TEXT: R1W 
  Rappan Athuk
  Rappan Athuk
  Rappan Athuk
  Rappan Athuk    
  The Wilderness Areas
  The Wilderness Areas
  The Wilderness Areas
  The Wilderness Areas    
   
   
  by Bill Webb and Clark Peterson 
  Rappan Athuk is a dungeon of legend. As with any major entrance to the underworld, the wilderness around Rappan Athuk is 
  a dangerous place—popular with bandits, marauding monster bands and worse. Rappan Athuk: The Wilderness Areas is a 
  supplement to Module R1: Rappan Athuk—The Upper Levels. It details the wilderness around the most famous dungeon in 
  all the lands and allows you to set the dungeon in the location it was intended. Included in this supplement are a wilderness 
  map and wandering monster tables for all terrain types as well as detailed bandit groups and monster lairs. 
  If you enjoy this supplement, look for more releases under the D20 System by Necromancer Games. 
  Necromancer Games 
  “Third Edition Rules, First Edition Feel” 
  www.necromancergames.com 
  Requires the use of the  
  Dungeons and Dragons® Player’s Handbook,  
  Third Edition,  
  published by Wizards of the Coast® 
  
  Rappan Athuk: the Wilderness Areas 
  www.necromancergames.com 
  Page 2 
  Rappan Athuk
  Rappan Athuk
  Rappan Athuk
  Rappan Athuk    
  The Wilderness Areas
  The Wilderness Areas
  The Wilderness Areas
  The Wilderness Areas    
   
   
  Credits
  Credits
  Credits
  Credits 
  Authors
  Authors
  Authors
  Authors    
    Bill Webb and Clark Peterson  
   
  Cover Art
  Cover Art
  Cover Art
  Cover Art    
    Brian LeBlanc (a cool pencil work-in-progress of the  
    Harpies and Dire Lions encountered at Monster Lair  
    A, the “Damsels in Distress.” The completed piece  
    appears in the Monster Appendix in Rappan Athuk:  
    The Upper Levels.) 
   
  Cartography
  Cartography
  Cartography
  Cartography    
    Conan Venus 
   
  Layout and Design
  Layout and Design
  Layout and Design
  Layout and Design    
    Clark Peterson 
  Playtesters
  Playtesters
  Playtesters
  Playtesters    
    C.J. Land, David Peterson, John Ackerman, Mike  
    Weber, Chip Schweiger, Christopher Laurent,  
    Conrad Claus, Timothy Laurent, Karl Harden, Nico- 
    las Laurent, Dale Haines, John Murdoch, Ian Thomp- 
    son, J.P. Johnston, Louis Roberts, Karl Johnson,  
    Jesse Briggs, Sean Jones, Jennifer Chalfan, Betty and 
    Kobe the Kitty. 
   
  Special Thanks
  Special Thanks
  Special Thanks
  Special Thanks    
    Judges Guild—the original model for third party  
    fantasy roleplaying products. Our  wives and 
    girlfriends who tolerate our long hours and late 
    nights. And the fans who wanted more information 
    about Rappan Athuk! 
  IIIIntroduction
  ntroduction
  ntroduction
  ntroduction    
   
  Rappan Athuk is designed to be easily transplanted 
  into any fantasy campaign. You are free to place Rap-
  pan Athuk in any appropriate area of your game world 
  and create the bandit encounters and monster lairs dis-
  cussed below to reflect the particular flavor of your 
  campaign. Presented here, however, is the original wil-
  derness map and notes about the surrounding wilder-
  ness areas so that you can run Rappan Athuk as it was 
  originally intended. Future downloads will expand on 
  the material presented here. 
   
  The Wilderness Area Surrounding the 
  The Wilderness Area Surrounding the 
  The Wilderness Area Surrounding the 
  The Wilderness Area Surrounding the 
  Dungeon of Graves
  Dungeon of Graves
  Dungeon of Graves
  Dungeon of Graves    
   
  Rappan Athuk is a dungeon of legend. As such, most 
  know where the dungeon is located—off the Sea Coast 
  Road, in the hills east of the Forest of Hope. Prior ad-
  venturing bands (and some local bandits) have marked 
  the general area with several signs indicating the way 
  to the dungeon (and to their ambush). The difficulty of 
  Rappan Athuk has never been locating it. Getting 
  home alive is another matter entirely… 
   
  As with any major entrance to the underworld, the wil-
  derness around Rappan Athuk is a dangerous place—
  popular with bandits, marauding monster bands and 
  worse. Merchants and patrols are quite rare and stay 
  entirely on the road, as the woods and hills surround-
  ing the area are untamed. This is not to say that the 
  area is unpopular with adventurers. Legends of great 
  treasure and glory abound for hundreds of miles, and 
  the draw is too great for many to resist. So, off they go 
  in search of the proverbial fortune and glory. Most 
  find only death and despair.  
   
  The Wilderness Map
  The Wilderness Map
  The Wilderness Map
  The Wilderness Map    
   
  The wilderness area is depicted in the Wilderness 
  Map. This map also notes some of the innumerable 
  lairs and places of interest associated with the infa-
  mous dungeon of Rappan Athuk, as well as the loca-
  tion of the entrance to the dungeon. You can download 
  the Wilderness Map from the Necromancer Games 
  web site which does not contain the lair markings of 
  the DMs map from this download. 
  
  Rappan Athuk: The Wilderness Areas 
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  Dungeon Master's Wilderness Map
  Dungeon Master's Wilderness Map
  Dungeon Master's Wilderness Map
  Dungeon Master's Wilderness Map
  Troll Fens
  CCCC
  IIII
  GGGG
  EEEE
  %
  %
  %
  %
  Foothills
  %HHHH
  %AAAA
  %BBBB
  % DDDD
  Beach
  Beach
  Beach
  %1111
  %2222
  %3333
  %FFFF
  %5555
  %6666
  %
  4444
  % JJJJ
  Wilderness Areas and 
  Wilderness Areas and 
  Wilderness Areas and 
  Wilderness Areas and     
  Wandering Monster Tables
  Wandering Monster Tables
  Wandering Monster Tables
  Wandering Monster Tables    
   
  For gaming purposes, the wilderness area surrounding 
  the dungeon can be divided into several units: the Sea 
  Coast Road, the Forest of Hope, the Dragonmarsh 
  Lowlands, the Foothills and the Beach. Each is de-
  tailed below. 
   
  Each of the above regions has it’s own wandering 
  monster table. These tables and monster statistics are 
  provided below. The DM should use these encounters 
  with some forethought. For example, Drusilla the 
  druid or the Simrath the vampire could annihilate 
  many parties if used unadvisedly. These encounters 
  can provide role-playing opportunities as desired in-
  stead of being yet another monster-slugfest. Some of 
  the personalities lead to new and exciting adventures, 
  well beyond the original scope of the dungeon of Rap-
  pan Athuk. Also note that there is only one of each of 
  
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  Page 4 
  the specialty NPCs such as the Simrath the vampire, 
  Drusilla the druid, the specific bandit leaders, etc. 
  Once slain, they are no longer available as an encoun-
  ter. This is not to say that they could not be replaced 
  by something else, possibly worse. 
   
  The Sea Coast Road
  The Sea Coast Road
  The Sea Coast Road
  The Sea Coast Road    
   
  This area include those hexes that contain the coast 
  road (adjacent hexes are part of the lowlands), which 
  serves as the primary trade route for commerce along 
  the seacoast. Coastal patrols from nearby cities at-
  tempt to keep bandits and other malicious creatures 
  clear of the road by day; by night is a different matter. 
  Certainly the safest of the wilderness areas, this road is 
  still a haven for bandits and other robber creatures, 
  eager to prey on the daring merchants traveling the 
  road. 
   
  Merchant Caravan: A merchant caravan is encoun-
  tered making its way along the road. The caravan con-
  tains 1d8 wagons or carts, with an appropriate number 
  of accompanying pack animals per cart as well as 1d6 
  guards (Ftr2s) per cart or wagon. There are 1d3 mer-
  chants (Exp2-5s) per cart as well. Merchants on this 
  route are on guard and want little to do with adventur-
  ers. If the characters attempt to speak with the mer-
  chants and a positive reaction is rolled (Diplomacy 
  check DC 14) the merchants may allow the party to 
  travel with them. They will not otherwise offer any aid 
  to the party. 
   
  Patrols: These patrols travel the coast road in search 
  of brigands and other outlaws. They approach the 
  party in a hostile fashion, expecting the worst. If the 
  party is cooperative and answers questions reasonably, 
  they do not trouble the players further and leave them 
  to their business. Likewise, if the party engages in ban-
  ditry, they take no prisoners. Once the PCs are well 
  known (as good guys presumably), these patrols are 
  friendly. The DM should use this as an opportunity to 
  roleplay with the PCs and build their egos about their 
  fame in the local region. 
   
  Brigands: These bandits likely ambush the party from 
  the roadside, seeking to slay mounts and lightly ar-
  mored individuals with sneak attacks from their bows. 
  They run if over their leader or 25% of their company 
  is slain.  
   
  Wargs and Wolves: These beasts follow the PCs and 
  attack, as they se their camp, or attack at night if en-
  countered then. They seek to kill and drag off 1-2 
  lightly armored individuals, and may focus on attack-
  ing and killing mounts if they can do so. Sleeping op-
  ponents are subject to the Coup de grace attacks from 
  both wolves and Wargs, both of whom are skilled at 
  the quick kill. They will not fight if they are outnum-
  bered and fail to achieve surprise. 
   
  Ogres and Bugbears: The ogres bull rush into com-
  bat while the bugbears attempt to sneak in behind the 
  party, using their sizeable hiding abilities. They cast 
  missiles and charge, having little tactical ability be-
  sides that listed. They fight to the death. 
   
  Simrath, the Vampire: See Lair H, below. If en-
  countered in this fashion, Simrath has ventured forth 
  from his lair and haunts the night. The DM may decide 
  he simply passes the PCs by on some other errand. If 
  he attacks, he does so to his fullest ability, summoning 
  companions to aid him. It is best to have him ignore 
  low-level parties. 
   
  The Forest of Hope 
  The Forest of Hope 
  The Forest of Hope 
  The Forest of Hope     
   
  Thick and overgrown, the Forest of Hope provides 
  shelter from winter storms that batter the coast. Named 
  for the princess Alia by her father, this forest is better 
  known by its original name: the Forest of Horrors. 
  Thick dens of spiders and other denizens inhabit these 
  woods, and a green dragon was slain by the great hero 
  Corondel a few years back. Common folk avoid the 
  trees, though adventurers and bandits often hide here. 
  The patrols avoid the forest unless pressed by pursuit 
  of some villain. Water and game are abundant, and a 
  druid lives within the woods. It is said that the druid is 
  as likely to slaughter humans invading his territory as 
  she is to slay evil monsters. 
   
  SSSSea Coast Road Wandering Monsters
  ea Coast Road Wandering Monsters
  ea Coast Road Wandering Monsters
  ea Coast Road Wandering Monsters    
   
  Check for encounters at 4 am (just before dawn), 
  9 am, noon, dusk, 9 p.m., and midnight. Encoun-
  ters occur on a roll of 1 on 1d10. If an encounter 
  is indicated, roll 1d20 using the table below. The 
  following cumulative modifiers apply: +2 if 
  more than one mile off the main merchant road; 
  +2 if the encounter occurs at night. 
   
  1-2         Merchant Caravan 
  3-5         Mounted and Foot Patrol: 8 Footmen,  
                2 Knights, 1 Leader 
  6-7         2d4 Brigands and 1 Brigand Leader 
  8-9         Small Cavalry Patrol: 6 Knights,  
                1 Leader 
  10-11     1d3 Worgs and 1d12 Wolves 
  12          1 Ogre and 2d4 Bugbears 
  13          2d6 Shadows 
  14          Simrath the Vampire and 2d6 Wargs  
  
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  Mounted and Foot Patrol: These patrols are search-
  ing the forest for outlaws, and are not happy about it. 
  They question the party about this, and leave them 
  alone (or incite their aid) depending on circumstance. 
  If the party is outlaws, they take no prisoners. Other-
  wise, they are treated as the same encounter on the 
  Coast Road. 
   
