Rappan Athuk
The staff regains 1d10 charges each day at dawn. If you expend the last you are unwilling to part with this weapon. You have disadvantage on
charge, roll a d20. On a 1, the staff explodes, everybody within 20 ft. takes attacks made with any other weapon. When you miss with this weapon, roll
2d10 psychic damage, and the staff is destroyed. a d12. If you are of a good alignment and roll a 1 or a 2, or if you are neutral
and roll a 1, make another attack roll against your own AC. If the result is a
Staff of Harming hit, you take damage as if you had attacked yourself with the sword.
Staff, very rare (requires attunement by a cleric) Sword of Biting
This staff has 10 charges. While holding it, you can use an action to
Weapon (any sword), very rare (requires attunement)
expend 1 or more of its charges to cast one of the following spells, using You gain a +2 bonus to attack and damage rolls with this weapon. In
your spell save DC, spellcasting ability modifier, and spell attack modifier as
appropriate: contagion (4 charges), inflict wounds (1 charge per spell level addition, you score a critical hit with this weapon on a 19 or 20.
up to 4th), blindness/deafness (1 charge per spell level from 2nd to 4th).
Sword of Health
The staff regains 1d6+4 expended charges daily at midnight. If you
expend the last charge, roll a d20. On a 1, the staff causes you 4d10 Weapon (longsword), rare
necrotic damage and regains 1 charge. You gain a +1 bonus to your attack and damage rolls with this sword.
Staff of the Batrachian In addition, if you are of a good alignment, you can use it to cast lesser
restoration once per week.
Wondrous item, very rare
(requires attunement by a cleric, druid, or warlock who is a follower of Sword of Kings and Queens
Tsogatha)
Weapon (longsword), legendary (requires attunement)
This quarterstaff-length rod appears as a grotesque amalgamation of This jewel encrusted longsword is made of a purplish metal engraved
toads, tadpoles, and less savory things. It radiates evil if detected for. It is
effectively a staff of withering. with twin crowns. You gain a +2 bonus to attack and damage rolls with it.
It contains the souls of both a demon and an angel. It is neutrally aligned.
Curse. Alas, if an unbeliever holds the staff for even a moment,
the touch of Tsathogga is upon them. The bearer of the staff contracts Powers. The sword has the following abilities:
mummy rot with no saving throw (it even effects paladins)! A character
immediately renouncing the staff after the disease manifests may roll a • The sword can emit a blinding flash once per day, recharging at
DC 16 Constitution saving throw to avoid further harm. A non-believer dawn. Creatures other than you within 30 ft. that can see must make a
who keeps the staff, or one who discards it and fails the saving throw, is DC 16 Constitution saving throw or be blinded for 2d4 rounds.
affected as if having drunk an elixir of all-seeing doom. Wrapping the staff
in blessed or holy water-soaked cloth grants resistance for 24 hours, but • Once per day, it can steal the dreams of a sleeping creature. It learns
not a minute more. what has happened to the creature during the prior day and what its
primary goals are.
Staff of the Shoreline Dead
• It can cast locate object once per week. It will only use this power to
Wondrous item, legendary (requires attunement) locate the Sword of Princes and Princesses until found, and will then
This glass staff can be separated into two pieces. When the pieces are apart, allow you to use this power to seek other objects.
they have no power, but detect as magical. When the two pieces are screwed Sentience. The sword has an Intelligence of 13, a Wisdom of 15, and a
together, the staff glows orange, emitting a dim light in a 5 ft. radius. The staff Charisma of 16. It communicates telepathically with a commanding voice.
acts as a +1 quarterstaff as well as having the properties below.
Curse. This curse can only be removed by a wish or by the sword’s
The staff has 10 charges. As an action you may expend 1 or more destruction. The curse attracts monsters to you and creates hostility
charges to cast one of the following spells. With 1 charge, you can cast between good and evil (though not neutral) creatures and you.
Create or Destroy Water. You can expend 1 additional charge per level
to increase the spell slot above 1st. With 3 charges, you can cast Animate Destruction. Magic runes inscribed on the blade read “destroy
Dead. With 4 charges, you can cast Control Water. With 6 charges you can me”. They can be understood with comprehend languages or a DC 20
cast Create Undead. Intelligence (Arcana) check. The sword can only be destroyed by melting
it in lava. If destroyed, this action frees both the demon and angel from
The staff regains 1d8+2 charges each day at dawn. the sword. Both then disappear. This lifts the curse (but not the geas) from
the sword. Better yet, the sword then reappears in your possession (in an
Statuette of Set un-cursed state) the first time you are unarmed, disarmed, or in danger or
combat and without a weapon. You will not know of this last effect until
Wondrous item, rare (requires attunement) it happens. Further, the sword gains the ability to cast the commune spell
If you are a follower of Set and attuned to this item, as an action you once per week.
can consult it prior pursuing some course of action. You will know if the Geas. The geas on this sword forces you to quest for what it considers
proposed course is likely to affect your alignment or your standing with Set. its offspring, the Sword of Princes and Princesses. If you take a long rest
having not actively sought the Sword of Princes and Princesses since
Summerstone the prior long rest, you take 5d10 psychic damage. Finding the Sword of
Princes and Princesses is the only way to remove the geas.
— Author John Bentley Webb
Wondrous item, artifact (requires attunement by a fey creature) Sword of Law
This is a fey artifact thought to control the seasons and grant dominion
Weapon (any sword), rare
over the Seelie Court. You gain a +1 bonus to your attack and damage rolls with this sword.
