Professional Documents
Culture Documents
I _
THE DUNGEON
ENIIRQNMENT': OTHER
Because the original builders had
little need for creature comforts,
the Dungeon has little in the way
of furniture or standard dungeon
decor.
These Regions are geological-
ly unstable. While an actual col-
lapse is not going to occur while
the PCs are in the area, occasion-
al rumbles and tremors are com-
mon, and can be anything from a doors remain open dopened, or closed if
minor nuisance to a real hazard closed.
(see Random Encounters for
more mformation)
6 . It is six feet high by seven feet wide. When fully open (the door is
completely perpendicular to the wall) there is a total of two feet
worth of maneuvering space between the secret door and the wall. RND EXTRRDIMENSIQNRLT R R W
This is large enough for a single creature of Medium size to squeeze The walls of a prison are useless when its inhamants canlust pnase out
through on either side simultaneously; creatures of Large size or larg- of existence and reappear on any plane they wish. The celestials there-
er normally cannot fit through such a space (although whether they fore surrounded the prison with a null field, negating all extradi
actually can or not is ultimately the DMs call and depends on the sional travel and teleportation. Any magic that allows the PCs or
physical characteristics of the creature; an Escape Artist check may be tures to “jump”from place to place is negated. In fact, as a result o
in order). The door sits one foot off the ground on a threshold to allow design, creatures that have telepovted in have found they cannot esc
for the pivot, a fact that also makes it more difficult to detect. Keep in Since the earthquakespockets have developed throughout the cor
mind that when opened, there is a threshold one foot high that crea- where the null field has weakened disappeared completely The text
tures must step over in order to pass through. explains exactly where, but Regions H, K, L and 0 are the weakest in this
regard. Additionally, some maps, such as A, E, F, and N, have teleporta-
7. It is built to very tight tolerances, although there is a slight gap at the
tion built into their design. The maze-like nature of Regions E and F
top and bottom through which noise or air might pass. Because ofthe
make the random teleporters that much more devastating.
thickness ofthe secret door, this gap is not large enough to allow light
The DM may decide that creatures like barghests, shadows, blink dogs,
through.
and so on have limited range of motion on the ethereal or shadow planes,
8. Pushing it open causes the stone to scrape slightly and makes the but they can never escape the prison altogether. Spells like dimension door,
same amount of noise as a person in medium armor trying to walk if allowed, only work to line of sight or 100 ft. (whichever is less).
silently (DC 5 Listen check to detect the noise). Bags of holding, povtable holes, and the like lose their link temporarily
with the dimension in question. Stored items cannot be accessed, and
items added fill the bag as though it were a normal item.
THE SIMPLE ANSWER
Unless otherwise stated, all walls are stone and all doors are iron.
TRERSURE
!@ Iron Door: 3 in. thick; hardness 1 0 hp 9 0 break DC 32; Open Lock The celestials did not build this dungeon with trinkets in mind. Most
DC 30. anything the PCs find will be items that monsters brought with them, or
items that a demon or devil died with. In such an instance, the item
!@ Stone Wall: 3 ft. thick; hardness 8; hp 540; break DC 50.
would have been scooped up by someone (hobgoblin, etc.) and taken
Due to the nature of the Dungeon, even a small section of broken stone back to his lair.
causes no lasting damage to the superstructure. Only a force on par with
a cataclysmic earthquake can damage the foundation.
EXPER IE#GE PQI#T’S
Most DMs and PCs aren’t going to like this, but it was inevitable. If the
LOCKED DOORS PCs earn XP at the “normal”rate, they’llbe 8th level before they leave the
A number of doors in the Dungeon are locked. This makes the Open first map. In order to keep this adventure challenging, we had to ignore
Lock skill very handy In fact, PCs shouldn’t enter this dungeon without that.
a rogue and a masterwork set of thieves’ tools (lockpicks). That said, It is our intention that PCs advance only twice per map. The progres-
there are a number of things the PCs should be aware of. sion allows them to reach 20th level or so by the time they reach the end
There are generally 20 tools in a given lockpick set. For each lock- of the Dungeon and provides enough challenges to keep things inter-
pick that is damaged or lost, the PC suffers a -2 circumstance penalty to esting. We can’t enforce this; no one is going to be at the table watching
his Open Lock check. Thieves’tools are generally so delicate that only a you hand out XP. 3rd Edition’s greatest strength is a single XP progres-
DC 25 or 20 Craft (blacksmith or locksmith) check can fix them. sion for all classes, allowing DMs to advance the PCs to the next “bump”
Usually, a rogue just buys new tools. In The World’s Largest Dungeon, at will.
that might not be an option. Map A is designed for levels 1to 3, Map B for levels 3 to 5, and so on.
A chart is provided on page 9,showing where advancement should take
place.
CEILINGS
The dungeon ceiling is sometimes as low as 10 ft and sometimes as high
as 50 ft or more Originally we detailed ceiling height, but cut it for SOME LOGIC ABOUT XP
space, opting instead to include more useful details (like tactics) The Interestingly enough, experience points are supposed to represent
DM may decide how tall each Room is, or roll once per Region, Section, things learned by overcoming a foe or trap. But once you’ve defeated
or Room to determine the ceiling height your 20th orc, what more can you learn from killing orcs! DMs that wish
If you need details, consider rolling for each Room to apply this logic to handing out XP may want to cut XP rewards in half
1d20 Height each time the PCs kill a creature they’ve killed before. This should pro-
vide DMs and PCs with the necessary “realism” without sacrificing
1-5
playability
6-1 0
If the PCs still don’t like this logic, hand out XP for the Encounter
11-14
Level (EL) and not the CR of every individual monster.
15-1 6
17
18 40 ft A SILVER LINING
19 50 ft If this dungeon is NOT run from beginning to end as one epic cam-
20 2d6 x loft. or ld20 x 5 ft paign, and merely cut into 16 separate dungeons for use in separate cam-
paigns, then feel free to hand out whatever XP you like.
Outside the “dungeon”proper, where the stonework becomes dug-
out earth and the Regions are more cavernous, the ceilings rise as high
as four miles in places
r-
-
the Dungeon i n style.
Craft (blacksmith, etc.). For repairing damaged weapons and
armor during the party’s 2 year stint underground.
spread out random encounters so the PCs aren’t waking up every morn-
ing with knives at their throats.
In addition, while every Region has an interval for Random
Handle Animal. For staring down wolves, taming stray pets, Encounters (every hour, 30 minutes, 6 rounds, etc.), ifthe PCs are stand-
and dealing with DMs. ing still, the likelihood of someone coming to get them is severely
Sense Motive. Goblins lie, but it’s important for PCs to know reduced. While some Rooms are “Safe”,others are off the beaten path,
how much is truth and how much is imagination. whether part of an ogre commune or not. Encounters in such areas
Use Magic Device. Maybe not necessary, but it helps. should occur 1/2 or 1/3 as often, but this is ultimately up to the DM.
Allow opposed Listen/Spot, Hide/Move Silently checks from both
Skills like Disguise, Forgery, Gather Information, Perform,
the pcs and the creature encountered at the extreme range ofvision and
Profession, Ride, and Sleight o f Hand are more suited for the
hearing before the Encounter takes place. PCs can typically see about 30
World‘s largest City’” and have little to no use in this product.
ft. underground, 60 ft. with low-light vision or darkvision. Monsters
Encourage new PCs to avoid wasting points i n these.
have varying acuteness of sight. Due to the nature of the Dungeon, hear-
Because nobody’s heard o f t h e World’s Largest Dungeon until
ing is difficult to pinpoint. A good rule of thumb is to place the hearing
now, bardic lore isn’t going t o help much. “No, I don’t know any
range of a given encounter at 2d6 x 10 ft.
songs about demon princes banished t o the Abyss for slaying
In order to save space, monster stat blocks for Random Encounters
everything living fire elf. I’ve never even heard o f fire elves. Can I
are not included. The DM is welcome to sample any monster stat block
just sing my song now, please?”
from the Section whenever a monster is encountered, or use the stan-
SPELLBOQKS dard information from the Monster Manual”.
Wizards d o n o t have it easy in this dungeon. No, that’s not Not every kobold is moving from point A to point B because he’s
strong enough. Wizards get hosed. looking for a fight. What if he just got up to get a sandwich?Thefollow-
Because the PCs are going t o be underground for about 2 ing chart is useful in determining the “why”of a Random Encounter.
game years, with no way o f returning t o the surface, it’s difficult
for wizards t o justify spells “appearing” in their spellbooks.
RANDOM ENCOUNTER “CONDITIONS”
Sorcerers, druids, and clerics all draw their power fronn a less
tangible source, but a wizard has no new sources of. magic. 1d2O General Condition For Random Encounter
Because this may upset those wa nting to play spellcastei‘5, there 1 The Encounter is aggressive (rage) and attacks
L A:..
d l u l ‘L
are a number ofways t o help w i z.^.-I. _^..I
L ~ I I U U ~t rCI i I> . using its best tactical judgement (or lack thereof).
There are plenty o f scrolls scattered throughout every Region 2 The Encounter is catatonic and does not respond
(and plenty o f r o o m for the D M to drop t h e m into the Dungeon to any stimulus
as he sees fit). When these scrolls are discovered, the wizard can 3 The Encounter is chasing something.
merely place the spells i n his spellbook ratherthan “waste” them 4 The Encounter is conniving. waiting to take advantage
i n combat. This ensures that wizards always have something, of the right ‘mark.’
but wholly determines what they can and cannot learn. 5 The Encounter is desperate, be
Alternately, the D M can allow wizards to start with a full spell- 6 The Encounter is enterprising, willing to aid the PCs
book (as a 20th-level wizard), forcing the fledgling wizard t o in exchange for something else
choose all his spells ahead o f time This is challenging, b u t can 7 The Encounter is Friendly
also p u t a wizard who is unprepared for specific challenges a t a 8 The Encounter I S having a Random Encounter of its own,
huge disadvantage D M s should choose half o f the spells for a perhaps fighting or parleying with the situation Iftrapped,
spellbook o f t h i s nature. it is trying to get free, offering the PCs information
If a wizard gains access t o a divine (or bardic) spell that also or magical aid in exchange for escape
appears on the arcane spell list, the D M may allow the wizard to 9 The Encounter is Hostile
learn that spell l f t h e wizard studies the spell from a divine spell- 10 The Encounter is hunting and ambushes the PCs
caster, add +5 t o the DC check to learn it Increase the the m o d - 11 The Encounter is in a state of shock, wandering aimlessly
ifier by +2 per spell level difference between the lists. I f the wiz- 12 The Encounter is Indifferent.
ard wants t o learn a spell that’s 3rd level for a cleric but 2nd level 13 The Encounter is injured (less 25% hit points) and IS
for a wizard, increase the DC by +7 No matter what, the wizard returning home.
cain learn only those spells that appear o n his spell list. 14 The Encounter is insane and immediately attacks the PCs
Finally, the D M can simply allow the PC t o choose whichever 15 The Encounter is lost
5P ells he likes as he goes u p i n level. This is the least exciting 16 The Encounter is malicious, ready to hurt the PCs when
mcZthod, but gives PCs the greatest spread o f options. the time is right.
Ultimately, whatever the D M decides is law. 17 The Encounter I S panicked and runs from the PCs
n... ,.-L*l.:..-
Une ___,I_
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>veil> I l K P
_._I 1- - - A ...
^ L ^ ” ^ -I
CllbUllglr: d r l U WCU dle
&-.:--I..
UCVdlLdLlllgly as fast as possible.
powerful i n a dungeon. We’ve made sure the bad guys don’t 18 The Encounter is running from another Random Encounter
have them. D M s should do the same with the PCs. 19 The Encounter is trapped.
20 The Encounter is Unfriendly
MWKIFIG IT' WORK
It's all about the fun. While a great story will always be remembered,
Beyond the body of the titan is a single cave that winds down into
a series of great evenings is all we could ever ask from a product of this
the earth
scope. We encourage DMs to make things challenging, heroic, and epic,
but above all, fun. A lot of people put a lot of work into this book, and if
Should the PCs examine the cave, read further
you don't gain some kind of enjoyment from it, then we've failed.
And we don't like to fail. The cave is low and shallow, obviously dug by small crude hands.
So sit back, relax, and enjoy what will be the best (and longest) gam-
Many footprints mark the dirt, and debris litters every corner. In the
ing experience of your lives.
back of the cave, a narrow mnnel, poorly lit, leads deeper.
Before you get going: you'll find an Appendix on page 828, which has
all kinds of handy information from the SRD.
If the PCs investigate the tunnel, although them to explore funher
The tunnel w n d s into the mountain, its ceihng some 6 ft high and 5
ft wide at the wdest After about 100 ft. or so, the tunnel opens into
a larger room, cut from stone and built, rather than dug It is obvious
The following locations do not exist on any map; Rooms Z1 and 2 2 hap-
something lives here
pen before the PCs enter the tunnels. Included below is also location Y1,
the lava flow that cuts through the Dungeon. Lastly, Rooms W i through
Initial Attitude: N/A
W20 are empty Room descriptions that the DM can swap in throughout
Encounter: This tunnel leads to Room Al.
the Dungeon as he sees fit. Map V appears on page 541 in Region J.
Encounter Condition: Drafty
Tactics: N/A
Treasure: N/A
Depending on how the PCs find out about the Dungeon, these encoun- E L N/A
ters may not even be necessary. They are provided for convenience, and Scaling: N/A
present important themes for DMs running the entire campaign.
The are no Random Encounters in this Section.
vi. EXIT'S
If you look carefully at the wall maps, you'll see that Maps D, H, L, M, and
21. THE TITAN 0 all hint at something "beyond". While Maps H, M, and 0 are designed
to be exits, where Maps D and L lead is left to the DM's imagination. It
As you climb the mountain, rocks and debris slow your ascent. would have been closed-minded to create a dungeon of this magnitude
Numerous tracks of ddferent creatures ascend the hillside. The climb without leaving room for the DM to expand. We could print another
levels off as you get closer to the cave mouth. You see a man the size book just coming up with ideas ofwhere these maps lead, but in the end,
of a galleon lying on th e ground at the cave opening. As you get clos- we opted to save space and offer DMs the option of closing the Dungeon
er, you can see that (ieath has taken him. Despite his obviously off, or allowing PCs to escape through the top. [Alternately,Region H, K,
decomposed state, the man does not exude the odor of decay. and M are great places for high-level PCs to 'get in."]
. . .. , .. .
There are no signs of a struggle. Who was he, and how did he die? It is up to the DM to decide whether the PCs can use these exits.
East of Region D. Some of the tunnels running east of the Map are
Initial Attitude: N/A perfect places for new adventures, a whole new campaign to begin, or a
Encounter: The body of Breysus, a dead titan, lies at the opening to route to the surface.
the world's largest dungeon. For centuries he has stood guard at this East of Region H. While technically the PCs can "fly" out the top of
doorway, while his brother guarded the other side of the mountain (see the Dungeon above this Region, the elves guard their steeds carefully.
Room 0 5 9 , Map 0). Pcs with the ability to fly can go straight up and out of the Dungeon.
Encounter Condition: N/A East of Region L. How far to the east the lake extends is up to the
Tactics: N/A DM. Perhaps it's another 100 feet, or perhaps rivulets extend for miles
Treasure: His Gargantuan +5 halberd and Huge +S chain shirt are not underground to another dungeon entirely.
much use to the PCs. Even if they find a way to carry these items, the North and West of Region M. While we haven't defined the
magic can only be used by Breysus, and neither the halberd or the chain Dungeon beyond the borders of the map, the DM can either have the
shirt can be cut down to a smaller size cavern dead end 100 ft. up or have it lead to a series of twisting tunnels
In his pockets are a millennium's worth of notes and scribbles, writ- leading to another adventure.
ten in an ancient language. The notes weigh a total of 500 lbs. and are North of Region N. The tomb itself is completely walled off, but it's
strewn about the area, having been rooted through by various creatures up to the DM how far the caverns around it extend.
bent on finding something of value. Region 0. The obvious exit is here. PCs that defeat the frost giant
He has no gold, no gems, and nothing else of value. who has taken over the icy home of Barcellus the titan are sure to find
Should the PCs review the notes, they appear to be in journal form, the real exit to the Dungeon.
detailing the thoughts of an ancient creature. Their exact details cannot In addition, the ceiling above Regions H, K and L is open.. . 6 miles
be ascertained -the language they are written in is long dead. But the up. The PCs can escape from these locations if they are so inclined.
notes are a hint that the journey that begins here is not a simple step, but
a plummet into darkness
E L N/A
Scaling: N/A
I
On the Elemental Plane of Fire, the tear attracted a lot of attention.
The native magma and steam mephits investigated the gate and watched
The lava flow cutting through the center of the Dungeon IS not 100%hq-
where the liquid fire blended with the flowing earth to create a river of
uid magma If it were, it would cook everyone Instead, It is made up of
magma. Like moths to a flame, the magma and steam mephits and a few
1 steam mephits, dancing together in an eternal struggle for
fire mephits passed through the portal to play in the magma stream. To
Their relationship is symbiotic, and there will always be an
their horror, they discovered the gate was one-way, trapping them in the
Jer of each
cold caverns of the massive complex. Worse, they could not warn the
no Random Encounters in this Section
other mephits who spilled through the gate, trapping more and more of
their kind until the chasm filled.
FLOW Hordes of mephits came through the tear, but they found the frigid
ing location is the lava flow cutting through the center of all Dungeon inhospitable. The mephits gathered in and around the lava
the maps. It is described here for ease of reference. This descriptions fits flow, with steam mephits lurking near the surface and magma mephits
the lava flow in every Region. swimming through it. These outsiders absorbed the heat emitted by the
molten rock. The steam mephits, thriving in such environments, con-
The flow 01Imolten roc1k meanders to the southeast, consuming all it tained the toxins, so the poisons did not pollute the air.
touches. BLibbling up frqom the flaming river are occasional pockets of Now the mephits rarely leave the security of the lava, allowing other
scaldmg stieam, shriekiing and moaning, disrupting the earth‘s quiet. creatures, including the PCs, the chance for survival.The mephits have
Though thcIflow is indecu -1 L-+ i+ir L,-,hl,
LL y=aIauIc,
*“A .,,ha-
vlllLIL
..m+ch
vllL.
+L
lmll
&..- been here so long, they are no longer interested in getting back to the
floating bit s of rock flare into flame, you can see multitudes of small Elemental Plane of Fire and are content to spend their days mindlessly
imp-like creatures playing in the stream, tossing balls of flaming slag basking in the heat. They do not communicate with other creatures and
at the dancing clouds playing on the fiery river’ssurface. attack only if some fool falls in.
