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Teki-Nura-Ria
Teki-Nura-Ria is a jungle-covered island located amid the stormy waters south-east of the Empire of Thyatis. Long ago it was the
home of a decadent people who increasingly took to a life below ground and were eventually destroyed by their own excesses
and attacks from a primitive, humanoid race known as the Kara-Kara (see NEW MONSTERS). The Kara-Kara occupied the island
and gave it its name, which means “mountain of death”. Over the years, their tribal memory of how they gained the island
faded and they came to regard the former occupants as their “Ancestors”. The waters around Teki-Nura-Ria were not only
stormy but also roamed by Kal-Murus (ship-bane: see NEW MONSTERS), elemental beasts which attacked the crews of ships
from the civilized lands to the north-west. The Kara-Kara learned to take advantage of this by plundering ships which the Kal-
Murus had ravaged.
Rollo Bargmann
The attacks began to cost the members of the Thyatis Seafaring Merchants’ Guild dearly, and one of them, Rollo Bargmann,
volunteered to send out two of his ships (the Belle Venture and the Dawn Lark) to investigate the rumors of unnatural fogs and
green-skinned pirates. Only the Venture returned, but it brought a Kara-Kara captive. Rollo was not a man to resort to torture,
but the use of magic gave him subtler means of interrogation. Eventually the Kara-Kara became insane and killed itself, but by
then Rollo knew enough to send an expedition to destroy the threat of Teki-Nura-Ria, and all he needed was a group of bold
adventurers...
The Adventure
The adventure begins in the city port of Thyatis, where the party will be approached by Malmir, the elven sea captain of the
Belle Venture. Malmir will introduce himself and explain that his master, Rollo Bargmann, wishes to hire the adventurers for a
dangerous but profitable voyage and will ask them to visit Rollo at their very earliest convenience. If they ask, Malmir will tell
the adventurers where the merchant’s house is, but it is well known amongst the citizens of Thyatis, who will also vouch for the
good character of Malmir and Rollo. When the adventurers go to Rollo’s house, he will welcome them in and, after the usual
introductions, will explain the problem which is crippling the Seafaring Merchants’ Guild. He will tell them all he knows about
the Kara-Kara, their island and the ocean around it. Some of the information which the DM should give the players is contained
in the page from the Wise Mariner’s Almanac and the page from the Diary of Rollo. The rest was extracted by Rollo from the
Kara-Kara captive, and is listed below:
The shape of the Kara-Kara island (the DM should give the players the Sketch Map from the Pull-out Sheet)
The Kara-Kara have a long, annual ceremony during which most of them will be in their underground temple; drums
beat for the duration of the ceremony
There are hundreds of Kara-Kara and an open attack on them would be suicidal.
A tunnel, forbidden to ordinary Kara-Kara, leads north-west from the Trail of the Dead (shown on the Sketch Map);
the tunnel is said to lead to a valley of tombs where there is a secret way into the underground temple.
The Kara-Kara have a new leader under whom they have plundered more ships than ever.
Rollo will ask the party to help him and his fellow merchants by eliminating the Kara-Kara’s new leader. It should not be
necessary, he will explain, to destroy the Kara-Kara themselves since until recently they have been thought of only as a
nuisance. If the adventurers accept in principle, Rollo will offer the party a formal, written contract with the following terms:
The party will leave Thyatis on the morning tide aboard the Belle Venture which has been repaired after its earlier
voyage (the urgent departure is in order to arrive during the Kara-Kara ceremony)
The ship will take them to the island of the Kara-Kara where they will eliminate the savages’ new leader
On board ship the adventurers will be under the command of Captain Malmir, but may do as they see fit on the island
Neither the captain or his crew will help the party on the island the party on the island
The party may keep anything (including treasure) which is found on the island
Upon completion of the mission and their return to Thyatis, each surviving party member will receive 5,000gp from
the Seafaring Merchants’ Guild.
The Voyage
The voyage to Teki-Nura-Ria is rough but uneventful. Captain Malmir and his crew are highly skilled mariners, and will firmly
refuse any and all offers of help from the party. Malmir will navigate the Belle Venture on a wide sweep around the island and
approach it from the east. The Venture will arrive at the island (see area T1) at dawn on the ninth day of the voyage. The
adventurers will be put ashore in a Launch and Malmir will tell them that the ship will wait 5 days. He will teach them a special
whistle to be used as a signal on their return. Malmir will disguise the ship as a rock using a Permanent Image spell from a
scroll. Neither he nor any of his crew will willingly accompany the adventurers onto the island. The Kara-Kara will not see the
Belle Venture arrive and will not spot it while it waits, hidden, for the party.
The Island
Teki-Nura-Ria can be thought of as consisting of six areas (1): the Eastern Jungle, (2): the Southern Swamp, (3): the Trail of the
Dead, (4): the Northern Swamp, (5): the Slopes of Nimalowa, (6): The Village and Harbor. Each of these areas has one or more
fixed encounters and most have wandering monsters.
Movement
Nearly the whole of Teki-Nura-Ria is covered by dense vegetation. This makes movement difficult, and so the DM should use
Light and Heavy Undergrowth rules on DMG pg 87.
The Kara-Kara
The annual ceremony of the Kara-Kara starts at dawn on the appointed day and lasts for four days and four nights, ending at
dawn on the fifth day. The adventurers arrive at the island at dawn on the third day and so they will have 48 hours before the
ceremony ends. So long as the ceremony is in progress, the drums in the volcano temple (area N15) can be heard all over the
surface of the island.
During the ceremony, most of the Kara-Kara will be in the village (area T16) or the caverns under the volcano Nimalowa (areas
N9-N16). The only exceptions to this will be the guards on the Trail of the Dead (area T4) and the Kara-Kara patrols (see
Wandering Monsters). These Kara-Kara will attack any intruders on sight but, if they fail a morale check during combat, they will
attempt to flee back to their village. Any Kara-Kara warriors killed on patrol should be deducted from the total number given for
the dancing chamber (area N16).
If any attacking Kara-Kara eludes the party, the tribe will be warned that there are intruders on the island. If none of the
warriors in a patrol escapes, the tribe will still realize that there are intruders on the island, but not until 3 hours later, when the
patrol fails to return to the village.
The Kara-Kara will not want to disrupt the ceremony in order to deal with intruders, and will increase the size of their patrols
from 9 to 13 warriors. However, if and when the adventurers halt the ceremony in the volcano temple (area N15), the Kara-
Kara will make every attempt to destroy them. If they are unable to follow the party underground, the Kara-Kara will send out
extra patrols over the whole island (see Wandering Monsters).
The Kara-Kara believes that Kal-na-Kaa is their pig god, Tapu, and will tell the party this if interrogated. Apart from this, it is up
to the DM to decide exactly how the Kara-Kara will react, bearing the following in mind:
The Kara-Kara will not be able to re-build the rope bridge in the volcano temple (area N15) if it is cut.
The Kara-Kara will only be able to go through the entrances to the tombs of the Manwu-Papas (areas NI-N8) if
they are led by a Manwu-Papa.
None of the Kara-Kara will go through the Room of Crystals (area N17).
None of the Kara-Kara knows of the secret entrances to the chambers under Ki-ata (areas Kl-K46).
The Kara-Kara fear the shadows and other creatures which roam the island during the hours of darkness, and will
not be found above ground at night, except in the village or at the guard post on the Trail of the Dead (area T4).
Wandering Monsters
There are no wandering monsters on the Trail of the Dead or in the Kara-Kara Village/Harbor. Elsewhere on the surface of the
island, the DM should check for wandering monsters every 6 turns by rolling 1d6. In the Eastern Jungle a roll of 1 indicates that
a wandering monster has appeared. Wandering monsters appear in the Southern Swamp, Northern Swamp and Slopes of Ni-
Malowa on a roll of 1 or 2. The type of monster appearing is found by rolling 1d20 and checking the score against the
appropriate column. Wandering monsters marked (D) appear only during the day and monsters marked (N) appear only at
night. If one of these monsters is rolled at the wrong time, the DM should re-roll. Monsters marked (A) can appear at any time.
Once the Kara-Kara ceremony has been disrupted, a roll of 4 or 5 on 1d6 (during daylight hours only), when checking for
wandering monsters, means that the party has encountered a patrol of 13 Kara-Kara. Except for the Kara-Kara (see above), slain
wandering monsters are not deducted from the numbers shown in the fixed encounters. The same kind of wandering monster
can appear any number of times.
Wandering Monsters
Eastern Jungle Swamps Ni-Malowa Monsters
1-4 (A) - 1-5 (A) Dire Boars (1d4+4)
5-6 (D) - - Giant Horned Chameleon Lizard (1d2)
- 1-6 (A) - Crocodiles (1d6+5)
7-8 (N) - - Giant Gecko Lizards (1d3)
- 7-10 (D) - Centipede Swarm (1d3+1)
9-10 (D) - 6-8 (D) Kara-Kara Patrol (9 or 13)
11-13 (D) - - Giant Racer Snakes (1)
14-17 (N) 11-14 (N) 9-11 (N) Greater Shadow (1)
- 15-20 (A) 12-15 (A) Stirges (1d4+4)
- - 16-20 (A) Topis (1d6+5)
18-20 (N) - - Girallon (1)
Dire Boar: CR 4; Large Animal; HD 7d8+21; hp 52; Init +4; Spd 40 ft.; AC 15, touch 9, flat-footed 15, (-1 Size, +6
Natural); BAB +5; Grap +17; Atk Gore +12 melee (1d8+12); Full Atk Gore +12 melee (1d8+12); SA Ferocity; SQ Low-Light Vision,
Scent; AL N; SV Fort +8, Ref +5, Will +8; Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8.
Skills and Feats: Listen +8, Spot +8; Alertness, Endurance, Iron Will.
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled
or dying.
Horned Chameleon Lizard: CR 3; Large Animal; HD 5d8+25; hp 48; Init +1; Spd 40 ft.; AC 17, touch 10, flat-footed 16,
(-1 Size, +1 Dex, +7 natural); BAB +3; Grap +12; Atk Bite +8 melee (1d8+7); Full Atk Bite +8 melee (1d8+7) and Gore +6 melee
(1d6+3) and Tail Slap +6 melee (1d8+6); SA Tail Slap (1d8+6); SA Improved Grab; SQ Low-Light Vision; AL N; SV Fort +9, Ref +5,
Will +2; Str 21, Dex 13, Con 21, Int 1, Wis 12, Cha 2
Skills & Feats: Hide +10, Listen +4, Move Silently +8, Spot +4; Alertness, Great Fortitude
Improved Grab (Ex): To use this ability, a Horned Chameleon Lizard must hit with a Bite attack.
Tail Slap (Ex): The Horned Chameleon Lizard can make a Tail Slap against a one opponent each round with its tail. A
Tail Slap does (1d8+6) damage, Reflex Save DC 13 or be stunned.
Crocodile: CR 2; Medium Animal; HD 3d8+9; hp 22; Init +1; Spd 20 ft., Swim 30 ft.; AC 15, touch 11, flat-footed 14, (+1
Dex, +4 natural); BAB +2; Grap +6; Atk Bite +6 melee (1d8+6) or Tail Slap +6 melee (1d12+6); Full Atk Bite +6 melee (1d8+6) or
Tail Slap +6 melee (1d12+6); SA Improved Grab; SQ Hold Breath, Low-Light Vision; AL N; SV Fort +6, Ref +4, Will +2; Str 19, Dex
12, Con 17, Int 1, Wis 12, Cha 2
Skills & Feats: Hide +7*, Listen +4, Spot +4, Swim +12; Alertness, Skill Focus (Hide)
Hold Breath (Ex): A Crocodile can hold its breath for a number of rounds equal to 4 x Constitution modifier before
drowning.
Improved Grab (Ex): To use this ability, a Crocodile must hit with a Bite attack.
Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming,
provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile
can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Giant Gecko Lizard: CR 2; Medium Animal; HD 3d8+9; hp 22; Init +1; Spd 30 ft., Climb 30 ft.; AC 15, touch 12, flat-
footed 13, (+2 Dex, +3 natural); BAB +2; Grap +5; Atk Bite +7 melee (1d8+6); Full Atk Bite +7 melee (1d8+6) SQ Low-Light Vision;
AL N; SV Fort +6, Ref +5, Will +2; Str 18, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Skills & Feats: Climb +7, Hide +10, Listen +4, Move Silently +6, Spot +4, Swim +11; Alertness, Weapon Focus (Bite).
Centipede Swarm: CR 4; Diminutive Vermin (Swarm); HD 9d8-9; hp 31; Init +4; Spd 20 ft., Climb 20 ft.; AC 18, touch
18, flat-footed 14, (+4 Size , +4 Dex); BAB +6; Grap -; Atk Swarm (2d6 plus poison); Full Atk Swarm (2d6 plus poison); SA
Distraction DC 13, Poison; SQ Darkvision 60 ft., Immune to Weapon Damage, Swarm Traits, Tremorsense 30 ft., Vermin Traits;
AL N; SV Fort +5, Ref +7, Will +3; Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2
Skills & Feats: Climb +12, Spot +4; Weapon Finesse.
