Rappan Athuk 3. Lower Levels
Rappan Athuk 3. Lower Levels
Rappan Athuk 3. Lower Levels
NECROMANCER GAMES
T H I R D EDITION RULES, FIRST EDITION FEEL
Canography:
Christopher Boll
Additional Contributions:
Casey Christofferson
Developer:
KenCliffe
Playtesters:
Jeremy Foglesong, Stephanie Christiansen, 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, Dale Haines, John Murdoch, Ian Thompson, Pearson Keyes, J.P. Johnston, Louis Roberts, Jennifer Chalfan, Mike Tierney, Dean Yasuda, the GenCon 2001 Demo Team, Velvet the cat, Donna Peterson, and Krista Webb.
Editor:
Michael Johnstone
An Director:
Richard Thomas
Interior An:
Brian LeBlanc
Special Thanks:
Gary Gygax, Dave Arneson, and Robert J. Kuntz for giving us "first edition feel" in the first place.
Product Update Password for Rappan AthukThe Lower Levels: Orcus (what else could it be?).
This product requires the use of the Dungeons and Dragons Player's Handbook, published by Wizards of the Coast
2002 Necromancer Games, Inc. All rights reserved. Reproducrion without the written permission of the publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc. and the Necromancer Games logo, Rappan Athuk, The Dungeon of Graves and The Tomb of Abysthor are trademarks of Necromancer Games, Inc. All rights reserved. All characters, names, places, items, art, and text herein are copyrighted by Necromancer Games, Inc. "d20 System" and the d20 System logo are trademarks owned by Wizards of the Coast and are used under the terms of the d20 Trademark License. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons and Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, and are used in accordance with the Open Game and d20 Trademark Licenses contained in the Legal Appendix. Creature Collection and Relics & Rituals are trademarks of Sword and Sorcery Studio. This book uses the supernatural for settings, characters, and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. Reader discretion is advised. Check out Necromancer Games online at IN -h C_f\O iVlAJNl O-E i\ http://www.necromancergames.com CxAJWE S ^nc'ckeckout Sword and Sorcery Studio online at THIRD EDITION RUMS, http://www.swordsorcery.com FIRST EDITION FEEL PRINTED IN THE US A
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Introduction
Welcome back, dear friends, to the Dungeon of Graves. The end is near! Most likely your players have defeated the minions of Orcus in the Upper and Middle levels of this labyrinth. Perhaps your band of heroes has even wounded the demon prince, or weakened his presence by the destruction of the upper temple. It matters little. For in the end their souls shall be his and their bodies consumed by hellfire! Or so the quest has ended for every other group of adventurers that has gone before them. Yet maybejust maybeyour heroes can accomplish what none of our groups ever could accomplish in over 20 years of continuous adventuring in this dungeon: perhaps they can defeat the Avatar of Orcus himself! What we can promise you without reservation is that they will have fun and that your adventures in these halls will be some of the most memorable of your gaming career. This module is the final installment of the three-part series detailing the 12 final levels of this 26-level dungeonincluding areas made famous by legend, such as the Goblin City, the Slave Pits, the Great Cavern, the Chapel of Orcus, the Portal of Darkness, and, finally, the Den of the Master. While this module can be used as a stand-alone scenario, it best serves as a continuation of modules Rl: Rappan AthukThe Upper Levels (which presents the first 6 levels of the dungeon) and R2: Rappan AthukThe Middle Levels (which presents the second 8 levels of the dungeon). This module presents many interesting opportunities. The Goblin City offers strange adventures in commerce on the way to your players' deaths, and the vast caverns and mazes still unconquered allow your heroes to test their skills before they meet the Master. The lair of the great mage Agamemnon lies hidden for few to find, and less to return from. The two remaining chapels of evil add power to the Master and must be dealt with if there is any hope of final victory. Past the Portal of Darkness lies the final level, and there in the deepest halls lies the end of the adventure . . . victory or death! As this module brings to a close the Rappan Athuk series, we wish your players luck in their quest and hope that you have enjoyed exploring Rappan AthukThe Dungeon of Graves, as much as we have enjoyed bringing it to you. Hopefully, exploring the halls of Rappan Athuk has reminded you and your players of the thrill of the unknown, the terror in your heart when you first fought a skeleton, the joy of your first natural 20, and the despair of your first failed poison save. We hope that you have found this dungeon 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 AthukThe Dungeon of Graves. May your players face each new level with wide-eyed amazement and may your monsters always roll 20s! Bill Webb and Clark Peterson Necromancer Games
Empty Rooms
A number of the rooms in this module have no set occupants and no special features. DMs wishing to spice up the empty rooms can feel free to add their own campaign-
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Monster Statistics
Monster statistics are provided in an "abbreviated stat block" format common to Necromancer Games products, giving the DM all the information he or she needs to run the encounter at a glance. Special or unique monsters, however, are detailed in full. For more information on monsters, refer to the official MM, or, where appropriate, to the Creature Collection by Sword and Sorcery Studio. A Note About Wandering Monsters: This module provides wandering monster tables. These tables are meant as a guide for possible encounters, reflecting the frequency and type of creatures that can be found roaming a level or an area. DMs should not allow a random table to dictate a game session. If the result indicated is too challenging for your particular group, feel free to discard or re-roll the result, or simply decide that the creatures watch the players rather than attack. The tables are provided as an aid, not as a requirement.
Introductory Characteristics
Those of you with us from the beginning will recall that each level of the dungeon has a sidebar such as this one that details the following basic information: Difficulty Level: Details the average level of difficulty of the dungeon level. Each stage of the dungeon should properly challenge a party of six player characters (PCs) of the listed level. Entrances: Details the various entryways into the level. Exits: Details the various exits from the level. Wandering Monsters: Details the frequency of encounters, including a table of encounter results. Please see "A Note About Wandering Monsters," below. Shielding: Details any material or magical barriers or shielding that prevents divination or other spells and effects from functioning. Not listed if there is no shielding on the level. Detections: Details results of general divination spells on the level. All general detections associated with a level are set at DC 10, unless otherwise noted. Spell Function and Recovery: Details any interference with spell recovery due to magnetic influences or sheer evil detachment from the gods. Not listed if function and recovery are normal on the level. Continuous Effects: Details any effects that apply throughout the dungeon level, such as fear or extreme heat as though a heat metal spell were in effect throughout the level. Not listed if there are no continuous effects on the level. Standard Features: Details standard door type and quality to be encountered throughout the level, as well as any other recurring features, such as color of stone or carved motifs. If there are no standard features on a particular level, this characteristic will not be detailed.
9-1. Entrance
This small room contains stairs leading down to Levels 10 and 11 A, and up to Level 7A.
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(ld6+4 [x2], tentacles) and +4 melee (ld8+2, bite); Reach 15 ft. with tentacles; SQ displacement, darkvision (90 ft.); AL LE; SV Fort +8, Ref+7, Will +5; Str 18, Dex 15, Con 16, Int 5, Wis 15, Cha 8. Skills: Hide +14, Spot +6, Move Silently +8. Feats: Alertness, Multiattack. Tactics: These beasts hit and run, avoiding heavily armored opponents until all others have been dealt with. The pack attacks in two groups of four, with each group dedicating all of its attacks on one individual until he falls. If seriously wounded (75% or more of hit points), an displacer beast flees and hides, avoiding further conflict if possible.
a young man kneeling beside two lions; it is worth 2,500 gp and weighs 2.5 pounds.
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Unholy Spells Prepared (5/4/3/2): 0cure minor wounds (x3), guidance, resistance; 1stbane, cure light wounds, doom, protection from good; 2ndbull's strength, hold person, silence; 3rdcontagion, dispel magic. Domain Spells (Death, Evil): 1stcause fear; 2nd death knell; 3rdanimate dead. Special Domain Abilities: Priests of Orcus cast evil spells at +1 caster level. They may also use a death touch once per day (see below). SADeath Touch (Sp): Priests of Orcus must succeed at a melee touch attack against a living creature (using the rules for touch spells). They then roll 5d6. If the total equals or exceeds the target creature's current hit points, it dies. No saving throw is allowed. Possessions: Masterwork chainmail, a large steel shield, a +1 unholy morningstar, an unholy symbol of Orcus, a prayer book, a fine black robe emblazoned with the symbol of Orcus. Acolytes of Orcus, Male Human Clr2 (Orcus) (12): CR 2; SZ M; HD 2d8+4; hp 18; Init +1; Spd 20 ft.; AC 17; Atk +3 melee (ld8+2, heavy mace) or +3 melee (death touch, target's armor is ignored); SA death touch, increased evil spells; SQ control undead; AL CE; SV Fort +5, Ref+ 1, Will +6; Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 12. SJcilfs: Concentration +1, Knowledge (Rappan Athuk) +3, Knowledge (religion) +4, Listen +2, Search +2, Spellcraft +1, Spot +2. Feats: Power Attack, Sunder. Unholy Spells Prepared (4/3): 0cure minor wounds (x3), resistance; 1stbane, doom, protection from good. Domain Spells (Death, Evil): 1stcause fear.
Special Domain Abilities: Acolytes of Orcus cast evil spells at +1 caster level. They may also use a death touch once per day (see below). SADeath Touch (Sp): Acolytes of Orcus must succeed at a melee touch attack against a living creature (using the rules for touch spells). They then roll 2d6. If the total equals or exceeds the target creature's current hit points, it dies. No saving throw is allowed. Possessions: A heavy mace, chainmail, a small steel shield, three vials of unholy water, an unholy symbol of Orcus, a black robe emblazoned with the symbol of Orcus, a small sack with 4dlO gp. Tactics: The priests use fairly simple tactics. Gudmund casts blade barrier, death ward, prayer, freedom of movement, and wind wall, then uses his mask of the skull. He then casts additional spells as seen fit by the DM, aiding his demon and clay golem servitors to slay anyone still standing. He uses the blur and protection from good areas for any close-in
Shrines of Power
The unholy shrines in this dungeon, of which this is the second, provide power to the demon prince Orcus and his avatar the "Master." To cleanse the area of evil, PCs must destroy and consecrate each unholy shrine. Additionally, destroying the unholy shrines weakens Orcus' avatar, making it possible for a high-level party to defeat him on Level 15. Note that to access the Chapel of Orcus (Level 14), the PCs must obtain the magical key held by Gudmund. No other means of opening the door at Area 5-11 is available.
- mil
-i. Entrance
These stairs descend from Level 10A. They are neither trapped nor dangerous in any way. Once the bottom is reached, a plain looking door is present. Once opened, this door causes the stone above to seal while creating an anti-magic field in the stairwell. There is no save, nor can the device be bypassed. The door radiates strange magic both divine and arcane (thanks to Hecate). The PCs arrive at the room listed as 9B-1 on the map.
pB-2. Empty
Bones and junk litter all rooms and caverns marked 9B-2. DMs should also roll a wandering monster check each time characters enter a room labeled "9B-2."
Crazed Cannibalistic Humans, Bbn6 (8): CR 6; SZ M; HD6dl2+18(6dl2+30);hp52(64);Init+3;Spd40ft.;AC 16; + 12/+7 (+14/+9) melee (ldlO+6 [+8], greatclub); SA rage (statistics when enraged are in parenthesis); SQ insane, fast movement, uncanny dodge; ALCE; SV Fort +8, Ref+5, Will -4 (special); Str 23 (27), Dex 16, Con 16 (20), Int 10, Wis 0, Cha 10. Skills.- Climb+12, Jump+12, Listen+11, Spot +6, Swim+2, Wilderness Lore +6. Feats: Alertness, Blind-Fight, Improved Unarmed Strike, Power Attack. SQInsane (Ex): These men are completely immune to all mind-affecting spells and effects. No saving throw need be made to these types of effects. Likewise, they must always use their rage ability at the start of any combat. Possessions: Greatclub, hide armor, loinclodi, bone trinkets, ear collections, teeth collections, and so on. Secret Door: The secret door to Area 9B-17 is a trap door in the floor. It is easy (DC 8) to find, as the crazed men who inhabit this room (they are not good about keeping it closed) use it for passage.
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case (200 gp value) containing an arcane scroll of legend lore cast at 14th level. Arcane Locked Iron Door: 2 in. thick; Hardness 10; hp 80; Break (DC 38), Open Lock (DC 40).
pB'/.ThePooKELs)
A spiral staircase leads down to a large cavern flooded with 5 feet of water. The water is murky and still. Faint ripples can be seen if the water is entered. Three rounds after it is entered, an aquatic black pudding attacks. It will not pursue out of the water. Black Pudding: CR 7; SZ H Ooze; HD 10dlO+60 ; hp 95; Init +0; Spd 20 ft., climb 20 ft.; AC 12; Atk +8 melee (2d6+4, buffet plus acid); SA grab, acid, constrict; SQ Hindsight (60 ft.), ooze; AL N; SV Fort +7, Ref -2, Will 2; Str 17, Dex 1, Con 19, Int , Wis 1, Cha 1.
. The Laboratory
This room is obviously a wizard's laboratory. It contains numerous tables and shelves filled with various powders and liquids. Two half-finished flesh golems molder on a large table, inert and never animated. If materials were recovered from this room, they would fetch over 20,000 gp on the open market. This would require transport of approximately 12 tons of gear to the surface, however. Against the north wall is a secret door. Beyond this door is a storeroom of magical potions. Due to the presence of the iron golems in Area 10, no one has yet looted this storeroom. Secret Door: CR 2; Spot (DC30); Search (DC 20); 2 in. thick; Hardness 5; hp 20; Break (DC 20), Open Lock (DC 20). Potions: Along the shelves in the hidden chamber are the following potions, all unlabeled: cure ligfit wounds (x6), intelligence (x3), hiding (xi), vision (x3), kvitate, invisibility (x2), lesser restoration (x3), truth (x2), water breathing (x6), fly (x2), gaseous form (x2) and remove disease (x3). There are also 5 vials of magical poison; each registers as magical, but is instead potent venom, causing IdlO/ldlO points of temporary Constitution damage.
pB-E.Tr^CannibalLairCELn)
The entrance to this room can only be accessed by grabbing onto an iron bar that juts out of the wall into the space above the river. In the distance, an arched bridge can be seen crossing the river (Area 9B- 1 3 ). Other than by flight, the only way to grab the bar is to make a successful melee touch attack against AC 20 while passing by it, either swimming or in aboat. Failure indicates that the bar has been missed and the PC grabbing for it has proceeded down river. Meanwhile, there is a 50% chance that the crazed inhabitants of this room complex attack with missile fire as described in Area 9B- 13 . The door is standard for this level and is unlocked. The room beyond the entrance door contains six intact 2person boats, carved from woodwork within the dungeon and totally functional. It also contains the rough sleeping quarters of 1 0 crazed cannibalistic humans. They inhabit Area 9B- 1 3 and the empty room beyond, though they have not found the secret door to Area 9B- 14. If they are present on the bridge, they attack with arrows before coming down the stairs to melee with intruders. They fight maniacally until slain. Crazed Cannibalistic Human Bbn6 (10):hp52 (64); see Area 9B-4, above.
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9B-i5.TheTeleportal
This area teleports anyone landing on it to Area 9B-16, unless they were teleported from Area 9B-16.
96-17. TheCannibals'Den
This is the living quarters of the crazed cannibalistic humans encountered in Area 9B-3. If they were not found there, they are here when the PCs arrive (see Area 9B-3). This room contains piles of human bones, musty, rotted pallets of bedding, and an assortment of old equipment. Treasure: Three suits of rusty but usable plate mail are here, as are 5 longswords, 1 greatsword, a +3 composite longbow, a medallion of thought projection, 4 packs containing 2,200 gp of gold ore (worth 1,100 gp), 3 jars of alchemist's fire, 2 vials of holy water, a large steel shield, 3 large wooden shields, and a book of elven poetry worth 15 gp.
9B-i8.TheBoneyard
This room is stacked with piles and piles of bones. Humanoid, fish, rat, and other monster bones lie strewn about in piles. A locked secret door to the south leads to Area9B-19. Secret Door: 2 in. thick; Hardness 5; hp 20; Search (DC 20); Break (DC 30), Open Lock (DC 20).
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monster or if they are in dire need of a little "DM intervention" to cross the whirlpool in Area 9B-29. Secret Door: 2 in. thick; Hardness 5; hp 20; Search (DC 30); Break (DC 20). When the frogman is encountered, he will cautiously await the PCs reaction, diving into the river to escape if they appear hostile. He appears as a bulbous-eyed, greenskinned humanoid, about six feet tall, and with webbed feet. If he can be communicated with (tongues, speak with animals), he may assist the PCs in crossing the whirlpool area or in other waterborne adventuring. The Frogman: CR 6; SZ M Aberration; HD 6d8+36; hp 62; Init +6; Spd 40 ft., swim 60 ft.; AC 16; Atk +5 melee ( I d 3 + l [x2], claws) and +0 melee (Id2, bite); SQ regeneration (5), darkvision (90 ft.), scent; AL N; SV Fort +8, Ref +4, Will +5; Str 12, Dex 14, Con 23, Int 14, Wis 10, Cha 9. Skills: Hide +12, Jump +10, Listen+5, Move Silently + 10, Spot +5, Swim +14. Feats: Alertness, Dodge, Improved Initiative, Run. Ref save DC 11 for half), rhizomes; SQ plant, mimic beholder (Spot check DC 25 or mistaken for beholder over 10 ft. away), low-light vision; AL N; SV Fort +2, Ref+0, Will+1; Str 3, Dex 10, Con 10, Int Wis 12, Cha 1. Note: See the Monster Appendix for more details.
gB-25. Down, Down, Down You Go, Where ^buStop, No One Knows...
This nondescript room contains very little in the way of interest, except for a bas-relief of a demonic face on the floor leading to Area 9B-26. The mouth of the 4-horned, red-faced demon is 10 feet in diameter and provides access to the watercourse leading to Level 9C, 20 feet below.
9B-24. TheFoodCave(EL2)
This cavern is fungus-filled and contains a biomass greater than most swamps. Hundreds of types of fungi are present here: 20% of the fungus is edible while 10% is poisonous (Fortitude save DC16ortake2d6Con/2d6Con).AWildernessLore check (DC 20,DC 14for gnomes andotherunderground creatures) lets the characters tell which are edible. There is enough material here to sustain a party of 12 PCs indefinitely. There are 2 other inhabitants of the cavern as well. These look like beholders, but are in reality 2 gas spores. Gas Spore (2): CR 1; SZMPlant; HD l/4d8;hp 1; Init +0; Spd 5ft.,fly 10ft. (poor); AC: 10; Atk^melee (ld3-4plus rhizomes, slam); SA death throes (6d6 to all within 20 ft. radius,
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lA. .
. Entrance
The sandy shore at the opposite side of the whirlpool is safe for landing. The observant (Spot check DC 12) can see a few footprints. These footprints look like bare human feet and can be tracked to Area 9C-2, where they disappear.
Level pC
Difficulty Level: 12 Entrances: Whirlpool from Level 9B. Exits: None. Wandering Monsters: Check once every 12 hours on Id20: 1 -2: Id4 Crazed Humans, Bbn6 (see Level 9B, Area 9B-4) 3: Id4 Crazed Goblin Scouts 4-5: 3d6 Dire Rats 5: 2d6 Stirges 6:1 Black Pudding (see Level 9B, Area 9B-7) 7-20: No encounter Detections: None. Shielding: The entire level is shielded as is Level 9B, and no means of magical transport such as teleport, dimension door, plane shift, ethereal jaunt, and so forth functions. In addition, no spells or powers involving extra-planar contact, such as summoning or commune, operate on this level. Continuous Effects: The entire level radiates soft light (equal to a light spell). This level, like Level 9B, causes the loss of 1 permanent Wisdom point per day spent here, no save. Standard Features: Unless otherwise noted, all doors on this level are made of locked, iron-reinforced wood (2 in. thick; Hardness 5; hp 20; Break DC 18, Open Lock DC 20). All secret doors are made of stone (1 in. thick; Hardness 8; hp 20; Search DC 20; Break DC 22, Open Lock DC 20).
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Inside the Pyramid: Within are three preserved bodies of beautiful women, in life the concubines of Agamemnon. They are dressed in royal finery and gold jewelry and preserved with a permanent gentle repose spell. The woman in the center was particularly favored and still wears a large gold medallion (worth 500 gp) with the crest of Agamemnon inscribed upon it. This medallion is the key to the crypt of Agamemnon himself and is the only means for the PCs to find a way out of this level. If the bodies are molested in any way, or if a raise dead spell or similar magic is used, the banshees re-materialize and attack. If the medallion is taken, no harm comes to the party, but the corpses wither away to dust in 10 minutes.
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LEVEI^GTHEWEUOFAGEMEMNON.LOWEIUEVEL
will ever actually be discovered. The stone has hardness 8, and takes 20 hp to uncover a glint of metal. It takes 300 points of damage to free the gold completely from the rock.
