Rappan Athuk - Level 5d
Rappan Athuk - Level 5d
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978-1-62283-610-9
Rappan Athuk
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Level 5D
Table of Contents
Level 5D....................................................................... p. 4
Legal Appendix.............................................................. p. 12
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Rappan Athuk
Level 5D
How Green Level 5D
Was My Dungeon? Difficulty Level: Tier 3
Wandering Monsters: Check once per hour on 1d20.
Long ago, The Green Father’s followers venerated nature in the
wilderness surrounding Rappan Athuk. Led by Damarren, their high d 20 Encounter
priest, the primordial god’s worshippers tenaciously clung to their sliver 1–5 1d3 banshees
of unspoiled land amid the chaos around them. However, as their deity’s
influence waned, and Tsathogga’s increased, their diminishing numbers 6–8 1d6 ghouls
could no longer fend off the influx of monstrous denizens and the 9–12 1d2 wraiths
Frog God’s crazed servants pouring into the region. Under Damarren’s
guidance, his remaining forces retreated into the Dungeon of Graves 13–20 2d6 violent fungi
itself in a last-ditch effort to avoid coming under the thumb of anyone
but their primeval divine patron. The group successfully carved out a
small niche in an isolated section within the massive complex, using a
General Features
combination of magic, artistry, and a proverbial green thumb to give the Atmosphere: Evil from Areas 5D-3, 5D-4, 5D-4A, 5D-5, 5D-
level a woodsy overtone. Yet, one fateful day, their efforts were undone. 6, 5D-8, 5D-10, and 5D-11. Magic from Area 5D-9, 5D-10, and
When the demented worshippers of Tsathogga sacrificed a young girl to 5D-12. There are no light sources in the rooms and corridors unless
their loathsome deity, the creature arose from the grave as a dreaded forest otherwise specified in the area’s description.
child. Seeking the closest wilderness refuge, the unintelligent undead Ceiling Height: 10 + 1d4 feet high unless otherwise noted.
monster found its way to the nearest equivalent — The Green Father’s Doors: The doors throughout the complex open with ease.
natural sanctuary. In due time, the insatiable abomination devoured every *Secret Doors: Require a successful DC 15 Wisdom (Perception)
living creature in sight, transforming the formerly lush, vibrant locale into check to find and a successful DC 18 Intelligence (Investigation)
a dilapidated remnant of its previous glory, teeming with the restless souls check to open. They can otherwise be opened with a successful DC
of those it devoured. 22 Strength check or by doing 25 hit points of damage against AC
17. They are noted on the map as an “S”.
Traps: Areas on the map noted by a boxed “X” contain a
5D-1.
camouflaged spiked pit trap covered over by rotting vegetation.
Spotting one requires a successful DC 18 Wisdom (Perception)
check. The trap can be bypassed, but not permanently sabotaged
Welcome to the Jungle without completely covering the pit opening. The pit is 40-feet
deep. Creatures who fall into the pit take 14 (4d6) bludgeoning
damage from the fall and another 7 (2d6) piercing damage from
Tangled vines and rampant undergrowth conceal the ancient entrance poisoned punji sticks lining the bottom. In addition, a creature who
into The Green Father’s lost refuge. It takes a successful DC 15 Wisdom takes piercing damage from the punji sticks must succeed on a DC
(Perception) check to spot the stone portal granting access to the level 11 Constitution saving throw, taking 10 (3d6) poison damage on a
through the dense vegetation concealing the passageway beyond it. An failed save, or half as much damage on a successful one.
archaic glyph once protected the entrance, but the forest child triggered Shields and Wards: Inlaid lead shields Areas 5D-7 against
the hidden trap prior to her rampage. The characters can opt to squeeze divination magic.
through the packed greenery with a successful DC 10 Dexterity check, Surfaces: The walls, floors, and ceilings are made from cut
push through it with a successful DC 10 Strength check, or hack through stone. The walls, columns, and other features are coated with fungi,
it (AC 11, HP 9). If the characters remove the vegetation completely, an lichens, and other simple plant organisms. Dried leaves, pine cones,
act which takes 1 minute to perform and requires no check, an inscription warped branches, and other dead vegetation cover the floor, making
written in Common around the archway proclaims, “Blood curdles, flesh the entire complex into difficult terrain.
fades, but green remains.”
Despite the lack of sunlight and water, patches of mold tenuously cling
to the stone walls and ceilings. Crude drawings and paintings depicting
humans and elves hunting all manner of beasts fill in the spaces between
5D-3. Dirty Deeds
the greenery. The faint aroma of freshly hewn grass lingers in the air, Originally used to store excess earth, dirt, and clay, this isolated
suppressing the stench of mildew from the indigenous plant life on the chamber served a grimmer purpose as the forest child’s rampage spread.
walls and the reek of rotting leaves, wood, and other dead vegetation With no time to bury their dead who avoided becoming the forest child’s
covering the floor. The unsettling sights and sounds of primordial screams, next meal, the desperate survivors flung their corpses into this storage
bestial growls, the sudden appearance of eyes peering around a corner, area to give them at least a semblance of a proper burial. In time, roughly
and other disturbing visual and audible illusions randomly occur within thirty bodies found their way onto this festering heap, transforming the
the corridor. These effects duplicate those created by a minor illusion spell soil into a dreaded corpse mound (see Tome of Beasts by Kobold Press).
with DC 16 Spell save DC, lasting for one minute before vanishing into The vengeful heap of decomposing matter and gnawed bone attacks any
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Rappan Athuk
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Level 5D
unlucky creature who opens the door. The roiling amalgamation prefers from a critical hit. On a success, the zombie drops to 1 hit
human victims, but happily settles for any humanoids who cross its path. point instead.