Distraction (Ex): Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13
Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Skills: A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its
Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks
and can always choose to take 10 on a Climb check, even if rushed or threatened.
Kara-Kara Patrol: CR 4; Medium Monstrous Humanoid; HD 6d8+18; hp 45; Init +4; Spd 30 ft.; AC 19, touch 14, flat-
footed 15, (+4 Dex, +3 Hide Armor, +2 Natural); BAB +6; Grap +14; Atk Great Terbutje +10 melee (1d10+6/19-20x2) or Atlatl +10
ranged (1d6+4/x2); Full Atk Great Terbutje +10/+5 melee (1d10+6/19-20x2) or Atlatl +10 ranged (1d6+4/x2); SA Rhythmic
Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +8, Ref +6, Will +7; Str 18, Dex 18, Con 16, Int 10, Wis 15, Cha 13 .
Skills & Feats: Listen +8, Spot +8, Survival +8; Improved Grapple, Improved Unarmed Attack, Power Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Possessions: Hide Armor, Great Terbutje, Atlatl, 5 Atlatl Darts.
Giant Rattlesnake, Large Viper: CR 1; Large Animal; HD 3d8; hp 13; Init +8; Spd 20 ft., Climb 20ft., Swim 20 ft.; AC 16,
touch 13, flat-footed 12, (-1 Size, +4 Dex, +3 natural); BAB +2; Grap +6; Atk Bite +5 melee (1d4 plus Poison); Full Atk Bite +5
melee (1d4 plus Poison) or Flurry of Bites +3/+3 melee (1d4 plus Poison); SA Poison; SQ Scent; AL N; SV Fort +3, Ref +6, Will +2;
Str 10, Dex 19, Con 11, Int 1, Wis 12, Cha 2
Skills & Feats: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8; Ability Focus (Poison), Improved
Initiative, Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d6 Con. The save DC is Constitution-based.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb
checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength
modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight line.
Greater Shadow: CR 8; Medium Undead (Incorporeal); HD 9d12; hp 58; Init +2; Spd Fly 40 ft. (Good); AC 14, touch 14,
flat-footed 12, (+2 Dex, +2 deflection); BAB +4; Grap -; Atk Incorporeal Touch +6 melee (1d8 Str); Full Incorporeal Touch +6
melee (1d8 Str); SA Create Spawn, Strength Damage; SQ Darkvision 60ft., Incorporeal Traits, +2 Turn Resistance, Undead Traits;
AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge, Mobility, Spring Attack.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature
reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its
killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow
gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Striges: CR ½; Tiny Magical Beast; HD 1d10; hp 5; Init +4; Spd 10 ft., Fly 40 ft. (Average); AC 16, touch 16, flat-footed
12, (+2 Size, +4 Dex); BAB +1; Grap -11 (+1 when attached); Atk Touch +7 melee (Attach); Full Atk Touch +7 melee (Attach); SA
Attach, Blood Drain; SQ Darkvision 60ft., Low-Light Vision; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12,
Cha 6.
Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon Finesse.
Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached
stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great
tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An
attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent
must achieve a pin against the stirge.
Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn
attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim
dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.
Topi: CR 4; Small Undead; HD 3d12; hp 19; Init +4; Spd 30 ft.; AC 19, touch 15, flat-footed 15, (+1 Size, +4 Dex, +4
Natural); BAB +1; Grap -2; Atk Claw +7 melee (1d4+1 plus poison); Full Atk 2 Claws +7 melee (1d4+1 plus poison); SA Poison; SQ
Darkvision 60 ft., Turn Resistance +2, Undead Traits; AL LE; SV Fort +1, Ref +5, Will +4; Str 12, Dex 18, Con -, Int 11, Wis 13, Cha
15.
Skills and Feats: Hide +14, Listen +7, Move Silently +18, Spot +7; Improved Natural Attack, Weapon Finesse, Weapon
Focus (Claw).
Poison (Ex): A Topi has poisonous claws that inflict torpor on its victims by sapping their willpower. Those struck by a
claw attack must make a Will Save DC 13 or be slowed as per the spell.
Skills: Topi have a +8 racial bonus on Move Silently checks.
Girallon: CR 6; Large Magical Beast; HD 7d10+20; hp 64; Init +3; Spd 40 ft., Climb 40 ft.; AC 16, touch 12, flat-footed
15, (-1 Size, +3 Dex, +4 natural); BAB +7; Grap +17; Atk Claw +12 melee (1d6+6); Full Atk 4 Claws +12 melee (1d6+6) and Bite +7
melee (1d8+3); SA Rend 2d4+9; SQ Darkvision 60ft., Low-Light Vision, Scent; AL N; SV Fort +7, Ref +8, Will +5; Str 22, Dex 17,
Con 14, Int 2, Wis 12, Cha 7
Skills & Feats: Climb 14, Move Silently +8, Spot +6; Iron Will, Toughness, Improved Natural Attack (Claw).
Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh.
This attack automatically deals an extra 2d4+9 points of damage.
Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if
rushed or threatened.
Eastern Jungle
The eastern jungle is a dense mass of tall, tropical trees and undergrowth. The Kara-Kara uses it only as a place for their pigs
(boars) to forage.
Fixed Encounters
T1. Anchorage
The party’s ship, the Belle Venture, will be anchored in this bay on the eastern side of the island.
T2. Tarantella
No matter what route they take through the jungle, the adventurers will come across this clearing after 6 turns
You have come to a circular clearing where the ground has been flattened as if by many feet. In the center is the gnarled stump
of a huge tree.
The clearing is about 50 feet in diameter. The ground was trampled by the dancing victims of a tarantella which lives inside the
hollow tree stump. Its nest inside the tree is made of bones and contains (DC 15 Search Check) a necklace of black pearls
(2,670gp). The spider will attack if the adventurers approach the stump.
Tarantella (1): CR 5; Large Magic Beast; HD 5d10+15; hp 42; Init +7; Spd 40 ft., Climb 20ft.; AC 15, touch 12, flat-
footed 12, (-1 Size, +3 Dex, +3 Natural); BAB +5; Grap +12; Atk Bite +7 melee (1d6+4 plus poison); Full Atk Bite +7 melee (1d6+4
plus poison); SA Poison; SQ Darkvision 60ft, Low-Light Vision, Tarantella; AL N; SV Fort +7, Ref +7, Will +2; Str 17, Dex 17, Con
16, Int 7, Wis 13, Cha 10
Skills and Feats: Climb +11, Move Silently +11, Spot +4; Ability Focus (Poison), Improved Initiative.
Poison (Ex): Injury, Fortitude DC 17, or be affected as though by an Otto’s Irresistible Dance spell.
Tarantella (Sp): Anyone watching a victim of the Tarantella’s poison must make a Will Saving Throw or suffer the
same effects. The person will dance for the same duration as the original victim. Whether or not the save is successful, that
creature cannot be affected by the same Tarantella again for 24 hours.
Girallon (3): CR 6; Large Magical Beast; HD 7d10+20; hp 64; Init +3; Spd 40 ft., Climb 40 ft.; AC 16, touch 12, flat-
footed 15, (-1 Size, +3 Dex, +4 natural); BAB +7; Grap +17; Atk Claw +12 melee (1d6+6); Full Atk 4 Claws +12 melee (1d6+6) and
Bite +7 melee (1d8+3); SA Rend 2d6+9; SQ Darkvision 60ft., Low-Light Vision, Scent; AL N; SV Fort +7, Ref +8, Will +5; Str 22, Dex
17, Con 14, Int 2, Wis 12, Cha 7
Skills & Feats: Climb 14, Move Silently +8, Spot +6; Iron Will, Toughness, Improved Natural Attack (Claw).
Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh.
This attack automatically deals an extra 2d6+9 points of damage.
Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if
rushed or threatened.
Southern Swamp
This area was once a bay which the Kara-Kara used as a harbor for their old village (area T3). When the village was abandoned,
the bay silted up and is now covered by a swamp of knee-deep, murky water. The swamp itself is not dangerous, but it is
overgrown by mangrove trees whose roots form a tangled mass beneath the water.
Fixed Encounters
Kara-Kara Mounted Guards (6): CR 4; Medium Monstrous Humanoid; HD 6d8+18; hp 45; Init +4; Spd 30 ft.; AC 19,
touch 14, flat-footed 15, (+4 Dex, +3 Hide Armor, +2 Natural); BAB +6; Grap +14; Atk Great Terbutje +10 melee (1d10+6/19-
20x2) or Atlatl +10 ranged (1d6+4/x2); Full Atk Great Terbutje +10/+5 melee (1d10+6/19-20x2) or Atlatl +10 ranged (1d6+4/x2);
SA Rhythmic Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +8, Ref +6, Will +7; Str 18, Dex 18, Con 16, Int 10, Wis 15, Cha 13 .
Skills & Feats: Listen +8, Spot +8, Ride +10, Survival +8; Improved Grapple or Mounted Combat, Improved Unarmed
Attack, Power Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Possessions: Hide Armor, Great Terbutje, Atlatl, 5 Atlatl Darts.
Horned Chameleon Lizard (2): CR 3; Large Animal; HD 5d8+25; hp 48; Init +1; Spd 40 ft.; AC 17, touch 10, flat-footed
16, (-1 Size, +1 Dex, +7 natural); BAB +3; Grap +12; Atk Bite +8 melee (1d8+7); Full Atk Bite +8 melee (1d8+7) and Gore +6 melee
(1d6+3) and Tail Slap +6 melee (1d8+6); SA Tail Slap (1d8+6); SA Improved Grab; SQ Low-Light Vision; AL N; SV Fort +9, Ref +5,
Will +2; Str 21, Dex 13, Con 21, Int 1, Wis 12, Cha 2
Skills & Feats: Hide +10, Listen +4, Move Silently +8, Spot +4; Alertness, Great Fortitude
Improved Grab (Ex): To use this ability, a Horned Chameleon Lizard must hit with a Bite attack.
Tail Slap (Ex): The Horned Chameleon Lizard can make a Tail Slap against a one opponent each round with its tail. A Tail Slap
does (1d8+6) damage, Reflex Save DC 13 or be stunned.
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (Lightning bolt, 10th
level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28.
Rock Python, Giant Constrictor Snake (1): CR 5; Huge Animal; HD 11d8+14; hp 63; Init +3; Spd 20 ft., Climb 20ft.,
Swim 30 ft.; AC 15, touch 10, flat-footed 13, (-2 size, +3 Dex, +5 natural); BAB +8; Grap +23; Atk Bite +13 melee (1d8+10); Full
Atk Bite +13 melee (1d8+10); SA Constrict 1d8+10, Improved Grab; SQ Scent; AL N; SV Fort +8, Ref +10, Will +4; Str 25, Dex 17,
Con 13, Int 1, Wis 12, Cha 2
Skills & Feats: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16; Alertness, Endurance, Skill Focus
(Hide), Toughness
Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can
constrict
Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 damage.
Skills: A Constrictor snake has a +4 racial bonus to hide, listen and spot and a +8 racial bonus on balance and climb
checks. It can always take 10 on Climb Checks A constrictor Snake has a +8 racial bonus on Swim checks and can always take 10
on a Swim Check. It can use the run action in water provided it moves in a straight line.
Tunnel
If the adventurers enter this tunnel at the south-eastern end, they will see what appears to be light at the other end – 160 feet
away. This is actually the result of a Permanent Image spell (see area T10).
Built-to-Collapse Wall Trap: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple
targets in a 10 ft. by 10 ft. area); Search DC 20; Disable Device DC 16.
Giant Black Widow, Web-Spinner: CR 2; Large Vermin HD 7d8+28; hp 59; Init +4; Spd 30 ft. Climb 20 ft.; AC 15, touch
13, flat-footed 11, (-1 Size, +4 Dex, +2 Natural); BAB +5; Grap +13; Atk Bite +9 melee (1d8+6 plus poison); Full Bite +9 melee
(1d8+6 plus poison); SA Poison, Web; SQ Darkvision 60ft., Tremorsense 60ft., Vermin Traits; AL N; SV Fort +9, Ref +7, Will +1; Str
18, Dex 18, Con 18, Int -, Wis 10, Cha 2
Skills and Feats: Climb +13, Hide +12, Jump +4, Move Silently +9, Spot +4; Ability Focus (Poison), Weapon Focus (Bite).
Poison (Ex): Injury, Fortitude DC 19, initial and secondary damage 1d6 Str. The save DC is Constitution-based.
Web (Ex): 8/day, Range 10ft., Escape Artist DC 16, Break DC 20, HP 12 DR 5/-. Web-spinners can throw a web eight
times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and
is effective against targets up to one size category larger than the spider. Web-spinners often create sheets of sticky webbing
from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but
can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise
they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a
+5 bonus if the trapped creature has something to walk on or grab while pulling free. A monstrous spider can move across its
own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with
the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A
monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either
their Strength or Dexterity modifier for Climb checks, whichever is higher. Web-spinning spiders have a +8 racial bonus on Hide
and Move Silently checks when using their webs.
Northern Swamp
The swamp is an area of muddy pools overgrown by trees and other plants. Visibility is poor, and progress will often be barred
by tangled vegetation, but the swamp is not, in itself, dangerous.