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ten +12, Move Silently +13, Scry +25, Search +14, Sense Motive + 12, Spellcraft +25, Spot +21. Feats: Brew Potion, Craft Staff, Craft Wondrous Item, Expertise, Improved Critical (unarmed strike), Improved Trip, Improved Unarmed Strike, Leadership, Power Attack, Scribe Scroll, Weapon Finesse (unarmed strike). Arcane Spells Prepared (5/717/6/6/6/5/4/3): 0 light, daze (x2), flare, read magic; 1stchange self, magic missile (x4), shield, true strike; 2nddarkness, detect thoughts, invisibility, mirror image (x2), see invisibility, web; 3rd blink, dispel magic, displacement, fireball, haste, slow; 4tharcane eye, fire shield, improved invisibility, phantasmal killer, solid fog, stoneskin; 5thcloudkill, magic jar, mind fog, summon monster V, teleport, wall offeree; 6thchain lightning (x2), repulsion, Tenser's transformation, true seeing; 7thforcecage, phase door, soulstrike*, vision; 8thhorrid wilting, widdershins*. Note: Spells marked with * are found in Relics & Rituals from Sword and Sorcery Studio. Possessions: Robes, spellbooks, +5 bracers of deflection, ring of elemental command (water), +4 longsword "Butcher," and a staff of power. Tactics: This should not be too hard. Agamemnon cast spells until engaged, then fights using his slam attacks until he spawns 1-2 new vampires. He then teleports away and resumes his spell attacks. If finally corned, he casts haste and Tenser's trons/ormation and fights using his slam attacks until slain.
Level 10
Difficulty Level: 12 Entrances: Stairs from Levels 7A and 9. Exits: Stairs to Level 13A. Wandering Monsters: Check once every 12 hours on Id20: 1-2: Id4 Salamanders (see Area 10-7) 3:1 d4 Goblin Scouts2d4 goblins with shortbows, Id4 with javelins, Id4 with handaxes; all have daggers; accompanied by Id2 goblin leadershurrying along their way to avoid the heat (see side box) 4-5: 3d6 Magmin 5: Id6 Acolytes of Orcus (see Level 9, Area 9-8) 6: Id3 Thoqqua (see Area 10-9, below) 7-20. No encounter Detections: None. Shielding: None. Continuous Effects: The entire level (except Area 10-4) radiates extreme heat (equal to a heat metal spell, with damage taken in minutes rather than rounds), making metal items largely unusable, and requiring Constitution checks once per 10 minutes (DC 12 +1/10 minutes) to prevent the temporary loss of 2 Strength, 2 Dexterity, and 2 Constitution. Resting here is impossible. Standard Features: Unless otherwise noted, all doors on this level are locked and made of iron (2 in. thick; Hardness 10; hp 60; Break DC 28, Open Lock DC 20). All secret doors are made of iron (1 in. thick; Hardness 10; hp 40; Break DC 28, Open Lock DC 20, Search DC 20, Spot DC 30).
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demonic sacrifice). Hence, speak with dead and other like spells automatically fail. Pit Traps (30 ft. deep): CR 3; no attack roll necessary (3d6), Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
. ThoqquaSurprise (EL5)
This small cavern radiates heat as does the rest of the level. Attracted to the heat are 6 thoqqua, who burrow periodically into the magma to "keep warm." They are relatively mindless vermin and fight until slain. They have no treasure. Thoqqua (6): CR 2; SZ M Elemental [Earth, Fire]; HD3d8+3;hp22;Init + l;Spd30ft.,burrow20ft.;AC18; Atk +4 melee (ld6+3 plus 2d6 fire, slam); SA heat, burn; SQ fire subtype, tremorsense; AL N; SV Fort +4, Ref +4, Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10. Skills: Intuit Direction +4, Jump +6, Listen +6, Move Silently +5.
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: THE IAVAPIT
Sorcerer Spells Known (Cast Per Day: 6/7/7/7/7/5/3): 0dancing lights, detect magic, disrupt undead, ghost sound, light, mage hand, prestidigitation, ray of frost, read magic; 1stgrease, magic missile, ray of enfeeblement, shield, true strike; 2ndbull's strength, darkness, mirror image, see invisibility, shatter; 3rddispel magic, dragon's breath*, haste, vampiric touch; 4thbottomless pit*, fire shield (cold), minor globe of invulnerability; 5th-telekinesis, teleport; 6th-antimagic field.
Possessions:+3 huge metal longspear, eyes of charming.
Note: Spells marked with * are found in Relics & Rituals by Sword and Sorcery Studio. Noble Salamander Priests, Clr5 (2): CR 13; SZ L Outsider [Fire];HD15d8+45 plus 5d8+15;hpl52;Init + l; Spd 20 ft.; AC 18; Atk +25/+20/+15 melee (2d8+9 plus Id8 fire, +3 huge longspear), +18 melee (2d8+3 plus Id8 fire, tailslap); Reach 10 ft., 15 ft. with spear; SA heat, constrict (2d8+3 plus Id8 fire), spell-like abilities, cleric spells, death touch; SQ fire subtype, damage reduction (20/+2), rebuke/command fire creatures (5/day); AL CE; SV Fort +16, Ref+ 11, Will +15; Str 22, Dex 13, Con 16, Int 15, Wis 15, Cha 15. Skills: Bluff+ 11, Concentration +1, Craft (metalworking) +24, Diplomacy +13, Escape Artist +19, Hide + 15, Listen +24, Knowledge (religion) +8, Move Silently + 17, Search +20, Sense Motive +12, Spot +20. Feats: Cleave, Dodge, Great Cleave, Mobility, Multiattack, Power Attack, Spring Attack.
Unholy Spells Prepared (5/4/3/1): 0cure minor wounds (x3), guidance, resistance; 1stbane, bless, doom, protection from good; 2ndbull's strength, shatter, silence; 3rddispel magic. Domain Spells (Death, Fire): 1stcause fear; 2nd produce flame; 3rdresist elements. Special Domain Abilities: Five times per day a noble salamander priest can rebuke or command fire creatures as an evil cleric rebukes undead. A noble salamander priest may also use a death touch once per day (see below). SADeath Touch (Sp): A noble salamander priest must succeed at a melee touch attack against a living creature (using the rules for touch spells). If the attack is successful, the priest rolls 5d6. If the total equals or exceeds the target creature's total hit points, it dies. No saving throw is allowed.
Possessions: +3 huge metal longspear.
Elite Noble Salamanders (4): hp 112 each; see Area 10-16, above. Tactics: The salamanders fight to the death. Irtuk first casts mirror image, followed by shield. The priests use resist elements (cold), bull strength, and protection from good spells before wading into melee. Both the priests and Irtuk use shatter on opponents' melee weapons. If The PCs appear to be using a great deal of magic, Irtuk hastes one of the priests, then uses tekport and antimagic field and attacks the party mages. The elite salamanders simply attack, trying to keep the PCs away from the spellcasters until they are ready to join the fray.
Level icA
Difficulty Level: 12 Entrances: River channel from Levels 6,6A, 9A; stairs from Level 8. Exits: Tar pit ladder to Level 12; river to Level 11; secret passage to Level 9B; river passage to surface. Wandering Monsters: Wandering monsters are a constant threat in the Great Cavern. Roll every 30 minutes on Id20 and consult the following chart. If combat occurs in the openthat is, not behind a closed door or in a side cavethe DM should roll again on the same chart after five rounds of combat to see if the noise attracts other creatures. 1: Id2 Umber Hulks 2: Id3 + l Trolls 3-6: 3d6 Worker Ants and 2d4 Soldier Ants 7:1 Will-O'-Wisp 8: 2d4 Gargoyles 9:3d6 Ghouls 10: 2d6 Stirges ll:lXorn 12:2d4 Goblin Miners and 1 Goblin Leader (see Area 10A-22, below) 13-20: No encounter Detection: Great evil is detectable in Areas 10A-12 and 10A-19. Standard Features: In general, the roof of this enormous cavern is anywhere from 80 to 90 feet high, except where noted and in the side caves. Fungus encrusts most surfaces on this level; 20% of the fungus
is edible, while 10% is poisonous (Fortitude save DC 16 or take Id6 Con/ld6 Con). A Wilderness Lore check (DC 20, DC 14 for gnomes and other underground creatures) allows PCs to determine which are edible. Unless otherwise noted, all secret doors are made of stone (2 in. thick; Hardness 8; hp 40; Break DC 22, Open Lock DC 20, Search DC 20). The River and Swimming: Unless PCs have some way to avoid swimming (e.g., flying, water walking), they will encounter difficulties navigating this level. For instance, all down-gradient movement (north of Area 8-4) will be a lethal, one-way trip. The channel near Area 10A-3 runs swift and deep, and no human could possibly swim against this current (Swim check DC 35). This is the entrance area from Level 6A. The river entrance from Level 6 is less hazardous and can be swum with an easy Swim check (DC 15), as the water stagnates and becomes fairly shallow near Area 1OA-5. The river from Level 7A is also located here. The river passage from Level 9A is similarly easy to swim and can even be waded in many places. The river passage to Level 11 flows from the huge central lake south and out of the cavern. It follows a relatively deep yet slowly flowing passage leading to the bottom of the lake in the center of Level 11 (Area 11-7). The final 200 yards of this passage are underwater, requiring a Swim check (DC 30) to survive. All other exits off the mapped area cannot be swum and do not exit nor have adequate breathing space. If any PCs exit down one of these tunnels they are doomed (unless they can breath water), as the river flows through a subterranean sluice and does not resurface.
2S
Rappan Athuk 3
Level 10A: The Great Cavern
ioA-2: The Guarded Tomb (EL n) ioA-3: River Entrance and Beholder Chasm (EL 14) Three unmarked sarcophagi sit against the western
wall of this cave. A stone golem, placed here centuries ago to guard the tomb's unnamed occupants, attacks anyone who enters. Stone Golem: CR 11; SZ LConstruct; HD HdlO; hp 80; Ink -1; Spd 20 ft. (can't run); AC 26; Atk +18 melee (2dlO+9 [x2], slam); SA slow; SQ construct, magic immunity, damage reduction (30/+2); SV Fort +4, Ref +3, Will +4; Str 29, Dex 9, Con Int, Wis 11, Cha 1. All three sarcophagi contain nothing but the bones of long-dead humans and dust. Secret Compartment: The middle sarcophagus does have a secret compartment (Search DC 25). Unfortunately, opening this compartment causes the ceiling to collapse, burying the sarcophagi and everyone within 5 feet of them in rocks. Once the trap has been triggered, the sarcophagi and any PCs who fail their saving throws are trapped beneath a pile of rocks that takes one man-hour to clear. The secret compartment contains the treasure. Falling Rock Trap: CR 4; no attack roll necessary (6d6 crushing damage), Reflex save (DC 19) for half damage; Search (DC 23); Disable Device (DC 25). Treasure: 2,600 gp; a silver box inlaid with gems worth 2,000 gp; 3 gold cat figurines with diamond eyes worth 750 gp each. The chasm, whose steep rocky walls are 30 feet high and require a successful Climb check (DC 15) to descend, is home to a large beholder named Villix. Villix defends his chasm fiercely and attacks anyone attempting to climb into it (see Tactics below). Villix is looking for someone or something to do a job for him. This beholder is a sworn enemy of Gundar, the beholder on Level 8, Area 8-8. Recently, Gundar sent four high-level goblins to the great cave to slay Villix. They failed and have since been devoured, but Villix himself was nearly killed in the combat and wants revenge. Thus, if he spies the PCs near his chasm, he flies up and offers them the following deal: for the eyes of Gundar (as proof of his death), he rewards the PCs with a wand of ice storm (see Treasure, below). If the PCs accept, Villix is true to his word and rewards them with the wand. If the PCs refuse, he leaves them alone, but warns them not to venture into this chasm. Villix, The Large Beholder: CR 14; SZ L Aberration; HD 16d8+16; hp 90; Init +4; Spd 5 ft., fly 20 ft. (good); AC21; Atk +5 melee (2d4+l, bite) or +10ranged (rays, ranged touch attack); SA eye rays; SQ all-around vision, antimagic cone, fly; SV Fort +6, Ref +5, Will +14; Str 12, Dex 10, Con 12, Int 17, Wis 15, Cha 15.
RAPPANATHUKIII
Skills: Hide +8, Knowledge (arcana) + 12, Listen +19, Search +22, Spot +24. Feats: Alertness, Flyby Attack, Improved Initiative, Iron Will, Shot on the Run. Tactics: Villix attempts to attack intruders as they are making their way into the chasm. He is quite vicious and uses his disintegrate, finger of death, and sleep rays first. If possible, of course, Villix positions himself so that all ten rays can be used simultaneously. If Villix is reduced to half his hit points or loses three or more eye stalks, he attempts to flee. If unable to flee, he bargains for his life, offering the Treasure in exchange for quarter. If no quarter is given, he fights to the death. Treasure: Villix stored the goblins' more precious items in a nook in the northern wall of the chasm (Search DC 15). Here can be found two small suits of masterwork chainmail, a small suit of masterwork studded leather armor, four masterwork light crossbows, sixty masterwork crossbow bolts, three masterwork shortswords, a +1 shortsword, a +1 steel buckkr, and a wand of ice storm (7th level, 18 charges).
ioA-4:UmberHulkLairQEL/ )
As the PCs near Area 10A-4A they notice an umber hulk pacing back and forth in front of a cave entrance. The umber hulk attacks anyone who approaches within 30 feet, but ignores anyone who keeps their distance and takes no hostile action. The umber hulks are afraid of Villix (as are most of the other denizens of this level), and so do not guard the two cave entrances near his chasm. Umber Hulk: CR 7; SZ L Aberration; HD 8d8+32; hp 68; Init +1; Spd 20 ft., burrow 20 ft.; AC 17; Atk +11 melee (2d4+6 [X2], claws) and +9 melee (2d8+3, bite); Reach 10 ft.; SA confusing gaze; SQ tremorsense; SV Fort +6,Ref+3,Will+6;Str23,Dexl3,Conl9,Int9,Wisll, Cha 13. Skills: Climb +17, Jump +14, Listen +11. Feats: Multiattack. Lair: The lair itself is a huge cavern with 40-foot-high ceilings. Two rock formationsone 35 feet tall, the other 20 feet talland a 40-foot-deep sinkhole dominate the center of the cave. Anyone falling into the sinkhole suffers 3d6 points of falling damage. Inside the cave are a total of 13 umber hulks, including the one stationed at the door at Area 10A-4A. They are scattered throughout: one umber hulk at B, four at C, four at D, and three at E. If attacked, the umber hulks let out a high moaning sound that alerts the other hulks that intruders have entered the cave. Once the alarm has been given, reinforcements arrive in 4 to 8 rounds, depending on how far they are from the sight of the combat. Umber Hulk (12): hp 68 each; see above.
ioA-5: RiverEntrance
PCs exiting Levels 6 and 7A via the river channel are deposited here.
RAPPANATHUKIII
invulnerability, rainbow pattern; 5thcone of cold, feeble mind, summon monster V (fiendish giant constrictor snake); 6thcircle of death, disintegrate. Possessions: +2 robe of protection, wand of magic missiles (7 th level, 27 charges), ring of evasion. Tactics: What spells the mummies choose to cast depends greatly on which secret door is opened first. In general, Plethor attempts to cast desecrate, protection from elements, summon monster VI, spell immunity (fireball), and bull's strength before casting his offensive spells. Plethor prefers spells to melee, but if engaged uses his shortspear over his slam attack. Xillin attempts to cast protection from elements, summon monster V, minor globe of invulnerability, and slow before casting his offensive spells and using his wand. If engaged, and unable to cast spells, Xillin uses his slam attack. spore cloud (Fortitude save DC 14 or become passive); SQ darkvision (90 ft.), cloud; SV Fort +7, Ref+1, Will +3; Str 14, Dex 8, Con 14, Int 12, Wis 12, Cha 10. Treasure: Hidden in this fungus grove (Search DC 20) are several trinkets special to the king: three potions of plant growth, a +2 dagger, and a velvet bag containing seven diamonds worth 100 gp each. In addition, the king wears a gold necklace inset with various gems worth 500 gp. Development: If the PCs have the means to communicate with the fungus men, the fungus men are happy to tell them what they know. They warn the PCs not to cross the rope bridge to the north, and that there is a powerful "eye creature" living nearby. They also warn of an enormous worm to the northeast.
ioA-i6:HeatRift(EL2)
A deep fissure continuously issues forth a hot mist. The rift is 30 feet deep and gives way to a heated underground river. Those falling into the rift take 3d6 points of falling damage plus Id6 points of fire damage every round they remain in the water. Climbing out of the rift requires a Climb check (DC 18).
ioA-i8: Waterfall
A loud waterfall tumbles over a high cliff (30 ft., Climb DC 15). PCs caught beneath the churn of the fall must succeed at a Swim check (DC 15) or be pinned beneath the water. A PC pinned beneath the water may make an additional Swim check every round, although the DC increases by 1 every 2 rounds. A narrow ledge runs behind the waterfall. It is smooth and extremely slippery, and a successful Balance check (DC 15) must be made. A failed Balance check prevents movement for that round; a
DemonbaneQA&jor Artifact)
Demonbane was forged with one purpose in mind: to kill demons, specifically Orcus. Strangely, Demonbane was created not by paladins or clerics of Good, but rather by the arch-devil, Baalzebul, who purposed to overthrow the Lord of the Undead. Because of their mutual evil alignments, the sword focuses on law versus chaos. Also, because the arch-devil did not particularly care who used the sword against Orcus, he made it Lawful Neutral, rather than Lawful Evil. Powers: This sword functions as a +3 lawful keen bastard sword: Int 14, Wis 14, Cha 18, Ego 24; Alignment: LN; telepathy; Primary Powers: detect chaos (at will); bull's strength (5 hours, I/day); dictum (I/day); wielder gains a +4 insight bonus on all saves against attacks from demons; the sword automatically ignores the damage reduction of any demon it strikes; and the wielder of Demonbane is immune to the wand of Orcus. If used against a devil (or any other Lawful Evil Outsider), the sword becomes powerless and non-magical for 24 hours. Method of Destruction: The sword melts into gold upon delivering the killing blow to Orcus; otherwise, there is no way to destroy Demonbane. Once in the possession of a lawful-aligned PC, the sword urges its wielder toward that end. It knows Orcus is "near" and can guide the PC by letting him know if he is getting closer or further away from the Demon Prince. If the wielder does not proceed directly toward Orcus, Demonbane asks (it speaks Common and Draconic) to be handed over to a more dedicated warrior. If this fails, it attempts to control the PC (Will save DC 24). A controlled PC follows Demonbane's directions and is allowed an additional saving throw every 24 hours. been, and the doors swing open, revealing the tomb of the arch-lich.
TheTomb(EL2o)
This small square chamber contains an open stone sarcophagus, and, in the south, three tall brass urns overflowing with gems and gold. As the doors to the crypt swing open, the lich, covered in dust and cobwebs, rises from the sarcophagus and says, "Who sent you?" Slavish, an 18th-level Sorcerer-Lich, is entombed here behind the falls. Slavishthough a lichis not a friend of Orcus. Slavish is just powerful enough that Orcus takes this rivalry reasonably seriously. Slavish knows this, and does not to the deity's patience. Thus, he remains hidden here surrounded by his fortune, safe, for the moment, from Orcus' considerable wrath. Slavish, Male Human Lich SorlS: CR 20; SZ M Undead; HD 18dl2+3; hp 82; Init +; Spd 30 ft.; AC 21; Atk +9 melee (ld8+5 [x2], Will save DC 25 halves, negative energy touch); SA fear aura, paralyzing touch, spells; SQundead, turn resistance (+4), damage reduction
Staff of Harming
This black, iron staff, the antithesis of a staff of healing, allows the user the following spells: contagion (1 charge), inflict serious wounds (1 charge), blindness/ deafness (1 charge). Caster Level: 7th; Prerequisites: Craft Staff, contagion, inflict serious wounds, blindness/deafness; Market Price: 25,000gp.