  Outlaws: These are commoners hiding from the law. 
  Mostly, they have committed petty offenses such as 
  poaching or murder of a love rival. They often band 
  together for safety, though their life expectancy in 
  these woods is not much longer than a few weeks. 
  They avoid the PCs unless cornered, in which case 
  they may ask for help, ask for protection from a patrol, 
  etc. This encounter should provide a great opportunity 
  for roleplaying. Either the PCs can hunt down a 
  wanted man, only to find clues that he is innocent, or 
  they can be put in an alliance situation where they 
  themselves must fight a patrol and become outlaws. 
  No statistics are provided for these outlaws, for it is 
  assumed that they are commoners with no adventuring 
  skills (Com1-3, 3-10 hp, leather armor at best, simple 
  farm weapons, +0 melee or ranged, 1d4 or 1d6 dam-
  age). Some have banded together into an outlaw camp 
  (see Lair J, below). 
   
  Stirges: During the day, these creatures are resting 
  and do not attack unless disturbed. At night, they fly in 
  and attempt to feast on sleeping opponents first; up to 
  4 may attack a single Medium sized creature. They 
  may not make coup de grace attacks, but do get +4 to 
  hit sleeping opponents. They fight until sated or slain. 
   
  Brigands: Much more numerous in their forest home, 
  a couple of these brigands try to act friendly, while the 
  rest surround the party and fill them with arrows. The 
  attack spell casters first. These men are quite cunning, 
  and the DM should allow for some trust building role-
  playing before they attack in full; perhaps the next 
  day. As Brigands are thieves, the coup de grace rules 
  may apply if the opportunity presents itself for them to 
  attack at night. 
   
  Wargs and Wolves: Treat these encounters exactly 
  like encounters of the same type on the coast road. 
   
  Drusilla the Druid: See Lair G, below. If encoun-
  tered as a wandering monster, Drusilla is on some er-
  rand and even less inclined to tolerate the presence of 
  the PCs. She may ignore the PCs because of the press-
  ing nature of her errand. If the PCs attempt to speak 
  with her (Diplomacy check DC 20), she may assign 
  them her current errand: clear out the den of mon-
  strous spiders (see Lair E below), as they have grown 
  too numerous and are disrupting the balance. If this 
  roll fails, she will at the least dispatch some of her 
  wolves to kill the party. 
   
  Trolls: These beasts are stupid and fearless. They 
  charge into combat, only retreating if seriously dam-
  aged by fire or acid. They give and ask for no quarter. 
   
  Spiders (small group): These vermin are out hunting. 
  They drop from trees and try to kill 1-2 victims; hop-
  ing that the rest of the party will leave their dead be-
  hind. They are not intelligent, and fight until slain, un-
  less presented with fire or spectacular dazzling magic 
  (even dancing lights spooks them).  
   
  Spiders (nest): This is a nest of spiders. The react just 
  like the hunting spiders except that they get a Will 
  save for the fire and visual effects scenario (DC15). If 
  they save, they continue fighting instead of retreating. 
   
  The Dragonmarsh Lowlands 
  The Dragonmarsh Lowlands 
  The Dragonmarsh Lowlands 
  The Dragonmarsh Lowlands     
   
  This area, dotted with copses of trees, serves as a per-
  fect hiding place for the bandits and outlaws that prey 
  on the unwary. The drier portion of the lowlands con-
  tains numerous limestone caves and box canyons. 
  Bandits frequently use these natural terrain features to 
  set traps for the unwary. Several marsh areas exist in 
  the lowlands. One of these  (known as the “Troll 
  Fens”) is well known and avoided by those not seek-
  ing death. It is said that quicksand and poison snakes 
  make this area unsafe even ignoring the monsters. 
  Thick clouds of mosquitoes make any travel here un-
  pleasant at best. 
   
   
  FFFForest of Hope Wandering Monsters
  orest of Hope Wandering Monsters
  orest of Hope Wandering Monsters
  orest of Hope Wandering Monsters    
   
  Check for encounters at 4 am (just before dawn), 
  9 am, noon, dusk, 9 p.m., and midnight. Encoun-
  ters occur on a roll of 1 on 1d10. If an encounter 
  is indicated, roll 1d10 using the table below. The 
  following cumulative modifiers apply: +2 if 
  more than three miles off the main merchant 
  road; +4 if the encounter occurs at night. 
   
  1-2         Mounted and Foot Patrol: 8 Footmen, 2 
                 Knights, 1 Leader 
  3-5         2d6 Outlaws, hiding from patrols 
  6-7         1d6 Monstrous Spiders (small group) 
  8-9         6d4 Brigands and 3 Brigand Leaders, 
                 led by a Wiz9 
  10-11     1d3 Wargs and 1d12 Wolves 
  12           Drusilla, the Druid 
  13           1d3 Trolls 
  14           3d6 Stirges  
  16           3d6 Monstrous Spiders (nest) 
  
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  Page 6 
  Mounted and Foot Patrol: These patrols are search-
  ing the lowlands for outlaws, and are not happy about 
  it. They avoid the swamps in all cases. They question 
  the party and leave them alone (or incite their aid) de-
  pending on circumstance. If the party is outlaws, they 
  take no prisoners. Once the PCs are well known (as 
  good guys presumably), these patrols will be friendly. 
  The DM should use this as an opportunity to role-play 
  with the players and to let them get their egos built up 
  about their fame in the local region. Statistics for the 
  patrol is the same as noted above. 
   
  Outlaws: This encounter is treated exactly like the 
  encounter of the same name in the woods. No statistics 
  are provided for these outlaws, for it is assumed that 
  they are commoners with no adventuring skills 
  (Com1-3, 3-10 hp, leather armor at best, simple farm 
  weapons, +0 melee or ranged, 1d4 or 1d6 damage). If 
  the encounter occurs in the swamps, there should be a 
  medium level fighter NPC leading the outlaws. This 
  could eventually become a henchman of the PCs de-
  pending on the DM’s wishes. 
   
  Brigands: Treat these encounters exactly like encoun-
  ters of the same type on the Coast Road. 
   
  Trolls: Treat these encounters exactly like encounters 
  of the same type on the Forest of Hope. In the swamp, 
  they can be tracked to the Troll Mound (see Lair C, 
  below) on a successful Track check (DC 15). 
   
  Dire Rats: Rats swarm like a carpeting mass, fighting 
  until slain unless confronted by scary visual magic 
  (see spiders, above).  
   
  Beholder: There is only 1 beholder in the swamp. His 
  name is Cazrak, and he lives in a cave. See Lair I, 
  below. If encountered as a wandering monster, Cazrak 
  is hunting either for food of for some item important 
  to him. He will most likely extort any party he encoun-
  ters out of their gold or magic items to be given as a 
  “fine” for trespassing on his domain.  
   
  Shambling Mound: This creature appears to be no 
  more than another pile of muck until it attacks. When 
  it attacks, it uses its Hide skill to sneak up on the PCs, 
  staying still until they get close. Once the PCs are 
  within 20 feet, a Spot check (opposed by a +4 Hide 
  check) can be made to detect the beast. This is when it 
  attacks. It is a plant, and as such fights until slain. 
   
  Displacer Beasts: These great cats stalk the PCs, and 
  attack under cover of night. They are horrible, evil 
  creatures, and do not retreat until wounded over 75% 
  of their hp. They also receive coup de grace attacks on 
  sleeping opponents. 
   
  Will-o-Wisp: These evil beings attempt to draw the 
  PCs into another wandering encounter, or into deep 
  water or quicksand. They only attack directly if 
  harmed (e.g. by magic missile). They follow the PCs 
  for up to a day if left alone, waiting for another mon-
  ster to cause trouble. 
   
  The Foothills 
  The Foothills 
  The Foothills 
  The Foothills     
   
  In these hills, which lie east of the Coast Road, can be 
  found the dungeon of Rappan Athuk. The hills provide 
  a buffer zone between the Beach and the Forest of 
  Hope. The hills themselves are sparsely forested and 
  rather idyllic in appearance. Berries grow in abun-
  dance and cool, clear streams flow to the sea. Some of 
  the most beautiful sunsets can be seen from their tops. 
  Their beauty, of course, is but a mask hiding the foul 
  corruption that lies beneath their verdant slopes, as the 
  Foothills also house some of the nastiest denizens in 
  any portion of the world. Only the very foolish or very 
  brave reside here longer than absolutely necessary.  
   
  Outlaws: As described above, except that these out-
  laws must be incredibly suicidal and desperate to hide 
  here. 
   
  DDDDragonmarsh Lowlands 
  ragonmarsh Lowlands 
  ragonmarsh Lowlands 
  ragonmarsh Lowlands     
  Wandering Monsters
  Wandering Monsters
  Wandering Monsters
  Wandering Monsters    
   
  Check for encounters at 4 am (just before dawn), 
  9 am, noon, dusk, 9 p.m., and midnight. Encoun-
  ters occur on a roll of 1 on 1d10. If an encounter 
  is indicated, roll 1d10 using the table below. The 
  following non-cumulative modifiers apply: more 
  than three miles off the main merchant road: +2, 
  in the swamp +3; add +4 cumulative if the en-
  counter occurs at night. 
   
  1            Mounted and Foot Patrol—8 Footmen, 
  2 Knights, 1 Leader (non-swamp only, 
  otherwise 2d4 poisonous snakes) 
  2            2d6 Outlaws, hiding from patrols 
  4-6         6d4 Brigands and 3 Brigand Leaders 
  7-8         2d4 Poisonous Snakes (swamp only, 
                otherwise 2d6 dire wolves) 
  9            2d4 Trolls 
  10-11     4d6 Dire Rats 
  12          Cazrak the Beholder (swamp only, oth
                erwise 2d6 dire wolves) 
  13-14     1 Shambling Mound (swamp only, oth
                erwise 2d4 trolls) 
  15-16     1d6+2 Displacer Beasts 
  17          1d3 Will-o-Wisps (swamp only, other
                wise 2d6 dire wolves) 
  
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  Page 7 
  Brigands: Treat these encounters exactly like encoun-
  ters of the same type on the Coast Road, though they 
  too are more desperate and may be willing to barter 
  with the PCs. 
   
  Wargs and Wolves: Treat these encounters exactly 
  like encounters of the same type on the Coast Road. 
   
  Trolls: Treat these encounters exactly like encounters 
  of the same type on the Forest of Hope. 
   
  Ogres: These vicious giants attack immediately and 
  with very little coordination. 
   
  Leucrotta: These nasty beasts use their mimicry to 
  draw the PCs in numerous directions, hoping to use 
  their superior speed to double back and attack isolated 
  individuals as a pack. They flee if severely wounded 
  (over 50% of their hit points). 
   
  Stirges: Treat these encounters exactly like encounters 
  of the same type on the Forest of Hope. 
   
  Aragnak, the Dragon: This encounter is described 
  below under “Bandit Groups.” Aragnak patrols the 
  region on the wing, looking for PCs to frighten into 
  surrendering their treasure. There is a high probability 
  that he will not attack PCs entering the dungeon; but 
  will instead wait for them to exit before making him-
  self known. This encounter is best played as the PCs 
  sighting the dragon overhead, but not actually fighting 
  him (until later). Statistics for Aragnak are provided 
  below. 
   
  Dire Rats: Treat these encounters exactly like en-
  counters of the same type on the Lowlands. 
   
  Goblins: These goblins are scouts from the dungeon 
  itself, and are looking for game. They do not seek 
  combat with the PCs, though may fire arrows and flee. 
   
  Wraiths: This encounter will occur only at night. The 
  wraiths are the restless spirits of those slain in the dun-
  geon, out to seek revenge on all living things. They 
  fight until slain; draining sleeping creatures first. A 
  watchman must make a spot roll (opposed by a +11 
  hide roll) to notice their approach. 
   
  The Beach 
  The Beach 
  The Beach 
  The Beach     
   
  The beach itself is safer than the hills, but is too re-
  moved from the road to be patrolled. Food supplies 
  are abundant here, and the beach can be a great source 
  of survival for the lost. This food supply also attracts 
  others, however. Pirates frequent this beach, as the 
  intervening wilderness prevents assault by soldiers 
  from nearby cities. The waters contain shoals and 
  reefs, as well as an abundance of sharks, which pre-
  vents most mariners from approaching the beaches. 
  Numerous ships have wrecked in the area, and treasure 
  diving could be profitable for any brave enough to 
  deal with the sharks.  
   
  FFFFoothills Wandering Monsters
  oothills Wandering Monsters
  oothills Wandering Monsters
  oothills Wandering Monsters    
   
  Check for encounters at 4 am (just before dawn), 
  9 am, noon, dusk, 9 p.m., and midnight. Encoun-
  ters occur on a roll of 1 or 2 on 1d10. If an en-
  counter is indicated, roll 1d10 using the table 
  below, adding +6 if the encounter occurs at 
  night. 
   