Fixed Encounters
T13. Hydra
When the adventurers reach the platform at the end of the wooden causeway (area T12) or 3 turns after they enter the swamp
(whichever is sooner) they will be attacked by an eight-headed hydra.
Eight-Headed Hydra: CR 7; Huge Magical Beast; HD 8d10+43; hp 94; Init +1; Spd 20 ft., Swim 20 ft.; AC 18, touch 9,
flat-footed 17, (-2 Size, +1 Dex, +9 Natural); BAB +8; Grap +20; Atk 8 Bites +11 melee (1d10+4); Full Atk 8 Bites +11 melee
(1d10+4); SQ Darkvision 60 ft., Fast Healing 16, Low-Light Vision, Scent; AL N; SV Fort +11, Ref +7, Will +4; Str 19, Dex 12, Con
20, Int 2, Wis 10, Cha 9.
Skills and Feats: Listen +7, Spot +8, Swim +12; Combat Reflexes, Iron Will, Toughness, Weapon Focus (Bite).
Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads.
Skills: Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads. A hydra has a +8 racial
bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.
Slopes of Ni-Malowa
The slopes of Ni-Malowa are covered in the same kind of dense jungle as the eastern part of the island. The volcano is dormant,
and the crater is plugged with hardened lava (see area T15). The slopes down into the valley are steep but can be climbed
safely.
Fixed Encounters
T14. Surrounded
There is a movement in the undergrowth behind you... then another in front... and on either side... In an instant you are beset
from all sides by a horde of tiny, silent humanoids, leaping towards you with outstretched claws.
Whatever route is taken across the slopes of Ni-Malowa, the party will be attacked by a group of topi after 2 turns. These topi
are in addition to any encountered as wandering monsters.
Topi (10): CR 4; Small Undead; HD 3d12; hp 19; Init +4; Spd 30 ft.; AC 19, touch 15, flat-footed 15, (+1 Size, +4 Dex, +4
Natural); BAB +1; Grap -2; Atk Claw +7 melee (1d4+1 plus poison); Full Atk 2 Claws +7 melee (1d4+1 plus poison); SA Poison; SQ
Darkvision 60 ft., Turn Resistance +2, Undead Traits; AL LE; SV Fort +1, Ref +5, Will +4; Str 12, Dex 18, Con -, Int 11, Wis 13, Cha
15.
Skills and Feats: Hide +14, Listen +7, Move Silently +18, Spot +7; Improved Natural Attack, Weapon Finesse, Weapon
Focus (Claw).
Poison (Ex): A Topi has poisonous claws that inflict torpor on its victims by sapping their willpower. Those struck by a
claw attack must make a Will Save DC 13 or be slowed as per the spell.
Skills: Topi have a +8 racial bonus on Move Silently checks.
Green Slime (CR 4): A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it
devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device),
but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold damage,
or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per
round, ignoring metal’s hardness but not that of wood. It does not harm stone.
Village/Harbor
The adventurers should be discouraged from attacking the Kara-Kara village, since there are so many of these humanoids here
and in the underground chambers (areas N15 and N16) that they are likely to overcome the party in a straight fight. When the
adventurers can first see into the village, the DM should read out the following description.
Cradled between two jungle-covered arms of the mountain is a village of long, wooden huts with scores of Kara-Kara dancing in
the open space between them. At the back of the village is the mouth of a large cave, filled with the flickering light of torches.
From the depths of the cave comes the echoing beat of drums and raucous chanting. One glance is enough to convince you that
Rollo’s warning about the dangers of attacking the tribe openly was no exaggeration. In front of the village is a small bay, where
five large outrigger canoes lie drawn up on the beach.
T16. Village
There are 180 Kara-Kara in the village during the ceremony (30 Males, 130 Females and 20 Young), the others are in areas N15
and N16. Every 2 rounds after the adventurers begin to fight the warriors in the village, 10 more chanting Kara-Kara (nine
warriors and a 9-hit-point leader) will emerge from the caverns behind the village (areas N15 and N16). There will be a total of
190 male Kara-Kara (171 warriors and 19 leaders) in these caverns, minus any previously killed as wandering monsters. If the
adventurers flee from the village, only nine warriors and a leader will chase after them, while the rest of the tribe return to the
ceremony. From then on, however, all patrols of Kara-Kara encountered as wandering monsters will contain 13 rather than 9
Kara-Kara. The 10 village huts are each 40 feet long and 20 feet wide. They contain only bedding, stores of food, primitive tools
and domestic utensils.
T17. Harbor
There are five ornately carved war canoes with outriggers pulled up on the beach. The war canoe is a large, seagoing canoe,
often with one or two outriggers for stability. It has a small stepped mast for sailing on open water.
War Canoe: Gargantuan vehicle; Seaworthiness +0; Ship handling +2; Speed wind × 10 ft. or oars 20 ft. (good); Overall
AC 1; Hull sections 2 (sink 1 section); Section hp 30 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 40 (hardness 0), AC
1; Ram 3d6; Mounts —; Space 40 ft. by 5 ft.; Height 2-1/2 ft. (draft 2-1/2 ft.); Complement 16; Watch 1 plus 12 rowers; Cargo 2
tons (Speed wind × 10 ft. or oars 15 ft. if 1 ton or more); Cost 1,000 gp.
Under Ni-Malowa
These chambers under the volcano Ni-Malowa were originally dug by the “Ancestors”; the race which inhabited Teki-Nura-Ria
before the Kara-Kara. Unless otherwise stated, all corridors under Ni-Malowa are 15 feet high, all rooms and chambers are 20
feet high, and all doors are made of slabs of stone held in iron frames. Many of the rooms are illuminated, but otherwise the
descriptions assume that the party has some source of light. If not, the DM must amend them accordingly. The drums in the
volcano temple (area N15) cannot be heard in areas N4-N7.
Manwu-Papas’ Tombs
The entrances to the tombs of the Manwu-Papas are in a dusty valley on the northeastern side of the volcano Ni-Malowa.
Before you is a short, steep-sided valley, which looks out over the ocean to the north-east. Jungle trees grow right up to the
sides of the valley but there seems to be no life amid the dusty rocks on the valley floor. At the head of the valley, three, stark
stone structures complete the sense of desolation.
Each structure has a rectangular platform extending out from the valley wall, with steps leading up to it at the front. The
platforms and steps are built of massive stone slabs. The platforms are about 6 feet high, 32 feet long and 20 feet wide. The
tops of the upper slabs are about 15 feet above the platforms. At the back of each platform is a pair of rectangular pillars, which
support one or more large horizontal stone slabs. Between each pair of pillars is a magical portal which leads through the 10-
foot-thick, solid rock wall to one of the tombs of the Manwu-Papas. Inscriptions on the stones give clues as to how each of the
magical portals can be opened. When the party performs the correct actions, a passage (created by a Phase Door) will appear
through the rock face between the pillars. The portals can be opened from the inside by touching the place where the passage
will appear. The portals remain open for 1 turn, and can be reopened any number of times. The sources of the portals are
yellow, painted circles on the end walls of the corridors behind the entrances. These are the only parts of the portals which
have a magical aura (Strong Aura; Spellcraft DC 22; Conjuration). The Phase Door portal will open if any character performs
(even approximately) the dance shown by the six carved panels on the stones beside the opening. The DM may even insist that
the player concerned performs the dance!
Wide-Mouth Spiked Pit with Poisoned Spikes Trap: CR 7; mechanical; location trigger; automatic reset; DC 25 Reflex
avoids; 40 ft. deep (4d6, fall); multiple targets (all within a 10 ft. by 10 ft. area); pit spikes (Atk +10, 1d4 spikes per target for
1d4+4 each); poison (medium monstrous spider venom, DC 12 Fortitude save resists, 1d4 Str/1d4 Str);Search DC 25; Disable
Device DC 25.
Explosive Runes Trap: CR 4; spell; spell trigger; no reset; spell effect (explosive runes, 8th level wizard, 6d6 fire, no
save to reader, all others in 10 ft. radius DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28.
Ochre Jelly (2): CR 5; Large Ooze; HD 6d10+36; hp 69; Init -5; Spd 10 ft., Climb 10 ft.; AC 4, touch 4, flat-footed 4, (-1
Size, -5 Dex,); BAB +4; Grap +10; Atk Slam +5 melee (2d4+3 plus 1d4 acid); Full Atk Slam +5 melee (2d4+3 plus 1d4 acid); SA
Acid, Constrict 2d4+3 plus 1d4 Acid, Improved Grab; SQ Blindsight 60 ft., Split, Ooze Traits; AL N; SV Fort +8, Ref -3, Will -3; Str
15, Dex 1, Con 22, Int -, Wis 1, Cha 1.
Skills and Feats: Climb +10; None.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melees hit or constrict attack deals acid
damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can
constrict.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature
splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less
cannot be further split and dies if reduced to 0 it points.
Skils: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if
rushed or threatened.
Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21 ranged (1d8, spear); multiple targets
(1d6 spears per target in a 10 ft. by 10 ft. area); Search 26, Disable Device 20.
The trap works by firing a fusillade of spears sideways, which will smash the jars unless these have been moved. This will
release the ochre jellies, but will not harm them. The casket contains a small, sealed ceramic jar, a finely made jade axe-head
(170gp) and a pair of matching, gold bracelets (560gp each). The jar (which has no value) contains the cremated remains of Su-
Hana-Ko; a long departed Manwu-Papa of the Kara-Kara. The statues represent one of the Kara-Kara’s gods; a creature with the
body of a Kara-Kara and the head of a boar. They have no value.
Carrion Crawler Brain Juice Gas Trap: CR 5; mechanical; proximity trigger; no reset; gas; multiple targets (all targets in
each 10 ft. by 10 ft. area); never miss; onset delay (1 round); poison (carrion crawler brain juice, DC 13 Fortitude saves resists,
paralysis/0); Search 20, Disable Device 20.
Built-to-Collapse Wall (2): CR 7; mechanical; location trigger; manual reset; Atk +20 melee (8d6, stone blocks);
multiple targets (all targets in each 10 ft. by 10 ft. area); Search 20, Disable Device 20.
Inside the secret compartment is a Kara-Kara skeleton and a small, sealed jar. The skeleton is that of Kono-Ti, a Manwu-Papa
from long ago, and is wearing an exquisite ivory necklace inlaid with mother-of-pearl (750gp). The jar contains 12 ivory
figurines (105gp each).
Ghast (4): CR 3; Medium Undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft.; AC 17, touch 12, flat-footed 14, (+3 Dex, +4
natural); BAB +2; Grap +5; Atk Bite +5 melee (1d8+3 plus paralysis); Full Atk Bite +5 melee (1d8+3 plus paralysis) and 2 Claws +3
melee (1d4+1 plus paralysis; SA Ghoul Fever (Bite DC 15 incubation 1 day, 1d3 con and 1d3 dex), Paralysis (DC 15 or paralyzed
1d4+1), Stench (10ft radius, DC 15 of be Sickened for 1d6+4 minutes); SQ Darkvision 60ft., Undead Traits, +2 Turn Resistance;
AL CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8; Multi-attack, Toughness.
Ghoul Fever (Su): Disease—bite, fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC
is Charisma-based.
Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for
1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming Living creatures within 10
feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be
affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a
sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal
bonus on their saving throws. The save DC is Charisma-based.
Agarat (2): CR 3; Medium Undead; HD 6d12; hp 39; Init +7; Spd 30 ft.; AC 17, touch 12, flat-footed 14, (+3 Dex, +4
natural); BAB +3; Grap +7; Atk Claw +7 melee (1d4+4); Full Atk 2 Claws +7 melee (1d4+4) and Bite +2 melee (1d4+1 plus
paralysis; SA Energy Drain Scream; SQ Damage Reduction 5/Cold Iron, Darkvision 60ft., Undead Traits, +4 Turn Resistance; AL
CE; SV Fort +2, Ref +5, Will +7; Str 18, Dex 17, Con -, Int 12, Wis 14, Cha 18.
Skills and Feats: Balance +12, Climb +13, Hide +12, Move Silently +12, Spot +11; Ability Focus (Scream), Improved
Initiative.
Energy Drain Scream (Su): Once per minute, an Agarat may scream as a full-round action. The scream lasts until the
beginning of its next turn. Creatures within 20 feet of the Agarat when it begins its scream, as well as all creatures that end
their turn within that radius, must make a DC 18 Will save or suffer one temporary negative level. This negative level persists
for 1d4 turns. After that time has elapsed, surviving characters regain lost levels. The scream effects are cumulative; any
creature temporarily drained of all life energy falls unconscious and cannot be awakened for 2d6 turns.
Kara-Kara Chambers
The drums in the volcano temple (room N15) may be heard in rooms N8 through N16.
Wood Golem (4): CR 6; Medium Construct; HD 8d10+20; hp 64; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16, (+3
Dex, +6 natural); BAB +8; Grap +12; Atk Slam +12 melee (2d6+4); Full Atk 2 Slams +12 melee (2d6+4); SA Splintering; SQ
Construct Traits, Damage Reduction 5/Adamantine and Slashing, Darkvision 60ft., Immunity to Magic, Low-Light Vision,
Vulnerability to Fire; AL N; SV Fort +2, Ref +5, Will +5; Str 18, Dex 17, Con -, Int -, Wis 17, Cha 1.