The monster attacks until destroyed.
Actions
5D-4. Garden of Screams Multiattack. The shambling mound makes two Slam attacks.
If both attacks hit a Medium of smaller target, the target is
grappled (escape DC 14), and the shambling mound uses
Under Damarren’s tutelage, the community’s elf maidens tended to The
its Engulf on it.
Green Father’s wondrous gardens, feeding and nourishing the greenery
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
under their care. During its heyday, the artificial conservatory boasted an
target. Hit: 13 (2d8+4) bludgeoning damage.
impressive array of perennials, orchids, and other colorful flowers. The
Engulf. The shambling mound engulfs a Medium or smaller
forest child’s insatiable appetite rendered their efforts for naught. When
creature grappled by it. The engulfed target is blinded,
the ravenous undead devoured the gardens’ caretakers, the delicate,
restrained, and unable to breathe, and it must succeed
temperamental flowers quickly wilted and died, ceding dominance to the
on a DC 14 Constitution saving throw at the start of each
suppressed weeds lying dormant among them.
of the mound’s turns or take 13 (2d8+4) bludgeoning
However, the elves who loved and doted on their prized plants refused
damage. If the mound moves, the engulfed target moves
to allow the transgression to go unanswered. They immediately coalesced
with it. The mound can have only one creature engulfed
into spiteful banshees seething with hatred. Their anger proved so great,
at a time.
the plants formerly in their care transformed into 2 shambling mound
zombies. Right now, 2 banshees (see the Monster Manual by Wizards of
Treasure: The banshees’ cache includes six emeralds worth 500 gp
the Coast) loiter around the cracked flower beds and broken pots overrun
each, three amber brooches worth 100 gp each, a petrified wooden holy
with malodorous, dry earth and a thin layer of mildew.
symbol worth 50 gp, and ten turquoise stones worth 10 gp each. It takes
When the characters enter their domain, one of the banshees immediately
a successful DC 10 Intelligence (Religion) check to recognize the holy
wails, while her counterpart screams, “The girl killed the flowers! The
symbol as a relic connected to The Green Father.
ravenous child devoured everything! All is lost! Nature stands defeated!”
If the characters inquire further, the banshee responds, “No one is
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Rappan Athuk
as unwitting allies who single out the characters’ undead adversaries.
Characters unable to command or subjugate the tiny beasts must instead
Poison Ivy (Contact) fight them as the hungry insect swarms encircle their living enemies.
The caretakers’ demise also created another unintentional consequence.
This toxin is distilled from urushiol, the oily substance harvested The organic debris littering the floor and ceiling combined with the high
from the leaves of the poison ivy plant. A creature subjected to humidity transformed the ground into a shallow bog. In addition to being
this poison must succeed on a DC 13 Constitution saving throw or treated as difficult terrain, a creature who moves into the 6-inch deep
take 7 (2d6) poison damage and become poisoned. The poisoned mire for the first time on a turn must succeed on a DC 10 Strength check
creature must repeat the saving throw every 4 hours, taking 3 poison or have disadvantage on all Dexterity saving throws. Furthermore, the
(1d6) poison damage on a failed save. After three successful saving conditions transformed the organic matter into peat. Attacks dealing fire
throws, the effect ends and the creature is no longer poisoned. damage automatically ignite the highly flammable material. A creature
who first steps into the smoldering muck or ends its turn in contact with
the floor takes 7 (2d6) fire damage. (The butterflies always hover above
converted horticulture lab. His combination of alchemical components, the flames.)
organic raw material, and the forest child’s malevolence originally gave To make matters worse, peat fires belch out noxious, black smoke.
rise to one of these dreaded creatures. Over time, the monstrosity split Wispy vapors fill the area 1d4 rounds after the fire starts, reducing the
into two. visual conditions to lightly obscured. If the fire continues for 1d4 rounds
The monsters appear as two tangles of rotting, spasming flesh and thereafter, the thick clouds reduce visual conditions to heavily obscured.
mangled body parts. The creatures constantly jerk, as if countless impulses When this occurs, all creatures within the area, including the butterfly
were sending random, chaotic signals to its frayed nerves. The apparent swarms, must succeed on a DC 10 Constitution saving throw at the
epicenter of neural activity is a cluster of decapitated heads mumbling beginning of each turn or be poisoned for as long as the creature remains
incoherent utterances. Despite its numerous “heads”, the bileborn displays within the room and the fire rages. The smoke dissipates only when the
little if any intelligence. Its lone goal is to add more organic material to flames have been fully extinguished for 6d6 minutes.
its loathsome body. When the monsters first spot trespassers, at least one
of them unleashes a babbling scream. They cannot formulate any coherent
battle plan. Therefore, beyond shouting incoherently, the monsters’ actions
are governed more by random inclinations than any actual thought process.