30
RAPPANATHUKIII
(15/+1), immunities (cold, electricity, polymorph, and mind-affecting attacks); AL LE; SV Fort +, Ref + 10, Will +14; Str 10, Dex 14, Con , Int 16, Wis 16, Cha 24. Skills: Concentration +25, Knowledge (arcana) +24, Knowledge (demons) +24, Listen +24, Spot +24, Spellcraft +24. Feats: Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Great Fortitude, Lightning Reflexes, Scribe Scroll, Toughness. Sorcerer Spells Known (Cast Per Day: 6/8/8/8/7/717171 5/3): 0arcane mark, dancing lights, daze, detect magic, detect poison, mage hand, mending, open/close, read magic; 1stburning hands, identify, magic missile, ray of enfeeblement, sleep; 2ndinvisibility, Melf s acid arrow, mirror image, protection from arrows, see invisibility; 3rddispel magic, haste, lightning bolt, slow; 4thfire shield (cold), minor globe of invulnerability, rainbow pattern, wall of ice; 5thcone of cold, dominate person, feeblemind, mind fog; 6thcircle of death, disintegrate, summon monster VI; 7thdelayed blast fireball, finger of death, power word (stun); 8thincendiary cloud, mass charm, protection from spells; 9thpower word (kill), wail of the banshee. Possessions: +2 robe of protection; +2 ring of protection; brooch of shielding; wand of cone of cold (12th level, 32 charges); staff of harming (30 charges, see side box for description); cioak of charisma +2; phylacterysmall metal box (hardness 10; hp 40), locked (Open Locks DC 30, no key), containing strips of parchment inscribed with magical runes. The phylactery is attached to Slavish's belt with a leather strap. Tactics: Unless the PCs are extremely high-level, and somehow fully rested after fighting their way through ten levels of the Dungeon of Graves, they have no hope of defeating the lich. Slavish is aware of the PCs' presence once they approach his door and immediately begins casting the following spells in this order: minor globe of invulnerability, protection from arrows, protection from spells, and haste. As stated above, once the PCs enter his chamber, Slavish rises from his sarcophagus and asks who sent them. Slavish assumes no mortal would be so foolish as to challenge him. Thus, he does not attack immediately, choosing instead to question the PCs. He is specifically interested in determining if the PCs are agents of Orcus or, he hopes, agents sent to seek help from him to destroy Orcus. He is not willing to talk long, however; he wants to act before his haste wears off. If the PCs are somehow able to convince him they have been sent or are aiming to kill Orcus, he tells them how they can reach Level 15. He may even provide them with Demonbane (see below and side box). Otherwise, he attacks. Once combat has begun, Slavish prefers to cast two summon monster VI spells first, calling forth a barbazu and an erinyes to engage the PCs while he casts more spells. He wants to dispose of his adversaries quickly, so he casts power word, kill (targeting magic users) and then delayed blast fireball. How he proceeds after this depends greatly on the
Rappan Athuk 3
Level 10A: The Great Cavern
31
SIS
Tactics: At the first sign of trouble, the guards sound the alarm and two leaders and 10 miners arrive five rounds later. The goblins look to strike from afar first, firing poison bolts, throwing poison javelins, and lobbing burning oil. Once engaged, or if it appears their opponents are formi' dable, the third leader and the rest of the miners are called for. These reinforcements arrive in Id4+l rounds. While in melee, the leaders and the miners attempt to flank their opponents and gain a sneak attack whenever possible. DM Note: If the goblins have a chance to use their poison and flaming oil, add 20% to the XP awarded in this encounter. Treasure: As stated earlier, this is a very lucrative mine. Currently, there are dozens of wheelbarrows full of gold ore stored near the rear of the vein. In all, there is 10,000 gp worth of ore, weighing over 2,000 pounds. The ore is guarded at all times by one of the leaders. This leader only leaves his post at the ore if there is significant trouble at the entrance (see above).
A tribe of 25 tar mephits (treat as ooze mephits, MM page 132, with changes detailed in stat block below) inhabits the crater. The mephits are protective of their tar, and any creature attempting to enter it or spending an inordinate amount of time investigating it (5 minutes or more) is attacked by 2d6 mephits (up to 25 total). Tar Mephits (25): CR3; SZ S Outsider [Water]; HD 3d8+3; hp 16; Ink +0; Spd30 ft., 40ft. fly (average), 20 ft. swim (in tar); AC 16; Atk +6 melee (ld3+2 [x2], claws); SA breath weapon, spell-like abilities, summon mephit; SQ fast healing (2), damage reduction (5/+1); AL N; SV Fort +4, Ref+3, Will +3; Str 14, Dex 10, Con 13, Int 12, Wisll,Chal5. Skills: Bluff+6, Hide +9 ( + 19 in tar), Listen +6, Move Silently +6, Spot +6. Feats: Power Attack. Spell-like Abilities: Once per hour a tar mephit can fire a steaming bolt of tar that functions like a Melfs add arrow cast by a 3rd-level sorcerer, though it deals water damage instead of acid damage. Once per day it can create a mass of rancid fog that duplicates the effect of a stinking cloud cast by 6th-level sorcerer.
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ioA-27: Umber Hulk Lair (EL 9, depending on number of umber hulks present)
The areas marked "27" are home to a group of 12 umber hulks. Each of the chambers contains the following: 27A: 2 umber hulks. 27B: 4 umber hulks. 27C: 2 umber hulks. 27D: 1 umber hulk. 27E: 3 umber hulks. 27F: 50%-grade gold ore, worth 500 gp, piled about. 27G: 100 ft.-deep sinkhole; 10d6 points of falling damage to anyone falling or thrown into hole; Climb check (DC 15) to escape. Sinkhole Pit Trap (100 ft. Deep): CR 5; no attack roll necessary (10d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20). Umber Hulks (12): hp 68 each; see Area 10A4, above. Tactics: The umber hulks attack intruders immediately. Hulks in adjacent chambers arrive Id4 rounds after the start of combat.
The Curse
A cursed PC is doomed to one day return to the tomb as a specter. When that PC dies, he is immediately transformed into a specter and begins journeying back to the tomb to guard it against intruders. A cursed PC who dies
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RAPPANATHUKIII
slant comings and goings of the ants slows movement to I/ 2 in most areas. Ninety percent of the ants are workers who ignore the PCs unless attacked. The remainder are soldier ants, who attack immediately and give a high-pitched squeal that attracts an additional 2d6 soldiers within 3 rounds. There is a 25% chance every minute the PCs are in the anthill that 1-2 soldier ants are encountered. Fighting in the anthill is a little difficult. PCs using large slashing or bludgeoning weapons suffer a -4 circumstance penalty to attack rolls and a -2 circumstance penalty to damage rolls. PCs using Medium-size slashing or bludgeoning weapons suffer a 2 circumstance penalty to attack rolls and a-1 circumstance penalty to damage rolls. Small and tiny weapons suffer no penalties. The ant colony connects with Area 10A-30. If the DM wishes, he may draw a rough map of the passages and chambers, or, if he prefers, simply let the PCs wander and fight until he decides they come across the passage to Area 10A-30. Giant Ant, Workers (350+): CR 1; SZ M Vermin; HD 2d8; hp 9; Init +0; Spd 50ft., climb 20ft.; AC 17; Atk + 1 melee (Id6, bite); SA improved grab; SQ vermin; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int ,Wisll,Cha9. Skills: Climb +8, Listen +5, Spot +5. Giant Ant, Soldiers (50): CR 2; SZ M Vermin; HD 2d8+2; hp 11; Init +0; Spd 50 ft., climb 20 ft.; AC 17; Atk +3 melee (2d4+3, bite); SA improved grab, acid sting ( I d 4 + l plus Id4 acid damage); SQ vermin; SV Fort +4, Ref+0, Will +1; Str 14, Dex 10, Con 13, I n t , Wis 13, Cha 11. Sills: Climb +10, Listen +6, Spot +6. Treasure: In their wanderings, the worker ants have picked up a number of small magical items. Once it was determined these could not be used to further the colony, they were discarded. There is a 10% chance every 10 minutes the PCs are in the colony that they come across something valuable (Spot check DC 15). If so, roll on the following chart: 1-3: Scroll (roll on minor scroll charts 8-21, 8-22 and 8-23 on page 204 of the DMG) 4-6: Potion (roll on minor potion chart 8-18 on page 191 of the DMG) 7: +1 dagger 8: +1 ring of protection 9-10: Masterwork short sword 11-14: +1 arrow 15-16: +1 bolt 17: +2 ring of protection 18: Potion of cat's grace (5th level, 1 dose) 19: +2 short sword 20: Scroll of lightning bolt (7th level) chamber is 20 ft. square and is guarded at all times by 10 soldier ants. Giant Ant, Queen: CR 2; SZ L Vermin; HD 4d8+4; hp 22; Init -1; Spd 40 ft.; AC 17; Atk +5 melee (2d6+4, bite); Face 5 ft. by 10 ft.; SA improved grab; SQ vermin; SV Fort +5, Ref+0, Will +2; Str 16, Dex 9, Con 13, Int , Wis 13, Cha 11. Sills: Listen +7, Spot +7.
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Lair(ELio)
Down this gently sloping side tunnel lies the lair of 3 will-o'-wisps. PCs lured into this dark crevasse by the lamp-like glow of these foul creatures are attacked immediately. Will-O'-Wisps (3 ): CR 6; SZ S Aberration [Air]; HD 9d8; hp 40; Init +13; Spd fly 50 ft. (perfect); AC 29; Atk + 16 melee (2d8, shock); SQ spell immunity, natural
PCs not wishing to fight their way back up to get out, or back down to return, might want to take advantage of this exit/entrance.
36
Level ii
Difficulty Level: 9 Entrances: Waterfall from Level 9A. Exits: Underwater passage to Level 10A, passage to surface in Area 11-8C. Wandering Monsters: Check once every hour on Id20: 1-2: Id6 Fire Beetles (Giant Crawfish in the Wet Caverns) 3: Id4 River Trolls (see Area 11-8B, below) 4-5: 3d6 Dire Rats 5: 2d6 Stirges 6: 1 Beholder (see Area 11-4, below) 7: Id3 Phase Spiders 8-20: No encounter Detections: None. Shielding: None. Continuous Effects: None. Standard Features: Because the ground is slippery and uneven, each round of melee or running requires a Dexterity check (DC 5). Failure means the PC falls down. Monsters, more familiar with the terrain, enjoy normal movement. Climbing the wet and slippery walls, columns, and other cavern features requires a Climb check (DC 15) unless otherwise noted. Fungus encrusts most surfaces on this level; 20% of the fungus is edible, while 10% is poisonous (Fortitude save DC 16 or take Id6/ld6 temporary Constitution damage). A Wilderness Lore check (DC 20, DC 14 for gnomes and other underground creatures) allows PCs to determine which are edible. The cave entrance may only be noticed on a successful Spot check (DC 25) within 20 feet.
IM. Entrance
This area leads from the mithril gates (Level 9A, Area 9A-3). It consists of a deep, swiftly flowing river leading to Area 11-3. Swimming the river requires a Swim check (DC 25) to avoid being swept over the falls.
n-6.TheIsleofAkbeth
In the center of the great lake is a small island made of rough stone. The island measures 40 feet in diameter and is adorned with a single feature. The statue of Akbeth stands in the very center of the island.
Demonclaw
Demonclaw is a +3 chaotic greatsword of thundering, +6 vs. lawful outsiders. Demonclaw is an intelligent weapon, and as such will either select or reject a bearer based on alignment (it will only accept a chaotic bearer). The sword appears as a greatsword made of rune encrusted superior quality metal, with a hilt made from the hand of a demon, withered and dried from age. It has the primary powers of granting the wielder spell turning ability vs. lawful outsiders only, grants the bearer virtual use of the Improved Initiative feat, allows the bearer to rage as a barbarian of equivalent level, and has the extraordinary power of true seeing. Its special purpose is to slay lawful outsiders, and each successful hit on a lawful outsider reduces the creature's natural AC by 1 point permanently. The sword is Chaotic Neutral, with Int 11, Wis 12, and Cha 16. It communicates by speech and telepathy. Its ego is 21. The only drawback to wielding Demonclaw is that once grasped, it bonds to the left hand of the bearer and cannot be removed by any means short of a limited wish, wish, or miracle. It also compels (Will save DC 21 to avoid) the bearer to attack immediately any lawful outsider he encounters.
RAPPANATHUKIII
would disturb the priestess or the divine judgment laid upon her by Hecate.
39
n-9B.Bugs!(EL4)
This room contains much fungus and many vermin. Dozens of giant fire beetles swarm all over this cave, nibbling at the fungus and hoping for some more "fleshy" morsels. There are a total of 80 beetles here, though only 2dl 2 attack every 10 minutes, the others are busy feasting. If beetle bodies (or any other bodies for that matter) are left here, they will be devoured in 3d6 minutes. There is no treasure here.
40
RAPPANATHUKIII
saving throw against any magical effect. The next spell cast by Skills: Climb +6, Listen +3, Spot +3, Swim +16. any spellcaster participating automatically has maximum effect. Each of these effects occurs only once for each individual. If a worshipper of Hecate of any class is involved with restoring this altar, that individual gains 1 level of experience as well. Likewise, anyone defacing the altar (e.g., prying out the 200 gp worth of When this area is reached, the tunnel floor drops down and precious metals, etc.) suffers the reverse fate (automatically the water deepens to 20 feet. During periods of flooding, this area misses next save, next spell is minimum effect, loses 1 level). connects to the lake itself. Also during these periods, some critters normally living in the lake migrate here, only to become trapped later when the water level falls. Recently, a giant gar These caverns are either partially or totally flooded, traveled from Level 10A to this level and became trapped when depending on the season. For purposes of the adventure, the DM the water level declined. It is well fed (from crawfish and smaller should make them accessible the first time they are encountered. prey), though anyone swimming in this murky water is immediAt the entrance to these caves lives a small group of 3 river trolls. ately attacked. The giant gar retreats if wounded for over 50% of These trolls like the steady food source in these caves and will its hit points, hiding in an underwater cave jutting back 30 feet fight off any intruders. They will not pursue anyone retreating under the northern lip of the pool. Giant Gar: CR2; SZL Animal; HD 7d8+7;hp38; Init+2; away from these caves, however, as they have easy prey here and Spd swim 60ft.; AC 15; Atk +7 (ld8+4, bite); Face 5 ft. by 10 ft.; do not desire to fight to get food. They have no treasure. SQ keen scent; So: 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2. River Trolls (3): hp 68 each; see Area 11-8B, above. SMs: Listen +7, Spot +7. Tactics: These trolls, unlike most of the denizens of this
level, actually employ a battle strategy when they fight. They fight until severely wounded, then retreat into the pool at Area 11 -1OC. The fish and the trolls have an uneasy truce: it bites hard, yet it is afraid of them as well (and they taste terrible). The trolls will not fight to the death unless cornered. Under no circumstances will they pursue opponents out of these caves, unless they may remain in a water area and retain the advantage. They typically grab their opponents and either throw them into the water or jump in while grappling them. The latter can be done successfully on an opposed Strength check. This strategy prevents the use of fire against them and simultaneously allows them an opportunity to drown their victims, as it is unlikely that PCs can hold their breath as long as a troll can (Con 23).
41
Goblin Scouts
These wandering goblins have the following stats: Goblin Scouts, Rog3: CR 3; SZ S; HD 3d6; hp 14; Init +1; Spd 30 ft.; AC 15 (16 with shield); Atk +2 melee (Id6-l,handaxe, critx3) or +2 melee (Id41, dagger, crit 19-20) or +2 melee (Id6-l, javelin) or +4 ranged (Id6-l, javelin, range 30 ft.) or +4 ranged (Id6, shortbow, crit x3, range 60 ft.); SA sneak attack (+2d6); SQ evasion, uncanny dodge (Dex bonus to AC), darkvision (60 ft.); AL NE; SV Fort +1, Ref + 4, Will +1; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. Skills: Appraise +2, Balance +5, Climb +2, Disable Device +3, Escape Artist +4, Hide +11, Intuit Direction +1, Jump +0, Listen +5, Move Silently +10, Open Lock +3, Pick Pocket +3, Search +2, Spot +4, Tumble +4, Use Rope +3. Goblins receive a +4 racial bonus to Move Silently checks. Feats: Dodge, Mobility. Possessions: Studded leather armor, small wooden shield, shortbow with 40 arrows or javelins (3) or handaxe, dagger, Id4 sp, 2d4 cp.
RAPPANATHUKIII
to the death. They do not pursue if the PCs flee, as they have no real hope of catching anything that can run. Treasure: Each roper has 4dlO pp and 3d6 100 gp gems in its gullet.
claws) and +13 melee (ld4+3, bite); Face/Reach 5 ft. by 10 ft./15 ft.; SA spell-like abilities, improved grab, summon tanar'ri; SQ: damage reduction (20/+2), electricity and poison immunity, resistances (cold, acid, fire 20), darkvision (60 ft.), telepathy, spell resistance (21), detect magic, true seeing;ALCE;SVFort+ll,Ref+7,Will+10;Str25,Dex 10, Con 19, Int 16, Wis 16, Cha 16. Skills: Bluff+13, Concentration + 14, Hide +2, Knowledge (arcana) +13, Listen +21, Move Silently + 10, Search + 13, Sense Motive +13, Spot +21. Feats: Cleave, Power Attack, Multiattack. DM Note: See the MM, pages 42 and 4546, for a full description of these powerful demons. Tactics: Each glabrezu immediately uses its summon demon ability to attempt to bring in Id2 vrocks. They cast minor image, followed by confusion (one) and reverse gravity (two). They use their teleport ability to stay away from fighter types, using their burning hands, chaos hammer, and unholy blight abilities until they are forced to fight hand-tohand. They fight until slain.
LEVEL 11A: THE GATES TO THE GOBLIN CITY AND THE VAMPIRE LAIR
south (toward the dead end), nothing happens. Once they begin to walk back toward the door, however, a terrible event happens. When passed from south to north, each column emits a wraith that attacks. If a PC tries to escape by running away, it is possible that up to 40 of these horrors could be faced at once. There is no treasure. The wraiths fight until destroyed. Wraiths (40): CR 6; SZ M Undead [Incorporeal]; HD 5dl2; hp 32; Init +7; Spd 30 ft., fly 60 ft. (good); AC 15; +5 melee (Id4, touch, plus Id6 permanent Constitution drain); SA constitution drain, create spawn; SQ daylight powerlessness, unnatural aura, undead immunities, incorporeal, turn resistance (+2); AL LE; SV Fort +1, Ref +4, Will +6; Str , Dex 16, Con , Int 14, Wis 14, Cha 15. Skills: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, Spot +12. Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative. form (change to wolf, bat, or dire wolf as a standard action), fast healing(5);ALLE;SVFort+13,Ref+10,Will+6;Str24,Dex 19, Con , Int 14, Wis 15, Cha 16. Skills: Alchemy +5, Bluff +10, Climb +19, Craft (weaponsmithing) +18, Escape Artist +5, Handle Animal +17, Hide +12, Intimidate +5, Knowledge (nature) +2, Listen +12, Move Silently +12, Ride +19, Search +10, Sense Motive +10, Spot +12. Feats: Alertness, Blind-fight, Cleave, Combat Reflexes, Dodge, Improved Critical (longsword), Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Mounted Combat, Power Attack, Weapon Focus (longsword), Weapon Focus (unarmed strike), Weapon Specialization (longsword). Languages: Common, Draconic, Infernal.
Possessions: +3 full plate, +3 langsward: "The Glutton" (see side box), +2 large shield (casxsprotectianfromgood once per day).
Mhao, Male Human Vampire, War8: CR 10; SZ M Undead; HD 8dl2; hp 76; Init +2; Spd 30 ft.; AC 29; Atk +11/ +6 melee (ld6+6, slam plus energy drain) or +14/+9 melee (1 d8+9,+3 s/iortsf>ear, crit x3, range 20 ft.); SA domination (DC 17), energy drain (slam attack drains 2 energy levels), blood drain (Id4 permanent Constitution per level while opponent is pinned), children of the night, create spawn; SQ damage reduction (15/+1), turn resistance (+4), gaseous form, spider climb, alternate form (change to wolf, bat, or dire wolf as a standard action), fast healing (5); AL CE; SV Fort +8, Ref +8, Will +3; Str 23, Dex 18, Con , Int 12, Wis 12, Cha 16. Skills: Balance +7, Bluff+ 11, Craft (armorsmithing) +2, Heal +5, Hide +12, Listen +4, Move Silently +12, Open Locks +5, Perform +3, Ride +13, Search +9, Sense Motive +9, Spellcraft +2, Spot +10. Feats: Alertness, Dodge, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Mounted Combat, Trample, Weapon Focus (halberd). Possessions: +3 chain shirt, +3 shortspear, +2 amulet of natural armor; a red diary of the 200 years of hunger that the vampires have faced, bound in human skin and penned in the blood of Mhao. Itara, Female Human Vampire, SorlZ: CR 14; SZ M Undead; HD 12dl2; hp 108; Init +7; Spd 30 ft.; AC 19; Atk + 10/+5 melee (Id6 +4, slam plus energy drain); SA domination (DC 22), energy drain (slam attack drains 2 energy levels), blood drain (Id4 permanent Constitution per level while opponent is pinned), children of the night, create spawn; SQ damage reduction (15/+1), turn resistance (+4), gaseous form, spider climb, alternate form (change to wolf, bat, or dire wolf as a standard action), fast healing (5); AL CE; SV Fort +9, Ref+ 12, Will +15; Str 19, Dex 16, Con , Int 15, Wis 20, Cha 22.
TheGlutton"
"The Glutton" is a +3 keen longsword of wounding. It transmits touch attacks such as vampiric level drain as if it were an extension of its wielder's body. It has the following statistics and powers: Int 12, Wis 13, Cha 13, Semi Empathy, Alignment CE. Any blood spilled upon the blade soaks into the sword like a sponge.