Sword of Backbiting When unsheathed, this sword sheds a dim blue light in a 10 ft. radius.
When a creature with a chaotic alignment first starts its turn in this zone, it
Weapon (any sword), rare (requires attunement) must succeed on a DC 14 Constitution saving throw or become poisoned
You gain a +1 bonus to attack and damage rolls with this weapon. until it leaves the zone. If you use this weapon to attack a creature with a
Curse. This weapon is cursed, and becoming attuned to it transfers its lawful alignment, you must succeed on a DC 14 Constitution saving throw
or become poisoned for 1d4 rounds.
curse to you. Until the curse is broken, using remove curse or similar magic,
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Appendix B: Game master's Guide
Sword of Princes and Princesses opens and the victim falls into a pit, whereupon the crack slams shut.
There is no saving throw, but the banished creature can be restored with
Weapon (shortsword), legendary (requires attunement) a wish. The talisman cannot be used in this way again until the following
This sword has a blade of a bluish metal with nursery rhymes engraved midnight.
on it. If you are a halfling or human or elf child, you have a +2 bonus A good-aligned creature cannot willingly approach within 5 ft. of the
to attack and damage rolls with this weapon. Otherwise you have a –1 talisman without succeeding on a DC 16 Wisdom saving throw. If a divine
penalty to attack and damage rolls with it. spellcaster of a good alignment picks up the talisman, the spellcaster
suffers 2d6 necrotic damage each round until dropping it.
Powers. The sword has the following abilities:
• It can cast locate object once per hour. It will only use this ability to The Glutton
seek the Sword of Kings and Queens until it finds it.
• It can cast light once per day. Weapon (longsword), legendary (requires attunement)
You gain a +1 bonus on attack and damage rolls with this weapon. You
• Within a 10 ft. radius, the sword can change the ambient temperature
up to 10 degrees per round up to a maximum of 50 degrees. This power can transmit touch attacks and spell effects requiring touch through a
can be used once per week and lasts up to an hour. successful hit with the weapon.
• The sword can cast sanctuary once per week with a save DC of 18. Sentience. The “Glutton” is a chaotic evil weapon with an Intelligence
of 13, a Wisdom of 13, and a Charisma of 13. It communicates its driving
• While you wield the sword, you are under the continuous effects of hunger by empathy. Any blood spilled upon the blade soaks into the sword
feather fall and water walk. like a sponge.
Sentience. The sword has an Intelligence of 12, a Wisdom of 10, and Thyr’s Gavel
a Charisma of 16. It has frequent mood swings as it communicates its
desires to find its parent sword and to engage in tomfoolery. Weapon (warhammer), artifact (requires attunement by a good cleric,
fighter, or paladin)
Curse. Like its parent sword, this sword initially carries a curse. This
curse can only be removed by a wish or by the method described below. Thyr bestows this unique warhammer upon his greatest champion,
The effect of the curse is two-fold. First, it causes you fear whenever you typically a high priest or paladin, though warriors have been known to
enter combat. If you fail a DC 14 Wisdom saving throw, you will run wield the weapon at times as well.
from the combat. You may repeat the saving throw at the end of each of
your turns, ending the effect on a success. If you succeed on the saving While using Thyr’s Gavel, you have a +4 bonus to attack and damage
throw, the sword will fall out of your hand every other round of combat, rolls. You can cast light on the warhammer at will. If you are a follower of
quivering on the ground (the sword itself trembles with fear). This curse Thyr, you gain a +1 bonus to your AC and to all saving throws.
can be lifted permanently by striking it with the blade of the un-cursed
parent sword (spanking it). If the weapon is willingly picked up by an undead or evil creature, that
creature must succeed on a DC 14 Wisdom saving throw or take 20d10
Sword of Stamina radiant damage. Such a creature that retains possession of the hammer
must make a new DC 14 Wisdom saving throw or take 20d10 radiant
Weapon (longsword), legendary damage every hour.
While using this sword, you gain a +3 bonus to attack and damage rolls
Destruction. Thyr’s Gavel will be cracked and powerless when all evil
with it. While attuned to the sword, magic cannot give you exhaustion and is eliminated, and ultimate Good reigns.
you have advantage to resist exhaustion from non-magical sources. Note
that you can use the sword without attuning to it, but you do not gain the Tindertwig
resistance to exhaustion.
Wondrous item, common
Sentient. The Sword of Stamina has an Intelligence of 18, a Wisdom of The alchemical substance on the end of this small, wooden stick ignites
16, and a Charisma of 14. It communicates telepathically and encourages
its owner to striver ever onwards. If it feels restless, it may awaken its when struck against a rough surface. Creating a flame with a tindertwig
owner in an attempt to get out for some exercise. is much faster than creating a flame with flint and steel (or a magnifying
glass) and tinder. If you have the torch and tindertwig available, you can
use the tindertwig to light a torch with a bonus action.