Skills and Feats: None; None.
Immunity to Magic (Ex): A wood golem is immune to any spell or spell-like ability that allows spell resistance, with
the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells
and effects function differently against the creature, as noted below.
Warp wood or wood shape slows a wood golem (as the slow spell) for 2d6 rounds (no save).
Repel wood drives the golem back 60 feet and deals 2d12 points of damage to it (no save).
A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3
points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit
points, it gains any excess as temporary hit points. A wood golem gets no saving throw against attacks that deal cold damage.
Splintering (Su): As a free action, once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp
wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 6d6 points of slashing
damage (Reflex DC 14 halves). The save DC is Constitution-based.
Kara-Kara (8): CR 4; Medium Monstrous Humanoid; HD 6d8+18; hp 45; Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed
15, (+4 Dex, +3 Hide Armor, +2 Natural); BAB +6; Grap +14; Atk Great Terbutje +10 melee (1d10+6/19-20x2) or Atlatl +10
ranged (1d6+4/x2); Full Atk Great Terbutje +10/+5 melee (1d10+6/19-20x2) or Atlatl +10 ranged (1d6+4/x2); SA Rhythmic
Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +8, Ref +6, Will +7; Str 18, Dex 18, Con 16, Int 10, Wis 15, Cha 13 .
Skills & Feats: Listen +8, Spot +8, Survival +8; Improved Grapple, Improved Unarmed Attack, Power Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Possessions: Hide Armor, Great Terbutje, Atlatl, 5 Atlatl Darts.
The Great Manwu-Papa, Clr8: CR 10; Medium Monstrous Humanoid; HD 6d8+18 plus 8d8+24; hp 105; Init +2; Spd 30
ft.; AC 25, touch 12, flat-footed 23, (+2 Dex, +7 Chain Shirt, +2 Natural, +4 Heavy Wooden Shield); BAB +12; Grap +16; Atk
Wahaika +16 melee (1d6+4/x2) or Atlatl +14 ranged (1d6+4/x2); Full Atk Wahaika +16/+11 melee (1d6+4/x2) or Atlatl +14
ranged (1d6+4/x2); SA Rhythmic Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +11, Ref +9, Will +16; Str 18, Dex 15, Con 16,
Int 13, Wis 20, Cha 13 .
Skills & Feats: Concentration +18, Listen +11, Sense Motive +16, Spellcraft +11, Spot +11, Survival +11; Combat
Casting, Combat Expertise, Improved Counterspell, Improved Disarm, Power Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Domain Powers: Death, 1/day Death Touch (8d6 melee touch, death effect, if damage equals the creature’s current
hit points it dies no save); Destruction, 1/day Smite Power, +4 bonus to hit and +8 damage; must declare before attack.
Spells (6/6+1/4+1/4+1/3+1); save DC 15 + Spell Level): 0 – Detect Magic x2, Detect Poison x2, Read Magic x2; 1st –
Bane, Bless, Cure Light Wounds, Shield of Faith, [Bonus Free] [Bonus Free], Inflict Light Wounds*; 2nd – Bull’s Strength, Cure
Moderate Wounds, Hold Person, [Bonus Free], Shatter*; 3rd – Bestow Curse, Dispel Magic, Cure Serious Wounds, [Bonus Free],
Contagion*; 4th – Air Walk, Freedom of Movement, [Bonus Free], Inflict Critical Wounds*
Possessions: +3 Chain Shirt, +2 Heavy Wooden Shield, +1 Wahaika, Atlatl, 5 Atlatl Darts.
Kara-Kara Prisoners (3): CR 4; Medium Monstrous Humanoid; HD 6d8+18; hp 45; Init +4; Spd 30 ft.; AC 16, touch 14,
flat-footed 12, (+4 Dex, +2 Natural); BAB +6; Grap +14; Atk Unarmed Strike +10 melee (1d3+4/x2); Full Atk Unarmed Strike
+10/+5 melee (1d3+4/x2); SA Rhythmic Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +8, Ref +6, Will +7; Str 18, Dex 18, Con
16, Int 10, Wis 15, Cha 13 .
Skills & Feats: Listen +8, Spot +8, Survival +8; Improved Grapple, Improved Unarmed Attack, Power Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Possessions: None.
N13. Guardroom
The guards in this room will rush into room N12 if they are alerted by the prisoners or into room N15 if the beat of the drums
stops. This description assumes that the party encounters them here.
Facing you across the room are five Kara-Kara, chanting in time to the beat of the drums and waving their clubs and spears in a
strange dance.
The guards will attack the party on sight. They are already chanting. Each of the guards has 10gp worth of coral and amber
jewelry.
Kara-Kara (5): CR 4; Medium Monstrous Humanoid; HD 6d8+18; hp 45; Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed
15, (+4 Dex, +3 Hide Armor, +2 Natural); BAB +6; Grap +14; Atk Great Terbutje +10 melee (1d10+6/19-20x2) or Atlatl +10
ranged (1d6+4/x2); Full Atk Great Terbutje +10/+5 melee (1d10+6/19-20x2) or Atlatl +10 ranged (1d6+4/x2); SA Rhythmic
Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +8, Ref +6, Will +7; Str 18, Dex 18, Con 16, Int 10, Wis 15, Cha 13 .
Skills & Feats: Listen +8, Spot +8, Survival +8; Improved Grapple, Improved Unarmed Attack, Power Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Possessions: Hide Armor, Great Terbutje, Atlatl, 5 Atlatl Darts.
The room has plain rock walls, floor and ceiling. On the lower parts of the walls the, guards have scratched meaningless
primitive designs. On the floor against the southern wall, extending along its entire length is a bed of palm leaves, 6 feet wide
and 2 feet thick. Near the northern wall is a pile of tasty, tropical fruits and a jar of water.
N14. Armory
This storeroom is unoccupied. Against the far wall, an untidy heap of primitive weapons has been dumped next to three large,
unstoppered jars.
The stack of weapons consists of 50 spears, 15 Taiaha (One Handed Exotic, 1d10/1d6 x2/x3, 8 lbs., P or B, Double), 40
Tepoztopilli (Two-Handed Martial, 1d10/19-20x2, 8 lbs., P or S, Fragile, Reach), 5 Great Terbutje (One Handed Exotic, 1d10/19-
20x2, 4 lbs., S, Fragile) and 12 Heavy Wooden Shields. One of the spears is a spear +2. It is indistinguishable from the other
spears except for its magical aura. One of the jars holds water. The other two contain a mixture of rotting fruits used to feed the
prisoners in the pits (room N12).
Kara-Kara Drummers (9): CR 4; Medium Monstrous Humanoid; HD 6d8+18; hp 45; Init +4; Spd 30 ft.; AC 19, touch 14,
flat-footed 15, (+4 Dex, +3 Hide Armor, +2 Natural); BAB +6; Grap +14; Atk Taiaha +10 melee (1d10+6/19-20x2) or Taiaha +10
melee (1d6+6/x3); Full Atk Taiaha +10/+5 melee (1d10+6/19-20x2) or Taiaha +10/+5 melee (1d6+6/x3) or Taiaha +8/+8/+3
(1d10+4/x2 and 1d6+4/x3); SA Rhythmic Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +8, Ref +6, Will +7; Str 18, Dex 18,
Con 16, Int 10, Wis 15, Cha 13 .
Skills & Feats: Listen +8, Spot +8, Survival +8; Exotic Weapon Proficiency (Taiaha), Two-Weapon Fighting, Power
Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Possessions: Hide Armor, Taiaha
Manwu-Papa, Clr5 (2): CR 7; Medium Monstrous Humanoid; HD 6d8+18 plus 5d8+15; hp 82; Init +2; Spd 30 ft.; AC 20,
touch 12, flat-footed 18, (+2 Dex, +4 Chain Shirt, +2 Natural, +2 Heavy Wooden Shield); BAB +9; Grap +13; Atk Wahaika +13
melee (1d6+4/x2) or Atlatl +11 ranged (1d6+4/x2); Full Atk Wahaika +13/+8 melee (1d6+4/x2) or Atlatl +11 ranged (1d6+4/x2);
SA Rhythmic Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +9, Ref +8, Will +14; Str 18, Dex 15, Con 16, Int 13, Wis 19, Cha
13.
Skills & Feats: Concentration +18, Listen +10, Sense Motive +15, Spellcraft +11, Spot +10, Survival +10; Combat
Casting, Combat Expertise, Improved Disarm, Power Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Domain Powers: Death, 1/day Death Touch (5d6 melee touch, death effect, if damage equals the creature’s current
hit points it dies no save); Destruction, 1/day Smite Power, +4 bonus to hit and +5 damage; must declare before attack.
Spells (5/4+1/3+1/2+1); save DC 15 + Spell Level): 0 – Detect Magic x2, Detect Poison x1, Read Magic x2; 1st – Bane,
Bless, Cure Light Wounds, [Bonus Free], Inflict Light Wounds*; 2nd – Cure Moderate Wounds, Hold Person, [Bonus Free],
Shatter*; 3rd – Cure Serious Wounds, [Bonus Free], Contagion*.
Possessions: Chain Shirt, Heavy Wooden Shield, Mwk Wahaika, Atlatl, 5 Atlatl Darts.
There are thirty Kara-Kara on the south-western side of the cavern. They each have 10gp worth of ivory jewelry. There are also
20 young, but these will not fight. The warriors will cross the rope bridge to attack the party but they can only cross in single file
and it will take 2 rounds for the first ones to arrive. Unless they are stopped, five Kara-Kara will reach the northern end of the
bridge each round after that. Any character can cut the rope bridge (DR 5/Slashing, Hardness 2, 20 hp). Any creatures on the
bridge will fall into the fiery pit and be killed. The Kara-Kara will be unable to cross the pit once the bridge is cut. The Kara-Kara
on the south-western side will shoot Atlatl Darts at the party. No more than 10 darts will be shot each round. Once the drums
stop and the Kara-Kara in the dancing chamber (area N16) realize that the temple is under attack, they will move into this
chamber at a rate of nine warriors and one leader each round. The roof of this cavern is 300 feet above the floor level. It is the
plug of solidified lava at the top of the volcano (see area T15). The pit drops down into the heart of the volcano. Any creature
falling into the lava will take 20d6 falling damage and then 20d6 fire damage from being immersed in the Lava (DMG pg 304.)
Kara-Kara (30): CR 4; Medium Monstrous Humanoid; HD 6d8+18; hp 45; Init +4; Spd 30 ft.; AC 19, touch 14, flat-
footed 15, (+4 Dex, +3 Hide Armor, +2 Natural); BAB +6; Grap +14; Atk Great Terbutje +10 melee (1d10+6/19-20x2) or Atlatl +10
ranged (1d6+4/x2); Full Atk Great Terbutje +10/+5 melee (1d10+6/19-20x2) or Atlatl +10 ranged (1d6+4/x2); SA Rhythmic
Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +8, Ref +6, Will +7; Str 18, Dex 18, Con 16, Int 10, Wis 15, Cha 13 .
Skills & Feats: Listen +8, Spot +8, Survival +8; Improved Grapple, Improved Unarmed Attack, Power Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Possessions: Hide Armor, Great Terbutje, Atlatl, 5 Atlatl Darts.
Kara-Kara (200): CR 4; Medium Monstrous Humanoid; HD 6d8+18; hp 45; Init +4; Spd 30 ft.; AC 19, touch 14, flat-
footed 15, (+4 Dex, +3 Hide Armor, +2 Natural); BAB +6; Grap +14; Atk Great Terbutje +10 melee (1d10+6/19-20x2) or Atlatl +10
ranged (1d6+4/x2); Full Atk Great Terbutje +10/+5 melee (1d10+6/19-20x2) or Atlatl +10 ranged (1d6+4/x2); SA Rhythmic
Chant; SQ Darkvision 60 ft., Scent; AL LE; SV Fort +8, Ref +6, Will +7; Str 18, Dex 18, Con 16, Int 10, Wis 15, Cha 13 .
Skills & Feats: Listen +8, Spot +8, Survival +8; Improved Grapple, Improved Unarmed Attack, Power Attack.
Rhythmic Chant (Su): The Kara-Kara are a singing people. In battle the males set up a rhythmic chant which mimics
the abilities of a bard. At least 5 Kara-Kara must each spend a Standard Action to create the chant. They can Inspire Courage +1
as a 5th Level Bard. If 9 Kara-Kara are present they can invoke a more powerful chant, which duplicates the effects of Inspire
Greatness as a 9th Level Bard.
Possessions: Hide Armor, Great Terbutje, Atlatl, 5 Atlatl Darts.
Kal-Na-Kaa’s Rooms
Kal-Na-Kaa, his daughter Maerie and his charmed companions Bezel, Rufus and Geldered have taken over chambers behind the
volcano temple (area N15) built by the original inhabitants of Teki-Nura-Ria. The Kara-Kara will not enter these chambers since
they are terrified of the room of hanging crystals (area N17). When Kal-Na-Kaa discovers that his lair is under attack he will
warn his henchmen (area N21) and Maerie (room N29), then gather up his most treasured belongings and flee into the
chambers under Ki-Ata.