  1             2d6 Outlaws, hiding from patrols 
  2-3         6d4 Brigands and 3 Brigand Leaders 
  4-5         4d6 Goblins and 2d3 Goblin Leaders  
  6-7         3d6 Dire Rats  
  8-9         1d3        Wargs and 1d12 Wolves  
  10           Aragnak, the Adult Red Dragon (see 
                 Bandit Group 4, below) 
  11           3d6 Stirges 
  12           1d4 Leucrotta 
  13           1d3 Trolls 
  14-15     2d6 Ogres 
  16           2d6 Wraiths 
  BBBBeach Wandering Monsters
  each Wandering Monsters
  each Wandering Monsters
  each Wandering Monsters    
   
  Check for encounters at 4 am (just before dawn), 
  9 are, noon, dusk, 9 p.m., and midnight. Encoun-
  ters occur on a roll of 1 on 1d20. If an encounter 
  is indicated, roll 1d10 using the table below. 
   
  1-2         Merchant Ship 
  3-6         Pirate raiding/foraging party 
  7            Pirate Ship 
  8            2d6 Ogres 
  9            1d3 Sirens 
  10          Marty the Imp (serves the Sea Hags at 
                Lair D, below) 
  Merchant Ship: Treat these encounters exactly like 
  encounters of Merchants on the Coast Road, with the 
  exception that they do not bother with the PCs unless 
  hailed or approached. 
   
  Pirate raiding/foraging party: Treat these encoun-
  ters exactly like encounters of Brigands on the Coast 
  Road. 
   
  
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  Page 8 
  Pirate Ship: A pirate ship is sighted off the coast. The 
  pirates land a raiding party if the PCs are spotted, that 
  night. In that case, treat these encounters exactly like 
  encounters of Brigands on the Coast Road. 
   
  Ogres: Treat these encounters exactly like encounters 
  of the same type on the Coast Road. 
   
  Sirens: These creatures have the exact statistics as 
  Harpies, with the exception that they cannot fly, but 
  swim with a movement rate of 30 ft. They attempt to 
  draw PCs 50 feet into the water to drown (Swim 
  checks (DC 12) are required in the rough surf). Re-
  member to take into account armor check penalties for 
  Swim checks. Captivated PCs swim, but no other ac-
  tions can be taken, even if they start to drown. 
   
  Marty the Imp: This encounter will likely never oc-
  cur. The imp is invisible, and spies on the PCs, report-
  ing to his Sea Hag mistress. See Lair D, below. Any 
  PCs killing Marty earn the enmity of the sea hags who 
  will stop at nothing to kill the offending PCs. 
   
  Bandit Groups
  Bandit Groups
  Bandit Groups
  Bandit Groups    
   
  The area surrounding Rappan Athuk has attracted 
  various intelligent denizens—parasites intent on re-
  lieving a dungeon-weary party of their hard-earned 
  treasure. Several of these groups spy on parties enter-
  ing Rappan Athuk, only to strike them on the way out 
  of the underworld. The DM should use these encoun-
  ters as he or she sees fit, and should adjust the level of 
  application based on the relative difficulty and com-
  mensurate amount of treasure gained by the party. If 
  the party has a reputation in the local area for being 
  very powerful, many of these would-be brigands only 
  attack if the party appears severely weakened. By con-
  trast, some of the more powerful monsters attack more 
  famous groups in preference to a weaker party, as they 
  believe them to be more likely to have items worth 
  liberating.  
   
  It is also a strong possibility that one or more of the 
  following bandit groups will be “at war” with another 
  group, allowing the PCs to possibly roleplay their way 
  out of conflict by agreeing to work for one group 
  against another. Or, if the PCs are having a bad go 
  with one of the bandit groups, possibly the DM could 
  have an “enemy” group arrive at the same time, caus-
  ing the bandit group to ignore the PCs as the two 
  groups fight each other. 
   
  Likewise, each of these bandit groups (except the pa-
  trol) has a lair near the dungeon, and can be raided as 
  well as raid. Their lairs are noted on the Wilderness 
  map with a number corresponding to their Bandit 
  Group number, below. You should feel free to expand 
  on the bandit groups and make them unique to your 
  game world.  
   
  Here are some of the bandit groups present in the wil-
  derness area surrounding the dungeon. Additional ban-
  dit groups will be detailed in a download associated 
  with Module R2, Rappan Athuk—The Middle Levels, 
  from Necromancer Games, soon to be released. 
   
  Bandit Group 1: Vorlak and his Kobold 
  Bandit Group 1: Vorlak and his Kobold 
  Bandit Group 1: Vorlak and his Kobold 
  Bandit Group 1: Vorlak and his Kobold 
  Gang (EL 8)
  Gang (EL 8)
  Gang (EL 8)
  Gang (EL 8)    
   
  This encounter can be used when the party first exits 
  the dungeon with a load of treasure. The purpose 
  (other than a lot of fun for the DM) is to teach them a 
  lesson about overextending themselves. If they survive 
  this encounter, then they  prepare for the more danger-
  ous robber-opponents to be faced later on. This en-
  counter starts when the kobolds on watch over the en-
  trance of the dungeon run back to warn the others, and 
  ten rounds later the party finds themselves surrounded 
  by a veritable army of spears and arrows. 
   
  Vorlak the Ogre: CR 2; SZ L Giant; HD 4d8+8; 
  hp 28; Init –1; Spd 30 ft.; AC 16; Atk +8 melee 
  (2d6+7, huge greatclub) or +1 ranged (2d6+7, huge 
  longspear); Reach 10 ft. (15-20 ft. with longspear); AL 
  CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 
  15, Int 6, Wis 10, Cha 7. 
  Skills: Climb +4, Listen +2, Spot +2. Feats: 
  Weapon Focus (greatclub). 
  Possessions: Huge greatclub, huge longspear, 
  hide armor, sack with hunk of uncooked meat, 31 gp, 
  28 sp, +1 keen silver dagger. 
   
  Kobolds (112): CR 1/6; SZ S Humanoid 
  (reptilian); HD ½d8; hp 2; Init +1; Spd 30 ft.; AC 15; 
  Atk +2 ranged (1d6, shortbow, crit x3, range 60 ft.), 
  +2 ranged (1d6-2, javelin, range 30 ft.) or –1 melee 
  (1d6-2, javelin); SQ darkvision (60 ft.), light sensitiv-
  ity; AL LE; SV Fort +0, Ref +1, Will +2; Str 6, Dex 
  13, Con 11, Int 10, Wis 10 Cha 10. 
  Skills: Craft (trapmaking) +2, Hide +8, Listen +2, 
  Move Silently +4, Search +2. Feats: Alertness. 
  Possessions: Leather armor, shortbows with 20 
  arrows, javelin (x2), 2d4 sp, 2d8 cp. 
   
  Tactics: These bandits are neither intelligent nor 
  brave, and are happy if they can scare the party into 
  compliance. They flee from direct assault, but shower 
  the party with arrows and javelins if the group seems 
  intent on hostility. Assume the kobolds have enough 
  missiles for 5 volleys. Though Vorlak demands that 
  the PCs drop all they carry, he allows them to wear 
  their armor. Anything concealed escapes their atten-
  
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  tion. Weapons, packs, sacks and all else carried are 
  forfeit. The party (particularly low-level parties) will 
  most likely be forced to comply with the demands of 
  the ogre. If they are stripped of equipment, the DM 
  should avoid really nasty encounters until the group 
  has a chance to re-equip itself. If the party refuses, the 
  kobolds fire a volley of missiles. If the ogre is killed or 
  if the party charges, they fire a volley and scatter. 
  Many kobolds continue to fire even if some are at-
  tacked as they are spread out over a wide area. Only 
  those directly charged flee. Spectacular magical ef-
  fects (e.g. a fireball spell) causes them to simply turn 
  tail and run. If tracked, their lair can be found on a 
  tracking roll of DC 17 (kobolds are very sneaky).  
   
  Lair (EL 9): This lair is a cave within the wooded 
  lowlands. The kobold lair contains any kidnapped sur-
  vivors from encounters with the bandit group, as well 
  as 43 additional male kobolds, 165 non-combatant 
  females and young, and 8 giant dire weasel pets.  
   
  Kobolds (43): CR 1/6; hp 2 each. 
   
  Giant Dire Weasels (8): CR 2; SZ M Animal; 
  HD 3d8; hp 16; Init +4; Spd 40 ft.; AC 16; Atk +6 
  melee (1d6+3, bite); SA attach, blood drain; SQ scent; 
  AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, 
  Con 10, Int 2, Wis 12, Cha 11. 
  Skills: Hide +9, Move Silently +10, Spot +5. 
  Feats: Weapon Finesse (bite).  
   
  Traps: A series of pit traps are in the lair. The ko-
  bolds know they are there and avoid them without a 
  check. A successful Intelligence check (DC 12) allows 
  the characters to notice that the kobolds are clearly 
  avoiding certain sections of the floor. This does not 
  tell the party where all the pits are, but merely alerts 
  them that such traps might exist. 
   
  Pit Trap: CR 1; no attack roll necessary (1d6); 
  Reflex save (DC 20) avoids; Search (DC 20); Disable 
  Device (DC 20). 
   
  Tactics in Lair: The kobolds use the same hit and run 
  tactics as in the wilderness, utilizing their small size to 
  duck and dodge through passages too small for our 
  heroes to crawl, and finally flee after they evacuate the 
  females and young. The weasels are used as shock 
  troops.   
   
  Treasure in Lair: Treasure can be found in the rear 
  chamber of the lair (the Ogre’s den), and includes 
  2700 sp, 100 gold piece topaz gems (x3), a jeweled 
  necklace worth 5000 gp and composed of platinum 
  and rubies, 2 suits of plate mail (medium size), 5 suits 
  of chainmail (4 medium size, 1 small), assorted weap-
  ons and lesser armor (all in need of repair, but service-
  able), a spyglass, a +3 spear which glows in the dark 
  as per a light spell, and casts a darkness spell 
  (continuous) if exposed to sunlight. 
   
  Bandit Group 2: Corrak the Doppe
  Bandit Group 2: Corrak the Doppe
  Bandit Group 2: Corrak the Doppe
  Bandit Group 2: Corrak the Doppel-l-l-l-
  ganger and Her Brigands (EL 13)
  ganger and Her Brigands (EL 13)
  ganger and Her Brigands (EL 13)
  ganger and Her Brigands (EL 13)    
   
  A group of 12 brigands, led by a doppelganger named 
  Corrak (Rog8), a rogue named Grawlic (Rog6), a wiz-
  ard named Zanaphia (Wiz6), and a fighter named Jel 
  (Ftr6). This bandit group is also a good one to use for 
  lower-level parties. They capture the party’s horses 
  after they descend into the dungeon and “ransom” 
  them back to the party once they exit for an exorbitant 
  amount of gold. If the party never returns, they keep 
  the horses. 
   
  Corrak, Female doppelganger, Rog8: CR 11; 
  SZ M Shapeshifter (5 ft., 3 in. tall); HD 4d8+4 plus 
  8d6+8; hp 55; Init +4; Spd 30 ft.; AC 22; Atk +11/+6 
  melee (1d6+2, rapier, crit: 18-20), or +13/+8 ranged 
  (1d8, light crossbow, crit 19-20, range 80 ft.); SA de-
  tect thoughts; SQ alter self, immunities, rogue abili-
  ties; AL NE; SV Fort +7, Ref +14, Will +9; Str 14, 
  Dex 18, Con 12, Int 17, Wis 16, Cha 18. 
  Skills: Appraise +10, Balance +15, Bluff +15, 
  Climb +7, Diplomacy +15, Disable device +14, Dis-
  guise +15, Escape artist +14, Forgery +10, Gather in-
  formation +15, Hide +4, Innuendo +9, Jump +10, Lis-
  ten +12, Move silently +4, Perform +17, Pick pocket 
  +6, Sense motive +14, Spot +9, Swim +8, Use rope 
  +12. Feats: Alertness, Dodge, Endurance, Shield pro-
  ficiency, Skill focus (perform). 
  Languages: Common, Giant, Orc, Undercommon. 
  Possessions: Leather armor, rapier, light cross-
  bow, 40 bolts, 8 +1 bolts, standard rogue gear 
  (backpack, thieves tools, etc), daern’s instant fortress, 
  potion of cat’s grace, 129 gp, 308 sp, 12 gems (worth 
  12, 33, 5x100, 150, 2x200, 250 and 300 gp respec-
  tively). 
   