Sword of the Tourmaline Tooth of Emergency Air
Weapon (any sword), very rare (requires attunement) Wondrous item, rare
This weapon appears to be a +3 longsword and identifies as such. This looks like a normal human or humanoid tooth. When placed in the
Curse. You gain a –3 penalty to attack and damage rolls made with
socket of a freshly-removed tooth, it grafts itself in place, and assumes a
this weapon. Once you have become attuned to the weapon, it cannot be form in harmony with the teeth around it. Thereafter, whenever you bite
removed from your hand. Attacks made with weapons in the other hand down upon it, it provides one minute of breathable air, protecting against
are made with disadvantage. The attunement can be removed by a remove vacuum, drowning, and poisonous fumes for the duration. Once the tooth
curse spell or similar magic. has been activated, or when it is first emplaced, it requires one hour to
charge itself before it can function again.
Talisman of Luck
Wondrous item, common (requires attunement) Undead Bane
You can use this item to reroll one attack roll, ability check, or saving
Weapon (any sword), very rare
throw. Once you have used this item in this way, you cannot do so again You gain a +2 bonus to attack and damage rolls with this weapon. If
until the following dawn.
you hit an undead creature, if must make a DC 15 Wisdom saving throw
Talisman of Ultimate Evil or become frightened of you for one minute. It can attempt a new saving
throw at the end of each its turns, ending the effect on a success. If you hit
Wondrous item, legendary (requires attunement by an evil cleric) an undead creature of Challenge 1/2 or lower, it is destroyed.
While wearing this talisman, you can use an action to banish any good-
aligned divine spellcaster that you can see. The ground beneath the target
651
Unholy Mace Rappan Athuk
last charge, roll a d20. On a 1, the wand’s magic cancels itself out, turning
the wand into a mundane stick.
Weapon (mace), rare (requires attunement by an evil cleric) Wand of Haste
You have a +1 bonus to attack and damage rolls made with this weapon.
Wand, rare
Against creatures with a good alignment, you have a +3 bonus to attack This wand has 5 charges. While you hold it, you may use an action to
and damage rolls and the weapon does an additional 1d6 necrotic damage
on a hit. While carrying or holding this weapon, you are protected by the expend one or more charges to cast a spell. By expending one charge,
spell protection from evil and good. you may cast haste. By expending 5, you can cast group haste. The wand
recovers 1d4+1 charges each day at dawn.
Vacuous Grimoire
Wand of Ice
Wondrous item, very rare
This item appears to be a tome of clear thought or similar beneficial Wand, rare (requires attunement by a wizard)
This wand has 5 charges. While you hold it, you may use an action to
book. A wizard who reads it loses enough XP to just keep their current
level and permanently gains a level of exhaustion. The exhaustion can expend one charge to cause a 60 ft. long by 30 ft. wide patch of ice to form
only be removed with a wish. Non-wizards who attempt to read this book on the floor. The center of the ice patch must be within 60 ft. of you. The
must make a DC 15 Intelligence saving throw or be confused (as the spell) wand recovers 1d4+1 charges each day at dawn.
for one hour.
Wand of Orcus
Wand of Animal Conjuration
Wand, artifact
Wand, rare (requires attunement by a spellcaster) The mighty Wand of Orcus is a huge black skull-tipped rod. Any living
This wand has 7 charges. As an action you can expend 1 or more
creature that touches the mace must succeed on a DC 17 Charisma saving
charges to cast Conjure Animals. With one charge, the spell is cast with a throw or die. A creature that succeeds on the saving throw is immune to
3rd level spell slot. For each additional charge, you can increase the spell this effect for 24 hours. Orcus can shut this ability off.
slot one level.
When you wield this heavy, two-handed, mace-like weapon, you gain a
The wand recovers 1d6+1 charge each day at dawn. If you use the final +3 bonus to attack rolls, and the weapon does 2d6+3 bludgeoning damage
charge, roll a d20. On a 1, the wand disintegrates and is destroyed. on a hit. Further, this wand has 20 charges and you may use an action to
expend two or more charges to cast a spell. By expending 2 charges, you
Wand of Charm Person may cast darkness. By expending 3, you may cast fear. By expending 3 or
more charges, you may cast animate dead. Each charge expended above
Wand, uncommon 3 allows you to cast it at one spell slot higher than 3rd. By expending 7
This wand has 7 charges. While holding it you can use an action to charges, you may cast holy aura with the modification that it is celestials
and living creatures that cause the aura to flash and may become blinded.
expend at least 1 charge to cast charm person. For 1 charge, you cast the
1st level version of the spell. For each additional charge expended, you When Orcus wields this Wand, it has different properties, described in
increase the spell slot one level. the monster description for him.
The wand regains 1d6+1 charges daily at dawn. If you expend the The wand regains all of its used charges each night at midnight.
wand’s last charge, roll a d20. On a 1, the wand bends into a circle and
loses its magic. Wand of Restoration
Wand of Cold Wand, rare
This wand has 5 charges. While you hold it, you may use an action to
Wand, very rare (requires attunement)
This wand has 9 charges. While holding it you can expend one or more expend one or more charges to cast a spell. By expending one charge,
you may cast lesser restoration. By expending 5, you can cast greater
charges as an action to cast the following spells with a saving throw DC restoration. The wand recovers 1d4+1 charges each day at dawn. If you
of 18 and a spell attack bonus of +6: fog cloud (1 charge), sleet storm (3 expend the last charge, roll a d20. On a 1, the wand disintegrates and is
charges), ice storm (4 charges), cone of cold (5 charges), freezing sphere destroyed.
(8 charges), wall of ice (8 charges).