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RAPPANATHUKIII
Skills: Bluff+14, Concentration + 18, Craft + 11, Escape Artist +3, Forgery +5, Hide +10, Listen +16, Move Silently +10,Scry + 17, Search+ 10, Sense Motive 13, Spellcraft+17, Spot + 16. Feats: Alertness, Combat Reflexes, Dodge, Mobility, Silent Spell, Quickened Spell, Iron Will, Lightning Reflexes, Skill Focus (Spellcraft), Spell Focus (Evocation). Sorcerer SpellsKnoum(CastPerDay: 6/8/8/7/7/6/4): 0 dancing lights, detect magic, disrupt undead, ghost sound, light, mage hand, prestidigitation, ray of frost, read magic; 1stmage armor, magic missile, ray of enfeeblement, shield, true strike; 2ndalter self, darkness, mirror image, spectral hand, web; 3rddispel magic, dar'tan's shadow bolt*, haste, hold person; 4thcharm monster, minor globe of invulnerability, shadow shield*; 5th-curtain of darkness*, teleport; 6th-monster summoning VI. Note: Spells marked with * are found in Relics & Rituals by Sword and Sorcery Studio. Languages: Common, Ignan. Possessions: +4 bracers of armor, ringof spell turning, +2 amulet of resistance. Swoana, Female Human Vampire, Com3: CR 4; SZ M Undead; HD 3dl 2; hp 26; Init +6; Spd 30 ft.; AC 22; Atk +3 melee (ld4+2, slam plus energy drain); SA domination (DC 15), energy drain (slam attack drains 2 energy levels), blood drain (Id4 permanent Constitution per level while opponent is pinned), children of the night, create spawn; SQ damage reduction (15/+1), turn resistance (+4), gaseous form, spider climb, alternate form (change to wolf, bat, or dire wolf as a standard action), fast healing (5); AL CE; SV Fort +3, Ref+5, Will +7; Str 14, Dex 15, Con Int 13, Wis 18,Chal8. Skills: Bluff+ 12, Disable Device +2, Hide +10, Intimidate +5, Jump +8, Listen +11, Move Silently +10, Search +9, Sense Motive +12, Spot +11, Use Rope +2. Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Move Silently). Possessions: +3 amulet of natural armor, unhallowed doll (see Alcove D, below). and is otherwise a common appearing man. He has reddish blond hair and brown eyes. Itara was Grezell's wife in life, a sorceress of some power. She alone retains the will to think rather than just attack. She will select spells according to what is happening, beginning with a haste spell on Grezell. She alone will use her dominate person ability, saving hand-to-hand fighting as a last resort. She is beautiful, looking the part of the noblewoman she was, with light gray eyes and jet-black hair. She wears fine silks and jewels, and only her fangs and pale skin show that she is undead. If Swoana is threatened, she rages and attacks as Grezell above. Swoana was a common human child before her family was changed to vampires. She has the mind of a ten-year old girl and is too hungry to do any thinking; she attacks at once, searching out the smallest victim possible. She looks like Shirley Temple with fangs, dressed in a child's dress and carrying her teddy bear. In each alcove is a simple coffin, made of stone and containing the remains of each vampire.
Alcove A
This alcove contains the remains of the head male vampire, Grezell. In addition to his personal magic items, there are 4 large pieces of jewelry worth 2,800 gp total, as well as an iron bound manual of gainful exercise (+1) hidden in his coffin.
Alcove B
This alcove contains the remains of a male servitor vampire of Grezell's, named Mhao. He prefers to fight using his bare hands and leaves the spear in place while he attacks.
AlcoveC
This alcove contains the remains of Itara, Grezell's mate and lover. Itara wears 12,000 gp of fine jewelry and leaves nothing in her coffin as she attacks.
Alcove D
This alcove contains the remains of Grezell and Itara's young daughter vampire Swoana. Swoana has a teddy bear that is enchanted to radiate unhallow and desecrate spells in a 100-foot radius. There is no treasure in her crypt.
45
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Rappan Athuk 3
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Rappan Athuk 3
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Level 11A: The Gates to the Goblin City and the Vampire Lair
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Level 15: The Den of the Master
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Warning: If the PC s fall off the edge of the maze they are lost forever into the abyss (represented by the black area).
60
RAPPANATHUKIII
21; Atk + 13/+8 melee (ld6+4, +2 keen rapier, crit 15 20),or+12ranged(ld8+2,+J light crossbow with +1 bolts plus poison); S A death attack, poison, sneak attack (+6d6), spells; SQ evasion, uncanny dodge (can't be flanked), darkvision (60 ft.); AL CE; SV Fort +3 (+5 vs. poison), Ref+ 12, Will +2; Str 14, Dex 18, Con 12, Int 16, Wis 10, Cha 11. Skills: Balance +13, Climb +15, Disguise +13, Escape Artist +12, Gather Information +8, Hide +17, Intimidate +8, Listen +12, Move Silently +17, Open Locks +12, Search +16, Spot +10. Feats: Alertness, Dodge, Mobility, Weapon Finesse (rapier). Arcane Spells Prepared (2/2/1): 1stobscuring mist, spider climb; 2nddarkness, pass without trace; 3rd invisibility. Possessions: +2 keen rapier, +3 leather armor, +2 cloak of protection, +1 light crossbow, 20+1 bolts coated in poison (Fortitude save DC 18, Id6/ld6 temporary Dexterity loss). The Overseer, Male Goblin WizlO (Necromancer): CR 10; SZS; HD 10d4+3; hp 30; Init + 1; Spd 30 ft.; AC 20; Atk +6 melee (Id4+1, +2 dagger, crit 1920); SA spells; SQ darkvision (60 ft.); AL CE; SV Fort +5, Ref +4, Will +10; Str 9, Dex 13, Con 10, Int 19, Wis 13, Cha 10. Skills: Alchemy +17, Concentration +18; Listen +8, Scry +17, Spellcraft +17. Feats: Alertness, Combat Casting, Great Fortitude, Iron Will, Spell Focus (Necromancy), Toughness. Arcane Spells Prepared (5/6/6/5/4/2): 0daze, detect magic, disrupt undead, flare, read magic; 1stcause fear, mage armor (already cast), magic missile (x2), shield, ray of enfeeblement; 2ndghoul touch, glitterdust, hypnotic pattern, Melf s acid arrow, mirror image, spectral hand; 3rddispel magic, lightning bolt, slow, vampiric touch (x2); 4thenervation, fear, ice storm, minor globe of invulnerability; 5thanimate dead, cone of cold. Possessions: +3 robe of protection; +2 ring of protection; +2 dagger; wand of magic missiles (7th level, 29 charges); scroll with telekinesis, Bigby's interposing hand, and fireball, all cast at 9th level. The Enforcers, Male Goblin Ftr8 (3): CR 8; SZ S; HD 8dlO+16; hp 80; Init +6; AC 19; Atk +14/+9 melee (ld8++7, +1 longsword [used two-handed], crit 17-20), or + 11/+6 ranged (Id6+2,masterwork javelin); SQ darkvision (60 ft.); AL CE; SV Fort +8, Ref+4, Will +5; Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 9. Skills: Listen +6, Spot +6. Feats: Alertness, Cleave, Improved Critical (longsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword). Possessions: +1 longsword, +2 chainmail, six masterwork javelins, claw of Orcus (see Area 12-4), potion of endurance (3rd level, 2 doses). Tactics: If the PCs attempt to enter the Sacrifice Chamber via Area 12-5, its occupants take the following actions: First, if they are aware of the PCs before the portcullis is raised, the Executioner fires his poisoned bolt, the Overseer casts minor globe of invulnerability, and the Enforcers take up positions by the viewing area and swallow their potions of endurance. As long as the PCs remain trapped
61
62
RAPPANATHUKIII
or she has failed, that spell caster is safe to pass through this chamber without further harm. DM Note: Worshipers of Orcus are immune to the effects of this area. a variety of potion-making ingredients contained in small glass vials and jars. In total, there are 40 vials and 22 jars. Each vial weighs about a quarter of a pound, and each jar weighs a pound. These ingredients are worth 2,500 gp altogether. Also, there is a 50% chance that the ingredients for any 1st to 3rd-level arcane potion can be found in these containers. If the hutch is broken into by force, however, half the ingredients are lost, the value drops in half, and the chance to find the necessary ingredient for any potion drops to 25%.
63
critical wounds, poison, summon monster IV; 5thcircle of doom, slay living. This chamber is identical to area 12-8 except that Domain Spells (Destruction, Evil): 1stinflict light there is no torturer present, and there is a dead cleric on the wounds; 2nddesecrate; 3rdmagic circle against good; rack. If a speak with dead spell is cast, Sephron, the cleric, 4thunholy blight; 5thdispel good. reveals the same information as Clafford in Area 12-12, Special Domain Abilities: A priest of Orcus casts evil with the following additions: he has been dead one day; spells at +1 caster level. He also may use a smite attack clerics of good-aligned faiths cannot regain spells on this once per day (see below). level of the dungeon; good-aligned humanoids are sacriSASmite (Su): Once per day a priest of Orcus may ficed nearby to feed Orcus' strength and evil. make a single melee attack with a +4 attack bonus and a Treasure: Same as Area 12-8. + 10 damage bonus. Possessions: +2 light mace, +2 chainmail, +1 small steel shield, wand of searing light (8th level, 30 charges). Tactics: Very simply, the guards do everything they This room is identical to Area 12-9 except that it is can to protect the priest, who casts the following spells in covered in dust. The goblins do not see many druids. this order (if possible): magic circle against good, darkness, bane, summonmonsterW, hold person, doom (against whichever PC is doing the most damage), and finally bull's Three goblin guards are stationed here at all times. If strength on himself in anticipation of joining melee. The the PCs enter via Area 12-14, one guard attempts to run for priest prefers to stand back and use his wand of searing light, reinforcements from Area 12-18; if the PCs enter via the but if combat is going poorly he steps in and casts slay living, door in the north, one guard attempts to run for reinforce- circle of doom, poison, and then his inflict wounds spells, ments from Area 12-14 and Area 12-6. starting with critical and working his way down to light. Goblin Guards, Ftr6 (3): hp 44 each; see Area 12-4, Treasure: The footlockers (20 in all) contain the above. goblin guards' personal effects and a total of 5,700 gp. There is also a locked iron chest that belongs to the priest (see Chest and Trap below). The chest contains 3,800 gp, a gold drinking cup worth 2,000 gp, and a necklace of This long, wide hall leading to the temple has been adaptation. painted with swirls of red and black and is lit by everburning Locked Iron Chest: Hardness 5; hp 40; Break DC 25; torches. Good- or neutral-aligned creatures crossing the Open Locks DC 23. spot marked "A" on the map must succeed at a Will save Glyph of Warding Trap: CR 4; no attack roll necessary (DC 20) or be overcome with a sense of doom and suffer (the shakes); Fortitude save DC 14 negates; Search (DC 1 d6+1 temporary Wisdom damage. Dimension door, teleport, 28); Disable Device (DC 28). or similar magic avoids this effect; flying does not.
!2-i8:GoblinChamber(ELi3)
The goblin guards and their priest are housed here. There are enough beds and footlockers for 12 guards, though at the moment only 6 guards and the priest are present. Goblin Guards, Ftr6 (6): hp 44 each; see Area 12-4, above. Goblin Priest, Male Goblin ClrlO (Orcus): CR 10; SZ S; HD 10d8+10; hp 60; Init +5; Spd 20 ft.; AC 20; Atk + 10/+5 melee (ld6+2, +2 light mace); SA rebuke undead, smite, spells; SQ darkvision (60 ft.), increased evil spells; ALCE;SVFort+81Ref+4,Will + ll;StrlO,Dexl3,Con 1 2 , I n t l l , W i s l 8 , Chal4. Skills: Concentration +18, Listen +6, Spellcraft +13, Spot +6. Feats: Alertness, Combat Casting, Improved Initiative, Weapon Focus (light mace). Unholy Spells Prepared (6/5/5/4/4/2): 0cure minor wounds (x2), detect magic, guidance, read magic, resistance; 1stbane, cure light wounds, divine favor, doom, inflict light wounds; 2ndbull's strength, cure moderate wounds, darkness, hold person, inflict moderate wounds; 3rdanimate dead, cure serious wounds, dispel magic, inflict serious wounds; 4thcure critical wounds, inflict
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RAPPANATHUKIII
surprised, the slavers attempt to cast bull's strength during the first round of combat. Once in melee, the hobgoblins, using the defensive casting option, alternate between sword attacks and offensive spells. If combat occurs in Area 12-21A, the fourth slaver arrives four rounds after combat starts, having already cast bull's strength and protection from good. Treasure: The kitty for the card game totals 250 gp. The wine is of no value, but the four goblets are made of gold and worth 200 gp each.
12-21!: Gabriel, human priest of the neutral good god of the sun.
This cell contains a captured cleric. Gabriel, Male Human Clr6 (Sun): CR 6; SZ M; HD 6d8; hp 28 (currently 10); Init +0; Spd 30 ft.; AC 10; Atk +6 melee, or +4 ranged; SA feat of strength, spells, turn undead; AL CG; SV Fort +6, Ref +2, Will +8; Str 14, Dex 11, Con 8 (usually 10), Int 9; Wis 16, Cha 15. Skills: Heal +14, Spellcraft +8. Feats: Brew Potion, Great Fortitude, Scribe Scroll, Skill Focus (Heal). Divine Spells Prepared (5/4/4/3): None currently prepared. Domain Spells (Healing, Strength): None currently prepared. Domain Abilities: Gabriel casts healing spells at +1 caster level and can use Feat of Strength once per day (see below). SAFeat of Strength (Su): Once per day, for one round, Gabriel gains a +6 enhancement bonus to his Strength. SQIncreased Healing Spells: Gabriel casts Healing spells at +1 caster level. Development: If freed and taken from this level, Gabriel immediately prays for spells (his domains are Healing and Strength), heals himself (if the PCs have not already), and, if equipped with a weapon and armor, is quite willing to return to the pits to aid in the assault. Otherwise, he wishes to return to the surface as quickly as possible.
Development: Dryot's spellbook has been destroyed. Without it, he is of little use to the PCs.
i2-2iH: TheFallenGoblinsCELi)
This cell contains 6 goblins who have been declared traitors. Goblins (6): CR 1/4; SZ S; HD Id8; hp 4 (1 remaining); Init +1; Spd 30 ft.; AC 12; Atk +1 melee, or +3
RAPPANATHUKIII
(with reduced Con), Ref +3, Will +0; Str 18, Dex 14, Con 12 (usually 14), Int 8, Wis 9, Cha 8. Skills: Climb +11, Intuit Direction +6, Jump +11. Feats: Power Attack, Weapon Focus (greataxe). Development: If the PCs can furnish Barthum with a weapon (preferably a greataxe) and armor, this half-orc gladly helps them in the attack on the temple. Development: Even fully healed and equipped with a rapier and armor, Craven is unwilling to aid in the assault; he knows he is in over his head, and he is a bit of a coward any way.
i2-2iO: Commoners
This cell contains common slaves. Human Coml (8): CR 1/2; SZ M; HD Id6; hp 4 (currently 1). Development: The Slavers do not consider these poor men worth sacrificing or torturing. Thus, they are probably just going to be left in their cells to die of thirst and starvation.
12-23: The Tar Pits and Home of Eloh, the Mad Storm Giant (EL 13)
This large cave is home to several pits of stinking, bubbling black tar, as well as Eloh, a mad, corrupted storm giant. How Eloh lost his mind and came to be evil is not known exactly. Once the change occurred, however, the giant sought out like-minded souls and ended up here in Rappan Athuk. The priests and goblins leave Eloh alone, although he does go to worship at the temple from time to time. If the temple comes under attack, it is possible that Eloh senses this (25%) and goes to aid the priests. If, on the other hand, Eloh is attacked here in the tar pits, the priests do not come to his aidfrankly, the giant worries them. He is a little crazy, and they are not entirely certain that he will not view them as enemies some day. Though mad and evil, Eloh is not immediately hostile to intruders. Part of his insanity is the beliefwell grounded, of coursethat he is invincible. Thus, he does not rush to attack the PCs. Instead, he waits to see why they have come to pay him homage. Being a storm giant, the PCs should not automatically assume he is a potential threat. Have fun roleplaying this encounter. Eloh is crazy but lucid; he sees nothing odd about being deep beneath the earth surrounded by high-level worshipers of Orcus. He might decide to ask the PCs who they are and how they got here. He might grow bored and dismiss them. Of course, any hostile move on the PCs' part draws his immediate wrath. Eloh, Male Storm Giant: CR 13; SZ H Giant; HD 19d8 + l 14; hp 200; Init +2; Spd 40 ft., swim 30 ft. (breastplate); AC 27; Atk + 26/+21/+16 melee (4d6+21, Gargantuan greatsword, crit 19-20), or + 14/+9/+4 ranged (2d8+14, Gargantuan mighty composite longbow [+14] , crit X3); Face/Reach 10ft. by 10 ft./15 ft.; SA spell-like abilities; SQ electricity immunity, rock catching, freedom of movement, water breathing; AL LE; SV Fort +17, Ref +8, Will +9; Str 39, Dex 14, Con 23, Int 16, Wis 16, Cha 15. Skills: Climb +18, Concentration +12, Jump +12, Perform (sing) +7, Spot +8. Feats: Cleave, Combat Reflexes, Great Cleave, Power Attack, Sunder. Spell-like Abilities (Sp): I/daycall lightning (as 15thlevel druid) and chain lightning (as 15th-level sorcerer); 2/ daycontrol weather (as 20th-level druid), and levitate (as 20th-level sorcerer). Possessions: Gargantuan greatsword, Gargantuan mighty composite longbow ( + 14), breastplate. The Tar Pits: Anyone thrown into the tar pits suffers Id6 fire damage every round spent in the tar. Once out of the tar, they continue to suffer Id6 points of subdual damage every round from the heat until stripped of their armor or clothing for Id3 rounds after they are out of the tar. Treasure: Anarrow, 5-foot deep streamflows through the eastern tip of the cave. Sunken at the bottom of the stream is a steel chest containing 7,568 sp, 2,500 gp, 300
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pp, a silver box (150 gp) containing two emeralds worth 450 gp each, a small gold statue of a mermaid riding a dolphin (700gp), a potion of heal, a potion of wisdom, and an amulet ofundead turning. Lifting the chest out of the water requires a successful Strength check (DC 25). This cave may be reached via the "tar pit ladder" in the northern corner (see Area 10A-24 on Level 10A). SASmite (Su): Once per day, a priest of Orcus may make a single melee attack with a +4 attack bonus and a + 16 damage bonus. Possessions: +3 flaming heavy mace, +1 full plate, +2 large steel shield, +2 cloak of protection, wand of flame strike (10th level, 18 charges). Celleen, Female Human ClrH (Orcus): CR 14; SZ M; HD 14d8+14; hp 80; Init +5; Spd 20 ft.; AC 20; Atk + 14/+9 melee (ld8+3, +2 heavy mace); SA smite, spells; SQrebuke undead; ALCE;SV Fort + 10, Ref+5, Will+ 14; Str 13, Dex 13, Con 12, Int 13, Wis 20, Cha 15. Skills: Concentration +22, Listen + 16, Spellcraft + 18, Spot +16. Feats: Alertness, Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll, Summon Balor* (see below), Weapon Focus (heavy mace). Unholy Spells Prepared (6/7/6/5/5/4/3/2): 0cure minor wounds, detect magic, guidance, mending, read magic, resistance; 1stbane, case fear, cure light wounds, detect good, divine favor, doom, endure elements (lightning); 2ndbull's strength, cure moderate wounds, death knell, endurance, hold person, inflict moderate wounds; 3rd cure serious wounds, dispel magic, inflict serious wounds, invisibility purge, searing light; 4thcure critical wounds, death ward, divination, inflict critical wounds, poison; 5thcircle of doom, flame strike, slay living, spell resistance; 6greater dispelling, planar ally, heal; 7thblasphemy, summon monster VII. DomamSpeils (Destruction, Evil): 1stprotection from good; 2nddesecrate; 3rdcontagion; 4thinflict critical wounds; 5thdispel good; 6thharm; 7thdistintegrate. Special Domain Abilities: A priest of Orcus casts evil spells at +1 caster level. He may make a smite attack once per day (see below). SASmite (Su): Once per day, a priest of Orcus may make a single melee attack with a +4 attack bonus and a + 14 damage bonus. Possessions: +2 heavy mace, +1 chainmaii, +1 large steel shield, ring of free movement. Tibor, Relnek, and Phesor, Male Human ClrlZ (Orcus): CR 12; SZ M; HD 12d8+12; hp 65; Init +1, Spd 20 ft.; AC 19; Atk +12/+7 melee (ld8+2, +1 heavy mace); SA smite, spells; SQ rebuke undead; AL CE; SV Fort +9, Ref+5, Will +12; Str 13, Dex 13, Con 12, Int 13, Wis 18, Cha 14Skills: Concentration +20, Listen + 14, Spellcraft + 16, Spot +14. Feats: Alertness, Brew Potion, Combat Casting, Scribe Scroll, Summon Balor* (see below), Weapon Focus (heavy mace). Unholy Spells Prepared (6/6/5/5/4/3/2): 0cure minor wounds, detect magic, guidance, mending, read magic, resistance; 1 stbane, cause fear, cure light wounds, divine favor, doom, endure elements (lightning); 2ndbull's strength, cure moderate wounds, endurance, hold person, inflict moderate wounds; 3rdcure serious wounds, dispel magic, inflict serious wounds, invisibility purge, searing light; 4thcure critical wounds, death ward, inflict critical wounds, poison; 5thcircle of doom, flame strike, slay living; 6th-heal, planar ally.
