TEXT: Tome of Horrors
  69
  Frog God 
  Games
  Swords & Wizardry
  Addendum
  
  Authors: Bill Webb, Clark Peterson, WDB Kenower, Gabor Lux, 
  Greg Raglund, Matt Finch, Greg A. Vaughan, John B. Webb, Lance 
  Hawvermale, Tom Knauss, and Skeeter Green
  Developers: Skeeter Green, Edwin Nagy
  Producers: Bill Webb, Zach Glazar, and Charles A. Wright 
  Editors: Patrick Lawinger, Bill Webb, Dawn Fischer, Aaron 
  Zirkelbach, Jeff Harkness, Edwin Nagy, and Skeeter Green
  Swords & Wizardry Ruleset Conversion: Jeff Harkness
  Layout and Graphic Design: Charles A. Wright
  Art Direction and Design: Skeeter Green and Zach Glazar
  Front Cover Art: Colin Chan
  Interior Art: Colin Chan, Terry Pavlet, Rasmus Jensen, Lloyd 
  Metcalf, Joshua Stewart, Michael Syrigos, Chris McFann
  Cartography: Robert Altbaur,  
  based on work by Ed Bourelle and Rick Sardinha
  Original Playtesters: Richard (Bixby) Oliver, Eric (Elision) Lillywhite, 
  Fraser (Alickthron) McKay, Dale (Flail the Great) Haines, John (Speigel) 
  Murdoch, Ian (Helman) Thompson, Pearson (Frac) Keyes, J.P. (They/
  Them) Johnston, Louis (The Berserker) Roberts, Jennifer (Lydia Deets) 
  Chalfan, Brian (I AM a Wizard) Wilson, Mike (Bofred) Tierney, Dean 
  (Vorpal Bunny) Yasuda, Alan (Ho-chi-Mihn) Belardinelli, Lisa (but I like 
  druids) Brown, Scott Raglund, Janet Kirkland, Skeeter Green, Bob Sarvas, 
  Dan “Frost” Corwin, Ken McKinney, Adam Grim, Fred Clevenger, 
  Richard Hughes, Kyle Haberman, James Serra, Robert Geiger, Jeremy 
  Foglesong, Stephanie Christianson, Jon Bursch, Kristine Bryan, Rick 
  Bulpin, Scott Harlen, Garrett Mercier, Zeb Corey, Karl Johnson, C.J. 
  Land, David Peterson, John Ackerman, Mike Weber, Chip Schweiger, Joe 
  Weimortz, Christopher Laurent, Conrad Claus, Timothy Laurent, Karl 
  Harden, Nicolas Laurent, the GenCon 2001, 2002, 2003, 2004, and 2005 
  Demo Teams, Ainsley Christofferson, Kathy Christofferson, Donna and 
  Emily Peterson, and Jillian, John B., and Krista Webb.
  Special Thanks: Gary Gygax, Bob Bledsaw, Dave Arneson, and 
  Robert J. Kuntz for giving us “first edition feel” in the first place.
  Most of all we want to thank our fans who have supported 
  Necromancer Games and Frog God Games in its quest to get  
  “back to the dungeon”. Bill also wants to thank Scott Stabbert,  
  Victor Armer, and Richard for inspiring that “little kid” to learn  
  how to kill their characters way back in 1977.
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Art Director
  Charles A. Wright
  Zach of All Trades
  Zach Glazar
  The Architect
  Skeeter Green
  FROG GOD GAMES IS
  Frog  
  God 
  Games
  ©2018 Frog God Games. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden. Frog God Games and the 
  Frog God Games logo is a trademark of Frog God Games. All characters, names, 
  places, items, art and text herein are copyrighted by Frog God Games, Inc. 
  The mention of or reference to any company or product in these pages is not a 
  challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Frog God Games 
  LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and 
  are not Open Game Content: product and product line names, logos and identifying marks 
  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.
   978-1-62283-618-5
  
  2
  Rappan Athuk
  Level 0F: The Sea Cave Dungeon ..........................................................................  p. 26
  Level 3D: The Gilded Demesne .............................................................................. p. 36
  Level 4C: The Last Stand .....................................................................................p. 44
  Level 5C: Syanngg a Song ....................................................................................  p. 52
  Appendix A: Bestiary ..........................................................................................  p. 62
  Appendix B: Referee’s Guide ................................................................................. p. 63
  Legal Appendix .................................................................................................  p. 66
  Table of Contents
  
  3
  Rappan Athuk
  When I first started writing this material, it was 1977. Giants of the industry were alive and well, and the roleplaying game industry 
  was a fast-growing and new idea. Names like Gygax, Arneson, Bledsaw, and Barker became my boyhood heroes, almost mythical 
  beings that somehow were able to capture the hearts and minds of young people (mostly male) all over the world. Little did I 
  know that 35 years later, I would be penning this work for thousands to read. This book is dedicated to four of those giants, 
  all of whom have (sadly) passed to the next dimension since I last published my own work.
  Over the years, it was my pleasure and privilege to get to know and even work with those heroes of my childhood. 
  While I never met Professor Barker, he was kind enough to answer my emails and questions about the Empire of the 
  Petal Throne setting. His faithful are just that, faithful. I have never seen a more dedicated and loyal pack of fans 
  than the Tekumel crowd. Nice folks too. People should remember that this gentleman had created an entire alternate 
  universe (and a complete language!) long before any notion of tabletop roleplaying games had been invented. The 
  original box set (which sold for $25 in 1975, or $113.63 in 2017) is the standard of quality that my company tries to 
  replicate today. M.A.R Barker was what I term the “cultural” creator of this game, he allowed us to see an alternate 
  race and culture as ourselves.
  Dave Arneson and I met on several occasions. Mostly at Gencon and mostly with other folks we both knew. People 
  will, I hope, realize that he was the rules behind all this madness, and without his insight, no one would have turned tabletop 
  miniature battle rules into a roleplaying game. His Blackmoor setting was the “first fantasy campaign”, and his Temple of the 
  Frog inspired well, me. Dave turned mass battle rules into man-on-man, and later man-on-monster combat, then personalized 
  the idea so that each player was playing a character with a name and the ability to advance in power (from man-at-arms to hero 
  and later superhero), creating a continuous role for each player. This was the foundation of the games we all play, and have 
  played for the last 45 or so years. Dave was what I term the “method” creator of the game; he allowed us to turn imagination into 
  a game that we all could play, using a set of mutually agreed mechanics.
  Bob Bledsaw was a visionary. Bob took what all his contemporaries were doing, and made it big. He defined “Go big or go 
  home”. No other company in the history of the industry produced so much material in so short a timeframe. Darn useful stuff too. 
  When many had taken bits of game worlds and put them into play, Bob created an entire world and detailed every 5-mile hexagon 
  of it. When TSR was producing 5–7 products a year, Bob was producing 30. When others wrote a paragraph or two about a city, 
  Bob created a city and detailed every shop in it, creating enough backstory to run entire game sessions out of a random trip to the 
  blacksmith to get a shield. Bob made cities real, rather than some place that players “went to discuss the next dungeon delve or 
  get Joe Platemail III raised from the dead”.
  I had the pleasure of getting to know Bob in 2002. In my writing career, one of the works of which I am most proud of is still 
  the boxed set known as Wilderlands of High Fantasy that Clark Peterson and I produced in 2005. It took Bob’s grand world and 
  expanded the level of detail of his prior work from the later 1970’s, using his same game maps and content.
  The team that created this detail was vast, and I still contend that one could run a continuous game for 9 centuries using nothing 
  but this set. Bob reviewed and approved each section in turn. I spent many hours on the phone with him, listening in quiet fascination 
  while he told me about the Holy Cities of the Desert Lands, and how his game group had spent hundreds of hours dealing with the 
  intrigue and factions of those cities, of the radiation filled dungeons below them, and many, many other stories. This guy had an 
  imagination the likes of which I have never before or since encountered. Bob was what I call the “creator of worlds”, who made us 
  see a completely alternate universe and imagine it was our own. I still run my game (35+ years later) in this setting.
  So now we have discussed culture, mechanics and the world. What is left is adventure.
  One time at Gencon (I think in 1999), I was out back smoking a cigarette, when a gentleman approached me for a light. We sat 
  there and smoked several, having perhaps a 15-minute conversation about the advent of D&D 3.0 and what effect it was going to 
  have on the industry. After I left, another stranger said to me, “Oh my God. That is Gary Gygax”. I had no idea. What a nice guy 
  he was too.
  Two years later, I got to know Gary through his relationship with Steve Chenault at Troll Lord Games (Steve was and is a 
  regular drinking buddy of mine at conventions). We had just obtained the rights to republish Necropolis from Wizards of the 
  Coast and I asked for an introduction to see if we could get Gary’s input and assistance on making the book right. Gary immediately 
  agreed, and really helped us do this right. He did not even ask to be paid (we paid him anyway). The book was (and is) nothing short of spectacular, 
  even if it is (now) nearly impossible to find a copy.
  Gary had great stories. His stories were the foundation of what I call adventure. He regaled me with tales of how as a teen he and his friends used to 
  explore an old abandoned insane asylum near Lake Geneva (creepy place — think “House on Haunted Hill”). Many think that Moria defined dungeons. 
  I bet that while it inspired them, Gary’s exploits into the dark and creepy asylum may have had something to do with it.
  Where Bob was the world guy, Gary was the dungeon guy. No one I have ever read has ever created the fiendish traps (you just die), nasty monsters 
  and tricks that Gary did. Anyone who has ever read Tomb of Horrors knows Gygax. The sleep gas and juggernaut, the golden crown and scepter, the 
  sphere of annihilation in the demon’s mouth…wow. Dungeons didn’t do this. Gary was not afraid to kill characters. Heck, the Village of Hommlet 
  was super deadly. His stories of Castle Greyhawk were inspired. The guy knew how to write an adventure. Necropolis was in my humble opinion, his 
  crowning achievement. It took Hommlet and added Tomb of Horrors. His stuff is just epic. Anyone who finished a Gygax module felt a certain pride 
  in the accomplishment. Certainly, the words “I am the Set Rahotep” will be etched forever in my memory.
  I continued to correspond with Gary until just before he died. He offered great advice, and always took the time to help me get over my writer’s block 
  or just chat a bit about anything. I’ll always remember drinking $500 bottles of wine with him at a steakhouse in Milwaukie, and my daughter shyly 
  flirting with him while he and I were signing books together. I hope they do get that statue of him built in Lake Geneva, he was a great man.
  This book was inspired by these giants. I hope you all enjoy it as much as I have enjoyed writing it over the past 35 years. I will continue to add levels 
  and side treks that are inspired by play in years to come, and this iteration reflects everything I have added in the last 10 years.
  — Bill Webb 
  Poulsbo WA, 2012
  Tribute
  
  4
  Rappan Athuk
  Once upon a time, there was an idea — an idea formulated by Gary 
  Gygax and Dave Arneson got together in 1974 and published in a little 
  paperback book set (maybe you’re heard of it?), including a little tome 
  called Underworld Adventures. The idea was simple: it is a lot of fun 
  to go into a dungeon and kill evil monsters. Why is the dungeon there? 
  No one knows. Why do the monsters usually fight rather than talk? We 
  aren’t really sure. Why are there 16 trolls in a cave with a jug of alchemy? 
  No one cares. What do all the monsters eat? We don’t know that either 
  (although “adventurer” probably tops the list). And we don’t have to 
  know these things. This isn’t an ecology experiment, it’s a dungeon — the 
  quintessential setting for pure swords and sorcery adventuring.
  This adventure pays homage to that original idea. True, there are 
  opportunities for role-playing, but most of this adventure is dedicated to 
  “roll playing.” Hopefully, while exploring the halls of Rappan Athuk, you 
  will recall the thrill of discovery, the terror in your heart when you fought 
  your first skeleton, the joy of rolling your first natural 20 and the despair 
  you felt when that 1 came up for your poison saving throw.
  This adventure, Rappan Athuk V, is nothing more and nothing less than 
  a good, old–fashioned, dungeon crawl updated for the Fifth Edition of the 
  world most popular roleplaying game. Very difficult, it should strike fear 
  into the hearts of the most stalwart adventurers. It offers an abundance of 
  traps, tricks and monsters.
  We hope that you find this module as fun and exciting as those hundreds 
  of players who have ventured into (and not as often out of) the endless 
  caverns and mazes of Rappan Athuk.
  This is a difficult dungeon. Even the upper dungeon levels should not 
  be attempted by a party of less than six characters of 4th level. Only truly 
  veteran players should attempt this dungeon with lower level characters. 
  Parties delving deeper than the 1st or 2nd levels of the dungeon should be of 
  5th level or higher. Entering the dungeon through “The Well” (which leads 
  to Level 3A) is dangerous, best avoided by parties of less than 7th level.
  Introduction
  
  5
  Rappan Athuk
  Introduction
  Rappan Athuk is a sprawling adventure that occurs above and below 
  ground, and possibly over multiple worlds. In addition, Rappan Athuk 
  “sprawls” across several hundred pages and several editions of the world’s 
  greatest roleplaying game. This chapter talks a little about both of these. 
  The beginning of the chapter talks about the book itself –– room numbering 
  and descriptions, locations of monsters and magic items, and so forth. The 
  middle gives some general information about the world, and the rest is 
  about combining the fifth edition rules with an old school adventure.
  Finding your way around the maps: 
  Room and Level Numbering
  Because Rappan Athuk is a complex dungeon with numerous levels, 
  rooms are labeled with a level prefix and a room number suffix. For 
  example, Zelkor’s lair is Area 3A-8, meaning room number 8 on Level 
  3A. Rappan Athuk also uses an old-style level numbering convention 
  with “main” levels and “side” levels. The “main” levels are numbered 
  consecutively, indicating relative depth below ground. The “side” levels 
  (those marked with A, B, C, or D), often skip numbers. The numbers of the 
  side levels indicate depth relative to the main levels. For example, Level 
  3A (beneath “the Well”) is approximately the same depth underground as 
  Level 3. A cross-sectional view of the levels of Rappan Athuk is shown on 
  the Rappan Athuk Side View map. This map also details the entrances and 
  exits to various parts of the dungeon. These connections are also listed in 
  the introduction to each level and are given in the Level Connections List. 
  While the characters may get lost frequently, hopefully you will always 
  know where they are.
  The Levels of  
  Rappan Athuk
  Ground Level: The Sunken Graveyard and the Mausoleum
  Level 0A: The Cavern of the Kraken Level 
  Level 0B: The Cloister of the Frog-God Level 
  Level 0C: Zelkor’s Ferry
  Level 0D: Castle Calaelan
  Level 0E: The Ruined Keep — The Tunnels of Terror
  Level 0F: The Sea Cave Dungeon
  Level 1: The Lair of the “Dung Monster” 
  Level 1A: The Temple of Final Sacrament 
  Level 1B: The Bastion
  Level 1C: The Mouth of Doom
  Level 2: Marthek’s Place and Ambro’s Base
  Level 2A: Teleportals
  Level 2B: The Demon’s Gullet
  Level 3: “Beware of Purple Worms!” 
  Level 3A: “The Well”—Zelkor’s Lair 
  Level 3B: Down the Well
  Level 3C: Fountain of Pestilence
  Level 3D: The Gilded Demesne
  Level 4: The Upper Temple of Orcus 
  Level 4A: The Basilisk Caverns
  Level 4B: The Gut
  Level 4C: Last Stand
  Level 5: Banth’s Lair and the Wight Catacombs
  Level 5A: The Prison of Time 
  Level 5B: Alladin’s Torment 
  
  6
  Rappan Athuk
  
  7
  Rappan Athuk
  
  8
  Rappan Athuk
  Level 5C: Syanng a Song
  Level 6: The Maze
  Level 6A: Caves and Caverns — The Lair of the Spider Queen
  Level 7: The Gates of Hell
  Level 7A: The Hall of Kazleth, the Phase Minotaur King
  Level 7B: Caves and Caverns of the Ancient Gods
  Level 8: Caves and Caverns — The Tomb of the Evil King
  Level 8A: The Tomb of the Beacon
  Level 8B: The Steam Jungles
  Level 9: The Lower Temple of Orcus
  Level 9A: Caves and Caverns — The Hydra’s Lair 
  Level 9B: The Well of Agamemnon — Upper Level 
  Level 9C: The Well of Agamemnon — Lower Level 
  Level 9D: The Bloodways 
  Level 10: The Lava Pit
  Level 10A: The Giant Cavern 
  Level 10B: The Goblin Outpost 
  Level 10C: The Talon of Orcus
  Level 11: The Waterfall and Akbeth’s Grave
  Level 11A: The Gates to the Goblin City and the Vampire Lair
  Level 12: The Slave Pits
  Level 12A: Greznek
  Level 12B: Tiamat’s Puzzle
  Level 12C: Beetle-Juice?
  Level 13: The Portal of Darkness 
  Level 13A: The Goblin Barracks 
  Level 13B: The Dark River 
  Level 13C: Zombieland
  Level 14: The Chapel of Orcus
  Level 14A: The Refugees of Tsar 
  Level 14B: The Grand Cornu of Orcus 
  Level 14C: The Architect’s Workshop 
  Level 15: The Den of the Master
  Level Connections
  Level 0A:
  Area 0A-11 to Area 13C-3
  Area 0A-2 to Area 12C-1
  River tunnel from Area 0A-9 to Area 10A-41
  Level 0B:
  Surface to Dungeons (multiple locations)
  Area DL2V to Area 4A-1 in Rappan Athuk
  Level 0E: 
  Surface to Area 0E1-1
  Level 0F:
  River from Area 0F-14 to Area 8-13 in Rappan Athuk
  Level 1: 
  Area G-3 to Area 1-11
  Area G-8 to Area 1-1
  Area 1-12 to Area 2-1
  River from Area 1-11 to Area 9-5
  Level 1A: 
  Area 1A-1 to Wilderness Area 3
  Area 1A-15 to Area 9D-1
  Level 1B: 
  Area 1B-1 to Wilderness Area -11
  Area 1B-21 to Area 10B-8
  Area 1B-7 to Area 5A-1
  Level 1C: 
  Area 1C-1 up to Wilderness Area 27
  Area 1C-17 pool down to Area 2B-20
  Area 1C-23 pit down to Area 2B-38
  Area 1C-33 stairs down to Area 2B-1
  Area 1C-26 stairs down to Area 3C-1
  Level 2: 
  Area 2-1 stairs up to Area 1-12
  Area 2-7 stairs down to Area 3-1
  Area 2-20 up to Area G-3 and Area 4-2
  Area 2-10 to Area G-3 
  Area 2-10 to Area 4B-E17
  Area 2-10 to Area 4C-1
  Level 2A: 
  Area 2A-1 to Area 3C-15
  Area 2A-1 to Area G1
  Level 2B: 
  Area 2B-1 stairs down from Area 1C-33
  Area 2B-23 stairs down to Area 3C-23
  Area 2B-38 pit from Area 1C-23
  Level 3: 
  River from the Under Realms to Area 3-2
  River from Area 3-2 to Area 3A-7
  Area 3-1 stairs up to Area 2-7
  Area 3-2 to Area 3D-1
  Area 3-10 stairs down to Area 4-1
  Level 3A: 
  River from Area 3-2 to Area 3A-7
  River from Area 3A-7 to Area 6A-10
  Area 3A-1 from the well at Area G-4
  Area 3A-1 to Area 3B-1
  Area 3A-4 to Area 7A-1
  Area 3A-9 to Area 4A-1
  Level 3B: 
  Area 3B-1 from Area 3A-1
  Level 3C: 
  Area 3C-1 stairs down from Area 1C-26
  Area 3C-15 to Area 2A-1
  Area 3C-23 stairs up to Area 2B-23
  Area 3C-28 stairs down to Area 4B-1
  Level 3D: 
  Area 3D-1 from Area 3-2
  River to Wilderness Area 14
  Level 4: 
  Area 4-1 stairs up to Area 3-10
  Area 4-2 to Area 2-20
  Area 4-7 to Area 6A-2 
  Area 4-7 to Area 4B-25
  Area 4-11 to Area 5-1
  Area 4-6 to Area 4C-1
  Level 4A: 
  Area 4A-1 to Area 3A-9
  Area 4A-1 to Area 5B-1
  River from the Under Realms to Area 4A-1
  River from Area 4A-1 to Area 9A-5
  Area 4A-2C to Area 7A-5
  Area 4A-3D to Area 6A-2
  
  9
  Rappan Athuk
  Level 4B: 
  Area 4B-1 to Area 3C-28
  Area 4B-17 to Area 2-10
  Area 4B-25 to Area 4-7
  Level 4C: 
  Area 4C-1 to Area 4-6
  Area 4C-1 to Area 2-10
  Area 4C-18 to Area 5C-14
  Level 5: 
  Area 5-1 stairs up to Area 4-11
  Area 5-9 to Wilderness Area 13
  Area 5-11 to Area 12-25 and Area 14-1
  Area 5-4A to Area 5C-1
  Area 5-4 to Area 6-1
  Level 5A: 
  Area 5A-1 from Area 1B-7
  Area 5A-19 to Area 8B-1
  Level 5B: 
  Area 5B-1 to Area 4A-1
  Level 5C: 
  Area 5C-1 from Area 5-4A
  Area 5C-6 to Area 5-4A
  Area 5C-6 to Area 5C-7
  Area 5C-14 to Area 4C-18
  Level 6: 
  Area 6-1 to Area 5-4
  River from the Under Realms to Area 6-14
  River from Area 6-14 to the Under Realms
  Area 6-2 to Area 8A-1
  Area 6-15 to Area 7-1
  Area 6-16 to Area 10A-5 
  Area 6-10 to Area 8-1
  Level 6A: 
  Area 6A-2 to Area 4-7
  Hole in floor from Area 6A-1 to Area 12C-9 
  Area 6A-2 to Area 4A-3D
  Area 6A-2 to Area 8-13
  River from Area 3A-7 to Area 6A-10 
  Area 6A-10 to Area 10A-3
  Level 7: 
  Area 7-1 from Area 6-15
  Area 7-8 to Area 12-1
  Area 7-11 to Area 12-1
  River from the Under Realms to Area 7-6
  River from Area 7-6 to Area 11A-1
  Area 7-18 to Area 13-1
  Level 7A: 
  Area 7A-1 from Area 3A-4
  River from the Under Realms to Area 7A-9
  River from 7A-3 to the Under Realms
  Area 7A-7 to Area 9-1
  Area 7A-5 to Area 4A-2C
  Area 7A-8 to Area 9A-1
  Level 7B: 
  Area 7B-1 from Area 13C-10
  Level 8: 
  Area 8-1 from Area 6-10
  River from Area 8-2 to the Under Realms
  Area 8-14 stairs down to Area 10A-9
  River from Area 6A-2 to Area 8-13
  Level 8A: 
  Area 8A-1 to Area 6-2
  Waterfall from the Under Realms to Area 8A-2
  Area 8A-7 to the Under Realms
  Area 8A-7C to Area 13A-13
  Area 8A-8 to the ceiling in Area 10A
  Level 8B: 
  Area 8B-1 from Area 5A-19
  Area 8B-14 to Area 10-7
  Level 9: 
  Area 9-1 stairs up to Area 7A-7
  Area 9-1 stairs down to Area 11A-1
  Area 9-1 stairs down to Area 10-1
  River from 1-11 to Area 9-5
  River from Area 9-5 to the Under Realms
  Level 9A: 
  Area 9A-1 from Area 7A-8
  River from Area 4A-1 to Area 9A-5
  River from Area 9A-3 to Area 11-1
  River from Area 9A-5 to the Under Realms
  Area 9A-5 to Area 9D-28
  River from the Under Realms to Area 9A-7
  River from Area 9A-7 to Area 10A-28
  River from the Under Realms to Area 9A-6
  River from Area 9A-6 to the Under Realms
  Area 9A-9 to Area 12A-1
  
  10
  Rappan Athuk
  Level 9B: 
  River from the Under Realms to 9B-2, 9B-12, 9B-13, 9B-15, to the Under 
  Realms
  River from the Under Realms to 9B-22, 9B-2, 9B-16, to the Under Realms
  Area 9B-1 to Area 10A-18
  Area 9B-26 to Area 9B-27
  Level 9C: 
  Area 9B-27 to Area 9C-1
  Level 9D: 
  Map 2: Area 9D-14 to Area 10B-1, Area 9D-1 to Area 1A-15
  Map 3: Area 9D-14 to Area 10B-1, Area 9D-28 to Area 9A-5 
  Map 4: Area 9D-14 to Area 10B-1, Area 9D-20 to Area 10C-1, Area 9D-
  20 to the Under Realms
  Level 10: 
  Area 10-1 from Area 9-1
  Area 10-10 pit to Area 13A-2
  Level 10A: 
  River from Area 6A-10 to Area 10A-3
  River from Area 6-16 to Area 10A-5
  Tunnel from Area 8-14 to Area 10A-9
  Ladder from Area 10A-24 to Area 12-23
  Area 10A-18 to Area 9B-1
  Area 10A-45 to Area 11-7 
  Area 10A-44 to Area 13C-1
  River from Area 9A-7 to Area 10A-28
  River from Area 10A-41 to Wilderness Area 10
  River from Area 10A-41 to Area 0A-9
  Level 10B: 
  Area 10B-1 from Area 9D-14
  Area 10B-14 to Area 12A-12 or Area 10C-2
  Area 10B-8 to Area 1B-21
  Level 10C: 
  Area 10B-14 to Area 10C-2
  Area 10B-1 to Area 9D-20
  Level 11: 
  Area 11-1 from Area 9A-3
  Area 11-7 to Area 10A-45
  Level 11A:
  River from Area 7-6 to Area 11A-1
  Stairs from Area 9-1 to Area 11A-1
  Area 11A-7 to Area 12A-29
  Level 12: 
  Chute from Area 7-11 to Area 12-1
  Stairs up to Area 7-8 from Area 12-1, down to Area 12-21
  Tunnel from Area 12-24 to Area 12A-22A
  Ladder from Area 12-23 to Area 10A-24
  Stairs from Area 12-25 to Area 14-1
  Level 12A: 
  Map 1: 
  Area 12A-1 to the Under Realms
  Area 12A-1 to Area 9A-9
  River from the Under Realms to Area 12A-1, Area 12A-6, Area 12A-21, 
  Area 12A-44
  Area 12A-3 to Area 12B-1
  Area 12A-12 to Area 10B-14 and Area 13A-1
  Map 2: 
  Area 12A-29 to Area 11A-7 and to the Under Realms
  River from the Under Realms to Area 12A-36, Area 12A-42, Area 12A-
  43, Area 12A-44
  River at Area 12A-44 out to the Under Realms
  Area 12A-22A to Area 12-24
  Level 12B: 
  Area 12B-1 to Area 12A-3
  Chute from Area 12B-2 to Area 13A-1
  Level 12C: 
  Area 12C-1 to Area 0A-2
  Area 12C-6 to the Under Realms
  Chasm from Area 12C-5 to Area 13C-1
  Ceiling hole from Area 12C-9 to Area 6A-1
  Area 12C-7 to Area 12A-36
  Level 13: 
  Area 13-1 to Area 7-18
  Gate from level 13-6 to 15-1
  Level 13A: 
  River from Area 8A-7C to Area 13A-13
  River from Area 13A-13 to the Under Realms
  Stairs from Area 12A-12 to Area 13A-1
  Chute at Area 13A-2 from Area 10-10 and Area 12B-2
  Level 13B: 
  River from Area 13C-14 to Area 13B-1
  River to the Under Realms
  Level 13C: 
  River from Area 10A-44 to Area 13C-1
  Area 13C-1 to Area 12C-5 
  Area 13C-3 to Area 0A-11
  River from Area 13C-14 to Area 13B-1
  Level 14: 
  Area 14A-5 to Area 14-1 and 14-2
  Ladder from Area 5-11 and stairs from Area 12-25 to Area 14-1
  Level 14A: 
  Ramp from Wilderness Area 28 to Area 14A-1C
  Teleportal at Area 14A-3 to Area 14C-1
  Area 14A-5 to Area 14-1
  Area 14A-7 to Area 14B-1
  Level 14B: 
  Area 14B-1 to Area 14A-7
  Level 14C: 
  Area 14C-1 teleportal to Area 14A-3
  Level 15: 
  Gate from Area 13-6 to Area 15-1
  
  11
  Rappan Athuk
  Finding your way around the book: 
  Monsters and NPCs, Magic Items 
  and Spells, Diseases and Poisons
  Rappan Athuk V contains dozens of spells, poisons, diseases, magic 
  items, and, most of all, creatures that have not previously existed for 
  5th edition, at least not in this form. It also uses many items currently 
  published under the 5th edition SRD. Magic items and spells are italicized 
  in the text. Creatures (including NPCs) are typically bold the first time 
  they are referenced in the description of the location where they are 
  encountered. If there is no superscript after the mention of any of these 
  things, information is available in the SRD. If there is a superscript, see 
  the appropriate appendix for information about it.
  Introductory Characteristics
  Each level of the dungeon has a standard features section that details the 
  following basic information:
  Difficulty Level: Describes the average level of difficulty of the 
  dungeon level. A party of 6 characters within the suggested tier should 
  be properly challenged by this level of the dungeon. Tier 1 is levels 1–4, 
  Tier 2 levels 5–10, Tier 3 levels 11–16, and Tier 4 level 17 and up. Within 
  many of the areas, there are challenges both above and below the expected 
  strength of the party, but a group of well-played characters of the right tier 
  should have a chance of making it through.
  Access: Details the various entryways into and exits from the level.
  Wandering Monsters: Details the frequency of encounters, including 
  a table of encounter results.
  General Features
  Atmosphere: Details results of general divination spells or obvious 
  conditions on the level. Also details any interference with spell function 
  and recovery due to magnetic influences or sheer evil detachment from the 
  gods. May detail any effects that apply throughout the dungeon level, such 
  as fear or extreme heat.
  Ceiling Height: Gives detailed ceiling height in rooms and hallways, or 
  rough dimensions for caverns.
  Doors: Details standard dungeon doors, as well as locked and secret 
  doors. Specifics are given in room descriptions where needed.
  Shields and Wards: Details any material or magical barriers or 
  shielding which prevents divination or other spells and effects from 
  functioning.
  Surfaces: Details information about the obvious construction of the 
  surroundings.
  Other: Provides additional information that is typical to the level. This 
  may include poisonous mushrooms or powerful undead.
  Book References and Notations
  Superscript notations reference the following appendices: 
  B = Rappan Athuk Bestiary (contains monsters and NPCs) – Appendix A
  GM = Rappan Athuk GameMaster’s Guide (contains magic items, diseases, 
  and poisons) – Appendix B
  PG = Rappan Athuk Player’s Guide (contains spells) – Appendix C
  Diseases
  Rappan Athuk is not inhabited by a clean lot. It is full of rats and 
  lycanthropes and the foulest creatures known. Many of them carry 
  diseases, as do various fountains and waterways. Several diseases are 
  detailed in Appendix B, and others are available in the SRD. In general, 
  we have provided specific diseases that are caused by specific creatures or 
  places, but in others (especially for the rats), the choice is up to you. Take 
  your pick and enjoy them!
  The Legend of  
  Rappan Athuk
  The Legend of Rappan Athuk is well known, told numerous times by 
  bards, adventurers, sages, and loremasters. It is summarized below. The 
  characters may know some or all of this legend.
  Many hundreds of years ago, the forces of good allied to destroy the 
  main Temple of Orcus in the ancient city of Tsar. With their temple in 
  ruins, the surviving high priests of this accursed demon-god fled the city 
  with an army of enemies on their trail — an army of heroic fighters, clerics 
  and paladins — led by Zelkor, a powerful wizard. The exact fate of these 
  evil priests is unknown, for not only did the remnants of the followers of 
  Orcus disappear from all human reckoning, but so did the army of light 
  that followed after them disappear as well. Some said that in the eternal 
  scales the loss of so many good men was a fair price to pay to rid the world 
  of so much evil.
  The evil cult, however, had not been destroyed. The surviving priests 
  and their followers instead settled on a hill near the Forest of Hope, a sylvan 
  woodland near the Coast Road. There they found a vast underground 
  Stuck Doors and  
  Wandering Monsters
  Rappan Athuk comes from an old tradition of gaming. One thing 
  that used to be true is that every door in a dungeon was stuck –– 
  but only for the characters. Another thing that was true was that 
  wandering monsters could appear almost anywhere at any almost 
  any time. A third, and surprisingly related rule, was that experience 
  points used to be given for treasure. All of these were tied to a 
  fourth part of how many players used to play: most characters 
  needed torches or lanterns, and resource management could be an 
  important aspect to surviving the dungeon. How did all of these 
  work together? Opening stuck doors takes time and makes noise. 
  Time and noise lure wandering monsters, and time burns resources. 
  Wandering monsters carry no treasure, and generally weren’t worth 
  much experience in the grand scheme. All of these pieces together 
  were a dial that could be used to make a dungeon more or less 
  difficult and change the style of play between a gritty grind and 
  a heroic romp. In keeping to the roots of Rappan Athuk, many of 
  the levels have doors that require a Strength check to open, even if 
  unlocked, and almost all have wandering monsters. If you don’t find 
  these fun, don’t use them. If you’re party is a little underpowered, 
  leave them out. But if you need to turn up the heat, bring them on!
  The main goal here is make your party’s choices are meaningful. 
  If they choose to bash through doors, they get one kind of adventure. 
  If they prefer to sneak along the halls, avoiding monsters, they get 
  another. If they try to clear every room and kill every monster, they 
  probably get a short adventure…
   Empty Rooms
  Rappan Athuk is a big place and not every chamber or cavern 
  is occupied. Frog God Game’s Tome of Adventure Design can 
  provide some nice ideas for dressing up the room and giving 
  the party something to do. Some see this as a waste of time and 
  prefer to keep them empty so that the party can get on to other 
  rooms, keeping them only as a possible location for a rest. That, 
  of course, is fine too. Finally, empty rooms are a great time for a 
  random monster check –– maybe it’s not really empty! And if it’s 
  not, maybe you can spin the encounter into something even more 
  interesting as the characters start to wonder just why the ogre is 
  sitting in an empty room picking its teeth with a broken chair rail.
  