After eradicating the bileborn threat, the characters may explore
5D-7. Number Nine,
the former horticulture laboratory. Little remains intact after the forest
child’s incursion and the bileborns’ creation. The monsters destroyed the Number Nine
tables and alchemical equipment, as well shattering the numerous jars,
beakers, and vials stored on those tables. Broken pottery and clumps of Solving the numerical riddle in this topiary likely requires some
earth tangled with knots of roots are strewn about the floor. Amid the botanical knowledge and mathematical skill. Its lone feature is a
clutter, a character who succeeds on a DC 15 Wisdom (Perception) check square flower bed with a 6-foot high, perpendicular petrified wooden
discovers a small, locked iron safe built into the wall behind an overturned pole imbedded into the earth. The wilted remains of a mangrove shrub
bench. The key required to open the safe has long since vanished, forcing clipped into the likeness of a nearly closed question mark still cling to its
the characters to resort to other means to open the device. Removing it neighboring support structure. The plant’s pneumatophore root structure
from the wall demands a successful DC 30 Strength check or chipping it protrudes through the arid dirt. Upon closer examination, the characters
away from the surrounding stone (AC 17, HP 25, damage threshold 15; can discern several critical clues to solving the puzzle.
resistance to piercing damage). Alternatively, a character can bypass the A character who studies the shrub and succeeds on a DC 15 Intelligence
lock with a successful DC 20 Dexterity check made with thieves’ tools. (Nature) check identifies the plant as a mangrove. Furthermore, the
Treasure: The safe contains four vials of antitoxin, three doses of adventurer also determines that the woody fingers sticking out of the
poison ivy (see below), and two spell scrolls with plant growth. ground are extensions of its roots. A character who examines the pole
and succeeds on a DC 15 Wisdom (Perception) check notices strands of
fibrous material wrapped around the wooden object at the 4-foot mark,
Butterfly Wings When the clues are put together — the square flower box, the exposed
roots, and the number nine, the pieces point towards the square root of
nine, which is three. The next part of the solution requires the characters
Many cultures revere butterflies for their remarkable beauty and grace. to interpret a phrase inscribed above the inside of the door connecting
The Green Father’s worshippers are no exceptions. They kept a vast the room to the corridor. Mold has partially obscured the words written
collection of these colorful insects within a warm, humid environment in Common, while time has erased several of the letters. Therefore, it
flush with organic matter for them to feed upon and make their abodes. takes a successful DC 15 Wisdom (Perception) check to detect the letters
Of course, maintaining a controlled environment requires outside scrawled onto the stone surface. The message reads “F-l-ow -e”, which
intervention. When their caretakers found their way into the forest child’s was intended to say, “follow me.”
ravenous belly, the pampered pets quickly succumbed to the suddenly The preceding portion of the riddle refers to the nine secret doors built
drier conditions with two noteworthy exceptions. Interspersed among the into the west, north, and east walls. Unlike the other secret doors in this
common species were several specimens of rare, carrion eating butterflies. complex, the hidden portals are comparatively easier to find, suggesting
While their kin figuratively dropped like flies, these opportunistic there were intended to be discovered. Fortunately, they are just beyond the
butterflies fed on their remains. forest child’s ability to readily locate. It takes a successful DC 15 Wisdom
Nonetheless, the butterflies’ survival remained in the balance until fate (Perception) check to locate the concealed door, and a successful DC 10
intervened. The desperate Damarren summoned a fiend to battle against Intelligence (Investigation) check to figure out the door must be shifted
the interloper and within the conservatory, they waged an epic contest slightly to the left before opening. If all else fails, the characters can bust
with the forest child prevailing. While the undead devoured the corpse, through the door with a successful DC 20 Strength check or batter it down
the butterflies joined in the feast, transforming them from exotic yet (AC 17; HP 15; damage threshold 10).
ordinary insects into 2 death butterfly swarms (see Tome of Beasts by If the characters adhere to the instructions to “follow me” and count
Kobold Press). The beasts prefer the taste of undead flesh over that of the the doors from left to right beginning at the entrance and ending with the
living, causing them to attack these abominations first. If the characters third door, they find the safe passageway leading to the secret door out
exercise control over the butterflies or capture them, they can be used of this chamber. When each secret door is opened, the corridor beyond it
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Level 5D
appears nearly identical. Varying degrees of mold, lichens, and compost open, the sarcophagus contains the desiccated corpse of Damarren’s
material cover the floors, walls, and ceiling. With the exception of the predecessor, Arnacles, interred with his worldly belongings.
third corridor, the remainder brandish devilish traps. Corridors 2 and 7 The huecuva abandoned his patron deity in his darkest hours, but the
contain the camouflaged poisoned spiked pit traps scattered through 6 will-o’-wisps floating behind the stone pews remained true to The
the level. Green Father until the end. Sadly, fidelity could not spare them from
Corridors 1, 5, and 8 contain ensnaring vegetation traps. Whenever their melancholy fate. The tiny, undead balls of malevolent light swarm
the corridor is occupied by at least one living creature for 1d4 consecutive trespassers, preferring to hover above their enemies and shock them
rounds, green vines instantly emerge from the walls, floor, and ceiling. It before disappearing from sight and repeating the process anew. The
takes a successful DC 16 Intelligence (Investigation) check to detect the huecuva and the will-o’-wisps are immune to the hallucinogenic fumes
trap and a successful DC 16 Intelligence (Arcana) check to remove it. The trap. They suffer no debilitating effects from the smoke, though they still
trap can also be dispelled with dispel magic successfully cast against a 6th treat the area as being lightly obscured.
