Product Identity: The following items are hereby identified as Frog God Games LLC’s & Necromance 
  Game’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Game Content: product and product line names, logos and identifying marks 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, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product Identity. Previously released Open Game 
  Content is excluded from the above list.
  Credits
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Tardar Sauce’s Hero
  Skeeter Green
  Shadow Frog
  James Redmon
  FROG GOD GAMES IS
  Authors
  Bill Webb, Alex Clatworthy
  Additional Material by:
  James Redmon, Skeeter Green
  Developers
  Skeeter Green, Bill Webb
  Editors
  Jeff Harkness, James Redmon, Skeeter Green
  Art Direction
  Bill Webb, Alex Clatworthy and Mel Baron
  Layout and Book Design
  Charles A. Wright
  Interior Art
  Mel Baron , Eric Lofgren, Chris McFann,  
  MKUltra Studios, Tim Truman
  Cartography
  Mel Baron, Rick Sardhina, Skeeter Green
  Special Thanks
  To the brilliant Georgie for making this  
  possible, to Fiach for helping make it better  
  and to Mel for being awesome.
  
  2
  Rappan Athuk: Expansions ....................................................... 3
  Part 1 - Wilderness Area 29: Castle Calaelen .................................  5
  Part 2 - Wilderness Area 30: Hell’s Hamlet ................................. 15
  Part 3 - Wilderness Area 31: The Face in the Forest .......................  26
  Part 4 - Wilderness Area 32: Level 1D, Tunnels of Terror .............. 43
  Part 5 - Level 2C: The Tunnels of Terror................................... 57
  Part 6 - Level 3D: The Tunnels of Terror ................................... 75
  Part 7 - Level 6B: The Dead Bury the Dead ................................  89
  Part 8 - New Encounters .......................................................  107
  Appendix  .......................................................................... 119
  Legal Appendix ................................................................... 125
  Table of Contents
  
  3
  Introduction
  Welcome to the ongoing adventures in my home-brew mega dungeon, 
  Rappan Athuk. This is the first in a (hopefully) long series of additional 
  materials that will be added to what may be, or certainly will become, the 
  world’s largest mega-dungeon. I apologize in advance for the delay in the 
  first installments, however I wanted to ensure that the new levels meshed 
  well with the whole, and that continuity was not compromised.
  This volume will feature 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 years, and most probably, will feature the actual new areas that 
  I have abused my home players with in many cases. New areas I am cur-
  rently planning to build include 1) The ancient cave complex that predates 
  even the occupation 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 Mouth 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, the following is what I have planned 
  (and outlined). For 2013, I have written a new low level area known local-
  ly as “The Tunnels of Terror”. This work represents several early levels 
  that I wrote in 1977–1978 that just never quite got finished (until 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. 
  The first chapter represents the first level of the complex (which of course 
  ties into the main dungeon). Also planned for later is a lost deep level, 
  known as “Caves and Caverns of the Elder Gods”, found only once in the 
  history of the dungeon, which expands on the cryptic references found in 
  Zombieland (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-worshippers were drawn here in the first place. These levels also 
  contains more cryptic references to the deep levels (the Cyclopean Deeps) 
  far below the main dungeon, and even a passage there.
  Additional rumors will be available, as well as the locations of tie-ins 
  to surrounding adventure areas (such as Zelkor’s Ferry or the Cloister of 
  the Frog God).
  Rappan Athuk: Expansions
  
  4
  
  5
  Forward
  This chapter represents a joint collaboration between myself and Alex 
  Clatworthy. 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 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 party 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 
  Introduction
  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 
  worrying 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 5 gnolls lead by Gorl to defend the castle while 
  they’re away. Their general pattern is to have three goblins scout a farm or 
  caravan traffic along the road, and when they’ve found a good target they 
  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.
  The party could hear about the castle in Zelkor’s Ferry, or perhaps one 
  character could inherit the deed to the place and try and reclaim what is 
  rightfully theirs.
  News has 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 
  Part 1
  Wilderness Area 29:
  Castle Calaelen
  
  6
  Rappan Athuk: Expansions
  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 this 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 0D-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 simpler. The party stumbles upon a dilap-
  idated 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?
  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. 
  All windows are boarded up with planks of wood unless 
  otherwise noted.
  Castle Approach
  On the edge of the Forest of Hope near the town of Zelkor’s Ferry 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 50ft, 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 25ft 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 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 10ft drop onto the roof of the 
  castle and climb down into Area 0D-18 or Area 0D-19.
  Gnolls (2): HD 2; HP 10, 12; AC 5[14]; Atk bite (2d4) or battle 
  axe (1d8); Move 9; Save 16; AL C; CL/XP 2/30; Special: none.
  Equipment: ring mail, shield, battle axe, 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, sum-
  moning two more gnolls from Area 0D-8 who arrive one round later, and 
  giving the goblins in Area 0D-14, 16 and 18 time to prepare. The gnolls 
  attempt to capture any characters trying to cross the bridge, or knock them 
  into the pit below. If they find themselves unable to hold the bridge they 
  retreat to Area 0D-8 to barricade the door and lick their wounds, looking 
  for an opportunity to slip away.
  If the characters hide and observe the gnolls for any length of time a loud 
  “caw” will be heard from inside the castle, causing the gnolls to perk up and 
  look at the sky warily. The reason for this is the resident of Area 0D-6, which 
  still spooks the gnolls somewhat, and is the main reason for their alertness. 
  Area 0D-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 0D-5 soaks the ground.
  The goblins don’t like spending time in the courtyard much, but the 
  sentries in room Area 0D-18 keep an eye on it, and fire at intruders in the 
  courtyard if they notice them until the intruders flee.
  Area 0D-2: The Smithy
  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 armor 
  (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 sound-
  ed 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 characters (in goblin) whatever he 
  thinks will get them to leave him in peace (such as the number of goblins 
  in the castle, or the presence of Afrit in Area 0D-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 then he 
  allows them to heat their weapons or ammunition in the forge. A simple 
  gift of a metal weapon will also suffice.
  If attacked by more than two opponents he is likely to beat a hasty 
  retreat to Area 0D-18, scaling the outer wall as he goes (he knows about 
  the trap at Area 0D-9, and will therefore avoid the door if the alarm has 
  been raised).
  Gorbaz, Goblin Smith: HD 1d6hp; HP 6; AC 6[13]; Atk 
  warhammer (1d4+1 plus 2 fire damage) or shortbow x2 
  (1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: –1 to hit in 
  sunlight.
  Equipment: leather armor, shield, warhammer, 
  shortbow, 20 arrows, 3d4 sp.
  
  7
  Part 1  - Wilderness area 29: Castle Calaelen
  
  8
  Rappan Athuk: Expansions
  Special: The hammer, hot from the smithy’s fire, inflicts an extra 2 
  points of fire damage for the next 2 minutes. Players may also heat their 
  weapons in a similar manner; heating takes 1 minute of exposure to the 
  flames of the forge. Weapons heated this way are more fragile; during the 
  2 minutes of additional heat damage, if the character rolls a 1 on any to hit 
  roll, the weapon is broken and useless.
  Area 0D-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 0D-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, they can be convinced to make a quick and 
  noisy run for the main gate, providing a useful distraction if one is 
  required.
  Ponies (3): HD 2; HP 7, 5, 6; AC 7[12]; Atk bite (1); Move 18; 
  Save 16; AL N; CL/XP 2/30; Special: none. (Monstrosities 252)
  Area 0D-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 character decide to paw through the water a 
  roll of 1 on 1d6 turns up a small gem worth 20gp, although if they do not 
  take adequate steps to avoid contact with the water any character sifting 
  through the bath is exposed to disease (save or one hour later the affected 
  character is –1 to hit for 24 hours).
  Area 0D-6: The Occupied Tower 
  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 an Open Doors roll, 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 is difficult to tra-
  verse (half normal movement rate). Nesting in the middle of the mess 
  is Afrit, a large, intelligent demonic raven; 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 
  
  9
  Part 1  - Wilderness area 29: Castle Calaelen
  Afrit is many miles from the castle. 
  Tactics: Afrit fights to the death to defend her nest, but will not actively 
  bother the characters unless they enter her tower. If the party tries 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, 
  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, Demonic Raven: HD 2; HP 13; AC 7[12]; Atk 2 talons 
  (1d4+1), bite (1d8+1); Move 3 (fly 24); Save 16; AL N; CL/
  XP 4/120; Special: half damage from acid, cold, electricity 
  and fire, immune to poison, magic resistance (25%), magical 
  abilities, silver or magic weapon needed to hit. 
  Magical Abilities: 3/day—darkness
  Treasure: On top the debris is Afrit’s cache of shiny gems (5 large 
  but rather common gems worth 50gp each). The true treasure is actually 
  part of the rubble, a +1 shield that was inside when the tower collapsed 
  (a roll of 1 on 1d6 notices it). It takes 10 minutes of noisy digging to free 
  it, however. 
  Area 0D-7: Gnolls’ Tower
  This tower has mostly collapsed in on itself. If the party engages the 
  gnolls from Area 0D-8 in this tower the rubble is difficult to travel through 
  (half normal movement rate). A cursory check of the tower reveals that the 
  room is close to falling down anyway; with care the tower’s remaining 
  supports could be collapsed, taking out rooms Area 0D-8 and 2 along 
  with them. If anyone is in rooms Area 0D-8 or 2 when the roofs collapse 
  they take 4d6 points of damage from falling masonry and materials; any 
  creature standing near an exit can attempt a 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. Anyone on the roof trying 
  to get down can attempt to carefully jump down along the broken support 
  beams with a save at –1 to land on some of the remaining structure; failure 
  to land on the beams (or to grab hold of them) results in a 20ft fall to the 
  rubble below.
  Area 0D-8: Gnolls’ Bedroom 
  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 0D-23.  Unless 
  the alarm was sounded at the front gate the remaining two can be found 
  here.  When the characters arrive the gnolls are equally likely to be en-
  gaged 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).  Deter-
  mine the gnoll’s current activity before resolving their chance to notice the 
  characters arrival; mock-fighting is raucous and so lowers the chance of 
  the gnolls noticing the approaching characters but they are already armed 
  even if they do not hear the characters approach.
  If the room is searched, the characters unearth the gnoll’s cache on a 
  roll of 1–2 on 1d6 (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 themselves 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): HD 2; HP 9, 11; AC 5[14]; Atk bite (2d4) or 
  battleaxe (1d8); Move 9; Save 16; AL C; CL/XP 2/30; Special: 
  none.
  Equipment: ring mail, shield, battle axe, 3d4 sp.
  Area 0D-9: Main Entrance 
  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. The arrows fire at the characters as an 8 HD creature, 
  doing 1d6 points of damage each, with a range of 60ft.
  Note: The stairs up at A have been blocked; it takes an hour’s work for 
  a group of four strong man-sized creatures to clear them. The stairs down 
  at B are unobstructed.
  Area 0D-10: Guard Tower
  This tower is in good repair, with a ladder leading up to Area 0D-19. The 
  room is otherwise unoccupied. A door in the western wall is secured with a 
  chain and a lock which looks imposing, but is rather simple to open (Open 
  Doors roll). 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.
  Area 0D-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 
  nearly all empty and what little is left is either in disrepair or made for 
  goblins. In the racks are 4 spears, 4 short swords, 4 shields and 100 ar-
  rows. These are the supplies the goblins use for raids, as the spears are 
  less suited for indoor use. There are also 2 wooden shields hung for dec-
  oration. A box of parts is actually a disassembled heavy crossbow that 
  the goblins have overlooked. Four hours of careful work will see it fully 
  functional again, although there are no bolts among the parts.
  Area 0D-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 0D-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. 
  
  10
  Rappan Athuk: Expansions
  There is a ladder against the far wall that is still traversable by a smaller 
  than man-sized creature (such as a halfling), but it cannot bear the weight 
  of a creature of man-size or larger; should such a creature attempt to cross 
  the ladder there is a one in three chance it will crumble in their grasp, and 
  a larger than man-sized creature would certainly break it; even so anyone 
  climbing the ladder can tell it’s rotted through. 
  The ladder leads to Area 0D-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 0D-14: Goblin Tea Party 
  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, though 
  for man-sized creatures movement will be halved.  The gap leads into 
  room Area 0D-18.
  If the alarm has been sounded the goblins have gone to room Area 
  0D-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. The 
  trap deal 3d4 points of damage to all characters in a 10ft square (save for 
  half damage)
  Treasure: The crockery is of good quality, and if it could be reassem-
  bled it could be sold for 35gp as a set, assuming the trap is not set off.
  Goblins (3): HD 1d6hp; HP 3,2,5; AC 6[13]; Atk short sword 
  (1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: –1 to hit in 
  sunlight.
  Equipment: leather armor, shield, short sword, 2d4 sp.
  Area 0D-15: The Library 
  The door to this room is unusual; it is entirely neatly worked iron and 
  is locked and magically trapped. The trap on the door has prevented 
  even the most curious from ever plundering the room. Anyone opening 
  the door receives a powerful shock (2d6 electrical damage, save for half). 
  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. 
  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 cure disease mixed in with other notes. Another case 
  contains a scroll of bless and protection from evil. They can be found on a 
  thorough search of the library.
  Area 0D-16: The Dining Room 
  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 center 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 0D-14 and 
  Area 0D-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, Goblin Leader: HD 2; HP 12; AC 5[14]; Atk net 
  (entanglement) or short sword (1d6); Move 9; Save 16; AL C; 
  CL/XP 2/30; Special: –1 to hit in sunlight. 
  Equipment: ring armor, shield, net (entangled; –2 to 
  hit and damage, –2 to saving throws, one quarter 
  movement), short sword, necklace of protection +1 (as 
  a ring), 2d4 sp, 2d4 cp.
  Goblins (2): HD 1d6hp; HP 4, 3; AC 6[13]; Atk short sword 
  (1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: –1 to hit in 
  sunlight.
  Equipment: leather armor, shield, short sword, 2d4 sp.
  Area 0D-17: 
  The Kitchen and Pantry 
  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 or a magic-user could salvage 10gp 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: HD 1d6hp; HP 3; AC 7[12]; Atk meat clever (1d6); 
  Move 9; Save 18; AL C; CL/XP B/10; Special: –1 to hit in 
  sunlight.
  Equipment: leather armor, meat clever, 2d4 sp.
  Second Floor
  Note: Both the outer towers (Areas 0D-6 and 7) no longer have intact 
  second floors.
  Area 0D-18: The Lookout 
  Three goblins spend much of their time here. The rope from Area 
  0D-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 0D-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 flaming oil into the room below. If 
  they hear intruders on the second floor two goblins hide and one gob-
  lin climbs down the rope and makes a disturbance. If a creature looks 
  
  11
  Part 1  - Wilderness area 29: Castle Calaelen
  down the hole to investigate the noise, the remaining goblins push the 
  heavy cabinet down on top of them (dealing 2d4 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 delighted the goblins, probably inspiring the use of the cabinet 
  as a weapon.
  Goblins (3): HD 1d6hp; HP 4, 3, 5; AC 6[13]; Atk short sword 
  (1d6), flaming oil (1d4 or 1); Move 9; Save 18; AL C; CL/XP 
  B/10; Special: –1 to hit in sunlight.
  Equipment: leather armor, shield, short sword, flask of 
  oil, tinderbox, 3d4 cp.
  Area 0D-19: The Storage Loft 
  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 centerpiece of the room is a long, four-man canoe suspended by ropes 
  from the ceiling and running the length of the room. It’s unclear how the 
  boat got in here or what its purpose was, the river being a considerable 
  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 character climbing up to 
  have a look inside the boat is in for a nasty surprise!
  Giant Spider (4ft diameter): HD 2+2; HP 14; AC 6[13]; Atk bite 
  (1d6 plus poison); Move 18; Save 16; CL/XP 5/240; Special: 5 
  in 6 chance to surprise prey, lethal poison (+1 save).
  Area 0D-20: The Chapel 
  This chapel was once in honor of Muir but has been horribly defiled. 
  Bones litter the floor and black cloth has been nailed to the walls. The odor 
  of rotting flesh and dried blood is thick and the air is stale and smoky. 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 Jedra’s command.
  Tactics: Jedra uses her skeletons to fight with her. She fights to the 
  death, cursing her attackers in Orcus’s name.
  Jedra, Goblin Disciple of Orcus (Clr2): HD 2; HP 8; AC 5[14]; 
  Atk heavy mace (1d6); Move 9; Save 14; AL C; CL/XP 2/30; 
  Special: Gift of Orcus (animate dead, 1/day), –1 to hit in 
  sunlight, spells (1). 
  Spells: 1st—cause light wounds.
  Equipment: ring mail, shield, heavy mace, unholy 
  symbol of Orcus.
  Skeletons (2): HD 1; HP 8x2; AC 8[11]; Atk strike (1d6); Move 
  12; Save 17; AL N; CL/XP 1/15; Special: immune to sleep and 
  charm.
  
  12
  Rappan Athuk: Expansions
  Note: These skeletons have been prepared with great care, and as such 
  have 8 hp.
  Treasure: None of Jedra’s wealth is stored here; she instead keeps it in 
  room Area 0D-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 200gp to a budding necromancer or collector, although 
  any Lawful creature would seriously consider burning it.
  Area 0D-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 inte-
  rior decorating to just this room and the Chapel. This was once two rooms, 
  perhaps a drawing room and master bedroom, but the adjoining wall has 
  collapsed, leaving a large room that Jedra has claimed as her own. She has 
  taken to filling the room with all the skulls she can find — rat, human and 
  other. They decorate every available flat surface. A few crude chalk draw-
  ings 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 33gp in a small leather pouch, along with 
  a pretty silver necklace worth another 120gp for its workmanship. 
  There is also a book of exceptional quality, written in the elven language 
  (which Jedra cannot read). It is the journal of Maybeth Calaelen, the cas-
  tle’s last legal owner, 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 contents. 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 reveals that 
  the base contains a hidden compartment containing 2 gold bars (worth 
  200gp 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 0D-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.
  Basement
  Area 0D-23: Guard Room 
  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-
  
  13
  Part 1  - Wilderness area 29: Castle Calaelen
  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 
  longbow that Gorl accidentally broke while playing with it.
  Gorl, Gnoll Leader: HD 3; HP 16; AC 5[14]; Atk bite (2d4) or 
  two-handed sword (1d10+1); Move 9; Save 14; AL C; CL/XP 
  3/60; Special: none.
  Equipment: leather armor, two-handed sword, 2d6 gp.
  Area 0D-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 0D-25: Mortimer’s Cell 
  The door to this cell is locked (the key is in the possession of Gorl). In-
  side the cell is an elderly gentleman named Mortimer (HD 1d6hp; 3 hp). 
  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. 
  During his captivity he has carved himself a small holy symbol of Te-
  lophus out of stone, which he places on the ground reverently when he is 
  once again a free man.
  The scythe in 0D-23 is his, and he can wield it proficiently enough as 
  a weapon.
  
  14
  Rappan Athuk: Expansions
  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
  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 
  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 
  Zelkor’s Ferry, or one of the Referees devising).
  • 400gp worth of repairs and a stable boy would see the stables oper-
  ational again, taking care of the character’s horses while they’re off ad-
  venturing.
  • A cleric could re-sanctify the temple, and be available to tend to sick 
  or injured characters.
  • 1200gp 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. 
  • 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 interesting 
  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.
  Castle Calaelen
  
  15
  Author’s Note
  Rappan Athuk works wonderfully as a tale of good versus evil, where 
  great men and woman hold their ground and nobly brave those dark halls 
  in the names of Mitra, Thyr and Muir.
  While this is certainly great fun, how else might one approach this 
  dungeon? The Demonbane, a legendary weapon forged by the arch-devil 
  Baalzebul shows that Orcus has made enemies on many fronts, and may 
  have a fight on his demonic hands that he is not fully expecting.
  This module lets you take the power of Law into your hands and serves 
  as a base from which to build a party of hobgoblins, devils and more to 
  march on the Dungeon of Graves. If, however, your heart is set on goodly 
  adventurers, then Mitchrod is a dangerous scar on the land that threatens 
  anyone who would fight the Hells. 
  Introduction
  This chapter covers the predominantly evil town of Mitchrod. The town 
  is built into an existing cave system and serves as a good place for a Cha-
  otic party or a group of monsters to call home. The town is in opposition 
  to the followers of Orcus and nearby human settlements. Mitchrod could 
  also serve as a place for a party to try to raid, assuming they have some 
  troops of their own. Although not part of the Rappan Athuk dungeon sys-
  tem, Mitchrod should be every bit as challenging and deadly as the Dun-
  geon of Graves.
  How to use this module
  The biggest differences between running this scenario as a friendly 
  town and as a dungeon level are the random elements. While at peace, it 
  makes sense that people are free to move about the town, and travelers can 
  come and go as they please. However, when run as a dungeon, all rolls on 
  the Travelers Encounter Table and activity areas (such as Area 0F-13) 
  should be made in advance, if possible, to give the Referee a chance to 
  familiarize himself with events and to make sure the level is cohesive. 
  Finally, refer to the “alerts” section at the end of the adventure to see what 
  Mitchrod’s inhabitants do in the event of an attack.
  History
  Roughly 10 years ago, the Hells dispatched a small group of clever and 
  inconspicuous devils to the Stoneheart Valley to quietly assess the strength 
  of Orcus’ forces in Rappan Athuk. Komm the bearded devil led the 
  group, and he was accompanied by Salish the chain devil, Tivsaran the 
  rakshasa, and Orthus, a magically enhanced hell hound. Along with 
  some native mercenaries, they explored some of the local landmarks such 
  as the Sunken Graveyard (Wilderness Area 9), The Cloister of the Frog 
  God (Wilderness Area 25) and The Goblin Bastion (Wilderness Area 
  11). They met heavy resistance at each location, quickly realized they 
  were outmatched, and retreated to a cave in the south. Komm contacted 
  the Hells and reported what he found. He was ordered to wait and prepare, 
  and prepare he has. The cave is now the thriving hamlet of Mitchrod, and 
  has attracted local kobolds and hobgoblins, and some stranger things as 
  well. Tension between Komm and the other devils is mounting slowly as 
  they debate whether to continue waiting or ready a strike force. For now, 
  the town is ready to march at a minute’s notice and is a haven to all who 
  count themselves friends to the devils. 
  Level 0F: The Outskirts.
  Rappan Athuk has been a place of evil for as long as it has existed. 
  While it is presently the seat of Orcus’ power and home to many denizens 
  of the Abyss, other evils flock to it like moths to a terrible lantern.
  Twenty-five miles south of the sunken mausoleum and then another 
  ten mile’s trek inland to the edge of the Forest of Hope is a small, ordered 
  community containing creatures that’d be happy to see Orcus and the gob-
  lin city of Greznek fall. In a natural cave, dozens of kobolds, hobgoblins 
  and stranger things have worked together to form a ruthless and efficient 
  society. 
  An exposed stone on a hillside is in fact a permanent illusion that hides 
  a serviceable path winding downward into a water-worn cave. This nat-
  ural stone slowly changes into neat, serviceable carvings before finally 
  flattening out and opening into a wide, artificial cavern. This is the en-
  Part 2
  Wilderness Area 30:
  Hell’s Hamlet
  Mitchrod
  The town of Mitchrod is a predominantly Chaotic settlement in-
  habited by 20 hobgoblins and 15 kobolds, and led by the bearded 
  devil Komm and his associates. 
  Notable NPCs
  Komm, the leader (bearded devil)
  Salish, the surgeon (chain devil)
  Siggrun, the troop leader (hobgoblin Ftr6)
  Tivsaran, merchant (rakshasa)
  Orthus, spiritual adviser (hell hound)
  Esker, priestess (female Clr5) 
  Roam, the blacksmith (imp)
  
  16
  Rappan Athuk: Expansions
  
  17
  Part 2  - Wilderness area 30: Hell's hamlet
  trance to Mitchrod, a handy infernal word meaning “fortress” or “impale,” 
  depending on its context.
  Within the fortress itself, gold coins are accepted as currency. The 
  town leader is a bearded devil named Komm who keeps things running 
  smoothly. While rank-and-file monsters are generally well-behaved — or, 
  at least, all grievances are settled in a controlled manner in the dueling 
  ring — some divisiveness exists between the influential members of the 
  society.
  Komm would like Mitchrod to keep a low profile. If given the order 
  to attack by his superiors, he would proceed to methodically destroy the 
  surrounding human settlements. Orthus — and by extension the priestess 
  Esker — favor a crusade focusing on Rappan Athuk so they can force 
  their deity’s will on their enemies and recruit more monsters to their 
  cause. Tivsaran would lift the veil of secrecy from Mitchrod and open 
  trade with all in the region to amass wealth and spread corruption. While 
  the existence of Mitchrod is a secret in theory, word has leaked out for 
  many years, and it has attracted (mostly friendly) groups from the sur-
  rounding area.
  Tensions are always high in the fortress as Mitchrod prepares itself for 
  the next phase of its existence.
  Cultist of Hecate, Male or Female (Ftr2): HD 2; AC 4[15];  
  Atk longsword (1d8) or longbow (1d6); Move 12; Save 13;  
  AL C; CL/XP 2/30; Special: multiple attacks (2) vs. creatures 
  with 1 or fewer HD.
  Equipment: chain mail, shield, longsword, longbow, 
  20 arrows, a medallion with a half-silvered disc on a 
  cheap chain (2 gp value), 1d6gp.
  Ettercap: HD 5; AC 6[13]; Atk 2 claws (1d3) and bite (1d8 
  plus poison); Move 12; Save 12; AL C; CL/XP 6/400;  
  Special: poison bite, traps. (Monstrosities 161)
  Evil Sorcerer, Male or Female (MU7): HP 19; AC 9[10];  
  Atk dagger (1d4); Move 12; Save 9; AL C; CL/XP 9/1100; 
  Special: spells (4/3/2/1).
  Spells: 1st—charm person, detect magic, magic 
  missile, read magic; 2nd—invisibility, levitate, web; 
  3rd—hold person, suggestion; 4th—fear.
  Equipment: dagger, wand of speak with animals (birds 
  only) (2 charges) with an attached tag written in the 
  common tongue that reads “Mystery wands! 10gp 
  each!!!”, potion of healing (x3), 50gp in a small pouch 
  inside right boot.
  Hobgoblin: HD 1+1; AC 5[14]; Atk weapon (1d8); Move 9; 
  Save 17; AL C; CL/XP 1/15; Special: none.
  Hobgoblin Sergeant: HD 3; AC 4[15]; Atk longsword (1d8) 
  or longbow x2 (1d6); Move 9; Save 14; AL C; CL/XP 3/60; 
  Special: none.
  Equipment: chain mail, shield, longsword, longbow, 20 
  arrows, 3d6gp in a belt pouch
  Imp: HD 2; AC 2[17]; Atk sting (1d4 plus poison); Move 6 (fly 
  16); Save 16; AL C; CL/XP 6/400; Special: immune to fire, 
  poison tail, polymorph, regenerate. (Monstrosities 263)
  Kobold: HD 1d4hp; AC 6[13]; Atk weapon (1d6); Move 6; 
  Save 18; CL/XP A/15; Special: none.
  Priestess of Hecate, Female (Clr5): HD 5; HP 21; AC 4[15]; Atk 
  heavy mace (1d6); Move 12; Save 11; AL C; CL/XP 6/400; 
  Special: spells (2/2).
  Spells: 1st—cure light wounds, detect magic; 2nd—
  hold person, silence 15-ft radius
  Equipment: +1 ring mail armor, shield, heavy mace, 
  potion of extra healing, silver unholy symbol of Hecate, 
  5 days trail rations, bedroll and kit, a small handwritten 
  book about the rites and ceremonies of Hecate, a 
  medallion with a half-silvered disc on a cheap chain (5 
  gp value), 2d10x100 gp.
  Sell-Sword, Half-Elf Male or Female (Ftr2/Thf2): HD 4; HP 10; 
  AC 6[13]; Atk short sword (1d6) or dagger (1d4) or longbow 
  x2 (1d6); Move 12; Save 13; AL C; CL/XP 4/120; Special: 
  backstab (x2), +2 save vs. traps, thieving abilities.
  Thieving Abilities: Climb 86%, Tasks/Traps 20%, Hear 3 in 
  6, Hide 15%, Silent 25%, Locks 15%.
  Equipment: +1 leather armor, short sword, dagger, 
  longbow, 20 arrows, potion of slipperiness, bedroll, 
  mess kit, collection of leathery ears in a small cloth 
  sack, 3d6gp.
  Wererat: HD 3; AC 6[13]; Atk bite (1d3) or weapon (1d6); 
  Move 12; Save 14; CL/XP 4/120; Special: control rats, 
  lycanthropy, silver or +1 weapon to hit, surprise.
  Area 0F-1: 
  The Front Door and Commons
  The entrance slopes down through neat but plain carved stone until it 
  flattens out into a 20ft corridor that’s 10ft wide. 
  At the end of the corridor, the area opens up into the Commons, a large 
  circular room that once was part of the original cave. Constant traffic and 
  careful sculpting smoothed it out and stained the limestone walls black. A 
  gutter winds its way through the room, keeping the floor dry. 
  The Commons has no furniture, but creatures congregate here where 
  the air is fresh (for those who like that sort of thing). Anyone loitering is 
  Wandering Monsters
  “Monsters” may be a slightly unfair term. These are the trav-
  elers who come and go from Mitchrod, and therefore may not be 
  hostile to a group that does not threaten them, although there’s 
  no guarantee. Roll once on this table if traveling through the area 
  around Mitchrod at dawn or dusk. This table can also be used to 
  fill the common areas with people, if required, as per an individual 
  room’s description.
  Travelers Encounter Table
  1–7
  No encounter
  8–9
  2d4 independent hobgoblins led by a 
  hobgoblin sergeant are traveling to sell their 
  mediocre spoils before heading back out.
  10–11
  2d6 local kobolds who came to pray at the 
  church and socialize.
  12–13
  4 wererats in human form who came to 
  Mitchrod to flee persecution and possibly 
  scavenge food.
  14–15
  1 priest leading 5 cult members from a 
  distant cult of Hecate on a pilgrimage to 
  pay their respects.
  16–17
  1d4 sell-swords looking for work.
  18
  An evil sorcerer petitioning Komm to help 
  find a specific devil.
  19
  An imp serving an evil wizard is here to sell 
  goods and buy hard-to-find components.
  20
  An ettercap looking to buy a slave to serve 
  as a vessel for giant spider eggs.
  
  18
  Rappan Athuk: Expansions
  quickly moved on by one of the guards. Residents passing through move 
  with disciplined purpose.
  The centerpiece of the Commons is the Tin Man, a squat iron go-
  lem-like creature that sits in the center of the room. It’s hard to tell 
  what it once was (its dull iron plates and exposed gears bear no maker’s 
  mark), but it now functions as Mitchrod’s first line of defense. It was 
  unearthed when the cave was first cleared, and its origin is a mystery. 
  The Tin Man can’t move from its spot, but it can swivel at the waist to 
  bring its three light crossbows to bear on a target. Grasping pincers and 
  gears quickly reload the crossbows, allowing for a devastating rain of 
  bolts. The Tin Man has no will of its own, and unquestioningly obeys 
  any order given to it in the cyclopean language. All guards memorize a 
  short list of commands to make the Tin Man attack, fire a warning shot, 
  or stop. 
  A pressure plate spans the width of the passage 10ft before the end of 
  the entrance corridor. Applying at least 40 pounds of force to the plate 
  causes two hidden portcullises to drop down at each end of the corridor to 
  trap anyone inside, possibly wounding anyone standing underneath them 
  as they fall. Those trapped are in full view of the Tin Man, and the portcul-
  lis provides no cover from its attacks. The pressure plate is positioned so 
  that anyone stepping on it is in no danger of being struck by the portcullis 
  unless they enter at a run. Anyone caught under one of the falling portcul-
  lises takes 6d4 points of damage.
  Both portcullises can be raised by a winch in the west wall of the Com-
  mons after the guards are sure that the newcomers are friendly. Residents 
  know where the pressure plate is and leap over it. 
  Keeping watch in the Commons are 4 hobgoblin guards. In addition, 
  roll once on the Travelers Encounter Table. This person or group recent-
  ly concluded business and is in the Commons planning a trip home.
  The Tin Man (modified Iron Golem): HD 16; HP 80; AC 3[16]; 
  Atk 3 claws (1d8 plus rend), 3 spikes (1d6+1); Move 0; Save 
  3; AL N; CL/XP 17/3500; Special: +3 or better weapon to hit, 
  healed by fire, immune to most spells, rend (if 2 claws hit 
  target, victim suffers additional 1d8 damage), slowed by 
  lightning (1 spike per round).
  Equipment: 30 steel spikes.
  The Tin Man fires spikes the size of heavy crossbow bolts. It can be 
  reloaded with any spike or bolt roughly the same size (including magical 
  ammunition) and can fire them without fear of a jam. 
  The fine pincers on the Tin Man reload its three spike throwers each 
  round. For every 20 points of damage done to the Tin Man, one pincer is 
  destroyed. For each pincer destroyed, the number of spikes the Tin Man 
  can fire each round is reduced by one. The claws can attack and still reload 
  the Tin Man’s spike launchers.
  The Tin Man does not act unless ordered to in the cyclopean language. 
  If two people give opposing orders, they each must roll 1d20, with the 
  Tin Man following the highest roll. The creature who gave the order first 
  receives a +4 bonus to his roll.
  The Tin Man cannot be moved from where it rests with anything short 
  of a teleport or by immersing it in an anti-magic field. 
  Hobgoblin Guards (4): HD 2; HP 12, 10x2, 11; AC 4[15]; Atk 
  longsword (1d8) or dagger (1d4) or longbow (1d6); Move 9; 
  Save 16; AL C; CL/XP 2/30; Special: none. 
  Equipment: chain mail, shield, leather bandolier 
  holding potion of healing and potion of heroism, 
  longsword, dagger, longbow, 20 arrows, tin whistle, 
  2d10gp.
  Tactics: These hobgoblins, like most in Mitchrod, are well-trained and 
  well-equipped. They fight tactically at range, ordering the Tin Man to at-
  tack any intruders. They sound an alarm as soon as they are able, and buy 
  as much time as they can for reinforcements to arrive. Siggrun and Komm 
  train all hobgoblins in Mitchrod, and the creatures fight to the death in a 
  great display of teamwork and tactics.
  Note: If this fight or others in Mitchrod need to be made more difficult, 
  consider adding more troops or more favorable terrain before increasing 
  the strength of individual soldiers. The large, open spaces of Mitchrod 
  and its focus on charismatic leaders forcing their will on their subjects are 
  more conducive to volume of troops rather than strength.
  Area 0F-2: The Blacksmith
  This room houses the smithy of the town, and for the most part it would 
  not look out of place in a normal village. One of the striking differences is 
  the blacksmith himself, an imp named Roam. 
  Roam is good-natured and friendly, always ready and willing to make a 
  deal. Although he is unaffected by heat, he wears a scrap of leather sewn 
  into a crude apron. The front part of the room is the shop with many wares 
  on display. At any time, Roam has at least 20 normal items hanging on 
  racks or artfully suspended from the ceiling via ropes. 
  The only signs that something may be off are that Roam refuses to 
  make magic items regardless of how much he is offered (although he 
  trades in such items), and his habit of refusing to talk about his trade. All 
  questions such as “What techniques do you use to fold steel?” or “How do 
  you make full plate fit hobgoblins?” are dodged. Repeatedly asking these 
  questions only elicits vulgar comments. 
  Roam buys and sells anything from scrap metal to master-crafted items, 
  provided he can afford them (on any given day he has 500gp to trade 
  with). Enquiries for more-expensive items he directs to Tivsaran’s shop. 
  He is particularly fond of buying scraps of iron and steel as it is hard to 
  come by, and he can always use more.
  The back section of the room is Roam’s sleeping quarters and his work 
  area. The forge is lit by a phantasmal force image of fire. While the fire 
  is very hot, anyone standing within 5ft of the flames who makes a saving 
  throw notices that the heat stops getting hotter as they approach, and rec-
  
  19
  Part 2  - Wilderness area 30: Hell's hamlet
  ognize it as an illusion. A careful study of the tiny-sized tools around the 
  forge shows them to be for show and not fit to do any real work. 
  The rest of the room contains extra stock, a small bed and a plain-looking 
  safe mounted high up on the back wall. The safe is locked. The inside of 
  the safe is filled with green slime, a painful fate for anyone who fails to 
  jump out of the way. Roam’s real treasure is hidden in the back of the forge, 
  easily found by anyone standing inside the forge’s fireplace. Four silver bars 
  (100gp value each) can be spotted in a hidden cavity inside the forge.
  A secret door is hidden behind the imp’s bed. Its opening mechanism 
  is disguised as a weapon hook mounted to the wall. 
  Roam (Imp): HD 2; HP 10; AC 2[17]; Atk sting (1d4 plus 
  poison) or dagger (1d4); Move 6 (fly 16); Save 16; AL 
  C; CL/XP 6/400; Special: immune to fire, magic or silver 
  weapon needed to hit, poison tail, polymorph, regenerate. 
  (Monstrosities 263)
  Equipment: leather apron, dagger.
  Area 0F-3: Roam’s Secret
  After the heat of the forge, this dark room is cold and miserable. A 
  large workbench dominates the room. Its thick oak planks are scratched 
  and dented, hinting at many years of hard use. Chained up by the bed is 
  Samwell Bant, an elven magic-user and craftsman. 
  Samwell is an elven scholar who was studying the Stoneheart Valley 
  to learn old techniques of crafting magic items. Roam was his familiar. 
  Komm captured the pair and a few of their companions and would have 
  killed the lot if not for Roam. The familiar — loyal to the Hells above 
  Samwell — proposed a deal: Samwell would be imprisoned and all his 
  spells stripped from his spellbook except for fabricate (see Appendix). 
  Komm agreed and released Samwell’s companions, with the stipulation 
  that Samwell spend his days casting fabricate to do work ordered by 
  Roam. Komm constantly threatens to hunt down Samwell’s companions if 
  the magic-user doesn’t comply. Samwell has suffered great physical abuse 
  from Roam and Komm when he looks in on the captive. It was Samwell 
  who restored the Tin Man to working condition.
  Samwell is now broken and half mad from torture and starvation. He 
  is resigned to living out the remaining centuries of his life in this freezing 
  room. Roam is careful to keep his former master alive, and is considering 
  seeking magical means to further extend Samwell’s life. The only flaw in 
  this plan is that Samwell’s ability to fashion armor and weapons diminish-
  es as his mind decays (currently, at –2 on the fabricate save).
  If Samwell is rescued, it takes at least three months of care to mend 
  his mind and body. Once he finds his feet, he can once again function as 
  a powerful magic-user, although he never takes a new familiar. He also 
  retains a powerful phobia of devils and their infernal language for as long 
  as he lives.
  Samwell Bant, Elf Male (MU9): HP 22; AC 9[10]; Atk fist 
  (1); Move 9; Save 7; AL N; CL/XP 12/2000; Special: spells 
  (4/3/3/2/1).
  Spells: 5th—fabricate
  Equipment: spellbook (with fabricate).
  Area 0F-4: The Mushroom Shop
  The smell here is strong and earthy, with a definite undertone of rot. 
  This shop serves as the gateway to the mushroom fields beyond and as 
  an easy way for Mitchrod’s denizens to buy food. During lean times, the 
  hobgoblins feed on what they’ve stockpiled from raids. The town’s ko-
  bolds buy food here if nothing else is available, especially during winter.
  The shop is run by the kobold Dazran, her centipede companion Glory 
  and her 10 kobold helpers. At any time, there’s a 50% chance Dazran is 
  present as well as 2d4 helpers while the rest are hard at work in the fields. 
  Dazran and her crew are a strange lot, as long-term exposure to mushroom 
  spores does odd things to one’s brain. Their fervent worship of Hecate 
  probably doesn’t help the matter. It is rumored that Dazran uses Glory to 
  spy on the rest of Mitchrod’s populace on Esker’s behalf, but no one has 
  caught Glory in the act.
  The shop sells dried mushroom rations for 5sp each, as well as various mi-
  nor alchemical ingredients. Dazran also sells an odd blue wood used for build-
  ing material throughout the fortress for 2cp per pound. Her strangest offering 
  is something called “stems,” dried mushrooms the size of matchsticks. These 
  are a potent hallucinogenic sold for 5gp a dose. Finally, she buys fresh corpses 
  to use as fertilizer for 6gp each (3gp for halflings or similarly-sized creatures).
  Dazran is studying the mushrooms intently, breeding and crossbreeding 
  them as she discovers new strains. She pays a high price for any strange 
  fungal samples delivered to her, although her enthusiasm and zeal for 
  mushroom breeding is more than a little worrisome. Anyone able to im-
  press or flatter Dazran may be allowed entrance to the fields.
  Dazran, Kobold Female Shaman: HD 2; HP 8; AC 5[14]; Atk 
  gold-plated sickle (1d6) or heavy crossbow (1d6+1); Move 6; 
  Save 16; AL C; CL/XP 5/240; Special: spells (3/3)
  Spells: 1st—purify food and drink, read magic, sleep; 
  2nd—bless, invisibility, web.
  Equipment: gold-plated sickle, heavy crossbow, 10 
  bolts, ring of protection +1, shovel, 5 doses of stems, 
  wooden holy symbol of Hecate.
  Glory (small non-lethal giant centipede): HD 1d2; HP 2;  
  AC 9[10]; Atk bite (1 plus poison); Move 13; Save 18; AL N; 
  CL/XP 1/15; Special: non-lethal poison, +4 save.
  Kobolds (10): HD 1d4 hp; HP 4x2, 3x4, 2x3, 1; AC 6[13];  
  Atk weapon (1d6); Move 6; Save 18; AL C; CL/XP A/5; 
  Special: none
  Equipment: each kobold carries 2 doses of stems.
  Area 0F-5: A Very Odd Crop
  This wide, disc-shaped cavern has a low ceiling, forcing creatures to 
  stoop to fit. Larger than man-size creatures can barely squeeze through. 
  Stems
  Ingesting a dose of stems takes one round to chew them up. If 
  the creature taking the stems is doing so against his will, he can 
  make a saving throw to regurgitate them before the start of his 
  next round. On the start of the creature’s next turn, roll a 1d6:
   1
  The creature slips into a happy haze for 6 
  minutes. During this time, he is weakened and 
  suffers a –4 penalty to hit and saving throws. 
  He can still perceive his surroundings. At the 
  end of this time he suffers a –2 to attacks and 
  saves for an hour.
  2–5
  The creature feels a jolt as his mind and body 
  begin to work faster. For 1 minute, he gains a 
  +2 bonus to attacks and a –1[+1] bonus to his 
  Armor Class. At the end of this time, he must 
  rest for an hour.
  6
  The creature enters a trance in a state of 
  mental clarity for 10 minutes. All saving throws 
  are made with a +2 bonus during this time, 
  and any spells are cast as if the caster was 
  one level higher. At the end of this time, he 
  must rest for hour.
  Taking another dose of stems while under one of the effects list-
  ed above instantly ends the current effect. Roll again to see what 
  effect takes over instead. In this way, a creature with sufficient 
  access to stems can keep the negative effects at bay indefinitely.
  
  20
  Rappan Athuk: Expansions
  The area is lit by a few candles spread over the entire cavern, providing 
  light where the fungus needs it. The smell is overpowering. 
  The cavern is something of a forest, with many types of mushrooms 
  planted in a pattern that makes sense only to Dazran. A few sections of the 
  cavern are home to specific kinds of mushroom. If characters explore the 
  area, roll 1d4 to determine what mushrooms they encounter:
  1—The mushrooms here grow much taller, nearly reaching the ceiling. 
  The mushrooms have wide, flat caps with blue highlights and gray stalks. 
  An iron axe hangs from a hook on the ceiling, and several of the taller 
  growths have been cut down, revealing the stems to be a grainy blue. 
  These are spire-caps, although this strain’s stem is firm enough to be used 
  as a building material.
  2—At first glance, this area is clear of growth, although the ground is 
  covered in the bones of animals and humanoids. A single black candle 
  illuminates the scene with a troubling gray flame. A closer inspection re-
  veals that the bones are a substratum for bone-white mushrooms standing 
  2 inches tall. Their caps are a bulb that closely resembles a human brain. 
  If the strange mushrooms are so much as brushed, the bulbs explode into 
  a cloud of spores. Anyone within 10ft of the spore cloud must make a 
  saving throw to avoid inhaling the spores. If spores are inhaled, roll twice 
  on the stems table above and take the lower result.
  These mushrooms are a species named Opus that Dazran believes is a 
  gift from Hecate to the mortal world. Partly out of piety and partly out of 
  curiosity, Dazran acquired some to grow here. Under her careful care, they 
  began to flourish. If soaked in seawater for a week then dried, they can be 
  sold as the potent drug “stems.”
  3—Planted here is a patch of shriekers that Dazran carefully prunes. 
  When approached, the shriekers scream in short blasts of noise. Different 
  shriekers emit different pitches, creating the faint semblance of painfully 
  loud and discordant music. The noise ceases after 3 rounds although the 
  sound alerts everyone in the fortress. Soon, 4 hobgoblin guards from 
  0F–13 come to investigate.
  Shrieker: HD 3; HP 17; AC 7[12]; Atk none; Move 1; Save 14; 
  AL N; CL/XP 3/60; Special: shriek (1 hp/round to anyone 
  within 30ft, save avoids)
  4—The smell of rot reaches its peak in this wide area. Any kobolds 
  not currently at the stand are working here on the neat rows of short, fat 
  mushrooms. The kobolds are distributing the mud and “fertilizer,” and 
  while gross to human sensibilities, none seems to mind the work. Plenty 
  of mushrooms are always ready to harvest, but Dazran easily spots the 
  theft of even the smallest growth. If attacked, the kobolds scatter and at-
  tempt to make their way to the shriekers at C to attract attention.
  Area 0F-6: Korrigan’s Bar
  This tavern could be the same as any found on the surface. A muscled 
  human male with a scar running from his temple to his nostril stands be-
  hind the bar, polishing a glass with a rag. Three girls wait at long oak 
  tables. A truly vicious-looking heavy flail rests on a rack behind the bar, 
  deterring anyone from getting too unruly. The man is the bar’s owner, 
  Korrigan, whose story is a rather odd one. 
  Through a series of unfortunate circumstances, Korrigan found him-
  self serving with a small detachment of devils, including Komm, whom 
  he quickly befriended. When their mission was successful, Komm was 
  so impressed with Korrigan’s cruelty and devilish nature that he invited 
  Korrigan to join him in setting up Mitchrod. The devil gave the human 
  the bar as a gift. 
  Komm also had three girls from a nearby village charmed to keep Kor-
  rigan company. They’re nicknamed Alice, Bethany and Chel. The charm 
  forces them to be devoted to Korrigan. They serve food and clean up with-
  out complaint. Anyone speaking to them notices that they seem airy and 
  oddly focused. 
  The bar serves mushroom “brew,” a very raw ale at 3cp a mug, and 
  mushroom “wine” at 1sp for a mug. For the adventurously peckish, the 
  bar sells surprisingly good-looking sausages for 2sp, a bowl of stew for 
  1cp, or a loaf of mushroom-bread for 5cp. Korrigan won’t reveal what is 
  in the sausages or where he obtains them. The stew is a communal mys-
  tery, avoided by all but the very desperate.
  At any time, 4 hobgoblin guards are here as well as two rolls from the 
  Travelers Encounter Table. The Referee is encouraged to be creative in 
  customizing this area; it should be a dark parody of the typical adventur-
  ers’ tavern. One of the rolls on the Travelers Encounter Table could be 
  substituted with Urovok (Rappan Athuk, Area 4B-7) on his way to buy 
  supplies.
  Hobgoblin Guards (4): HD 2; HP 15, 5, 9, 10; AC 4[15]; Atk 
  longsword (1d8) or dagger (1d4) or longbow x2 (1d6); Move 
  9; Save 16; AL C; CL/XP 2/30; Special: none. 
  Equipment: chain mail, shield, leather bandolier 
  holding potion of healing and potion of heroism, 
  longsword, dagger, longbow, 20 arrows, tin whistle, 
  2d10 gp
  Treasure: The heavy flail is a +1 freezing flail. In the storeroom behind 
  the bar, six hooks hang from the ceiling. The first supports Korrigan’s 
  chain mail while the others hold five cured elf corpses. Also in the room 
  is a small chest containing 314gp that Korrigan never bothers to lock as 
  he rightly assumes no one is brave enough to rob him. Eight barrels of ale 
  are piled around the chamber, and in the far corner is an elegant mincer 
  made of polished iron that is worth 50gp to a serious butcher. It weighs 
  160 pounds.
  Korrigan (Ftr4): HP 29; AC 5[14]; Atk +1 freezing flail (1d8+1 
  plus 1d6 cold) or spear (1d6); Move 12; Save 11; AL C; CL/
  XP 4/120; Special: multiple attacks (4) vs. creatures with 1 or 
  fewer HD.
  Equipment: chain mail, +1 freezing flail, 3 spears, flask 
  of whiskey (2 swigs), 55gp, 98sp, 23cp.
  Area 0F-7: 
  Tivsaran’s Emporium of Wonders
  Tivsaran’s shop is quite a sight to behold after the relatively dim and 
  dismal nature of the rest of Mitchrod. Lit by four continual light torches 
  (spell cast on a stick), this room has white-painted walls that make the 
  place appear brighter still. Behind the counter is a tall, catlike creature 
  with orange fur and oddly-jointed hands, bedecked in fancy robes and 
  more necklaces than good taste would allow. Tivsaran is a rakshasa. 
  Tiv considers Komm’s martial prowess and Orthus’ deep faith to be 
  very inefficient tools for advancing Hell’s agenda. Tiv would much prefer 
  to focus Mitchrod’s resources on establishing trade with the surround-
  ing bandits rather than hiding or fighting. She would then use the wealth 
  gained from the town’s higher profile to expand and corrupt more mortal 
  souls along the way.
  Tiv is a firm believer that mortals corrupt themselves if given enough 
  freedom, so she trades in less-reputable merchandise such as souls, slaves 
  and drugs, even if she does not have much use for them. She cares more 
  for establishing a healthy trade than for making a profit, knowing that her 
  superiors will reward her devotion.
  The Emporium of Wonders (as Tiv calls it) is an overstatement, but not 
  by all that much. Unlike Dazran, Tiv does most of her deals with visitors 
  to Mitchrod, happily buying anything for the lowest price she can. She can 
  always spot a customer’s greed to leverage better prices for her wares. Her 
  merchandise ranges from general goods and gems to minor magical items. 
  Unlike a typical store, she has very little ability to restock anything rarer 
  than mundane equipment. She cannot order specific items.
  The store has a rather large storeroom. Tiv hoards anything she gets her 
  hands on, and has the skill to sell anything to the right person. The store 
  stocks nearly any item worth less than 250gp. Tiv often has to spend a 
  few minutes rummaging around the back of the shop to find some items, 
  however. Tiv also has a 50% chance of stocking any unusual item worth 
  up to 1000gp, as well as 2d4 minor magical items and 1 medium magical 
  
  21
  Part 2  - Wilderness area 30: Hell's hamlet
  item. Her stock updates monthly.
  In addition to these wares, Tiv also has 1d4+1 slaves for sale each 
  month. These slaves are generally humans (hp 3) captured during bandit 
  raids and sold to Mitchrod. Tiv is in favor of this practice, as she considers 
  slavery to be a solid foundation for any society. Komm is much less en-
  thused by the idea of villagers who’ve seen the inside of Mitchrod being 
  allowed to live. When not on display, slaves are allowed to sleep in the 
  Church Commons (Area 0F–8). Tiv takes good care of any slaves she has, 
  knowing that a weak slave is of no use to anyone. The starting price for 
  a slave is 75gp, although the wily rakshasa tries to sell them in groups to 
  seed a culture of slave ownership.
  If an alert sounds, Tiv grabs her prized possession, a bag of holding, and 
  begins stuffing her wares into it, starting with the most expensive. The bag 
  has a scroll case tied to it that contains 2 scrolls of dimension door. When 
  anyone she does not recognize opens the door to her shop, she reads the 
  scroll to transport herself to a small grove of trees overhead. From there, 
  she observes the commotion, ready to use the second scroll to give her a 
  head start on any pursuers.
  Tivsaran, Rakshasa Female: HD 7; HP 41; AC –4[23]; Atk 
  2 claws (1d3), bite (1d6); Move 15; Save 9; AL C; CL/XP 
  12/2,000; Special: illusory appearance, special magic 
  resistance, spells (MU 3/2/1; Clr 1). (Monstrosities 381)
  Spells: MU 1st—charm person, detect magic, read 
  magic; 2nd—ESP, mirror image; 3rd—suggestion; Clr 
  1st—cure light wounds.
  Area 0F-8: Church Commons
  This open space is the living area for many of Mitchrod’s inhabitants. 
  People wash clothes in the stream that runs through the center of the area, 
  dance and sing, or peddle minor wares in an open-air market (20+3d6 
  kobold or human commoners). Any trade goods and non-magical pieces 
  of equipment worth less than 25gp can be found for sale. Esker can often 
  be found here with Orthus (Area 0F-11) spreading the word of Hecate. 
  Slaves, animals and anyone without a place to sleep can stay here, al-
  though it is a noisy and uncomfortable night’s sleep.
  Patrolling the area are 4 hobgoblin guards. Their drawn swords do a 
  good job of dissuading any would-be thieves.
  Hobgoblin Guards (4): HD 2; HP 10, 9, 12, 11; AC 4[15]; Atk 
  longsword (1d8) or dagger (1d4) or longbow x2 (1d6); Move 
  9; Save 16; AL C; CL/XP 2/30; Special: none. 
  Equipment: chain mail, shield, leather bandolier 
  holding potion of healing and potion of heroism, 
  longsword, dagger, longbow, 20 arrows, tin whistle, 
  2d10 gp
  Area 0F-9: Dormitories
  Rows of dorms separated by low walls give a semblance of privacy. 
  A small desk in the northeast corner of the room is home to Watcher, an 
  imp who is in charge of the dorms. Anyone wishing to stay in Mitchrod 
  must ask Watcher for a room. The desk also doubles as Watcher’s sleeping 
  quarters.
  The individual rooms are simple but efficient, and include one or more 
  beds, a stone table, wooden stools and a few stone shelves and chests 
  carved into the walls or bolted on. As the population of Mitchrod expands, 
  so does this room as more guest and resident areas are added. The doors 
  to these rooms are not locked, and their walls don’t reach all the way to 
  the ceiling. The zealous Watcher patrols the area every chance he gets. 
  Watcher is not above listening in on conversations, and quickly reports 
  everything he hears to Orthus.
  Watcher rents rooms for 2sp per day to anyone who asks politely. Any-
  one who cannot afford that price (or wishing to settle in Mitchrod for 
  the foreseeable future) must first find a job in Mitchrod, usually with the 
  church or one of the shops. They might possibly even try their luck at 
  impressing Siggrun to join his squad. Most commonly, however, tenants 
  explore the woodlands looking for food, wood or other items to trade for 
  an extension to their lease. 
  Watcher (Imp): HD 2; HP 8; AC 2[17]; Atk sting (1d4 plus 
  poison); Move 6 (fly 16); Save 16; AL C; CL/XP 6/400; Special: 
  immune to fire, poison tail, polymorph, regenerate (1hp/
  round). (Monstrosities 262)
  Area 0F-10: Bathrooms
  This room is built above the river that flows out of the dorm. It does not 
  smell bad at all, as waste is carried away by the river.
  Area 0F-11: Chapel
  This large room is decorated with dark gray cloth. At first glance, it 
  appears to be a library as the north and south walls are linked with over-
  flowing bookcases, and a half dozen tables are set up where scribes duti-
  fully copy text from old, rotting tomes onto fresh new parchment. A small 
  set of stairs leads up to the rear third of the room, which contains more 
  bookshelves and a squat stone altar.
  The altar is decorated with a half-silvered circle representing the setting 
  full moon. A much larger version of the symbol is painted on the west 
  wall. The priestess Esker staffs this church to Hecate. She is assisted by 
  Orthus, an especially powerful and intelligent hell hound that was part of 
  Komm’s original group.
  Esker was originally Orthus’ valet but is now the mouthpiece for Hec-
  ate’s will in Mitchrod, something Esker especially enjoys. Every day at 
  dusk, Esker holds a short sermon, with all the kobolds and many other 
  residents and visitors in attendance. Esker is a luminary among the ko-
  bolds, who see her as a role model due to her rise to power and friendship 
  with Orthus.
  For Esker’s part, her ability to tell truly interesting parables has been 
  instrumental in gaining such a devoted following, and certainly the reason 
  Orthus favors her. Esker has 8 acolytes who vie for her attention. They 
  help out around the temple and generally do all the heavy lifting and fetch-
  ing that Esker asks.
  The library is made of books that Esker found, bought or scavenged 
  from travelers over the years. She spends most of her time translating and 
  poring over them, seeking to increase her power. She tells her acolytes 
  that carrying and translating tomes is good practice for being a priestess 
  of Hecate, and the limited power they’ve each been granted suggest she’s 
  not wrong.
  Orthus (Hell Hound of Hecate): HD 7; HP 41; AC 4[15]; Atk 
  bite (1d6); Move 12; Save 9; AL C; CL/XP 8/800; Special: 
  breathes fire, magical abilities, speech.
  Magical Abilities: at will—detect magic, read magic; 
  3/day—suggestion; 2/day—hold person; 1/day—ESP.
  Esker, Kobold Priestess of Hecate (Clr5): HP 22; AC 3[16]; Atk 
  heavy mace (1d6) or light crossbow (1d4+1); Move 6; Save 
  11; AL C; CL/XP 6/400; Special: spells (2/2)
  Spells: 1st—detect magic, detect good; 2nd—hold 
  person, speak with animals
  Equipment: +1 chain mail, shield, heavy mace, light 
  crossbow, 2 crossbow bolts coated in giant spider 
  venom, 18 crossbow bolts, potion of extra healing, 
  giant spider venom (save at +1 or die), unholy symbol 
  of Hecate, 3d10 gp
  Kobold Acolytes (Clr1) (8): HP 5x3, 4x2, 2x2, 6; AC 6[13]; Atk 
  morningstar (1d8) or light crossbow (1d4+1); Move 6; Save 
  15; AL C; CL/XP 1/15; Special: none.
  Equipment: ring mail, morningstar, light crossbow, 10 
  crossbow bolts, crossbow bolt coated in giant spider 
  venom (save at +1 or die), unholy symbol of Hecate, 
  2d10 sp.
  
  22
  Rappan Athuk: Expansions
  Area 0F-12: Salish’s Surgery
  Salish keeps this room very clean. The walls, ceiling and floor are 
  made of iron plates that have been polished to a dull sheen. An iron table 
  stands in the middle of the room, above a small grate that allows any 
  fluid to drain away. On the floor are some suspiciously dark stains no 
  amount of scrubbing can remove. Shelves along each wall contain various 
  foul-smelling chemicals that could only be identified by a team made up 
  of an embalmer, a physician and a poisoner.
  Salish is a chain devil, a six-foot-tall blue-skinned humanoid clad 
  in a leather apron. Four long chains buckled to the back of his apron 
  are usually wrapped around his waist and shoulders. These chains come 
  alive when Salish is working or fighting, and the fine knives attached to 
  the end of each make him an expert at slicing people open, alive or dead.
  Salish offers a truly devilish deal: For a fee (usually 1000gp paid up 
  front), Salish attempts to restore life to any corpse that’s been dead for less 
  than a week. The first stage is to repair the body. In some cases, this is as 
  simple as some stitching. In other cases, Salish informs the associates of 
  the deceased that he requires “spares.” Sometimes an arm or leg (or even 
  a heart or brain) is too far gone for Salish to salvage (Referee’s discretion). 
  The associates need to gather these “spares” from wherever they can. Sal-
  ish doesn’t ask any questions about where the parts come from.
  Once the body is rebuilt to a state that Salish is happy with, it is carried 
  into the next room. This room is off-limits and locked at all other times, 
  as it contains Salish’s pride and joy, a binding circle a full 15ft across. The 
  symbols describe the outer planes and the Hells. The symbols speak of 
  deals with devils and the oldest concept of barter. After placing a body in 
  the circle and balancing a gold coin delicately on the corpse’s forehead, 
  Salish begins chanting and the circle begins to glow. 
  Roll 1d100 to determine the results:
  1d100
  Results
  1
  The deceased sits up suddenly. He is fine except 
  for a lingering weakness (–4 penalty to attacks) 
  that fades after 2d4 days. He remembers nothing 
  of his resurrection except for a few flashes of the 
  Astral Plane, and being grabbed and dragged 
  toward a bright light.
  2
  If the deceased required no replacement 
  parts, then he awakens as above. Otherwise, 
  the deceased awakens with a momentary 
  glow in his eyes. He gains one racial trait from 
  the race that his “spares” came from, and 
  loses one of his own racial traits. (The Referee 
  should have some fun with this.) He remembers 
  nothing of his resurrection except for a few 
  flashes of the Astral Plane, and a fight among 
  the dead.
  3
  The deceased awakens slowly. He remembers 
  nothing at all of his resurrection, except for 
  a deep sense of loss. He has forgotten one 
  important person, as if he never knew them as a 
  partner or friend. Even if he is reacquainted with 
  this person, he feels only a disquieting sense of 
  something sold far too cheaply.
  4
  The deceased’s body heals completely, 
  including any scars and stitches. However, 
  he remains dead. Salish howls in pain, and 
  screams at those present to get rid of the body 
  immediately. He never has anything to do with 
  the deceased from this day onward, referring 
  to him as “marked” but refusing to explain what 
  that means. The body can be resurrected by 
  normal means. Characters may be able to 
  convince Salish to refund their gold.
  Hecate, Goddess of Evil Magic
  Alignment: Chaotic
  Areas of Influence: Chaos, Magic, Knowledge
  Symbol: A half silver disk representing the setting full 
  moon
  Garb: Fashionable togas of the most expensive cut 
  and material, generally in black.
  Favored Weapons: None
  Form of Worship and Holidays: Clerics and magic-
  users who venerate Hecate do so beneath the full 
  moon with sacrifices of blood and magical items as 
  the moon sets.
  Typical Worshippers: Magic-users, Women, Wali 
  Hecate, Assassins, hags, witches, and crones.
  Hecate is the goddess of Chaotic magic. She appears as a 
  beautiful woman flanked by numerous hell hounds, her favored 
  creature. The setting moon is her symbol. She requires sacrifices 
  on the full moon. Her priests are normally accompanied by hell 
  hounds sent by their goddess to guard her temples. Clerics of 
  Hecate have a special rapport with the beasts, allowing a chance 
  to control them as they would undead. Hecate is a jealous goddess, 
  capricious and quick to anger. One of her greatest priestesses, 
  Akbeth, is imprisoned in Rappan Athuk. Hecate resides in a 
  floating castle in the Nine Hells.
  