  12
  Rappan Athuk
  complex of caverns and mazes, carving out a volcanic intrusion beneath 
  the hill. The priests of Orcus had found the perfect lair to continue their 
  vile rituals. For many years, they carried on in secret, hidden from the 
  light and from the knowledge of men.
  Many years later, their underground delving completed, the evil priests 
  erected a hideous mausoleum and graveyard atop the hill. It is believed 
  that these graves are the final resting place of the pursuing army of 
  heroes that had been destroyed to a man. Soon after the mausoleum was 
  erected the peaceful creatures of the wood began to disappear. Though 
  many rangers and druids investigated these happenings, the cause of the 
  creatures’ disappearance was not immediately determined. Some years 
  later a powerful group of adventurers, led by Bofred, a high priest of Thyr, 
  investigated the evil happenings and found the sunken graveyard leading 
  to a labyrinthine complex. Bofred and his companions found great hordes 
  of evil creatures in the complex. Though some of his companions returned 
  from their expedition, telling tales of fantastic treasure and ferocious 
  monsters, Bofred was never seen again — lost in the catacombs beneath 
  the cursed mausoleum.
  For the last century and more, ranks of adventurers have ventured to 
  the newfound dungeon. Many fell prey to bandits and monsters in the 
  surrounding wilderness. Rumors suggest that of those who survived to 
  reach the mausoleum and sunken graveyard, most were slain by guardians 
  of green stone or perished near the entrance. Those rare few who return 
  from deeper treks speak of horrible undead and creatures that cannot be 
  slain. All who have explored Rappan Athuk offer this one universal piece 
  of advice: “Don’t go down the Well.”
  Lost Lands Timeline of Rappan Athuk
  Imperial Record (I.R.)
  Erylle 
  Cycle 
  (E.C.)
  Huun 
  Chronicle 
  (H.C.)
  c. 7 billion years ago
  As newly forming world of Boros cools, Ymir’s essence bursts forth from 
  Ginnungagap as magma floes forming deep volcanic caverns in two 
  places along shores of gathering world oceans: beneath what will 
  become the Waldron Mountains of the Northlands and beneath what 
  will become the Sinnar Coast of Akados, a single thread of magma 
  connects them forming what will eventually erode into the northern 
  end of the Neimbrall Trail
  c. 100 million years ago
  Great Old Ones arrive from across the Great Void of Night and begin 
  to colonize the planet Boros
  c. 85 million years ago
  Tsathar discover powerful essence of primordial power over site of 
  Ymir’s breach at time of the world’s formation on eastern Akadonian 
  coast and erect standing stones to Tsathogga 
  c. 23 million years ago
  Tsathogga and his tsathar servitor race survive Primordial Wars and 
  remain particularly fecund by retreating into desolate swamps and 
  caverns but lose much power elsewhere in the world
  c. 20 million years ago
  Judgment of Xtu crashes into eastern Libynos creating Boiling Sea and 
  devastates the populations of unhumans and great beasts inhabiting 
  Boros; End of the Age of Gods (aka The Hidden Age); Elemental and 
  primal dragons arrive on Boros from Inner Planes and defeat unhuman 
  races; Beginning of Age of Dragons
  c. 27,000 years ago
  Neolithic humans rise and throw down Tsathogga’s standing stones but 
  detect the ancient power of the site and establish totem temple in 
  deep caverns below
  c. 23,000 years ago
  Prophet of Tiamat Naphthra-Tep rises in Assurian Plains but slain 
  by Khemitite assassins; Naphthra-Tep carried in secret to eastern 
  Akadonian coast and entombed within deep caverns to fulfill 
  prophecy of his own resurrection
  c. 20,000 years ago
  Dark Thelaroi of Changing City of Ra’ath tap into powers of Ymir’s 
  caverns on Akadonian coast to imprison Grey Thelaroi exiles
  c. 18,000 years ago
  Explorer Koshag of Ur sails Sinnar Ocean and establishes city-state of 
  Xantollan on Pontos Island; After death Prince Koshag’s body is interred 
  in secret crypt on nearby mainland
  c. 14,900 years ago
  The titan Ereg Tal slain by Chernobog in Gods War and interred in deep 
  caverns beneath eastern Akadonian coast
  c. 12,000 years ago
  Rise of Phoromyceaen civilization; Beginning of the Age of Kings
  c. 10,800 years ago
  Followers of the Three-Fold Path create bastion in caverns of eastern 
  Akadonian coast as refuge from Disciples of the Bloody Sword; 
  Followers create the Ravager as ultimate weapon but wisely seal it 
  away as too dangerous; Amurru left as seal’s eternal guardian, Obares 
  Sin sent forth to deter intruders from finding sealed vault
  
  13
  Rappan Athuk
  Imperial Record (I.R.)
  Erylle 
  Cycle 
  (E.C.)
  Huun 
  Chronicle 
  (H.C.)
  –7031
  Subterranean city of Barakus constructed by Phoromyceaen peoples 
  under Duskmoon Hills
  –6671
  Arvonliet walks among mankind and elder races
  –6650
  Construction secretly begins on Arvonliet’s Abyssal gate
  –6632
  Devron the necromancer swears himself to Arvonliet’s true nature, 
  transforms into lich and is imprisoned below Barakus; Kel provides 
  means to destroy him
  –6627
  Devron summons stone of madness, city of Barakus falls
  –6484
  Arvonliet killed by the Three Gods, cast into Ginnungagap as Orcus; 
  Stoneheart Mountains raised over Keltine Barrier; End of the Age of 
  Kings; Age of Silence begins
  –6470
  15
  Phoromyceaen Sorcerer-King of Tharistra, Gremag, obtains lichdom 
  and inters himself in hidden caverns beneath Stoneheart Mountains
  –4483
  2002
  Harul of Estresia founds shrine in Stoneheart Mountains above Keltine 
  Barrier
  –4482
  2003
  Harul of Estresia petrifies the paragon troll, Three-Fang
  –4481
  2004
  Harul of Estresia martyred, sainted by Thyr and Muir
  –4232
  2253
  Beginning of War of King-Chieftain Aracor in Plains of Sull
  –4227
  2258
  Arrival of Obelisks of Chaos in Sull; End of King-Chieftain’s War
  –1025
  5460
  Harul’s Shrine discovered in vision by Beward of the Three Gods
  –1013
  5472
  Beward establishes St. Harul’s Hold on site of shrine
  –629
  5856
  Cult of Orcus in guise of “Aurikas” rises in southern Libynos
  –613
  5872
  Atrocities of Aurikas’s priest Akruel Rathamon begin in lands along the 
  Reaping Sea
  –604
  5881
  Arden rallies followers in Khemit under Shah Rasalt to bring war to the 
  burgeoning empire of Akruel Rathamon; Beginning of War of Divine 
  Discord
  –579
  5906
  Shah Rasalt of Arden defeats the armies of Aurikas at Al-Sifon,Akruel 
  Ramathon slain by Scepter of Faiths; End of War of Divine Discord
  –573
  5912
  St. Harul’s Hold becomes High Altar of Thyr and Muir
  –488
  5997
  Hammer of the Three Gods crafted at St. Harul’s Hold
  –182
  6070
  Tsathogga unleashes horde of demons in Irkaina, Arden sacrifices 
  himself to entrap horde and stop the invasion; Tropic of Arden created
  –109
  6376
  Polemarch Oerson leads Hyperborean Legion out of Boros and into 
  Akados; Beginning of Hyperborean Age
  –107
  6378
  Oerson discovers St. Harul’s Hold and bestows gifts upon its patriarch
  –27
  6458
  Rise of Valenthlis; Outbreak of elven civil war, last queen of Akadian 
  wild elves slain
  –26
  6459
  Wild elves withdraw to west in Second Exodus; Queen Vaissilune buried 
  in caverns deep beneath eastern Akadonian Coast to protect her 
  crypt from Hyperborean despoilers
  1
  6485
  Battle of Hummaemidon; Birth of Imperial Record
  542
  7026
  Mordecai, last patriarch of both Thyr and Muir, slain by curse at St. 
  Harul’s Hold
  687
  7171
  Beginning of Pax Hyperborea
  689
  7173
  City of Tsen founded at site of Arden’s defeat of Tsathogga
  909
  7393
  Unknown monks of Thyr dig crypts in Stoneheart Valley and construct 
  Font of the Ancients
  1020
  7504
  Thyrian clerics open ferry across Stoneheart River and build chapel on 
  central island
  
  14
  Rappan Athuk
  Imperial Record (I.R.)
  Erylle 
  Cycle 
  (E.C.)
  Huun 
  Chronicle 
  (H.C.)
  1491
  7975
  Tsen destroyed; The Great Darkness covers waters of Gulf of Akados 
  region for three years; Pax Hyperborea ends; Thyrian Stoneheart River 
  ferry and chapel abandoned, construction begun on shrines to Thyr 
  and Muir in upper Lyre Valley
  1492
  7976
  Lost Thyrish catacombs discovered in Stoneheart Mountains, its 
  builders vanished without a trace; Human cult of Tsathogga under 
  Zodmer Adatres erects Cloisters in Dragonmarsh Lowlands and begins 
  subjugation of surrounding lands
  1495
  7979
  Zodmer Adatres sacks city of Tal Zun (modern-day Eastwych) and 
  extends control of Frog-God’s Cloister to Great Amrin River
  2221
  8805
  Glazerel begins construction of anima engine for Lucifer before 
  defecting and taking service with Orcus
  2411
  8895
  Disciples of Orcus infiltrate St. Harul’s and begin its corruption from 
  within 
  2462
  8946
  Tam Xaverik, secret Disciple of Orcus, named Protector of the Hold at 
  St. Harul’s
  2469
  8953
  Accord of Tolerance enacted by Protector of the Hold removes last 
  vestiges of political power from clergy of Thyr and Muir at St. Harul’s
  2471
  8955
  Last clergy of Thyr and Muir depart St. Harul’s; High Altar of Thyr moved 
  to Tircople
  2472
  8956
  Protector Xaverik renames the Hold as Tsarul and appoints himself 
  Warlord; Tribes of humanoids, long massing in Dragon Hills, relocate 
  into Tsarul as army conscripts
  2473
  8957
  Crooked Tower appears in Tsarul
  2476
  8960
  Caverssus, the eleventh Disciple of Orcus, arrives in Tsarul; Warlord 
  Xaverik swears fealty to him and rescinds Accord of Tolerance
  2490
  8974
  Blessed Well of St. Harul drained to reach the caverns of Keltine Barrier; 
  Breeding of the Black Orogs begins; Orcus begins seeking sources of 
  primordial power to break Keltine Barrier Planetary Poles Shift
  2491
  8975
  Poles of Boros shift; Goitre emerges forming Tempest Meridians; Ice 
  sheet begins forming over continent of Boros and World Roof
  2496
  8980
  1
  Tower of Oerson destroyed; Wild fires ravage Curgantium and spread 
  across Akados burning Plains of Suilley and Matagost Forest; St. Harul’s 
  Well sealed, hiding the Caverns of the Barrier
  2499
  8983
  4
  Imperial Court relocated to Tircople; Western empire abandoned by 
  Hyperboreans
  2502
  8986
  7
  Glazerel founds college of magic in Tsar
  2505
  8989
  10
  Shrines to Thyr and Muir in Lyre Valley greatly expanded
  2509
  8993
  14
  Twelve Bloody Nights; Imperator and Pontifex roles combined; 
  Trystecce the Ageless becomes imperatrix; High Altars of Thyr and Muir 
  quietly moved to Lyre Valley
  2516
  9000
  21
  Hyperboreans withdraw from Akados; Heldring cross the Helwall, forts 
  of Sylvos and Albor Broce destroyed
  2541
  9025
  46
  Orcus learns of residue of primordial power in caverns and tasks Grand 
  Cornu Caverssus to establish a grand temple beneath Sinnar Coast in 
  secret
  2553
  9037
  58
  Gaaros-Uaazath bursts forth from Ginnungagap into Cyclopean Deeps 
  beneath tunnels of the Sinnar Coast through crease left long ago by 
  Ymir, its foul influence and noxious dying exhalations cause woodland 
  above to become known as Forest of Horrors
  2555
  9039
  60
  Goblins fleeing khryll invaders emigrate from Cyclopean Deeps and 
  found city of Greznek far below Forest of Horrors
  2560
  9044
  65
  Daan forms his Cataphracts in service to Hyperborea
  2581
  9065
  86
  Daan’s Legion marches on Tircople, passing through Plains of Suilley
  2584
  9068
  89
  Daan falls as he destroys the lich-queen Trystecce
  
  15
  Rappan Athuk
  Imperial Record (I.R.)
  Erylle 
  Cycle 
  (E.C.)
  Huun 
  Chronicle 
  (H.C.)
  2585
  9069
  90
  Daanites withdraw to Ynys Cyrmagh; Daanites name the rest of the 
  world as Lloegyr—the Lost Lands
  2632
  9116
  137
  Last Hyperboreans quietly disappear from Tircople
  2654
  9138
  159
  Birth of Macobert of House Foere Rise of the Foerdewaith
  2698
  9182
  203
  King Macobert begins uniting Akados as Kingdom of Foere
  2717
  9201
  222
  Bandit King Rinos builds King’s Bridge over Stoneheart River
  2720
  9204
  225
  Province of Aachen established extending to the Great Bridge
  2731
  9215
  236
  Swein Sigurdson discovers the Neimbrall Trail in Under Realms, leads his 
  tribe of the Heldring through tunnel away from Helcynngae Peninsula 
  to escape worship of Hel, narrowly bypassing lower tunnels of Rappan 
  Athuk
  2744
  9228
  249
  Macobert crowned Overking of the Hyperborean Monarchy of the 
  Foerdewaith
  2748
  9232
  253
  Bandit King defeated at King’s Bridge by troupe of bards and peasant 
  army led by Turlin; Construction begun on Lyre Bridge over Stoneheart 
  River; Trademoot established at King’s Bridge
  2765
  9249
  270
  Death of Macobert; Son Magnusson succeeds to the throne; Issuance 
  of Eastreach Decree; Provinces of Eastreach and Pontus Tinigal 
  established
  2768
  9252
  273
  Overking Magnusson completes imperial capital at Courghais
  2776
  9260
  281
  Death of Magnusson I; Grandson Magnusson II succeeds to the Throne
  2781
  9265
  286
  Red Plague strikes Kingdoms of Foere; One quarter of the population 
  of the central lands dies including Magnusson II; Son Osbert I succeeds 
  to the throne
  2797
  9281
  302
  Red Plague returns and strikes central Kingdoms of Foere again; Much 
  of the kingdom’s central territories are depopulated due to the high 
  death toll; Plague claims Overking Osbert I who is succeeded by his 
  son Osbert II
  2799
  9283
  304
  Orcus learns of residue of primordial power in caverns and tasks Grand 
  Cornu of Tsar to establish a grand temple beneath the Forest of Horrors 
  in secret
  2808
  9292
  313
  Cloister of the Frog-God decimated by Red Plague
  2814
  9298
  319
  Glazerel uses anima engine to begin construction of dungeons of 
  Rappan Athuk among deep caverns beneath Forest of Horrors
  2818
  9302
  323
  Glazerel constructs Upper Temple as first of three temples to focus 
  Orcus’s power in Rappan Athuk
  2871
  9355
  376
  Glazerel constructs Lower Temple as second of three temples to focus 
  Orcus’s power in Rappan Athuk
  2873
  9357
  378
  Disciples of Orcus encounter goblins of Greznek in caverns below 
  Lower Temple, King of Greznek orders Idol of Snuurge cast down and 
  rededicates goblin city to Orcus
  2967
  9451
  472
  Keep constructed at King’s Bridge for protection of burgeoning market 
  town
  2970
  9454
  475
  Huun besiege Tircople, overrun part of Crusader States; Overking Yurid 
  gathers Crusader army at Pontus Tinigal and Tros Zoas to sail for Khemit, 
  march overland to Tircople
  2971
  9455
  476
  Second Great Crusade breaks Siege of Tircople and drives Huun from 
  Sacred Table
  2974
  9458
  479
  St. Barthomey of Orcus burned at the stake in Tircople but his ashes are 
  smuggled to Tsar
  2977
  9461
  482
  Count Wynston Mathen returns from Second Great Crusade and given 
  land grant in Moon Fog Hills; Mistwood silver lode discovered near 
  Malthlyn; Cult of Tsathogga introduced to Sinnar Coast
  
  16
  Rappan Athuk
  Imperial Record (I.R.)
  Erylle 
  Cycle 
  (E.C.)
  Huun 
  Chronicle 
  (H.C.)
  3030
  9514
  535
  Founding of trade city of Bard’s Gate at King’s Bridge
  3035
  9519
  540
  Shengotha Plateau covered in unnatural glacier, decimating dwarven 
  Clan Krazzadak; The Winter Lich drives remaining dwarves from plateau, 
  city of Bryn Tuk Thull sealed; Year of the Hard Cold afflicts Stoneheart 
  Valley, ruining the harvest, killing winter crops, and delaying spring 
  planting
  3036
  9520
  541
  Famine strikes Stoneheart Valley and surrounding areas hard, starvation 
  sets in across the region
  3037
  9521
  542
  Dwarven craftsman arrive in Bard’s Gate from Halls of the Silverhelm 
  and begin construction on retractable canal bridges
  3039
  9523
  544
  Silverhelm dwarves construct massive basilica temples to Thyr and Muir 
  in Bard’s Gate; High Altars moved from Valley of the Shrines into city
  3119
  9603
  624
  Guilds of Bard’s Gate are formalized, city council becomes Council 
  of Burghers to oversee trade and revenue for the city; Burgher Hest of 
  Teamsters’ Accord elected first Mayor of the Council; Duquaene the 
  Bard elected first High Burgher of Bard’s Gate
  3169
  9653
  674
  Crusader Coast overrun by Huun; Tircople sacked
  3172
  9654
  675
  Fleet gathers in Reme to transport Third Great Crusade to Crusader 
  Coast
  3173
  9657
  678
  Third Great Crusader army lost at sea; Glazerel constructs Chapel 
  of Orcus as final of three temples to focus Orcus’s power in Rappan 
  Athuk, The Master manifests within Rappan Athuk as avatar of Orcus
  3181
  9665
  686
  Karsh of Orcus creates the Zombiestone
  3190
  9674
  695
  Dwarf lord Durand Strong-Arm discovers gold and silver west of Blackflow 
  River; Establishes Durandel mines under Fae Copse in Southvale
  3199
  9683
  704
  Overking Oessum VIII calls for Fourth Great Crusade; Armies and fleet 
  gather at Endhome to sail for Crusader Coast
  3207
  9691
  712
  Huun defeated at Battle of The Sickles; Overking Oessum slain; Graeltor 
  crowned overking
  3208
  9692
  713
  Army of Light marches on temple-city of Tsar; Desolation of Tsar Created
  3209
  9693
  714
  Tircople falls to Mguru tribes; Last Justicar of Muir slain; High Altar of 
  Orcus secretly relocated from Tsar to Rappan Athuk; End of the 
  Hyperborean Age
  3210
  9694
  715
  Army of Light defeats Tsar and pursues Disciples of Orcus into Forest of 
  Hope; Grand Cornu Jervix dies in implementing Great Retreat; Baron 
  Simrath slain in night battle east of Wild Edge River Ford; Army of Light 
  lured into Bloodways and defeated; Praetor Aura Veng trapped in 
  Tomb of the Beacon; Slavish the sorcerer deserts Army of Light and 
  makes secret lair within dungeons to stalk Orcus’s avatar The Master; 
  Duke Aerim assassinated by Orcusite allies; Citadel of Orcus vanishes 
  from Tsar; Beginning of the Age of Breaking (current age)
  3211
  9695
  716
  Construction begun in secret on Rappan Athuk sunken graveyard 
  and mausoleum; Canon Lorvius raised as Grand Cornu of Orcus; 
  Archbishop Pagonis establishes gate between Rappan Athuk and 
  desert near Tircople; Archbishop Pagonis returns to Rappan Athuk from 
  Tircople and assassinated by Lorvius in Great Purge
  3213
  9697
  718
  Foerdewaith Wars of Succession begin
  3215
  9699
  720
  Grand Admiral of Pontus Tinigal withdraws from Foere, declares himself 
  Emperor of the Oceans Blue; Kingdom of Oceanus established on 
  Pontos Island
  3219
  9703
  724
  Reconstruction begins on King’s Bridge, expanding it to its modern 
  dimensions; Pirates erect stronghold off coast of Eastreach while strife 
  engulfs maritime powers of eastern Akados
  3221
  9705
  726
  Construction of Rappan Athuk’s Bastion begun
  3229
  9713
  734
  Grand Cornu Lorvius first successful use of mushroom of youth
  
  17
  Rappan Athuk
  Imperial Record (I.R.)
  Erylle 
  Cycle 
  (E.C.)
  Huun 
  Chronicle 
  (H.C.)
  3230
  9714
  735
  Nadroj the wraith breaks Zelkor and makes him an undead minion of 
  Orcus
  3241
  9725
  746
  The Camp first established on border of the Desolation of Tsar; Slavish 
  achieves lichdom in his Rappan Athuk lair
  3245
  9729
  750
  Wandering companies of mercenaries and deserters increase in 
  number as wars of the Sundered Kingdoms begin to wind down; 
  Glazerel’s apprentice Magerly achieves lichdom and disappears
  3260
  9744
  765
  Orphans of War Society of Bard’s Gate established by famed orator 
  Hegany Durgas on 50th anniversary of Army of Light debacle
  3261
  9745
  766
  Orphans of War Society rises to prominence, Durgas styles himself as 
  “Gods Watcher”; Old temples of Bard’s Gate begin to lose influence as 
  Society’s rhetoric turns on them over costs and failure of Tsar campaign
  3263
  9747
  768
  Grand Cornu Lorvius second successful use of mushroom of youth
  3268
  9752
  773
  Orphans of War Society forces vote through Council of Burghers to 
  become an official guild of the city, Watcher Durgas becomes a 
  burgher and is able to wrest position of Mayor of the Council from High 
  Burgher Meriwot the Marred
  3271
  9755
  776
  Mayor Durgas manages to pass Guildmasters’ Act, permanently 
  removing Bard’s Gate clergy from Council of Burghers, public outcry is 
  stifled by club-wielding men wearing grain-sack hoods on every street 
  corner; Temples of Thyr and Muir begin to divert their resources and 
  High Altars in the Valley of the Shrine as church influence continues 
  decline in the city
  3272
  9756
  777
  Shadow Masks founded in Bard’s Gate
  3299
  9783
  804
  Mayor Hegany Durgas disappears, many church leaders in Bard’s Gate 
  implicated though none are ever formally charged with a crime after 
  newly elected Mayor Feldrim of Teamsters Accord proposes amnesty 
  for all city priests
  
  18
  Rappan Athuk
  Imperial Record (I.R.)
  Erylle 
  Cycle 
  (E.C.)
  Huun 
  Chronicle 
  (H.C.)
  3319
  9803
  824
  Grand Cornu Lorvius unsuccessful use of mushroom of youth, ages 
  decades and stricken ill
  3326
  9810
  831
  Grand Cornu Lorvius slowly recovers and third successful use of 
  mushroom of youth
  3339
  9823
  844
  Oceanus and Foere sign non-aggression treaty
  3380
  9864
  885
  Knightly Order of Macobert largely destroyed in Courghais, the few 
  survivors go into hiding
  3387
  9871
  892
  Bard’s Gate Temple District in decay, religious center of city moves to 
  King’s Bridge
  3392
  9876
  897
  Tower of Bone appears in Fae Copse; Dwarven city of Durandel falls
  3393
  9877
  898
  Personal papers of deceased Mayor Feldrim implicate him and leaders 
  of Teamsters Accord in murder of Mayor Durgas; High Burgess Laressa 
  Underwood with support of Council of Burghers abolishes Teamsters 
  Accord from city and has Mayor Lamar Hydenquel of the Teamsters 
  stripped of office, with support of church leaders she manages to have 
  office of Mayor of the Council again attached to office of the High 
  Burgher/Burgess
  3400
  9884
  905
  Rappan Athuk: The Dungeon of Graves discovered in Forest of Hope; 
  Booth Axlecrafter forms Wheelwrights Guild in Bard’s Gate
  3402
  9886
  907
  Grand Cornu Lorvius fourth successful use of mushroom of youth
  3403
  9887
  908
  Crane the Sorcerer discovers tomb of Ereg Tal beneath Rappan Athuk, 
  adds wards to protect it
  3406
  9890
  911
  Grand Cornu Lorvius forms alliance with coastal pirates, establishes 
  gate between Rappan Athuk and their island fortress
  3408
  9892
  913
  Shekahn driven from Castorhage by The Fetch for taking Corinaria as 
  consort, take refuge with the Underguild of Curgantium
  3413
  9897
  918
  Artolucor the archmage arrives at Rappan Athuk but disappears on 
  the dungeon’s first level before managing to plumb its depths
  3414
  9898
  919
  The Lyre Valley grows more wild and dangerous, High Altars of Thyr and 
  Muir relocated back into city after too many parishioners and priests in 
  the Valley of the Shrine go missing
  3415
  9899
  920
  Brotherhood of Arn establishes healing order in Mouths of Doom
  3420
  9904
  925
  Crane the Sorcerer disappears while warring against Tsathogga’s 
  Violet Brotherhood
  3425
  9909
  930
  Shandril of Freya founds village of Fairhill in Stoneheart Valley
  3427
  9911
  932
  Eralion constructs keep in Stoneheart Valley near Fairhill
  3436
  9920
  941
  Captain Aldrin Shaw of Eastwych deserts from the navy of Foere, 
  relocates to Swordport; Begins to gather small fleet of freebooters; 
  Shaw’s estate at Stormshield seized by city of Eastwych
  3437
  9921
  942
  Zelkor’s Ferry founded by Bristleback family
  3438
  9922
  943
  Bofred, Last Champion of Thyr, leads small army to destroy Rappan 
  Athuk; Bofred overcome by combined might of Orcus and Tsathogga 
  and entombed alive; Igni the Paladin defeated by The Master, avatar 
  of Orcus, and cursed to unlife; Bofred’s army scattered with few 
  survivors emerging from dungeons
  3439
  9923
  944
  Unseasonal torrential rains begin to fall on the eastern slopes of the 
  March of Mountains, the rains continue virtually nonstop causing 
  extensive flooding, washout of roads, and undermining of city walls 
  and building foundations; Duchy of the Rampart, Kingdom of Suilley, 
  County of Vourdon, Keston Province, and Count of Toullen are hardest 
  hit
  3441
  9925
  946
  Shekahn and Corinaria sent by Underguild to infiltrate Rappan Athuk, 
  establish lair in the Basilisk Cavern
  3442
  9926
  947
  Captain Shaw’s fleet driven from Swordport by earl’s dragoons; Flees 
  to Razor Sea
  
  19
  Rappan Athuk
  Imperial Record (I.R.)
  Erylle 
  Cycle 
  (E.C.)
  Huun 
  Chronicle 
  (H.C.)
  3443
  9930
  951
  The rains have continued for four years; Casualties from flooding 
  and mudslides have reached the tens of thousands, the destruction 
  of property is on a massive scale, and trade on the South Road has 
  virtually been brought to a halt causing economic recession in the 
  lands east of the mountains; The noted scholar and philosopher 
  Oscobar of Vermis declares the rains to be the work of the forces of 
  Darkness and calls them the Fiend Rains, he predicts they will continue 
  for another 13 years; The strange blind mystic Lun of the Mountain calls 
  the rain Rynas’ Tears, but she gives no explanation why; Lun says the 
  rains will end in 6 more years
  3445
  9929
  950
  Bard’s Gate west wall strengthened and expanded to current 
  Dimensions; Coast Road Keep constructed to defend against pirates, 
  bandits, and hostile warbands; Grand Cornu Lorvius fifth successful use 
  of mushroom of youth
  3449
  9933
  954
  After 10 years the Fiend Rains come to an end
  3461
  9945
  966
  Dwarven hero Dargeleth Silverhelm disappears in Under Realms
  3463
  9947
  968
  Talon of Orcus constructed to oversee Bloodways
  3469
  9953
  974
  East wall of Bard’s Gate erected to encompass the Outer Quarter
  3480
  9964
  986
  Dominion of Un established by Goov the Disfigured in Unclaimed Lands
  3484
  9968
  990
  King Goov sacrifices 500 maidens to Orcus and slain in popular revolt, 
  rises as undead creature and flees to Rappan Athuk with captive 
  Yokim of House Portia, consort of Helman “Hairfoot” Hillman
  3485
  9969
  991
  Helman “Hairfoot”, Bannor the Paladin, Gaylon Swordsinger, Flail the 
  Great, Bulviegh, and Spiegle the Mage enter Rappan Athuk to save 
  Yokim of House Portia but fail to rescue the maiden
  3487
  9971
  992
  Pirate ship Scarfist runs aground south of Rappan Athuk
  3488
  9972
  993
  Red dragon Aragnak destroys Coast Road Keep, clears pirate 
  stronghold and makes it his lair
  3493
  9977
  998
  Koraashag the Craven sent forth into tunnels beneath Rappan Athuk 
  by Orcus to find the “pit of the abyss”
  3494
  9978
  999
  Koraashag discovers the bottomless pit beneath the Stoneheart 
  Mountain Dungeon and builds a secret temple of Orcus in its Depths; 
  Disciples of Orcus accidentally release Beast of Rappan Athuk into 
  forest above
  3495
  9979
  1000
  Eralion seeks mushrooms of youth in Rappan Athuk but fails in quest, 
  becomes convert of Orcus instead; Eralion constructs gate between 
  Zelkor’s Lair and Stoneheart Valley; Disciples of Orcus construct gate 
  between the Chapel of Orcus and the Stoneheart Mountain Dungeon, 
  begin reinforcing secret temple there
  3496
  9980
  1001
  Juliello Broad-Toe makes fortune adventuring in Rappan Athuk, 
  discovers unlinked mirror portal near “Gates of Hell”
  3497
  9981
  1002
  Abysthor, High Priest of Thyr, disappears in the Valley of the Shrines; 
  Mailliw Catspar slays the Beast of Rappan Athuk and then disappears 
  within the infamous dungeon
  3499
  9983
  1004
  Bofred the Just raised as the High Priest of Thyr in Bard’s Gate; Eralion 
  attempts to attain lichdom but fails, imprisoned beneath his keep in 
  Stoneheart Valley
  3500
  9984
  1005
  Gnoll hordes attack Bard’s Gate; Commander Avorill slain, Imril given 
  command of Lyreguard; City’s standing army instituted 
  3501
  9985
  1006
  Cylyria leaves Lyreguard and takes a positon as provost of Bard’s 
  College; “Merinath” forms Fellowship of the Note
  3505
  9989
  1010
  Duloth Armitage becomes burgher of Wheelwrights Guild; “Fat” Juliello 
  Broad-Toe establishes casino in Bard’s Gate and links basement to 
  Rappan Athuk through mirror portal
  
  20
  Rappan Athuk
  Imperial Record (I.R.)
  Erylle 
  Cycle 
  (E.C.)
  Huun 
  Chronicle 
  (H.C.)
  3507
  9991
  1012
  Gray Deacons disappear overnight, Slip-Gallows Abbey becomes a 
  haunted place in the middle of Bard’s Gate; Shrines of Thyr and Muir 
  lost to hordes of Orcus out of Stoneheart Mountain Dungeon; Clan 
  Silverhelm seals its halls to outside world
  3508
  9992
  1013
  Bofred the Just and Barahil the Faithful found the Order of the Sword of 
  Retribution in Bard’s Gate; Shadowguild rises as thieves’ guild of Bard’s 
  Gate to replace Gray Deacons
  3509
  9993
  1014
  Cylyria elected High Burgess of Bard’s Gate; The hero Corondel slays 
  the green dragon Springdread in the Forest of Hope
  3511
  9995
  1016
  Balcoth the Wraith-mage breaks through the Wall of Sleep and travels 
  from Leng to Stoneheart Mountain Dungeon in search of a source of 
  immeasurable power
  3513
  9997
  1018
  Calthraxus the Black attacks Bard’s Gate mines and makes them 
  his lair; Yaza Mongro begins to hear whisperings of Ginnungagap; 
  Coprophagi emigrant from Castorhage named Urovok becomes 
  proprietor of Last One Inn in Rappan Athuk 
  3514
  9998
  1019
  Armies of Huun lay siege to Bard’s Gate
  3515
  9999
  1020
  King Ovar defeats Huun in Gulf of Akados and at Bard’s Gate and 
  pursues them into Irkainian Desert
  3516
  10,000
  1021
  Corondel leads an adventuring band into the Temple of Final 
  Sacrament in Rappan Athuk but emerges alone and broken
  3517
  10,001
  1022
  Current year; Rumors of Ovar’s return from Irkaina; The Seer arrives 
  at Rappan Athuk in search of the Staff of Artolucor; The Fire Hawks 
  company enter Rappan Athuk
  Keeping Time in the Lost Lands
  Exact time is rarely important in a dungeon crawl, although there are 
  certain parts of the adventure where time can play a critical role. For those 
  interested in such matters, here is how time is handled specifically in 
  Akados (and Libynos).
  The length of the day in the Lost Lands is measured as 24 hours, and 
  these are further divided into two 12-hour periods of Prime (counting 
  from midnight) and Non (counting from noon). Hours are then designated 
  by where they fall after one of those points: 1st hour prime (1:00 A.M.), 
  7th hour non (7:00 P.M.), etc. At sea, the hours are sometimes referred to 
  as “bells” because of the practice of ringing the ship’s bell on the hour, but 
  the numbering convention is otherwise the same (e.g. 2nd bell non, 10th 
  bell prime, and so on).
  Our familiar modern concepts of minute and second increments are not 
  recognized in the Lost Lands, but are instead based on lengths of spell 
  durations as observed and meticulously recorded by court magi in the 
  early days of the Kingdom of Khemit. These carefully measured time 
  periods were later applied to the practice of commerce in the form of 
  rented time on a public millstone.
  –Hours are divided into 6 10-minute periods, each called a “turn” or 
  “turn-of-the-glass” or just a “glass” (for turning over a 10-minute hourglass 
  that was used to determine the usage/charging rates of a millstone).
  –Turns are further divided into 10 1-minute periods, each called a 
  “tenth” (both for 1/10th of a turn and for the number of times a standard* 
  millstone turned in a 1-minute period).
  –Tenths are divided into 10 6-second periods, each called a “round” 
  (for the length of time it took a standard* millstone to complete one 
  revolution).
  –Rounds do not typically have subdivisions, since there are few 
  applications in the everyday life of the Lost Lands where such time 
  precision is necessary. Some clocks do, however, make tic marks on clock 
  faces between rounds to divide them into sixths (i.e. a 1-second interval) 
  to track more precise time units for activities such as horse racing, witch 
  dunking, etc.
  Official timekeepers in the Lost Lands are usually known as “Counters” 
  from their original job of counting revolutions of the millstone.
  *The Hyperborean Empire created a standardized millstone size and 
  speed of rotation on which turns and rounds were based. Millstones since 
  then often have great variability, but the standardized time units have 
  remained in use for clocks.
  The Fire Hawks – An Adventuring Company
  The Fire Hawks are a band of experienced adventurers who 
  journeyed into Rappan Athuk in the recent past (within the last month 
  or so), accessing it via the Temple of Final Sacrament (Level 1A) and 
  traveling to the Bloodways (Level 9D). There they came to a bad end 
  when they encountered a group of priests from the Talon of Orcus 
  (Level 10C) at Area 9D–3. Although they defeated the evil leader 
  of the Talon, transforming him into 9D–3’s current inhabitant, the 
  members of the Fire Hawks were badly wounded and forced to flee, 
  splitting up in the process. The members of the group and their fates 
  are given here.
  • Azarthraine of Hallowfall (male elf fighter/wizard): Party leader. 
  Spells nearly exhausted, he came to an ignominious end in the clutch-
  es of several mustard jellies in Area 9D–9 (it is his headless skeleton 
  there). His companion Mezuryk was able to retrieve his head, hoping to 
  escape to the surface and have him resurrected. Instead, Mezuryk was 
  captured (see below), and the skull of Azarthraine now decorates the 
  Seer’s private chambers in Area 10C-10.
  • Mezuryk (male human thief): The Fire Hawks’ trap disarmer and 
  lock opener. Priests of Orcus captured him, and he has been tortured 
  and driven insane. He remains a prisoner in the Talon of Orcus (Area 
  10C-13A).
  • Kalina (female human cleric): A follower of Oghma, Kalina was 
  separated from the rest of the group. She too was captured and tortured 
  to death at the Talon of Orcus. Her lifeless corpse was then reanimated, 
  and now stands ready to serve her former captors in the Talon as one of 
  the zombies in Area 10C-7.
  • Oldaric (male human fighter): He died early on in the Bloodways 
  after a devouring mist sucked him dry. He has become one of the many 
  vampire spawn that lurk within the labyrinth.
  