69
Priest Tactics
If surprised in their temple, Celleen and Theron each cast summon monster VII, calling forth a bebilith and a fiendish dire tiger, respectively. Meanwhile, the three lower-level priests cast bull's strength on themselves. Then, while the two summoned monsters engage the PCs, the priests cast the following spells: Theron: Casts unholy aura, spell resistance, death ward, bull's strength, endurance, disintegration, blasphemy, and then flame strike, using his memorized spell first and then the wand. Once he moves into combat, Theron casts blade barrier and then his offensive touch spells first in this order: harm (twice), slay living, poison, and then his inflict wounds spells, starting with critical and working his way down. Celleen: Casts protection from good, spell resistance, death ward, bull's strength, endurance, disintegrate, bios' phemy, and flame strike. Once in combat, Celleen uses her offensive touch spells first in this order: harm (twice), slay living, poison, and then her inflict wounds spells, starting with critical and working her way down. Tibon, Relnek, and Phesor: Cast endurance, death ward, protection from good, bane (one priest) or doom (the other two), and flame strike. Once in melee, they use their touch spells first in this order: slay living, poison, and then their inflict wounds spells, starting with critical and working their way down. This, of course, is only a general plan. These priests are smart and adjust quickly to different situations. If the summoned monsters are doingpoorly, for instance, Theron sends one or two of the lower priests into the melee while he and Celleen begin casting flame strikes. The DM should look over the spell lists carefully and try to make the best choices possible for a given round of combat. If the priests are aware that the PCs are on their way (if they have been spotted in Area 12-17, for instance),
Stairs to Level 14
Within the left leg of the statue of Orcus is a secret compartment (Search DC 25) that contains a small lever. If pulled, the lever opens a trapdoor behind the statue, revealing a set of spiral stairs descending far into the darkness.
The goblin city this chapter details is unusual for The Dungeon of Graves in that it is not necessarily a dangerous place for the PCs to explore. In fact, depending upon how the PCs decide to deal with the locals, it could serve as a place to rest, prepare spells, and even trade in some hard-won treasures. Should the PCs grow hostile, however, Grezneck, like all of Rappan Athuk, quickly becomes inhospitable and deadly. This is a roleplaying level. If the PCs take the time to get to know the natives, they may learn of a curse that has befallen the city. A laernean pyrohydra, sent by the goddess Hecate, has taken up residence in the northernmost cavern. Slaying this beast endears the PCs to the goblin priests and the citizenry of Grezneck.
Running Grezneck
The main consideration when running this level at least the southern halfis that it is a city, and that its residents assume that if PCs are in the city, then they were meant to be there. While the PCs will probably receive some sideways glances or overhear muttered insults, the
locals should merely be considered unfriendly (see "NPC attitudes," page 149 in the DMG). Those PCs attempting to improve upon a goblin's attitude with a Charisma or Diplomacy check receive an added +4 to their roll if they speak Goblin. The above assumes, however, that the PCs are human, halfling, or half-orc. Elves, half-elves, gnomes, or dwarves are automatically considered a threat to the citizens of Grezneck. Only a successful Diplomacy or Bluff check (DC 25) can convince a patrol or guard that the aforementioned PCs can be trusted, and this check must be made by a human, halfling, or half-orc. Priests of any good religion who display their holy symbols are likewise considered a threat and no amount of diplomacy or bluffing can convince a patrol that a good priest can be trusted. Of course, should the PCs successfully make their way into Greznek, there is no guarantee that some brave or hotheaded gang of goblins might not decide to pick a fight, nor that a goblin patrol might not decide to single the PCs out and give them a hard time. By and large, most of the locals, even a patrol of guards, will not pose much of a threat to the PCs. Yet should the PCs kill a large number of goblins even in self-defensethey are in risk of turning the city
Level 12A
Difficulty Level: 12 Entrances/Exits: Stairs from level 9A; entrances to Underdark in Areas 12A-1 and 12A-32; winding tunnel to Level 12 (Area 12A-22A). Wandering Monsters: In the southern part of the city (Areas 12A-1 to 12A-20), goblins are so ubiquitous as to not even be counted as wandering monsters (see side box). Assume that, unless a keyed area states otherwise, there are always at least 6 normal goblins within earshot of the PCs. The wandering monsters for the southern city, then, are unique NPC goblins, higher-level goblins, or creatures present in addition to the low-level goblins. Roll once every 30 minutes on Id20 in the southern half of the city. 1: 10 Ogres (see the MM, page 144), trading bowls, cups, and silverware they plundered from a human town, perhaps one of the PCs' hometown. This encounter occurs only once; otherwise treat as no encounter. 2:1 Fire Giant (see the MM, pages 98101) with four human slaves (3 Ftrl and a Rogl; hp 12, 10, 10, and 6 respectively; but all with only 2 hp currently). This encounter occurs only once; otherwise treat as no encounter. 3: Knoob Chimneybuckles (see Area 12A-10, below) out walking his dire wolves. If dead, treat as no encounter. 4: A hobgoblin Rog7, with a cargo of fresh fruit (a rarity this far below ground) to sell. This encounter occurs only once; otherwise treat as no encounter. 5: 2d8 Goblin thugs looking for a fight (see "Running Greznek," below).
6-7: A goblin patrol looking for suspicious characters (see "Running Greznek," below). 8: Two underpriests (see Area 12A-37, below) looking for infidels. 9-20: No encounter. There are fewer wandering monsters in the northern part of the city (Areas 12A-21 to 12A-46). Check once every 30 minutes on the following chart: 1-2: Id4+l Hobgoblin Ftr3 (see Area 12A-24, below). 3: Goblin underpriest (see Area 12A-22, below). 4-5: Ogre guard (see Area 12A-36, below), 6-20: No encounter. There are no wandering monsters in Areas 12A-37 through 12A-45. Detection: Evil in temple (Areas 12A-37 to 12A-39), Area 12A-7, Area 12A-43, and on the Unholy Island (Area 12A-45). Standard Features: Unless otherwise noted, all doors on this level are assumed to be made of wood (2 inches thick; Hardness 3; hp 20, Break DC 15). If doors are described as "locked," add Open Lock (DC 20). For the most part, secret doors have a Search DC of 20 and rotate on a central axis. Except were specified, all areas are unlit. Water: In general, the river is between 8 and 12 feet deep, cold, and swiftly flowing (Swim DC 12). Where the river does not pass through caves, assume there is between 6 inches and 2 feet separating the water's surface and the top of the channel.
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L.EVEU2A: GREZNECK
Common Goblins
This cave contains hundreds of common goblins, most carrying short swords or javelins. Their stats are as follows: Goblins: CR 1/4; SZ S; HD Id8; hp 4; Init +1; Spd 30 ft.; AC 15 (16 with shield); Atk +1 melee (Id6-l, short sword, crit 19-20) or +3 ranged (Id6-l, javelin, range 30 ft.); SQ darkvision (60 ft.); AL NE; SV Fort +2, Ref + 1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. Goblins gain a +4 racial bonus to Move Silently checks. Feat: Alertness. Possessions: Studded leather, shortsword, small wooden shield, 3 javelins, dagger, Id4 sp, 2d4 cp. hostile (see "If Things Go Wrong" for details). The follow' ing groups could pose problems for the PCs:
Goblin Thugs, War2 (8): CR 1; SZ S; HD 2d8; hp 9; Init+l;Spd30ft.; AC 15; Atk+2melee(ld8-l,morningstar); SQ darkvision (60 ft.); ALCEjSV Fort +3,Ref+l, Will +0; Str 8; Dex 13, Con 11, Int 10, Wis 11, Cha 8. Skills: Hide +4, Listen +3, Move Silently +5, Spot +4. Goblins gain a +4 racial bonus to Move Silently checks. Feat: Alertness. Possessions: Studded leather, morningstar, pouch with 3d6 sp.
Goblin Patrok
Goblin patrols consist of 6 guards and a leader, and are often accompanied by several worgs. Goblin Guards, Ftr2 (6): CR 2; SZ S; HD 2dlO; hp 11; Init +5 ; Spd 30 ft; AC 16; Atk +4 melee (Id6, masterwork short sword, crit 1920); SQ darkvision (60 ft.); AL CE; SV Fort +3, Ref+ 1, Will +0; Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8. Skills: Hide +4, Listen +4, Move Silently +5, Spot +4. Goblins gain a +4 racial bonus to Move Silently checks. Feats: Alertness, Improved Initiative, Weapon Focus (short sword). Possessions: Studded leather armor, small shield, masterwork short sword.
Goblin Thugs
These ruffians may decide to challenge the PCs, even if the city is generally friendly toward the characters, since challenging "foreigners" is a sign of strength.
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RAPPANATHUKIII
Goblin Leader, Ftr4: CR 4; SZ S; HD 4 dlO; hp 25; Init +5; Spd 30 ft; AC 16; Atk +7 melee (ld6+3, masterwork shorts word, crit 1920); SQ darkvision (60 ft.); AL CE; SV Fort +4, Ref +2, Will +1; Str 12, Dex 13, Con 11, fat 10, WU 11, Ova 8. Skills: Hide +5, Listen +4, Move Silently +5, Spot +5. Goblins gain a +4 racial bonus to Move Silently checks. Feats: Alertness, Improved Initiative, Power Attack, Weapon Focus (short sword), Weapon Specialization (short sword). Possessions: Studded leather armor, small wooden shield, masterwork short sword. Worgs (2): CR 2; SZ M Magical Beast; HD 4dlO+8; hp 30; Init +2; Spd 50 ft.; AC 14; Atk +7 melee (ld6+4, bite); SA trip; SQ scent; AL NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. Skills: Hide +7, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +2 (+6 when tracking by scent). Feat: Alertness. There are two doors leading out of the cave. The eastern door opens into the cave and leads to a tunnel that slopes down at a sharp angle. This natural passage winds downward for approximately half a mile before joining up with Underdark. The DM is free to design the portion of the Underdark to which it is connected, or, if he prefers, simply to omit the door entirely. The second door is made of iron and locked (Hardness 10; hp 40; Break DC 28, Open Locks DC 25). There is, however, a large, brass knocker placed squarely in the center of the door. Engraved in Goblin above the knocker are the words, strike thrice to enter. Three evenly spaced knocks signals the goblin guards in Area 12A-3A to unlock and open the doors. Should the PCs make any effort to open the door without knocking, a small slot below the knocker slides open and one of the guards peeks out and calls (in Goblin), "Oy! What ya' doin'? Can't ya' read? Ya want a mouth full o' me axe?" and so on. If the PCs attack or continue to attempt to open the door, a patrol is summoned (-10 points on the "Influencing the Goblins" chart, above).
If Things Go Wrong
When the PCs enter Grezneckassuming they are in human or demi-human formthe city's residents and patrols are considered unfriendly. A number of factors, however, can change this attitude for better or for worse. PCs score points for different actions, and these accumulated points determine the locals' general attitude toward them. See "Influencing the Goblins," in the side box. The PCs have 10 points when they enter the city. If the goblins' attitude improves to indifferent, then the PCs are treated as if they were goblins themselves which is nothing to be sought after, but better still than where they started. Should the goblins' attitude improve to friendly, then the PCs are bought rounds in drinking establishments, given advice, perhaps offered a daughter as a wife. Finally, if the goblins are reverent, then the PCs are treated like heroes and all but handed a key to the city. If, on the other hand, the goblins become hostile, then the PCs are marked targets. In general, the low-level goblins do not attempt to harass the PCsin fact, they avoid them. Word travels fast through the city, however, and unless the PCs are in hiding, two patrols seek out the PCs with the intention of killing them or bringing them to the slave pits (via Area 12A-22A). If these goblins fail, three patrols search the PCs out. If these fail, the priests are sent for. Depending on the severity of the PCs' actions and the perceived threat they pose, the priests either round up the hobgoblins from Area 12A-24 or summon the glabrezu and awaken the Titan Cyclops (see below for details).
UVEL12A: GREZNECK
a band of humans, typically (80%) necromancers or clerics of Orcus. Barter here is done in Undercommon or Goblin, though some (10%) of the merchants speak Common (though see above). Most goods from the PHB equipment list are for sale here, though at a 2050% markup (even more for "foreigners," meaning non-goblins). PCs are free to sell their wares as well, although unless they succeed at a Charisma check (DC 18), they typically receive only 40% of the listed value instead of the customary 50%. Fresh fruit and vegetables, good wine, livestock, and items made entirely of wood are either not for sale at all (90%) or available at exorbitant prices (+200-300%). Should the PCs possess any of the above items, they could, with a successful Charisma check (DC 15), receive upwards of 150% of the item's listed value. Also for sale are such goblin treats as dried human head, dog's liver, cat eyes, xom tongue, rat teeth necklaces, mouse stew, bat wing berets, and so on. The DM is free to invent whatever prices he or she wishes for these items, should the PCs express an interest. The area is guarded by 2 goblin patrols (see "Running Greznek," above) at all times. At the first sign of significant trouble, the guards in Areas 12 A-3 A, 12 A-3B, and 12A-3E also bolt their doors ( + 10 to Break DC) and come running. A number of points of interest are within the cave, all of which are described below.
5B.GuardPost(EL6)
Similar in all ways to Area 12A-3A except that there are 3 elite goblin guards and the strongbox contains 100200 gp.
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RAPPANATHUKIII
Elite Guards, Male Goblin Ftr4 (3): hp 25 each; see Area 12A-3A, above.
jC. TheRaisedSepulcher(EL6)
Atop this 15-foot tall mound stands a 6-foot long, 3foot high stone block carved with various images of Orcus in all his bestial glory. Within the top of the block is a curved depression in which rests a gold offering bowl. Goblins, or anyone else who so chooses, may climb the mound and place their offering to Orcus in the bowl. A hobgoblin fighter/cleric stands guard over the offering bowl at all times. Every 12 hours another hobgoblin arrives to relieve the first, who takes that shift's haul to the priests in Area 12A-37. Making an offering of more than 25 gp to Orcus gains the PCs a +2 bonus on the Influencing the Goblins chart, above. Good-aligned priests or paladins who make such an offering, however, must succeed at a Will save (DC 20) or lose 5,000 XP. An atonement spell reverses the effects of this curse. Offering Guard, Male Hobgoblin Ftr3/Clr3 (Orcus): CR 6; SZ M; HD 3dlO+3 plus 3d8+3; hp 32; Init +1; Spd 20ft.; AC 18; Atk +9 melee (ld8+4, +1 battkaxe, crit x3); SA smite, spells; SQ darkvision (60 ft.), rebuke undead; ALCE; SV Fort +7, Ref+3, Will +6; Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 10. Skills: Concentration +11, Intimidate +3, Jump +5, Listen +4, Spellcraft +6, Spot +4. Feats: Alertness, Combat Casting, Cleave, Power Attack, Weapon Focus (battleaxe). Unholy Spells Prepared (4/3/2): 0detect magic, guidance, cure minor wounds, resistance; 1stbane, cause fear, shield of faith; 2ndbull's strength, inflict moderate wounds. Domain Spells (Destruction, Evil): 1stprotection from good; 2nddesecrate. Special Domain Abilities: Priests of Orcus casts evil spells at a +1 caster level. They may also use a smite attack once per day (see below) SASmite (Su): Once per day, a priest of Orcus may make a single melee attack with a +4 attack bonus and a +3 damage bonus. Possessions: +] battkaxe, breastplate, large steel shield, holy symbol (Orcus). The guard only leaves his post if a significant disturbance occurs in the cave below. Needless to say, stealing or attempting to steal from the offering bowl is an unpardonable, capital offense.
3F. Fissures
Throughout the cave, a number of long, narrow fissures issue forth hot, dimly glowing steam. These crevasses are between 2 and 3 feet wide and 10 to 15 feet deep. The source of the steam is a heated underground lake that roils and steams beneath the cave. Anyone unfortunate enough to fall or be cast into a fissure suffers 2d6 points of falling damage, and Id6 points of fire damage each round spent in the super-heated waters. Climbing out (DC 25, due to the wetness of the stone) is possible, but anyone so doing takes Id6 points of subdual damage per round spent in the crevasse.
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RAPPANATHUKIII
Knoob makes a decent living selling potions. If the PCs visit him, he assumes they are prospective buyers and immediately begins quoting them prices: change self (1st level), 50 gp; bull's strength (3rd level), 150 gp. At the moment Knoob only has three potions of bull's strength. If the PCs would like either more bull's strength potions or change self potions, the goblin requires a 50% down payment and, of course, time to prepare the potions. Knoob Chimneybuckles, Male Goblin Sor6: CR 6; SZS;HD6d4+3;hpl9;Imt+l;Spd30ft.;AC14;Atk+4 melee (Id6, +1 half spear, crit x3); SA spells; SQ darkvision (60 ft.); AL CE; SV Fort +2, Ref +3, Will +5; Str 8, Dex 13, Con 10, Int 12, Wis 10, Cha 16. Skills: Alchemy +10, Concentration +9, Listen +2, Move Silently +5, Spellcraft +10, Spot +2. Goblins gain a +4 racial bonus to Move Silently checks. Feats: Alertness, Brew Potion, Toughness. Sorcerer Spells Known (Cast Per Day: 6/7/6/4): 0 dancing light, daze, detect magic, detect poison, flare, mending, read magic; 1stchange self, magic missile, ray of enfeeblement, shocking grasp; 2ndbull's strength, Melf s acid arrow; 3rdlightning bolt. Possessions: +2 ring of protection, +1 half spear, arcane scroll of dispel magic (cast at 7th level). Dire Wolves (2): CR 3; SZ L Animal; HD 6d8+18; hp50;Init+2;Spd50ft.;AC14;Atk+10melee(ld8+10, bite); Face/Reach 5 ft. by 10 ft./5 ft.; SA trip; SQ scent; SV Fort+8,Ref+7,Will+6;Str25,Dexl5,Conl7,Int2,Wis 12, Cha 10. Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1 (+5 when tracking by scent). Treasure: 1,500 gp, 3 potions of bull's strength (3rd level, 1 dose), 2 emeralds worth 250 gp each, all in a locked wooden chest. Wooden Chest: Hardness 2; hp 20; Break (DC 18); Open Lock (DC 20). Guards, Male Goblin Ftr2 (20): hp 11 each; see Goblin Patrol, above. Patrol Leaders, Male Goblin Ftr4 (6): hp 25 each; see Goblin Patrol, above. Trillok, Captain of the Guard, Male Goblin Ftr8: CR8;SZS;HD8dlO+8;hp60;Init+6;AC21;Spd30ft. ; Atk + 14/+9 melee (ld6+6, +2 short sword, crit 17-20); SQ darkvision (60 ft.); AL CE; Fort +7, Ref +4, Will +2; Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 11. Skills; Climb + 11, Jump + 11, Listen +2, Move Silently +6, Spot +7. Goblins receive a +4 racial bonus to Move Silently checks. Feats: Alertness, Cleave, Dodge, Improved Critical (short sword), Improved Initiative, Power Attack, Weapon Focus (short sword), Weapon Specialization (short sword). Possessions: +2 chain shirt, +1 small steel shield, +2 short sword. Treasure (in chest): 250 pp; potion of bull's strength (5th level, 3 doses), potion of cure serious wounds (10th level, 3 doses). Chest: Hardness 2; hp 20; Break (DC 18); Open Locks (DC 20).
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LEVEU2A: GREZNECK
however, contains a bebelith, on loan from Orcus himself, which attacks any non-priest who enters. Bebilith: CR 9; SZ H Outsider [Chaotic, Evil]: HD 12d8+48; hp 105; Init +5; Spd 40 ft., climb 20 ft.; AC 25; Atk +19 melee (2d6+9, bite plus poison) and +14 melee (2d4+4 [x2], claws plus armor damage); Face/Reach 15 ft. by 15 ft./l 0 ft.; SA web, poison, armor damage; SQ damage reduction (30/+3), protective aura, plane shift, scent, telepathy; SV Fort +12, Ref+9, Will +9; Str 28, Dex 12, Conl8,Intll,Wisl3,Chal3. Skills: Climb +21, Hide +11, Jump +21, Listen +17, Move Silently +15, Search +14, Sense Motive +15, Spot + 17. Feats: Alertness, Cleave, Improved Initiative, Power Attack. Piled around Area 12A-16B are hundreds of works of art and pieces of jewelry: framed paintings, gold vases, onyx statues, gem encrusted daggers, silver bowls, and so forth. Nothing is magical. In all, there are 350 works of art and 470 pieces of jewelry. The DM should roll on table 76: Art Objects in the DMG for the value of any given item, ignoring, however, results over 90. A PC wishing to leave the treasure vault must possess the amulet from Area 12A-38. If the wearer of the amulet proceeds down the narrow passage to Area 12A-16C, and there, at its terminus, intones the name of the Orcus, he is instantly teleported to the small pool of water in Area 12A-14- Aside from a teleport without error, limited wish, wish, or similar magic, there is no way to leave the Treasure Vault without the amulet. Ringmaster, Male Hobgoblin Ftr4: CR 4; SZ M; HD 4dlO+4; hp 32; Init +5; Spd 30 ft.; AC 14; Atk +8 melee (ldlO+6, heavy flail, crit 19-20) or +7 melee (ld4+3, dagger, crit 19-20); AL CE; SV Fort +5, Ref +2, Will +1; Str 16, Dex 12, Con 13, Int 9, Wis 10, Cha 9. Skills: Climb +9, Listen +2, Spot +2. Feats: Alertness, Improved Initiative, Power Attack, Weapon Focus (heavy flail), Weapon Specialization (heavy flail). Possessions: heavy flail, dagger, studded leather, 125 gp, in leather pouch (for purses).