  23
  Part 2  - Wilderness area 30: Hell's hamlet
  1d100
  Results
  5
  The deceased sits up in a state of panic. He is 
  alive, but terrified. He speaks of being “dragged 
  to the forge” and “having been sold.” As he 
  talks, his body begins to blacken and flake, until 
  after 66 seconds he is just a pile of ash, babbling 
  in fear to the last. He can only be restored by 
  a resurrection or a wish. Salish is unapologetic, 
  stating that the deceased must have made an 
  enemy in death, or suffered some unfortunate 
  fate. He refunds their gold, however, without 
  being asked.
  6–100
  No effect.
  Salish, Chain Devil: HD 6; HP 42; AC 2[17]; Atk 4 chains (2d4); 
  Move 12; Save 11; AL C; CL/XP 9/1,100; Special: gaze (save 
  or paralyzed with fear for 1d4 rounds plus 1d4 points of 
  wisdom lost), immune to cold and poison, magic resistance 
  (20%), regenerate 2 hp/round (unless damaged by silver), 
  silver or magic weapons to hit. (Appendix)
  Area 0F-13: The Training Grounds
  Hobgoblin guards (see Area 0F–1) use this large, slightly uneven cav-
  ern every hour of the day. During busy times, the hobgoblins drill or form 
  up in pairs and spar. In quieter times, the guards practice maneuvers that 
  need more room such as charging, bracing or hand–to–hand grappling. 
  Other times, the grounds are turned into an archery range running the 
  length of the room. Anyone running through the corridors without paying 
  enough attention is in for a rude surprise. Occasionally, a traveler of note 
  may put on a demonstration to showcase an unusual weapon or give a 
  lecture on battlefield tactics. 
  Roll on the table below to determine how many hobgoblins are here and 
  what they’re doing. These activities generally last for 2 hours, and then the 
  Referee should select another. There is a 60% chance that Guard-Cap-
  tain Siggrun (Area 0F–15) is here observing the training; otherwise, he 
  is asleep in his dorm.
  1d6
  Result
  1
  16 hobgoblins spar in pairs with longswords and 
  shields. 2 kobold clerics watch, ready to patch up 
  any accidental injuries. 
  2
  5 hobgoblins with spears brace against 7 
  hobgoblins with longswords and shields. Injuries 
  are common, and this always draws 4 kobold 
  clerics. A group of travelers usually arrives to 
  watch this violent display (roll once on the 
  Travelers Encounter Table).
  3
  10 hobgoblins practice grappling on straw mats 
  dragged out of the dorms. They still wear their 
  armor for this activity, although they leave their 
  weapons in the barracks. 
  4
  8 hobgoblins fire longbows at targets set up at the 
  south end of the room. Anyone on punishment 
  detail is tasked with collecting the arrows, a 
  task simultaneously mind-numbingly boring and 
  dangerous.
  5
  A traveler (see the Travelers Encounter Table) is 
  giving a lecture on a new weapon or technique. 
  If Komm is present, he gives a lecture on the 
  structure of Hell’s legions and the importance of 
  discipline. Komm is an unnaturally charismatic 
  orator, and all 16 hobgoblins gather to hear him 
  speak. He always ends his lectures with a war story 
  from his long life.
  1d6
  Result
  6
  Roll again. This time, however, Komm comes to 
  personally take part in or observe the training (see 
  Area 0F–16). Komm is a brutal teacher with no 
  tolerance for failure. Up to 1d4 hobgoblins usually 
  end up carried from the grounds to the chapel to 
  hopefully mend their bones.
  Hobgoblin Guards: HD 2; AC 4[15]; Atk longsword (1d8) or 
  spear (1d6) or longbow x2 (1d6); Move 9; Save 16; AL C; CL/
  XP 2/30; Special: none. 
  Equipment: chain mail, shield, longsword, spear, 
  longbow, 20 arrows.
  Kobold Acolytes (Clr1): HD 1; AC 6[13]; Atk morningstar 
  (1d8); Move 6; Save 15; AL C; CL/XP 1/15; Special: none.
  Equipment: ring mail, morningstar, dirty bandages, 
  unholy symbol of Hecate.
  Area 0F-14: The Hobgoblin Dorms
  Twenty straw mats are arranged in neat rows, with a small wooden chest 
  sitting at the end of each. Along the walls are racks for 20 longswords, 20 
  shields, 10 spears, 20 longbows and 20 quivers (400 total arrows).
  Any hobgoblins not currently in the bar or on the grounds are sleeping here. 
  Sleeping hobgoblins leave their weapons on the racks, but sleep in their armor 
  (at Siggrun’s orders). If startled, the hobgoblins react quickly, acting on the turn 
  they’re awakened, albeit at a –2 penalty to all attack rolls and saves for one minute. 
  The wooden boxes contain each hobgoblin’s worldly possessions, usual-
  ly consisting of a change of clothes and 1d100gp among any personal items.
  Area 0F-15: Siggrun’s Office
  Siggrun is the captain of the guard, a proud hobgoblin who joined 
  Mitchrod only a few years back, but has already managed to make a strong 
  impression. Siggrun idolizes Komm, and it is his devotion and ability to 
  inspire troops that has impressed the bearded devil. The hobgoblin guards 
  have been steadily rising in strength ever since Siggrun took command, 
  and if given a larger group of soldiers to command, Mitchrod could raise a 
  formidable force. This has not been lost on Esker, who has been trying to 
  talk Siggrun around to her point of view, with limited success. 
  Before arriving in Mitchrod, Siggrun was a soldier on a ship “on a nas-
  ty, twice-cursed bit of coast to the far south.” 
  Note: If Siggrun is not on the training grounds, he can be found here 
  asleep. He keeps the door to his office locked at all times
  The office is sparsely decorated with a desk for taking notes, along with 
  a massive leather ledger containing notes on the strengths and weaknesses 
  of every single guard, and plans for their future training. A wooden chest 
  at the foot of his bed contains his considerable wealth, and a few racks on 
  the wall hold “campaign” trophies. 
  The racks include a large wereshark skull modified to be worn as a hel-
  met, a silvered shark’s tooth made into a dagger and a beautiful silver-and-
  gold spyglass worth 1000gp for its irreplaceable lenses. A secret panel in 
  his desk hides two gold bars worth 180gp each.
  Siggrun, Hobgoblin Guard-Captain (Ftr6): HP 39; AC 3[16]; 
  Atk longsword (1d8+2) or longbow x2 (1d6); Move 9; Save 9; 
  AL C; CL/XP 6/400; Special: multiple attacks (6) vs. creatures 
  with 1 or fewer HD.
  Equipment: plate mail, longsword, longbow, 20 arrows, 
  potion of giant strength, potion of extra healing.
  Area 0F-16: Komm’s Office
  This room is immaculately carved. The room is dark with no lights or 
  lanterns; Komm can see perfectly well in darkness and doesn’t require 
  
  24
  Rappan Athuk: Expansions
  light. A large table with a very detailed map of the area painted on it sits to 
  one side. Wooden tokens on the map denote settlements. Lengths of string 
  held in place with small pins display known bandit areas. Komm spends 
  at least an hour a day studying this map, and meets weekly with Siggrun 
  and Esker to discuss their plan if they get orders to attack. Tivsaran or 
  Korrigan also joins the discussion if they have any rumors about the out-
  side world to share.
  Komm collects income from all of Mitchrod, 30% of which he gives to 
  Orthus and the church as a tithe. Most of this wealth is left with Tivsaran 
  so she can bargain for any supplies that Mitchrod needs.
  Komm is a very serious individual, lacking the savagery common to 
  bearded devils. Komm would say that he “has been a soldier longer than 
  he’s been a devil,” which may be true as far as anyone knows. Komm cer-
  tainly has a lot of stories to tell, but he only tells anecdotes when it serves 
  a point or teaches an important lesson. His habit of giving stern lectures 
  and his harsh lessons on the training ground have led some of the guards 
  to refer to him by the goblin word for “grandfather.” 
  Komm, Bearded Devil: HD 8; HP 56; AC 2[17]; Atk +2 glaive 
  (1d10+2) or 2 claws (1d6); Move 15; Save 8; AL C; CL/XP 
  10/1400; Special: beard, bleeding wounds, disease, gate 
  50% (1 beaded devil or 6 lemures), immune to fire, magic 
  resistance (20%), teleport (at will). (Appendix)
  Area 0F-17: The Circuit 
  This cave is carved into a long, narrow tunnel no more than 10ft wide or 
  high at any point. Unlike the rest of the stonework in Mitchrod, the walls 
  here are intentionally coarse and uneven. This area is maintained and in-
  habited by a colony of mites. These small fey keep to themselves, tending 
  to a colony of giant spiders they use as mounts. The leader of the mites 
  is Lump, who speaks for the group. He trades spider venom to Salish and 
  Esker in return for food. The mites also hunt rats that are used to feed the 
  spiders or traded to Esker for her rituals.
  If needed, the mites can form a somewhat effective cavalry. Komm 
  ordered Roam to craft them steel lances, which the mites learned to use. 
  Lump also wears a helmet that provides no real protection, but at least 
  enables outsiders to distinguish him from the other mites. Lump thinks it 
  lends him an authoritative air. 
  The mites’ favorite activity is to release a rat into the circuit, and then 
  chase after it riding their spiders. Anyone walking through the circuit at 
  that time runs the risk of being knocked down, bitten or stabbed by over-
  excited mites and their mounts. There’s a 10% chance at any time that one 
  of these “races” is being held. 
  Lump (mite): HD 2; HP 9; AC 7[12]; Atk club (1d4) and bite 
  (1d3) or lance (1d6); Move 9; Save 16; AL C; CL/XP 2/30; 
  Special: none. (The Tome of Horrors Complete 384)
  Mite: HD 1; HP 6; AC 7[12]; Atk club (1d4) and bite (1d3) or 
  lance (1d6); Move 9; Save 17; AL C; CL/XP 1/15; Special: 
  none. (The Tome of Horrors Complete 384)
  Spider, Giant (4ft diameter): HD 2+2; HP 14; AC 6[13]; Atk 
  bite (1d6 plus poison); Move 18; Save 16; AL N; CL/XP 5/240; 
  Special: poison (+1 save or die), surprise.
  Area 0F-18: The Spider Warrens
  Every surface in this cave is covered in a fine layer of silvery strands. 
  This is the home of 7 mites and their 9 giant spiders. The mites make sur-
  prisingly neat beds out of sacks stuffed with dirt, and the place is roughly 
  furnished. A visitor not acquainted with mites may be surprised to see that 
  they have built rough furnishings out of crates and scraps of wood and 
  have commissioned Roam to make them plates and cutlery.
  The mites are orderly (if not exactly civilized) and eat meals as a group. 
  Some connection to their fey heritage gives them table mannerisms, if not 
  manners, such as tying a small cloth around their necks to serve as napkins 
  before eating.
  The mites sell vials of spider venom for 150gp, although they are only 
  willing to harvest 2 vials a week (from the spiders they are not currently 
  using as mounts). 
  On the table is a well-made teapot (worth 10gp) bubbling with a sweet, 
  fruity scent. This is the process by which the mites concentrate the spider 
  venom. Anyone taking a sip should be treated as if he’d been wounded by 
  the venom. Anyone swigging the entire pot probably does not have a long 
  future in the Stoneheart Valley and should be treated as if he had been 
  exposed to the venom three times over.
  Treasure: The mites have few uses for money, but one ordinary look-
  ing sack contains 2511 sp and 1231 cp.
  Mite: HD 1; HP 6; AC 7[12]; Atk club (1d4) and bite (1d3) or 
  lance (1d6); Move 9; Save 17; AL C; CL/XP 1/15; Special: 
  none. (The Tome of Horrors Complete 384)
  Spider, Giant (4ft diameter): HD 2+2; HP 14; AC 6[13]; Atk 
  bite (1d6 plus poison); Move 18; Save 16; AL N; CL/XP 5/240; 
  Special: poison (+1 save or die), surprise.
  Area 0F-19: The Rat Warrens
  This cave is home to many rats of all sizes. This cave was one of the 
  areas that already existed before Mitchrod existed. The rats have been 
  here for quite some time, feeding and breeding. This room is used as a 
  garbage dump for anything Dazran doesn’t want to use as fertilizer, and 
  these scraps are the reason the rats are so strong and plentiful.
  The mites harvest rats to feed their spiders, and occasionally to eat 
  themselves. They’re careful not to take too many, as the rats get ag-
  gressive quite readily. In this cave at any time are 2d6 giant rats and 2 
  rat swarms. Every round where there is either combat or food (feeding 
  time!), 1d4 giant rats and 1 rat swarm arrive until the maximum popula-
  tion of 18 giant rats and 5 rat swarms is reached. If these rats are killed, 
  they are replaced at a rate 1 rat swarm and 1 giant rat a week until the 
  maximum population is reached.
  The cave has many small tunnels in the walls, many of which lead to the 
  surface. Rainwater eroded these passages over the years. The mites never 
  go too far into the cave, worrying that it may be less stable than it ap-
  pears. They also fear being overwhelmed by swarms of vermin. Because 
  of these fears, they have missed one passage to Area 0F–20 that visibly 
  leads down rather than up. If explored (although it is a tight squeeze for 
  most normal-sized humans), it can be followed to another cave. The mites 
  do not know of this cave or of its inhabitants.
  Rat, Giant: HD 1d4 hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: none are diseased.
  Rat Swarm: HD 3; HP 15; AC 5[14]; Atk swarm (1d8); Move 
  12; Save 14; AL N; CL/XP 3/60; Special: 1 has disease. 
  (Appendix)
  Area 0F-20: 
  In The Presence of Royalty
  This small cave is home to two rather fat and content natural wererats 
  named James and Hanna. They took these names from a child’s fable and 
  “rule” over the rats living here. In practice, this means dividing up scraps 
  the mites throw in, while making sure only the weak and sick rats are 
  caught when the mites arrive. They also forage for food when the mites 
  forget or are unable to supply scraps.
  Their strategy is at least moderately effective; ever since James and 
  Hanna stumbled upon this cave (after following other rats looking for 
  food) the strength and number of rats have grown. For the most part, 
  they’d much rather stay in the cave in rat form and accept the free food, 
  unconcerned about the source of the scraps or Mitchrod.
  
  25
  Part 2  - Wilderness area 30: Hell's hamlet
  The wererats can easily leave the cave and reach the surface by going 
  through the missed passage to Area 0F–19 in their animal forms.
  The rats in the cave recognize James and Hanna as leaders (in their own 
  way), and the pair can direct the rats. If anything more threatening than a 
  mite comes through the door, they assume their animal forms and direct 
  the 1d6 giant rats and 2 rat swarms, aiming to drive the intruders back. 
  If it’s clear they cannot win, they flee and direct the rats to do the same. 
  Rats arrive from Area 0F-19 at a rate of 1 rat swarm and 1d4 giant rats 
  until the maximum population is reached.
  If friendly contact is made with James and Hanna, they reveal them-
  selves to be selfish but amiable. With nothing more than some good words 
  and a generous bribe of food, they can be convinced to coordinate an 
  attack on Mitchrod with their “army” to claim the cave as their own.
  James and Hanna have very little treasure other than their gear. Among 
  the rubbish is a short carved stick that is actually a wand of paralyzing 
  with 11 charges remaining. It was accidentally thrown out by one of Es-
  ker’s acolytes, who have been searching for it since.
  James and Hanna, Wererats: HD 3; HP 18, 12; AC 6[13]; Atk 
  bite (1d3), weapon (1d6); Move 12; Save 14; AL N; CL/XP 
  4/120; Special: control rats, lycanthropy, silver or +1 or better 
  weapon to hit, surprise.
  Rat, Giant: HD 1d4 hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: none are diseased.
  Rat Swarm: HD 3; HP 15; AC 5[14]; Atk swarm (1d8); Move 12; 
  Save 14; AL N; CL/XP 3/60; Special: 1 has disease.
  Alerts
  Mitchrod is constantly ready and always expecting an attack (in spite 
  of the fact that it has not been discovered in its 10 years of operation). 
  All guards (and many citizens) carry a loud, high-pitched whistle. This 
  whistle is never blown to attract attention (except in case of something 
  like a cave-in) but is reserved for the sighting of hostile forces or other 
  equivalent disasters. If a guard blows a single, strong note on his whistle, 
  it may not carry throughout the fortress, but other citizens hear the sound 
  and quickly pass the message on. From then on, all citizens of Mitchrod 
  prepare to defend their home. 
  The hobgoblin guards immediately report to their dorms to arm them-
  selves with longswords, shields and longbows. Their spears are generally 
  left behind. They hold the area until Siggrun or Komm arrives, where-
  upon they sweep the fortress area by area. Komm teleports to the dorms 
  as soon as he is able to get the guards moving as soon as possible. On 
  the first round after the alert sounds, all guards in the training grounds 
  move to the dorms, and all the guards there are ready 1d4 rounds later as 
  they grab weapons and wake their sleeping comrades. Any guards who are 
  elsewhere in the complex attempt to get to the dorms. If they encounter 
  hostiles, they trill their whistles and engage, buying time for the remainder 
  of their forces to catch up.
  The exceptions are the four guards at the Tin Man, who stay to guard 
  and make use of the device. 
  If a group of guards makes it to the mites, the tiny creatures mount up to 
  follow orders. If the mites are not rallied, they instead position themselves 
  on spider-back around the entrance to their home, hiding on the walls and 
  roof, waiting to surprise intruders.
  Dazran and her helpers immediately flee into the mushroom fields, re-
  grouping at Area 0F–5A. From there, they patrol the fields, stalking any 
  prey they find. If they find the area clear, they set up an ambush near the 
  door to Area 0F–4 and wait quietly and patiently for the all-clear signal.
  Tivsaran’s tactics are detailed in Area 0F–7. Korrigan, meanwhile, 
  grabs his flail and puts on his armor (which takes 2 rounds). He then locks 
  the door to his bar and searches for a unit of hobgoblins to command. He 
  is a ferocious combatant and uses any forces he can gather to the best of 
  his ability. Roam hides in his forge, a coward to the last.
  Orthus and Esker, along with the fussy Watcher, lead the defense of the 
  citizens of Mitchrod. No one is a noncombatant in Mitchrod, and every 
  kobold, hobgoblin and other creature rallies in the Commons to defend his 
  home. Orthus inspires them to fight, while Esker and her acolytes exhaust 
  their spells before wading into melee.
  Once intruders are dealt with, Komm orders Orthus, Siggrun, 4 hob-
  goblin guards and 2 acolytes to track the intruders down however they 
  can, hoping to silence all those who would threaten Mitchrod.
  The Farms and Food 
  (Optional Content)
  On the surface, several farms are within a few miles of Mitchrod’s en-
  trance, each growing root vegetables and raising livestock. The farmers are 
  aware of Mitchrod and have an uneasy truce with the place. In exchange 
  for their word that they keep Mitchrod a secret, Tivsaran gives them a 
  good price on some of their goods as well as warns them of bandit activity. 
  Komm, on the other hand, threatens to burn their farms and kill their fam-
  ilies (in that order) if they break their word. This food is enough to keep 
  Mitchrod fed but not without the occasional raid and Dazran’s crop.
  If Mitchrod is besieged, it runs out of food after one month. It is unlikely 
  but possible that the devils have allies on this plane, and they use their 
  teleport ability to keep the fortress stocked, although such a tactic quickly 
  raises suspicion in the surrounding land.
  
  26
  Rappan Athuk: Expansions
  Author’s Note
  First, I must quickly mention how much I loathe “must lose” fights, 
  where the outcome of a battle is predetermined to further the plot. It’s very 
  hard to have a story where the characters are captured without it, so the 
  focus must shift. If the characters know they’re going to be caught, how 
  can they prepare? Do they have the wisdom and patience to bide their time 
  until a moment for escape arrives? There are more tests of heroism than 
  just bravery.
  Author’s Note Continued
  Nature is pretty much the scariest thing around. I’m an Australian, and 
  our wildlife is pretty scary. While we do have a lot of poisonous spiders, 
  we also have weirder things like lyrebirds which can mimic nearly any 
  sound (including chainsaws). 
  It’s easy while you’re on a long hike to begin to suspect the whole lot 
  is out to get you, the trees, the birds, all of it. So what if it was? What if 
  the bush and the things living within it wanted nothing more than to see 
  you dead in a creek? What if night never came and the hot Australian sun 
  beamed down on you until you went mad?
  Let’s find out.
  —Alex
  Introduction
  This adventure is intended as an introduction to the wilderness area 
  of Rappan Athuk. The pirate attack, capture and escape through an evil 
  forest that are contained in this module are intended to toughen up a party 
  of 1st–3rd level characters so that they emerge (perhaps a lot poorer) but 
  stronger and more canny, ready to face the dungeon. A few items of value 
  are hidden within the forest, but equipment can be bought, and wounds 
  can be healed. The mindset needed to step into a dangerous place can only 
  ever be earned.
  When characters are stripped of equipment, the differences in classes 
  become apparent. If the party contains any character who can function ef-
  fectively without gear, consider the impact this may have on party balance. 
  Maps
  Below are the two maps you’ll need. The player map is intended to 
  be spoiler free, and also an exact replica of what characters would find 
  in-game (apart from the hex grid). The simplistic and minimal art style 
  is meant to represent that it was grown by a particularly artistic tree. The 
  map features may be literal geography or artistic license.
  Because the player’s map is intentionally inaccurate, it should be a snap 
  for the Referee to add any locations or events pertinent to his campaign.
  The Boat
  The party begins its adventure on a boat bound for the city of Freegate. 
  The ship is called the Marid’s Wish and is bearing trade goods and no other 
  passengers besides the party and the crew of the Marid.
  The ship is making good time and expects to get into port in a few days. 
  In spite of the favorable winds, the weather is miserable, with fog and con-
  stant rain. The helmsman, a grizzled and malodorous man, is steering by 
  compass, and the crew is not worried that they haven’t been able to check 
  their bearing by the stars in two days.
  On the third evening, the winds pick up until the cold rain seems to 
  be falling from every direction. All the crewmembers (and possibly the 
  characters) have retreated below decks, save the helmsman who stands 
  at the stern with his lantern and compass, vainly watching for rocks or 
  reef while trying to keep the ship on course. Anyone on deck might notice 
  something is amiss as they hear a faint bump against the port side of the 
  ship, followed by a thump from the port-side railings. Anyone actively 
  looking for the source of the noise finds a grappling hook embedded in the 
  railing and a taut, knotted rope that leads down from the ship at a slight 
  angle. Although it is not visible through the fog and rain, the pirate ship 
  Shark’s Teeth has sailed up alongside the Marid.
  Two rounds after the grappling hook finds purchase, 3 pirates climb 
  along the rope and onto deck. These scouts drew the short straw and were 
  sent to see what the ship is and what it’s carrying. The weather was too 
  foul for the pirates to see even so much as the name painted on the side, 
  spotting it only by the lantern of the helmsman.
  If the deck is empty other than the helmsman, one pirate sneaks up 
  behind him and warns him to be silent, ready to gut him if he yells or does 
  anything foolish. One unlucky pirate is chosen to go in first and check 
  below decks and deliver demands to the crew. The Marid is to surrender 
  half its cargo and all its passengers or its crew will be killed.
  If anyone other than the helmsman is on deck, the pirates signal for 
  backup (another 3 pirates arrive in 2 rounds) and then try to capture any-
  one on deck and attempt to scare them into telling the pirates the name 
  of the ship, its cargo and its destination. The pirates have no problems 
  wounding someone in an attempt to “persuade” them, but are loathe to kill 
  anyone, and are likely to back off if threatened. The helmsman is old and 
  mostly deaf, and unless someone taps him on the shoulder, he continues 
  to fight with the wheel to keep the ship on course. He is no use in combat, 
  and the pirates ignore him, almost out of professional courtesy.
  Crew of the Marid’s Wish:
  • 7 crewmembers (including the helmsman)
  • Captain Hodge
  Part 3
  Wilderness Area 31:
  The Face in the Forest
  
  27
  Part 3  - Wilderness area 31: The Face in the Forest
  
  28
  Rappan Athuk: Expansions
  
  29
  Part 3  - Wilderness area 31: The Face in the Forest
  Crew of the Shark’s Teeth
  • 8 pirates
  • 3 skirmishers
  • Peglegs, the captive healer 
  • Exploding Percy
  • Captain Jackson
  If combat occurs on the deck, the crew of the Marid and the Shark hear 
  it. The Shark responds by sending 3 pirates, 3 skirmishers and Explod-
  ing Percy, the first mate. The crew of the Marid is a cowardly lot and 
  barricade themselves below decks, although they can be forced to aid the 
  ship if the situation is dire. If reinforcements are called for, any pirates 
  remaining on the Teeth board the Marid.
  What happens next depends a lot on the actions of the players. The pi-
  rates are more than a match for the Marid’s crew and force their surrender 
  in just a few minutes. If the players attack the pirates cautiously (rather 
  than engaging on the deck where they are outnumbered), they may be 
  able to force the pirates back, especially if the crew of the Marid can be 
  convinced to assist. If Percy or any two other pirates are killed, Bloody 
  Jackson and his two elite skirmishers join the fray (throwing more grap-
  pling hooks if their line has been cut). 
  The pirates are at a clear advantage in numbers and skill, but it’s quite 
  possible that cleverness on the part of the party can force the pirates into 
  an unfavorable position. If the pirates are winning, but the Marid’s crew 
  still refuses to yield, Jackson (or Percy, if Jackson is incapacitated) can of-
  fer the captain of the Marid a “fair deal” to stand his men down. The deal 
  is understood to mean safe passage for all of the crew, as well a moderate 
  sum (150gp) for the captain personally. If at least two of his crew mem-
  bers are slain, the captain of the Marid surrenders regardless.
  The ultimate outcome may be inevitable, but the players can do a few 
  things to influence their fate: 
  • Anyone spending a full round can hide a single small item on his 
  body, and anyone searching him must roll a 1 on 1d6 to find this item.
  • Standing steadfast against the pirates and refusing to give ground is 
  seen as admirable (unless it results in the death of a pirate), and results in 
  them being better respected by the pirates (Referee to determine this by 
  role-playing). 
  • Perhaps the best thing the party can do is offer to help heal pirates 
  who were wounded in the fight. Peglegs, the pirate’s apothecary and heal-
  er, looks upon this kindness with gratitude, and may later assist characters.
  Killing pirates doesn’t help at all, and for every pirate killed, the party 
  receives one extra guard when the party makes landfall. 
  For this encounter to work smoothly, it must be obvious very early on 
  that the party is outmatched and outnumbered. The number of pirates 
  should be increased for larger parties. The party should be less concerned 
  with winning than they are with how to handle the situation. 
  Pirates (Ftr1) (8): HP 5x3, 4x2, 6, 2x2; AC 7[12]; Atk short sword 
  (1d6) or club (1d6); Move 12; Save 13; AL N; CL/XP 2/30; 
  Special: none; 
  Equipment: leather armor, short sword, club.
  Pirate Skirmishers (Ftr2) (3): HP 12, 11, 8; AC 7[12]; Atk short 
  sword (1d6); Move 12; Save 13; AL N; CL/XP 2/30; Special: 
  skirmishers attack with 2 weapons (+1 to hit); 
  Equipment: leather armor, 2 short swords.
  Captain Jackson (Thf6): HP 22; AC 6[13]; Atk +1 longsword 
  (1d8+1); Move 12; Save 8; AL C; CL/XP 6/400; Special: +2 
  save vs. traps, back stab (x3), read languages, thieving skills; 
  Thieving Skills: Climb 90%, Traps/Tasks 40%, Hear 4 in 6, 
  
  30
  Rappan Athuk: Expansions
  Hide 35%, Silent 45%, Locks 35%.
  Equipment: +1 leather armor, +1 longsword, thieves’ 
  tools, shark-tooth pendent (75gp), 2d10gp. 
  Peglegs, Cleric of Quell (Clr2): HP 10; AC 2[17]; Atk: fist (1); 
  Move 3: Save 14; AL L; CL/XP 2/30; Special: +2 save bonus 
  vs. paralyzation and poison, banish undead, spells (1);
  Spells: 1st—cure light wounds;
  Equipment: crutches, 3 potions of healing, holy symbol 
  of Quell, 2d10gp.
  Note: Peglegs has two wooden legs, and walks with the aid of a pair of 
  wooden crutches. This reduces his movement rate to 3.
  Exploding Percy, Goblin: HD 1d6 hp; HP 3; AC 9[10]; Atk 
  bomb (see below) or light crossbow (1d4+1); Move 9; Save 
  18; AL C; CL/XP B/10; Special: –1 to hit in sunlight.
  Equipment: light crossbow, 20 bolts, pouch of 3 
  chemical bombs (range 10ft; 1d6 points of damage; 
  lights combustibles on fire for 1d4 points of damage for 
  1d4 rounds).
  Marid Crewman: HD 1; HP 4x3, 5, 2x3; AC 7[12]; Atk club 
  (1d6); Move 12; Save 17; AL C; CL/XP 1/15; Special: none.
  Equipment: leather armor, club, 1d4 sp.
  Captain Hodge (Ftr1): HP 6; AC 7[12]; Atk club (1d6); Move 
  12; Save 13; AL N; CL/XP 2/30; Special: none. 
  Equipment: studded leather armor, club, 3d6sp.
  The Cove
  Note: The Referee is encouraged to modify this section to enforce his 
  chosen theme. Whether the pirates are slapstick, dark and violent or just 
  businesslike is up to the Referee. The pirates are not the focus of the ad-
  venture, and their manner should convince the players to escape at the first 
  real opportunity.
  Once the events aboard the Marid are concluded, the pirates frisk the 
  party and relieve them of all of their equipment. The pirates are also quick 
  to gag anyone seen casting spells, and they tie the hands of any hero not 
  carrying a weapon. 
  Within a few hours, the pirates pull in to a small cove for the evening 
  to celebrate looting the Marid. The cove is little more than a beach below 
  an overhanging cliff. One path heads up the cliffside in the west, leading 
  out of the cove.
  A lot of alcohol is consumed and the pirates quickly build a fire from 
  driftwood in a clearing in the north (A). They avoid going up the slope to 
  forage for wood. A few pirates stay on the boat to guard the loot, while the 
  rest go ashore. The characters are also brought to shore to be traded away 
  in the morning to a man named Turane (see Rappan Athuk, Wilderness 
  Area 5). The pirates are apprehensive about allowing Turane anywhere 
  near their boats due to his troll bodyguards who have a habit of breaking 
  things.
  The characters are brought to a small sand-cave in the cliffside that the 
  pirates use as a garbage dump and latrine (B). The characters’ arms are 
  tied behind their backs, and their ankles are bound and they are made to 
  sit on the garbage pile while 2 pirates watch them. The pirates assign up 
  to two additional sentries if they believe the party to be highly dangerous 
  (or if they killed any pirates while on board the Marid).
  The sentries are undisciplined and complain loudly about missing 
  out on the party to “baby-sit.” They comfort themselves that they’re not 
  “looking for birds,” referencing the guards on lookout at the top of the 
  slope (C). If asked, they mention that the forest is “haunted by things not 
  dead” and that “the birds are the worst.” They admit they don’t know what 
  that means, but they’ve heard it repeated enough that they’re wary.
  The characters need to escape before Turane arrives. First, characters 
  must take care of their guards. A clever distraction (Referee to determine) 
  can focus the pirates’ attention on the sounds of revelry or the smell of 
  cooking to convince the pirates to join their comrades. A charismatic 
  character with a good story convinces the pirates that the hostages have 
  nowhere to run off to. The characters could also suggest that the pirates 
  should be drinking as well because “Why should your friends have all the 
  fun?” 
  The pile of rubbish contains many sharp shards of glass and rocks, as 
  well as 3 intact glass bottles and other minor broken objects that char-
  acters could use to cut their bonds (taking 1d4+1 rounds to do so). If 
  the pirates are still present, the characters may attempt to cut their bonds 
  without being noticed. Allow a character to sever their bonds with a roll 
  of 1 or 2 on a 1d6. There are other ways the players could escape from the 
  pirates, depending on the special abilities of the party members present. 
  The Referee is encouraged to add any extra “treasure” to the pile that he 
  would like the characters to start the adventure with.
  If the party impressed Peglegs earlier, he may visit them in their cap-
  tivity. His crutches have a lot of trouble on the sand, and the pirates do 
  not see him as a threat. He gives each character a waterskin attached to a 
  leather thong that loops around their necks that allows them to drink with 
  bound hands. If a cleric is in the party, he slips them their holy symbol as 
  well as subtly slicing through the bonds that hold their hands, asking them 
  “not to hurt anyone.”
  If no cleric is present, Peglegs instead slices through the bonds of the 
  strongest-looking party member.
  The two sentries each have a copy of the Player Map as well as a greasy 
  slab of meat wrapped in cloth that is enough for a meal.
  Once the party secures its freedom, only one way to go exists. Around 
  the fire are Captain Jackson, Percy, Peglegs, the 3 skirmishers, and up 
  to 12 pirates (subtract any who died on the Marid). Trying to slip past the 
  bonfire to the boats is suicide, as is trying to swim out of the cove to get 
  to the ship (where another 4 pirates await them on the Shark’s Teeth). The 
  party’s only hope is to sneak up the path and get by the sentries to get out 
  of the cove.
  During this time, the pirates are loudly dividing up the treasure on the 
  beach, including the party’s equipment. As each new piece is presented, 
  the pirates yell insults or compliments and make off-color jokes. This is 
  fortuitous for the party, as it provides a distraction but may be a bit galling. 
  At the top of the slope, 1 pirate is keeping watch, while 3 other pirates 
  lounge alongside the path. Each pirate has some food and a copy of the 
  Player Map. With the equipment taken from the earlier guards, these pi-
  rates do not pose much of a threat as all their attention is focused west-
  ward, away from the path. Of note is the map of the area that the pirates 
  carry. This is intended to be the characters’ main guide through this adven-
  ture, although one more opportunity exists to obtain it if they miss it here.
  If the alarm is raised at any point, the characters may still have a chance 
  to make a dash for the path. If they run completely out of options, Turane 
  arrives just before morning to look over the party. He decides not to pay 
  the exorbitant price the pirates want (200gp per person), and the party is 
  left marooned in the cove.
  Pirates (Ftr1) (4): HP 5, 3x2, 2; AC 7[12]; Atk short sword (1d6) 
  or club (1d6); Move 12; Save 13; AL N; CL/XP 2/30; Special: 
  none. 
  Equipment: leather armor, short sword, club.
  The Pass
  The first night may be spent in a terrified flight or a worried trudge, de-
  pending on previous events. The path up from the cove leads to a narrow 
  pass between cliffs, perhaps 200ft wide at most. A river runs through the 
  center of the pass (perhaps the pass was created by erosion from this river, 
  many years ago).
  The ground is a mix of sand and dirt, with dense 5ft tall shrubs all 
  around. A river winds its way through the center, spilling down into the 
  cove in a weak waterfall (although at this point the river is salty). The 
  dense bushes and uneven terrain offer many hiding spots to lose pursuers. 
  Even if they give chase, the pirates do not follow the party very far into 
  the pass before they give up and go back to their ship. A cursory glance is 
  enough to show that the pirates’ search pattern is very half-hearted, as if 
  they would prefer not to find anything at all. 
  It takes about eight hours for a party moving at normal speed (Move-
  
  31
  Part 3  - Wilderness area 31: The Face in the Forest
  ment 12) to get from one end of the pass to the other. As the party travels, 
  dirt slowly replaces the sand, and the thick shrubs give way to small oak 
  trees. By the end of the pass, the trees become a forest, and fallen leaves 
  cover the ground.
  At dawn, a small raft makes its way down the river. On board the raft is 
  a hag named Melshus who has come to trade with the pirates. She wears a 
  hood to hide her horrific appearance, and has a small collection of supplies 
  to trade. She parleys with the party, but she does not have sympathy for 
  beggars. A character may convince her to let the party take turns drinking 
  from her waterskin, but she has no food to part with. She also gladly hands 
  over a map (the same map the party would have taken from the pirates if 
  they did not do so). Melshus has a small collection of weapons and armor 
  she hopes to trade for food. The weapons and armor were clearly taken 
  from travelers and guards, although she refuses to say where she got the 
  supplies, even if pressed. The party should at least be able to trade two or 
  three of the pirates’ swords for different weapons (Referee to determine 
  items).
  If attacked or if items are stolen from her, Melshus drops her hood and 
  uses her death gaze immediately. She fights until reduced to below 7 hp, at 
  which point she dives into the river and flees upstream. She plans to take 
  revenge as soon as she heals.
  Melshus, Sea Hag: HD 3; HP 18; AC 6[13]; Atk bite (1d4); 
  Move 6 (swim 18); Save 14; AL C; CL/XP 5/240; Special: evil 
  eye (3/day, 30ft range, save or die), weakness upon sight 
  (save or lose 50% strength for 1d6 turns). (Monstrosities 239)
  The Forest
  Depending on the time of day, the forest appears to get brighter as the 
  party approaches. If it is dawn, this won’t rouse suspicions, but for any 
  other time of day, it is clear that something is amiss. The sun and moon do 
  not move unusually; it is simply the level of ambient light that increases. 
  Birds with green and black plumage and sporting long tail feathers are 
  spotted flying high overhead. A druid or ranger notices that these birds 
  
  32
  Rappan Athuk: Expansions
  are not from this region and fly in an odd manner, only rarely flapping 
  their wings.
  The forest never gets dark. The sun rises and sets, but the light stays 
  as bright as it would be at midday. The glow is diffused and casts few-
  er shadows than expected. A simple detect magic doesn’t show anything 
  amiss or reveal the source of the light. The light is bright enough to give 
  light-sensitive creatures trouble, and any creatures otherwise weakened 
  by daylight are affected. Along with the never-ceasing “sunlight” comes 
  the heat—the temperature is nearly 100 degrees in the sun and at least 87 
  degrees in the scant shade available.
  The forest itself is not openly hostile. The trees are mostly black oaks 
  with dark-gray bark, and the forest floor is covered in leaves with a few 
  short plants poking up through the gaps. Plenty of animal life abounds but 
  absolutely no birds other than the aelom can be found. However, the types 
  of fauna present are a bit odd, with bear, deer and boar filling the role 
  of prey while leopards and snakes are the most common predators. Few 
  species of insects are active in the forest, although a seemingly unending 
  supply of flies and ants can be found. Any living creature always has a 
  halo of a half-dozen flies, and anyone not paying very careful attention to 
  where he is stepping finds himself bitten by an ant every hour.
  The Truth Behind the Trees
  Once the forest was like any other in the region, a small forest of oak 
  trees sheltered by mountains and fed by rains and streams rich with nu-
  trients washed off the rocky slopes. A portal to a plane of evil opened in 
  the midst of the great river that feeds this forest, polluting and corrupting 
  it. But the portal was small and forests are slow and resilient to change. 
  Nearly a century later, the forest is less a twisted and corrupt place and 
  more a malevolent domain designed to destroy or incorporate everything 
  around itself.
  The biggest change is in the trees themselves. Under the ground, their 
  roots wind together and merge until all the oaks in the forest are one single 
  organism. The animals are mostly free of this corruption, but several new 
  kinds of creatures emerged as a result of generations of beasts drinking 
  from the tainted water. These partially other-worldly creatures are not in-
  telligent as a rule, but recognize their own and work together to take down 
  threats.
  The forest has no big-bad-evil traipsing around to present a clear and 
  obvious threat. Rather, the characters are hunted and haunted every mo-
  ment by the increasingly bizarre mechanisms of the forest. It is helpful 
  to think of the forest as one great creature, with aelom for eyes, trees for 
  ears and the belhelmel as its white blood cells to hunt down pathogens 
  and remove them. The party is trapped in the belly of this beast. Should 
  they manage to escape, the memory should haunt them for the rest of their 
  days.
  The Beach
  A beach runs down the eastern edge of the forest. Sadly, this strip of 
  land does not offer an easy exit from the forest. The water is as still as the 
  surface of a lake, devoid of fish and far too salty to drink. The water never 
  gets deeper than 3ft no matter how far one wades out, although it does 
  get uncomfortably warm. This beach and water are just another illusion 
  conjured by the forest. 
  The beach does offer the occasional bit of driftwood, however, enough 
  that 4 hours of searching allows one creature to collect enough to build a 
  decent fire. This wood does not draw the attention of aeloms when burned. 
  A druid or ranger realizes that the wood comes from trees different than 
  the ones growing in the forest.
  Trees and Aelom
  The forest is quick to defend itself, although its methods are a little 
  convoluted. If a tree is struck hard enough to cause damage, it releases a 
  strong, sweet sap. If wood (even dead wood) is burned, it likewise gives 
  off a sickly sweet smell with the smoke.
  This smell attracts the bird-like aelom at a rate of one every 1d4 min-
  utes. The aelom gather as long as the wood continues to burn or while 
  the tree continues to be chopped. The birds roost in the trees, but may be 
  more inquisitive and waddle awkwardly along the ground looking for the 
  source of the smell.
  The aelom are all that is left of a species of nectar-sipping parrots native 
  to the forest. The creatures they’ve now become inherited the curiosity 
  and skittishness of their mortal kin. 
  If an aelom is disturbed (such as by a loud noise, by being attacked or 
  by otherwise being frightened) they react by first casting darkness near 
  whatever scared them, then flying away. The aelom can enhance existing 
  patches of darkness and expand their area. If a flock of aelom is upset at 
  the same time, the birds contribute by casting one large patch of darkness.
  If the original incident that attracted the aelom ceases (such as putting 
  out a fire that had startled them), one aelom flies off every minute or two 
  until none remain.
  The darkness created by the aelom is a cue for the much more danger-
  ous belhelmel, however, who equate the localized patches of dark with 
  confused prey. An aggressive belhelmel arrives in one minute, and more 
  continue to arrive at the rate of 1 every 1d4 minutes for as long as the 
  darkness persists.
  Aelom: HD 1; AC 8[11]; Atk bite (1d4–1); Move 1 (fly 24); Save 
  17; AL C; CL/XP 2/30; Special: growing darkness, magical 
  abilities. (Appendix)
  Magical Abilities: 3/day—darkness 15ft radius
  Spending Time in a Hex
  It takes about eight hours of solid walking (at Movement rate 12) to 
  cross a hex. This does not include time taken out for meals, resting or 
  sleeping. With reasonable rest and time out to gather supplies and adven-
  ture, it is reasonable to treat each new hex as a new day. The forest reacts 
  accordingly to whatever the party does within a hex:
  Gathering water
  If characters try to gather water, they automatically succeed if they’re 
  following the river. If the party does not follow the river, but has a druid 
  or ranger in the party, they find a source of fresh water (a clear puddle, or 
  a narrow stream rivulet). If no druid or ranger is available, the party has 
  a 1 in 6 chance to run across a foul pond or a sickly stream. Unless the 
  party purifies the water, drinking it exposes them to a minor disease (those 
  drinking the water must make a saving throw or be at –2 to hit, damage 
  and saving throws for 2 days from intestinal cramps). 
  Gathering food
  To find food, the characters each roll 1d6. Rolls of 1 or 2 are not count-
  ed. Add the total and consult the table below. 
  Fresh food
  1d10
  Result
  1 or less
  Rotting meat: A single rotting deer carcass lies in 
  a muddy ditch. Just enough meat hangs on the 
  carcass to feed one creature, although it smells 
  disgusting and tastes worse. Anyone eating a 
  meal of rotting meat needs to make a saving 
  throw or throw it up. 
  2
  Live game: A single deer is spotted. The deer has 
  a white coat and moves slowly. There is a 75% 
  chance that this is a dimension deer. Characters 
  familiar with dimension deer can determine 
  whether the deer is of the regular variety or not.
  3
  A dance with a predator: A grizzly bear (or other 
  creature, see Predators Sidebar) is out looking 
  for food and may attempt to flee if reduced 
  below half its hp. Should the predator be 
  tracked back to its lair, the den may contain a 
  mate, cubs or minor treasure such as broken or 
  rusted pieces of equipment and gear.
  
  33
  Part 3  - Wilderness area 31: The Face in the Forest
  1d10
  Result
  4
  Frog pond: A pool of fetid water contains 2d4 
  giant frogs. These frogs are skittish and scatter 
  if anyone comes within 30ft. Each frog has 
  enough meat to feed one creature, although 
  the taste is quite unusual.
  5
  A herd of prey: 1d6 deer and a stag are making 
  their way through the forest. If the party comes 
  within 100ft of them, the deer scatter. If they’re 
  attacked, the deer run while the stag defends 
  them.
  6
  An ambush: A giant spider moves swiftly 
  between the trees. If the party is not careful, 
  this encounter may turn into an ambush! 
  The spider is tricky to take down in a direct 
  confrontation, but clever use of terrain by the 
  party (such as setting a trap with a falling tree) 
  should give the characters all the advantage 
  they need. The corpse can feed 8 characters 
  (a leg each!) and the legs keep for a day 
  if cooked. Characters can also harvest 1d4 
  doses of venom from the creature, assuming 
  the party has a spare bottle or other suitable 
  container.
  7
  Cornered: A single predator is wounded and 
  alone. Choose an appropriate monster (from 
  the Predators Sidebar) and halve its hit points. 
  The creature fights viciously (+1 to hit and 
  damage) and to the death.
  8
  Probably safe: A bush full of berries or a patch 
  of mushrooms looks inviting. Enough can be 
  found to feed 1d4 creatures. There is a 10% 
  that they are poisonous (save or suffer 1d6 
  points of damage). A druid or ranger can 
  distinguish between poisonous and edible 
  varieties.
  9
  Boil ’em, mash ’em: Some bulbous root 
  vegetables grow in the loose soil. The first time 
  these tubers are found, a deer has pulled one 
  out of the earth and is eating it. There are 2d6 
  tubers, and (if boiled in water) each tuber 
  can feed a creature. If the tubers are eaten 
  raw, a saving throw is needed to not throw up 
  from the chemical taste. Even if they’re kept 
  down, the characters are sickened for an 
  hour with the uncomfortable experience of 
  having raw tubers in one’s gut (–1 to hit and 
  damage).
  10
  Jackpot: Fresh bulbous fruit grows from a vine. 
  Each fruit is about the size of a human head. 
  These fruits are bright red, green and yellow, 
  although inside they’re all the same with pale 
  pink flesh with rich red juice. They smell of 
  citrus and taste foul, but are nourishing and 
  hydrating and heal 1d4 hp. The fruit is known 
  as fleshvines because of its uncomfortable 
  coloration and texture. A vine grows 1d4+2 
  pieces of fruit that rot 24 hours after being 
  picked.
  Grizzly Bear: HD 6; HP 27; AC 6[13]; Atk 2 claws (1d6), bite 
  (1d10); Move 9; Save 11; AL N; CL/XP 6/400; Special: hug 
  (2d6). (Monstrosities 37)
  Deer: HD 2; AC 6[13]; Atk 2 hooves (1d4) or gore (1d6); Move 
  15; Save 16; AL N; CL/XP 2/30; Special: surprise on roll of 1–2 
  on 1d6. (The Tome of Horrors Complete 625)
  Dimension Deer: HD 2; HP 10; AC 6[13]; Atk 2 hooves 
  (1d4) or gore (1d6); Move 15; Save 16; AL N; CL/XP 2/30; 
  Special: magical abilities, surprise on roll of 1–2 on 1d6. 
  (Appendix)
  Magical Abilities: at will—dimension door.
  Giant Frog (medium): HD 2; AC 7[12]; Atk bite (1d6); Move 
  3 (or 100ft leap); Save 16; AL N; CL/XP 2/30; Special: leap. 
  (Monstrosities 179)
  Giant Spider (4ft diameter): HD 2+2; HP 12; AC 6[13]; Atk 
  bite (1d6 + poison); Move 18; Save 16; AL N; CL/XP 5/240; 
  Special: lethal poison, 5 in 6 chance to surprise prey.
  Stag: HD 3; HP 18; AC 6[13]; Atk 2 hooves (1d4+1) or gore 
  (1d6+1); Move 15; Save 14; AL N; CL/XP 3/60; Special: 
  surprise on roll of 1–2 on 1d6. 
  Danger Level
  The Danger Level in the forest changes based on the party’s ac-
  tions. Each day, roll 1d20 and add or subtract any danger modifier, 
  then consult the Danger Level Encounters table to determine what 
  takes place that day. The Danger Level modifier is the rating of the hex 
  in which the party currently finds itself, plus any modifier the party ac-
  crues through certain events that take place in the forest. The starting 
  danger modifier is 0.
  Danger Level Encounters
  d20 + 
  modifier
  Result
  1–10
  No encounter.
  11–12
  The next time the party makes camp, a single 
  creature attempts to steal some of their 
  supplies. Giant squirrels are perfect for this 
  purpose.
  13–14
  The next time the party makes camp, a 
  venomous creature attempts to sneak up and 
  bite one of the party members. The creature 
  flees and returns an hour later, hoping to snack 
  on the corpse after the poison has done its 
  work. A monitor lizard or a snake would be the 
  most likely culprit.
  15–19
  It’s a very hot day. The sun beats down 
  mercilessly. Everyone needs twice their normal 
  amount of water today. Anyone failing a 
  saving throw instead needs triple the amount.
  20–21
  During the day’s travels, one predator attacks 
  the party and is so desperately hungry that 
  it doesn’t flee even if wounded (see the 
  Predators Sidebar, below).
  22–24
  A single belhelmel ambushes the party by first 
  gazing at a target, then charging it and biting 
  it repeatedly. It can be driven off if reduced 
  below half its hit points. Rolling this result again 
  means that the belhelmel has recovered its 
  hit points and makes another attempt. If the 
  party successfully brings this creature down 
  and this result comes up again, treat this as no 
  encounter.
  25+
  A pack of 1d4 crazed or desperate predators 
  assault the party, with no sense of self 
  preservation. Driven mad by the heat and the 
  polluted water, these animals attack violently 
  and fight to the death.
  
  34
  Rappan Athuk: Expansions
  Life in the Forest
  This adventure should be treated as a smooth progression with the 
  days following a rough pattern, not a hop from encounter to encounter. 
  The eternal sun and consistent terrain should remove a lot of the sense of 
  passage of time and space from the players. The only mark of progress 
  they have is the map, and as it proves less accurate, the party may begin 
  to lose hope.
  This adventure is best served by the players having the freedom to 
  improvise equipment. Branches easily become clubs or staffs, but oth-
  er equipment is harder to come by. The vines that grow on the trees in 
  the forest are strong enough to serve as rope, or weaving short branches 
  together to make a shield. Hides from various creatures (along with the 
  vines) can be used to make armor and packs. Teeth, stone fragments, flint 
  and rocks add edges and weight to weapons.
  The level of realism is up to the Referee and should be tailored to match 
  the mood. A reasonable guide is that all forest-made weapons are –2 to 
  hit and damage, and is broken if the player rolls a natural 1 on any to-hit 
  attempt.
  Improvised armor is only slightly more complicated. Any improvised 
  piece made mostly of plant material is equivalent to leather armor. Making 
  heavier armor is difficult but not impossible if suitable materials can be 
  found (bamboo, coconuts, etc., Referee to determine availability). Such 
  armor is equivalent to ring mail. All shields built provide a +1 to armor 
  class. All armors built in the forest break when the character is hit with a 
  natural 20.
  Characters are likely to spend some time gathering and testing ma-
  terials. A frame made of branches tied together allows a hide to cure 
  in 24 hours, with the ever-present sun and heat greatly accelerating the 
  process. 
  Reward creative players with bonus experience points for successful-
  ly constructing necessary equipment. The forest (and perhaps this entire 
  module) is about first adapting to your situation, and then overcoming it. 
  The party may occasionally stumble over pieces of equipment from fallen 
  adventurers (or loot them from facestealers).
  Events
  Events are little changes to the routine. They happen in conjunction 
  with everything else that occurs that day. The first event occurs on the sec-
  ond day the party spends in the forest, and each subsequent event occurs 
  1d4+1 days after the previous event once conditions for the event are met.
  Event 1: Circle of Life
  A particularly tall tree has a branch sticking out about 15ft off the 
  ground. The body of a woman in blue robes hangs limply, impaled on this 
  branch. A small satchel lies on the ground at the base of the tree.
  A creature that looks like a gray-haired goat stands in the tree, balanc-
  ing precariously in the branches next to the body. As you watch, it reaches 
  a hoof down to the body and tears off some flesh (although it is not clear 
  how) and slowly pulls its hoof to its mouth while its leg bends in an unnat-
  ural manner. It keeps its eye on you and repeats the process, unblinking.
  The creature is a belhelmel, and the party is interrupting its dinner. So 
  long as the party does not touch the belhelmel or the body, it leaves them 
  in peace. The satchel contains a dagger, a filled waterskin, an almost-fresh 
  sandwich and some money (33gp, 22sp, 95cp). The body is still wearing a 
  backpack, although one strap has broken away.
  A hero could climb up the tree and cut the backpack loose. A saving 
  throw allows the hero to do so without disturbing the belhelmel. If the 
  party makes a lot of noise, dislodges the entire body or otherwise annoys 
  the belhelmel, it bleats loudly in warning. A second transgression causes 
  it to attack. If the party flees, the belhelmel only strays 50ft from the body 
  before resuming its meal. As the backpack is inedible, it does not care 
  whether it is taken or not.
  The backpack contains a blood-stained spellbook, 3 days of rations (a 
  chunk of corned beef, a wedge of cheese and a small fresh bread loaf), a 
  50ft coil of silk rope, and a wand of detect magic (3 charges).
  The spellbook suffered badly from being drenched in blood, and the 
  back half of the book is illegible. What’s left contains charm person, dark-
  ness 15ft radius, explosive runes, invisibility, magic missile and strength. 
  The Referee should review this list and add any spells that any magic-user 
  in the party would be unplayable without, being fair without at all being 
  generous.
  Belhelmel: HD 3; HP 11; AC 5[14]; Atk bite (1d6 plus necrosis); 
  Move 12; Save 14; AL C; CL/XP 6/400; Special: creeping 
  necrosis, glare, fondness for flesh. (Appendix)
  Event 2: Those Who Came Before Us
  A careful glance alerts any character actively looking for tracks to hu-
  manoid footprints. Up ahead, a group consisting of three humanoids sits 
  on a fallen log, quietly observing the area. One man wears a cream tunic 
  with chain mail fastened underneath. He carries some light leather armor 
  on his hands and feet and carries a battle axe. He has a single slice through 
  the middle of his tunic that is highly visible although it makes the armor 
  no less effective.
  The second person is a man in a bloodstained suit of leather armor. He 
  carries a short sword and a shortbow. His face is similar to that of the first 
  man, and the short dark hair and bulbous noses suggest that they may be 
  related. 
  The third figure is a woman in a green-gray robe. The cloak is covered 
  in mud and has a large stain on the hood. She carries a staff and a leather 
  satchel. The satchel contains a potion of fire resistance, as well as a potion 
  of healing and a potion of heroism. The facestealers have not bothered the 
  items because they do not understand or use magic items.
  When they spot the party, they stand, draw their weapons and shout a 
  mishmash of phrases. The first man shouts “Get back! I’m warning you,” 
  while the second man yells “Pass the tea, gently does it.” The woman 
  slowly and carefully says “Spirits! I know not what you want, but stay 
  away!” The three immediately attack the party. They fight to the death.
  The corpses leave few clues as to who these people were or what they 
  were doing. Astute heroes notice that the map the group has is identical to 
  their own, penned by the same hand. The amount of blood on the leather 
  armor and the woman’s robe is rather excessive, especially considering 
  Predators
  When a predator is called for, the Referee is encouraged to 
  modify the following list of creatures to include those that would 
  be normally found in a forest in the setting they are using. These 
  need not necessarily be a carnivore, just any creature that may 
  have a natural motive for attacking the party, such as an angry boar 
  or territorial bear.
  Wild Boar: HD 3+3; HP 16; AC 7[12]; Atk gore (3d4); 
  Move 15; Save 14; AL N; CL/XP 4/120; Special: 
  continue attacks 2 rounds after death. (Monstrosities 
  48)
  Giant Ant (Warrior): HD 3; HP 13; AC 3[16]; Atk bite 
  (1d6 + poison); Save 14; Move 18; AL N; CL/XP 4/120; 
  Special: poison 2d6 (save for 1d4 only). (Monstrosities 
  15)
  Panther: HD 3; HP 15; AC 6[13]; Atk 2 claws (1d3), bite 
  (1d6); Move 16; Save 14; AL N; CL/XP 4/120; Special: 
  additional rear claw attacks when hitting with both 
  front claws. (Monstrosities 370)
  Python: HD 2; HP 11; AC 6[13]; Atk constriction 
  (1d3); Move 12; Save 16; AL N; CL/XP 2/30; Special: 
  constriction. (Monstrosities 438)
  Timber Wolf: HD 2+2; HP 16; AC 7[12]; Atk bite (1d4+1); 
  Move 18; Save 16; AL N; CL/XP 2/30; Special: none.
  
  35
  Part 3  - Wilderness area 31: The Face in the Forest
  the group had no wounds on them.
  If the party is macabre enough to slice the corpses open, they notice 
  that the bones and organs are all misshapen and misplaced. Should the 
  party for some reason want to eat the facestealers, their flesh is edible after 
  cooking, although it tastes foul — a further clue that they are not natural.
  Facestealer “Fighter”: HD 3; HP 13; AC 5[14]; Atk battle axe 
  (1d8) and claw (1d4+1) or 2 claws (1d4+1); Move 12; Save 
  14; AL C; CL/XP 5/240; Special: exact duplicate. (Appendix) 
  Equipment: chain mail, cream tunic, battle axe.
  Facestealer “Thief”: HD 3; HP 10; AC 7[12]; Atk short sword 
  (1d8) and claw (1d4+1) or shortbow x2 (1d6) or 2 claws 
  (1d4+1); Move 12; Save 14; AL C; CL/XP 5/240; Special: 
  exact duplicate. (Appendix)
  Equipment: leather armor, short sword, shortbow, 8 
  arrows. 
  Facestealer “Druid”: HD 3; HP 12; AC 9[10]; Atk staff (1d6) 
  and claw (1d4+1) or 2 claws (1d4+1); Move 12; Save 14; AL 
  Over time, the defenses of the forest have gotten stronger, but new 
  threats always present themselves. The facestealers are the forest’s 
  first line of defense against anything it doesn’t understand. These crea-
  tures are known as “doppelbears” in their natural state, but over a 
  matter of days they quickly morph into the murderous facestealers 
  when they encounter any intruders in the forest.
  In their natural form, doppelbears look like overweight bears stand-
  ing on their hind legs, between 4ft and 5ft tall. They have chubby 
  faces and long, droopy ears that nearly reach their shoulders. Their fur 
  is a mottled brown and they smell like boiled cabbage. They are laugh-
  ably proportioned, and often overbalance and fall without any prov-
  ocation. Their unusual anatomy of malformed bones and misshapen 
  organs gives them a shambling gait and odd stance.
  Doppelbears are ravenous omnivores and scavenge for fruit and 
  nuts, bulking up even further. They have a secondary stage to their life 
  cycle that activates when they spot any man-size humanoid, at which 
  point their behavior rapidly shifts. First, they approach and follow the 
  being, making no attempt to stay hidden. Unless they are violently at-
  tacked and killed, they stray no more than 50ft from the creature they 
  are following. Each doppelbear bonds with a particular humanoid, and 
  follows them specifically. If the humanoid gets in a fight, the doppel-
  bear cowers until the battle is done.
  Over the next three days, the doppelbear shows signs of change. 
  They shed much of their fur, and on occasion whine like a dog imitat-
  ing speech. After two days, their coats become very thin, and they sub-
  tly change color to match the hair color of their target. Over the next 
  24 hours, changes are more rapid and dramatic. The dog-like whining 
  is now clear speech, mimicking their target. While they obviously 
  have no grasp of language, they manage to capture the pitch and tone 
  of their target, parroting phrases and words they often say. They sweat 
  profusely as they burn fat and their body shape changes. Three days 
  after this change began, the doppelbear transforms into a facestealer: 
  a perfect physical copy of their target.
  If the facestealer is not slain immediately upon transforming from 
  its doppelbear state, it continues to follow its bonded humanoid, al-
  though it now has sufficient intelligence to stay out of sight and avoid 
  direct confrontation. They learn many of the idiosyncrasies of its tar-
  get and may possibly use their osmosis power to learn any low-level 
  spells cast by its target. They now look for an opportune moment to 
  attack and slay its target. While waiting, they may fashion themselves 
  weapons from their surroundings.
  If it kills its target, the facestealer strips him bare and takes all his 
  equipment and clothing and continues to wander the forest wearing 
  the guise of its victim. It calls out in the voice of the slain intruder. 
  It can speak with the mark’s voice, but does not understand the lan-
  guage, repeating catchphrases and gibberish.
  A facestealer who equips a weapon loses that arm or arms’ claw 
  attack.
  Doppelbears and Facestealers
  
  36
  Rappan Athuk: Expansions
  C; CL/XP 5/240; Special: exact duplicate, magical abilities. 
  (Appendix)
  Magical Abilities: 1/day—cure light wounds.
  Equipment: green-gray robe, staff, leather satchel, 
  potion of fire resistance, potion of healing, potion of 
  heroism.
  Event 3: A Rude Awakening
  The first time a party member sleeps for at least 15 minutes, they are 
  awakened by a sound like a gong ringing right above their face. From 
  that point onward, any time someone is asleep, they are awakened after 
  4d10 minutes by the sound of a gong. This process repeats as often as any 
  character tries to rest. Any character who has been awake for more than 
  24 hours must make a saving throw or become fatigued, and suffer a –1 
  to all die rolls. 
  The culprit is a flesh-eating, fanged frog known as a gong frog. The 
  freak mutation is a one-of-a-kind scavenger searching for corpses it can 
  strip the flesh from in peace. Its odd croak is enough to startle injured or 
  sleeping creatures into moving, warning the frog that its meal may not be 
  an easy target. 
  Catching the frog in the act requires a 1d6 dice roll against the frog’s 
  2d6 dice roll. It uses an odd form of magical ventriloquism to make its 
  croak, and anyone watching with detect magic active notices as the frog 
  briefly glows with magic. If the entire party lies still after hearing the 
  croak, the frog emerges to nibble on someone. If discovered, the frog at-
  tempts to flee. It is not at all clever and has a 75% chance to return and 
  annoy the party in 1d4 days if it escapes.
  Gong Frog: HD 1d6hp; HP 2; AC 9[10]; Atk bite (1); Move 2 
  (10ft leap); Save 18; AL N; CL/XP 1/15; Special: phantom 
  sounds. (Appendix)
  Event 4: Friendship
  The first time the party is not in a cave, they are approached by a group 
  of bear-like creatures, at least one per party member up to a maximum 
  of five. These creatures are doppelbears targeting the party as the marks 
  for the second stage of their life cycle. If the party kills the doppelbears 
  before they turn into facestealers and attack, the party enjoys a temporary 
  reprieve. However, the forest reacts badly to this and the Danger Level 
  increases by 2 for the remainder of the adventure.
  If the party does not kill the new doppelbears until after they change 
  and attack first, the Danger Level does not change.
  Doppelbear: HD 2+1; AC 9[10]; Atk claw (1d4); Move 12; 
  Save 16; AL C; CL/XP 4/120; Special: osmosis. (Appendix)
  Adventure Locations
  The following locations are found on the Referee’s map.
  Location A: The Pirate’s Cove
  The party starts its journey here. See “The Cove” above for details on 
  this area. This area includes the beach, the cave where characters are held 
  captive, and the pass they likely use to escape the pirates.
  Location B: The Eel Cave Shortcut
  A cave entrance here looks like it may offer a path through the moun-
  tains and save a few days’ travel. The cave slopes gently down for about 
  half a mile, flattening out when it reaches sea level. The air smells of the 
  sea, and a slight breeze coming up from the cave that suggests that this 
  passage may well lead through the mountain, or possibly out to sea and 
  to freedom. The passage is pitch black, but after the first half mile faint 
  light can be seen up ahead. Around a corner is the lair (A) of a glowlizard, 
  an orange-scaled creature that resembles a very young fire lizard. Its tail 
  ends in a bulb about the size of a human head that emits a glow similar 
  to a torch.
  Glowlizard: HD 1; HP 4; AC 7[12]; Atk bite (1d3); Move 
  12; Save 17; AL N; CL/XP 1/15; Special: expert climber. 
  (Appendix)
  If the lizard is slain, its tail remains aglow for 4 hours. The lizard feeds 
  entirely on the pseudoeels in the next room. From the lizard’s den, a pair 
  of 15ft tall cliffs (B) lead downward. The path continues to wind north, 
  still sloping gently downward. If the party has no light sources, a dim 
  glow can be seen up ahead. After 40ft, the passage dips a foot below the 
  surface of the water and opens into a 50ft wide by 100ft long cave. Very 
  faint light comes from a northern exit on the opposite side of the cavern. 
  The light bounces off the water, illuminating the exit, but doesn’t provide 
  enough light to see by.
  