  Grawlic, Male Dwarf, Rog6: CR 6; SZ M Hu-
  manoid (4 ft., 3 in. tall); HD 6d6+12; hp 31; Init +4; 
  Spd 20 ft.; AC 17; Atk +4 melee (1d8, morningstar), 
  or +8 ranged (1d4, hand crossbow, crit 19-20, range 
  30 ft., plus possible poison); SA sneak attack; SQ 
  rogue abilities, dwarf racial abilities; AL LN; SV Fort 
  +4, Ref +9, Will +2; Str 10, Dex 18, Con 14, Int 11, 
  Wis 11, Cha 6. 
  Skills: Appraise +2, Craft +9, Diplomacy +7, 
  Handle animal -1, Hide +4, Jump +6, Knowledge 
  (nature) +1, Listen +4, Move silently +13, Pick pocket 
  +13, Profession +7, Search +8, Spot +8. Feats: Blind-
  fight, Dodge, Run. 
  Languages: Common, Dwarven. 
  Possessions: Studded leather, buckler, hand 
  
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  crossbow, 40 bolts, 10 are coated with shadow essence 
  poison, morningstar, 3 daggers, bracers of armor +1, 
  wand of detect magic (26 charges), scroll of 3 arcane 
  spells (detect undead, change self, summon swarm), 
  potion of cat’s grace, potion of delay poison, back-
  pack, small sack, thieves tools, 303 gp, 5 gems (each 
  worth 50 gp).. 
   
  Zanaphia, Female Half-elf, Wiz6: CR 6; SZ M 
  Humanoid (5 ft., 0 in. tall); HD 6d4+18; hp 31; Init 
  +0; Spd 30 ft.; AC 10; Atk +4 melee (1d6, club); SQ 
  half-elf racial abilities; AL CN; SV Fort +5, Ref +2, 
  Will +5; Str 13, Dex 11, Con 16, Int 13, Wis 10, Cha 
  7. 
  Skills: Appraise +3, Balance +4, Disable device 
  +4, Hide +0, Innuendo +2, Knowledge (religion) +9, 
  Listen +1, Move silently +0, Search +2, Spot +1. 
  Feats: Maximize spell, Quicken spell, Run, Scribe 
  scroll, Spell penetration. 
  Arcane Spells Known (4/4/3/2): 0—arcane mark, 
  dancing lights, daze, detect magic, detect poison, dis-
  rupt undead, flare, ghost sound, light, mage hand, 
  mending, open/close, prestidigitation, ray of frost, read 
  magic, resistance; 1st—burning hands, chill touch, 
  feather fall, identify, mage armor, shield, sleep, sum-
  mon monster I; 2nd—alter self, blindness/deafness, 
  ghoul touch, invisibility, knock, melf's acid arrow, 
  mirror image; 3rd—dispel magic, fireball, haste, slow.   
  Languages: Common, Elven. 
  Possessions: Robe, club, potion of delay poison, 
  wand of charm person (16 charges), small pouch with 
  components, pack, 5x100 gp pearls, 295 gp. 
   
  Jel, Female Half-orc, Ftr6: CR 6; Size M Hu-
  manoid (6 ft., 1 in. tall); HD 6d10; hp 40; Init +2; Spd 
  30 ft.; AC 18; Atk +8/+3 melee (1d8/1d8+2, master-
  work orc double axe, crit x3), or +9/+4 ranged (1d6, 
  +1 shortbow, ); SQ half-orc racial abilities; AL CE; 
  SV Fort +5, Ref +4, Will +1; Str 15, Dex 14, Con 11, 
  Int 9, Wis 9, Cha 10. 
  Skills: Appraise +0, Disguise +3, Hide +2, Innu-
  endo +2, Jump +5, Listen +1, Move silently +2, Spot 
  +1. Feats: Alertness, Blind-fight, Cleave, Endurance, 
  Exotic weapon proficiency (axe, orc double), Power 
  attack, Track. 
  Languages: Common. 
  Possessions: Banded mail, masterwork orc double 
  axe, +1 shortbow, 40 arrows, 3 +2 arrows, potion of 
  cure light wounds, potion of darkvision, potion of aid, 
  3 gems (10, 50 and 125 gp), backpack with rope, 
  torches, flint and steel, bedroll, 3 small sacks, etc. 
   
  12 Brigands, Rog3: CR 3; SZ S Humanoid; HD 
  3d6; hp 15; Init +1; Spd 25 ft. (30 ft. base); AC 15 (16 
  with shield); Atk +1 melee (1d6-1, handaxe, crit x3), 
  +1 melee (1d4-1, dagger, crit 19-20), +1 melee (1d6-
  1, javelin) or +2 ranged (1d6-1, javelin, range 30 ft.), 
  or +2 ranged (1d6, shortbow, crit x3, range 60 ft.); SA 
  sneak attack (+2d6); SQ evasion, uncanny dodge, 
  traps; AL NE; SV Fort +1, Ref +7, Will +1; Str 8, Dex 
  13, Con 11, Int 10, Wis 11, Cha 8. 
  Skills: Appraise +2, Balance +5, Bluff +0, Climb 
  +2, Disable Device +3, Disguise +0, Escape Artist +4, 
  Hide +13, Intuit Direction +1, Jump +1, Listen +7, 
  Move Silently +10, Open Lock +3, Pick Pocket +3, 
  Search +2, Spot +5, Tumble +5, Use Rope +3. Feats: 
  Dodge, Mobility. 
  Possessions: 
  Studded 
  leather 
  armor, 
  small 
  wooden shield, shortbow with 40 arrows or javelin (3) 
  or handaxe, dagger, 1d4 sp, 2d4 cp. 
   
  Lair: Corrak has a daern’s instant fortress which she 
  extorted from a group of adventurers she and her co-
  horts waylaid coming from the dungeon. They use the 
  fortress as their lair, though some of the brigands must 
  sleep outside. They never make their camp in the same 
  place on consecutive nights, so the location of their 
  lair on the wilderness map is only an estimate. They 
  may actually make their lair anywhere within 3 hexes 
  of the area marked on the map. They prefer the out-
  skirts of the Forest of Hope, however. 
   
  Bandit Group 3: Daarog
  Bandit Group 3: Daarog
  Bandit Group 3: Daarog
  Bandit Group 3: Daarog''''s Ruffians (EL 
  s Ruffians (EL 
  s Ruffians (EL 
  s Ruffians (EL 
  11)
  11)
  11)
  11)    
   
  A Band of 42 Hobgoblins led by a Daarog, a half orc 
  barbarian (Bbn8) and Zorzunar, a half-orc cleric of 
  Gruumsh (Cle8), all of whom are lawful evil. Unlike 
  the more chaotic groups, this group will spy on the 
  PCs as they enter the dungeon and then set an elabo-
  rate ambush for them as they exit, using well-planed 
  military tactics such as “L” shaped ambushes with pits 
  or punji sticks on the open end of the ambush. This is 
  probably not a good ambush to use on PCs on their 
  first trip to Rappan Athuk. 
   
  Daarog, Male Half-orc, Bbn8: CR 8; SZ M (6 
  ft., 0 in. tall); HD 8d12+16; hp 77; Init +1; Spd 40 ft.; 
  AC 17; Atk +13/+8 melee (1d6+4, masterwork half-
  spear, crit x3), or +13/+8 melee (1d4+4, masterwork 
  spiked gauntlet), or +9/+4 ranged (1d8, composite 
  longbow, crit x3, range 110 ft.); SQ barbarian class 
  abilities, half-orc racial abilities; AL LE; SV Fort +8, 
  Ref +3, Will +0; Str 19, Dex 12, Con 14, Int 5, Wis 7, 
  Cha 13. 
  Skills: Handle animal +2, Hide +1, Intimidate +3, 
  Listen +0, Move silently +1, Ride +9, Spot +0. Feats: 
  Alertness, Power attack, Quick draw. 
  Languages: Common, Orc. 
  Possessions: Masterwork scale mail, masterwork 
  large steel shield, masterwork spiked gauntlet, master-
  
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  Page 11 
  work halfspear, composite longbow, 40 arrows, 6 +2 
  arrows, potion of enlarge (5th level), 211 pp, 4817 gp, 
  700 gp black pearl, 5 gems (25-150 gp value). 
   
  Zorzunar, Male Half-orc, Clr8 (Gruumsh): CR 
  8; SZ M (5 ft., 9 in. tall); HD 8d8-8; hp 38; Init -1; 
  Spd 30 ft.; AC 17; Atk +10/+5 melee (dam, quarter-
  staff), or +5/+0 ranged (); SQ cleric class abilities, do-
  main powers, half-orc racial abilities; AL LE; SV Fort 
  +5, Ref +1, Will +8; Str 15, Dex 8, Con 9, Int 9, Wis 
  15, Cha 8. 
  Skills: Craft +4, Disguise +2, Hide -1, Listen +1, 
  Move silently -1, Perform +0.5, Spot +1. Feats: Ex-
  pertise, 
  Two-weapon 
  fighting, 
  Weapon 
  focus 
  (quarterstaff). 
  Divine Spells (6/5/4/4/3): 0—cure minor wounds 
  (x2), detect magic, guidance (x2), resistance; 1st— 
  bless, command, cure light wounds, obscuring mist, 
  shield of faith; 2nd—cure moderate wounds, death 
  knell, hold person, shatter; 3rd—deeper darkness, dis-
  pel magic, invisibility purge, prayer; 4th—cure critical 
  wounds, discern lies, greater magic weapon. 
  Domain Spells (Strength/War): 1st—endure ele-
  ments; 2nd—bull’s strength; 3rd—magic vestment; 
  4th—divine power. 
  Languages: Common, Orc. 
  Possessions: +1 Half-plate, masterwork quarter-
  staff, heavy crossbow, 20 bolts, potion of delay poi-
  son, scroll of 1 divine spell (caster level 7, flame 
  strike), scroll of 3 divine spells (caster level 5, spiri-
  tual hammer, calm animals, inflict moderate wounds), 
  periapt of wisdom +2, silver holy symbol of Gruumsh, 
  12 vials of unholy water, vestments, 12 gp, 1 gem (12 
  gp value). 
   
  Hobgoblins (42): CR ½; SZ M Humanoids; HD 
  1d8+1; hp 7; Init +1; Spd 30 ft.; AC 15; Atk +1 melee 
  (1d8, longsword) or +2 ranged (1d6, javelin); SQ 
  darkvision; AL LE; SV Fort +3, 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. Hobgoblins receive a +4 racial bonus to Move Si-
  lently checks. Feats: Alertness. 
  Possessions: 
  Studded 
  leather 
  armor, 
  small 
  wooden shield, longsword, 3 javelins, 2d12 gp each. 
   
  Lair: These bandits make their lair in a cave beneath 
  the ruined remains of an ancient village. The cave is 
  very defensible and well-guarded by an additional 20 
  hobgoblins. Inside the cave complex are 26 more 
  male hobgoblins, 31 beaten-down and oppressed hob-
  goblin females and 16 hobgoblin young. 
   
  Treasure in Lair: Kept in a coffer (6 ft. x 1 ft. x 2 ft., 
  with gold hinges and catch, made of carved ivory 
  worked into a beveled top, with a battle scene cover-
  ing the sides and top worth 100 gp) which is unlocked 
  but trapped with a glyph of warding is 649 gp, 12,692 
  sp, a ring of carved and beaten gold in curlicue de-
  signs holding a large spherical aquamarine (1,000 gp 
  value), gold dragon comb with red garnet eye (500 gp 
  value), an anklet made of 12 tiny plates of gold linked 
  with gilded wire and fastened by a hook and eye (500 
  gp value), a coffer, a gold dragon comb with red gar-
  net eye (900 gp). 
   
  Coffer 
  Trapped 
  with 
  Glyph 
  of 
  Warding 
  (Contagion): CR 1; triggers contagion spell (inflicts 
  cackle fever, 1d6 temporary Wis damage), Fort save 
  (DC 15) negates; Search (DC 28); Disable Device 
  (DC 28). 
   
  Bandit Group 4: Aragnak, the Red 
  Bandit Group 4: Aragnak, the Red 
  Bandit Group 4: Aragnak, the Red 
  Bandit Group 4: Aragnak, the Red 
  Dragon (EL 14)
  Dragon (EL 14)
  Dragon (EL 14)
  Dragon (EL 14)    
   
  Aragnak is a male adult Red Dragon. He flies over the 
  wilderness area looking for only the most notable and 
  important PCs. If the PCs aren’t famous enough for 
  him to know who they are he does not bother with 
  them. This encounter should not be used on lower 
  level PCs. 
   