level spell. The vines duplicate the effects of a black tentacles spell lasting The domed chamber’s apex reaches a height of 65 feet, gently tapering
1 minute before dissipating into nothingness. off to a height of 35 feet along the edges. The stone stairs in the northern
Corridors 4, 6, and 9 feature a magical mold spores trap. When the section rise 15 feet, culminating in a door bearing the image of a rack of
corridor is occupied by at least one living creature for 1d4 consecutive antlers emblazoned on it.
rounds, the mold covering the walls release a cloud of toxic spores. It Treasure: Arnacles still wears his +1 leather armor of fire resistance
takes a successful DC 16 Intelligence (Investigation) check to detect and holds his staff of withering in his bony hands. A lapis lazuli band
the trap and a successful DC 16 Intelligence (Arcana) check to disarm strapped around his skull is worth 1,000 gp.
it. The trap can also be dispelled by successfully casting dispel magic
against a 6th level spell. A creature within the corridor must make a DC
13 Constitution saving throw. On a failed save it takes 14 (4d6) poison
damage and becomes poisoned. On a successful save, the creature takes
half damage and is not poisoned. The poisoned creature must repeat the
5D-9. Unholy Cow!
saving throw every 1 minute, suffering one level of exhaustion at the end Prior to the forest child’s arrival, The Green Father’s servants devised
of its turn on a failed save. After two successful saves, the poison ends. a method of growing grass in this spacious, subterranean chamber. The
Creatures who do not breathe are immune to this effect. purpose was twofold. The greenery reminded them of the outdoors, giving
their honored dead an appropriate burial ground, and it provided a food
source for their contingent of wild animals including an odd quintet of
5D-8. Altered States cattle. Unbeknownst to them, 5 death cows (see Tome of Horrors by
Frog God Games), alien bovines from another world masquerading as
ordinary animals, had infiltrated their ranks just prior to the forest child’s
Damarren and his followers believed they could only attain true arrival. While the ravenous monster hungrily devoured the other beasts,
harmony with nature by reaching an altered state of consciousness, a these five monstrosities endured.
feat they achieved by inhaling hallucinogenic vapors. Unfortunately, When the characters view the scene, they find dozens of various animal
attaining this heightened sense of reality came with a hefty price. Still skeletons curiously strewn around the edges of the crude cemetery. Amid
clinging to the vestiges of the past, one of The Green Father’s priests the sixteen sarcophagi also fashioned from bones and fibrous materials,
continues to oversee the controls that release the burnt fumes into the stand five inexplicably healthy cattle. The death cows exchange moos while
circular chamber. Perched atop a dais elevated 30 feet above the ground, staring quizzically at the intruders. A character who hears the mooing and
the disloyal servant turned away from his deity during his final hours succeeds on a DC 25 Wisdom (Insight) check denotes a pattern within the
and pled to the demon lord Orcus for assistance fighting the forest child. sounds, suggesting they represent words in an intelligible language rather
His cries fell upon deaf ears, but his treachery did not go unnoticed. than randomly generated noises. After 1 minute of strategizing, one death cow
The Green Father transformed the priest into a huecuva (see Tome of lets loose a terrifying war moo, signaling the others to instantly stand upright
Horrors by Frog God Games), consigning the undead monstrosity to on two legs and retrieve their greatswords. For the remainder of the combat,
the task of igniting the ancient leaves stuffed within three altars on the the death cows alternate war moos, while circling around their adversaries.
dais. A lit brazier filled with peat rests upon each malachite altar whose The death cows never stray more than 60 feet away from the center of
surface contains numerous holes and grooves allowing the smoke to filter the room. A hallow spell cast around the perimeter of the coffins keeps the
out of the receptacle. The huecuva must use an action to set each altar’s forest child at bay. The other animals who left the protective circle soon
contents aflame. When it succeeds at this endeavor, the altar billows out fell prey to the voracious undead. In addition, the caster bound an extra
wispy smoke causing the 20-foot-radius area around the altar to be lightly effect to the spell, granting courage to all creatures in the affected area.
obscured. More importantly to the adventurers, a creature inhaling the Although the death cows exhibit no qualms attacking the adventurers,
smoke is subjected to a hallucinogenic fumes trap. When a creature escape remains their primary objective. If the characters communicate
enters the affected area for the first time on a turn or starts its turn there, with the monsters, they agree to cease hostilities and work towards
the creature must make a DC 13 Constitution saving throw. On a failed devising a solution to their current predicament. The death cows refuse
save, the creature takes 14 (4d6) psychic damage and is poisoned for 1d4 to fight the forest child under any circumstances after witnessing the
minutes. On a successful save, the creature takes half as much damage and creature practically inhale large beasts with astounding ease. They warn
is not poisoned. A poisoned creature also suffers intense hallucinations, the characters to beware of the forest child’s ability to bewitch enemies
causing double vision. The poisoned creature must roll 1d20 prior to and lull them into a dreamlike state.
making an attack roll. On a roll of 8 or lower, the poisoned creature targets Like Arnacles’s sarcophagus in Area 5D-8, these coffins have no
an imaginary duplicate of its opponent, automatically missing its intended discernible lids and seem to have been woven around the decedent akin
target. It takes a successful DC 15 Intelligence (Investigation) check to to a cocoon. They must be cut open (AC 13, HP 15; damage threshold 5;
detect the trap, and a successful DC 15 Intelligence (Investigation) check resistance to piercing and bludgeoning damage) or withered with a blight
to jury rig a means of disarming the trap before it is activated or inhibiting spell or similar magic. Coffins lacking any treasures appear here. Those
the smoke after it is activated. containing valuables can be found in the subsequent Treasure section.