  37
  Part 3  - Wilderness area 31: The Face in the Forest
  The entire cave floor has a foot of water covering it, and the surface is 
  still with only the odd ripple disturbing it. It smells of the sea, as well as fish 
  and something else, perhaps copper. Sitting in the water at regular intervals 
  are six 1/2ft tall egg-shaped fleshy sacs. The egg-sacs are covered in a thick 
  layer of yellow slime and have gray pulsing flesh. Swimming in the water 
  are small eels. Every 10 seconds or so, an eel pulses with a flash of blue 
  light. These are 20 electric pseudoeels that associate light with danger. The 
  glowlizard would creep down to feed off the eggs, the light from its tail 
  alarming the eels. If the characters carry no light sources, they can creep 
  through the cave unmolested. Sudden movements, loud splashing or touch-
  ing an egg-sac automatically alerts the pseudoeels to danger and they attack.
  Any time a pseudoeel uses its electric tail attack adjacent to an egg-sac, 
  there is a 20% chance that the egg hatches, spawning 1d4+2 new eels that 
  attack immediately.
  Pseudoeels (20): HD 1d6hp; AC 9[10]; Atk electrical charge 
  (1); Save 18; Move 0 (swim 12); AL N; CL/XP 1/15; Special: 
  none. (Appendix)
  Tactics: The pseudoeels are not very threatening, but can be deadly in 
  groups. Due to the shallow water and their size, up to four eels can attack 
  a man-sized opponent. 
  Treasure: The cave is fed by the tides, so odd pieces of driftwood and 
  other rubbish occasionally make their way into the cave.  A heavy mace 
  sits underwater at C (easily spotted by any character moving through that 
  square), a potion of healing (unlabeled) floats at D (visible to all who can 
  see), and an empty scroll case is wedged into the rocks at E (visible by 
  rolling a 1 on 1d6). 
  The passage in the north dries out and slopes upward for 16 miles, final-
  ly leading to Location B-2 on the main map. It is an easy but unrewarding 
  path.
  Location C: The Map Tree
  The party has had a few opportunities to recover maps up to this point, 
  although they have all been the same. The unlikely source of these maps is 
  found here, where a glorious apple tree grows in a small clearing. Instead 
  of apples growing from its branches, however, the tree produces brown, 
  rotted fruit. Before the fruit grows heavy enough to fall, it decays and 
  scatters its large, flat seeds into the wind. These seeds are littered about 
  the area, exact copies of the maps the party may hold.
  Location D: Too Good to be True
  In among several young oak trees stands one oak bearing fruit like a 
  small cantaloupe rather than acorns. One low branch grows in an odd way, 
  the wood curled into the shape of a single weapon or shield (Referee’s 
  discretion, but feel free to be creative — the more useful the weapon, the 
  better). This is a heartflesh vine growing on the tree, the only one of its 
  kind, a new mutation springing from the forest’s corruption. The vine’s 
  tendrils take over the oak and force it to grow the pieces of equipment, 
  possibly either as a way to equip the facestealers or as a way to distract 
  unwanted guests from the vine’s fruit. 
  The weapon or shield is extremely solid and very light (made of wood, 
  but strong as steel), and smells vaguely of sap. If the party suspects a trap, 
  or takes the item and leaves, then the tree succeeds in its primary purpose: 
  protecting its fruit. If a character consumes the fruit, they notice how ab-
  solutely sublime the flavor is, and desire to eat as many as they can. This 
  is not a magical effect — it’s a result of how tasty and refreshing the fruit 
  is. The pale pink flesh of the fruit is filling, hydrating and revitalizing, 
  making up for any missed meals or sleep. Five fruits grow on the tree. 
  Any character eating a fruit heals 1d4+1 hp. Should any one character 
  eat at least four pieces of fruit (enough to fill the stomach of a man-sized 
  creature), he gains +5 hit points the next time he sleeps. These hit points 
  are lost first, and cannot be regained. The fruits take a year to regrow, but 
  the weapon or shield regrows in 2d4 days as a different item. 
  Note: This is probably one of the strangest things in the forest, but still 
  less strange than conventional fauna. There are a few “one-offs” in the 
  forest, bizarre freaks of nature that probably die out before they have a 
  chance to reproduce. For every success (such as the belhelmels), there are 
  some failures.
  Location E: 
  The River’s True Colors
  From this point on, the river begins to deviate from the map, leading the 
  players farther west than they may have intended to go. By this point, the 
  river is brackish and no longer good to drink. The river continues getting 
  worse and the players may see the occasional chunk of rotting flesh float 
  by. The quality of the river water continues to deteriorate into a foul mess 
  of rotting flesh and waste the farther upstream the party travels.
  Location F: So Close . . .
  As the party crests this small rise, the land falls away below them and 
  the party is met with a hopeful sight. The mountains that have hemmed 
  them in have a clear pass, directly north and about a day’s solid walk 
  away. The gap in the mountains is especially unusual, as the sky on the 
  other side is not bright like the sky in the forest, but darker and shows 
  signs of clouds. At night, the distant patch of sky darkens, and stars are 
  visible. This is the exit the party has been searching for.
  The remains of a single tent sit at the bottom of the slope. The party is 
  right to suspect a trap, as 2 powerful facestealers wait in the trees ready 
  to ambush anyone going for the tent. Giving the tent a wide berth is all 
  that’s needed to avoid their ire.
  Hidden under fallen leaves around the tent but easily spotted are the 
  corpses of two clerics the facestealers killed. The bodies have been 
  stripped of gear (which now adorns the facestealers), but their silver holy 
  symbols of Mitra are untouched. Inside the tent are the pair’s backpacks 
  and bedrolls. Combined, the packs contain a change of clothes for two 
  creatures, two holy books of Mitra, rations for up to 22 meals, waterskins 
  (empty), a flagon of wine, two labeled potions of healing, a scroll of neu-
  tralize poison and a teakwood case wrapped in an oilskin.
  The case is sturdy, and contains an expensive collection of incense, silver 
  wire, holy water (2 vials), four mauve candles and a book of incantations, 
  along with a hand-drawn map charting a course from Location G to Loca-
  tion H. Everything in the box radiates a faint aura of magic. A note from a 
  high priest of Mitra thanks the priests for their heroism in “braving the forest” 
  to “bring the cleansing light of Mitra.” This kit contains all the instructions 
  and materials necessary for the characters to cast a modified form of the pro-
  tection form evil spell at Location H. All the party needs to cleanse the evil 
  from the forest are the contents of this case, and one person capable of reading 
  the language in which the invocation is written (a thief of 3rd level with a suc-
  cessful read languages check; or a magic-user with the read languages spell).
  If the party elects to backtrack to Location H, consult that location 
  to continue this quest. If the party returns the kit to the temple that dis-
  patched the priests (in a city of referee’s choosing) without completing the 
  ritual, then the high priest understands how dangerous the task was, and 
  rewards the players with any healing they need as a result of their journey, 
  as well as a gift of 100gp each for the return of the kit. Alternatively, the 
  kit could be sold for 2000gp worth of silver, holy water and rare incense.
  Facestealer “Clerics” (2): HD 3; HP 13, 12; AC 4[15]; Atk 
  mace (1d6) and claw (1d4+1) or 2 claws (1d4+1); Move 6; 
  Save 14; AL C; CL/XP 5/240; Special: exact duplicate.
  Equipment: chain mail, shield, mace. (Appendix)
  Location G: . . . Yet So Far 
  The path narrows and gets rockier, but with each step the true sky be-
  comes more visible. If the characters suspect it’s not going to be easy, then 
  they’re right. When the party is 200ft from the pass, the ground shakes 
  
  38
  Rappan Athuk: Expansions
  beneath their feet and a truly amazing spectacle unfolds before them. The 
  50ft long pass slowly closes as two great mountains slide together. The 
  noise is colossal and the ground shakes constantly. 
  One round after the shaking starts, the party is attacked by 3 belhelmels, 
  2 aelom and a dimension deer. These creatures guard the exit to the forest 
  and defend it with their lives.
  This fight should be a test of all that the characters have been through. 
  They should use everything they know about these creatures, all the gear 
  they have found and made, and all their guile to overcome this fight and 
  escape. They could just run, but it’s likely they’d be killed before they 
  made it out. Throwing pieces of meat or lit torches distracts the belhelmels 
  and aelom.
  The moving mountains look impressive but are less threatening than 
  they appear. It takes 20 rounds for the mountains to close, certainly crush-
  ing anyone in the pass. The creatures attacking the characters follow them 
  into the pass, but not one step beyond. Any that move beyond the end of 
  the pass against their will die instantly. If the party is skilled and lucky 
  enough to survive, for the first time in their ordeal they are free to look 
  upon the sky, and if they’re really lucky, they are treated to a view of the 
  stars. A single day’s journey north or west brings them to the coast road 
  where they can get a lift on a wagon to the nearest city.
  Aelom (2): HD 1; HP 4, 6; AC 8[11]; Atk bite (1d4–1); Move 
  1 (fly 24); Save 17; AL C; CL/XP 2/30; Special: growing 
  darkness, magical abilities. (Appendix)
  Magical Abilities: 3/day—darkness 15ft radius.
  Belhelmel (3): HD 3; HP 11, 12, 6; AC 5[14]; Atk bite (1d6 plus 
  necrosis); Move 12; Save 14; AL C; CL/XP 6/400; Special: 
  creeping necrosis, glare, fondness for flesh. (Appendix)
  Dimension Deer: HD 2; HP 8; AC 6[13]; Atk 2 hooves (1d4) 
  or gore (1d6); Move 15; Save 16; AL N; CL/XP 2/30; Special: 
  magical abilities, surprise on roll of 1–2 on 1d6. (Appendix) 
  Magical Abilities: at will—dimension door.
  Location H: The Face of Evil
  The source of the river is in fact a small, uneven cave in the mountain-
  side, barely 50ft across. The mouth is protected by 2 facestealers wearing 
  heavy armor in a grim parody of an honor guard. Inside the large cave is 
  a high stone face, 15ft tall and wide. The stone face is distinctly demonic 
  in shape, tall and drawn like the skull of a goat or horse. The face has an 
  open mouth, and from this opening the river pours forth, fresh from the 
  lower planes of Chaos. The water flows into a pool that drains outside the 
  cave. This river is the reason for the corruption of the forest, and years of 
  the water soaking into the groundwater and being drunk by the animals 
  has caused all the mutations that the party has seen.
  Facestealer Honor Guard (2): HD 3; HP 19, 14; AC 3[16]; Atk 
  two-handed sword (1d10+1) or 2 claws (1d4+1); Move 6; 
  Save 14; AL C; CL/XP 5/240; Special: exact duplicate.
  Equipment: plate mail, dimension-deer pelt cape, two-
  handed sword. (Appendix)
  The face can speak and its name is Abraxis. It is not a creature as such, 
  just a shadow or an echo of that evil plane, given voice. It has no intention 
  of halting its corruption of this place, and makes mocking reference to 
  those who have tried and failed to contain the corruption of the Material 
  Plane (possibly a reference to “The Fountain of Pestilence,” Level 3C 
  in Rappan Athuk). It bears the party no ill will and gives them accurate 
  directions to exit the forest at Location G (shown as the mouth of the 
  river on the party’s map). If the party accepts Abraxis’ offer to leave, the 
  Danger Level decreases by 4 for the rest of the adventure. He also tells 
  them (again, truthfully) that once they leave the forest they cannot re-enter 
  it, as the entrances and exits shift with the seasons. 
  Abraxis is pleasant and honest. All he wants is for these intruders to be 
  gone from his domain. 
  The short talk with Abraxis can go a few different ways. If the party 
  manages to impress Abraxis or deals with him in terms the Chaotic pres-
  
  39
  Part 3  - Wilderness area 31: The Face in the Forest
  ence can understand (being direct, self-important and proud, or furnishing 
  him with sincere praise), Abraxis may be willing to let them take the gear 
  off his facestealer honor guard.
  If the characters are condescending or dismissive, Abraxis falls silent 
  (and begins to brood and increase the rate of flow from his mouth), raising 
  the Danger Level by 2. If the party attacks the face, the facestealers step in 
  to defend it, with Abraxis calling out for a second (similarly attired) pair 
  that arrive in 3d6 rounds.
  Dealing at least 20hp of damage to the face is enough to force Abraxis 
  to remain silent. Dealing 100hp of damage destroys the head entirely, low-
  ering the Danger Level by 6, although it doesn’t stop the water flowing (it 
  now pours from a dark crack in the plane, roughly where Abraxis’ mouth 
  was located). 
  It takes Abraxis 1d4+1 days to reform his face to the point where he 
  can speak, at which point the Danger Level raises back up by 6. It takes a 
  month for the face to fully repair itself if destroyed.
  
  40
  Rappan Athuk: Expansions
  The players should be awarded 100XP each if they leave the cave with 
  a lower level of danger than when they came in. Destroying the face of 
  Abraxis is a hollow victory, and does not draw a reward.
  If the party returns here as a result of visiting Location F, the mood is 
  very different. Abraxis is smart enough to know that the party wouldn’t 
  have returned unless they had need of him or wished him harm.
  The ritual items of Mitra probably do pose a legitimate threat to him, 
  and he is not willing to take the chance. He does not make threats, as 
  he sees himself as above that. Rather, he makes the party an interesting 
  offer: His aelom scouts inform him that the pirates put ashore in 14 days, 
  and Abraxis can open a passage to them (Location L). He also supplies 
  the party with 4 panthers that (while still being normal creatures) know 
  better than to attack anything that smells like the foul river water. The 
  characters are invited to carry some of the rancid water with them to later 
  sprinkle over themselves.
  Once the party defeats the pirates, they are free to take their boat and 
  sail away. 
  Like all of his offers, Abraxis is totally sincere and has absolutely no 
  ulterior motives. The only information he withholds is that it is nearly 
  impossible for the party to return to the forest once they leave, and that 
  none of the creatures can survive outside the forest for more than a second 
  (which explains the use of tame panthers instead of facestealers)
  The party is guaranteed safe passage to Location L, although they still 
  need to forage for food and water. As long as they keep moving at a rea-
  sonable pace toward their destination, they encounter none of the Chaotic 
  inhabitants of the forest.
  If the party cannot be swayed by Abraxis’ offers of revenge or safe 
  passage, they can attempt the ritual described within the teak box found 
  at Location F.
  Needless to say, Abraxis is not amused by this at all. He shouts for his 
  guard (the 2 facestealer honor guards outside, and the second pair of 
  honor guard 3d6 rounds away). Abraxis is in a bit of a bind at this point, 
  and the slow speed of the forest works against him. He can exert some 
  influence over the trees to call additional doppelbears and facestealers, 
  but that’s about it.
  Facestealer Honor Guard (2): HD 3; HP 16, 13; AC 3[16]; Atk 
  two-handed sword (1d10+1) or 2 claws (1d4+1); Move 6; 
  Save 14; AL C; CL/XP 5/240; Special: exact duplicate.
  Equipment: plate mail, dimension-deer pelt cape, two-
  handed sword. (Appendix)
  Abraxis uses his voice to great effect, doing everything he can to keep 
  the party from getting any rest, or from concentrating. The Referee is in-
  vited to have fun with this, loudly talking over the top of the characters 
  and mocking their efforts with all the scorn he can bring to bear. Abraxis’ 
  weakness in this confrontation is his pride. If the party can successfully 
  bluff that they are more tired and more wounded than they appear, Abraxis 
  won’t waste his resources on a weakened foe, considering how long it 
  would take to grow new demons.
  His tactics are listed below. If he is sure of his victory he repeats the 
  same tactic; otherwise, he advances on to the next tactic when he realizes 
  his current plan is failing:
  Tactic 1:  Abraxis calls 2 doppelbears, which arrive in 20 + 3d6 min-
  utes. They attack immediately. 
  Tactic 2:  Abraxis calls 4 doppelbears, which arrive in 40 + 3d6 min-
  utes. Three attack immediately, while one slashes at a nearby tree, draw-
  ing aelom at a rate of 1 every 1d4 minutes. When three birds arrive, the 
  doppelbear and the aelom attack.
  Tactic 3:  Abraxis calls 1 doppelbear and 1 facestealer, which arrive 
  in 30 + 3d6 minutes. The facestealer cries for help, while the doppelbear 
  sets up an ambush.
  Tactic 4: 2 doppelbears arrive in 20 + 3d6 minutes. Both stand outside 
  the cave, and work on destroying a few small trees, covering themselves 
  in the sweet sap. They then charge the cave and fight defensively, drawing 
  aelom at a rate of 1 every 1d6+2 rounds
  Tactic 5: By this point, Abraxis is desperate and running out of dop-
  pelbears to respond to his call. He is willing to try one last tactic as the 
  forest has plenty of belhelmel, but he has no means of controlling them. 
  Two doppelbears arrive in 20 + 3d6 minutes. They stand 100ft back from 
  the octagram and scratch trees until an aelom appears. They then bark 
  at it until the aelom drops its darkness, and a belhelmel shows up. The 
  belhelmel won’t attack unless provoked, so the doppelbears work together 
  to pick it up and throw it at the cave! With a running start, the doppel-
  bears can toss the belhelmel 40ft. The belhelmel suffers only 1d4 points 
  of damage and is quite annoyed. It engages as normal, but has a 1 in 10 
  chance of charging straight back out and attacking the doppelbears that 
  threw it. The doppelbears keep this up as long as they can, with additional 
  doppelbears arriving every 30 + 3d6 minutes. It takes 2 doppelbears to 
  throw a belhelmel.
  If the ritual continues for 24 hours without failing (not counting times 
  when it is temporarily halted), then the characters are rewarded with a 
  blinding flash of light. All creatures linked to the Chaos-corruption must 
  make a saving throw or be reduced to a pile of ash. Abraxis screams (or 
  perhaps curses the names of the characters) before falling silent forever. 
  The foul water ceases to pour from his mouth. In addition to any expe-
  The Ritual
  The scroll inside the teak box clearly explains how to perform 
  the ritual to cleanse the forest and includes all information given 
  below.
  The party must unspool the silver wire (which is not much 
  thicker than thread) into an octagram 20ft across inside Abraxis’ 
  cave, then place the candles at the corners. Once the candles are 
  lit, at least one character must stand within the octagram and chant 
  from the book (assuming someone can read the language).
  As long as these conditions are met, the silver frame of the oc-
  tagram begins to glow and the candles burn golden. So long as 
  someone chants from the book and all four candles are lit, the 
  ritual proceeds. For the duration of the ritual, the silver framework 
  becomes incorporeal and radiates a protection from evil effect.
  Should the chanting stop or the candles go out, the ritual tem-
  porarily halts. The glow of the circle dims, as do the remaining 
  candles. Unless all the candles are lit and chanting begins again 
  within 8 minutes, the ritual stops completely and must be restarted 
  from the beginning.
  While the ritual is in progress (or even temporarily halted), nei-
  ther the candles nor the silver circle can be destroyed. There is a 
  50% chance that fighting or a creature moving past extinguishes it 
  each round. Chaotic creatures intentionally trying to touch the cir-
  cle or the candles take 2d6 points of damage. Creatures can snuff 
  out a candle in a single round; relighting it with a flint and tinder 
  takes the same amount of time.
  If more people stand within the circle and join in the chanting, 
  the ritual grants additional effects. With two people chanting, the 
  protection form evil effect carries with it a dispel evil effect; if 
  three people chant the ritual, they each heal 1 hp/minute.
  The map of Abraxis’ cave shows the proper placement of the 
  wire and the candles, as suggested by the ritual.
  Desperate Measures
  Doppelbears throwing belhelmel is a foolish tactic. The fault 
  lies with Abraxis, who for all his pride and long-term plans for the 
  forest, has really not thought this through. There are much better 
  tactics available to him, such as having a doppelbear slice itself up 
  and run through the forest to attract a horde of hungry predators. 
  Like a bad chess player, Abraxis lacks the will to sacrifice his piec-
  es to win a match. Ultimately, Abraxis is much more like a tree 
  than a belhelmel; he is a slow tide of corruption, and poorly suited 
  to a direct, immediate threat.
  
  41
  Part 3  - Wilderness area 31: The Face in the Forest
  rience earned from slaying the creatures, the players should also be re-
  warded with 500XP each. They are as ready as anyone can be for Rappan 
  Athuk!`
  With this victory, the party’s travel to Location G is free of all demonic 
  influences, and they can emerge from the forest triumphant. Returning the 
  ritual items to the temple they came from earns them much praise (doubly 
  so if the party contains any followers of Mitra). Each party member is 
  handed a set of ceremonial Mitran robes (worth 85gp each) and the party 
  receives a +1 longsword (one of a set of three such swords; the other two 
  were buried in the forest by doppelbears) as well as any other rewards the 
  Referee sees fit, up to a value of 1000gp. If the party wishes to continue 
  on the path of purification, one priestess mentions the “lost place of the 
  healers” and gives them rough directions to “The Fountain of Pestilence” 
  (Rappan Athuk, Level 3C)
  Aelom: HD 1; AC 8[11]; Atk bite (1d4–1); Move 1 (fly 24); Save 
  17; AL C; CL/XP 2/30; Special: growing darkness, magical 
  abilities. (Appendix)
  Magical Abilities: 3/day—darkness 15ft radius.
  Doppelbear: HD 2+1; AC 9[10]; Atk claw (1d4); Move 12; 
  Save 16; AL C; CL/XP 4/120; Special: osmosis. (Appendix)
  Facestealer “Fighter”: HD 3; AC 5[14]; Atk 2 claws (1d4+1); 
  Move 12; Save 14; AL C; CL/XP 5/240; Special: exact 
  duplicate. (Appendix)
  Equipment: chain mail.
  Location I: Melshus’ Hut
  What from afar looks like a thicket or a pile of logs is in fact the hut of 
  the sea hag Melshus. The abode is made out of a grove of saplings care-
  fully woven together to form a crude shelter with an iron shield function-
  ing as a door. The hut is symbolic of Melshus’ relationship with the forest, 
  and why it permits her existence.
  If it has been at least 10 days since the adventure started, Melshus has 
  returned from dealing with the pirates and her sled-raft sits outside her 
  house. On a roll of a 1 or 2 on a 1d4, Melshus is out scavenging supplies. 
  On a 3, she is asleep inside her hut. On a 4, she is awake and doing chores.
  Melshus has a shaky relationship with the forest. Even after many years 
  living and foraging among its trees, it still considers her an outsider. None 
  of the creatures of the forest comes to her aid if she’s attacked, but she 
  fights to the bitter end nonetheless. Her main tactic is to goad her assail-
  ants into striking a tree (such as the wall of her home), which angers the 
  forest.
  Melshus should be considered unfriendly for the purpose of conversa-
  tion, requiring a character to make a successful saving throw to even get 
  her to speak with the group. A particularly astute character may notice 
  that Melshus is quite afraid of the party. She has a healthy fear of being 
  stabbed and is not entirely sure that the characters are not in reality unusu-
  ally advanced facestealers.
  If the characters make an effort to show that they do not pose a threat, 
  they gain a second saving throw to improve her disposition. She is not 
  terribly knowledgeable about the forest’s geography, but can give infor-
  mation on some of the inhabitants and how best to avoid them. She spe-
  cifically doesn’t mention the facestealers (hoping they’ll kill the party so 
  she can be done with them). Her primary goal is to say whatever it takes 
  to get the characters to leave as quickly as possible. After the encounter, 
  she takes care to avoid them.
  Melshus, Sea Hag: HD 3; HP 18; AC 6[13]; Atk bite (1d4); 
  Move 6 (swim 18); Save 14; AL C; CL/XP 5/240; Special: evil 
  eye (3/day, 30ft range, save or die), weakness upon sight 
  (save or lose 50% strength for 1d6 turns). (Monstrosities 239, 
  and also see “The Pass”, above)
  Treasure: Melshus traded away the loot she had on her way to the pi-
  rates. She now has 2 barrels of pig snouts (about 12 meals for a man-size 
  creature per barrel, and about 3 pounds per meal as they’re mostly gristle). 
  She also has a 60 pound barrel of fresh water. Lastly, she has a large cage 
  with an otter in it, although it is not clear whether it is food or company. 
  A large bowl contains water with a few fragments of metal floating in 
  it. Detect magic reveals a faint aura of magic. Melshus uses this pool to 
  find where the gaps are that allow people in and out of the forest, although 
  only she knows how to do so.
  Location J: Worthless
  An object protrudes 4ft out of the sand on the beach. It is a pleasant 
  shade of blue-green. Closer inspection reveals it to be most of a copper 
  statue of a buxom lady, although any fine details have been destroyed. The 
  statue (if dug out of the sand) is 8ft tall, as wide as a tree trunk and weighs 
  nearly 10,000 pounds. 
  It is worth 5000gp (just for the raw copper), although it is very heavy 
  and hard to split into smaller chunks. The raw material would also be very 
  useful for crafting weapons and armor, although no forges are in the for-
  est. A particularly confident Referee should feel free to make the statue out 
  of gold instead. To the players, it is just a lump of useless metal.
  Location K: Old Jim
  Old Jim can be found sitting on the beach, staring out to sea. Old Jim 
  is an intelligent ghoul, although he is relaxed and not aggressive. He is 
  very friendly and happily answers questions, although he never turns his 
  attention away from the ocean.
  Jim fell overboard during a violent storm “some time ago” and washed 
  up on shore. He is now waiting for a boat to rescue him. If pressed, he 
  tersely admits that he has not seen a single ship during his vigil. 
  Jim survived by going to the nearby stream and filling his helmet with 
  water and scraps of meat floating by. He built a small fire on the beach 
  and boiled a stew using the water and meat scraps. Because the wood 
  was driftwood, it did not attract the attention of the aelom, although Jim’s 
  unwise choice of food explains his current condition. 
  The party can’t do much with Jim. He refuses to come with the party, 
  certain that a rescue boat will arrive “any minute.” He ignores any ev-
  idence to the contrary. Jim is a part of the forest now; perhaps the only 
  option left is a sharp blow to the back of the head.
  Old Jim, Ghoul: HD 2; HP 9; AC 6[13]; Atk 2 claws (1d3), bite 
  (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: immune 
  to charm, hold, and sleep; save or touch causes paralysis for 
  3d6 turns.
  Note: The stream branches off the main river near Location H, which 
  is why it’s so foul.
  Location L: The Easy Way Out
  If the characters reach this location after accepting Abraxis’ offer of 
  revenge, they find a small pass in the mountains, much like the one they 
  came in by. The shrubs are a little thicker but it is otherwise the same. 
  Waiting for them at the top of the path are 4 black panthers that follow 
  the party (so long as the party smells of rancid water; otherwise, they 
  attack). At the end of the path, the party sees the true sky, complete with 
  birds if it’s daytime, or stars at night. 
  Beneath the sky, the crew of the Shark’s Teeth are either sunning them-
  selves or sleeping in tents depending on the time of day. Any remaining 
  pirates from the introduction, as well as Exploding Percy and Peglegs, 
  are on the beach. The Shark’s Teeth’s two large rowboats are pulled up to 
  the sand. Captain Jackson is nowhere to be found. The skirmishers and 
  the captain remain on the ship a quarter mile out to sea, discussing how to 
  divvy up the loot on the ship.
  The beach is narrow, only 20ft from shallows to cliffs and 120ft from 
  end to end. The pirates are scattered about it lazily and have not posted 
  a watch. They cannot see the pass the characters are using, although any 
  sounds the characters make do carry. Little else is on the beach besides the 
  
  42
  Rappan Athuk: Expansions
  tents and a barrel of rum next to a tin of cured meats
  It won’t be an easy battle, but it will be a bloody one! The panthers 
  attack the nearest target and fight as intelligently as they can. The pirates 
  are slow to rouse at night, requiring 1d4 rounds (rolled for each pirate) to 
  grab their gear and exit their tent. Peglegs likely dies swiftly in the brawl, 
  although he can be saved from the panthers if a sympathetic hero pours 
  rancid water over him.
  The rowboats can be used to simply head north, around the forest and 
  mountains to another beach, where a week’s journey to the northwest or 
  west brings them to a major road. The panthers retreat into the pass after 
  the fight. The characters are unable to follow. Thirty minutes after charac-
  ters step onto the beach, the pass closes permanently.
  Alternatively, the boats can be rowed out to the Shark’s Teeth, where 
  the party is challenged by a shout from below decks. A simple trick might 
  convince the pirates that the heroes are just some of their own returning 
  for supplies. Mentioning that they forgot to take any fresh water to the 
  beach does nicely! If the characters overpower Captain Jackson and his 
  3 skirmishers, the Shark’s Teeth is theirs (although whether they can sail 
  it is another question).
  All of the characters’ gear is in the hold, along with two crates of furs 
  (worth 500gp each), a jar of spices (worth 220gp) and 2,138gp in various 
  coins and gems, and a +1 shield that somehow got mixed in with the 
  treasure. 
  If the characters are satisfied with their revenge, that is fair enough. 
  This, however, is a less fulfilling end. They have fought the forest, and 
  survived, but have not overcome it. See “What Comes After,” below.
  Pirates (Ftr1) (8): HP 5x3, 4x2, 6, 2x2; AC 7[12]; Atk short sword 
  (1d6) or club (1d6); Move 12; Save 13; AL N; CL/XP 2/30; 
  Special: none. 
  Equipment: leather armor, short sword, club.
  Pirate Skirmishers (Ftr2) (3): HD 2; HP 12, 11, 8; AC 7[12]; 
  Atk short sword (1d6); Move 12; Save 13; AL N; CL/XP 2/30; 
  Special: skirmishers attack with two weapons (+1 to hit). 
  Equipment: leather armor, 2 short swords.
  Captain Jackson (Thf6): HP 22; AC 6[13]; Atk +1 longsword 
  (1d8+1); Move 12; Save 8; AL C; CL/XP 6/400; Special: +2 
  save vs. traps, back stab (x3), read languages, thieving skills. 
  Thieving Skills: Climb 90%, Traps/Tasks 40%, Hear 4 in 6, 
  Hide 35%, Silent 45%, Locks 35%. 
  Equipment: +1 leather armor, +1 longsword, thieves’ 
  tools, shark-tooth pendent (75gp), 2d10gp. 
  Peglegs, Cleric of Quell (Clr2): HP 10; AC 2[17]; Atk: fist (1); 
  Move 3: Save 14; AL L; CL/XP 2/30; Special: +2 save bonus 
  vs. paralyzation and poison, banish undead, spells (1).
  Spells: 1st—cure light wounds.
  Equipment: crutches, 3 potions of healing, holy symbol, 
  2d10gp.
  Exploding Percy, Goblin: HD 1d6 hp; HP 3; AC 9[10]; Atk 
  bomb (see below) or light crossbow (1d4+1); Move 9; Save 
  18; AL C; CL/XP B/10; Special: –1 to hit in sunlight.
  Equipment: light crossbow, 20 bolts, pouch of 3 
  chemical bombs (range 10ft; 1d6 points of damage; 
  lights combustibles on fire for 1d6 points of damage for 
  1d4 rounds)
  Panthers (4): HD 3; HP 12, 16, 15, 10; AC 6[13]; Atk 2 claws 
  (1d3), bite (1d6); Move 16; Save 14; AL N; CL/XP 4/120; 
  Special: additional rear claw attacks when hitting with both 
  front claws. (Monstrosities 370)
  Location M: An Unassuming Cave
  A dry, rocky cave here is large enough to provide the party shelter. The 
  back is blocked with moss and other plants that welcome the escape from 
  the sunlight. This is also a possible entrance to the forest from the outside, 
  although it is too overgrown to be visible from this side without extraor-
  dinary observation.
  Location N: The Great Skull
  Leaning up against the side of a hill is the 12ft tall skull of some great 
  mastodon. A few other similarly sized bones are half-buried in the ground, 
  the hint of a rib-cage here and what might be a pelvis there. The bones are 
  all old, perfectly preserved by the dry air.
  The skull is the hunting ground for a mated pair of black panthers, 
  who are not having a good run of luck. The panthers were not born in the 
  forest, and so do not have a good understanding of what is and is not prey. 
  By now they’re so hungry that they’ll attack anything, although they are 
  still crafty about it, sneaking up on their prey and pouncing on the party 
  members who look the most lame or injured.
  There is an unexpected option here: If the characters can speak with an-
  imals and offer the panthers food, the starving creatures accept the offer. 
  Furthermore, if the speaker can convince the panthers that they know of 
  an exit to the forest, the panthers join them as guards.
  The panther’s lair is inside the mastodon’s skull. It is a poor showing, 
  containing mostly broken bones and bits of rags. Inside is a single pan-
  ther cub (non-combative), which is why the panthers are having even 
  more pressing troubles with food. The cub is weak from malnutrition and 
  cannot walk, and dies in a few days unless fed. A particularly careful and 
  daring druid or ranger could raise the animal as their companion.
  If the panthers and/or their cub come with the party, they make them-
  selves useful and are quite loyal. Three days of feeding sees the cub make 
  a full recovery. The problem is that the panthers and the cub eat twice as 
  much as a man-size creature. Keeping the big cats around may prove more 
  stressful than the party can handle.
  Treasure: The rag that the cub was sleeping on is actually a really 
  foul-smelling and torn cloak of elvenkind. It is functional, however. The 
  panthers also know of something “that a tall man dropped.” About an 
  hour’s walk north, half buried in leaves at the base of a tree, is a chime of 
  opening.
  Panthers (2): HD 3; HP 15, 13; AC 6[13]; Atk 2 claws (1d3), 
  bite (1d6); Move 16; Save 14; AL N; CL/XP 4/120; Special: 
  additional rear claw attacks when hitting with both front 
  claws. (Monstrosities 370)
  What Comes After, and 
  Continuing on to Rappan Athuk
  tThe party should have been toughened up a lot from their ordeal. The 
  wood and vines taken from the forest are unusual, and samples could be 
  sold to a wizard or inquisitive druid for 200gp. If the party wishes to 
  return to cleanse the forest, asking around reveals an underground passage 
  hidden inside the great dungeon of Rappan Athuk that leads back to the 
  forest. It is up to the Referee where this passage is located, but Room 
  4B–12 in Rappan Athuk would be quite fitting. The passage leads to an 
  overgrown tunnel at Location L. Abraxis plots well for their return!
  
  43
  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 balrog 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 300ft above the fens (and about a quarter mile 
  from them) are the remains of the keep. The base of the structure was 
  some 300ft by 400ft 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 
  northwest 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 
  (pick locks at –50% or a knock spell is required open it). 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 only 
  surprised themselves on a roll of a 1. Obviously it pays for players to be 
  “sneaky” and have thieves, elves or halflings scout the ruins before just 
  barging in.
  Bandits (8): HD 1; HP 5, 3x3, 8, 7x2, 4; AC 7[12]; Atk longsword 
  (1d8) or dagger (1d4) or longbow x2 (1d6); Move 12; Save 
  17; AL C; CL/XP 1/15; Special: surprised only on 1.
  Equipment: leather armor, longsword, dagger, 
  shortbow, 2d10 arrows.
  Bandit Leader: HD 3; HP 17; AC 5[14]; Atk longsword (1d8) or 
  dagger (1d4) or longbow x2 (1d6); Move 12; Save 14; AL C; 
  CL/XP 3/60; Special: surprised only on a 1 on a 1d6.
  Equipment: chain mail, longsword, dagger, longbow, 
  2d10 arrows.
  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[+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 ini-
  tial 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.
  Part 4
  Wilderness Area 32:
  The Tunnels of Terror
  
  44
  Rappan Athuk: Expansions
  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 
  Fritz Barriston, an evil fighter of some repute. The bandits have barricad-
  ed 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. 
  Acolyte of Orcus, Orc (Clr2): AC 4[15]; Atk mace (1d6); 
  Move 9; Save 14; AL C; CL/XP 2/30; Special: +2 save bonus 
  vs. paralysis and poison, spells (1).
  Spells: 1st level—protection from good.
  Equipment: chain mail, black robe emblazoned with 
  the symbol of Orcus, shield, mace, 3 vials of unholy 
  water, unholy symbol of Orcus, a small sack with 
  4d10gp.
  Acolyte of Tsathogga (Clr1): AC 9[10]; Atk mace (1d6); 
  Move 12; Save 14; AL C; CL/XP 1/15; Special: +2 save bonus 
  vs. paralysis and poison, fanatic (+2 save bonus vs. mind 
  affecting spells).
  Equipment: dark green felt robe with face-covering 
  cowl, mace, unholy symbol of Tsathogga.
  Bandit: HD 1; AC 7[12]; Atk longsword (1d8) or dagger (1d4) 
  or shortbow x2 (1d6); Move 12; Save 17; AL C; CL/XP 1/15; 
  Special: surprised only on a 1 on a 1d6.
  Equipment: leather armor, longsword, dagger, 
  shortbow, 2d10 arrows.
  Bandit Leader: HD 3; AC 5[14]; Atk longsword (1d8) or 
  dagger (1d4) or longbow x2 (1d6); Move 12; Save 14; AL C; 
  CL/XP 3/60; Special: surprised only on a 1 on a 1d6.
  Equipment: chain mail, longsword, dagger, longbow, 
  2d10 arrows.
  Beetle, Giant Fire: HD 1+3; AC 4[15]; Atk bite (1d4+2); Move 
  12; Save 17; AL N; CL/XP 1/15; Special: light glands (10ft for 
  1d6 days after removal).
  Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); Move 9; 
  Save 16; AL C; CL/XP 3/60; Special: immune to charm, hold, 
  and sleep; save or touch causes paralysis for 3d6 turns.
  Grey Ooze: HD 3; AC 8[11]; Atk strike (2d6); Move 1; Save 
  14; AL N; CL/XP 5/240; Special: acid (save on contact with 
  metal or corrodes object), immune to blunt weapons, cold, 
  heat, and spells.
  Priest of Orcus, Orc (Clr4): AC 4[15]; Atk morningstar (1d8); 
  Move 9; Save 11; AL C; CL/XP 6/400; Special: +2 save bonus 
  vs. paralysis and poison, spells (2/1).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person. 
  Equipment: chain mail, fine black robe emblazoned 
  with the symbol of Orcus, shield, morningstar, holy 
  symbol of Orcus, prayer book.
  Priest of Tsathogga (Clr3): AC 9[10]; Atk flail (1d8); Move 
  12; Save 13; AL C; CL/XP 4/120; Special: +2 save bonus 
  vs. paralysis and poison, fanatic (+2 save bonus vs. mind 
  affecting spells), spells (2).
  Spells: 1st—cause light wounds (x2).
  Equipment: dark green felt robe with face-covering 
  Level 1D: The Tunnels of 
  Terror Entrance Level
  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, Area 3D-6 from Area 1D-9; 
  tunnel to Level 2C, Area 2C-21 from Area 1D-18 and 
  trap door to Level 3D, Area 3D-8 from Area 1D-21. 
  Stream (downstream) from Area 1D-7 to the swamp 
  near Wilderness Area 4.
  Wandering Monsters: Check once per hour on 1d20:  
  1
  1d6 bandits (no encounter if all slain)
  2
  1d3 acolytes and 1 priest (75% for 
  Tsathogga, 25% for Orcus)
  3
  3d6 giant rats
  4
  1d2 wererats (from Level 2)
  5
  1d2 ghouls
  6
  1 grey ooze
  7
  1d6 bandits with 1 bandit leader (no 
  encounter if all slain)
  8
  1d6 stirges
  9
  1d3 giant fire beetles
  10–20
  No encounter 
  Detections: Strong evil emanates from Areas 6, 23-33  
  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 10ft deep (1d6 
  damage) unless otherwise noted. Doors and secret 
  doors are standard as well. The floors and ceilings 
  of cave areas are covered with stalagmites and 
  stalactites. Walls, columns and other features on this 
  level are dry. Light sources used by the party result 
  in automatic surprise for most monsters outside of 
  Section 1, Areas 1D-1–5 and Section 3, Areas 1D-
  23–31 (as these areas are typically lit). The exception 
  is the Area 1D-7 cave (fire beetles) Cave areas are 
  fungus-filled. 20% of the fungus is edible while 10% 
  is poisonous (save or die). Dwarves have a 2 in 6 
  chance to tell which are edible. t
  
  45
  Part 4  - Wilderness area 32: The Tunnels of Terror
  
  46
  Rappan Athuk: Expansions
  Bandit Table 1
  Name
  HP
  AC
  Weapons
  Treasure
  Special
  Bocks
  6
  7[12] leather
  Longsword (1d8), 
  sling (1d4)
  6sp, flint and tinder, silver ring (1gp)
  Henri
  4
  7[12] leather
  Hand axe (1d6), 
  shortbow (1d6)
  Carved wood box in the shape of 
  a dryad containing tobacco (5gp), 
  16cp, 3 silver arrows
  Fatboy
  7
  5[14] chain
  Longword (1d8), 
  hand axe (1d6)
  Potion of healing, 11sp, 2gp, large 
  chunk of uncut obsidian worth 12gp
  13 Con, very fat (-1 
  movement)
  Cheesehead
  4
  6[13] leather 
  and shield
  Club (1d4), 2 hand 
  axes (1d6)
  10 pound wheel of cheese (2gp), 
  14cp, silver broach that opens to 
  reveal a small portrait of a woman 
  (5gp), gold chain necklace (20gp)
  Carl
  5
  7[12] leather
  Spear (1d6), 
  dagger (1d4), 
  shortbow (1d6)
  3 oil flasks, medical supply kit worth 
  20gp to a healer (Carl has no idea 
  how to use it), tin box of catnip (5sp), 
  3sp, 13cp
  Stomper
  9
  3[16] plate
  Two-handed sword 
  (1d10+1)
  Heavy cestus and spiked iron boots 
  (count as daggers in weaponless 
  combat), 22sp, 34cp, boot heel 
  contains a secret compartment 
  containing 3 gems (topaz, 20gp, ruby 
  200gp and amethyst 10gp.
  13 Con, 17 Str
  Snuffy
  4
  7[12] leather
  Battle axe (1d8), 3 
  daggers (1d4)
  6cp, 9sp, 50 foot coil of silk rope
  Slice
  5
  7[12] leather
  Scimitar (1d6), 
  shortbow (1d6)
  3sp, 19cp, straight razor (2gp), bag of 
  salt (10cp), bar of soap
  15 Dex
  Jusef
  4
  6[13] leather 
  and shield
  Club (1d4), 
  shortbow (1d6)
  Small golden statue of a dog  
  (10gp), 11cp
  Stan
  6
  5[14] chain
  Longword (1d8), 
  shortbow (1d6)
  none
  Unlucky--2 on all rolls 
  due to curse
  Frid
  4
  7[12] leather
  Dagger (1d4), 
  shortbow (1d6)
  6cp, 11sp, 2gp, silk coin purse 
  (red, 2gp)
  Grem
  9
  4[15] chain 
  and shield
  Battle axe (1d8), 
  heavy crossbow 
  (1d6+1)
  Gold signet ring (25gp), 22gp, 
  3 vials of holy water
  17 Con, 16 str, dwarf 
  level 1
  Freeto
  5
  7[12] leather
  Dagger (1d4), 
  shortbow (1d6)
  11cp, 4sp, 2 +1 arrows with 
  blue metallic tips
  13 Dex
  Sid
  3
  7[12] leather
  Club (1d4), 
  shortbow (1d6)
  Armor is engraved with woodland 
  scenes (worth 5x normal), 3sp
  6 Con
  Sal
  6
  7[12] leather
  Sword (1d8),  
  2 hand axes (1d6)
  Finely carved wooden pipe in the 
  shape of a satyr (20gp), loaded dice 
  (+2 on 2d6 roll average, 64cp, 82sp
  16 str
  Christo
  5
  7[12] leather
  Heavy mace (1d6), 
  shortbow (1d6)
  Silver whiskey flask (3gp), copper ring 
  with catseye gem (4gp), 2sp
  Sami
  4
  7[12] leather
  Battle axe (1d8), 
  shortbow (1d6)
  Blond wig (5gp), small book of poems 
  (4gp), 22cp, 3 extra bow strings
  Trys
  5
  7[12] leather
  Club (1d4), 3 
  daggers (1d4)
  Silver dagger, flint and tinder, 
  3 oil flasks, 11cp, 2sp
  Monte
  22
  7[12] leather
  Longsword (1d8), 
  shortbow (1d6)
  5cp, 3sp, +1 ring of protection 
  Monte is secretly a 
  wererat spy from 
  the lower levels. If it 
  looks like the bandits 
  might lose, he 
  turns into a rat and 
  leaves. Monte is only 
  affected by silver or 
  magical weapons. 
  “Ogre”
  14
  5[14] chain
  Two-handed 
  Mattock (1d10+1)
  12 “pretty rocks” (worthless stones)
  18 Str, 4 Int, 3 Wis
  
  47
  Part 4  - Wilderness area 32: The Tunnels of Terror
  cowl, flail, unholy symbol of Tsathogga, 3 doses of 
  unholy water.
  Rat, Giant: HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: 5% are diseased.
  Stirge: HD 1+1; AC 7[12]; Atk proboscis (1d3); Move 3 (fly 18); 
  Save 17; AL N; CL/XP 2/30; Special: +2 to hit bonus, auto 
  blood drain (1d4).
  Wererat: HD 3; AC 6[13]; Atk bite (1d3), short sword (1d6); 
  Move 12; Save 14; AL C; CL/XP 4/120; Special: control rats, 
  lycanthropy (bite for 50% of victim hit point total), silver or +1 
  or better weapon to hit, surprise on 1–4 on 1d6.
  Area 1D-1. Bandit Lair
  The stairs from the trap door on the surface are 20ft wide and lead down 
  into 45ft by 20ft room that is the main living quarters of the bandits inhab-
  iting 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 total band consists of 20 bandits and 
  4 bandit leaders in addition to the guards posted outside (see Bandit 
  Tables 1 and 2 for information on the entire group); 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 (30ft deep and containing 10ft of water).  The shelving 
  (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. The treasure consists of a small box con-
  taining 336gp, two sacks of silver and copper coins (2200sp, 1234cp), 
  a bronze jewel-encrusted flagon (40gp), a gold-filigreed silver mirror 
  (60gp), and a pouch containing 6 gems (garnets, worth 20–50gp each).
  Also present in the room are 4 lanterns, a small keg of oil (30 flasks), 
  22 large candles, 2 large candelabra (brass) worth 3gp 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 10gp). 
  Bandits (20): See Bandit Table 1
  Bandit Leaders (4): See Bandit Table 2
  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 mem-
  bers 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 re-
  leased to bring a ransom of 100gp per prisoner for release. The players have 2 
  weeks to be ransomed, else Fritz tires of the prisoners and kills them.
    
  Area 1D-2. Bandits and Barricades
  The bandits found the staircase down to Level 2C, and quickly decid-
  ed they had no interest in heading down, losing 6 of their number to the 
  horrors 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 10ft 
  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 1d6–1x5gp each). The secret door to the 
  south is similarly barricaded.
  The ceiling supports (shelves) in the center of the room contain a cask 
  of oil (30 flasks), 10 oil flasks with rags stuffed in them, and a large mallet. 
  Area A contains a free standing 18in 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, 4ft high and 10ft 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 hooded lanterns). Nothing has attempted 
  to come through the boarded up wall in several weeks (Monte has been 
  providing information to the creatures below), and the bandits are begin-
  ning to get a bit lazy about the watch here. 
  Bandits (4): See Bandit Table 1
  Bandit Leader (varies): See Bandit Table 2
  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 Monte report that the 
  time was right. Breaking down the barricade takes 10 successful open 
  doors rolls.
  Ghouls (2d4): HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); 
  Move 9; Save 16; AL C; CL/XP 3/60; Special: immune to 
  Bandit Table 2: Bandit Leader
  Name
  Level/Class/hp
  AC
  Weapons
  Treasure
  Special
  Fritz
  4/Fighter/22
  1[18] plate and 
  shield
  Lonsword (1d8), 
  shortbow (1d6)
  +1 shield, 40sp, 22gp, potion of 
  heroism, key to secret door
  16 Str, 13 Con
  Hambone
  3/Fighter/18
  2[17] plate and 
  shield
  +1 heavy 
  mace (1d6+1), 
  light crossbow 
  (1d4+1)
  11 sp, 5 gp, gold holy symbol (50gp)
  16 Str
  Stalker
  2/Thief/7
  6[13] leather
  LongSword 
  (1d8), dagger 
  (1d4)
  44sp, 11gp, 3 bottles of fine wine 
  (8gp per bottle) 
  Thief skills, 
  backstab x2, 
  15 Dex
  Chum
  3/Magic-User/8
  9[10] (none)
  Staff (1d6)  
  Spellbook, potion of fire resistance, 
  scroll of dimension door, 11sp, staff is 
  silver shod and engraved (25gp)
  Spells—sleep, 
  hold portal, 
  web
  
  48
  Rappan Athuk: Expansions
  
  49
  Part 4  - Wilderness area 32: The Tunnels of Terror
  charm, hold, and sleep, touch causes paralysis for 3d6 turns 
  (save negates).
  Ghast: HD 4; AC 4[15]; Atk 2 claws (1d3), bite (1d6); Move 
  15; Save 13; AL C; CL/XP 5/240; Special: immune to charm, 
  hold, and sleep, touch causes paralysis for 3d6 turns (save 
  negates, stench (save or –2 on attack rolls). (Monstrosities 
  189)
  Wererats (2d6): HD 3; AC 6[13]; Atk bite (1d3), short sword 
  (1d6); Move 12; Save 14; AL C; CL/XP 4/120; Special: control 
  rats, lycanthropy (bite for 50% of victim hit point total), silver 
  or +1 or better weapon to hit, surprise on 1–4 on 1d6.
  Area 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).
  Area 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 wizardly 
  items and alchemical materials with 300gp. 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 (200gp worth of cloth). 
  Area 1D-5. Dusty Room
  This room has been uninhabited for many years. The door is completely 
  swollen shut (–1 on open door rolls). 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 5% chance of causing 
  a fatal disease (hanta virus) to any exposed (save or die in 1d6 days).
  Area 1D-6. Crypts
  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): HD 2; HP 14, 8, 9, 10x3; AC 6[13]; Atk 2 claws 
  (1d3), bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: 
  immune to charm, hold, and sleep, touch causes paralysis 
  for 3d6 turns (save negates).
  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 open doors checks, 
  with a 5 or 6 on the second roll indicating that someone has had the lid 
  fall on them (save or take 1d6 damage and be pinned until rescued). Inside 
  the crypt are the skeletal remains of a female knight, complete with rusty 
  armor and sword. Nothing of value remains here.
  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 open 
  doors checks, with a 5 or 6 on the second roll indicating that someone 
  has had the lid fall on them (save or take 1d6 damage and be pinned until 
  rescued). Inside the crypt are the skeletal remains of the knight, complete 
  with rusty armor and sword. Nothing of value remains here.
  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 the swords to behead anyone opening it. Opening the crypt requires 
  2 successful open doors checks, success indicating that everyone within 5ft 
  of the swords is attacked by the trap (attacks as a 4HD monster for 2d6 
  damage). Inside the crypt are the skeletal remains of a wizard, complete 
  rotten clothes and moldy papers. Nothing of value remains here.
  D. This crypt contains a large sarcophagus bearing the shape of an 
  armored priest. The coffin is not trapped. Inside the crypt is a coffer 
  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: HD 2; HP 12; AC 5[14]; Atk slam (1d6 plus 
  death grip); Move 9; Save 16; AL C; CL/XP 5/240; Special: 
  +1 or better weapon to hit, death grip (auto 1d6 strangling, 
  open door on 1d8 to free), deceiving death (if apparent 
  or real damage is 6 or greater, falls then reanimates next 
  round), fear (upon reanimate, save or flee in panic for 
  2d4 rounds), immune to charm, hold, and sleep, minimal 
  damage from edged and piercing magic weapons. (The 
  Tome of Horrors Complete 104).
  Area 1D-7. Glowing Bugs
  This large cavern contains a small stream (2ft deep), a pool of water (8ft 
  deep), and seems to move with a red glowing shapes that can be seen from 
  the northern intersection. The stream leads downstream for 1000ft to the 
  swamp near Wilderness Area 4. Going upstream leads 900ft to Level 1, 
  Area 1-11. The hallway coming from the north slopes down at a 15 degree 
  angle before flattening out 50ft before the main cave entrance. Inside the 
  cave are 24 giant fire beetles.
  Giant Fire Beetles (24): HD 1+3; AC 4[15]; Atk bite (1d4+2); 
  Move 12; Save 17; AL N; CL/XP 1/15; Special: light glands 
  (10ft for 1d6 days after removal).
  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).
  Area 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 140ft to the door to Area 
  1D-12.
  Area 1D-9. Pit Trap Down
  This pit trap is an exception to the rule for this level. First of all, it is 
  40ft deep, and second it ends in a 200ft, 60 degree angle slide trap that 
  rather unceremoniously deposits the players on Level 3D, Area 3D-6. 
  Damage is half normal (4d6/2) since the slide at the end somewhat cush-
  ions the fall.  
  Area 1D-10. The Maze of Doors
  This room and door series is unique in that all of the doors are wiz-
  ard locked as long as one of them is open. This essentially means that 
  
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  Rappan Athuk: Expansions
  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.
  Area 1D-11. Demon Treasure
  The hallway leading to this area changes depending on what has happened 
  (or not) in Area 1D-10. If the orbs have been properly placed within their 
  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 eastern door slides up 
  and down within the stone of the walls depending on placement of the orbs, 
  and if it is up, is inscribed with magical runes of protection and warding. The 
  door itself is made of 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 40ft to the south is imme-
  diately struck with a fear spell. Anyone failing to save cannot willingly 
  approach the area for one week. Inside the room is a large creature (a 
  Category II Demon!) within a magically inscribed (permanent) protec-
  tive 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).
  Demon, Hezrou (Category II): HD 9; HP 45; AC –2[21]; Atk 2 
  claws (1d3), bite (4d4); Move 6 (fly 12); Save 6; AL C; CL/XP 
  11/1700; Special: immune to fire, magic resistance (50%), 
  magical abilities.
  Magical Abilities: at will—darkness 15ft radius, detect 
  invisibility, fear; 1/day—gate 20% in hezrou.
  Treasure: 14,000 gp, eight pieces of jewelry worth 3d6x100 gp each, a 
  ring of shooting stars, an amulet vs. scrying, and 24 gems (value 10–1000 
  gp each). 
    
  Area 1D-12. The Dead that Serve
  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 (as per animate dead spell) 
  that serve him or her until destroyed. 
  Skeletons (3): HD 1; HP 5, 4, 6; AC 8[11]; Atk strike (1d6); 
  Move 12; Save 17; AL N; CL/XP 1/15; Special: immune to 
  charm, hold, and sleep.
  Area 1D-13. Dwarven Glory
  This room contains the dead body of a dwarf, wounded by the grey 
  ooze in Area 1D-14, who crawled off here to die. The body wears rusted 
  and corroded plate armor, and a shield and war hammer lie nearly. The 
  creature’s backpack lies a few feet away, covered with a growth of golden 
  mushrooms. Gold coins lie near the fungus (22gp). 
  
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  Part 4  - Wilderness area 32: The Tunnels of Terror
  Treasure: In the small pile of golden colored fungus is a strange creature 
  known to the dwarves as a gelderfunga, or “shiner” in the common 
  tongue. These small (3in tall) creatures feed on fungus, being able to eat 
  even the most toxic mushrooms without effect. They look just like a little 
  mushroom themselves, and are almost impossible to spot unless they want 
  to be seen. 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 1gp) 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. They are 
  assumed to have 1 hp, and an AC of 9[10].
  Area 1D-14. The Soft Floor
  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 grey 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.
  Grey Ooze: HD 3; HP 15; AC 8[11]; Atk strike (2d6); Move 1; 
  Save 14; AL N; CL/XP 5/240; Special: acid (save on contact 
  with metal or corrodes object), immune to blunt weapons, 
  cold, heat, and spells.
  Area 1D-15. Goblins
  This 40ft by 30ft 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 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. 
  Area 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 (+1 on rolls). If 
  entered from the south, characters are teleported to Area 1D-22. If entered 
  from the north, the teleportal has no effect.
  Area 1D-17. Piercer Cavern 1
  This cavern contains a number of piercers, and is generally avoided 
  by local monsters who 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 (1HD) (6): HD 1; HP 5x3, 3x2, 6; AC 3[16]; Atk pierce 
  (1d6); Move 1; Save 17; AL N; CL/XP 1/15; Special: single 
  drop.
  Piercers (2HD) (4): HD 2; HP 10x2, 12, 8; AC 3[16]; Atk pierce 
  (2d6); Move 1; Save 16; AL N; CL/XP 2/30; Special: single drop.
  Piercers (3HD) (2): HD 3; HP 15, 13; AC 3[16]; Atk pierce (3d6); 
  Move 1; Save 16; AL N; CL/XP 3/60; Special: single drop.
  Piercer (4HD): HD 4; HP 20; AC 3[16]; Atk pierce (4d6); Move 
  1; Save 16; AL N; CL/XP 3/60; Special: single drop.
  Area 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 20ft 
  down is a side passage, leading to a tunnel that daylights after about 30ft 
  in a small, wet corridor leading to Level 2C, Area 2C-21.
  Area 1D-19. Empty Room
  Self-explanatory, although this is a good time to roll for wandering 
  monsters. The Referee 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). 
  Area 1D-20. Empty Room
  Self-explanatory, see 1D-19. 
  Area 1D-21. The Blob
  Wandering around the maze area are several hazards. First and foremost 
  is the gelatinous cube that wanders about (encounter chance 1/6 per round 
  spent in this area). The second hazard is the large pit traps (including one 
  that contains a secret 30ft drop 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 
  (attack as a 7th level fighter for 1d8 damage per spear). 
  Gelatinous Cube: HD 4; HP 20; AC 8[11]; Atk slam (2d4 plus 
  paralysis); Move 6; Save 13; AL N; CL/XP 5/240; Special: immune 
  to lightning and cold, paralysis (save or immobile for 6 turns).
  Area 1D-22. An End to Die in
  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. Any within 
  30ft are attacked by 1d4 spears (as a 7th level fighter) and take 1d8 damage 
  for each spear that hits. The portcullis must be raised or bent to escape.
  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 
  5000cp, and is trapped with a poison needle trap (save or die).
  Area 1D-23. 
  Tsathogga’s Temple North
  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 
  
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  Rappan Athuk: Expansions
  
  53
  Part 4  - Wilderness area 32: The Tunnels of Terror
  when the priests need to leave the dungeon. The room is lit by a series of 
  torches set in torch sconces every 20ft. 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; unholy water does 1d6 points 
  of damage to Lawful clerics and paladins). 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 100gp). Also in this 
  room (unless already encountered) are 6 acolytes and the evil priest, 
  Sigma.
  Acolytes of Tsathogga (Clr1) (6): HP 4x2, 3x3, 5; AC 9[10]; Atk 
  mace (1d6); Move 12; Save 14; AL C; CL/XP 1/15; Special: +2 
  save bonus vs. paralysis and poison, fanatic (+2 save bonus 
  vs. mind affecting spells).
  Equipment: dark green felt robe with face-covering 
  cowl, mace, unholy symbol of Tsathogga.
  Berserkers of Valhalla (2d4): HD 2; AC 7[12]; Atk two-handed 
  sword (1d10+1); Move 12; Save 16; AL C; CL/XP 3/60; 
  Special: +2 to hit in berserk state.
  Sigma, Priest of Tsathogga (Clr7): HP 29; AC 2[17]; Atk +1 
  heavy mace (1d6+1); Move 12; Save 9; AL C: CL/XP 9/1100; 
  Special: +2 save bonus vs. paralysis and poison, fanatic (+2 
  save bonus vs. mind affecting spells), spells (2/2/2/1/1).
  Spells: 1st—cause light wounds (x2); 2nd—hold person, 
  silence 15ft radius; 3rd—cause disease, prayer; 4th—
  sticks to snakes; 5th—insect plague.
  Equipment: plate mail, dark green felt robe with face-
  covering cowl, shield, +1 heavy mace, unholy symbol 
  of Tsathogga, silver horn of Valhalla.
  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 sticks to snakes spell, followed by prayer and hold person. 
  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 100gp 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 500gp 
  for locating a temple, and 2000gp for bringing him the head of a high 
  priest. He further adds a 50gp 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 of 
  chaos as a companion.
  Sigma is as evil as he is Chaotic. Someday, even if the characters have 
  proven useful in the war with Orcus’ minions, he will seek to kill them and 
  feed them to his master’s pets.
    
  Area 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 light 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.
  Area 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 500gp if sold, however any lawful player should 
  destroy them (750xp 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 2000sp, 400gp and 
  two potions of water breathing.
  Area 1D-26. 
  Tsathogga’s Temple South
  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 torch sconces every 20ft.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 8ft deep, 5ft x 5ft 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, Acolyte of Orcus (Clr1): HP 4; AC 9[10]; Atk fist (1); 
  Move 12; Save 14; AL C; CL/XP 1/15; Special: +2 save bonus 
  vs. paralysis and poison.
  Area 1D-27. Frog Pond
  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.
  Giant Killer Frogs (12): HD 1+4; HP 9x4, 8x3, 10, 11x2, 7, 6; 
  AC 7[12]; Atk 2 claws (1d2), bite (1d4+1); Move 3 (leap 15); 
  Save 17; AL N; CL/XP 2/30; Special: leap and attack in same 
  round.
  The door to the northern rooms is made of the same stone as the frog 
  demon statue. It requires 2 open doors check to open due to its size and 
  weight.
  
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  Rappan Athuk: Expansions
  
  55
  Part 4  - Wilderness area 32: The Tunnels of Terror
  Area 1D-28. Priestly Storage
  This room contains food and sundries for the priests of Tsathogga. A 
  total of 100 days of standard rations, 300 days of iron rations, 11 casks of 
  water and 4 of ale (30 gallon) are arranged neatly in the room. 
  Area 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 500gp in miscellaneous construction 
  supplies here.
  Area 1D-30. Froggie Friends
  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): HD 2; HP 10, 8, 11; Atk 2 claws (1d6), bite (1d4); 
  Move 12 (swim 12); Save 16; AL C; CL/XP 3/60; Special: 
  amphibious, leap (30ft, 10ft height, attack same round), 
  slimy (unaffected by web and similar forms of confinement). 
  (The Tome of Horrors Complete 616)
  Area 1D-31. The Cold Room
  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 plate mail and carry heavy 
  maces. One has a pair of boots of the elvenkind frozen in blocks on 
  his icy feet.
  Brown Mold: HD n/a; AC n/a; Atk none; Move 0; Save n/a; 
  AL N; CL/XP 4/120; Special: drain heat at rate 2d8 damage 
  per round with no save, destroyed by magical cold. 
  (Monstrosities 335)
  Area 1D-32. Piercer Cavern No. 2
  This cavern contains a number of piercers, and is generally 
  avoided by local monsters who 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 (1HD) (6): HD 1; HP 5x3, 3x2, 6; AC 3[16]; Atk pierce 
  (1d6); Move 1; Save 17; AL N; CL/XP 1/15; Special: single 
  drop.
  Piercers (2HD) (4): HD 2; HP 10x2, 12, 8; AC 3[16]; Atk pierce 
  (2d6); Move 1; Save 16; AL N; CL/XP 2/30; Special: single 
  drop.
  Piercers (3HD) (2): HD 3; HP 15, 13; AC 3[16]; Atk pierce 
  (3d6); Move 1; Save 16; AL N; CL/XP 3/60; Special: single 
  drop.
  Piercer (4HD) (2): HD 4; HP 20, 18; AC 3[16]; Atk pierce (4d6); 
  Move 1; Save 16; AL N; CL/XP 3/60; Special: single drop.
  Area 1D-33. Stoney’s Palace
  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 (3d10x1d100gp 
  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 20ft 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 20ft up on the south side of the stone column in the 
  center of the room. If the stone is moved, 1245sp, 306gp and two suits of 
  plate mail fall free and down from the cubby. Anyone below may be hit by 
  the armor for 1d6 damage (save avoids). Interestingly, one of the suits of 
  plate is magical (+1 plate mail). 
  Stone Roper: HD 6; HP 30; AC 0[19]; Atk up to 6 strands (drag 
  plus venom or weakness) or bite (1d8); Move 6; Save 11; 
  AL C; CL/XP 8/800; Special: resistance to normal arrows 
  and bolts (50%), strands (hit within 50ft drag victim closer 
  10ft each round, at last 10ft and bite for +2 attack bonus), 
  surprise on 1–3 on 1d6, venom (2/day, save or paralyzed for 
  1 round, next round save or under charm), weakness (save 
  or take 2d4 points of strength loss). (The Tome of Horrors 
  Complete 466)
  Area 1D-34. More Crypts
  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 (22sp). 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 (cast 
  at 6th level; see Appendix) that delivers 3d6 points of electrical damage 
  (save for half).
  If the trap is triggered, it resets itself in one day’s time. If 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 (open doors 
  check) 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 +1 dagger, +3 vs. magic-users and enchanted creatures that radiates 
  light (blue) within a 15 foot radius. If a magic-user or enchanted creature 
  is present within 30ft, the light changes to red.
  Area 1D-35. Empty Room
  Self-explanatory, although this is a good time to roll for wandering 
  monsters. The Referee 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).
  
  56
  Rappan Athuk: Expansions
  Area 1D-36. I’ve Been Slimed
  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).
  Area 1D-37. Orcus’ Spies
  The secret doors leading to the room complex of 1D-37 and 39–40 are 
  all wizard locked. The doors can only be opened by using an unholy sym-
  bol 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 wizard 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, Orc (Clr2) (2): HP 8, 10; AC 4[15]; Atk 
  heavy mace (1d6); Move 9; Save 14; CL/XP 2/30; Special: +2 
  save bonus vs. paralysis and poison; spells (1).
  Spells: 1st level—protection from good.
  Equipment: chain mail, black robe emblazoned with 
  the symbol of Orcus, shield, mace, 3 vials of unholy 
  water, unholy symbol of Orcus, a small sack with 
  4d10gp
  Area 1D-38. 
  Empty Room
  Self-explanatory, 
  al-
  though this is a good time 
  to roll for wandering 
  monsters. The Referee 
  should also fill these 
  areas with whatever 
  dungeon 
  dressing 
  he feels is appro-
  priate, 
  perhaps 
  hacked apart critter bits, or the presence of evil-looking green pools of 
  water (all harmless of course).
  Area 1D-39. 
  Minions of Orcus Part 1
  This room contains the priest of Orcus sent from the deeper levels to 
  lead the spying foray. Moog was sent by his superior, Zehn (see Level 4), 
  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.
  Moog, Priest of Orcus, Orc (Clr5): HP 18; AC 2[17]; 
  Atk morningstar (1d8); Move 9; Save 11; CL/XP 6/400; 
  Special: +2 save bonus vs. paralysis and poison; spells (2/2).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person, silence 15-ft. radius. 
  Equipment: plate mail, fine black robes emblazoned 
  with the symbol of Orcus, shield, morningstar, potion of 
  gaseous form, holy symbol of Orcus, prayer book.
  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 
  500gp 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 attack from behind. 
  Treasure: Moog has a box with 500gp in it, as well as a potion of 
  gaseous form. Otherwise he has only his gear. 
  Area 1D-40. 
  Minions of Orcus Part 2
  This room houses an ogre and 4 goblin scouts sent to guard the priests 
  on their mission. They obey Moog’s every command, and fight to the 
  death rather than be captured, having been indoctrinated in the “foul rites” 
  of the frog demon worshippers. They have no treasure.
  Ogre: HD 4+1; HP 21; AC 5[14]; Atk spiked club (1d10+1); 
  Move 9; Save 13; AL C; CL/XP 4/120; Special: none.
  Goblins (4): HD 1d6hp; HP 3, 5, 4x2; AC 6[13]; Atk short 
  sword (1d6); Move 9; Save 18; AL C; CL/XP B/10; 
  Special: –1 to hit in sunlight.
  
  57
  Acolyte of Tsathogga (Clr1): AC 9[10]; Atk heavy mace 
  (1d6); Move 12; Save 14; AL C; CL/XP 1/15; Special: +2 save 
  bonus vs. paralysis and poison, fanatic (+2 save bonus vs. 
  mind affecting spells).
  Equipment: dark green felt robe with face-covering 
  cowl, heavy mace, unholy symbol of Tsathogga.
  Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); Move 9; 
  Save 16; AL C; CL/XP 3/60; Special: immune to charm, hold, 
  and sleep; save or touch causes paralysis for 3d6 turns.
  Grey Ooze: HD 3; AC 8[11]; Atk strike (2d6); Move 1; Save 
  14; AL N; CL/XP 5/240; Special: acid (save on contact with 
  metal or corrodes object), immune to blunt weapons, cold, 
  heat, and spells.
  Shadow: HD 2+2; AC 7[12]; Atk touch (1d4 plus strength 
  drain); Move 12; Save 14; AL C; CL/XP 4/120; Special: +1 or 
  better weapon to hit, drains 1 point of strength with hit.
  Skeletons: HD 1; HP 8, 7; AC 8[11]; Atk strike (1d6); Move 12; 
  Save 17; AL N; CL/XP 1/15; Special: immune to sleep and 
  charm.
  Priest of Tsathogga (Clr4): AC 4[15]; Atk heavy mace (1d6); 
  Move 9; Save 11; AL C; CL/XP 6/400; Special: +2 save bonus 
  vs. paralysis and poison, spells (2/1).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person. 
  Equipment: chain mail, fine green robe emblazoned 
  with the symbol of Tsathogga, shield, heavy mace, 
  unholy symbol of Tsathogga, prayer book.
  Rat, Giant: HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: 5% are diseased.
  Area 2C-1: Stairs Up
  Stone steps rise up to the west leading to Level 1, Area 1D-2. The stairs 
  are not worn, and a thick wooden barricade blocks the top of the stairs. 
  Breaking down the barricade requires 10 successful open doors rolls.
  Area 2C-2: Decisions, Decisions 
  This roughly rectangular room looks like a dead-end, but there is a secret trap-
  door set into the floor (A). Additionally, a secret doors check reveals 6 additional 
  secret doors also leading out of the room (at B, C, D, E, F and G). The trapdoor 
  in the floor can be opened by digging a sharp object (such as a sword tip or crow-
  bar) between two bricks and applying pressure (requires an Open Doors check). 
  Inside are 2 potions of invisibility (labeled “One”) and 2 potions of fly (labeled 
  “Two”). With them is a note reading: “Brothers! It has become too dangerous for 
  us here. One then up then right then ahead to one’s left then Two and free.” These 
  are instructions on how to flee the area via Level 1D using the potions to get past 
  the bandits. Priests of Orcus who first scouted the area left this cache behind. 
  Doors B, C and D slide open with minimal pressure. Each door is on well-
  oiled brass rollers and makes little sound. Behind the brass doors await painted 
  brass-coated switches. Most of the paint has flecked off these handles. Pulling 
  these handles opens and closes various doors.
  The table below details what happens when the various switches behind 
  the doors are pulled:
  Part 5
  Level 2C, Section 1:
  The Tunnels of Terror
  Level 2C, Section 1
  Difficulty Level: 3–5
  Entrances: Ramp down from Level 1D-2
  Exits: Passage from Level 2C, Section 1, Area 2C-2 to 
  Level 2C, Section 2, Area 2C-10; river to the Under 
  Realms
  Wandering Monsters: Check once per hour on 1d20:
  1–2
  2d4 dire rats
  3–4
  2 shadows
  5–6
  1 grey ooze
  7
  1d4 ghouls
  8
  3d4 skeletons
  9
  1d3 acolytes of Tsathogga and 1 priest of 
  Tsathogga
  11–20
  No encounter
  Detections: Strong evil emanates from Areas 2C-9. 
  Shielding: None.
  Standard Features: All non-cave areas have standard 
  dungeon walls and ceilings (cut stone), as well as stone 
  floors. Doors and secret doors are standard as well. 
  The floors and ceilings of cave areas are covered with 
  stalagmites and stalactites. Walls, columns and other 
  features on this level are dry. Cave areas are fungus-
  filled 25% of the time. 20% of the fungus is edible while 
  10% is poisonous (save or die). Dwarves have a 2 in 6 
  chance to tell which are edible.
  