  21
  Rappan Athuk
  • Andwyn (male dwarf fighter): Andwyn died trying to hold off the 
  priests so the rest of the group could escape area 9D-3. The fate of his 
  remains is unknown.
  • Adrenai (female elf thief): Adrenai was separated from the group 
  and became lost in the labyrinth just before the priests of Orcus were en-
  countered; she eventually became a snack for a shadow hunter serpent.
  • Marsenter (male human fighter): Separated from his companions 
  during the battle and hounded through the dungeons, he sought to evade 
  his pursuers by hiding in a pool of water, using a magical ring to breath 
  like a fish. However, the chill temperature of the water induced hypo-
  thermia, and he ended up falling asleep and dying. His remains can now 
  be found in Area 9D-8 of the Bloodways.
  Rumors about Rappan Athuk
  In addition to the Legend of Rappan Athuk, each character has a chance 
  of knowing a few rumors about the complex from common legends. Each 
  character can make 2 rolls on a 1d6: a roll of 1 or 2 earns the character a 
  rumor. Spellcasters may make a third roll to check for rumors. Roll each 
  rumor randomly on 1d100 on the table below or select an appropriate 
  rumor as desired.
  False Rumors
  Rumors about Rappan Athuk and its environs include half-truths and 
  falsehoods. Some have been propagated on purpose, and others have been 
  transformed through happenstance. How is a player to know which rumors 
  are true? Through their characters’ actions, of course. This is up to you. 
  The veracity of some rumors may be checked at Zelkor’s Ferry. Others 
  might need to verified with individuals found in or around the dungeon, 
  and some might require the vision of a certain oracle, or some magical 
  investigation. Be creative with these, and remember that, especially for 
  the false rumors, different sources might provide different information.
  d100
  Rumor
  1
  Zelkor, the good wizard of old, is now an evil lich 
  living in the upper levels protecting the evil temple 
  and the descent into it. (Partially true.)
  2
  A high priestess of Hecate, the goddess of magic, 
  was turned into a statue of living ruby, and is 
  entombed in the dungeon. She had a magic ring 
  that allowed her to change shape. Her name is 
  Akbeth. (True.)
  3
  A rich gold mine can be found if one can find 
  a cavern with a man-made river channel and 
  defeat the monsters there. (Mostly true.)
  4
  The temple of Orcus no longer exists within the 
  dungeon. Its existence is a lie told by adventurers 
  to keep others away. (False.)
  5
  A great oracle can be found beyond a massive 
  cavern. He can tell all to anyone willing to pay his 
  price. (Mostly true.)
  6
  A company of dwarves recently went to look for 
  a gold mine said to be in the dungeon. None of 
  them returned. (True.)
  7
  Orcus put a curse on the complex when he built it. 
  Any that disturb his temple will become slaves of 
  darkness, never to return. (False.)
  8
  A great city of goblins lies deep in the complex, 
  and they are followers of Orcus. (True.)
  9
  The entrance to Hell lies deep in a maze complex. 
  It can be found only by swimming through a pool 
  of water. (True, though only in a figurative sense. 
  The level is called Hell by any that have been in it.)
  10
  A great priest was entombed within the complex 
  behind a door sealed with seven seals. If released, 
  the powers of good would be greatly aided. (True.)
  11
  The dungeon was originally a good fortress built to 
  protect against the advancing hordes of evil. Evil 
  overcame its defenders. (False.)
  12
  Magical black skeletons inhabit the dungeon. They 
  are greatly feared, as clerics cannot turn them. 
  (Partially true. Clerics have difficulty turning them.)
  
  22
  Rappan Athuk
  d100
  Rumor
  13
  A powerful illusionist lives near the surface. Do not 
  believe everything you see. He is cannibalistic 
  and possesses great powers. (Mostly true. The 
  “illusionist” is Scramge the rakshasa.)
  14
  There is a monster immune to everything on the 
  first level. It is amorphous and smells terrible. A wise 
  person flees from it. (This is very true.)
  15
  Inside a great labyrinth lies a strange mushroom 
  that can restore youth to a human. They are blue 
  with red spots and lie under a bridge. (Partially True. 
  The mushrooms randomly reset the consumer’s 
  age, which for most means youth.)
  16
  Some of the tunnels dug by the giant rats of the 
  complex lead to interesting places. Some lead 
  nowhere. (Very True.)
  17
  A wise person uses the rivers to travel in this place. 
  They are dangerous, though. Many who did not 
  know the correct paths have drowned. (True.)
  18
  Deep in the dungeon lies a vast cavern with 
  monsters of gigantic size. (True.)
  19
  A magical pool leads to a wishing well. A person 
  who casts a magic item into it will get a wish. 
  (False.)
  20
  There is a corridor of solid white stone, which is 
  cursed. Anyone who walks its length is lost forever. 
  (Almost true. Most, but not all, who walk the 
  corridor die.)
  21
  On the fourth level, there are no monsters, but 
  wondrous amounts of gems. (False. Give us a 
  break.)
  22
  The caves are safer than the carved passages. 
  The upper levels are also very tough in the carved 
  areas. (False. The caves are no safer than the 
  carved passages. Both are dangerous.)
  23
  As the great mage Speigle said, “Beware of purple 
  worms.” A wise person heeds his advice. (So true 
  it’s written on the wall on Level 3.)
  24
  In the lower levels, some spells cannot be regained 
  due to the evil powers in this place. Conserve spells 
  on deep treks. (True.)
  25
  Solid mithral gates bar the way into a great treasure 
  horde guarded by a lich in the great cavern. If one 
  can access them, they would be richer than an 
  emperor. (Partially true.)
  26
  Deep within the hill lies a pool of lava guarded 
  by demonic lizards. If one can defeat them, pure 
  gold can be distilled from the liquid rock. (Partially 
  true. There are salamanders but no gold.)
  27
  Giant scorpions guard the way to the tomb of a 
  fell king. (True.)
  28
  It is said that the great paladin Bannor was 
  overcome by a horde of enemies in the dungeon. 
  His mighty holy sword, Gurthdurial, is rumored to 
  have been lost in the Hall of the Cyclops King. 
  (False.)
  29
  A new form of troll, a “swimmer,” was seen to aid 
  goblin miners in a deep cavern complex. (True. 
  This sighting confirms the existence of river trolls on 
  Level 8.)
  d100
  Rumor
  30
  The tomb of a fallen paladin is hidden near the 
  goblin city. The paladin was corrupted by the 
  sorceress, Deserach. (True. You should make the 
  tomb on Level 9A very hard to find, as it is one of 
  the most challenging encounters in the dungeon.)
  31
  Prayers to Hecate can sometimes be used 
  to defeat guardians sacred to her. (True. This 
  rumor offers a means to defeat a hydra, if wisely 
  employed.)
  32
  Kazleth rules as Lord of the Maze. He is an 
  abomination, with the head of a bull atop the 
  body of an ogre. (True. He is the phase minotaur 
  king of Level 7A.)
  33
  A demonic spider queen lurks near her pets. 
  (Partially true. She is a wizard, not a demon.)
  34
  The goblin city’s entrance lies unguarded. The 
  goblins allow free trade with anyone who visits 
  them. (False. Two shadow dragons guard the 
  entrance and prevent the passage of non-goblins.)
  35
  A benevolent old wizard lives near the temple of 
  Orcus. He reportedly offers refuge to those who kill 
  the servants of the evil one. (False. Banth is possibly 
  even more evil than the priests of Orcus. Banth will 
  slay or transmute any character who crosses his 
  path).
  36
  There are caverns inhabited by living statues; one-
  time explorers transformed by evil, they ambush 
  the unsuspecting. (False.)
  37
  A terrible dragon called Gath the Ravager was 
  sealed long ago deep within the dungeon by 
  powerful priests, whose spirits still guard his restless 
  sleep. (False.)
  38
  A great library, once the property of the followers 
  of Orcus, lies forgotten in a hidden level. Though it 
  contains works of great evil, it also holds books that 
  could be of great value to sages and adventurers 
  as well. (True.)
  39
  A powerful adventuring group called the Dancing 
  Blades were slain in the dungeon. Their restless 
  spirits now wander its halls, attacking anyone they 
  come across with their phantom weapons. (False.)
  40
  There is a level of flooded passages ruled by evil, 
  lenticular, fishlike things who can take over your 
  mind. They are the secret rulers of the dungeon. 
  (False.)
  41
  A potent artifact called the Seal of Power was 
  carried into the dungeon long ago by the mage-
  priest Donov. He hoped to use it to seal away the 
  evil, restless spirits of the dungeon. (False.)
  42
  The skeletons violently explode when they are 
  brought down. The zombies dissolve into foul 
  greenish goo that will eat your flesh and turn you 
  into one of them! (False.)
  43
  There is an insane blackguard named Ian the All-
  Seeing who collects the eyes of all he meets. He is 
  said to have thousands of eyeballs in his collection 
  now. He can control them, make them move 
  about, and see things for him. (False.)
  44
  The goblins of the dungeon are actually mutated 
  giants. Although they are small and stunted in 
  appearance, they are incredibly strong. (False.)
  
  23
  Rappan Athuk
  d100
  Rumor
  45
  Recently the champion Corondel fought and 
  defeated the green dragon Springdread in 
  the Forest of Hope. Corondel subsequently 
  disappeared. It is rumored that the dragon was 
  merely badly wounded, and now lurks deep within 
  the forest, killing all who stray too deep. (Partly 
  true. Corondel did fight and kill a green dragon 
  and then disappear.)
  46
  Gnolls have been spotted along the caravan route 
  south of the Foothills. They are said to be holed up 
  in a ruined keep overlooking the caravan route. 
  (Partly true. The bugbears have been mistaken for 
  gnolls.)
  47
  Pirates sometimes hazard the reefs along the 
  coast to land at secret inlets and bays and stash 
  great treasure; woe betide the adventurer caught 
  spying upon them! (True.)
  48
  Outlaws sometimes hazard the dangers of the 
  wilderness, seeking refuge from the law. It is said 
  that some have even banded together, to start 
  their own community. (True.)
  49
  Though some brigands attack caravans that pass 
  through the area, others specialize in taking on 
  adventurers exiting dungeons and lairs, weakened 
  but fat with loot. (True.)
  50
  A great red dragon has been seen flying about 
  the region. It is said to lair somewhere to the east. 
  (True.)
  51
  The Troll Fens are aptly named. They are brimming 
  with trolls, poisonous snakes, quicksand, and other 
  hazards. (True.)
  52
  A druid is said to live within the Forest of Hope, 
  and she is hostile to any who invade its bowers 
  uninvited. (True.)
  53
  Three old crones are said to live along the coast, 
  and for a price of gold and blood, they can let you 
  see into the past and future. (True.)
  54
  A jet black temple is said to be hidden somewhere 
  in the hills; those who enter its dark confines never 
  return. (True.)
  55
  Many back entrances to the most famous of 
  dungeons are said to lie in the wilderness, but the 
  hills are so riddled with caves that finding these 
  entrances is all but impossible if one knows not 
  where to look. (True.)
  56
  A shrine to a foul god or demon is said to lie 
  beneath the hills; its corridors are a gauntlet of 
  terror and gruesome death. (True.)
  57
  One hot, sticky summer a score of years ago, a 
  terrible beast came out of the wilderness and 
  fell upon the surrounding lands, razing towns and 
  ravaging farms. It killed many of the finest warriors 
  and baffled the most potent wizards before finally 
  being slain by the adventurer Mailliw Catspar 
  and his comrades. Triumphant, these brave souls 
  tracked it back to the Dungeon of Graves — and 
  were never seen again. (True.)
  d100
  Rumor
  58
  Deep within the dungeon there is said to be a 
  place where the light of the noonday sun still 
  shines; this place is abhorred by the foul creatures 
  that live within the caves and caverns. (Partly true. 
  There is a cave lit with sun by day, but it has its 
  share of dangerous creatures.)
  59
  When the craven armies of Orcus fled from Zelkor 
  and his army long ago, a great lieutenant was 
  instrumental in holding off the pursuers. He bought 
  time for the priests to enter the dungeon and lick 
  their wounds. For his valor, the dark champion was 
  entombed. The halls around his burial chamber are 
  filled with terrible creatures, red mist, and visions of 
  ancient sins, long forgotten. (True.)
  60
  A group of adventurers calling themselves the Fire 
  Hawks recently left on an expedition to Rappan 
  Athuk and have not returned. It is said their leader 
  carried with him an artifact of great power. (True 
  about the adventurers. The fate of the leader 
  and whether he carried an artifact is for you to 
  determine.)
  61
  A great wizard tried to build a tomb in the 
  wilderness but couldn’t manage the effort. (False. 
  Rappan Athuk was built by Glazerel.)
  62
  The monks of the small shrine off the Coast Road 
  are helpful to passersby. (Partially True. The monks 
  of the Cloister of the Frog God are not immediately 
  hostile.)
  63
  Beware of the coastline! A great and powerful sea 
  serpent roams the coast, seeking to sink ships and 
  hoard their gold. (False. The beast on the coast is 
  a kraken.)
  64
  The lost army of Tsar is still in the Forest of Hope, 
  somewhere. (False. They are on Level 14A of 
  Rappan Athuk.)
  65
  There is a vast underground cavern system 
  populated by hideous beasts under the Forest 
  of Hope called “The Barrows”. (Partially True. It’s 
  called “The Gut” or the “Cyclopean Deeps.”)
  66
  It is said the frog worshippers seek some 
  undiscovered evil, deep within the earth (True.)
  67
  “I hear that them nice priests built a temple nearby 
  to scourge the thralls of Orcus from this place, 
  I say welcome to them!” (True, from a strange 
  perspective, but they are not nice.)
  68
  “Frogs, everywhere! I swear the river was brimming 
  with them!” (True.)
  69
  “Deceivers and evil wizards I tell you, one of those 
  priests even turned me into a frog! I got better.” 
  (False.)
  70
  “We lost six friends when we went near that old 
  elven castle! Full of giants throwing rocks it was!” 
  (False.)
  71
  “I heard that old elf lord went crazy, something 
  about swords and princes!” (True.)
  72
  “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.)
  73
  “I heard a giant black dragon was seen in the hills 
  to the west. They say it serves a demon!” (False.)
  
  24
  Rappan Athuk
  d100
  Rumor
  74
  “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.)
  75
  “The adventurers who uncovered the ruined keep 
  are in fact brigand tomb robbers!” (True.)
  76
  “I heard that when the adventurers opened up 
  the old keep, a balor came out and devoured 
  them all!” (False.)
  77
   “It’s said that some great evil lurks below the 
  southern towers of the old keep. Only a fool would 
  go wake it up.” (Possible.)
  78
   “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.)
  79
   “Those priests who wear those green robes were 
  asking a lot of questions about the towers. They 
  sure seem nice, but I am confused why they would 
  care about a stinky old ruin.” (True.)
  80–100
  “Rappan Athuk? Bah! No one ever gets out of that 
  place alive! (Partially True)
  Rules and Rulings
  There is a common statement that older gaming was about rulings 
  and newer gaming about rules. While probably not generally true, it is 
  certainly true that different rules exist in the fifth edition than in previous 
  editions, and that many dungeon effects that were previously covered 
  by vague references to imprecisely defined spells or magic items may 
  now be in direct contradiction to explicit rules. Never fear –– the anima 
  engineGM is here. This powerful artifact sits near the bottom of Rappan 
  Athuk pulling in souls and messing with the very rules of reality. If you 
  absolutely must justify why teleportation doesn’t work on this level or 
  why nothing other than a specific key will open that door, the anima 
  engine is your friend. This item was used to create Rappan Athuk, and its 
  effects are not confined by rules. And, of course, the authors of Frog God 
  Games also created Rappan Athuk, and they too are not confined by rules. 
  They are confined by fun. Sometimes it is more interesting if teleportation 
  doesn’t work here or the party has to go looking for a certain key there. It 
  is always with this in mind that various rules are broken.
  Skill Checks
  Much of Rappan Athuk was written without skill checks in mind. If a 
  player says their character knocks on the bottom of the chest, you might 
  well tell them a hollow bottom is found. As part of bringing the adventure 
  into the current edition, we have tried to provide DCs for climbing, 
  swimming, finding secrets, etc. Feel free to ignore them if you and your 
  players prefer another method of resolving these obstacles. Also, the DCs 
  were written with idea that the characters often have advantage on the rolls. 
  The characters use tools, magic, and knowledge to overcome the roadblocks 
  set before them, and any of these may grant advantage on a roll. For 
  example, the Strength checks for smashing open chests assume raw muscle. 
  Imagine how much easier it should be with a crowbar! In addition, many 
  of the obstacles are time and wandering monsters (see sidebar). If you’re 
  not interested in wandering monsters and guttering torches, you might want 
  to eliminate many of the skill checks and just allow the characters to pass, 
  with the idea that given enough time, they eventually get the door open or 
  climb the wall. One word of caution, however –– many of the really difficult 
  obstacles are placed to protect a lower tier party from an overly powerful 
  foe. Blithely letting the party knock down a wall of stone could well place 
  them before a pair of mean-spirited liches!
  Rappan Athuk covers many miles and has had many architects and 
  inhabitants over the millennia. As such, it is a varied place. One of the 
  ways we have represented this is by varying DCs and consequences. 
  You may discover that differentiating poisonous mushrooms from edible 
  is easier on some levels than others, and that the effects of eating the 
  toxic ones varies wildly. This is intentional and should help to keep the 
  adventure exciting over years of play. However, you may want to bring 
  your imagination to bear to help the players understand when and why 
  their characters may have difficulty overcoming what otherwise seems 
  like the same challenge they easily brushed by before. You might also 
  keep track of how often they have figured out certain types of dangers, 
  and grant advantage or change (or remove) the DC for certain puzzles and 
  obstacles the characters have mastered.
  Swimming, Drowning, and Quicksand
  There are rules for many environmental hazards in the fifth edition. 
  For many things that are encountered frequently, Rappan Athuk provides 
  some simplified versions where a single skill check or saving throw is 
  used rather than the series of rolls that would be required to follow them. 
  As with everything else, these are provided in the hopes that they can help 
  keep the game lively and interesting. If you prefer to follow the “real” 
  rules, we try to provide information that you can easily do that as well. 
  The alternates are our fifth edition equivalents to rulings made back when 
  rules didn’t exist.
  
  25
  Rappan Athuk
  Good versus Evil
  Rappan Athuk was created at a time in gaming when evil (Chaos) and 
  good (Law) were two sides of great battle. Different powers and classes 
  were available to each, as the two were different not just in terms of their 
  goals for the world, but their underlying gaming mechanics. The fifth 
  edition has changed this. The creation of spells like detect evil and good 
  or the idea that all clerics use a holy symbol to channel divinity is new. 
  We have taken the new and old together for this version. Thus, you will 
  see unholy water and unholy symbols in the hands of the clergy of Orcus. 
  What happens when a good character comes into contact with them? What 
  happens if a good character tries to use them? What happens if unholy 
  water gets splashed on an undead creature? These questions are for you 
  to answer. Make it fun and make it memorable. On the other hand, the 
  clergy has the same spells. They may cast protection from evil and good or 
  shield of faith. Many of the temple areas are protected by the hallow spell 
  effects. If you want to bring back a little more of the epic battle between 
  Chaos and Law, and a little more of some of the older editions, feel free to 
  color these effects darkly, and even, if you’re up for it, to differentiate the 
  effects a bit. Maybe Orcus really does provide his clerics with a different 
  set of mechanics than Tyr.
  Speaking of Evil
  The inhabitants of Rappan Athuk represent the worst of 
  humanity in a world where Evil literally exists. Torture, slavery, 
  and all kinds of debasement are an everyday part of life in and 
  around the dungeon. The book itself leaves most of this to your 
  imagination, and the imaginations of your players. Certain areas 
  and actions, where important mechanically, are described. If you 
  concerned for yourself, there are some sections you may want to 
  skip over. Perhaps more importantly, however, is please be aware 
  of your players’ enjoyment. If they are uncomfortable with any part 
  of this, feel free to leave it aside, or occlude it. The adventure will 
  survive, and hopefully the level of fun will increase.
  Welcome to Rappan Athuk, 
  the Dungeon of Graves!
  
  26
  Rappan Athuk
  This sea cavern is another of the hidden entrance points into the deep levels 
  of Rappan Athuk. This cave, like Level 0A, has an entrance that is exposed only 
  at extreme low tides. The mouth of the cave system is covered by — or mostly 
  covered by — seawater. During times of the full moon (extreme low tides), the 
  entrance is exposed twice per day, with only a few inches of water blocking its 
  mouth. The covey of sea hags (see Wilderness Area 19) has grown suspicious 
  of sahuagin intrusion into the area and frequently spies on this entrance to deter-
  mine if the threat is growing. Raiding sahuagin stole the magical eye of Hecate, 
  a massive crystal ball, from the hags, and they seek its return. A clever party 
  could ally with the three hags to defeat the creatures here. Should the characters 
  aid the hags in retrieving the Eye, the hags allow characters a use from the caul-
  dron of blood. This area is shown on the Sea Cave Dungeon map.
  Level 0F
  Difficulty Level: Level 5–6 
  Entrances: Cave from surface.
  Exits: Ocean, river tunnel to Area 8-13 from Area 0F-14.
  Wandering Monsters: Check once every hour on 1d20: 
  Roll
  Encounter
  1
  1 sea hag spy (avoids combat and attempts to 
  flee, wears a ring of invisibility)
  2
  1 giant moray eel (in water only)
  3
  3d6 giant rats
  4
  1d3 sahuagin
  5
  1 black pudding
  6
  1 grey ooze
  7
  1 water naga (see Area 0F-4)
  8
  1d6 sahuagin and 1 sahuagin priest (see Area 
  0F-10)
  9
  1d3 piercers
  10–20
  No encounter 
  Detections: Strong evil emanates from the water at Area 0F-10. Minor 
  evil emanates from Area 0F-9.
  Shielding: None
  Standard Features: Stalagmites and stalactites cover the floors and 
  ceilings. Walls, columns and other features on this level are wet and slip-
  pery. This area is fungus-filled; 20% of the fungus is edible, while 10% is 
  poisonous (save or take 1d6 x 4 points of damage over a 4-hour period). 
  Shellfish encrustations are present everywhere. 
  Black Pudding: HD 10; HP 44; AC 6[13]; Atk attack (3d8); 
  Move 6; Save 5; AL N; CL/XP 12/2000; Special: acidic 
  surface, divides when hit with lightning, immune to cold. 
  (Monstrosities 46)
  Giant Moray Eel: HD 4; HP 19; AC 7[12]; Atk bite (2d6); Move 
  0 (swim 9); Save 13; AL N; CL/XP 4/120; Special: none. 
  (Monstrosities 152)
  Giant Rat: HD 1d4 hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: none are diseased. 
  (Monstrosities 384)
  Grey Ooze: HD 3; HP 12; AC 8[11]; Atk strike (2d6); Move 1; 
  Save 14; AL N; CL/XP 5/240; Special: acid, immunities (spells, 
  heat, cold, blunt weapons). (Monstrosities 229)
  Piercer (2HD): HD 2; AC 3[16]; Atk drop and pierce (2d6); Move 
  1; Save 16; AL N; CL/XP 2/30; Special: drop. (Monstrosities 
  373)
  Sahuagin: HD 2+1; AC 5[14]; Atk weapon (1d8); Move 12 
  (swim 18); Save 16; AL C; CL/XP 2/30. (Monstrosities 407)
  Shralynn, Sea Hag Spy: HD 3; HP 12; AC 6[13]; Atk bite (1d4); 
  Move 6 (swim 18); Save 14; AL C; CL/XP 5/240; Special: death 
  gaze, weakness gaze. (Wilderness Area 19; Monstrosities 
  239)
  Equipment: ring of invisibility.
  0F-1. Entrance 
  On the side of a rock formation 20ft from shore is an underwater tunnel. 
  The entrance is approximately 9ft wide and roughly oval shaped, with a 
  6ft ceiling leading 200ft up at a slight slope to the air-filled Area 0F-3. 
  The entrance teems with marine life, and shellfish (mussels, clams, oys-
  ters) cover the sides of this long tunnel. These shellfish are used as a food 
  source for the sahuagin and others that inhabit this area. 
  A druid or ranger notes that the floor is not covered with these en-
  crustations — this is not natural. At extreme low tides, the tunnel en-
  trance can be seen from the surface of the water and is exposed except 
  for the bottom 2ft. At high tide, the water above the entrance is more 
  than 20ft deep and cannot be seen except by someone in the water.  
  0F-2. Empty Caverns 
  This is a good time to roll for wandering monsters. 
  0F-3. Water and Rocks
  This cave, approximately 70ft wide from the northeast to southwest, 
  has a sunken floor that is filled with water that ranges from 10ft deep at 
  low tide to 30ft deep at high tide. A narrow ledge wraps around the cavern, 
  the stony walkway ranging from 5ft to 25ft above the water’s surface, 
  depending on the tide. The passages to the east to Area 0F-4 and south 
  to Area 0F-6 are midway down the sides of the sunken floor, completely 
  submerged or entirely open — again, depending on the tide.
  At the bottom of the pool are 4 giant oysters, each about 5ft across. Three 
  of the 4 oysters contain fist-sized pearls, but they hold their prizes tightly. 
  Forcing an oyster open requires an adequate tool, 2d4 rounds of labor, and 
  a successful open door check by 2 different characters working together.
  The third oyster the characters pry open contains a ghast that auto-
  matically attacks with surprise. A human treasure-hunter became trapped 
  in the oyster, transforming into a ghast after drowning. Even though its 
  Level 0F:  
  The Sea Cave Dungeon
  
  27
  LEvel 0F: The Sea Cave Dungeon
  
  28
  Rappan Athuk
  mollusk host died long ago, the undead horror has remained, waiting for 
  release.
  Ghast: HD 4; HP 22; AC 4[15]; Atk 2 claws (1d3), bite (1d6); 
  Move 14; Save 13; AL C; CL/XP 5/240; Special: paralyzing 
  touch, stench. (Monstrosities 189)
  Tactics: The ghast is entirely crazed, attacking mindlessly and without 
  pause. The chaos of combat churns the water, rousing the naga in Area 
  0F-4, who then alerts the sahuagin.
  Treasure: The pearls are each worth 400gp. The ghast wears a ring on a 
  rusty chain around its neck. The ring’s signet is fashioned in the form of a 
  ram’s head. Though the ring isn’t magical, the ram’s head can be pivoted, 
  revealing a tiny watertight cavity containing a pinch of highly toxic pow-
  der. If mixed in any liquid, this tasteless, odorless poison causes death if 
  ingested, unless the imbiber succeeds in a saving throw.
  0F-4. The False Messenger
  This 15ft tunnel abruptly drops down 5ft into a pool of murky water that 
  fills this 25ft x 25ft cave. The drop-off is difficult to see, so that anyone 
  without a light source more powerful than a torch must make a save to 
  avoid tumbling into the water.
  This is the lair of Qeemov the water naga. The naga has tricked the 
  sahuagin into believing it is a messenger of Set, whom they worship in 
  its aspect of Sekolah. This clever deception ensures that Qeemov wants 
  for nothing. The sahuagin bring the naga food and material offerings, en-
  abling it to live a life of leisure. Qeemov is encountered here 100% of 
  the time during daylight hours and 75% of the time at night. If the naga 
  is away from its lair, there is a 25% chance it returns every 10 minutes.
  Qeemov has no intention of disrupting its advantageous arrangement 
  with the sahuagin, and it sees the characters as a threat to its position. 
  Smart enough to avoid engaging a well-armed party in physical combat, 
  the naga intends to parley until it can gain the upper hand. If Qeemov 
  keeps the characters talking for 4 rounds, they are interrupted by a group 
  of 2d6 sahuagin who come bearing tribute.
  Queemov, Water Naga: HD 7; HP 36; AC 5[14]; Atk bite 
  (1d4 plus poison); Move 12 (swim 20); Save 9; AL C; CL/XP 
  10/1400; Special: poison, spells (4/2/1). (Monstrosities 345)
  Spells: 1st—charm person, magic missile (x2), sleep; 
  2nd—mirror image, web; 3rd—lightning bolt.
  Sahuagin: HD 2+1; AC 5[14]; Atk spear (1d8); Move 12 (swim 
  18); Save 16; AL C; CL/XP 2/30. (Monstrosities 407)
  Tactics: Because Qeemov hasn’t been forced to hunt or defend itself in 
  years, it’s become somewhat lazy, its reflexes dulled. The naga automati-
  cally loses initiative for the first 2 rounds of combat. It relies on its spells, 
  using charm person and mirror image to gain the upper hand, followed by 
  lightning bolt. Under no circumstances does Qeemov fight to the death, 
  opting to swim out into open waters if seriously injured below 10hp.
  0F-5. Bones and Bits
  A completely submerged tunnel leads to a water-filled cavern where 
  Qeemov keeps the treasure it has amassed throughout the years, most 
  of it given as offerings by the sahuagin. The characters must spend 3d6 
  rounds searching through rocks, bones, and tangles of seaweed to locate 
  all the naga’s hoard. For every round spent here, there is a cumulative 10% 
  chance that a group of 2d6 sahuagin arrives at Area 0F-4 to speak with 
  Qeemov. If they discover signs of conflict, one of them swims to Area 
  0F-8 to warn the colony, while the others come here to secure the naga’s 
  wealth.
  Treasure: Sealed clay pot containing 352gp, 4 silver ingots (40gp 
  each), a lacquered jewelry box holding 4 matching rubies (110gp each), 
  2 bolts of exotic silk brocade (160gp each), jade elephant figurine (75gp), 
  conch shell holding 43 small imperfect pearls (10gp each), and a ceremo-
  nial knife with a mollusk-shell handle (40gp).
  0F-6. The Submerged Pillars
  This spacious cavern is 100ft across, with a pitched ceiling that was 
  once carved with bas-relief images of crashing waves, though time and 
  moisture have worn those sculptures mostly smooth. The characters enter 
  on what was once a stone balcony that rings the room and looks down 
  upon a sunken sanctuary below. Bits of the balcony railing remain, broken 
  stone posts encrusted with salt. Water drips from the ceiling. At a brief 
  point in the long history of these caves, a cabal of cultists used this area to 
  perform sacred and unholy rites. The rituals that transpired here have long 
  been forgotten, but a glimmer of dark energy remains.
  Below the balcony, the sanctuary is entirely flooded, filled with water 
  10ft deep. There are 11 submerged pillars here, 2 of which toppled over 
  long ago. Each pillar is capped with a brass figure that has turned green 
  with verdigris. These figures represent the Eleven Profane Tides once 
  worshipped here, each a hideous visage of the same 11-faced demigod of 
  old. The pillars are 9ft tall overall, being 1 foot below the water’s surface. 
  The only way to examine the pillars and the corroded brass figures is to 
  enter the water. 
  Each brass figure bears a sigil from the language of the ancient prelates 
  who once performed ceremonies here. Nine of the sigils contain a small 
  remnant of magic, while the remaining 2 brass figures were damaged 
  when their pillars collapsed. Anyone using a fingertip to trace the sigil’s 
  outline in the brass must make a saving throw. Failure means the offend-
  ing character takes 4d6 points of electrical damage; the electricity moves 
  instantly through the water, dealing 3d6 points of damage to anyone with-
  in 5ft, and 2d6 points of damage to anyone within 10ft. A successful save 
  indicates that the character has temporarily contained the magic of the 
  pillars, suffers no lightning damage, and can discharge the stored magical 
  energy at any target within the next 12 hours, after which time it is lost. 
  Each sigil can be used in this manner only once, and then its magic fades. 
  A character may attempt to acquire multiple magical effects in this man-
  ner, but a saving throw is required each time.
  Pillar
  Magical Effect
  1
  protection from good
  2
  darkness, 15ft radius
  3
  detect good
  4
  (toppled and damaged) N/A
  5
  dispel magic
  6
  water breathing
  7
  confusion
  8
  curse (target suffers a –2 penalty to all rolls for 24 
  hours)
  9
  fear
  10
  (toppled and damaged) N/A
  11
  animate dead
  The pillars are not the only things in the water here. On one side of the 
  submerged sanctuary is an altar made entirely of glass. Because the under-
  water altar is transparent, characters on the balcony cannot see it without 
  the aid of a gem of seeing or the like. Only by swimming to within 10ft can 
  the altar be observed for what it is, a work of fantastic artisanship the size 
  of a large desk. A deep bowl-shaped depression in the altar’s top once was 
  used to collect the blood of priests that worshipped the Eleven Profane 
  Tides, but now it serves as the resting place of a water weird. The glass 
  altar is not without its secrets. If the characters search it while submerged, 
  with a successful secret door check they discover that the 2 rear legs are 
  loose and may be slid free, causing the altar to tip backward. The glass al-
  tar legs are each 3 feet long. They may be screwed into each other to make 
  a 6-foot magic staff known as the staff of the shoreline dead (see Sidebox).
  Water Weird: HD 4; HP 19; AC 3[16]; Atk strike (1d6 plus 
  grabbing and drowning); Move 12 (swim 12); Save 13; AL C; 
  