Fortunately, the effects of the mephits on the lava reduce the severity
Initial Attitude: Indifferent posed by this environmental hazard. Falling into this lava flow does not
Encounter: After the earthquake shattered the Dungeon’s foundation, deal the normal 20d6 points of damage. Instead, the lava deals only 6d6
opening a rift extending for miles, something strange happened. A small points of damage to unprotected characters each round, insulated as
stream of liquid rock slowly filled the chasm created by the quake. It wore they are by the mephits who swim through it. Victims are still subject to
away the caves that underlay the Dungeon’s foundation, collapsing enor- drowning rules as described in the DMG. In addition, a swarm of magma
mous sections the magma below, and further widening the gorge. As the and steam mephits attacks any victim who falls into the flow.The num-
lava filled the bottom of the rift, it stranded many denizens on small rock ber of mephits attacking each round varies as the flow carries them
islands amidst a sea of fire. Understandably, the temperature rose. Though onward. Each round ld10+5 magma mephits attack submerged PCs, or
the heat warmed the complex, it was somehow survivable. No toxic fumes ld6+3 steam mephits and ld6t.3 magma mephits attack PCs floating on
wafted from the flow’s surface,just steam as water from the tiny cracks and the surface.
fissures poured into the burning river, creating patches of semi-solid rock Encounter Condition: Extreme Heat
on its surface. Stranger still, the creatures in the Dungeon could approach Tactics: The flow does not go in a single direction. It bounces back
its shores without suffering from the extreme temperatures. Because of its and forth, swirling through the Dungeon core. This should intrigue the
unusual properties, the complex could sustain all forms of lie. PCs, as it is unusual behavior for lava.
Of cowse, there is nothing natural about this dungeon, and the odd prop Treasure: N/A
erties ofthe flow surprised no long-timeinhabitants ofthis place. In time, it EL 8
became clear why the molten rock did not fill the caves with poisonous Scaling: To increase the challenge of this encounter, double the
fumes and lethal temperatures. The force of the earthquake had interacted number of mephits that can attack the PCs. To decrease the challenge,
with the Dungeonk magical propertiesto tear open a permanent gate to two have them arrive every other round.
of the Inner Planes: Earth and Fie. Liquid fire and a river of earth poured
out of the gate, and when the streams crossed they created the magma.
SUMMI[IN MQRSTZR X
It’s bound to happen A IJC realizes that nothiing i n this dun- Demons and devils still retain their demon summoning abil-
_ .
geon ever leaves. The magic ot the prison holds it o n this ities. But i f they can s u m m o n other demons and devils, why
plane. “I can spend 14 days s u m m o n i n g badgers for the big haven’t they summoned more t o t h e m t o help break out o f
battle, right?” their cells?
We don’t feel good about the answer DMs are going t o Demons are unpredictable. They don’t follow orders well
-
give the PCs on this one, but here goes. PCs can’t have and n o one needs sixteen lemures hanging around and
access to summoning1 spells. It’s game-breaking We can’t . screwing up the master plan. Additionally, there is limited
eliminate conjuration magic entirely, even thou gh by the space i n these cells, and s u m m o n i n g another demon into
backstory o f t h e Dung1eon it shouldn’t work at all. your Room is just stupid. Demons are already elbow t o elbow
I . , .. I
We’re sorry. There’s n o logicai way arouna it, unless the in some cases. And while demons feed on chaos, one could
D M says the magic is so weak the spells dissipate o n their guess that after 4,000 yea rs o f being trapped inside a dun-
own But that still raises questions about why the other crea- geon cell next to “Bob thc? Eternal Jerk,” s u m m o n i n g “Rob
tures that were summoned here can’t leave. the Endless M o r o n ” won’t change the scenery much.
.. r . . . .
Alternately, we recommend this. Once the magic of Most ot the devils are trapped in Region D where there is no
summon monster xvii wears off, who’s t o say t h a t monster more room. Also, the devils i n the Dungeon have an attitude
is still under the wizard’s control’ This should n o t be an problem. They often don’t work well with others and know that
excuse t o s u m m o n monsters t o kill t h e m for XP, b u t i f t h a t another devil o f eaual or slightly lower power is going rival him
Y
helpful summc med fiendish badger turns on the wizarcj i n or her i n no time. Finally, i m p *j are kind o f useless in high-pow-
t w o rounds, i:hat wizard may plan his spellcastin g a ered Regions o f the Dungecm; summoning one as a scout
bit m o r e careft“ly. would be like delivering a free pizza t o your neighbor.
b Rll IbS W i THROUGH W20. EMPTY ROOM!
l f y o u think wizards have it bad in t h e Dungeon, imagine com- Though n o t technically a Section, a l l 20 o f LllcJc =1111
muning with nature. With the exception o f Regions H, K, and L used anywhere in the Dungeon and are printed here
(and maybe Region 0),there isn’t m u c h f o r druids to do. Sure venience. W h i l e nearly every square foot o f dungec
they can cast barkskin and have l i m i t e d healing powers, b u t what oughly mapped and detailed, every DM w i l l find that
are t h e odds o f finding an animal companion underground? mow detail. These Rooms are here f o r that reason and
We could dance around t h e point, b u t instead we recommend the DMs discretion.
that DMs simply ban d r u i d PCs.After all, it’s called t h e World’s
Largest Dungeon. You knew t h e score when YOU bought ” it. We W1. EMPTV ROOM ONE
won’t apologize for its shortage of picnic areas. The final
however, decision rests in your hands. A t h i c k layer o f dust covers the floor, as two toppled PE
shattered fragments o f a marble statue o f an e l f lie in tl
Magma Mephit: CR 3; Small outsider (fire, extraplanar); H D 3d8; hp room. As you watch, the marble head shifts slightly
13; lnit +5; Spd 30 ft.,fly 50 k.(average); AC 16. touch 12, flat-footed 15; flutter open I t stares at you with startling blue eyes for
Base Atk +3; Grp -1; Atk +4 melee (ld3 plus l d 4 fire, claw); Full Atk +4 then the eyelids close again.
melee (ld3 plus l d 4 fire, 2 claws); SA Breath weapon, spell-like abilities,
summon mephit; SQ Damage reduction S/magic, darkvision 60 ft.,fast I n i t i a l A t t i t u d e : N/A
healing 2, immunity to fire. vulnerability to cold; AL N; SV Fort +3, R Encounter: This Room contains the remains o f
ef+4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15. ancient trap. The trap i s n o longer active and the on11
Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, d o i s shift h e r face slightly.
Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use E n c o u n t e r Condition: Haunted
Rope +1 (+3 with bindings); Dodge, Improved Initiative. Tactics: A spell l i k e stone to flesh changes h e r back, 1
Breath Weapon (Su): 10-foot cone o f magma, damage l d 4 fire, Reflex so fragmented she is o f n o use t o the PCs.
DC 12 half. Living creatures that fail their saves are tormented by burned Treasure: N/A
skin and seared eyes unless they have immunity to fire or are otherwise EL: N/A
protected. This effect imposes a -4 penalty to AC and a -2 penalty on Scaling: N/A
attack rolls for 3 rounds. The save DC is Constitution-based and includes
a +1 racial bonus.
W2. EMPTV ROOM TWO
Spell-Like Abilities: Once per hour, a magma mephit can use
shapechange to take the form o f a pool o f lava 3 feet in diameter and
An inch-thick layer o f m u c k covers the floor o f the roc
6 inches deep. The mephit’s damage reduction improves to 20/magic closed doors dot the extenor walls Deeply charre
when in this form. The mephit can’t attack while in lava form but can u n k n o w n language mar the center of each granite d o
use other spell-like abilities. It can move at a speed o f 10 feet, but it r i c mosaics of green, r e d and yellow tiles fill the are:
can’t run. In this form the mephit can pass through small holes or door The ceiling i s covered in bronze discs, each SIX 11
narrow openings, even mere cracks. The pool’s touch ignites
flammable materials such as paper, straw, or dry wood.
I n i t i a lAttitude: N/A
Once per day a magma mephit can use pyrotechnics (DC 14).
Encounter: The majority o f the doors are false doc
It can use itself as the fire source without harm. Caster level 6th.
mosaics were once traps which released streams o f acid f r o m the ceiling
The save DC is Charisma-based.
and fired lightning bolts from the runes, but these traps failed centuries
Fast Healing (Ex): A magma mephit heals only if it is touching
ago.
magma, lava, or a flame a t least as large as a torch.
E n c o u n t e r C o n d i t i o n : Echoes 4
Steam Mephit: CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Tactics: There i s n o way to get these traps working again and short o f
Init +5; Spd 30 ft., fly 50 ft. (average); AC 16, touch 12, flat-footed 15; a DC 40 Disable Device check, it is unlikely the PCs will ever k n o w what
Base Atk +3; Grp -1; Atk +4 melee (Id3 plus l d 4 tire, claw); Full Atk +4 the Room was used for.
melee (ld3 plus l d 4 fire, 2 claws): SA Breath weapon, spell-like abilities, Treasure: N/A
summon mephit; SQ Damage reduction 5/magic, darkvision 60 k.,fast E L N/A
healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref Scaling: N/A
+4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15.
Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6,
W3. EMPTV ROOM THREE
Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6,
Use Rope +1 (+3 with bindings); Dodge, Improved Initiative. The walls and ceiling of this Room are featureless, but hundreds of
Breath Weapon (Su): 10-foot cone of steam, damage l d 4 fire, Reflex metallic chain l i n k s l i e scattered upon the ground. Enormous
DC 12 half. Living creatures that fail their saves are tormented by burned anchors and segmented plates jut through the floor
skin and seared eyes unless they have immunity to fire or are otherwise
protected. This effect imposes a 4penalty to AC and a -2 penalty on
I n i t i a l A t t i t u d e : N/A
attack rolls for 3 rounds. The save DC is Constitution-based and includes
Encounter: The prisoner h e l d within this Room died centuries ago.
a +1 racial bonus.
A l l that i s l e f t are the chains which held him, corroded by his evil.
Spell-Like Abilities: Once per hour a steam mephit can surround itself
E n c o u n t e r C o n d i t i o n : Negative Energy
with a plume of vapor, duplicating the effect o f a blur spell (caster level
Tactics: The chains radiate faint e v i l now and the Room i s too omres-
I _
3rd). Once per day it can create a rainstorm o f boiling water that affects
sive to remain in f o r long.
a 20-foot-square area. Living creatures caught in the storm take 2d6
Treasure: N/A
points of fire damage (Reflex DC 14 half; caster level 6th). This ability is
E L N/A
the equivalent o f a 2nd-level spell. The save DCs are Charisma-based.
Scaling: N/A
Fast Healing (Ex): A steam mephit heals only if it is touching boiling
water or is in a hot, humid area.
_.
Encounter Condition: Fear 15 Treasure: N/A
Tactics: PCs entering this Room are automatically shaken. Should E L N/A
they fail the fear save, they become frightened instead. Scaling: N/A
Treasure: N/A
E L N/A
WE. EMPTV ROOM EIGHT
Scaling: N/A
A large stone desk dominates this otherwise empty room. An elabo-
W5. EMPTV ROOM FIVE rate candelabrum of tarnished silver sits on the gray desk. Its three
candles dimly illuminate bas-reliefs on the wa 11s representing the
Thick cobwebs obscure vision beyond a few inches, but a harsh buzz grotesque faces of demons, gargoyles,and other teirrifying creatures.
echoes from the intenor of the room Tiny spiders scatter before your The carvings are so well done that in the half-liglht they seem real.
hght and disappear into the webs’ depths The stench of rotting meat
wafts through the close air of the chamber Initial Attitude: N/A
Encounter: The bas-reliefsin this Room were fashioned by the celes-
Initial Attitude: N/A tial builders of the Dungeon, adding art to the otherwise dismal sur-
Encounter: The only thing within the Room is a rotting corpse of a roundings. They represent some of the most fearsome creatures origi-
demon killed centuries ago. Its body constantly regenerates damage at nally imprisoned within the vast complex, as seen by an angelic artist.
the same rate that it decays, maintaining a perverse stasis. The body is Encounter Condition: Positive Energy, Safe
home to thousands of flies, beetles and other vermin. Tactics: The place is safe to rest in for about 4 hours, before the PCs
Encounter Condition: Distracting Noises 5,Stagnant Air find the irresistible urge to move on. Angels are not lazy (idle hands and
Tactics: While not enough insects nest in the corpse to create a all that) and only made this Room for short respites.
swarm, the DM is free to have few rats and insects collaborate on some- Treasure: The candelabrum has seven stems and is worth a mere 10
thing pest-like anyway. gp if cleaned. The candles are enchanted with light, which can be cast
Treasure: N/A once per day (each), as a 3rd-level wizard.
E L N/A E L N/A
Scaling: N/A Scaling: N/A
The stench of death pervades this chamber. The air is thick and a fine The blackened remains of a great tapestry hang in the doorway of this
cloak of dust covers the stone floor A painting depichng a large chamber, Beyond the ruined tapestry is a cIais t,caring a massive
woman in elaborate pink robes hangs in the center of the north wall throne, Both dais and throne are made from dark gray stone -the
Under it is a large wooden coffin. Its lid has been smashed open and same material as the walls of this foreboding p Lace. The walls are dark-
__..^.
I
rhough the walls of this shockingly clean room are not exactly mir- A small grove of trees surrounds the stone floor of this room, stand-
ored, they glimmer with dim reflections. The floor seem as spotless ing amidst snow-covered benches and a stone bowl full of ice. The
IS the walls, and doesn’t seem to have accumulated any dust a t all. normal floor tiles of the Dungeon give way to a beautiful wintry land-
scape. As you look up to see the top of a giant fir tree in the corner, the
Initial Attitude: N/A stone ceiling blocks your view.
Encounter: There is a very large, round, invisible table in the center
of the Room, bolted to the floor. In fact, physical inspection of the walls Initial Attitude: N/A
or floor prove the Room isn’t quite as clean and spotless as it appeared. Encounter: The scenic winter wonderland is real, created by an artist
Any creature or object that remains in this Room for more than I hour of unsurpassed talent, with several sets of marvelous pigments. The
turns invisible.The effect is continuous, and cannot be dispelled so long trees, though not alive, are real. The snow and ice are real. Anyone can
as the creature or object remains inside the Room. walk among the trees and kick up some snow. There are no magical illu-
Encounter Condition: Invisibility sions in this Room, but the walls are painted in such a way to t i c k the
Tactics: PCs walking cavalierly through the Room are liable to bang viewer’s eye. The PCs believe the Room extends for miles, when in actu-
into the table. Small creatures will hit their head and chest, while ality, it ends approximately 10 ft. past the former walls of the Room.
Medium creatures strike their thighs and waist into the table. This is Encounter Condition: Safe
annoying, but the table doesn’t deal damage to the Pcs. Tactics: If the PCs stand in the center of the Room, the optical illu-
As soon as the PCs leave the Room, the effect ends and they can be sion is perfect. If the DM feels so inclined, creatures from the Region
seen again. PCs of low Wisdom remain invisible for Id4 minutes per could be resting here, but no one wants to harm anyone because the
point of Wisdom below 8. In essence, the invisibility is a t i c k on the Room radiates a constant calm emotions effect as a 20th-level caster.
mind of the person being affected, not the person viewing them. Treasure: Though PCs may find this Room a treasure beyond words,
Treasure: The table cannot fit through the doors, even if it is unbolt- there is nothing of physical value here.
ed from the floor. Nothing else is in this Room, except for invisible dust E L N/A
and dirt. Scaling: N/A
E L N/A
Scaling: N/A
W14. EMPTV ROOM FOURTEEN
This empty Room is best used if the PCs need to get across it to another
W11. EMPTV ROOM ELEVEN door. Otherwise, it will just frustrate them.
The pale brown walls, ceiling, and floor are covered with some sort of A dense fog fills this room, obscuring sight and muffling sounds.
leathery canvas, though no means of attachment can be seen The air Footsteps can be heard walking away from the door through the fog,
is stagnant, and the odor of sweat is heavy in this room. A small, dark, but beyond that you find yourself completely isolated from the world
irregular circle seems to be painted on the floor around you
of ice and cold. Again, the effect is an illusion, but PCs believing the deadlier weapons with better critical hit ranges and multip hers.
Room was ringed with fire now believe it is ringed with ice.
8. Eight. Succeeding at everything is boring. Just say No.
Treasure: N/A
E L N/A
-
Scaling: To increase the challenge of this encounter, have the door
close when the pcs enter and make the inside of the door look like
stone, so finding a way out is more difficult. To decrease the challenge,
reduce the damage of the illusory fire to 2d6.
If you have not read the mtroducnon, go back and do so now You cannot
run this adventure wthout understandmg the foundation of the dungeon.
Details on hghtmg, encounter conditions, doors, and so on all explam how
to sumve this adventure.
3-8 Nothinf
9 Two fiendish darkmantles stalk the dungeon corridors.
PLOT’ HOOKS They have been ostracized from their “tribe”
The Introduction presents a number ofways to get a party started
and seek a new home
in the World’s Largest Dungeon. A more specific example is
10 Four fiendish stirges, tired of the offal ungeon,
suggested by the opening text for this Region with the ambitions
seek the blood of something warm
o f Longtail and the i m p Achsyyx. Although the exact reasons for
11 A fiendish rat swarm charges toward the PCs. fleeing
the PCs’ travel to the dungeon are up t o the DM, crossing
something in darkness. They spend one round moving
Longtail’s plans makes a handy reason.
passed the PCs dealing damage as they go
In its simplest form this means that the PCs are retained by
12 A pack of SIX fiendish dire rats digs its way
a third party, such as a church or governmental agent, t o stop
in the wall and proceeds to stalk the PCs.
Longtail’s plan to release evil creatures into the world. This is
13 A patrol of eight kobold warriors or four orc warriors
also a handy way t o ensure that the PCs are properly equipped
meander, looking for a place to sack out, in the hopes
before entering the dungeon, with the third party providing
of avoiding work They only fight the PCs if no other
important aid, such as perhaps a continualflame item or two.
option is available
An alternate idea is that the PCs have had a run-in with
14 Two troglodytes play a game of cards as the PCs round
Longtail or his humanoid allies before. Perhaps while on their
a corner They use candles for light and have 2d6 cp
way t o the dungeon some o f the humanoids raided the PCs
on the floor to bet with Echoes 4
village and the PCs are out for revenge.
15 A krenshar and its kobold rider scout the halls, returning
Either o f these twc) suggestions places the PCs within
to Room A69 with news of intruders.
the dungeon only a sho rt time, perhaps a week or two at most,
., , . . . , 16 The PCs stumble upon a trap
after the arrival o f the numanoids and puts t h e m rignt in the
middle o f the act.ion. IRazor-WireAcross Hallway: CR 1; mechanical; lociition
The PCs don‘ t even need t o be aware o f what is going o n tri’gger; no reset; Atk +10 melee (2d6, wire); multiple Itargets
in the dungeon. If they are in pursuit o f a long-lost magic item, (first target in each of two adjacent 5 4 . squares);Seairch
?,.-aC__L_rC
or just plain treasulc-=ccnsr,, +has, --.,h-,,- m-+;tr-+:-n
L p t c ) I g r 8 a y llLIyc I I I v L I v a L I v I I
an-..-h
rllvuh,, D(Z 22; Disable Device DC 15.
t o enter the dungeon. In this case, the PCs just happen t o be 17 Minor tremor. Dust falls from the ceiling obscuring
u n fortunate enough t o enter the dungeon shortly after the vision throughout the entire Region. All sight, including
reliease o f the extraplanar beasts. darkvision, is obscured beyond 5 ft Creatures within 5 ft
-?I , . - . I . I I . . .