Wardtoken
The wand regains 1d8 + 1 expended charges each day at dawn. If
you expend the final charge, roll a d20. On a 1, the wand shatters and is Wondrous item, uncommon
destroyed. These small, specialized tokens are crafted of a material similar in
Wand of Darkness texture to bone, but much stronger and more durable. The tokens are 2 in.
wide by 3 in. tall, and 1/2 in. thick, and have a glowing rune on one side.
Wondrous item, uncommon
This wand has 4 charges. While holding it, as an action, you can expend When you hold a wardtoken up to the door at Area 14C–2 in Rappan
Athuk, the door opens. They are useless elsewhere. An identify spell
1 charge to cast the spell darkness from it. The wand regains 1d4 expended indicates that the wardtoken is designed to open a door, and gives an
charges every day at dawn. indication of the direction to that door, although not its distance.
Wand of Dispel Magic Warden Ring (14B-5, Level 14C)
Wand, rare (requires attunement by an arcane spellcaster) Wondrous item, very rare (requires attunement)
This wand has 7 charges. While you hold it, you may use an action to This plain-looking steel band bypasses the shielding on Level 14C
expend one or more charges to cast a spell. By expending one charge, of Rappan Athuk, allowing you to teleport normally, use any planar
you may caste dispel magic as if with a third level spell slot. For each traveling abilities, and break the restriction on summoning monsters and
additional two charges expended, the spell is cast at one spell slot higher. casting gates. The ring does not grant the ability to teleport or summon
The wand recovers 1d6+1 charges each day at dawn. If you expend the aid by itself.
652
Appendix B: Game master's Guide
A greater power. There is a more powerful version of the ring, the greater
warden ring, which controls the lesser rings. As an action, the wearer of the
New Diseasesgreater warden ring can suspend the powers of any warden ring for as long
as the wearer desires. There is only one greater warden ring.
Rappan Athuk is full of diseases. A few can be found in the SRD. The
Weapon of Light rest are detailed below. Feel free to modify and add to these as fits your
campaign world. They are a great way to add some color to an adventure.
Weapon (any one-handed), legendary Bubonic Plague
Through a simple act of concentration, you can cause this weapon
The first time a creature approaches within 5 ft. of a creature carrying
to resize or transform into any one-handed melee weapon desired. The the bubonic plague, and every hour in proximity thereafter, it must
weapon materializes as solidified red light, making dim light in a 5 ft. succeed on a DC 15 Constitution saving throw. Onset is after 1d4 days,
radius. You have a +3 bonus to attack rolls with this weapon. Whatever after which the victim becomes contagious. The victim loses 1d4 points of
weapon form you choose, the weapon does 1d8 + 3 fire damage on a hit. constitution and 1 point of charisma per day thereafter; they may attempt
a DC 15 Constitution saving throw each day to avoid the ability damage;
Zombiestone of Karsh two successful saving throws in a row defeats the disease. If the victim
is still alive after 5 failed saving throws, they become incapacitated from
Wondrous item, artifact (requires attunement by a cleric or paladin) cramps and pain. Once the victim is no longer ill, the ability loss heals
This 2-foot square stone of eerily glowing purple material seems to normally at one point of each ability after every long rest.
waver in shape and form, and at times even seems to bleed a black ichor. Goblin Gout
No carvings or markings are present on the stone, except some faint chisel
marks on the exposed top. The stone radiates chaos, evil, and necromantic In goblinoid creatures, this disease causes a level of rabid response,
magic of the greatest power. making them likely to bight instead of using their weapons, and irrationally
brave in their attacks. They make all attacks with advantage, but all attacks
Powers. The Zombiestone has the following abilities and effects: against them have advantage. On any combat round, a diseased goblinoid
• All living creatures within 60 ft. of the Zombiestone are under the is 50% likely to attempt to bite its adversary rather than use any other
effect of a bane. Whenever they make an attack roll or a saving throw, attack. Any creature bitten by an infected goblinoid must succeed on a DC
they must roll a d4 and subtract that amount from the attack or saving 15 Constitution saving throw or contract the disease. After an incubation
throw roll. period of 1d3 days, the victim develops the symptoms of the disease. If the
victim is not goblinoid, the creature develops aching joints and stiffness.
• The first time a living creature comes within 40 ft. of the Zombie- The victim’s movement is reduced by 20 ft. (5 ft. minimum) and they have
stone and every 10 minutes it remains within this zone, it must attempt disadvantage on attack rolls and Dexterity saving throws and skill checks.
a DC 14 Constitution saving throw. On a failure, the creature contracts The victim may attempt a DC 15 Constitution saving throw after any long
a disease from the table below (reroll duplicates). rest. With two consecutive passes, they shake off the effects of the disease.
• No undead creature can be turned or destroyed with channel divinity The Grunge
within a 100 ft. radius of the stone. Any undead creature within 300
ft. has a +8 bonus to its saving throw to avoid being turned, and any This disease is spread through contact with goblin-infested waste. It
undead creature within a 700 ft. radius has a +4 bonus. causes blurriness of vision and a slight palsy. Any creature making contact
with infected material must succeed on a DC 14 Constitution saving throw
• Any undead within 100 ft. are immune to bludgeoning, piercing, and or become infected. One hour later, the disease sets in, and the creature
slashing damage from non-magical weapons and resistant to all other has a –1 penalty on all to-hit rolls for 24 hours. A creature who rolls a
damage. Any undead within 300 ft. are resistant to all damage. Undead 1 or lower on their saving throw must make an additional saving throw
within 700 ft. are resistant to bludgeoning, piercing and slashing damage. after 24 hours. A creature who fails this second saving throw permanently
loses 1 point of strength. The strength can be regained only with a greater
• The Zombiestone has a permanent 10 ft. radius antimagic field restoration or a wish spell.
around it.