  29
  LEvel 0F: The Sea Cave Dungeon
  CL/XP 8/800; Special: control water elemental, resistance to 
  damage, resistance to fire (50%), reform body. (Appendix A)
  Further, if the altar is upended or otherwise moved, a submerged tunnel 
  is revealed. After a few feet, the tunnel rises a bit, providing a pocket 
  of breathable air above 5 feet of water. The tunnel eventually opens into 
  Area 0F-8.
  Tactics. A water weird normally attempts to drown its victims. 
  However, characters exploring this room may be employing water breath-
  ing or similar magic, which renders them immune to the water weird’s 
  primary attack. The weird is an intelligent creature, and it releases a target 
  that is clearly not suffering any drowning effects, preferring to move to a 
  different victim.
  [BEGIN SIDEBOX]
  Staff of the Shoreline Dead
  This staff’s single purpose is to command the infamous Army of the 
  Shoreline Dead. The members of this skeletal fighting force are believed 
  to have been among the first settlers in the area around Rappan Athuk, 
  and among its first victims. They died on or near the shore on which they 
  arrived, falling prey to disease, in-fighting, native hazards, and sahuagin 
  raids. The staff is 6ft long and made entirely of magically reinforced 
  glass. Anyone holding it may expend charges to conjure skeletons from 
  the Army; each charge causes 1d6 skeletons to appear within 10ft, to be 
  commanded by the user for the next 1d4+1 turns, after which time they 
  collapse into piles of bones. When discovered, the staff of the Shoreline 
  Dead has 6d10 charges.
  [END SIDEBOX]
  0F-7. The Way Unseen
  The tunnel connecting Areas 0F-7 and -8 is lined with rocks that have 
  been rubbed smooth by the constant passage of water. Nothing untoward 
  here hints at a secret tunnel, so the characters have no obvious reason to 
  search for hidden passages should they traverse this route. However, such 
  a passage does exist, hidden behind one of the many piles of submerged 
  stones. If these rocks are cleared, which requires 1d3 turns, the effort re-
  veals a clear, dry crawlspace leading up to Area 0F-14.
  0F-8. Lair of the Shark-Men
  Joined by seemingly random tunnels, these interconnected caves once 
  were occupied by disciples of the Eleven Profane Tides, a faith that fad-
  ed generations ago. Those long-forgotten clerics worshipped a water-borne 
  demigod with 11 faces; each of these 11 caves was once dedicated to that 
  immortal being. Each cave still contains evidence of the faded Profane faith. 
  A colony of sahuagin has controlled this cavern complex for many 
  years. Though often viewed as crazed predators, they are members of a 
  highly ordered, albeit violent, society. They subscribe to a rigid chain of 
  command, one in which the strong rule the weak. They view all non-sa-
  huagin races as physically inferior. 
  Traits: Sahuagin are masters of their domain and present a unique chal-
  lenge to any intruders who attempt to usurp their control of these caverns:
  Sahuagin worship Set, whom they view as a voracious shark called 
  Sekolah.
  Their colony is hierarchal, with strict adherence to rank, which is usual-
  ly determined by martial prowess and accumulated wealth.
  Their superior underwater vision, hearing, and sense of smell prevent 
  them from being surprised by intruders in all but the most extreme cases.
  Order of Battle: Keep track of how many adversaries are defeated as 
  the characters progress through the colony, subtracting from these totals:
  • 34 sahuagin
  • 3 4-armed sahuagin
  • 6 sahuagin priests
  • 1 sahuagin baron
  • 2 large sharks
  Consult the following statistics whenever an area’s description indi-
  cates the presence of these creatures:
  Sahuagin: HD 2+1; AC 5[14]; Atk weapon (1d8); Move 12 
  (swim 18); Save 16; AL C; CL/XP 2/30. (Monstrosities 407)
  Sahuagin, Mutant Four-Armed: HD 4+1; AC 5[14]; Atk 4 claws 
  (1d3) and bite (1d6+1) or weapon (1d8); Move 12 (swim 
  18); Save 13; AL C; CL/XP 6/400; Special: fighting frenzy.  
  (Appendix A)
  Sahuagin, Priests: Refer to Area 0F-10. 
  Sahuagin, Baron: Refer to Area 0F-8K.
  Large Sharks: HD 7; AC 6[13]; Atk bite (1d8+4); Move 0 (swim 
  24); Save 9; AL N; CL/XP 7/600; Special: feeding frenzy. 
  (Monstrosities 420)
  Tactics: The sahuagin have full control of these caves and attack en 
  masse if alerted to intruders. Keep track of their total number as the char-
  acters battle their way through the maze of caves, bearing in mind these 
  sahuagin tactics:
  They can communicate with sharks and use them effectively in battle.
  They suffer no penalties when fighting in water.
  They use natural attacks (bite and claw) or weapons, whichever is more 
  advantages.
  Treasure: Sahuagin are fond of jewelry, using it to signify their rank. 
  The more numerous and elaborate their adornments, the more respect 
  they have in the colony. Each sahuagin can be found carrying or wearing 
  one item from the table below. Jewelry worn by four-armed sahuagin has 
  twice the listed value.
  Roll Treasure
  1d20
  Treasure
  1
  Simple coral bracelet (5gp)
  2
  Platinum armband (10gp)
  3
  Silver bracer (15gp)
  4
  Lapis lazuli ring (25gp)
  5
  Pearl headband (50gp)
  6
  Turquoise necklace (60gp)
  7
  Silver arm guards (70gp)
  8
  Malachite ring (90gp)
  9
  Fancy coral bracelet (140gp)
  10
  Pearl choker (160gp)
  
  30
  Rappan Athuk
  1d20
  Treasure
  11
  Heavy silver necklace (200gp)
  12
  Amethyst pendant (210gp)
  13
  Ivory amulet (240gp)
  14
  2d4 large pearls in pouch (50gp each)
  15
  Gold torc (300gp)
  16
  Emerald necklace (350gp)
  17
  Sapphire ring (375gp)
  18
  Platinum crown (500gp)
  19
  Roll twice 
  20
  Roll three times
  0F-8A Grim Guardians
  The northeast portion of this cave is the colony’s first line of defense. 
  The floor is covered in 3ft of water, limiting the characters’ ability to ad-
  vance at their full movement rates. Stalagmites provide partial cover for 
  the 6 sahuagin who serve as guards here. 
  Sahuagin (6): HD 2+1; HP 11, 12x2, 9, 10, 7; AC 5[14]; Atk 
  trident (1d8); Move 12 (swim 18); Save 16; AL C; CL/XP 2/30. 
  (Monstrosities 407)
  Tactics: The sahuagin make full use of the cave’s features to their ben-
  efit. While characters are hampered by the 3ft of standing water, the sa-
  huagin employ a combination of ranged attacks and underwater swim-bys 
  to overwhelm them. They target intruders’ light sources to leave them 
  blind. After 2 rounds of combat, a single sahuagin uses a conch shell to 
  sound a warning to the rest of the colony. Once the alarm is given, the sa-
  huagin in other caves are prepared to ambush the characters upon arrival. 
  From that point forward, gaining surprise on the denizens of these caves 
  is all but impossible.
  Treasure: Long ago, this cave was adorned with the accoutrements 
  of the clergy; disciples came here to garb themselves in the raiment of 
  the Eleven Profane Tides before entering the deeper warren. Their holy 
  symbol, depicting a polygon with 11 sides, was known as a hendecagon. 
  They kept their hendecagons in a secret niche that remains undisturbed 
  to this day. The seams of this small secret compartment are filled with 
  slime and sediment, rendering the door completely camouflaged. Even if 
  discovered, the door must be chipped open, as it is held fast against the 
  stone. Inside are four hendecagons on rusty chains. Each amulet is about 
  3in in diameter and made of beaten copper, protected against corrosion. 
  Hendecagon
  This magic item serves as the holy symbol for 
  followers of the Eleven Profane Tides, though it 
  may be used by any cleric who successfully di-
  vines its powers. It grants the user access to the 
  following magical abilities: purify water (1/day), 
  create water (1/week), water breathing (1/month). 
  However, using an item of chaos is not without its 
  perils. Each time one of the hendecagon’s powers 
  is used, there is an 11% chance that the spell mis-
  fires, filling the user’s lungs with water. This causes 1d6 points of imme-
  diate damage and renders the character immobile for the next 2d4 rounds 
  as they drop to their knees, violently expel the water, and recover from 
  the experience.
  0F-8B. War Room
  A table carved from the rock itself dominates this dry, roughly 30ft 
  x 30ft cave. The table is 6ft in diameter, with 11 sides, though time and 
  moisture have smoothed those 11 faces so that the table appears circular 
  at first glance. Long ago, this table was sculpted from a large rock in 
  the middle of the cave and used as a meeting room for the priests of the 
  Eleven Profane Tides. Now the sahuagin, knowing nothing of those by-
  gone cultists, use the table to plot against their foes. Unless the alarm is 
  carrying throughout the warren, 6 sahuagin are here, standing around the 
  table and debating the details of their next surface raid. Atop the table is a 
  crude diorama of the surrounding area crafted from shells.
  Sahuagin (6): HD 2+1; HP 11, 10x2, 8, 12, 7; AC 5[14]; Atk 
  trident (1d8); Move 12 (swim 18); Save 16; AL C; CL/XP 2/30. 
  (Monstrosities 407)
  Treasure: In addition to the usual jewelry carried by each sahuagin 
  (refer to Area 0F-8, above), the diorama map itself may hold value for 
  the characters, as it could show any number of interesting terrain features, 
  outposts, or dungeon entrances, if they can decipher it, at the discretion 
  of the Referee.
  0F-8C. The Arena
  When sahuagin males are ready to fight for their right to advance in rank, 
  they are brought here to do battle. The walls are lined with brightly colored 
  coral “chairs” where the sahuagin audience members recline while observ-
  ing the contest. The cave is completely underwater at both high and low tide, 
  patrolled by the gladiator master, a 4-armed sahuagin who is the veteran 
  of many engagements. He is always accompanied by 2 large sharks. If the 
  colony is under attack, the gladiator master arms himself and joins the fray. 
  Otherwise, he is found here, preparing weapons for the next contest. The 
  passage on the south rises several feet above the water line to Area 0F-8I.
  Sahuagin, Mutant Four-Armed: HD 4+1; HP 30; AC 5[14]; Atk 
  4 claws (1d3+2) and bite (1d6+3) or longsword x4 (1d8+2); 
  Move 12 (swim 18); Save 13; AL C; CL/XP 7/600; Special: +2 
  to hit and damage due to high strength, fighting frenzy. 
  (Appendix A)
  Large Sharks (2): HD 7; HP 35, 40; AC 6[13]; Atk bite (1d8+4); 
  Move 0 (swim 24); Save 9; AL N; CL/XP 7/600; Special: 
  feeding frenzy. (Monstrosities 420)
  Long before the sahuagin arrived, this cave served as the main mess 
  hall for the disciples of the Tides. The only thing that remains from that 
  era is a discolored brass plaque fixed to the wall. The size of a shield, the 
  plaque bears ancient writing that can be deciphered by read languages or 
  similar means. A rough translation results in 3 words, only 2 of which are 
  recognizable: STAIRS SAFE SYNDORSYN. The third word, “Syndorsyn,” 
  is the name of the cult’s high priest and serves as the password that must 
  be spoken aloud to open the doors safely in Area 0F-9.
  Trap: The gladiator master keeps his personal possessions in a large 
  sack made of heavy chain mesh. The sack is fastened to the stone floor and 
  held shut with an intricate lock of merfolk design. The gladiator master 
  holds the only key. All Delicate Tasks attempts made underwater are pe-
  nalized by –10%. The lock cannot be smashed open by brute force, as the 
  water entirely impedes such attempts. The lock’s casing shields a small 
  glass vial that is ruptured on any unsuccessful attempt to part the mecha-
  nism; the deadly liquid inside reacts instantly to water, turning a spherical 
  area, 5 feet in diameter into a lethal toxin. Anyone in the area must make 
  a saving throw or die.
  Treasure: Inside the chain mesh sack is a human head. The head was 
  severed a few days ago; 13 of its teeth are solid gold and worth 10gp each, 
  but the gladiator master hasn’t yet had time to remove them. Also in the 
  sack are 94gp, a +1 mace with a head in the shape of fist, and a heavy iron 
  grappling hook that weighs 10 pounds but increases by all attempts to 
  throw and snag it successfully by +4.
  0F-8D. Habitat
  As many as 16 sahuagin reside here when not hunting or perform-
  ing other tasks necessary to the colony’s survival. The cave is mostly 
  
  31
  LEvel 0F: The Sea Cave Dungeon
  submerged, with about 2ft of air between the ceiling and the water’s sur-
  face. Sahuagin “beds” consist of floating seaweed pallets, where a sa-
  huagin lightly tethers itself during sleeping hours. There is a total of 16 
  such beds. 
  Tactics: If the characters managed to reach this cave without alerting 
  the colony, they find 12 of the 16 sahuagin asleep. On the other hand, 
  if the 16 sahuagin here are prepared to repel invaders, they ambush the 
  characters from all directions — including from above as they swim over 
  the top of their enemies. They use their overwhelming numbers to grapple 
  and restrain their opponents, then bind them and strip them of all weapons 
  and gear.
  Sahuagin (16): HD 2+1; AC 5[14]; Atk trident (1d8); Move 12 
  (swim 18); Save 16; AL C; CL/XP 2/30. (Monstrosities 407)
  Treasure: In addition to the individual jewelry carried by each sahuagin 
  detailed under Area 0F-7, the beds can be searched, requiring 1 round of 
  activity per bed. Each bed contains a variety of small loot (pearls, 4d6gp, 
  dagger, etc.), as well as a potion of invisibility in a red steel bottle, the cap 
  fused in place by rust and requiring an open door check at –1 to open.
  On one side of the room is what appears to be an odd rock formation, 
  about 6ft long and 2ft tall. This is a large copper sculpture, hundreds of 
  years old and so plated with sediment and small mollusks that it appears 
  to be stone. The disciples of the Profane Tides forged a hammerhead shark 
  from copper and built a hinged door into the shark’s belly so that sacrifi-
  cial victims could be inserted into the hollow interior and then dropped 
  into boiling water to be cooked alive. The sculpture has no real monetary 
  value, expect perhaps to sages of history, but if cleared of debris and pol-
  ished, it could be put to a variety of creative uses. It weighs 200 pounds 
  and might be worth 1d6 x 500 gp to a true collector.
  0F-8E. Armory
  The sahuagin use this cave as their armory, constructing and storing 
  their wicked tridents and barbed nets here. The cave is half submerged, 
  with weapon racks and piles of components lining the walls. These com-
  ponents consist of long bones, sharpened shells, wire, rope, hooks, and 
  sections of steel salvaged from the surface world. Normally, the armory 
  is guarded by 4 sahuagin warriors, though they are present if the general 
  alarm has been sounded.
  Several finished weapons hang from an odd metal ring that is suspend-
  ed from the ceiling: 4 harpoons (barbed spears; one is a +1 harpoon), 
  4 nets, 2 tridents, and 5 spears. Though the metal ring looks like noth-
  ing more than one more convenient spot to store harpoons, it was once a 
  chandelier that held 11 candles; now it is nothing more than a rusty ring 
  with 10 empty sconces. Anyone looking closely at the chandelier sees one 
  intact black candle. Having resisted the ravages of time, this minor magic 
  item has been undisturbed for decades. If lit, instead of radiating light, 
  the candle creates darkness in a 15ft radius. It burns for 6 hours before 
  melting away entirely.
  Sahuagin (4): HD 2+1; HP 12, 10, 11, 7; AC 5[14]; Atk weapon 
  (1d8); Move 12 (swim 18); Save 16; AL C; CL/XP 2/30. 
  (Monstrosities 407)
  0F-8F. Captain’s Quarters
  This cave is filled with 3ft of water and contains a coral bed and a rusty 
  steel locker salvaged from the surface world. The baron’s aide-de-camp is 
  a 4-armed sahuagin of above-average intellect. 
  The sahuagin captain has spent considerable time learning the basics 
  of the common human tongue so that he can interrogate captives. If con-
  fronted by the characters, he boldly asserts his desire to parley. If the char-
  acters decline, he fights aggressively but attempts to flee if reduced to 5 
  or less hit points. If they accept his offer, the sahuagin captain engages 
  them in a mostly open dialogue, eager to know why they have invaded 
  his home. He is offended at their trespass and demands to know why the 
  characters would assault a people who have done nothing to provoke such 
  treatment. He does his best to shame them for their actions, especially if 
  the party contains characters who clearly consider themselves agents of 
  law and order. This conversation could result in many outcomes, with 
  violence certainly among them, but strong roleplaying efforts should be 
  rewarded with a result other than combat. 
  Sahuagin, Mutant Four-Armed: HD 4+1; HP 21; AC 5[14]; Atk 
  4 claws (1d3) and bite (1d6+1) or trident x2 (1d8); Move 
  
  32
  Rappan Athuk
  12 (swim 18); Save 13; AL C; CL/XP 6/400; Special: fighting 
  frenzy. (Appendix A)
  Unbeknownst to the sahuagin, this cave was once the private chamber 
  of a high priest who swore fealty to the Profane Tides. Slain by a wraith 
  while he slept, the priest was interred in the floor directly below his bed. 
  Though that bed and all other evidence of the priest’s existence are gone, 
  his spirit lingers. A successful search for secret doors reveals a section of 
  mismatched stones in the floor, 6ft long by 2ft wide. Anyone spending half 
  an hour with the proper tools can unearth a copper casket buried a few 
  inches below the surface. The casket is sealed shut by time and moisture, 
  requiring successful open door checks from 2 characters working together 
  to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the 
  priest became after death.
  Wraith: HD 4; HP 28; AC 3[16]; Atk touch (1d6 plus level drain); 
  Move 9 (fly 24); Save 13; AL C; CL/XP 8/800; Special: drain 
  1 level with hit, magic or silver weapon to hit. (Monstrosities 
  518)
  Treasure: If the wraith is dispatched, the casket can easily be searched 
  to reveal 11 copper tablets listing the fundamentals of the Profane faith, 
  written in a language that must be deciphered through the usual means. 
  Around the skeleton’s neck is a hendecagon holy symbol. Additionally, 
  the sahuagin captain wears 4 matching gold bracers on his upper arms, 
  each worth 120gp. In his locker is a ceremonial and somewhat fragile 
  trident with prongs made of mother-of-pearl (200gp).
  0F-8G. The Stone Incubator
  This cave is almost completely submerged, with a scant 6in of breath-
  able air at the ceiling. Even if an alarm has been sounded to warn the 
  colony of intruders, 2 sahuagin guards remain here, protecting dozens of 
  sahuagin eggs.
  Fully submerged in the center of the room is a dome made of tightly 
  joined rocks, sealed together with sand and mud. The dome is 4ft high 
  and 8ft wide. It has no entrance. The only way to access the incubator’s 
  interior is to spend 1d4 rounds prying and pounding until a section of the 
  rocks collapses. Inside this protective hemisphere are 6d10 sahuagin eggs 
  and 1d6 new hatchlings.
  These eggs and hatchlings can be destroyed with little effort. However, 
  there is always the chance that an enterprising character may decide to 
  keep some of the young alive and return with them to the surface world, 
  perhaps to raise them to adulthood for either altruistic or experimental 
  reasons. Because a sahuagin’s behavior, agenda, and moral outlook are 
  primarily the product of being raised in a violent, highly competitive en-
  vironment where savagery is rewarded and kindness unknown, it is poten-
  tially possible for a hatchling to develop a more benign outlook if raised 
  under alternate circumstances. If any of the characters suggests such a 
  course of action — in effect becoming the hatchling’s adoptive parent 
  — the proposal is not out of the question, depending on the nature of the 
  campaign. Either way, such an undertaking requires years of dedication on 
  the part of the “parent” and is beyond the scope of this adventure.
  Like all other places in the sahuagin complex, this cavern was once 
  under the control of cultists. A trace of that group remains here, in the 
  form of a pair of manacles bolted high on one wall. Over the years, these 
  magically reinforced manacles have turned the color of the stones around 
  them, so they remain undiscovered unless someone states their desire to 
  physically search the wall. Keep in mind that the room is almost entirely 
  underwater, perhaps dissuading or at least hindering usual search activi-
  ties. If discovered, the manacles can be unscrewed from the wall with a 
  successful open door check. The simple magic placed on the manacles 
  renders them immune to decay and — if used as shackles — they require 
  an open door check at –2 to break free by brute force. 
  Sahuagin (2): HD 2+1; HP 11, 9; AC 5[14]; Atk weapon (1d8); 
  Move 12 (swim 18); Save 16; AL C; CL/XP 2/30. (Monstrosities 
  407)
  0F-8H. Offal Pit
  This cramped, dry cave features 4 10-inch holes in the floor, spaced 
  evenly apart. A powerful, nauseating odor hangs in the air. When the sa-
  huagin came upon this place, they found this latrine that had been used 
  in the past. Though they know nothing of the disciples of the Profane 
  Tides, the sahuagin had no problem using this pit as the original occupants 
  intended. All 4 holes lead to the same place, a 30ft-deep pit that holds 
  the colony’s excrement. This horrible mess is kept in check by thousands 
  of dung-eating insects that thrive in the offal, ensuring that the pit never 
  overflows. 
  Anyone lowering a light source through one of the holes notices the 
  glint of metal where a bracelet is partially buried in the moist mound 30ft 
  below. This is a simple coral bracelet worth 45gp, accidentally dropped by 
  one of the sahuagin. It should provide the characters with an interesting 
  challenge if they attempt to fish it out.
  0F-8I. Food Storage
  Three prisoners are kept in this dry cave, lashed to the wall with chains 
  made of braided seaweed threaded through the hollow middles of bones. A 
  fourth prisoner is dead. All 4 will soon be eaten. The passage to the north 
  descends sharply to the water-filled Area 0F-8C.
  Captives. The living prisoners are well aware of the fate that awaits 
  them, and each responds in a different way to the sudden appearance of 
  the characters. 
  Nayvin Otwer is a human fisherman (Neutral male human commoner 
  2) who was captured 3 days ago. A simple and gods-fearing man, Nayvin 
  knows little of the world and is completely overcome with a crippling 
  despair. The terror of being devoured alive has shaken him psychologi-
  cally. Even if he is rescued, he does little to aid his own cause, convinced 
  that any hope of salvation is false. In fact, he is so terrified that he could 
  prove a detriment to his own survival. If the characters attempt to lead 
  him to freedom, he moves slowly and awkwardly, crying out at the least 
  appropriate times.
  The second prisoner is Jalees, a female halfling (Neutral female hal-
  fling commoner 1) who is under a geas placed on her by the hags that seek 
  the return of the eye of Hecate. The hags sent Jalees into the sahuagin do-
  main, fully intending for her to be captured, so that they can spy remotely 
  on the cavern complex by way of a permanent clairvoyance spell that has 
  been cast on Jalees’ false left eye; the hags used her extracted eyeball as 
  a component in the spell. Jalees knows that she is under the hags’ sway 
  but is unable to resist the commands of the geas. She offers all this infor-
  mation to the characters if asked how she came to be here, but otherwise 
  she says nothing if not replying to a question. The geas prevents her from 
  leaving the sahuagin complex of her own volition. She has no choice but 
  to resist being rescued. Characters hoping to remove her from danger will 
  need to be creative.
  The third and final captive is the Paladin’s Squire. A human youth of 
  14 summers, the Paladin’s Squire gave up his name upon swearing his 
  heart to the renowned knight, Sir Truvastor of Bard’s Gate. The Squire 
  has never lost faith, despite his imminent doom, and when the characters 
  arrive, he beams in satisfaction and utters a bold thanks to Muir. Though 
  his voice has yet to take on a man’s timbre, the Squire speaks confidently, 
  with the blind self-assurance shared by the very brave and the very fool-
  ish. Dangerously without fear, the Squire will do anything the characters 
  ask, no matter the risks, so long as those actions are clearly lawful. His 
  foremost goal is to return to the service of his liege.
  The Paladin’s Squire: HD 1; HP 5; AC 9[10]; Atk fist (1); Move 12; 
  Save 17; AL L; CL/XP 1/15.
  Though the sahuagin use this cave of prisoners as “food storage,” its 
  original purpose was as a conjuration chamber. The clerics of the Tides 
  never succeeded in summoning their demigod’s avatar, but the marks of 
  their attempts remain. Embedded in each corner is a copper nail; the 4 nail 
  heads are about 1in in diameter and marked with a rune that any spell-
  caster can identify as serving a summoning ritual. The nails glow faint-
  ly if viewed with detect magic. Though they possess no magical powers 
  
  33
  LEvel 0F: The Sea Cave Dungeon
  individually, when used as anchor points during a summoning, any such 
  spell is cast as if the magic-user or cleric were 1d4 levels higher than their 
  actual level. The nails can be removed from the stone floor if an appro-
  priate extracting tool is used by someone who succeeds on an open door 
  check.
  0F-8J. Shrine of Sekolah
  An enormous shark skeleton dominates this extensive, partially sub-
  merged cave. The megalodon skeleton is 50ft long, its jaws large enough 
  to swallow a warhorse. Its lower half rests in about 4ft of water. Its mas-
  sive jaws feature as many as 276 teeth in 6 different rows; the largest of 
  the teeth is 6in long. Though the skeleton may initially startle the charac-
  ters when they arrive, it is inanimate and poses no direct threat.
  The sahuagin consider this a holy site; only their priests are permitted to 
  enter — with one exception. An albino, 4-armed sahuagin serves as the 
  shrine’s caretaker. Since birth, the caretaker has faced many challenges 
  from those who assumed him to be weak or deranged or somehow inferior 
  due to his pearl-colored skin. By guile and ferocity, he overcame all who 
  opposed him. At some point, the colony’s high priest decided that this al-
  bino member of their community must be an agent of Sekolah. They have 
  entrusted the caretaker with maintaining the sanctity of this place. The 
  caretaker spends his days sharpening the skeleton’s teeth and polishing its 
  monumental bones.
  The caretaker lurks behind the massive skeleton, using the water and 
  the megalodon’s ribs to conceal himself when the characters enter. A 
  stingray that swims nearly invisibly in and out of the skeleton serves him. 
  Sahuagin, Albino Mutant Four-Armed: HD 4+1; HP 16; AC 
  5[14]; Atk 4 claws (1d3); Move 12 (swim 18); Save 13; AL C; 
  CL/XP 5/240. (Appendix A)
  Stingray: HD 5; HP 32; AC 7[12]; Atk sting (1d3 plus poison); 
  Move 0 (swim 10); Save 17; AL N; CL/XP 2/30; Special: 
  poison.
  Tactics: The caretaker waits for the stingray to strike before revealing 
  himself. The ray’s poison inflicts 3d6 points of damage and renders the 
  victim completely paralyzed for 3d6 turns unless a save is made. The care-
  taker then launches himself at whomever he perceives to be a spellcaster, 
  as he fears magic. The ray continues to strike every round. 
  Treasure: The caretaker wears 2 bottles on a chain around his neck, 
  each containing a potion of extra healing. The megalodon teeth, though 
  not magical, make for excellent treasure. They can be used by craftsmen 
  to fashion a variety of weapons, or they can be taken simply as trophies.
  0F-8K. The Baron
  A locked copper door protects this cave. The door opens toward the 
  characters, rather than into the cave itself, positioned in a doorjamb of 
  solid rock. All efforts to smash the metal door inward are impossible for 
  those with a Strength score of less than 18. The lock can be picked normal-
  ly. This is the personal quarters of the sahuagin baron.
  Tactics: If the characters have announced themselves with the sounds 
  of battle, the baron prepares an ambush. He grips a longsword in each of 
  his 4 arms and stands directly behind the door. When he hears activity 
  on the other side, he uses a charge from his ring to cast haste on himself. 
  As soon as the door opens, he attacks a single target 8 times. Due to his 
  position about 1ft inside the cave, the baron faces only a single attacker 
  at a time in melee combat. He can drink his potion instead of four of his 
  attacks in any round. His bulk prevents most characters from slipping by 
  him. He fights to the death.
  Sahuagin, Mutant Baron: HD 8; HP 45; AC 1[18]; Atk 4 
  longswords (1d8+2); Move 12 (swim 18); Save 8; AL C; CL/
  XP 11/1700. Special: +2 to hit and damage due to high 
  strength, fighting frenzy. (Appendix A)
  Equipment: +2 coral armor, 4 longswords, a potion of 
  extra healing, a rusty iron ring with 4 charges of haste, 
  sharkskin pouch on his belt, knife with a whalebone 
  handle (110gp), and 8 saltwater pearls worth 40gp 
  each.
  Treasure: Unbeknownst to the baron, this cave was once partially open 
  to the sky-lit world above. A natural flue extended up to the surface, per-
  mitting fires to be burned safely in the cave. Over time, loose rocks and 
  mud sealed the chimney shut, but if anyone searches the ceiling physically, 
  they note the ill-fitting stones in a spot about 8in across. Pulling these free 
  reveals a small cavity in which some former resident hid a multi-toothed, 
  wooden key made of purple-dyed cedar and inlaid with black opal beads. 
  How this key is used at some later date in the ongoing campaign is left up 
  to the Referee’s imagination.
  0F-9. The Glass Cylinders 
  The passage rises from the water at this point, opening into a great 
  hall of worked stone, 100ft long and 60ft wide. Half a dozen impressive 
  stone risers lead up to double doors made of beaten copper and reinforced 
  with a hardened ceramic lattice. Standing on these wide steps are 11 tall 
  pillars made of glass; the pillars appear to support the ceiling. Each step 
  has 2 such pillars except for the upper, sixth step, which features only one. 
  Inside these transparent cylinders are 11 humanoid figures, black statues 
  with arms crossed over their chests and heads slightly bowed. Each statue 
  has a slightly different face but are otherwise identical.
  The statues are Embodiments of the Profane Tides. If released 
  from their stasis, they attack anyone who is not a disciple of their faith. 
  Fortunately, they cannot escape confinement on their own; the glass pillars 
  must be broken. Anyone attempting to open the copper doors without first 
  uttering the correct password — “Syndorsyn,” found on the brass plaque 
  in Area 0F-8C — causes all 11 pillars to crack asunder. The sahuagin 
  priests in Area 0F-10 rush to these stairs and intentionally break the pil-
  lars if combat begins.
  0F-10. Temple of the Shark-Men
  This naturally spacious cavern has several interesting rock formations, 
  carved by years of moving water, creating wave-like shapes along the walls 
  and ceiling of this former lecture hall of the cult of the Tides. Many of the 
  pews remain, cut from the rock itself. Nearly every other remnant of the 
  Embodiments of  
  the Profane Tides
  Armor Class: 0[20]
  Hit Dice: 5 (30 hit points)
  Attacks: longsword (1d8)
  Saving Throw: 12
  Special: magic resistance (25%)
  Move: 9
  Alignment: Chaotic
  Number Encountered: 11
  Challenge Level/XP: 8/800
  These extraplanar beings are minor manifestations of a lit-
  tle-known demigod of water and chaos that has faded from mem-
  ory. They always appear 11 at a time, wielding longswords and 
  clad in black. Their skin is as impenetrable as stone. Their faces all 
  appear as different expressions of fear, pain, or rage.
  Embodiments of the Eleven Profane Tides: HD 5; HP 30; 
  AC 0[20]; Atk longsword (1d8); Move 9; Save 12; AL C; 
  CL/XP 8/800; Special: magic resistance (25%).
  
  34
  Rappan Athuk
  faith has been lost, destroyed, or eroded, apart from the bright light in the 
  center of the ceiling, 30ft above the floor. The cultists cast continual light 
  on a large piece of limestone, and to this day, the magic persists. This well-
  lit, mostly dry cave is now used as a private temple of 6 sahuagin priests.
  The priests have assembled a half-dozen ritual drums, the heads of 
  which are made from the flesh of their victims. A few of the accompanying 
  drumsticks are stained with blood. Two polished steel pots boil away over 
  small but intense fires, the smoke swirling in serpentine patterns along 
  the ceiling. The sahuagin priests have begun the process of brewing new 
  potions when the characters arrive, though in these initial stages, the liquid 
  in the pots is still inert. A poorly constructed altar dedicated to Sekolah 
  draws the eyes of all visitors. The altar is black, made from a mix of mud, 
  basalt, and wood, all of it stuck together with hardened pitch. The altar 
  radiates powerfully of chaos. All lawful characters suffer a –2 to attack 
  rolls and saving throws if within 20ft of the altar. The altar can sustain 40 
  points of damage before being destroyed (any attack hits), but this angers 
  Sekolah and causes a hezrou demon with shark-like features to appear in 
  1d4 rounds. It concentrates its attacks on whom it deems to be the “holi-
  est” of its adversaries. After the altar is destroyed, a secret tunnel to Area 
  0D-11 is revealed.
  Sahuagin Acolytes of Sekolah (Clr1; 3): HP 5, 3, 6; AC 5[14]; 
  Atk claw (1d3); Move 12 (swim 18); Save 16; AL C; CL/XP 
  2/30; Special: command undead. (Monstrosities 407)
  Equipment: unholy symbol, unholy water, and one of 
  the required keys for the door at Area 0F-12.
  Sahuagin Priests of Sekolah (Clr7; 2): HP 30, 39; AC 4[15]; Atk 
  claw (1d3) or #1 has a +2 club (1d6+2); Move 12 (swim 18); 
  Save 9; AL C; CL/XP 9/1100; Special: command undead, 
  spells (2/2/2/1/1). (Monstrosities 407)
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person, silence, 15ft radius; 3rd—cause 
  disease, prayer; 4th—cause serious wounds; 5th—finger 
  of death. 
  Equipment: #1 has a shield and +2 club; #2 has a shield 
  and a potion of healing. Each priest carries an unholy 
  symbol, unholy water, and one of the required keys for 
  the door at Area 0F-12.
  Sahuagin High Priest of Sekolah (Clr8): HP 45; AC 5[14]; Atk 
  +1 flail (1d8+1); Move 12 (swim 18); Save 8; AL C; CL/XP 
  10/1400; Special: command undead, spells (2/2/2/2/2). 
  (Monstrosities 407)
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person (x2); 3rd—cause disease, prayer; 
  4th—cause serious wounds (x2); 5th—dispel good, 
  finger of death. 
  Equipment: +1 flail, ring of fire resistance, serpent hood 
  (see Sidebox), unholy symbol, unholy water, and one 
  key to the door at Area 0F-12.
  Demon, Hezrou: HD 9; HP 51; AC –2[21]; Atk 2 claws (1d3), 
  bite (4d4); Move 6 (fly 12); Save 6; AL C; CL/XP 11/1700; 
  Special: magic resistance (50%), magical abilities, summon. 
  (Monstrosities 96)
  Magical Abilities: at will—cause fear, detect invisibility, 
  darkness 15ft radius.
  Tactics: If the characters safely bypassed the Embodiments of the 
  Eleven Profane Tides on the stairs at Area 0F-9, one of the sahuagin ac-
  olytes rushes through the double doors (possibly being attacked in the 
  process) and attempts to smash the glass cylinders, 1 per round. The 2 
  priests stand in front of the high priest, holding up their shields as a pro-
  tective barrier while he unleashes finger of death, followed by 2 attempts 
  with hold person. 
  Parley with the Priests: If at least 1 of the priests is somehow forced 
  to divulge information — and assuming the characters possess a means of 
  ready communication — the sahuagin offer a few details of the surround-
  ing locales. All the priests know the kraken that lairs in Level 0A, and 
  they can describe Areas 0A-1 through -3. Additionally, the high priest is 
  familiar with the dragon Aragnak and its habitat in Wilderness Area 24.
  Treasure. Each of the sahuagin has an unholy symbol of Sekolah, a vial 
  of unholy water, and one of the required keys for the door at Area 0F-12. 
  One of the priests has a potion of healing. The high priest has a +1 flail, a 
  ring of fire resistance, and a serpent hood (see Sidebox).
  0F-11. Treasure Pit
  In addition to the equipment held personally by each of the priests, the 
  sahuagin have collected several items during raids and deposited them 
  into this 15ft pit. Some of this wealth is periodically given as tribute to the 
  naga at Area 0F-4. The exact status of the treasure pit depends on if the 
  priests had time to prepare for the characters’ arrival:
  If the priests were unprepared: The pit is open, 15ft deep, and con-
  tains the following items, accessed by a rope ladder that breaks 50% of 
  the time if more than 200 pounds is placed on any given rung, resulting in 
  1d6 points of falling damage:
  • A metal bucket containing 289gp
  • A lidless wooden crate holding 832sp
  • 2 crude earthenware jugs with 21 100gp pearls embedded in the clay
  • A blood-splotched waterskin containing a foul-tasting potion of 
  healing
  • A black statuette of a humanoid figure with a large head and eleven 
  faces worth 2d4 x 100 gp to a religious antiquities collector
  • A belt with an oversized platinum buckle and “THELGONT” 
  stamped in the leather worth 40 gp
  • One boot; this is a left boot of speed; it does not function without its 
  mated right boot
  If the priests were prepared: The acolytes lower a false floor 7ft into 
  the pit. Designed to fit neatly against the walls, this floor is wooden but 
  covered in rock dust and stones so that it seems to be nothing more than 
  the natural bottom of a 7ft pit. On top of this is a messy pile of 143gp, 
  429sp, and 14 varied gemstones worth 5d10gp each. Dwarves notice the 
  false floor on a roll of 1 or 2 on a 1d6 (the Referee should make this roll 
  in secret). For non-dwarves, the false floor is detected only if someone 
  specifically states a search of the floor and rolls a 1 on a d6.
  0F-12. Trapped Door
  This door, like many in the warren, is made of copper that has turned 
  green from decades of exposure to moisture. The door is unique in that 
  it is hinged at the top, with a large pull-handle along the bottom near the 
  floor. A total of 11 keyholes can be found on the right and left sides. Of 
  these, 5 are permanently unlocked. The other 6 are locked, with each of 
  the sahuagin priests from Area 0F-10 holding a key. Opening the door 
  safely requires 6 separate Delicate Tasks checks or the use of all 6 keys. 
  However, if a key is inserted into the wrong lock, or if a Delicate Tasks 
  check is failed or if the door is forced open, a trap is triggered, unleashing 
  a sticks to snakes spell that instantly transforms all 8 drumsticks in 0F-10 
  into venomous snakes.
  Serpent Hood
  This rough burlap bag looks poorly stitched, embroidered with a 
  crude caricature of a snake’s head. This potent magic item is nearly 
  indestructible, and it has been passed down through generations 
  of malevolent owners. Anyone donning the hood can see through 
  the snake’s eyes with darkvision to a range of 60ft; they can hear 
  through the snake’s ears by sensing vibrations out to 120ft; finally, 
  they can hiss with the snake’s mouth, causing an illusory forked 
  tongue to appear and a cone of fear affecting those up to 30ft away. 
  The serpent hood’s fear ability may be used once per day.
  