  58
  Rappan Athuk: Expansions
  
  59
  Part 5  - Level 2C: The Tunnels of Terror
  Switch
  Effect When Pulled
  V
  Opens Door D; closes and locks Door B
  W
  Opens Door C; closes and locks Door D
  X
  Opens inner door to Switch Y; closes and locks 
  Door C
  Y
  Opens door to Level 2C, Area 2C-7; closes and 
  locks Doors B, C and D
  This can be a tricky puzzle. A couple of easy solutions are to trigger 
  the switches with a rope or rig timers using spare trap parts. Blocking the 
  doors is also a possibility, while using summoned monsters to trigger the 
  switches would also do in a pinch.
  Doors E and F are made of heavy stone, and are hidden and locked. 
  Both are on springs and gently close 1 round after they are opened. If 
  Doors E and F are opened at once, the door to Location Z (inside the 
  room accessed by Door F) clicks open.
  Door G is a normal secret door that opens onto a passage leading to 
  Level 2C, Section 2, Area 2C-10.
  If found and opened, the room behind Door E is home to 2 shadows. 
  The room behind Door F is a mess of old rags, twisted bits of rusty metal 
  and broken wooden furniture. Anyone searching through the mess must 
  make a save to avoid cutting themselves on a shard of sharp metal (1d2+1 
  points of damage). 
  A small crypt in Location Z (accessed by opening Doors E and F at 
  the same time) looks old and poorly kept. Four broken pillars surround a 
  cracked sarcophagus. One round after anyone enters the crypt, a mummy 
  springs from the sarcophagus and attacks.
  Shadows (2): HD 2+2; HP 11, 10; AC 7[12]; Atk touch (1d4 
  plus strength drain); Move 12; Save 14; AL C; CL/XP 4/120; 
  Special: +1 or better weapon to hit, drains 1 point of strength 
  with hit.
  Mummy: HD 5+1; HP 31; AC 3[16]; Atk fist (1d12 plus rot); 
  Move 6; Save 12; AL C; CL/XP 7/600; Special: +1 or better 
  weapon to hit, rot.
  Treasure: The mummy is bedecked in jewelry, although none of it is 
  magical. A gold-and-ruby amulet worth 150gp hangs around its neck, 
  and a quartet of 4 matching rings are on its fingers (35gp each). One of 
  the mummy’s fingers has fallen off and can be found inside the coffin. 
  Area 2C-3: My Reflection 
  Lying in the middle of the floor of this dimly lit room is a single frac-
  tured gem radiating light out to 40ft. The floor and ceiling were once 
  painted black, but the paint has since peeled away. Every step taken into 
  the room is met with loud crunches of old paint flecks (–20% penalty to 
  a thief’s Silent checks). Four-foot-tall-by-three-foot-wide mirrors cover 
  every wall. Apart from the strange choice in decoration, the only item of 
  interest in the room is a mirror of opposition (Appendix) placed in the 
  center of the southern wall. Due to the reflections from all the mundane 
  mirrors, any creature in the room looking at any mirror triggers the mirror 
  of opposition’s effect. Since there are 84 mirrors in total in the room, it 
  might take the characters some time to locate the offending device.
  Area 2C-4: Starved
  The outer area of this room is neatly carved from the surrounding stone. 
  In the center of this room is a 10-foot-by-10-foot, 30-foot-deep pit trap 
  (A). The pit trap also sounds a bell when triggered; roll once on the Wan-
  dering Monster Table to see what, if anything, comes to investigate. 
  A crypt beyond the unlocked door is uncarved and scarcely adorned, 
  with 7 skeletons lying inanimate in broken coffins. Faded and torn tap-
  estries hang from the wall, and bits of rubble cover the floor. So long 
  as none of the skeletons is disturbed, they remain still. A beautiful 
  two-handed sword lies atop the stone table (B). This weapon belonged 
  to a travelling sword-master who visited this level a long time ago. The 
  weapon is trapped: If anyone other than its original owner touches it, 
  it attempts to shock the would-be thief (2d6 points of electrical dam-
  age; save for half). Triggering this trap causes the skeletons to attack. 
  A side cavern (C) is home to a large iron-and-wood chest, nearly 10ft 
  across and 4ft deep. The lid of the chest is very heavy in addition to being 
  trapped, although there is enough room for up to 5 people to work together 
  to lift the lid (requires 2 Open Doors checks to lift). Lifting the lid causes a 
  metal spike to fire from the opposing wall, dealing 2d6+1 points of damage 
  (save negates). Randomly determine who is struck by the spike from those 
  that attempt to lift the lid. Apart from the trap, the chest is empty. Triggering 
  this trap also causes the skeletons to rise and attack. The skeletons attempt 
  to defend the bottleneck and force the party to come at them 1 at a time. 
  Skeletons: HD 1; HP 8, 7; AC 8[11]; Atk strike (1d6); Move 12; 
  Save 17; AL N; CL/XP 1/15; Special: immune to sleep and 
  charm.
  Area 2C-5: Enemy at the Gates 
  This room and Area 2C-6 are home to nests of undead. The 6 hungry 
  ghouls here are the main reason for the barrier on Level 1D, Area 2. Ev-
  ery 2d4 hours, all the ghouls mass for an attack, charging up the stairs and 
  wailing against the barricade for 10 minutes or until driven back. They 
  then slink back to the lair before their hunger drives them to try again. It 
  requires 10 consecutive successful Open Doors checks to break down the 
  barricade, as the bandits constantly repair the damage done by the ghouls. 
  If the bandits are no longer maintaining the barricade, the checks becomes 
  cumulative.
  The room itself is devoid of furnishings and contains only some scat-
  tered debris and a handful of bones, picked clean. The doors to the room 
  are small and sturdy portcullises with their mechanisms rusted open. A 
  minute’s work with some oil and an Open Doors check gets them working 
  again.
  Ghouls (6): HD 2; HP 11x2, 8, 14, 15, 5; AC 6[13]; Atk 2 claws 
  (1d3), bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: 
  immune to charm, hold, and sleep; save or touch causes 
  paralysis for 3d6 turns.
  Treasure: Scattered about the room are shards of broken pottery and 
  ceramics, with 2 intact hand-made bowls of small value (15sp each).
  Area 2C-6: Gates, Continued
  This room is very similar to Area 2C-5 and contains 5 ghouls. The 
  ghouls here have been slightly more successful than their neighbors, and 
  the piles of bones are larger. Anyone looking through the piles finds a 
  ruby-encrusted bronze amulet decorated with the holy symbol of Da-
  rach-Albeth. The amulet is worth 150gp as-is, but if sold to an appropriate 
  church fetches double that amount. The doors to the room are rusted open, 
  like those in Area 2C-5.
  Ghouls (5): HD 2; HP 11, 10, 14, 9, 7; AC 6[13]; Atk 2 claws 
  (1d3), bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: 
  immune to charm, hold, and sleep; save or touch causes 
  paralysis for 3d6 turns.
  Area 2C-7: Moisture and Moss
  This room has been lazily carved with different imagery of frogs, demons 
  and scenes of the Abyss. The centerpiece to this room is a giant water fea-
  ture honoring the great frog-god, Tsathogga. A 20-foot-tall statue of the frog 
  god stands on a 40-foot-long-by-20-foot-wide stone platform. The platform is 
  carved to resemble a fetid pond with rotting lily pads with chunks of different 
  
  60
  Rappan Athuk: Expansions
  bodies floating in it. The corners of the platform are in the shape of much larg-
  er lily pads. Foul water flows out of the frog statue’s mouth, leaving rivulets 
  of filth all over the statue and the carved platform before pooling in the larger 
  lily pads at the corners. These pools are home to dozens of tadpoles that are fat 
  and white. These are the young of the frogs in Area 2C-8D.
  A secret door is behind one of the carvings of a frog on the eastern wall. 
  Behind it is a small storage room (A) full of supplies, including 8 robes for 
  Tsathoggan acolytes and 2 robes for Tsathoggan priests along with 10 soap-
  stone unholy symbols. The robes are clean, relatively new and a good fit for 
  a man-size creature. In addition, 6 vials of unholy water neatly wrapped in 
  cloth and some ritual items such as incense burners and small stone stat-
  uettes can be found. The ritual items can be sold for 120gp to a collector.
  There is a 10% chance that 1d3 acolytes of Tsathogga and 1 priest of 
  Tsathogga are here from Area 2C-9 to collect or return supplies.
  Acolyte of Tsathogga (Clr1): AC 9[10]; Atk heavy mace 
  (1d6); Move 12; Save 14; AL C; CL/XP 1/15; Special: +2 save 
  bonus vs. paralysis and poison, fanatic (+2 save bonus vs. 
  mind affecting spells).
  Equipment: dark green felt robe with face-covering 
  cowl, heavy mace, unholy symbol of Tsathogga.
  Priest of Tsathogga (Clr4): AC 4[15]; Atk heavy mace (1d6); 
  Move 9; Save 11; AL C; CL/XP 6/400; Special: +2 save bonus 
  vs. paralysis and poison, spells (2/1).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person. 
  Equipment: chain mail, fine green robe emblazoned 
  with the symbol of Tsathogga, shield, heavy mace, 
  unholy symbol of Tsathogga, 2 vials of unholy water 
  (does 1d6 points of damage to Lawful clerics and 
  paladins).
  Area 2C-8: Hall of Columns 
  This room is damp, and the sound of rushing water comes from the 
  north. Six pillars are arranged at angles to draw the eye to the southern-
  most door. The columns are carved from an unnatural greenish soapstone 
  and glow with a weird inner light. The western door (A) is locked with 
  a very strong but simple padlock and bar (+1 penalty to Open Doors 
  checks). The door is designed more to ward off wandering monsters than 
  intelligent thieves.
  Inside is a large supply of food fit for human consumption including 8 
  large barrels of cured meats and dried grains, along with 16 smaller bar-
  rels of ale. Four large sacks are filled with large cave crickets the size of 
  rabbits, along with a small trowel with which to scoop them up. Two large 
  casks are filled with fresh water gathered from the nearby stream. A small 
  locked chest sits on a high shelf. Inside are three pouches of spices (High 
  Priest Ilya does love her spicy food) worth 15gp each, as well as a scroll 
  of create food and 4 scrolls of create water.
  Two false doors (B and C) open onto blank walls. They form part of a 
  crude defense, as the southern door is wizard locked so long as the false 
  doors are closed. When both are opened, a faint click is heard from the 
  southern door as it unlocks.
  Down the stairs to the north (about 10ft down) is a small nest (D) of 6 
  giant blind albino cave frogs. The priests raise them as pets to be turned 
  into guards. The priests feed them a diet of cave crickets daily. The frogs 
  are perfectly docile while eating, but anyone wandering down the stairs 
  without a sack full of food is attacked. 
  The stream is shallow and fast flowing; a smaller-than-man-sized crea-
  ture could possibly swim the stream (if they had adequate water breath-
  ing abilities and a lot of luck!) to its terminus somewhere in the Under 
  Realms. No one has charted where it goes (Referees discretion if the river 
  goes to another dungeon complex, or another location of their own de-
  vising).
  Giant Blind Albino Cave Frogs (medium) (6): HD 2; AC 7[12]; 
  Atk bite (1d6); Move 3 (or 100ft leap); Save 16; AL N; CL/XP 
  2/30; Special: leap. (Monstrosities 179)
  Area 2C-9: 
  The Lower Temple of Tsathogga
  The entryway to this room is heavily trapped with 3 glyphs of warding 
  (Appendix) on the floor. The glyph at Area A causes blindness to the first 
  person to see the rune (save or be blinded for 1d6 hours). Area B bursts 
  into flames (3d6 points of damage, save for half) when the glyph is walked 
  over (anywhere in the 10ft area). The glyph in Area C bursts into icy 
  shards (3d6 points of cold damage, save for half). The traps are intended 
  more as a warning and a means of buying the priests’ time to prepare for 
  intruders. If each set of doors is pushed open with an unholy symbol of 
  Tsathogga instead of using the door handles, the traps do not go off.
  Beyond the door is a semicircular room more than 100ft across. The 
  room is dominated by a huge altar of the frog god rendered in all his 
  repugnant glory from local stone. The altar (D) is made of stone adorned 
  with bronze and green glass, and is covered in dried blood and small frag-
  ments of bone and desiccated flesh. 
  Mirrors (E and F) are similar in size and quality to those found in Area 
  2C-3. The mirrors are covered with thick green curtains hanging from a 
  rusted iron rail. 
  The mirror at E acts as a teleporter to the area just outside the doors of 
  Area 0B: The Cloister of the Frog-God in the wilderness north of Rap-
  pan Athuk. The teleporter is activated by smearing the mirror with blood, 
  which vanishes instantly. This one-way transport is used as an emergency 
  retreat by the priests of this temple.
  The mirror at F is the haunt of a mirror fiend. The priests know better 
  than to go near it, and may use it as a test to find spies in their midst. Any 
  priest of Tsathogga sent to this area has likely been warned to avoid the 
  creature.
  Around the altar are five clay columns brought in from the surface. 
  Apart from being merely decoration, they also hide the temple’s secret 
  weapon: one column (G) is actually a clay golem. If a humanoid creature 
  is sacrificed on the altar, the clay golem animates for 1 minute per HD of 
  the creature sacrificed, under the control of whomever performed the sac-
  rifice. When the time is up, the golem returns to its resting place. Anyone 
  
  61
  Part 5  - Level 2C: The Tunnels of Terror
  performing a sacrifice is unable to perform other actions for the 2 rounds 
  it takes to perform the ceremony.
  The temple is inhabited by Priestess Ilya, 4 priests of Tsathogga and 
  8 acolytes. Ilya is a comrade of Sigma in Area 1D-14. She is in charge of 
  setting up a safe defensible position for the Frog priests, as well as setting 
  up supplies, traps and guards. Like Sigma, Ilya is here to strike a blow 
  against Orcus and his forces in Rappan Athuk and has no real quarrel 
  with adventurers. She is highly (and violently) defensive of her sanctum, 
  but if the characters infiltrate the temple without setting off the traps and 
  convince her that they’re here to talk, and not fight, she hears them out. 
  Ilya won’t let the party stay here under any circumstances, and briskly 
  sends them on their way back up to Sigma. Ilya has a taste for prisoners, 
  however; if the party catches an intelligent humanoid, she pays 25gp for 
  the creature. She uses these prisoners as a special treat for the albino cave 
  frogs in Area 2C-8D or ties them to the altar if she expects an attack.
  Tactics: If this temple is attacked (and the entry traps give the occu-
  pants some forewarning), the acolytes crowd around the door ready to 
  ambush whomever comes through. The priests cast protection from good 
  on the acolytes then order them into position. Ilya moves to sacrifice a 
  prisoner (if she has one); otherwise, she casts bless and prayer on the front 
  line, then works through the rest of her spells intelligently. If the invaders 
  break into the room, the acolytes form a human shield while the priests 
  complete their preparations. If the invaders look like strong combatants, 
  Ilya calls an acolyte back to sacrifice him (surprise!) to activate the golem. 
  Given the chance, Ilya orders acolytes to grab characters reduced to 0 hp 
  to sacrifice them to the golem.
  If the battle goes poorly (all the acolytes and half the priests are defeat-
  ed with no casualties to the opposition), Ilya retreats through the mirror 
  (E) while her priests hold the line until she escapes.
  Treasure: Apart from the priest’s equipment, the temple’s vestries 
  (wall hangings, incense burners and altar service) can be sold for 
  4000gp to a collector (if one can be found) or simply melted down for 
  600gp worth of unsullied bronze. At H is a small hidden trapdoor that 
  hides the key to the trapdoor in Section 2, Area 2C-10 that leads into 
  the Rainbow Vault (Section 2, Area 2C-11). Only Ilya is aware of this 
  hiding place.
  Acolyte of Tsathogga (Clr1) (8): HP 2, 5x3, 6x2, 7x2; AC 9[10]; 
  Atk heavy mace (1d6); Move 12; Save 14; AL C; CL/XP 1/15; 
  Special: +2 save bonus vs. paralysis and poison, fanatic (+2 
  save bonus vs. mind affecting spells).
  Equipment: dark green felt robe with face-covering 
  cowl, heavy mace, unholy symbol of Tsathogga.
  Priest of Tsathogga (Clr4) (4): HP 22, 11, 23, 16; AC 4[15]; Atk 
  heavy mace (1d6); Move 9; Save 11; AL C; CL/XP 6/400; 
  Special: +2 save bonus vs. paralysis and poison, spells (2/1).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person. 
  Equipment: chain mail, fine green robe emblazoned 
  with the symbol of Tsathogga, shield, heavy mace, 
  unholy symbol of Tsathogga, 2 vials of unholy water 
  (does 1d6 points of damage to Lawful clerics and 
  paladins).
  Priestess Ilya (Clr7): HP 36; AC 0[19]; Atk +1 heavy mace, +4 
  vs. Lawful, (1d6+1) or staff of the snake (1d6+1 plus special); 
  Move 9; Save 11; AL C; CL/XP 6/400; Special: +2 save bonus 
  vs. paralysis and poison, spells (2/2/2/1/1).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—bless, hold person; 3rd— bestow curse, prayer; 
  4th—cure serious wounds; 5th—finger of death. 
  Equipment: +1 plate mail, +1 shield, +1 heavy mace, +4 
  vs. Lawful, staff of the snake, potion of gaseous form, 
  potion of invisibility, silver unholy symbol of Tsathogga.
  Mirror Fiend: HD 8; HP 39; AC 3[16]; Atk mirror weapon (3d4); 
  Move 12; Save 8; AL C; CL/XP 10/1400; Special: +1 or better 
  weapon to hit, magic resistance (50%). (Monstrosities 331)
  Clay Golem: HD 10; HP 45; AC 7[12]; Atk fist (3d10); Move 8; 
  AL N; CL/XP 14/2600; Special: immune to all spells except 
  earth-based, immune to slashing and piercing weapons.
  
  62
  Rappan Athuk: Expansions
  Gelatinous Cube: HD 4; AC 8[11]; Atk strike (2d4); Move 6; 
  Save 13; AL N; CL/XP 5/240; Special: immune to lightning 
  and cold, paralysis.
  Giant Frogs (medium): HD 2; AC 7[12]; Atk bite (1d6); Move 
  3 (or 100ft leap); Save 16; AL N; CL/XP 2/30; Special: leap. 
  (Monstrosities 179)
  Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); Move 9; 
  Save 16; AL C; CL/XP 3/60; Special: immune to charm, hold, 
  and sleep; save or touch causes paralysis for 3d6 turns.
  Stirge: HD 1+1; AC 7[12]; Atk proboscis (1d3); Move 3 (fly18); 
  Save 17; AL N; CL/XP 2/30; Special: +2 to hit bonus, blood 
  drain (1d4).
  Slithering Tracker: HD 4; AC 5[14]; Atk none; Move 12; 
  Save 13; AL N; CL/XP 6/400; Special: drain fluids, paralysis, 
  transparent. 
  Troll: HD 6+3; AC 4[15]; Atk 2 claws (1d4), bite (1d8); Move 
  12; Save 11; AL C; CL/XP 8/800; Special: regenerate 3hp/
  round.
  Area 2C-10: 
  Entryway from Section 1
  This room is well carved, done with a more careful hand than Level 
  2C, Section 1. Clear markings on the floor indicate past furnishings and 
  decorations, although they’ve been gone for centuries.
  At the back of the room is a single thick 5ft square iron panel set into 
  the floor. This trapdoor hides a 10ft drop into Area 2C-11. The trapdoor 
  is magically locked. The panel has a large keyhole in its center, but there 
  are no pins or tumblers, so it cannot be picked. The key for this door is in 
  Level 2, Section 1, Area 2C-9. The key originally was found by Priest-
  ess Ilya. Once she figured out that what lay beyond was of no use to her 
  followers, she hid the key. Inserting the key into the keyhole unlocks the 
  door for 1 minute. Since it is the lock that is magical (rather than the key), 
  making a duplicate of the key works just as well if the party has somehow 
  seen the original. A knock spell also functions normally.
  Area 2C-11: The Rainbow Vault
  This room at the bottom of the 10ft drop from Area 2C-10 is a tiny, 
  drab and empty 15ft by 15ft chamber. The walls of this second chamber 
  are created by hallucinatory terrain marking out a small space within a 
  much-larger room. These fake walls are quite believable and require a 
  save to disbelieve. Marking the walls with two strong pigments (such as 
  blood and chalk) also dispels the illusion. This second method of dis-
  pelling the illusion is referred to in Area 2C-12.
  The real room has six small alcoves in the walls set around a large cen-
  tral column in the middle of the room. The column is made of a white met-
  al (a lead alloy) and, with its base, weighs more than 20 tons, far too heavy 
  to lift. The base is 2ft tall at the rounded outer edges and 4ft tall at the 
  cross-shaped area, creating a rather impressive centerpiece for the room.
  Each alcove has a small plaque next to it that contains a riddle. If the 
  correct answer is spoken aloud, a panel slides away to reveal a colorful 
  staff. An incorrect answer set off a trap. Since the color of the staves fol-
  lows the pattern of the rainbow, observant players may be able to use the 
  colors of the riddles as a hint.
  The riddles, rewards and traps are as follows:
   
  A: The riddle reads: “With which I painted my silver arm one cold winter’s 
  day, ink stolen from a man who gave no chase.” The answer is “blood,” 
  and the riddle references a stabbing. The correct answer rewards the party 
  with a red staff, while an incorrect answer causes a burst of flames (2d6 
  Level 2C: Section 2,
  The Tunnels of Terror
  Level 2C, Section 2
  Difficulty Level: 3–5
  Entrances: Passage down from Area 1D-18 to Area 
  2C-21; passage from Level 2C, Section 1 Area 2C-2 to 
  Section 2, Area 2C-10.
  Exits: Passage to Level 3D from Area 2C-19; passage 
  to Section 3, Area 1. 
  Wandering Monsters: Check once per hour on 1d20:
   
  1–2
  2d6 stirges
  3–4
  1d3 ghouls and 1 acolyte of Tsathogga 
  (see Area 2C-4) if in the southern section; 
  otherwise 1 troll
  5–6
  1 gelatinous cube
  7
  1d4 ghouls
  8
  3d6 giant frogs
  9
  1d2 slithering trackers if in the southern 
  section (Area 2C-9); otherwise 1d2 trolls
  11–20
  No Encounter
  Note: Treat all rolls made within Area 2C-11 or Area 
  2C-16 as “No Encounter.” Any monster encounter 
  within Area 2C-14 through Area 2C-18 is instead 
  replaced with an encounter of 1d3 slithering 
  trackers. 
   
  Detections: High levels of magic emanate from Areas 
  11 and 17.
  Shielding: None.
  Standard Features: All non-cave areas have standard 
  dungeon walls and ceilings (cut stone), as well as 
  stone floors. Doors and secret doors are standard 
  as well. The floors and ceilings of cave areas are 
  covered with stalagmites and stalactites. Walls, 
  columns and other features on this level are dry. 
  Cave areas are fungus-filled 10% of the time. 20% of 
  the fungus is edible while 10% is poisonous (save or 
  die). Dwarves have a 2 in 6 chance to tell which are 
  edible.
  
  63
  Part 5  - Level 2C: The Tunnels of Terror
  
  64
  Rappan Athuk: Expansions
  points of fire damage, save for half) to envelop the speaker.
  B: The riddle reads: “Who was it that I watched fade? Beauty repeated, 
  a loss of something priceless each and every time. I felt no sorrow, for 
  its passing promised me a new beginning.” The answer is “sunset” (al-
  though “dusk” works as well). The correct answer rewards the party with 
  an orange staff, while an incorrect one causes the speaker’s equipment 
  to be targeted by a heat metal spell (no save; see the spell heat metal for 
  details).
  C: The riddle reads: “Father, although we call him child. He watches 
  us, but only half the time.” The answer is “the sun” (the riddle plays on 
  the homophones “son” and “sun”). The correct answer rewards the party 
  with a yellow staff, while an incorrect answer evokes a fear spell (save 
  negates).
  D: The riddle reads: “I stopped to admire your hair, so pretty was it 
  when it blew in the breeze. I wondered how you ever kept it so short, and 
  marveled at the color. My companion stopped to ask me why I should 
  speak to a hill. What was it that I could see, and she could scarce care 
  for?” The correct answer is “grass.” The correct answer rewards the party 
  with a green staff, and an incorrect answer causes a group of magic mis-
  siles (3 missiles; 1d4+1 points of damage each) to strike the speaker.
  E: The riddle reads: “Where did I swim with such gorgeous fish, their scales 
  in hues of brown and grey? My time there was short, I swam so fast, and only 
  down.” The correct answer is “the sky” and the riddle references falling (“My 
  time there was short, I swam so fast, and only down”). The correct answer re-
  wards the party with a blue staff, while an incorrect answer causes a lightning 
  bolt (3d6 points of damage, save for half) to strike the speaker. 
  F: The riddle slate is blank. The correct answer is “indigo” (following 
  the rainbow pattern of staves) although a Referee might accept “violet” as 
  well. The correct answer rewards the party with an indigo-colored staff, 
  while an incorrect answer targets the speaker with confusion (save ne-
  gates).
  If all six staves are collected, the central column rises up to reveal a 
  seventh, violet staff. Each staff radiates magic (they were the source of 
  the spells triggered when an incorrect answer was given). The violet staff 
  radiates magic and was the source of a reverse gravity spell that lifted the 
  pillar. If the staff is removed, the pillar crashes down exactly one minute 
  later, almost certainly killing anyone beneath it (20d6 points of damage, 
  save to avoid all damage).
  These staves are required to solve the puzzle in Area 2C-16.
  Area 2C-12: A Cryptic Message
  This room has clearly seen better days. Hooks lining the walls and deep 
  scratches in the stone floor suggest that this may once have been a display 
  room of sorts. Roll once on the Wandering Monsters table when the 
  party first enters the room as monsters have begun to frequent this room 
  as a place to rest and relax.
  At the back of the room is the chamber’s sole-surviving statue, although 
  its features are long since torn away. If a Lawful creature approaches with-
  in 15ft, a magic mouth on the statue appears long enough to say “Two 
  colors to enter the place of seven, seven to clear the three.” 
  After that, the statue falls silent, and does not repeat its message until 
  another 2d10 hours pass. This message gives hints on how to get through 
  the hallucinatory terrain in Area 2C-11 and what to do in Area 2C-17.
  Area 2C-13: Defensive Lines
  This room is a last line of defense established by Sigma and Ilya to 
  prevent access to Area 2C-16. The evil priests may not know what lies 
  beyond the door to that room, they know enough to try to prevent heroes 
  from accessing it.
  This room has a 10ft tall raised platform in the center and a 20ft high 
  ceiling. Making camp on this rather defensible platform are 4 priests of 
  Tsathogga. With them are 8 acolytes, 4 on watch on the platform and 4 
  near the secret door to Area 2C-5. Wandering the room are 4 ghouls who 
  obey the priests’ orders (so long as they’re fed). The ghouls are not quiet; 
  anyone listening for sounds coming from this room hears groaning, feet 
  dragging and chattering teeth. Lanterns hanging from hooks on the walls 
  once held more elaborate decorations.
  Tactics: The priests are here to defend this position, and they’re well 
  equipped to do so. The ghouls immediately rush intruders, while the aco-
  lytes wait for characters breaking off from the main group. The acolytes 
  know that if the ghouls are destroyed, they’ll be exposed to the front line, 
  and they don’t want that!
  The priests are very cautious, casting protection from good on themselves 
  before opening with hold person. The frog priests are in a good position, 
  and they only need to stall for time until the heroes succumb to paralysis. 
  If all goes well for the priests, they’ll barely need to attack in melee at all.
  Treasure: At the back of the raised platform is a large pile of supplies. 
  Most is basic survival supplies, namely lantern oil, blankets and extra 
  equipment (105gp worth total). The vast majority of supplies, however, 
  are food and water. The ghouls are highly effective in such a confined 
  space, but they eat at least twice as much as a human and have a tendency 
  to try to snack on the acolytes when they get hungry! The priests have 
  taken steps against this and have secured three weeks’ worth of rations in 
  iron-bound barrels difficult for the ghouls to open.
  Acolytes of Tsathogga (Clr1) (8): HP 8x2, 6, 4x2, 3, 5x2; AC 
  9[10]; Atk heavy mace (1d6); Move 12; Save 14; AL C; CL/
  XP 1/15; Special: +2 save bonus vs. paralysis and poison, 
  fanatic (+2 save bonus vs. mind affecting spells).
  Equipment: dark green felt robe with face-covering 
  cowl, heavy mace, unholy symbol of Tsathogga.
  Priests of Tsathogga (Clr4) (4): HP 10, 13x2, 12; AC 4[15]; Atk 
  heavy mace (1d6); Move 9; Save 11; AL C; CL/XP 6/400; 
  Special: +2 save bonus vs. paralysis and poison, spells (2/1).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person. 
  Equipment: chain mail, fine green robe emblazoned 
  with the symbol of Tsathogga, shield, heavy mace, 
  unholy symbol of Tsathogga, 2 vials of unholy water 
  (does 1d6 points of damage to Lawful clerics and 
  paladins).
  Ghouls (4): HD 2; HP 11x2, 8, 14; AC 6[13]; Atk 2 claws (1d3), 
  bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: 
  immune to charm, hold, and sleep; save or touch causes 
  paralysis for 3d6 turns.
  Area 2C-14: The Damp
  Two feet of water covers the floor here, and the entire area smells like 
  a wet dog. Water flows into the room from Area 2C-15 and drains out 
  through cracks in the floor. Apart from the odd floating rat dropping, the 
  water looks clean enough. Plaster once decorated the walls, but it has 
  rotted and fallen away in great chunks to reveal a natural cavern wall.  
  When the door is opened, a large colony of bats erupts out of the room 
  (harmless, but it may spook the party if they’re a bit on edge). Rats run 
  along the walls, occasionally pausing to nibble at the plaster. This room 
  is actually fairly safe, although wandering monsters come through here at 
  twice the normal rate.
  Area 2C-15: Slippery When Wet
  This room is similar to Area 2C-14, with 2ft of water covering the 
  floor and rock walls with the odd fragment of plaster still clinging to 
  them. The corridor’s floor slopes downward at a moderate incline and 
  
  65
  Part 5  - Level 2C: The Tunnels of Terror
  the rushing water has polished the floor to a mirror-shine. Anyone mov-
  ing through the area must make a save or fall prone. The same save is 
  required to stand up.
  Jets of water in the center of the room shoot 6ft into the air. The wa-
  ter comes through cracks in the ground leading to an underground river 
  running beneath this chamber and Area 2C-14. Over time, the pressure 
  of the water below has created this natural spring. The water is perfectly 
  drinkable (although it tastes a bit odd). Wandering monsters come here 
  to drink often; rolls made on the Wandering Monsters Chart should be 
  made at double the normal frequency.
   
  Area 2C-16: 
  The Tomb of Prince Wales 
  The “door” to this room is a 20-ton slab of dense stone that can be 
  opened only by solving the puzzle in Level 2C, Area 2C-17. Inside is a 
  lavish tomb lit by two bronze candelabras each holding three torches lit 
  with a continual light. The candelabras sit on moth-eaten carpets. Tap-
  estries hanging on the walls depict a dwarf fighting evil creatures with a 
  magical sword. A grand, six-sided coffin with 3 ceremonial swords atop 
  it sits at the back of the room. These swords spring to life if the coffin 
  is approached. Unless intruders bear the crest of House Wales (which is 
  rather unlikely), the swords fly to attack (each inflicts 1d8+1 points of 
  damage, attacking as a 4HD creature). It takes 20hp of damage to break a 
  sword, and it is AC 5[14].
  Inside the coffin is the very old skeleton of Prince Nallis Wales. He 
  is garbed in funeral gear nearly disintegrated with age. He was bur-
  ied with his sword Callissander, a +2 longsword that can speak the 
  common and dwarven languages. Callissander was created to defeat 
  Chaotic priests and is happy to be wielded by any goodly hero on a 
  quest to fight the followers of any Chaotic god. If it strikes a Chaot-
  ic cleric, the sword emits a burst of light from a gem on its pommel 
  that causes blindness (target only must save or be blinded for 1 hour). 
  Callissander is not particularly talkative and is rather single-minded in 
  its focus. If it is used to kill a high priest of any Chaotic religion, it learns 
  to trust its wielder and does not complain if used for purposes other than 
  slaying clerics. It knows surprisingly little about Prince Wales, but is 
  quite helpful deciphering the markings, rituals or symbols of Chaotic 
  deities.
  If the contents of the room are repaired and sold, they fetch 2100gp at 
  a city market. This would be the same as defiling the tomb, however, for 
  purposes of the heroes’ alignment.
  Area 2C-17: End of the Rainbow 
  This room has neatly carved walls that are completely bare. Unlike 
  many other rooms on this level, the walls have neither hooks nor show 
  any other signs of past ornamentation. Three pools containing different 
  colors of water are in the room, one against the north wall, one against 
  the south, and one near the entry. The northern pool contains blue water; 
  the southern one holds red; and the central pool contains pale yellow wa-
  ter. Seven 1-inch-diameter holes are bored into the floor running along 
  the length of the room. If the seven staves from Level 2, Area 2C-11 
  are inserted into the holes in the order shown on the map (ROYGBIV 
  starting with red in the northernmost hole), the pools of water turn clear 
  and the door to Area 2C-16 opens with a loud grinding noise (check for 
  wandering monsters). 
  Area 2C-18: 
  Slithering Tracker Nest 
  On the wall near this room, some brave soul scrawled a large circle with 
  a line through it in chalk, a universal sign of warning.
  The room is the nest of 8 slithering trackers (subtract any killed 
  as part of a wandering monster encounter). They do not appreci-
  ate intruders. On the floor are three skeletons, although there are  
  no signs of a struggle — one last warning to the party. If the  
  trackers hear someone approaching, they hide on the ceiling and  
  wait. 
  These creatures are exceptionally dangerous, although they move 
  slowly. A party that flees when they realize what they’re facing may 
  live to see another day. The trackers mostly hunt the corridors of Level 
  2C, Section 3.
  Treasure: The skeletons are still fully equipped, as the trackers have 
  no use for treasure. Among them are two suits of rusted chainmail, one 
  rusted breastplate, a longsword, two daggers and various incidental bits 
  of rotted equipment.
  Slithering Tracker: HD 4; AC 5[14]; Atk none; Move 12; 
  Save 13; AL N; CL/XP 6/400; Special: drain fluids, paralysis, 
  transparent.
  
  66
  Rappan Athuk: Expansions
  Area 2C-19: Bath Time!
  The central features of this room are a thick iron grate and a terrible ac-
  rid metallic smell. The gaps in the grate are just under 6in across. Visible 
  through the grate is a yellowish liquid. This is a powerful acid; anything 
  not made of metal that falls through the grate bubbles and crackles as it 
  dissolves. In the corners of the room are 4 pressure pad traps, each one a 
  trigger. If triggered, the central grate drops 10ft into the acid, submerging 
  anyone standing on the grate (inflicting 4d6 points of damage per round). 
  A particularly clever party might use this powerful trap to its advantage. 
  Area 2C-20: Troll Lair 
  This room was once a grand display room. Two columns have survived 
  the test of time, and three alcoves in the wall that once have housed mighty 
  statues are empty. Now, they serve as cubbyholes for 3 trolls. These trolls 
  head to Area 2C-21 to get to the surface to hunt. They have a deep-seated 
  fear of the acidic smell from Area 2C-19 and don’t pursue intruders who 
  flee into that room.
  The right-hand column has a secret compartment that is packed with 
  very dry straw hiding two long, thin bottles. These are a potion of flying 
  and a potion of invisibility. They’re a hidden stash from the magic-user 
  who originally inhabited of Area 2C-24.
  Treasure: Each troll keeps a sack by its bed to hold its favorite loot. 
  The first sack contains a +1 short sword, 3 longswords and a heavy mace. 
  The second troll loved things that sparkle. Inside the sack by its bed are 16 
  various cheap gemstones: 3 yellow citrines worth 55gp; 7 white fire opals 
  worth 25gp; and 6 garnets worth 10gp. Also included is a rhinestone-stud-
  ded walking stick that is very shiny, indeed, but worth only 10gp. The 
  third sack contains clothes (mostly bloodstained) of man-and dwarf-size 
  creatures. There’s a mix of two dozen items, mostly shirts, dresses and 
  pants. None of it holds any real value, but a Referee may want to put clues 
  here about any important people that have recently gone missing.
  Trolls (3): HD 6+3; HP 25, 31, 40; AC 4[15]; Atk 2 claws (1d4), 
  bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800; Special: 
  regenerate 3hp/round.
  Area 2C-21: Unfinished Business
  This room is a mess. The southern section is carved stone and light-
  ly decorated. To the east, someone has roughly hacked a path up-
  ward at a slight angle. After 40ft, this tunnel connects to Area 1D-
  18. In the northern part of the room, a rough area has been cleared to 
  uncover an underground stream. The stream flows quickly to the 
  east, but there is nowhere to come up for air for at least another mile. 
  Exactly what purpose this room originally served is unknown. Piles of 
  rubble litter the floor, but none of it has been disturbed since this room was 
  first worked on. A dwarf may be able to reveal that the passage to the river 
  was excavated in a mad rush around the time the rest of the area was carved.  
  There is a 25% chance any time the party enters this room that the trolls from Area 
  2C-11 are here, either heading to or from the surface, or playing near the water. 
  A small patch of dirt near the river is host to a patch of fairly common cave 
  mushrooms. Some 20% of the fungus is edible, while 10% is poisonous. 
  Druids and underground creatures can tell the differences, rangers can on 
  a roll of 1–4 on 1d6. Poisonous fungus is fatal in 1d3 rounds on a failed 
  save.
  Area 2C-22: Empty Room
  While other parts of the complex are carved, this room is essentially 
  still a natural cavern. Stalagmites and stalactites cover the floor and ceil-
  ing. A humid breeze blows from Area 2C-21, and moss and small fungal 
  growths grow on any rock facing north. A large number of bats, rats and 
  beetles are in this room, living off the fungus and each other. The bats 
  periodically fly to Area 2C-21 to get to the surface before returning here 
  to sleep. 40% of the fungus is edible by humans, while 5% is poisonous. 
  Druids and underground creatures can tell the differences, rangers can on 
  a roll of 1–4 on 1d6. Poisonous fungus is fatal in 1d3 rounds on a failed 
  save.
  The door to Area 2C-23 is wizard locked. The key for the door was lost 
  long ago. It is possible one of the trolls in Area 2C-20 has it.
  Area 2C-23: Cold Corridor
  The door to this room is wizard locked (see Area 2C-22). This short 
  passageway is very cold compared with the rest of the level, and a layer of 
  frost and rime covers every surface.
   
  Area 2C-24: 
  The Abandoned Laboratory
  A considerable time ago, this room was set up to be a magic-user’s 
  laboratory. Delicate glass equipment sits on one bench, while a veritable 
  library of books on oak bookshelves cover the west wall. Everything is 
  covered with a half-inch of ice that has slowly built up over the centuries. 
  This room radiates cold and anyone venturing in too quickly gets a nasty 
  shock: Brown mold covers all of the equipment and most of the walls 
  and ceiling. 
  Brown Mold: HD n/a; AC n/a; Atk none; Move 0; Save n/a; 
  AL N; CL/XP 4/120; Special: drain heat at rate 2d8 damage 
  per round with no save, destroyed by magical cold. 
  (Monstrosities 335)
  
  67
  Part 5  - Level 2C: The Tunnels of Terror
  If characters destroy the brown mold and then thaw the room, they are 
  in for another surprise. Hiding on a bookshelf on the west wall is an inaed 
  previously frozen solid in a block of ice.
  The alchemical equipment can be cleaned and sold for 1500gp to a sage 
  or alchemist. The books on the bookcase are all spellbooks, but are badly 
  damaged. A diligent magic-user can reassemble any 1st-level magic-user 
  spell, along with 1d6 random 2nd-level spells and 1d3 random 3rd-level 
  spells. 
  Tactics: Unsurprisingly for a creature that inhabits books, inaeds are 
  rather clever, and this particular one wants the intruders out of “its” li-
  brary! The invisible inaed opens with a major image of a blast of fire that 
  sweeps along the walls and ceiling and causes a dormant patch of brown 
  mold to sprout rampantly from seams in the walls. With the return of the 
  brown mold, the temperature again plummets. If that illusion doesn’t 
  work, the inaed flies into the corridor and creates an illusion of a very 
  angry frost giant. If this fails to scare the party off, it simply exhausts the 
  rest of its spells and waits for them to leave. If the party takes a significant 
  amount of the library with them, the inaed follows them, haunting the 
  party for as long as it can.
  Inaed: HD 3; HP 11; AC 0[19]; Atk none; Move 0 (fly 18); Save 
  14; AL N; CL/XP 7/600; Special: immune to all weapons or to 
  normal weapons (depending on state), invisible, magical 
  abilities. (Monstrosities 263)
  Magical Abilities: 2/day—phantasmal force, sleep, 
  suggestion.
  
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  Rappan Athuk: Expansions
  Acolyte of Tsathogga (Clr1): AC 9[10]; Atk heavy mace 
  (1d6); Move 12; Save 14; AL C; CL/XP 1/15; Special: +2 save 
  bonus vs. paralysis and poison, fanatic (+2 save bonus vs. 
  mind affecting spells).
  Equipment: dark green felt robe with face-covering 
  cowl, heavy mace, unholy symbol of Tsathogga.
  Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); Move 9; 
  Save 16; AL C; CL/XP 3/60; Special: immune to charm, hold, 
  and sleep; save or touch causes paralysis for 3d6 turns.
  Rats: HD 1 hp; AC 8[11]; Atk bite (1); Move 12; Save 18; AL N; 
  CL/XP A/5; Special: none are diseased.
  Slithering Tracker: HD 4; AC 5[14]; Atk none; Move 12; 
  Save 13; AL N; CL/XP 6/400; Special: drain fluids, paralysis, 
  transparent. 
  Wererat: HD 3; AC 6[13]; Atk bite (1d3), short sword (1d6) 
  or shortbow x2 (1d6); Move 12; Save 14; AL C; CL/XP 4/120; 
  Special: control rats, lycanthropy, silver or +1 or better 
  weapon to hit, surprise on 1–4 on d6. 
  Equipment: short sword, shortbow, 20 arrows.
  Area 2C-25: Meeting Tsathogga
  The door to this room opens upon a grand sight. On the wall directly 
  across from the entry, and down a half-flight of steps, is a large mural of 
  the Frog God, Tsathogga. Fully encompassing the egg-shaped wall, and 
  looming up the arched ceiling some 30ft tall is an exquisitely rendered 
  painting of the demon lord, his head lowered in a position to devour all 
  who enter. Closer inspection of the mural shows that in the absolute black-
  ness of the gaping frog-maw, is what might appear to be a 3ft diameter 
  door or passage (secret door, +2 on checks, elves spot immediately). 
  The “door” is actually the trigger for a trap. If the door is touched, a 
  symbol of sleep is activated, affecting everyone within 30ft of the mouth 
  (roll for those wandering monsters!). The door does not open.
  Flanking the great frog-mural are 2 tapestries, each 20ft square and 
  created with obvious skill and passion. The northern tapestry depicts a 
  boggy landscape, devoid of structures or undulations of the land. It’s a 
  flat, fetid marsh. On closer inspection (with a secret doors check), and 
  observant character can detect the faces of humans and other humanoid 
  being rendered in the weaving. Whether these are just tricks of the eye, or 
  of some type of weaving technique is unknown. The southern tapestry is 
  much clearer; it is an aerial view of the Dragonmarsh Swamp, somehow 
  from miles overhead. In stark contrast to the northern tapestry, this one is 
  seemingly alive with vibrant colors of swamp flowers, wildlife, etc. Each 
  of the tapestries could fetch 1500gp, although they each weigh nearly 100 
  lbs, and a serious or deranged collector would be needed for the northern 
  tapestry. Each of the tapestries is concealing an oaken door.
  Area 2C-26: The Idols and the 
  Inverted Pyramid
  This octagonal room is dominated by four titanic statues surrounding an 
  inverted pyramid-depression in the center of the floor. The statues depict 
  huge beasts with other-worldly shapes that strain the imagination, their 
  bodies malformed to the human eye and sense of proportion. Who or what 
  these beings are supposed to represent is unknown. Certainly, they are not 
  representations of anything from the known world. Each of the statues 
  faces the exterior wall; they do not face into the room.
  The pyramidal depression in the floor is approximately 30ft square, and 
  20ft deep. It is carved from the native rock; dwarves will notice there are 
  no seems or cracks in the depression, and it looks as if it could hold water 
  like a well.
  In addition to the architectural elements of the room, the eastern wall 
  is dominated by an enormous tapestry depicting a twisted landscape of 
  buildings bent at impossible angles and formed in near-incomprehensible 
  shapes. This mind-warping city is situated on the shores of a peaceful 
  lake, although the water seems to shift and ebb of its own accord. The 
  tapestry is an insidious trap; it is actually woven with the solidified stuff 
  shadows are created from. Anyone coming into contact with the tapestry 
  must make a save or lose 1 point of strength. Behind the tapestry is a se-
  cret door to Areas 2C-27–2C-30. There is no chance to detect the secret 
  Level 2C: Section 3,
  The Tunnels of Terror
  Level 2C, Section 3
  Difficulty Level: 3–5
  Entrances: Passage from Level 2, Section 2 to Level 2, 
  Section 3, Area 2C-25.
  Exits: Passage to Level 3D, Area 3D-7 from Level 2, 
  Section 3, Area 2C-34. 
  Wandering Monsters: Check once per hour on 1d20:
  1–2
  1d6 dire rats 
  3–4
  1d4 wererats
  5–6
  1d3 acolytes of Tsathogga on a mission to 
  speak with Remis (Area 2C-40). There is a 
  25% chance they have brought 1 well-fed 
  ghoul as “protection”.
  7–9
  1d2 slithering trackers if near Area 2C-25, 
  2C-31a, or 2C-34; otherwise No Encounter 
  11–20
  No Encounter
  Note: Treat all rolls made within Area 2C-26 through 
  Area 2C-30 as “No Encounter.” Acolytes will only be 
  encountered in Area 2C-25, 2C-31a or 31b, 2C-37, 
  or 2C-38; otherwise treat as “No Encounter”.
  Detections: Strong evil emanates from Areas 2C-25 to 27. 
  Shielding: No detection spells work in Area 2C-35, or 
  they give false results (Referee choice).
  Standard Features: All areas have standard dungeon 
  walls and ceilings (cut stone), as well as stone floors. 
  Doors and secret doors are standard as well, except 
  as noted in room descriptions. Walls, columns and 
  other features on this level are dry. 
  
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  Part 5  - Level 2C: The Tunnels of Terror
  
  70
  Rappan Athuk: Expansions
  door unless the tapestry is moved and the eastern wall can be examined. 
  The purpose of the depression and the statues is not immediately appar-
  ent. If the statues are examined by a dwarf, the character will notice that 
  there is a fine crack along the base of each statue. Clever characters may 
  put together that the statues can be rotated, although doing so currently 
  is beyond their ability. They are locked into place, and must be released 
  by rotating other pillars throughout this section (see the “To Everything 
  (Turn, Turn, Turn)” Sidebox for more details). Once the statues in Area 
  2C-26 are rotated into place, a strange black mist begins to seep into the 
  pyramid from some unknown source. The mist fills very slowly, taking 
  nearly a week to fill the large space. The mist never flows out of the de-
  pression, it seems to be heavier than air, and fills form the bottom up. 
  When the depression is completely filled, the mist begins to harden, even 
  more slowly than the filling (it takes one month for the mists to fully hard-
  en). The while the mist is vaporous, it is extremely toxic to beings from 
  this plane of existence (other-worldly beings are immune to its effects). 
  If even a wisp is touched by a mortal, they must make a save at –3 or fall 
  into a comatose slumber, filled with nightmares and will-sapping horrors. 
  If neutralize poison is not cast on the character, another saving throw is 
  required after 24 hours. If that save is failed, the character begins to lose 
  1d6 points of damage per hour, until death. If the save is made, the char-
  acter takes 2d6 points of damage, and acts as if under a confusion spell for 
  1d6 combat rounds.
  When the mists solidify, it creates a focus point for the contacting and 
  summoning of Chaos-beings, highly useful for priests of Chaotic deities. 
  Any priest of a Chaotic god is treated as 4 levels higher while standing on 
  the hardened mist, and may use a commune-type effect once per day to ask 
  Chaos 3 questions. The answers to these questions will always be truthful, 
  if not absolutely clear (they are often cryptic, or riddles). 
  The hallway leading out of this room to the west leads to a door, and 
  another hallway heading north. At the end of the northern hallway is a 
  wall with 3 conical shapes protruding from it. This is a trap, and once the 
  door is opened, the cones begin a slight humming sound, audible from 
  30ft away. If anyone approaches within 20ft of the cones, all three fire 
  lightning bolts down the hallway, striking anyone in the hall for 6d6 points 
  of damage in total. The trap recharges every time the door is opened, and 
  it is weighted to close on its own (it can be spiked open, of course). The 
  secret door in the hallway leads back up the ramp to Area 2C-25.
  Area 2C-27: The Lost Columns
  The secret door to this area is quite well hidden (+2 to the die roll). 
  Inside this 70ft by 60ft room are two magnificent pillars, 10ft in diameter, 
  covered in intricate carvings of many of the faiths of the Lost Lands. The 
  northern column shows engravings of Muir, Thyr, Mitra, Freya, Arden, 
  Kel, and a host of others. The southern column is covered with Orcus, 
  Hecate, Set, Hel, Kal’Ay-Mah, Grotaag and sever other unrecognizable 
  carvings. 
  The ceiling and upper walls of the room are covered in paintings of 
  all the known gods on the pillars, and several other demons and angelic 
  beings that are beyond the learning of the party. They cavort, fight, smile 
  and frown upon the characters, as if in some vast judgment hall. Along the 
  lower section of the room, strange jackal-, snake- and eagle-headed hu-
  manoids carry globes overhead, on their shoulders, and stand upon them. 
  The significance of the animal-headed humanoids is unclear, but the art-
  istry that was involved in their renderings cannot be overlooked. Only a 
  master could have created the wall decor in this room. 
  The columns in the room are trigger devices for the great stone statues 
  in Area 2C-26. If BOTH columns are turned at the same time, the south-
  western statue in Area 2C-26 rotates into place overlooking the inverted 
  pyramid. If the northern column (the “Lawful” column) is turned by itself, 
  the ground shakes, the light seems to dim slightly, the air gets warmer and 
  stale, and a blot of utter darkness flashes for just an instant. Every char-
  acter in the room must make a save; success means the character is sick 
  from the utter evil unleashed (–2 on all rolls for 1 hour), failure indicates 1 
  level is drained. Fortunately for the characters, the level is regained at the 
  stroke of midnight. If the southern column (the Chaotic column) is even 
  touched, a painfully bright flash of light erupts from the ceiling, causing 
  2d6 points of damage and blinding everyone in the room. A save indicates 
  the character is blinded for 1d6 combat rounds; failing the save means the 
  blindness lasts 1d6 hours. There is no treasure in this room. 
  Area 2C-28: 
  Leave Well Enough Alone
  These rooms are all identical to each other. If the characters attempt to 
  open the unadorned, plain oak doors, they feel a slight chill on the door, as 
  a piece of wood left out in morning frost. As the door is opened, the party 
  can see a single candle sitting on a shelf towards the back of the room. 
  Nothing else is visible in the shadowy room. 
  If the characters enter, and they approach to within 10ft of the candle, 
  they are set upon by shadows, the amount varying by room; 28a has 4 
  shadows; 28b has 2 shadows; 28c has 1 shadow; and 28d has 4 shadows. 
  There is nothing of value in these rooms.
  Shadow: HD 2+2; AC 7[12]; Atk touch (1d4 plus strength 
  drain); Move 12; Save 14; AL C; CL/XP 4/120; Special: +1 or 
  better weapon to hit, drains 1 point of strength with hit.
  Area 2C-29: The False Pillar
  This unadorned 45ftx45ft room contains a brilliant uncarved 10ft di-
  ameter marble pillar in its center. The walls of the room are completely 
  unadorned, natural stone. If the marble pillar is approached within 10ft, 
  is begins to give off a soft radiance equal to torchlight. If the pillar is 
  touched, it gives off a slight warmth, but has no other effects. A dwarf 
  may notice (with a secret doors check) that there is a fine crack circling the 
  base of the pillar. Astute observes may come to the conclusion the pillar 
  can be rotated. It takes 2 open doors checks to turn the pillar, and if turned 
  one-quarter turn (this is as far as it turns) anyone within 10ft of the pillar 
  “To Everything 
  (Turn, Turn, Turn)”
  The most important feature of this level are the various pillars 
  located at Areas 2C-27, -29, -30, -35–38, and -41. Some of these 
  pillars are needed to rotate the statues in Area 2C-26, and some 
  are devious traps. 
  Area 2C-26 has 4 stone statues facing a pyramidal depression 
  in the ground. Each of the statues begins facing outward, away 
  from the depression. Various pillars and column “keys” are scat-
  tered through Level 2C, and in many cases these pillars need to be 
  activated by other pillars to make them mobile. Area 2C-27 has 2 
  active columns; if BOTH columns are turned together, the statue 
  in the southwestern corner of Area 2C-26 moves into place. If 
  either of the pillars is turned separately, it triggers the traps. Area 
  2C-29 and -30 are trapped pillars, and do not move the statues 
  in -26. Area 2C-35 has 2 pillars that are part of a self-destruct 
  mechanism, and do not move the statues in -26. Area 2C-36 holds 
  one false pillar (the northern) and one active pillar (the southern) 
  that turns the southeastern statue in -26. Area 2C-37, the common 
  lair of the wererats, holds 1 locked pillar (southern) and 1 trapped 
  pillar (northern); the southern pillar must first be unlocked by ro-
  tating the eastern column in Area 2C-38. When it is unlocked, the 
  southern pillar in Area 2C-37 rotates the northwestern statue in 
  -26. Area 2C-38, Remis’ Nest, has 1 trapped pillar (western) and 
  1 pillar (eastern) that unlocks the southern column in Area 2C-37. 
  Area 2C-41 houses 2 unlocked pillars. If either pillar is rotated, 
  a horribly loud grinding sound is heard, but no other effects. If 
  BOTH columns are rotated together, the northeastern statue in 
  Area 2C-26 rotates into place.
  Whew!
  
  71
  Part 5  - Level 2C: The Tunnels of Terror
  will take 1d6 points of damage (no save) and be blinded for 1d10 minutes 
  (save negates the blindness). This is the only feature of the room.
  Area 2C-30: Another False Pillar
  This room is covered in wild paint designs, stucco coatings of various 
  textures and colors, and intricate designs. It appears to be a madman’s art 
  studio. The center of the room is dominated by a granite, 10ft diameter 
  column, with multi-colored streamers twisted around its bulk. A dwarf 
  may notice (with a secret doors check) that there is a fine crack circling the 
  base of the pillar. Astute observes may come to the conclusion the pillar 
  can be rotated. It takes 2 open doors checks to turn the pillar, and if turned 
  one-quarter turn (this is as far as it turns) activate a symbol of discord that 
  affects anyone within 10ft of the pillar (all affected characters begin argu-
  ing loudly over the merits of the “art”; those that fail a save begin fighting 
  about it) for 1d6 rounds, rolled separately for each affected character. 
  Area 2C-31: 
  There and Back, Again?
  This very non-descript room appears to be totally empty and without 
  any kind of adornments. No dust, debris or trash litter the room. It seems 
  this room, for some reason, is one of the cleanest in the entire dungeon!
  The secret of this room is that it is actually two rooms; Area 2C-31a 
  and 31b exist at the same time, in similar space, if not time. Entering one 
  room immediately arms the room to prepare to shift. The door closing is 
  the trigger mechanism for the spatial change to take place, and as soon 
  as the door closes, characters move from one room to the other. The shift 
  is instantaneous, and no sense of movement is felt; the characters feel as 
  if nothing has happened. With the hallways and architecture around both 
  rooms being identical (and the wererats take great pains to make sure 
  it stays this way), it could be a while before the party realizes what has 
  happened. 
  Obviously, anything the characters do before they enter the room (com-
  bat, spells marring the walls, etc.) would be noticed to have changed when 
  the shift happens.
  If the door is not closed (it is weighted to close on its own, but can be 
  propped open easily) the rooms do not shift locations. The Referee may 
  determine that monsters with the natural ability to teleport might notice 
  the subtle shift when the rooms change locations.
  The secret door in Area 2C-31a is particularly difficult to spot (+1 on 
  all die rolls).
  Area 2C-32: This stinks!
  This room, along with Areas 2C-33 and 2C-39, contains a fissure in 
  the floor leaking natural gases. The doors to each room are sealed with 
  melted wax; this should be a clear indicator that something is amiss. It 
  is necessary to dig the wax out of the doorframe to open it. If the wax is 
  dug out, a very light cloud of methane gas beings to seep into the hall-
  way. Being odorless and colorless in its natural state, and being under 
  extremely low pressure, it is unlikely that anyone notices the gas filling 
  up the hallway. The secret doors leading to Areas 2C-31b and 37, as 
  well as the normal doors around Area 2C-39 are quite tight-fitting, but 
  are not air-tight. Some gas leaks out of the hallway, but most lingers in 
  this area.
  Once the door is breached, it takes roughly 6d6 combat rounds for 
  enough gas to spill into the hallway to create a “flashpoint” situation. 
  If the characters use the quick way and melt the wax out of the door 
  frame, or if they have open flame when the gas reaches the flashpoint, 
  then there is quite the fireburst. The methane ignites, and because of the 
  low pressure there is very little concussive force behind the blast. In the 
  hallway, the gas causes 4d6 points of damage to all in the hallway; if the 
  ignition is due to melting the wax, where the gas has been trapped and 
  built up, the damage is more explosive. Characters directly in front of 
  the door (within 10ft) take 8d6 points of damage from the flame burst; 
  those beyond 10ft, but within 30ft suffer 4d6 points of damage. Anything 
  combustible catches fire. 
  Obviously, the gas leak does not stop naturally; if the characters can 
  find a way to stop the flow, award them 250XP. If the door seal is damaged 
  in any way, the gas will continue to fill this area creating quite a hazard. 
  Eventually, the wererats will notice either the doors damaged, or some of 
  their rats friends have succumbed to the poison gas…
  Area 2C-33: This stinks too!
  See Area 2C-32, above for details. 
  Area 2C-34: 
  The Kobold Contingent
  This group of 8 kobolds have scurried up from Level 3 to create a 
  “Forward Point” for Agla-Rolsh (see Level 3, Area 3D-5) to know what 
  is happening in the “populated” areas of the dungeon. 
  The wererats know the kobolds are here, but not why. Remis is not 
  certain they are working for Agla-Rolsh, but has his suspicions. They 
  leave the little ones alone, just in case, as there is nothing here, or in 
  the rooms beyond, that interests Remis. The kobolds put up a token 
  resistance during combat, but if more than 2 fall, the rest flee back 
  to Level 3, Area 3D-6 (by way of the cavern at 3D-7, cautious of the 
  xorn). There is a secret door in the northern wall, although the kobolds 
  do not know this.
  Kobolds (8): HD 1d4hp; HP 3x3, 2x2, 1x3, 4; AC 6[13]; Atk by 
  weapon (1d6); Move 6; Save 18; CL/XP A/15; Special: none.
  
  72
  Rappan Athuk: Expansions
  Area 2C-35: Traveler Out of Time
  Several fail-safe precautions were built into this room, to ensure its 
  inhabitant is never unleashed on the world. The secret door from Area 
  2C-34 leads to a locked, solid metal door (a). The door is impervious to 
  magical or physical damage, and cannot be opened by force. It would be 
  possible to go around the door, if the party has access to teleportation 
  magic, or has a passwall spell to use on the wall to the north. However, 
  the door opens easily if the iron cube (see Area 2C-38) is placed upon it. 
  If the characters place the cube on the door, it slides silently to the south 
  revealing another metal door (b) directly across a hallway that leads north 
  some 70ft. the entire hallway is well-lit form some unseen source. The 
  hallway appears empty, but there is a well-hidden secret door at the end 
  (+1 on die rolls to locate). 
  The second metal door is similar to the first, although it is not the iron 
  cube that opens the door, but flesh (such as a bare hand). Anyone placing 
  bare skin against the door feels incredible cold, and must make a save 
  or lose 1 point of strength from the chill draining. The door slides to the 
  south, revealing another north-south hallway, with an obvious door at the 
  north end (c), and a secret door (d) 10ft to the south. 
  The northern door is a normal, oak-and-iron door, which is locked and 
  trapped. There is a large, glowing rune on the face of the door, but this is 
  simply a permanent phantasmal force image of a powerful symbol. The 
  true trap is a poison needle in the lock mechanism (save at +1 or die). 
  The door could be breached by force if 30hp of damage is inflicted on it. 
  It opens into a 65ft hallway with an obvious door (f) at the eastern end. 
  The secret door to the south is of the normal stone variety, and has normal 
  chances to be found. It opens into a north-south hallway with no doors 
  (there is a secret door (e) to the south).
  The eastern door is covered is magical runes and script. This is also 
  a permanent phantasmal force. However, there is also a glyph of ward-
  ing (Appendix) scribed onto the door that explodes for 3d6 points of fire 
  damage if the door is opened. The door opens into a hallway running 
  south, with another door (i) visible at the far end. The hallway appears to 
  be littered with debris, broken furniture, cracked and broken bones, trash 
  and other detritus. This is an elaborate illusion, a permanent hallucinatory 
  terrain spell designed to make the travel too difficult. The secret door (g) 
  at the northern end of the hallway is cleverly hidden by the illusory magic, 
  and elves do not automatically get a chance to detect it. It opens (is not 
  locked or trapped) to an L-shaped hallway 50ft long by 40ft, with another 
  secret door (h), just beyond the corner.
  If the party bypasses the illusion, or simply slogs through the mess (in 
  their minds), they reach the southern door. This door is locked normally, 
  but not trapped. It opens into a 10ft by 10ft space, with another door (j) 
  immediately to the west. This door is locked and trapped; if the door is 
  opened without disarming the trap, 4 spears are fired from the ceiling, 
  hitting everyone in the space between the 2 doors for 1d6+1 points of 
  damage (save for half damage).  The door opens into a 45ft long hallway, 
  with no doors (there is a secret door [e] at the end of the hallway).
  The secret door (h) leading into the chamber of the Sentinel is both 
  locked and trapped. Anyone opening the door is burned for 3d6 points of 
  damage, as acid sprays from pin-prick-sized holes in the ceiling. 
  After bypassing all these doors, the party may finally enter the room. 
  Inside, 2 massive 10ft diameter metal columns dominate the northeastern 
  and southwestern corners of the room. Roughly between these columns 
  about 10ft from the secret door is what looks like a 10ft by 10ft by 20ft tall 
  glass container. Inside the container is a slightly greenish liquid, and float-
  ing suspended in the liquid is a robotic variant iron golem (stats not given 
  due to the room’s self-destruct sequence). The liquid is acid, to keep the 
  golem in a constant state of self-repair, and to keep it from sensing what 
  is happening in the room around him. The robot is one of the experiments 
  left over from the beings that dealt Tsen its fatal blow (see the Sword of 
  Air for more details on Tsen). 
  The metal columns are a self-destruct mechanism to destroy everything 
  in the room should the acid tank be breached and the golem released. If 
  the tank is damaged (it takes 100hp of damage from a +2 or greater weap-
  on to damage the tank), the acid spills forth in both directions towards 
  the pillars, eventually forming a circuit. The pillars generate enormous 
  positive and negative electrical energy; when the acid creates the loop 
  between the two, it takes 1d4 rounds for the pillars to charge. After that 
  time, they expel an electrical wavelength that cooks any animal or plant 
  material instantly; fuses and welds any metals together; and cracks stone 
  
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  Part 5  - Level 2C: The Tunnels of Terror
  and ceramics. This entire room and the surrounding hallways essentially 
  collapse in on itself back to the metal door at (b), thus sealing the threat of 
  the golem escaping into the world. 
  Area 2C-36: Activation Pillars
  The western hallway leading into this room has a clever means of de-
  fense. The secret door at the beginning of the hallway is well-hidden (+1 
  on the die roll to detect), and on the eastern side of the door is a glyph of 
  warding (Appendix) that activates 3 darkness 15ft radius spells in the 
  hallway, spaced at 10ft intervals, completely blocking all sight. It takes 
  3 castings of dispel magic to clear the darkness. Other options for the 
  characters are to enter the darkness (there is nothing to harm them in the 
  hallway; it’s just scary), or wait for the magical darkness to cease (takes 
  1 hour for normal lighting conditions to apply, which is natural darkness 
  in the unlit corridor). 
  The door into Area 2C-36 is locked, and the oddly shaped room con-
  tains 2 massive 10ft diameter pillars, made of a glistening obsidian stone 
  not native to the area. The walls are covered in scenes of combat, and 
  historical scholars will note some of the scenes are of battles from the 
  Foerdewaith Wars (see the upcoming product The Lost Lands Campaign 
  Setting for information about the Foerdewaith Wars). This looks to be 
  some kind of gallery, with scenes on each of the walls depicting a different 
  classic battle. 
  The pillars, if investigated by a dwarf, show a fine crack along the base; 
  obviously, the pillars are constructed to turn. If the northern column is 
  turned, a great grinding is heard, as if some massive stone gears were 
  creaking into work after many years. This is strictly a ruse; the pillar ac-
  tually does nothing. If the southern pillar is rotated, it activates the south-
  eastern pillar in Area 2C-26, causing it to rotate into position facing the 
  depression. 
  Area 2C-37: Wererat Lair
  This is the communal nest of the wererats. Piles of straw and bits of 
  debris are mounded in the corners of the room, piled high enough for the 
  wererats to sleep in. There is no sense of ownership with this pack; every-
  thing is share and share alike. In-fighting is unknown to these wererats, 
  and they work together is a very harmonious society. All members take 
  care of the young, and each shares living space and chores for the pack. 
  The dominant features of the room are the 2 large pillar-columns on the 
  north and south walls. If characters investigate the columns, they discover 
  that they are similar to the other spinning columns on this level. Neither 
  column immediately spins; the columns are locked into place. If the east-
  ern column in Remis’ Nest (Area 2C-38) is rotated, the southern column 
  unlocks with a load stone-grinding sound. Rotating the southern column 
  moves the northwestern statue in Area 2C-26 into place. If the northern 
  column is touched (it is fixed and does not move), it shocks for 1d8 points 
  of damage. 
  There are 12 male wererats (bucks) and 14 females (does). They all 
  care for the 16 non-combative young (the “pups”). There are also 4d6 
  normal rats here at any time.
  Wererats (26): HD 3; AC 6[13]; Atk bite (1d3); Move 12; Save 
  14; AL C; CL/XP 4/120; Special: control rats, lycanthropy, 
  silver or +1 or better weapon to hit, surprise on 1–4 on d6.
  Rats: HD 1 hp; AC 8[11]; Atk bite (1); Move 12; Save 18; AL N; 
  CL/XP A/5; Special: 2 are diseased.
  Treasure: There are a number of valuable items scattered about in the 
  mess of this room. They are found with a successful secret doors check, 
  determined randomly on a 1d6: 1–a set of 4 crystal vials (5gp each); 2–3 
  gemstones (worth 10gp each); 3–6 yards of silk cloth, stained but excel-
  lent quality (50gp per yard; 1d4 yards ruined); 4–a set of 4 serving trays, 
  silver with gold trim (75gp each); 5–a crumpled tapestry depicting the 
  Stoneheart Valley (still valuable, worth 200gp); 6–a set of fine nobles 
  clothing, 1d6 pieces (worth 100gp per piece). Items 1–3 may be found 
  more than once, but items 4–6 can only be found a single time. There are 
  1d6+2 items to be found in the room, and searching requires 10 minutes 
  per item.
  Area 2C-38: Remis’ Nest 
  The secret door to this room is difficult to detect (+1 to die roll), and 
  opens onto a ramp descending at a 45 degree angle. Anyone descending 
  the ramp must make a save, or tumble forward into lair of the wererat 
  leader, Remis (no damage from the tumble, but an embarrassing first im-
  pression). Straw, tattered clothing and debris covers the entire floor of this 
  room, giving the impression of a giant rat’s nest (which it is). At any time, 
  there are 3d6 rats scurrying around in the mess. The debris is so thick and 
  obtrusive that all movement here is halved. 
  Along the eastern and western walls are 2 of the great columns found 
  in other locations on this level. Rotating the eastern column here activates 
  the southern column in the Wererat Lair (Area 2C-37), allowing it to spin 
  freely. If that column is turned, the northwest statue in Area 2C-26 rotates 
  to face the inverted pyramid (see that area for more details).
  If the western column is rotated, anyone touching the column receives 
  2d6 points of cold damage (no save), and the column in Area 2C-37 re-
  mains locked. 
  Remis is no fool; he has forged an uneasy truce with the Tsathogga 
  cultists in exchange for being left alone. All wererats have free reign to 
  bypass any Tsathogga worshippers, under one condition; they must be in 
  rat form when they pass. For some reason, that was a condition that Ilya 
  insisted on. Remis has traded the knowledge that Agla-Rolsh (see Level 
  3, Area 3D-5) is bound below this level to ensure the priests of Tsathogga 
  keep him around for fodder, so they believe. Remis’ only goal is to ensure 
  the survival of his family. If the characters are willing to negotiate with the 
  wererat, he agrees to aid the party against the Tsathoggan priests, as long 
  as the rats are allowed to live on this level in peace. If such a deal is struck, 
  within 6 months, this entire level will be overpopulated with wererats and 
  normal rats, and they will be a force to be reckoned with for the adjoining 
  dungeon levels. 
  Remis is distantly related to Fiilaar (Rappan Athuk, Level 1, Area 
  1-12) in Rappan Athuk; in a break from his strong family tradition, he 
  escaped the nest they shared previously to avoid being devoured by the 
  sociopathic Fiilaar.
  Remis has a few personal items he treasures: a tarnished silver flat-
  ware set (worth 125gp), a gold and ruby necklace (paste, but shiny, worth 
  35gp), 3 mismatched golden cups (worth 20gp each), a moth-eaten fur 
  coat (35gp), a solid iron cube (valuable only in Area 2C-35, but Remis 
  does not know this), and a teak and silver jewelry box (worth 150gp) that 
  is filled with scraps of paper for no purpose.
  Rats: HD 1 hp; AC 8[11]; Atk bite (1); Move 12; Save 18; AL N; 
  CL/XP A/5; Special: 3 are diseased.
  Remis: HD 4; HP 26; AC 5[14]; Atk bite (1d3), short sword 
  (1d6); Move 11; Save 14; AL C; CL/XP 4/120; Special: control 
  rats, lycanthropy, silver or +1 or better weapon to hit, surprise 
  on 1–4 on d6. 
  Equipment: short sword, cloak of protection +1 
  (included above), potion of healing.
  Area 2C-39: This Still Stinks!
  See Area 2C-32 for details.
  Area 2C-40: Madman’s Scribblings
  This 35ft by 35ft room is covered in chalk, charcoal, paint and other un-
  identifiable mediums. Scrawled over every inch of the walls (and some of 
  the ceiling) are mad ramblings and rhymes and curses and utter nonsense. 
  The gibberish does hide a bit of valuable information, if the characters 
  can decipher it. If a magic-user spends one hour in the room, and rolls 
  
  74
  Rappan Athuk: Expansions
  a successful “Chance to Understand New Spell” check, he begins to put 
  together parts of the ramblings on all the walls, and makes some sense 
  of the chaos. If there is no magic-user, or the party does not attempt this, 
  a thief has a 20% chance to find the information with a Read Languages 
  check. If the party gains the esoteric information, read or paraphrase the 
  “To Everything (Turn, Turn, Turn)” Sidebox. 
  It is very likely the party has encountered the pillars before discovering 
  this room. If the Referee wishes, other information can be hidden in the 
  scrawlings, if it doesn’t seem appropriate to have the pillar information 
  here.
  Area 2C-41: Jokune, the Oracle
  The secret door leading to Area 2C-41, is well-hidden (+1 on die rolls 
  to find). Once the secret door is opened, a booming, baritone voice (in 
  reality, a magic mouth spell) proclaims, “Jokune will see you now”. The 
  door leading to Area 2C-41 is covered in runic script. Any magic-user 
  will immediately recognize the runes as warding and protection magic. 
  These wards and runes are a permanent phantasmal force spell, designed 
  to frighten spell-casters. The door is unlocked, and untrapped.
  The first thing anyone see upon opening the door is a massive 10ft 
  diameter green soapstone pillar. The column is uncarved and unadorned, 
  and remarkably polished to a high sheen. Entering the room, characters 
  can make out another pillar roughly 20ft behind the first, but it is obscured 
  by the cloudy haze of incense and smoke in the room. As there are no 
  visible windows or vents here, the hazy-vapors are as thick as a cloud.
  As the characters move about the room, they notice tapestries hanging 
  from the ceiling, giving the entire area a desert-harem feel. As the party 
  surveys the area, they discover no furniture or items of value. If the party 
  looks as if they are about to take a closer look at a pillar, they suddenly hear 
  a voice from the mists, “What do you seek?” the voice belongs to Jokune, 
  an invisible ogre mage that is tasked with keeping this pillar untouched. If 
  the party interacts with the oracle, he answers questions to the best of his 
  ability, as he knows much about this level (all of Level 2C) and the one 
  below (all of Level 3D). If the party asks questions politely, they can learn 
  much valuable information from the oracle (Referee’s discretion). 
  If the party attempts to turn a pillar, or speak disrespectfully to the 
  oracle, he warns them sternly “Do not undertake the unwise action. It 
  would be most costly.” If they persist, the ogre mage attempts to charm 
  a heavily-armored foe, or put as many people to sleep as possible. 
  If desperate, he uses his cone of cold to slay the party before finally 
  becoming visible and attacking with his giant naginata (polearm). If he 
  is pushed to physical combat, Jokune is a deadly adversary, and slays the 
  entire party, if possible. 
  If the party defeats Jokune, they are free to investigate the pillars. If a 
  dwarf looks at the stonework, he can determine that there is a fine crack 
  along the base of the pillars. A secret doors check allows other characters 
  to notice the same. An astute character might determine that the pillars 
  are able to be rotated. Anyone rotating the pillars hears a stone-on-
  stone grinding sound, but no other effects. If both pillars are rotated, the 
  northeastern statue in Area 2C-26 rotates to face the depression. 
  Jokune, Ogre Mage: HD 5+4; HP 29; AC 4[15]; Atk polearm 
  (1d12); Move 12 (fly 18); Save 12; AL C; CL/XP 7/600; Special: 
  change into human form, magical abilities, regenerate 1hp/
  round.
  Magical Abilities: at will—create darkness 10ft radius, 
  turn invisible; 1/day—charm person, cone of frost 
  (range 60ft to a base of 30ft; 8d6 points of damage 
  [save for half]), sleep.
  Treasure: Although smoky and reeking of incense, some of the 
  tapestries are valuable. The characters can recover 2d6 tapestries, each 
  worth 1d4x100gp. Each tapestry weighs 75lbs
  
  75
  Rats: HD 1 hp; AC 8[11]; Atk bite (1); Move 12; Save 18; AL N; 
  CL/XP A/5; Special: none are diseased.
  Slithering Tracker: HD 4; AC 5[14]; Atk none; Move 12; 
  Save 13; AL N; CL/XP 6/400; Special: drain fluids, paralysis, 
  transparent. 
   