Hanta Virus
• Any living creature that dies within 300 ft. of the stone rises as a
zombie in 1d3 rounds. It has 1d3 more hit dice than it did as a living The disease is typically caught from contact with rodents and rodent
creature but loses any magical abilities. The possessor of the stone can- waste. Normally a Constitution saving throw is required to prevent
not control the newly risen zombies. contagion, with the DC dependent on the amount of contagious material
contacted and the method of contact. Hanta virus incubates 1d8+7 days
• Any creature within 100 ft. of the stone must make a DC 12 Charis- before beginning its deadly course. For the first four days after the
ma saving throw every hour or turn evil. incubation stage, a creature infected with this disease must make a DC
16 Constitution saving throw every 24 hours. The victim acquires one
• Any living creature within 100 ft. of the stone must make a DC 14 Wis- level of exhaustion for each failure. The exhaustion cannot be removed
dom saving throw every hour or permanently lose one point of Wisdom. while the disease persists. Starting on the fifth day, failed saving rolls
Destruction. A simple hammer and chisel coated in the blood of a indicate that the victim loses 2d10 hit points from their maximum as well
unicorn and wielded by an innocent child can crack the stone, thereby as gaining a level of exhaustion. Once the disease has been cured, the
killing the child (irrevocably and forever). exhaustion can be cured with rest or by magic, and the loss of maximum
hit points is restored after a long rest. Unless cured by magic, this disease
1d8 Disease is ultimately fatal.
1 Bubonic Plague
2 Cackle Fever
3 The Grunge
4 Hemophilia
5 Mummy Rot
6 Sewer Plague
7 Sight Rot
8 The Pestilence
653
Rappan Athuk
Hemophilia Pestilence
Hemophilia is typically a genetic disorder and as such is normally only The pestilence is typically caught from contact with bodily fluids of
acquired through magical means. A creature who has this disease loses a creature carrying the disease. Every round that a creature is in contact
1 hp per round until magically healed after suffering any bludgeoning, with an infected creature or some of its fluid, it must succeed on a DC
piercing, or slashing damage. The damage lost per round is cumulative 14 Constitution saving throw or contract the disease. Anyone infected
with additional sources of damage. will begin losing hit points at a rate of one per hour until death. A DC
10 Constitution saving throw is allowed each hour to avoid the hit point
Leech Fever loss for that hour, but the process continues afterwards. Magical healing
increases the victim’s hit points, but the progress of the disease continues
This anemia-causing disease comes from the bite of infected leeches. after the curing. Lesser restoration completely removes the disease and
It is otherwise not contagious. Anybody bitten by an infected leech must return the victim back to health, although it does not restore the lost hit
make a DC 16 Constitution saving throw or contract the disease. The points. If the victim dies from the course of the disease, the body rises as
disease incubates for 1d3 days before causing symptoms. At this point, a plague zombie in 1d4+1 rounds. A sprinkling of holy water or a lesser
the anemia causes two levels of exhaustion. The exhaustion cannot be restoration spell cast on the body prevents this from happening. The body
eliminated while the disease is still active. After the symptoms have may be raised from the dead normally, but not while it is still “alive” as a
developed, the victim may attempt a DC 16 Constitution saving throw plague zombie.
after every long rest. Two consecutive successful saving throws indicate
the victim has thrown off the disease. The exhaustion can then be removed Slimy Doom
normally. Lesser Restoration or similar magical healing eliminates the
disease at any point. Slimy Doom is caught from contact with the remains of a creature
that dies of Tsathoggan Rotting Disease. For each round of contact
Mummy Rot with dissolved flesh of such a victim, a creature must succeed on a DC
16 Constitution saving throw or succumb to the disease with no initial
Mummy rot first causes desiccation and then a slow decomposition. incubation period. Slimy doom turns a person into goo from the inside out.
Vision goes early on as the body loses fluids, followed by ever-increasing Each day, the victim must pass a DC 16 Constitution saving throw or lose
weakness. Death comes late, well after the victim is completely 1d4 points of their constitution. At 0 constitution, they are nothing more
incapacitated from weakness. than a fleshy bag of pus and bloody foam. Those who are cured by spell
or who pass two daily saving throws in a row, must make one additional
When a humanoid is exposed to the disease, either by magical means saving throw for each day they took constitution damage. If these saving
or through inhaling the dust of a former victim, the creature must make throws fail, the victim has permanently lost a point of constitution per
a Constitution saving throw. The DC for the saving throw depends on the failed saving throw.
power of the curse for magical contagion, and is 14 for breathing grave dust.
Tsathoggan Rotting Disease
Mummy rot typically manifests immediately with a strong level of
thirst. The victim must double its water consumption or gain one level of This disease comes from a curse and is not contagious. A creature so
exhaustion. Every 24 hours, the victim must make a DC 17 Constitution cursed must make a DC 14 Charisma saving throw to resist the allure
saving throw. Each failure adds one symptom from the table below until of Tsathhogga. Once afflicted, the victim must succeed on a DC 16
death occurs. Two consecutive passes halts the disease but does not Constitution saving throw every 24 hours or lose 1d4 points of Constitution
remove existing symptoms. Remove Curse destroys the disease and heals as their insides turn to goo. Passing two consecutive saving throws halts
all damage. A single casting of Lesser Restoration removes the most the disease and the ability point damage heals normally at one point per
recent symptom still present. long rest or can be cured magically.