N18. Storeroom
This is a general storeroom containing, 33 bottles of wine in a rack, and three large caskets of wine, 40 jars of preserved fruit,
meat and fish, four chests of clothes (male and female, various sizes) with six bales of cloth, five chairs (three broken), a copper
cauldron, an anvil and an old carpet. These items were plundered from ships and are obviously from a number of different
origins.
Displacer Beast (2): CR 4; Large Magical Beast; HD 6d10+18; hp 51; Init +2; Spd 40 ft.; AC 16, touch 11, flat-footed 14,
(-1 Size, +2 Dex, +5 Natural); BAB +6; Grap +14; Atk Tentacle +9 melee (1d6+4); Full Atk 2 Tentacles +9 melee (1d6+4) and Bite
+4 melee (1d8+2); SQ Darkvision 60ft., Displacement, Low-Light Vision, Resistance to Range Attacks; AL LE; SV Fort +8, Ref +7,
Will +3; Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8.
Skills and Feats: Hide +10, Listen +5, Move Silently +7, Spot +5; Alertness, Dodge, Stealthy.
Displacement (Su): A light-bending glamor continually surrounds a displacer beast, making it difficult to surmise the
creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the
beast by some means other than site.
Resistance to Ranged Attacks (Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical
attack that specifically targets it (except for ranged touch attacks).
Skills: A displacer beast has a +8 racial bonus on Hide Checks, thanks to its displacement ability.
N20. Darkroom
As you open the door you see... nothing! A thick, inky blackness fills the space ahead.
The room has an Unhallow Spell cast upon it with a Deeper Darkness Spell tied to it. It is completely empty.
Shadow: CR 3; Medium Undead (Incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft. (Good); AC 13, touch 13, flat-
footed 11, (+2 Dex, +1 deflection); BAB +1; Grap -; Atk Incorporeal Touch +3 melee (1d6 Str); Full Atk Incorporeal Touch +3
melee (1d6 Str); SA Create Spawn, Strength Damage; SQ Darkvision 60ft., Incorporeal Traits, +2 Turn Resistance, Undead Traits;
AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 13, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature
reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its
killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow
gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Lafryl Cyredlylth (Moon Hunter Holders of the Blade), Clr8: CR 8; Medium Humanoid (Half-Elf); HD 8d8+8; hp 69; Init
+1; Spd 30 ft. (20 Armored); AC 19 (23), touch 11 (13), flat-footed 18 (22), (+1 Dex, +8 Full Plate Armor); BAB +6; Grap +8; Atk
Mwk Spear +10(+11) melee (1d8+3(+4)/x3) or Mwk Longbow +8 Ranged (1d8+2/x3); Full Atk Mwk Spear +10/+5(+11/+6) melee
(1d8+3(+4)/x3) or Mwk Longbow +8/+3 Ranged (1d8+2/x3); SQ Rebuke Undead 3/day; AL LE; SV Fort +7, Ref +3, Will +10; Str
14, Dex 13, Con 12, Int 10, Wis 18, Cha 10.
Skills & Feats: Concentration +16, Spellcraft +11; Combat Casting, Improved Counterspell, Track, Weapon Focus
(Spear).
Spells Prepared (6/5+1/4+1/4+1/3+1; save DC = 14 + spell level): 0 – cure minor wounds, detect magic, guidance,
light, read magic, resistance; 1st – bless, cure light wounds, magic weapon**, shield of faith**, [bonus free], protection from
good*; 2nd – cure moderate wounds, desecrate**, spiritual weapon, [bonus free], true strike*; 3rd – bestow curse, cure serious
wounds, magic vestments**, [bonus free], magic circle against good*; 4th – cure critical wounds, poison, [bonus free] (*Domain
Spell) (**already cast).
Domains: Evil (cast evil spells at +1 caster level), Hunting (gain Track as a bonus feat).
Possessions: Full Plate Armor, +1 Longbow (13 Str), 20 Arrows, 20 Alchemical Silver Arrows, Mwk Spear, 2 Silversheen,
Scroll of prayer, remove curse (3rd), Quiver of Ordana, Belt Pouch with 25 emperors, Holy Symbol encrusted with gems (780gp),
sapphire pendant (370gp).
Boris Falstead, Ftr5: CR 9; Medium Monstrous Humanoid (Shapechanger); HD 4d8+12, 5d10+15; hp 109; Init +6; Spd
30 ft. (20 Armored); AC 26, touch 11, flat-footed 25, (+1 Dex, +9 Full Plate Armor, +2 Mwk Mithral Heavy Shield, +4 Natural);
BAB +9; Grap +12; Atk Mwk Bastard Sword +15 melee (1d10+4/19-20x2) or Mwk Composite Longbow (Str 19) +12 ranged
(1d8+4/x3); Full ; Atk Mwk Bastard Sword +15 melee (1d10+4/19-20x2) or Mwk Composite Longbow (Str 19) +12 ranged
(1d8+4/x3); SA Detect Thoughts; SQ Change Shape, Darkvision 60 ft., Immunity to Sleep and Charm Effects, AL N; SV Fort +8,
Ref +7, Will +8; Str 19, Dex 14, Con 16, Int 15, Wis 14, Cha 12.
Skills & Feats: Bluff +13, Climb +11[+6], Disguise +13, Intimidate +9, Jump +11[+6], Listen +8, Ride +9, Spot +8, Swim
+11[+1]; Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Improved Disarm, Improved Initiative, Improved Trip,
Power Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword).
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13
negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the
doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one.
A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability
reveals its natural form.
Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, a
doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further
+4 circumstance bonus on Bluff and Disguise checks.
Possessions: +1 Full Plate Armor, Mwk Bastard Sword, Mwk Mithral Heavy Shield, Mwk Composite Longbow (Str 19),
10 Arrows, 10 Cold Iron Arrows, 10 Alchemical Silver Arrows, 10 Adamantine Arrows, Potion of Blur, Potion of Haste, Belt Pouch
with 30 emperors; sapphire-studded scabbard with silver inlay (1,730gp); golden belt with silver buckle (520gp); sapphire
pendant (370gp).
Elavain Daenis (Hawk Spirit White Dawn), Wiz8: CR 8; Medium Humanoid (Half-Elf); HD 8d4+18; hp 50; Init +3; Spd
30 ft. (30 Armored); AC 15(23), touch 14, flat-footed 14(22), (+3 Dex, +1 Ring of Protection, +1 Amulet of Natural Armor); BAB
+4; Grap +4; Atk Quarterstaff +4 melee (1d6/x2) or Mwk Dagger +5 Melee (1d4/19-20x2) or Mwk Light Crossbow +7 ranged
(1d8/19-20x2); Full Atk Quarterstaff +4 melee (1d6/x2) or Mwk Dagger +5 Melee (1d4/19-20x2) or Mwk Light Crossbow +7
ranged (1d8/19-20x2); SQ Empathic Link, Share Spells, Tiny Hawk Familiar AL LG; SV Fort +3, Ref +5, Will +6; Str 10, Dex 14(16),
Con 13, Int 18, Wis 10, Cha 12.
Skills & Feats: Concentration +16, Decipher Script +15, Listen +2, Knowledge (Arcana) +15, Knowledge (Nobility) +6,
Knowledge (Planes) +15, Spellcraft +15, Spot +2[+5 bright light]; Alertness, Combat Casting, Empower Spell, Extend Spell, Scribe
Scroll, Toughness.
Spells Known: 0 – All; 1st – enlarge person, expeditious retreat, identify, mage armor, magic missile, protection from
evil, ray of enfeeblement, shocking grasp, shield; 2nd – mirror image, scare, scorching ray, spider climb, web; 3rd – deep slumber,
dispel magic, fireball, haste, invisibility sphere, lightning bolt; 4th – crushing despair, evard’s black tentacles, stoneskin
Spells Prepared (4/5/4/4/3; save DC 14 + spell level): 0 – acid splash, detect magic, disrupt undead, read magic; 1st –
magic missile, magic missile, ray of enfeeblement, shield**, [bonus free]; 2nd – mage armor (extended)**, scorching ray, spider
climb**, [bonus free]; 3rd – dispel magic, invisibility sphere**, fireball, [bonus free]; 4th – evard’s black tentacles, stoneskin**,
[bonus free].
Possessions: Quarterstaff, Mwk Dagger with hidden compartment (Key to his spellbook inside), Mwk Light Crossbow,
10 bolts, Ring of Protection +1, Gauntlets of Dexterity +2, Amulet of Natural Armor +1, Granite and Diamond Dust (1,000gp
worth), Spellbook 49 of 100 pages used, Belt Pouch with 50 emperors; silver, emerald-studded snuff-box (1,100gp); three
matching gold rings set with emeralds (290gp ea.).
Poison Needle Trap: CR 9; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 40); Atk +17 melee (1
plus poison, needle); poison (wyvern poison, DC 17 Fortitude save resists poison only, 2d6 Con/2d6 Con); Search DC 25; Disable
Device DC 25.
N28. Baths
This elegantly appointed room is deserted. The only sound to be heard is the gentle splash of water from a fountain at the far
end which empties into a pair of sunken baths.
The walls, floor and ceiling of this room are of pink-veined marble, the same color as the warm, scented water. The room
contains four comfortable couches, two small tables and a rack of towels. One of the tables bears a gold dish (280gp) full of
tasty fruit and the other has a crystal decanter (175gp) of wine with six matching goblets (75gp ea.).
Maerie: CR 9; Medium Humanoid (Human); HD 9d6; hp 45; Init +4; Spd 30 ft., (Armored 30 ft.); AC (17) 16, touch (17)
16, flat-footed (13) 12, (+4 Dex, +2 Deflection, +1 Dodge); BAB +6; Grap +7; Atk Dagger of Protection +12 melee (1d4+3/19-
20x2); Full Atk Dagger of Protection +12/+7 melee (1d4+3/19-20x2); SA Sneak Attack +5d6; SQ Evasion, Improved Uncanny
Dodge, Trapfinding, Penetrating Strike, Uncanny Dodge; AL N; SV Fort +3, Ref +6, Will +3; Str 12, Dex 18, Con 10, Int 14, Wis 10,
Cha 14.
Skills and Feats: Bluff +14, Disable Device +14, Escape Artist +16, Hide +16, Listen +12, Move Silently +16, Open Locks
+14, Search +14, Sleight of Hand +18, Spot +12, Tumble +16; Combat Expertise, Dodge, Improved Feint, Improved Trip, Mobility,
Spring Attack, Weapon Finesse.
Possessions: Long, white robe, white belt, dagger of concealment +2 (in the form of a plain gold ring), 3 ornamented
hair pins (5gp ea.).
The woman is Maerie, Kal-Na-Kaa’s daughter. Her abilities, equipment and so on are detailed on the Pull-out Sheet. When she
sees the adventurers, she will plead with them to be released. After Kal-Na-Kaa saw the party in the volcano temple (area N15)
he came into Maerie’s room to warn her. He persuaded her to let him tie her up in order to deceive the party. Her aim is to be
taken along with the adventurers so that she can hinder them in their pursuit of her father. If not, she will follow them with the
same goal in mind. If the party questions her, she will tell them that she is the daughter of Milo Straaks, a merchant in Thyatis,
and that she was captured by Kara-Kara from a shipwreck two weeks ago and brought, unconscious, to this room. She will say
that the Kara-Kara are ruled by an evil magician called Kal-Na-Kaa, who wears a pig costume to frighten her and to impress the
tribesmen. She will claim that she has never been allowed out of this room and that, a short while ago, Kal-Na-Kaa came in, tied
her to the chair and hurried out. She is lying, of course, but even if the party discovers who she really is, she will tell them no
more about her father. She is not charmed. If the adventurers discover that her ring is magical, she will tell them that it is a ring
of protection (it is actually a dagger of concealment). Maerie will be very careful to conceal the fact that she is a thief and will
not attack the party openly until the adventurers catch up with Kal-Na-Kaa (see area K43). Until then it is up to the DM to
decide how she can best use her thief’s skills to make the party’s progress as difficult and dangerous as possible.
Under Ki-Ata
Like the chambers under Ni-Malowa (areas N1 - N32), the chambers under the volcano Ki-Ata were built by the “Ancestors”
before the Kara-Kara came to Teki-Nura-Ria, and reflect the strange and decadent tastes of this long vanished race. There are
four entrances to these chambers. Three of these are magical portals emerging at different points around the island. Each gate
has a group of chambers behind it (K1 – K46). The fourth entrance is the tunnel (area N32) which leads from Ni-Malowa to
room K2 behind the Valley Gate. The largest groups of chambers were built around two volcanic shafts at the HEART of THE
MOUNTAIN (areas K17-K38). There are long tunnels which link the chambers at the gates and the Heart of the Mountain. Many
monsters inhabit the Ancestors’ chambers. Some of the Ancestors themselves are still here (in the form of shadows) as are
many of the magical creatures they created, and beings drawn from the elemental planes. Most of the inhabitants, however,
are mortal beasts which never venture onto the surface of the island. After settling in the chambers under Ni-Malowa, Kal-Na-
Kaa found the tunnel (area N32) leading to Ki-Ata. First, he cleared the chambers at the Valley Gate which he now uses as a
secret workshop. Next, he ventured towards the center of the volcano but was nearly killed by a purple worm (area K18) and
never returned there. Finally, using a magical cloak that he had found, he bypassed the worm and made his way to the Sea
Gate. Here he gained control of the Kal-Murus (see area K42) which now attack ships so that the Kara-Kara can plunder them.