I nere are or course a numDer or otner iaeas, Dut tnese along have concealment (20% miss chance) while creatures
with those presented in the Introduction should be enough farther away have total concealment (50% miss chance,
t o get any party started exploring the World’s Largest Dungeon. attacker cannot use sight to locate target) Dust remains
for 1 round
18 Tremor. As minor tremor, except creatures in the entire
Region must succeed at a DC 10 Reflex save or fall prone.
Dust remains for ld4cl rounds.
The release of the extraplanar beasts has thrown this entire Region into
19 Major tremor As tremor, except creatures in the entire
chaos. Whereas before the release of the extraplanar beasts there were
Region must succeed at a DC 12 Reflex save or fall prone.
clear areas under the influence of a particular group of humanoids,
All creatures suffer ld4 points of bludgeoning damage
the resulting chaos means that there are no longer any true areas of connoL
from the rocks. Dust remains for 2d4+2 rounds.
Between the hunting beasts and the scared and lost humanoids there
20 Roll twice on this table ignoring a n y further rolls of 19+
is plenty of motion and confusion in this dungeon. As a result, a party
traveling through this Region is just as likely to encounter a reptilian
as they are an orc or an extraplanar beast. Al. E N T R A N C E
Rather than checking at some specific time interval for random
encounters, the DM should use this table whenever he or she deems You exit the dark and yes, dank, narrow passageway to emerge onto
it appropriate. Remember that despite the number of Rooms in this a worked stone floor Looking about, you see that you have entered
Region, the fact is that there is not a lot of distance between most Rooms a large square chamber hewn completely from stone You notice two
and areas, and sound carries well in such an environment. If the action iron doors, one to your side and the other in front of you Otherwise
is slow, for instance the PCs are taking their time searching through the there are no other features of interest in the stone
rubble in a Room or are being extra cautious as they move down a hall,
the events from this table are likely to liven things up. Initial Attitude: N/A
Another way to use the chart is to add a random element to the Encounter: This is the last chance the PCs have to rest and reflect
encounters described in the various Rooms. Many of the listed random before entering the dungeon. As long as the PCs are in the entrance
encounters will add an interesting twist to the otherwise rather standard chamber, nothing else enters it. An inspection of the doors reveals that
combat scenarios that are inevitable in a dungeon of this size. After all, they are absolutely featureless, devoid of markings, symbols, or even
the noise of combat is bound to generate some interest. any sign of use. Any of the PCs may open either of the doors by simply
A final good option for this table is if the PCs return to areas placing his or her hand on it and pushing; the door gently glides inward
or Rooms where they have already been. Since the dungeon is in and remains open. Once the last of the PCs is through the doors,
constant flux, it is quite likely that something other than the original they slide hack shut.
his text once one of the doors is open. Initial Attitude: Unfrictndly
Encounter: Three orc warriors (hp 5 each) sit huddled together in the
As you push the door, the edge disappears into a blackness that lies northeastern comer of thisi Room, one of them trying to stifle another
just beyond You allow the door to open completely and watch as cough. They are a sorry reninant of orc forces that followed Longtail into
more and more of it is swallowed up in the bamer until only its the dungeon. They look emremely haggard with deep bags over their scar-
hinges are visible Peenng cautiously into the darkness for signs of markedfaces and an ashen 1paleness, warning of their weakened state.
movement, you see nothing. Even your ears can only detect the Encounter Condition:: N/A
breathing of your fellow adventurers. The dark space reveals nothing Tactics: The orcs are faiigued (-2 penalty to Strength and Dexteriry,
of what lies beyond. can neither run nor charge)from their recent experiencesand are not look-
ing for a fight. Unless the PI2s attack them first, the orcs do not attack. The
PCSare free to move about the Room -the orcs do not stop them, only
The doorway circumscribes an area that is permanently warded by an
. . . .
opaque magical field. This field prevents all vision, including darkvision
. ...-
watching hstlessly h e n ~t
_r
elves or dwarves are with the party, the orcs do
and low-light vision, as well as all sound from passing through from one no more than half-heatedly bare their teeth in an obviously empty threat.
side to the other in either direction. In addition, the magical field has an Any PC succeeding at a DC 15 Sense Motive check realizes that the
unusual and permanent force effect that allows creatures and items to orcs have simply given up and appear to be waiting for the inevitable. d
enter the dungeon without difficulty but absolutely prevents them from the pcs ask one of the orcs about what happened to them, the largest of
leaving (except for the doors themselves). the three appears to ponder the question for a moment and then says
“you will see soon enough” in broken Common. The other two laugh at
& Opaque Door Barrier: magical; constant function; spell effect
the response, the smallest one stifling his cough. The orcs ignore any
(permanent one-way opaque wall of force and permanent silence
further questions returning only half-hearted surly glances.
effect as a 20th-level caster).
Any acts of intimidation, bluffing, or diplomacy fail on these tired
If the PCs want to enter the dungeon then they simply must take that warriors and no amount of promises, threats, or bribes gets them to care
leap of faith and step beyond the door. Cautious PCs may stick only a about anyone or anything. No matter what, the orcs do not accompany
hand or an object through, but they find that when they try to withdraw or aid the pcs in any way. They make their final stand in this Room.
the hand or object, they cannot because the barrier prevents the return Ifit comes to combat, the orcs do what they can to defend themselves,
movement. No amount of pulling brings the hand or object back but their fatigue and defeatist attitude work against them at this point.
through the barrier, although if enough force is used the object could They employ no tactics other than a straightforward attack.
certainly be broken or the hand severed. Note that this whole episode If the PCs return to this Room later (at least 30 rounds), the three are
can be extremely humorous if a PC decides to stick his head through. dead, killed by fiendish darkmantles.
Encounter Condition: Safe Treasure: N/A
Tactics: Subtly encourage the PCs to prepare themselves by healing, EL 1
resting, readying equipment and weapons, etc. prior to having them Scaling: To increase the challenge of this encounter, add two more
enter the dungeon if they need it. Nothing bothers them as long as they orcs. To decrease the challenge, have the orcs be exhausted (move at half
are in this Room and they can take all the time they need to make sure speed, -6 penalty to Strength and Dexterity).
they are in tip-top shape.
Orc, War 1: CR 1/2; Medium humanoid (orc); H D ldS+l; h p 5 ;
Treasure: N/A
lnit +O; Spd 30 ft.; AC 13, touch 10, flat-footed 13; Base Atk +l; Grp +4;
E L N/A
Atk +4 melee (1d8+4/x3, battleaxe) or +1 ranged (ld4+3, dagger); Full
Scaling: N/A
Atk Atk +4 melee (ld8+4/x3, battleaxe) or +1 ranged (ld4+3,dagger); SA
-; SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, Ref +0, Will
82 THROUGH 820. ORC STRORGHOLD -2; Str 17*, Dex 1l’t, Con 12, Int 8, Wis 7, Cha 6.
Rooms A2 through AZOmake up the former orc stronghold within this Skills and Feats: Listen +1, Spot +l; Alertness.
Region. The orcs chose the Section closest to the entrance for defensive Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the
reasons and launched all of their search expeditions from here. radius of a daylight spell.
Unfortunately, while this portion of the dungeon is defensively strong,
these same qualities limited the ability of the orcs to explore the other
A3. BODV STORAGE
parts of the dungeon.
As the conflict with the reptilians escalated, the orcs’ leader, an orc
Even before you opened the door you could smell that something was
barbarian named Orghar, decided that it was time to force a decision.
amiss. Now that it is open, the smell is overwhelming. The source is
Marshalling the orcs, he led them in an all-or-nothing assault on the
more than a score of bodies piled up in the roo]n, their flesh rotting
reptilians throughout the dungeon.
away
As a result, this Section has been abandoned by the orcs since that
time. Although they planned to return here and establish a garrison
Initial Attitude: N/A
to guard the entrance once they were victorious, this has not come
Encounter: These bodies are trophies brought back by the orcs from
to pass. With the unexpected release of the extraplanar beasts and the
their conflicts with the reptilians.There are a total of 23 bodies here, 17
subsequent decimation and fragmentation of not only the orc but also
kobolds and six troglodytes, in varying states of decay, all of which have
reptilian forces, the Section is wide open to any humanoid survivors that
been stripped of anything they might have been carrying in life.
can make it this far.
Examination of the bodies shows their wounds to have been caused by
sharp-edged weapons.
A2. THE FIRST ROOM The smell of decay is strong enough to require a DC 15 Fortitude save
from every living creature that enters the Room. Fading the save causes
Your torchlight gleams feebly in this complete gloom, lighting up a the creature to be sickened (-2 penalty on attack rolls, weapon damage
small Region of what appears to be a large room. Two iron doors, one rolls, saving throws, skill checks, and ability checks) for the duration of
straight ahead of you and the other to its side, are the only things that their stay in the Room as well as for ld4 rounds thereafter. Any living
break up the unending nlass of worked stone. The chill and damp :ur creature spendlng more than a single round in the Room is also subject
clings to your body, and 7rou are not the only one feeling it judging 1bY to catching an airborne variant of filth fever.
the cough coming out of ‘the darkness.
& Filth Fever-Injury, Fortitude DC 12, incubation period ld3 days, a A5. M A I N STORAGE
damage ld3 Dex, ld3 Con The doors to Rooms A4 and A6 are open.
The secret door in the eastern wall is a standard secret door (Search Rotting barrels, moldy crates, and disintegranng sacks w t h mush-
check, DC 20) that pivots on a vertical center hinge. The space opened rooms embedded in them line the left wall of this room, leaving
by the door is just wide enough for a creature of medium size or smaller a five-ft. wide passageway along the right wall directly in front
to pass on either side of the door (so up to two medium-size creatures of the door
can pass through simultaneously).
Encounter Condition: N/A
Initial Attitude: N/A
Tactics: N/A
Encounter: There are dozens of barrels, crates, and sacks lining
Treasure: N/A
the wall extending into the western end of the Room. They are piled
EL:N/A up in an organized fashion (to say the least) and most of them have
Scaling: N/A
been opened (the barrels have their tops staved in, the crates boards torn
away, and the sacks are ripped open, some of their contents spilling
A4. A N T E C H A M B E R onto the ground).
The door to this Room is trapped with burning hands. Anytime aTiny or As in Room A4, the sacks are covered in black mold and mushroom
larger creature touches the face ofthe door, the trap is triggered, shooting colonies. Although the barrels and crates are not so afflicted, the items
flames in a cone-shaped burst of 15 ft. from the center of the door. are stacked so haphazardly that anyone moving a barrel or crate must
succeed at a DC 13 Dexterity check or release a cloud of spores from one
& Burning Hands Trap: CR 2; magic device; touch trigger; automatic
of the sacks nearby Moving a sack causes the sack to disintegrate,
reset; spell effect (burning hands, 1st-levelwizard, ld4 fire, DC 11
spilling its contents on the floor and releasing the mold into the air.
Reflex save half damage);Search DC 26; Disable Device DC 26.
If the pcs are bold enough to &le through the contents anyway,
The secret doors in the eastern and western walls are standard they find that the barrels contain vinegar (still good), the crates contain
secret doors. various rusted mining tools (such as picks and shovels),and the contents
of the sacks have been lost to the mold.
Several piles of moldy sitcks sit in each of the four corners of this
room, their decaying c‘ontents fill the air with a sour smell.
* Black Mold (CR1): If disturbed, a patch of this mold bursts forth
with a cloud of poisonous spores. All living creatures within 10 R. ofthe
There is a door directly aicross from the one you just opened.
mold must make a DC 12 Fortitude save or take ld3 points oftemporary
Constitution damage. Another DC 12 Fortitude save is required 1 minute
Initial Attitude: N/A
later of those who failed the initial save to avoid taking a n additional 1d3
Encounter: The orc warriors in Room A2 are aware of the trap,
points of temporary Constitution damage. The only way to destroy the
but avoid it. If the trap injures or kills any of the PCs while the orcs
mold is with fire or to let it dry out in a warm, dry climate (a process
are in the Room, the orcs break out into grins and chuckle amongst
that takes 24 hours).
themselves and claim ignorance if confronted.
The contents of the sacks have long since rotted. They defy Encounter Condition: N/A
identification and, in fact, small gray mushrooms and black molds grow Tactics: N/A
on top of the piles. Any PC foolish enough to disturb a sack with the Treasure: Conducting a careful search of the Room (Search check,
black mold results in it bursting and releasing its mildly poisonous DC 26) reveals a small gold ring (20 gp) resting between two barrels.
spores into the Room. Picking up any sack causes it to disintegrate Note that as long as the search does not entail actually moving anything,
and spill its contents on the floor and also releases the spores. there is no chance of releasing the black mold.
EL 1
& Black Mold (CR 1): If disturbed, a patch of this mold bursts forth
Scaling: To increase the challenge of the encounter replace the black
with a cloud of poisonous spores. All living creatures within 10 ft. ofthe
mold with yellow mold (see Room A84).To decrease the challenge of the
mold must make a DC 12 Fortitude save or take id3 points oftemporary
encounter reduce the initial as well as secondary damage to 1 point
Constitution damage. Another DC 12 Fortitude save is required 1 minute
of temporary Constitution damage each.
later of those who failed the initial save to avoid taking an additional ld3
points of temporary Constitution damage. The only way to destroy the
mold is with fire or to let it dry out in a warm, dry climate (a process A6. TOOL STORAGE
that takes 24 hours). Any Tiny or larger creature that enters the north/south hallway leading
to Room A6 triggers an acid arrow trap. The proximity trigger covers the
Encounter Condition: N/A
entire hallway to the door, but not beyond it; any creature that remains
Tactics: N/A
in the hall after the trap resets triggers the trap again.
Treasure: N/A
EL 3 & Acid Arrow Trap: CR 3; magic device; proximity trigger (alarrnj;
Scaling: To increase the challenge of this encounter, increase the automatic reset: Atk +2 ranged touch spell effect (acid arrow, 3rd-level
damage of the burning hands trap to 2d4 and replace the black mold with wizard, 2d4 acid/round for 2 rounds);Search DC 27; Disable Device DC 27.
yellow mold (see Room A84). To decrease the challenge, allow the trap
to be bypassed by PCs using an object of at least i ft. in length (most Coils of rope, barrels with nails, and open crates with tools are lined
weapons will do) to push open the door and reduce the initial/second- up against the walls. Although the air is damp, there is no mold on
ary damage of the black mold to 1 point of temporary Constitution dam- any of the items.
age each.
Initial Attitude: N/A
Encounter: There are five coils of hempen rope totaling of 500 ft.
as well as seven small barrels of rusty nails and enough tools to make
a total of 10 sets of stonemason’s tools (hammers, chisels, etc.) The hemp
rope has been weakened by the damp air (Hardness 0, Hit Point 1)
and breaks if subjected to holding more than 100 Ibs. of weight.
:cret door in tl Encounter Condition: N/A
.”.”.--+La
used to by,,,, *
I
..
Lllc
i the hall
.n Tactics: Unless the PCs are exceptionally quiet and do not use a light
Encounter Condition: N/A source of any kind, the fiendish darkmantles in Room A9 are alerted
Tactics: N/A to their presence through the open doorway.
Treasun:: N/A Treasure: N/A
EL 2 E L N/A
Scaling: To increase the challenge of this encounter, increase the Scaling: N/A
duration of the acid trap to 4 rounds.To decrease the challenge, the trap
only trigge cs when someone is within 10ft. of the trap (the first two
A9. DEATH FROM ABOVE
squares fro1n the north in the hallway) rather than the entire hallway.
Both doors in this Room are open.
A7. FORN1ER TROGLODYTE QUARTERS An open door on the opposite wall appears to be the only other way
in or out of this otherwise empty room.
The heavy smell of stale air greets you as you open the door to this
large room. Bits of dried grass as well as larger hunks lay all over the Initial Attitude: Hostile
floor as if a tornado recently tore through a meadow. Encounter: Clinging to the ceiling of this Room is a fiendish
darkmantle (hp 6). The fiendish darkmantle is hanging by its “foot”in
Initial Attitude: N/A the middle of the ceiling, but has lifted its tentacles up and flattened
Encounter: This Room was occupied by a small group of troglodytes itself out, spreading its tentacles and taking on the coloration of the
who treated it much llke their former cave home; they were among the stone as it waits for potential prey to move underneath it. A PC that
first victims of the orcs when relations among the humanoids went sour. makes a successful DC 25 Spot check notices the unusual lump on the
Given their uncivilized nature, they used it not only as their sleeping ceiling. If he states that he is specifically looking at the ceiling as he is
place but for everything else, although they kept those activities to the walking into the Room he gains a +io circumstance bonus to the check.
southeastern corner. The noise of combat attracts a nearby fiendish rat (hp 1) out scouting
The smell of body odor along with the remnants of troglodyte stench for its fiendish rat swarm into the doorway from Room A10 to investigate.
are eye-wateringly powerful and any living creature that enters the Given the darkness and commotion in Room A9, the fiendish rat’s pres-
Room must succeed at a DC 12 Fortitude save or become nauseated ence goes completely unnoticed unless a PC states that he is specifically
(unable to attack, cast spells, or do anything else requiring concentration; looking for danger in the northern doorway at which time a successful
can only take a single move action per turn) for as long as it is in the DC 18 Spot check reveals the fiendish rodent.
Room and for l d 4 rounds after it leaves the Room. As long as it is unobserved, the fiendish rat watches the combat to the
The dried grass bits are remnants of reed mats that the troglodytes end and then leaves to report the activity to its fellows in Room All. If it is
used as sleeping mats and were destroyed during the fighting in this spotted, the fiendish rat immediately flees the scene to make its report.
Room. A DC 12 Spot check reveals dried drips and small pools of blood Encounter Condition: Concealment, Echoes 5, Fearless
in various places about the Room. Tactics: This fiendish darkmantle followed the wounded orc hoping
The troglodytes were unaware of the standard secret door in the it would lead it to its fellows. Since the orc’s death it has patiently waited
middle of the northern wall, as are the orcs who, although they dragged for someone to come by and attacks the moment a PC is fully in the
out the troglodyte bodies, otherwise avoided the Room. Room, using its darkness ability to cloak itself in shadow (20% miss
Encounter Condition: N/A chance for opponents targeting it; also putting the entire Room as well
Tactics: N/A as both doorways in darkness) and then dropping from the ceiling.