  Aragnak the Male Adult Red Dragon: CR 14; 
  SZ H Dragon [fire]; HD 22d12+110; hp 275; Init +0; 
  Spd 40 ft., fly 150 ft. (poor); AC 29; +31 melee 
  (2d8+11, bite) and +26 melee (2d6+5, claw), +26 me-
  lee (1d8+6, wing), +26 melee (2d6+17, tail slap), and 
  (2d8+17, crush); SA breath weapon (12d10, DC 25); 
  SQ blindsight, damage reduction (5/+1), fire subtype, 
  frightful presence (DC 24), immunities, keen senses, 
  locate object, spell-like abilities, spell resistance (21); 
  AL CE; SV Fort +18, Ref +13, Will +17; Str 33, Dex 
  10, Con 21, Int 16, Wis 19, Cha 16. 
  Skills: Bluff, Concentration +10, Diplomacy +10, 
  Intimidation +10, Knowledge (Rappan Athuk) +4, Lis-
  ten +6, Search +6, Spellcraft +4, Spot +10. Feats: 
  Alertness, Cleave, Flyby Attack, Power Attack, 
  Snatch, Wingover. 
   
  Lair: Aragnak’s lair is located on an island thirty 
  miles off shore. It will be detailed in a future down-
  load associated with Module R2, Rappan Athuk—The 
  Middle Levels, from Necromancer Games, soon to be 
  released. You don’t want your PCs going there now 
  anyway. 
   
  Bandit Group 5: Turane and his Trolls 
  Bandit Group 5: Turane and his Trolls 
  Bandit Group 5: Turane and his Trolls 
  Bandit Group 5: Turane and his Trolls 
  (EL 11)
  (EL 11)
  (EL 11)
  (EL 11)    
   
  Turane, a Neutral Evil Wizard, and his band of 5 trolls 
  patrol the area to the south of the Troll Fens and the 
  west of the coast road. They specifically target arcane 
  casters, looking to relieve them of any magical items 
  
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  Page 12 
  recovered from the dungeon. By a prior agreement to 
  aid the trolls of the Troll Mound (see Lair C, below) 
  with magic, the trolls are under order from their leader 
  not to kill Turane. In fact, many desire to serve him 
  since he is known as a friend of trolls. Because of the 
  chaotic nature of the trolls, however, Turane worries 
  that the next leader of the Troll Mound may not be as 
  desirous of his services. 
   
  Turane, Human Male, Wiz9: CR 9; SZ M Hu-
  manoid; HD 9d4+18; hp 46; Init +2; Spd 30 ft.; AC 
  15; +5 melee (1d4+1, dagger); SQ class abilities; AL 
  NE; SV Fort +5, Ref +5, Will +10; Str 13, Dex 15, 
  Con 15, Int 18, Wis 14, Cha 13. 
  Skills: Alchemy +16, Concentration +14, Wilder-
  ness Lore (Forest) +7, Hide +8, Knowledge Arcana 
  +16, Scry +16, Spellcraft +16. Feats: Combat Casting, 
  Iron Will, Maximize Spell, Scribe Scroll, Spell Focus 
  (enchantment), Spell Mastery (4), Still Spell. 
  Spells Prepared (5/6/6/5/4/2): 0—flare, resis-
  tance, daze, dancing lights, read magic; 1st—mage ar-
  mor, magic missile (x2), shield, change self, color 
  spray; 2nd—melf's acid arrow, invisibility (x2), see 
  invisible, mirror image, protection from arrows; 3rd—
  lightning bolt, fly, slow, displacement, tongues; 4th—
  arcane eye, confusion, stoneskin (already cast), dimen-
  sion door; 5th—dominate person (x2). 
  Possessions: Robes, traveling spell book, dagger, 
  wand of hold person (12 charges remain), +3 cloak of 
  resistance, ring of chameleon power, map to a chest 
  with 1100 gp. The chest also contains a map to The 
  Isle of Ringlet, which is the location of a dungeon 
  from the forthcoming Necromancer Games module 
  Liches and Vampires. 
   
  Trolls (5): CR 5; SZ L Giant; HD 6d8+36; hp 70; 
  Init +2; Spd 30 ft.; AC 18; Atk +9/+9 melee (1d6+6 
  [x2], claws) and +4 melee (1d6+3, bite); Reach 10 ft.; 
  SA rend; SQ regeneration (5 hp/round), darkvision (90 
  ft.), scent; AL CE; SV Fort +11, Ref +4, Will +3; Str 
  23, Dex 14, Con 23, Int 6, Wis 9, Cha 6. 
  Skills: Listen +5, Spot +5. Feats: Alertness, Iron 
  Will. 
   
  Tactics: Turane watches any PC parties containing 
  potential arcane spell casters using his various magic 
  spells. Once he finds such a PC group, he keeps an eye 
  on them until they enter and return from the dungeon. 
  He then sends his trolls to attack the party, using his 
  spells to support them, while he remains invisible. He 
  watches and identifies the lead character of the PCs 
  and holds him or her using his wand. He then appears 
  and agrees to call off his trolls (and free the held PC) 
  if the party agrees to surrender to him all the magic 
  items they recovered from the dungeon. He notes that 
  he is being “reasonable” by only requiring them to 
  turn over the items they recovered from the dungeon 
  rather than all their items, commenting that he could 
  simply allow his trolls to kill the PCs and take all their 
  items. He casts dominate person on the held PC and 
  forces that PC to tell if the party is properly revealing 
  to him their newly acquired magic items. If the PCs 
  did not recover any magic items from the dungeon he 
  requires them to surrender one of their current magic 
  items of his choosing. If the PCs do not agree, he or-
  ders the trolls to slaughter them. He goes invisible and 
  then uses his spells to attack the PCs. If harried he di-
  mension doors to safety and flies away to his lair. 
   
  Lair: This group makes its home near the Troll 
  Mound in the Troll Fens (see Lair C, below). This lair 
  consists of a cave with an iron door that has been ar-
  cane locked by Turane, behind which is a series of 
  five smaller caverns. The first four caverns are occu-
  pied by Turane’s trolls. The final cavern contians the 
  living quarters of Truane. Inside is a cot, several book 
  cases, containing Turane’s full spell books, as well as 
  a limited wizard’s lab. Also in the lair is a locked and 
  trapped chest, containing a lyre of building, a helm of 
  underwater action as well as 3059 gp, 403 sp and 21 
  gems (from 10-250 gp value). 
   
  Trapped and Locked Wooden Chest (small): 
  CR 5; 1 in. thick; Hardness 5; hp 2; Break (DC 19); 
  Open Lock (DC 28); cast phantasmal killer on opener; 
  Will save (DC 18) negates, if failed then Fort save 
  (DC 18); failure mean death, success means 3d6 dam-
  age.  
   
  Bandit Group 6: The Dishonest Patrol 
  Bandit Group 6: The Dishonest Patrol 
  Bandit Group 6: The Dishonest Patrol 
  Bandit Group 6: The Dishonest Patrol 
  (EL 9)
  (EL 9)
  (EL 9)
  (EL 9)    
   
  A dishonest group of the Coastal Patrol, led by the 
  Sheriff Ostland (Ari2/Ftr4) and his captain Felrara 
  (Ftr6), and including 2 Sergeants, Erlin and Gortizin 
  (Ftr3s), and 14 Footmen (Ftr2s, stats provided in Mon-
  ster Appendix). Felrara is in fact the motivating force 
  behind the corruption of this patrol and is the actual 
  leader, though she makes it appear that Ostland is in 
  charge. These are soldiers who guard the coast road 
  who have turned corrupt and now pick up an extra 
  “tax” from adventurers coming out of the dungeon. 
  The generally require the PCs to surrender half of all 
  coins and gems brought up from the dungeon. They 
  allow the PCs to keep magic items. If your party is 
  relatively low-level, this is a good bandit group to con-
  front them with after their first foray into the dungeon. 
   
  Sheriff Ostland, Male Half-elf, Ari2/Ftr4: CR 
  5; SZ M; HD 2d8+2 plus 4d10+6; hp 42; Init +2 
  (Dex); Spd 30 ft.; AC 16 (+3 armor, +1 shield, Dex); 
  Atk +5 melee (1d8+1, longsword, crit 19-20); SQ 
  half-elf racial abilities; AL NE; SV Fort +5, Ref +3, 
  
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  Page 13 
  Will +5; Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 
  14. 
  Skills: Diplomacy +3, Gather Information +2, 
  Handle Animal +2, Ride +2, Search +2, Sense Motive 
  +2, Spot +2. Feats: Expertise, Mounted Combat. 
  Possessions: Masterwork studded leather, master-
  work small steel shield, full helm, masterwork long 
  sword, potion of cure serious wounds (2 doses), writ 
  of authority, 5 gems (20 gp each), 134 gp, 12 sp. 
   
  Felrara, Female Human, Ftr6: CR 6; SZ M (5 
  ft., 7 in. tall); HD 6d10+12; hp 60; Init +1 (+1 Dex); 
  Spd 30 ft.; AC 17/18 with shield (+1 Dex, +6 armor, 
  +1 if shield); Atk +10/+5 melee (1d12+3, greataxe, 
  crit x3), +10/+5 (1d8+3, keen battleaxe, crit 19-20, 
  x3), or +9/+4 ranged (1d6+3, +1 mighty composite 
  shortbow, crit x3, range 70 ft.); AL NE; SV Fort +7, 
  Ref +3, Will +1; Str 17, Dex 12, Con 14, Int 15, Wis 
  8, Cha 9. 
  Skills: Climb +11, Craft +11, Diplomacy +1, Han-
  dle animal +7, Hide +1, Jump +11, Knowledge 
  (arcana) +3, Listen -1, Move silently +1, Spot -1, 
  Swim +12. Feats: Blind-fight, Endurance, Leadership, 
  Quick draw, Skill focus (climb), Weapon focus 
  (greataxe), Weapon focus (battleaxe), Weapon focus 
  (shortbow, composite). 
  Languages: Common, Giant, Halfling. 
  Possessions: Banded mail, greataxe, keen battle 
  axe, +1 mighty composite shortbow, 40 arrows, 5 
  flaming burst arrows, 303 gp, 106 sp. 
   
  Erlin and Gortizin, Male Half-orcs, Ftr3: CR 
  3; SZ M (5 ft., 3 in. tall); HD 3d10+9; hp 36 each; Init 
  +1 (+1 Dex); Spd 30 ft.; AC 17 (+1 Dex, +4 armor, +2 
  shield); Atk +8 melee (1d8+4, longsword, crit 19-20), 
  or +4 ranged (1d8, light crossbow, crit 19-20, range 
  80 ft.); AL NE; SV Fort +6, Ref +2, Will +0; Str 18, 
  Dex 12, Con 16, Int 8, Wis 9, Cha 12. 
  Skills: Craft +1, Hide +1, Intimidate +2, Listen 
  +1, Move silently +1, Open lock +2, Spot +1. Feats: 
  Alertness, Combat reflexes, Power attack, Weapon 
  focus (longsword). 
  Languages: Common, Orc. 
  Possessions: Scale mail, longsword, large steel 
  shield, light crossbow, 40 bolts, 3d20 gp. 
   
  14 Footmen (stats as per normal footmen detailed 
  in Monster Appendix) 
   
  Lair: This group does not have a traditional lair. They 
  patrol the road alongside the legitimate patrols; even 
  returning to their respective cities when their patrol 
  stint is completed. It is possible that the PCs could 
  meet up with the members of this group back in a 
  nearby city once the PCs return from the dungeon. The 
  patrol does, however, maintain a small hideout in the 
  Forest of Hope with additional supplies and provi-
  sions. This hideout is not detailed here. It does not 
  contain guards or treasure, only supplies and cots. 
   
  Monster Lairs and Encounter 
  Monster Lairs and Encounter 
  Monster Lairs and Encounter 
  Monster Lairs and Encounter 
  AAAArrrreas
  eas
  eas
  eas    
   
  In addition to the bandits, there are a large number of 
  creature lairs and encounter areas in the wilderness 
  area surrounding the dungeon that do not exist specifi-
  cally to prey on adventurers. These are more 
  “traditional” monster lairs. 
   