Symptoms in order of appearance based on number of failed saving
throws
0 Thirst — double water consumption or gain one level
of exhaustion
1 Gain one level exhaustion and lose 1d4 points of
Charisma*
2 Vision reduced by 30 ft.
3 Gain one level exhaustion and lose 1d4 points of
Charisma*
4 Blind
5 Gain one level exhaustion and lose 1d4 points of
Charisma*
6 Gain one level exhaustion and Charisma is now 1
7 Lose 2d6 each of Constitution, Dexterity, and
Strength*
8 Constitution, Dexterity, and Strength are now 1
9+ Lose 1 hp for each failed save until death
*Charisma does not drop below 1. If Constitution, Dexterity, or Strength
drop to 0, the victim is dead.
654
Appendix C: Player's Guide
Appendix C:
Player’s Guide
New Spells When you cast this spell, choose a point within range. All spells of
3rd level or lower acting within 30 ft. of that point end. For each spell
The following spells are either used by creatures in and around Rappan of 4th level level or higher acting within that area, make an ability check
Athuk or are found on scrolls and in spell books. You may decide whether using your spellcasting ability. The DC equals 10 + the spell’s level. On a
the characters in your campaign are able to access them other than from successful check, the spell ends. Any common or uncommon magic items
the scrolls, and the decision about which classes may prepare which spells in the area automatically lose their magic permanently. The owners of other
is left to you. magic items may attempt a Dexterity saving throw for each item with a
bonus based on item’s rarity. A failed saving throw means that item’s magic
Advanced Illusion is permanently removed. Legendary items only lose their powers for one
hour, and artifacts are not affected by the spell. Items that are not carried or
held make a generic saving throw using only the bonus given below.
5th level illusion Rarity Bonus
Casting Time: 1 action Rare +2
Range: 30 ft. Very rare +4
Components: V, S, M (a bit of fleece and some sand) Legendary +6
Duration: 10 minutes
This spell is similar to programmed illusion except that it takes place You may choose not to affect any spell or magic item within the range.
immediately and disappears at the end of the duration. The program must
be specified when the spell is cast and cannot be changed. Distance Distortion
Anima Lock 5th level transmutation
9th level abjuration Casting Time: 1 action
Casting Time: 1 action Range: 100,000 sq. ft.
Range: 1 mile Components: V, S, M
Components: V Duration: 24 hours
Duration: Permanent In order to cast this spell, you must have an earth elemental present
When you cast this spell, choose any number of doors, windows, gates, that is not hostile to you. When you cast this spell, the earth elemental
etc. within range that you are familiar with. These portals become locked modifies the vary weave of reality, effectively either doubling or halving
for the duration. They can be opened by casting dispel magic against a the distance in both directions for the duration of the spell. Thus, a 10 ft.
spell cast with a 9th level spell slot. They can be opened by a wish. The by 40 ft. room could become either 5 ft. by 20 ft. or 20 ft. by 80 ft. The
portals are immune to damage from non-magical weapons, and have transformation is real, and so is not detectable as an illusion, however, the
an AC of 25 and 200 hit points. For you and any others you designate earth elemental may be detected and somebody using true sight can tell
specifically or generally at the time of casting, the doors are not locked. that the matter has been compressed or stretched.
At Higher Levels. When you cast this spell with a 9th level spell slot,
Conjure Fiend the spell lasts until dispelled, without requiring your concentration.
7th level conjuration Grand Curse
Casting Time: 1 minute 8th level necromancy
Range: 90 ft. Casting Time: 1 hour
Components: V, S Range: 30 ft.
Duration: Concentration, up to 1 hour Components: V, S
This spell functions like conjure celestial except that it conjures a fiend Duration: Permanent
instead of a celestial. As an action, you lay a magnificent curse on the target, who must pass a
Destroy Magic Wisdom saving throw to avoid it. Curses can include losing 6 points from
one ability score, disadvantage on attacks or saving throws, or having to
succeed on a Constitution saving throw at the beginning of every round of
8th level abjuration combat or be stunned for one round. It can also take the form of a geas or
Casting Time: 1 action very strong suggestion.
Range: 120 ft. If used to place a curse on an area, the caster may affect 80 square ft. The
Components: V, S nature of the grand curse is decided by the spellcaster upon conclusion of
Duration: Instantaneous the ritual, which takes 1 hour to complete; any of the above effects may be
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Rappan Athuk
placed upon the area, and creature that comes into contact with the area is Mirage Arcane
subject to the curse. The player should be creative with the types of curses
enacted, but should be in line with the above descriptions. 6th level illusion
The curse can be removed with greater restoration or wish, but not with Casting Time: 10 minutes
Range: 100 ft.
remove curse.