  Area 3D-1: 
  Ruined Chapel of Orcus
  This unholy site was first built by an advance force from Tsar (see 
  Slumbering Tsar and Rappan Athuk for more information about the 
  Disciples of Orcus, the evil Army of Twilight that escaped from Tsar, and 
  the history of Rappan Athuk) as a waypoint, a staging area while Rappan 
  Athuk was finished. This chapel is similar to the power temples of Rappan 
  Athuk, and may give the characters some insight to those unholy sites if 
  they enter the Dungeon of Graves. 
  This entire chamber is bathed in shadowy light, as if a hundred torches 
  were casting a continually murky radiance here. Additional light does 
  nothing to change the conditions here; even magical light does not brighten 
  the room. Due to the shifting, low-light conditions, it always appears that 
  something is moving, just out of vision...
  The dominating feature of the room, as characters enter through the 
  double doors from Area 3D-2, is the massive 20ft high, 30ft wide mural 
  of Orcus decorating the front of the Raised Pulpit (A). Truly a work of 
  a deranged mind, the image is as loathsome as the being that inspired it. 
  Painted out of what appears to be, in this low-light, some form of tacky 
  semi-liquid substance (yes, its blood); the mind reels where this amount 
  of medium could have been drawn from. To each side, a row of columns 
  flanks the pulpit, with disgusting and horrific bas-reliefs carved upon each 
  and every one of them. Doors open into the eastern and western walls, past 
  the columns, near the southern entrance wall.
  Exploring further into the room, beyond the pulpit, the party sees an 
  enormous magical circle in the northern end of the room. Some 70ft 
  or more in diameter, the circle is a massive array of magical materials 
  and precious metals. A magic-user will immediately recognize this as a 
  summoning circle of massive proportion. On the east and west sides of 
  the circle are 2 stone statues. One, on the east side, is easily recognizable; 
  the ram-horned head of Orcus, Demon-Prince of Undead, is rendered in 
  white marble, 25ft tall, and flawless in detail. The statue on the west side 
  is a little more difficult to determine, a regal-looking man 20ft tall, with a 
  noble bearing, fashioned from granite. 
  Hiding next to the pillars flanking the pulpit are 10 shadows, 2 per 
  pillar, waiting to do their masters bidding and add to their ranks. 
  Shadows (10): HD 2+2; HP 13x2, 7, 9, 12x2, 11, 14x2, 15; AC 
  7[12]; Atk touch (1d4 plus strength drain); Move 12; Save 
  14; AL C; CL/XP 4/120; Special: +1 or better weapon to hit, 
  drains 1 point of strength with hit.
  A. Raised Pulpit 
  This elevated platform oversees the Power Nexus (B), the hub of power 
  Part 6
  Level 3D, Section 1:
  The Tunnels of Terror
  Level 3D, Section 1
  Difficulty Level: 4–6
  Entrances: Level 2C-19 to Area 3D-5. Chute from Level 
  1, Area 1D-9 to the Kobold Cavern at Area 3D-6. Pit 
  trap from Level 1, Area 1D-21 to Area 3D-8. Hallway 
  form Level 2, Area 2C-34 to Level 3D, Area 3D-7.
  Exits: Area 3D-7 leads to Level 4C, Section 1. Area 
  3D-11, leads to Level 3D, Section 2, Area 3D-12. Area 
  3D-21 (or 22) lead into a hallway with a secret door. 
  Behind the door is a passage to Level 4C.
  Wandering Monsters: Check once per hour on 1d20:
  1–2
  1d6 dire rats 
  3–4
  1d2 slithering trackers if in Area 3D-7 (they 
  do not cause a cave-collapse), or the 
  hallways near Area 3D-8–10; otherwise 1d6 
  rats
  5–20
  No encounter
  Note: Treat all rolls made within Area 3D-1–5, and 
  Area 3D-9–11 as “No Encounter.”
  Detections: Extreme evil in Area 3D-1–4. Strong evil in 
  Area 3D-9. Strong magic in 3D-1 and 3D-5.
  Shielding: Dimension door, teleport, gate and 
  conjuring/summoning has a 20% chance of success 
  in Area 3D-1. Also, divination-type magic (detect evil, 
  locate object, legend lore, etc.) has a 50% chance of 
  success in the area. 
  Standard Features: All non-cave areas have standard 
  dungeon walls and ceilings (cut stone), as well as stone 
  floors. Doors and secret doors are standard as well. 
  The floors and ceilings of cave areas are covered with 
  stalagmites and stalactites. Walls, columns and other 
  features on this level are dry. Cave areas are fungus-
  filled 10% of the time. 20% of the fungus is edible while 
  10% is poisonous (save or die). Dwarves have a 2 in 6 
  chance to tell which are edible. 
  
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  Rappan Athuk: Expansions
  
  77
  Part 6  - Level 3D: The Tunnels of Terror
  designed to concentrate energy for the priesthood of Orcus. This chapel was 
  the first attempt at creating a “Shrine of Power” (see Rappan Athuk for 
  details on Shrines of Power) to enhance Orcus’ abilities, and it was deemed 
  too unstable for the Horned Father. The inverted pyramid (Level 2, Area 
  2C-26) is a byproduct of the harnessed power of the Power Nexus. At the 
  top of the pulpit stands the former high priest of this chapel, now a cadaver 
  lord, still wearing the trappings of a priest of Orcus (although antique and 
  not in current style). Once the characters ascend to his level, he calls forth 
  the cadavers from Areas C and D to lay siege to the pulpit, and not allow 
  the party to escape. After the pulpit is surrounded, he calls for the shadows 
  from each side of the pulpit to aid an aerial assault. The cadaver lord has no 
  fear of death (again), and sacrifices himself to destroy the party, if necessary.
  Cadaver Lord: HD 5; HP 31; AC 3[16]; Atk 2 claws (1d4 plus 
  disease) and bite (1d6 plus disease); Move 9; Save 12; AL C; 
  CL/XP 7/600; Special: +1 or better weapon to hit, command 
  undead, create spawn, disease (1d4 points of damage, 
  save resists), magic resistance (20%), magical abilities, 
  reanimation (regenerate 1 hp/round when reduced to 0 
  hp). (The Tome of Horrors Complete 80)
  Magical Abilities: 1/day—darkness 15ft radius, fear.
   
  B. Power Nexus 
  Originally designed as a focus point to summon Orcus himself fully into 
  this plane of existence, it was quickly determined that simply would not 
  work. The other gods would not stand for such a thing, so the architects 
  of this dungeon shifted their design to harness the “god-like power” of the 
  multiverse. Any cleric spells cast in this room are at +2 caster level. This 
  affects Lawful and Chaotic clerics. 
  C. Statue of Orcus
  This large statue is a nearly perfect representation of Orcus in every detail, 
  other than being fashioned of white marble. Sparkling ruby eyes set off the 
  white marble, and massive golden horns complete the menacing visage. The 
  Horned Father’s wand is not part of the statue. Surrounding the base of the 
  idol are several semi-desiccated remains, the corpses of the last penitents of 
  this foul chapel. They rise as cadavers if the statue is molested in any way, 
  or if commanded by the cadaver lord on the pulpit (A).
  Cadavers (8): HD 2; HP 13x2, 14, 8x2, 9x2, 10; AC 6[13]; Atk 2 
  claws (1d4 plus disease) and bite (1d6 plus disease); Move 
  6; Save 16; AL C; CL/XP 4/120; Special: disease (1d4 points of 
  additional damage, save resists), reanimation (regenerate 
  1 hp/round when reduced to 0 hp). (The Tome of Horrors 
  Complete 79)
  Treasure: The ruby eyes in the statue are obviously valuable (500gp 
  value each), but carry a curse. One hour after touching either ruby (even 
  if they are not stolen!), whomever handled them is struck blind for 24 
  hours. After the initial 24-hour period, a save may be made every day to 
  remove the blindness. The golden horns are also valuable (750gp each), 
  and cursed as well. Anyone removing the horns from the statue, by any 
  means, must make a save or be turned to stone (white marble). The marble 
  of the statue is valuable in its own right; a cubic foot of the material could 
  fetch up to 50gp if broken up. There are roughly 2500 cubic feet of the 
  material (weighing 200 tons) in this statue, so it has immense value if 
  somehow transported. The statue is immune to all magic, and to weapon 
  of +2 or lesser enchantment. 
  D. Statue of Jeravix
  Who this statue represents is a little more difficult to determine. Built 
  many years ago to placate the then-High Cornu of Orcus, this statue is 
  an incredible likeness of the man that orchestrated the escape from Tsar, 
  Jeravix. Alumaxis, a captain of the guard at Tsar, was tasked to build this 
  complex as an extension of Tsar’s might (this was even before the siege 
  of Tsar by the army of Light). After its near-completion, Alumaxis was 
  murdered in his sleep by clerics of Orcus, thus ensuring the secrets of 
  this place stayed within the clergy. Alumaxis is now the knight gaunt in 
  Area 3D-9. Surrounding the base of the statue are several desiccated and 
  moldering bodies; several of these rise as cadavers if commanded by the 
  cadaver lord on the pulpit (A).
  Cadavers (6): HD 2; HP 12, 7x2, 4, 9x2; AC 6[13]; Atk 2 claws 
  (1d4 plus disease) and bite (1d6 plus disease); Move 6; 
  Save 16; AL C; CL/XP 4/120; Special: disease (1d4 points of 
  additional damage, save resists), reanimation (regenerate 
  1 hp/round when reduced to 0 hp). (The Tome of Horrors 
  Complete 79)
  Treasure: The statue of Jeravix is an amazing architectural feat. Formed 
  form a single massive piece of granite, the statue would be worth hundreds 
  of thousands of gold pieces to a collector of religious or historical objects 
  (Referee to determine suitable price for the campaign), but the statue is 
  20ft tall, and weighs in excess of 50 tons. If it could somehow be moved 
  out of this place, it would be a king’s ransom! It has no magical powers. 
  E. Priest’s Closet
  This small, 15ft by 15ft room contains various hooks and racks to 
  store clothing. Several clerical vestments are still here (4 complete sets of 
  vestments, 1d6 other pieces) in serviceable, if outdated, shape. If the party 
  dons the clerical robes, the cadaver lord at the pulpit (A) is confused for 
  1d4 rounds before he summons the other cadavers. The shadows feel the 
  living energy of the characters, and attack normally. 
  Hidden in a small cubby, behind a false door in the NE corner, is a +1 
  heavy mace, kept by the clerics in case of emergency. 
  F. Priest’s Closet
  Similar to Area 3D-1E, above, this small closet was used to house 
  the clerical garb of the priests of Orcus sequestered here. This room is 
  bare, however a few broken bits of furnishings and scraps of clothes are 
  
  78
  Rappan Athuk: Expansions
  still here. A former acolyte of Orcus is bound here; a helpless strangling 
  ghost. Driven mad by his years of solitude (he cannot leave this room, 
  unless locked in a stranglehold; if the hold is somehow broken, it retreats 
  to the room), he attacks any living being that enters. 
  Strangling Ghost: HD 5; HP 22; AC 0[19]; Atk strangulation 
  (save or die in 1d4+1 rounds); Move 0 (fly 12); Save 12; AL C; 
  CL/XP 7/600; Special: magic resistance (50%), magic or silver 
  weapon required to hit, strangles (if hit, save or die in 1d4+1 
  rounds). (Monstrosities 190)
  Area 3D-2: The Faces of Fear
  The southern door to this room is highly adorned with symbols and sigils 
  of intricate design. A magic-user of 5th-level or higher recognizes that 
  there is a symbol spell inscribed upon the door, although determining the 
  type of symbol is impossible. Most of the runes and sigils are a permanent 
  phantasmal force designed to distract thieves and magic-users. However, 
  there is a functioning symbol of fear inscribed on the door, designed to 
  trigger if the door is opened. The symbol affects everyone in the 20ft by 
  30ft hall directly south of the doors. The door itself is unlocked.
  Opening the door, the party immediately sees another door directly 
  across from the first. Flanking the door are two translucent figures, 
  wearing flowing robes of dark green over incorporeal chain mail. These 
  beings are 2 fear guards, and they attack anyone entering the room.
  Tactics: The fear guards were former temple warriors, bound to this 
  place after death. One of the guards begins combat by casting darkness 
  at the doorway, ensuring characters that are out of the room do not know 
  what’s happening inside. The other guard engages armored foes first, 
  using its incorporeal touch and fear abilities. 
  Fear Guards (2): HD 4; HP 22, 17; AC 5[14]; Atk incorporeal 
  touch (1d6); Move 0 (fly 12); Save 13; AL C; CL/XP 6/400; 
  Special: create spawn, fear aura, magical abilities. (The 
  Tome of Horrors Complete 239)
  Magical Abilities: 2/day—darkness 15ft radius.
  Area 3D-3: Unholy Font
  This room contains a large (un)holy water font, a basin filled with 
  clear fluid. The font itself is a monstrous-looking affair; an ancient, filth-
  encrusted column rises 3ft, with formed tendrils that wrap around the 
  basin holding it like an inverted octopus, the entire structure oozing some 
  unusual ichor or slime. The rest of the room is barren and dusty, but there 
  is no debris.
  The font is actually an undead mimic, a hideous creature that wandered 
  into this place as a normal variety of mimic, and replaced the existing font, 
  thinking to trap petitioners when they came to gather some of the water. 
  The mimic waited so long, and was eventually infused with so much dark 
  energy, when it perished from starvation it transformed into this undead 
  version. The mimic does not need to eat, but it relishes any chance to drain 
  souls from victims, and if roused it will fight to its destruction. 
  There is no treasure in the room.
  Undead Mimic: HD 7; HP 35; AC 6 13]; Atk slam (2d6 plus 
  adhesive); Move 2; Save 9; AL C; CL/XP 12/2000; Special: 
  constrict, immune to acid, soul drain, weeping discharge 
  (save or become stuck to the mimic). (The Tome of Horrors 4 
  147)
  Area 3D-4: Scriptorium
  A collection of heinous scrolls detailing the clergy of Orcus are 
  stored here. Several shelves worth of scrolls and books may be found. 
  A few random diaries are also mixed in with the religious texts, giving 
  spars details of life in and around Tsar (Referee’s discretion how much 
  information, if any, to provide). 
  The former collector of these scrolls, an injured soldier and neophyte 
  acolyte of Orcus, was slain in here by a rival over hierarchy in the lower 
  orders of the clergy. Maintaining his soldier’s sense of duty towards his 
  collection, the acolyte rose eventually rose from death as a guardian 
  cimota, forever tasked to guard these scrolls. If anyone touches or harms 
  anything in the room, the cimota materializes and attacks without quarter.
  Guardian Cimota: HD 8; HP 39; AC 4[15]; Atk 2 scimitars 
  (1d6+1 plus 1d6 negative energy); Move 0 (fly 24); Save 8; AL 
  C; CL/XP 11/1700; Special: darkvision 60 ft., immune to cold 
  and electricity, sense life (all living creatures within 60ft), 
  unholy existence (reforms 1d6 days after destruction). (The 
  Tome of Horrors 4 36)
  Equipment: 2 scimitars.
  Treasure: The books and scrolls can be a treasure in themselves; the 
  Referee should determine how much information about the clergy of Orcus 
  and the city of Tsar they would like to give out. In addition to the mundane 
  texts, there are a number of magic scrolls mixed into the jumble (roll 1d6 
  every 10 minutes of searching to determine what is found: 1–scroll of 
  cure light wounds; 2–scroll of sticks to snakes; 3–a book containing the 
  spells bless, continual light, and commune; 4–a scroll of very decorative 
  calligraphy (worth 25gp to a collector); 5–a small statuette of a blackened 
  hell hound (in actuality, a figurine of the onyx dog); 6–a series of 12 
  diaries detailing a merchants encounters in a city named Izamne, a deep 
  underground city (Referee to determine exact details of the journey to 
  Izamne; the city is detailed in Frog God Games’ the Cyclopean Deeps: 
  Volume I). Each item can only be found once.
  Also, if the characters search through the titles, and make a secret doors 
  check, they find a folio written in an ancient dwarven script (either a 
  dwarf, a thief with a successful read languages check at –40%, or a magic-
  user with read languages can decipher it) that details the workings of the 
  
  79
  Part 6  - Level 3D: The Tunnels of Terror
  pillars on Level 2C, Section 3 (read or paraphrase the “To Everything 
  (Turn, Turn, Turn)” Sidebox, near Area 2C-27 on that level).
  Area 3D-5: Prison of Agla-Rolsh
  This grand hall was originally used as a library or study of some kind. 
  Scraps of parchment, bits of leather, and splinters of wood suggest there 
  were several tomes stored in here at one time. What became of these 
  items is unknown. Two large pillars in the northern half of the room still 
  glow softly, offering a comfortable illumination perfect for reading. The 
  southern portion of the room is much larger, and seems to be completely 
  clear of any debris. Characters making a secret doors check will notice a 
  solid line of silver imbedded in the floor, stained and tarnished with grime 
  and dust. 
  What the characters probably do not see is the invisible form of Agla-
  Rolsh, a djinni that has been trapped in the silver triangle for a very, very 
  long time. Agla-Rolsh was a traveler of the planes of existence, and other 
  dimensions and times. He is very intelligent, and can converse expertly on 
  any subject he chooses. He was investigating the “new excavation” here 
  many years ago when it was being built, when a magical mishap caused 
  him to be trapped in a powerful magic-user’s experiment. Once the magic-
  user realized what had happened, he wisely left these premises, surmising 
  that when the djinni escaped, he would be none too happy. 
  Agla-Rolsh spends all his time invisible, and speaks with the kobolds 
  in Area 3D-6 to bring him news of the surrounding dungeon happenings. 
  Unfortunately, the kobolds have only ventured north as far as the hallway 
  to Area 2C-20. The acid stench in Area 2C-19, was bad, but finding trolls 
  beyond the door was too much! The chute to Level 1, Area 1D-9 has 
  proved too challenging to climb the full length of, so they have abandoned 
  that. Exploration to the south, and through the Piercing Cavern has been 
  a little more noteworthy. The kobolds know there is activity beyond the 
  door at Area 3D-2, although they quickly fled that place. Excursions 
  further east have determined there is possibly a way out of this level at 
  Area 3D-8, if they can figure out how to climb up the pit trap, and they 
  haven’t been brave enough to try the doors at Area 3D-9 or -10 yet. Agla-
  Rolsh does not know about the influx of Tsathogga worshippers yet; they 
  came after he was bound here. He does know that the temple at 3D-1 was 
  at one time very important, and he knows about the pillars on Level 2C, 
  but not what the statues at 2C-26 open. 
  While bound, Agla-Rolsh cannot leave the triangle. No amount of 
  damage or scratching at the silver has freed him yet. His magical abilities 
  are intermittently able to pass over the silver, so he has a 30% chance to 
  affect someone outside the silver triangle. If anyone is brave enough to 
  walk over the triangle, he is fully capable of unleashing the full weight 
  of his power. 
  To free the djinni, the characters need the bronze key, found in Area 
  3D-9. If the party finds the key, and gives it to Agla-rolsh, the djinni is 
  finally able to escape his long imprisonment. If the party has been pleasant 
  and humble in speaking with him, he may grant them a small boon 
  (knowledge of the Tunnels, or the answer to some otherworldly esoteric 
  question; Referee’s discretion). If they have been rude, or taunted him in 
  any way, he immediately attacks the party, attempting to slay or subdue 
  some to take as slaves. 
  Agla-Rolsh, Djinni: HD 9+3; HP 62; AC 5[14]; Atk fist (2d8); 
  Move 9 (fly 24); Save 6; CL/XP 12/2000; Special: magical 
  abilities, whirlwind.
  Magical Abilities: at will—gaseous form, invisibility; 3/
  day—create food, create water; 1/day—hallucinatory 
  terrain, limited wish (creates wooden or cloth items 
  permanently; metals last 1d6 hours; cannot be used for 
  other wishes).
  Area 3D-6: Kobold Cavern
  This natural cavern is the home of a tribe of kobolds that have been cut 
  off from escaping the level. How or when they got here is unknown, but 
  they fear running into the other denizens of the dungeon enough to refuse 
  to leave. There are 12 males and 16 females, with 8 non-combative 
  younglings, led by Kurrick, a rather wily and intelligent kobold. Kurrick 
  has negotiated with Agla-Rolsh to be his eyes and ears in the dungeon, 
  with the understanding that the djinn will not wholesale slaughter the 
  kobolds should he ever escape. 
  Kurrick sends squads of kobolds out to investigate the dungeons, but 
  has hit a few limits (see Area 3D-5 for an explanation of the kobolds 
  excursions). He deeply wants to investigate the dungeon past the door at 
  Area 3D-2, and at 3D-10; for some reason, they just can’t get past their 
  fears in those places.
  There is a dark spot high up on one wall in the west, the end of a chute 
  that leads upwards to Level 1, Area 1D-9. The chute is tricky to negotiate, 
  being at a 60 degree angle. A thief can attempt the climb, but it is nearly 
  200ft up. Falling while climbing results in 1d6/2 points of damage per 50ft 
  ascended, due to the slope of the chute cushioning the fall.
  Kobolds (28): HD 1d4hp; AC 6[13]; Atk weapon (1d6); Move 
  6; Save 18; CL/XP A/5; Special: none.
  Kurrick, Kobold Leader: HD 1; HP 6; AC 6[13]; Atk spear (1d6); 
  Move 6; Save 17; CL/XP 1/15; Special: none.
  Equipment: spear, loincloth, 1d6cp.
  Treasure: The kobolds have managed to amass a few items they 
  treasure (others may not); a broken ceremonial breastplate which was part 
  of a noble’s suit of plate mail (useless, but a historical piece; it might be 
  worth 25gp to an antiquities collector); 7 yards of fine but stained woolen 
  cloth (currently worth 5gp per yard, cleaned of stains it might fetch 15gp 
  per yard); 32 functional arrows; 12 filthy backpacks; 77ft of hemp rope 
  in various lengths (nothing longer than 10ft); 3 crystal vials (each worth 
  5gp); a +1 heavy mace with a tattered handgrip, the entire thing covered 
  
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  in dried blood; and 2 strangely-colored vials (potions of extra-healing and 
  gaseous form, respectively).
   
  Area 3D-7: The Piercing Cavern
  This cavern is thick with stalactites, the 40ft ceiling covered with them 
  like the fangs of some huge beast. The kobolds are convinced that that 
  cavern is populated with piercers, but that is not the case. The entire 
  cave is a rare mineral deposit, of granite-like stone but with other strange 
  mineral qualities, such as being extremely hard but very brittle. A dwarf 
  will be able to tell the unique nature of the stone.
  Due to the unique qualities of the stone, occasionally stalactites or 
  random pieces of the room crumble off when certain vibrations occur. It is 
  impossible to determine what will cause the ceiling stone to drop, which 
  is why the kobolds are extremely cautious when coming through here. If 
  the party moves through this cavern, every 10ft they travel requires the 
  Referee to roll to determine if the ceiling comes down on them. On a roll 
  of 1 on 1d6, a portion of the ceiling falls, and a second 1d6 must be rolled. 
  On a roll of 1–2 a simple stalactite falls, causing 1d6 points of damage (no 
  save). On a roll of 3–5, a 5ft chunk of the ceiling comes down, causing 
  4d6 points of damage (save for half damage). On a roll of 6 on 1d6, a 
  major collapse happens, causing 8d6 points of damage (initial save for 
  half damage; secondary save or pinned under the rubble, can be dug out in 
  1d4 man-hours). Spells such as silence 15ft radius do not alter the chance 
  of the ceiling collapse, it seems that only vibrations in the stone make 
  a difference. A thief with a successful Silent check can move without 
  disturbing the stone. Combat has a 50% chance each round to cause a 
  ceiling drop (determine randomly where the stones fall during combat).
  Once stone falls from the ceiling, it shatters into shale-like debris, making 
  quite a mess. The unique qualities have caught the attention of a xorn that loves 
  the shale fragments, but is too lazy to break the stone up himself. There is a 1 in 
  8 chance that the xorn appears any time the party is traveling through the cavern. 
  If the party is engaged in combat, and the xorn happens to appear, he then has 
  a 5 in 8 chance of appearing when the party crosses the cavern (he’s watching).
  Xorn: HD 7; HP 40; AC –2[21]; Atk 3 claws (1d3), bite (4d6); 
  Move 9; Save 9; AL N; CL/XP 9/1100; Special: half damage 
  from electricity, immune to fire and cold, travel through 
  stone. (Monstrosities 521)
  Area 3D-8: Death from Above
  This horse-shoe shaped area seems like just an odd architectural 
  exercise. The true nature of the area is not apparent unless secret doors are 
  checked for on the ceiling, 15ft overhead. The secret trapdoor is unusually 
  well-concealed (+1 on die rolls), and leads to Level 1, Area 1D-21. 
  Area 3D-9: The Pyre
  The end of this long hallway is tinged with the smell of smoke. As the 
  party approaches the iron door at the end of the hallway, they will notice a 
  slight rise in temperature, a nice warm feeling. The door itself is warm to 
  the touch, as a stove warming up might be. There is a large and imposing-
  looking lock in the center of the door, and it feels solid and impassible. 
  The lock is, in fact, a normal lock, and is not trapped.
  Inside the room, read or paraphrase the following:
  As you open the door, you see before you a blazing bonfire, 
  a large conflagration in the center of the room. It appears to be 
  a pyre of some sort, smoldering, but occasional small licks of 
  flame jump and dance along its mass. The room is smoky, and 
  smells of strange incense. The smoke is not too thick to see, and 
  several amphora and boxes line the bit of back wall that can be 
  seen from the doorway. 
   
  This is the last resting place for the former captain-of-the-guard-turned-
  architect, Alumaxis. A good soldier to the end, Alumaxis volunteered for 
  the role of leader of this building site when he understood it would further 
  the reach of Orcus in the world. What he didn’t know was the depth of 
  deceit in the ranks of his “advisors”. As a man used to facing foes head-
  to-head, he did not see the treachery of the clergy until it was too late. 
  To cover any evidence of their assassination, the clergy ordered this pyre 
  built to honor their fallen “leader”. The captain’s body was laid to rest atop 
  the bonfire, and he was immolated. Unexpectedly, the fire never burned 
  itself out; it smolders even to this day, wafting smoky tendrils to remind 
  the very stones of the dungeon what happened here. 
  Alumaxis himself was not fully consumed by the flame. He regained 
  his material body after being scorched, and returned to the mortal realm 
  as a knight gaunt, an undead horror normally created when a paladin falls 
  in righteous combat against Chaos. Orcus himself found the humor in 
  returning his soldier to the field in such a form. 
  Alumaxis retains his soldier’s training and knowledge of tactics. He 
  is no fool, and uses the room and terrain to his advantage. The smoky 
  conditions are not enough to affect combat, but 6 of the 12 amphora along 
  the back wall are filled with lamp oil; Alumaxis uses these as missiles or 
  breaks them to create a barrier so the party cannot reach him while he 
  peppers them with his arrows. If he needs more time to defend himself, he 
  begins throwing treasure at the party, on the fire, etc. to distract them. He 
  fights to his destruction.
  Alumaxis, Knight Gaunt: HD 4; HP 22; AC –1[20]; Atk +1 
  longsword (1d8+2 plus bleeding) or +1 longbow x2 (1d6+2) 
  or 2 claws (1d4 plus bleeding); Move 9; Save 13; AL C; CL/
  XP 10/1400; Special: +1 bonus to attacks and damage 
  (damage bonus included above), bleed (additional 1d4 
  points of damage until wounds bound or cure spell applied), 
  magic resistance (15%),  resists cold (half damage), smite 
  Lawful (1/day—double damage on successful hit to Lawful 
  creature). (The Tome of Horrors 4 129)
  Equipment: plate mail, shield, +1 longsword, +1 
  longbow, 15 arrows, unholy symbol of Orcus.
  Treasure: Along the southern wall there are 12 lavishly decorated 
  amphora, 4 crates, 3 chests, and 9 boxes roughly 1ft square. As noted 
  above, 6 of the 12 amphora are filled with high-quality lamp oil (each 
  burns twice as long as normal oil, is worth 250gp per amphora, contains 
  the equivalent of 50 flasks, and weighs 60lbs). The other amphora are 
  filled as follows:
  #1 contains 25lbs of multi-colored sand (no matter how much the sand 
  is mixed, it always keeps its color layers separate, strictly a novelty, worth 
  125gp to a collector)
  #2 appears to be filled with copper coins. In reality, there are 25cp atop 
  a wax-sealed stopper. If the stopper is removed, poisonous gas fills a 20ft 
  by 20ft area in 1 round (save at +1 or die)
  #3 is filled with 10 gallons of fine wine (worth 200gp to a collector or 
  restaurant)
  #4 is filled will rolled scrolls and parchments. If each scroll is taken out 
  and examined, they are 13 scrolls of cure light wounds.
  #5 contains 12 silver-tipped arrows, 13 normal arrows, and 1 black-
  fletched, silver engraved arrow (an arrow of direction).
  #6 is filled to the top with desiccated shrunken heads. At the bottom 
  of the container, is a disgusting, stained bag. The bag radiates magic, and 
  seems to all tests to be a bag of holding. It is actually a bag of devouring, 
  and any items placed in the bag disappear after 1d4+1 hours. 
  Area 3D-10: Hall Monitor 
  The door to this room has odd scratches in the face of it. Upon closer 
  examination, the scratches are actually words etched into the surface: no 
  open door
  Should the party not heed the warning, and open the door (it is 
  unlocked), they see a 30ft by 40ft room, with piles of dirty straw along 
  the eastern and western walls, with a narrow pathway leading through the 
  
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  Part 6  - Level 3D: The Tunnels of Terror
  center of the room to another door in the northern wall.
  Laying atop the straw is a gargantuan sight, a very large troll sits up in 
  the straw, and slowly begins pulling itself upright. As it stands, the party 
  notices its flesh is torn and pulled-away in unnatural fashion, and as it 
  lumbers forward, an eyeball pops out! 
  This beast was a former guardian of the path to Level 3D, Section 2. 
  After most of the living inhabitants died, the troll starved to death. The 
  power of the chapel kept the beast from entering the afterlife, so he is 
  confined here as an undead troll.
  Undead Troll: HD 9; HP 53; AC 5 [14]; Atk 2 claws (1d6 plus 
  disease), bite (1d8 plus disease); Move 12; Save 6; AL C; 
  CL/XP 11/1700; Special: darkvision 60ft., regenerate (3 hp/
  round), rend, resist cold and fire (half damage). (The Tome 
  of Horrors 4 224)
  Treasure: Buried in the straw at various places are the items and 
  equipment form previous trespassers. There are 2 suits of battered but 
  functional plate mail, 3 suits of chain mail, 2 bent shields (useless), 1 
  normal shield, 6 longswords, 2 two-handed swords, 3 heavy maces, 2 
  flails, a +1 shortbow, 87 arrows, a +1 dagger, 4 cracked staves, various 
  broken sticks (completely broken magic wands and staves), shattered 
  glass (broken potion vials), 2 potions of healing, 1 potion of invisibility, 6 
  backpacks, 268ft of rope, 3 hammers, 12 iron spikes, 17 torches, and 342 
  gp in various loose coinage.
  Area 3D-11: The Black Hole
  Just beyond the troll guardian at Area 3D-10 is a short hallway leading 
  to a stone door tightly set into the end of the hallway. The door is not 
  locked or trapped. Opening the door leads into a 30ft by 40ft room, with 
  another stone door set into the eastern wall. Directly in front of the eastern 
  door is a 10ft by 15ft black oval on the floor, and in the northwestern corner 
  is a large, black sphere. Closer examination of the oval reveals it to be a 
  large painted spot, nothing more. The floor-oval is simply a distraction, as 
  the black sphere is an ebon ooze that rolls forward to attack! There is no 
  treasure in the room. The door leads to Level 3D, Section 2, Area 3D-12.
  Ebon Ooze: HD 8; HP 55; AC 6 [13]; Atk slam (2d6 plus 2d6 
  acid); Move 9; Save 5; AL C; CL/XP 10/1400; Special: acid, 
  immune to acid and disease. (The Tome of Horrors 4 162)
  
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  Rappan Athuk: Expansions
  Area 3D-12: Entrance
  A massive 10ft tall stone door greats the party as they enter this section 
  of the dungeon. Carved into the door are bas-reliefs of angels, cherubic 
  faces covered in smiles, and various images reflecting light and hope. This 
  is a stark contrast to the rest of the dungeon the party has encountered so 
  far. Perhaps things are about to get easier?  Hahahahahahaha…
  As the party enters, the see a large 60ft hexagonal room beyond the 
  door. Hanging cobwebs and a thick layer of dust greets the party. From 
  first inspection, the room seems to have been abandoned for years. Doors 
  in the north, east, and southern walls are immediately visible, as there are 
  no furnishings or embellishments in this room whatsoever. 
  As soon as a character enters the room, he or she must make a save. 
  The dusty, unkempt appearance of the room is a powerful illusion; the 
  actual room is spotless, white tiles 2ft square, covering all surfaces. There 
  is a bright-but-not-too-bright illumination coming from some undefined 
  source. Located in the center of the tile floor is an inscription in a cramped, 
  rigid script:
  “Death Awaits beyond the Door” 
  The inscription is carved into the tiles, and upon close inspection, there 
  is the slightest coppery staining in the tiles. 
  The northern door is a large 10ft tall by 5ft wide slab of copper sheeting 
  over oak, with silver and iron rivets. Runes cover the entire copper surface, 
  and a magic-user of 6th level or higher realizes these are warnings of dire 
  evil and necromantic power. The door is locked. If the party bypasses 
  the door, they discover a 20ft by 20ft hemispherical room, covered in 
  disgusting fluids and small bits of flesh. The reason for these leavings is 
  the enormous 8ft tall hulking brute shuffling along the back wall, stiches 
  protruding from and juices oozing out of its body. As soon as the door 
  is opened, the brutish thing turns its head towards the door, and moves 
  quickly towards the party!
  Necromantic Golem: HD 11; HP 55; AC –1[20]; Atk 2 slams 
  (2d6 plus 1d6 negative energy); Move 12; Save 4; AL N; CL/
  XP 18/3800; Special: enervating ray (30ft by 5ft ray; lose 2d4 
  levels, a successful save loses 1d4 levels), immune to most 
  magic, rejuvenation (heal 1 hp per hour), unholy blast (every 
  1d4+1 rounds; cone 40ft long and 20ft wide; 6d6 points of 
  damage, save for half). (The Tome of Horrors 4 109)
  Level 3D, Section 2:
  The Tunnels of Terror
  Level 3D, Section 2
  Difficulty Level: 8–11
  Entrances: Hallway from Level 3D, Section 1, Area 
  3D-11, leads to Area 3D-12. Small (and not so small) 
  natural fractures in the rock surrounding Area 3D-23 
  allow small vermin into the level.
  Exits: Hallway between Areas 3D-21 and 3D-22 
  contains a secret door to Level 4.
  Wandering Monsters: There are no wandering 
  monsters in this section. Any normal rats discovered 
  here are spies for Kenard in Area 3D-20.
  Detections: Strong evil detected everywhere.
  Shielding: None.
  Standard Features: All non-cave areas have white, 
  2ft square tiles covering standard dungeon walls and 
  ceilings, as well as over all the floors. Doors and secret 
  doors are standard as well unless noted. The ceilings 
  of cave areas are free of stalagmites and stalactites. 
  Walls, ceilings and other features on this level are dry. 
  All rooms have at least a moderate amount of light 
  from some unseen radiance, unless noted.
  
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  Part 6  - Level 3D: The Tunnels of Terror
  
  84
  Rappan Athuk: Expansions
  Tactics: The golem is short on brains, so its simple tactic is to crush the 
  party. As it comes out of the door, it looks towards the largest group of 
  beings, and unleashes its unholy blast to soften them up, then it leads with 
  big, meaty fists. If the golem is solidly struck by an opponent, it uses its 
  enervating ray to drain the life-force out of that target, and concentrates 
  attacks until that character is dead. It fights until no targets remain in the 
  room, and does not pursue if characters flee back to Section 1.
  The southern door in this room is a solid iron affair; 8ft tall and 4ft 
  wide worth a fair amount for it metal value alone (a blacksmith might 
  give 1000gp for it, but it weighs in excess of 2 tons). Again, this door is 
  covered in glyphs and runes, and a magic-user over 6th level recognizes 
  some of the runes as dealing with chilling cold and deathly frost. This is 
  a ruse, as the door is both locked and trapped. The trap on this door is 
  activated if it is opened, and a massive fireball detonates centered on the 
  script in the center of the room. Due to the height of the domed ceiling (10 
  ft. at the walls reaching up to approx. 15ft at the apex) and the shape of the 
  undulations, the fireball engulfs everyone in the main room, for 8d6 points 
  of damage, save for half. 
  The western door leads into the main complex, beyond the unusual 
  ward the party will notice as soon as they open the door to Area 3D-13 
  (the garlic).
  Area 3D-13: Arc of Garlic
  As the party exits the first chamber, they notice an interesting sight in 
  the 20ft wide by 50ft long hallway. Roughly halfway down the hall is a 
  semi-circular portcullis barring further egress. What is odd about it is that 
  all the bars are covered, floor to ceiling, with garlic. Strings, cloves, and 
  various bits and pieces are strung all up and down the metal bars, creating 
  an awful stink. How these sprigs of garlic have stayed as fresh as they 
  are is a mystery. The portcullis is a normal one of its type, and can be 
  bypassed with a normal bend bars/lift gates check. The door beyond the 
  portcullis is plain and unadorned, but it is locked.
  Area 3D-14: Towering Inferno
  This 50ft by 60ft room is covered in straw, broken furniture, bits of 
  paper, and a slightly slick fluid coating the floor. There are 2 doors visible 
  in the room, one to the north, one halfway down the eastern wall, and one 
  in the south. The door to the east is trapped with an exploding fireball trap 
  (4d6 points of damage, save for half; ignites oil on the floor, see below)
  Shambling around in the northwestern, northeastern and southeastern 
  corners of the room, are several bipedal, man-sized figures in tattered 
  robes, hoods drawn down over their faces. When the characters enter the 
  room, they begins to shuffle their way towards the party.
  The figures are 16 pyre zombies, 4 in the northwest corner, 5 in the 
  northeast, and 7 in the southwestern corner.
  If it is not obvious to the characters (hopefully, they player’s don’t 
  know these creature’s nasty power), they may rush forward to engage the 
  zombies as soon as they realize there are “unfriendlies” about. The pyre 
  zombies have a very special and terrible power; when struck by a melee 
  weapon, they burst into flame. While this is bad enough, the zombies are 
  in what amounts to a giant tinderbox. If a zombie is struck with a melee 
  weapon in here, the entire room bursts into flames the next round, the 
  flames racing from whichever corner the zombie was struck in. Thick 
  black smoke fills the chamber on the third round, reducing visibility to 5ft 
  (at most). The characters can flee out the door they came in, and if shut it 
  blocks most of the smoke, but there is still some that leaks out from the 
  door, and the hallway containing the Arc Of Garlic fills in just under 30 
  minutes (Ah, smoked garlic smell! Yum!)
  If the characters stay in the smoke to fight, give them a save each 
  round to avoid smoke inhalation; after round one, add a –1 penalty to 
  the save each subsequent round. Eventually, staying in this room means 
  asphyxiation. The zombies, now skeletons, are immune to the flames, and 
  fight on as long as a living person is in the room.
  Pyre Zombies (16): HD 2; HP 10x5, 6x2, 7x3, 8x5, 11; AC 8[11]; 
  Atk strike (1d8); Move 6; Save 16; AL N; CL/XP 3/60; Special: 
  immune to sleep and charm, immolation. (Monstrosities 532)
  Treasure: If the party somehow manages to search the room without it 
  becoming an inferno, there are a few items scattered about in the debris. 
  On a roll of 1 on 1d6, the party can find any of these items (Referee to 
  determine how many times any particular item is found): 1d6x10gp (still 
  available after the fire, but melted into a globular shape; a gemcutter may 
  purchase for 25% of value); a bag with 125sp (still available after the 
  fire, but melted into a globular shape; a gemcutter may purchase for 10% 
  of value); 3 gems worth 50gp each (unscathed by the fire); a scroll of 
  protection from undead (destroyed by the fire); potion of flying (destroyed 
  by the fire); 4 +1 arrows (unharmed by the fire); 2d10 normal arrows 
  (destroyed by the fire).
  Area 3D-15: Armory
  The door to this 10ft by 10ft room, from Area 3D-14, is trapped (see 
  Area 3D-14, above). The room itself is filled with the various odds and 
  ends of an armory. Bits and pieces of armor, parts of weapons and the like 
  litter the room in a haphazard manner. Characters searching through the 
  debris can find 1d6 serviceable bowstrings, 4d4 arrows, 1d3 short swords, 
  and 1d6 other assorted serviceable weapons. 
  The door to Area 3D-16 is locked and trapped with a poison needle 
  trap (save at +1 or die). The door’s lock is stout, and has a –15% penalty 
  to Tasks checks to open it. 
  Area 3D-16: Odd-itorium
  This small, 10ft by 15ft room is filled with various items arranged on 
  floor to ceiling shelves. Several taxidermied rats, snakes, and other small 
  animals line the shelves, and one of the larger varmints has a luckstone 
  installed as an eyeball. The entire bottom shelf of the northern wall is home 
  to 8 dusty left boots. These are actually boots of tromping (Appendix), 
  and still retain their magical abilities. An additional eye-catching item 
  is a beautiful ebony and mother-of-pearl chessboard (all the pieces are 
  missing; worth 130gp). Many of the other items in the room are mundane, 
  if not oddly collectable. The party could gather up 150lbs of items and 
  sell them in a medium-sized city for 1500gp, if they had a week in town.
  Area 3D-17: 
  Miscellaneous Equipment 
  This room is filled with old, but most of the inventory is fully functional 
  equipment. There are barrels full of rations (long since spoiled), crates of 
  other foodstuffs (also spoiled), and two small kegs of wine (now vinegar). 
  There are 2 large boxes full of random cloaks, robes, boots, belts and 
  assorted clothing (enough for 6+1d6 man-sized people), 1d6 of each 
  of the following items: empty large sacks, shovels, 10ft poles, tents, 
  hammers, and grappling hooks. There are 10d10 spikes, 5d6 torches, 1d4 
  silver mirrors, 1d6 grappling hooks, and a large pile of rope coiled up in 
  a corner. The rope is, of course, a rope golem, and attacks when the party 
  least expects it.
  Rope Golem: HD 5; HP 27; AC 7 [12]; Atk 2 slams (2d6); 
  Move 6; Save 3; AL N; CL/XP 13/2300; Special: immune to 
  magic, strangulation, vulnerable to fire. (The Tome of Horrors 
  Complete 296)
  Area 3D-18: Bubbles!
  This smooth-tiled room has extremely bright illumination (any 
  creatures affected by light take an additional –1 penalty), and has no 
  sharp angles. The entire room looks to have been created from some 
  mad non-Euclidian geometry, with warping, undulating walls and 
  ceiling, like a large jellyfish left pulsing on a shore. Floating in the air, 
  
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  Part 6  - Level 3D: The Tunnels of Terror
  along the ceiling and bumping into the walls, are 12 spherical shapes 
  with a chitinous-looking shell. What these are is difficult to determine, 
  the ambient light casting a glare that makes looking at the spheres so 
  close to the walls almost painful.
  If the party approaches for a more careful examination of the spheres, 
  they notice that they are actually clear, much more like bubbles than 
  anything else. The chitinous appearance is the diffusion of the walls 
  coming through the bubble. In the center of the room, is a large sphere, 
  apparently made of white marble swirled with light greys and blues. 
  Touching this sphere revealsthe truth; a rather enraged air elemental, held 
  in a stasis field, is now free! The air elemental wastes no time in forming 
  a whirlwind that throws the 12 clear gas spores around the room. Each 
  person in the room must make a saving throw or be struck by a gas spore 
  as they spin and whirl about the chamber. The spores are not harmed by 
  bumping into the walls of the room (having no corners to impede them), 
  and the room acts as a focus to toss them about wildly. Each round a 
  character is in the room, there is a 2 in 6 chance they are struck by a spore 
  (no to-hit roll needed), with a resulting explosion. 
  There are 2 secret doors in the room, one in the north wall and another 
  to the south. The 15ft by 10ft chamber beyond the northern door is 
  accessed by sliding the secret door down into the floor. The room is filled 
  with a fine yellow sand. The sand is harmless, unless the air elemental 
  uses its whirlwind ability. If the door is down, and the elemental is freed, 
  the sand whips around the room scouring anyone with exposed flesh; only 
  metallic armors are protection against the sand-blasting. Any character in 
  non-metallic or non-magical armor are blasted for 1d6 points of damage 
  per round they stay in the room with the active elemental. The door to this 
  northern room stays in its recessed state for 1 hour. 
  The southern secret door is locked, and sealed with wax. Opening 
  the secret door reveals a floor entirely covered with smoldering, burnt 
  material, kept hot by some unseen source. The heat wave opening the door 
  is incredible. If the air elemental is active when the door to the southern 
  room is open, it creates a backdraft situation; any characters in the western 
  half of the room are blasted with fire as the smoldering embers burst to 
  life. Each characters takes 8d6 points of damage, and any flammable items 
  are instantly engulfed.
  Gas Spores (12): HD 1d4 hp; AC 9[10]; Atk touch (disease); 
  Move 0 (fly 3); Save 18; AL N; CL/XP 4/120; Special: attacks as 
  3HD monster, causes disease, explodes. (Monstrosities 187)
  Air Elemental (8HD): HP 47; AC 2[17]; Atk strike (2d8); Move 0 
  (fly 36); Save 8; AL N; CL/XP 9/1100; Special: whirlwind.
  Treasure: Buried under the sand in the northern room is a small pirate’s 
  chest. It is locked, and trapped with a poison needle trap (save at +1 or 
  die). In the chest are a decanter of endless water, a potion of flying, a scroll 
  of protection from undead, a ring of fire resistance, and a set of skeleton-
  headed keys that open all the locked doors on Level 3 (both sections). 
  Area 3D-19: The Lesser Servitors
  This T-shaped chamber reeks of filth and decay. There are 6 caskets 
  in differing states for disrepair. It looks like the entire room has been 
  ransacked, complete with the molested corpses strewn about the room. 
  However, 3 of the bodies (actually wights) lurch up and stalk towards 
  the party.
  Wights (3): HD 3; HP 12, 10, 7; AC 5[14]; Atk claw (1hp plus 
  level drain); Move 9; Save 14; AL C; CL/XP 6/400; Special: +1 
  or silver weapons needed to hit, drain 1 level with hit.
  Treasure: Thrown about the room are several excellent weapons. A 
  +1 dagger is embedded in one of the caskets; a silver-encrusted heavy 
  mace is thrown back by the southern door (besides its value as a weapon, 
  it could fetch 250gp in a market); a +1 shortbow is laying on the floor in 
  the eastern wing of the chamber (it is without a bowstring however); and a 
  +1 silver flail is in the center of the room, under some debris (secret doors 
  check to notice the item).
  Area 3D-20: The Tragedy
  This room was initially designed to be a receiving room for the nobility 
  of Orcus. No gaudy accouterment has been spared; the walls are coated in 
  gold flake, the 40ft ceiling is tiled in white marble, a soft but pleasant light 
  emanating from some unknown source. Various tapestries hang along the 
  walls, depicting great glories of Orcus; the demon-lord battling a giant, 
  two-headed ape-like thing with tentacles; thousands of undead trudging 
  through a fertile valley, only to have it wither at their passing; scores of 
  vampires devouring an entire city’s population; and one large landscape 
  shows an entire legion of undead, laying siege to a metropolis. In all the 
  tapestries, save one, Orcus is reigning supreme. The one odd tapestry our 
  shows a triad of vampires stalking and intimidating a fair maiden, her fate 
  all but sealed. If the party has encountered the feral vampires in Area 3D-
  24, the clothing of the figures in the tapestry is strikingly similar to the 
  interred. Each of the tapestries is quite well done, and could command as 
  much as 1200gp each (there are 16 tapestries in total) if a collector of the 
  macabre could be found. Any Lawful church would grant the party 250gp 
  for each tapestry, just to burn the foul items.
  Shuffling along the perimeter of the rooms, robed figures appear as 
  if they are admiring the tapestries, oblivious to the party. They do not 
  react to the party unless attacked, in which case they all fly into a horrible 
  frenzy and rush the characters. These are 12 brain-eating zombies, and 
  they are drawn immediately to spell-casters in the party.
  Along the southern wall, in a mundane but comfortable chair, flanked 
  by two doors, sits the Warden of the Dead, a former ranger and hero who 
  chose to be infected with vampirism to ensure the feral vampires in Area 
  3D-24 are never released from their prison. He holds a spear in one hand, 
  and has a short sword in a scabbard at his hip. After a few moments, he 
  rises and banters with the party. If talk turns to the brothers interred at 
  Area 3D-24, he immediately flies into a rage and attacks the party.
  Brain-eating Zombies (12): HD 3; HP 20x2, 11, 17, 13x2, 12x2, 
  18, 9, 20, 15; AC 8 [11]; Atk strike (1d8); Move 6; Save 14; AL 
  C; CL/XP 5/240; Special: absorbs spells. (Monstrosities 530)
  Kenard, Vampire (9HD): HP 59; AC 2[17]; Atk hateful spear 
  (1d8+1) or spiteful spike (1d6+1) or bite (1d10 plus level 
  
  86
  Rappan Athuk: Expansions
  drain); Move 12 (fly 18); Save 6; AL C; CL/XP 12/2000; 
  Special: +1 or better weapon to hit, charm gaze, drain 
  2 levels with hit, gaseous form, no coffin*, regenerate (3/
  round), shapeshift, summon rats or wolves.
  Equipment: hateful spear (Appendix), spiteful spike 
  (Appendix), locket (worth 50gp, contains scrap of 
  cloth from a dress).
  *Note: As Kenard was not created like a normal vampire, he has no 
  coffin. If he is reduced to 0hp, he is destroyed. 
  Treasure: The tapestries (listed above). The gold flake could be scrapped 
  from the walls, and in 4d4 hours 50lbs could be gathered (worth 1500gp). 
  Area 3D-21: Reflection Room
  A semi-circular 20ft by 25ft room, this was used as a reflection and 
  meditation room by the original clergy. Abhorrent murals cover the walls, 
  and a small shrine to Orcus is along the western curvature of the wall. 
  Hidden under the shrine in a secret compartment (roll a secret doors check 
  to discover), is a map of Levels 2 and 3 of this complex. These would be 
  quite valuable to a collector, as well as their intrinsic use to the party. They 
  would command 300gp to a cartographer or collector on the surface.
  Area 3D-22: Unused Space
  This room, identical to 3D-21, is filled with broken tiles, normal stone-
  working tools, and a few benches and tables at one time suitable for 
  construction work. They have fallen to disrepair and rot, and break with 
  any strenuous use.
  Area 3D-23: Fractured Cavern
  The original purpose of this cavern is lost to time. The northern wall 
  is carved and partially covered with cut stone tile, but the other walls 
  and ceiling are still rough natural stone. Whatever caused the stoppage 
  of work here is unknown, but the fractured stone has fissure all through 
  it ranging from a few inches to a few feet in width. Mundane insects, rats 
  and other vermin occasionally crawl through the miles of underground 
  fissures and end up in this room. Lurking in one of the larger fissures are 3 
  carrion claws, ravenous as they have been here a while and cannot figure 
  out how to get back to their nest. They attack immediately.
  Carrion Claws (3): HD 6; HP 24, 33, 27; AC 7[12]; Atk 6 claws 
  (1d6 plus grab), bite (1d4 plus paralysis); Move 15; Save 
  11; AL N; CL/XP 8/800; Special: darkvision 60ft, paralysis, 
  vulnerable to magical light. (The Tome of Horrors 4 30)
  Area 3D-24: Dead Garden
  Starting along the southern hallway leading to this room (from Area 
  3D-14), the walls and ceiling are covered in mirrored tiles. The mirrors 
  cover the 70ft east-west hallway, and turn north to cover the remaining 
  25ft to a portcullis covered in strings and cloves of garlic, similar to Area 
  3D-13. The portcullis itself is extremely sturdy (requires 2 bend bars/
  lift gates rolls to raise), and remarkably, the garlic is still fresh (if quite 
  overpowering). Beyond the portcullis the 70ft diameter cylindrical room 
  has a domed ceiling starting 30ft up the walls and arching to a 50ft peak at 
  the center. A ramp descends from the portcullis opening, descending 35ft 
  to the cluttered floor below. The floor is covered in desiccated and dried 
  flowers, their original type nearly indistinguishable. A druid or ranger 
  can tell these were once fuchsia, honeysuckle, sage, and bottlebrush, 
  long since their prime. Bushels of the dried flowers are strewn around the 
  room, piled heavily at points directly north, east and west of the landing 
  dais. Above, a strange, light humming can be heard from the dome ceiling, 
  The Tale of 
  Three Boorish Brothers
  In an abbreviated version of a long and tragic tale, the 3 feral 
  vampires were brothers in life; terrible and loathsome louts that beat 
  and stole from any who were weaker than them. One day, Judith, a 
  fair and frail maiden, was travelling to meet her betrothed, Kenard, 
  a ranger and protector of Good Hope Forest (as it was called, long 
  ago by the local woodsman). She never made it, as she was set upon 
  by the foul brothers. Rather than have a shred of kindness, and just 
  kill her quickly, the brothers made sport of her torment. Eventually, 
  Kenard discovered the abduction, and he raced to save his future 
  bride, but when he found the trio of brutes and his love, it was far too 
  late to save Judith. Unable to control his monumental rage, Kenard 
  took spear and short sword to the brothers, unleashing all his hate and 
  fury. So powerful was his retribution, the forest itself was shocked and 
  outraged by the display. Kenard took days to dispatch the brothers, 
  and in that time a powerful forest spirit, Aspen, came to the site. “This 
  cannot go unpunished, Kenard. You are a good and lawful man. You 
  did the wrong thing. You must atone for your own sins.” And with 
  that, the brothers rose, staggered about, and were cursed as vampires. 
  Judith, with her last few breaths, smiled to Kenard and said, 
  “You know Aspen to be true. Stop this hateful action, Protect. It is 
  what you do.” “I will protect, Lady Judith. I will protect the land 
  from such beings as those.” 
  The brothers looked to each other, and fell upon the pair, their 
  newfound bloodlust too overpowering to be ignored. As the pair 
  fell to the foul vampires, Kenard’s will kept him “alive” in a sense. 
  He too rose as a vampire, able to overpower the brothers. After 
  another titanic battle, Kenard subdued the brothers, and brought 
  them to this temple during its construction. Forging a deal with the 
  Orcusites, Kenard was allowed to inter the brothers in oubliettes 
  designed specifically to contain vampires, as long as he stayed 
  as a guardian of the entire dungeon level. And to this day, he has 
  honored his promise to protect the outside world.
  
  87
  Part 6  - Level 3D: The Tunnels of Terror
  with small darting shapes flitting to and fro in the distance.
  The darting shapes are undead hummingbirds, a wicked and terrible 
  creation. While not innately deadly on their own, there are several of the 
  little pests in the dome (more than 2 dozen), and they attack creatures 
  moving through the dried flower “garden” below. 
   