Treasure: Brave characters may search through the detritus. The fiendish darkmantle gains surprise unless it is spotted by the
On a successful DC 14 Search check they uncover one of the following- PC as he is walking into the Room. rf it has surprise, the fiendish
a shell necklace made of freshwater shells of various sizes on a leather darkmantle uses the surprise round to invoke its davkness and then attacks
thong (I gp);a ceremonial dagger (no value); a ceramic idol of a creature on the next round. Note that unless the PC has spotted the fiendish
that is a cross between a toad and a lizard (no value). darkmantle he still will not know exactly what is happening or where
E L N/A an attack might be coming from.
Scding: N/A This fiendish darkmantle fights to the death, even pursuing fleeing PCs.
Treasure: N/A
EL 1
AB. ORC CORPSE Scaling: To increase the challenge of this encounter, have the
The door to Room A2 is closed The door to Room A9 IS open.
fiendish darkmantle hide directly above the doorway increasing the
Spot check DC to 30. To decrease the challenge of this encounter,
You see an open doorway to your 1eft.The body of an orc, hls arm out-
have the PC spot the fiendish darkmantle as it is flying into the Room
stretched toward the door you have just come from, lies slumped near
so that both sides are surprised.
the middle of this room. A lone spear, Its shaft broken, lays in one
of the corners. Fiendish Darkmantle: CR 1; Small magical beast (extraplanar);
HDldlO+l; hp6;Init+4;SpdZOft.,fly30ft. (poor);AC17,touchll,
Initial Attitude: N/A flat-footed 17; Base Atk +l; Crp + O Atk +5 melee (1d4+4. slam); Full Atk
Encounter: This orc was a clansman to the orcs in Room A2 that they +5 melee (ld4+4,slam); SA Darkness, improved grab, constrict ld4+4,
abandoned. Attacked by fiendish stirges, he managed to drag himself smite good; SQ Blindsight 90 ft., resistance to cold and fire 5, spell
here in a vain attempt to keep up with his clansmen; his strength ran out resistance 6; AL NE; SV Fort +3, Ref +2, Will +O; Str 16, Dex 10,
just before he got to the door. Con 13, Int 3, Wis 10, Cha 10.
If the PCs alert the three orcs in Room A2 that they have found Skills and feats: Hide +lo. Listen +5*, Spot +5*; Improved Initiative.
another orc none of the trio responds. Darkness (Su): Once per day a fiendish darkmantle can cause darkness
A successful DC 12 Search check of the body reveals several holes in the as the darkness spell (caster level 5th). It most often uses this ability just
corpse’s neck, arm, and leg where the fiendish stirges successfully attached before attacking.
themselves to the orc. Each hole also has up to eight smaller, rough
punctures near it where the pincers of the fiendish stirge found purchase.
Improved Crab (Ex): To use this ability, a fiendish darkmantle must Treasure: N/A
I
hit a Large or smaller creature with its slam attack. I t can then attempt to EL 2
start a grapple as a free action without provoking an attack o f opportunity. Scaling: To increase the challenge of th,
If it wins the grapple check, it attaches to the opponent’s head and fiendish rat swarm. To decrease the challeng
can constrict. already been damaged in combat with other c r
Constrict (Ex): A fiendish darkmantle deals ld4+4 points o f damage points to one-half and allow i t to take up only A .,. , II. sy.,cc.
Rooms A22 to A24 are part of the original construction of this dungeon.
he is resting agamst if the light is coming from Room A23)
Although the dungeon’s creators did not require much in the way of
If Bragdor manages to hide, he is actually difficult to Spot ln thte shadow
comforts, they did create some places to pass the time This is one of the
of the pillar (Spot check, DC 18) until a light shines on him, at which
areas and consists of the three Rooms, each with a ddferent function m a _ +ha
point he is easily seen. Whether he is hidden or not, the moll.rllL
The humanoids all knew of these Rooms but only made any real use
spots the first PC the ogre charges, attacking the nearest PC.
of Room A22 for its water supply They never realized the magical
Like most ogres, Bragdor is a bully As long as he feels that he has the
propemes of Room A23 and avoided Room A24 due to the uncomfortable
advantage over his opponents he gladly bashes them away w t h his huge
silence Currently, there is only one monster in these Rooms.
club. But if the PCs gain Bragdor’s respect, either by reduci
one-half or fewer of his hit points using physical attacks or by causing at
A22. WATER PILLARS least six points of damage from spell attacks, the ogre changes his tactics.
The door to this Room is open. He backs away from his foes toward the most tactically favorable
position, using full defense while calllng out for parley
You hear ithe sound of run It is up to the pcs whether they accept the parley offer or not. If Pcs
The soundI comes from four pillars, one in each corner of the large continue to attack, Bragdor fights his way to one of the doorways
room, that have a channel cut into them to allow water to run down. and defends himself there, fighting to the death lf no other option is
available; he only makes the parley offer once If the pcs accept his
Initial Attitude: Unfnendly parley offer, by lowering their weapons or verbally agreeing to it,
Encounter: The running water imposes a -10 circumstance penalty Bragdor looks around somewhat insecurely before lowenng his club
to all Listen check attempts made by any creatures either while in the The PCs may, lfthey choose to, talk with
Room and trylng to listen to noise within or outside the Room, the ogre. With his newfound respect for the
or for creatures outside of the Room trying to make out noises PCs, he is happy to engage in conversation
from inside the Room and even apologizes for any pcs that were
Before the PCs have a chance to refresh themselves, injured or killed.
they must contend with the ogre that is currently Bragdor is capable of relating the details
catching a rest here of the journey to the dungeon, the name
This Room, along with Rooms A23 of the orc leader (Orghar), the history and
and A24, is actually part of the onginal state of relations between the orcs and the
construcnon of the dungeon. The water other humanoids, as well as the sudden
that runs down the pillars is the result appearance of vanous strange beasts that
of a permanent create water effect that attacked everyone The exact details of such
resides in a hole m the top of each pillar. a conversation are left to the DM Given the
The water flows down a channel cut into ogre’s rather simple mind, he is incapable
the pillar, which actually is somewhat of giving specific details on such things
larger at its base than at its top, and ends as directions (it’s all too confusing), or anything
up 111 a small 1 diameter and 1-ft. deep beyond simple impressions of the beasts
pool at the base of the pillar The system (flying mantles, big rodents, stlnging fhes)
*
is constantly in balance thanks to the If asked specifically about Longtail, the
magic and, as long as no more than ogre has trouble remembering who it was and
two gallons of water are taken in any the PCs may have to jog his memory with
round, no drop in the water flow or in a description. Even then, all he can share is
the pool will be noticed that the “rat-man“has been gone for some
If detect magu is used on the pdlars time. Bragdor cannot make the connection
they radiate a faint conjuration aura. between Longtall’sabsence and the appearance
Destroying the pillars destroys the magc.
’ of the beasts in the dungeon on his own.
The onginal designers of this dungeon ‘ Once the PCs and Bragdor are done
invented these pillars because the water talking, the PCs may wish to leave. Under no
lent a meditation-inducing effect; circumstances will he accompany the PCs, stating that
although they did not need the it would not be a good idea If he was seen with them because
water for survival, the water is per- “Orghar might get mad.”
fectly drinkable Treasure: N/A
Except for the pillars, this Room is other-
wise empty. There were once meditation mats, Scaling: To increase the challenge of this encounter, allow Bragdor
but they are long, long gone. to surpnse the PCs To decrease the challenge of this encounter, reduce
Encounter Condition: Drafty or Poor Footing 2 Bragdor’shit point total - he was injured from a previous fight.
Tactics: Bragdor the ogre is not the bnghtest of fellows, but even he
A Bragdor, Ogre: CR 3; Large giant, H D 4d8+11 (29 hp); lnit -1, Spd 30
knows when he is overmatched and the beasts that are c r a w h g all over
ft. in hide armor, base speed 40 ft ; AC 16, touch 8,flat-footed 16, Base
the dungeon intimidate even him. Of course, he can deal with the
Atk +3, Grp +12; Atk +8 melee (2d8+7,greatclub) or +1 ranged (ld8+5.
humanoids and the PCs are ideal for taking out his frustrations.
javelin); Full Atk +8 melee (2d8+7,greatclub) or +1 ranged (ld8+5,
Even though he is sitting on the ground and resting his bulk against
javelin);Space/Reach 10 ft /10 ft , SA -, SQ Darkvision 60 ft , low-light
the northeastern pillar, Bragdor notices any light source movlng down
vision; AL CE, SV Fort +6, Ref +0, Will +1, Str 21, Dex 8,Con 15, Int 6,
the hallway or coming from A23 readily enough and, once he spots it, he
Wis 10, Cha 7.
readies himselffor some sport Due to the noise of the water f a h g he is
Skrlls and Feats. Climb +5, Listen +2. Spot +2; Toughness, Weapon
unlikely to hear any creatures before they enter the Room unless they
Focus (greatclub).
are maklng a lot of noise (the ogre suffers a -6 circumstance penalty to
all Listen checks). Depending on where the light is commg from,
ILLUSION A25. P I L L A R ROOM
The doors to this Koom are open. All doors to and from this Room are open.
larger than the previous one and, much like it A giant pillar, some 10 ft in diameter and nsing from floor to ceiling,
purposes this room has four large pillars, one in dominates this room Defaced images cover every inch of the column
leaving no clue as to what they might have once been. Several open
doorways lead out of the room, but they were obvlously of little use
:: N/A to the orc corpses that litter the floor Several bodies of reddish,
I Room appears empty and the pillars are completely leathery, octopus-like creatures are scattered about, one still attached
is deceiving as the pillars are capable of generating to an orc’s head
j. This is not evident, however, unless someone casts
:m, at which point they radiate a faint illusion aura. Initial Attitude: Hostile
ge requires a successful DC 18 Concentration check. Encounter:The images of the pillar are beyond recognition, horribly
eature can create a majov image that acts exactly as the defaced. The seven orcs are remnants of Orghar’s strike force that was
Le Room. to take this Room, killed by the swarm of fiendish darkmantles that
idition: Haunted flooded through the area. They learned too late that the extraplanar
,ing the pillars destroys the magic. beasts are quite capable of opening doors. Examining the orcs shows that
Treasure: N/A all of them have lolling tongues and bulging eyes or broken necks;
E L N/A clearly they were attacked by the fiendish darkmantles.
Scaling: N/A Currently, six fiendish dire rats (hp 5 each) are rooting through the
remains for choice pieces.
Encounter Condition: Distracting Visions
A24. P I L L A R S OF SILENCE Tactics: Having followed the fiendish darkmantles in the hopes of
The door to this Room is open.
picking up scraps,these fiendish dire rats are busily gorging themselves.
However, given their cautious nature, the fiendish dire rats only have
Four pillars dominate the corners of this large room
a -2 circumstance penalty to their normal Spot and Listen chances
to detect the PCs’ approach. Even cautious PCs are likely to be noticed
InitialAttitude: N/A
thanks to the fiendish dire rats’ scent ability (30 ft. to note presence
Encounter: Total quiet exists in this Room courtesy of the permanent
of creatures, 5 ft. to note exact location) or if they are using light sources.
silence radiated by the pillars. These effects are identical to the spell
The moment the PCs are detected, the fiendish dire rats take up
of the same name except that the effect is limited to this Room.
a defensive posture, arched backs, hackles up, and hissing, but do not
No sound can be generated within the Room, and no sound passes
attack unless provoked. They are not interested in the PCs and would
through the Room, so that sounds made out in the hall do not penetrate
rather have the easy meal that is already provided than fight with a new
through Room A23 and vice-versa. Casting detect magic on the pillars
foe. As long as the PCs leave the fiendish dire rats alone, the fiendish
reveals a faint illusion aura.
dire rats reciprocate, going back to their meals and only occasionally
Encounter Condition: Safe
hissing a warning in the PCs’ direction. The PCs should recognize
Tactics: Destroying the pillars destroys the magic.
the signs of an animal defending its territory, but if not, allow them a DC
Treasure: N/A
12 Knowledge (nature) check or DC 14 Survival check to understand
E L N/A
the situation.
Scaling: N/A
The PCs can move about the Room as long as they avoid the fiendish
dire rats (the DM determines how close is too close). If a PC gets
425 THROUGH W36. THE MA11 too close, the fiendish dire rat gives a warning snap of its teeth. If this
The “Maze”,as the humanoids call it, is a mystery. Perhaps its maddening doesn’t stop the Pcs, it attacks.
design kept prisoners from finding the surface. Whatever its purpose, If it comes down to combat, the fiendish dire rats defend their
the tight quarters, countless doors, and winding halls were a perfect territory, fighting as best they can. Individual fiendish dire rats retreat
reminder of home for the tribe of troglodytes that call it home. or flee if reduced to one-half of its hit points or fewer. All the remaining
Although nominally kin to reptilian forces, the troglodytes largely keep fiendish dire rats retreat if two or more of their number are killed.
to themselves and explore very little. These beasts do not pursue fleeing PCs, being more than happy feast
Orghar had enough tactical acumen to realize that dozens of orcs on the dead orcs.
could get bogged down in the “Maze”and thus, except for a small force Treasure: In addition to the arms and armor that are standard
to take Room A25, the orcs avoided the area during their final assault on equipment for the o m , PCs can find a few items of interest on the orcs
the reptilians; Orghar planned to deal with the troglodytes later. with a successful DC 12 Search check - a small block of hacksilver
Although the orcs’ surprise attack managed to drive the troglodytes from (a chunk of silver from which pieces are cut to pay for items; worth
Room A25, the orcs were themselves soon overrun and forced to retreat 37 sp); a gold nose ring (6 gp) threaded through an orc’s nostril; a small
into the “Maze”by a large swarm of fiendish darkmantles that Longtail leather bag with three pieces of lapis lazuli (12 gp each); a set of well-
had released, where they all met their fate. Currently the troglodytes worn ivory knucklebones (3 gp); a silver and gold bracelet with images
hold the eastern Rooms in their grasp, having fought off the fiendish of dolphins (75 gp); a small, bright golden feather woven into one orc’s
darkmantles in the narrow halls, and await whatever comes next. hair (actually a whip feather token).
Due to the close quarters and the effects of the troglodyte musk, EL 2
this is a dangerous area for even a well-prepared party, especially near Scaling: To increase the challenge of this encounter, have the
Rooms A31 through A34. Before having the PCs enter, thoroughly study fiendish dire rats fight to the death. To decrease the challenge of this
this section of the dungeon. encounter, allow the PCs to surprise the fiendish dire rats.
The doors in the maze portion, that is the doors between hallways,
are all open unless otherwise indicated. Doors between hallways can
open in either direction; the decision is the DMs. Note that any action
that takes place within the hallways of the maze itselfwill be referenced
in the description of the Room that is closest to the action.
Fiendish Dire Rat: CR 1/3; Small magical beast (extraplanar);
H D ld8+1; hp 5 ; Init +3; Spd 40ft., climb 20 ft.; AC 15, touch 14, flat- An orc corpse lies in the hallway just before L1ls uuuI, aIIuLIIc:Lvlculil
footed 12; Base Atk + O Crp 4; Atk +4 melee (ld4 plus disease, bite): of the fiendish darkmantles. If the pcs attempt to open the door, 1
Full Atk +4 melee (ld4 plus disease, bite); SA Disease, smite good; read the following.
SQ Darkvision 60 ft., low-light vision, resistance to cold and fire 5,
spell resistance 5, scent; AL LE; SV Fort +3, Ref+5, Will +3; Str 10, Pushing against the door, YOU sense resistance. When yo
Dex 17, Con 12, Int 3, Wis 12, Cha 4. a little harder, the door moves slightly before m oving back towards
Skiffs and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, you as If something is pushing back from the (xher side. Was that
Spot +4, Swim +11; Alertness, Weapon Finesse’ a whimper !IOU heard?
Disease (Ex): Devil Chills-bite, Fortitude DC 11, incubation period ld4
days, damage ld4 Str. The save DC is Constitution-based. It requires three Initial Attitude: Unfriendly
successful Fottitude saving throws in a row to recover from devil chills. Encounter: The door is being held closed by Turag, an orc that
Smite Good (Su): Once per day a fiendish dire rat can make a normal managed to survive the fiendish darkmantle swarm by seeking refuge in
melee attack to deal extra damage equal to its H D total (maximum o f this Room even as his fellow orc was being killed right outside the door.
+20)against a good foe. He is barricading the door by jamming the point of a kobold spear under
Skiffs: Fiendish dire rats have a +8 racial bonus on Swim checks. the bottom and holding on for dear life.
Fiendish dire rats have a +8 racial bonus on Climb checks and can The PCs can force open the door by succeeding at an opposed
always choose to take 10 on Climb checks, even if rushed or threatened. Strength check against Turag (the orc gets a +7 circumstance bonus
Fiendish dire rats use their Dexterity modifier for Climb and to this check due to his Strength and the leverage the spear provides).
Swim checks. Turag whimpers all the while the PCs are trying to open the door.
Once the door is forced open, Turag retreats to the northwestern
corner, grasping his battleaxe and trying to look as threatening as
A26. THE N A R R O W ROOM
possible even though he is shaking with fear. A DC 12 Sense Motive
The door to this Room is open.
check reveals that the orc is clearly in no mood for conflict.
Two orc corpses lie in the back of this long and narrow room, If the PCs attackTurag, he goes down fighting. If, on the other hand,
obviously the victims of the octopus-like creatures. The room is the PCs make any friendly overtures, the orc falls to his knees, dropping
otherwise empty his battleaxe and begins pleading with the PCs to help get him out
of there.
Although this exchange should be role-played, the DM can resolve
Initial Attitude: N/A
this through a Diplomacy check (normal DC to change attitude from
Encounter: These orcs were forced to retreat to this Room when the
unfriendly to helpful is 40,but the PCs gain a +25 circumstance bonus
fiendish darkmantles attacked and were killed for their efforts.
to their roll because they are not reptilians or extraplanar beasts.
Except for the two orc corpses, the Room is empty. The orcs are still
If Boyikt (Room A69) and his kobolds are accompanying the PCs, the
wearing their armor and their battleaxes lay by their sides.
kobolds attack Turag. Even if the check fails, Turag does nothing more
Encounter Condition: N/A
than continue to try and hold off the PCs by looking as threatening
Tactics: N/A
as is possible in his current state; he only attacks i f h e is attacked.
Treasure: N/A
If the PCs agree to help the orc he is incredibly relieved and grateful,
E L N/A
throwing himself at his rescuers’feet and in general being subservient.
Scaling: N/A
Although he is still an orc, Turag is clever enough to know that, at least
at this moment, the pcs are his only way of making it out alive and
A27. S T O R A G E ROOM will do what he can to help them; he plays up the role of the servant
The door to this Room is open. to the maximum.