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Fort +6, Ref+5, Will +4; Str 12, Dex 16, Con 13, Int 11, Wis 14, Cha 10. DM Note: Numbers marked with asterisks assume Grimb is attacking with two weapons. Otherwise, add +2 to all attacks. Skills: Climb +10, Hide +12, Move Silently + 12, Wilderness Lore +14 (with Skill Focus Feat). Goblins gain a +4 racial bonus to Move Silently checks. Feats: Dodge, Skill Focus (Wilderness Lore), Weapon Finesse (short sword). Ranger Spells Prepared (2): 1stalarm, speak with animals. Favored Enemy: Beasts +2, Vermin +1. Possessions: +2 chain shirt, +1 shorts word, +1 dagger, +1 mighty composite bow (+1), gloves of dexterity (+2), potion of cure moderate wounds (7th level, 3 doses). Dire Tigers (3): CR 8; SZ H Animal; HD 16d8+48; hp 120; Init +2; Spd 40 ft.; AC 16; Atk +18 melee (2d4+8 [x2], claws) and +13 melee (2d6+4, bite); Face/Reach 10 ft. by 30 ft./l 0 ft.; S A pounce, improved grab, rake (2d4+4); SQscent;SVFort+13,Ref + 12,Will+ll;Str27,Dexl5, Con 17, Int 2, Wis 12, Cha 10. Skills: Hide +4 (+8 in areas of tall grass or heavy undergrowth), Jump +11, Listen +3, Move Silently +9, Spot +3, Swim +11. Dire tigers receive a +4 racial bonus to Hide and Move Silently checks. . Treasure: Hidden beneath a stone in the area marked 18A (Search DC 15) is a sack containing 370 pp and 10 diamonds worth 250 gp each. and the priests chant a sacred prayer to Orcus every hour on the hour. Intruders are told to leave; failure to do so immediately results in a swift attack from the goblins and hobgoblins. The only exception to his rule would be if the PCs have been hired to kill the hydra in Area 12A-32, in which case one of the hobgoblins brings them to Area 12A-22, where they are then escorted to the hydra. Priests, Male Goblin Clr9 (Orcus) (2): CR 9; SZ S; HD 9d8; hp 39, 35; Init +1; Spd 20 ft.; AC 21; Atk +9/+4 melee (ld8+2, +2 morningstar); SA spells, smite; SQ darkvision (60 ft.); AL CE; SV Fort +8, Ref +4, Will +9; Str 10, Dex 13, Con 10, Int 12, Wis 17, Cha 11. Skills: Concentration + 12, Heal +15, Listen +5, Move Silently +5, Sense Motive +7, Spot +5. Goblins receive a +4 racial bonus to Move Silently checks. Feats: Alertness, Great Fortitude, Scribe Scroll, Weapon Focus (morningstar). Unholy Spells Prepared (6/5/5/412/1): 0cure minor wounds (x2), detect magic, guidance, read magic, resistance; 1stbane, cause fear, cure light wounds, doom, entropic shield; 2ndbull's strength, cure moderate wounds, hold person, inflict moderate wounds, sound burst; 3rdblindness/deafness, cure serious wounds, dispel magic, inflict serious wounds; 4thinflict critical wounds, summon monster IV; 5thspell resistance. Domain Spells (Destruction, Evil): 1stinflict light wounds; 2ndshatter; 3rdmagic circle against good; 4thunholy blight; 5thdispel good. Special Domain Abilities: Priests of Orcus cast evil spells at a +1 caster level. They may also use a smite attack once per day (see below) SASmite (Su): Once per day, a priest of Orcus may make a single melee attack with a +4 attack bonus and a + 9 damage bonus. Possessions: +2 cJuunmail, +1 small steel shield, +2 morningstar, 1 potion of cure serious wound's (9th level, 3 doses), pouch with 100 pp. Elite Guards, Male Hobgoblin Ftr6 (4): CR 6; SZ M; HD 6dlO+6; hp 45; Init +5; Spd 20 ft.; AC 20); Atk +10/ +5 melee (ld8+5, +1 longsword, crit 19-20) or +7/+2 ranged (ld6+2, javelin); SQ darkvision (60 ft.); AL CE; SVFort +6, Ref+3, Will +2; Str 15; Dex 13, Con 12, Int 10, Wis 10, Cha 10. Skills: Listen +5, Climb +3; Spot +5. Feats: Alertness, Cleave, Dodge, Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longs word). Possessions: +1 longsword, +1 banded mail, large steel shield, 2 javelins, pouch with 50 pp. Tactics: The hobgoblins rush to engage the PCs while the priests cast spells in this order: bull's strength (on themselves), spell resistance (on themselves), summon monster IV, blindness (on toughest looking fighters), and hold person. When engaged, the priests look first to use their inflict wouruis spells, starting with the most powerful and then working down. If the priests get time to prepare, they cast spells in this order: bull's strength, spell resistance, and entropic shield.
UVEU2A: GREZNECK
Domain Spells (Destruction, Evil): 1stinflict light wounds; 2ndshatter; 3rdmagic circle against good; 4thunholy blight. Special Domain Abilities: Priests of Orcus cast evil spells at a +1 caster level. They may also use a smite attack once per day (see below). S ASmite (Su): Once per day, a priest of Orcus may make a single melee attack with a +4 attack bonus and a +8 damage bonus. Possessions: +2 chainmail, small steel shield, +2 morningstar, 1 potion of cure serious wounds (6th level, 3 doses), pouch with 80 pp. Guards, Male GoblinFtr4 (8): CR4; SZS; HD4dlO; hp 28; Init +5; Spd 20 ft.; AC 17; Atk +8 melee (ld8+4, masterwork morningstar) or +6 ranged (ld6+2, mighty composite shortbow [+2], crit x3), SQ darkvision (60 ft.); ALCE; SVFort +4, Ref+2, Will +1; Str 14, Dex 13, Con 11, Int 8, Wis 10, Cha 8. Skill: Climb +3, Listen +2, Spot +2. Feats: Alertness, Improved Initiative, Weapon Focus (composite shortbow), Weapon Focus (morningstar), Weapon Specialization (morningstar). Possessions: Masterwork morningstar, mighty composite shortbow (+2), chainmail, pouch with 35 gp. Tactics: Four goblins are stationed at all times atop the platform. If intruders are spotted crossing Area 12A21, the goblins on the platform sound the alarm while they begin firing. The remaining four guards take up positions at the entrance to the cave, at the northern end of the steppingstones, and begin firing as well. The priest casts bull's strength, spell resistance, and entropic shield, then moves forward to join the goblins on ground level. If the combat is joined in Area 12A-22, the hobgoblins from Area 12A-24 arrive in 1-3 rounds. DM Note: the secret door on the northern wall has been arcane locked (Break DC 28) by Teran from Area 12A-30. The goblins are not yet aware of this.
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In all, this elite band is made up of 15 War2,10 Ftr3, 5 Ftr4, 2 Ftr5 (captains), and Purbok, a Ftr8/Clr3. Purbok and his two captains camp in Area 12A-24A, while the rest of hobgoblins are stationed in the main cave. Foot Soldiers, Male Hobgoblin War2 (15): CR 1; SZ M; HD 2d8 + 2; hp 11; Init +1; Spd 30 ft.; AC 15; Atk +2 melee (Id8, longsword, crit 19-20) or +3 ranged (Id6, javelin); SQ darkvision (60 ft,); AL CE; SV Fort +4, Ref +1, Will +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10. Skills: Hide +1, Listen +3, Move Silently +3, Spot +3. Feat: Alertness. Possessions: Longsword, studded leather, four javelins, small wooden shield, pouch with 10 gp. Elite Foot Soldiers, Male Hobgoblin Ftr3 (10): CR 3; SZ M; HD 3dlO+3; hp 24; Init +5; Spd 30 ft.; AC 16; Atk +5 melee ( I d 8 + l , longsword, 19-20) or +4 ranged (Id6 + l, javelin); SQ darkvision (60 ft.); AL CE; SVFort +4, R e f + 2 , Will +1; Str 12, Dex 13, Con 13, Int 10, Wis 10, Cha 10. Skills: Hide +2, Listen +4, Move Silently +3, Spot +4. Feats: Alertness, Improved Initiative, Weapon Focus (longsword). Possessions: Longsword, four javelins, chain shirt, small wooden shield, pouch with 15 gp. Lieutenants, Male Hobgoblin Ftr4 (5): CR 4; SZ M; HD 4dlO+4; hp 31; Init +5; Spd 30 ft.; AC 17; Atk +8 melee (ld8+4, masterwork longsword, crit 19-20) or +5 ranged (ld6+2, javelin); SQ darkvision (60 ft.); AL CE; SV Fort +5, Ref+2, Will +1; Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10. Skills: Hide +3, Listen +4, Move Silently +4, Spot +4. Feats: Alertness, Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword). Possessions: Masterwork longsword, four javelins, chain shirt, large steel shield, pouch with 20 gp. Captains,MaleHobgoblinFtrS (2):CR5;SZM;HD 5dlO+5; hp 37; Init +6; Spd 20 ft.; AC 20; Atk +9 melee (ld8+5, +1 longsword, 19-20) or +7 ranged (ld6+2, javelin); SQ darkvision (60 ft.); AL CE; SV Fort +5, Ref+3, Will +1; Str 14, Dex 14, Con 13, Int 10, Wis 10, Cha 10. Skills: Hide +4, Listen +4, Move Silently +4, Spot +4. Feats: Alertness, Improved Initiative, Weapon Focus (longsword), Weapon Specialization (longsword). Possessions: +1 longs<word,+l large stee!shieid,chainmail, four javelins, pouch with 50 gp. Purbok, Male Hobgoblin Ftr8/Clr3 (Orcus): CR 11; SZ M; HD 8dlO+16 plus 3d8+6; hp 100; Init +6; Spd 20 ft.; AC 26; Atk +19/+11 melee (ld8+8, +3 [ongsword, crit 17-20) or +12/+7 ranged (ld8+3, mighty composite longbow [+3], crit X3); SA spells, smite, feat of strength; SQ darkvision (60 ft.), rebuke undead; AL CE; SV Fort + 11, Ref+5, Will+7, Str 16, Dex 15, Con 14, Int 11, Wis 14, Cha 12. Skills: Concentration +12, Listen +8, Spot +8. Feats: Alertness, Cleave, Combat Casting, Improved Critical (longsword), Improved Initiative, Power Attack, Scribe Scroll, Weapon Focus (longsword), Weapon Specialization (longsword). Unholy Spells Prepared (4/3/2): 0cure minor wounds, detect magic, guidance, resistance; 1st cure light wounds, divine favor, doom; 2ndcure moderate wounds, hold person. DomainSpells (Destruction, Strength): 1stinflict light wounds; 2ndbull's strength. Special Domain Abilities: A priest of Orcus may use a smite attack and a feat of strength once per day (see below) SASmite (Su): Once per day, a priest of Orcus may make a single melee attack with a +4 attack bonus and a +3 damage bonus. SQFeat of Strength (Su): Once per day, a priest of Orcus may, as a free action, gain a +3 enhancement bonus to his Strength. Possessions: +3 longsword, +2 full plate, +2 large steel shield, mighty composite longbow (+3), holy symbol, potion of cure serious wounds (7th level, 3 doses), pouch with 300 pp. Development: If asked by the high priest, Purbok would willingly lead his troops against the hydra. He fears, rightfully, that doing so would result in the loss of most, if not all, of his foot soldiers. The PCs might be able to convince Purbok and his captains to join in their attack on the hydra. Were Purbok to agree, however, he would insist on being the leader of the assault and that, once slain, the hydra's treasure be given to the temple of Orcus.
L.EVEL12A: GREZNECK
cave floor in Area 12A-25, but, without proper lighting, there is no way to determine this. of spiders, a sworn enemy of Orcus, the drow believe there is little hope of parlaying with the goblins. Thus, Teran arcane locked the three secret doors leading to this cavern, and the drow remain where they are, camped in this large cave, deciding whether they should fight their way back to the Underdark. Zerna, Female Drow Clr8 (demon queen of spiders):CR9;SZM;HD8d8;hp41;Init+l;Spd30ft.;AC 19; Atk +81+3 melee (ld8+2, +2 large mace) or +7/+2 ranged (Id4, hand crossbow plus poison, crit 19-20); SA spells, spell-like abilities, poison, smite; SQ darkvision (120 ft.), spell resistance (19), light blindness; AL LE; SV Fort +6, Ref+3, Will +10 (+12 against spells and spell-like abilities); Str 10, Dex 13, Con 10, Int 13, Wis 18, Cha 16. Skills: Concentration +15, Heal +13, Knowledge (religion) + 12, Listen +6, Search +3, Spot +6. Feats: Brew Potion, Combat Casting, Scribe Scroll. Unholy Spells Prepared (6/5/4/4/3): 0cure minor wounds (x2), detect magic, guidance, read magic, resistance; 1stbane, cure light wounds, divine favor, doom, entropic shield; 2ndaugury, bull's strength, cure moderate wounds, hold person; 3rdcreate food and water, cure serious wounds, dispel magic, inflict serious wounds; 4th cure critical wounds, divination, inflict critical wounds. Domain Spelb (Destruction, Evil): 1stinflict light wounds; 2ndshatter; 3rd-magic circle against good; 4th inflict critical wounds. Special Domain Abilities: A priestess of the demon queen of spiders casts evil spells at a +1 caster level. She may also use a smite attack once per day (see below) SASmite (Su): Once per day, a priestess of the demon queen of spiders may make a single melee attack with a +4 attack bonus and a +8 damage bonus. Possessions: +2 chain shirt, +2 large mace, large steel shield, hand crossbow, 20 bolts coated in sleep poison, a divine scroll of cure critical wounds (7th level), a potion of bull's strength (3rd level), a pouch with 100 pp and four rubies worth 300 gp each. Filtau, Male Drow Ftr7: CR 8; SZ M; HD 7dlO; hp 47; Init +7; Spd 30 ft.; AC 24; Atk +13/+8 melee (d6+9, +2 short sword, crit 19-20) or +11/+6* ranged (Id4+l*, +1 hand crossbow plus poison, crit 19-20); SA poison, spelllike abilities; SQ darkvision (120 ft.), spell resistance (18), light blindness; AL LE; SV Fort +5, Ref +5, Will +2 (+4 vs. spells and spell-like abilities); Str 16, Dex 16, Con 10, Int 10, Wis 10, Cha 11. DM Note: A "*" indicates a +1 bonus to attack and damage when Filtau is within 30ft. of a target, owing to his Point Blank Shot feat. Skills: Climb +12, Jump +12, Listen +2, Search +2, Spot +2. Feats: Cleave, Improved Initiative, Point Blank Shot, Power Attack, Weapon Focus (short sword), Weapon Specialization (short sword). Possessions: +3 chain shirt, +3 buckler, +2 short sword, +1 hand crossbow, 20 bolts coated in sleep poison, potion of endurance (5th level, 3 doses), pouch with 200 pp. Vertek, Male Drow Rog8: CR 9; SZ M; HD 8d6; hp 32; Init +4; Spd 30 ft.; AC 20; Atk +11/+6 melee (Id6+1, +1 rapier, crit 18-20) or +10/+5 ranged (Id4, hand crossbowplus poison); SA sneak attack (4d6), spell-like abilities,
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poison; SQ darkvision (120 ft.), evasion, uncanny dodge (Dex bonus to AC; can't be flanked), spell resistance (19), light blindness; AL LE; SV Fort +2, Ref + 10, Will +3; Str 10, Dex 18, Con 11, Int 14, Wis 12, Cha 8. Skills: Appraise +13, Balance +15, Climb +11, Disable Device +15, Escape Artist +15, Hide +15, Listen +14, Move Silently +15, Open Lock +17, Search +9, Spot +7, Tumble +6. Feats: Dodge, Mobility, Weapon Finesse (rapier). Possessions: +2 studded leather, +1 rapier, hand crossbow; 20 bolts coated in sleep poison; masterwork thieves' tools; potion of cat's grace (5th level, 2 doses); sack with500 sp, 1,500 gp, and 45 pp. Teran, Female Drow Wiz7: CR 8; SZ M; HD 7d4+3; hp 23; Init +1; Spd 30 ft.; AC 13 (17 with mage armor); Atk +4 melee (Id4+l, +2 keen dagger, crit 17-20) or +4 ranged (Id4, hand crossbow plus poison, crit 19-20); SA spells, spell-like abilities, poison; SQ darkvision (120 ft.), spell resistance (18), light blindness; AL LE; SV Fort +2, Ref+3 Will +6 (+8 vs. spells and spell-like abilities); Str 8; Dex 13, Con 10, Int 18, Wis 12, Cha 12. Arcane Spells Prepared (4/5/4/3/2): 0detect magic, daze, read magic, resistance; 1stcharm person, magic missile (x2), mage armor (already cast), shield; 2nd invisibility, levitate, Melfs acid arrow, mirror image; 3rddispel magic, fireball, fly; 4tharcane eye, rainbow pattern. Skills: Concentration +14, Knowledge (arcana) +14, Knowledge (Underdark) +14, Listen +7, Move Silently +3, Search +12, Spellcraft +14. Feats: Combat Casting, Craft Wand, Scribe Scroll, Toughness. Possessions: +2 ring of protection; +2 keen dagger, wand of lightning bolts (27 charges); hand crossbow; 20 bolts coated in sleep poison; arcane scroll of magic missile (5th level), shield1 (3rd level), cat's grace (5th level), and slow (5th level); spellbook. Spellbook (containing all those spells above plus the following): 0all; 1stalarm, cause fear, color spray, hold portal, identify, shocking grasp, sleep; 2ndarcane lock, cat's grace, knock, protection from arrows; 3rd lightning bolt, major image, slow; 4thdimension door. Drow Spell'like Abilities (I/day): dancing lights, darkness, and faerie fire. Sleep poison: Fortitude save (DC 17) or fall unconscious. After 1 minute, the subject must succeed at another Fortitude save (DC 17) or remain unconscious for 2d4 hours. Development: If it would gain their freedom, the drow might be talked into joining the PCs in their battle against the hydra, or, possibly, an attack on the city itself. They are suspicious of good characters, of course, so a high Diplomacy check (DC 25), or expert roleplaying, is required to convince the drow that the PCs can be trusted. Indeed, just gaining entrance to the cave without a fight is not easy. The drow are paranoid and on edge, and if the PCs just burst in, they are greeted by a volley of poisoned bolts and lightning bolts.
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This 12-foot tall stone statue is carved with incredible detail, and its eyes seem to follow one about the room. The statue radiates evil, but, surprisingly, it cannot be animated. In fact, the only interesting aspect of the statue is a secret compartment (Search DC 25) in the neck containing the magic amulet that grants exit from Area 12A-16. The door to Area 12A-39 is locked, and Tribitz carries the key with him. Tribitz, Male Goblin Clrl2: CR 12; SZ S; HD 12d8; hp 60; Init +1; Spd 20 ft.; AC 24; Atk +12/+7 melee ( l d 8 + 2 plus 2d6 vs. good, + 2 unholy morningstar) or +11/+6 ranged (Id8, masterwork light crossbow, crit 19-20); SA spells, smite; SQ darkvision (60 ft.), increasd evil spells; AL CE; SV Fort +10, R e f + 7 , Will +13; Str 10, Dex 13, Con 10, Int 12, Wis 20 (with periapt of wisdom +2), Cha 14. Skills: Concentration + 19, Heal + 19, Listen +5, Sense Motive +10, Spot +7. Feats: Alertness, Combat Casting, Great Fortitude, Lightning Reflexes, Weapon Focus (morningstar). Unholy Spells Prepared (6/7/5/5/4/412): 0cure minor wounds (x2), detect magic, guidance, read magic, resistance; 1stbane, cause fear, cure light wounds, divine favor, doom, entropic shield, sanctuary; 2nd cure moderate wounds, darkness, hold person, inflict moderate wounds, silence; 3rdblindness/deafness, cure serious wounds, dispel magic, inflict serious wounds, prayer; 4thcure critical wounds, divine power, inflict critical wounds, summon monster IV; 5thflame strike, greater command, slay living, spell resistance; 6th greater dispelling, harm. Domain Spells (Destruction, Evil): 1stinflict light wounds; 2ndshatter; 3rdmagic circle against good; 4thunholy blight; 5thcircle of doom; 6thcreate undead. Special Domain Abilities: A priest of Orcus casts evil spells at a +1 caster level. He may also use a smite attack once per day (see below) SASmite (Su): Once per day, a priest of Orcus may make a single melee attack with a +4 attack bonus and a + 12 damage bonus. Possessions: +2 unholy morningstar, +2 full plate, +1 small steel shield, masterwork light crossbow, 20 bolts, holy symbol of Orcus, periapt of wisdom (+2), potion of cure critical wounds (9th level, 3 doses), key to Area 12A-39 on chain around neck. Underpriest, Male Goblin Clr8: hp 34; see Area 12A-22, above. Tactics: If possible, Tribitz casts the following spells before entering combat: divine power, spell resistance, and entropic shield. Once in combat, Tribitz uses unholy blight; flame strike; greater command; slay living; harm; and inflict critical, serious, and moderate wounds before attacking with his unholy morningstar. Development: Tribitz is eager to be rid of the hydra in Area 12A-32. Although it poses no real threat to the city, its presence erodes somewhat the goblins' confidence in their leader. If no other options present themselves, Tribitz eventually commands the hobgoblins, accompanied by two underpriests, to attack the hydra. If word reaches Tribitz that the PCs are willing to attempt to slay the hydra, he sends for them. One underpriest searches them out and leads them to Area 12A-12 A. Here, Tribitz, surrounded by a six elite guards and two underpriests, conducts a serious interview. He has little trust of humans and their allies, and he wants to determine their motivation for slaying the hydra. Tribitz's primary concern is that in order to attack the hydra, the PCs must first pass through several "off-limits" areas, namely Areas 12A-22 and 12A26. Access to these areas is not granted to just anyone. Therefore, when talking to the PCs, Tribitz is trying to determine if these adventurers have ulterior motives. If Tribitz decides he does not trust the PCs, he thanks them for their offer but explains that this is a goblin problem and should be solved by goblins. Tribitz accepts the explanation that they are adventurers and would like the opportunity to plunder the hydra's treasure. If the PCs are able to convince the high priest that they are worshipers of Orcus and that it is their sacred duty to protect this holy city against an intruder, he requires them to tithe 50% of the treasure to the temple.