  Lair A: 
  Lair A: 
  Lair A: 
  Lair A: """"Damsels In Distress
  Damsels In Distress
  Damsels In Distress
  Damsels In Distress"""" (EL 10)
   (EL 10)
   (EL 10)
   (EL 10)    
   
  This encounter area is located on the Wilderness map 
  at area A. The site is the lair of a pair of harpies who 
  have set up a nest in a large, dead, tree. This tree is in 
  the center of a 60-foot diameter clearing that is sur-
  rounded by heavy undergrowth and large trees. A wide 
  game trail leads to the clearing. The wicked sisters 
  have had good luck with their lair until recently, when 
  a pride of spotted lions moved in. These lions appear 
  to be immune to the effects of the harpy’s charm abil-
  ity. Much to the annoyance of the harpies, the newly 
  arrived lions have been eating all the creatures the har-
  pies lure to their lair. The lions, on the other hand, find 
  this to be a wonderful lair because the harpies attract 
  lots of “game” for them.  
   
  The encounter begins with one of the harpies spotting 
  the PCs while she is out looking for food. She realizes 
  that the PC group can probably kill or weaken the li-
  ons and that she and her sister can swoop in after the 
  battle and deal with the survivors. Thus, she begins her 
  song and draws the PCs into the area of the lair. She 
  then retreats into her tree and, with her sister, watches 
  the battle. 
   
  Tactics: The lions, who consider the harpies’ charm 
  song to be a dinner bell, have gathered in the bushes 
  near the lair attack the PCs as soon as they reach the 
  clearing. The attack whichever side wins if either 
  group is obviously weakened to the point that the har-
  pies believe they can win the fight. 
   
  Spotted Dire Lions (6): CR 5; SZ H Animal; HD 
  8d8+24; hp 60; Init +2; Spd 40 ft.; AC 14; Atk +12/
  +12 melee (1d6+7 [x2], claws) and +7 melee (1d8+3, 
  bite), +12 melee (2d6+6, rake); SA pounce, improved 
  grab, rake; SQ scent; AL N; SV Fort +9, Ref +8, Will 
  +7; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
  Skills: Hide +5, Jump +10, Listen +4, Move Si-
  lently +9, Spot +4. Dire lions receive a +4 to Hide and 
  Move Silently checks. In areas of tall grass or heavy 
  undergrowth, the dire lion’s Hide bonus rises to +8. 
  
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  Feats: Multiattack. 
   
  Harpy Sisters (2): CR 4; SZ M Monstrous Hu-
  manoid; HD 7d8; hp 31; Init +2; Spd 20 ft., fly 80 ft. 
  (average); AC 13; Atk +7/+2 melee (1d4, club), +2/+2 
  melee (1d3 [x2], claws); SA captivating song; AL CE; 
  SV Fort +2, Ref +7, Will +5; Str 10, Dex 15, Con 10, 
  Int 7, Wis 10, Cha 15. 
  Skills: Bluff +8, Listen +7, Perform (sing) +9, 
  Spot +6. Feats: Multiattack, Dodge, Flyby Attack. 
   
  Treasure: The harpy’s tree can be climbed (DC 12) 
  and a human sized entrance is present 15 feet up. The 
  harpies strike at +4 to hit if they are inside defending 
  the tree, with a +7 to their armor class due to cover. In 
  the bottom of the tree in the nesting material (requires 
  an extensive Search, DC 20) are several gems: a 50 gp 
  chalcedony, 100 gp garnet, 12 gp lapis lazuli, 10 gp 
  turquoise, 50 gp chrysoprase and a gem of brightness. 
  The lions do not have any treasure. 
   
  Lair B: The Wrecked Pirate Ship
  Lair B: The Wrecked Pirate Ship
  Lair B: The Wrecked Pirate Ship
  Lair B: The Wrecked Pirate Ship    
   
  This encounter is located in a sea cave in the Beach 
  region of the wilderness. The wrecked ship is haunted 
  and will be detailed further in a future download asso-
  ciated with Module R2, Rappan Athuk—The Middle 
  Levels, from Necromancer Games, soon to be re-
  leased. 
   
  Lair C: The Troll Mound
  Lair C: The Troll Mound
  Lair C: The Troll Mound
  Lair C: The Troll Mound    
   
  This encounter is located at area C in the Lowlands. 
  This mound contains over 30 trolls as well as the Troll 
  Leader (a larger troll with several Barbarian class lev-
  els). The innermost lair may only be accessed by 
  swimming under the water of the swamp and surfacing 
  within the main lair under the Troll Mound. Without 
  magic, it cannot be accesses from above ground. This 
  lair will be detailed further in a future download asso-
  ciated with Module R2, Rappan Athuk—The Middle 
  Levels, from Necromancer Games, soon to be re-
  leased. 
   
  Lair D: The Coven of Sea Hags
  Lair D: The Coven of Sea Hags
  Lair D: The Coven of Sea Hags
  Lair D: The Coven of Sea Hags    
   
  This is the lair of a coven of three Sea Hags (strangely 
  Lawful Evil) which will be described in a future down-
  load associated with Module R2, Rappan Athuk—The 
  Middle Levels, from Necromancer Games, soon to be 
  released. They have an imp servant whom they use to 
  spy on PCs. Because they are lawful evil and are ser-
  vants of a devilish master (Dispater), they are not al-
  lied with the monsters of Rappan Athuk and are pos-
  sessed of their own wicked agendas. 
   
  Marty the Imp: CR 2; SZ T Outsider; HD 3d8; 
  hp 13; Init +3; Spd 20, fly 50 ft (perfect); AC 18; Atk 
  +8 melee (1d4, sting, plus poison); SA poison, spell-
  like abilities; SQ damage reduction (5/silver), spell 
  resistance (5), poison immunity, fire resistance (20), 
  see in darkness, polymorph, regeneration (2 hp/round); 
  AL LE; SV Fort +3, Ref +6, Will +4; Str 10, Dex 17, 
  Con 10, Int 10, Wis 12, Cha 10. 
  Skills: Hide +15, Listen +5, Move Silently +5, 
  Search +5, Spellcraft +5, Spot +5. Feats: Dodge, 
  Weapons Finesse (sting). 
   
  Lair E: The Giant Spider Colony (EL 
  Lair E: The Giant Spider Colony (EL 
  Lair E: The Giant Spider Colony (EL 
  Lair E: The Giant Spider Colony (EL 
  10/13)
  10/13)
  10/13)
  10/13)    
   
  The site is the lair of a vast colony of large-sized 
  monstrous spiders. The spiders have set up nests over 
  several acres of woodland, and occasionally forage out 
  in search of prey. There are 63 spiders total, and an 
  additional 20 or so will be added each week as re-
  placements unless the colony is wiped out. The colony 
  will not grow, as it has reached its numerical capacity 
  based on food and space. 
   
  PCs travelling south on the Coast Road may spot a 
  wrecked merchant wagon. Webs cover everything, and 
  a sign of a struggle (weapons on ground, overturned 
  barrels, etc.) is apparent.  One dead spider is found a 
  few yards from the wagon, curled up in some bushes 
  (Spot check at DC 10 to locate). It has several arrows 
  in it, and a broken sword blade in its abdomen. Inside 
  a wooden barrel is a very frightened little girl; the only 
  survivor of the 20 or so merchants and guards. She 
  hides unless the party opens the barrels or until they 
  have been talking for 5 or more rounds. The PCs can 
  make a listen check at DC 15 to hear her at this time. 
  Her name is Leah. Leah is terrified and tells the party 
  that the spiders came last night (they come mostly at 
  night, mostly) and carried off her father and all of the 
  others. A guard named Larek put her in the barrel and 
  told her to hide and be very quiet. She begs the PCs to 
  rescue her friends, and tells them how rich her daddy 
  is to sweeten the deal. She whines incessantly if they 
  refuse. 
   
  The party can track the spiders to their lair relatively 
  easily (DC 12). If a Spot roll at DC 25 is made, they 
  can even avoid the ambush that has been set for them. 
   
  The Ambush: At the entrance area to the lair, 18 spi-
  ders wait in ambush. They have lain thin layers of 
  webs across the trails in the woods to warn of ap-
  proaching prey. This encounter occurs about 100 
  yards from the main lair, and will not be reinforced 
  from the lair. Astute PCs notice that no tree borne 
  webs are present, and that no nests or human bodies 
  
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  Page 15 
  are in this area.  
   
  Tactics: Ten spiders surround the party (Spot test at 
  DC 20 notices movement to encircle) while the re-
  maining 8 shoot webs at the PCs from above. After 2 
  rounds of web shooting, all 18 attack (divide equally 
  among all PCs and pets, as the spiders do not discrimi-
  nate) and fight until slain. The spiders are not really 
  smart, nor easily frightened. Fire  (if strongly pre-
  sented (hit in face, Burning Hands spell, etc.) requires 
  the spiders to make a Will save at DC 15 or recoil 
  (and go after a different victim). 
   
  Large-Size Monstrous Spiders (18): CR 2; SZ L 
  Vermin (4 ft. long); HD 4d8+4; hp 32; Init +3; Spd 30 
  ft., climb 20 ft.; AC 14; Atk +4 melee (1d8+3 bite, 
  plus poison); SA poison, web; SQ vermin; AL N; SV 
  Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, 
  Int —, Wis 10, Cha 2. 
  Skills: Climb +14, Hide +6, Jump +2, Spot +7. 
   
  The Lair (EL 13): In a large clearing in the trees, it 
  grows very quiet. PCs looking up notice the presence 
  of dozens of web nests, cocooned bodies, and spiders. 
  The PCs have two full rounds of action before the spi-
  ders react, as nothing ever enters the nest, and the 
  presence of intruders is unexpected. It is possible to 
  burn the nests if destruction spells (e.g. fireball) are 
  used. If the nests are burned, 3d6+2 spiders perish, 
  leaving the remaining spiders to fight intruders. This 
  also kills all of the cocooned prisoners, who die 
  screaming and falling the 30+ feet to the ground, pos-
  sibly destroy much of the treasure in the nests. Before 
  a PC sets fire to the nest, tell them that they see human 
  arms and legs protruding from several of the cocoons, 
  and some of them are moving about wildly.  
   
  Tactics: The spiders in the lair are a little less organ-
  ized than the ambush party. Only 1d6 attack each 
  round, starting on round 3 until a total of 45 is 
  reached. Each spider has a 2 in 6 chance of using its 
  web ability, otherwise it descends and bites. Each PC 
  may make an attack of opportunity on each spider be-
  fore it attacks him or her (as the spiders are vulnerable 
  as they descend on a web line). The spiders are de-
  fending their nest, and will not flee. Fire rules apply as 
  described above.  
   
  Huge-Size Monstrous Spiders (45): HD 4d8+4; 
  hp 32. 
   
  The Victims: Eleven victims from the merchant wag-
  ons are still alive. All are sick from spider poison and 
  incapable of doing anything but moaning and lying in 
  a fetal position. They are wrapped in spider silk, 
  which must be cut free before they can be healed. 
  They have to be physically carried the 400 yards to the 
  wagons. They recover in one week if attended by a 
  healer. PCs with the heal skill may make a test at DC 
  20 to reduce this time to half. An experience award of 
  200XP per victim saved should be awarded to the 
  PCs.  
   
  Nine of the victims are guardsmen (Ftr1s), who are 
  grateful, and will become loyal hirelings of the PCs if 
  that is desired. The remaining two are merchants: An-
  tony and Greelin (Com5s). Antony is Leah’s father. 
  These merchants are also grateful, and assist the PCs 
  in purchase of mundane gear for 15% off for life in the 
  Reme marketplace.  
   
  Treasure: As might be expected, a huge lair of spi-
  ders has accumulated a number of items of interest 
  from its victims. Careful search (requires 3 days) of 
  the webs and nests reveals the following: 2100 gp in 
  seven sacks; 4200 sp in 11 sacks; 42 assorted gem-
  stones (each gem has a 1-6 on 1d20 chance of never 
  being found as they are too small); 2 suits of 
  platemail; 8 suits of chainmail; 2 dozen assorted weap-
  ons of mundane nature; 1 keen bastard sword with 
  gold wrapped handle and a jeweled pommel worth 900 
  gp; 8 potions: blur, water breathing, remove disease, 
  fly, darkvision, swimming, cat’s grace, haste (each 
  potion must save at DC 18 if the webs are burned or 
  they potion is destroyed); a cursed robe of powerless-
  ness (save DC 18 if webs are burned or it is de-
  stroyed); a fine leather, gem-studded collar of protec-
  tion from critical hits (negates damage from critical 
  hits, assassination rolls, thief surprise attack damage, 
  etc; those attacks do only normal damage against the 
  wearer. Save DC 12 if webs are burned or it is de-
  stroyed); a horn of blasting (Save DC 10 if webs are 
  burned or it is destroyed); a +2 small steel shield 
  (Save DC 3 if webs are burned or it is destroyed). 
   