Naturally, this is largely lip service and Turag avoids doing any real
Several shovels and picks lay against one corner of the wall A corpse, work (especiallyfighting) unless absolutely necessary to defend himself
an orc by the look of it, lays in the other corner, one of the flying or he is threatened with abandonment or bodily harm. Given his
octopuses attached to his head. alignment, if Turag finds a situation that he believes will serve him
better, such as encountering a larger group of his brethren or finding
Initial Attitude: N/A some other way that would help him get out, he will not hesitate to
Encounter: Although the PCs may at first assume that the fiendish abandon his benefactors, turning on the pcs if it seems to his advantage.
darkmantle is feeding on the orc, this is not the case. A successful DC 12 If the PCs tell him they will not help, Turag accepts the judgment
Spot check or simply walking up to the corpse reveals a dagger stuck with a shrug and returns morosely to his corner. The orc does not say
in the beast’s head. Out of desperation the orc stabbed at the fiendish anything to, or respond to anything from, the PCs from that point on.
darkmantle with his dagger, killing the beast. However, once the PCs leave the Room, Turag stealthily follows
Encounter Condition: N/A them, dogging their steps just out of range of any light sources. He is
Tactics: N/A determined to follow the only chance he has at salvation and, even
Treasure: Aside from the armor and battleaxe, this orc has a pouch if caught a t his game, does not give it up unless the PCs kill him.
with seven bloodstones (30 gp each). Any PC that takes a moment If confronted about his actions, he whines and pleads ad nauseum.
to examine the dagger, or succeeds at a DC 20 Spot check, notices that Turag can relate the general events of the orc entry into the dungeon
it is of fine quality and is, in fact, a masterwork dagger. and their battles against the reptilians. He has no idea where the beasts
E L N/A hail from; he only knows that his small band of warriors was suddenly
Scaling: N/A attacked by a huge swarm of these leathery, flying, . octopus. things and
that he ended up fleeing to this Room. Once there, Turag took safety
(he won’t mention the part about barricading it agamst his fellow orc)
and was somehow missed in the excitement
ag cannot tell the PCs much of anything about the dungeon itself. Ifthe PCs spot the wave 111 ttme, they can push closed the door to A29,
-:--l”
Being a” n r ~ p ~wra u i u i , he did what he was told and did not bother using their bodies to block the door and prevent the wave from entering.
details. The previous combats with the reptilians are a blur The wave will batter unsuccessfullyagainst the door for some four rounds
-to-Room combat and he has no actual recollection ofthe routes before all becomes still. Ifthe PCs open the door at any time thereafter,the
As a result, Turag can in no way serve as a guide to the PCs wave rushes through, having waited in silence for the pcs to do just that.
he does not have the knowledge and “everything looks the same Clever PCs might think to look under the door or might succeed at
but that doesn’t mean he won’t claim to be able to if he feels a DC 15 Listen check and notice the wave still waiting outside. In that
cure him some protection. case, the wave will eventually move off down the hallway to lurk in the
g the orc about Longtail receives the same basic response. shadows at the western end and wait for the PCs to open the door
saw the “rat-man”once or twice and then only when he was and step out, at which point it rushes down the hallway to attack.
Iith Orghar. He has not seen the “rat-man”in some time and has Treasure: Along with the usual orc arms and armor, a careful search
nhat he might be up to. Turag does not make the connection of the orc bodies reveals a few spoils with a successful DC 12 Search
between Longtail’s absence and the appearance of the beasts in the check -a battleaxe with the runes of the manufacturer engraved in the
dungeon on his own. blade. This is a masterwork battleaxe and is the work of the renowned
Encounter Condition: Concealment, Cover dwarven weaponsmith, Dorin Steelforge; a hunk of amber (11 gp);
Tactics: IfTurag is attacked by the PCs, he fights to the death as well a necklace ofteeth ofvarious kinds (no value); a length of red silk ribbon
as he can in his shaken state (-2 penalty on attack rolls, saving throws, tied in an orc’s hair (dirty beyond cleansing and thus no value); three
skill checks, and ability checks). silver earrings in one orc’s ear (8 gp, 10 gp, and 17 gp respectively);
If he joins the PCs, Turag stays out of combat, letting the PCs do a small ivory carving of a lion (25 gp); a punching dagger embedded
all the work. He defends himself if attacked, while crying for help. in one of the fiendish darkmantles.
If threatened by the PCs, Turag actively engages in combat to save EL 2
his own skin, and then only if a PC fights beside him; he will stop Scaling: To increase the challenge of this encounter, have the door
the moment he is able. At no time will Turag risk his life to save or help knocked offits hinges and lying on the floor somewhere so the PCs can-
a PC unless he feels the PCs will kill him if he does not. not easily block the entrance. To decrease the challenge, reduce the hit
Treasure: N/A points of the fiendish rat swarm to one-half prior to the start of the
EL 1 encounter and allow it to occupy only a 5-ft. by 10-ft.area.
Scaling: N/A
Fiendish Rat Swarm: CR 3; Tiny magical beast (extraplanar,swarm);
A Turag, Orc Coward, 2nd-LevelWarrior: CR 1; Medium humanoid (orc); H D 4d8; hp 13; lnit +2; Spd 15 ft.. climb 15 ft.; AC 14; touch 14, flat-
H D 2d8+2; hp 11; lnit + O Spd 30 ft.; AC 13. touch 10, flat-footed 13; footed 12; Base Atk +3; Crp -; Atk (ld6 plus disease, swarm); Full
Base Atk +2; Crp +5; Atk +5 melee (1d8+4/x3,battleaxe), or +5 melee Atk (ld6 plus disease, swarm);Space/Reach 10 ft./O ft.; SA Disease,
(ld4+3, dagger),or +2 ranged (ld6+3, javelin); Full Atk +5 melee distraction, smite good; SQ Darkvision 60 ft., half damage from slashing
(ld8+4/x3, battleaxe). or +5 melee (ld4+3. dagger),or +2 ranged and piercing, low-light vision, resistance to cold and fire 5, spell
(1d6+3.javelin); SA -; SQ Darkvision 60 ft., light sensitivity;AL CE; resistance 5, scent, swarm traits; AL NE; SV Fort +4, Ref+6. Will +2;
SV Fort +3. Ref +0, Will -2; Str 17. Dex 11. Con 12. Int 8, Wis 7, Cha 6. Str 2, Dex 15, Con 10, Int 3, Wis 12. Cha 2.
Skills and Feats: Listen +2, Spot +l; Alertness. Skills and Feats: Balance +lo, Climb +lo, Hide +14, Listen +6,Spot +7,
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within Swim +lo; Alertness, Weapon Finesse.
the radius of a daylight spell. Swarm: A fiendish rat swarm seeks to surround and attack any prey it
Possessions: Studded leather, battleaxe, spear, dagger. encounters. A fiendish rat swarm deals ld6 points ofdamage to any
creature whose space it occupies at the end of its move.
In order to attack, a single fiendish rat swarm moves into opponents’
A29. CASUALTIES
spaces, which provokes an attack of opportunity. It can occupy the same
The door to this Room is open.
space as a creature of any size, since it crawls all over its prey, but
remains a creature with a 10-ft. space. Fiendish rat swarms never make
Close to a dozen orc bodies lie in various places about the room, along
with an equal number of the flying octopus creatures Several chairs attacks of opportunity, but they can provoke attacks of opportunity.
Unlike other creatures with a 104. space, a fiendish rat swarm is
and tables are also present, no doubt scattered during the battle.
shapable. It can occupy any four contiguous squares, and it can squeeze
through any space large enough to contain one of its members.
Initial Attitude: Hostile
Disease (Ex): Devil Chills-bite, Fortitude DC 12, incubation period
Encounter: Once used as a marshalling hall, the Room is presently
ld4 days, damage ld4 Str. The save DC is Constitution-based.It requires
empty except for the bodies. However, once the PCs have been inside
three successful Fortitude saving throws in a row to recover from devil
the Room for two rounds, a fiendish rat swarm enters the hallwav . ..
leading to this Room from the southern door and heads for the Room in
Distraction (Ex)’ Any living creature that begins its turn with a fiendish
search of more prey If the PCs did not spend less than two rounds in the
rat swarm in its square must succeed on a DC 12 Fortitude save or be
Room or simply look inside and leave, the wave enters the hallway while
nauseated for 1 round The save DC is Constitution-based
the pcs are still in it.
Smite Good (Su).Once per day a fiendish rat swarm can make a
Encounter Condition: N/A
normal melee attack to deal extra damage equal to its H D total (+2)
Tactics: The fiendish rat swarm has been tracking the PCs since
against a good foe.
picking up their scent in Room ,425. Although primarily scavengers,
Skills. A fiendish rat swarm has a +4 racial bonus on Hide and Move
this wave is actively hunting for live flesh.
Silently checks, and a +8 racial bonus on Balance, Climb, and Swim
As the wave enters and rolls down the hall, allow the PCs Listen
checks. A fiendish rat swarm can always choose to take 10 on all Climb
and Spot checks where appropriate (remember the -5 penalty for being
checks, even if rushed or threatened A fiendish rat swarm uses its
distracted) in order to note it’s amval
Dexterity modifier instead of its Strength modifier for Climb and Swim
The fiendish rat swarm’s tactics are straight forward. it sweeps into
checks A fiendish rat swarm has a +8 racial bonus on any Swim check to
Room A29 and covers the maximum amount of PCs in its lo-ft. by io-ft
perform some special action or avoid a hazard. It can always choose to
area. The fiendish rat swarm fights to the death, pursuing fleeing PCs
take 10 on a Swim check, even if distracted or endangered. It can use the
and tracking them by scent ifthey get out of sight
run action while swimming, provided it swims in a straight line
Although the fiendish stirges are hungry they are not suicidal
W30 THRQUGH W38.WMlMWc MUSK any fiendish stirge reduced to one-halfits hit pulAL,. Lv
The hallways and Rooms north of Room A30 and west of Rooms A37
by flylng back to Room A30 and from there to the east, glad15I leavlng
and A38 are the home of the troglodytes. PCs that enter the area are
its fellows behind. If a t any time the odds are even or there are nnore PCs
automatically sickened (-2 penalty to all attack and weapon damage
than fiendish stirges, the remaining fiendish stirges will flee.
rolls, saving throws, skill and ability checks) the entire time they are
Because the fiendish stirges have already been feeding on the
within the area from the strong concentration of troglodyte musk that
troglodyte corpses, they are not as hungry and will only drain 2 points
pervades the area after the fiendish darkmantle attack. In addition, they
of Constitution before becoming full and flying off to digest th eir meal.
must succeed at a DC 13 Fortitude save every round they are within the
Treasure: N/A
hallways or Rooms A31, A32, A35, and A36. Once a save is failed, the PC
EL 3
is nauseated (unable to attack, cast spells, concentrate on spells, or do
Scaling: To increase the challenge of this encounter, 1lave the
anything else requiring attention; only a single move action per turn is
fiendish stirges be hungry enough to drain all 4 points of Con stitution
possible) for 10 rounds, after which time they continue to be sickened
from a victim. To decrease the challenge of this encounter, h ave each
for as long as they are in the area but can no longer be nauseated.
fiendish stirge be able to drain only 1 point of constitution from a victim
Because of the massive concentration of musk, there is no need to roll
before needing to digest.
for reactions to the musk of individual troglodytes while in this area.
As the PCs pass through this area they notice a number of fiendish Fiendish Stirge: CR 1/2:Tiny magical beast (extraplanar):H D ld10
darkmantle corpses (roughly one every 10 ft.) that the troglodytes killed h p 5; lnit +4;Spd 10 ft., fly 40 R. (average):AC 16,touch 16,flat-footed
as they retreated down the hall. 12: Base Atk +1: Crp -11 (+1 when attached),Atk +7 melee (attach,
The only way to be rid of the sickening effect is to leave the area touch), Full Atk +7 melee (attach,touch), Space/Reach 2-1/2 ft./O ft.;
(either go south of the Room A29 or east of Room A36) at which point SA Attach, blood drain, smite good, SQ Darkvision 60 R , low-light
the sickening effect remains for ld4 rounds before lifting, or to use vision, resistance to cold and fire 5, spell resistance 5,AL NE: SV
delay poison (which protects against both the sickening and nauseating Fort +2, Ref+6, Will +1, Str 3, Dex 19,Con 10,Int 3,Wis 12,Cha 6
effects for as long as the spell lasts). Skiffs and Feats: Hide +14,Listen +4. Spot +4; Alertness, Weapon
If Turag (Room A28) is with the party then he does his best to steer Finesse’
the PCs away from this area saying that it is far too dangerous. The orc Attach ( € X I . If a fiendish stirge hits with a touch attack, it uses its
is aware of the fact that this is the troglodyte home. eight pincers to latch onto the opponent’s body. An attached fiendish
stirge is effectively grappling its prey. The fiendish stirge loses its
Dexterity bonus to AC and has a n AC of 12,but holds on with great
A30. OPEN ROOM I
tenacity. Fiendish stirges have a +12 racial bonus on grapple checks
The door to this Room is open
(alreadyfigured into the Base Attack/Grapple entry above).
An attached fiendish stirge can be struck with a weapon or grappled
A troglodyte lies in the comer, strangulation evident on its features.
Next to him lies a flyng octopus creature, its body tom apart itself. To remove an attached fiendish stirge through grappling, the
opponent must achieve a pin against the fiendish stirge.
Blood Drain (€x): A fiendish stirge drains blood, dealing ld4 points of
Initial Attitude: N/A
Constitution damage in any round when it begins its turn attached to a
Encounter: The dead troglodyte is one of three that were on guard in
victim. Once it has dealt 4 points of Constitution damage, it detaches and
this Room when the fiendish darkmantles hit the area. His partners
flies offto digest the meal If its victim dies before the fiendish stirge’s
managed to retreat to Room A31 and warn the troglodytes there.
appetite is sated, the fiendish stirge detaches and seeks a new target.
Encounter Condition: N/A
Smite Good (Suj: Once per day a fiendish stirge can make a normal
Tactics: N/A
melee attack to deal extra damage equal to its H D total (+1) against
Treasure: N/A
a good foe.
E L N/A
Scaling: N/A
A32. TORTURE C H A M B E R
The door to Room A32 is trapped. Pulling the door open releases
A31. A NOT SO T A S T V M E A L
scything blades located underneath the door. The blades swing out
The doors to this Room are open
at anyone standing closest to the door (usually the person opening
the door; each blade swings into the square directly in front the door)
The bodies of two troglodytes lie on the floor, obviously suffocated
A hidden bolt near the outside edge of the door can be pushed down
to death.
to keep the blades in place. The trap is reset when the door is closed.
Initial Attitude: Hostile d Scything Blade Trap: CR 1, mechanical: touch trigger (opening door);
Encounter: These troglodytes met their fate as the fiendish darkmantles manual reset (closing the door): hidden bolt bypass (Search DC 15),
swept through the area. The fiendish darkmantles are long gone, having Atk +8 melee (ld8/x3),Search DC 21;Disable Device DC 20
pushed on to the western end of the “Maze.” Currently, eight fiendish
Read the following once the PCs open the secret door.
stirges that were following the fiendish darkmantles for just such opporm-
nities are taking advantage of the situation and draining the corpses dry.
Several sets of wrist and ankle
Encounter Condition: Distracting Noises
dried pools of blood below each set only u n d e r h e what use this
Tactics: The fiendish stirges are busy feeding and are thus distracted
room was used for.
(-5 to all Listen and Spot checks). They do not notice light until it falls
on one of them. Although they are feeding, the fiendish stirges are not
Initial Attitude: N/A
particularly thrilled with the quality of troglodyte blood and will gladly
Encounter: This Room served as a prison and torture chamber hun-
welcome a chance to feast on something tastier, namely the Pcs.
dreds of years ago, but after the earthquakes broke open the tombs. The
Once the fiendish stirges spot the PCs, they take to the air to attack,
blindfolded slaves were brought into this Room through the secret door
spreading their numbers out as evenly as possible.
and, once the secret door was closed, shown that there was no way out.
The fiendish stirges, just as the PCs do, suffer from the troglodyte
It has escaped discovery until now.
musk in the area and are sickened (-2 penalty to all attack and weapon
damage rolls, saving throws, skill and ability checks).
c
1
Note that while the ttallway is subject to troglodyte musk, the Room each alcove takes a 5-k. step and attacks (its surprise round action) with
i k.-ic...
u w LLCC -c.L..
r--- UI -L-
LUC UUUI. both troglodytes gaining flanking bonuses.The troglodytes in Rooms A31
Encoun ter Condition: Decrepit, Safe and A32 use the surprise round to move down the hall (if they are
Tactics: Despite the atmosphere, the Room is an excellent place for not aware of the pcs when the troglodytes in the alcove attack then they
the pcs t o r est. cannot move until the first normal combat round), one behind the other,
Treasure::N/A and hem the PC in position; they cannot attack until the following round.
EL 1 Once combat begins, the troglodytes attempt to hold theit positions
Scaling: To increase the challenge of this trap, have the blades cause with three engaging the PC caught between the alcoves (the two in
ld8/x3 dam[age.To decrease the challenge of this trap, make the bypass the alcoves receiving flanking bonuses) and the other three providing
more readil y noticeable (Search check, DC 12). backup for any troglodyte that falls. Although they secrete their musk,
the smell is already so bad that it has no further effect on the PCs.
Knowing that they are trapped, every troglodyte fights to the death.
A33. AMtJIUSH
Given recent history, the troglodytes consider anyone that is not
The following description covers the hallways and alcoves south
a troglodyte an enemy and attack to kill, giving no quarter and asking
of Room A33 including locations A and B and examines the tactics of the
for none during the initial combat. Any attempt to talk or negotiate
troglodytes defending the area. Remember that the PCs, along with any
while in the ambush falls on deaf ears.
other living non-troglodytes, are sickened (-2 penalty to all attack and
If the PCs retreat, the troglodytes do not pursue them beyond the two
weapon damage rolls, saving throws, skill and ability checks) while
alcoves, realizing that they would be giving up a great advantage by
in this area unless they have somehow managed to take precautions.
doing so. Once they retreat from the area the PCs may wish to parley
Note that all four of the doors in this area are open. Having withstood
with the troglodytes. Since the rather desperate troglodytes realize that
the initial assault by the fiendish darkmantles, the remaining troglodytes
it was not orcs or beasts attacking them, allow a Diplomacy if the PCs
have prepared themselves as best as they can for subsequent attacks
speak draconic (grant a t10 bonus to the Pc’s attempt if no troglodytes
by placing six of their number in readiness for any additional threats
were wounded or killed during the initial ambush).
(two each at locations “B” and one more each in Rooms A31 and A32).
If Turag (Room ,428) is with the PCs and the troglodytes are aware
Read the following text once the PCs come close to location A.
of it, they demand to be allowed to take him as a prisoner in exchange
for information. If Turag fought against the troglodytes, there is no
The signs of battle are evident here, as several of the flying octopus
chance of parley as the PCs are seen as allies of the orcs.
creatures have met their end in these hallways.