Group Haste Components: V, S, M (a piece of the actual scene being
recreated)
5th level transmutation Duration: Concentration
Casting Time: 1 action When you cast this spell, you cause the area within range to take on
Range: 30 ft. the appearance of a region you have previously seen and know well
Components: V, S, M (a shaving of licorice root) (the quality of the illusion is proportional to your knowledge of the area
Duration: Concentration, up to 1 minute being recreated; see table below). Creatures within illusion experience
When you cast the spell Haste using a spell slot of 5th level or higher, the recreated area as if it were real, possibly taking damage from illusory
you can affect an additional 4 creatures for every 2 spell slots above 3rd. hazards or avoiding damage from real ones while under the illusion. While
the illusion can have some movement, such as flowing water, it cannot be
Improved Major Image controlled actively once created.
At higher levels. If you cast this spell using a 9th level spell slot, the
6th level illusion illusion persists without the need for concentration.
Casting Time: 1 action Familiarity Save DC modifier
Range: 120 ft.
Components: V, S, M (a bit of fleece) Very familiar None
Duration: Concentration, up to 10 minutes. Seen casually –5
This spell functions like Major Image except that its effects are physical Viewed once –10
as well as visual, like Phantasmal Force.
Permanent Illusion
At Higher Levels. When you cast this spell with a 9th level spell slot,
the spell lasts until dispelled, without requiring your concentration.
Mage’s Evasion 6th level illusion
Casting Time: 1 action
9th level conjuration Range: 30 ft.
Casting Time: 10 minutes Components: V, S
Range: Self Duration: Permanent
Components: V, S, M (a diamond worth 1000 gp, which the
spell consumes when triggered) When you use an action to cast this spell, you create a permanent
Duration: 1 week or until discharged illusion on the surface of a material. The illusion may “coat” up to 100 sq.
ft of area. The illusion is static and purely visual.
This spell transfers you and everything you carry (except for other
creatures or objects that weigh more than 50 pounds) to a destination you Phase Door
designate at the time of casting. When casting mage’s evasion, you must
specify the locale and detail up to six specific conditions that trigger this 7th level transmutation
spell. When any of these conditions occurs, your body, mind, and soul are Casting Time: 1 action
transported to the target destination. The location can be any place you Range: 30 ft.
very familiar with, as defined by the teleport spell, even on another plane. Components: V, S
Duration: 6 uses
When casting the spell, you cast teleport and possibly other spells that
take effect when you arrive at your destination point. The initial casting of When you cast this spell, a section of wall within range up to 20 sq.
mage’s evasion drains 1d6 hit points from the spellcaster. These hit points ft. in area and up to 2 ft. thick is altered such that you and the wall are in
are “stored” in the spell, and may be regained by the caster normally. opposite phases. Up to six times, you may pass through the wall as if it
The stored hit points are immediately recovered by the caster upon the weren’t there. For others, the wall appears and acts as a solid wall. When
triggering of the evasion. you walk into the doorway, it appears to others as if you walk into the wall
and disappear.
The teleport aspect of this spell takes you to your destination, so any
condition that prevents teleporting also prevents mage’s evasion. Once Prayer
reaching the destination point, the companion spells included in the evasion
instantly and simultaneously take effect. The companion spells must be 3rd level enchantment
ones that have a range of self and be of a spell level no higher than one-third Casting Time: 1 action
of your caster level. The total combined level of companion spells may not Range: 30 ft.
exceed your caster level. The conditions you specify to bring the spell into Components: V, S
effect must be clear, although they can be general in nature. Duration: Concentration, up to 1 minute
The spell pulls together your mind, body, and soul if they have been Creatures of your choice within 30 ft. of a point you can see within
separated. For example, if your soul is trapped in a magic jar when the range have disadvantage on saving throws while this spell is in effect.
evasion is triggered, your soul returns to your body
(breaking the magic jar spell). If your body or soul has been bound by
an effect that allowed for a saving throw, you are granted an additional
saving throw to escape.
You may only use one mage’s evasion spell at a time; if a second is cast,
the first spell (if still active) is dispelled.
656
Ray of Exhaustion Appendix C: Player's Guide
Sepia Snake Sigil
7th level necromancy 3rd level conjuration
Casting Time: 1 action Casting Time: 10 minutes
Range: 120 ft. Range: Touch
Components: S Components: V, S, M (powdered amber worth 500 gp and a
Duration: Instantaneous snake scale)
Duration: Permanent until discharged
You send a ray of negative energy at a creature you can see within
range. If you hit, the target must attempt a Constitution saving throw. If When you cast sepia snake sigil, a small symbol appears in the text of
it fails the saving throw, the creature gains two levels of exhaustion. If it one written work such as a book, scroll, or map. The text containing the
succeeds, it gains one level of exhaustion. The exhaustion can be removed symbol must be at least twenty-five words long.
normally through magic or rest.
When anyone reads the text containing the symbol, the sepia snake
Screen springs into being and strikes the reader, provided there is line of effect
between the symbol and the reader. The target can attempt a Dexterity
7th level illusion saving throw to evade the snake’s strike. If it succeeds, the sepia snake
Casting Time: 10 minutes dissipates in a flash of brown light accompanied by a puff of dun-colored
Range: 30 ft. cube smoke and a loud noise. If the target fails its save, it is engulfed in a
Components: V, S shimmering amber field of force and immobilized until released, either at
Duration: 24 hours your command or when 1d4 days + one day per level of spell slot used to
cast the spell have passed.