Pursuing Kal-Na-Kaa
When Kal-Na-Kaa flees after seeing the party in the volcano temple (area N15), he will make his way to the Sea Gate chambers
via the tunnel from Ni-Malowa (area N32), the magical portal between rooms K5 and K6 and tunnel K6/K40. Since they do not
have Kal-Na-Kaa’s black cloak the party will not be able to use the magical portal between K5 and K6 and will have to explore
the Heart of the Mountain and, perhaps, the Village Gate before reaching the Sea Gate. The DM should keep careful track of
time, since it is important to know what time of day it is when the party catch up with Kal-Na-Kaa (area K43). The Kara-Kara will
not enter the chambers under Ki-Ata, nor will Lafryl, Boris or Elavain. Unless she is killed or immobilized by the party, Kal-Na-
Kaa’s daughter, Maerie will either accompany the adventurers in their pursuit of Kal-Na-Kaa or secretly follow the party.
Standard Features
Unless otherwise stated, all corridors under Ki-Ata 15 feet high, all rooms are 20 feet high and all doors are made of tropical
hardwood. The boxed descriptions assume that the adventurers have a light source and that they can be seen by the
inhabitants of the chambers. If not, the DM must change some of the descriptions accordingly.
Magical Portals
At four places in the chambers under Ki-Ata there are magical portals similar to those in the entrances to the tombs of the
Manwu-Papas (areas N1-3). Details of how to open each portal are given in the individual room descriptions. The source of each
portal is a disc painted on one side of the wall through which the Phase Door appears. The walls are solid rock and
unexceptional, and the discs are the only parts of the portals which have a magical aura (Strong Aura; Spellcraft DC 22;
Conjuration). This means that magical portal cannot be detected as secret doors and that detect magic (spell or magical items)
will only reveal a magical portal on the side with the painted disc. Trapfinding will not reveal a magical portal. Kal-Na-Kaa’s
black cloak will enable its wearer to open any of the portals under Ki-Ata if their positions are known.
Wandering Monsters
The DM should check for wandering monsters every 6 turns (1 hour). A roll of 1 on 1d8 indicates that a wandering monster has
appeared. The type of monster is found by rolling 1d20 and checking the encounter table.
Wandering Monsters
Die Roll Monsters
1-5 Grick (1d3+1)
6-11 Centipede Swarm (1d3+1)
12-16 Greater Shadow (1)
17-20 Ochre Jelly (1)
Grick: CR 4; Medium Aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft., Climb 20 ft.; AC 16, touch 11, flat-footed 15, (-1
Size, +1 Dex, +6 Natural); BAB +4; Grap +14; Atk Tentacle +10 melee (1d6+6); Full Atk 4 Tentacles +10 melee (1d6+6) and Bite +5
melee (1d4+3); SQ Damage Reduction 10/Magic, Darkvision 60 ft., Scent; AL N; SV Fort +5, Ref +3, Will +7; Str 22, Dex 12, Con
16, Int 3, Wis 14, Cha 5.
Skills and Feats: Climb +14, Hide +11*, Listen +6, Spot +6, Survival +2; Alertness, Skill Focus (Hide), Stealthy, Track.
Skills: A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed
or threatened. *Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas.
Centipede Swarm: CR 4; Diminutive Vermin (Swarm); HD 9d8-9; hp 31; Init +4; Spd 20 ft., Climb 20 ft.; AC 18, touch
18, flat-footed 14, (+4 Size , +4 Dex); BAB +6; Grap -; Atk Swarm (2d6 plus poison); Full Atk Swarm (2d6 plus poison); SA
Distraction DC 13, Poison; SQ Darkvision 60 ft., Immune to Weapon Damage, Swarm Traits, Tremorsense 30 ft., Vermin Traits;
AL N; SV Fort +5, Ref +7, Will +3; Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2
Skills & Feats: Climb +12, Spot +4; Weapon Finesse.
Distraction (Ex): Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13
Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Skills: A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its
Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks
and can always choose to take 10 on a Climb check, even if rushed or threatened.
Greater Shadow: CR 8; Medium Undead (Incorporeal); HD 9d12; hp 58; Init +2; Spd Fly 40 ft. (Good); AC 14, touch 14,
flat-footed 12, (+2 Dex, +2 deflection); BAB +4; Grap -; Atk Incorporeal Touch +6 melee (1d8 Str); Full Incorporeal Touch +6
melee (1d8 Str); SA Create Spawn, Strength Damage; SQ Darkvision 60ft., Incorporeal Traits, +2 Turn Resistance, Undead Traits;
AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge, Mobility, Spring Attack.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature
reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its
killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow
gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Ochre Jelly: CR 5; Large Ooze; HD 6d10+36; hp 69; Init -5; Spd 10 ft., Climb 10 ft.; AC 4, touch 4, flat-footed 4, (-1 Size,
-5 Dex); BAB +4; Grap +10; Atk Slam +5 melee (2d4+3 plus 1d4 acid); Full Atk Slam +5 melee (2d4+3 plus 1d4 acid); SA Acid,
Constrict 2d4+3 plus 1d4 acid, Improved Grab; SQ Blindsight 60ft., Split, Ooze Traits; AL N; SV Fort +8, Ref -3, Will -3; Str 15, Dex
1, Con 22, Int -, Wis 1, Cha 1.
Skills and Feats: Climb +10; None
Acid (Ex): An ochre jelly secretes an acid that dissolves only flesh. Any melee or constrict attack deals acid damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can
constrict.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature
splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less
cannot be further split and dies if reduced to 0 it points.
Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if
rushed or threatened.
Valley Gate
Kal-Na-Kaa cleared the inhabitants of this part of the Ancestors’ chambers soon after he discovered the tunnel from Ni-Malowa.
He now uses it for his experiments with Topis and uses Displacer Beasts as guards.
Displacer Beast Mother (1): CR 4; Large Magical Beast; HD 6d10+18; hp 51; Init +2; Spd 40 ft.; AC 16, touch 11, flat-
footed 14, (-1 Size, +2 Dex, +5 Natural); BAB +6; Grap +14; Atk Tentacle +9 melee (1d6+4); Full Atk 2 Tentacles +9 melee (1d6+4)
and Bite +4 melee (1d8+2); SQ Darkvision 60ft., Displacement, Low-Light Vision, Resistance to Range Attacks; AL LE; SV Fort +8,
Ref +7, Will +3; Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8.
Skills and Feats: Hide +10, Listen +5, Move Silently +7, Spot +5; Alertness, Dodge, Stealthy.
Displacement (Su): A light-bending glamor continually surrounds a displacer beast, making it difficult to surmise the
creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the
beast by some means other than site.
Resistance to Ranged Attacks (Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical
attack that specifically targets it (except for ranged touch attacks).
Skills: A displacer beast has a +8 racial bonus on Hide Checks, thanks to its displacement ability.
Displacer Beast Cubs (3): CR 3; Medium Magical Beast; HD 6d10+6; hp 39; Init +5; Spd 40 ft.; AC 18, touch 15, flat-
footed 13, (+5 Dex, +3 Natural); BAB +6; Grap +12; Atk Tentacle +7 melee (1d4+2); Full Atk 2 Tentacles +7 melee (1d4+2) and
Bite +2 melee (1d6+1); SQ Darkvision 60ft., Displacement, Low-Light Vision, Resistance to Range Attacks; AL LE; SV Fort +6, Ref
+9, Will +3; Str 14, Dex 19, Con 12, Int 5, Wis 12, Cha 8.
Skills and Feats: Hide +13, Listen +5, Move Silently +10, Spot +5; Alertness, Dodge, Stealthy.
Displacement (Su): A light-bending glamor continually surrounds a displacer beast, making it difficult to surmise the
creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the
beast by some means other than site.
Resistance to Ranged Attacks (Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical
attack that specifically targets it (except for ranged touch attacks).
Skills: A displacer beast has a +8 racial bonus on Hide Checks, thanks to its displacement ability.
Built-to-Collapse Door Trap: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple
targets (all targets in a 10 ft. by 10 ft. area); Search DC 14; Disable Device DC 16.
Topi (11): CR 4; Small Undead; HD 3d12; hp 19; Init +4; Spd 30 ft.; AC 19, touch 15, flat-footed 15, (+1 Size, +4 Dex, +4
Natural); BAB +1; Grap -2; Atk Claw +7 melee (1d4+1 plus poison); Full Atk 2 Claws +7 melee (1d4+1 plus poison); SA Poison; SQ
Darkvision 60 ft., Turn Resistance +2, Undead Traits; AL LE; SV Fort +1, Ref +5, Will +4; Str 12, Dex 18, Con -, Int 11, Wis 13, Cha
15.
Skills and Feats: Hide +14, Listen +7, Move Silently +18, Spot +7; Improved Natural Attack, Weapon Finesse, Weapon
Focus (Claw).
Poison (Ex): A Topi has poisonous claws that inflict torpor on its victims by sapping their willpower. Those struck by a
claw attack must make a Will Save DC 13 or be slowed as per the spell.
Skills: Topi have a +8 racial bonus on Move Silently checks.
Village Gate
This gateway into the Ancestors’ chambers and the rooms surrounding it are behind the abandoned village (area T3). A family
of white apes lives here. At the moment the apes are threatened by a pair of Rhagodessa which have taken up residence in area
K10. Some apes from this group wandered out through the magical portal in room K15 but could not get back through it. They
now live in the cellar of the tower on the far side of the portal (see area T3).
K10. Rhagodessa
From the darkness in the chamber ahead comes the sound of slavering champing, and the reflected glint of two pairs of jewel
like eyes.
Rhagodessa (2): CR 3; Large Vermin; HD 4d8+16; hp 34; Init +2; Spd 30 ft., Climb 30 ft.; AC 15, touch 11, flat-footed
13, (-1 Size, +2 Dex, +4 natural); BAB +3; Grap +11; Atk Bite +7 melee (1d8+6); Full Atk Bite +7 melee (1d8+6); Space/Reach 10
ft./10 ft.; SA Constrict 1d8+6, Improved Grab; SQ Darkvision 60 ft, Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +6, Ref +3,
Will +1; Str 19, Dex 15, Con 15, Int -, Wis 10, Cha 2
Skills & Feats: Climb +12, Hide +4, Spot +4; None
Improved Grab (Ex): The Rhagodessa has a pair of legs that end in suckers. It can use these legs to make a special
Touch Attack (+7 melee) to grapple its victim.
The two Rhagodessa are feasting on a white ape which they caught and killed a few hours ago. They will attack the party on
sight, using their ability to climb walls if this will help them in the fight. The Rhagodessa’s lair contains the remains of two other
white apes, mixed with rocks and other litter on the floor. Also mixed with the litter is a gold necklace (620gp) and a silver
circlet bearing a large emerald (1500gp).
K11. Barricade
The white apes have blocked the passage here with a mass of rocks and broken furniture. It will take 6 turns of man power (i.e.
one character for 6 turns, two characters for 3 turns etc.) to clear a way through. Unless the barricade is moved silently, the
white apes will notice the adventurers breaking through and the males (area K13) will move into room K15.
Girallon (5): CR 6; Large Magical Beast; HD 7d10+20; hp 64; Init +3; Spd 40 ft., Climb 40 ft.; AC 16, touch 12, flat-
footed 15, (-1 Size, +3 Dex, +4 natural); BAB +7; Grap +17; Atk Claw +12 melee (1d6+6) or Rock +8 ranged (2d6+6); Full Atk 4
Claws +12 melee (1d6+6) and Bite +7 melee (1d8+3) or Rock +8 ranged (2d6+6); SA Rend 2d4+9; SQ Darkvision 60ft., Low-Light
Vision, Scent; AL N; SV Fort +7, Ref +8, Will +5; Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Skills & Feats: Climb 14, Move Silently +8, Spot +6; Iron Will, Toughness, Improved Natural Attack (Claw).
Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh.
This attack automatically deals an extra 2d6+9 points of damage.
Rock Throwing (Ex): These girallon are accomplished rock throwers and receive a +1 racial bonus on attack rolls when
throwing rocks. The range increment is 60 feet for the girallon thrown rocks.
Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if
rushed or threatened.
If they search the apes’ rock pile, the adventurers will find a rock-sized lump of gold (2,500gp) [85#].
K14. Barricade
This passage has been blocked with rocks and broken furniture by the white apes. It will take 6 turns of man power (i.e. one
character for 6 turns, two characters for 3 turns etc.) to clear a way through. If the adventurers are noticed moving past the
open eastern doorway of the hall (room K13) or removing the barricade; the male apes in the hall will attack.