  Undead Hummingbirds (30): HD 1d4hp; HP 1 each; AC 3[16]; 
  Atk 1 beak (1 plus bleeding); Move 1 (Fly 36); Save 18; AL 
  N; CL/XP B/10; Special: attack as a 3HD creature, bleeding 
  (1 point of damage per round until magically healed). 
  (Appendix)
  Tactics: The hummingbirds attack en masse, 2d6 of them attacking 
  every round (spread out the attacks to all available targets in the room), 
  and each of them striking for only a single point of damage. However, due 
  to the nearly petrified beaks they possess, each of the wounds continues to 
  bleed, only stopping from magical healing. 
  The 3 large piles of flowers cover convex iron vault-doors, firmly 
  set into the stone floor. A large dial, looking much like a ship’s steering 
  wheel, is affixed to the doors. The dial is a trap, and any attempts to turn 
  it results in a powerful shock (4d6 points of electrical damage). The 
  doors can only be opened if 50hp worth of blood is poured upon the 
  floor. The hummingbirds can do the job, potentially, in a few rounds. 
  Once 50hp worth of blood falls to the ground, each of the 3 doors opens 
  with a pressurized hiss. If a character lifts the door, they see what looks 
  like a 3ft diameter well, stretching to an indeterminate depth (it’s very 
  dark, and is 200ft deep). Two rounds after the seal is broken, or if the 
  party lowers themselves down the well, they are momentarily enveloped 
  in a sickening, cloying miasma. The mist moves to the ground floor, 
  where it coalesces into a brutish, pale humanoid shape. With a guttural 
  roar of hate and starvation, the feral vampire, long imprisoned in the 
  oubliette, attacks! 
  Feral Vampire Spawn (3): HD 9; HP 50, 32, 40; AC 4[15]; Atk 
  bite (2d8 plus level drain); Move 12; Save 6; AL C; CL/XP 
  11/1700; Special: darkvision 60 ft., gaseous form, regenerate 
  2 hp/round, resists cold and electricity, vampire weaknesses. 
  (The Tome of Horrors 4 228)
  Tactics: Very straightforward. Kill the party. Since it is unlikely the 
  party surrounds all 3 vault doors initially, 1 or 2 of the vampires may 
  sustain their gaseous form to move into position for a surprise attack. They 
  are not tacticians, and will make bold, straight-ahead attacks at whomever 
  is the closest target. All they wish to do is feed after their internment. 
  Treasure:  At the bottom of the northern well, there is a small, golden 
  locket. The item itself seems to be nothing more than a trinket, perhaps 
  worth 25gp in a market in civilized lands. However, the item is actually an 
  amulet of demon control, and quite powerful.
  Area 3D-25: Trapped Room
  The entrance door to this room, in the eastern wall, is locked and 
  trapped. If a key is not used to open the door, all the mechanical traps 
  in Areas 3D-25–27 are armed at once. The entrance door has a scything 
  blade that springs from the door jam, slicing anyone who walks through 
  the doorway for 3d6 points of damage (save for half). The floor is covered 
  with a fine, pale dust. This dust is mildly toxic; if it is not removed with 
  alcohol (one wineskin per man-sized creature), anyone coated with the 
  dust loses 1hp per hour. While this does not seem like an immediate 
  problem, the dust also minimizes magical healing of any kind, and negates 
  regeneration. Any time a healing spell or potion is used, the minimum 
  amount of healing possible is gained.
  The door to Area 3D-26 is also locked and trapped. If the lock is not 
  bypassed with a key, a spray of acid covers everyone directly in front of 
  the door (up to 10ft from the door). The acid does 2d6 points of damage 
  immediately and 1d6 points of damage for 1d4 rounds, and can only be 
  removed with a salt scrub. Water or alcohol intensifies the effect, doubling 
  the damage for the remaining rounds.
  Area 3D-26: Trapped Room
  The entrance door to this room is locked and trapped (see Area 3D-25 
  for a description of the trap). Once the door to this room is opened (if it is 
  opened without a key), the party hears a low humming sound coming from 
  the western wall. Buried behind the stone wall are very large and powerful 
  magnets that draw anyone in metal armor towards the wall at incredible 
  velocity (just as if they were falling; characters in metal armor “fall” 30ft 
  to the western wall, suffering 3d6 points of damage). One round after a 
  character impacts the wall, the magnets shut down, and similar magnets 
  behind the eastern wall activate, slamming characters into that wall as 
  well (for an additional 3d6 points of damage. This continues as long as 
  the door in the northwest wall is open, and the magnets de-activate if that 
  door is closed.
  The door in the northern wall (leading to Area 3D-27), is locked and 
  trapped. Runes cover the door, and any magic-user over 5th level will 
  be able to tell the door is protected by a symbol of discord. If the door is 
  opened, even with the key, the symbol is activated. The way to bypass the 
  trap is to use dimension door, passwall, phase door, teleport, or similar 
  types of magic to avoid the door entirely.
  Area 3D-27: Treasure Vault
  The southern door to this room is locked and trapped (see Area 3D-26 
  for a description). Inside is the wealth of the Orcusites, up to this point. In 
  this 30ft by 40ft room are boxes, chests, and shelves filled with a mix of 
  historical items and accumulated wealth. The items include:
  • A flat, rectangular wooden box (worth 2gp), which is closed with a 
  hasp but not locked. Inside, the box is lined with green velvet and contains 
  a set of steel cutlery with knives, forks, spoons and serving spoons, six 
  of each. The handles are inlaid with mother of pearl and the blades of 
  the knives bear the hallmark of a well-known royal family (Referee to 
  determine family; worth 300gp). Tucked into one side of the box is a green 
  leather bag (worth 2gp) and inside it is a silver pot of ink. The ink is still 
  usable and the pot is inscribed with images of fern leaves (worth 75gp). 
  • A tiny set of weighing scales made from brass and suitable for 
  measuring the weights of spices (worth 25gp). 
  • A box made from walnut wood with a tiny statue of a fairy on top. 
  (This is a music box, and the statue rotates as the clockwork mechanism 
  plays a pretty tune; worth 100gp).
  • A cloak of heavy brown leather (worth 50gp) lined with wool, the 
  collar and edges are trimmed in fox fur. It can be worn by almost any 
  human, though it fits only middle-sized ones well. 
  • A well-crafted dagger (worth 115gp) with a deep green gem (spinel) 
  in the pommel, housed in a brown leather sheath (worth 2gp). 
  • A sleek highly polished wood box (teak or other expensive wood, 
  worth 50gp). Inside, carefully packed, are four crystal glasses decorated 
  with silver vines (worth 25gp each). Under those are two bolts of cloth, 
  one fine yellow wool (10 yards, worth 20gp) the other white silk (8 yards, 
  worth 80gp). Set along the edge is a short green-glazed jar with a broad 
  mouth, lid closed and sealed with wax (worth 5sp). It is half-filled with 
  honey, mostly crystallized (1 pound, worth 2sp). A plate, larger than a 
  man’s spread hand and apparently made of pure gold, lies on its side 
  behind the jar. It is very thin and so also light (worth 45gp). Also along 
  the wooden bottom of the chest is an empty green-enameled bottle (worth 
  2gp), a toy dog carved of wood (cute but crude, worth 5cp) and a sack of 
  coins (26gp, 74sp, 119cp). 
  • An enormous wooden chest banded with black iron (worth 7gp). The 
  chest is covered in deep cuts, as if from sword and axe blows, and it is 
  held shut by a single broken lock. The lid opens with a theatrical creak, 
  revealing six shields, each of which sits in its own wooden frame (worth 
  20gp each). The shields are painted alike, with the design of a stag over 
  four quadrants: blue, white, black and dark gray. They are all pristine 
  save one, which has a single large dent in its face. Tucked in among the 
  shields are eight daggers in green leather sheaths (worth 2gp each), two 
  heavy maces with wire-wrapped grips (worth 12 gp each), a warhammer 
  with its striking surface shaped like a bear’s head (worth 22gp) and an 
  exceptionally fine longsword (worth 815gp). The sword’s blade is slightly 
  
  88
  Rappan Athuk: Expansions
  longer than normal, and features carvings on both sides. On one side are 
  the faces of a long line of dwarven kings with the eldest near the pommel; 
  there is room for a few more faces at the far end of the blade. On the 
  other side is a beautifully depicted mountain range over which hangs a 
  line of heavy rain clouds. A chunk of amber the size of a grape is set into 
  the sword’s pommel, and the heartwood grip is inlaid with thin lines of 
  silver. A perfect tourmaline is set into each end of the crossguard, which is 
  shaped like a pair of stout spears pointing outwards. 
  • A fine mahogany box about the size of a large pot with silver fastenings 
  (worth 30gp). Inside, a silver chain and circlet lie on a bed of gold and 
  platinum coins. The circlet is decorated with gold wire intertwined in a 
  flowing pattern and emphasizing the four blue and three lavender stones 
  decorating it (blue quartz and amethyst; worth 475gp). The silver chain 
  supports a dangling centerpiece of seven silver circles of various sizes. 
  The two smallest circles attach to the chain, and are set at either end of a 
  row of slightly larger silver circles, each with a stone in the center — one 
  black, one blue and one purple. Below those are two larger silver circles, 
  one holding a nearly flat piece of green stone, the other a dark grey oval 
  stone (onyx, blue quartz, amethyst, green turquoise and hematite; worth 
  350gp). 
  • A pouch, which contains more than a dozen beautiful stones. There 
  is one deep purple stone (alexandrite, worth 480gp), a very fine sparkling 
  blue gem (sapphire, worth 1,200gp), five pieces of clear, pale green 
  (chrysoberyl, worth 120gp each), and six pieces of gleaming black onyx 
  (worth 70gp each). In the bottom are a couple hundred coins (130pp, 
  145gp). 
  • Various mundane items that could be gathered and sold to a collector 
  of antiquities, valued at 3500gp, and weighing 500lbs.
  These treasures are taken from the Necromancer Games product The 
  Mother of All Treasure Tables.
  
  89
  Author’s Note
  Rappan Athuk contains several powerful undead who’ve not let death 
  slow them down. Here we look at four evildoers and their pet dragon who, 
  realizing their deaths were not far off, built themselves a place to really 
  make the most of their unlives.
  Fights on this level can vary wildly with just the normal occupants in 
  each room, not counting four villains that can move around at will. Quick 
  wit and clever thinking by the party is required for victory here.
  This module can slot into Rappan Athuk as the Referee desires, but a 
  suggested placement would be adjoining “Banth’s Lair” on Level 5 of 
  Rappan Athuk, connecting to one of the northeast rooms.
  Introduction
  Not many years after the Righteous March met their demise in Rappan 
  Athuk, a band of malign adventurers was nearing the end of their days. Al-
  though they had a good run, the group was getting on in years and looking 
  to retire. When news of the Dungeon of Graves reached them, it seemed 
  like the perfect place to build a hideout for themselves. 
  The four villains — Davith, Tabitha, Vallis and Kenneth — worked 
  together to build a play area designed to lure unsuspecting souls to their 
  deaths. With a squad of undead on hand to keep the place clean and in 
  good repair, they performed dark rituals to allow themselves to become 
  ghost-like creatures while retaining their memories and free will.
  Like most dungeon levels, the tomb is full of odd sights, sounds and 
  smells that range from the reek of fresh blood to the uncomfortable smell 
  of rust, oil and decaying machinery. The level is also awash with sounds 
  and is very alive — or at least undead. Behind the scenes, an army of 
  zombies and skeletons reset traps and reload poisonous canisters. There 
  are no accidents of design here, only calculated malice.
  The tomb lies mostly undisturbed, a shrine to the villains’ egos. Can 
  the forces of good overcome this twisted place or will they end up only 
  entertaining the tomb’s ghostly inhabitants?
  The Shades
  The four shades that haunt the level are the spirits of the adventurers 
  who built this place. While comparable to ghosts, these undead creatures 
  are something new, a result of living creatures willingly sacrificing them-
  selves as part of a ritual to rise again as intelligent undead. They can switch 
  between a corporeal form capable of acting normally and a ghostly form 
  that can pass through walls and is difficult to damage. In their corporeal 
  form, a shade looks like a living person, with one difference: They have 
  no eyes. Anyone looking a shade in the face can see straight through to 
  the back of its head. When they open their mouths, their hollow nature is 
  likewise revealed. Although their skin is a perfect copy of how it appeared 
  in life, they are just empty apparitions. In their ghostly form, they appear 
  as a smoky mass of muscle, flesh and organs. In this form, their eyes glow 
  like emeralds, as if lit by some disturbing inner light.
  The shades also carry equipment that shifts from solid to incorporeal 
  Part 7
  Level 6B:
  The Dead Bury The Dead
  Shade
  Hit Dice: 8
  Armor Class: 8[11], by armor, or incorporeal 2[17]
  Attacks: 2 claws (1d6) or by weapon
  Saving Throw: 8
  Special: immortality, incorporeal, materialize, recall 
  weapons
  Move: 12 (fly 24)
  Alignment: Chaos
  Number Encountered: 1, 2 or 1d4+2
  Challenge Level: 9/1100
  A shade is an undead creature that rises when a living creature 
  willingly sacrifices itself in a ritual to Orcus. The shade appears 
  as it did in life, but has hollow spaces where its eyes should be. In 
  fact, the shade is little more than a hollow husk of skin resembling 
  its previous form. 
  A shade can switch between its corporeal and incorporeal forms 
  in one round. In its ghostly form, it appears as a smoky mass of 
  muscle, flesh and organs. In this form, its eyes glow like emeralds, 
  as if lit by some disturbing inner light. An incorporeal shade gains 
  the ability to fly.
  Shades retain any abilities they had in life (such as spellcasting 
  abilities or thief skills), although they can no longer advance in 
  levels. A shade can also use any weapon or item buried with its 
  body. It can summon and dismiss these items in a round. If the 
  items are removed from the shade’s tomb, the shade no longer has 
  access to that item until it is returned to the tomb. If the shade is 
  separated from any shadow weapon it carries, the item vanishes in 
  a puff of smoke.
  Shades are immortal. When one is destroyed, its essence 
  instantly returns to an object (such as a gem or reliquary) that is 
  designated during the ritual.
  Shade: HD 8; AC 8[11], by armor, or incorporeal 
  2[17]; Atk 2 claws (1d6) or by weapon; Move 12 (fly 
  24); Save 8; AL C; CL/XP 9/1100; Special: immortality, 
  incorporeal, materialize, recall weapons. 
  
  90
  Rappan Athuk: Expansions
  
  91
  Part 7  - Level 6B: The Dead Burty the Dead
  along with its owner. This equipment is itself the shade of the weapons, 
  armor and other gear with which the shade was entombed. The gear there-
  fore is not real, only an expression of the real objects in the tomb, similar 
  to illusions. As a result, if any gear is separated from the shade for more 
  than a round, it disappears into nothingness (including ammunition and 
  thrown weapons). A shade can recall any of its lost gear with ease, making 
  it difficult to disarm.
  If the tomb is broken into and the original gear taken, the shade loses its 
  connection with it and no longer possesses a shadowy copy, nor can the 
  shade recall it. A shade who has its tomb plundered is greatly weakened 
  and much less effective in combat. It regains the use of the gear if the 
  items are returned to the tomb.
  If a shade is slain, Kallinstraids, the bone dragon and servitor of the 
  shades, restores their forms, a process that takes one minute. The shades 
  are restored with all their memories, prepared spells and abilities ready for 
  use (treat them as if they had just rested for eight hours). The shades are 
  therefore impossible to get rid of until Kallinstraids is dead and constantly 
  harry the party.
  The shades rarely speak, opting instead to fight mostly in silence. They 
  refuse to be drawn into idle conversation. They do not trouble the charac-
  ters too often, preferring to let their network of elaborate traps do most of 
  the work for them.
  In the centuries they’ve spent as undead, their humanity has mostly 
  evaporated. Some optional content is included for insightful parties that 
  reach out to the shades and manage to make a deal with them. If the Refer-
  ee allows this, it should be very difficult, and certainly not without its own 
  problems. The four shades are mean, spiteful and cruel in a way that has 
  nothing to do with being undead; they’re just terrible people.
  The shades in this adventure appear to be toward the end of middle age. 
  Each shade has also developed special abilities based on their lives that 
  they can use at will. These abilities are noted below. The shades are:
  Tabitha Mirrax, Shade: HD 8; HP 52; AC 7[12] or incorporeal 
  2[17]; Atk 2 short swords (1d6) or +1 light crossbow (1d4+2); 
  Move 12 (fly 24); Save 8; AL C; CL/XP 9/1100; Special: +1 to 
  hit with 2 weapons, +2 save bonus vs. traps and magical 
  devices, backstab (x3), immortality, materialize, read 
  languages, recall equipment, shadow equipment, Tabitha’s 
  hush*, thieving skills.
  Thieving Skills: Climb 92%, Tasks/Traps 50%, Hear 5 in 6, 
  Hide 55%, Silent 60%, Locks 55%.
  Equipment: leather armor, cloak of elvenkind, 2 short 
  swords, +1 light crossbow, quiver, 20 bolts, thieves’ 
  tools.
  *Tabitha’s Hush: As a shade, she has learned to materialize subtly, af-
  fording her the surprise attacks she relishes. Tabitha can make a Silent or 
  Hide check when she materializes to not be noticed.
  Tabitha was a short elf, under 5ft 2 inches tall, with a penchant for 
  cruelty. As a young maiden, she spent many happy days in the forest of 
  her home catching wildlife in elaborate snares and spent hours or even 
  days watching them slowly die. Eventually, she was caught in the act and 
  quietly exiled. She lived as a thief and petty assassin until meeting Davith 
  aboard a boat, which changed the course of her life. For the first time in 
  her long life, the elf lass, famous for slowly cutting her victims with long 
  knives, felt love blossom in her heart. While too emotionally damaged to 
  pursue him in life, in undeath they have a comfortable companionship.
  If Tabitha is destroyed, her essence instantly returns to Kallinstraids 
  (see Area 6B-25)
  Tactics: Materialize, hide, sneak attack with her crossbows, demateri-
  alize. Tabitha is just a menace. She works very hard to keep herself out of 
  the line of fire. If she gets the drop on her targets, she tries to take out the 
  toughest member then vanishes. If she is not noticed, she studies her prey 
  to learn their weaknesses.
  Davith, Half-Orc Shade Warrior of Orcus: HD 8; HP 58; AC 
  1[18] or incorporeal 2[17]; Atk +1 spear (1d6+3) or spear 
  (1d6+2); Move 12 (fly 24); Save 8; AL C; CL/XP 9/1100; 
  Special: –1[+1] dexterity AC bonus, +1 to hit missile bonus, 
  +2 to hit and damage strength bonus, +2 damage strength 
  bonus, Davith’s pain*, immortality, incorporeal, materialize, 
  recall weapons, shadow equipment (Appendix).
  Equipment: +2 plate mail, gauntlets of swimming and 
  climbing, +1 spear, 2 spears.
  *Davith’s Pain: Davith can opt to make a melee attack against him-
  self with any weapon he’s holding. All living creatures within 30ft take 
  damage equal to the amount Davith inflicts on himself unless they may a 
  saving throw for half damage.
  Davith was a simple half-orc captain of a slave ship, which allowed 
  him to engage in his dual passions of sailing and hitting people. He might 
  have continued in this vocation forever if he hadn’t made a drunken bet 
  with Vallis that he would make a better mercenary than her. After the thrill 
  of battle, slave-trading became too dull, and he reluctantly joined up with 
  Vallis in search of excitement, taking little notice of the wide-eyed Tabitha 
  that got swept along with them. As the years went on, Davith’s desire to 
  inflict pain on anything and anyone steadily grew, to the point where as a 
  shade he can injure himself to hurt those around him.
  If Davith is destroyed, his essence instantly returns to Kallinstraids (see 
  Area 6B-25)
  Tactics: Davith loves to throw his spears and use his recall ability to get 
  them back, ready to be thrown again. He enjoys his immortality and fights 
  until destroyed, making no effort to protect himself if it means forgoing an 
  attack. If his tomb is raided or he is surrounded, he falls back on his pain 
  attack, even if it means bludgeoning himself with a loose rock.
  Vallis Blacklocke, Shade: HD 8; HP 47; AC –1[20] or 
  incorporeal 2[17]; Atk +1 heavy mace (1d6+1); Move 12 
  (fly 24); Save 8; AL C; CL/XP 9/1100; Special: +2 save versus 
  paralyzation and poison, control undead, death touch—1/
  day (roll 3d6: if total equals or exceeds target’s current 
  hit points, it dies; save avoids), immortality, incorporeal, 
  materialize, recall weapons, spells (2/2/2/2/2), Vallis’ touch*.
  Spells: 1st—cause light wounds (x2); 2nd—hold person, 
  silence 15ft radius; 3rd—cause disease (x2); 4th—
  cause serious wounds (x2); 5th—finger of death, insect 
  plague.
  Equipment: +1 plate mail, +1 shield, cloak of protection 
  +1, +1 heavy mace, silver unholy symbol of Orcus.
  *Vallis’ Touch: Vallis can attempt to touch a creature to deal 3d6 points 
  of negative energy damage (save for half). This attack heals undead crea-
  tures.
  Not all heroes are the good guys. Vallis was a human priestess of Bow-
  be but was excommunicated when her brothers and sisters realized she 
  loved glory and blood more than she loved following orders or assisting 
  her allies on the battlefield. Vallis took this in good stride, however, her 
  scarred face hiding a sunny disposition. After meeting Davith and Tabitha, 
  she went looking for a new religion, and was recruited by Kenneth, a local 
  hedge-wizard in the employ of Orcus. Vallis found fighting alongside the 
  undead to her liking, as her new allies did not complain when they were 
  wounded and appeared to listen attentively to her rousing speeches. For 
  such an inspiring, chipper woman, she has a lot of darkness inside her. As 
  a shade, her touch deals negative energy damage to her targets.
  If Vallis is destroyed, her essence instantly returns to Kallinstraids (see 
  Area 6B-25)
  Tactics: Vallis charges into the center of melee with no regard for her 
  safety. Vallis retains all her abilities as a cleric and can change what spells 
  she has prepared each day by spending 15 minutes in prayer at midnight. 
  If she is restored by Kallinstraids, her spells (and special abilities) are 
  restored, but she cannot alter her spell selection at that time.
  Kenneth, aka Lord Darkblade von Nightkill, Shade: HD 8; HP 
  42; AC 8[11] or incorporeal 2[17]; Atk 2 claws (1d6); Move 
  
  92
  Rappan Athuk: Expansions
  12 (fly 24); Save 8; AL C; CL/XP 9/1100; Special: immortality, 
  incorporeal, magical abilities, materialize, recall weapons, 
  spells (4/3/3/2).
  Magical Abilities: at will—bolt of ice (1d4 points of 
  damage; roll to hit).
  Spells: 1st—charm person, magic missile (x2), shield; 
  2nd—darkness 15ft radius, mirror image, web; 3rd—
  fireball, hold person, slow; 4th—fear (x2)
  Equipment: robes, ring of protection +1, ring of fire 
  resistance.
  *Kenneth’s Reserve: Kenneth can cast a bolt of ice that does 1d4 points 
  of damage if it hits its target. This magical ability can be cast even if Ken-
  neth loses his spellbook.
  At 4ft tall, Kenneth is tall for a halfling and has quite an impressive 
  beer gut. Kenneth doesn’t speak of his past much, but cauliflower ears 
  and a pattern of burns on his back tell their own story. At some point in 
  his life, he gathered enough power to terrorize entire villages, and began 
  calling himself Lord Darkblade Von Nightkill. He made a point of mur-
  dering anyone who dared address him otherwise, all the while gathering 
  more power. Kenneth, like many evil magic-users, turned to necromancy 
  as a way of discovering a path to immortality, which he eventually found. 
  While being a shade precludes one from enjoying some of the delights of 
  the living (such as alcohol) or from venturing far from his tomb, he finds 
  this new form to his liking. As a semi-immortal being, he is obsessed with 
  the fear that mortals display, especially their fear of dying.
  As a shade, he combines the power of his new form with his magical 
  knowledge to cast a bolt of ice at will.
  If Kenneth is destroyed, his essence instantly returns to Kallinstraids 
  (see Area 6B-25)
  Tactics: Kenneth is smart and should be played as such. In battle, he 
  positions himself strategically to avoid being destroyed.
  If his tomb is raided, he spends each combat doing all he can to slay the 
  person who took his spellbook.
  Kenneth retains all his power as a magic-user and may spend two 
  hours each day changing his spell selection. In addition to the spells listed 
  above, his spellbook contains: 1st—detect magic, sleep; 2nd—ESP, mir-
  ror image, strength; 3rd—dispel magic, fly, rope trick, suggestion; 4th—
  confusion, wall of fire.
  If restored by Kallinstraids, he regains all his prepared spells but cannot 
  alter his selection as part of the restoration process.
  Black Skeleton: HD 6; AC 4[15]; Atk short sword (1d6); Move 
  12; Save 11; AL N; CL/XP 6/400; Special: shriek. (The Tome of 
  Horrors Complete 493)
  Ghast: HD 4; AC 4[15]; Atk 2 claws (1d3), bite (1d6); Move 
  14; Save 13; AL C; CL/XP 5/240; Special: stench, paralyzing 
  touch. (Monstrosities 189)
  Skeleton: HD 1; AC 8[11]; Atk strike (1d6); Move 12; Save 17; 
  AL N; CL/XP 1/15; Special: none.
  Will-o’-Wisp (2): HD 9; HP 60, 55; AC –8[27]; Atk shock (2d6); 
  Move 18; Save 6; AL C; CL/XP 10/1,400; Special: change 
  appearance, lightning.
  Zombie: HD 2; AC 8[11]; Atk strike (1d8); Move 6; Save 16; AL 
  N; CL/XP 2/30; Special: immune to sleep and charm spells.
  Level 6B 
  Difficulty Level: 7–10
  Entrances: Passage from Rappan Athuk Level 5, Area 
  5
  Detections: A faint evil emanates from the entire level
  Shielding: Area 6B-16 is shielded. It is also protected 
  from all magical means of transport in or out.
  Standard Features: Unless otherwise noted, all doors 
  on this level are constructed from ironbound stone. 
  Wandering Monsters: Check once every 30 minutes 
  on 1d20. If a random encounter is rolled, it is likely led 
  by a shade if one is available. Roll 1d6 to determine if 
  a shade arrives. Conversely, if a shade feels the need 
  to assault the party or set up an ambush, roll 1d10 and 
  check the result on the Random Encounters Table. 
  Any encounter rolled appears along with the shade 
  and obeys its commands. 
   
  Shade Encounters
  Roll
  Result
  1
  Davith
  2
  Tabitha
  3
  Vallis
  4
  Kenneth
  5–6
  No Shade
  Random Encounters
  Roll
  Result
  1–2
  1d6 skeletons and 1d6 zombies as part of a 
  cleanup crew (see Area 6B-27)
  3–4
  2d4 ghasts who wandered in from elsewhere 
  in the dungeon
  5–6
  2 will-o’-wisps looking to feed on fear
  7–8  
  1d4 black skeletons 
  9–20
  No encounter
  Author’s Note
  Kenneth is something of a joke, a reference to the gross ego 
  of evil. Kenneth is not particularly powerful, no more so than his 
  fellows, and certainly not in the grand scheme of things. However, 
  considering his obsession with fear, it follows that he has sunk a 
  lot of effort into appearing more frightening than he really is. Ref-
  erees are encouraged to alter his name to fit the preferred mood of 
  their game, or to play up his delusions of grandeur into something 
  truly vile. Normally, halflings are not able to be magic-users in the 
  Swords & Wizardry rules. If this causes a problem for some Ref-
  erees, please just make Kenneth and extremely short, frail human. 
  This increases his latent feelings of inferiority!
  
  93
  Part 7  - Level 6B: The Dead Burty the Dead
  Entering the Dungeon
  Refer to the following room descriptions as characters move through 
  the dungeon.
  Area 6B-1: Entrance
  The passage slopes down sharply for a while, with the occasional stair 
  carved into especially steep sections. The stonework gradually gets clean-
  er and more consistent until the passage flattens out into a well-hewn cor-
  ridor
  Area 6B-2: Lobby
  This large room looks like it has seen slightly grander days. Burned-
  out torches adorn the walls, along with hooks designed to hold tapestries 
  stolen long ago. Three well-made doors branch at the end of the room, 
  hinting at grander things beyond.
  An inscription above the center door in slightly archaic script reads 
  “The floor was paved in gold so it may be painted in blood.”
  This poem is just Davith indulging in poetry, but serves as a vital hint 
  to Area 6B-26.
  Part of the southern wall has fallen down, and a nest of 4 giant scorpi-
  ons settled here. They feed off the occasional rat and goblin, although the 
  shades are quick to keep them away from the zombies. They are a good 
  disposal unit for any extra flesh the level generates.
  Shades: Vallis has a soft spot for the scorpions. She materializes and 
  engages the party if they attack the creatures.
  Giant Scorpions (4): HD 6; HP 33, 28x2, 26; AC 3[16]; Atk 2 
  pincers (1d10), sting (1d4 plus poison); Move 12; Save 11; AL 
  N; CL/XP 8/800; Special: lethal poison sting.
  Area 6B-3: Statue Room
  This room contains some stonework of careful carving yet questionable 
  taste. The walls and ceiling depict images of a ram-horned, bat-winged 
  demon in various flattering poses, such as sitting atop a pile of skulls or 
  tearing angels apart with his hands. 
  A pair of demons holds a long strip of cloth, on which the words “Bow 
  before your master and his agents” are carved in large letters.
  The main decorations in this room are four statues carved out of a 
  light-gray stone that shows detail well. The quality of the carving is in-
  credible, and someone has gone to a lot of effort to keep the statues clean 
  and undamaged.
  The first statue is a burly, musclebound human woman who stands 
  12ft tall. She is wearing a breastplate and carries a heavy mace and large 
  shield. Around her neck on a carefully carved chain is a holy symbol of 
  Orcus. The sculptor went to considerable lengths to emphasize her many 
  scars, including details such as her missing ear. Her expression is proud, 
  and she has a commanding presence.
  Carved into the base of her statue is the name “Vallis Blacklocke.”
  The next two statues are obviously carved from the same block. They 
  are posed back-to-back in a familiar manner. 
  The first is a half-orc standing 14ft tall, with a weather-worn face visi-
  ble under the raised visor of his plate mail. He carries a broad-head spear 
  and looks to be in the latter part of middle age. He has a ring on his finger 
  and, if the fine detail is noticed by climbing up and looking, one can see 
  that the sculptor engraved images of anchors, skulls and hearts on the ring.
  Carved into the base of the statue is the name “Davith.”
  The second statue is of an elven woman standing 9ft tall with the back 
  of her head resting below the half-orc’s shoulder blades. Two hand cross-
  bows are strapped to her back, and she holds a wicked-looking knife with 
  its pair hanging by her side. She looks excited and happy, and the sculptor 
  managed to capture her look of amused wonder. She also has a ring en-
  graved with hearts, daggers and skulls (again noticeable by climbing up 
  and looking).
  Carved into the base of the statue is the name “Tabitha Mirrax.”
  The last statue is not as tall as Davith’s, but is certainly the grandest. 
  No expense has been spared, and the quality and detail suggest magic is 
  
  94
  Rappan Athuk: Expansions
  a more likely tool of construction 
  than a sculptor’s chisel. The stat-
  ue is 12ft tall and depicts a small 
  man in the prime of life. He is 
  shirtless with a magnificent beard 
  and moustache that does not in 
  any way obscure the view of his 
  rippling abs. He wears a bandan-
  na and baggy pants and stands 
  atop a pile of skulls. In his left 
  hand, he carries a short staff; in 
  his right, he holds a book. 
  At the base of the statue is the 
  inscription 
  “Lord Darkblade Von 
  Nightkill.” Beneath that 
  is the instruction: “If you 
  think yourself worthy of 
  our treasure, lick the 
  boot of your betters.”
  Should anyone actually lick 
  the statues’ boots (or simply pour 
  water over them) an audible click 
  is heard as the secret door to 
  Area 6B-4 unlocks.
  Shades: 
  Not 
  surprisingly, 
  Kenneth watches over this room. 
  If he feels the party is being dis-
  respectful, he unlocks and opens 
  the door to Area 6B-5 and joins 
  in the resulting fight. He hopes 
  that combat or the contents of 
  Area 6B-5 distract intruders 
  from further vandalism.
  Area 6B–4: 
  Bootlicker
  This room contains many 
  thousands of coins and other bits 
  of treasure scattered on the floor 
  and walls. The room contains 
  1521cp, 2013sp, 112 gp, and 12 
  small gems (worth 100gp each). 
  Someone has gone to painstaking 
  effort to glue every coin and gem 
  to the floor. A nice iron crowbar is 
  helpfully glued to the wall. 
  A niche in the wall across from 
  the door holds an interesting de-
  vice: a cube of hardened glass 
  filled with water. A thin glass vial 
  of concentrated solvent (helpful-
  ly labeled) floats in the center. 
  The water in the cube is under 
  pressure, and it’s this pressure 
  that holds the vial closed. If the 
  pressure is increased in any way 
  (such as by smashing the glass), 
  the vial cracks and becomes use-
  less. If the pressure is lowered, 
  the vial opens and spills, spoiling 
  it. The stopper on the vial is held 
  
  95
  Part 7  - Level 6B: The Dead Burty the Dead
  in place with wire attached to one of the walls of the cube. Even slight mo-
  tion (such as that caused by draining the cube) pulls the stopper from the 
  vial, likewise ruining it. The cube is not glued down, and the vial contains 
  just enough solvent to recover all the treasure.
  The shades put the vial under glass here to befuddle adventurers. A thief 
  has a 15% chance of successfully snipping the wire holding the stopper 
  while keeping the solvent from becoming contaminated. Characters may 
  come up with other means to get at the vial; the Referee should judge 
  the creativeness of the attempt and decide if they succeed (or assign a 
  percentage chance).
  Shades: Kenneth and Davith find this room endlessly amusing. If the 
  party is having an easy time with this room, Kenneth unlocks the door to 
  Area 6B-5 and lets the golems cause trouble. Davith takes great delight 
  in materializing while someone is holding the cube (or about to apply 
  solvent) and throwing a spear at them.
  Area 6B-5: The Workshop
  This locked room is the residence of 2 wood golems of rather poor 
  quality. They normally engage the party when the door between this room 
  and Area 6B-3 is opened by a shade. They were made as a bit of a laugh 
  by everyone involved and have fewer hit points than a normal wood go-
  lem.
  This room doubles as the workshop storeroom for this level. Inside are 
  long wooden beams, iron in varying sizes and shapes (mostly scrap), and 
  a great number of old, rusting tools for woodworking and metalwork. The 
  building supplies weigh around 10,000 pounds and would sell for 500gp. 
  The tools weigh 100 pounds and are worth 50gp. 
  Near the back wall is a hidden trapdoor neatly disguised as a natural 
  part of the floor. If opened, it springs violently closed one minute later 
  with enough force to knock back anyone standing next to it (oddly, this 
  was installed as a safety feature). If a rope is lowered through the door, 
  the force of the trapdoor closing severs the rope. A shaft leads downward 
  to Area 6B-6.
  Wood Golem (shoddy) (2): HD 9; HP 30 hit points; AC 2[17]; 
  Atk 2 slams (2d6); Move 12; Save 6; AL N; CL/XP 10/1400; 
  Special: alarm, immunity to cold and electricity, double 
  damage from fire. (The Tome of Horrors Complete 300)
  Area 6B-6: Waste Disposal
  The area is dark and humid, and smells like an alchemist’s lab. This 
  is the waste disposal for the workshop upstairs. The room is 15ft deep 
  with the last 3ft filled with acid. The acid deals 1d6 points of damage to 
  anyone standing in it, and 3d6 points of damage to anyone swimming in 
  or submerged in it.
  This room is also home to Clarence, a rust monster that was Vallis’ pet. 
  It’s immune to the acid and lives off scraps thrown down by the zombie 
  workers. If it hears anyone entering the room, it hides and waits for a good 
  time to leap at them.
  Under the acid is a small stone grate that blocks a passage to Area 6B-
  12. The grate is hard to see. The passageway beyond is filled with acid. It 
  is a 550ft swim to Area 6B-12.
  Rust Monster (Clarence): HD 5; HP 34; AC 2[17]; Atk 2 
  antennae (0); Move 12; Save 12; AL N; CL/XP 5/240; Special: 
  cause rust, immune to acid. (Monstrosities 406)
  Area 6B-7: The Hall of Victories
  This room continues much in the same vein as Area 6B-3. The walls 
  are neatly carved into scenes of four adventurers traveling the lands, find-
  ing beautiful things and killing them. In some scenes they sail a pirate 
  
  96
  Rappan Athuk: Expansions
  ship, and in others they ride across the countryside on zombie warhorses. 
  A few battle scenes are depicted. These battles occurred roughly 50 years 
  before the fall of Tsar and firmly identify the party as champions of Orcus. 
  Six statues stand around the room, each carved with very little care 
  and then further defaced. Most are marked with deep gouges and hammer 
  blows, and some dry brown stains hint at further desecration.
  The statues have epitaphs carved into their bases, some of which are 
  still legible:
  • “Bofred, fool that he was”
  • “Saracek, zealousness requires loyalty”
  • “Carla, trust your friends less and yourself more”
  It is entirely possible that, in life, the shades that haunt this level were 
  responsible for slaying the heroes depicted here. The Referee can make 
  the shades appear more egotistical by adding more statues with less-likely 
  names, such as Zelkor or Naphrathoth. 
  A secret door against the west wall has been left open a tiny crack, giv-
  ing anyone a 1-in-6 chance to notice it even when they are not searching.
  Shades: Only Vallis keeps a constant eye on this room, although there 
  is a 25% chance any of the other shades is present (roll separately for each 
  shade). They do not react to much that goes on in this room, besides join-
  ing any fights. If Davith or Vallis is present and the party fails to notice 
  the secret door, they open it a little wider after the party leaves the room.
  Area 6B-8: The Uneven Floor
  The floor of this room is covered in 10-foot-square stone tiles. All of 
  the tiles are supported an inch off the floor, and some are raised an inch or 
  so higher. A gap exists beneath the tiles. The room is lit by a candelabra 
  hanging from the ceiling. The candles of the candelabra have long since 
  burned out, but the frame is enchanted with a permanent light spell that is 
  bright enough to illuminate most of the room and cast long shadows from 
  the uneven flooring.
  The candelabra are hollow and filled with a poisonous powder. On the 
  off chance that it is destroyed or knocked from the ceiling, everyone in the 
  room gets a lungful of poisonous fumes that deal 1d8 points of damage 
  (save resists). Of all the traps in the dungeon, this one is actually just an 
  honest mistake. If the “trap” is set off, it is never reset.
  This room contains a nest of 8 shadows that hide under the flooring. They 
  wait for living creatures to cross the room then hide in their shadows as they 
  pass. They emerge from any of the raised tiles (the shaded tiles on the map). 
  While under these tiles, they can easily move in the tiny gap between tile 
  and floor to slink between one raised tile and another with impunity.
  Tactics: The shadows concentrate at the tiles near where the party en-
  ters. One by one, they move from their hiding spots and attempt to hide 
  in the party member’s shadows. Once enough are in position or they are 
  detected, they attack quickly, prioritizing attacks on clerics and paladins. 
  They can hide in the gap between the tiles and the floor mid-combat to 
  frustrate their attackers and to reposition themselves.
  Shadows (8): HD 2+2; HP 11, 10, 8, 14, 7x3, 12; AC 7[12]; Atk 
  touch (1d4 plus strength drain); Move 12; Save 14; AL C; CL/
  XP 4/120; Special: +1 or better weapon to hit, drains 1 point 
  of strength with hit.
  Area 6B-9: The Glory of Orcus 
  (Yet Another Statue Room)
  This room follows the same style as the other statue rooms. The walls display 
  images of a ram-horned, bat-winged demon laying waste to cities and armies. 
  
  97
  Part 7  - Level 6B: The Dead Burty the Dead
  In the center of the room is a single, 16ft tall statue of the Demon Prince 
  of Undeath. Orcus is depicted sitting atop a throne of bones and skulls 
  held in place by long metal spikes. The stonework is of high quality, and 
  each and every skull is finely detailed down to the individual teeth.
  The Demon Prince himself is done well, smoothly carved from a single 
  block of stone, except for his eyes, which glitter with the radiance of two 
  huge red diamonds. 
  Lying face down on the floor is the body of an orc in armor. The body 
  looks fresh, and has a rune-covered longsword driven between its shoul-
  der blades. This is not an actual corpse but rather the shade of Davith. The 
  sword piercing his form is a Ghostbind sword (see Sidebox). If the sword 
  is removed, Davith flees the room. 
  The players receive no further information about the sword and must 
  infer its function.
  The statue is a trap, with the eyes as bait. If the eye-gems are handled 
  while the face is in shadow (generally someone climbing up and attempt-
  ing to pry out the gems), the trap goes off, firing a spring-loaded spike out 
  of the statue’s mouth that does 2d6 points of damage to anyone in front of 
  the opening. The statue has four such spikes, and resets after 1 round. If 
  it runs out of spikes, the trap is effectively useless and must be reloaded 
  by zombie workers.
  The gems are cheap (worth 10gp each on closer inspection).
  Shades: While Davith is impaled here, no shade comes into this room, 
  ironically making it quite safe. Tabitha and Davith like this trap and, 
  assuming Davith has been freed, do their best to interrupt the party if the 
  trap goes off.
  Area 6B-10: The Fear of Death
  This room smells strongly of dried blood and rust. The walls and ceil-
  ings are covered by rusting iron panels bolted roughly onto the surfaces. 
  While no two plates are the same size, all of the stonework is covered.
  The floor is an iron grating (the holes are 2 inches square) running 
  across the entirety of the room. The grate is the source of the room’s smell. 
  Six inches below the grating is a two-foot-deep pool of rotting blood.
  The room is full of rusty machinery, iron beams and exposed gears. All light 
  sources emit at half their normal radius (as a result of being so close to Area 6B-11), 
  casting deep shadows throughout the room. The Referee is encouraged to try to 
  build tension in this room, perhaps by mentioning the strange shapes that loom in 
  the darkness, the smell of blood and the occasional deep moan of iron under stress. 
  Several traps are in the room, although they’re all easy to spot. The traps are 
  marked on the map at A, B and C. The purpose of the traps is not directly to harm, 
  but rather to instill fear. The traps are in place such that they require people to take 
  a longer path around them, indicating their fear and respect of these death-dealing 
  machines. Because of the simple and brutal nature of these traps, they’re easy to see 
  but hard to disable, and there is no mercy for any hero who takes these traps lightly.
  A: Heavy Weight Trap
  This trap is nice and simple. On top of the floor grate is an iron pressure 
  plate, which when stepped on drops a heavy iron weight from above. The 
  weight remains there for a round, then a chain winches it back into posi-
  tion, hiding it among the shadows of the roof. The noise it makes when it 
  
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  Rappan Athuk: Expansions
  falls is absolutely spectacular, and a roll should be made on the random 
  encounters table the first time it’s triggered. The falling weight does 6d6 
  points of damage to anyone who fails a saving throw to jump out of the 
  way. 
  B: Guillotine Trap
  The wall of iron scrap has a hole about a foot and a half across, with 
  enough room for a creature to crawl through. On the west side of the hole 
  is a rusted iron blade affixed to a coiled spring. Anything touching the 
  edge of the hole triggers the trap, causing the blade to cleave through them 
  for 8d6 points of damage! That the hole is trapped is relatively obvious as 
  there are bloodstains around it, and the trigger plate is the only rust-free 
  piece of metal in the room. This trap does not reset; one of the zombie 
  workers must crank a hidden handle.
  C: Crushing Gear Trap
  A 4-inch-wide track is set into the floor between rusty grids covering 
  the floor. If anyone stands on the track or to just either side of it, a large 
  toothed gear rolls rapidly across the room from one side to the other. The 
  giant gear does 6d6 points of damage to anyone who fails a saving throw 
  to jump out of the way.
  D. Scrap Golems
  These 3 scrap golems are not a trap per se, but rather the room’s guard-
  ians. They activate only when someone approaches within 20ft of the east 
  door. These creatures each look slightly different, but are large shambling 
  piles of rusted iron scraps twisted roughly into humanoid shapes. They 
  have rough features and four limbs that end in thick coils of wire that the 
  golem uses to grab opponents. These constructs grab an opponent and 
  ram them repeatedly into the gear trap (C). They are not bright and fight 
  to the death. 
  Scrap Golems (3): HD 11 (50 hp); AC 4[15]; Atk 2 slams (1d8); 
  Move 12; Save 5; AL N; CL/XP 9/1100; Special: healed by fire, 
  +1 or better weapon to hit. (Appendix)
  Shades: This is one of Kenneth’s favorite rooms. He certainly joins the 
  fight with the scrap golems. Davith also joins in if it looks like there’s a 
  chance that one of the traps is about to go off.
  Area 6B-11: No Minotaurs Here
  This room is a maze, and the area is under the effect of a permanent 
  magical darkness that causes all light sources to be cut in half. The pas-
  sages are 5ft wide with a roof that is only 4ft high.
  The purpose of this area is fear. There’s nothing really dangerous, just 
  things designed to worry and unnerve anyone who trespasses into the 
  maze. Since it’s unlikely that the characters can see, the Referee should 
  take the opportunity to describe how things sound. The shades may be 
  making spooky noises in addition to the background noise of people 
  crawling through the darkness.
  The passageways are neatly worked stone, and the walls are 6 inches 
  thick. The zombie workers have carefully covered the ground with a mix 
  of bent caltrops and broken glass that deal 1 point of damage for every 
  5ft a creature moves without boots (or crawls without gloves and boots). 
  A: The glass and metal here contains a number of rust monster scales. 
  Anyone touching them is subject to rust as the rust monster’s special abil-
  ity. Normal metal rusts into pieces; magical metal has a 10% cumulative 
  chance to avoid rusting per +1 bonus of the armor or weapon. The scales 
  continue for 15ft and can be spotted by a creature that can see in magical 
  darkness.
  B: A floor panel trap here lowers the doors (C) and releases 2 cock-
  roach swarms (see C, below) into the maze. 
  C: Secret doors are located here. Anyone listening can clearly hear the 
  sound of scritching made by 2 scarab-beetle swarms (one swarm is be-
  hind each door). If the doors are opened, the roaches pour out into the 
  maze, looking for food. If the roaches have already been released, there’s 
  nothing here but scraps of meat.
  Scarab-Beetle Swarms (2): HD 3; HP 14, 11; AC 1[18]; Atk 
  swarm (1d6 plus disease and painful bite); Move 6 (climb 6); 
  Save 14; AL N; CL/XP 4/120; Special: distraction, painful bite, 
  surprise on roll of 1–3 on 1d6, swarm. (The Tome of Horrors 
  Complete, Scarlet Spider Swarm 534)
  D: Another floor panel here causes one wall (E) to rise and another wall 
  (F) to lower. After one minute, the wall (E) lowers again, and the wall (F) 
  rises. The walls raising and lowering are very quiet but anyone within 10ft 
  of the doors feels that something nearby has moved.
  E/F: These walls raise and lower. Close inspection by a creature that 
  can see in the magical darkness reveals that they can move. The floor 
  panel (D) causes the walls to raise or lower. 
  G: An elf corpse wearing a tunic and simple clothes is here. The elf died 
  many years ago but was left here to scare would-be heroes.
  H: A plate for a magical trap is here. Unlike the other plates, it is as 
  wide as the passageway and harder to bypass. The plate causes the entire 
  passage to gradually heat. After four rounds, everything in the maze suf-
  fers 1 point of fire damage a round. This continues at a rate of 1 point of 
  damage every 4 rounds for 1 hour, at which point it ceases and the trap 
  resets. This damage is not meant to pose a real threat to the heroes, but 
  rather to cause them to quicken their pace and possibly make a mistake, or 
  just to instil the fear that they will slowly die in these passages.
  Shades: Kenneth loves this room, as does Tabitha. They spend their 
  time making spooky noises, trying to confuse and scare the party. The 
  shades are not luminescent and are just as hard to see in the dark. 
  Area 6B-12: The Grave of Kenneth
  The floor is this room narrows (A) while the walls stay the same width. 
  The floor slowly drops away to reveal a 100-foot-deep pit (although it 
  is unlikely that the party’s light sources illuminate it all the way to the 
  bottom). At the bottom of the pit are many long iron spikes rising up out 
  of a dark yellow liquid. The liquid is a strong acid (the same as Area 6B-
  6) that deals 1d6 points of damage per round to any creature standing in 
  it. On the north wall, beneath the surface of the acid, is a stone grate that 
  leads to Area 6B-6. The passage is 550ft long and filled with acid. 
  Movement below the surface of the acid is due to a particularly 
  mean-spirited gang of 6 acid quasi-elementals.
  Quasi-Elementals, Acid (6): HD 2; HP 11, 13, 12, 14, 7, 6; AC 
  6[13]; Atk slam (1d4 plus 1d4 acid); Move 6/30 (swim); Save 
  16; AL N; CL/XP 3/60; Special: acid, fumes. (The Tome of 
  Horrors Complete 444)
  The wall (A) is not solid; rather it is a mesh of bars like a portcullis. The 
  mesh extends 10ft below the floor but no lower. A particularly enthusiastic 
  climber could climb down, under and back up the wall, bypassing the door 
  set into the mesh. The door itself is locked, but not trapped. The floor on 
  the other side of the door is only 6 inches wide and continues for 100ft. 
  The cross section of the bridge is roughly square, and it looks very solid.
  The walls are decorated with dramatic paintings of Kenneth’s life, 
  grossly overstating his significance and power. About a half-dozen scenes 
  are depicted on each wall, such as “Von Nightkill” strangling a silver 
  dragon with his bare hands or blowing the head off an angel with a per-
  fectly cast spell.
  A small raised platform (B) has a thick glass plate set into it. Under 
  the plate is the body of Kenneth “Lord Darkblade Von Nightkill,” along 
  with all of his worldly possessions. The body here is much closer to his 
  shade’s form than that depicted in the artwork scattered about the level. 
  The corpse is that of a mummified, taller-than-average halfling. The size 
  of the threadbare robe suggests that he must have been rather overweight 
  in life. The scene is a little melancholy. Whether Kenneth was a great 
  anti-hero in life or just a halfling with an ego problem, in death he is a pile 
  of rags and dried flesh just the same.
  
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  Part 7  - Level 6B: The Dead Burty the Dead
  A small tower (C) stands 20ft high and 10ft round. It is carved out of a 
  natural piece of rock and is only 5ft wide at its peak. The top is carved into 
  the shape of a smiling skull. Generously sized arrow slits are carved into 
  the lower area, affording anyone inside a good view of the rest of the room.
  Inside the tower is a table with a trio of neatly arranged wands. The 
  wands are dispel magic (2 charges), fear (12 charges) and cold (8 charges). 
  The wand of cold is a variant Kenneth created that causes a 60ft long by 
  30ft wide patch of ice to form on the floor.
  D is not easily visible from A. Inside is “Kenneth Junior,” a powerful 
  black skeleton under Kenneth’s control. Junior waits patiently until he 
  
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  Rappan Athuk: Expansions
  hears people crossing the bridge or until he’s ordered to attack. 
  Tactics: With only Kenneth and Junior as opposition, the main threat 
  comes from the terrain itself. The acid quasi-elementals don’t bother the 
  party unless they’re attacked first or someone falls into the acid.
  Kenneth materializes inside the tower and uses the wands there to great 
  effect. He goes for a defensive play, waiting until someone is halfway 
  along the bridge before hitting them with fear (–4 to saves to anyone 
  charging back across the narrow walkway to escape), an ice slick (–2 to 
  saves to remain upright on the patch of ice) or attempting to dispel fly. 
  Kenneth should be played with all the guile possible, carefully targeting 
  his spells and calling Junior out at the last possible moment. 
  Junior obeys Kenneth’s orders, making use of his bulk to push foes into 
  the acid.
  The acid quasi-elementals converge on anyone falling into the acid and 
  attack without mercy.
  Note: This room, like the other graves, can be very dangerous even to 
  an experienced party. The easiest way across the room is to hang from the 
  bridge (possibly with the aid of some meathooks from Area 6B-19. This 
  prevents Kenneth from getting a good bead on the party (so long as the 
  party remains below the level of the bridge it’s difficult, if not impossible, 
  for him to see them from inside the tower). Unlike the other shades, there’s 
  no real way around the dangers of this room. Kenneth is a psychopath and 
  quite insane; there is no point in trying to engage him in conversation, nor 
  should there be an obvious flaw in his defenses.
  If Kenneth is pinned by the Ghostbind, the area becomes much easier. 
  One of the other shades may step up to aid in the defense of the tomb, 
  but they lack the ability to use the wands. Kenneth Junior still engages 
  if someone comes within 10ft of C and fights intelligently even without 
  orders.
  Treasure: Inside the tomb is Kenneth’s mummified body, along with 
  his spellbook. His ring of protection +2 is inside his desiccated mouth 
  (easily visible to anyone who checks). He has a second copy of his spell-
  book sewn inside his stomach cavity and a third copy is hidden within his 
  burial shroud.
  Any equipment removed from his body is also removed from him as 
  a shade. If all three copies of his spellbook are removed, he can no lon-
  ger prepare and cast spells as a magic-user. Without his gear, Kenneth is 
  forced to rely on his reserve special attack.
  Black Skeleton (Kenneth Junior): HD 6; HP 38; AC 4[15]; Atk 
  +1 short sword (1d6+1) or 2 claws (1d4); Move 12; Save 
  11; AL N; CL/XP 6/400; Special: shriek. (The Tome of Horrors 
  Complete 493) 
  Equipment: +1 short sword
  Area 6B-13: The Sacrifice
  This room is nice in its own way. Several “windows” have been made 
  by cutting a 3-foot-by-6-foot hole 6 inches into the wall, then hanging a 
  curtain over it. A piece of carved iron is affixed to the back of the window 
  like a pane of glass. The glass is faintly magical and causes the window to 
  glow with a dim light, while a fresh breeze moves the curtain and makes 
  the room smell pleasant.
  The room is clear of furniture. The floor is covered in odd-shaped sec-
  tions of carpet that overlap slightly, making the room look a little uneven. 
  At the far end of the room is a bas-relief of a humanoid form standing 
  6ft tall with its feet a foot above the ground. Where its heart would be 
  (5ft off the ground) is a 2-foot-long metal spike protruding from the wall.
  Carefully carved into the stone above the spike are the words:
  “Impale yourself upon this spike so that you may know your 
  own pain, and the door will be opened for you”
  The trap (if it can be called that) is almost exactly what it appears to be. 
  If a creature is impaled on the spike (dealing 1d6+2 points of damage), 
  the victim begins to bleed at a rate of 2 points of damage per round. The 
  blood flows through fine channels in the bas-relief, making a pattern like 
  a blooming vine. As long as the creature remains impaled, they can be 
  healed normally, although the bleeding does not cease.
  The mechanism triggers when 10 hit points of blood flow into the 
  bas-relief from the creature impaled on the spike, so long as the blood is 
  from an intelligence 4 or higher creature and there is at least 20 pounds of 
  weight on the spike. The flowing blood activates a secret mechanism be-
  hind the wall that draws 2 white ladies from Area 6B-14. They arrive one 
  round later, opening the doors as they arrive. Their arrival is preceded by 
  the noise of iron on stone, made by the ladies dragging their clubs. If the 
  ladies do not open the door 10 rounds after the mechanism was triggered, 
  it opens automatically. The trap can be bypassed if its mechanism can be 
  understood. Simply pouring blood from an intelligent creature onto the 
  bas-relief while weighing down the spikes is enough to trigger it. Discon-
  necting the mechanism achieves nothing.
  The doors leading to Area 6B-14 open by sliding slightly into the room, 
  then rising up. Thus, anything impaled on the spike finds itself 10ft up in 
  the air when the door opens.
  Shades: Tabitha guards this room. She stays out of sight, watching 
  from through the windows and hoping to see something die. If she sees the 
  mechanism being tampered with (not just inspected) she fires her cross-
  bow from her vantage point and keeps moving to avoid an easy confron-
  tation. This is nothing more than a tantrum, and she does not put up much 
  of a fight. Even if is restored before the party has left the room, she won’t 
  attack again.
  Area 6B-14: 
  The Chamber of the White Ladies
  This room is quite lavish. The floor is tiled marble, and the windows 
  from the previous room appear again, providing fresh air and a gentle 
  breeze. The walls have been painted in shades of black, blue and gold in 
  an intricate, spiraling pattern. Three large beds are around a large marble 
  table in the center of the room.
  Two beds are occupied by 2 white ladies, abominations of incredible 
  power. They look human enough, except that they stand 9ft tall. A floor-
  length thick cloth skirt covers muscled legs and bare feet, while their tor-
  sos are naked apart from deep scars. Their faces are hidden behind veils 
  reminiscent of a bride’s headdress or a funerary veil. Beneath the cover-
  ing, their heads are mostly devoid of flesh, their lips having rotted away to 
  reveal a smiling skull. Powerful arms grip long clubs made out of a single 
  twisted piece of rusted iron. They move slowly, dragging their clubs be-
  hind them, lifting them off the ground only when they’re ready to strike.
  The ladies are not creations of this place; rather, it is their clubs that 
  curse them and twist their flesh into their current form. The clubs were 
  created by a priest of Orcus many years ago as an experiment and have 
  no goodly use.
  The marble table has a single twisted iron club resting on it. It is visual-
  ly identical to the ones carried by the white ladies, except it looks cleaner 
  and somehow fresher. It radiates a magical aura. An inscription next to the 
  weapon reads:
   “To achieve victory, you will need to sacrifice part of yourself. 
  The safety of the world must overrule the safety for one’s own 
  self. Take up this weapon, and lose that which would doom you 
  to defeat”
  The weapon is a trap. The first person to pick up the weapon must 
  make a saving throw each round he holds onto the weapon. If someone 
  holding the club fails a save, he gains a sudden understanding of his 
  own might as his muscles bulge. The victim’s strength and constitu-
  tion immediately increase by 3 points each (to a maximum of 18). The 
  curse continues to raise his strength by 1 point each day for the next 
  
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  Part 7  - Level 6B: The Dead Burty the Dead
  10 days (to a maximum of 18). Over that time, the person becomes 
  increasingly emotionally distant, focusing only on killing those who 
  stand between him and his goals. After the 10th day, he gains the abil-
  ity to regenerate 3 hit points per round, like a troll. He marches inex-
  orably toward his goal with no regard for personal safety, destroying 
  everything in his path. He likely is killed in short order, although that 
  doesn’t slow him down. The corpse continues its doomed march. Over 
  the days that follow, he violently twists and morphs until he becomes 
  another white lady (identical to the ones in this room). The club func-
  tions as a +2 club to anyone under the effects of the curse. When the 
  creature finishes its transformation, the club grows in size to match 
  him. The curse can be removed only by dispel evil, limited wish, or 
  by slaying the afflicted person in a suitably slow manner (Referee’s 
  discretion). Raising a cursed character from the dead who was killed 
  by another manner does not remove the curse, nor does removing the 
  club from his possession. If he is slain in another manner and subse-
  quently revived, the curse starts up from where it left off. If the curse 
  is removed, the bonuses to strength and constitution are also removed. 
  Slaying a White Lady causes her weapon to lose its power, reducing it 
  to nothing more than a normal club.
  White Lady (2): HD 7; HP 47, 44; AC 4[15]; Atk club (2d6+4); 
  Move 9; Save 9; AL C; CL/XP 8/800; Special: regenerate (3 
  hp/round). (Appendix)
   
  Area 6B-15: 
  The Grave of Tabitha Mirrax
  This room follows on from the previous by being airy and slightly lit. 
  The room is circular, with 12 “windows” (see Area 6B-13), each with fine 
  curtains fluttering in a magical breeze. The door into the room is thick 
  stone reinforced with iron bars. 
  In the center of the room is a raised round stone platform with three 
  shallow stairs leading up to it. Set into the floor is a large pane of hard-
  ened glass, 6ft long and 3ft wide. Under the glass lies the remarkably well 
  preserved corpse of Tabitha, her equipment lying beside her. The inside of 
  the coffin has a bluish tinge (caused by gas inside). Around the room are 
  three 5-foot squares of “glass” (actually steel enchanted with an invisibil-
  ity spell) that reveal a variety of liquids filling deep pools.
  Anyone specifically searching the roof of the room has a 2-in-6 chance 
  of spotting some nozzles, although their function is not clear.
  Two rounds after the party enters the room, the door closes and locks. 
  At the same time, the three “glass” trapdoors open. The underside of each 
  door bears an inscription.
  Trapdoor A: This door is labeled “Escape.” The pit is 10ft deep and 
  filled with water, dyed green. One foot from the bottom is a hole 12 inches 
  deep and 6 inches across set into the side wall. At the back of this hole is 
  a brass valve. Turning the valve causes the door to the room to audibly 
  unlock, while at the same time Trapdoor A slams shut (there is no pocket 
  of air beneath the trapdoor). One round later, the water begins to cool 
  rapidly. After an additional round, anyone submerged in the water begins 
  taking 1d6 points of damage from the cold each round. 
  In 10 rounds, the water freezes entirely, and even water-breathing crea-
  tures begin to suffocate due to lack of air in the chamber. The water stays 
  frozen for 10 minutes and then begins to warm. After 1 minute of warm-
  ing, the water is back at room temperature (and the continuous cold dam-
  age ends), and the trapdoor opens again.
  Trapdoor B: The door is labeled “Power.” The pit is 10ft deep and 
  entirely filled with water, dyed blue. One foot from the bottom is a hole 12 
  inches deep and 6 inches across set into the side wall. At the back of this 
  hole is a small five-pronged white device. This is actually a flayed ghoul 
  hand. Anyone touching it must make a saving throw or be paralyzed for 
  1d4+1 turns. 
  When the hand is first touched, Trapdoor B slams shut and locks (there 
  is no pocket of air beneath the trapdoor). The lock is clearly visible on the 
  underside of the door and is simple to operate from that side.
  Trapdoor C: The door is labeled “Sarcophagus Hatch.” The 10ft deep 
  pit is entirely filled with water, dyed red. One foot from the bottom is a 
  hole 12 inches deep and 6 inches across set into the side wall. At the back 
  of this hole is a brass valve. When turned, two things happen. The first is 
  that nozzles in the ceiling spray the room with green slime, hitting every-
  one in the room who fails a saving throw. The second is that the “glass” 
  top to the sarcophagus opens, filling the room with poisonous mist. Any-
  one breathing the gas must make a saving throw or lose 1d6 points of 
  damage each round for 1d6 rounds.  
  Tabitha likely also takes this opportunity to try to destroy the party. 
  She can materialize in any window and begins firing her crossbows at 
  surprised targets.
  Tactics: If the party looks sufficiently panicked, Tabitha appears in one 
  window using her stealthy materialize to enable sniping. If threatened or 
  spotted, she dematerializes and waits for another opportunity. If her sar-
  cophagus is opened, she fights until she is destroyed.
  Note: The traps here are extremely deadly. However, a party that’s been 
  paying attention should know that the traps are there. Tabitha’s obsession 
  with watching death happen and the glass lids are hints.
  Treasure: Tabitha’s preserved body is inside the sarcophagus, along 
  with all the equipment her shade uses: +1 light crossbow (along with a 
  quiver with 20 bolts), 2 wickedly serrated short swords, leather armor and 
  a cloak of elvenkind. Her equipment is in good condition, and wrapped in 
  oilskins.
  Any equipment removed from the sarcophagus is also removed from 
  her shade. Tabitha becomes rather ineffective in combat without her gear, 
  and instead spends her time trying to locate weapons that may have been 
  left on the level from other encounters. Any weapon she does find is 
  dropped when she is destroyed or when she dematerializes.
  Area 6B-16: Drowning
  The door to this room is closed but not locked. This room appears to 
  be a safe haven. It has obvious lead-lined walls, floor and ceiling as well 
  as a very sturdy lead-and-stone 1-foot-thick door. The room is obviously 
  protected against shades, with magical runes of warding carved into each 
  surface. The room contains an iron work table, a wooden cupboard, an 
  iron bathtub (complete with rubber plug) and three straw beds of passable 
  make. 
  On the inside of the door is a large wheel that is used to seal the door. 
  If there is anything suspicious about the contents of the room, it is that 
  everything is rather fresh and clean. The protective magic guarding the 
  area is real; the room is legitimately shielded from the shades, but also 
  blocks any magical forms of transport such as teleport or dimension door. 
  Any non-magical object left unattended in the room for 24 hours is fully 
  repaired and cleaned. This is especially useful after the trap goes off (see 
  below). 
  The room is a trap, and a fairly obvious one. It is triggered by the 
  door being closed and the wheel being spun three times clockwise (thus 
  locking the door). If the door is closed with people inside but not locked, 
  the locking mechanism can be engaged from a space hidden above the 
  room, accessible only to the shades and any other incorporeal creatures. 
  Any shades can operate the lock except for Vallis (who thinks this trap to 
  be in poor taste).
  One minute after the door has been locked by either method, blood 
  from a reservoir above leaks down the walls. The blood leaks out of eight 
  1-inch-by-4-inch ducts, one at each corner of the room and one in the 
  top-middle of each wall. 
  The room continues to fill with blood (at the rate of 2ft per minute) 
  until it reaches the 10-foot-high ceiling. It then remains full for 2 hours, 
  before draining (via the bathtub, which refills the reservoir) and activates 
  an enchantment that proceeds to clean the room over a period of 12 hours, 
  at which point the trap is effectively reset. Unplugging the bath does not 
  cause the room to empty prematurely.
  If the middle bed is moved at all, a very obvious a trapdoor is discov-
  ered underneath it. The trapdoor is fake and intended only to waste time. 
  