Reaching the top of the dais can be a challenge for characters who must Coffin A: The skeletonized remains of a wizened druidess occupy the
scale its sheer walls to ascend to its zenith. It takes a successful DC 10 fibrous container. A successful DC 10 Intelligence (Medicine) check
Strength (Athletics) check to climb up the surface. A character who gets confirms she died from blunt force trauma to the head.
to the top of the dais discovers a grand coffin crafted from bones stitched Coffin E: The coffin contains the corpse of an infant girl wrapped inside
together with plant fibers along with the three malachite altars. The casket a thick, woolen blanket.
has no lid and can only be breached by physically cutting it open (AC Coffin F: All creatures within 10 feet of this opened coffin must succeed
13, HP 15; damage threshold 5, resistance to piercing and bludgeoning on a DC 10 Constitution saving throw or be incapacitated for 1 minute by
damage) or withering it with a blight spell or similar magic. When sliced the potent stench of decomposition. Scattered bone fragments from the
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Rappan Athuk
Coffin G: Only a skull with four golden incisors worth
50 gp each remains within this casket. The other teeth are
all missing.
Coffin H: A mummified older woman wearing a luxurious
yet moldy fur cloak worth 25 gp lies in state. A silver
necklace with an amethyst pendant is draped around her neck.
This piece of jewelry is worth 75 gp. A cause of death is not apparent.
Coffin I: A disturbing smile seems to be etched onto the face of a
mummified, burly man. The cause of death seems obvious as a jagged
piece of metal protrudes from the center of his chest. His clothes
rotted long ago, revealing a small packet, which turns out to be dust of
disappearance. It takes a successful DC 5 Wisdom (Perception) check to
locate the item.
Coffin K: Gray hair still clings to the scalp of an otherwise skeletonized
male elf who still wears his beloved boots of elvenkind and his bracers
of defense.
Coffin L: A glyph of warding trap protects this coffin against vandalism.
The trap is triggered when the casket takes 15 or more points of damage.
It takes a successful DC 20 Intelligence (Investigation) check to locate the
trap, and a successful DC 20 Dexterity check made with thieves’ tools or
an Intelligence (Arcana) check to disarm it. When the trap is triggered,
creatures within a 20-foot-radius sphere centered on the casket must
make a DC 15 Dexterity saving throw. A creature takes 31 (7d8) thunder
damage on a failed saving throw, or half as much damage on a successful
one. Inside the coffin, the characters discover a gem of seeing resting in
the palm of a skeletal hand. There are no other bones here.
Coffin N: An almost perfectly preserved man clutches the skull of a
large predatory beast in his fleshy hands. A javelin of lightning rests at
his side. A character who examines the body and succeeds on a DC 10
Intelligence (Medicine) check notices a gangrenous bite wound on his
lower torso.
Coffin O: Almost every bone on this mangled skeleton bears
blatant bite marks. The culprits, two giant rats inexplicably buried
with the unfortunate soul also died long ago. The hungry animals
consumed every scrap of flesh, though they left behind a ring of
water walking and a pouch containing five rubies worth 500 gp each.
5D-10. Aviophobia
Withered vines and weeds litter the thin, dry earth covering the stone
floor of an oddly shaped room consisting of two wedges separated by
a deep, rectangular chasm. The perilous abscess reaches a depth of 100
feet, culminating in a hard surface filled with perpendicular wooden
skull and pelvis are all that remains spikes embedded into the ground. A creature falling into the chasm takes
of this individual. 35 (10d6) bludgeoning damage from the tumble and 14 (4d6) piercing
Coffin J: When this coffin is cut open, it triggers a magic damage from the spikes. A 1-foot wide stone plank spans the distance
mouth spell. A loud voice shouts, “Thief! Thief! Can’t you tell I’m already between the two edges. A character walking across the plank must succeed
dead! Oh, and I don’t have anything. Now who’s laughing? Me, that’s who.” on a DC 10 Dexterity (Acrobatics) check to maintain their balance when
The mummified body of a young man is positioned face down with its two they first step onto the plank and if they end their turn on the plank. A
character who fails the check falls into the chasm unless the character
middle fingers extended outward. A successful DC 10 Intelligence (Medicine)
succeeds on a DC 15 Dexterity saving throw. (A character who ends its
check confirms the person died from a deep laceration to the neck.
turn more than 10 feet from one of the edges suffers disadvantage on the
Coffin M: This young man’s cause of death is patently obvious. His
preceding saving throw.)