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forest of the DM's choice). These refugees are willing to swap knowledge about the Underdark for information about Rappan Athuk and the world above. Sitting down and talking with the yuan-ti gains a PC with an Intelligence score of 14 or more 1 rank in the Knowledge (Underdark) skill per hour of talk for a maxium of 4 ranks. Quanall, Female Yuan-ti Halfblood Sor8: CR13; SZ M Monstrous Humanoid; HD 7d8+7 plus 8d4+8; hp 64; Init+6;Spd30ft.;AC16;Atk + 13/+8/+3melee(ld6+l, masterwork scimitar, crit 18-20), or + 14/+9/+4 melee (Id8+1, mighty composite longbow [+1] with masterwork arrows, crit x3); SA spells, spell-like abilities, psionics; SQ spell resistance (16), scales (+4 natural armor); AL CE; SV Fort +5, Ref+9, Will +15; Str 13, Dex 15, Con 13, Int 18, Wis 18, Cha 18. Skills: Concentration +22, Hide +13, Knowledge (Underdark) +20, Knowledge (arcana) +20, Listen +19, Spellcraft +15, Spot +19. Feats: Alertness, Blind-Fight, Dodge, Empower Spell, Expertise, Improved Initiative, Scribe Scroll, Spell Focus (Evocation). Arcane Spells Known (Cast Per Day: 6/7/6/4): 0 dancing lights, daze, detect magic, detect poison, flare, ghost sound, read magic, resistance; 1stburning hands, change self, magic missile, shield, true strike; 2ndhypnotic pattern, levitate, Melfs acid arrow; 3rdhaste, lightning bolt; 4thdimension door. Possessions: Masterwork scimitar, mighty composite longbow (+1), 20 masterwork arrows, wand of magic missiles (7th level, 29 charges), arcane scroll with rainbow pattern (7th level), gold necklace with 8 rubies worth 3,500 gp, and a pouch containing 200 pp. Thorillith, Male Yuan-ti Halfblood Rgr9: CR 14; SZ M Monstrous Humanoid; HD 7d8+7 plus 9dlO+9; hp 97; Init +6; Spd 30 ft.; AC 21; Atk +19/ + 14/+9/+4* melee (ld6+5, +2 scimitar, crit 18-20) or +18 melee* (ld6+4, +1 short sword, crit 19-20) or +19/+14/+9/+4 ranged (d8+3, mighty composite longbow [+3] with masterwork arrows, crit x3); SA favored enemies (drow, magical beasts), spells, spelllike abilities, psionics; SQ spell resistance (16), scales (+4 natural armor); AL CE; SV Fort +9, Ref +9, Will +12; Str 16, Dex 14, Con 13, Int 18, Wis 18, Cha 16. Note: Bonuses marked with "*" assume Thorillith attacks with both weapons; otherwise, he gains a +2 on all attracks. Skills: Climb +15, Concentration +11, Hide +21, Knowledge (Underdark) +20, Knowledge (religion) +20, Listen +27, Spot +27, Wilderness Lore +18. Feats: Alertness, Ambidexterity, Blind-Fight, Dodge, Expertise, Improved Initiative, Mobility, Skill Focus (Wilderness Lore), Two-Weapon Fighting, Weapon Focus (scimitar). Diw'ne Spells Prepared (2/1): 1stalarm, pass without trace; 2nddetect good. Favored Enemies: Drow +2; magical beasts +1. Possessions: +2 scimitar, +1 short sword, mighty composite longbow (+3), 20 masterwork arrows, +2 studded leather armor, pouch with 400 pp. Pandoran, Male Yuan-ti Halfblood Clr8 (Mershaulk): CR 13; SZ M Monstrous Humanoid; HD 7d8+7 plus 8d8+8; hp 80; Init +5; Spd 30 ft.; AC 19; Atk + 15/+10/+5 melee (ld6+3, +2 scimitar, crit 18-20), or + 14/+9/+4 ranged (ld8+2, mighty composite longbow [+2] with masterwork arrows, crit x3); SA spells, spell-like abilities, smite, psionics; SQ spell resistance (16), scales (+4 natural armor), increased evil spells; AL CE; SV Fort +9, Ref+8, Will +16; Str 15, Dex 13, Con 13, Int 18; Wis 20; Cha 18. Skills: Concentration+21, Heal +15, Hide +13, Knowledge (Underdark) +19, Knowledge (religion) +19, Listen +20, Spellcraft +14, Spot +20. Feats: Alertness, BlindFight, Dodge, Expertise, Power Attack, Improved Initiative, Scribe Scroll, Weapon Focus (scimitar). Unholy Spells Prepared (6/6/4/4/3): 0cure minor wounds (x2), detect magic, guidance, read magic, resistance; 1stbane, cause fear, cure light wounds (x2), doom, entropic shield; 2ndbull's strength, cure moderate wounds, hold person, inflict moderate wounds; 3rdblindness/deafness, cure serious wounds, dispel magic, inflict serious wounds; 4thcure critical wounds, divine power, inflict critical wounds. Domain SpeUs (Destruction, Evil): 1stinflict light wounds; 2ndshatter; 3rdmagic circle against good; 4thunholy blight. Special Domain Abilities: A priest of Mershaulk casts evil spells at a +1 caster level. They may also use a smite attack once per day (see below) SASmite (Su): Once per day, a priest of Mershaulk may make a single melee attack with a +4 attack bonus and a +8 damage bonus. Possessions: +1 scimitar, mighty composite longbow (+2), 20 masterwork arrows, + J leather armor, wand of cure serious wounds (5th level, 20 charges), divine scroll of raise dead (12th level), pouch with 500 pp. Yuan-ti Spell-like Abiiities: I/dayanimal trance, cause fear, deeper darkness, entangle, neutralize poison, polymorph other, and suggestion. Psionics: At willalternate form (Tiny to Large viper), aversion, chameleon power, and produce acid.
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dispelled). Anyone other than a priest of Orcus who touches the idol must succeed at a Fortitude save (DC 19) or suffer Id6 permanent Strength loss; protection from evil grants a +2 save bonus. Simply removing the statue from the cave, however, is not sufficient to de-power the undead, as the skeletons and zombies pursue the idol to the best of their ability. As long as they are within 50 yards of the statue, the undead retain their heightened power. A typical consecrate spell does not counter this desecrate spell, but dispel magic cast by a good-aligned priest of at least 12th level cancels the idol's power. Enhanced Skeletons (85): CR 3; SZ M Undead; HD 3dl2+6; hp 26; Init +5; Speed 30 ft.; AC 19; Atk +6 melee (ld4+6 [x2], claws); SQ undead, immunities; SV Fort +6, Ref + 7, Will +8; Str 10, Dex 12, Con , Int, Wis 10, Cha 11. Feat: Improved Initiative. Enhanced Zombies (100): CR 4; SZ M Undead; HD 6dl2+9; hp 48; Init -1; Spd 30 ft.; AC 15; Atk +8 melee (ld6+8, slam); SQ undead, partial actions only; SV Fort +6, Ref+5, Will +9; Str 13, Dex 8, Con Int , WislO, Chal. Feat: Toughness. come under attack, Tribitz and two of his underpriests teleport themselves to this island, where they perform a special summoning ritual. While standing atop the pedestals, the priests chant complex incantations for 10 rounds, after which 4 glabrezus appear and defend the city to the death, and the Titan Cyclops awakens. These demons have been sent by Orcus himself, and obey the high priest without question. To leave the island, the priests leap into the pool of water in its center and are teleported to Area 12A-43; the glabrezu know to do this as well. Note: only demons and priests of Orcus can teleport themselves from the island in this manner. Glabrezus (4): CR 15; SZH Outsider [Chaotic, Evil]; HD 10d8+40; hp 85; Init +0; Spd 40 ft.; AC 27; Atk +15 melee (2d6+7[x2], pincers) or+ 13 melee (ld3+3, claw) or + 13 melee (ld4+3, bite); Face/Reach 5 ft. x 10 ft./15 ft.; SA spell-like abilities, improved grab, summon tanar'ri; SQ damage reduction (20/+ 2), spell resistance (21), tanar'ri qualities, detect magic, true seeing; SV Fort +11, Ref+7, Will +10; Str 25, Dex 10, Con 19, Int 16, Wis 16, Cha 16. Skills: Bluff+13, Concentration + 14, Hide +2, Knowledge (Rappan Athuk) +13, Listen +21, Move Silently + 10, Scry +13, Search +13, Sense Motive +13, Spellcraft + 13, Spot +21. Feats: Cleave, Multiattack, Power Attack.
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magical runes. If read magic is used to view the runes, they say: Beware the crossing, For those who disturb the Master's rest Gain only eternal torment Anyone passing through the doors is subjected to a curse equivalent to an imprisonment spell cast at 27th level. Those failing the Will save (DC 20) are trapped in one of the pillars in Area 13'4 until released by a freedom spell or its equivalent. When the doors are opened, its 2 glabrezu guardians awake and step out of the two demonic pillars in front of the door. Glabrezus(2):CR15;SZHOutsider[Chaotic,Evil]; HD 10d8+40; hp 85; Init +0; Spd 40 ft.; AC 27; Atk +15 melee (2d6+7 [x2], pincers), +13 melee (ld3+3 [x2], claws) and +13 melee (ld4+3, bite); Reach 15 ft.; SA spell-like abilities, improved grab, summon tanar'ri; SQ damage reduction (20/+2), electricity and poison immunity, cold, acid, and fire resistance (20), darkvision (60 ft.), telepathy, spell resistance (21), detect magic, true seeing; AL CE; SV Fort +11, Ref +7, Will +10; Str 25, Dex 10, Con 19, Int 16, Wis 16, Cha 16. Skills: Bluff +13, Concentration +14, Hide +2, Knowledge (arcana) +13, Listen +21, Move Silently + 10, Search + 13, Sense Motive +13, Spot +21. Feats: Cleave, Power Attack, Multiattack. Tactics: Each demon immediately uses its summon tanar'ri ability to attempt to bring in Id2 vrock demons. They cast mirror image, followed by confusion (one) and reverse gravity (two). They use their teleport ability to stay away from fighter types, using their burning hands, chaos hammer, and unholy blight abilities until they are forced to fight hand-to-hand. They fight until slain.
If anyone bleeds himself into one of the silver bowls and then coats his naked body with his own blood, he may pass through the portal unharmed (taking his equipment with him, if desired), and thus pass into Level 15, Area 151, where the Master awaits. If the blood of another is used, or if passage is attempted without a blood coating, the PC attempting to pass is destroyed utterly as if by a sphere of annihilation. Blood loss inflicts Id4 temporary Constitution damage in order to generate sufficient quantities for the coating.
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This small level contains additional barracks for the goblins of Grezneck. Within it are a large number of lowlevel goblin warriors; a handful of elite goblin fighters; Herzord, the Captain of the guarda ruthless half-hobgoblin with high ambitions; as well as his hobgoblin lieutenants. The PCs may approach this level in one of two ways: hack-and-slash or roleplaying. Obviously, they can simply attempt to storm the barracks and let the goblin blood flow. On the other hand, Herzord has designs on Grezneck's throne, and who better to carry off this coup d'etat than the PCs?
Goblin Warriors
This level contains a large number of low level goblin warriors. Their stats are as follows: Goblins, War2: CR 1; SZ S; HD 2d8; hp 11; Init +1; Spd 30 ft.; AC 15 (16 with shield); Atk +2 melee (Id8-l, morningstar) or +4 ranged (Id6-l, javelin, range 30 ft.) or +4 ranged (1 d8, light crossbow, crit 1920, range 80 ft.); SQ darkvision (60 ft.); AL NE; SV Fort +3, Ref + 1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. Skills: Climb +1, Hide +6, Listen +3, Move Silently +8, Spot +3. Goblins gain a +4 racial bonus to Move Silently checks. Feat: Alertness. Possessions: Studded leather, morningstar, small wooden shield, 2 javelins, light crossbow, 20 bolts, 3d4 sp, 4d4 cp.
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13 A-P. Armory
The door to this chamber is locked (Open Locks DC 20, Break DC 25). The room contains spare weapons and armor stored on racks, in crates, or just piled about. In all there are 15 short swords (one of
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which is a +1 short sword), 50 morningstars, 250 javelins, 4 masterwork heavy crossbows, 300 crossbow bolts, 25 + J crossbow bolts, 2 small breastplates, 3 small suits of chainmail, 40 small suits of leather armor, 3 small steel shields, and two large steel shields.
Skills: Climb +14, Jump +14, Listen +7, Spot +7. Feats: Cleave, Dodge, Expertise, Improved Critical (greatsword), Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Focus (composite longbow), Weapon Specialization (greatsword), Whirlwind Attack. Possessions: +2 greatsword, +1 mighty compositelongbow (+4), quiver with 20 arrows, +1 full plate, +2 cloak of protection, potion of cure critical wounds (9th level, 3 doses), potion of invisibility (5th level, 2 doses), potion of bull's strength (5th level, 3 doses), key ring with four keys. Development: As stated earlier, Herzord has ambitions to assume the seat of power in Grezneck. He despises and distrusts Tribitz, and is himself revered by most of the citizenry of the city. Unfortunately for Herzord, his troops, including his lieutenants, do not share his distrust of Tribitz. In fact, the high priest is viewed with a kind of divine awe by the goblins in the barracks, which only incites Herzord further. It is well known that the quickest way to taste Herzord's whip is to sing Tribitz's praises within earshot of the Captain. Herzord would like to see Tribitz dead. If the high priest and several of his underpriests were to meet an untimely end, Herzord would be the natural successor to the throne of Grezneck. Since his troops are loyal to Tribitz, he cannot do this himself. If, on the other hand, some adventurers were to take on the job, he would be blameless and free to assume power. Thus, if possible, Herzord (who speaks Common, Goblin, and Undercommon) seeks to parlay with the PCs, assuming since they have made it this deep into Rappan Athukthat they are quite powerful. This exchange occurs in private, in Area 13 A-10. Herzord offers the PCs a deal: for the head
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13A-I5. Kitchen
The food for the entire barracks is prepared here by 6 common goblins (hp 4 each, non-combatants). The room contains a large fireplace with an enormous pot suspended over it, a wide wooden table for cutting and chopping, and several cleavers and chefs knifes hung on the wall. These goblins have absolutely no interest in fighting and cower in the corner if they hear any trouble in Area 13A-14.
14-1. Entrance
This steep drop from Level 5 seems to go on forever. The ladder descends fully 90 feet into a foul smelling black pit of a room, reeking of decay and filth. As the ladder is descended, the air warms then suddenly cools, as alternating currents of hot and cold air waft about.
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Stoneheart Mountain Dungeon, detailed in module W2: The Tomb of Abysthor by Necromancer Games. Anyone touching the wall is instantly teleported to that location. The priests of Orcus from Rappan Athuk have expansion plans, and are seeking a great power contained in the Stoneheart Mountain Dungeon: a black monolith of ancient evil. They have sent a delegation there through this teleportal. See that module for more details. fire storm. These abilities are as the spells cast by a 20thlevel sorcerer (save DC 14 + spell level). SABone Knit (Su): Any living creature hit by Maphistal's mace that has a bone structure must make a Fortitude save (DC 20) or suffer Id4 points of temporary Dexterity damage as its bones fuse together. SADisease (Ex): Bitedemon fever; Fortitude save (DC 18), incubation period 1 day; damage Id6 Constitution (see Disease, page 74 in the DMG). SASummon Undead (Sp): Three times per day Maphistal can automatically summon 3dlO zombies or skeletons, 2d6 ghouls, 2d4 ghasts, Id6 wraiths or wights, or Id4 spectres. SASummon Tanar'ri (Sp): Three times per day Maphistal can automatically summon one balor, marilith, glabrezu, or nalfeshnee, or Id4 hezrou demons. DM Note: See the Monster Appendix for full details on this new demon. Wraiths (8): CR 5; SZ M Undead [Incorporeal]; HD 5dl2; hp 32; Init +7; Spd 30 ft., fly 60 ft. (good); AC 15; Atk +5 melee (Id4 plus Id6 permanent Constitution drain, touch); SA Constitution drain, create spawn; SQ incorporeal, unnatural aura, undead, turn resistance (+2), daylight powerlessness; AL CE; SV Fort + 1, Ref +4, Will +6; Str Dex 16, Con , Int 14, Wis 14, Cha 15. Skills: Hide + 11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, Spot +12. Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative. Shadows (12): hp 19 each; see Area 14-5, above. Wharaz, Male Human Clr9 (Orcus): CR 9; SZ M; HD 9d8+27; hp 91; Init +4 (Dex); Spd 20 ft.; AC 25; +9/ +4 melee (ld8+3, heavy mace); SA death touch, spells; SQ increased evil spells; AL CE; S V Fort +10, Ref+7, Will + 11; Str 14, Dex 18, Con 16, Int 11, Wis 16, Cha 12. Skills: Concentration +11, Heal +11, Knowledge (arcana) +2, Knowledge (religion) +10, Spellcraft+8. Feats: Blind-Fight, Combat Casting, Expertise, Improved Disarm, Iron Will. Unholy Spells Prepared (6/5/5/4/2/1): 0cure minor wounds (x3), light, resistance (x2); 1stbane, cause fear, cure light wounds (x3); 2ndbull's strength, hold person (x2), shatter, spiritual weapon; 3rdblindness (x2), dispel magic, meld into stone; 4thcure critical wounds, poison; 5thrighteous might. Domain Spells (Death, Evil): 1stprotection from good; 2nddeath knell; 3rdanimate dead; 4thunholy blight; 5thslay living. Special Domain Abilities: Wharaz casts evil spells at +1 caster level. He may also use a death touch once per day (see below). SADeath Touch (Sp): Wharaz must succeed at a melee touch attack against a living creature (using the rules for touch spells). He then rolls 9d6. If the total equals or exceeds the target creature's current hit points, it dies. No saving throw is allowed. Possessions: +1 heavy mace, masterwork full plate, +4 large shield, ring of spell turning, gold unholy symbol (grants
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the den and living quarters for the most foul presence of the Avatar of Orcus himself. See the Monster Appendix for a full description of the demon prince's avatar. His stats are summarized below. In addition to the Avatar of Orcus, the room also contains 2d6 skeletons, Id8 zombies, Id6 ghouls, Id3 ghasts, Id6shadows, Id3 wights, and Id2 spectres. (Consult the MM for the statistics of these undead minions). DM Note: these undead minions cannot be turned or destroyed by turn checks while in the presence of Orcus. The room itself is huge, fully 200 feet in diameter, with an evil, pulsating altar of the demon lord in its center, carved of entwined bones and in the shape of a throne. The throne itself seems to scream and writhe as if in pain. Treasure is heaped about in piles, and the bones of previous victims are liberally strewn among piles of weapons, armor, and gold. Consequences: Now the fight begins! If the PCs lose, their souls are devoured and they are forever dead. If, on the other hand, they win, Orcus will be banished from the Prime Material plane for 666 years. The DM should take care with this, as all priests of Orcus will lose their ability to cast spells of 7th to 9th level for 666 years! This event will have a dramatic effect on global politics and power struggles. Who is kidding whom, though, Orcus will destroy them all! Magical Protections: The den is under the effects of unhallow and dispelgood spells. The altar radiates an unholy aura, as does Orcus himself. Special Note To The DM: If the PCs are to have any chance, they must have destroyed the evil temples on Levels 4, 9, and 14. If they have not, the avatar has his full powers and is absolutely unbeatable. For each shrine destroyed, the demon prince is weakened, and his ability to hold mortal form and fight the PCs is diminished. Four sets of monster statistics are given for Orcus. The first represents Orcus at his full potential, with all three evil shrines intact. The second is for use when one shrine has been destroyed, the third for two shrines destroyed, and the last is if the PCs destroyed all three shrines to Orcus within the dungeon. As you will note, only if all three shrines were destroyed is there really any hope of the PCs ridding the planet of this evil god. Tactics: Orcus spends 2 rounds taunting the PCs. The other demons and undead attack immediately. The tactics used by the demons are too variable to list; however, it is unlikely that they simply dash into combat. All will summon additional help as their first action, then use their spells and abilities before finally closing to finish off PCs. Orcus prefers to summon shadows, as he can summon a large number of them and they are unturnable and can gang up on his enemies and drain Strength. He also likes to summon vampires (FtrlS, with appropriate equipment such as +3 armor and +3 weapons; or Clrl6, with similar equipment). If pressed, he summons a balors or maraliths, though he is loathe to do so.