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  Rappan Athuk: Expansions
  Shades: Either Tabitha or Kenneth (equal chance) watches this room 
  if the trap goes off. The shades cannot enter the room while the door is 
  closed, but they content themselves by listening to the shouting coming 
  from inside. They’re not above staging an ambush outside to deal with 
  survivors.
  Area 6B-17: 
  Third Time’s The Charm 
  This hallway is no different to the others except for the traps at either 
  end. When the first person passes through the center of the hallway, a 
  phantasmal force spell creates an image of an iron javelin at the far end 
  that launches at the party! This is designed to look and sound just like a 
  mechanical trap, except that when the javelin hits it’s clear that it was just 
  a trick (even if it misses and hits a wall, it fails to make the correct sound). 
  A round later, a second illusionary javelin fires. A round later, the trap goes 
  off again, this time firing a real javelin (treat it like a 5HD monster). For 
  this third shot, the trap still creates an illusion of a javelin and the sound 
  of it firing overlaps the real one so anyone expecting an illusion is not 
  disappointed.
  When traveling through the hall a second time, the trap activates, also 
  firing three illusionary javelins. This time the real bolt is the second one. 
  The javelins do 1d6 points of damage to anyone they strike.
  Area 6B-18: The Glory of Battle
  The floor of this room is a checkerboard of light tan stone alternat-
  ing with slabs of dark gray rock. This is one of the largest rooms on this 
  level and is built to look like a natural cave, but is actually artificial. A 
  dwarf recognizes that the roof of the room is carefully designed to amplify 
  sound. The dome shape of the roof and the fake stalactites are all carefully 
  placed with acoustics in mind. 
  Standing in the room in neat formation are 20 juju zombie soldiers 
  and 40 skeleton archers. The undead wear rotting tabards depicting a 
  skull impaled on a spike. Shortly after the party enters the room they make 
  any noise they can, either roaring with rotted lungs, stamping their feet or 
  smashing their hands together. Before the sound dies down, they charge. 
  Behind them stand the real guards of this area: 10 black skeleton cham-
  pions. These champions are kept in reserve until at least half of the sol-
  diers and zombies are slain. After 50 undead are destroyed, or when Vallis 
  calls for them, they move in quickly to clean up. 
  Tactics: The tactics of the army of the dead are blissfully simple. The 
  archers split into 4 groups of 10 and fire in unison at the same target, pick-
  ing on lightly armored foes. The zombies are even less cohesive, simply 
  running at foes, aiming to overwhelm them. If Vallis is present and the 
  characters have shown they are a substantial threat to the forces of evil, 
  she commands the zombies to fight more intelligently. However, this is 
  only as a last resort as Vallis much prefers a chaotic melee she can truly 
  enjoy.
  If the black skeletons are sortied, they move up and look for a clear 
  line into the battle. They fire one shot with their heavy crossbows before 
  dropping them and drawing swords. They move in an almost professional 
  manner, and fight with cunning. At this point the battle is serious, and 
  Vallis acts appropriately. 
  Shades: Vallis loves this room more than any other, in spite of the ex-
  tensive work required to clean the room up after it’s all done. If able, Vallis 
  materializes as soon as the fighting starts and wades into melee. Vallis 
  makes little effort to command her troops or to keep them organized; she 
  simply revels in the thrill of battle and the sounds of steel striking flesh.
  Skeleton Archers (40): HD 1; AC 8[11]; Atk strike (1d6) or 
  light crossbow (1d4+1); Move 12; Save 17; AL N; CL/XP 1/15; 
  Special: none.
  Juju Zombie Soldier (20): HD 3; AC 2[17]; Atk strike (1d6); 
  Move 12; Save 14; AL C; CL/XP 5/240; Special: +1 or better 
  weapon to hit, immunity to electricity and cold, immunity to 
  magic missile, resistance to fire (50%). (The Tome of Horrors 
  Complete 616)
  Black Skeleton Champions (10): HD 6; AC 4[15]; Atk 
  longsword (1d8) or heavy crossbow (1d6+1) or 2 claws (1d4); 
  Move 12; Save 11; AL C; CL/XP 6/400; Special: shriek. (The 
  Tome of Horrors Complete 493)
  Equipment: chainmail, longsword, heavy crossbow, 5 
  bolts 
   
  Area 6B-19: The Butcher’s Pantry
  This room is ice-cold and full of mist, and requires unprotected char-
  acters to make a saving throw every 10 minutes or take 1d4 points of 
  damage from the cold. 
  The walls are unpolished iron plates, and the 10ft high ceiling has 32 
  hooks arranged in a grid pattern every 5ft. The hooks are iron loops sus-
  pended from the ceiling, with an S-shaped butcher’s hook hanging from 
  the loop. The mist reduces visibility to 10ft and gives the illusion of shapes 
  moving just beyond sight. 
  Hanging from the ceiling by their feet from random hooks around the 
  room are 8 blood-covered skeletons. Most of their flesh is stripped from 
  them, but just enough tendon and sinew remain to hold them together. 
  They’re a mix of races.
  This room is the haunt of 4 bone cobblers who work with the shades to 
  keep this level fully stocked with skeletons. They are largely responsible 
  for creating the denizen of Area 6B-20. 
  Tactics: If they hear people in their room, the bone cobblers sneak 
  around to the door, hoping to trap the party inside. They use animate 
  bones to get the hanging skeletons to attack. Finally, they use their breath 
  weapons to slow (and hopefully panic) everyone in the room.
  Note: The cobblers swapped their light hammers for hooks, which they 
  use to move skeletons from one hook to another. The hooks do 1d4 points 
  of damage.
  Treasure: The skeletons are the remains of an adventuring party killed 
  elsewhere on the level. Most of their gear was taken to be used elsewhere 
  or given to other Orcusites, but some still remains. In the back of the room 
  are four piles of furs and skins. Underneath one pile is a sack of coins (the 
  cobbler’s stash in case they ever need to find a new place to stay) worth 
  2016gp, 2011sp and 3018cp. Another pile holds a bottle of fortified wine. 
  A third pile conceals a bag of holding that unusually doesn’t have a magi-
  cal aura. The cobblers are aware of this odd property and have been using 
  it to conceal items from the Orcusites. It currently holds a gold signet ring 
  (250gp), 2 well-cut rubies (500gp each) and a glass bottle filled with a 
  reddish smoke that the cobblers watch for amusement (like a lava lamp). 
  Bone Cobblers (4): HD 5; HP 34, 30, 26, 31; AC 5[14]; Atk 2 
  hooks (1d4) or 2 claws (1d3); Move 12; Save 12; AL C; CL/XP 
  7/600; Special: animate bones, breath weapon. (The Tome 
  of Horrors Complete 69)
  Area 6B-20: The Grave of Vallis 
  Blacklocke, Priestess of Orcus
  This comparatively smaller room is the final resting place of Vallis. The 
  decoration is ornate but inexpensive. Every 5ft along the wall is a carving 
  of a weapon picked out in fine detail. The floor is a mural depicting Vallis 
  in her prime as a proud soldier of evil and victor of many battles. An iron 
  casket recessed in the center of the floor is decorated with symbols of 
  Orcus. 
  Vallis guards the room, which feels claustrophobic due to the pres-
  ence of her monstrosity-of-war, Jawbone. Jawbone roughly resembles a 
  five-headed hydra skeleton, but with goat horns on each head and hooves 
  
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  Part 7  - Level 6B: The Dead Burty the Dead
  on each of its six feet. Skeletal bat wings sprout from its shoulder blades. 
  The creature stands as an unliving monument to Orcus’ power.
  Neither Vallis nor Kenneth has the power to properly animate such a 
  creation, so they’ve taken a shortcut. As long as Vallis is not pinned by 
  the Ghostbind, she can use her essence to activate the creature (Vallis as-
  sumes her incorporeal form and occupies the skeleton’s space, wearing it 
  like armor). If Vallis is not present, one of the other shades takes control, 
  although Jawbone loses its regeneration if controlled in this manner. Any 
  shade controlling Jawbone is protected by its bulk and takes no damage 
  from attacks, but cannot take any other actions beyond controlling the cre-
  ation. Jawbone has no mind of its own; if no shade controls the creature, 
  it simply stands still.
  Jawbone: HD 10; HP 60; AC 4[15]; Atk 5 bites (1d6) and 6 
  hooves (1d4); Move 12 (fly 12); Save 5; AL N; CL/XP 14/2600; 
  Special: control, regeneration (5 hp/round)
  Tactics: If Vallis is present, she has a pretty good grasp of the abilities 
  of the different party members, and engages the group intelligently. Oth-
  erwise, the creature is limited in its offensive options and picks on spell-
  casters, followed by party members in heavy armor. Jawbone presents a 
  massive physical threat with no obvious weak points, but may be more 
  than a match for the party in a straight fight. If they elect to turn and run, 
  Jawbone makes no effort to pursue the fleeing targets. 
  Treasure: Inside the casket is Vallis’ now rather dry and aged form, 
  along with all the gear her shade uses. This includes her +1 plate mail, 
  +1 shield, +1 heavy mace and her cloak of protection +1, all of which are 
  irrevocably stained with blood. Her body is wrapped in a dark-gray funer-
  al shroud and is dressed in a ceremonial robe of Orcus that falls to bits at 
  a touch. All of her equipment is neatly wrapped in pieces of white cloth. 
  If the equipment is removed from the casket, it is likewise removed from 
  her shade. Her holy symbol is around her neck and may not be visible at a 
  glance. If the holy symbol is removed, she loses access to all her spellcast-
  ing abilities. Without her weapons, she moves into a support role (much to 
  her chagrin), occasionally engaging in melee using her shade touch attack.
  Note: For a low-level party or one that prefers puzzles over combat, 
  there are ways around Jawbone’s might. If the party deduces Vallis’ moti-
  vations from the many murals around the room, they might know that she 
  loves glory and chaos more than she loves Orcus. Attempting to preach 
  the virtues of another god of battle (such as Muir, or her former patron 
  Bowbe) gives Vallis pause — long enough to open her casket at any rate. 
  Getting her to admit that she follows Orcus only out of convenience is 
  enough to prevent her from being able to control Jawbone (although the 
  other shades are still able to do so).
  Finally, convincing Vallis that her fighting days are not over and of-
  fering to raise her body results in her forcing Jawbone to stand down. In 
  addition, she won’t appear for the rest of the level so long as the party 
  looks to make good on its promise.
  Should Vallis be restored, she is still bloodthirsty and prone to fits vi-
  olence at the worst possible times, but she follows any new faith without 
  question and can in time be rehabilitated.
  Area 6B-21: Schadenfreude
  This room appears empty, which should be a warning itself. The ceiling 
  is 60ft high with a phantasmal force cast over it to make it look like it is a 
  mere 15ft high. Davith suspects (perhaps rightly so) that adventurers are 
  lax in checking the ceilings of dungeons and decided to have some fun.
  The entire floor of the room is a trap, and not a subtle one. One round 
  after someone steps on the floor, a powerful spring is released, throwing 
  everyone standing on the ground 6d6ft into the air (and through the illu-
  sionary ceiling). Characters take 1d6 points of damage for each 10ft they 
  fall based on how far they are thrown. The trap’s quick reset time means it 
  can be rather difficult to stop once it starts.
  This trap is not terribly deadly, but it amuses Davith to no end. The 
  easiest way around the trap is for one character to trigger it, and then dash 
  across immediately after it fires.
  Shades: Davith finds this trap to be the epitome of humor, while the 
  other shades think it childish in the extreme. If the party is trying some-
  thing clever to get around it, Davith gleefully sets off the trap himself to 
  foil their efforts.
  Note: As long as this trap is active, no random encounters occur in this 
  room or Area 6B-22 or Area 6B-23.
  Area 6B-22: Can’t Keep a Good 
  Man Down
  This room is wide and relatively spacious, with only four columns for 
  decoration. The room has seen a lot of combat. Deep gouges scar the walls 
  and a series of burn marks along the floor hint at past skirmishes.
  Four secret doors hide 4 troll abominations. These feats of necroman-
  tic genius are the cause of the battle-scarring. The secret doors open 2 
  rounds after anyone enters the room.
  Troll Abominations (4): HD 6; HP 39, 44, 25, 23; AC 4[15]; 
  Atk bite (1d8+2) and 2 claws (1d6+2); Move 12; Save 12; 
  AL C; CL/XP 8/800; Special: linked unlife, rend (1d8 points 
  of additional damage if both claws hit a single target). 
  (Appendix)
  Area 6B-23: The Grave of Davith 
  Foundling, Slave Trader
  This room looks more like a twisted museum than a tomb. Various ex-
  hibits are placed in the wall alcoves, which are neatly signed, and include 
  some description as to their history and use. These include an iron maiden, 
  a set of stocks, thumbscrews and a chain-o’-nine-tails among others (Ref-
  erees are advised to alter these items and the room to suit their players’ 
  sensibilities, perhaps changing this to a museum of particularly fine art of 
  terrible sea monsters).
  The floor is made of large brown tiles with deep channels running 
  between them, all sloping slightly toward a drain in the center. Several 
  smoky black torches in sconces high up on the walls cast a dim light.
  The niche at the back of the room contains a slightly raised stone slab 
  with a sheet of thick glass set into it. Davith’s tomb, complete with all his 
  worldly possessions, is beneath the glass sheet. He is dressed in his old 
  naval gear, the trappings of some forgotten coastal nation’s navy. This 
  is one of the few concessions Davith made to the man he once was. The 
  remainder of the room embraces the cruel pain-worshipper he became.
  At the far end of the room, sitting directly atop Davith’s grave, is The 
  Flesh, a creation made of many parts of corpses sewn together. The Flesh 
  has many colors and textures, and the iron sutures that hold it all together 
  are clearly visible. The Flesh has no clear anatomy; eyes, ears and mouths 
  of all sizes are placed randomly around its body. It moans constantly, ob-
  viously in immense agony. 
  The Flesh has limited movement, and mostly just rolls and lurches 
  slowly around the room. It has many limbs randomly attached to it, odd 
  broken appendages no larger than a human leg that flex at odd angles. The 
  limbs end in fragments of nail or bone, and constantly scratch and scrape 
  at itself in a desperate attempt to end its misery.
  The only way to damage The Flesh is for the party to wound them-
  selves. The first time they’re wounded by The Flesh, draw attention to 
  the fact that the same wound inflicted on the character (perhaps a deep 
  double scratch from a misshapen claw) also appears on The Flesh. The 
  Flesh regenerates quickly, however, so it is a challenge for the party to 
  damage themselves quickly enough to destroy The Flesh without actually 
  killing themselves.
  The Flesh: HD 12; HP 68; AC 4[15]; Atk 1d4+2 strikes (1d6+1); 
  Move 6; Save 3; AL N; CL/XP 16/3200; Special: invulnerable, 
  immune to weapons and magic, regenerate (4 hp/round), 
  vulnerable to kindness and suffering, wave of suffering (2d6 
  
  104
  Rappan Athuk: Expansions
  points of damage, heals undead). (Appendix)
  Tactics: The Flesh is a creation of Kenneth, Davith and the bone cob-
  blers, and is a sad creature. It is not evil, or even really malign; it is simply 
  mad with pain and does anything to make it stop. It normally spends its 
  time in its bed where it is first encountered, huddled and crying. It as-
  sociates movement with pain, and immediately attacks anything nearby. 
  Davith is quick to join in if he can. He alternates between using his pain 
  ability by attacking himself, then attacking The Flesh (being healed by the 
  negative energy of its wave of pain). If Davith is not present, only Tabitha 
  comes to the creature’s defense (Kenneth and especially Vallis want noth-
  ing to do with this room). Tabitha hides among the torture equipment, 
  sniping at the party, but goes to great lengths not to get too close to The 
  Flesh.
  The Flesh is not evil. Healing spells grant it some reprieve from its 
  suffering and may allow a party to calm it momentarily. The sutures cov-
  ering the creature are etched with runes. Breaking the sutures takes two 
  minutes, and The Flesh needs to remain calm for that entire time. If the 
  spell binding The Flesh is broken, it dies and its troubles are over.
  Treasure: Inside Davith’s tomb is all the equipment present on his 
  shade. This includes his +2 plate mail, +1 spear, 2 (non-magical) spears 
  and his gauntlets of swimming and climbing. The naval uniform is in quite 
  good condition and could be sold for 200gp to a collector. If this equip-
  ment is removed, Davith’s shade is reduced to throwing rocks or hitting 
  himself with whatever he can find to trigger his pain attack. 
  Area 6B-24: Inexhaustible Supply
  This room is a playroom for the dark forces that inhabit this level. The 
  floor is covered with thousands of bones, some yellow with age, others 
  white and fresh. Carvings and statues adorn the walls, a testament to the 
  ego of its builders. Statues of the four shades stand in alcoves on the west 
  wall (at A, B, C and D). They’re life size and rendered in incredible detail 
  (closely resembling the status in Area 6B-3). They are all in traditional 
  angelic poses, standing straight with their hands clasped to their chest. A 
  slot in each statue is over the heart, with an iron handle poking out. The 
  switches are all in the “up” position. The statues are making silly faces: 
  Kenneth is licking his nose while cross-eyed; Vallis is contorting her face 
  into an exaggerated snarl; Davith is pouting; and Tabitha is feigning sur-
  prise.
  In the center of the east wall is an archway (E) decorated with a drag-
  on’s head at the top with its wings drooping over the frame. Four heavy 
  iron portcullises block the archway. Behind the portcullises are two more 
  switches (F).
  In the center of the room (G) is a raised stone platform sitting above 
  the bones. A five-pointed star decorated with iron inlay is carved into the 
  floor here. The image of a stylized skull is carved deep into the floor at 
  each point of the star.
  The switches control the portcullises. 
  • A raises the first and fourth portcullis, and drops the second and third
  • B drops the first two portcullises and raises the latter two
  • C raises the first, second and fourth portcullises, and drops the third. A 
  second later, the first and fourth portcullises drop back down.
  • D raises the second and third portcullis, and drops the first and fourth.
  • Should any two switches be pressed at the same time, all four port-
  cullises drop down.
  The puzzle is not terribly complicated, a character need only move 
  through the portcullises while an ally operates the switches in order: A, 
  C then B. 
  The two switches (F) are larger and heavier. The switch on the north 
  wall is shaped like a tongue extending from a mouth carved into the wall. 
  Pulling this switch causes all the portcullises to fall back down.
  The switch on the south wall is shaped like a sword stabbing a carving 
  of a wounded doe. This switch at first raises all the gates. But 1 round lat-
  er, the gates slam closed. On the third round, the portcullises raise and stay 
  open. After this switch is pulled, all switches cease functioning.
  The portcullises are thick steel bars, difficult to break but not impos-
  sible. The bars are covered in 6-inch spikes welded on at odd angles to 
  discourage heroes from forcing the gates open. The spikes also make it 
  very unpleasant to stand directly beside a gate when it opens or closes. A 
  creature has just enough room to stand under an open portcullis while the 
  ones on either side are closed.
  The spiked portcullises raise and lower with great force and speed. 
  Anyone standing under a portcullis when it closes takes 5d6 points of 
  damage (save for half). Similarly, anyone standing next to a portcullis 
  when it opens takes 3d6 points of damage (save to avoid) from the numer-
  ous spikes welded to the bars.
  Four rounds after characters enter the room (or after the first switch is 
  flipped), the circle in the center of the room begins to hum like a cello be-
  ing tuned. The shades use the bones in this room to defend it, each lending 
  their own flair to the proceedings.
  Every 5 rounds, 5 fragmented skeletons rise at each point on the star. 
  If one of the shades is able to materialize in the center of the circle (G) 
  on the round before the skeletons form, the skeletons each gain a special 
  property (see below). After 5 rounds, 5 new skeletons form and another 
  shade can materialize, and the cycle begins anew. The circle continues to 
  generate skeletons until the sword switch (F) is pulled or no living crea-
  tures remain in the room. 
  • If Davith materializes in the circle as the skeletons form, their touch 
  causes a victim to bleed for 1 point of damage with each successful strike. 
  Multiple hits from one of the skeletons increase the bleeding damage. 
  Bleeding creatures take the damage at the start of their turns. Bleeding 
  can be stopped through the application of any healing spell. The bones of 
  these skeletons drip red with blood. 
  • If Vallis materializes, the skeletons burn with a gray flame. When a 
  skeleton with this ability is destroyed, it instantly reforms as a new frag-
  mented skeleton (which does not possess this ability).
  • If Tabitha materializes, the skeletons gain an extra 11 hp. These skel-
  etons have much longer arms and lope like an ape, chattering their teeth 
  all the while. If the skeleton hits a single victim with both claws, it grabs 
  hold of the target. If Tabitha has access to a weapon for backstabbing, this 
  could get very dangerous.
  • If Kenneth materializes, the skeletons gain a blue hue to their 
  bones, and one of them (chosen at random) can explode in a ball of 
  negative energy that deals 3d6 points of damage to all targets within 
  10ft. If any other blue skeletons remain, one of them within 60ft (at 
  random) gains this ability. This ability is passed on until no blue skel-
  etons remain.
  Fragmented Skeleton: HD 3; HP 18; AC 8[11]; Atk 2 claws 
  (1d6); Move 12; Save 14; AL N; CL/XP 3/60; Special: shabby 
  construction. (Appendix)
  Note: This room is intended to be rather difficult for those not prepared. 
  Simply pinning a shade or destroying the shades and attempting to leave 
  the room before they reform reduces the difficulty by a sizable amount. 
  Raiding the shades’ tombs makes this battle far more even. 
  Area 6B-25: The Source
  This room contains the ultimate encounter of this dungeon level. The 
  room is massive, nearly 200ft in diameter. It is tall as well, rising 200ft 
  high in the center to a domed ceiling and sloping down to 120ft high 
  near the walls. The walls, floor and roof have been carved to resemble 
  the inside of some grand cathedral or tomb, with all the decoration the 
  stonemason could fit. The centerpiece is a great iron chandelier with 666 
  black candles burning with a gray, magical flame. The area would be rath-
  er grand if not for the obvious self-congratulation.
  The room is devoid of furniture. A massive pile of bones, twisted iron 
  and dried blood sits in a 20-foot-wide heap in the center of the room. As 
  characters approach, the pile of bones bursts into unlife and soars into 
  the air. This is the undead dragon, Kallinstraids who served the shades 
  in life as their mount and faithful companion. All shades who are able 
  attempt to materialize in the area as well. Davith and Vallis appear 30ft in 
  
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  Part 7  - Level 6B: The Dead Burty the Dead
  front of the party, while Tabitha appears behind near the wall. Kenneth 
  appears mounted atop Kallinstraids, howling with glee.
  Tactics: If the party has not disturbed the shades’ tombs, this fight may 
  go badly for them. Kallinstraids is a vicious monster, made all the worse 
  by its ability to rapidly reform the shades. It stays high in the air, using 
  its breath weapon as often as it can and being very cagey about when to 
  directly engage the party and when to reform its friends. If Kenneth is not 
  around to help, Vallis rides on his back instead, making use of her touch 
  to keep Kallinstraids healed.
  The characters may be able to employ one trick: The iron chandelier 
  is held to the ceiling by nothing more than a slightly rusted chain. If this 
  chain is snapped, it deals 10d6 points of damage to everyone within 10ft 
  of the center of the room (save for half). If this chain is snapped while 
  Kallinstraids sits in its bone pile, the party could secure the upper hand.
  If Kallinstraids is destroyed, the shades are unable to be restored and 
  their threat passes.
  In the southwest corner of the room is a vault door, locked but not 
  trapped. There is no key for this door. To open it, a wheel on the front of 
  the door must be spun four times to the left, five to the right, then once 
  more to the left. All of the shades know this combination. 
  Kallinstraids, Vampiric Red Dragon: HD 10; HP 74; AC 2[17]; 
  Atk 2 claws (1d8), bite (2d8 plus level drain); Move 9 (fly 
  24); Save 5; AL C; CL/XP 18/3500; Special: breathes fire, 
  drain level (save at +1), immune to charm, fire, hold, poison 
  and sleep, magical abilities, reform shades, regenerate 
  3hp/round, vampiric vulnerabilities, vulnerable to cold (x2 
  damage from cold, –4 to saves).
  Magical Abilities: at will—detect magic, gaseous form, 
  read magic; 1/day—mirror image, shield, web; 2/
  day—magic missile.
  Kallinstraids can breathe a line of fire in a 90ft long cone shape that 
  is roughly 30ft wide at its base. This cone of fire is filled with negative 
  energy that drains 1 level in anyone who fails a saving throw at +1. 
  Kallinstraids can also opt to use its breath weapon on an unoccupied area 
  of the ground. This does no damage, but instead reforms 1d4 shades that 
  have been destroyed.
  Area 6B-26: Was It Worth It?
  After the grand nature of the previous room, this one is quiet and prac-
  tical. The room is filled with stone shelves holding an assortment of items. 
  At the back of the room is a swinging door that looks like it has seen a lot 
  of use. Most of the objects here are components for refilling the various 
  traps found around the level. A few canisters of poisonous substances are 
  around, and the shades (being immune to their effects) have gotten sloppy 
  at keeping the area clean. Anyone handling an object in this room has a 
  10% chance per item of exposing himself to a particularly nasty mixture 
  of poisonous residue (save or die). 
  The room also contains various interestingly shaped bones from unusu-
  al humanoids that died on this level. Most of the gear from fallen adven-
  turers is sold or given to the Orcusites elsewhere in the dungeon, but some 
  items remain here (see Treasure, below).
  Everything (including the magic items) is clearly labeled, and apart 
  from the poison, no traps or tricks are here. The shades honestly believe 
  that no adventurer could ever breach this room. It brings to mind the back-
  room of a theater, a messy pile of props to allow the shades to put on their 
  show.
  Treasure: The trap components could be sold for 4500gp to anyone 
  with a keen interest in mechanics or poisons. In a pile are 38 silver holy 
  symbols (to 8 different gods), Vallis’ personal scorecard. The jaw of some 
  large creature could find a collector of such oddities, and may fetch up 
  to 500gp. There is also a pile of 300gp worth of mundane gear (mostly 
  containers, chains and rope) that the shades will eventually break down 
  for scrap. Materials are here to reload the level’s various traps, including 
  spikes and 2 large low-quality (10gp) rubies for the trap in Area 6B-9.
  A few curious items are also found here, including:
  • A silver pendant of a dragon, which answers questions about dragons 
  when asked by an elf. 
  • An intricate dagger with a red hilt. The dagger is one of the keys 
  needed to open a door elsewhere in the dungeon (Level 3B, Area 3B-20, 
  of Rappan Athuk).
  • A “replacement” arm: A perfectly preserved limb of a humanoid with 
  alabaster skin and uncomfortable-looking red tattoos. If this limb is af-
  
  106
  Rappan Athuk: Expansions
  fixed to the shoulder of a creature that has lost its arm, it reattaches within 
  minutes. While the process is excruciatingly painful, the arm functions 
  properly for them with no ill effects.
  • A lovely cigar case, which when the command word “grateful” is spo-
  ken, unfolds over the course of one round into a +1 shortbow. The word 
  “return” causes it to fold back at the same speed. This was once Tabitha’s 
  weapon of choice for assassinations.
  The real treasure (as alluded to in Area 6B-2) is the floor. The floor is 
  literally paved with gold, although centuries of dust, grime and grease 
  obscure it so anyone who is not specifically looking for it might miss it (1-
  in-6 chance to notice). If the gold it pulled up and cleaned (which would 
  take four people a week to accomplish), it would be worth 35,400gp.
   
  Area 6B-27 Behind the Scenes
  Standing completely still in a neat formation near the back wall are 16 
  zombies and 14 skeletons. These are the workers that keep the level run-
  ning, its traps loaded and its halls clear. They obey commands from any 
  of the shades and attack if anything other than a shade enters the room.
  Skeleton (14): HD 1; HP 6x3, 1x3, 4x2, 5x2, 2x4; AC 8[11]; Atk 
  strike (1d6); Move 12; Save 17; AL N; CL/XP 1/15; Special: 
  none.
  Zombie (16): HD 2; HP 14x3, 11x3, 9x2, 13x2, 6x2, 16, 7x2, 4; 
  AC 8[11]; Atk strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30; 
  Special: immune to sleep and charm spells.
  Tactics: The undead simply charge, attempting to overwhelm their at-
  tackers. They have no special gear and tactics and fall to all but the most 
  worn-down of adventurers.
  Area 6B-28: 
  The Room of the Lovers
  This room was built by Davith and Tabitha to allow them time togeth-
  er away from the others. The room has no furniture other than a pile of 
  dry hay. The walls are covered in rather amateurish poetry and drawings 
  chronicling the growing romance between the pair. There is a passable 
  painting of a half-orc ripping various fantastical creatures in half while 
  a short elf watches. The poetry is uninspired, with Davith and Tabitha 
  praising the other with heavy-handed verse, as new lovers are wont to do.
  The only treasure in the room is under a loose brick in the hay. Inside 
  is a small wooden box containing a gold ring with a large ruby set into it 
  (worth 3500gp). This was the ring with which Tabitha planned to propose 
  to Davith with, but the ritual to transform them into shades was completed 
  before she worked up the courage. She takes out her ire on any character 
  she sees wearing the ring. If the party figures out that it is an engagement 
  ring, they may find it useful in any attempt to placate Tabitha.
  It is possible that a particularly insightful character could convince 
  Tabitha and Davith that allowing themselves to be raised may bring them 
  more happiness than an eternity of unlife. The Referee is free to roleplay 
  this as he wishes, but even if the party does manage to raise Davith and 
  Tabitha, they are still utterly deplorable people who cause the party no 
  end of grief.  
  In the Event of an Emergency
  It’s possible that the party assaults this level and is repelled. The 
  shades waste no time in cleaning up the mess and resetting their 
  traps. If their tombs are raided, they purchase fresh equipment 
  from the Orcusites of Rappan Athuk. After preparing the gear in a 
  ritual, it once again appears on their shades. This ritual takes one 
  week and requires Vallis to be free of the Ghostbind. The shades 
  also use some of the gold from Area 6B-26 to purchase new de-
  fenses as required, such as golems or traps. 
  
  107
  Introduction
  Rolling up random encounters is always good fun, and serves many 
  purposes. Not only does it provide opportunities for horrible things to 
  happen to characters, it also drains them of spells and consumables and 
  can keep them on their toes. Random encounters are at their best when 
  the characters expect to be attacked at any moment and as such waste 
  spells and miss sleep out of paranoia, and therefore get all the drawbacks 
  of fighting a pack of marauding kobolds without gaining any loot or 
  experience.
  To aid in keeping your characters tired, frightened or dead, here are a 
  few encounters that can be much more dangerous than simply the sum 
  of their XPs. Most of these are more effort for the Referee than a simple 
  squad of monsters, and may require a little tailoring to truly shine. Often 
  players don’t take random encounters seriously enough, but this is Rappan 
  Athuk and the characters should experience true dread whether they’re up 
  against a boss in his set-piece room or whether they just walk down the 
  wrong corridor at the wrong time.
  Finally, I am forced to admit that I do indeed love weaponized teapots.
  — Alex
  Drifter and Hel’s Angels 
  Sometime when the party is camping on the surface, whether in town 
  or in the wilderness, they are approached by a young elf named Drifter. 
  Drifter carries a large backpack and is dressed in a mixture of rags, scarves 
  and traveler’s clothes with a friendly smile. Drifter claims that he heard of 
  the party at the last town they visited and while he is “no great adventurer” 
  himself, he offers to lend any assistance he can. Drifter asks nothing in 
  return other than 1gp a week and to be able to listen to the party tell tales 
  of their exploits. 
  Drifter’s purpose, however, is far more sinister. Weeks ago his friend 
  Jessu received a vision from Hel, The Lady of Pestilence. In her vision, 
  Jessu learned that the characters would drive disease from the land and 
  “bring light to dark places”. Jessu sent Drifter to spy on the party and 
  discover their weaknesses while she organizes a force to destroy them in 
  Hel’s name.
  The “Hel’s Angels” do not need to be just a once-off encounter. If Jessu 
  and her Angels are unable to destroy the party, there may be nothing 
  preventing her trying again. She may collect other mercenaries from the 
  list below to shore up her losses. Any time the party engage a pack of 
  goblins and one escapes or they threaten a merchant instead of paying 
  them, the Hel’s Angels may gain another member or a sponsor.
  For this reason a brief section of backstory is provided for each member. 
  This gives some insight into their motivations, as well as suggesting how 
  they may develop. Even if the Angels disband, these mercenaries could 
  return later to be hired, or may be in the employ of the forces arrayed 
  against the players.
  Encounter
  The encounter is designed for a Level 4+ party, which is about the 
  point where a party that started at Level 1 or 2 should have managed to 
  achieve something great enough to have attracted Hel’s attention and to 
  give Drifter a plausible cover-story to join. 
  This encounter is also significantly more complicated than most and to 
  help some tactics have been provided for each anti-hero. These are only 
  suggestions and the tactics should shift to pose the greatest threat possible 
  to the party!
  Drifter
  Drifter carries many mundane tools (listed below) as well as being 
  skilled at and knowledgeable in several subjects. He has never been to 
  Rappan Athuk and knows little about it, instead having focused on history 
  and the arcane. 
  When working with the party, he claims that he is most useful when 
  carrying things or going about menial tasks. He can also care for the 
  wounded and stand watch. Drifter, while duplicitous, is not evil and is 
  infallibly loyal to Jessu, believing her to be a true expression of her god’s 
  will. He serves the party loyally enough and makes no attempt to cause 
  them harm. He would prefer to wait until Jessu is in position than risk 
  drawing attention to himself.
  This event should be a bit of fun for the Referee. First of all, Drifter 
  needs to integrate himself into the party, never being too visible but 
  never getting left behind either. If the characters talk about tactics or their 
  strengths and weaknesses within earshot of Drifter, the Referee should 
  make a note of what was said. After a sizeable number of notes have been 
  collected (approximately three times the numbers of characters), Drifter 
  uses his scroll of distant communications to write to Jessu what she needs 
  to know to hunt and destroy the party! 
  Drifter can arrive weeks or even months before the ambush is to take 
  place. It is unlikely that the party’s actions convince Drifter to abandon 
  his mission; every evil creature they destroy and every dungeon level they 
  clear only makes Jessu’s prophetic vision seem more likely.
  Tactics
  Drifter was not lying when he said he was “no great adventurer”. His 
  spell-book is intentionally limited so as to make it easier to conceal, and 
  his training makes him very effective in social situations as well allowing 
  him to pick up new skills quickly. His usual strategy in combat is to 
  cast invisibility and from there either to run away or to move to a more 
  defensible position. 
  From there he casts his favorite spell, sleep, on whichever target or 
  targets he deems most appropriate. Once the target is prone he opens up 
  with his longbow until they recover, before repeating the process. He 
  holds his casting of magic missile in reserve until he spots a wounded 
  target and uses it to finish them off. Drifter is very bright and analytical, 
  more so than anyone else listed here and as such he is the most likely to 
  adjust his tactics to the changing conditions of battle.
  Although he’s certainly in the best position to provide tactics to the 
  Angels he lest Jessu lead, partly out of respect to Jessu, and partly because 
  he does not want to draw attention to himself.
  Part 8
  New Encounters
  
  108
  Rappan Athuk: Expansions
  Morale
  Drifter likes Jessu and believes that her connection to the divine will 
  make her great, but is also smart enough to know that doesn’t make her 
  invincible. If he can see that the battle will not end well, he yells “time to 
  go!” and tries to convince the Angels to retreat. If Jessu or Hands collapse 
  from their wounds he carries them clear of the battle, fearing for their 
  lives.
  Drifter, Elf (MU3/Thf2): HP 15; AC 8[11]; Atk dagger (1d4) or 
  longbow x2 (1d6); Move 12; Save 13; AL C: CL/XP 6/400; 
  Special: +2 save vs. spells, +2 save bonus vs. traps, elf traits, 
  spells (2/1).
  Spells: 1st—magic missile, sleep; 2nd—invisibility.
  Equipment: leather armor, dagger, longbow, 15 
  arrows, scroll of distant communications (hidden 
  inside a lead tube; see Appendix), backpack, bedroll, 
  blanket, block and tackle, bucket, bullseye lantern, 3 
  flasks of oil, crowbar, 3 iron spikes, pot, 50ft silk rope, 
  small collection of books, spellbook, gold and silver 
  ring (200gp value), 15gp, 2sp.
  Spellbook: Drifter’s spellbook pages are neatly bound into a rather dry 
  book on the history of needlework. It contains all spells prepared above 
  plus: 1st— charm person, light, read languages; 2nd—levitate, mirror 
  image, web. The book has no free pages.
  Note: Drifter’s gear should be increased to match the terrain in which 
  he encounters the party, such as winter blankets for colder climes or 
  extensive climbing gear for mountainous areas. None of this gear should 
  be magical. He also carries a notebook which includes all the things 
  he’s heard the characters say about their combat skills and weaknesses. 
  Finding this book should be an interesting read as the characters realize 
  what things they may have carelessly mentioned.
   Jessu
  Jessu is a young priestess of Hel with a sickly complexion and oily 
  white hair. The story goes that the first words she ever heard were Hel 
  commanding her and giving her divine purpose. Jessu was struck deaf 
  by the experience, but has risen to her new station with the help of 
  Drifter and her partner Luli, known as “Hands”. Hands, Drifter and Jessu 
  communicate in sign language, earning Jessu the nickname “Gesture”.
  Jessu spent her youth in service to Hel, setting up a small chapel to 
  her in her hometown and carrying out works in her name. Her favorite 
  pastime was hunting bandits with Hands and Drifter, before nailing the 
  bandit’s bodies to fence posts around the town to appease Hel and protect 
  the town from disease.
  
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  Part 8: New Encounters
  Jessu is very friendly and has endeared herself to a few of the people 
  she’s come across in her travels. Considering her travels usually involve 
  spreading disease and death by Hel’s command, it’s not surprising that 
  those who call her ‘friend’ are themselves strange and broken individuals. 
  Jessu feels no guilt about those that suffer at her hands — Hel’s voice in 
  her head has her certain that her purpose is divine and she is only doing 
  what must be done. 
  Tactics
  Jessu casts protection from good before battle. She always opens a 
  fight with hold person, freezing an opponent in their tracks. The ability 
  to control another’s body fills her with a childlike glee and she will fire 
  her crossbow at the unmoving target before casting silence on herself and 
  wading into melee.
  If one of the Angels intends to attack spellcasters she casts silence on 
  the ally instead. If Therris is in the party Jessu casts silence on her first; 
  Therris has no abilities that require speech, but Jessu silences her mostly 
  because Therris just gets on Jessu’s nerves.
  Morale
  Hel has given Jessu divine orders, and Jessu follows them 
  unquestioningly. She never betrays her purpose but she does have one 
  weakness: if Hands is threatened but not killed, Jessu can be convinced to 
  back off or surrender temporarily. If she is able to secure Hands’ safety she 
  resumes hunting the party.
  Special
  Jessu is driven by her faith, but oracle of Hel or not, when the chips 
  are down she’s just a young woman from a small town. If Hands is killed, 
  Jessu screams in silent rage, sweeping all sound from the battlefield in her 
  grief (Jessu immediately uses her magical silence ability). This is also a 
  literal moment of silence for Hands.
  Jessu does everything in her power to avenge her partner for the duration 
  of the spell. When the spell ends she attempts to recover Hands’ corpse, 
  then flees, plans for revenge and raise dead already forming in her mind.
  Jessu, “Gesture”, the Oracle of Hel (Clr5): HP 21; AC 4[15]; 
  Atk heavy mace (1d6 plus poison) or heavy crossbow 
  (1d6+1); Move 9; Save 12; AL C; CL/XP 5/240; Special: 
  +2 save bonus vs. poison and paralysis, control undead, 
  magical abilities, spells (2/2).
  Magical Abilities: silence (in critical situations, see Note, 
  below)
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person, silence 15-ft radius.
  Equipment: chain mail, shield, heavy mace coated 
  with poison (save or die), heavy crossbow, 20 
  bolts, scroll of distant communications (Appendix), 
  backpack, 1d4x10 pp.
  Note: In a time of extraordinary stress (Referee discretion), Jessu may 
  invoke silence, centered on herself, with an enhanced radius of 200ft, 
  lasting 1 minute. This may happen no more than once per week.
  Treasure: Inside Jessu’s backpack are several small leather bags, each 
  containing 200gp. There is one bag for each of the Angels. The exceptions 
  are the bags for Emile and Kruin, both of which only contain 100gp each 
  in gemstones. Perrit’s bag has 200gp of small gemstones.
  Luli “Hands”
  “Hands” is a beautiful elven former dancing girl/bandit with long red 
  hair that reaches her waist. Hands is a poor melee fighter, instead choosing 
  to focus on her archery. She could make good money in taverns combining 
  famous or popular dances with an indoor archery demonstration! She is 
  less interested in completing her performance than she is in starting a 
  brawl. Her idea of a good night is walking away from a burning tavern 
  with her pack full of stolen coin and bottles. She cares about Jessu above 
  all else and is her voice in social situations.
  Hands has known Jessu since a very young age and shares her friend’s 
  beliefs. She enjoys nothing more than leaving ruin in her wake and is 
  fascinated by the way every living thing tends toward decay. One of her 
  favorite childhood activities was to pick a flower and put it in a vase 
  without water, watching it wither and die.
  Tactics
  When the fighting starts she starts dancing then starts filling her target 
  with arrows. If a spellcaster is being trouble she attempts to pin them 
  down first. If one character is directing the battle and shouting orders, 
  hands focusses fire on the leader to keep them quiet for a little while.
  Morale
  Hands follows Jessu’s orders without question. So powerful is this 
  bond that if Hands must make a save against a mind-affecting effect, she 
  receives a +2 bonus on roll if she is within 20ft of Jessu.
  Should Jessu be slain, Hands does not leave the battlefield until she 
  has managed to avenge her death. From there she takes command of the 
  Angels and devotes her life to killing the party.
  Luli “Hands”, the Dancing Bandit, Female Elf (Ftr1/Thf3): HP 
  13; AC 7[12]; Atk short sword (1d6) or longbow x2 (1d6); 
  Move 12; Save 13; AL C; CL/XP 4/120; Special: +2 save bonus 
  vs. traps, bond (see Morale, above), elf traits, thieving skills.
  Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 6, 
  Hide 35%, Silent 40%, Locks 20%.
  Equipment: leather armor, short sword, longbow, 40 
  arrows, potion of healing, thieves’ tools, 1d gp, 2d4sp.
  Note: The bond shared by Hands and Jessu transcends the will. If 
  Hands must make a save against a mind-affecting effect, she receives a +2 
  bonus on roll if she is within 20ft of Jessu.
  Treasure: In addition to her gear, Hands has three bottles wrapped in 
  cloth at the bottom of her pack. Two of these bottles are good quality 
  rum (worth 25gp each). The third is an aged wine that Hands stole from 
  a tavern a few weeks back. It is worth 50gp as a great drink, or 120gp to 
  anyone who is knowledgeable about wine.
  The Mercenaries
  Jessu and Luli have access to a few mercenaries they can hire to help 
  destroy the party. The Referee should focus on the information Drifter 
  has provided to draft the fewest mercenaries necessary. Jessu is wealthy 
  but her funds are not bottomless. Jessu names her mercenary band “Hel’s 
  Angels” without a trace of irony, so sure is she that her purpose is divine. 
  The Hel’s Angels at full capacity should include roughly the same number 
  as the party.
  The Referee is encouraged to spend a little time crafting Jessu’s party, 
  and to treat them with the same respect that the players would show to 
  their own characters. For Jessu this is her divine quest; to assemble a party 
  of adventurers and to destroy those her god has warned her about. For the 
  Referee, this is a careful draft to assemble the best team possible.
  The overall feel of this group should be that of a hostile adventuring 
  party. It is easy to imagine that Jessu and the Angels have their own 
  campaign with party dynamics and a story arc of their own. They probably 
  even met in a tavern. What a shame then that only one party will walk 
  away from this. It is for this reason that the mercenaries range from the 
  highly effective down to Kruin. These are not the finely tuned killing 
  machines of Orcus and Rappan Athuk; rather these are ‘normal’ people 
  who’ve been paid a pile of gold to murder the party.
  Kruin 
  Kruin is a dark haired lady clad in furs and rags. She is covered in dirt 
  and leaves, and smells like a squirrel nest. Her teeth have been filed to 
  points, and her blue eyes dart around in the manner of a woman who is one 
  loud noise away from complete panic. She carries a battleaxe slung across 
  her back, her right hand permanently resting on its hilt.
  Kruin may be hired to deal with a thief or ranger. If given time to 
  prepare before battle she can easily threaten anyone who is not ready for 
  melee combat. While she’s not very durable, she has an uncanny knack 
  
  110
  Rappan Athuk: Expansions
  for dishing out damage. 
  Tactics
  Kruin casts shield before any encounter (as well as drinking her potion 
  of giant strength if anyone reminds her). Once battle has started she 
  charges into melee, swinging wildly to and fro. If spellcasters or archers 
  stay on the outside of combat, Kruin takes a round in which she is not 
  engaged and casts magic missile at the “weaklings”. If outnumbered, she 
  casts mirror image to buy some more rounds of combat. She uses her 
  potion of healing at the earliest opportunity.
  Morale
  Kruin does not fight for money, only the visceral joy of combat, and 
  she does not surrender. If her allies surrender she continues to fight for 1 
  additional round, at which point she becomes disgusted by the “lack of 
  spirit” shown by her allies and stops. She still does not surrender and just 
  walks away, starting the fight anew if anyone tries to stop her.
  Kruin the Barbaric, Female Elf (Ftr1/MU3): HP 12; AC 7[12]; 
  Atk battleaxe (1d8); Move 12; Save 13; AL C; CL/XP 4/120; 
  Special: +2 save bonus vs. spells, elf traits, spells (2/1).
  Spells: 1st—magic missile, shield; 2nd—mirror image.
  Equipment: leather armor, battleaxe, potion of healing, 
  potion of giant strength, scroll of phantasmal force, 3 
  days rations, waterskin, sharpening stone, spellbook.
  Spooks 
  Spooks is probably not his real name. Spooks is a stocky dwarf who is 
  rarely seen out of his armor: black plate mail painted white in places to 
  give the effect of a skeleton. Spooks certainly has an affinity for bones; 
  he never purchases weapons but instead carves his own swords from 
  horse bones. These blades are intentionally weak and break on impact to 
  create terrible bleeding wounds. His shield is decorated with fragments 
  of bone and blood, making a horrifying tableau that Spooks is rather 
  proud of.
  Spooks talks freely and enthusiastically about his past; once a holy 
  warrior of Thyr he killed a fellow acolyte while training. Rather than 
  feeling shame at his deeds, the sight of exposed flesh and bones awakened 
  a darkness inside him. He fled the temple that very night, eventually 
  making his way to a cult of Hel, and it is through this cult that he knows 
  Jessu. Spooks has embraced his new faith with zeal and spends his time 
  guarding the cultists and making simple crafts out of the bones of his 
  enemies.
  Spooks, with his plate mail and Hel’s blessing, is a defensive 
  monstrosity. He is best used against any melee-focused characters, able to 
  block their assaults and return damage before waiting his opponent out in 
  toe-to-toe combat. Spooks has few real weaknesses. 
  Tactics
  Spooks is a simple dwarf with a simple strategy. He charges his 
  designated target and attempts to inflict damage. He draws a new sword 
  (repeating this process if he is not satisfied with the first wound) and then 
  attacks normally. After his target is slain he takes their weapon as a trophy 
  (if it is appropriate and looks nice) and picks a new target to harass.
  Morale
  Spooks is an old friend of Jessu’s and is fond of her (she never frowns 
  at him for carving bones at the dinner table). If she surrenders he follows 
  her lead, and if she flees he spends a round buying her time to flee before 
  following her. If he is in trouble he is not above injuring one of the 
  mercenaries to make an easier target for the characters.
  Spooks, Dwarf (Ftr5): HP 38; AC 2[17]; Atk bone longsword 
  (1d8 plus Special, see below); Move 6; Save 10; AL C; CL/XP 
  5/240; Special: +1 to hit strength bonus, +1 damage strength 
  bonus, dwarf traits, multiple attacks (5) vs. creatures with 1 or 
  fewer HD.
  Equipment: plate mail, shield, 5 bone longswords, 
  backpack, religious texts on Hel, Kel, Orcus and Muir, 
  bone carving tools, 35gp.
  Special: Spooks’ bone longswords are brittle and dangerous. On a 
  successful attack roll of 17 or better on 1d20, the bone blade breaks off 
  in the opponents wound, inflicting 2 points of continuous damage until 
  removed or healed. It requires 1 full round to remove a bone blade shard.
  Perrit
  When Gro’kesh’s band of orcs retreated into a small grove to hide from 
  adventurers, Perrit, the druid of the grove did not mind. This place was a 
  shelter to anyone who needed it, and the orcs would move on before too 
  long. The patrol pursuing the orcs decided the best course of action would 
  be to burn the grove to the ground. The orcs were killed in the blaze, 
  but the druid used his magic to start another fire behind the patrol and 
  suffocate them in the smoke of their own fires.
  Perrit is the wreck of a once-proud man. With the loss of his grove 
  and feeling guilt over the death of the orc patrol, he has largely retreated 
  from reality and spends most of his time as an eagle, soaring over the land 
  and using locate animals and speak with animals to create a ‘flock’ for 
  himself, at least for a few moments, when he can find other avians.
  He has plans to replant his grove however, and occasionally takes 
  mercenary work to let off steam when his rage overcomes his guilt. He 
  stays on for a job or two until the rage subsides and he goes back to 
  spending time as an eagle once again.
  If a character has a love of setting fires or playing at battlefield tactics, 
  then Perrit also has the tools to shut them down. Call lightning serves as a 
  way to upset the opponent’s careful positioning (in the extreme!)
  Tactics for guilty Perrit 
  Perrit remains in eagle form for the entire battle. He speaks to any of 
  his eagles that are close to swarm a target, and attempts to lose himself 
  among the flock. He continues this the entire fight, trying to confuse the 
  battlefield and drive away attackers. 
  Tactics for angry Perrit
  Perrit begins the battle in humanoid form. If given adequate time to 
  prepare and the weather is right, he casts call lightning. If the mercenaries 
  are having trouble hitting the party, Perrit casts faerie fire to make things 
  a little more clear. When he has exhausted his spells he uses his shape 
  change ability to take the form of an eagle, and uses the same tactics as 
  above.
  Morale
  Perrit’s grip on reality is not as firm as it could be. If he sees anyone 
  wielding a flaming weapon or casting fire-based spells he ignores Jessu’s 
  orders and focuses his attacks on them. If Jessu flees or surrenders, or if 
  Perrit fears for his own life, he simply withdraws and flies away.
  Perrit (Drd5): HP 18; AC 6[13]; Atk spear (1d6) or sling (1d4); 
  Move 12; Save 11; AL N; CL/XP 6/400; Special: +2 save bonus 
  vs. fire, druid abilities, spells (3/2/1).
  Spells: 1st—faerie fire (x2), locate animals; 2nd—speak 
  with animals (x2); 3rd—call lightning.
  Equipment: leather armor, wooden shield, spear, sling, 
  10 bullets, backpack, flint and steel, bedroll.
  Treasure: Besides some basic survival equipment, the only other thing 
  Perrit carries with him is a small bag of pebbles, designed so that it can be 
  held by talons. A few of the ‘pebbles’ are gemstones painted grey, which 
  Perrit will bury near his grove as the metaphorical seeds for its revival. 4 
  of the pebbles are worth 35gp each if they have the paint cleaned off them.
  Therris
  Therris just isn’t a nice person. She is a monk, and spends most of her 
  time training with all the rigor and discipline expected of her. However 
  she spends her evenings dressing up like a magic-user and picking fights. 
  She is careful to appear physically weak and robs those she roughs up, 
  expecting them to be too ashamed to report her. No one is quite sure of her 
  history (as she is too vain and prone to lying to accurately explain where 
  she came from) but she has developed something like a friendship with 
  Spooks, and through him she knows Jessu.
  
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  Part 8: New Encounters
  Therris does not fill any specific role. She punches things until they stop 
  moving and then writes self-congratulatory notes about it in her journal. 
  If the party prides themselves on their ability to cast spells, Therris is the 
  obvious choice to counter them. If a character has talked up their pride or 
  skill in a weapon, Therris’ quick fist can force them to drop it which is then 
  followed up with taunting.
  Tactics
  Like Spooks, Therris is not one for grand strategy. She wears her 
  “magic-user’s robes” and carries her staff in an attempt to lure out any 
  skirmishers who preferentially target weak spellcasters. Then she charges 
  and pummels her foe. 
  Morale
  Therris is not terribly brave or loyal. If the going gets tough she is the 
  first to leave (unless Jessu is able to offer her more money). On the other 
  hand, Therris is the most proud of any of the mercenaries, and if one of 
  the characters insults her or makes even a small personal comment she 
  remains in combat to defend any slight to her person, real or imagined. 
  All else being equal, she flees when Jessu surrenders, dies or runs. If, 
  however, the Angels win the day, Therris demonstrates herself to be a poor 
  winner and proves to be completely insufferable.
  Therris, Female (Mnk5): HP 14; AC 5[14]; Atk fist (1d10) or staff 
  (1d6+2); Move 16; Save 11; AL L; CL/XP 5/240; Special: monk 
  abilities.
  Equipment: robes, “wizard’s staff”, backpack, see 
  Treasure (below).
  Treasure: If anything has been reported stolen from a nearby town, it’s 
  likely that it is in Therris’ backpack. The contents include (but should by 
  no means be limited to):
  • A silver dagger (22gp)
  • 2 gold rings (100gp each)
  • Three coin purses with a total of 121gp and 38sp in them.
  • A bronze scabbard worth 120gp for its craftsmanship
  • A jade necklace, stolen from a minor noble. The insignia of the noble 
  house is engraved on the back, and is difficult to sell to a reputable jeweler. 
  It’s worth 180gp for its craftsmanship.
  In addition she carries a decorated “wizard’s staff”, with bits of glass 
  and metal shards carefully glued to it. It is functional as a prop but it is 
  both gaudy and worthless.
  Rog and Gore
  The halfling Rog and his riding wolf Gore are the sole friends of Kruin. 
  Rog stands proud in a set of beautifully decorated chain mail with an 
  attached red cape, along with a very well made lance and sword. Rog’s 
  gear and his combat prowess suggest he may have formal chivalric 
  training, but his foul language, general ignorance and malignant odor cast 
  doubt on his claims to knighthood. Gore looks like he may have been bred 
  for combat, and his general good behavior and training suggest he was 
  hand raised. Rog has never explained where he found Gore, but the two 
  are completely inseparable. 
  There’s a persistent rumor that Rog was once a squire to a halfling 
  knight named Verrin in a nation far from here. The story goes that Rog 
  learned that he was better with a sword and shield than Verrin quite early 
  in their partnership but could never match Verrin in his ability to defuse 
  situations with his words. One day a revelation came to Rog; Verrin was 
  only good with words to cover for his lack of skill with a blade. Rog 
  realized that if he could best any man in a fight he would never need 
  words; words were a coward’s tool! Rog slew Verrin that very night and 
  took his weapons and armor. From that day onwards Rog called himself a 
  knight and dedicated himself to perfecting his talents.
  Rog claims that’s all drunkard’s gossip, and that he is a legitimate 
  knight. Exactly who he serves or the circumstances of his knighthood vary 
  depending on who asks, but he stands by his claim.
  Rog and Gore are best against targets who can take a beating. They’re 
  also obviously effective against any quick-moving adversaries and pose a 
  threat to anyone on the periphery of a battle.
  Tactics
  Rog and Gore are at their best when they’re free to ruin the day of 
  anyone they choose. They can simply charge from target to target if 
  counterattacks are not a threat. Rog’s favorite trick however is to charge 
  a target and allow Gore a chance to bite. Once a target is down they can 
  keep chewing and poking until it dies or they get bored.
  Rog and Gore are not terribly effective on their own; they work much 
  better when executing complex strategies with the other Angels. They can 
  work with Perrit to allow his eagles to overwhelm a target, or help Spooks 
  delay and distract a particularly dangerous character, and will even rush to 
  the aid of an Angel in trouble.
  Morale
  Rog has his heart set on appearing as loyal and honorable as possible. 
  He follows Jessu’s orders to the letter, and only quits the field of battle a 
  round after she has. 
  If Gore is killed Rog does not seem that worried, and returns 4 weeks 
  after the battle with a riding-wolf whom he names “Gore”. Whether this 
  is because Rog is a horrible person with a penchant for finding trained 
  wolves, or if he knows someone who can return Gore from the dead, is 
  left to Referee discretion.
  Rog, Halfling Cavalier (Ftr4): HP 18; AC 3[16]; Atk short sword 
  (1d6) or lance (2d4+1); Move 6; Save 12; AL L; CL/XP 3/60; 
  Special: halfling traits, multiple attacks (4) vs. creatures with 
  1 or fewer HD.
  Equipment: decorative chain mail armor, shield, short 
  sword, lance, backpack, flint and steel, bedroll, 75gp.
  Gore the Wolf: HD 2+2; HP 10; AC 5[14]; Atk bite (1d4+1); 
  Move 18; Save 16; AL N; CL/XP 2/30; Special: none. 
  Equipment: leather barding
  Treasure: Rog’s pack contains only the bare essentials. Among 
  his camping gear and personal items is a broken longsword, its pieces 
  carefully wrapped in a heraldic flag bearing the insignia of a snarling wolf.
  Emile Whittaker
  Emile was gifted (or possibly cursed) as a child after freeing a demon 
  that had been trapped inside a clock. The demon gave him the power to 
  cast rays of fire from his fingertips. What chance he had to grow up a 
  normal lad was lost.
  Many years later Emile is horribly in debt. At first he wanted to be 
  an adventurer and enrolled himself at a fighter’s guild to learn the art of 
  blade and steel. Sadly, Emile’s patience ran out quickly. It is hard for a 
  young man to learn discipline and focus when he can solve his problems 
  by shooting fire from his hands.
  Emile came to the attention of Drifter when he and Emile got into an 
  argument over the authenticity of a fake diamond ring. Drifter found 
  Emile’s egocentrism and hair-trigger rays utterly repulsive, but saw him 
  as someone who could be useful. Emile is the most intelligent of all the 
  Angels, and can be brought in to identify strange or unusual things about 
  the party. Emile also makes a wonderfully aggressive solution to nearly 
  any problem character.
  Tactics
  Ray, move away. Ray, move away. Repeat until someone tells Mr. 
  Whittaker that he can stop now. Emile just enjoys exercising his power, 
  and gets caught up in causing destruction and the euphoria of battle. 
  Clearly, he missed his calling as a barbarian.
  Morale
  Emile fights until attacked in melee, at which point he flees to a safe 
  distance. If his pursuers give chase he runs as far and fast as he can. If he 
  manages to evade pursuit he casually returns to the fray as if nothing had 
  
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  happened.
  Emile Whittaker: HD 3; HP 12; AC 5[14]; Atk fire ray (2d6 
  fire) or longsword (1d8); Move 9; Save 14; AL C; CL/XP 
  6/400; Special: fire rays (1/round, roll to hit; 2d6 points of fire 
  damage, no save). 
  Equipment:  chain shirt, longsword, backpack, 
  notebook, pen, ink.
  Treasure: Emile is flat broke (having already given any money Jessu 
  handed him to his creditors) and has no treasure. He does have one book 
  on antiques that he is writing himself, and this may provide valuable 
  insight into some of the minor artifacts that the party may come across 
  in their travels.
  The Ambush
  The core of the ambush is not a stealthy strike, but rather ensuring 
  party is spaced out a reasonable distance. A goblin ambush would involve 
  trapping the party in a small space and raining death with crossbows, but 
  the Angels take a different approach. If Drifter can cause the characters 
  to spread out it can give the Angels an extra turn to get into position and 
  add to the confusion.
  Fortunately, he has a plan. Drifter has heard of the red dragon Aragnak 
  (at Rappan Athuk, Wilderness Area 25). He mentions the dragon to the 
  party, and mentions its habit of occasionally devouring adventurers. He 
  suggests that anyone on watch should also not neglect looking up from 
  time to time.
  When Drifter makes use of his scroll of distant communications to 
  inform Jessu of the party’s weaknesses, he also tells her their location and 
  their pattern of movement. The first night after Jessu has found them and 
  is in position, Kruin signals the start of the attack by using her scroll of 
  phantasmal force to create the illusion of a dragon flying high overhead. 
  Drifter shouts “Dragon, move!” hoping the party scatters. While the party 
  searches the night’s sky in vain for the beast, the Angels make their move, 
  using the distraction to help cover their advance.
  Many of the Angels have ways to prepare, and if an ambush can be 
  cleverly set they use their time to drink potions and cast spells. Drifter is 
  well aware of this, and distracts the characters for a round or two before 
  casting invisibility and getting clear.
  This encounter could be tricky for the Referee, and requires a thorough 
  read-through. Each Angel has a distinct set of abilities which provides 
  the encounter with surprises and a very tactical combat, at the expense of 
  requiring much more time to prepare. 
  Genna and the 
  Teapot of Despair
  Genna is going to walk up to the party, kill one of the characters and 
  walk away. The encounters listed above are all mostly combat-orientated, 
  and Genna provides an alternative. Genna can be encountered anywhere 
  above ground, replacing any roll of merchants or a patrol.
  Genna is an overweight, gaudily dressed diminutive woman, a second-
  hand-goods merchant by profession. Her true trade, however, is in souls, 
  which has a surprising overlap with second hand goods. She travels the 
  roads and towns in the Stoneheart Valley with her wagon, selling her 
  goods to any who would buy them. Genna is involved in nearly any shady 
  business one can run out of the back of a wagon, including acting as a 
  fence for bandits, scavenging from corpses killed by wildlife and selling 
  counterfeit magical items with the aid of her wand of magic mouth (always 
  cast on a mundane item and commanded never to speak). 
  Encounter
  If Genna comes across an adventuring party she sees them as good 
  targets; after all, the souls of heroes are worth double! She acts like a 
  matronly, kind lady and refer to the party as her “dears”. If the characters 
  comment on her lack of guards, she simply smiles sadly and says that 
  “Any who would look at me can see I’ve got naught worth stealing”. In 
  truth the local goblins are afraid of her, thinking her to be a witch. Bandits 
  see her as useful; she brings them goods they request and acts as a fence 
  for anything they’ve stolen.
  She offers to sell the party some of her “treasures”, including six random 
  potions and three second level scrolls (roll to randomly determine which). 
  She also has some adventuring gear, notably two blank spellbooks (30gp 
  each), a small treasure chest made of pale wood (180gp), three bull’s-eye 
  lanterns (15gp each), 200ft of hemp rope (5gp for the lot), and a battered 
  (but functional) spyglass (500gp).
  She doesn’t mind haggling over the prices of these goods. They’re all 
  real — in fact she stole them from a wagon two days before and is happy 
  to get any coin for them. What she is really looking for is a character 
  that seems to be particularly heroic — someone who sounds brash and 
  particularly egotistical. If the party is suspicious or asking too many 
  questions, she takes what coin she can get and leave quickly.
  However, if she spots a mark and their friends do not seem overly 
  suspicious she may try to see what she can get away with. She brings out 
  a fine wooden box, inlaid with silver. Inside is a device that looks very 
  much like a classic genie’s lamp or perhaps a squat teapot with a long 
  spout. The pot is made of silver and glass and is decorated with images of 
  clouds, stars and the setting sun with an overall theme of ‘evening’. The 
  glass sections allow one to see inside the pot, to see that it is filled with an 
  effervescent blue liquid that sparkles in the light.
  Genna tells a hero that the pot is filled with “tears cried by angels while 
  they spoke of the truest things” and for a modest sum of 200gp she allows 
  the hero to drink his fill. She warns them in advance however that ‘truth’ is 
  a lot for mortals to take in, and that the hero will fall asleep for about two 
  hours after taking the draught. She advises them to set up their bedroll so 
  they have somewhere comfortable to sleep it off. If asked why this strange 
  service is so cheap she (truthfully) explains that the real value is in the 
  pot and its use, not in its contents. If one does drink from the pot, they 
  may collapse moments later, not into a sleep but into a death-like state. A 
  close examination by a cleric reveals the character is not actually sleeping. 
  Genna is honest about one thing: they indeed dream of angels while their 
  soul is contained within the teapot.
  Of course, accepting strange drinks from random ladies on the side of 
  the road is not even a vaguely sensible idea. The silver-and-glass teapot is 
  the unusual but practical Lover’s Lament (Appendix). Genna cautions the 
  party to not disturb their “sleeping” comrade, and concludes her business, 
  packing her cart and heading off to the nearest place she can think to hide 
  before looking for a buyer for her new acquisition. The followers of Orcus 
  have use for such a thing, as would the priests of Tsathogga at Wilderness 
  Area 25.
  The key to this social encounter is friendliness and wonder. Genna 
  should be a relaxing encounter for the party, a break between death-traps 
  and vicious beasts. She offers them tea, and encourages them to rest a 
  moment and tell of their travels. She reciprocates with tales of far off 
  
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  places, perhaps mentioning some of the notable features of the area. When 
  the teapot is brought out it should be a reverent occasion. Her story should 
  be one of wonder; for low-level characters the talk of angels and trading 
  between planes where “a single vial of angel tears can be bought for the 
  memory of a dawn” should hint at a larger (if entirely fabricated) world.
  Genna cannot fight, and if cornered she attempts to bargain and lie to 
  get herself out of trouble. If that fails she runs, perhaps after drinking one 
  of her potions if they seem at all helpful. As all her goods are stolen, she 
  does not hesitate to use them as bribes or consumables in order to secure 
  her own freedom. Genna is a casual worshipper of Tsathogga, and if her 
  death looks unavoidable she does her best to destroy the Lover’s Lament 
  and the rest of her stock, partially to stop them falling into the hands of 
  adventurers, partly as a last display of destruction for her god.
  If the party raids the back of her wagon, they find:
  • All potions and scrolls she had for sale.
  • A crate containing 8 longswords, 8 suits of leather armor, 8 longbows 
  and 160 arrows, which Genna was on her way to sell to a group of bandits.
  • A +1 halberd she found on a burned adventurer’s corpse, although 
  she is having trouble finding a buyer.
  • Her travelling kit, which contains spare clothes, food, water and a 
  tea set. 
  • The box the Lover’s Lament is housed in. The box is worth 120gp for 
  its craftsmanship alone.
  Genna, Elderly Female Merchant (MU4): HP 8; AC 9[10]; Atk 
  dagger (1d4); Move 9; Save 13; AL C; CL/XP 4/120; Special: 
  +2 save bonus vs. spells, spells (3/2).
  Spells: 1st—magic missile (x2), shield; 2nd—ESP, mirror 
  image.
  Equipment: Lover’s Lament, wand of magic mouth 
  (3 charges), 1d4x100gp, various trade goods (see 
  above).
  Ravenous Goblins 
  No one that goes into Rappan Athuk comes out the same, if they 
  come out at all. This is just as true for monsters as it is for adventurers. 
  These six goblins snuck into the early levels of Rappan Athuk hoping 
  for treasure, or at least a place to hide. What they found was something 
  darker, and in their desperate search for a way back to the surface they 
  took to cannibalism to survive. Now they have escaped and roam the 
  surface, their goblin appetites augmented with a hunger for flesh, bone 
  and marrow.
  One turn after one of these corrupted goblins dies its flesh tightens over 
  its frame (regenerating if needed) and with a sickening crunch the now 
  intact body rises as a ghast. The goblins don’t even notice that they’ve 
  gone from living to undead, so great is their hunger.
  The goblins are crazed and fight alongside their fallen brothers without 
  fear and are immune to their stench ability.
  Encounter
  This encounter can replace any roll of bandits, goblins or undead on the 
  Wilderness Encounter charts. The goblins, unlike their regular kin, make 
  no attempt to set an ambush or sneak up on the party. They are most likely 
  to attack when the party has stopped to eat and the smell of food is caught 
  by the wind.
  Ravenous Goblins (6): HD 2; HP 10, 9x2, 7x2, 8; AC 6[13]; 
  Atk short sword (1d6); Move 9; Save 16; AL C; CL/XP 3/60; 
  Special: –1 to hit in sunlight, primal scream, rage.
  Equipment: leather armor, shield, short sword, 3d6 sp.
  Risen Goblins (Ghasts): HD 4; AC 2[17]; Atk 2 claws (1d3), 
  bite (1d6); Move 15; Save 13; AL C; CL/XP 5/240; Special: 
  paralyzing touch, stench. 
  Equipment: leather armor
  Tactics: Charge! The goblins carry no weapons other than their rusty 
  swords and are far too hungry to have the patience for a bow. When the 
  goblins rise as ghasts they discard their weapon and shield; completely 
  overtaken by their hunger, the ghasts charge the nearest character and 
  attempt to overwhelm them.
  Special: Goblins that drop to 0 hit points or below rise as ghasts on the 
  next combat round, retaining their place on the initiative order. This can 
  be prevented by destroying the corpse with 5 points of fire damage, or 
  pouring holy water over the corpse.
  Santiago
  High Priest Santiago is a comrade of High Priest Zehn, but rarely spends 
  any time in the upper temple. Rather he spends his time wandering the Gut 
  (Level 4B), exploring the caverns, resetting traps and simply enjoying the 
  many sights the area has to offer.
  Santiago is an old man whose mind has started to decay. He is still fit 
  and his active lifestyle has stopped him from suffering any real physical 
  signs of aging besides wrinkles and grey hair. While as devout as ever, 
  Santiago is sometimes confused, and his habit of repeating himself or 
  forgetting the names of acolytes means that he’s encouraged by the other 
  Orcusites to spend time away from them.
  Maliciousness and cruelty are the largest parts of his personality, but 
  as he knows his mind is slipping he has begun to grow angry about the 
  idea of his own inexorable defeat at the hands of time. While he does 
  not have access to anything to help with his age, he has at least come up 
  with a plan to avoid defeat in battle. His +1 spiked heavy mace (which 
  doubles as his unholy symbol) is in fact a trap. A thin, nearly invisible 
  wire runs from the armor on his wrist to the base of his weapon. If the 
  mace is dropped or removed from his grasp, the cord is stretched taut and 
  a bead of force (Appendix) hidden among the decoration on the top of 
  his hammer explodes a moment later, dealing 3d6 points of damage to all 
  within a 10ft radius. 
  Santiago is also odd in that he is not a necromancer or animator of the 
  dead. When he was younger he was a tactician and a battle-chaplain, but 
  while his faith was true he never started down the path of raising the dead. 
  This odd abstinence has earned him no friends among the followers of 
  Orcus, and Santiago never uses his animate dead spell. However this old 
  soldier should be more than a match for a party who don’t treat him with 
  fear and respect.
  Encounter
  Santiago remembers his glory days well, as a young, fiery priest driving 
  the goblins out of Levels 2 and 4B. If a roll of 01–10 is made on the Level 4B 
  encounter table, there is a 50% chance that Santiago can be found walking 
  Ravenous Goblin Powers
  Primal Scream A ravenous goblin emits a howl of savage fury 
  that can be heard to a distance of two miles. Any animal that hears 
  this scream tries to move out of the area using the quickest and most 
  direct means possible. Druids or rangers may make a saving throw 
  to calm an animal agitated by the scream. Intelligent creatures of 
  1HD or less that are within 300ft must make a successful save or 
  become panicked and suffer a –2 to attacks for 2d4 rounds. Whether 
  or not the save is successful, any affected creature is immune to the 
  primal scream of that ravenous for one day. 
  Rage A ravenous goblin that suffers damage in combat has a 
  1–3 on a d6 chance of flying into a berserk rage in the next round, 
  attacking until either it or its opponent is dead. While raging, a 
  ravenous gains a +2 to hit and damage, but suffers –2 to AC due 
  to its reckless behavior. 
  