If parley is successful, the PCs can speak to Yrkak, the troglodyte
cleric from Room A34 although they are not allowed to proceed up the
Initial Attitude: Hostile (Initial) or Indifferent (after PCs retreat)
hallway past the alcoves. Much like the other humanoids,
Encounter: The floor just before the alcoves (location ‘W) contains
the troglodytes relate their story but precious little concerning Longtail
over a dozen fiendish darkmantle corpses (the last of the wave that
and his plans, although Yrkak recalls that when he last heard of Longtail
attacked this area) that have had their tentacles and bodies sliced open.
the “rat-man’’was heading to the east. If the parley fails, the troglodytes
The resulting mess of blood and organs makes for a slippery and noisy
leave the pcs alone as long as they do not return but do not otherwise,
environment. Any PC attempting to move through the area must
communicate with them. In no way do the troglodytes join with the
succeed at a DC 15 Reflex save the moment he steps into location “A”
Pcs. They are busy caring for the wounded at the moment and enjoy
or slip and fall prone in the bloody mess. Even if the PC keeps himself
their tactically sound position. Once the warriors that can be saved
from slipping, the noise made by moving through the coagulated blood
are healthy, the group will attempt to leave the area.
and squishy organs is most likely be heard by the troglodytes hiding
Treasure: N/A
at location “B”.(ifthe pcs are attempting to move have the PC or pcs roll
EL 5
their Move Silently checks normally and grant the troglodytes in the
Scaling: It is not recommended that the challenge of this encounter
alcoves Listen check bonuses of +I1 while the troglodytes in Room A31
be increased. To decrease the challenge of this encounter, have only
and A32 receive a total O f +4. Note that the Listen check bonuses include
three troglodytes in position (one in each alcove at location “B” and one
the standard troglodyte +3 Listen bonus).
in the doorway of Room A31).
PCs using light sources (except for candles) are automaticallydetected
before they reach location ‘W. *Troglodyte: CR 1; Medium humanoid (reptilian);H D 2d8t4; h p 13;
There are two troglodyte warriors each hiding in the darkness in both Init -1; Spd 30 k.; AC 15, touch 9, flat-footed 15; Base Atk t 1 ; Grp +l;
the eastern and western alcoves (they are at the locations marked with Atk +1 melee (ld4, claw); Full Atk +1 melee (ld4, 2 claws) and -1 melee
a “B”; both troglodytes occupy a single square). Although they try to (ld4, bite); SA Stench; SQ Darkvision 90 ft.; AL CE; SV Fort t 5 . Ref-1,
blend in as well as they can, the fact is that they have nowhere to hide Will + O Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10.
and are thus easily spotted by anyone who looks into either alcove and Skills and Feats: Hide +5*, Listen +3; Multiattack’, Weapon Focus
succeeds at a DC 8 Spot check. The remaining two are hiding in the (javelin).
doorways of Rooms A31 and A32 respectively, keeping an eye on the Stench (Ex): When a troglodyte is angry or frightened, it secretes
hallway from there and are much harder to spot (Spot check, DC 19). a n oily, musk-like chemical that nearly every form of animal life finds
Encounter Condition: N/A offensive. All living creatures (except troglodytes) within 30 ft. of a
Tactics: Given the tight quarters in this area, the troglodytes realize troglodyte must succeed on a DC 13 Fortitude save or be sickened for
the importance of these alcoves. The moment they become aware of 10 rounds. The save DC is Constitution-based.Creatures that successfully
movement through location “A”,they ready themselves. Due to their save cannot be affected by the same troglodyte‘s stench for 24 hours
desire for surprise, the troglodytes at locations “B” cannot warn their A delay poison or neutralize poison spell removes the effect from the
compatriots in the doorways of Rooms A31 and A32 of PCs moving sickened creature. Creatures with immunity to poison are unaffected,
in darkness (those not using light sources but making noise at location and creatures resistant to poison receive their normal bonus on their
“A”); if those two do not hear the PCs themselves then they cannot saving throws.
react during the surprise round. All troglodytes notice any light sources Skills: The skin ofa troglodyte changes color somewhat, allowing it to
in the hallway. blend in with its surroundings like a chameleon and providing a t 4 racial
Unless the PCs have some way of knowing where the troglodytes are, bonus on Hide checks. * In rocky or underground settings, this bonus
or are especially cautious, the troglodytes have a surprise. The moment improves to t 8 .
a PC enters the square between the two alcoves one of the troglodytes from Possessions: None.
A33. TROGLODVTE LIVING QUARTERS Skills: The skin of a troglodyte like a salam;ander's, allowing it to bl
The door to this Room, as are all the doors in this area, is open. . >
in with its surroundings like a chameleon and proviotng a +4 ractai
' I
Covering Rooms A46 to A56, this area was not claimed by the orcs or r e p
footec1 12; Base Atk +3; Grp-; Atk (ld6 plus disease, swarm);Full
tilians and served as a neutral area while the humanoid alhance still held.
Atk (1 d6 plus disease, swarm); Space/Reach 10 k./O ft.; SA Disease,
The chief reason for this status was that this area is the heart ofthis Region
distrat:tion, smite good; SQ Darkvision 60 Ft., half damage from
of the Worlds Largest Dungeon and is able to access all the other parts of
slashiing and piercing, low-light vision, resistance to cold and fire 5,
this Region; in order for the various humanoid treasure-seekinggroups to
spell r esistance 5, scent, swarm traits; AL NE; SV Fort +4, Ref +6,
be able to go about their business in peace, the area was deemed to be free
Wlll + 2; Str 2, Dex 15, Con 10, Int 3, Wis 12, Cha 2.
to everyone. The other reason for this was because of the large number
lls and Feats: Balance +lo, Climb +lo, Hide +14, Listen +6.
of trapped Rooms and mysterious phenomena in some of the Rooms.
-7,Swim +10 Alertness, Weapon Finesse.
Although some parts of the area saw heavy fighting during the orc
arm: A fiendish rat swarm seeks to surround and attack a n y prey
attack on the reptilians and the occasional beast is about, large parts
xmters. A fiendish rat swarm deals ld6 points ofdamage to any
of this region have been left alone for a long time and hold a number
re whose space it occupies at the end of its move.
of secrets, traps, and treasures.
xder to attack, a single fiendish rat swarm moves into opponents'
s, which provokes an attack of opportunity. It can occupy the same
as a creature of any size, since it crawls all over its prey, but A46. WORKSHOP
ns a creature with a 104. space. Fiendish rat swarms never make The door to this Room is trapped Draconic wnting on the door reads
s of opportunity, but they can provoke attacks of opportunity. "Danger. Do Not Enter" The warning on the door was placed there
like other creatures with a 10-foot space, a fiendish rat swarm by the kobolds who had one of their number killed when the trap in the
is shapable. It can occupy any four contiguous squares, and it can doorway was tnggered
squeeze through any space large enough to contain one of its members. The doorway is trapped with an automancally resetting burning hands
Disease (Ex): Devil Chills-bite, Fortitude DC 12, incubation trap The trap activatesthe moment any creature opens the door to Room
period ld4 days, damage ld4 Str. The save DC is Constitution-based. A46 It shoots down from the ceiling in a cone shape, stnking the square
It requires three successful Fortitude saving throws in a row to recover in front of the door on both sides Because the vent is built into the
from devil chills. archway, this trap is nearly impossible to spot
Distraction (Ex): Any living creature that begins its turn with
Burning Hands Trap: CR 2, magic device, proximity trigger (alarm),
a fiendish rat swarm in its square must succeed on a DC 12 Fortitude
automatic reset, spell effect (burning hands, 2nd-level sorcerer, 2d4 fire,
save or be nauseated for 1 round. The save DC is Constitution-based.
DC 11 Reflex save half damage), Search DC 30, Disable Device DC 26
Smite Good (Su): Once per day a fiendish rat swarm can make
a normal melee attack to deal extra damage equal to its HD total Read the following once the PCs open the door
(+2) against a good foe.
Skills: A fiendish rat swarm has a +4 racial bonus on Hide and Move Although this room is now empty, you can all but guess at its previous
Silently checks, and a +8 racial bonus on Balance, Climb, and Swim purpose A complete forge sits in one corner A large workbench
checks. Afiendish rat swarm can always choose to take 10 on all Climb along with two stools dominates the center, while there are numerous
checks, even if rushed or threatened. A fiendish rat swarm uses its hooks and nails on the wall indicating a place where tools were once
Dexterity modifier instead of its Strength modifier for Climb and Swim kept A hallway leads on past this area
checks. A fiendish rat swarm has a +8 racial bonus on any Swim check
to perform some special action or avoid a hazard. It can always choose Initial Attitude: N/A
to take 10 on a Swim check, even if distracted or endangered. It can use Encounter: This was at one time a workshop. The place was cleaned
the run action while swimming, provided it swims in a straight line. out, but the forge couldn't be moved. Although covered with dust, the
forge is still functional if fuel is found.
Encounter Condition: Safe
A45. HALLWAY
Tactics: Assuming the PCs survive the trap or bypass it, this is
All the doors in and out of this hallway are open
an excellent Room to rest.
Treasure: N/A
The remains of a pile of bodies, two large felines and a pair of kobolds
EL2
as well as a trio of orcs, are stacked in the center of this hallway.
Scaling: To increase the challenge of this trap, increase the damage to
4d4. To decrease the challenge of this trap, reduce the damage to ld4.
Initial Attitude: N/A
Encounter: This area was under constant patrol by two kobolds and
krenshar when the orcs attacked. Arriving simultaneously from both the A47. LABORATORV
east and west, the orcs surrounded the kobold guards and slaughtered
them, sustaining no casualties themselves. The fiendish rat swarms Several tables are pushed up along the sides of this room along m t h
have already visited here and the bodies are nothing more than a few a trio of stools.
ornaments of flesh clinging to bone.
Encounter Condition: N/A Initial Attitude: N/A
Tactics: N/A Encounter: This was a magical laboratory. Unlike the one in Room
Treasure: N/A A40, this one did not sustain any major damage.The valuable equipment
E L N/A was cleaned out, but a couple of items were left behind.
Scaling: N/A PCs examining the tables can note discoloration and bum marks
from the use of various chemicals during the experiments. A DC 12
Search check of the Room reveals a number of piles of glass shards from
broken beakers and containers.
Encounter Condition: Distracting Noises or Haunted
Tactics: N/A
Treasure: A PC willing to search (Search check, DC 20) through
the glass shards is rewarded with a small, flawed diamond (500 gp).
More importantly, the owner of the lab this created three hiding places A49. THE LONG HALLWAY
for some of his lesser creations. All the doors leading in this hallway are open.
The first is small metal box, about 4 inches in length, 4 inches
in width, and 2 inches in height, that attaches under one of the tables - ofthis room extends beyond the edge of your light source.
The length
and is found relatively easily with a DC 14 Search check. This box is Here lies an orc corpse, there rests a dead kobold, and over there
trapped with a poison blade holding greenblood oil weakened with age. a flying octonus that has had three of its tentacles severed lies limp
The razor-sharp blade releases when the box is opened, slicing across against tlle wall.
the box opening and cutting into flesh. A PC that shakes the box hears
small objects rattling within. Unfortunately, this box is a red herring Initial Attitude: N/A
and contains only a few pebbles. Encounter: The key to controlling this Region lies in controllin
this hallway, as it affords access to all the parts of the dungeon, and
Poison Blade Trap: CR 1; mechanical; touch trigger; manual reset;
Orghar made it one of his key objectives when planning the orc assault
Atk +8 melee (1 plus greenblood oil poison DC 5 Fort save (due to age)
Although it was officially neutral, the kobolds realized the significance
1 Con/ld2 Con); Search DC 22; Disable Device DC 20.
of this hallways as well and always kept a guard force nearby Although
A second hiding place is behind one of the rocks of the furnace. The numerically superior, the orcs had difficulty taking the hallway (due to
mechanism is actually a flat piece of rock attached to a metal flap that is the presence of the Boylkt, Borryn’s brother and a kobold wizard).
lifted to gain access to the space behind; it is revealed by a more difficult However, as with the battle in the kobold stronghold (Rooms A41
DC 18 Search check. This hiding place is also guarded by a spring-loaded through A49, the sudden appearance of the extraplanar beasts ended
punching dagger blade that flies out the moment the rock flap is lifted, the combat XI a way neither side had anticipated.
punching itself into the face or chest of the person opening the door. The Numerous humanoid and bestial dead lie in the hallway including
blade is coated with greenblood oil that has lost much of its potency. om, kobolds, a couple of krenshar, fiendish stirges,fiendish darkmantles,
* Punching Dagger Trap: CR 1; mechanical; location trigger; manual
and even some fiendish dire rats (exact numbers up to the DM).
Otherwise, the hall is strangely empty
reset; Atk +12 ranged (1d4/x3 plus greenblood oil poison, DC 5 Fort
Encounter Condition: N/A
save (due to age) 1 Con/ld2 Con, punching dagger);Search DC 2 0
Tactics: Given the prominence of this place and the numerous paths
Disable Device DC 20. Note: 20-k. max range.
for access, the DM should roll for Random Encounters while the PCs
Located in the hollow space behind the mechanism are three arcane are in the Room. One roll when the PCs enter and another Just before
scrolls - magic missile, rat’sgrace, and flaming sphere. they leave is ideal, although there can certainly be more
The final location is the most difficult to find (Search check, DC 28) Treasure: N/A
and is actually a hollow stool leg that contains a wand of acid arrow E L Varies
(17 charges). The wand gives no clue as to its function and identify only Scaling: Varies
reveals the command word (bahris-kyh). If the PCs detect magic,
the wand radiates magic, but no school can be discovered.
A5O. KOUOLD GUARD POST
EL 2
The doors to this Room are open
Scaling:To increase the challenge of this encounter, restore the potency
of the greenblood oil poison. To reduce the challenge, remove the poison. This room is completely empty.
Initial Attitude: N/A This rubble-strewn room appears to have an exit, you can make
Encounter: This Room served as the home of a guard captain, out the top half of a door in the wall across from thls doorway.
but any functioning furniture was cleaned out by the humanoids some
time ago. The table was left alone as it had no value. Scattered on the Initial Attitude: Hostile
floor are tiny shreds of paper, perhaps from a journal or log. Encounter: This Room is empty except for the rubble. A couple
Encounter Condition: N/A of large fiendish darkmantles are taking a break in the Room to hang
Tactics: N/A out among the rocks. They are exceptionally difficult to distinguish
Treasure: N/A in the dust and dirt and boulders. (Spot check, DC 25).
E L N/A Encounter Condition: Poor Footing 4
Scaling: N/A Tactics: The fiendish darkmantles know that they are well camou-
flaged and wait until a PC is within 5 ft. of one of the pair to attack. Unless
the PCs are very aware or lucky, the fiendish darkmantles surprise the PCs.
857 THROUGH 811. IARTHQURKI B8MEGI The fiendish darkmantle farthest away from the PCs cloaks the Room
Both the reptilians and orcs tended to avoid the area covering Rooms
in darkness while the other attacks the PC. Note that because of their
A57 through A77 and the hallways in between. Almost destroyed in the
flying ability, the fiendish darkmantles are not hampered by the terrain
heavy earthquakes that damaged the entire complex, the entire area
and can move normally over the ground (20 ft.) by using a combination
is unstable. Chunks of the ceiling and dust lay everywhere, making it an
of tentacles and quick flaps of their skin; they can fly normally.
easy place to hide in but a difficult place to maneuver through.
The darkmantles are aggressive and take the fight to the PCs,
w h e n the occasional tremor rumbles through this portion
especially as long as the darkness remains. If things begin to take a turn
of the complex it causes more dust, dirt, and rocks to fall from the
for the worse, such as they are reduced to less than one-half their hit
ceiling giving the entire area a sense of imminent annihilation;
points, the darkmantles attempt a fighting retreat, the second one using
no creature willingly makes its home here.
darkness to cover their escape.
That is not to say that there are not currently some residents.
Due to the dusty conditions in the Room, the Combination
Extraplanar scavengers roam the area hoping to find an easy meal.
ofdarkmantle flight and PC movement stirs up dust making things even
A handful of reptilian refugees also hide in the area, hoping to
more difficult for the Pcs (but not the fiendish darkmantles who use
escape notice.
blindsight). Increase the missed chance due to concealment by 10%
The unstable and damaged condition of the area creates an interesting
(to a total of 30%) after the first round of combat and for the duration.
tactical situation for the pcs and any creatures that rely on land
Treasure: N/A
movement. The rubble that is strewn everywhere hampers movement
EL 3
throughout the entire area; each square moved costs double (although
Scaling: To increase the challenge of this encounter add a third
you can still take a 5-ft. step as part of a combat action). The rubble
fiendish darkmantle.To decrease the challenge do not increase the con-
also prevents any land-based charges or running throughout the
cealment (from dust) and assume that fiendish darkmantles’ movement
entire area. Finally, any land-based attempts to Move Silently suffer
on the ground and air is as hampered as that of the PCs (two square cost
a -5 circumstance penalty due to the rock and grit underfoot.
for every square moved).
Note: Major tremors in this Section have the potential to collapse
parts of tunnels, sections of Rooms, block doors, etc. making it even Y Fiendish Darkmantle: CR 2; Small magical beast (extraplanar);
more difficult to move through the area or even get out at all. If a door H D 2d10+2; h p 13; lnit +4; Spd 20 ft., fly 30 ft. (poor);AC 17, touch 11,
or passage is blocked by rocks it requires id20 minutes to clear the space flat-footed 17; Base Atk +l; Grp +O; Atk +5 melee (ld4+4,slam); Full Atk
for Medium creature to squeeze through. +5 melee (1d4+4,slam); SA Darkness, improved grab, constrict ld4+4.
smite good; SQ Blindsight 90 ft., resistance to cold and fire 5, spell
resistance 6; AL NE; SV Fort +3, Ref +2, Will + O Str 16, Dex 10,
Con 13, Int 3 , Wis 10, Cha 10.
Skills and Feats. Hit +lo, Listen +64, Spot +64; Improved Initiative. A66. PRISON
Darkness (Su): Onc per day a fiendish darkmantle can cause darkness All the doors to this Room are open.
as the darkness spell ((caster level 5th). It most often uses this ability just
before attacking. Rubble chokes the narrow passageways of this room.
Improved Grab (Ex) :To use this ability, a fiendish darkmantle must
hit a Large or smaller creature with its slam attack. It can then attempt to Initial Attitude: N/A
start a grapple as a fre'e action without provoking an attack ofopportunity. Encounter: Anything that may have been of interest in this Room
If it wins the grapp'le check, it attaches to the opponent's head and is buried under the rubble that comes up to the average man's waist.
can constrict. Although this Room reveals nothing of interest, it is the gateway to the
constrict (Ex)' A fiendish darkmantle deals ld4+4 points ofdamage vault at Room A67.
with a successful grapiple check. Encounter Condition: N/A
r
c
xnrre
.k_ ,-..A
uuuu [Jul. 3nce per day a fiendish darkmantle can make a
I.- 5
Tactics: N/A
normal melee attack to deal 1 extra point of damage against a good foe. Treasure: N/A
Blindsight (Ex): A fiendish darkmantle can "see" by emitting high- E L N/A
frequency sounds, inaudible to most other creatures, that allows it to Scaling: N/A
ascertain objects and creatures within 90 ft. A silence spell negates
this ability and effectively blinds the fiendish darkmantle.