  35
  LEvel 0F: The Sea Cave Dungeon
  Cobras (8): HD 1; AC 5[14]; Atk bite (1 plus poison); Move 
  16; Save 17; AL N; CL/XP 3/60; Special: lethal poison. 
  (Monstrosities 438)
  0F-13. Priests Quarters
  Beyond the locked copper door is the shared quarters of the sahuagin 
  priests. Though the doorway is above the water line, a sunken area holds 
  10ft of water. The sahuagins’ coral beds line the walls of this submerged 
  pit. In the very middle of the pit, fixed into a socket in the floor below 10ft 
  of water, is the eye of Hecate. The priests have been using the eye’s power 
  to spy on nearby rivals, including the kraken (see Level 0A). Hiding un-
  der one of the beds is an electric eel that discharges its electricity into the 
  water if anyone touches the eye.
  Giant Electric Eel: HD 2; HP 8; AC 8[11]; Atk bite (1d3); Move 
  0 (swim 9); Save 16; AL N; CL/XP 4/120; Special: electric 
  shock. (Monstrosities 152)
  Treasure: In addition to the eye of Hecate, a search of the priests’ beds 
  reveals a waterproof sharkskin scroll of raise dead, as well as the follow-
  ing items:
  • A lobster made of pure crystal worth 200gp.
  • A merfolk tiara of cube-shaped pearls worth 340gp.
  • A bridle for a giant seahorse or hippocampus, worth 100gp, or twice 
  that to a surface collector.
  • A waterproof snuffbox containing 12 pinches of exotic tobacco 
  worth 255gp in a large town.
  0F-14. Passage Up
  Fresh water flows down from this shallow passage from the upland side 
  to the south. The stream itself is quite narrow, and a human-sized creature 
  could wade it. The tunnel slopes gently upward and inland for approxi-
  mately 15 miles, with only a few side branches and seeps of small size. In 
  deeper sections, passage requires a strong swimmer or climbing along the 
  walls to pass. With some effort, a party of adventurers could use this pas-
  sage to traverse up, eventually ending up on Level 8, in the northernmost 
  river shown on that map.
  
  36
  Rappan Athuk
  This cavern complex is governed by mated male and female wererats 
  who refer to themselves as the Marquis and the Marquessa. They de-
  mand that their underlings address them as royalty. Their caves are known 
  rather melodramatically as Gilded Demesne. Over the years, the wererats 
  have carefully decorated their cavern home in what they consider to be 
  lavish art. The outside world, however, would view the décor as garish at 
  best and trashy at worst. The baubles, bric-a-brac, and bunting are brightly 
  colored pieces of salvage stolen from the civilized world and repurposed 
  as mismatched but eye-catching adornments. The Royal Couple brings 
  swift punishment to anyone who questions their eye for design.
  Because the Royal Couple command total authority among their subjects, 
  the Gilded Demesne is well-prepared to repel interlopers. Though individually 
  weak, wererats are formidable when working in concert, using their numbers 
  and their native wile to overcome superior opponents. Their deadliest weapons 
  are their blowguns, as they’ve managed to acquire venom from various snakes 
  and arachnids, coating it liberally on their blow darts. All the wererats carry 
  some sort of noise-making device that they use to alert the Demesne to invaders.
  The Marquis and Marquessa, however, are not the true masters of these 
  warrens. That title is held by Vordoshad, the transparent dragon, lairing 
  in Area 3D-4. The Royal Couple routinely pays tribute to the dragon in 
  the form of minor bits of wealth their subjects collect. This area is shown 
  on the Gilded Demesne map. 
  Level 3D
  Difficulty Level: Level 3
  Entrance: Crawlspace from Level 3, Area 3-2. 
  Exit: River to Wilderness Area 14.
  Wandering Monsters: Check once every hour on 1d20:
  Roll
  Encounter
  1–5
  1d4 wererats
  6–8
  2d6 giant rats
  9
  1d4 giant spiders
  10–20
  No encounter
  Detections: None
  Shielding: None
  Standard Features: Stalactites cling to most ceilings, and the 
  floors are bumpy and slick with moisture. Anyone moving at 
  full speed must make a save to avoid slipping.
  Giant Rats: HD 3; AC 6[13]; Atk 2 claws (1d3), bite (1d6); 
  Move 12; Save 14; AL N; CL/XP 3/120; Special: 2 are diseased. 
  (Monstrosities 384)
  Giant Spiders: HD 1+1; AC 8[11]; Atk bite (1hp plus poison); 
  Move 9; Save 17; AL N; CL/XP 3/60; Special: lethal poison (+2 
  saving throw). (Monstrosities 451)
  Wererat: HD 3; AC 6[13]; Atk bite (1d3), or blowgun (1d2 plus 
  poison); Move 12; Save 14; AL C; CL/XP 4/120; Special: control 
  rats, hit only by magic or silver weapons, lycanthropy, surprise. 
  (Monstrosities 307)
  3D-1. Entrance
  The wererats blocked off the narrow crack that leads to Level 3 be-
  cause they fear intruders. If the characters have excavated the tunnel, they 
  find that the cave has been crudely decorated. Unmatched fabric stream-
  ers dangle from the ceiling. Old towels hang like tapestries on the walls. 
  Cracked clay busts of unidentifiable people stand on pedestals made from 
  old fence posts. The wererats looted these things from surrounding vil-
  lages and consider them to be beautiful works of art, but in fact the place 
  looks rather comical. None of the items has any monetary value. If un-
  wanted visitors arrive here, the wererats have taken certain precautions:
  1. The floor is littered with caltrops. The wererats have learned to man-
  ufacture these simple but effective steel foot traps, and the sentries are fa-
  miliar enough with the placement of the caltrops to avoid stepping on them 
  when moving swiftly through the cave. The caltrops are painted gray so that 
  they blend with the rubble-strewn floor. The Referee should secretly roll 
  1d100 for anyone moving across through the cave. Those walking have a 
  25% of stepping on a caltrop. Those running have a 50% chance. A caltrop 
  inflicts 1d4 points of damage and reduces movement rates by half for the 
  next 24 hours unless treated with cure light wounds or greater magic.
  2. Danger lurks overhead. Three holes in the ceiling, each about 3ft 
  wide, allow 3 giant spiders to potentially surprise unwary visitors. Refer 
  to The Spider Loft, below.
  3. Two wererat sentries report intruders. Refer to the map for the sen-
  tries’ positions. 
  Giant Spiders (3): HD 1+1; HP 6, 4, 7; AC 8[11]; Atk bite (1hp 
  plus poison); Move 9; Save 17; AL N; CL/XP 3/60; Special: 
  lethal poison (+2 saving throw). (Monstrosities 451)
  Wererats (2): HD 3; HP 11, 14; AC 6[13]; Atk bite (1d3), or 
  blowgun (1d2 plus poison); Move 12; Save 14; AL C; CL/
  XP 4/120; Special: control rats, hit only by magic or silver 
  weapons, lycanthropy, surprise. (Monstrosities 307)
  Equipment: blowgun (range as per thrown dagger; 
  1d2 damage; save vs. poison or unconscious for 2d4 
  rounds), 6 needles, 2d6sp.
  Tactics: One round after the characters enter the cave, the spiders take 
  note of them and descend silently on their webs, attacking by surprise 
  unless the characters specifically mention looking up into the cavern. 
  Any sounds of combat alert the 2 wererat sentries, who hurry through the 
  crawlspaces to alert the Marquis and Marquessa at Area 3D-3.
  The Spider Loft: The ceiling in this cave-loft above Area 3D-1 is low, 
  with only a 4ft clearance, forcing some characters to stoop. Even access-
  ing the loft is difficult, as only the 3 holes provide an entrance. characters 
  can reach the loft by boosting each other up, or by tossing up a hook. Once 
  there, they must deal with a giant spider that attempts to bite any body 
  part that appears in one of the holes, be it a hand or head. Though a single 
  large spider isn’t normally a formidable adversary, given its tactical ad-
  vantage, it could make life difficult for characters trying to reach the loft. 
  Giant Spider: HD 1+1; HP 6; AC 8[11]; Atk bite (1hp plus poison); 
  Move 9; Save 17; AL N; CL/XP 3/60; Special: lethal poison (+2 
  saving throw). (Monstrosities 451)
  Level 3D:  
  The Gilded Demesne
  
  37
  LEvel 3D: The Gilded Demesne
  
  38
  Rappan Athuk
  Treasure: The loft contains 3 bound bodies, each wrapped tightly in a 
  silvery cocoon. Two of these bodies have been rotting here for days, while 
  the third — at the Referee’s option — contains someone hours away from 
  death. If rescued, this hapless peasant (N commoner 1) swears fealty to 
  the character and follows him or her as a hireling. Additionally, the loft 
  contains 3d6 purplish spider eggs. These can be sold to a sage or other 
  interested party for as much as 50gp each. Optionally, the contents of the 
  eggs can be used in alchemical or magical processes.
  3D-2. The Fetid Pond
  The characters smell a foul stench long before they enter this cavern. 
  For years, the wererats of the Gilded Demense have used this cave as a 
  dumping ground. A small pond, about 15ft across, is completely obscured 
  from sight by piles of picked-clean bones. Bird bones, animal bones, hu-
  manoid bones — they’re all here, heaped about after being stripped of 
  their nutritious value. Some of the mounds are 6–7ft tall, generations of 
  things that have been killed and eaten by the wererats of Area 3D-2 and 
  the dragon in Area 3D-4.  Even in this putrid place, the wererats have 
  added their banal decorations, painting the walls with artless imagery. 
  They’ve tied tattered ribbons around many of the room’s stalagmites and 
  placed mats of rotting straw in random places around the little pond. The 
  entire place smells so horrible that it causes the characters’ eyes to water 
  unless they succeed on a saving throw. A slime crawler lurks here behind 
  the bones and might surprise the characters when it scuttles out to attack. 
  Slime Crawler: HD 3; HP 17; AC 2[17]; Atk 4 tentacles (1d4+2 
  plus paralysis) and bite (1d6+2); Move 6; Save 14; AL N; CL/XP 
  4/1200; Special: paralysis. (The Tome of Horrors Complete 504)
  The Pond: The water glows faintly green, the color of day-old pus. 
  Though only 15ft across, it’s 20ft deep. The surface is covered in a bac-
  teria-rich film that is slightly sticky. The water reeks of contamination. 
  Touching the water has no ill effect. However, entering the water com-
  pletely forces a saving throw to avoid contracting a disease, the lethality 
  of which depends on the character’s constitution score:
  Constitution Score
  Effect
  16–18
  Minor skin rash; 1d4 points of damage
  13–15
  Stomach 
  cramps; 
  1d6 
  points 
  of 
  damage; –25% movement for 24 hours
  9–12
  Fever; –2 on all ability scores and 
  saving throws for 1d4 days
  5–8
  Slow internal bleeding; death in 1d4 
  days
  3–4
  Organ failure; death in 1d4 hours
  Treasure: At the bottom of the pond is a metal cask. The cask is 2ft 
  long and 1ft wide; a miniscule leak in its seal has poisoned the pond 
  and turned the water slightly green. If the cask is retrieved (it weighs 30 
  pounds) the characters can open it at their peril. It still contains 28 cups 
  worth of nihiloplasm (see Sidebox).
  The Teleport Puzzle: Hidden behind several piles of bones on the east-
  ern edge of the cavern is an old piece of magic that the wererats discov-
  ered years ago but have never been able to manipulate. At some point in 
  the distant past, these caves were the winter retreat of a magic-user named 
  Yenigelstron. Though no other trace of the old mage can be found, his 
  teleportal remains. He designed it as a quick means to travel from one 
  cave to the next, but he forced his apprentices to solve a simple puzzle to 
  use it. That puzzle remains active.
  The device consists of a metal platform shaped like a triangle, about 
  3ft wide. Mounted to a waist-high railing that wraps around 2 of the plat-
  form’s 3 sides is a plaque made of an unknown grayish metal. Fixed to this 
  plaque are 3 colored discs. These discs can be turned clockwise, like dials. 
  The dials can only be turned if at least 50 pounds of pressure is placed on 
  the platform; in order words, the teleportation effect will function only if 
  someone is standing on the platform (or if a sufficient weight is placed 
  there). The 3 dials are different colors: red, blue, and yellow. Anyone who 
  turns the proper combination of 2 dials is automatically teleported to a 
  predetermined location. Trying to turn all 3 dials simultaneously electri-
  fies the platform, causing 6d6 points of damage to anyone standing on it, 
  with a saving throw halving the damage.
  Dials Turned
  Platform Color
  Teleport Destination
  Red and Blue
  Purple
  Area 3D-3
  Red and Yellow
  Orange
  Area 3D-4
  Blue and Yellow
  Green
  Area 3D-5
  3D-3. The Royal Couple
  The only means of accessing this cave from the north is by way of 
  2 very cramped tunnels from Areas 3D-1 and 3D-2. These crawlspaces 
  are just wide enough to accommodate human-sized characters; their exact 
  size is thus left for the Referee to determine, based on how uncomfortable 
  he wants to make the journey. Small characters such as halflings can tra-
  verse the tight tunnels by crawling on hands and knees. Larger characters, 
  however, are forced onto their stomachs, moving worm-like through the 
  narrow fissures. During their claustrophobic journey, they are beset by 
  normal (harmless) spiders, cave crickets, dripping water, slugs, and any-
  thing else the Referee wants to make their experience an unpleasant one. 
  Further, the wererats have poured oil in a shallow rivulet along the floor 
  of each crawlspace; the characters do not initially notice the oil, given the 
  slimy nature of the tunnels, but it can be used against them if negotiations 
  fail.
  The Marquis and Marquessa live here, along with 4 wererat body-
  guards and 4 giant rats. The cave is brightly painted and festooned with 
  filthy decorations. Odd lamps hang from the ceiling, some of them with 
  leaning candles that drip wax like slow raindrops. The floor is covered in 
  soiled rugs. Two paintings hang on the wall, slightly crooked. One paint-
  ing is of an unknown human woman with a hooked nose and heavy ear-
  rings; the other painting is a quaint and surprisingly understated pastoral 
  scene. Colored lanterns perch atop stalagmites with their peaks chopped 
  off to provide a flat shelf. Oil fumes hang heavily in the air. A pair of un-
  gainly wooden thrones occupies the center of the cave, built onto a dais 
  of piled wooden pallets. The southern portion of the cave features a com-
  ically large 3-poster bed (one of the posts is missing), draped with overly 
  perfumed curtains. A wardrobe made from salvaged driftwood stands on 
  the far side of the bed, leaning slightly to the left. 
  Marquis and Marquessa, wererats (2): HD 4; HP 24, 22; AC 
  6[13]; Atk bite (1d3), blowgun (1d2 plus poison); Move 12; 
  Save 15; AL C; CL/XP 5/160; Special: control rats, hit only by 
  magic or silver weapons, lycanthropy, surprise. (Monstrosities 
  307) 
  Equipment: blowgun (range as per thrown dagger; 
  Nihiloplasm
  Appearing as a dull green, viscous fluid that has the instant effect 
  of cause disease when it contacts living flesh. No saving throw is 
  allowed. Nihiloplasm may be used as an ingredient in any number 
  of malign magic items, but its primary purpose is to create skeletons 
  and infuse them with negative energy so that they seek retribution on 
  the living. For every cup of nihiloplasm poured onto the ground, 2d4 
  skeletons rise from the sizzling liquid, their eye sockets burning the 
  same dull green color as the unusual material that created them. On 
  the round following their appearance, the skeletons attack any living 
  creature they see — including the person who summoned them. The 
  skeletons behave as standard undead of their type. Despite the skele-
  tons’ tendency to attack the nihiloplasm’s owner, clever users devise 
  means of using the substance to their advantage.
  
  39
  LEvel 3D: The Gilded Demesne
  1d2 damage; save vs. poison or unconscious for 2d4 
  rounds), 6 needles, 2d6gp, 3d6sp.
  Wererats (4): HD 3; HP 20, 21, 18; AC 6[13]; Atk bite (1d3), 
  blowgun (1d2 plus poison); Move 12; Save 14; AL C; CL/
  XP 4/120; Special: control rats, hit only by magic or silver 
  weapons, lycanthropy, surprise. (Monstrosities 307) 
  Equipment: blowgun (range as per thrown dagger; 
  1d2 damage; save vs. poison or unconscious for 2d4 
  rounds), 6 needles, 3d6sp.
  Giant Rats (4): HD 3; HP 15, 18, 17, 12; AC 6[13]; Atk 2 claws 
  (1d3), bite (1d6); Move 12; Save 14; AL N; CL/XP 3/120; 
  Special: 1 is diseased. (Monstrosities 384)
  Tactics: If the alarm has been sounded by the sentries, the Marquis and 
  Marquessa have prepared a reception for the intruders. They order their 4 
  wererat bodyguards to hastily fix metal grates over the ends of the crawl-
  spaces, blocking the exits. These temporary barriers can be removed with 
  an open door check, but they allow the Royal Couple time to speak with 
  the characters before combat ensues. They address the first character to 
  reach the end of either crawlspace; in such a cramped position, the char-
  acter is at a tactical disadvantage, so conversing with the wererats may be 
  the most prudent option. Refer to The Parley, below. Two of the guards 
  stand ready with blowguns, while 2 hold torches, ready to set fire to the 
  thin streams of oil that run the length of the crawlspaces, perhaps setting 
  the characters aflame. Anyone caught in a burning crawlspace takes 1d6 
  points of damage per round. Any flammable objects they carry catch fire 
  at the Referee’s discretion.
  If the characters manage to reach this cave without the alarm being 
  sounded, all wererats engage in combat immediately but surrender if re-
  duced to 25% of their hit points.
  The Parley: The Marquis and Marquessa keep their distance during the 
  conversation, standing partially behind their thrones for cover. They speak 
  crude but serviceable common, eager to hear the characters’ intentions. 
  Ultimately the Royal Couple would like to be rid of the dragon in Area 
  3D-4, and if they think they can somehow talk the characters into remov-
  ing the dragon, they are willing to offer almost anything in exchange. 
  They know the answer to the teleportation puzzle in Area 3D-2. They also 
  know the dangers of the revolving doors and gas trap at Area 3D-5. They 
  can help the characters arrive safely at Area 3D-8. In exchange, they want 
  to be left alone, their treasures intact. Though not necessarily honorable 
  creatures, the wererats uphold their side of any truce — at least until the 
  characters have worn out their usefulness. 
  Treasure: Surprisingly, one of the paintings is quite rare and expensive. 
  The pastoral scene of farmland and a single wheat farmer was painted 
  by the ill-fated half-orc prodigy known as Ruvegenstri. Though he died 
  young, Ruvegenstri left behind 27 paintings of extraordinary skill. One 
  of those paintings, an oil-on-canvas called Lonely Harvest, was stolen 
  years ago from a nobleman’s gallery. It now hangs on the wererats’ wall. 
  How much it is worth depends on the affluence of the Referee’s campaign, 
  but 1000gp is not out of the question. The wardrobe is not locked. It is 
  crammed full of wererat-sized garments, each more flamboyant and taste-
  less than the last. The clothes are wedged tightly and without any sense 
  of order. The wardrobe’s floorboard — discovered only on a successful 
  search for secret doors — can be raised to reveal a hidden cache of 12 
  black pearls, each worth 20gp.
  3D-4. The Transparent Dragon
  This is the lair of Vordoshad the dragon. The dragon is highly unusual 
  in appearance. Due to its interaction with the Maudra’s music box (see 
  Sidebox), the dragon’s skin has become completely transparent. In effect, 
  Vordoshad’s scales and skin are invisible, so that all the muscle, blood 
  vessels, organs, nerves, and bones are visible. Vordoshad looks ghastly 
  and unusual, fascinating and repulsive. The music box has corrupted the 
  dragon to such an extent that Vordoshad’s breath weapon had been altered 
  from chlorine gas to shards of glass. 
  The dragon is obviously too large to be able to make use of the cavern’s 
  exit. Observant characters note that Vordoshad has no means of leaving 
  the immediate area, much less reach the surface world above. In fact, the 
  dragon is careful to conceal its secret: by using Maudra’s music box, the 
  dragon can take on alternate forms through polymorph self.
  Adult Transparent (formerly green) Dragon: HD 7; HP 28; AC 
  2[17]; Atk 2 claws (1d6), bite (2d10); Move 9 (fly 24); Save 9; AL 
  C; CL/ XP 9/1100; Special: breathes glass shards in a 30ft cone 
  (save for half), spells (4/3). (Monstrosities 138)
  Spells: 1st level—charm person, magic missile, protection 
  from good, shield; 2nd level—detect invisibility, mirror 
  image.
  Tactics:  How this encounter unfolds depends on the way the characters 
  make their entrance:
  Arrival via teleportation device in Area 3D-2: The teleporting char-
  acter appears directly on top of the dragon’s back. The Referee should 
  determine surprise for the dragon and the character. The dragon attacks 
  as quickly as it can, but it is also startled and spends every other combat 
  rounds casting defensive spells on itself, such as protection from good and 
  mirror image.
  Arrival from Area 3D-3 after alarm is sounded: The dragon waits for 
  the characters, having had time to cast defensive spells. Innately curious, 
  Vordoshad is willing to converse with the characters (it speaks a variety 
  of languages), though it eventually attacks with its breath weapon unless 
  sufficiently bribed with riches and coddled with flattery.
  Arrival from Area 3D-3 without sounding alarm: The characters 
  have caught the dragon unaware. Vordoshad is automatically surprised.
  Treasure: Vordoshad’s wealth is kept in an unorganized pile in the 
  south part of the cave. It consists of the following:
  • 6459cp
  • 1432sp
  • 239gp
  • Marionette doll with emeralds for eyes worth 148 gp
  • Lyre with strings made of spider silk worth 72 gp
  • Cracked porcelain serving plate with gold inlay worth 46 gp
  • Bottle of rare Romarthian Port, 30 years old, worth 200 gp
  Maudra’s music box
  This cherrywood box, 4in x 6in, features meticulously wrought 
  hinges and an intricate lock. Atop the box is pure crystal figure of a 
  faceless humanoid female in a long gown. The crystal is perfectly 
  transparent. Looking through it has the effect of making the view 
  appear upside-down to the observer. Crafted by the by Un-Witch 
  Maudra, this box can be opened only if a drop of the opener’s blood 
  is placed on the magic lock. When the box is opened, a haunting 
  waltz begins to play, though the box is empty and contains no mech-
  anism for music. While the music plays, the crystal figure slowly 
  rotates, doing so for the next 3 rounds. While the figure moves, 
  whoever holds Maudra’s music box may call upon any combination 
  of these powers, one per round:
  • invisibility
  • polymorph self
  • project image
  The box may be opened only once per day. It closes automati-
  cally after 3 rounds, the music fading. Maudra empowered the box 
  with bestow curse, so that anyone who calls upon its powers might 
  be met with a grim fate unless they succeed in a saving throw every 
  time they attempt to use it. The curse has affected Vordoshad in 
  such a way that the dragon’s scales and skin are no longer visi-
  ble, and its breath weapon has become a cone of sharpened glass 
  shards. The curse may affect the characters in any way that the 
  Referee sees fit, but it usually involves some sort of transparency 
  or crystallization.
  
  40
  Rappan Athuk
  • Astrolabe with fine details worth 255 gp
  • Riding crop with decorative silver handle worth 53 gp
  • Maudra’s music box (see Sidebox)
  3D-5. The Gas Attack
  This hallway is 10ft wide and approximately 40ft long. Unlike most of 
  the Gilded Demesne, the hallway is made of carefully hewn stones, sealed 
  together with an airtight mortar. The walls are painted orange and adorned 
  with unusual pieces of art: colored bones, wreaths made of rotted leaves, 
  and streamers of dried seaweed. The northwest wall features a poorly ren-
  dered mural of a male and female wererat wearing crowns. Four dim oil 
  lamps rest in small niches along the length of the walls, providing a faint 
  glow. The ceiling is 10ft high.
  The hallway’s most remarkable feature is the door at the southwest end. It 
  is a revolving glass door (4 doors connected on edge to a central pivot pole) 
  that spins to provide entrance and egress. When the characters arrive, this 
  revolving door is wedged in place with an iron spike that can be removed 
  after 1d4 rounds of wiggling and prying, with a successful open door check.
  Two trapdoors in the ceiling have been cleverly painted to appear just like 
  the stone blocks around them. In a crawlspace above the hall, 2 wererats 
  play dice games, eat, and nap while awaiting a shift change. They are here 
  to dispose of intruders with a special gas attack. Shortly after the characters 
  enter, the wererats don their fog muzzles, open one of the trapdoors, and 
  fire a deadly yellow gas into the hallway. One of the wererats holds a wide-
  mouthed hose while the other works a large bellows, pumping the gas from 
  a vat. The toxin completely fills the corridor after 3 rounds, at which time 
  the wererats slam the trapdoor shut and lock it.
  Further, using a mechanism built into the wall, the wererats can close 
  the northeast door through which the characters entered. Once the door 
  slams shut, a bolt automatically falls into place, holding it secure. This 
  traps the characters in the hallway. Because the ceiling is 10ft high, the 
  characters might find it difficult to get up through one of the trapdoors to 
  confront the wererat ambushers.
  Trap: The poison gas burns the lungs, but it also contains a powerful 
  sleep agent. Anyone caught in the hallway takes 2d6 points of damage 
  per round, or half damage on a successful saving throw. A second sav-
  ing throw is required to avoid unconsciousness. An unconscious character 
  takes full damage from the gas, which lingers in the tightly sealed hallway 
  for 3d4 rounds before losing its efficacy. If the entire party is incapacitat-
  ed, the wererats — wearing their fog muzzles — descend on rope ladders 
  to bind the characters and rob them of all possessions. Captives are taken 
  directly to the Royal Couple (if they are still alive), fed to the dragon at 
  Area 3D-4, or simply dumped in the river at Area 3D-9.
  Wererats (2): HD 3; HP 19, 15; AC 6[13]; Atk bite (1d3), blowgun 
  (1d2 plus poison); Move 12; Save 14; AL C; CL/XP 4/120; 
  Special: control rats, hit only by magic or silver weapons, 
  lycanthropy, surprise. (Monstrosities 307) 
  Equipment: blowgun (range as per thrown dagger; 
  1d2 damage; save vs. poison or unconscious for 2d4 
  rounds), 6 needles, fog muzzle (see Sidebox), 1d6sp, 
  3d6cp.
  3D-6. The Walk of Faith
  The ceiling of this cavern bristles with piercers waiting to fall. Long, 
  sharp stalactites hang ominously overhead, formed by centuries of drip-
  ping, mineral-rich water. The ceiling is 20ft tall, and nearly every square 
  inch of it is covered in a pointed stone — some of which are actually liv-
  ing creatures. When the characters enter, their light reveals a bit of slight 
  movement from up above, a fair warning that danger awaits. A tunnel exit 
  can be clearly seen on the cavern’s south side, but getting there means 
  tempting the piercers to release their grip on the ceiling. The cave is not 
  quite silent, as water drips from numerous unseen sources. 
  The wererats know how to traverse this room safely. They walk sin-
  gle-file in a straight line to the southern tunnel. Any deviation from this 
  path invites an attack from above. If the characters take a similar ap-
  proach, the piercers allow them to pass. Any other tactic or any other route 
  provokes the piercers. 
  Piercers (6): HD 1; HP 4x2, 3, 5x3; AC 3[16]; Atk drop and 
  pierce (1d6); Move 1; Save 17; AL N; CL/XP 1/15; Special: 
  drop. (Monstrosities 373)
  Piercers (4): HD 2; HP 11, 8, 5, 9; AC 3[16]; Atk drop and pierce 
  (2d6); Move 1; Save 16; AL N; CL/XP 2/30; Special: drop. 
  (Monstrosities 373)
  Piercers (2): HD 3; HP 19, 15; AC 3[16]; Atk drop and pierce 
  (3d6); Move 1; Save 14; AL N; CL/XP 3/60; Special: drop. 
  (Monstrosities 373)
  Treasure: Characters gazing around the rubble-strewn floor can make 
  a secret door check to notice a small glint of gold. A silver and malachite 
  ring of protection +1 is partially wedged under a rock near one of the cave 
  walls. The only way to reach this item is to veer from the path and prompt 
  an attack from the piercers.
  3D-7. The Wererat Trove
  Anything the wererats consider to be treasure has been deposited here. 
  Great mounds of refuse and random objects fill the cave. Knick-knacks, 
  twisted pipes, bundles of thatch, boots, flatware, saddles, buckles, tools, 
  seashells, empty bottles — the inventory of mundane items is practically 
  endless. Any object the wererats find that is not of immediate value is 
  tossed in here, creating junk piles the size of haystacks. At the Referee’s 
  option, every hour spent sifting through these hoarded “treasures” reveals 
  a minor magic item such as a potion or other single-use item. Further, 
  every character who dedicates time to a serious search of the room has a 
  25% chance of locating the only thing of considerable value, the reckless 
  ember sword (see Sidebox).
  A curtain conceals a small, secondary cave in the southeast corner. The 
  curtain is made of long strings of colored metal discs, along with knuck-
  lebones, buttons, and human teeth. Beyond the curtain is a lopsided altar 
  Fog Muzzle
  One of the more ingenious non-magical gadgets the wererats 
  have collected through the years, the fog muzzle is made of tanned 
  hippogriff hide, carefully boiled and shaped to fit snugly over the 
  face. The wearer’s eyes are protected by 2 round glass lenses, 
  sealed in their sockets with a watertight glue manufactured from 
  a mixture of organic saps and honey bee propolis. In place of a 
  mouth, the fog muzzle is fitted with several slots that are the gills 
  of sahuagins. These gills filter the noxious effects of smoke and 
  poisonous gasses, as well as the choking effects of sand and other 
  particulates. The fog muzzle is bound to the head by 2 pairs of 
  leather straps, tied behind the neck and head. The lenses are glass 
  and easily damaged, and the fog muzzle provides no AC bonus. 
  The gills must be cleaned daily to keep them in working order.
  Reckless Ember Sword
  This black-bladed weapon is a flaming short sword +1. Using the 
  weapon’s fiery power is not without its dangers, however. Whenever 
  the ember sword is carried in hand, the sword’s wielder is overcome 
  with a need to charge the nearest visible enemy. The wielder rushes 
  forward, sword held high overhead, without regard to his or her own 
  well-being, attacking immediately upon arrival. Once this initial at-
  tack is complete, the compulsion is gone, so that the wielder regains 
  free will — at least until the next enemy appears.
  
  41
  LEvel 3D: The Gilded Demesne
  dedicated a wererat folk hero, a renegade who terrorized nearby villages 
  a century ago. Like everything else in the Gilded Demense, the altar is 
  poorly built. It leans to one side and rattles if physically 
  examined. Within the altar’s only drawer is a religious 
  tract titled The Moon and Its Many Dark Devotions.
  3D-8. The False Box
  The wererats use this cavern for storage and 
  for a latrine. Random objects are piled along 
  the walls, most of which have been stolen from 
  the surface world: broken wheelbarrows, a bent 
  plow, a ship’s rudder, a scarecrow stuffed with 
  smelly straw, an assortment of dented lanterns, a 
  split shield, a box of horseshoes, and other sim-
  ilar items. An alcove in the west wall features 
  a circular hole in the floor, from which wafts a 
  powerfully foul stench. The pit below is half filled 
  with years of wererat droppings. A revolving door 
  separates this room from Area 3D-9. Though 
  this door isn’t wedged shut, its unoiled pivot 
  squeals loudly whenever the door is used, re-
  sulting in a 25% chance that the hydra in Area 
  3D-9 is alerted.
  Most of the items in this cave have little or 
  no monetary value. One exception appears to 
  be a large chest of eye-catching design. The chest 
  is made of 2 types of wood: sandalwood and mahogany, 
  expertly joined by a master craftsman. The corners are reinforced 
  with bright brass flashing, and the lid is hinged by hidden pins. The en-
  tire chest has been painstakingly carved with detailed geometric figures, 
  forming elaborate patterns. The grooves and spaces formed by these de-
  signs have been darkened with teak oil, emphasizing their 3-dimensional 
  outlines and giving the chest further depth. There is no lock, just a simple 
  latch of polished brass.
  Though the characters might be wary of this container, it is neither 
  locked nor trapped. Inside is a slightly smaller second chest, this one of 
  plainer but nonetheless sturdy construction, its thick lid apparently nailed 
  shut. This second chest is a mimic. The nail heads are the creature’s sen-
  sory organs. It attacks if the characters attempt to lift it from the larger 
  chest or open its lid.
  Mimic: HD 7; HP 36; AC 6[13]; Atk smash (2d6); Move 2; Save 
  9; AL N; CL/XP 8/800; Special: glue, mimicry. (Monstrosities 
  329)
  Treasure: Other than the large chest itself, which is worth 300 gp and 
  weighs 40 pounds, there is no treasure here of any kind, nor anything else 
  of interest.
  3D-9. The Lost Temple
  A slow-moving river courses from west to east in this spacious cavern. 
  The water emerges from a tunnel on the west only briefly before dis-
  appearing into another submerged passage, twisting and winding before 
  eventually emerging at Wilderness Area 14. The river is filled with blind 
  fish; the water is 15ft deep and quite chilly.
  A pair of very tall, regal statues stand on the south side of the river, 
  their arms extended overhead and their mighty palms flattened against 
  the ceiling as if to support it. Including their tall marble bases and ex-
  tended arms, these impressive statues are 30ft tall. One is of a mostly 
  nude human male, exquisitely muscled, wearing sandals and a crown of 
  laurel leaves. On his face is an expression of thoughtful contemplation. 
  The other statue is of a woman in battle dress, a shield on her back. Both 
  statues are adorned with gold leaf, but much of that gold has worn away, 
  revealing pure white marble beneath. In addition to the statues, the ceiling 
  is supported by 4 tall fluted columns of a similar style, with great care 
  taken in their construction. Though the statues are so well crafted that 
  they appear almost lifelike, they contain no magical powers; they merely 
  support the ceiling.
  The statues stand on either side of what appears to be a temple built into 
  the southern portion of the room. Only the building’s façade is visible, 
  the rest of the structure part of the cavern around it. The wall is made of 
  large, finely fitted granite blocks. The blocks are carved with images of 
  chariots, acorns, and lyres. The temples 2 massive doors are open, pulled 
  back along tracks in the floor.
  Astute characters note that the grand statues and architecturally immac-
  ulate temple are quite out of place here in these wererat warrens. These 
  structures harken back to antiquity, perhaps giving the false implication 
  that they were built thousands of years ago and are now the last vestige of 
  some forgotten society. The truth, however, can be found inscribed around 
  the statues’ large marble bases. Though the language is unknown to the 
  characters, anyone who successfully deciphers the engravings with read 
  languages can make sense of how these structures came to be here:
  We, the Five Librarians of Elysium, designate this place our Literary 
  Retreat, and cast it through the Astral plane to find a site of solace where 
  it might reside until we join it one day to review the Celestial Index.
  The Referee is free to invent the details of the Index or to replace this 
  lore with a story befitting the cosmology and themes of his or her own 
  campaign. Either way, the writings here allude to future events.
  While the characters are exploring the room, the cave’s primary occu-
  pant appears in the temple’s doorway. This is a 5-headed hydra that has 
  come to dwell here after swimming through the river from Wilderness 
  Area 14. The hydra periodically ventures outside to hunt, but it is mostly 
  content to remain slumbering peacefully in the temple.
  Hydra (5-headed): HD 5; HP 30; AC 5[14]; Atk 5 heads (1d6); 
  Move 9 (swim 9); Save 12; AL N; CL/XP 7/600; Special: none. 
  (Monstrosities 258)
  Tactics: The hydra attacks very aggressively until it is reduced to 20% 
  of its hit point total, at which time it lunges into the river and attempts to 
  flee by swimming through the underground tunnel.
  Treasure: If the hydra is defeated, the characters can enter the temple. 
  Inside, the hydra has constructed a bed from deadfall, dried seaweed, and 
  smooth stones. This giant nest fills much of the space. Inside the nest is a 
  
  42
  Rappan Athuk
  cracked-open egg about 4ft long. The egg’s interior is still moist, implying 
  that a baby hydra recently hatched . . . yet this creature is nowhere to 
  be seen. If the characters assume that this new monster is out there 
  somewhere, perhaps waiting to strike, the Referee should do nothing to 
  assuage those fears. 
  Not far from the hydra’s nest is a jumble of wealth, most of it in the 
  form of silver pieces taken from a caravan of money lenders only days 
  ago. The stockpile includes the following:
  • 5392sp
  • 13 crystal rods, each 4ft long worth 100gp each
  • Wooden carving of an elk with ivory antlers worth 65gp
  • Silver snuffbox with mother-of-pearl interior worth 110gp
  • Hand mirror made of silver, the handle in the shape of an olive 
  branch worth 35gp
  • Ornamental tambourine worth 40gp
  • Eyepatch with a tiger’s eye gemstone mounted in the center worth 
  15gp
  The hydra seized the crystal rods from a merchant bound for a buyer 
  who wanted the items as part of a large alchemical apparatus he was 
  constructing. Each rod weighs 10 pounds. Though cumbersome, the rods 
  are of high quality and could be put to a variety of uses by imaginative 
  characters.
  