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  Rappan Athuk: Expansions
  among the 1d6 zombies and warhorses, once again a field commander in 
  formation with his troops. He is equally likely to be found anywhere in The 
  Gut, and is familiar with all of its residents including Urovok in 4B–7.
  Santiago is still an unholy champion of Orcus and a fine warrior, but his 
  one Achilles heel is his memory. All attempts by the characters to pretend 
  that they’re new acolytes usually succeed (unless the party is very silly 
  about it). Santiago may not be sharp but he is cunning, and if he works out 
  that the party is in fact warriors of another god he will do his best to lead 
  them into a trap. The best location for this is Area 4B–25, where he hopes 
  the black skeletons make short work of the intruders!
  Santiago is not in control of the undead patrolling with him. They 
  recognize him as a High Priest of Orcus and do not attack him, but neither 
  do they obey his orders. If the characters prove themselves ‘friendly’ to 
  Santiago he uses his command undead power on the zombies, and have 
  them turn their horses around.
  Tactics
  It’s highly unlikely that Santiago, travelling with multiple zombie horses, 
  observes the party before they see him. However if he does have a chance to 
  attack first he casts both command and hold person to better his odds later.
  During Combat
  Santiago’s tactics are quite unusual because of how he’s been trained. 
  Many of the Orcusites before him who survived the Righteous March and 
  the fall of Tsar learned one important lesson: hit hard, hit fast. As such he 
  starts by ordering the zombie horsemen to charge (which they do anyway) 
  before using them as a defensive wall and doing as much damage as he 
  can as quickly as he can.
  For the first three rounds he begins working through his spells, 
  intelligently countering threats and holding enemy spellcasters. While 
  his mind may have frayed, his cunning in battle is as sharp as ever! 
  Commanding fighters to drop their weapons is his personal favorite, and 
  nothing amuses him more than seeing warrior-types fumbling for their 
  weapons. His close-combat prowess is augmented by his poison touch, 
  bestow curse, and death touch special ability.
  Morale
  Santiago fights to the death, sure in his belief that Zehn will resurrect 
  him and reward him for his valor (although in truth Zehn is glad to be rid 
  of him). As such Santiago dies with a smile, and would intentionally put 
  himself in harm’s way in order to finish off a wounded character.
  If he is sure he is moments from defeat he either drops his mace or 
  attempts to throw it up to 20ft away, causing the bead of force to detonate 
  when the mace strikes its target and showering the party in shards of steel.
  This encounter could be used to demonstrate to the party that the 
  followers of Orcus, and indeed the other denizens of Rappan Athuk, are 
  not to be taken lightly. Many of them would think nothing of throwing 
  away their lives in order to kill their enemy.
  Zombies: HD 2; AC 7[12]; Atk weapon or strike (1d8); Move 
  6; Save 16; AL N; CL/XP 2/30; Special: immune to sleep and 
  charm.
  Santiago, High Priest of Orcus (Clr8): HP 40; AC 2[17]; Atk 
  touch or +1 spiked heavy mace (1d8+1); Move 9; Save 8; AL 
  C; CL/XP 10/1400; Special: control undead, death touch—1/
  day (roll 8d6: if total equals or exceeds target’s current hit 
  points, it dies; save avoids), spells (2/2/2/2/2). 
  Spells: 1st—command (x2); 2nd—hold person (x2); 
  3rd—bestow curse (x2); 4th—cause serious wounds, 
  cure serious wounds; 5th—finger of death, flame strike 
  (Appendix). 
  Equipment: plate mail, shield, black robes emblazoned 
  with the symbol of Orcus, +1 spiked heavy mace, 
  potion of extra-healing, silver unholy symbol of Orcus, 
  4 vials of unholy water (inflicts 1d6 damage on Lawful 
  clerics and paladins), map, 2d12sp.
  Treasure: In addition to his gear, Santiago carries a hand-drawn map of 
  the Gut. The little coin he carries is just to pay Urovok for his tasty sausages. 
  Wilderness Area 33: 
  The Hand of Hecate
  On the edge of the Troll Fens in the Dragonmarsh Lowlands across the 
  river northeast of Zelkor’s Ferry sits a lonely hut surrounded by a ring of 
  eight skulls. Each of the skulls has a semicircular silver mark. A wooden 
  sign with an attached silver bell is seen to the right of a path. The path 
  continues left to a clearing with a stone altar stained with blood. To the 
  south, the path leads down to a dock by the river where a small fishing 
  boat is moored. 
  The path continues between two skulls to a large boiling cauldron on 
  the left and a T-shaped wooden stand on the right. A large black raven sits 
  upon the wooden stand and a blazing fire is beneath the cauldron. Two 
  large hounds, rusty red in color with sooty black teeth and tongues sit in 
  front of the hut’s entrance. Each hound has a semicircular silver disk as a 
  charm hanging from a collar. A balcony with a large bird-nest of branches 
  and twigs sits above the entrance. Within the nest, a female with a human 
  upper body and the lower body and wings of vulture stands with a serrated 
  dagger in hand.
  The wooden sign has the following message in the common tongue: 
  “Welcome to the abode of Zhanna, the Hand of Hecate. Ring the bell to 
  request audience whether seeking bounty or fortune.” Upon the ringing 
  of the silver bell, the door to the hut opens to reveal a slightly hunched, 
  hideously ugly crone with a wrinkled face, a large nose, long sharp teeth, 
  and hands that end in wicked claws dressed in loose-fitting brown cloak. 
  She slowly walks out of the doorway carrying a crooked and rotting 
  walking stick. Speaking in a coarse gravelly voice, the crone speaks: 
  “Whether seeking the bounty or a fortune, choose one to accept the 
  symbol of Hecate and then let the one proceed forward and stand before 
  me without fear. One and only one may enter my circle.”
  The ugly crone is Zhanna, a baba yaga in service to Hecate, the 
  goddess of evil magic. She is the powerful leader of a coven of witches 
  that meet once per month during a full moon to sacrifice enemies of 
  Hecate including any captured servants of Orcus or Tsathogga. She pays 
  a significant bounty for powerful clerics of these demon princes. The 
  sacrificial flesh used to feed Zhanna and her menagerie is cured and stored 
  within her hut. She has a posted list of current bounties on the business 
  door of Ulman Dark, a necromancer in Zelkor’s Ferry (see Wilderness 
  Area 27). If the petitioner seeks the telling a fortune, Zhanna has a deck 
  of many things that a single draw is allowed with payment of a 1000gp or 
  in lieu of a bounty payment.
  Two hell hound brothers, Vladislav and Vsevolod, a gift directly from 
  Hecate are always close by the side of Zhanna. The chosen of Hecate 
  tattooed with her symbol are the harpy Dominika and the decapus, Yegar. 
  Yegar uses his phantasmal force ability to appear as a black raven. The 
  harpy offers a silver unholy symbol of Hecate to the one who chooses to 
  stand before Zhanna.
  The ring of eight skulls is actually 8 gambado placed in temporal stasis 
  Death Touch 
  Many of the priests of Orcus can inflict a death touch. This 
  fearsome demonic gift allows the priest to touch a foe and 
  potentially cause instant death. If the servitor of Orcus hits a target 
  with his hand (a successful to-hit roll is required), the Referee rolls 
  a number of six-sided dice (the number of dice depends on the 
  priest’s power, and is given in the priest’s stats). If the resulting 
  number is equal to or greater than the victim’s current hit points, 
  then the victim must make a saving throw or die in the same 
  manner as if killed by the finger of death spell. If the number of 
  resulting hit points is fewer than the target’s hit points, no damage 
  is taken at all. This ability may only be used a limited number of 
  times per day, although the death-energy is not lost if the Chaotic 
  priest’s attack misses.
  
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  by the power of the goddess. Anything that crosses the circle without the 
  symbol of Hecate is immediately attacked and devoured. In any case, 
  they can be activated upon the command of Zhanna. If the party follows 
  Zhanna’s instructions explicitly, all is good. If not, the characters may find 
  themselves on the receiving end of a blade at the waning of a full moon. If 
  the adventurers get greedy after several visits, this may be the last mistake 
  they will ever make. Any possible treasure within Zhanna’s hut is left to 
  the Referee’s discretion.
  Zhanna, Hand of Hecate (Baba Yaga): HD 12; HP 70; AC 
  –3[22]; Atk 2 claws (1d6), bite (1d8); Move 12; Save 3 (1 
  due to cloak); AL C; CL/XP 20/4400; Special: +1 or better 
  weapon to hit, immune to charm, fear, and sleep, magical 
  abilities, magic resistance (50%), rend (both claws hit, inflict 
  additional 1d6 damage), cold and fire resistance (50%), 
  spells (4/4/4/4/4/1). (The Tome of Horrors 4 14)
  Magical Abilities: constant—aura of fear (30ft radius); 
  at will—decaying hex (60ft, save or suffer 2d6 decay 
  damage and then 1d6 bleeding damage/round), evil 
  eye (30ft, save or suffer –2 on to hit and save rolls).
  Spells: 1st—charm person, detect magic, magic 
  missile, sleep; 2nd—darkness 15ft radius, ESP, mirror 
  image, phantasmal force; 3rd—dispel magic, fly, hold 
  person, suggestion; 4th—charm monster, confusion, 
  polymorph self, wizard eye; 5th—conjuration of 
  elementals, feeblemind, hold monster, telekinesis; 
  6th—geas.
  Equipment: cloak of displacement, deck of many 
  things.
  Vladislav and Vsevolod, Hell Hounds (7HD): HD 7, HP 56 
  each; AC 4[15]; Atk bite (1d6); Move 12; Save 9; AL C; CL/XP 
  8/800; Special: breathe fire (10ft range, 14hp damage, save 
  half).
  Dominika, Harpy: HD 3; HP 18; AC 7[12]; Atk 2 talons (1d3 
  plus charm), serrated dagger (1d4+1); Move 6 (fly 18); Save 
  14; AL C; Special: charm touch (save applies), siren-song 
  (save applies).
  Yegar, Decapus: HD 4; HP 24; AC 4[15]; Atk 9 tentacles (1d4 
  plus strangle); Move 6 (climb/swing 12); Save 13; AL C; CL/XP 
  7/600; Special: at will—phantasmal force, strangle (hit AC by 
  6 or more, score auto 1d4, free with open doors check). (The 
  Tome of Horrors Complete 128)
  Gambados (8): HD 4; HP 28, 20x3, 26, 16, 24x2; AC 5[14]; Atk 
  2 claws (1d4), bite (1d8); Move 15; Save 13; AL N (tend C); 
  CL/XP 4/120; Special: surprise on a roll of 1-3 on 1d6.  (The 
  Tome of Horrors Complete 262)
  Development: Zhanna has a business relationship with Ulman and 
  Kanndra Dark of Zelkor’s Ferry. As a bounty hunter, Kanndra has caught 
  bandits and a few acolytes of Orcus and Tsathogga delivering them for 
  sacrifice to Zhanna. However, many of the bounties are beyond Kanndra’s 
  capability. Zhanna is always on the lookout for adventurers to complete 
  her quests. She periodically travels to Zelkor’s Ferry to post her bounty 
  list and to survey the current inhabitants. Ulman and Kanndra are the only 
  inhabitants that know Zhanna’s true nature.
  Zhanna uses polymorph self to appear as an attractive middle-aged 
  human woman. With her fishing boat using telekinesis, she travels to 
  Zelkor’s Ferry and lands behind the necromantic shop of Ulman Dark. 
  Upon arrival, she casts ESP and wizard eye. She posts her most recent 
  bounty list upon Ulman’s door.  Zhanna proceeds to Bristleback’s Inn 
  using ESP and wizard eye. If she finds an appropriate contact, she hands 
  them a copy of her bounty list. She returns to her boat within the hour.
  Here is a suggested list of Zhanna’s bounties:
  1. Any living human bandit working in the vicinity. (50gp)
  2. Any living cleric of Orcus or Tsathogga. Price varies on cleric level. 
  (50gp+)
  3. The horn of a green guardian gargoyle. (250gp)
  4. The feathers of a vrock. (400gp)
  5. The skull of vampire. (500gp)
  6. The sap of a gallows tree. (500gp)
  7. Destroy the coven of sea hags and steal their cauldron of blood. 
  (750gp)
  8. The tongue and eyestalks of a froghemoth. (1000gp)
  9. The liver of the matriarch troll priestess. (2500gp)
  10. The heart of an adult red dragon. (5000gp)
  Wilderness Area 34: 
  The Waytt Family
  In the hills overlooking the Horsefly Swamp, a family of misfits preys 
  upon travelers and the occasional caravan. The Waytt family (pronounced 
  ‘wait’) are a mismatched, mongrel assortment of characters, led by 
  Brayce Waytt, a clever half-orc that keeps the rest of the family in line. 
  In addition to Brayce are Luug and Urk, half-ogre twins that dwarf 
  even the stout half-orc. Tall and bulky, the twins have only the basest 
  ability to communicate with others outside the family. Their series of 
  grunts and hoots are completely unintelligible to outsiders, although they 
  are quite accomplished in pantomime, and take great pleasure in “aping” 
  the movements of others. Another member of the family is Roddick, a 
  small, broken man that spends his days locked in a large truck. Roddick 
  is an accomplished hedge-wizard, a magic-user of some ability. His trunk 
  resemble a hounds den; clothes and books are piled in every bit of space, 
  except that taken up by his dwarf-like body. 
  The boys also have a sister, Lilyandra, who Luug refers to as “Lily-
  Flower” in his addled and slurred speech. Lilyandra is a slight, beautiful 
  half-elven girl, with an extremely pale complexion. If one did not know 
  better, it might be assumed that Lily was a vampire. Lily is a doting 
  daughter and sister, always performing her tasks with an ethereal smile 
  on her face, never quite looking anyone in the eye. Lily is a psychopathic 
  killer, and when she is set off, none of the boys (except Brayce) go 
  anywhere near her. 
  The matriarch of the family is a grotesquely fat hag named Agga, a 
  virtual prisoner of her own body. Both of her legs were broken when she 
  tried to stand, giving out completely under the stress of her bulk. Now, she 
  lays in the covered wagon, with Roddick’s trunk, flanked by her hulking 
  twins, her beautiful daughter tending to her needs, and Brayce leading 
  their way. 
  The family has no permanent home; they travel the hills and edges of 
  the swamp foraging for anything they can find. First pick of food items 
  goes to Momma Agga; anything pretty, or fine clothing, goes to Lily; other 
  items are traded or stashed for later use. Surprisingly, Brayce has managed 
  to keep the family together and if not flush, reasonably well cared-for. He 
  is quite intelligent for a half-orc; his interactions with outsiders, being 
  able to size-up good targets and high-percentage banditry, and his ability 
  to minimize damage to his family is quite remarkable. Brayce should be 
  played with poise, he will not risk the well-being of any family members, 
  and he plays to their strengths brilliantly. 
  Tactics: Typical tactics for the family are Brayce approaches caravans 
  or travelers from the front, claiming to be a sell-sword or adventurer 
  that has lost his party. Roddick is always off to the side, within line of 
  sight, carried into place by one of the twins. Infrequently, Roddick will be 
  placed into a backpack and carried by a twin (although he despises this 
  mode of transport) if the terrain is difficult to maneuver in. He makes use 
  of his spells (particularly sleep, his favorite), intelligently, maximizing 
  the confusion of any opponents. He also tries to spot where loot could be 
  found from his distance location. The other twin typically takes a flanking 
  position, in order to throw rocks or charge in if needed. He will stay 
  hidden in whatever ambush Brayce has cooked up. Lily typically stays 
  close to Mama, smiling and fussing over her to no end. Should anyone 
  approach the wagon, the smile drains form Lily face, replaced by the cold 
  
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  Rappan Athuk: Expansions
  look of stone. She draws out her thin short sword, and prepares to defend 
  her mother with everything she has. If Brayce has time to plan out an 
  ambush, he may use Lily as a “fair maiden” to lull would-be rescuers into 
  a deadly trap. In this case, Brayce is quick to remove Lily from potential 
  harm, while Roddick and the twins keep them occupied. 
  Encounters: The Waytts can be encountered in several ways. The 
  Tactics section above details how the Waytts form up when they are 
  attempting banditry. Just as frequently, Brayce concocts a confidence 
  game against travelers; he portrays himself as a salesman, with “cures and 
  remedies for the common man”, nothing more than a snake-oil salesman. 
  He is, however, very skilled at the deception, and it would take either a 
  well-travelled adventurer, or a middle to high level thief to see through 
  his con. Brayce typically pulls this con alone, or occasionally with 
  Roddick and Luug, used as “props” or assistants. Lily can also be used as 
  a distraction, so marks do not pay too close attention to Brayce’s wares. 
  He will have 1d6 different tonics for sale, each “guaranteed to cure what 
  ails”, typically for 2d6gp, or whatever his marks can bear.
  A particular favorite con for Brayce is the “traveling evangelist”. He 
  poses as a dirty orc, preaching the words of enlightenment and forgiveness. 
  His portrayal of a humanoid beast in these cases is perfect, and his 
  humility and self-degradation are almost over-the-top. He will use Luug 
  and Urk in these scams, portraying the 3 of them as goodly humanoids, 
  just seeking fairness in the world, escapees form torture and slavery in the 
  dungeons of Rappan Athuk. “All we seek, friend, is perhaps a few coppers 
  so we can make our way in the world. Anything you can spare is more than 
  charitable.” Lawful clerics and paladins can hardly resist or say no to such 
  a request, and is a good time for the Referee to really lay on the guilt, and 
  lighten the party’s monetary load.
  Another option for encountering the family is that occasionally, when 
  Lily is in a particularly foul mood, she goes off on her own to “hunt”. 
  Hunting for Lily involves finding lightly-armed or small groups of 
  travelers, and murdering them in their sleep. Unbeknownst to Lily, news 
  of her “hunts” have made the gossip-rounds up the Coast Road, so her 
  exploits are gaining attention from the local sheriffs and foot-patrols. 
  They are on the lookout for the Waytts (specifically Lily), and may enlist 
  the characters to help in the search. Currently, there is a 200gp reward for 
  her, dead or alive, payable by the sheriffs. 
  Brayce Wyatt normally appears as a facially disfigured human male, 
  approximately 6ft tall, of athletic build. The truth is he is a half-orc, a 
  supplemental race describe in the Appendix, under New Monsters. 
  Brayce can alter his appearance enough that he can accomplish is “cons” 
  described above. He has been doing these cons for so long, only someone 
  very qualified (such as a thief) or lucky will notice they are being taken 
  advantage of.
  Brayce is a firm believer of “family first”, and will not hesitate to do 
  whatever is necessary to make sure his family is taken care of. The family 
  wagon is brimming with supplies necessary to pull of his various cons, 
  so the Referee should feel free to add whatever mundane equipment is 
  necessary to make a situation believable. Brayce has a stash of various 
  weapons and armor, so the equipment listed here is only when he is not 
  performing a specific con. 
  Brayce is the unquestioned leader of the family. Mamma Agga may be 
  the matriarch and progenitor of the family, but Brayce is it head. No one, 
  except possibly Lily, dispute his orders or direction.
  Brayce Waytt, Half-Orc (Ftr5): HP 32; AC 7[12]; Atk short 
  sword (1d6) or dagger (1d4) or light crossbow (1d4+1); Move 
  12; Save 13; AL C: CL/XP 8/600; Special: +1 to hit strength 
  bonus, +1 damage strength bonus, –1 to hit in bright light, 
  +1 to hit in darkness, darkvision 60ft, multiple attacks (5) vs. 
  creatures with 1 or fewer HD. (Appendix)
  Equipment: leather armor, dark green hooded cloak, 
  short sword, dagger, light crossbow, 20 bolts.
  Huge and stupid, Luug Waytt is a monstrous half-ogre; he and his 
  twin-brother Urk are the result of Mamma Agga’s indiscretion with an 
  ogre marauder. Much more civilized than a normal ogre, Luug can take 
  direction from family members, but it somewhat lost on his own.
  Standing nearly 8ft tall and heavily muscled, Luug is a fearsome sight 
  in combat. He is also the workhorse of the family, as his strength and 
  endurance seem limitless. Luug is frequently tasked with carrying his 
  half-brother Roddick, which he thinks is a great honor to be trusted with, 
  treating Roddick as a kind of pet to care for. If Roddick is attacked while 
  under Luug’s care, the half-ogre flies into a barbaric rage, and gains +2 
  to hit and damage until all non-family members around them are dead. 
  Needless to say, even Brayce cannot control Luug at these times, which is 
  why they avoid cities, just in case.
  Luug, Half-Ogre (Ftr7): HP 45; AC 7[12]; Atk two-handed 
  sword (1d10+4) or halberd (1d8+5) or longbow x2 (1d6+3); 
  Move 12; Save 13; AL C: CL/XP 8/600; Special: +1 hp per 
  level due to high constitution, +2 to hit strength bonus, +3 
  damage strength bonus, darkvision 60ft, multiple attacks 
  (7) vs. creatures with 1 or fewer HD. (The Tome of Horrors 
  Complete 316)
  Equipment: leather armor, two-handed sword, halberd 
  (polearm), longbow, 15 arrows, large woolen blanket 
  (used as a cloak), backpack (for Roddick), leather 
  shoulder-harness to attach bags and gear, 4 sacks.
  Urk Waytt is an awesome sight. Standing taller even than his brother 
  Luug, Urk is 9ft tall and 600 pounds, with wild hair and shaggy beard. 
  He appears to be a (slightly) smaller type of hill giant. He never speaks, 
  but does seem to understand simple direction. He is not much for 
  endurance, but his strength surpasses even Luug’s. Urk does not fight with 
  any weapons, preferring to either use his clubbing forearms or literally 
  throwing his body at his opponents (see the Unarmed Combat section in 
  the Swords & Wizardry Complete rulebook). Urk, can, if the occasion 
  calls for it, throw rocks like a giant. He is very shy and uncomfortable 
  around Lily, and bashfully leaves her presence unless instructed otherwise 
  by Brayce.
  Urk, Half-Ogre (Ftr6): HP 42; AC 9[10]; Atk rope-wrapped 
  forearm x2 (1d8+3); Move 12; Save 13; AL C: CL/XP 8/600; 
  Special: +1 hp per level due to high constitution, +2 to hit 
  strength bonus, +3 damage strength bonus, darkvision 60ft, 
  throw rocks (1/round—1d10 points of damage), multiple 
  attacks (6) vs. creatures with 1 or fewer HD. (The Tome of 
  Horrors Complete 316)
  Equipment: bits and pieces of carpet for clothing, rope 
  to wrap forearms, backpack, 1d3 stones for throwing.
  Roddick Waytt is a small human male with dwarfism. Tiny compared 
  to his larger brothers at roughly 4ft tall with bent and painfully twisted 
  limbs, they nonetheless frequently look to him for guidance due to his 
  vastly superior intellect. While Brayce may be the leader of the family, 
  and extremely clever, he also knows that his “little brother” is the smartest 
  man in the family.
  Extremely well-read and versed on many subjects, Roddick is often 
  asked for his opinion with family business and the cons. He often works 
  out the problems with any of the scams and finds exploits and loopholes 
  that Bryce does not. 
  Roddick spends most of his time in a large traveling-trunk in the family 
  wagon, like a dog in a den. He does this literally to protect himself; his 
  brothers and mother are so large they could crush him without even 
  noticing. He has received many broken bones while growing up, and 
  were not healed by his mother, a fact that is never far from his mind. 
  Roddick would be the first member of the family to turn on the group, 
  due to the horrible treatment he has received. He believes he is destined 
  for greatness, and bides his time with his family so he can amass enough 
  wealth to purchase slaves to transport him as his family does now. 
  An accomplished magic-user, Roddick wields powers that Brayce 
  and the family can barely conceive. They do know he is valuable, and 
  protect him at all costs. Roddick keeps his spells on scrolls in his trunk, 
  his greatest possessions. He will do nearly anything to obtain a new book 
  or spellbook. If given the opportunity, Roddick will attempt to trade 
  spells with a character magic-user. If they cannot come to some kind of 
  agreement, or the character does not have any new spells for Roddick, he 
  signals his brothers that his business is concluded, and they may treat the 
  
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  Part 8: New Encounters
  party as they will. 
  Roddick (MU7): HP 13; AC 9[10]; Atk dagger (1d4–1); Move 
  3 (at best); Save 9; AL C; CL/XP 9/1100; Special: –2 to hit 
  strength penalty, –1 to damage strength penalty, 85% 
  chance to learn a new spell due to high intelligence, +2 
  save vs. spells, spells (4/3/2/1).
  Spells: 1st—charm person, sleep (x3); 2nd—ESP, 
  invisibility, phantasmal force; 3rd—fly, protection from 
  normal missiles; 4th—dimension door.
  Equipment: normal clothes, dagger, various books 
  and scrolls, spell-scrolls (Referee to determine spells as 
  necessary).
  Small, elven, and delicate, Lilyandra Waytt seems quite out-of-place 
  in this family of hulking brutes and freaks. Standing a mere 4 1/2ft 
  tall and weighing less than 80 lbs, Lily appears almost transparent and 
  ethereal. Pale-skinned and extremely light blond hair make her look like 
  an apparition, and image she does not mind.
  Lilyandra is a sociopath; she feels no empathy or warmth towards 
  anything, including her own family. While she can laugh, and is often 
  jovial, it is a façade covering her utter blankness of soul. She takes care 
  of Mamma the best she can, but with no real feelings, she cannot comfort 
  Agga when needed. The rest of the family keep a wary eye on Lily, for as 
  much as they love their little sister, they fear her “episodes” even more.
  Once every couple of months, Lily escapes from the family and goes off 
  on a “hunting” trip. On these excursions, she tracks down a small group 
  of travelers or caravan, and systematically kills them all. Occasionally, 
  she slays them in a particularly atrocious fashion, and Brayce must 
  come and clean up the situation after her. He never admonishes her for 
  these dalliances, but he is never happy when it’s “Lily-time”. Lily can 
  sometimes be found with bits or pieces of her victims, perhaps and ear or 
  finger of some traveler. Lily has performed these hunting trips frequently 
  enough the Coast Road Guard are aware of who she is (there have been 
  enough survivors that they put a description together), and are actively 
  searching for her. This may lead to the party being offered a reward for 
  her; 200gp, dead or alive.
  Lilyandra, Half-Elf Female (Thf 7); HP 17; AC 7[12]; Atk thin-
  bladed short sword (1d6) or dagger (1d4); Move 12; Save 
  17; AL C; CL/XP 3/60; Special: +2 save bonus vs. traps 
  and magical devices, backstab (x3), half-elf traits, read 
  languages, thieving skills. 
  Thieving Skills: Climb 91%; Tasks 45%; Hear 5 in 6; Hide 
  40%; Silent 50%; Locks 50%.
  Equipment: leather armor, cloak and boots of 
  elvenkind (only worn while hunting; hidden from the 
  family), thin-bladed short sword, 3 daggers, fileting 
  knife, thieves’ tools, straw doll missing an arm and its 
  head, 3 necklaces (each worth 3d10gp).
  Mamma Agga Waytt is a wretched slob. She is so enormous that the 
  family had to kill a merchant caravan to secure a wagon to haul her around 
  from place to place, as she no longer fit through doorways. Whether by 
  neglect or some form of curse, the woman is almost impossibly fat for a 
  human. The matriarch of the family, Agga has had relations with various 
  different humans and humanoids in her time, producing the clan that takes 
  care of her now.
  Devouring anything she can, she has a near-insatiable need to eat 
  constantly. The family stages raids just to keep Mamma happy, which is 
  almost a daily necessity. Her appetites for food and more unsavory things 
  keep everyone busy, and is one of the reasons the family is being hunted 
  down in the Forest of Hope region.
  Ranging from the Horsefly swamp down to roughly the Wild Edge 
  River bridge, the family take care to travel by night, and set up their cons 
  for the daylight hours, although this causes Brayce discomfort, he feels 
  some form of familial tie to Agga, although no one would consider it love 
  or respect. 
  Agga is a cleric of some loathsome god, thought to be either Grotaag, 
  Snuurge, Orcus, or some other even viler being. Whomever she prays to, 
  she does so away from the others, as no family member is invited into the 
  wagon when it is time for her prayers.
  Mamma Agga (Clr8): HD 8+2; HP 38; AC 9[10]; Atk fist 
  (1); Move 0; Save 8; AL C; CL/XP 10/1400; Special: spells 
  (2/2/2/2/2). 
  Spells: 1st—cause light wounds (x2); 2nd—hold person, 
  silence 15ft radius; 3rd—cause disease, prayer; 4th–
  cause serious wounds, cure serious wounds; 5th–create 
  food, finger of death.
  Equipment: twisted straw holy symbol, family treasure 
  (see below).
  Treasure: The spoils of the family business are carried in the wagon, in 
  a well-hidden secret compartment on the inside, somewhat under the bulk 
  of Mamma Agga’s bedroll (+1 penalty to die rolls to locate secret doors; 
  elves do not get an automatic check).
  Hidden in the cache are the following items: 
  • A latched box (20gp) set with a single green moss agate, contains a 
  leather case (1sp) holding an ornate carved stone pipe (30gp). Along the 
  stem of the pipe are eight pieces of silvery-white gems (freshwater pearls). 
  (From their irregular shapes, you can see that these pieces are from four 
  gems cut in half.) 
  • A woman’s skull has been sheathed in silver, her teeth pulled and 
  replaced with jagged gold fangs. Large and almost luminous pieces of 
  green talc have replaced the woman’s eyes, and tiny slivers of jade dot her 
  cheekbones. (The jeweled skull is easily worth 50gp.) 
  • In a small wooden box carved with leaping fish (2gp) is a set 
  of six matching cups and saucers (8gp per set), suitable for hot tea or 
  some similar beverage. The cups are painted with gold leaf and have a 
  piscatorial (fishlike) design. 
  • A wooden chest the size of a large dog is covered in elaborate enamel 
  and lacquer work showing a bare-chested young king in a war chariot 
  leading great hunts and war parties (25gp). Inside, is a black marble statue 
  the size of a forearm depicting a stiff armed, bare-chested warrior standing 
  at rigid attention (10gp), and a black granite carving of a bull with the 
  bearded head of a scholar (18gp) which is a similar size. The sculptures 
  are padded by straw underneath them. Concealed in the straw is a black 
  glass jar (2gp) containing a scented yellow ointment. The straw also hides 
  a white leather pouch (2gp), which is so stuffed with gold and silver coins 
  (21gp, 126sp) that the tie will not close all the way. At the bottom of the 
  chest, is a light bronze necklace appointed with comma-shaped blue beads 
  (9gp). 
  • A rolled piece of parchment, an arms-length-long and half that wide, 
  cut into a rectangle with crisp symmetrical ends (4sp). Beside it is a doll, 
  dressed as a lady of fashion. She is as long as a forearm. The face and 
  hands are wood, painstakingly painted to smile engagingly. Her hair is 
  real hair, pale blond; her gown, shoes, and hat are made of the finest 
  fabrics (20gp). A plain longsword in a wooden sheath is under the doll. Its 
  basket hilt is wrought iron, the blade sharp and unadorned (sword, 15gp; 
  sheath, 1gp).There is an uncomplicated well-made lock with the key in 
  it (40gp lock and key). Also, there is a wooden spoon (2cp) and a brass 
  plate, rather dented (2sp) beside a tall plain silver goblet decorated with 
  raised leaves (15 gp). The goblet holds a handful of coins (8gp, 7sp, 2cp). 
  • A single iron gauntlet sized to fit an ogre warrior-prince (4gp) has 
  been pressed into service as an improvised “treasure chest.” A piece of 
  knotted canvas fills the wrist opening to keep the contents secure within 
  the pitted, battle-scarred gauntlet. A pair of dice carved from quality ivory 
  (4gp) rattles around within the glove along with variously sized coins 
  (15gp, 13sp, and 5cp). A small golden letter opener with a sapphire set 
  into the mushroom-shaped pommel (12gp) protrudes from one of the 
  fingers. A small gold and onyx amulet, shaped like a stylized warhammer 
  and covered in protective runes and inscribed prayers (59gp), is stuck 
  between the gauntlet’s palm and one of its fingers. A slender yellow 
  ceramic perfume vial (3gp), contents long spilled, rests in the gauntlet’s 
  little finger. Bas-relief pictograms of bees decorate the vial. 
  • A tall gray flail (8gp), a horseman’s shortbow with the grip wrapped 
  in red leather and the bowstring dyed red (75gp) and a compact quiver 
  with twenty arrows, unpainted and fletched with gray goose feathers (set 
  
  118
  Rappan Athuk: Expansions
  1gp). A brown leather shoulder pack (5sp) holds a pair of gauntlets made 
  of thick pigskin, reinforced with iron, for very small hands (3gp), a thin 
  flexible dagger (2gp), and a whetstone (2cp). There are several fine pieces 
  of parchment paper, rolled up and tied with a leather thong (15 sheets, 
  2sp each). Below the paper, carefully protected by three leather cases 
  (2sp each) and braced against the bottom of the pack are three vials of 
  expensive ink, red, green and blue (9gp each). A leather-wrapped parcel 
  (leather wrapping; 2sp) lies behind the pack, and beside it is a small metal 
  box. Gold, silver and copper coins are scattered in the area (7gp, 119sp, 
  766cp). The parcel contains nine items, each carefully wrapped in strips of 
  light brown wool. There are four vials, cut of rock crystal with tight-fitting 
  rock crystal stoppers (80gp each) and five gold spoons (soupspoon size, 
  15gp each). The box is copper, with handsome curling designs pounded 
  into the sides and top (2gp). The lid is hinged and closed with a latch. 
  Inside, a gold ring with letters inscribed in it (someone’s initials, perhaps; 
  18gp) lies atop a silver and rose quartz necklace (8 pieces of rose quartz; 
  necklace, 450gp). A leather bag, split open along the seams lies behind the 
  leather pack, empty but for six copper pieces (bag, as is, has no value). 
  These treasures are taken from the Necromancer Games product The 
  Mother of All Treasure Tables.
  
  119
  New Drug
  Stems
  Ingesting a dose of stems takes one round to chew them up. If the 
  creature taking the stems is doing so against his will, he can make a saving 
  throw to regurgitate them before the start of his next round. On the start of 
  the creature’s next turn, roll a 1d6:
  1d6
  Results
  1
  The creature slips into a happy haze for 6 minutes. 
  During this time, he is weakened and suffers a 
  –4 penalty to hit and saving throws. He can still 
  perceive his surroundings. At the end of this time he 
  suffers a –2 to attacks and saves for an hour.
  2–5
  The creature feels a jolt as his mind and body begin 
  to work faster. For 1 minute, he gains a +2 bonus to 
  attacks and a –1[+1] bonus to his Armor Class. At 
  the end of this time, he must rest for an hour.
  6
  The creature enters a trance in a state of mental 
  clarity for 10 minutes. All saving throws are made 
  with a +2 bonus during this time, and any spells are 
  cast as if the caster was one level higher. At the 
  end of this time, he must rest for hour.
   
  Taking another dose of stems while under one of the effects listed above 
  instantly ends the current effect. Roll again to see what effect takes over 
  instead. In this way, a creature with sufficient access to stems can keep the 
  negative effects at bay indefinitely.
  New Magic Items
  Bead of Force
  This small black sphere appears to be a lusterless pearl. A bead of force 
  has two uses (that happen simultaneously when thrown). It can be thrown 
  up to 60ft and upon impact, the bead explodes, sending forth a burst that 
  deals 5d6 points of damage to all creatures within a 10ft radius. 
  Additionally, a thrown bead of force creates a globe of shimmering 
  force with a diameter of 10ft and a duration of 10 minutes, completely 
  enclosing a creature, provided the latter is small enough to fit within the 
  diameter of the sphere, and a successful to hit roll is made by the thrower. 
  The sphere contains its subject for the spell’s duration. 
  The sphere is not subject to damage of any sort except from a disintegrate 
  spell. This effect destroys the sphere without harm to the subject. Nothing can 
  pass through the sphere, inside or out, though the trapped creature can breathe 
  normally. The enclosed may struggle, but the globe cannot be physically 
  moved either by people outside it or by the struggles of those within. The 
  explosion completely consumes the bead, making this a one-use item.
  Boots of Tromping
  These well-worn boots always appear singly, most frequently in a 
  like-footed group. When a group of people place the boots on one foot, 
  they are magically endowed to move at the speed of the fastest member 
  of the group for purposes of overland walking. A boon to dwarves and 
  halflings taking long treks, these boots resize themselves to fit any foot 
  from halfling to ogre-size. The wearers of the boots of tromping cannot 
  run at any increased speed (beyond the normal running speed), nor is 
  combat affected in any way. These are just a fast way for people to get 
  there and back.
  Ghostbind
  Other adventuring groups over the years have made concerted efforts to 
  defeat and pillage this level, with mixed success. One group (whose name 
  has been lost to time) brought with them a powerful sword, the Ghostbind. 
  This weapon is a +1 longsword, but has one unique property when used to 
  fight the shades on this level. If a shade is impaled on the sword, the shade 
  is rendered helpless and unable to use any of its abilities (it is effectively 
  paralyzed, forced into its corporeal form). The shade remains in this state 
  until the sword is removed or the shade is slain. A pinned shade that is 
  slain reforms as usual. No undead creatures are able to touch this weapon, 
  even if it is unattended.
  Impaling a creature uses the Unarmed Combat option from the Swords 
  & Wizardry Complete rulebook. This is strictly an optional set of rules; a 
  Referee may determine a creature as impaled in any way they see fit. The 
  rules are reprinted here for ease of use.
  Unarmed Combat 
  Grappling (or overbearing) an opponent is resolved as follows: the at-
  tackers (or attacker) make individual to-hit rolls. The grapple is resolved 
  among those who hit: each combatant rolls 1d6 per hit die. If the sum of 
  the dice of all the attackers is higher than the defender’s total, the hapless 
  defender is completely pinned and can be killed in the next round unless 
  help arrives or the victim manages to break loose before the knife falls. If 
  the sums are exactly equal, everyone is struggling and none of them can 
  attack with a weapon. If the defender wins, the attackers are beaten back 
  and stunned. They remain stunned for a number of rounds equal to the 
  number of points by which the defender beat them. For example, if five 
  orcs attempt to overwhelm a fifth-level Fighter, each orc rolls to hit. Let us 
  assume that two of them succeed on the to-hit roll. The orcs roll a total of 
  2d6 (each orc has 1HD), and the Fighter rolls 5d6 (the Fighter has 5HD). 
  The orcs get a total of 10, and the Fighter gets a total of 15. Each orc is 
  tossed aside and stunned for 5 rounds. 
  Fist-fights can be resolved by assuming that a fist does 1 point of dam-
  age, and that there is a 50% chance per hit that the damage is subdual 
  damage (see the Swords & Wizardry Complete rulebook for information 
  on Subdual Damage). All strength bonuses to damage are considered sub-
  dual damage only. A word to the wise: tavern brawls are more efficiently 
  conducted with chairs than with fists.
  Hateful Spear
  This item, is typically created due to a tragic event. Rarely, a mag-
  ic-user can harness the powerful emotional magic from another source, 
  binding the anger into a magical weapon. The hateful spear is a +1 spear 
  that inflicts double damage against 1 type of creature, chosen at creation.
  Lover’s Lament 
  This squat and elongated silver teapot is engraved with images of 
  clouds, stars and the setting sun. Glass windows on its side allow one to 
  Appendix
  
  120
  Rappan Athuk: Expansions
  see its contents, and it can be filled via the lid on top. The teapot can be 
  used normally with no ill effects, although it holds very little liquid.
  If the teapot is filled with water and crushed gems however, any who 
  drink from the teapot have their soul drawn into the pot. The victim can 
  make a save at –2 to negate this effect. If the drinker’s name is spoken as 
  they drink, the save is at –4, and magic resistance does not apply.
  If the victim has their soul drawn into the Lover’s Lament, they fall into 
  a deathlike state although their body does not rot or decay and appears 
  to be at rest. The victim’s soul can be restored to its owner by simply 
  ‘pouring’ the soul back through the corpse’s lips. The magic holding the 
  soul inside the pot is intentionally weak, and destroying the pot or placing 
  it in an antimagic shell will also restore the soul to its original body, 
  providing the body has not been damaged. If there is no body for the soul 
  to return to, it begins its journey to the afterlife.
  The Lover’s Lament was originally made for and used by an old 
  aristocratic family who’ve long since been forgotten. When one of the 
  family went to war, their significant other would trap their own soul in the 
  Lament until their love returned, so they would be spared the pain of their 
  parting. While awaiting their return, the magic of the Lament would cause 
  them to dream of angels.
  Mirror of Opposition
  This item resembles a normal mirror about 4ft tall and 3ft wide. If a 
  creature sees its reflection in the mirror’s surface, an exact duplicate of 
  that creature comes into being (up to one duplicate per combat round is 
  created). This opposite immediately attacks the original. The duplicate has 
  all the possessions and powers of its original (including magic). Upon the 
  defeat of either the duplicate or the original, the duplicate and its items 
  disappear completely. Destroying the mirror causes all of the duplicates to 
  immediately vanish. The mirror is AC 9[10], and has 10 hp.
  Scroll of Distant Communications
  These scrolls are always created in pairs, and allow the bearer of one 
  scroll to write a small message (up to 100 words), and the writing appears 
  on the linked scroll. Distance is not a factor, as long as both scrolls are on 
  the same plane. Only non-magical writing may be transferred.
  Spiteful Spike
  This +1 short sword enhances a ranger’s ability to fight their most hated 
  foes. The spiteful spike doubles the damage per level a ranger inflicts 
  against giant class and goblinoid creatures. 
  New Monsters
  Aelom 
  Hit Dice: 1
  Armor Class: 8[11]
  Attacks: bite (1d4–1)
  Saving Throw: 17
  Special: growing darkness, magical abilities (3/day—
  darkness 15ft radius)
  Move: 1 (fly 24)
  Alignment: Chaos
  Number Encountered: 1 or 1d4+2
  Challenge Level: 2/30
  Aelom are sickly parrots with green and purple feathers. They are 
  primarily sap feeders, and associate things like the sound of an axe hitting 
  wood or the flames of a fire with a potential food source. If startled, aelom 
  squawk and fly off, casting darkness over the area. One aelom can expend 
  a use of its darkness ability to enhance an existing patch of darkness, 
  extending the radius of the darkness by 10ft and increases its duration by 
  1 minute. The aelom are smart enough to know to do this and so maximize 
  their ability to flee.
  If the party manages to kill or capture an aelom and examine it, they 
  quickly discover that under the mass of feathers is little more than bones 
  and finely corded muscles, with no sign of skin or organs.
  Aelom: HD 1; AC 8[11]; Atk bite (1d4–1); Move 1 (fly 24); Save 
  17; AL C; CL/XP 2/30; Special: growing darkness, magical 
  abilities. 
  Magical Abilities: 3/day—darkness 15ft radius.
  Belhelmel
  Hit Dice: 3
  Armor Class: 5[14]
  Attacks: bite (1d6 plus necrosis)
  Saving Throw: 14
  Special: creeping necrosis, glare, fondness for flesh
  Move: 12
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 6/400
  Belhelmel resemble goats with pale gray fur. In truth, these creatures 
  are the goat-demons found throughout the lower planes. A closer inspec-
  tion shows that the creature has deep orange eyes that do not blink. Bel-
  helmel are the apex predators of the forest, they eat fresh flesh and have 
  no need to sleep. Oddly, they are barely more intelligent than the goats 
  they resemble. They usually live in trees, with their “hooves” unfurling 
  into long, dexterous fingers, four to each hand. Their front legs are flexible 
  enough for the creature to use them to place food in its mouth.
  They hunt by surrounding a creature and using their glare to stun the 
  target before latching onto it with their jaws. If the victim fails a saving 
  throw, they are paralyzed with fear for 1 round. The saliva of a belhelmel 
  is toxic; if a saving throw is failed, the victims flesh begins to peel away 
  from the bone (suffering 1d4 points of damage for 1d3 rounds). The bel-
  helmel associate the darkness caused by the aelom with food, and con-
  verge on any dark area they spot.
  Belhelmel: HD 3; AC 5[14]; Atk bite (1d6 plus necrosis); Move 
  12; Save 14; AL C; CL/XP 6/400; Special: creeping necrosis, 
  glare, fondness for flesh.
  Devil, Bearded
  Hit Dice: 8
  Armor Class: 2[17]
  Attacks: +2 glaive (1d10+2) or 2 claws (1d6)
  Saving Throw: 8
  Special: beard, bleeding wounds, disease, gate 50% (1 
  beaded devil or 6 lemures), immune to fire, magic resistance 
  (20%), teleport (at will)
  Move: 15
  Alignment: Chaotic
  Challenge Level/XP: 10/1400
  Bearded devils are deadly warriors fighting savagely for Hell. They 
  stand more than 6ft tall, and weigh upward of 200 pounds. They have a 
  twitching beard below their toothy maw. If a bearded devil hits a single 
  target with both claw attacks, it lashes the target with its spiky, filthy beard 
  for 1d8+2 points of damage. The victim must make a saving throw or 
  contract devil chills. The infection causes the victim to lose 1d4 points 
  of strength every hour. If a victim’s strength is reduced to 0, they are 
  paralyzed until they have a strength score of 3 or better. Strength returns 
  naturally at the rate of 1 point per day; a restoration spell returns all 
  strength points immediately. Bearded devils fight with a magical saw-
  
  121
  Appendix
  toothed glaive. Bearded devils can teleport at will, and have a 50% 
  chance of successfully summoning another bearded devil or 6 lemures 
  (see Monstrosities for more information) to aid them once per day.
  Devil, Chain
  Hit Dice: 8
  Armor Class: 0[19]
  Attacks: 2 chains (2d4)
  Saving Throw: 8
  Special: gaze (save or paralyzed with fear for 1d4 rounds 
  plus 1d4 points of wisdom lost), immune to cold and poison, 
  magic resistance (20%), regenerate 2 hp/round (unless 
  damaged by silver), silver or magic weapons to hit. 
  Move: 12
  Alignment: Chaotic
  Challenge Level/XP: 10/1400
  A chain devil is a slender devil wrapped in wickedly barbed chains. Its 
  pale flesh is etched with jagged scars. A chain devil can control 2 chains 
  within 20ft, making them move or attack as it wishes. The devil can 
  cause the chains to extend up to 15ft longer and sprout razor-edged barbs. 
  Anyone meeting the gaze of a chain devil must make a saving throw or 
  see the devil’s face transform into that of a departed loved one or a bitter 
  enemy. Those who fail are paralyzed with fear for 1d4 rounds and lose 
  1d4 points of wisdom (if reduced to 0 wisdom, character is catatonic until 
  wisdom raised to 3; wisdom returns at the rate of 1 point per day, or a 
  restoration spell may be cast to fully cure the victim.
  Chain Devil: HD 6; AC 2[17]; Atk 4 chains (2d4); Move 
  12; Save 11; AL C; CL/XP 9/1,100; Special: gaze (save or 
  paralyzed with fear for 1d4 rounds plus 1d4 points of wisdom 
  lost), immune to cold and poison, magic resistance (20%), 
  regenerate 2 hp/round (unless damaged by silver), silver or 
  magic weapons to hit.
  Doppelbear
  Hit Dice: 2+1
  Armor Class: 9[10]
  Attack: claw (1d4)
  Saving Throw: 16
  Special: osmosis
  Move: 12
  Alignment: Chaos
  Number Appearing: 1 or 1d4+1
  Challenge Level/XP: 4/120
  Much like the more humanoid doppelganger, the doppelbear steals the 
  shape of its victims, eventually turning into a 3HD facestealer. If a dop-
  pelbear spends at least 24 hours watching a mark, it uses its osmosis power 
  to become that humanoid.  In addition, if the victim is a spellcaster, there 
  is a 50% chance that the doppelbear steals 1d3 spells of 1st level from the 
  caster’s memory. The doppelbear may use these magical powers 1/day each.
  Doppelbear: HD 2+1; AC 9[10]; Atk claw (1d4); Move 12; 
  Save 16; AL C; CL/XP 4/120; Special: osmosis.
  Facestealer
  Hit Dice: 3
  Armor Class: 9[10]
  Attack: weapon attack (by weapon) and claw (1d4+1) or 2 
  claws (1d4+1)
  Saving Throw: 14
  Special: exact duplicate, possible spells.
  Move: 12
  Alignment: Chaos
  Number Appearing: 1 or 1d4+1
  Challenge Level/XP: 5/240
  After a doppelbear selects a mark and begins its transformation, it turns 
  into a 3 HD facestealer.  In addition to being an exact physical replica 
  of the mark, if the victim is a spellcaster, there is a 50% chance that the 
  doppelbear steals 1d3 spells of 1st level from the caster’s memory. The 
  doppelbear may use these magical powers 1/day each.
  Facestealer: HD 3; AC 9[10] or by armor worn; Atk weapon 
  attack (by weapon) and claw (1d4+1) or 2 claws (1d4+1); 
  Move 12; Save 14; AL C; CL/XP 5/240; Special: exact 
  duplicate, possible spells. 
  Equipment: any possessions of duplicate mark.
  The Flesh
  Hit Dice: 12
  Armor Class: 4[15]
  Attacks: 1d4+2 strikes (1d6+1)
  Saving Throw: 3
  Special: immune to weapons and magic, regenerate (4 
  hp/round), vulnerable to kindness and suffering, wave of 
  suffering (2d6 points of damage)
  Move: 6
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 16/3200
  The flesh is a twisted monstrosity created by stitching corpses together 
  with magical sutures. The iron sutures that hold it together are clearly 
  visible. The Flesh has no clear anatomy; eyes, ears and mouths of all sizes 
  are placed randomly around its body. It moans constantly, obviously in 
  immense agony.
  The Flesh has 6 arms, but due to its misshapen shape it can only use 
  1d4+2 in an attack.
  The Flesh is invulnerable to magic and weapons, although it still feels 
  pain. If the creature is struck by a physical attack, it emits a wave of neg-
  ative energy that deals 2d6 points of damage to all creatures within 30ft 
  (save for half). This negative energy wave heals undead. 
  The only way to hurt the creature is by inflicting damage on creatures 
  within 30ft of The Flesh. If damage is done to a living creature, The Flesh 
  takes the same amount of damage. This includes damage dealt by The 
  Flesh itself.
  If any magical healing is cast on The Flesh, it stops regenerating for 1 
  round and is stunned and unable to act for that time.
  The Flesh: HD 12; AC 4[15]; Atk 1d4+2 strikes (1d6+1); Move 
  6; Save 3; AL N; CL/XP 16/3200; Special: invulnerable, 
  immune to weapons and magic, regenerate (4 hp/round), 
  vulnerable to kindness and suffering, wave of suffering (2d6 
  points of damage, heals undead).
  Fragmented Skeleton
  Hit Dice: 3
  Armor Class: 8[11]
  Attacks: 2 claws (1d6)
  Saving Throw: 14
  Special: grapple, shabby construction
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1d4+1, 2d4+1, or 2d6+8 
  Challenge Level: 3/60
  Fragmented skeletons usually consist of just a ribcage, skull and pelvis 
  in their standard arrangement, with all other sections made up of whatever 
  
  122
  Rappan Athuk: Expansions
  bones are close to the right size. Their hands end in long claws and broken 
  finger bones that keep them from wielding a weapon. Fragmented skel-
  etons attack in waves, overwhelming an enemy with relentless numbers. 
  The foul magic binding these skeletons together may disintegrate at 
  any moment, and even if the skeletons survive the combat, they usually 
  fall apart after an hour. These skeletons attempt to grapple opponents, if 
  the Referee chooses to use that special attack ability. Otherwise, they just 
  attack as a wave.
  Fragmented Skeleton: HD 3; AC 8[11]; Atk 2 claws (1d6); 
  Move 12; Save 14; AL N; CL/XP 3/60; Special: shabby 
  construction.
  Glowlizard
  Hit Dice: 1
  Armor Class: 7[12]
  Attack: bite (1d3)
  Saving Throw: 17
  Special: expert climber
  Move: 12
  Alignment: Neutrality
  Number Appearing: 1d2
  Challenge Level/XP: 1/15
  Glowlizards are a perfectly mundane species of lizard native to the 
  forest. Glowlizards are non-magical; their tails glow as a result of chemical 
  reactions. They use this tail to lure fish into biting range. A glowlizard’s 
  feet allow it to climb virtually any surface, no matter how slick or sheer 
  (treat as Climb 99%).
  Glowlizard: HD 1; AC 7[12]; Atk bite (1d3); Move 12; Save 17; 
  AL N; CL/XP 1/15; Special: expert climber.
  Gong Frog
  Hit Dice: 1d6 hp
  Armor Class: 9[10]
  Attack: bite (1)
  Saving Throw: 18
  Special: phantom sounds
  Move: 2 (10ft leap)
  Alignment: Neutrality
  Number Appearing: 1
  Challenge Level/XP: 1/15
  The gong frog is a scavenger, happily chewing on rotting flesh. To find 
  food, it looks for a creature that is lying still. It then uses its “croak” to 
  make a loud noise directly above the creature, hoping to startle a wounded 
  or resting creature into action. If the creature remains still, the frog as-
  sumes it’s safe and approaches to feed.
  Gong Frog: HD 1d6hp; AC 9[10]; Atk bite (1); Move 2 (10ft 
  leap); Save 18; AL N; CL/XP 1/15; Special: phantom sounds.
  Half-Orc 
  Throughout the Lost Lands, despicable men (and women) seek to satisfy 
  their lustful natures. On occasion, these wanton trysts are with “less-civilized” 
  races of the Lands. Half-orcs are the result of one such type of crossbreeding. 
  When seen by civilized races, half-orcs are considered monstrosities, the result 
  of perversion and violence — whether or not this is actually true. Half-orcs are 
  rarely the result of loving unions, and as such are usually forced to grow up hard 
  and fast, constantly fighting for protection or to make names for themselves. 
  Half-orcs as a whole resent this treatment, and rather than play the part of the 
  victim, they tend to lash out, unknowingly confirming the biases of those around 
  them. A few feared, distrusted, and spat-upon half-orcs manage to surprise their 
  detractors with great deeds and unexpected wisdom — though sometimes it’s 
  easier just to crack a few skulls. Some half-orcs spend their entire lives proving 
  to full-blooded orcs that they are just as fierce. Others opt for trying to blend into 
  human society, constantly demonstrating that they aren’t monsters. Their need 
  to always prove themselves worthy encourages half-orcs to strive for power and 
  greatness within the society around them. 
  Half-orcs average around 6 feet tall, with powerful builds and greenish or 
  grayish skin. Their canine teeth often grow long enough to protrude from their 
  mouths, and these “tusks,” combined with heavy brows and slightly pointed 
  ears, give them their notoriously bestial appearance. While half-orcs may be im-
  pressive, few ever describe them as beautiful. Despite these obvious orc traits, 
  half-orcs are as varied as their human parents. 
  Unlike half-elves, where at least part of society’s discrimination is born out of 
  jealousy or attraction, half-orcs get the worst of both worlds: physically weaker 
  than their orc kin, they also tend to be feared or attacked outright by humans 
  who don’t bother making the distinction between full orcs and half-bloods. 
  Even on the best of terms, half-orcs in civilized societies are not exactly accept-
  ed, and tend to be valued only for their physical abilities. On the other hand, 
  orc leaders have been known to deliberately spawn half-orcs, as the half breeds 
  make up for their lack of physical strength with increased cunning and aggres-
  sion, making them natural leaders and strategic advisors. Within orc tribes, half-
  orcs find themselves constantly striving to prove their worth in battle and with 
  feats of strength. Half-orcs raised within orc tribes are more likely to file their 
  tusks and cover themselves in tribal tattoos. Tribal leaders quietly recognize that 
  half-orcs are often more clever than their orc cousins and often apprentice them 
  to the tribe’s shaman, where their cunning might eventually strengthen the tribe. 
  Apprenticeship to a shaman is a brutal and often short-lived distinction, howev-
  er, and those half-orcs who survive it either become influential in the tribe or are 
  eventually driven to leave. 
  Half-orcs have a much more mixed experience in human society, where 
  many cultures view them as little more than monsters. They often are unable 
  even to get normal work, and are pressed into service in the military or sold into 
  slavery. In these cultures, half-orcs often lead furtive lives, hiding their nature 
  whenever possible. The dark underworld of society is often the most welcoming 
  place, and many half-orcs wind up serving as enforcers for thieves guilds or oth-
  er types of organized crime. Less commonly, human cities may allow half-orcs 
  a more normal existence, even enabling them to develop small communities of 
  their own. These communities are usually centered on the arena districts, the 
  military, or mercenary organizations where their brute strength is valued and 
  their appearance is more likely to be overlooked. Even surrounded by their own 
  kind, half-orc life isn’t easy. Bullying and physical confrontation comes easy to 
  a people who have been raised with few other examples of behavior. It is, how-
  ever, one of the best places for young half-orcs to grow up without prejudice, 
  and these small enclaves are one of the few places where half-orc marriages and 
  children are truly accepted and sometimes cherished. 
  Even more rarely, certain human cultures come to embrace half-orcs for their 
  strength. There are stories of places where people see half-orc children as a 
  blessing and seek out half-orc or orc lovers. In these cultures, half-orcs lead lives 
  not much different from full-blooded humans. 
  Half-orc characters have a penchant for the dark; the less people see of them 
  in the bright light the better. Half-orc characters take a –1 penalty to hit anytime 
  they are in bright light. Conversely, when in darkness or when striking from 
  hiding, they receive a +1 to hit. 
  Half-orcs can also see in the dark. They have darkvision out to 60ft. 
  Half-orc characters are limited to Fighters, Thieves, and Assassins. A half-orc 
  who is purely a Fighter may advance beyond 7th level only if the warrior has 
  Strength of 17 (maximum 8th level) or 18 (maximum 9th level). In the Thief 
  and Assassin class, a half-orc may advance with no maximum level limit. Half-
  orc assassin is a special exception to the rule that assassins are only human. 
  The half-orc is a supplemental character race; you will need Referee 
  permission to create a half-orc character, since it’s not part of the “official” 
  Swords & Wizardry rules.
  Hummingbird, Undead
  Hit Dice: 1d4hp
  Armor Class: 3[16]
  Attack: 1 beak (1 plus bleeding)
  Saving Throw: 18
  Special: attack as a 3HD creature, bleeding (1 point of 
  
  123
  Appendix
  damage per round until magically healed)
  Move: 1 (fly 36)
  Alignment: Neutrality
  Number Appearing: B/10
  Challenge Level/XP: 1/15
  Undead versions of normal hummingbirds, these little pests retain their 
  quick flight and attraction to sweet-smelling flowers. The beaks of undead 
  hummingbirds have petrified and hardened to be strong as iron and needle 
  sharp. The puncture wounds form the beaks causes their tiny wounds to 
  continue to bleed, causing 1 additional point of damage per round until 
  staunched by magical healing. 
  Undead Hummingbirds: HD 1d4hp; HP 1 each; AC 3[16]; 
  Atk 1 beak (1 plus bleeding); Move 1 (fly 36); Save 18; AL N; 
  CL/XP B/10; Special: attack as a 3HD creature, bleeding (1 
  point of damage per round until magically healed). 
  Pseudoeel
  Hit Dice: 1d6hp
  Armor Class: 9[10]
  Attack: electrical charge (1)
  Saving Throw: 18
  Special: none
  Move: 0 (swim 12)
  Alignment: Neutrality
  Number Appearing: 2d20
  Challenge Level/XP: 1/15
  Despite their name, pseudoeels are actually gray-skinned fish with teeth 
  like a brush. Pseudoeels are filter feeders that use their shocking tail to 
  defend themselves. Female pseudoeels lay eggs that are fertilized by the 
  male and then buried in sand. The eggs grow like a grotesque flower, with 
  a fleshy sac that protects them and draws nutrients from the sand and 
  surrounding water. When the eggs hatch, the newborn pseudoeels eat the 
  flesh sac (and each other) for nourishment.
  Pseudoeels: HD 1d6hp; AC 9[10]; Atk electrical charge (1); 
  Save 18; Move 0 (swim 12); AL N; CL/XP 1/15; Special: none.
  Scrap Golem
  Hit Dice: 11 (50 hp)
  Armor Class: 4[15]
  Attacks: 2 slams (1d8)
  Saving Throw: 5
  Special: +1 or better weapon to hit, healed by fire 
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1 or 1d4+1
  Challenge Level: 9/1100
  Scrap golem are shambling piles of rusted iron scraps twisted into 
  rough humanoid shapes. They have four limbs that end in thick coils of 
  wire that the golem uses to grab opponents. Scrap golems are healed by 
  fire, and immune to normal weapons.
  Scrap Golems: HD 11 (50 hp); AC 4[15]; Atk 2 slams (1d8); 
  Move 12; Save 5; AL N; CL/XP 9/1100; Special: +1 or better 
  weapon to hit, healed by fire.
  Shade
  Hit Dice: 8
  Armor Class: 8[11], by armor, or incorporeal 2[17]
  Attacks: 2 claws (1d6) or by weapon
  Saving Throw: 8
  Special: immortality, incorporeal, materialize, recall 
  weapons
  Move: 12 (fly 24)
  Alignment: Chaos
  Number Encountered: 1, 2 or 1d4+2
  Challenge Level: 9/1100
  A shade is an undead creature that rises when a living creature willingly 
  sacrifices itself in a ritual to Orcus. The shade appears as it did in life, but 
  has hollow spaces where its eyes should be. In fact, the shade is little more 
  than a hollow husk of skin resembling its previous form. 
  A shade can switch between its corporeal and incorporeal forms in one 
  round. In its ghostly form, it appears as a smoky mass of muscle, flesh 
  and organs. In this form, its eyes glow like emeralds, as if lit by some 
  disturbing inner light. An incorporeal shade gains the ability to fly.
  Shades retain any abilities they had in life (such as spellcasting abilities 
  or thief skills), although they can no longer advance in levels. A shade 
  can also use any weapon or item buried with its body. It can summon and 
  dismiss these items in a round. If the items are removed from the shade’s 
  tomb, the shade no longer has access to that item until it is returned to the 
  tomb. If the shade is separated from any shadow weapon it carries, the 
  item vanishes in a puff of smoke.
  Shades are immortal. When one is destroyed, its essence instantly 
  returns to an object (such as a gem or reliquary) that is designated during 
  the ritual.
  Shade: HD 8; AC 8[11], by armor, or incorporeal 2[17]; Atk 
  2 claws (1d6) or by weapon; Move 12 (fly 24); Save 8; AL C; 
  CL/XP 9/1100; Special: Immortality, incorporeal, materialize, 
  recall weapons
  Troll Abomination
  Hit Dice: 6
  Armor Class: 4[15]
  Attacks: bite (1d8+2) and 2 claws (1d6+2)
  Saving Throw: 12
  Special: linked unlife, rend (1d8 points of additional damage 
  if both claws hit a single target)
  Move: 12
  Alignment: Chaos
  Number Encountered: 1d4+1
  Challenge Level: 8/800
  These vat-grown monstrosities are always created in groups, and are 
  even more terrible than the normal trolls they resemble. The foul unlife that 
  sustains these creatures is linked between them. Should an abomination be 
  reduced to 0 hit points, it collapses in a pile but is restored 4 rounds later, 
  healing one-third of its hit points for every other troll abomination still 
  standing. Hacking at a fallen abomination does nothing to slow its rise, 
  but pouring holy water over its corpse delays its return by 2 rounds. If an 
  abomination is restored in this manner when all other abominations have 
  collapsed, it is instead destroyed.
  Troll Abomination: HD 6; AC 4[15]; Atk bite (1d8+2) and 
  2 claws (1d6+2); Move 12; Save 12; AL C; CL/XP 8/800; 
  Special: linked unlife, rend (1d8 points of additional damage 
  if both claws hit a single target).
  White Lady
  Hit Dice: 7
  Armor Class: 4[15]
  Attacks: club (2d6+4)
  Saving Throw: 9
  Special: regenerate (3 hp/round)
  Move: 9
  Alignment: Chaos
  
  124
  Rappan Athuk: Expansions
  Number Encountered: Solitary, pair (2) or group (1d4+1)
  Challenge Level: 8/800
  A white lady is a twisted 9ft tall monstrosity warped by the foul pres-
  ence of the club it carries. A cloth skirt covers the creature’s legs and bare 
  feet, and its torso is lined with deep scars. Veils often hide the horror of 
  their fleshless faces. The creature moves slowly, dragging a huge iron club 
  behind it.
  White Lady: HD 7; AC 4[15]; Atk club (2d6+4); Move 9; Save 
  9; AL C; CL/XP 8/800; Special: regenerate (3 hp/round)
  New Spells
  Fabricate
  Level: Magic-User 5
  Range: 30ft
  Duration: immediate
  This spell allows the magic-user to convert material of one sort into 
  an item made of that same material. Creatures or magic items cannot 
  be created or changed by the spell. For example, the caster could turn a 
  block of steel into a dagger or sword, or even normal armor, if enough raw 
  materials are available. The magic-user can convert up to 10 cubic ft of 
  material per level. If a mineral is converted, the amount is instead 1 cubic 
  per level. If the item desired requires a high degree of craftsmanship, the 
  caster must make a successful saving throw to complete the process.
  Flame Strike
  Level: Cleric 5
  Range: 100 ft. + 10 ft./level
  Duration: Instantaneous
  A flame strike evokes a vertical column of divine fire 40 ft. high with 
  10 ft. radius. The spell deals 1d6 points of damage per level of the caster. 
  All with the area of effect take this damage unless a save for half-damage 
  is successful.
  Glyph of Warding
  Level: Cleric 3
  Range: 0
  Duration: permanent until discharged or dispelled
  A glyph of warding allows a cleric to trap or ward an area with a 
  permanent symbol that causes damage or has other effects on anyone 
  crossing, touching, or reading the glyph. Typically the glyph is inscribed 
  over a doorway or other portal, although it can also be placed on a box 
  or chest. When the symbol is broken (e.g. the door is opened, the chest 
  is opened, the inscription is read, etc.), it discharges. Damaging glyphs 
  typically do 1d6 points of fire, cold, or electrical damage per two levels 
  of the caster in a 5ft radius with a save for half-damage. Non-damaging 
  glyphs like blindness, disease, or poison affect the first creature to break 
  the symbol. The glyph is invisible until it briefly glows a second before 
  discharge. The glyph may be located with detect magic, identified with 
  read magic, and removed with dispel magic. The Referee may allow any 
  harmful cleric spell effect to be used as a glyph providing the caster can 
  cast the spell.
  
  125
  Legal Appendix
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  but not their stat blocks or other game mechanic descriptions (if any), and 
  also excluding any such names when they are included in monster, spell or 
  feat names. 5. Any other content previously designated as Product Identity 
  is hereby designated as Product Identity and is used with permission and/
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  This printing is done under version 1.0a of the Open Game License, 
  below. 
  Notice of Open Game Content: This product contains Open Game 
  Content, as defined in the Open Game License, below. Open Game Con-
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  the Credits page—is hereby designated as Open Game Content, subject to 
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  OPEN GAME LICENSE Version 1.0a The following text is the prop-
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
  Tome of Horrors Complete © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author Scott Greene
  Rappan Athuk Copyright 2012 Bill Webb, Frog God Games
  Rappan Athuk: Expansions, Copyright 2014, Frog God Games, LLC; 
  Authors Bill Webb and Alex Clatworthy
  
  130
  Rappan Athuk: Expansions
  $16.99
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Lost Lands (SW)/Lost Lands Rappan Athuk (SW)/Rappan Athuk Expansions Volume 1 (SW).pdf