A67. S T O R A G E VAULT
Skills: A fiendish darkmantle has a +4 racial bonus on Listen and Spot
The door to this Room is partially open. Rubble blocks the doorway
checks. These bonuses are lost if its blindsight is negated. The creature's
except for a narrow 1-ft. wide opening
variable coloration gives it a +4 racial bonus on Hide checks.
Peering through the narrow juncture you can see a number of opened
A59. EMPTV ROOM chests lined against one wall.
The earthquake caused the lintel above the door to collapse. As a result,
the door requires a DC 20 Strength check to open, which causes the Initial Attitude: N/A
lintel to collapse;like a falling block trap. EncountecThis was once a storage vault for items ofminor importance.
* Falling Block Trap: CR 1; mechanical; touch trigger (pulling open
A Small creature or smaller can crawl through the opening without
a problem. A creature of medium size must succeed at a DC 30 Escape
the door); no reset; Atk +5 melee (2d6, stones); Search DC 15; Disable
Artist check to pass through the existing opening. A Large creature
Device DC 15.
or larger cannot pass through.
Once the door is opened, read the following text. Attempts to widen the opening require caution. A successful DC 15
Knowledge (architecture and engineering) or Profession (mining)
This small room is filled w t h rubble and appears to have no other emt. check reveals that the entire thing will collapse unless properly shored
up and also how to go about doing so. If these skills are not available
Initial Attitude: N/A then treat the threat of collapse as a falling block trap.
Encounter: The Room itself is empty, but once inside provides a safe
place for the PCs to rest.
* Falling Block Trap: CR 1; mechanical; touch trigger (widening
opening);no reset; Atk +5 melee (2d6. stones); Search DC 2 0
Encounter Condition: Safe, Tremors 10
Disable Device DC 20.
Tactics: N/A
Treasure: Admist the rubble are a few soiled blankets and shards
of metal. PCs succeeding at a DC 25 Search check find a torn bag filled
with 16 gp and a chipped eye agate (55 gp).
EL 1
Scaling: To increase the challenge of this encounter, increase
the Search and Disable Device DCs of the falling block trap to 20 and
increase the damage to 3d6. To decrease the challenge, reduce the Search
and Disable Device DCs to 12 each and reduce the damage to ld6.
Through the open door you see a small room, perhaps once a cell,
perhaps only a closet, relatively clear of rubble
-
Although there has been a bartial collaase of the ceiline. which has
crushed much of the furnitiire that was once here, there are still three
effect spells such as color spray and sleep until he can get maximum effect
out of them. One particular combination is to trap creatures in a web and
then, while the warriors use their slings, cast flaming sphere at the web.
chairs in one piece.
The well-prepared kobolds are a strong challenge to the PCs and
if combat can be avoided it should be. The kobolds are paranoid,
Initial Attitude: N/A
afraid of everything that moves and for this reason they attack any
Encounter: This Room was a guard post and the furniture was left
non-kobolds that come into the area. However, that does not mean they
behind. The chairs are unremarkable, although obviously made for
are unwilling to negotiate. After all, their situation at present is less than
creatures of a shorter build. Although it cannot be seen from the door,
comfortable given not only the monsters roaming the dungeon but also
there is a weapon rack behind the door, in which sit four spears.
the instability of this area. If the PCs choose to negotiate, either before
Encounter Condition: N/A
combat starts or even after, Boyikt listens.
Tactics: N/A
Boyikt's attitude is Indifferent for the purpose of resolving any
Treasure: The spears, despite being dusty, are fit for use.
Diplomacy checks concerning a cooperative arrangement once hostilities
E L N/A
cease. IfTurag (Room A28) is with the PCs, impose a -10 circumstance
Scaling: N/A
penalty to the Diplomacy check. Although the exchange should be
role-played rather than relying on dice. If the Pcs manage to establish
A69. BARRACKS rapport with Boyikt then he demands an exchange of information.
The door to this Room is open. Boyikt can relate his experiences concerning the battles with the orcs
and the coming of the extraplanar beasts. More importantly, Boyikt
Large portions of the floor of this room are strewn with rubble. believes the beasts are coming from the northeastern Region of the
The num erous cracks in the walls do not suggest much safety. dungeon and he suspects that Longtail is behind the appearance of the
Rows of I3ark wooden bunk beds, most of them damaged by the creatures, although how precisely that came about is a mystery to him.
rubble, grve some clue as to what this area was used for. He can tell the PCs about the secret door to Room AiO8.The kobolds dis-
covered it while they were securing their area but were unable to open
Initial Attitude: Hostile it (let the Pcs come to the conclusion that it is a one-way door on their
Encounter: As former barracks this area was emptied of anything of own as Boyikt only knows they could not get the door open).
interest when the previous occupants left. The bunk beds are clearly Although he is free with information, Boyikt has no intention
designed for humanoids. ofjoining with the PCs to face Longtail. He has a healthy dose of respect
Currently Boyikt (hp 9), the kobold wizard (and brother of the dead for the fiendish wererat sorcerer and has no intention of going to the
kobold leader Borryn), four kobold warriors (hp 1 5 , 9 , 8 , 8 ) ,and a kren- place where he suspects all those beasts came from. If the PCs say
shar (hp 12) occupy the Room. Having escaped the orc assault and the that they are looking for a way out, Boyikt and the kobolds may become
subsequent attacks by the extraplanar beasts now roaming the dungeon, convenient allies of the Pcs, but only if Turag is not with the party
the kobolds have sought refuge in this area in an attempt to find a way (Boyikt cannot be persuaded to change his mind on that point and,
out of their present predicament. in fact, wants the orc dead before making any deals).
Encounter Condition: Concealment, Cover If the kobolds do accompany the PCs they insist on being treated
Tactics: The kobolds always have one of their number along with the as equals. Of course, Boyikt is smart enough to realize it if the PCs
krenshar stationed near the door keeping an eye, ear, and nose out on are really heading for a showdown with the wererat (heading east
things. PCs using light sources are quickly spotted,and even those moving is a strong clue), he and the kobolds part ways from the PCs.
silently and in darkness cannot escape the krenshar's scent ability. In combat, the kobolds'preferred tactics are to engage from a distance
The remaining kobolds have built an impromptu fort by piling stones in and gang up on opponents whenever possible; fighting alongside
the southeast corner of the Room, Regioning off a 10 ft. by 10 ft. Region. the PCs they prefer to let the pcs do the close-quarters fighting while
This provides a +8 cover bonus to AC and Reflex saves, + l o circumstance they pepper the opponents with sling stones, rushing in to attack
bonus to Hide checks, and grants the kobolds improved evasion. and finish off weakened foes.
lined inteamwork, the kobolds work closely with the PCs and a Kobold, War 2 CR 1/2; Small humanoid (reptilian);
their attacks with them. They help out the p c s t o the best o f HD 2d8; hp 9,8, 8; Init +l; Spd 30 ft.; AC 15, touch 12, flat-footed 14;
;although always w i t h an eye to their o w n safety, and expect Base Atk +2; Crp -3; Atk Spear +2 melee ( l d C l j x 3 ) or sling +4 ranged
,m the PCs. Boyikt is a decent tactician and i s especially adept (ld3); Full Atk Spear +2 melee (ld6-1/~3)or sling +4 ranged (ld3);
spells t o the best effect. However, h e w i l l always try t o h o l d SA -; SQ Darkvision 60 ft., light sensitivity; AL L k SV Fort +3. Ref +1,
wo in reserve (usually sleep and m i r r o r image) just in case Will -1; Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8.
the alliance w i t h the PCs goes sour. In a worst case scenario, he uses his Skills and Feats: Craft (trapmaking) +4, Hide +6, Listen +2. Move
scroll o f secure shelter to escape the PCs for as long as possible. Silently +2, Profession (miner) +2, Search +2. Spot +2; Alertness.
Whenever t h e kobolds are on the move, one kobold warrior and t h e Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight
krenshar take the lead acting as scouts and they suggest the same i f t h e y or within the radius o f a daylight spell.
are traveling w i t h the Pcs. Once the scouts have spotted something, Skills: Kobolds have a +2 racial bonus on Craft (trapmaking),
they sneak back t o the remaining kobolds and report the situation. Profession (miner), and Search checks.
The kobolds prefer to avoid combat when possible and sneak by Possessions: Leather armor, spear, sling.
opponents rather than face them. PCs that insist o n fighting everything
they see find the kobolds leaving them.
a Kobold, W a r 2 CR 1; Small humanoid (reptilian); H D 3d8; hp 15; lnit
+ l ; Spd 30 ft.; A t 15, touch 12, flat-footed 14; Base Atk +3; Crp -2; Atk
I f f a c i n g combat, the kobolds set up a n ambush in t h e most favorable
Spear +3 melee (ld6-11x3) or sling+5 ranged (ld3); Full
location - one that restricts the movement possibilities o f their foes
Atk Spear +3 melee (ld6-1/~3) or sling +5 ranged (ld3); SA -; SQ
while allowing the kobolds t o concentrate their missile fire and using
Darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, Ref +2, Will + O
the krenshar's scare ability t o prevent any enemy rushes at their
Str 9. Dex 13. Con 10, Int 10, Wis 9, Cha 8.
positions. Because of the krenshar's good movement rate, they use
Skills and Feats: Craft (trapmaking) +4, Hide +6, Listen +2, Move
the creature as bait to lure extraplanar beasts i n t o a prepared ambush
Silently +2, Profession (miner) +4, Search +2, Spot +2; Alertness, Dodge.
whenever possible.
light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within
Treasure: N/A
the radius of a daylight spell.
EL 5
Skills: Kobolds have a +2 racial bonus on Craft (trapmaking),
Scaling: To increase the challenge o f this encounter, have t h e
Profession (miner), and Search checks.
kobolds place trip wires across t h e floor requiring a DC 14 Reflex save
Possessions: Leather armor, spear, sling.
to cross the Room without tripping and falling prone. To decrease
the challenge o f this encounter, remove the fort. a Krenshar: CR 1; Medium magical beast; H D 2d10 hp 12; lnit +2;
Spd 40 ft.; AC 15, touch 12, flat-footed 13; Base Atk +2; Crp +2; Atk +2
A Boyikt, Kobold Wiz 4 CR 4; Small humanoid (reptilian); H D 4d4; hp 9;
melee (ld6, bite); Full Atk +2 melee (ld6, bite) and +O melee (1d4, 2
lnit +l; Spd 30 ft.; AC 14, touch 12, flat-footed 13; Base Atk +2; Crp -3;
claws); SA Scare; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV
Atk +2 melee (ld3-1/19-20, dagger); Full Atk +2 melee (1d3-1/19-20,
Fort+3, Ref+5, Will +l; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13.
dagger); SA Spells; SQ Darkvision 60 ft., familiar (lizard), light sensitivity,
Skills and Feats: Hide +4, Jump +9, Listen +3, Move Silently +6;
spells; AL LE; SV Fort +1, Ref +2, Will +3; Str 9. Dex 12, Con 10,
Multiattack, Track'.
Int 15, Wis 9, Cha 8.
Scare (Ex or Su): As a standard action, a krenshar can pull the skin
Skills and Feats: Craft Wondrous Item. Dodge, Scribe Scroll.
back from its head, revealing the musculature and bony structures o f its
Familiar: Yitiik, his lizard familiar.
skull. This alone is usually suficient to scare away foes (treat as a Bluff
A Yitiik, Lizard: CR -; Tiny magical beast (augment animated); check with a +3 bonus).
H D 4; hp 4; lnit +2; Spd 20 ft., climb 20 ft.; AC 16, touch 14, flat- Combining this scare ability with a loud screech produces an
footed 14; Base Atk +2; Crp -10 Atk +6 melee (ld4-4. bite); Full unsettling effect that works like a scare spell from a 3rd-level caster
Atk +6 melee (1d4-4, bite); SA-; SQ Empathic link, low-light (Will DC 13 partial). A creature that successfully saves cannot be affected
vision, share spells; AL N; SV Fort +2, Ref+4, Will +5; Str 3, again by the same krenshar's scare ability for 24 hours. The shriek does
Dex 15, Con 10, Int 7, Wis 12, Cha 2. not affect other krenshars. This is a supernatural, sonic mind-affecting
Skills and Feats: Balance +lo, Climb +12. Hide +lo, fear effect. The save DC is Charisma-based.
Listen +3, Spot +3; Weapon Finesse. Skills: Krenshars have a +4 racial bonus on Jump and Move Silently
Skills: Lizards have a +8 racial bonus on Balance checks. checks.
They also have a +8 racial bonus on Climb checks and can always
choose to take 10 on Climb checks, even if rushed or threatened.
A70. Q U A R T E R S
Lizards use their Dexterity modifier instead o f their Strength
The door t o this Room i s open
modifier for Climb checks.
doorway of this Room keeping an eye out on the hallway to the north the llfe of Boyikt or his kobolds There is no way to convince the kobold
and the secret door to the west. Both the secret door and the hallway wizard to ally with the orcs then either the PCs give up this idea of
door directly to the north of the doorway to A81 are closed. Read the an alliance with the orcs, or the kobolds leave If the PCs are foolish
following description when the PCs enter Room A81 proper. enough to try to stop the kobolds, the kobolds fight
No matter how the parley turns out, the orcs do not attack beyond
This large room is empty except for the orcs that occupy it. Although their door and go no further than to allow the PCs to speak w t h Orghar
they try to hide it, a number of them are obviously wounded. (see Room A82)
Treasure: N/A
Initial Attitude: Hostile EL 6
Encounter: Orghar personally led the attack on Room A49 intent Scaling: To increase the challenge of this encounter, have every
on establishing orc control in that vital area. Meeting with surprisingly orc be fully healed To decrease the challenge of this encounter,
stiff kobold resistance, the orcs never noticed the emergence of the reduce the current hit points of the orcs in half
extraplanar beasts until it was too late. Forced to literally run for their
-!# Orc Berserker, Bib 3: CR 3; Medium humanoid (orc);H D 3d12+3;
lives, Orghar and his wamors managed to fight their way to these
h p 28*, currently 21; lnit +O; Spd 40ft.; AC 15, touch 10, flat-footed 13;
two Rooms incurring horrific losses along the way.
Base Atk +3; Grp +7; Atk +8 melee (ld8+4/x3. battle axe); Full Atk +8
There are a total of nine orcs (hp 21, 14, 14, 13, 13, 12, 12, 11, 10)
melee (ld8+4/x3,battle axe); SA -; SQ Darkvision 60 ft., light
in this Room, all that remains of Orghar's clan, most of them still injured
sensitivity; rage, uncanny dodge; AL CE; SV Fort +5, Ref +1, Will -1;
from the fighting. They take turns standing guard while they wait for
Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6.
Orghar to come to a decision and lead them out of this forsaken place.
Skills and Feats: Intimidate + 5 , Listen +5; Power Attack, Weapon
Encounter Condition: N/A
Focus (battle axe).
Tactics: Two orcs stand guard near the doorway at all times.
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within
One keeps an eye out on the secret door to the west, the other one the
the radius of a daylight spell.
northern hallway door. Utterly spooked by the carnage that they
Rage (Ex): The Orc Berserker can fly into a rage once per day.
witnessed, the moment either of those doors open, the orcs raise
In a rage, he temporarily gains a +4 bonus to Strength, a +4 bonus
an alarm. Because it is unlikely that anything coming through either
to Constitution, and a +2 morale bonus on Will saves, but he takes
door can be aware of the orcs, they gain a surprise round.
a -2 penalty to Armor Class. The increase in Constitution increases
Once the two guards see what it is that is coming, they take a 5-ft. step
the barbarian's hit points by 2 points per level, but these hit points
and retreat into the Room taking up positions next to the door, readying
go away at the end of the rage when his Constitution score drops
their surprise action to strike at anything that comes through the door.
back to normal. The Orc Berserker's tit of rage lasts for 6 rounds.
It takes the other orcs a moment to react, so they do not act until
He may prematurely end his rage.
the round subsequent to the surprise round. At that time a third orc
Uncanny Dodge (Ex): The berserker can react to danger before his
(the 3rd level barbarian) moves to join the two guards. The three orcs
senses would normally allow his to do so. He retains his Dexterity bonus
leave the square in front of the doorway open and now occupy the other
to AC (if any) even if he is caught flat-footedor struck by an invisible
three squares. Although this does not provide them with flanking
attacker. However, he still loses his Dexterity bonus to AC if immobilized.
bonuses, it does subject anything moving into the Room to all three
Possessions: Masterwork studded leather armor, masterwork battleaxe.
oftheir attacks.The remaining orcs stand behind the three, ready to step
into the breach should one of their clansmen fall. Having nowhere left -!# Orcs, War 3: CR 2; Medium humanoid (orc); H D 3d8+3; h p 15*,
to go, and with Orghar's mind clearly slipping, they fight to the death currently 14, 14, 13, 13, 12, 12. 11, 10); lnit +O; Spd 30 ft.; AC 13, touch
to hold this Room, but do not pursue any fleeing creatures past the 10, flat-footed 13; Base Atk +3; Grp +7; Atk +7 melee (ld8+4/x3, battle
secret door or the northern hallway door. axe) or +3 ranged (ld4+3, dagger);Full Atk +7 melee (1d8+4/x3. battle
The orcs are expecting any number of extraplanar beasts, so the axe) or +3 ranged (ld4+3, dagger);SA -; SQ Darkvision 60 ft., light
appearance of the PCs is surprising. Since the orcs hold their position sensitivity; AL CE; SV Fort +5, Ref +1, Will -1; Str 17, Dex 11, Con 12.
within the Room, there is no immediate conflict unless the PCs attack. Int 8, Wis 7, Cha 6.
If they do not, after a few rounds a curious orc sticks a face around Skills and Feats: Listen +1, Spot +1; Alertness, Weapon Focus
the corner and see what is going on. (battle axe).
The PCs can attempt to parley at any time. If they do not start Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within
a parley, or attack the orc that sticks his face around the corner, the radius of a daylight spell.
a few moments later the senior orc asks the PCs what they want and
parley begins.
A12. ORGHAR'S SOLITUDE
Although the orc attitude is initially hostile, it is meant as respect for
The door to this Room is open. Whether the PCs negotiate or fight their
the extraplanar beasts; the orcs are actually indifferent toward the Pcs
way past the orcs in Room A81 to get to this point, the text is the same.
(it remains that way even if Boyikt and his kobolds and/or Turag are
with them). Their goal is to leave the dungeon as quickly as possible,
A massively built orc sits cross-legged on the floor staring into space.
returning back to whence they came, listening to any offers from the
In the cornel
PCs. If Turag is with the PCs, he encourages them to make peace
He does not
with the orcs, hoping to rejoin his brethren and betray the Pcs.