  43
  LEvel 3D: The Gilded Demesne
  
  44
  Rappan Athuk
  When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a 
  devout cleric of Orcus, swore his undying loyalty to the demon lord. To 
  cement his pact, the priest joined the ranks of the undead as a vampire. 
  Although he abandoned his mortal life for a subterranean existence 
  forever cloaked in darkness, the haughty aristocrat could not forsake the 
  trappings of wealth. The vampire’s lair exudes style and sophistication 
  unmatched anywhere else within the underground complex. Azraggad’s 
  home resembles a grand estate, but his fealty to Orcus shines through with 
  his macabre décor, diabolic servants, and ingenious methods of inflicting 
  death on trespassers. None is less welcome than the deranged servants of 
  the Frog God, whom he despises more than the saintliest paladin or most-
  righteous do-gooder. To this end, he maintains some periodic contact with 
  the Upper Temple of Orcus on Level 4A, though he is very careful not 
  to leave any trail in his wake, as his isolated abode remains beyond the 
  prying eyes of Tsathogga’s servants. This area is shown on The Last Stand 
  maps 1 and 2 
  Level 4C
  Difficulty Level: Level 6–8
  Entrances: Southern tunnel from Level 4, Area 4-6. Corridor 
  from Level 2, Area 2-10. 
  Exits: Tunnel to Level 5C, Area 5C-14.
  Wandering Monsters: Check once every hour on 1d20.
  Roll
  Encounter
  1–6
  1d3 slithering trackers
  7–20
  No encounter
   
  Detections: Evil can be detected from Areas 4C-9, -12, -17, 
  and -17A. Magic can be detected from Area 4C-15. No 
  light sources are in the rooms and corridors unless otherwise 
  specified in the area’s description.
  Shielding: Inlaid lead shields Areas 4C-10, -11, and -12 against 
  detection magic.
  Standard Features: The walls, floors, and ceilings are made 
  from cut stone. Slime coats the walls, columns, and other 
  features from Area 4C-1 through Area 4C-7 inclusive, causing 
  the areas to be treated as difficult terrain. The walls, columns, 
  and other features in the remainder of this level are dry. Areas 
  on the map noted by a boxed “X” contain a spiked pit trap 
  that requires a successful secret door check or Delicate Tasks 
  roll to detect. The spiked pit is 30ft deep. Creatures who fall 
  into the spiked pit take 3d6 points of damage from the fall 
  and another 1d6 points of damage from the spikes.
  Slithering Tracker: HD 4; AC 5[14]; Atk none; Move 12; Save 13; 
  AL N; CL/XP 6/400; Special: drain fluids, paralysis, transparent. 
  (Monstrosities 435)
  4C-1. Gated Community
  The corridor connecting Level 4 to this one ends in a sturdy iron 
  portcullis. Rat-sized creatures can squeeze through the bars with no 
  effort, but all other creatures cannot. To enter the main passageway, the 
  characters must circumvent the portcullis. In addition to using magical 
  means such as dimension door, teleport, and similar spells to bypass the 
  barrier, adventurers may try to smash through the portcullis with weapons. 
  Inflicting 30hp of damage on the gate breaks it down, in addition to 
  creating a horrendous amount of noise, unless precautions are taken. Of 
  course, the act of repetitively pounding against the bars automatically ends 
  in an encounter with a wandering monster. Alternatively, the character 
  can resort to brute strength to either lift the portcullis or bends its bars 
  without attracting unwanted attention from roaming slithering trackers. 
  Accomplishing this feat requires 2 successful open door checks. 
  The network of corridors beyond the portcullis are painted dark red. 
  Gilded images of leaves and golden crown molding adorn the walls, 
  ceiling, and floor. The faint yet audible tone of a harpsichord echoes 
  through the passageway. The music emanates from behind the door of 
  Area 4C-4. 
  4C-2. Them Bones
  Although a sturdy, wooden door blocks passage into this cramped 
  chamber, a small piece of wood swings freely from a hinge built into the 
  bottom of the door. The cut out is identical to a modern dog or cat door in 
  both size and appearance. On the other side of the door is a bone swarm. 
  Bone Swarm: HD 6; HP 33; AC 5[14]; Atk swarm (2d6); Move 
  12; Save 11; AL N; CL/XP 7/600; Special: immune to cold, resist 
  weapons. (Tome of Horrors 4 211)
  Tactics. Composed of tiny bits of bone culled from the remnants of 
  fallen undead monsters as well as Azraggad’s past victims, the surprisingly 
  intelligent creatures listen intently for any movement or disturbances 
  outside the portal. If they detect living creatures other than the slithering 
  trackers, the pair immediately moves through the swinging door and 
  attack the intruder. Characters who reach the door undetected and open 
  it discover an enormous pile of bones that spill into the adjacent corridor 
  where they coalesce into 2 distinct sheets of bone. The swirling masses of 
  bone fight until destroyed. If they defeat the adventurers, the fallen heroes’ 
  skeletal remains join their motley collective. 
  4C-3. Picture This
  Six portraits of a dashing, handsome man hang from the walls, while 
  a marble sculpture of the same man wearing ornate vestments stands in 
  the center of the room. The portraits depict Azraggad at various stages in 
  his mortal and immortal life. A character who examines the paintings and 
  succeeds on a saving throw notes that the paintings depicting the subject 
  as a young man are disproportionately much older than those showing an 
  aging, yet still youthful man. 
  Treasure. The 6 paintings are worth 200gp each, while the statue has a 
  value of 250gp, though it weighs almost 600 pounds. 
  Level 4C:  
  Last Stand
  
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  4C-4. Ebony and Ivory
  When the characters approach the door, the harpsichord’s melodic tune 
  steadily grows louder. Inside the room illuminated by a continual light spell 
  cast upon a candelabra atop the harpsichord, a skeleton wearing flashy robes 
  flamboyantly plays the musical instrument. The undead servant ignores any 
  interruption and continues playing unless physically restrained from doing 
  so. Azraggad composed the piece as a triumphant march combined with 
  a hymn to Orcus. The skeleton understands any conversations but cannot 
  speak and divulges nothing about its vampiric master. 
  Skeleton: HD 1; HP 5; AC 8[11]; Atk strike (1d6); Move 12; Save 
  17; AL N; CL/XP 1/15; Special: immune to sleep and charm 
  spells.
  Tactics. The undead monster attacks only when attacked. If the music 
  ceases for any reason, the event triggers a magic mouth spell cast on the 
  mirror hanging from the opposite wall. 
  A booming voice declares, “Who dares stop the music?! Curse you 
  trespassers! Damn you to perpetual silence!”
  Treasure. The silver mirror is worth 100gp, while the golden candelabra 
  is worth 200gp. The harpsichord weighs 150 pounds and has a value of 
  500gp.
  4C-5. Reading is Fundamental
  A continual light spell cast within a fireplace illuminates an impressive 
  library. The bookshelves span the length of all 4 walls. Three comfortable 
  chairs arranged into a semicircle surround the fireplace. The leather-
  bound tomes primarily focus on 2 divergent topics: macabre death rituals 
  and trashy romance stories. The subject matter offers a glimpse into 
  Azraggad’s warped mind, but not a useful insight into the perils ahead 
  of the characters. The secret door here is better concealed behind the 
  bookshelf than those in the surrounding area. It takes a successful secret 
  door check at –1 to detect it. 
  Treasure: The 183 books are worth an average of 1d4 gp each or 525 
  gp for the entire collection when sold as a set. 
  4C-6. Slither!
  The slime in the corridor leading to this chamber is so thick that it 
  intermittently drips from the ceiling onto the floor. Indeed, the slick mucus 
  coats every square inch of stone, crossing the adjoining corridor and room 
  requires a successful save to avoid slipping and falling. (Naturally, the 
  slithering trackers are immune to this.) The reason for the proliferation 
  of slime becomes apparent when the characters enter the chamber, as 12 
  slithering trackers roil around the floor, walls, and ceiling. Whatever 
  covered the surfaces prior to their arrival was either scrubbed clean or 
  obscured beneath a layer of slime.
  Slithering Trackers (12): HD 4; AC 5[14]; Atk none; Move 12; 
  Save 13; AL N; CL/XP 6/400; Special: drain fluids, paralysis, 
  transparent. (Monstrosities 435)
  Tactics. The monsters immediately attack intruders and display 
  unmistakable intelligence during their assault. They concentrate their 
  efforts against 1 or 2 adventurers rather than spread out across the room. 
  The slithering trackers fight to the death, and even though their numbers 
  may dwindle, they know reinforcements are continuously on their way as 
  the mysterious cube in neighboring Area 4C-6A regularly discharges new 
  slithering tracker recruits at set intervals.
  4C-6A. Trackers Cubed
  A precisely cut pink crystal is the source of the complex’s slithering 
  trackers. The glowing cube spews out a slithering tracker every minute 
  whenever the number of slithering trackers in the outer room drops below 
  12. Otherwise, the rate slows to one per day. When the cube releases a 
  slithering tracker, it swells for one round and ejects slime, which coalesces 
  into a slithering tracker. 
  Despite it crystalline structure, the cube proves very resistant to physical 
  and magical damage. It takes half damage from acid and weapons, and is 
  immune to cold, fire, and lightning. Any attack that hits the cube during 
  the round when it swells inflicts double damage if the attacker is within 
  5ft of the cube. When the cube is reduced to 0 hp or less (it begins with 
  40hp), the crystal shatters and sprays an acidic goo onto all creatures and 
  objects within 30ft. The viscous material deals 6d6 points of acid damage 
  and paralyzes the creature for 1 minute. A successful saving throw halves 
  the acid damage and negates paralysis. Each round at the end of its turn, 
  the target can make another saving throw. On a success, the character is 
  no longer paralyzed. 
  4C-7. Getting Ahead 
  During his youth, Azraggad spent countless mornings hunting with his 
  father and older brothers, memories he fondly cherishes to this day. To 
  commemorate these precious moments in time, he meticulously preserved 
  the severed heads of his quarry and mounted them onto the walls. These 
  prizes include a grizzly bear, a tiger, a lion, a rhinoceros, a hippopotamus, 
  a buffalo, a moose, and a unicorn. 
  Unicorn Alarm. When a living creature enters the room, the intrusion 
  triggers a magic mouth cast on the unicorn’s head. The decapitated head 
  emits a ghastly, unnerving death rattle for 20 seconds before falling 
  silent. Azraggad programmed the sickening sound to startle and unnerve 
  trespassers as well as to alert the will-o’-the-wisps in Area 4C-8 and the 
  bone swarms in -9 to the presence of intruders.
  4C-7A. Color Scheme
  The corridor connecting Area 4C-7 and -8 contains the clues for the 
  cryptic puzzle found in Area 4C-10. 
  When the characters view the passageway, they see a strange assortment 
  of colored glass crystals imbedded into the walls. One cluster includes 8 
  green crystals, while another has 4 blue crystals. A pair of red crystals can 
  be found near the door, while a lone yellow crystal occupies a niche on the 
  opposite wall. The glass crystals have no monetary value and can easily 
  be removed with a successful Delicate Tasks roll or by cracking a stone 
  prong keeping the crystal in place. Each prong is AC 8[11] and has 5hp.
  4C-8. In the Room,  
  They Come and Go
  When a creature other than Azraggad opens the door, a phantasmal 
  force spell instantly springs into existence. Shadowy, genteel men and 
  women stroll about an exquisitely decorated parlor, laughing merrily as 
  they discuss the gossip of the day. The illusion continues for 5 minutes. 
  The illusory figures largely ignore the intruder while they carry on their 
  conversations, though a few conspicuous individuals turn an eye toward 
  the trespassers and offer formal greetings. A character who physically 
  interacts with the illusion and succeeds on saving throw sees the 
  programmed illusion for what it is. The illusion serves as a distraction for 
  the collapsing floor trap. 
  Floor Trap. The floor here appears as all others, but the “stone” is 
  really a thin layer of glass. The cleverly disguised material holds up well 
  against intense scrutiny, thus it takes a successful secret door check at 
  –1 to detect the ruse. The trap cannot be deactivated or disarmed in any 
  conventional manner, though replacing the floor with solid material would 
  allow characters to safely traverse through the area. The floor supports 
  a weight capacity of 4. A halfling-sized or smaller creature counts as 1; 
  a human-sized creature as 2; and larger creatures as 4. When the floor’s 
  weight capacity is equaled or exceeded, the glass immediately shatters, 
  forcing the creature to succeed on a saving throw or fall into the quicksand 
  beneath the faux floor. 
  
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  Quicksand. Despite its gritty consistency, the quicksand is actually 
  water. A creature who falls into the quicksand sinks 1d4+1ft into the gooey 
  material and is stuck. At the start of each of its turns, it sinks another 
  1d4ft. If the creature is not fully submerged in quicksand, it can escape by 
  succeeding on an open door check. A creature completely submerged in 
  quicksand cannot breathe and is blind. A creature can pull another creature 
  within its reach to safety by succeeding on an open door check with a +1 
  bonus. Although the quicksand impedes the progress of most humanoids, 
  the circumstances offer an ideal hunting opportunity for the chamber’s 
  previously invisible 3 will-o’-the-wisps. 
  Will-o-the-wisps (3): HD 9; HP 32, 40, 22; AC –8[27]; Atk shock 
  (2d6); Move 18; Save 6; AL C; CL/XP 10/1400; Special: lights. 
  (Monstrosities 512)
  Tactics. The monsters hover above the quicksand and pepper restrained 
  targets in the quicksand with their shock attacks. When a character falls to 
  0 hp or less, the undead monsters gleefully feast on the dying creature’s 
  ebbing life force. The wisps never retreat and fight until destroyed.
  Treasure. The corpses of a human, an elf, and a dwarf litter the bottom 
  of the quicksand, but locating the submerged bodies proves extremely 
  difficult. Only a tactile examination of the floor and a successful secret 
  door check can locate one of these bodies. The human wears +1 leather 
  armor and carries a +1 dagger. The elf has a ring of protection +1 and 
  a +1 spear. The dwarf wears plate mail and carries a flawless emerald 
  worth 2500gp. 
  4C-9. Touch and Doh!
  After circumventing the preceding quicksand trap, the complex opens 
  into a long hallway containing 28 stone pillars along the north and south 
  walls. The 2 pillars closest to the entrance (marked with an “S” on the 
  corresponding map) suddenly illuminate, while the others remain dark. 
  Demonic carvings cover the surfaces of these basalt pillars. 
  The western branch of the hallway boasts a diabolic altar chiseled from 
  black-red granite. Bone fragments, dried blood, and mummified tissue rest 
  upon the altar. When a lawfully-aligned creature approaches within 5ft of 
  the altar or any creature or object touches the altar, each of the illuminated 
  pillars releases a pile of bones that fall to the floor and coalesce into 2 
  bone swarms. Each minute thereafter, each of the lit pillars releases 
  another bone swarm until the characters pass through the pillars and leave 
  Area 4C-9 or the characters cast darkness or other magic suppressing 
  the illumination. The bone swarms do not pursue or attack creatures who 
  leave Area 4C-9. Furthermore, if the characters shroud an illuminated 
  pillar in darkness or physically destroy the pillar (they are AC 1[19] and 
  have 60hp), a bone swarm in existence at the time crumbles into a pile of 
  inanimate bones.
  Bone Swarms (2): HD 6; HP 30, 28; AC 5[14]; Atk swarm (2d6); 
  Move 12; Save 11; AL N; CL/XP 7/600; Special: immune to 
  cold, resist weapons. (Tome of Horrors 4 211)
  The other feature of the room is the secret door at the opposite end of 
  the chamber. This hidden portal is also tied to the altar and can be opened 
  only by placing a drop of willingly spilled human blood onto the altar 
  along with a fragment of bone from the same creature (a tooth or finger 
  bone would suffice). When this is done, the magic securing the secret door 
  is suppressed for 10 minutes. Locating the secret door proves far easier 
  than bypassing it, as it only requires a successful secret door check to 
  detect its outline. A detect magic spell identifies the presence of a modified 
  hold portal spell securing the portal. When the spell is removed, the door 
  opens easily. The passage beyond leads to Level 3A, Area 3A-2.  
  4C-10. Color Me Bad
  Eerie, phosphorescent light emanates from 4 oval crystals (red, yellow, 
  blue, and green) placed within 4 vertical, recessed niches at the end of the 
  hallway. The palm-sized crystals appear to fit into the 4 niches on the east 
  wall at the eastern end of the corridor. 
  A bas-relief sculpture accompanies each niche. The top niche is inside 
  of a gaping, bestial mouth. The second is found above a carving depicting 
  a victorious gladiator standing over his fallen foe. The third appears 
  near the bow of a ship carved into the stone. The final niche lies beneath 
  the carving of a man and a building. An arrow sign pointing toward the 
  building is sandwiched between the man and the structure. 
  The carved images and niches relate to the puzzle found in Area 4C-7. 
  Each color corresponds with a related homophone. Thus, there were 8 
  (ate) green crystals, 4 (fore) blue crystals, 2 (to) red crystals, and 1 (won) 
  yellow crystal. The solution is to place the green crystal into the niche 
  within the bestial mouth; the yellow crystal above the gladiator carving; 
  the blue crystal adjacent to the ship carving; and the red crystal into the 
  hold beneath the carving of the man and the building. If the characters put 
  the crystals into the correct positions, the secret door slides open, granting 
  them access to Area 4C-12 for 1 minute. On the other hand, characters 
  who place the crystals into the wrong openings cause the secret door to 
  instead open into Area 4C-11 for 1 minute. However, creatures who enter 
  Area 4C-11, discover a one-way door that prevents them from leaving.
  Secret Door. It takes a successful secret door check to locate the secret 
  door. However, a successful saving throw reveals that the door can be 
  opened only by solving the puzzle. Creatures who attempt to bash the door 
  open hit only solid stone (for no discernable damage). Instead, the door 
  rotates in front of the opening in Area 4C-11 and -12 and then opens into 
  either chamber. 
  4C-11. Nowhere to Run
  Fourteen bodies in varying states of decomposition lie scattered 
  about the floor of this hemispherical chamber. An examination of these 
  corpses along with a successful intelligence check (roll 3d6 below the 
  character’s intelligence score) confirms the victims died from dehydration, 
  malnutrition, and other natural causes instead of trauma. Many also 
  suffered severe injuries on their hands and feet, presumably from trying to 
  pound their way through the door. Azraggad stripped the corpses of their 
  valuable possessions, literally leaving just the clothes on their backs. 
  Creatures attempting to escape must bypass or destroy the door to 
  leave. The door can be disintegrated, or characters can teleport out of the 
  room, but the hold portal cannot be dispelled, and the barrier also foils 
  ethereal travel. 
  4C-12. Decisions, Decisions, Decisions
  Characters who correctly solve the puzzle in Area 4C-10 enter this 
  diabolical chamber. Painted images of demons precariously balanced on 
  scales cover the walls. 
  Although visible, the locked, stone door bearing demonic images 
  cannot be bypassed by any magical means as it is protected by an anti-
  magic shield. Furthermore, a magical effect shields the key against all 
  divination spells.
  Captive #1. A pentagram within a circle drawn onto the floor binds a 
  restrained marilith demon. 
  Marilith (Fifth-Category) Demon: HD 7; HP 41; AC 7[12]; Atk 6 
  strikes (1d2), tail (1d8); Move 12; Save 8; AL C; CL/XP 13/2300; 
  Special: +1 or better magic weapon required to hit, gate 
  (50% of success; roll 1d12 to determine the result [1–3] first-
  category, [4–6] second-category, [7–8] third-category, [9–
  10] fourth-category, [11] sixth-category, [12] a demon lord 
  or demon prince), magic resistance (80%), magical abilities. 
  (Monstrosities 101)
  Magical Abilities: At will—charm person, levitate, 
  polymorph self.
  Captive #2: A fidele angel named Bayazid is chained to the far wall 
  appears to suffer a similar dilemma, yet unlike the gregarious marilith, the 
  incapacitated being appears catatonic. His adamantine chains are immune 
  to all damage. The angel’s incapacitation can be attributed to a curse cast 
  against it and the fact that the key to Area 4C-12A is imbedded inside 
  the angel’s heart. Removing the curse allows the angel to telepathically 
  
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  communicate with the characters. Although the angel is no longer 
  incapacitated, it is paralyzed in this state.
  Bayazid, Fidele Angel: HD 6; HP 27 (currently 2); AC 5[14]; 
  Atk +1 longsword (1d8+1) or +1 longbow (1d6+1) or 2 claws 
  (1d4+1) and beak (1d6+1); Move 18 (fly 18); Save 11; AL L; 
  CL/XP 11/1700; Special: change shape, companion, immune 
  to acid and cold, magic resistance (20%), magical abilities. 
  (Appendix A)
  Development. In addition to physically restraining her, the adamantine 
  shackles prevent the marilith from using her magical abilities. The demon 
  tells the characters her shackles are immune to all damage except from 
  lawful characters. She can still attack creatures within her tail though. 
  Unable to escape her adamantine shackles without the characters’ 
  intervention, the wicked fiend offers the adventurers a bargain. The 
  characters must free her in exchange for the key to Area 4C-12A. Of 
  course, she insists on gaining her freedom before she turns over the key. 
  If the Characters Free the Demon. Naturally, when freed the devious 
  marilith gladly tells the characters where to find the key before she attacks 
  them. 
  Tactics. If she cannot kill the characters without endangering herself, 
  she tries to escape, if possible. Otherwise she fights to the death.
  Gaining the Key. The angel is aware the key lies within his heart. 
  Physically removing the key from the creature’s vital organ automatically 
  kills it. If the characters can devise a nonintrusive way to remove the key 
  without slicing through the angel’s heart, the key can be retrieved without 
  harming him. For instance, a character could run a catheter-like device 
  through an artery or vein and retrieve the key in that manner. Alternatively, 
  the adventurers could use a clairvoyance spell to see into the angel’s heart, 
  and a teleport spell to transport the key out. 
  If the characters successfully remove the key without killing the fidele, 
  and free him from his shackles, Bayazid resumes acting normally and 
  the feeblemind spell ends. (The key, rather than the shackles, paralyzes 
  him; removing the shackles without removing the key ends the curse.) 
  Bayazid explains that the vampire Azraggad imprisoned him centuries 
  ago, but not before he forced the grieving angel to watch him slay his 
  beloved partner. The angel agrees to heal any injured characters as well 
  as accompany them for his revenge against Azraggad. On the other hand, 
  lawful characters who dealt damage to or attacked Bayazid are in turn 
  cursed. The character takes 1d6 points of damage at the beginning of each 
  of its turns until the character succeeds on a saving throw at –4. The same 
  character cannot suffer the same curse again for 24 hours.
  Story Award. If the characters recover the key without having to 
  fight or kill the marilith, they do not gain experience for defeating the 
  marilith, but are entitled to at least some XP reward for their efforts. At 
  the Referee’s discretion, it is acceptable to award up to 1000 XP for an 
  ingenious solution to the dilemma or 500 XP for a passable, yet lucky 
  resolution.
  4C-12A. Stairway to Hell
  The doorway opens to stairs made from bony femurs, tibias, and radii 
  harvested from numerous humanoids. Sticky, blood red paint coats the 
  walls and ceiling as red globules periodically drip from the ceiling onto 
  the floor. Despite the unsettling appearance and implications, the crimson 
  liquid is paint, not blood. The stairway descends to Area 4C-13.  
  4C-13. Misty Stairway Hop
  Billowing mist fills the corridor beyond the stairs, leaving the entire 
  passageway heavily obscured. A solitary ghostwalk spider patrols the 
  hall hoping to encounter the rare intruder. 
  Ghostwalk Spider: HD 7; HP 36; AC 4[15]; Atk bite (2d6 plus 
  poison); Move 18 (climb 18); Save 9; AL C; CL/XP 11/1700; 
  Special: darkvision 60ft, ghostwalk, lethal poison (save or die), 
  snare. (Appendix A)
  Tactics. While in ghostwalk form, the large, pale white spider passes 
  through the door without opening it. The monster is not blinded while 
  immersed in the fog. The monster attacks intruders on sight and fights 
  until destroyed. 
  Although characters normally try to avoid the pit traps scattered 
  throughout the complex, the pit appearing near the portcullis offers the 
  only means of reaching the section of corridor leading to Area 4C-15. 
  The portcullis and the passage beyond it can be found at the bottom of the 
  preceding spiked pit. 
   
  4C-14. The Doors
  With no obvious, logical place to proceed further in Area 4C-13, the 
  resident vampire designed this room to befuddle intruders and confound 
  Tsathogga’s priests if they get this far. 
  False Doors and Trap. The room contains nine false doors. The doors 
  lead nowhere and are intended to frustrate explorers. Opening any of these 
  doors triggers a magical trap. If the trap is triggered, the magical runes 
  deal 5d8 points of acid, cold, fire, or lightning damage (roll randomly) to 
  all creatures in a 20ft radius sphere centered on the door. Any character 
  who succeeds on a saving throw takes half damage.  
  4C-15. Thou Must Pass
  In keeping with his upscale presentation, Azraggad has three table 
  games of chance awaiting his opponents. The first table is a blackjack 
  table, the second table is a craps table, and the third table is a roulette 
  table. When the characters approach each table, the dealer, a herald of 
  darkness (3 in all), gives them 3 bone coins, which the characters are free 
  to distribute among themselves as they see fit. (A different set of coins 
  is given for each game.) The statuesque, beautiful fiend wearing attire 
  glittering with dark light and basking in an aura of pale green fire monitors 
  the game and arbitrates its rules. 
  Heralds of Darkness (3): HD 5; HP 30 each; AC 4[15]; Atk 
  shadow sword (1d6+2) or corrupting touch; Move 12 (fly 
  18); Save 12; AL C; CL/XP 8/800; Special: corrupting touch, 
  immune to cold, lightning, paralysis, poison, shadow form. 
  (Appendix A)
  Blackjack. When one or more characters place at least 1 coin onto the 
  blackjack table, the dealer gives each active player 2 cards. Follow each 
  
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  Rappan Athuk
  game’s standard rules, including the dealer stands on all 17s and higher, 
  doubling down, and splitting pairs, but players cannot buy insurance and 
  blackjack pays 2-to-1 instead of the standard 3-to-2 odds.
  Craps. At the craps table, only the shooter can bet on the outcome of 
  the game and that player can bet only on the pass line. The croupier gives 
  the dice to the character when he or she places 1 or more coins on the pass 
  line. The adventurer also cannot lay odds on his pass line bet. In craps, a 
  roll of 7 or 11 on the game’s opening or “come out” roll wins the pass line 
  bet. A roll of 2, 3, or 12 on the game’s opening roll loses. If the shooter 
  rolls a 4, 5, 6, 8, 9, or 10, the shooter must roll that number again (referred 
  to as the “point”) before rolling a 7 to win the pass line bet. Rolling a 7 
  before rolling the point loses. The payout for a successful pass line bet is 
  even money. 
  Roulette. When 1 or more characters place at least 1 coin onto the 
  roulette table, the croupier spins the wheel. (If you do not have a roulette 
  wheel, you may use an online program to simulate one or a standard 
  deck of playing cards. For the purposes of this game, count out 38 cards 
  ensuring there are 18 black cards, 18 red cards, 18 even-numbered cards 
  and 18 odd-numbered cards, as well as 2 jokers.) The adventurers may bet 
  only on black or red, and odd or even, which pay even money.
  Tactics. The characters cannot start a new game until they finish their 
  current game. Thus, if the characters are in the middle of a blackjack 
  game, the croupiers at the craps and roulette table refuse to give them their 
  starting coins. Whenever the characters accumulate 5 bone coins in an 
  individual game, the characters win the challenge and that dealer/croupier 
  immediately vanishes into nothingness. If the characters lose all their 
  coins, that dealer/croupier and any remaining dealers/croupiers attack 
  them. When the characters win 2 games, destroy 2 dealers/croupiers, or 
  any combination thereof, the secret door leading into Area 4C-16 opens. 
  When the adventurers win the final game, or destroy the last dealer/
  croupier, the secret door to Area 4C-17 opens. The bone coins instantly 
  crumble into dust when transported out of this room.
  Story Award. If the characters win any game of chance, award them 
  XP equal to defeating a herald of darkness.    
  4C-16. Block and Tackle
  Because of Azraggad’s ability to assume gaseous form, his protective 
  measures pose no danger to him, though treasure hunters prove less fortunate. 
  Block Trap. The sinister crushing block trap consists of 4 movable 
  blocks of stone that slide across the floor in a set interval. Block A moves 
  west to east and vice versa from the far wall up to the entrance. Block 
  B moves from west to east until it collides with Block C at the midway 
  point, where it then moves from east to west. Block C moves along an 
  east to west track until it strikes Block B and then moves from west to 
  east, though it moves faster than Block B. Block D moves slowly from 
  west to east until it hits the east wall, which causes it to move from east to 
  west though it always stops short of the treasure cache in the southwestern 
  corner. Negotiating the correct path requires split-second timing. The 
  character must closely follow Block A while it retreats from east to west. 
  When the character reaches the small gap between B and C, he or she 
  must enter the void between the two. When the character first enters the 
  void, Block D is closer to the west wall, so a character who leaps in front 
  of Block D faces its eastern side. A character in this predicament must 
  make a successful saving throw or get squashed against the east wall by 
  Block D or a retreating Block B. On a failed save, the character takes 10d6 
  points of damage and is stuck until the beginning of their next turn when 
  the block moves again. On a success, the character escapes and appears 
  in front of Block A.
  Trap Solution. The correct solution is to wait for Block D to pass by 
  the rapidly closing gap and slip in behind Block D on its west side as it 
  moves past. However, accomplishing this feat demands precise timing. 
  The character must make a saving throw. On a failure, the character 
  waited too long and gets crushed by Blocks B and C, taking 10d6 points 
  of damage and is stuck until the beginning of their next turn. The blocks 
  then separate, and the character is free to slip past Block D without 
  harm. If successful, the character reaches the treasure cache unharmed. 
  A character can increase their chance of success by observing the pattern 
  before leaping into the gap. There is no realistic chance of being harmed 
  by Block A, so if the character observes at least 1 cycle, the adventurer 
  gains a +1 bonus on the saving throw. In addition to gaining a bonus on 
  saves, a character who observes 3 or more cycles also discerns the correct 
  path to take to reach the treasure.
  Of course, the characters may employ alternate means of bypassing this 
  trap. If the characters wedge an object between 1 or more blocks or a 
  wall, the blocks automatically hit the object and deal the same amount 
  of damage they deal to characters. If the object withstands the damage, 
  the ploy works, though the object is unlikely to endure a second collision 
  with the blocks. Characters may also try to use brute force to hold back 
  1 or more blocks. Unfortunately, the feat proves beyond the reach of all 
  but the most herculean of creatures. It takes a successful open door check 
  with a –5 penalty to impede the progress of a block each round. The block 
  resumes its normal cycle when the creature fails its open door check.  
  Treasure. An open gilded wooden box akin to a coffin in the 
  southwestern corner of the room contains 3012gp, and 623sp. There is 
  also a potion of gaseous form, a potion of healing, a wand of cold, and 
  horseshoes of speed. 
  4C-17. Defanged
  The sly Azraggad built this false lair to dissuade vampire hunters and 
  Tsathogga’s followers from searching beyond this chamber. An empty 
  white marble coffin occupies the center stage in this stately mausoleum. 
  Four bronze candleholders imbued with continual flame spells illuminate 
  the chamber. 
  In this gallows humor drama Bartholomew Ragusovitch, the red jester, 
  serves as the vampire’s understudy. 
  Red Jester: HD 12; HP 47; AC 2[17]; Atk +2 mace of merriment 
  (1d6+1) or jester’s deck; Move 9; Save 3; AL C; CL/XP 14/2600; 
  Special: fear cackle, jester’s deck, merriment. (The Tome of 
  Horrors Complete 457)
  Tactics. Attired in a motley fool’s costume, the skeletal abomination 
  ridicules the rigors of life with mocking one-liners. During combat, he 
  makes off-color remarks including the following and some other ghoulish 
  remarks of your choice:
  “Take my life … please.”
  “I’m dying here.” 
  “This conflict is killing me, but you first.”
  “I’m a soulless man.”
  When he seriously wounds a character, he proclaims, “You need a 
  grave man good sir (or madam). Wait, that’s me.” If he kills a character, 
  the boastful Bartholomew shouts, “Alas, another one bites the dust. I’m 
  deadlier than mercury.”
  Bartholomew relies predominately on his fear cackle and attacks his 
  foes physically after discharging his deck. The grim jester fights until 
  destroyed. As one of Orcus’ few amusing creations, Bartholomew can be 
  permanently destroyed only if the characters slay him while he is prone 
  (Orcus granted him his deathly reward after accidently breaking his neck 
  in a pratfall.) Otherwise, Orcus restores him to undeath 1d20 days later in 
  another section of this dungeon, such as Level 4A.
  Treasure. The marble coffin is worth 2500gp, though it weighs a 
  staggering 1000 pounds. The 4 bronze candleholders forged in the likeness 
  of an upright lion are worth 100gp each. 
  4C-17A. Azraggad’s Lair
  Foul images of a 2-legged goat beast cover the corridor’s walls. A 
  successful intelligence check (roll 3d6 below the character’s intelligence) 
  identifies Orcus as the frescoes’ subject. 
  Secret Door. The secret door built into the south wall proves extremely 
  challenging to locate. It takes a successful secret door check at –2 to spot 
  it because the only sign of its presence are 4 miniscule holes allowing 
  Azraggad to pass into and out of the corridor in gaseous form. Opening the 
  door presents its own difficulties as it takes a successful open door check 
  at –1 to force open the long-sealed portal or a successful Delicate Tasks 
  