Purple Worm: CR 12; Gargantuan Magical Beast; HD 16d10+112; hp 200 (146); Init -2; Spd 20 ft., Burrow 20 ft., Swim
10 ft.; AC 19, touch 4, flat-footed 19, (-4 Size, -2 Dex, +15 natural); BAB +16; Grap +40; Atk Bite +25 melee (2d8+12); Full Atk
Bite +25 melee (2d8+12) and Sting +20 melee (2d6+6 plus poison); Space/Reach 20 ft./15 ft.; SA Improved Grab, Swallow
Whole, Posion; SQ Termorsense 60 ft.; AL N; SV Fort +17, Ref +8, Will +4; Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8.
Skills & Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Bite),
Weapon Focus (Sting).
Improved Grab (Ex): To use this ability, a purple worm must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can
attempt to swallow the foe the following round.
Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-
based.
Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a
successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per
round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25
points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent
must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or
smaller opponents.
Skills: A purple worm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It
can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming,
provided it swims in a straight line.
K19. Purple Worm’s Tunnel
A rough-walled, circular tunnel meanders downwards into darkness.
The purple worm’s tunnel slopes downwards along its entire length. It runs roughly north for a short distance but then turns
and winds south for about 800 feet to a rough chamber 400 feet below room K18. This chamber is not shown on the map. It is
80 feet long, 50 feet wide and 40 feet high. The chamber is the home of 25 earth fundamentals. As they approach, the
adventurers will hear the flapping of the fundamentals’ wings:
The tunnel opens out into a lofty cavern. Peering ahead, you catch sight of a glint from somewhere near the center of the cave,
but suddenly, dark, bat-like shapes are swooping towards you from the darkness!
Lying on the center of the cavern floor is a beautiful diamond (20,000gp). The fundamentals will attack any creatures entering
the chamber, concentrating on any who try to take the diamond. Leading off from the chamber are three other purple-worm
tunnels, but after a short distance each of these becomes blocked with rubble.
Earth Fundamentals (25): CR ½; Small Elemental (Earth, Extraplanar); HD 1d8; hp 4; Init +5; Spd 20 ft., Fly 40 ft.
(Perfect); AC 18, touch 12, flat-footed 17, (+1 Size, +1 Dex, +6 natural); BAB +0; Grap +0; Atk Ram +4 melee touch (1d4+4); Full
Atk Ram +4 melee touch (1d4+4); SA Earth Glide, Knockdown; SQ Blindsight 60 ft., Damage Reduction 5/Magic, Elemental
Traits, AL N; SV Fort +4, Ref +1, Will +0; Str 17, Dex 13, Con 13, Int 3, Wis 11, Cha 11.
Skills & Feats: Listen +3, Spot +2; Ability Focus (Knockdown), Flyby Attack, Improved Initiative
Earth Glide (Ex): An earth fundamental can glide through stone, dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs
of its presence. A move earth spell cast on an area containing a burrowing earth fundamental flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Knockdown (Ex): An earth fundamental attack with low swooping attacks meant to knock their target prone. If an
opponent is hit by the fundamental it must make a DC 15 Reflex save or be knocked prone.
Living Crystal Statue (6) CR 3; Medium Construct; HD 4d10+20; hp 42; Init +7; Spd 40 ft.; AC 18, touch 13, flat-footed
15, (+3 Dex, +5 natural); BAB +4; Grap +6; Atk Slam +6 melee (1d6+2); Full Atk 2 Slams +6 melee (1d6+2) SQ Construct Traits,
Darkvision 60ft, Low-light Vision, Scatter Light; AL N; SV Fort +1, Ref +4, Will +1; Str 15, Dex 16, Con -, Int 6, Wis 10, Cha 1
Skills & Feats: None; Improved Initiative
Blindness (Ex): When each statue animates, it begins to glow dimly from inside. The glow becomes brighter as the
statue is damaged until, when the statue is destroyed, it will give out a brilliant flash of light. All characters looking in the
direction of the statue must make a DC 15 Reflex save or be blinded for 1d6 rounds. The save DC is Dexterity based.
Scatter Light (Ex): Any ray, beam or similar attack will be reflected to the caster 50% of the time. The Statue has the
same bonus to hit as the attacker. If it is not reflected it is deflected harmless aside.
Fire Fundamentals (15): CR ½; Tiny Elemental (Fire, Extraplanar); HD 1d8; hp 4; Init +6; Spd 20 ft., Fly 50 ft. (Perfect);
AC 17, touch 14, flat-footed 15, (+2 Size, +2 Dex, +3 natural); BAB +0; Grap +0; Atk Ram +4 melee touch (1d4 plus 1d4 fire); Full
Atk Ram +4 melee touch (1d4 plus 1d4 fire); SA Burn; SQ Blindsight 60 ft., Damage Reduction 5/Magic, Elemental Traits, AL N;
SV Fort +0, Ref +5, Will +0; Str 10, Dex 15, Con 10, Int 3, Wis 11, Cha 11.
Skills & Feats: Listen +2, Spot +3; Dodge, Flyby Attack, Improved Initiative, Weapon Finesse.
Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming
body. Those hit by a fire elemental’s slam attack also must succeed on a DC 11 Reflex save or catch on fire. The flame burns for
1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures
hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and
also catch on fire unless they succeed on a Reflex save.
Living Crystal Statue (6) CR 3; Medium Construct; HD 4d10+20; hp 42; Init +7; Spd 40 ft.; AC 18, touch 13, flat-footed
15, (+3 Dex, +5 natural); BAB +4; Grap +6; Atk Slam +6 melee (1d6+2); Full Atk 2 Slams +6 melee (1d6+2) SQ Construct Traits,
Darkvision 60ft, Low-light Vision, Scatter Light; AL N; SV Fort +1, Ref +4, Will +1; Str 15, Dex 16, Con -, Int 6, Wis 10, Cha 1
Skills & Feats: None; Improved Initiative
Detonation (Ex): When each statue animates, it begins to glow brightly from inside. As the statue is damaged, the
glow becomes gradually dimmer and the crystal becomes filled with fine cracks. When the statue is destroyed, it explodes in a
hail of crystal fragments. All characters within 10 feet of the exploding statue must make a DC 15 Reflex save or suffer 4d6
damage. The save DC is Dexterity based.
Scatter Light (Ex): Any ray, beam or similar attack will be reflected to the caster 50% of the time. The Statue has the
same bonus to hit as the attacker. If it is not reflected it is deflected harmless aside.
K24. Pigeon-holes
The room is silent and dust. Every wall is covered, up to about the height of a man, with neat rows of tiny alcoves, some
containing rolls of dusty parchment.
There are over 3,000 pigeon-holes, each about 5 inches square and 2 feet deep. Forty of these contain rolls of parchment.
These are very old and will crumble to dust if disturbed.
Striges (110): CR ½; Tiny Magical Beast; HD 1d10; hp 5; Init +4; Spd 10 ft., Fly 40 ft. (Average); AC 16, touch 16, flat-
footed 12, (+2 Size, +4 Dex); BAB +1; Grap -11 (+1 when attached); Atk Touch +7 melee (Attach); Full Atk Touch +7 melee
(Attach); SA Attach, Blood Drain; SQ Darkvision 60ft., Low-Light Vision; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10,
Int 1, Wis 12, Cha 6.
Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon Finesse.
Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached
stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great
tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An
attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent
must achieve a pin against the stirge.
Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn
attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim
dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.
K29. Museum
Neatly lined up around the walls are dozens of beasts; all motionless as if held by magic.
This hall is a museum of stuffed animals, as the adventurers will soon discover if they examine the exhibits closely. There are: a
giant ant, a giant bat, three giant beetles (fire, tiger and oil), a boar, a carrion crawler, three giant lizards (gecko, draco and
horned chameleon), a giant locust, an owlbear, a rock baboon, four snakes (spitting cobra, rock python, giant racer and giant
rattler) and three giant spiders (crab, black widow and tarantella).
The ceiling of the room is a sheet of thick glass, but since the room above (area K25) is dark, it will appear to be polished black
stone at first sight. The glass is very strong and will be unaffected by any single attack which does less than 30 points of
damage. An attack which does 30 or more points of damage will shatter it. The ceiling is supported by slender metal pillars
made to look like strands of seaweed which the stirges use as perches. The room is dirty, but this cannot conceal the fine
mosaic covering the floor and walls (the adventurers may have seen this from the room above). The mosaic shows five strange
fish on a green background. Most of the tiles are worthless, but the fish each include 30 small gems. These can be levered up
and are worth 50gp each.
Spitting Cobra (15): CR ½; Tiny Animal; HD 1d8; hp 4; Init +3; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 17, touch 15, flat-
footed 14, (+2 Size, +3 Dex +2 Natural); BAB +0; Grap -11; Atk Bite +5 melee (1d2-3 plus poison); Full Atk Bite +5 melee (1d2-3
plus poison); SA Poison; SQ Scent; AL N; SV Fort +2, Ref +5, Will +1; Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5; Weapon Finesse.
Poison (Ex): A spitting cobra has a poisonous bite that deals initial and secondary damage of 1d6 Con; DC 10 Fortitude
save. The save DCs are Constitution-based.
Spit (Ex): A spitting cobra can spit its venom into the eyes of its opponent as a ranged touch attack (+5 to hit). A
creature hit by the venom must make Fortitude saves to resist the poison as if bitten (see above), and must also succeed a DC
10 Reflex save or be blinded. The save DC for this ability is Constitution-based.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb
checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength
modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight line.
King Cobra (10): CR 3; Large Animal; HD 2d8+12; hp 21; Init +6; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 18, touch 11,
flat-footed 16, (-1 Size, +2 Dex +7 Natural); BAB +1; Grap +10; Atk Bite +5 melee (1d6+7 plus poison); Full Atk Bite +5 melee
(1d6+7 plus poison); SA Poison; SQ Scent; AL N; SV Fort +9, Ref +5, Will +3; Str 20, Dex 15, Con 22, Int 1, Wis 17, Cha 6.
Skills and Feats: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +13; Improved Initiative.
Poison (Ex): A king cobra has a poisonous bite that deals initial and secondary damage of 1d6 Con; DC 17 Fortitude
save. The save DCs are Constitution-based.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb
checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength
modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight line.
Emperor Cobra (1): CR 5; Large Animal; HD 6d8+24; hp 51; Init +6; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 18, touch
11, flat-footed 16, (-1 Size, +2 Dex +7 Natural); BAB +4; Grap +14; Atk Bite +10 melee (2d6+9 plus poison); Full Atk Bite +10
melee (2d6+9 plus poison); SA Poison; SQ Scent; AL N; SV Fort +9, Ref +5, Will +3; Str 22, Dex 15, Con 18, Int 1, Wis 17, Cha 6.
Skills and Feats: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +13; Ability Focus (Poison), Improved
Initiative, Weapon Focus (Bite).
Poison (Ex): An emperor cobra has a poisonous bite that deals initial and secondary damage of 1d6 Con; DC 19
Fortitude save. The save DCs are Constitution-based.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb
checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength
modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight line.
K32. Salamander
The doors into this chamber are made of stone and are warm to the touch:
As the door opens you feel a blast of hot air and see a large chamber bathed in a dull, red light. The light comes from the depths
of a gaping pit and reflects from the flame colored scales of a muscular humanoid with a serpentine lower body. Swooping
around in the air above are some creatures like bat-wings wreathed in flame.
Average Salamander (1): CR 6; Medium Outsider; HD 9d8+18; hp 58; Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed
17, (+1 Dex +7 Natural); BAB +9; Grap +11; Atk Spear +12 melee (1d8+3/x3 plus 1d6 fire); Full Atk Spear +12/+7 melee
(1d8+3/x3 plus 1d6 fire) and Tail Slap +9 melee (2d6+1 plus 1d6 fire); Space/Reach 5ft./5ft. (10 ft. with the Tail); SA Constrict
2d6+1 plus 1d6 fire, Heat, Improved Grab; SQ Damage Reduction 10/Magic, Darkvision 60ft., Immunity to Fire, Vulnerability to
Cold; AL NE; SV Fort +8, Ref +7, Will +8; Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13.
Skills and Feats: Bluff +11, Craft (Blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3,
Listen +6, Move Silently +11, Search +12, Spot +6; Multi-attack, Power Attack, Weapon Focus (Spear).
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’
metallic weapons also conduct this heat.
Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its
tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can constrict.
Skills: Salamanders have a +4 racial bonus on Craft (Blacksmithing) checks.
Feats: Salamanders have the Multi-attack feat even though they do not have the requisite three natural weapons.
The half serpent humanoid is a salamander and the flying creatures are fire fundamentals. They will only attack in self-defense
or if the party enters the chamber. Any surviving fire fundamentals from area K21 will help defend the salamander. Two will
arrive in each round after the party attacks the salamander. If the salamander is killed, all of the fire fundamentals in this
chamber and in area K21 will return instantly to the plane of fire. The flame salamander and fundamentals are immune to fire.
In the north-west corner of the chamber is an alcove, enclosed by a grille of red stone carved in the form of hundreds of
writhing flames. The alcove can be entered through an arched doorway in the grille. In the center of the alcove is a plinth of red
stone, bearing a Helm of Opposite Alignment.