Orcus'Stats
See the Monster Appendix for a full description of the Demon Prince. His statistics and abilitiesdepending on the number of shrines destroyedare as follows: Orcus (unweakened): CR 30; SZ H Outsider [Chaotic, Evil]; HD50d8+750; hp 1200; Init+10; Spd 40 ft., fly 60ft. (average); AC 40; Atk +66/+61/+56 melee (Id8+17 plus annihilation, wand of Orcus), +63 melee (2d4+8 plus poison, tail sting), or +66/+61/+56 melee (2d6+17, slam); Reach 10 ft.; SA spell-like abilities, spells, fear aura, poison, summon tanar'ri, summon undead; SQ damage reduction (40/+4), electricity and poison immunity, resistances (cold, acid, fire 20), darkvision (60 ft.), spell resistance (40), telepathy, speak with dead; AL CE; SV
7. One randomly determined party member must make a Will save (DC 25) or be affected by a confusion spell. 8. A skeleton with a vial of oil ofslippermess appears in front of the party and breaks the vial on the pathway. Anyone attempting to cross the area must make a Dexterity check (DC 20) or slide off the side if attempting to cross it. The skeleton slides off screaming in demonic glee after them. 9. The entire party must make a Will save (DC 31) or be affected by a symbol of discord. 10. Twelveshadowsattacktheparty,risingupfromthe pits along the corridor. They are unturnable (see statistics below). Glabrezu: hp 85: See the MM for more details. Shadows (12): CR 2; SZ M Undead [Incorporeal]; HD 3dl2; hp 24; Init +2; Spd 30 ft., fly 40ft. (good); AC 13; Atk +3 melee (incorporeal touch plus Id6 temporary Strength); SA strength drain (Id6 temporary Strength damage), create spawn; SQ incorporeal, undead, darkvision (60 ft.); AL CE; SVFort +1, Ref+3, Will +4; Str, Dex 14, Con Int 12, Wisl2,Chal3. SldHs: Hide +8, Intuit Direction +5, Listen +7, Spot +7. Feats: Dodge.
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Fort +42, Ref +33, Will +39; Str 45, Dex 23, Con 40, Int 34, Wis 34, Cha 36. Skills: Bluff +63, Climb +62, Concentration +65, Diplomacy +63, Disguise +63, Escape Artist +56, Gather Information +63, Heal +62, Intimidate +64, Jump +67, Knowledge (arcana) +62, Knowledge (planes) +63, Knowledge (undead) +65, Listen +62, Move Silently +56, Scry +62, Search +62, Sense Motive +62, Spellcraft +62, Spot +62. Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Initiative, Multiattack, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (slam, wand ofOrcus). Orcus (one shrine destroyed): CR 28; SZ H Outsider [Chaotic, Evil]; HD 45d8+585; hp 1000; Init +9; Spd 40 ft., fly 60 ft. (average); AC 37; Atk +59/+54/+49 melee (Id8+15 plus annihilation, wand of Orcus), +56 melee (2d4+7 plus poison, tail sting), or +59/+S4/+49 melee (2d6+15, slam); Reach 10 ft.; SA spell-like abilities, spells, fear aura, poison, summon tanar'ri, summon undead; SQ damage reduction (30/+3), electricity and poison immunity, resistances (cold, acid, fire 20), darkvision (60 ft.), spell resistance (35), telepathy, speak with dead; AL CE; SV Fort +37, Ref +29, Will +36; Str 41, Dex 20, Con 36, Int 34, Wis 34, Cha 36. Skills: Bluff +58, Climb +55, Concentration +58, Diplomacy +58, Disguise +58, Escape Artist +50, Gather Information +58, Heal +57, Intimidate +59, Jump +60, Knowledge (arcana) +57, Knowledge (planes) +58, Knowledge (undead) +60, Listen +57, Move Silently +50, Scry
+57, Search +57, Sense Motive +57, Spellcraft +57, Spot +57. Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Initiative, Multiattack, Mobility, Power Attack, Sunder, Weapon Focus (slam, wand of Orcus). Orcus (two shrines destroyed): CR 25; SZ H Outsider [Chaotic, Evil]; HD 38d8+418; hp 700; Init +7; Spd 40ft., fly 60ft. (average); AC33; Atk +50/+45/+40melee (Id8+13 plus annihilation, wand of Orcus) or +47 melee (2d4+6 plus poison, tail sting) or +50/+45/+40 melee (2d6+13, slam); Reach 10ft.; SA spell-like abilities, spells, fear aura, poison, summon tanar'ri, summon undead; SQ damage reduction (20/+2), electricity and poison immunity, resistances (cold, acid, fire 20), darkvision (60 ft.), spell resistance (30), telepathy, speak with dead; AL CE; SV Fort +32, Ref +24, Will +33; Str 37, Dex 17, Con 32, Int 34, Wis 34, Cha 36. Skills: Bluff+51, Climb +46, Concentration +49, Diplomacy +51, Disguise +51, Escape Artist +41, Gather Information +51, Heal +50, Intimidate +52, Jump +51, Knowledge (arcana) +50, Knowledge (planes) +51, Knowledge (undead) +53, Listen +50, Move Silently +41, Scry +50, Search +50, Sense Motive +50, Spellcraft +50, Spot +51. Feats: Blind-Fight, Cleave, Combat Casting, Great Cleave, Improved Initiative, Multiattack, Power Attack, Sunder, Weapon Focus (slam, wand of Orcus). Orcus (three shrines destroyed): CR 22; SZ H Outsider [Chaotic, Evil]; HD 29d8+261; hp 400; Init +6; Spd 40 ft., fly 60 ft. (average); AC 30; Atk +39/+34/+29 melee (Id8+ll plus annihilation, wand of Orcus) or +36 melee (2d4+5 plus
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poison, tail sting) or +39/+34/+29 melee (2d6+ll, slam); Reach 10 ft.; SA spell-like abilities, spells, fear aura, poison, summon tanar'ri, summon undead; SQ damage reduction (10/+1), electricity and poison immunity, resistances (cold, acid, fire 20), darkvision (60 ft.), spell resistance (25), telepathy, speak with dead; ALCE; SVFort+25, Ref+18, Will+28; Str 33, Dex 14, Con 28, Int 34, Wis 34, Cha 36. Skills.- Bluff+42, Climb +35, Concentration +38, Diplomacy +42, Disguise +42, Escape Artist +31, Gather Information +42, Heal +41, Intimidate +43, Jump +40, Knowledge (arcana) +41, Knowledge (planes) +42, Knowledge (undead) +44, Listen +41, Move Silently +31, Scry +41, Search +41, Sense Motive +41, Spellcraft +41, Spot +41. Feats: Cleave, Combat Casting, Great Cleave, Improved Initiative, Multiattack, Power Attack, Weapon Focus (slam, wandofOrcus). In All Forms: Orcus has the following abilities regardless of his condition: SASpell-Like Abilities: At willanimate dead, blasphemy, charm monster, charm person, deeper darkness, desecrate, detect good, detect law, detect thoughts, dispel magic, fear, greater dispelling, lightning bolt, polymorph self, pyrotechnics, read magic, see invisibility, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; I/day feeblemind. These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level). SASpells: Orcus casts arcane spells as a 40th-level (35th-, 30th-, or 25th-level based on Orcus' current power level, above) sorcerer (save DC 23 + spell level) and divine spells as a 20th-level (no reduction even if shrines are destroyed) cleric (save DC 22 + spell level). He has access to the domains of Chaos, Death, Evil, Destruction, and War. SAFear Aura (Su): All within 60 feet; Will save (DC 48,40,32, or 22 based on Orcus' current power level) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Orcus' fear aura for one day. SAPoison (Ex): Tail sting requires Fortitude save (DC 50,40,30, or 20 based on Orcus' current power level); initial damage 3d6 temporary Constitution, secondary damage death. SQSpeak with Dead (Su): Orcus can, at will, speak with dead (as the spell of the name). SQSummon Demons (Sp): Three times per day, Orcus can automatically summon one balor, Id3 nalfeshnees, or Id4 mariliths. SQSummon Undead (Sp): As the prince of the undead, five times per day Orcus can automatically summon 8d8 skeletons or zombies; 4d8 ghouls, ghasts or shadows; 2d6 wights, spectres or wraiths; Id6 vampires (FtrlS or Clrl6); or 1 lich (WizlS or ClrlO/Wiz8) imme-
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MONSTER APPENDIX
MajorArtifact: WandofOrcus
This obsidian rod is topped with a human skull. Any creature of less than 40 HD that touches it (or is touched by it) must succeed at a Fortitude save (DC 40) or die immediately. Creatures slain by the wand cannot be raised or resurrected by any means short of a god's direct intervention and power. Orcus can suppress this power, and has been known to do so, when he lets the wand pass into the Prime Material plane into the hands of one of his followers. In addition, the wand also has the following powers: At willdetect good, detect thoughts; I/dayanimate dead, destruction, speak with dead, unhaQow; 3/ daymagic circle against good; the wielder can also use summon monster or summon nature's ally spells to summon undead of equal HD. The wielder of the wand suffers the following side effects (these do not apply to Orcus or any creature over 40 HD): death stench in a 10-foot radius around wielder (no real harm, other than stinking); each time a power is used, the wielder must make a Will save (DC 20) or gain 1 negative level. There is no DC to remove the negative level. Negative levels automatically vanish at the rate of one per day when the wielder gets rid of the wand. There is no known way to destroy the wand of Orcus. Orcus can recall the wand to him at any time, even if the wand is on another plane.
Damage:
Feats: abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level). Spells: Orcus casts arcane spells as a 40th-level sorcerer (save DC 23 + spell level) and divine spells as a 20th-level cleric (save DC 22+spell level). He has access to the domains of Chaos, Death, Destruction, Evil, and War. Fear Aura (Su): All within 60 feet; Will save (DC 48) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Orcus' fear aura for one day. Poison (Ex): Tail sting causes Fortitude save (DC 50); initial damage 3d6 temporary Constitution, secondary damage death. Speak with Dead (Su): Orcus can, at will, speak with dead (as the spell of the name). Summon Tanar'ri (Sp): Three times per day, Orcus can automatically summon one balor, Id3 nalfeshnees, or Id4 mariliths. Summon Undead (Sp): As their prince, five times per day Orcus can automatically summon 8d8 skeletons or zombies; 4d8 ghouls, ghasts, or shadows; 2d6 wights, spectres, or wraiths; Id6 vampires (FtrlS or Clrl6); or 1 lich (WizlS or ClrlO/Wiz8) immediately to his location. Summoned creatures can act immediately. Demon Qualities (Ex): Orcus is immune to poison and electricity; and has cold, fire, and acid resistance 20. Telepathy (Su): Orcus can communicate telepathically with any creature within 100 feet that has a language. Climate/Terrain: Organization:
Initiative) 40 ft., fly 80 ft. 33 (-1 size, +2 Dex, +22 natural) Large +3 unholy heavy mace +25/+20/+15 melee, 2 claws +22 melee, bite +17 melee Large +3 unholy heavy mace 2d6+15 plus 2d6 unholy damage, claw ld6+8, bite ld8+4 and disease 5ft.by5ft./10ft. Spell-like abilities, bone knit, disease, summon tanar'ri, summon undead Damage reduction 30/+3, SR 28, tanar'ri qualities Fort + 15,Ref+ll,Will + 14 Str27,Dexl5,Con22,Int20, Wis20,Chal8 Balance +17, Bluff +19, Climb +23, Concentration+21, Diplomacy + 19, Intimidate +19, Knowledge (planes) +20, Listen +20, Move Silently +17, Search +20, Sense Motive +20, Spellcraft+20,Spot+20 Cleave, Great Cleave, Improved Initiative, Power Attack Any land and underground Solitary or troupe (Maphistal plus 2d8 skeletons and zombies, and Id4 wights) 18 Standard Always chaotic evil By character class
HitDice:
Initiative:
15d8+90(126hp)
+6(+2Dex, +4 Improved
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Maphistal is a demonic lieutenant in the employ of Orcus, Demon Prince of the Undead. Maphistal makes his home on a stinking, smoldering layer of the Abyss, and commands his troops from his great castle, Moalstege (the Keep of Bones, so called because it is believed to be constructed from the skeletal remains of those slain by Maphistal). He is loyal to no one but Orcus. He does not trust Sonechard, the General of Orcus' Undead Legions, and seeks to discredit him at any opportunity, though he does not do this openly for fear of rebellion by his troops or punishment by Orcus. His machinations against Sonechard are primarily through his agents and spies in Sonechard's camps. Maphistal appears as a 9-foot tall rotting humanoid. Two great horns protrude upward from his head. Huge leathery, batlike wings sprout from his shoulders. His features are feral, and short, coarse, black hair covers his body. His lower torso sports two massive legs that end in soot-colored hooves. Face/Reach: Special Attacks: Special Qualities: Strength damage 5ft.by5ft./5ft. Strength drain, wail Damage reduction 15/+1, incorporeal, turn resistance +4, undead, unnatural aura Fort+2, Ref+5, Will+7 Str, Dex 16, Con, Int 14,
Wisl4,Chal5
Diplomacy +10, Hide +11, Intuit Direction +6, Listen + 12, Search + 10,Spot + 12. Alertness, Blind-Fight, Combat Feats: Reflexes, Improved Initiative Any land and underground Climate/Terrain: Organization: Solitary or gang (2-5) Challenge Rating: 8 Treasure: Standard Alignment: Always lawful evil Advancement: 8-21HD (Medium-size) The banshee is the undead spirit of an evil female. Banshees hate the living and seek to destroy whomever they meet. A banshee appears much as she did in life, though her form is now translucent. Her hair is unkempt and her eyes bum with a fiery hatred like none have ever seen.
Combat
Maphistal is very rarely encountered alone. He always has some form of undead with him. When he enters combat, he fights with his spell-like abilities and his mace. An opponent that is brought to Dexterity 0 under the blows of his mace is carried back to Maahtege, never to return. Spell-Like Abilities: At willanimate dead, Uasphemy, create undead, deeper darkness, desecrate, detect good, detect law, fear, greater dispelhng, polymorphself, readmagic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy Uight, and waE of fire; 3/daycreate greater undead; I/daychain lightning and/rre storm. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level). Bone Knit (Su): Any living creature hit by MaphistaFs mace that has a bone structure must make a Fortitude save (DC 20) or suffer Id4 points of temporary Dexterity damage as the victim's bones fuse together. Disease (Ex): Bitedemonfever; Fortitude save (DC 18), incubation period 1 day; damage Id6 Constitution (see Disease, page 74 in the DMG). Summon Undead (Sp): Three times per day Maphistal can automatically summon 3d 10 zombies or skeletons, 2d6 ghouls, 2d4 ghasts, Id6 wraiths or wights, or Id4 spectres. Summon Demons (Sp): Three times per day Maphistal can automatically summon one balor, marilith, glabrezu, or nalfeshnee, or Id4 hezrou demons. Tanar'ri Qualities (Ex): Immune topoison and electricity; cold, fire, and acid resistance 20. Telepathy (Su): Maphistal can communicate telepathically with any creature within 100 feet that has a language.
Combat
A banshee's primary attack is her wail. If a creature survives her wailingattack, the banshee re treats to her lair. She returns the next night until all creatures are dead or have left her territory. The banshee does not attack creatures that are powerful enough to withstand her wail. Lesser creatures are be dispersed via the wail or her incorporeal touch attack. Strength Drain (Su): Touch, Id4 temporary Strength damage. Wail (Su): I/day; 30-foot radius; Will save (DC 15) or die. Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a banshee at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Incorporeal: Only harmed by +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass ,. throughsolidobjectsatwill, andownattackspass through armor. Always moves silently. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, anddisease.Notsubjecttocriticalhits, subdual damage, ability damage, energy drain, or death frommassivedamage. Banshees
Banshee
Medium-Size Undead (Incorporeal) Hit Dice: 7dl2(56hp) Initiative: + 7 (+3 Dex, +4 Improved Initiative) Speed: 30ft., fly 60ft. (good) AC: 15 (+3 Dex,+2 deflection) Attacks: Incorporeal touch+6 melee Damage: Incorporeal touch Id4 and Id4
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MONSTER APPENDIX
have darkvision with a range of 60 feet. fected by a confusion spell. This effect lasts for 10 rounds.
Fungus Man
Medium-Size Plant Hit Dice: 3d8+3(17hp) Initiative: -l(Dex) Speed: 20ft. Armor Class: 14 (-IDex,+5 natural) Attacks: Slam, +3 melee Damage: Slam,3d4+l Special Attacks: Spore cloud or hallucination cloud (king) Special Qualities: Darkvision 90 ft. Saves: Fort+4, Ref+0, Will+ 1 Abilities: Strl2,Dex8,Conl2,IntlO,Wis 10,ChalO. Climate/terrain: Any underground Organization: Solitary, groups (2 -12), or colony (20-200) Challenge Rating: 2, or 4 (King) Treasure: 1/2 Standard Alignment: Lawful neutral Advancement: 4-6 HD Fungus men are intelligent fungi that live deep in the Underdark. They resemble walking toadstools and range from 6 to 7 feet in height. Fungus men deplore violence and rarely attack unless provoked. They live in tightly knit colonies, caring for fungus gardens and generally keeping to themselves. Each colony is led by a King, a 6 HD fungus man who has the following adjusted statistics: 17 AC; Atk +7 (6d4+2, slam); SA additional spore clouds; SV Fort +7, Ref+1, Will +3; Str 14, Dex 8, Con 14, Int 12, Wis 12, Cha 10. Fungus men communicate telepathically; they have no known spoken language.
Gas Spore
Medium-Size Plant Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities:
l/4d8(lhp) +0
5 ft., fly 10 ft. (poor) 10 Slam4 melee Slam Id3-4 and rhizomes
5 ft. by5 ft/5 ftDeath throes, rhizomes Plant, mimic beholder, low-light vision Fort+2, Ref+0, Will+ 1 Str3, Dex 10, Con 10, Int, Wis 12,Chal Any land and underground Solitary or colony (2-4) 1 None Always neutral
Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement: N/A A gas spore resembles a beholder and there is a 90% chance that those viewing it believe it to be the eye tyrant. The gas spore, in fact, is not related to the beholder, though its movements and actions lead those viewing it to believe otherwise.
Combat
The gas spore attacks by touching an opponent with its body. If successful, the gas spore injects the victim with tiny poisonous rhizomes before dying. If attacked and hit, the monster explodes in a violent blast of gas. Death Throes (Ex): At 0 hit points, a gas spore explodes violently dealing 6d6 points of damage to all creatures in a 20-foot radius. A Reflex save (DC 11) halves the damage. Rhizomes (Ex): A gas spore shoots tiny rhizomes into the flesh of any creature it touches. Upon doing so, the gas spore dies immediately (it does not explode, though it retains its death throes ability if it dies in this manner and explodes if struck). Unless remove disease is cast on the victim within 1 day, he dies, and his body sprouts 2d4 new gas spores. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Mimic Beholder (Ex): At a distance of 10 feet or more, the gas spore is likely to be mistaken for a beholder. A successful Spot check (DC 25) reveals the falsehood. At close range, the gas spore is still likely to be mistaken (Spot check DC 18 to reveal the truth) for the eye tyrant.
I v
Combat
Fungus men use their powerful arms to slam their opponents. Spore Cloud (Ex): Three times per day a fungus man can emit a spore cloud affecting all creatures within 20 feet of it. All those caught within the cloud must succeed at a Fortitude save (DC 14) or become totally passive, unwilling to take any aggressive action unless attacked themselves. This effect lasts for 1d6 hours. The fungus men usually choose to leavepacifiedcreatures alone. \ Hallucination Cloud (Ex): Three times per day the King, and only the King, may, in addition to the spore cloud, emit a hallucination cloud. This cloud has a 20-foot radius, and all those caught within the cloud must succeed at aFortitudesave (DC 17) or behave as af-
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