  Lair F: The Wasp Nest (EL 14)
  Lair F: The Wasp Nest (EL 14)
  Lair F: The Wasp Nest (EL 14)
  Lair F: The Wasp Nest (EL 14)    
   
  A giant wasps’ nest can be found in the foothills. The 
  lair is a cave filled in with paper. The lair itself has 
  five exits of various sizes allowing the wasps to fly 
  into and out of the lair. The trees surrounding the cave 
  for about 100 yards in any direction show signs of in-
  festation by giant vermin, tipping the PCs off to the 
  presence of the wasps (Wilderness Lore check DC 
  20). Inside the lair are a total of 40 giant wasps. PCs 
  wandering near the lair will encounter small groups of 
  1d4+1 wasps who aggressively defend their territory. 
  If the PCs actually approach the lair they will be at-
  tacked by all remaining wasps except the queen, 
  1d4+1 appearing each round as soon as the nest is dis-
  turbed. If fire is introduced to the nest, the paper 
  within ignites quickly, burning for 3 rounds and in-
  flicting 2d6 damage per round to all wasps remaining 
  
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  Page 16 
  in the nest (including the queen). Additionally, all 
  wasps burned in this manner lose the ability to fly. 
  Burning the nest in this fashion, however, most likely 
  destroys the treasure. 
   
  Giant Wasps: CR 3; SZ L Vermin; HD 5d8+10; 
  hp 40; Init +1; Spd 20, fly 60 ft.; AC 14; Atk +6 melee 
  (1d3+6, sting, plus poison); Reach 10 ft.; SA poison; 
  SQ vermin; AL N; SV Fort +6, Ref +2, Will +2; Str 
  18, Dex 12, Con 14, Int —, Wis 13, Cha 11. 
  Skills: Intuit Direction +7, Spot +9. 
   
  Queen Wasp: The queen is a nearly immobile, 
  wingless, worm-like creature with no ability to attack 
  (Spd 5 ft., AC 6, hp 80). 
   
  Treasure: In the lair, amidst the paper castings, re-
  quiring three days of clearing and searching (Search 
  DC30) is a scroll of 3 arcane spells (caster level 22, 
  wish, gate and wierd). This scroll was placed here 
  long ago by a powerful wizard. Knowing no one could 
  retrieve the scroll and possessing a ward against poi-
  son, the wizard used this wasp lair as a location to 
  which he could teleport in times of trouble. He may 
  return at any time and is not detailed here. 
   
  Lair G: Drusilla
  Lair G: Drusilla
  Lair G: Drusilla
  Lair G: Drusilla''''s Grove (EL 14)
  s Grove (EL 14)
  s Grove (EL 14)
  s Grove (EL 14)    
   
  Drusilla is a vengeful druid, her original animal com-
  panion having been slain by humans some 20-years 
  ago. She lives in a small grove. She harasses anyone 
  within 4 hexes of her lair. She does not want the PCs 
  here, does not want to be friends, and does not want to 
  negotiate. If she encounters PCs, she provides them 
  with a simple choice: leave or die. She has several new 
  animal companions—a pack of wolves—with her at all 
  times. Her wolves would die to protect her, and they 
  intercept anyone who approaches her. If and only if 
  the PC party contains a druid, she may negotiate; or 
  even let the party stay in her territory. This requires a 
  Diplomacy check (DC 20), but may only be attempted 
  if a druid talks loudly at the woods themselves. If Dru-
  silla’s wolf companions have been slain by the party, 
  add +5 to the DC of this check. Drusilla is an equal 
  opportunity bitch, and kills local monsters as well as 
  PCs. They do not know what she is, but they fear her. 
  If the Diplomacy check is successful, she may (50%) 
  request that the PCs clear out the den of giant spiders 
  (see Lair E, above), as they have grown too numerous 
  and are disrupting the balance. 
   
  Tactics: Drusilla will not engage in melee if at all 
  avoidable. She remains out of sight, transforming her-
  self into an animal to retreat if seen, only to attack 
  with spells later. If the PCs do not leave, she kills 
  them. She first uses a few well-placed lightning bolts 
  and an insect plague, and finally a creeping doom 
  spell.  
   
  Drusilla, Female Human, Dru13: CR 13; SZ M 
  Humanoid; HD 13d8+39; hp 100; Init +7; Spd 30 ft.; 
  AC 16; +15/+10 melee (1d6+6, +5 flaming club, with 
  additional 2d6 fire damage), +12/+7 missile (1d4, 
  sling, range 50 ft.); AL TN; SV Fort +11, Ref +7, Will 
  +12; Str 13, Dex 16, Con 16, Int 14, Wis 18, Cha 15. 
  Skills: Animal empathy +18, Concentration +17, 
  Handle Animal +18, Heal +14, Knowledge (Nature) 
  +17, Wilderness Lore (Forest) +19, Scry +12, Spot 
  +14. Feats: Alertness, Brew Potion, Improved Initia-
  tive Combat Casting, Silent Spell, Spell Focus 
  (conjuration), Spell Penetration, Natural Sense, Wood-
  land Stride, Trackless Step, Resist Nature’s Lure, 
  Wild Shape (4x/ day), Wild Shape (large), Venom Im-
  munity, Wild Shape (tiny), Wild Shape (huge), A 
  Thousand Faces. 
  Spells Prepared (6/6/6/5/5/3/2/1): 0—detect 
  magic, flare, know direction, light, purify food and 
  water, virtue; 1st—calm animals, cure light wounds, 
  entangle, faerie fire, magic fang, obscuring mist; 2nd—
  charm person or mammal, heat metal, produce flame, 
  speak with animals, summon swarm, tree shape; 3rd—
  call lightning, poison, speak with plants, summon na-
  tures ally III, water breathing; 4th—flame strike, spike 
  stones, scrying, freedom of movement; 5th—cure criti-
  cal wounds, insect plague, animal growth; 6th—antilife 
  shell, liveoak; 7th—creeping doom 
  Possessions: Ring of Regeneration, +5 flaming 
  club, Robe of Eyes, Staff of Control Weather (16 
  charges), Cube of Force, sling, 20 bullets, leather ar-
  mor. A wolf pack accompanies her (30 wolves, statis-
  tics below). 
   
  Wolves (30): CR 1; SZ M Animal; HD 2d8+4; hp 
  14; Init +2, Spd 50 ft.; AC 14; Atk +3 melee (1d6+1, 
  bite); SA trip; SQ scent; AL N; SV Fort +5, Ref +5, 
  Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
  Skills: Hide +3, Listen +6, Move Silently +4, Spot 
  +4, Wilderness Lore +1 (+5 when tracking). Feats: 
  Weapon Finesse (bite). 
   
  Lair H: Simrath
  Lair H: Simrath
  Lair H: Simrath
  Lair H: Simrath''''s Tomb (EL 10)
  s Tomb (EL 10)
  s Tomb (EL 10)
  s Tomb (EL 10)    
   
  Simrath the vampire is the long-undead lord of a small 
  barony in the foothills. He was once a great general of 
  good, and was much loved by his troops. Like many 
  other heroes of the realm, Simrath rode off against the 
  forces of Orcus. He was slain in a night time battle at 
  the field east of the ford of the Wild Edge River by a 
  vampire serving the evil priests. The vampire was also 
  killed in the battle, turned to ashes by a midnight sun-
  beam, summoned by a high priest of Pelor. Simrath’s 
  companions were unaware of his fate (being turned to 
  
  Rappan Athuk: The Wilderness Areas 
  www.necromancergames.com 
  Page 17 
  a vampire), and buried him with full honors in the 
  foothills near the battlefield, in a wild grove of great 
  beauty. There he rests by day. Simrath accepts chal-
  lenges of single combat if offered, using only weap-
  ons. If his foe displays cowardice, he uses his level 
  drain ability to full effect. His symbol is two stags, 
  facing each other with the horns interlocked. 
   
  Simrath the Vampire, Ftr8: CR 10; SZ M Un-
  dead [Corporeal]; HD 8d12; hp 52; Init +9; Spd 20 ft., 
  50 ft. as wolf, fly 40 ft. as bat (good); AC 25; Atk +13 
  melee (1d6+6 [x2], buffet, plus 2 level drain drain) or 
  +15/+10 melee (1d10+12, +2 bastard sword, crit 19-
  20); SA charm, energy drain, blood drain, summon 
  animal, spawn; SQ damage reduction (15/+1), cold 
  and electrical resistance (20), gaseous form, spider 
  climb, polymorph, fast healing; AL CE; SV Fort +1, 
  Ref +4, Will +4; Str 22, Dex 17, Con —, Int 12, Wis 
  16, Cha 12. 
  Skills: Climb+10, Listen +15, Ride +7, Spot +15. 
  Feats: Alertness, Combat Reflexes, Dodge, Exotic 
  Weapon Proficiency (Bastard Sword) Improved Initia-
  tive, Lightning Reflexes, Weapon Focus (Bastard 
  Sword), Mobility, Weapon Specialization (Bastard 
  Sword). 
  Possessions: Full plate, +2 bastard sword. 
   
  Treasure: His tomb contains no treasure since he died 
  in battle His wealth reverted to his heirs (aside from 
  his armor and weapons). 
   
  Lair I: Cazrak the Beholder
  Lair I: Cazrak the Beholder
  Lair I: Cazrak the Beholder
  Lair I: Cazrak the Beholder''''s Lair (EL 
  s Lair (EL 
  s Lair (EL 
  s Lair (EL 
  13)
  13)
  13)
  13)    
   
  There is only one beholder in the swamp. His name is 
  Cazrak, and he lives in a cave. He is very territorial 
  and attacks any that disturb his lair. The DM may 
  choose to have Cazrak extort a party for gold or magic 
  items to be given as a “fine” for trespassing on his 
  “realm”. The cave lair is a 2-room shallow cave, con-
  taining various remains of adventurers, as well as 4100 
  sp, 2920 gp, a rod of splendor and a +1 battle axe of 
  speed. 
   
  Cazrak the Beholder: CR 13; SZ L Aberration; 
  HD 11d8+11; hp 85; Init +4; Spd 5 ft., fly 20 ft. 
  (good); AC 20; Atk +7 ranged (various eye beams, 
  ranged touch attacks), +2 melee (2d4, bite); SA eye 
  rays; SQ all-around vision, anti-magic cone, fly; AL 
  LE; SV Fort +4, Ref +3, Will +11; Str 10, Dex 10, 
  Con 12, Int +17, Wis 15, Cha 15. 
  Skills: Hide +7, Knowledge (arcana) +10, Listen 
  +15, Search +18, Spot +20. Feats: Alertness, Fly by 
  Attack, Improved Initiative, Iron Will, Shot on the 
  Run. 
   
  Lair J: Outlaw Camp (EL 0)
  Lair J: Outlaw Camp (EL 0)
  Lair J: Outlaw Camp (EL 0)
  Lair J: Outlaw Camp (EL 0)    
   
  This lair is a rag-tag amalgamation of tents, lean-tos 
  and bedrolls set within the wilderness where outlaws 
  from various towns and countries have banded to-
  gether for mutual defense. At any give time there are 
  6d8 outlaws here (Com1-3s) as well as 1d8 more 
  skilled persons (treat at brigands) and 1d2 leader types 
  (treat as brigand leaders). It should be noted that in 
  many instances these outlaws are not evil. They may 
  have committed crimes in their homeland, and they are 
  on the run from the justice accompanying those 
  crimes, but this is not a den of murderers. Those types 
  of criminals are not allowed in this camp which pos-
  sesses a strange morality of its own. Though the out-
  laws can certainly be brought to justice, as they are 
  fugitives, DMs are encouraged to use this camp as a 
  chance for roleplaying. Possibly, if the PCs assist the 
  outlaw they may become outlaws themselves. 
   
  Monster Appendix
  Monster Appendix
  Monster Appendix
  Monster Appendix    
   
  This appendix lists the statistics for special wandering 
  monsters as well as the bandits and monsters not de-
  tailed more fully above. For the stats of standard mon-
  sters, refer to the Monster Manual. 
   