Bone Golem: CR 8; Large Construct; HD 11d10+30; hp 90; Init +6; Spd 30 ft.; AC 21, touch 11, flat-footed 19, (-1 Size,
+2 Dex, 10 Natural); BAB +11; Grap +19; Atk Double Bladed Sword +15 melee (2d6+6); Full Double Bladed Swords +13/+13
melee (2d6+6) and Off-Hand Double Bladed Swords +13/+13 melee (2d6+3); SA Bone Prison; SQ Construct Traits, DR
10/Adamantine and Bludgeoning, Darkvision 60ft., Immunity to Magic, Low-Light Vision; AL N; SV Fort +3, Ref +5, Will +3; Str
18, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: None
Bone Prison (Ex): As a standard action, make a ranged touch attack to hit a target within 30ft. These bones magically
duplicate and form a cage surrounding struck creatures. Each round, the cage makes a grapple check. The target can escape the
grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and
saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one bone prison
active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.
Immunity to Magic (Ex): The Golem is immune to any spell or spell-like ability that allows SR. In addition, certain
spells and effects function differently against the creature, as noted below.
Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point
of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the
golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no
saving throw against attacks that deal negative energy damage.
A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.
Kara-Kara Skeleton: CR 3; Medium Undead; HD 6d12; hp 39; Init +9; Spd 30 ft.; AC 15, touch 13, flat-footed 13, (+5
Dex, +2 Natural); BAB +3; Grap +7; Atk Thigh-Bone Club +7 melee (1d6+6); Full Atk Thigh-Bone Club +7 melee (1d6+6); SQ
Damage Reduction 5/Bludgeoning, Darkvision 60 ft., Immunity to Cold, Undead Traits; AL NE; SV Fort +4, Ref +9, Will +5; Str 18,
Dex 20, Con -, Int -, Wis 10, Cha 1.
Skills and Feats: None; Improved Initiative.
Glyph of Warding (Blast) Trap: CR 6; spell; spell trigger; no reset; spell effect (Glyph of Warding (Blast), 16th level
cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple targets (all targets with 5 ft.) Search DC 28; Disable Device DC 28.
Any character who removes one or both gems will suffer a curse; the victim’s eyes will glow bright red, even if tight shut,
making it impossible to hide in shadows or to be concealed by darkness.
Glyph of Warding (Spell) Trap: CR 6; spell; spell trigger; no reset; spell effect (Glyph of Warding (Spell), bestow curse
16th level cleric, DC 14 Will save negates); Search DC 28; Disable Device DC 28.
Volcanic Cavern
This cavern is formed where the eastern volcanic shaft widens at the bottom. Over most of its area it is 50 feet high, but the
roof slopes downwards towards the edges. There are two pools formed by the flooding of the lower part of a volcanic shaft.
The air in the cavern is hot and steamy. The floor of this cavern is covered by a forest-like growth of pale fungi ranging from
normal-sized mushrooms to branching growths the size of a small tree. These fungi are nutritious but very unpleasant for
characters to eat.
Giant Toad (10): CR 2; Large Animal; HD 3d8+9; hp 22; Init +1; Spd 30 ft., Swim 15 ft.; AC 14, touch 10, flat-footed 13,
(-1 size, +1 Dex, +4 Natural); BAB +2; Grap +10; Atk Bite +6 melee (1d6+6 plus grab); Full Atk Bite +6 melee (1d6+6 plus grab); SA
Improved Grab, Swallow Whole; SQ Amphibious, Low-Light Vision, Scent; AL N; SV Fort +6, Ref +4, Will +0; Str 19, Dex 13, Con
16, Int 1, Wis 8, Cha 6.
Skills and Feats: Hide +7, Jump +15, Listen +4, Spot +4, Swim +12; Alertness, Skill Focus (Jump), Weapon Focus (Bite).
Improved Grab (Ex): To use this ability, a giant toad must hit with a Bite attack.
Swallow Whole (Ex): A giant can try to swallow a grabbed opponent of a smaller size than itself by making a
successful grapple check. Once inside, the opponent takes 1d4+3 points of crushing damage plus 3 points of acid damage per
round from the toad’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 2
points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent
must cut its own way out. A giant toad’s interior can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.
SEA GATE
Kal-Murus (16): CR 3; Medium Elemental (Air, Extraplanar); HD 4d8+8 hp 26; Init +9; Spd Fly 100 ft. (Perfect); AC 18,
touch 15, flat-footed 13, (+5 Dex, +3 Natural); BAB +3; Grap +4; Atk Slam +8 melee (1d6+1); Full Atk Slam +8 melee (1d6+1); SA
Air Mastery, Confusing Mists, Nightmare Form; SQ Darkvision 60 ft., Elemental Traits; AL N; SV Fort +3, Ref +9, Will +1; Str 12,
Dex 21, Con 14, Int 4, Wis 11, Cha 11.
Skills and Feats: Listen +3, Spot +4; Dodge, Flyby Attack, Improved Initiative, Weapon Finesse.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a Kal-Murus.
Confusing Mists (Ex): If Kal-Murus gather in numbers of 5 or more they create a mist of confusion. Its dimensions are
5 ft. x 5 ft. per Kal-Murus. All those within the mist must make a DC 12 Will save each round or suffer the effects of a Confusion
Spell.
Nightmare Form (Ex): If Kal-Murus are in a mist they can control it to create sinister and nightmarish forms. Those
witnessing the forms must make a DC 12 Will save or suffer the effects of a Fear Spell.
Topi: CR 4; Small Undead; HD 3d12; hp 19; Init +4; Spd 30 ft.; AC 19, touch 15, flat-footed 15, (+1 Size, +4 Dex, +4
Natural); BAB +1; Grap -2; Atk Claw +7 melee (1d4+1 plus poison); Full Atk 2 Claws +7 melee (1d4+1 plus poison); SA Poison; SQ
Darkvision 60 ft., Turn Resistance +2, Undead Traits; AL LE; SV Fort +1, Ref +5, Will +4; Str 12, Dex 18, Con -, Int 11, Wis 13, Cha
15.
Skills and Feats: Hide +14, Listen +7, Move Silently +18, Spot +7; Improved Natural Attack, Weapon Finesse, Weapon
Focus (Claw).
Poison (Ex): A Topi has poisonous claws that inflict torpor on its victims by sapping their willpower. Those struck by a
claw attack must make a Will Save DC 13 or be slowed as per the spell.
Skills: Topi have a +8 racial bonus on Move Silently checks.
Kal-Na-Kaa (aka Tiberius Helenites Osteropolus), Ari3/Wiz9: CR 12; Medium Humanoid (Shapechanger); HD 3d8+9
plus 9d4+27; hp 110; Init +2; Spd 30 ft. (30 Armored); AC 25, touch 15, flat-footed 23, (+2 Dex, +2 Natural, +4 Mage Armor, +4
Shield, +3 Amulet of Protection); BAB +6; Grap +6; Atk Staff of Striking +7 melee (1d6+1/x2) or Mwk Dagger +7 Melee (1d4/19-
20x2); Full ; Atk Staff of Striking +7/+2 melee (1d6+1/x2) or Mwk Dagger +7/+2 Melee (1d4/19-20x2); SQ Alternate Form, Boar
Empathy, Ferocity, Low-Light Vision, Scent AL CE; SV Fort +10, Ref +11, Will +13; Str 10, Dex 14, Con 12, Int 20, Wis 18, Cha 18.
Skills & Feats: Appraise +12, Bluff +10, Concentration +15, Decipher Script +15, Diplomacy +18, Forgery +10, Gather
Information +12, Intimidate +12, Knowledge (Arcana) +13, Knowledge (Engineering) +13, Knowledge (History) +13, Knowledge
(Local) +10, Knowledge (Nobility) +10, Sense Motive +12, Spellcraft +21; Alertness, Diligent, Eschew Materials, Great Fortitude,
Lightning Reflexes, Negotiator, Scribe Scroll, Quicken Spell, Toughness.
Spells Known: 0 – All; 1st – expeditious retreat, identify, mage armor, magic missile, ray of enfeeblement, shocking
grasp, shield, sleep, tenser’s floating disc; 2nd – arcane lock, levitate, locate object, mirror image, web; 3rd – explosive runes,
dispel magic, haste, illusory script, lightning bolt, slow; 4th – charm monster, otiluke’s resilient sphere, polymorph, stoneskin;
5th – animate dead, magic jar, waves of fatigue
Spells Prepared (4/6/5/4/3/2; save DC 14 + spell level): 0 – acid splash, detect magic, disrupt undead, read magic; 1st
– mage armor**, magic missile, ray of enfeeblement, shield**, [bonus free], [bonus free]; 2nd – arcane lock**, levitate, mirror
image**, web, [bonus free]; 3rd – dispel magic, lightning bolt, slow, [bonus free]; 4th – charm monster, stoneskin**, [bonus
free]; 5th – magic missile (quickened), [bonus free]
Possessions: Staff of Striking 22c, 5 Mwk Daggers, Black Robe, Black Cloak of the Ancestors, Amulet of Protection +3
Kal-Na-Kaa (Hybrid Form), Ari3/Wiz9: CR 12; Medium Humanoid (Shapechanger); HD 3d8+12 plus 9d4+36; hp 122;
Init +2; Spd 30 ft. (30 Armored); AC 31, touch 15, flat-footed 29, (+2 Dex, +8 Natural, +4 Mage Armor, +4 Shield, +3 Amulet of
Protection); BAB +6; Grap +8; Atk Staff of Striking +9 melee (1d6+3/x2) or Mwk Dagger +9 Melee (1d4+2/19-20x2) or Claw +8
melee (1d4+2); Full Staff of Striking +9/+4 melee (1d6+3/x2) or Mwk Dagger +9/+4 Melee (1d4+2/19-20x2) and Gore +3 melee
(1d6+1) or 2 Claws +8 melee (1d6+1/x2) and Gore +3 melee (1d6+1); SA Curse of Lycanthropy; SQ Alternate Form, Boar
Empathy, Damage Reduction 10/Silver, Ferocity, Low-Light Vision, Scent AL CE; SV Fort +13, Ref +11, Will +13; Str 14, Dex 14,
Con 18, Int 20, Wis 18, Cha 18.
Skills & Feats: Appraise +12, Bluff +10, Concentration +18, Decipher Script +15, Diplomacy +18, Forgery +10, Gather
Information +12, Intimidate +12, Listen +9, Knowledge (Arcana) +13, Knowledge (Engineering) +13, Knowledge (History) +13,
Knowledge (Local) +10, Knowledge (Nobility) +10, Sense Motive +12, Spellcraft +21, Spot +8; Alertness, Diligent, Eschew
Materials, Great Fortitude, Lightning Reflexes, Negotiator, Scribe Scroll, Quicken Spell, Toughness.
Possessions: as above.
Kal-Na-Kaa (Boar Form), Ari3/Wiz9: CR 12; Medium Humanoid (Shapechanger); HD 3d8+12 plus 9d4+36; hp 122; Init
+2; Spd 40 ft. (40 Armored); AC 31, touch 15, flat-footed 29, (+2 Dex, +8 Natural, +4 Mage Armor, +4 Shield, +3 Amulet of
Protection); BAB +6; Grap +8; Atk Gore +8 melee (1d8+4); Full Atk Gore +8/+3 melee (1d8+4); SA Curse of Lycanthropy; SQ
Alternate Form, Boar Empathy, Damage Reduction 10/Silver, Ferocity, Low-Light Vision, Scent AL CE; SV Fort +13, Ref +11, Will
+13; Str 14, Dex 14, Con 18, Int 20, Wis 18, Cha 18.
Skills & Feats: Appraise +12, Bluff +10, Concentration +18, Decipher Script +15, Diplomacy +18, Forgery +10, Gather
Information +12, Intimidate +12, Listen +9, Knowledge (Arcana) +13, Knowledge (Engineering) +13, Knowledge (History) +13,
Knowledge (Local) +10, Knowledge (Nobility) +10, Sense Motive +12, Spellcraft +21, Spot +8; Alertness, Diligent, Eschew
Materials, Great Fortitude, Lightning Reflexes, Negotiator, Scribe Scroll, Quicken Spell, Toughness.
Possessions: as above.
Alternate Form (Su): A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.
Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against
them.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire wereboar’s bite attack in animal or hybrid form must
succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex): A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while
disabled or dying.
War Canoe: Gargantuan vehicle; Seaworthiness +0; Ship handling +2; Speed wind × 10 ft. or oars 20 ft. (good); Overall
AC 1; Hull sections 2 (sink 1 section); Section hp 30 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 40 (hardness 0), AC
1; Ram 3d6; Mounts —; Space 40 ft. by 5 ft.; Height 2-1/2 ft. (draft 2-1/2 ft.); Complement 16; Watch 1 plus 12 rowers; Cargo 2
tons (Speed wind × 10 ft. or oars 15 ft. if 1 ton or more); Cost 1,000 gp.
GOING BACK
Malmir is as good as his word and will wait five days for the party to return. The voyage back to Thyatis will be uneventful but
rough. If the party has killed Kal-Na-Kaa, the Thyatis Seafaring Merchants’ Guild will honor the contract made by Rollo
Bargmann and each party member will receive 5,000gp. The merchants will accept any reasonable proof (e.g. Kal-Na-Kaa’s
head) or even the word of Malmir, provided that Kal-Na-Kaa’s death has been proved to him at the island.