skeletal hands are still bound behind his back, and a noose is wrapped
Naturally, the characters may take flight to avoid this hazard, a factor
around his neck. Damarren counted on when he devised his insidious magical aviophobia
Coffin P: This coffin is empty. trap. When a creature is not in direct contact with any surface in the room,
an overwhelming phobia grips it unless the creature succeeds on a DC 15
Treasure: The coffins listed below contain something of value. Wisdom saving throw. On a failed saving throw, the creature must be in
Coffin B: A young girl wrapped inside a fraying, linen shroud clutches physical contact with any surface by the end of its turn or take 22 (4d10)
amber prayer beads worth 25 gp in her tiny hands. Her cause of death is psychic damage. A character who fails the saving throw and ends its turn
not apparent. on the ground does not take psychic damage, but it is restrained. At the
Coffin C: An adolescent, mummified boy wears +1 hide armor over end of each of its turns thereafter, the target can make another Wisdom
his thin frame and holds an ornate club worth 50 gp in his left hand. A saving throw. On a success, the effect ends. The creature is also immune
successful DC 15 Wisdom (Perception) check reveals a deep wound to the effect for the next 24 hours. Creatures immune to the frightened
piercing the young man’s ribs directly over his heart. condition are also unaffected by this trap.
Coffin D: The characters find a skeleton missing its lower left leg and The characters more pressing issue is the 7 fear guards (see Fifth
several fingers. A gold ring inset with a ruby fell off an intact finger, Edition Foes by Frog God Games) positioned on the northern wedge.
depositing it within the coffin’s fibrous material. It takes a DC 10 Wisdom The undead monsters take full advantage of the terrain and the trap.
(Perception) check to locate the jewelry piece, which is worth 225 gp. They fly across the chasm, ignoring the effects of Damarren’s magic
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Level 5D
and assault the characters with their greatswords. These incorporeal Challenge 14 (11,500 XP)
monsters appear as hooded humanoid figures outfitted in flowing gray
robes over a suit of ghostly armor. The fear guards predominately Boundless Hunger. The forest child can eat the flesh of living
attack with their greatswords, though the marginally sentient creatures beings very quickly, without sating its appetite. When
also supplement their devastating swings with inflict wounds and ray eating, its mouth stretches impossibly wide to reveal a
of enfeeblement spell attacks. The fear guards were the last remaining limitless void. When a forest child bites a creature and rolls
vestiges of the level’s previous occupants who were presumably the a 20 on the attack roll, that target must succeed on a DC
worshippers of an evil deity. 19 Constitution saving throw. On a failed save, the forest
Unable to consume their incorporeal bodies, the forest child ignored child dismembers one of the target’s limbs, with the effect
the fear guards, taking up residence in Area 5D-11 just beyond the north of such loss determined by the GM. If the creature has no
wall, which radiates magic. The north “wall” consists of two barriers, a limb to severe, the forest child removes a chunk of flesh
thin sheet of balsa wood painted to resemble stone, and a more formidable from a portion of its body instead.
invisible wall of force in front of it. The extensive chipping, peeling, and Coddling. Any humanoid within 100 feet who hears the
warping prevalent on the wooden obstacle allow a character to recognize forest child’s voice must succeed on a DC 19 Wisdom
the second wall’s true nature with a successful DC 5 Wisdom (Perception) saving throw or be charmed by the forest child. The
check. If the characters destroy the wall of force, prying the boards away or charmed creature regards the forest child as a real
breaking through the balsa wood takes a successful DC 5 Strength check. child, requiring nurturing and protection. The target
interprets the forest child’s requests or actions in irrationally
favorable ways, though it is not under its control. At the
5D-11. Hunger Games end of the target’s next turn, it must resist the forest child’s
Forest Lullaby (see below).
The effect lasts 24 hours or until the forest child is destroyed,
Damarren and his few remaining followers made their final stand is on a different plane of existence than the target, or
against the forest child within this sanctuary where The Green Father’s if the ability is countered by a bard’s countercharm or
sacred tree once flourished. The forest child’s pervasive evil and hunger similar magical effects. If a creature’s saving throw is
reduced the deity’s beloved oak into a rotting stump with an expansive successful or the effect ends for it (for any reason other
cavity in its face. To protect the tree from certain destruction, Damarren than the 24 hours duration), the creature is immune to the
cajoled the congregation’s resident wizard to use his spell scroll to conjure forest child’s Coddling for the next 24 hours.
the transparent wall of force separating Areas 5D-10 and 5D-11 before Forest Lullaby. Any creature charmed by a forest child’s
hastily erecting the second wall to conceal their presence. Unfortunately, Coddling ability must succeed on a DC 19 Intelligence
the last-ditch effort failed. The forest child used a legendary action to saving throw at the end of its next turn after being
teleport into the chamber, where it devoured every last piece of flesh on charmed or enter into a dreamy haze. An affected
Damarren’s body along with every sliver of meat from his wizard ally character hears lovely, tinkling music from nowhere, and
and a ranger companion. The horrific circumstances of their death raised feels comfortable and safe. The target is incapacitated
their mortal bodies as 3 skeletons who accompany their brutal killer. Over and becomes unaware of its surroundings. Whenever the
the years, the forest child scattered their possessions throughout the level. target takes damage, it can repeat the saving throw.