  51
  LEvel 4C: Last Stand
  roll to find and activate a rusting spring mechanism.
  The Lair. The cultured vampire’s lair is an ostentatious display of 
  wealth and style. Moldy dirt surrounds a mahogany coffin with gold 
  inlays. Melodic notes emanate from 3 skeletons playing violins in the far 
  corner. Dressed in a robe befitting a king, Azraggad, the vampire, holds 
  a quill pen while he stands behind a cherry wood desk. He appears deep 
  in thought as he gazes down upon a new musical composition atop the 
  desk, a decades-long attempt seeking to impress the Conductor on Level 
  5C. The piece titled “Lamentations of Eternity” is a melodramatic dirge 
  displaying remarkable depth and talent. An onyx sculpture of the same 
  goat-like being embedded into the frescoes in the antechamber outside his 
  lair faces the entrance. Once again, the characters can identify the figure as 
  Orcus with a successful intelligence check (roll 3d6 below the character’s 
  intelligence). 
  Azraggad, Vampire Cleric of Orcus (9HD): HD 9; HP 52; AC 
  2[17]; Atk 1 bite (1d10 + level drain); Move 12 (fly 18); Save 
  6; AL C; CL/XP 12/2000; Special: immune to non-magic 
  weapons, only killed in coffin, regenerate (3/round), gaseous 
  form, shapeshift, summon rats or wolves, charm gaze, drain 2 
  levels with hit, spells (2/2/1/1). (Monstrosities 498)
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person x2; 3rd level—cause disease; 4th 
  level—cause serious wounds.
  Tactics. Azraggad summons swarms of rats to his aid. In addition to his 
  vampire abilities, he also wields an arsenal of cleric spells, which he uses 
  to strengthen himself and weaken his foes. The vampire shies away from 
  melee combat. He prefers charming his adversaries while keeping them 
  at more than arm’s length from him. He also excels at planning. Although 
  the coffin in his chamber bears the hallmarks of nobility, his true coffin 
  lies in Area 4C-18 beyond this room where his wight minions await in the 
  Temple of Orcus. As in the case of the secret door leading to this room, 
  the fleeing undead monster seeps through the cracks beneath this door, the 
  secret door past this one, and the door beyond that one. 
  Treasure: The musical composition is worth 50gp, and the 3 violins 
  are worth 25gp each. Although the 150-pound coffin, worth 500gp, is not 
  Azraggad’s final resting place, he kept 1512gp inside of it along with 6 
  shards of obsidian worth 50gp each and 2 chunks of onyx worth 50gp 
  each. The onyx statue of Orcus demonstrates tremendous artistic quality. 
  It weighs 800 pounds and is worth a staggering 5000gp. Likewise, the 
  cherry wood desk weighs 100 pounds, yet it is worth 500gp. In addition 
  to these monetary treasures, Azraggad also stores boots of flying inside 
  his coffin. 
  4C-18. Temple of Orcus
  An altar crafted from a massive dragon’s skull acts as the temple’s 
  desecrated ground. Hundreds of humanoid bones, including several 
  humanoid skulls, sit atop its surface, where it rests upon an elevated dais 
  encircled within a pentagram mosaic embedded onto the black tile floor. 
  If Azraggad retreated to the temple, he recovers inside the confines of the 
  skull, which doubles as his coffin. To ensure his safety, 3 wights, 2 human 
  males and a half-elf female, take up defensive positions around the altar. 
  Wights (3): HD 3; HP 10, 16, 13; AC 5[14]; Atk claw (1hp plus 
  level drain); Move 9; Save 14; AL C; CL/XP 6/400; Special: 
  drain 1 level. (Monstrosities 510)
  Tactics. The vampire’s minions lack his offensive firepower and 
  versatility. Ideally, they must concentrate their melee attacks on one 
  individual when the opportunity presents itself. 
  Altar. The altar benefits from a modified protection from good spell, 
  though the spell extends to the full confines of the room. In addition, the 
  spell grants worshippers of Orcus 50% resistance to fire. Furthermore, 
  any creature other than a fiend or undead who touches the altar takes 1d6 
  points of damage. Despite its potent magic, the altar offers little resistance 
  against physical damage. Destroying the altar (AC 4[15], 20hp) does not 
  dispel the protection from good spell. However, creatures no longer take 
  damage from touching the altar and adventurers gain easy access to the 
  recovering Azraggad. The altar also conceals a secret door beneath it. 
  It takes a successful secret door check to locate the hidden portal and a 
  successful open door check to open it. The tunnel underneath the altar 
  leads to Level 5C, Area 5C-14. Azraggad uses the tunnel to confer with 
  the Conductor on musical matters. 
  Treasure: Naturally, Azraggad keeps his prized possessions safely 
  tucked within the confines of his dragon coffin. They include a golden 
  votive statue worth 1500gp, a scrimshaw talisman worth 1000gp, a pouch 
  containing 6 garnets with 100gp each, and a fire opal worth 100gp.     
  
  52
  Rappan Athuk
  This level incorporates three-dimensional travel in a series of tubes and 
  an extended maze. If characters can navigate the maze and find its hidden 
  secret, they may eventually stumble upon a great repository of musical 
  knowledge (and a lich, who are we kidding!) This area is on the Syanngg 
  a Song, Side View, and Labyrinth maps.
  Level 5C
  Difficulty Level: Level 10–12
  Entrances: Secret door from Level 5, Room 5-4. 
  Exits: Tunnel from Area 5C-14 to Level 4C, Area 4C-18.
  Wandering Monsters: Check once every hour on 1d20: 
  Roll
  Encounter
  1
  1 animated object 
  2
  1 syanngg
  3
  3d6 shadow rats
  4
  1d3 wraiths
  5–20
  No encounter 
  Detections: Minor evil emanates from within Area 5C-5.
  Shielding: Areas 5C-12 to -15 are shielded with magical 
  wards and lead. No magical scrying or detection spells work 
  in those areas. 
  Standard Features: The floors and ceilings are carved and 
  smooth. Doors require standard checks to open and are 
  unlocked, unless otherwise noted. 
  Animated Object, Book: HD 1; AC 8[11]; Atk slice (1d3); Move 
  0 (fly 9); Save 17; AL N; CL/XP 1/15; Special: vulnerable to fire. 
  (Monstrosities 13)
  Shadow Rat: HD 1; AC 3[16]; Atk bite (1d4 plus 1d3 strength); 
  Move 15 (climb 9); Save 17; AL N; CL/XP 4/120; Special: 
  disease, incorporeal, shadow blend, strength damage, 
  surprise (1–3 on 1d6). (The Tome of Horrors Complete 454)
  Syanngg: HD 8+20; HP 77; AC 2[17]; Atk up to 6 heads (1d4); Move 
  6; Save 7; AL C; CL/XP 14/2600; Special: magical ability from each 
  head, magic resistance (25%). (Monstrosities 464)
  Magical Abilities: 1—slow (range 40ft); 2—lightning bolt 
  (5d6, range 60ft); 3—dispel magic (level 12, range 40ft); 
  4—flesh to stone (range 30ft); 5—hold monster (range 
  30ft, duration 3d6 turns); 6—charm monster (range 20ft).
  Wraith: HD 4; AC 3[16]; Atk touch (1d6 plus level drain); Move 
  9 (fly 24); Save 13; AL C; CL/XP 8/800; Special: level drain (1 
  level), magic or silver weapon to hit. (Monstrosities 518)
  5C-1. Entrance 
  This chamber can be accessed only by a special door in the cave east 
  of Area 5-4. A successful search for secret doors reveals a wide drawer 
  that can be pulled out from the cave’s southern wall. The drawer is empty. 
  At 6ft wide and 3ft deep, it is large enough to accommodate human-sized 
  characters. Anyone climbing into the drawer automatically activates a 
  mechanism that causes the drawer to roll slowly shut. Moments later, the 
  character is deposited safely into Area 5C-1. The drawer may be used in 
  this manner repeatedly, delivering the characters one at a time. However, 
  this is a one-way trip. Anyone passing through this secret door cannot re-
  turn to Area 5-4. In fact, escape from Level 5C is now impossible unless 
  using the magical portal on the south side of the maze at Area 5C-6. The 
  characters must navigate the maze to leave this place. Fortified by potent 
  magic, the drawer cannot be damaged by any means.
  Other than multiple exits, the room contains nothing of note. There are 
  no light sources, so characters without adequate means of illumination 
  find themselves in utter, but natural, darkness. 
  5C-2. Vacancy
  This is an empty and unused chamber. The door on the south wall is false. 
  5C-3. The Up Chute
  The doors at the north end of this 15ft x 20ft room are false, meant 
  only to lure travelers to the gravity trap marked by an X on the map. At 
  that point, a powerful reverse gravity spell causes the characters to fall 
  up through a trapdoor in the ceiling and plunge upward through a chute. 
  Refer to the Side View Map. At the 120ft mark, the chute bends like a 
  pipe, sending the character hurtling horizontally to the point marked B on 
  the diagram where normal gravity resumes, causing the helpless victim to 
  fall 55ft to the floor at C in Area 5C-5. Falling to the floor in Area 5C-5 
  inflicts 5d6 points of damage.
  5C-4. The Down Chute
  An empty oaken chest and a false door in this small 10ft x 10ft room 
  are empty, meant only to lure travelers to the gravity trap marked by an X 
  on the map. At that point, a pit trap opens beneath their feet, causing the 
  characters to plunge down into a chute. At the 10ft mark, the chute bends 
  like a pipe, sending the character hurtling horizontally to the point marked 
  E on the diagram, where a reverse gravity spell takes effect, causing the 
  helpless victim to sail 90ft up to the ceiling at F in Area 5C-5. Falling to 
  the ceiling in Area 5C-5 inflicts 9d6 points of damage.
  5C-5. The Gravity Master
  There are two entrances to this chamber, both of which are gravity flues. 
  This oddly put-together chamber features no furniture on the floor; indeed, 
  everything is made to be accessible by an entity that floats, rather than 
  walks. A semicircular sleeping nook is located halfway up one wall. Racks 
  of weird tools — designed to be held in the mouth — are hung at similar 
  elevations. Instead of books, 2 shelves contain hexagonal metal plates em-
  bossed with the characters of an intricate written language. A round steel 
  door, 6ft in diameter, is tightly sealed. This valve-like door leads to the 
  maze at Area 5C-6, but it cannot be opened unless the levers at A and D 
  are pulled. These levers cannot be activated unless the characters possess 
  Level 5C:  
  Syanngg a Song
  
  53
  LEvel 5C: Syanngg a Song
  
  54
  Rappan Athuk
  
  55
  LEvel 5C: Syanngg a Song
  means to fly, or if they successfully use pitons and rope to make the diffi-
  cult climb. These levers release the locks on the circular door.
  The most interesting thing about this room is the bisected gravity plane. 
  Refer to the Side View Map. The ceiling is 20ft high. At the 10ft mark, 
  gravity flips so that some of the characters can walk on the floor, while 
  others are simultaneously walking on the ceiling. Anyone who climbs up 
  and crosses the plane immediately falls as the opposite gravity takes over, 
  sustaining 1d6 points of damage. The round steel door is on the lower half 
  or “floor” of the room, on the east wall.
  The entity who has devised this gravity trap is a syanngg that calls itself 
  Ixtakrys (ICKS-ta-criss). A floating mass of deadly eyestalks, Ixtakrys has 
  found this place to be a refuge where it can usually avoid unwanted visi-
  tors. Whenever it isn’t exploring and hunting where the Cyclopean Deeps 
  intersect around Rappan Athuk, the syanngg returns here to rest. Ixtakrys is 
  chaotic and greedy but also highly intelligent. It doesn’t attack without first 
  assessing its opponent. This gives opportunistic characters a chance to avoid 
  conflict when Ixtakrys floats into the room to confront them.
  Ixtakrys, Syanngg: HD 8+20; HP 77; AC 2[17]; Atk up to 6 heads 
  (1d4); Move 6; Save 7; AL C; CL/XP 14/2600; Special: magical ability 
  from each head, magic resistance (25%). (Monstrosities 464)
  Magical Abilities: 1—slow (range 40ft); 2—lightning bolt 
  (5d6, range 60ft); 3—dispel magic (level 12, range 40ft); 
  4—flesh to stone (range 30ft); 5—hold monster (range 
  30ft, duration 3d6 turns); 6—charm monster (range 20ft).
  Motivation: Ixtakrys wants gold and treasure. If it can convince the 
  characters to part with such things (the exact amount depends on the afflu-
  ence of the Referee’s campaign world), it divulges one piece of local lore 
  they might find useful. For each such offering made, 1 more increment of 
  knowledge is gained:
  The only way to return to Rappan Athuk from here is to pass through 
  a maze.
  The round door to the maze can be opened only if levers A and D are 
  activated.
  Undead patrol the maze, which leads to a magical portal.
  The maze contains a false wall (see The Illusory Wall).
  Tactics: If the characters immediately attack, the syanngg responds 
  in kind. Ixtakrys understands the danger that adventurers represent and 
  tries to avoid instant confrontation. Though powerful, the syanngg has a 
  keen sense of self-preservation. Unable to speak in the common tongue, 
  Ixtakrys communicates by drawing words on the floor with its tentacles 
  and ink. The characters can read these words and respond as they see fit; 
  the syanngg fully understands the characters but lacks the vocal appara-
  tus to reproduce their sounds. Ixtakrys uses its paralysis ray at obvious 
  spellcasters while simultaneously bombarding others with its offensive 
  powers. If pressed, it attempts to float upward, getting beyond the reach of 
  anyone incapable of flight. Once out of immediate danger, it floats away 
  to contemplate revenge.
  Treasure: The syanngg has secreted its treasure in a hidden gravity 
  well. A successful search for secret doors along the gravity plane at the 
  10ft mark reveals a circular outline, in the center of which is a small 
  notched groove. The syanngg uses one of the specialized mouth-held tools 
  on a nearby rack to grab this groove and pull out a heavy stone plug that 
  caps its treasure cache. Beyond this cap is a weightless cavity, in which 
  float the following items:
  • 3284gp
  • 8302sp
  • 2d6 gems each worth 1d4 x 100gp
  • small blackened sphere (when thrown, it explodes as a fireball for 
  9d6 points of damage)
  • scroll of protection from undead 
  5C-6. The Labyrinth
  The syanngg has created a maze in its own image. Instead of straight 
  corridors and predictable right angles, the labyrinth is designed to match 
  its own alien shape and conform to its own movement patterns. Visitors 
  unfamiliar with syanngg philosophy may find the maze daunting; indeed, 
  it is meant to confound visitors. If the characters successfully pass through 
  the maze, they exit on the south side and find themselves at The Portal.
  Defeating the Maze: Refer to the Maze Map. The Referee may find 
  it challenging to adjudicate the characters’ actions in the maze given the 
  need for constant descriptions of various distances and directional op-
  tions. Likewise, after several minutes of going left, right, northeast, or 
  southwest, the characters might also grow weary of the tedious process. 
  At this point, the Referee can present the players with a printed copy of the 
  maze, allowing them to “draw” their route through the winding corridors. 
  Every minute of time spent with the printed copy equals 1 hour of game 
  time, as the characters are assumed to be wandering the maze. Each hour, 
  there is a 75% chance of an encounter (roll 1d6):
  Roll
  Encounter
  1
  2d4 shadow rats
  2
  1 wraith
  3
  1d4 feral undead cats
  4
  1d3 shadows
  5
  1 specter
  6
  1 will-o’-the-wisp
  Feral Undead Cat: HD 1d4 hp; AC 8[11]; Atk 2 claws (1hp); 
  Move 12; Save 18; AL C; CL/XP B/10; Special: paralyzing 
  scratch (after first 3 hits). (Monstrosities 57)
  Shadow: HD 2+2; AC 7[12]; Atk touch (1d4 plus strength drain); 
  Move 12; Save 16; AL C; CL/XP 4/120; Special: drain (1 point 
  strength with hit), magic weapons to hit. (Monstrosities 418)
  Shadow Rat: HD 1; AC 3[16]; Atk bite (1d4 plus 1d3 strength); 
  Move 15 (climb 9); Save 17; AL N; CL/XP 4/120; Special: 
  disease, incorporeal, shadow blend, strength damage, 
  surprise (1–3 on 1d6). (The Tome of Horrors Complete 454)
  Specter: HD 6; AC 2[17]; Atk spectral weapon or touch (1d8 
  plus level drain); Move 15 (fly 30); Save 11; AL C; CL/XP 9/1100; 
  Special: level drain (2 levels with hit), magic weapons to hit. 
  (Monstrosities 445)
  Will-o’-the-wisp: HD 9; AC –8[27]; Atk shock (2d6); Move 18; 
  Save 6; AL C; CL/XP 10/1400; Special: lights. (Monstrosities 
  512)
  Wraith: HD 4; AC 3[16]; Atk touch (1d6 plus level drain); Move 
  9 (fly 24); Save 13; AL C; CL/XP 8/800; Special: level drain (1 
  level), magic or silver weapon to hit. (Monstrosities 518)
  The Illusory Wall: An unremarkable section of the maze wall is a 
  powerful illusion. Unless the characters state that they are specifically 
  searching this exact wall, they have no chance of detecting the illusion 
  and discovering Area 5C-7 and beyond. If they successfully exit the maze 
  on the south side, they can pass through a portal to return to Rappan Athuk 
  at Area 5-4 without ever locating the library and its undead custodian. 
  However, Ixtakrys the syanngg might elect to assist the characters and 
  inform them of this hidden passage, as indicated above.
  The Portal: A silvery membrane fills an archway on the southern side of 
  the labyrinth. This is a magical teleportation device. Anything passing through 
  this gateway is immediately transported to Area 5-4 in Rappan Athuk.
  5C-7. The Missing Tile
  Beyond the illusory wall, a short flight of stairs leads down to a non-
  descript hallway located beneath the labyrinth. This short hall connects to 
  a 4-way intersection. The hall is not illuminated, so the characters must 
  bear their own light sources. Embedded in the floor in the middle of the 
  
  56
  Rappan Athuk
  
  57
  LEvel 5C: Syanngg a Song
  intersection is the outline of a triangle, about 6in across. An impression 
  in the stone indicates that something is supposed to fit there, perhaps a 
  triangular-shaped tile. However, the tile is missing. There is nothing else 
  here. The intersection is empty, with no clues to be found.
  If the characters replace the various components and reconnect the tile, 
  refer to Area 5C-11.
  5C-8. Flesh and Stone
  The floor of this room is a sunken pit, 10ft deep. A steel ladder leads 
  down into the pit. Waiting solemnly against one of the pit’s walls is a bat-
  tered stone golem, its huge fists permanently clenched, its thick granite 
  body chipped from countless conflicts. In the center of the golem’s fore-
  head is 1 of the 3 fragments required to complete the tile in Area 5C-7. 
  The only means of removing the fragment is by defeating the golem in 
  physical combat.
  A force field over the pit prevents all non-living matter from entering; in 
  addition to equipment, this also includes holy symbols, magic items, and 
  material components. A man clad in armor could walk across the top of the 
  pit, suspended by the invisible barrier. Should he remove his armor, gear, 
  and weapons, he would fall naked into the pit, in which case the golem 
  immediately animates and attacks. Particularly stalwart characters might 
  opt to face the golem in this manner, mano a mano, but there is another 
  option: down in the pit, opposite the stone golem, is a motionless flesh 
  golem, a 7ft automaton of stitched-together and mismatched body parts. 
  The flesh golem wears an iron band around its head. A matching iron band 
  rests just inside the room’s doorway. Anyone donning this control device 
  immediately “sees” through the golem’s eyes and controls its body. In 
  effect, the wearer becomes the flesh golem and may engage the stone go-
  lem to secure the tile segment. A stone golem is naturally more powerful 
  than its flesh-made counterpart, so the wearer may have to be cunning in 
  combat to assure success. Optionally, the wearer may work in concert with 
  other characters who elect to disrobe and fight the stone golem as a team. 
  Note that these special golems lack immunity to non-magical weapons, so 
  they can be injured by all standard, unarmed attacks.
  Flesh Golem: HD 8; HP 40; AC 9[10]; Atk 2 fists (2d8); Move 
  8; Save 8; AL N; CL/XP 12/2000; Special: healed by lightning, 
  immune to most magic. (Monstrosities 219)
  Stone Golem: HD 15; HP 60; AC 5[14]; Atk fist (3d8); Move 6; 
  Save 3; AL N; CL/XP 16/3200; Special: immune to most magic. 
  (Monstrosities 222)
  5C-9. Fire and Water
  Steam rolls out from this room, confronting the characters well before 
  they enter. The steam is warm but not uncomfortably so. It reduces visibil-
  ity to 5ft. Inside the room, the steam is even thicker, so that it’s impossible 
  to see more than 1ft in any direction. Waving shields or other suitable 
  objects momentarily clears the steam and restores vision to 5ft, enabling 
  the characters to make sense of the room as they investigate it.
  Two piles of magically heated stones beneath the floor create the steam. 
  An underground creek has been diverted across the stones, causing great 
  sheets of steam to billow up through a pair of vents in opposite corners. 
  Each vent is 5ft x 5ft. The steam can be contained if these vents are some-
  how covered. Many other means, both magical and mundane, exist for 
  dealing with the steam. But the characters will need to clear enough of it to 
  allow them to read a moisture-covered steel placard mounted to a column 
  in the middle of the room:
  In the fog I woke to find
  I’d lost the thing I sought.
  I searched the room around me
  but all was done for naught.
  I wept a tear for lovers
  lost and all I’d left undone.
  Bound to fate I turned around
  to face the rising sun. 
  For three full days I stumbled
  toward a destiny unknown.
  Wayward path I must make right
  and walk one more day alone.
  To the stars I reach my hand
  and seek what can’t be seen.
  Close my fingers in the air
  and find what’s in between.
  This poem indicates how the characters can discover one of the 3 tile 
  pieces required to complete the triangle in Area 5C-7. From the column 
  in the center of the room, they should turn to the east (“face the rising 
  sun”) and take 3 steps (“three full days I stumbled”), then turn to the right 
  (“wayward path I must make right”). At that point, they should lift a hand 
  (“to the stars I reach my hand”). Hanging invisibly from the ceiling by a 
  harpy’s hair is one of the 3 tile segments. It dangles 1ft from the ceiling 
  and 7ft from the floor, so that it goes unnoticed during a search unless one 
  of the characters follows the plaque’s instructions and reaches up to find it.
  5C-10. Shadow and Dust
  Standing at the back of this room, opposite the doorway, is a 7ft-tall 
  figure in a tattered black robe, its deep cowl revealing a void where its face 
  should be. The figure has no hands yet holds a balance in front of it. On 
  one of the balance’s trays is a pile of dust. On the other tray is one of the 
  3 fragments of the missing tile from Area 5C-7.
  This unmoving figure is a manifestation of Death. If the balance of its 
  scales is disrupted, it attacks. To retrieve the tile shard without provoking 
  Death, the characters will need to find a creative solution for ensuring that 
  equilibrium is maintained. The possibilities are manifold but include at 
  least two obvious options:
  The Fast Swap: The characters can guess the fragment’s weight by 
  rolling 4d6 below their intelligence, unless they already possess a frag-
  ment, in which case no check is required. If they use an item of equal 
  
  58
  Rappan Athuk
  weight to the tile, rolling 4d6 below their dexterity allows them to grab the 
  tile piece and rapidly replace it without inciting Death.
  The Support Structure: The characters can rig a support of some kind 
  below the dust tray so that it doesn’t sink when the shard is removed. If the 
  Referee deems that the characters have given this apparatus enough time 
  and consideration, it works on a successful save.
  Death: HD 8; HP 40; AC –5[24]; Atk invisible claw (2d10); Move 
  9; Save NA (always succeeds in saving throws); AL C; CL/XP 
  17/3500; Special: magic resistance (100%), always strikes last, 
  never misses, anyone slain by Death cannot be restored to 
  life by less than a wish.
  Tactics: Death always attacks last in any combat round but never miss-
  es. It strikes methodically and without malice or sound. If the characters 
  flee, Death pursues. Those killed by Death are permanently destroyed. 
  5C-11. The Cylindrical Staircase
  When the third and final shard is placed in the impression in the floor 
  and the triangular tile is restored, a spiral-shaped pit instantly appears. 
  The character who places the tile must make a saving throw to jump back 
  or tumble down the spiral staircase that appears in the pit a moment later, 
  taking 6d6 points of damage until finally getting snared on one of the hard 
  stone steps, about 60ft down. Whether they fall or take the stairs normally, 
  the characters advance to Area 5C-12. The staircase remains once acti-
  vated, so the characters may ascend and return to the maze and continue 
  through Rappan Athuk at any time.
   
  5C-12. The Never-Ending Journey
  As the characters descend the stairs, they pass through a cool white 
  mist that has no source and cannot be parted or dispelled. Weird sounds 
  emanate from the distance, and observant characters perceive other subtle 
  changes: the scent of old stone is replaced with one of fresh vegetation; 
  the atmosphere feels lighter, crisper; a faint charge of static electricity 
  excites the air. These sensations make it impossible to determine the exact 
  distance traveled on the stairs. A few steps later, the characters emerge 
  from the mist at the bottom of the steps in a forest.
  This glade is deep green and ancient, with boughs bent overhead and 
  blocking all but a few golden arrows of sunlight. The forest floor is soft 
  underfoot, covered in layer upon layer of composted soil. The leaves of 
  these massive trees are the size of shields. Small animals dart up and down 
  2 worn paths that vanish to the north and south into the shadowy but not 
  unpleasant forest.
  The characters may believe that they have traveled between worlds or 
  moved to an extraplanar space. The Referee should reinforce these beliefs 
  without going so far as confirming them. In fact, the “forest” is a series of 
  powerful illusions placed here by the lich in Area 5C-14. The lich has had 
  centuries to construct this trap and infuse it with a semblance of life, using 
  combinations of distance distortion, programmed illusion, and permanent 
  illusion, as well as more exotic spells like tempus fugit and mirage arcane. 
  The lich intends for any unwelcome visitor to wander endlessly and even-
  tually give up, returning by the stairs from which they came. In reality, this 
  room and its two hallways are simple, unadorned stone.
  Traveling the North Path: Both paths lead far into the woods. The 
  game trail on the north winds lazily through the trees for miles, taking 
  the characters on a tour of a peaceful and generations-old woodland. A 
  freshwater stream is home to small, silvery fish. Deer bolt away when 
  anyone draws too close, and if they are killed and field-dressed, their meat 
  can be consumed to provide entirely false nourishment to those who eat 
  it. Movement rates are trimmed by 25% in this thick environment. After 
  traveling for what feels to be at least 5 miles, the characters discover hu-
  manoid footprints. Anyone successfully tracking these prints finds a hunt-
  ing lodge built into the side of a grass-covered hill. A pair of huge toad-
  stools flank the wide wooden door.
  The toadstools — like everything else here — are not real, so the 
  Referee may have them respond in any way if the characters probe them. 
  Perhaps they expel spores that force a saving throw to avoid a powerful 
  sleep effect, or perhaps they simply remain motionless and nonthreaten-
  ing. The door is not locked. The hunting lodge contains 6 comfortable 
  cots, cooking implements, a handsome fireplace, and walls adorned with 
  an artful display of furs, pelts, and antlers. The lodge’s interior is utilitari-
  an but charming. A trapdoor under a bearskin rug leads down to small to-
  bacco cellar where 12 wooden boxes of fine tobacco are kept in a constant 
  cool and natural humidor. If the characters leave the lodge and continue 
  exploring, the Referee should fabricate similar encounters: crystal caves, 
  brooks teeming with fish, and the campsites of long-gone soldiers. In the-
  ory, this could go on indefinitely. The characters will do one of 3 things: 
  (1) backtrack and return to the stairs; (2) wander the illusory woods; (3) 
  overcome the illusion (refer to Defeating the Illusions). The Referee 
  should subtly give the characters the impression that this forest might in-
  deed be limitless, as the planes are infinite in size; a traveler could literally 
  walk forever and never reach the edge.
  Traveling the South Path: After traveling a few hundred yards, the 
  path becomes a neatly cobbled lane, and the forest gives way to a dry 
  plain of low, pale grass. A metal sign ahead is painted in precise letter-
  ing: JORCA WAY 12. The plains extend in all directions for as far as the 
  characters can see, even if one of them uses fly or similar means to gain a 
  higher vantage point. Like the forest found along the northern path, this 
  landscape is endless; anyone who wanders off the cobbled street could 
  walk forever without finding anything but scrub plain, a few snakes, and 
  field mice. The only way to progress is to follow the road.
  The characters must march 12 miles in order to find anything but grass 
  and the occasional prairie dog. On foot and without magical aid, this jour-
  ney requires one full day. During this time, the sun barely moves across 
  the sky. Travelers making camp after a day’s travel need to sleep under 
  a sunny, open sky. Clearly, something strange is afoot, but the powerful 
  illusions will hold up to any scrutiny short of true seeing (as per a gem 
  of seeing). The lich hopes to dissuade visitors simply by boring them to 
  the point of turning back. If they persist, however, the characters eventu-
  ally come to the point where the cobbled road terminates at the base of 
  a bare granite hill. In the face of the hill is a door made of stone. Behind 
  the door is a broom closet. The room is 3ft by 3ft, with wooden walls, 
  floor, and ceiling, crammed from floor to ceiling with cleaning supplies, 
  excess cookware, and hundreds of small household items. This tiny room 
  is not an illusion, marking that point where the lich’s magic gives way to 
  reality. When the door is opened, half a dozen objects tumble out, includ-
  ing wooden tankards, metal serving trays, and 2 brooms. If the characters 
  make it a point to clear out this collection of goods, they find no other 
  doors in the tiny room, only the word JORCA painted on the wall. Nothing 
  else is here.
  Defeating the Illusions: Unless the characters specifically state their 
  intention to use some sort of magic on their surroundings, the illusory 
  landscapes remain perfectly intact and effective. Physical manipulation 
  alone reveals nothing. The lich has applied various magic mouth spells 
  — each commanded to never speak — thus causing certain portions of 
  the false environments to glow if the characters use detect magic, so that 
  the trees, fungi, or animals appear to be magical. This is intended to un-
  derscore the idea that the characters have traveled to a different plane of 
  existence, one in which the very earth and sky might be magical — rather 
  than the entire thing being a façade. Casting dispel magic causes the near-
  est magic mouth to fade. The only magical means of penetrating these 
  layers of illusions is with a gem of seeing or similar magic, which reveals 
  a mundane hallway and a plain door leading to either Area 5C-13 (south 
  path) or Area 5C-14 (north path).
  Each path, north and south, also contains one physical means of thwart-
  ing the illusions. Though the lich has spent several lifetimes perfecting his 
  phantasmal environments, he overlooked 2 small places. In the hunting 
  lodge, behind one of the tobacco boxes on the lowest shelf is a patch 
  of wall that is blank — a white void that looks like clean paper. It’s like 
  something that is unfinished; it cannot be touched or manipulated, but it 
  clearly indicates an anomaly and might be a clue that the lodge is not what 
  it appears. If the characters suspect an illusion and actively state their 
  intention to disbelieve what their eyes are telling them, the phantasms fall 
  away, revealing the library of Area 5C-13. Likewise, in the broom closet, 
  a successful search for secret doors reveals the outline of an exit obscured 
  by the last of the lich’s misdirection magic. Beyond this door is the am-
  phitheater of Area 5C-14.
  