  Brigand Leader, Rog5: CR 5; SZ S Humanoid; 
  HD 5d6+5; hp 26; Init +2; Spd 25 ft. (30 ft. base); AC 
  16/17; Atk +3 melee (1d6, handaxe, crit x3), +3 melee 
  (1d4+1, dagger, crit 19-20), +6 ranged (1d6+1, +1 
  shortbow, crit x3, range 60 ft.); SA sneak attack 
  (+3d6); SQ evasion, uncanny dodge, traps; AL NE; 
  SV Fort +3, Ref +10, Will +2; Str 10, Dex 14, Con 12, 
  Int 11, Wis 11, Cha 10. 
  Skills: Appraise +4, Balance +6, Bluff +1, Climb 
  +4, Decipher Script +2, Diplomacy +1, Disable De-
  vice +4, Disguise +2, Escape Artist +6, Hide +16, In-
  timidate +2, Intuit Direction +2, Jump +2, Listen +10, 
  Move Silently +12, Open Lock +5, Pick Pocket +6, 
  Search +5, Sense Motive +1, Spot +9, Tumble +6, 
  Use Magical Device +2, Use Rope +5. Feats: Dodge, 
  Mobility. 
  Possessions: 
  Studded 
  leather 
  armor, 
  small 
  wooden shield, shortbow with 40 arrows, 10 +1 ar-
  rows, handaxe, dagger, 1d4 sp, 2d4 cp, potion of heal-
  ing. 
   
  Brigands, Rog3: CR 3; SZ S Humanoid; HD 
  3d6; hp 15; Init +1; Spd 25 ft. (30 ft. base); AC 15/16; 
  Atk +1 melee (1d6-1, handaxe, crit x3), +1 melee 
  (1d4-1, dagger, crit 19-20), +1 melee (1d6-1, javelin) 
  or +2 ranged (1d6-1, javelin, range 30 ft.), or +2 
  ranged (1d6, shortbow, crit x3, range 60 ft.); SA sneak 
  attack (+2d6); SQ evasion, uncanny dodge, traps; AL 
  NE; SV Fort +1, Ref +7, Will +1; Str 8, Dex 13, Con 
  
  Rappan Athuk: the Wilderness Areas 
  www.necromancergames.com 
  Page 18 
  11, Int 10, Wis 11, Cha 8. 
  Skills: Appraise +2, Balance +5, Bluff +0, Climb 
  +2, Disable Device +3, Disguise +0, Escape Artist +4, 
  Hide +13, Intuit Direction +1, Jump +1, Listen +7, 
  Move Silently +10, Open Lock +3, Pick Pocket +3, 
  Search +2, Spot +5, Tumble +5, Use Rope +3. Feats: 
  Dodge, Mobility. 
  Possessions: 
  Studded 
  leather 
  armor, 
  small 
  wooden shield, shortbow with 40 arrows or javelin (3) 
  or handaxe, dagger, 1d4 sp, 2d4 cp.  
   
  Goblin Leader, Rog5: CR 5; SZ S Humanoid; 
  HD 1d8+1 plus 5d6+5; hp 26; Init +2; Spd 15 ft. (20 
  ft. base); AC 16 (17 with shield); Atk +3 melee (1d6, 
  handaxe, crit x3), +3 melee (1d4+1, dagger, crit 19-
  20), +5 ranged (1d6, shortbow, crit x3, range 60 ft.); 
  SA sneak attack (+3d6); SQ evasion, uncanny dodge, 
  traps, darkvision (90 ft.); AL NE; SV Fort +3, Ref 
  +10, Will +2; Str 10, Dex 14, Con 12, Int 11, Wis 11, 
  Cha 10. 
  Skills: Appraise +4, Balance +6, Bluff +1, Climb 
  +4, Decipher Script +2, Diplomacy +1, Disable De-
  vice +4, Disguise +2, Escape Artist +6, Hide +16, In-
  timidate +2, Intuit Direction +2, Jump +2, Listen +10, 
  Move Silently +12, Open Lock +5, Pick Pocket +6, 
  Search +5, Sense Motive +1, Spot +9, Tumble +6, 
  Use Magical Device +2, Use Rope +5. Feats: Dodge, 
  Mobility. 
  Possessions: 
  Studded 
  leather 
  armor, 
  small 
  wooden shield, +1 shortbow with 40 arrows, handaxe, 
  dagger, 1d4 sp, 2d4 cp. 
   
  Goblin Scouts, Rog3: CR 3; SZ S Humanoid 
  (goblinoid); HD 1d8 plus 3d6; hp 14; Init +1; Spd 15 
  ft. (20 ft. base); AC 15 (16 with shield); Atk +1 melee 
  (1d6-1, handaxe, crit x3), +1 melee (1d4-1, dagger, 
  crit 19-20), +1 melee (1d6-1, javelin) or +2 ranged 
  (1d6-1, javelin, range 30 ft.), or +2 ranged (1d6, short-
  bow, crit x3, range 60 ft.); SA sneak attack (+2d6); SQ 
  evasion, uncanny dodge, traps, darkvision (60 ft.); AL 
  NE; SV Fort +1, Ref +7, Will +1; Str 8, Dex 13, Con 
  11, Int 10, Wis 11, Cha 8. 
  Skills: Appraise +2, Balance +5, Bluff +0, Climb 
  +2, Disable Device +3, Disguise +0, Escape Artist +4, 
  Hide +13, Intuit Direction +1, Jump +1, Listen +7, 
  Move Silently +10, Open Lock +3, Pick Pocket +3, 
  Search +2, Spot +5, Tumble +5, Use Rope +3. Feats: 
  Dodge, Mobility. 
  Possessions: 
  Studded 
  leather 
  armor, 
  small 
  wooden shield, shortbow with 40 arrows or javelin (3) 
  or handaxe, dagger, 1d4 sp, 2d4 cp. 
   
  Leucrotta: CR 3; SZ Large beast (6 ft. tall at 
  shoulder); HD 6d10+6; hp 38; Init +6; Spd 40 ft.; AC 
  14; Atk +5 melee (3d6, bite, slashing, armor piercing), 
  +7 melee (2d6, double retreat kick, crit 19-20, bludg-
  eoning); Face 5 ft. x 10 ft.; SA armor piercing bite, 
  double retreat kick; SQ mimic voice; SV Fort+3 
  Refl+6 Will+2; AL CE; Str 14/+2, Dex 14/+2, Con 
  12/+1, Int 8/-1, Wis 9/-1, Cha 2/-4. 
  Skills: Hide +2, Listen +6, Move Silently +5. 
  Feats: Improved Initiative, Sure-footed, Weapon Fi-
  nesse (rear kick), Spring Attack. 
  SA—Armor Piercing Bite (Ex): The bony ridges 
  that a leucrotta has for teeth can chew through metal 
  or wood. In addition to inflicting damage on the char-
  acter attacked, compare the damage rolled against the 
  hardness rating of the character’s shield or armor (see 
  Tables 8-12 and 8-13). Subtract the hardness from the 
  damage done. Then subtract the remainder from the hit 
  points of the item (see Tables 8-12 and 8-13). If the 
  damaged caused by cumulative leucrotta bites exceeds 
  the hit points of the shield or armor it is utterly de-
  stroyed. Sustaining more than half its hit points ren-
  ders a shield useless. Initial attacks are against a 
  shield. Subsequent attacks, or attacks from the rear, 
  are against the victim’s armor, which is handled in the 
  same fashion (again, see Tables 8-12 and 8-13). 
  SA—Retreat Double Kick (Ex): When a leucrotta 
  turns to flee it instinctively kicks with both of its rear 
  legs. Only one attack and damage roll is made for both 
  legs. This is a free action. This attack also counts as a 
  “Trip” attack in that the person kicked can be knocked 
  over. 
  SQ—Mimic Voice (Ex): A leucrotta can mimic the 
  voice of a man, woman, child, or a domestic animal in 
  pain. This is often used to lure a victim into attack 
  range. The young leucrotta has not yet mastered this 
  ability. 
   
  Footman, Ftr2: CR 1; SZ M Humanoid; HD 
  2d10+2; hp 14; Init +5; Spd 30 ft.; AC 15; Atk +4 me-
  lee (1d6+1, halfspear, crit x3, piercing), +3 melee 
  (1d6+1, short sword, crit 19-20, slashing), or +3 
  ranged (1d8, light crossbow, crit 19-20, range 80 ft.); 
  AL NG; SV Fort +4, Ref +1, Will +0; Str 12, Dex 12, 
  Con 12, Int 10, Wis 10, Cha 10. 
  Skills: Climb +2, Jump +2, Ride +2, Spot +2. 
  Feats: Improved Initiative, Weapon Focus (halfspear). 
  Possessions: 
  Studded 
  leather 
  armor, 
  small 
  wooden shield, surcoat bearing the insignia of the 
  Grand Duke, longspear, short sword, light crossbow, 
  20 bolts, 3 gp, 12 sp. 
   
  Knight, Ftr4: CR 4; SZ M humanoid; HD 
  4d10+8; hp 34; Init +6; Spd 20 ft./40 ft. mounted; AC 
  19; Atk +6 melee (1d8+3, heavy lance, crit x3), +6 
  melee (1d8+3, longsword, crit 19-20); AL NG; SV 
  Fort +6, Ref +3, Will+2; Str 16, Dex 14, Con 14, Int 
  10, Wis 12, Cha 12. 
  Skills: Handle Animal +6, Ride +6, Spot +2. 
  Feats: Improved Initiative, Mounted Combat, Ride-By 
  Attack, Spirited Charge. 
  Possessions: Chainmail, large wooden shield, full 
  
  Rappan Athuk: The Wilderness Areas 
  www.necromancergames.com 
  Page 19 
  helm, surcoat bearing the insignia of the Grand Duke, 
  heavy lance, long sword, 10 gp, 46 sp. 
   
  Sheriff, Ari2/Ftr3: CR 4; SZ M humanoid; HD 
  2d8+2 plus 3d10+6; hp 36; Init +2; Spd 30 ft.; AC 16; 
  Atk +4 melee (1d8+1, longsword, crit 19-20); AL NG; 
  SV Fort +4, Ref +3, Will +5; Str 12, Dex 14, Con 12, 
  Int 14, Wis 12, Cha 14. 
  Skills: Diplomacy +3, Gather Information +2, 
  Handle Animal +2, Ride +2, Search +2, Sense Motive 
  +2, Spot +2. Feats: Expertise, Mounted Combat. 
  Possessions: Masterwork studded leather, master-
  work small steel shield, full helm, surcoat bearing the 
  insignia of the Grand Duke, masterwork long sword, 
  potion of cure serious wounds (2 doses), writ of 
  authority, 5-20 gp gems, 22 gp, 12 sp. 
   
  Open Game Content and Licenses
  Open Game Content and Licenses
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  Open Game Content and Licenses    
   
  This printing of Rappan Athuk: The Wilderness Areas is done under the Open Game License version 1.0 
  and a draft version of the D20 System Trademark License by permission from Wizards of the Coast.  
   
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  15 COPYRIGHT NOTICE 
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  Wilderness Areas Copyright 2001, Bill Webb and Clark Peterson, Necromancer Games, Inc. 
   
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  3.3. Wizards of the Coast Logos and Trademarks. 
  3.3.1. You may place a notice in the Publication that reads: “Requires the use of the Dungeons & Dragons
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  “(R)” indicia should be converted to the recognized “circle R” character. 
  3.3.2. If you use the provisions in 3.3.1. you must attach the following notice to the Publication: “Dungeons 
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  3.3.3. You may not use the Dungeons & Dragons(R) or Wizards of the Coast(R) trademarks in advertising 
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  3.4. Use of the D20 System Logo 
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  3.4.4. The logo may not be obscured by any other graphic element. 
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  3.5. Permission to use the D20 System Trademarks 
  3.5.1. You are granted permission to use the “D20 System” Trademarks in advertising connected with a 
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  3.5.2. You are granted permission to use the D20 System Trademarks in advertising copy and package copy 
  to describe any Publication distributed under the terms of this License. 
  3.5.3. You are prohibited from claiming ownership or Trademark interest in the “D20 System” logo, or the 
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  3.5.4. You are prohibited from using the “D20 System” logo or the “D20 System” Trademarks in associa-
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  4. Inability to Comply Due to Statute or Regulation. 
  If it is impossible for You to comply with any of the terms of this License with respect to some or all of the 
  Covered Materials due to statute, judicial order, or governmental regulation then You may not Publish any 
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  6. TERMINATION. 
  This License and the rights granted hereunder will terminate automatically if You fail to comply with all 
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  the Covered Materials which are properly granted shall survive any termination of this License. Provisions 
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  7. MISCELLANEOUS. 
  If any provision of this License is held to be unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/Play Aids/R1, Rappan Athuk I - The Upper Levels (Lvl 3-7)/d20 - FGG - R1W, Rappan Athuk - The Wilderness Areas.pdf