Despite her gruesome crimes and the vines and roots protruding from If a creature’s saving throw is successful, the effect is
her flesh, the forest child appears childlike and innocent. The young girl’s temporarily suppressed until the Forest Lullaby reasserts
doe eyes and slight stature convey her tragically lost youth and naivety. its influence over the character (recharge 6 rolled at the
The scent of freshly disinterred earth accompanies her. beginning of each affected creature’s turn). The Forest
When the characters first encounter her, the young girl politely asks in Lullaby continues until either the forest child is destroyed or
Common, “A morsel I beg. Just a small taste.” Although her plea seems a remove curse, dispel magic, or similar effect is successful
harmless, simply hearing her voice subjects the listener to the monster’s cast upon the target. Creatures immune to the forest
coddling trait. The abomination then races forward, baring its teeth and child’s coddling are also immune to the Forest Lullaby.
expanding its jaws far beyond their physical limits. The skeletons follow Legendary Resistance (3/day). If the forest child fails a
right behind her in close pursuit. The forest child has only one concern on saving throw, it can choose to succeed instead.
its mind — eating every ounce of organic matter it can find. The forest Magic Resistance. The forest child has advantage on saving
child and her minions lack any strategies or tactics. Her only goal is to fill throws against spells and other magical effects unless they
her belly by any means necessary. specifically target undead.
Regeneration. The forest child regains 3 hit points at the start
FOREST CHILD of its turn. If the forest child takes radiant damage, this trait
Small undead, neutral evil does not function at the start of the forest child’s next turn.
The forest child dies only if it starts its turn with 0 hit points
Armor Class 18 (natural armor) and does not regenerate.
Hit Points 209 (22d6 + 132) Rise Again. After a forest child is defeated, the region in
Speed 20 ft. which it spawned remains vulnerable to the spawning
of a new forest child within 1d6 moon cycles. This effect
STR DEX CON INT WIS CHA can only be ended with the casting of hallow on the spot
where the forest child was destroyed.
13 (+1) 20 (+5) 23 (+6) 7 (-2) 16 (+3) 18 (+4)
Actions
Saving Throws Dex +10, Con +11
Damage Resistances necrotic; bludgeoning, piercing and Bite. Melee Weapon Attack: +10 to hit, reach 5 feet, one
slashing damage from nonmagical weapons target. Hit: 23 (2d12 +10) slashing damage, plus boundless
Damage Immunities poison hunger.
Condition Immunities exhaustion, frightened, poisoned,
unconsciousness. Legendary Actions
Senses darkvision 60 ft., passive Perception 13
Languages None, though it repeats a few phrases in any The forest child can take 3 legendary actions, choosing from the options
languages common to the region (see below). below. Only one legendary action option can be used at a time and only at
11
Rappan Athuk
the end of another creature’s turn. The forest child regains spent legendary
actions at the start of its turn.
Skittering Advance. The forest child moves up to twice its
movement, only to close distance with a single chosen
5D-12. Green Treasures
target. This provokes opportunity attacks as normal. Damarren stored the shrine’s prized possessions within his well-
Unsettling Touch. Smiling sweetly, the forest child touches defended vault. However, unlike most humanoids, the druid’s treasures
one opponent (melee spell attack +6), like a child’s fond focused on rare plants and other natural oddities rather than gold, silver,
caress. The target must succeed a DC 19 Wisdom saving and magic. Sadly, time and neglect took their toll on The Green Father’s
throw or be frightened until the end of its next turn. If a collection. The shrine’s prized orchids shriveled into decomposing husks
target’s saving throw is successful or the effect ends for it, long ago, while their cherished flowers withered into dust. Nonetheless a
the target is immune to the forest child’s unsettling touch few items withstood the apathy and endured.
for the next 24 hours. Treasure: The room’s surviving wonders include a candle of invocation
Chomp (Costs 2 Actions). The forest child makes a bite (neutral) dedicated to The Green Father, a staff of the woodlands, which
attack on one target in range. previously belonged to Damarren, an oathbow formerly owned by The
Disappear (Costs 3 Actions). The forest child magically Green Father’s resident ranger, his wizard’s wand of paralysis, a bag of
teleports up to 60 feet to a suitable hiding place, if any is beans holding six beans, eight petrified wooden braziers worth 100 gp
in range, where it may immediately attempt a Dexterity each, four flower pots crafted from vines worth 50 gp each, and three rare
check to hide. tulip bulbs worth 25 gp each.
Legal Appendix
Designation of Product Identity: The following items are hereby designated as and which specifically excludes the Open Game Content; (f) “Trademark” means the
Product Identity as provided in section 1(e) of the Open Game License: Any and all logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself
material or content that could be claimed as Product Identity pursuant to section 1(e), or its products or the associated products contributed to the Open Game License by the
below, is hereby claimed as product identity, including but not limited to: 1. The name Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
“Frog God Games” as well as all logos and identifying marks of Frog God Games, modify, translate and otherwise create Derivative Material of Open Game Content; (h)
LLC, including but not limited to the Frog God logo and the phrase “Adventures worth “You” or “Your” means the licensee in terms of this agreement.
winning,” as well as the trade dress of Frog God Games products; 2. The product name 2. The License: This License applies to any Open Game Content that contains a notice
“The Lost Lands,” “Rappan Athuk”, “Level 5D” indicating that the Open Game Content may only be Used under and in terms of this
as well as any and all Frog God Games product names referenced in the work; 3. License. You must affix such a notice to any Open Game Content that you Use. No
All artwork, illustration, graphic design, maps, and cartography, including any text terms may be added to or subtracted from this License except as described by the
contained within such artwork, illustration, maps or cartography; 4. The proper names, License itself. No other terms or conditions may be applied to any Open Game Content
personality, descriptions and/or motivations of all artifacts, characters, races, countries, distributed using this License.