  59
  LEvel 5C: Syanngg a Song
  5C-13. The Library
  This sizable library, 85ft by 65ft, features 3 levels of shelving that rise 
  30ft to the ceiling. The upper levels are accessible via a pair of rolling lad-
  ders. Aisles of books share space with half a dozen small desks and com-
  fortable reading chairs. Blue-shaded lamps glow with muted continual 
  light. Thousands upon thousands of volumes written in several different 
  languages and featuring nearly every topic imaginable can be found here. 
  In the center of the room is a pedestal topped by an indestructible glass 
  dome. Inside this protective display case is a floating, slowly rotating 
  glass inkwell, half full of radiant ink. The dome is fastened permanently 
  to the pedestal. It can be unlocked only via a tiny round keyhole. It looks 
  like the key must be some long, narrow, needle-like object. The pedestal 
  and its glass top are heavily fortified by magic and cannot be manipulated 
  in any way without the proper key, which happens to be the baton held by 
  the Conductor in Area 5C-14.
  The library is attended by a ghost, the damned spirit of a scribe who 
  came here to steal but was slain by the lich in Area 5C-14. 
  Ghost: HD 5; HP 25; AC 0[19]; Atk withering touch (2d6+3); 
  Move 0 (fly 12); Save 12; AL C; CL/ XP 7/1100; Special: 
  horrifying visage (ages target 1d4 x 10 years unless save is 
  made); possession (the ghost can take over a mortal body 
  like a magic jar spell if a save at +1 is failed).
  Tactics: The ghost attempts to frighten trespassers by whispering 
  strange words or ruffling book pages. If the characters begin to explore 
  the shelves and remove books to peruse them, the ghost tries to possess 
  one of them, then attacks the rest in its hijacked body. If that fails, it relies 
  on its horrifying visage to terrify or age the characters.
  Treasure: The ink is magical, and can be used as the base material for 
  scribing scrolls, or any other uses the Referee feels are appropriate to their 
  campaign. The various magical texts here are scattered throughout the 
  library, occupying random places on the many shelves. The only way to 
  locate them is by using detect magic while the character walks the aisles 
  and scans the spines. A complete tour of the library requires 1d4 x 10 min-
  utes, which might exceed the duration of detect magic, thus requiring 
  several uses of the spell to reveal all the magic books:
  • Mathematics and Manipulations (this is a manual of go-
  lems [flesh])
  • “A Visionary’s Delight” and other Poems (the 
  book is hollow and contains a pair of steel-
  rimmed spectacles that grant the ability to 
  read magic 1/day)
  • The Picaresque Days of Montlin 
  Geylvo (embedded in this travelogue 
  of purple prose and ill-conceived 
  similes are the spells passwall 
  and rope trick)
  • Religious Dogma Through 
  the Ages: A Complete Treatise (842 pages long; reading the entire te-
  dious book increases wisdom permanently by +1)
  • A Volume of Vacuum (opening this book creates a rift to the void 
  of deep space; the opener must succeed on an open door check or be 
  sucked into a weightless vacuum several thousand miles from the near-
  est world; the book shuts automatically after a few seconds) 
  5C-14. The Amphitheater
  The door opens onto the upper level of a breathtaking, open-air amphi-
  theater — though this bright sky is yet another illusion. The characters 
  stand on the highest of 20 risers, each featuring stone benches that form 
  a half-circle around an impressive stage. Though the seating could easily 
  accommodate hundreds of spectators, the place is all but deserted. Three 
  stairs connect one riser to the next, so the characters can descend to the 
  stage at ground level.
  Moments after the characters arrive, the heavy steel gates near the stage 
  are drawn open by unseen capstans; chains can be heard grinding against 
  the interior of the walls. As the gates part, musicians enter the amphi-
  theater and make their way toward the stage. Nearly 50 of them enter, 
  each clad in worn dresses and social finery that is long out of fashion. 
  Among them are humans, elves, halflings, as well as humanoids from ex-
  traplanar realms and other worlds. They speak quietly among themselves, 
  none meeting the gaze of the figure that awaits them on the conductor’s 
  pedestal. None seems particularly happy joining the orchestra. They take 
  their seats with resignation, picking up their instruments and warming up 
  to play.
  A few minutes later, with a rap of a baton, the musicians begin to play. 
  Powerful music, at times both compelling and mournful, shakes the am-
  phitheater and fills the sky with sound. These musicians are truly master-
  ful, guided by a relentless orchestral leader on the pedestal. But they are 
  also clearly dispirited. Even while playing, they look at the characters 
  with pleading eyes. If the characters take a seat in the vast theater, they 
  can spend the remainder of the day watching the remarkable performance. 
  If they interrupt in any way, the baton clicks several times, and the musi-
  cians fall silent while the interlopers are addressed.
  The Conductor: The director of the symphony is a lich known as 
  the Conductor. Unlike other ancient undead, whose decaying bodies 
  are outward symbols of their damned souls, the Conductor appears as 
  a fit middle-aged elf with gray at his temples and a few wrinkles around 
  his lively eyes; these are illusions covering his horridly withered body. 
  He is dressed as a maestro, his black 
  coat sporting tails, his ascot a cheer-
  ful red. Though his knuckles are a bit 
  inflamed from arthritis, he is otherwise 
  in proper form, his baton either pinched 
  between his long fingers or tucked under his 
  arm. The Conductor was born more than 5000 
  years ago in a land so distant that he can barely 
  recall the scent of its golden shores, long before men 
  and orcs populated this region. He amassed enough mag-
  ical might that he was able to thwart death, and he has lived 
  as a lich for millennia. After traveling the planes and beholding 
  countless wonders and nightmares, he finally quenched his thirst 
  for magic and settled down in these dark warrens to pursue his only 
  2 remaining passions: music and knowledge. He has little interest in the 
  characters’ affairs and views them as inconsequential insects. He wants 
  them to go away and leave him in peace, but he will eradicate them as 
  casually as he would swat a mosquito if they prove troublesome. If the 
  Conductor is slain, all illusions in these areas disappear.
  The Conductor, Lich (MU18): HP 40; AC –3[22]; Atk touch 
  (1d10 plus automatic paralysis); Move 6; Save 3; AL C; CL/XP 
  21/4700; Special: appearance causes paralytic fear, touch 
  causes automatic paralysis, spells (6/6/6/6/6/5/2/2/1): 
  Spells: 1st—detect magic, magic missile (x2), read 
  languages, read magic; 2nd—invisibility (x4), mirror 
  image, phantasmal force; 3rd—dispel magic, fireball 
  (x2), fly, lightning bolt (x2); 4th—confusion, dimension 
  door (x2), hallucinatory terrain, wall of fire, wall of ice; 
  5th—advanced illusion*, conjuration of elementals, 
  distance distortion*, feeblemind, teleport, tempus fugit*; 
  6th—disintegrate, mirage arcane*, permanent illusion*, 
  programmed illusion*, project image; 7th—limited wish, 
  power word, stun; 8th—permanency, power word, 
  blind; 9th—time stop.
  Equipment: baton to open the glass case at Area 5C-
  13, ring of protection +3.
  *see The Conductor’s Spellbook at Area 5C-16.
  Parley: If anyone uses detect evil or similar magic, the Conductor radi-
  ates such blackness that the character is hit with a powerful mental feed-
  back that causes an instant headache. Despite his obvious megalomania, 
  the Conductor is open to conversation, as he has few opportunities for dis-
  course these days. He orders his musicians to return to their compound at 
  Area 5C-15 while he listens to whatever the characters say, which might 
  
  60
  Rappan Athuk
  involve one or more of these topics:
  1. Setting the Prisoners Free: The musicians are held here indefinitely, 
  taken from their homes across the multiverse. If the characters express 
  concern about this situation, the Conductor simply shrugs. He cannot 
  perceive why his actions would be considered wrong. In his mind, he is 
  no more guilty for imprisoning 50 innocent people than he would be for 
  keeping a collection of ants in a box. He refuses all requests to release the 
  captives.
  2. Obtaining the Baton: If the characters have visited Area 5C-13 and 
  determined that they need the baton to unlock the glass dome and access 
  the inkwell, they might try to persuade the Conductor to give it to them. 
  He denies their request, as he simply doesn’t wish to relinquish it.
  3. Other Business: Creative players may devise various reasons for 
  their characters to converse with the Conductor. They might seek knowl-
  edge of Rappan Athuk or simply be curious about the magical environ-
  ment of this level of the dungeon. The Conductor is willing to exchange 
  spells with magic-users or even items from his personal treasury, if he is 
  receiving something fitting in return. He doesn’t consider the characters 
  a threat. But if they make demands, he sighs and orders them to leave. If 
  they refuse, he disposes of them.
  Sealing the Deal: The characters can offer the Conductor only two 
  things that placate him: a book he hasn’t read or a song he hasn’t heard. If 
  one of the characters has acquired a book during his travels and has that 
  book on hand, it can be traded to the Conductor in exchange for the baton 
  or for the release of the prisoners. Optionally, a musically inclined char-
  acter can volunteer to perform, in which case the Conductor gladly takes 
  a seat to listen. After the performance, he gives the characters what they 
  ask. Only these 2 trade items suffice. Anything else is simply ignored. If 
  the characters bring arms against him or attempt to free the prisoners, the 
  Conductor acts swiftly.
  Tactics: The Conductor’s first action is always to use teleport to a door-
  less, airless chamber below the stage, Area 5C-16. Once safely there, he 
  casts invisibility. He then leaves the room via dimension door and hunts 
  the characters down, attempting to kill them without revealing himself. He 
  also depends heavily on illusions to misdirect the characters’ attacks, es-
  pecially project image. He hurls fireball and lightning bolt from far away 
  to avoid immediate contact from melee attacks. If pressed, he uses time 
  stop and then slays anyone frozen between ticks of the clock.
  Guest Entrance: A hidden closet door hides an almost-unknown tun-
  nel leading to Level 4C, Area 4C-18. Azraggad uses this narrow natural 
  route to correspond with the Conductor on musical matters. 
  5C-15. Prisoner Enclave
  This walled area encloses the community where the prisoners reside. 
  The Conductor’s Spellbook
  In addition to the listed spells, the Conductor also knows several 
  unique illusions, all of which are recorded in a large book with glass 
  covers.
  Advanced Illusion
  Spell Level: Magic-user, 5th level
  Range: 60ft + 10ft per level
  Duration: 1 round per level
  This spell is an improved phantasmal force that doesn’t require the 
  caster’s concentration. The spell has full audio, visual, tactile, thermal, 
  and olfactory effects. Like phantasmal force, this spell can cause dam-
  age if not disbelieved. If used to duplicate a spell effect, it can cause up 
  to 3d6 points of real damage. 
  Distance Distortion
  Spell Level: Magic-user, 5th level
  Range: 10ft per level
  Duration: 1 turn per level
  This difficult spell first requires the presence of an earth elemental, 
  usually brought into service by the spell conjuration of elementals. 
  The magic-user forces the elemental to alter the spatial geography of 
  an area up to 100 square feet per level, either doubling or halving those 
  dimensions. Thus, a 12th-level caster could transform a 10 x 120 hall-
  way so that anyone passing through it would experience either a 10 x 
  60 hallway or a 10 x 240 hallway or any other combination of those 
  dimensions. The change is impossible to detect short of true seeing (as 
  per a gem of seeing). When the duration expires, the earth elemental re-
  turns to its home plane. This spell can be combined with permanency.
  Mirage Arcane
  Spell Level: Magic-user, 6th level
  Range: 10ft per level
  Duration: special
  This powerful illusion allows the caster to redesign any interior 
  or exterior space in a radius equal to 10ft per caster level. The limits 
  of this design are subject only to the caster’s imagination. Any scene 
  can be fully simulated, down to the smallest detail. The illusion offers 
  a full sensory experience so powerful that fabricated food provides 
  nourishment and a stream of water can cool a dry throat. If the caster 
  doesn’t maintain concentration, the mirage arcane fades after 6 turns + 
  1 turn per level. If the caster concentrates, the spell remains indefinite-
  ly. In either event, all attempts to disbelieve a mirage arcane are made 
  at –2. This spell can be combined with permanency.
  Permanent Illusion
  Spell Level: Magic-user, 6th level
  Range: 10ft per level
  Duration: Permanent
  This spell is an improved phantasmal force that is permanent, 
  though still subject to dispel magic. The spell has full audio, visual, 
  tactile, thermal, and olfactory effects. Like phantasmal force, this spell 
  can cause damage if not disbelieved. 
  Programmed Illusion
  Spell Level: Magic-user, 6th level
  Range: 10ft per level
  Duration: 1 round per level after being triggered
  This spell allows the caster to arrange a predetermined phantasmal 
  force that activates only when a specified action takes place, such as 
  a visitor entering a certain room. This spell can be combined with 
  permanency.
  Tempus Fugit
  Spell Level: Magic-user, 5th level
  Range: 10ft
  Duration: 1 hour per level
  Anyone within 10ft when this spell is cast believes that time is 
  moving at a much different rate. For every 1 turn in the spell’s area 
  of effect, affected creatures perceive the passing of 1 full hour. All 
  bodily functions, food and water needs, healing, and spell memori-
  zation requirements subscribe to the accelerated time, so that 4 hours 
  spent under the spell’s effects feel like 1 complete day. The spell can 
  be reversed so that 1 day seems like only 4 hours, and an hour feels 
  like only 10 minutes have passed. In either case, those successfully 
  disbelieving the illusion are not affected. This spell can be combined 
  with permanency.
  
  61
  LEvel 5C: Syanngg a Song
  Like the “open-air” amphitheater itself, the sunny sky here is an illusion. 
  Many of the musicians have been here for decades. Their living quar-
  ters are comfortable, and all their needs are met and even exceeded. The 
  large compound includes comfortable living areas, spacious recreational 
  grounds, a library, a woodshop, a nondenominational shrine, and several 
  species of free-roaming animals — most of which are not depicted on the 
  map. Artificial sunshine is provided by a magical light that automatically 
  dims and brightens on a 24-hour cycle. The illusory weather is always 
  perfect — maddeningly so.
  The musicians are not trained combatants and stand no chance against 
  the Conductor, so the characters will not be able to persuade them to re-
  volt. However, they are quite keen on the idea of escaping back to their 
  homes, so they aid the characters as much as they can without catching 
  the eye of their captor.
  5C-16. The Conductor’s Retreat
  A successful search for secret doors reveals a hollow sound emanating 
  from the stage floor. No door exists. The Conductor simply teleports here 
  as needed. The only way to access this space other than by magic is to pry 
  up the stage floorboards and then dig through 6in of stone. The chamber 
  itself is a plain 20ft x 20ft cube of solid stone, in the center of which stands 
  an elaborate throne made of twisted silver, with armrests of hardened 
  salt and a headrest made from the inflated lung of a slain demigod. This 
  mighty chair weighs 740 pounds and radiates powerful chaos. Any law-
  ful-aligned character daring to take a seat must make an immediate save. 
  Failure means the character dies instantly as all the salt is removed from 
  his body. Success indicates the character gains mastery over the chair and 
  may command its two primary functions: a potent scrying ability and as-
  tral spell. The scrying is per a crystal ball. The astral spell may be used 1/
  day. Unless the characters possess some extraordinary means of taking the 
  throne with them, the chair cannot be moved from this place.
  Treasure: Stacked neatly around the throne are a few oddities the 
  Conductor has acquired during his long tenure as a lich:
  • 4923gp
  • 17 gold alloy bars weighing 10 pounds and worth 250gp each
  • metal-bound manual of golems (iron)
  • potion of undead healing (restores an undead to full hit points but 
  has no effect on others)
  • The Conductor’s Spellbook (see Sidebox)
  
  62
  Rappan Athuk
  New Monsters
  Angel, Fidele
  Hit Dice: 6
  Armor Class: 5[14]
  Attacks: +1 longsword (1d8+1) or +1 longbow (1d6+1) or 2 
  claws (1d4+1) and beak (1d6+1)
  Saving Throw: 11
  Special: change shape, companion, immune to acid and 
  cold, magic resistance (20%), magical abilities
  Move: 18 (fly 18)
  Alignment: Law
  Number Encountered: 1
  Challenge Level/XP: 11/1700
  What appears to be a mated pair of animals changes shape into two 
  angels. Their humanoid forms still bear some marks of their animal selves. 
  They move in perfect harmony. Fidele angels form from souls so devot-
  ed to each other that their love transcends death. The angels can change 
  shape between winged angel form, its original mortal form, and that of 
  an eagle. Its statistics are the same in each form, with the exception of its 
  attacks in eagle form (claws and beak). Fidele angels maintain awareness 
  of their mate’s disposition and health; damage taken by one is split evenly 
  between both, with the original target of the attack taking the extra point 
  when damage doesn’t divide evenly. Any other baneful effect, affects both 
  equally. If separated from its mate, each fidele angel can use both plane 
  shift and teleport 1/day to reunite. Fidele angels are never voluntarily 
  without their partners. No magical effect or power can cause a fidele angel 
  to act against its mate, and no charm or magical effect can cause them to 
  leave their side or to change their feelings of love and loyalty toward each 
  other. Fidele angels can cast light and purify food and drink at will. 3/
  day they can cast cure light wounds, and 1/day cast bless, detect evil and 
  protection from evil.
  Fidele Angel: HD 6; AC 5[14]; Atk +1 longsword (1d8+1) or 
  +1 longbow (1d6+1) or 2 claws (1d4+1) and beak (1d6+1); 
  Move 18 (fly 18); Save 11; AL L; CL/XP 11/1700; Special: 
  change shape, companion, immune to acid and cold, 
  magic resistance (20%), magical abilities.
  The Fidele Angel originally appears in The Tome of Beasts 5E from 
  Kobold Press.
  Embodiments of the Profane Tides
  Armor Class: 0[20]
  Hit Dice: 5 (30hp)
  Attacks: longsword (1d8)
  Saving Throw: 12
  Special: magic resistance (25%)
  Move: 9
  Alignment: Chaotic
  Number Encountered: 11
  Challenge Level/XP: 8/800
  These extraplanar beings are minor manifestations of a little-known 
  demigod of water and chaos that has faded from memory. They always 
  appear 11 at a time, wielding longswords and clad in black. Their skin is 
  as impenetrable as stone. Their faces all appear as different expressions of 
  fear, pain, or rage.
  Embodiments of the Eleven Profane Tides: HD 5; HP 30; AC 
  0[20]; Atk longsword (1d8); Move 9; Save 12; AL C; CL/XP 
  8/800; Special: magic resistance (25%).
  Herald of Darkness
  Hit Dice: 5
  Armor Class: 4[15]
  Attacks: shadow sword (1d6+2) or corrupting touch
  Saving Throw: 12
  Special: corrupting touch, immune to cold, lightning, paralysis, 
  poison, shadow form
  Move: 12 (fly 18)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 8/800
  Stunningly tall and beautiful fiends, the heralds of darkness resemble 
  dark-haired fey wearing cloaks and armor glittering with dark light and 
  often surrounded by a nimbus of pale green fire.
  Heralds of darkness speak in fluid tones and sing with the voices of 
  angels, but their hearts are foul and treacherous. Heralds of darkness typ-
  ically attack with their shadow swords, inflicting terrible wounds with 
  the dark blades and paralyzing foes for 1d6 rounds, unless they make a 
  successful save. The touch of a herald rots wood, leather, copper, iron, 
  or paper objects in 1d3 rounds; magic items must roll a 12 or higher on 
  1d20 to resist. 
  Herald of Darkness: HD 5; AC 4[15]; Atk shadow sword (1d6+2) 
  or corrupting touch; Move 12 (fly 18); Save 12; AL C; CL/XP 
  8/800; Special: corrupting touch, immune to cold, lightning, 
  paralysis, poison, shadow form.
  The Herald of Darkness originally appears in The Tome of Beasts 5E 
  from Kobold Press.
  Appendix A:  
  Bestiary
  
  63
  Appendix A: Bestiary
  Sahuagin, Mutant
  Hit Dice: 4+1
  Armor Class: 5[14]
  Attacks: 4 claws (1d4) and bite (1d6+1) or weapon (1d8)
  Saving Throw: 13
  Special: fighting frenzy
  Move: 12 (swim 18)
  Alignment: Chaos
  Number Encountered: 1 or 1d10 (lair)
  Challenge Level/XP: 6/400
  Typical sahuagin are fish-men with a lamprey’s round mouth filled 
  with shark-like teeth. They live in salt water, sometimes at considerable 
  depths, and raid the surface world for plunder and sport. However, 1 in 
  100 sahuagin are born with 4 arms, and (raising many questions) 1 in 
  100 sahuagin are born identical in all respects to a sea elf. The mutant, 
  4-armed sahuagin at taller, stronger, and more feral looking than others 
  of their race. Four-armed sahuagin have great shark-like mouths and can 
  bite a man-sized creature nearly in half! Many sahuagin mutants carry 
  entangling nets used to ensnare opponents to save for later sport or food. 
  If a sahuagin draws blood in combat, there is a 75% chance it flies into a 
  fighting frenzy, gaining +1 on all attack rolls until all opponents are dead. 
  The sahuagin in a frenzy cannot stop attacks. 
  Sahuagin mutants have between 4 and 8 hit dice, and many become 
  leaders of their respective tribes. 
  Sahuagin, Mutant Four-Armed: HD 4+1; AC 5[14]; Atk 4 claws 
  (1d3) and bite (1d6+1) or weapon (1d8); Move 12 (swim 
  18); Save 13; AL C; CL/XP 6/400; Special: fighting frenzy.
  Spider, Ghostwalk
  Hit Dice: 7
  Armor Class: 4[15]
  Attacks: bite (2d6 plus poison)
  Saving Throw: 9
  Special: darkvision 60ft, ghostwalk, lethal poison (save or die), 
  snare
  Move: 18 (climb 18)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 11/1700
  A pasty-white spider the size of a horse with dull eyes that fix on you 
  as it fades from sight with a ghostly blue shimmer. Ghostwalk spiders 
  are malevolent hunters that sprang from misguided experiments on phase 
  spiders. They are spindly, emaciated things all but devoid of color. The 
  spider is 8 feet in diameter (including legs) and weighs 500 pounds. A 
  ghostwalk spider can shift out of phase with its surroundings similar to a 
  phase spider. While out of phase, the ghostwalk spider can only be hit by 
  ethereal creatures. While out of phase, instead of physically attacking with 
  its poisonous bite, a ghostwalk spider may snare one target creature with a 
  missile attack. If the attack succeeds, that target is covered in ghostly web-
  bing and paralyzed until broken out of. It requires an open door check at 
  –1, or the webs can be hacked through (AC 9[10], 5 hp) to free the target. 
  Ghostwalk Spider: HD 7; AC 4[15]; Atk bite (2d6 plus poison); 
  Move 18 (climb 18); Save 9; AL C; CL/XP 11/1700; Special: 
  darkvision 60ft, ghostwalk, lethal poison (save or die), snare.
  The Ghostwalk Spider originally appears in The Tome of Beasts 5E 
  from Kobold Press.
  Water Weird
  Hit Dice: 3–5
  Armor Class: 2[17]
  Attack: strike (1d6 plus grabbing and drowning)
  Saving Throw: 14, 13, or 12
  Special: control water elemental, resistance to damage, 
  resistance to fire (50%), reform body
  Move: 12 (swim 12)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 7/600, 8/800, or 1100
  The water weird is an evil watery, snake-like creature summoned to the 
  Material Plane by a chaotic spellcaster. They are often employed as guards 
  to watch over the spellcaster or his belongings. When summoned, a water 
  weird appears in a large pool of water where it makes its lair, and it cannot 
  leave this pool. The water weird appears as a 10ft long (or longer) snake-
  like creature composed entirely of water. Other than its snake-like body, 
  its only distinguishing features are its slitted eyes and its large mouth. 
  Water weirds hate all living non-water-based creatures and attack them 
  on sight. Though intelligent, water weirds never speak, at least to those of 
  any other race. Whether they communicate with one another is completely 
  unknown. The water weird can take control of a water elemental that is 
  within 30ft by succeeding on a saving throw. If the elemental is being con-
  trolled by another creature, the water weird and current controller make 
  opposed saving throws with the one rolling best gaining control of the ele-
  mental for that round. Victims struck by a water weird’s attack must make 
  a saving throw or be grappled and pulled into the water. Characters unable 
  to breath underwater take 1d6 points of damage the first round, 3d6 the 
  second, 6d6 the third, until they reach 0 hit points and die. Water weirds 
  suffer only 1 hit point of damage form edged weapons; blunt weapons 
  strike normally. 
  When the weird is reduced to 0 hit points or less, it collapses back into 
  the water. Two rounds later, it reforms at full strength (minus any damage 
  suffered from a purify food and drink spell). Cold-based effects slow the 
  water weird (as the spell of the same name) for a number of rounds equal 
  to the caster’s level. A purify food and drink spell deals 1d4 points of dam-
  age per caster level to the water weird. These hit points are not regained 
  when the water weird reforms.
  Water Weird: HD 4; AC 3[16]; Atk strike (1d6 plus grabbing and 
  drowning); Move 12 (swim 12); Save 13; AL C; CL/XP 8/800; 
  Special: control water elemental, resistance to damage, 
  resistance to fire (50%), reform body.
  
  64
  Rappan Athuk
  New Magic Items 
  Hendecagon
  This magic item serves as the holy symbol for followers of the Eleven 
  Profane Tides, though it may be used by any cleric who successfully di-
  vines its powers. It grants the user access to the following magical abil-
  ities: purify water (1/day), create water (1/week), water breathing (1/
  month). However, using an item of chaos is not without its perils. Each 
  time one of the hendecagon’s powers is used, there is an 11% chance 
  that the spell misfires, filling the user’s lungs with water. This causes 1d6 
  points of immediate damage and renders the character immobile for the 
  next 2d4 rounds as they drop to their knees, violently expel the water, and 
  recover from the experience.
  Maudra’s music box
  This cherrywood box, 4in x 6in, features meticulously wrought hing-
  es and an intricate lock. Atop the box is pure crystal figure of a faceless 
  humanoid female in a long gown. The crystal is perfectly transparent. 
  Looking through it has the effect of making the view appear upside-down 
  to the observer. Crafted by the by Un-Witch Maudra, this box can be 
  opened only if a drop of the opener’s blood is placed on the magic lock. 
  When the box is opened, a haunting waltz begins to play, though the box 
  is empty and contains no mechanism for music. While the music plays, 
  the crystal figure slowly rotates, doing so for the next 3 rounds. While 
  the figure moves, whoever holds Maudra’s music box may call upon any 
  combination of these powers, one per round:
  • invisibility
  • polymorph self
  • project image
  The box may be opened only once per day. It closes automatically af-
  ter 3 rounds, the music fading. Maudra empowered the box with bestow 
  curse, so that anyone who calls upon its powers might be met with a grim 
  fate unless they succeed in a saving throw every time they attempt to use 
  it. The curse has affected Vordoshad in such a way that the dragon’s scales 
  and skin are no longer visible, and its breath weapon has become a cone 
  of sharpened glass shards. The curse may affect the characters in any way 
  that the Referee sees fit, but it usually involves some sort of transparency 
  or crystallization.
  Reckless Ember Sword
  This black-bladed weapon is a flaming short sword +1. Using the weap-
  on’s fiery power is not without its dangers, however. Whenever the ember 
  sword is carried in hand, the sword’s wielder is overcome with a need 
  to charge the nearest visible enemy. The wielder rushes forward, sword 
  held high overhead, without regard to his or her own well-being, attacking 
  immediately upon arrival. Once this initial attack is complete, the com-
  pulsion is gone, so that the wielder regains free will — at least until the 
  next enemy appears.
  Serpent Hood
  This rough burlap bag looks poorly stitched, embroidered with a crude 
  caricature of a snake’s head. This potent magic item is nearly indestructi-
  ble, and it has been passed down through generations of malevolent own-
  ers. Anyone donning the hood can see through the snake’s eyes with dark-
  vision to a range of 60ft; they can hear through the snake’s ears by sensing 
  vibrations out to 120ft; finally, they can hiss with the snake’s mouth, caus-
  ing an illusory forked tongue to appear and a cone of fear affecting those 
  up to 30ft away. The serpent hood’s fear ability may be used once per day.
  Staff of the Shoreline Dead
  This staff’s single purpose is to command the infamous Army of the 
  Shoreline Dead. The members of this skeletal fighting force are believed 
  to have been among the first settlers in the area around Rappan Athuk, 
  and among its first victims. They died on or near the shore on which they 
  arrived, falling prey to disease, in-fighting, native hazards, and sahuagin 
  raids. The staff is 6ft long and made entirely of magically reinforced 
  glass. Anyone holding it may expend charges to conjure skeletons from 
  the Army; each charge causes 1d6 skeletons to appear within 10ft, to be 
  commanded by the user for the next 1d4+1 turns, after which time they 
  collapse into piles of bones. When discovered, the staff of the Shoreline 
  Dead has 6d10 charges.
  New Items
  Fog Muzzle
  One of the more ingenious non-magical gadgets the wererats have 
  collected through the years, the fog muzzle is made of tanned hippogriff 
  hide, carefully boiled and shaped to fit snugly over the face. The wearer’s 
  eyes are protected by 2 round glass lenses, sealed in their sockets with a 
  watertight glue manufactured from a mixture of organic saps and honey 
  bee propolis. In place of a mouth, the fog muzzle is fitted with several 
  slots that are the gills of sahuagins. These gills filter the noxious effects 
  of smoke and poisonous gasses, as well as the choking effects of sand 
  and other particulates. The fog muzzle is bound to the head by 2 pairs 
  of leather straps, tied behind the neck and head. The lenses are glass and 
  easily damaged, and the fog muzzle provides no AC bonus. The gills must 
  be cleaned daily to keep them in working order.
  Nihiloplasm
  Appearing as a dull green, viscous fluid that has the instant effect of 
  cause disease when it contacts living flesh. No saving throw is allowed. 
  Nihiloplasm may be used as an ingredient in any number of malign magic 
  items, but its primary purpose is to create skeletons and infuse them with 
  negative energy so that they seek retribution on the living. For every cup 
  of nihiloplasm poured onto the ground, 2d4 skeletons rise from the siz-
  zling liquid, their eye sockets burning the same dull green color as the un-
  usual material that created them. On the round following their appearance, 
  Appendix B:  
  Referee’s Guide
  
  65
  Appendix B: Game master's Guide
  the skeletons attack any living creature they see — including the person 
  who summoned them. The skeletons behave as standard undead of their 
  type. Despite the skeletons’ tendency to attack the nihiloplasm’s owner, 
  clever users devise means of using the substance to their advantage.
  New Spells
  Advanced Illusion
  Spell Level: Magic-user, 5th level
  Range: 60ft + 10ft per level
  Duration: 1 round per level
  This spell is an improved phantasmal force that doesn’t require the 
  caster’s concentration. The spell has full audio, visual, tactile, thermal, 
  and olfactory effects. Like phantasmal force, this spell can cause damage 
  if not disbelieved. If used to duplicate a spell effect, it can cause up to 3d6 
  points of real damage. 
  Distance Distortion
  Spell Level: Magic-user, 5th level
  Range: 10ft per level
  Duration: 1 turn per level
  This difficult spell first requires the presence of an earth elemental, usu-
  ally brought into service by the spell conjuration of elementals. The mag-
  ic-user forces the elemental to alter the spatial geography of an area up 
  to 100 square feet per level, either doubling or halving those dimensions. 
  Thus, a 12th-level caster could transform a 10 x 120 hallway so that any-
  one passing through it would experience either a 10 x 60 hallway or a 10 
  x 240 hallway or any other combination of those dimensions. The change 
  is impossible to detect short of true seeing (as per a gem of seeing). When 
  the duration expires, the earth elemental returns to its home plane. This 
  spell can be combined with permanency.
  Mirage Arcane
  Spell Level: Magic-user, 6th level
  Range: 10ft per level
  Duration: special
  This powerful illusion allows the caster to redesign any interior or ex-
  terior space in a radius equal to 10ft per caster level. The limits of this 
  design are subject only to the caster’s imagination. Any scene can be fully 
  simulated, down to the smallest detail. The illusion offers a full sensory 
  experience so powerful that fabricated food provides nourishment and a 
  stream of water can cool a dry throat. If the caster doesn’t maintain con-
  centration, the mirage arcane fades after 6 turns + 1 turn per level. If 
  the caster concentrates, the spell remains indefinitely. In either event, all 
  attempts to disbelieve a mirage arcane are made at –2. This spell can be 
  combined with permanency.
  Permanent Illusion
  Spell Level: Magic-user, 6th level
  Range: 10ft per level
  Duration: Permanent
  This spell is an improved phantasmal force that is permanent, though 
  still subject to dispel magic. The spell has full audio, visual, tactile, ther-
  mal, and olfactory effects. Like phantasmal force, this spell can cause 
  damage if not disbelieved (2d6 points of damage). 
  Programmed Illusion
  Spell Level: Magic-user, 6th level
  Range: 10ft per level
  Duration: 1 round per level after being triggered
  This spell allows the caster to arrange a predetermined phantasmal 
  force that activates only when a specified action takes place, such as a vis-
  itor entering a certain room. This spell can be combined with permanency.
  Tempus Fugit
  Spell Level: Magic-user, 5th level
  Range: 10ft
  Duration: 1 hour per level
  Anyone within 10ft when this spell is cast believes that time is moving 
  at a much different rate. For every 1 turn in the spell’s area of effect, affect-
  ed creatures perceive the passing of 1 full hour. All bodily functions, food 
  and water needs, healing, and spell memorization requirements subscribe 
  to the accelerated time, so that 4 hours spent under the spell’s effects feel 
  like 1 complete day. The spell can be reversed so that 1 day seems like 
  only 4 hours, and an hour feels like only 10 minutes have passed. In either 
  case, those successfully disbelieving the illusion are not affected. This 
  spell can be combined with permanency.
  
  66
  Rappan Athuk
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  Legal Appendix
  
  67
  Appendix B: Game master's Guide
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000. Wizards of the Coast, 
  Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson. 
  System Reference Document 5.1 Copyright 2016. Wizards of the 
  Coast, Inc; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on material by E. Gary 
  Gygax and Dave Arneson. 
  Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Tome of 
  Horrors, Copyright 2005, Necromancer Games, Inc.; 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch 
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch 
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, 
  LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Johua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, 
  LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James 
  Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron 
  Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.
  koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, 
  Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip 
  Larwood, Richard Pett, and Stan! 
  Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, 
  LLC; Authors Dennis Baker, Jesse Benner, Savannah Broadway, Ross 
  Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ 
  Taylor. 
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo, Inc.; Authors: 
  Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton 
  Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam 
  Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, 
  Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, 
  Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, 
  Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, 
  and Linda Zayas-Palmer. 
  Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark 
  Peterson, Casey Christofferson and Shane Glodoski based on original 
  material created by Clark Peterson and Bill Webb. 
  Elemental Moon Copyright 2007 Necromancer Games, Inc.; Authors: 
  Lance Hawvermale and Andy Luke Crossness. 
  The Eamonvale Incursion Copyright 2007 Necromancer Games, Inc.; 
  Author Nathan Douglas Paul, with Jack Barger. 
  The Lost Lands: Stoneheart Valley Copyright 2013 Frog God Games, 
  LLC; Authors Clark Peterson and Bill Webb. 
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Green. 
  Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: 
  Erica Balsley, Casey Christofferson, Jim Collura, Lance Hawvermale, 
  Patrick Lawinger, Phillip Larwood, Greg A. Vaughan, and Bill Webb, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Monstrosities, © 2012, Frog God Games LLC; Authors Andrew Trent 
  (“the Venomous Pao”), Trent Foster, Salvatore Macri (“Skathros”), Scott 
  Wylie Roberts (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills 
  (“Geordie Racer”), Cameron DuBeers, Matt Hoover (“Random”), Mike 
  Davison, Russell Cone (“Grim”), Mudguard, Old Crawler, Michael 
  Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), 
  The Lizard of Oz, James Malizsewski, Michael Kotschi, J.D. Jarvis, John 
  Turcotte, Guy Fullerton, Michael Coté, Thomas Clark, Tanner Adams, 
  and Matt Finch (“Mythmere”). 
  Fifth Edition Foes, Copyright 2014, Frog God Games, LLC. 
  The Lost Lands: The Northlands Saga Complete © 2015, Frog God 
  Games, LLC; Authors: Kenneth Spencer, Greg A. Vaughan, and Kevin 
  Wright. 
  NLS5: The Hidden Huscarl, © 2016, Frog God Games, LLC; Author: 
  Casey Christofferson. 
  The Lost Lands: Bard’s Gate © 2016, Frog God Games, LLC; Authors: 
  Casey Chrisofferson, Matt Finch, Skeeter Green, and Greg A. Vaughan 
  with additional new material by James M. Spahn; Based on original 
  content from Necromancer Games.
  The Lost Land: The Blight© 2017, Frog God Games, LLC; Author: 
  Richard Pett.
  Quests of Doom 4© 2017, Frog God Games, LLC; Authors: Steven 
  Winter, Michael Curtis, Ed Greenwood, Alex Kammer, Tom Knauss, 
  Kevin Wright, and Dr. Dennis Sustarre.
  Tome of Horrors© 2018, Frog God Games, LLC; Authors: Kevin 
  Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey 
  Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, 
  Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis 
  Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon 
  Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick 
  N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert 
  Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb
  Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, 
  Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB 
  Kenower, Casey Christofferson, and Greg Raglund; based on the original 
  creation of Bill Webb. 
  Rappan Athuk: Swords & Wizardry Update © 2018, Frog God Games, 
  LLC.; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, 
  Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg 
  Raglund; based on the original creation of Bill Webb. 
  
  Frog God 
  Games
  Swords & Wizardry
  Addendum
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Lost Lands (SW)/Lost Lands Rappan Athuk (SW)/Rappan Athuk Swords & Wizardry Addendum.pdf