This spell combines several elements to create a powerful protection
from scrying and direct observation. When casting the spell, you dictate While trapped in the amber field of force, the subject does not age,
what will and will not be observed in the spell’s area. The illusion breathe, grow hungry, sleep, or regain spells. It is preserved in a state of
created must be stated in general terms. Once the conditions are set, they suspended animation, unaware of its surroundings. It can be damaged by
cannot be changed. Attempts to scry the area with a crystal ball or other outside forces (and perhaps even killed), since the field
magic automatically detect the image stated by you. Sight and sound
are appropriate to the illusion created. Direct observation may allow an provides no protection against physical injury. However, a dying subject
Intelligence saving throw, if there is cause to disbelieve what is seen. Even does not make death saves or become stable until the spell ends.
entering the area does not cancel the illusion or necessarily allow a saving
throw, assuming that hidden beings take care to stay out of the way of The hidden sigil cannot be detected by normal observation, and detect
those affected by the illusion. magic reveals only that the entire text is charged with abjuration magic.
Dispel magic can remove the sigil.
At Higher Levels. If you cast this spell using a spell slot of 8th level
or higher, you can increase the duration of the illusion. If you use an 8th Tempus Fugit
level slot, it lasts for one year, and if you use a 9th level spell slot to cast
this spell, it lasts until you dispel it. 5th level illusion
Casting Time: 1 action
Range: 10 ft. radius
Components: V, S, M (a vial of sand)
Duration: 1 hour
When you cast this spell, any creature within the area feels and acts as
if time has sped up for them. For every round that passes outside the range
of the spell, the creatures inside experience 4 rounds. The creatures can
take actions, heal, and so forth at four times the rate of the outside world.
They must also eat, rest, and so forth and four times the rate. A creature
that enters the range of the spell while it is in progress experiences the
time dilation as well.
At higher levels. If you cast this spell using a spell slot of 6th level or
higher, you can increase the duration of the illusion. For each level above
5th, the duration triples so that using a 9th level spell slot, the duration is
81 hours.
657
Rappan Athuk
658
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publish updated versions of this License. You may use any authorized Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner,
version of this License to copy, modify and distribute any Open Game Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason
Content originally distributed under any version of this License. Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes,
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11. Use of Contributor Credits: You may not market or advertise the David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike
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of the terms of this License with respect to some or all of the Open Game material created by Clark Peterson and Bill Webb.
Content due to statute, judicial order, or governmental regulation then You Elemental Moon Copyright 2007 Necromancer Games, Inc.; Authors:
may not Use any Open Game Material so affected. Lance Hawvermale and Andy Luke Crossness.
13. Termination: This License will terminate automatically if You fail The Eamonvale Incursion Copyright 2007 Necromancer Games, Inc.;
to comply with all terms herein and fail to cure such breach within 30 Author Nathan Douglas Paul, with Jack Barger.
days of becoming aware of the breach. All sublicenses shall survive the The Lost Lands: Stoneheart Valley Copyright 2013 Frog God Games,
termination of this License. LLC; Authors Clark Peterson and Bill Webb.
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unenforceable, such provision shall be reformed only to the extent Games, Inc., published and distributed by Frog God Games; Author
necessary to make it enforceable. Scott Green.
15. COPYRIGHT NOTICE Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors:
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Inc. Patrick Lawinger, Phillip Larwood, Greg A. Vaughan, and Bill Webb,
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Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on Monstrosities, © 2012, Frog God Games LLC; Authors Andrew Trent
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Skip Williams. Richard Pett.
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F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson
and Greg A. Vaughan, based on material by Jonathan Tweet, Monte ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance
Cook, and Skip Williams. Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson,
LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg
Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill
Wesley Schneider, James L. Sutter, and Russ Taylor, based on material Webb
by Jonathan Tweet, Monte Cook, and Skip Williams. Rappan Athuk © 2018, Frog God Games, LLC; Author .; Authors Bill
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Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. WDB Kenower, Casey Christofferson, and Greg Raglund; based on the
Kobold Quarterly Issue 7, © 2008, Open Design LLC, www. original creation of Bill Webb.
koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross
Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann,
Phillip Larwood, Richard Pett, and Stan!
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LLC; Authors Dennis Baker, Jesse Benner, Savannah Broadway, Ross
Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt
James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and
Russ Taylor.
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660
Don’t go down the well!
Rappan Athuk, the legendary Dungeon of Graves, is a subterranean network of horror
stretching down into the darkest depths of the world. Only the cleverest and most resilient
of adventurers will survive to confront the enemy at the journey’s end – for Orcus, the
legendary Prince of the Undead, makes Rappan Athuk his lair. If your party has the skills,
fortitude, and judgement necessary to meet him, then Frog God Games invites you to the
legendary halls of Rappan Athuk.
Rappan Athuk is reborn for Fifth Edition and ready for you to explore! First released
by Necromancer Games in late 2000, this tabletop classic has been thwarting the brave and
humbling the strong for almost two decades. Weighing in at over 660 pages, Rappan Athuk
for Fifth Edition has enough adventure to advance characters from 1st to 20th level across over
100 mapped locations including:
• 56 dungeon levels
• 20 levels spread among satellite dungeons
• 22 wilderness areas which include outdoor, castle and lair locations begging to be
explored.
• Plus the Village of Zelkor’s Ferry! A starting point for the earnest, and a refuge for the
weary, expeditions into Rappan Athuk.
With decades of playtesting and use in campaigns around the globe, Rappan Athuk can
be the foundation for a long-term Fifth Edition campaign or serve as a challenge for any
character level when you need a place for quick side-trek adventures!
Frog God
Games