geographic locations, plane or planes of existence, gods, deities, events, magic items, 3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep-
organizations and/or groups unique to this book, but not their stat blocks or other game tance of the terms of this License.
mechanic descriptions (if any), and also excluding any such names when they are 4. Grant and Consideration: In consideration for agreeing to use this License, the
included in monster, spell or feat names. 5. Any other content previously designated as Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
Product Identity is hereby designated as Product Identity and is used with permission the exact terms of this License to Use, the Open Game Content.
and/or pursuant to license. 5. Representation of Authority to Contribute: If You are contributing original ma-
This printing is done under version 1.0a of the Open Game License, below. terial as Open Game Content, You represent that Your Contributions are Your original
Notice of Open Game Content: This product contains Open Game Content, as defined creation and/or You have sufficient rights to grant the rights conveyed by this License.
in the Open Game License, below. Open Game Content may only be Used under and in 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
terms of the Open Game License. of this License to include the exact text of the COPYRIGHT NOTICE of any Open
Designation of Open Game Content: Subject to the Product Identity Designation Game Content You are copying, modifying or distributing, and You must add the title,
herein, the following material is designated as Open Game Content. (1) all monster the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of
statistics, descriptions of special abilities, and sentences including game mechanics any original Open Game Content you Distribute.
such as die rolls, probabilities, and/or other material required to be open game content 7. Use of Product Identity: You agree not to Use any Product Identity, including as
as part of the game rules, or previously released as Open Game Content, (2) all portions an indication as to compatibility, except as expressly licensed in another, independent
of spell descriptions that include rules-specific definitions of the effect of the spells, and Agreement with the owner of each element of that Product Identity. You agree not to
all material previously released as Open Game Content, (3) all other descriptions of indicate compatibility or co-adaptability with any Trademark or Registered Trademark
game-rule effects specifying die rolls or other mechanic features of the game, whether in conjunction with a work containing Open Game Content except as expressly licensed
in traps, magic items, hazards, or anywhere else in the text, (4) all previously released in another, independent Agreement with the owner of such Trademark or Registered
Open Game Content, material required to be Open Game Content under the terms of Trademark. The use of any Product Identity in Open Game Content does not constitute
the Open Game License, and public domain material anywhere in the text. a challenge to the ownership of that Product Identity. The owner of any Product Identity
Use of Content from The Tome of Horrors Complete: This product contains or refer- used in Open Game Content shall retain all rights, title and interest in and to that
ences content from The Tome of Horrors Complete and/or other monster Tomes by Frog Product Identity.
God Games. Such content is used by permission and an abbreviated Section 15 entry 8. Identification: If you distribute Open Game Content You must clearly indicate
has been approved. Citation to monsters from The Tome of Horrors Complete or other which portions of the work that you are distributing are Open Game Content.
monster Tomes must be done by citation to that original work. 9. Updating the License: Wizards or its designated Agents may publish updated
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards versions of this License. You may use any authorized version of this License to copy,
of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All modify and distribute any Open Game Content originally distributed under any version
Rights Reserved. of this License.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 10. Copy of this License: You MUST include a copy of this License with every copy
have contributed Open Game Content; (b) “Derivative Material” means copyrighted of the Open Game Content You Distribute.
material including derivative works and translations (including into other computer 11. Use of Contributor Credits: You may not market or advertise the Open Game
languages), potation, modification, correction, addition, extension, upgrade, improve- Content using the name of any Contributor unless You have written permission from
ment, compilation, abridgment or other form in which an existing work may be recast, the Contributor to do so.
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, 12. Inability to Comply: If it is impossible for You to comply with any of the terms of
sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game this License with respect to some or all of the Open Game Content due to statute, judi-
Content” means the game mechanic and includes the methods, procedures, processes cial order, or governmental regulation then You may not Use any Open Game Material
and routines to the extent such content does not embody the Product Identity and is an so affected.
enhancement over the prior art and any additional content clearly identified as Open 13. Termination: This License will terminate automatically if You fail to comply with
Game Content by the Contributor, and means any work covered by this License, in- all terms herein and fail to cure such breach within 30 days of becoming aware of the
cluding translations and derivative works under copyright law, but specifically excludes breach. All sublicenses shall survive the termination of this License.
Product Identity; (e) “Product Identity” means product and product line names, logos 14. Reformation: If any provision of this License is held to be unenforceable, such
and identifying marks including trade dress; artifacts; creatures; characters; stories, provision shall be reformed only to the extent necessary to make it enforceable.
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 15. COPYRIGHT NOTICE
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photo- Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
graphic and other visual or audio representations; names and descriptions of characters, System Reference Document 5.1. Copyright 2016, Wizards of the Coast, Inc.; Authors
spells, enchantments, personalities, teams, personas, likenesses and special abilities; Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
places, locations, environments, creatures, equipment, magical or supernatural abilities Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based
or effects, logos, symbols, or graphic designs; and any other trademark or registered on original material by E. Gary Gygax and Dave Arneson.
trademark clearly identified as Product identity by the owner of the Product Identity, Level 5D © 2018, Frog God Games, LLC; Authors: Bill Webb and Tom Knauss
12