If Boyikt is with the PCs, he encourages the PCs to attack along with
Initial Attitude: Indifferent
his troops and finish the orcs off. If the PCs refuse, he baits the orcs,
Encounter: This is Orghar,
- head of the clan of orcs that followed
perhaps even casting a spell into the doorway, in an effort to start a fight.
Longtail to the dungeon. Having watched virtually all his clansmen die
However, he does not engage the orcs while they have the tactical
at the hands of the extraplanar beasts has caused his mind to drift.
advantage.PCs can attempt to defuse the situation as they see fit, but the
No longer interested in anything, he spends his time in this Room lost
kobold wizard has a hostile attitude towards any suggestions of an
in pnvate reverie. He is morose and expects to die at any moment.
Encounter Condition: N/A
Tac , managed to defeat the orcs in Room A81, Rage (Ex): Orghar can fly into a rage twice per day. In a rage, he
Orghar ignores me r u until they go away or they kill him, he will temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution,
nd himself The clan head welcomes death as the price for and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor
res If the PCs have come to parley, the situation is dlfferent Class. The increase in Constitution increases the barbarian’s hit points
ark reputation within the clan is so great, none of his clansmen by 2 points per level, but these hit points go away at the end of the rage
empted to replace him, even though he has led his clan to when his Constitution score drops back to normal. Orghar’s fit of rage
,e and he is effectivelymentally ill They have that much respect lasts for 6 rounds. He may prematurely end his rage.
Uncanny Dodge (Ex): Orghar retains his Dexterity bonus to AC
PCs are brought before Orghar through having negotiated with (if any) even if he is caught flat-footed or struck by an invisible attacker.
in Room A81, they are introduced to the orc clanhead by the However, he still loses his Dexterity bonus to AC if immobilized.
f the orcs. However, even the appearance of hated foes in his Possessions: Masterwork studded leather armor, + I battleaxe. heavy
.ll not stir the orc from his thoughts. shield, dagger.
is the PCs take charge, this is as far as it goes. Orghar does not
nove nor does he respond to any queries put before him. He is
A13. FIREBALL TRAP
y living in another reality and the other orcs are lost without
The door to this chamber is closed. The door in the northern hallway
der.
is open and trapped.
‘nlything that will snap the orc clan head out of his fantasies is
The hallway is trapped with a resetting fireball trap that is triggered
if an alliance is discussed between the PCs and the orcs. This is a great
the moment a Tiny or larger creature passes the turn. When the trap is
possibility as, although they still fear Orghar, the remaining orcs are
triggered the explosion rolls through the hallway as well, spreading 5 ft.
aware of the hopelessness of their situation. They would have done
in both directions from the northern door to this hallway (the center
something about it now except that few are willing to make a decision
square and one square to each side).
without Orghar’s blessing.
If the PCs suggest an alliance, Orghar suddenly comes to life. 6 Fireball Trap: CR 4; magic device; proximity trigger (alarm);automatic
Seeing this as a challenge to his power, the clan head dismisses all talk reset; spell effect (f?reball,6th-level sorcerer, 6d6 fire, DC 14 Reflex save
of an alhance and orders his warriors to attack the PCs. How this halfdamage); Search DC 28; Disable Device DC 28.
situation evolves depends on how the PCs have acted and how the
Read the following text when the PCs get ready to enter the northern
orcs perceive them.
hallway.
If the pcs are obviously injured, or in some way acted inexperienced
or unsure, the orcs do as Orghar commands and a full-scalebattle to the The smell of burnt flesh and leather hangs heavy in the air.
death begins. If the PCs have the orcs’ respect, the warriors stand there Five corpses, burned beyond recognition, lie in the corridor.
unsure of themselves. This vacillation angers Orghar and he rushes
to get his battleaxe. Calling up his rage, he attacks the PCs while his
Initial Attitude: N/A
warriors stand around and watch. Orghar has no intention of losing
Encounter:These burned bodies are orcs, a fact that can be ascertained
the leadership of the clan and fights to the death.
by judging the size of the bodies. The orcs were a search team sent to
If the PCs kill Orghar, either in the all-out battle or if only he attacks,
explore this hallway and perished for their troubles. Although a reptilian
the remaining orcs propose an alliance with the pcs (calling for parley
search team also approached the hallway, the sight of the dead orcs made
if need be). The strongest of the remaining orcs suggests that they work them wise to the danger. IfTurag and/or Boyikt and his kobolds are with
together to get out of this dungeon.
the party they refuse to enter this area until the party has proven that it is
While the orcs will work with the PCs and even battle alongside
safe (and even then they would probablyprefer to stand watch in the hall).
them, they do so with plans of eventually betraying their allies. As long
The door to Room A38 is closed, but can be opened as normal and is
as they fight the beasts, the orcs are highly motivated to do their part,
not trapped. Once the door is opened they find that the Room is empty.
but when facing anything else they mind their own safety and let the
Encounter Condition: Extreme Heat, Smoke
pcs carry the brunt of the fighting.
Tactics: N/A
If the PCs reject the idea of an alliance and leave, the orcs let them
Treasure: N/A
go without another word. With Orghar dead, they fight amongst
EL 4
themselves to see who leads the clan.
Scaling: To increase the challenge of this trap, do not allow Reflex
E L 5 (Orghar only) or 8 (all the orcs)
saving throws for those in the hallway (there is nowhere to dodge to).
Scaling: To increase the challenge of this encounter, have all the orcs
To decrease the challenge of this trap, make it a burning hands trap that
be healthy. To decrease the challenge of this encounter, reduce all the
shoots from the western wall (just at the turn) and burns to the doorway
orcs to one-halfthe listed hit points (see Room A81 above).
causing 4d4 points of damage (DC 11 Reflex save, half damage).
A Orghar, Orc Brb 5: CR 5; Medium humanoid (orc);H D Sd12+S;
h p 41 ; lnit +1; Spd 40 ft.; AC 16, touch 11, flat-footed 13; Base Atk +5;
A 1 4 . YELLOW MOLD TRAP
Grp +9; Atk +11 melee (ld8+4/x3, + I battleaxe) or +6 ranged (ld6+4,
The door to this Room is open.
throwing axe); Full Atk +11 melee (ld8+4/x3, + I battleaxe) or +6 ranged
(ld6+4, throwing axe); SA -; SQ Darkvision 60 ft.. improved uncanny A simple metal box sits atop a plain stone pedestal in the center of
dodge, light sensitivity, rage, uncanny dodge; AL CE; SV Fort +5, Ref +2, this room
Will +1[-11; Str 19, Dex 12, Con 12, Int 10, Wis 10 [6], Cha 12.
Skills and Feats: Intimidate +9, Jump+12. Listen +6 (+8); Power
Initial Attitude: N/A
Attack, Weapon Focus (battle axe).
Encounter: The box is laced with cultivated yellow mold that bursts
fmproved Uncanny Dodge (Ex): Orghar can no longer be flanked.
in a lo-ft. cloud when the box top is lifted. AU those caught in the cloud
This defense denies a rogue the ability to sneak attack the barbarian by
of spores must succeed at two DC 15 Fortitude saving throws. Failing the
flanking him, unless the attacker has at least four more rogue levels than
first one causes ld6 temporary points of Constitution damage.
the target has barbarian levels.
Failing the second causes 2d6 points of temporary Constitution damage.
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the
Note that even if a PC succeeds at the first check he or she is still
radius of a daylight spell.
required to make the second save.
& Box ofYellow Mold: CR 2; mechanical; touch trigger (opening the
box); automatic reset; 10-ft.cloud of poisonous spores (ld6 points of however, prodding it does not. Once awake, the fiendish darkma
temporary Constitution damage, 2d6 points of temporary Constitution require a standard action to get their beanngs, and then enter com
damage one minute later), DC 15 Fortitude save negates (even creatures Although aggressive, these fiendish darkmantles do not fight t
that make initial save must make second save);Search DC 22; Disable death and being reduced to 50% or fewer starting hit points is en
Device DC 16. to make any single darkmantle flee. Fleeing darkmantles invoke dai
to aid their escape. If healthy, they pursue fleeing Pcs.
The lid of this box is weighted so it always drops back down to close.
Treasure: The dagger of venom on the pedestal radiates Faint necro-
The trap actually managed to kill a number of humanoids, although
mancy and is evil.
a number also survived its attack. If either Turag and/or Boyikt and his
EL 4
kobolds are with the party then either one of them can warn the PCs
Scaling: To increase the challenge of this encounter, add darkness
about the box, having heard about it from a survivor. Whether they
to the trap that triggers one round after jure. In addition, neither Turag
choose to do so, especiallyTurag, is another story
or Boyikt have seen this trap before. To decrease the challenge, remove
Encounter Condition: N/A
one fiendish darkmantle.
Tactics: N/A
Treasure: N/A Fiendish Darkmantle: CR 2; Small magical beast (extraplanar);
EL 5 HD2d10+2; h p 13; lnit+4;Spd20ft.,fly30ft. (poor);AC17,touch11,
Scaling: This trap’s difficulty should not be increased. To decrease flat-footed 17; Base Atk +l; Crp + O Atk +5 melee (ld4+4,slam); Full Atk
the challenge of this trap change the yellow mold to black mold. +5 melee (ld4+4, slam); SA Darkness, improved grab, constrict ld4+4,
smite good; SQ Blindsight 90 ft., resistance to cold and fire 5, spell
resistance 6;AL NE; SV Fort +3, Ref+2, Will + O Str 16,Dex 10,
AQJ. SLEEP TRAP
Con 13, Int 3, Wis 10, Cha 10.
The doors to this Room are open
Skills and Feats: Hide +lo, Listen +6*. Spot +6*; Improved Initiative.
Darkness (Su): Once per day a fiendish darkmantle can cause darkness
A single raised column the room.
as the darkness spell (caster level 5th). It most often uses this ability just
A clear glass sphere, embedded in the stone, sits atop the column,
before attacking.
as soft light cascades over its surface. Resting on the glass sphere and
Improved Grab (Ex): To use this ability, a fiendish darkmantle must
balancing on its tip is an ivory tusk, about nine inches long,
hit a Large or smaller creature with its slam attack. It can then attempt to
and carved with faint, archaic runes The tusk is shaped as a weapon,
start a grapple as a free action without provoking an attack of opportunity.
complete with pommel.
If it wins the grapple check, it attaches to the opponent’s head and
Two blackened octopi lie on the floor, tentacles splayed
can constrict.
Constrict (Ex): A fiendish darkmantle deals ld4+4 points ofdamage
Initial Attitude: Hostile
with a successful grapple check.
Encounter: There are actually three large fiendish darkmantles
Smite Good (Su): Once per day a fiendish darkmantle can make a
(hp 13) in the Room: two on the ground, and one clinging to the ceiling
normal melee attack to deal 1 extra point of damage against a good foe.
30 ft. up. It is difficult to see (Spot check, DC 25)unless the PCs look up
Blindsight (Ex): A fiendish darkmantle can “see”by emitting high-
(+lo circumstance bonus to the Spot check). While exploring, the trio
frequency sounds, inaudible to most other creatures,that allows it to
triggered a trap centered on the column. The two fiendish darkmantles
ascertain objects and creatures within 90 ft. A silence spell negates this
on the ground fell victim to a flare and sleep trap that is triggered when
ability and effectively blinds the fiendish darkmantle.
anyone touches the tusk [dagger of venom]. The flare fills the Room
Skills: A fiendish darkmantle has a +4 racial bonus on Listen and
with a bright flash, blinding everyone, while the sleep trap only affects
Spot checks. These bonuses are lost if its blindsight is negated. The
the PC touching the stone. Whether the PCs successfully save against
creature’s variable coloration gives it a +4 racial bonus on Hide checks.
these trap effects or not, the flare negates the use of darkvision and
low-light vision for 1 minute.
AQ6. REFUSE ROOM
Flare Trap: CR 1; magic device; touch trigger: automatic reset; spell
effect flare, 5th-level wizard, all within 20 ft. are dazzled for 1 minute,
A bubbling mass of garbage cov
DC 10 Fort save negates); Search DC 26; Disable Device DC 26.
Here and there the handle of a broken tool or a part of a piece of fur-
* Sleep Trap: CR 2; magic device; touch trigger; automatic reset; spell niture peeks out from the morass The smell is unbelievably bad
effect (sleep. 5th-level wizard, u p to 4 H D of creatures fall magically
asleep for 5 minutes, DC 11 Will save negates); Search DC 26; Disable Initial Attitude: Hostile
Device DC 26. Encounter: This place was a refuse heap and except for a 15-ft. by loft
area in front of the hallway is filled knee high with garbage The bubbling
If Turag and/or Boyikt are with the PCs then either can mention
of the garbage is caused by a three swarms offiendish rats (hp 14,13,12)
the trap as various search teams encountered it before. Whether they
moving beneath the filth.
choose to do so is another story.
The smell is bad enough to require a DC 13 Fortitude save when
Encounter Condition: Ambush (darkness), Concealment
a PC enters the Room. Failure indicates that the PC is sickened
Tactics: Having avoided the sleep trap, the third fiendish darkmantle
(-2 penalty to attack and weapon damage rolls, saving throws,
ponders what to do when the PCs arrive. Should they trigger the trap,
and ability checks) while withm the confines ofthis Room (the sickened
it must save again against the flare trap, but does not lose its darkvision.
condition llfts ld4 rounds after exiting the Room).
If the PCs do not Spot it, allow it a 20 on its Initiative check to invoke
Any PC spending more than a single round in the Room is also
duukness. Although it’s intelligent enough to wake the other darkmantles,
subject to catchlng an airborne variant of filth fever.
it does not care enough to bother.
The sleeping fiendish darkmantles awaken in 2d4 rounds. While & Filth Fever-Injury, Fortitude DC 12, incubation period ld3 days,
normal noise does not rouse them, any movement within 5 ft. allows damage ld3 Dex, ld3 Con
them a DC 25 Listen check and movement into a square where one lies
Encounter Condition: N/A
cs: The fiendish rat swarms are busy rooting through Smite Good (Su): Once per day a fiendish rat swarm can make
e garbage and have a tough time noticing the PCs (-5 to Listen and a normal melee attack to deal extra damage equal to its H D total
It checks), especially since the strong garbage smell completely (+2) against a good foe.
;ks the Pcs' odor from the rodents' scent ability. Of course once the Skills: A fiendish rat swarm has a +4 racial bonus on Hide and
: are noticed, either by the time one of them steps into the Room or Move Silently checks, and a +8 racial bonus on Balance, Climb, and
moment light touches the garbage, a general squeaking of alarm will Swim checks. A fiendish rat swarm can always choose to take 10 on all
:ent through the Room and the waves rush out to confront the PCs. Climb checks, even if rushed or threatened. A fiendish rat swarm uses
The fiendish rat swarms have decided that this huge garbage pile its Dexterity modifier instead of its Strength modifier for Climb and Swim
le ideal place to begin nesting and vigorously defend it, chasing PCs checks. A fiendish rat swarm has a +8 racial bonus on any Swim check
he way to the secret door in the western wall or to the doors in the to perform some special action or avoid a hazard. It can always choose
thern hallway to take 10 on a Swim check, even if distracted or endangered. It can use
As usual, the waves flow over the PCs, seeking to cover as many PCs as the run action while swimming, provided it swims in a straight line.
possible in their l&ft. by l&ft.area. Note that only one fiendish rat swarm
may cause damage to a given PC even if he or she is within the space occu-
A l 7 . ARMS COLLECTION
pied by two waves; there simply isn't enough space for more mouths to bite.
The door to this Room is trapped.
In addition to the smell and the disease, the garbage signals
The door is actually trapped with two traps.The first trap is a scything
an additional danger. Over the years it has been outgassing and,
blade trap. Pushing the door open releases the blade, which is located on
given the tepid nature of the air in dungeon, this gas has been building
the interior wall next to the doorframe so that it swings down and cuts
up. The churning of the fiendish rat swarms has released this gas and
the hand of anyone pushing open the door. A hidden bolt near the
it represents a great hazard at this point. Any open flame (such as a torch
top of the door can be slid into place to block the blade from falling.
or spell such as burning hands) that enters the area of the garbage (not the
A counterweight closes the door and resets the trap the moment the
15-ft. by l&ft. open space) ignites the gas. This creates a 3d6 fireball that
blade has finished its path of travel.
covers the entire Room plus the first 10 ft. of the hallway (Reflex save,
DC 18 for half damage). 5 Scything Blade Trap: CR 1; mechanical: touch trigger (opening door);
pcs without the scent ability have trouble distinguishing the smell automatic reset (countetweighteddoor); hidden bolt bypass (Search
of gas from the smell of the garbage unless they succeed at a DC 20 DC 15);Atk +8 melee (ld8/x3); Search DC 21; Disable Device DC 20.
Knowledge (nature) check or a DC 17Wisdom check. Any creature with
The second trap is a lightning bolt trap that triggers whenever a Tiny
the scent ability can figure out that gas is present. Note that just because
or larger creature crosses the threshold. The lightning bolt strikes down
a PC notices the gas does not mean that the fire hazard becomes evident.
from the lintel to the floor and can affect only the creature within the
Treasure: N/A
doorframe at the time of the triggering.
EL 6
Scaling: To increase the challenge of this encounter add a fourth 5 Lightning Bolt Trap: CR 4: magic device; proximity trigger (alarm);
fiendish rat swarm and/or increase the damage done by firing the gas automatic reset; spell effect (lightning bolt, 6th-level sorcerer, 6d6 fire,
to 4d6. To decrease the challenge of this encounter, reduce the number DC 14 Reflex save half damage):Search DC 28: Disable Device DC 28.
of fiendish rat swarms to two and/or decrease the damage done by the
Once the PCs open the door, read the following.
exploding gas to 2d6.
Fiendish Rat Swarm: CR 3; Tiny magical beast (extraplanar,swarm); This large room is home to a number of weapons mounted on the
H D 4d8; hp 14, 13, 12; lnit +2; Spd 15 ft., climb 15 ft.: AC 14; touch 14, wall. From polearms to swords, from axes to bows, the collection
flat-footed 12: Base Atk +3; Crp -; Atk (ld6 plus disease, swarm): seems to be missing nothing. I n addition to the weapons, a number
Full Atk (ld6 plus disease, swarm): SpacelReach 10 ft./O ft.; SA of suits of armor also hang about the room.
Disease, distraction, smite good; SQ Darkvision 60 ft., half damage
from slashing and piercing, low-light vision, resistance to cold and Initial Attitude: N/A
fire 5, spell resistance 5. scent, swarm traits; AL NE; SV Fort +4. Encounter: Because of the out of the way location of this Room,
Ref+6,Will +2; Str 2, Dex 15, Con 10, Int 3, Wis 12, Cha 2. any humanoids with the pcs are unable to tell the PCs about the exact
Skills and Feats: Balance +lo. Climb +lo, Hide +14. Listen +6, Spot +7. nature of the traps, although they can share with them the fact that it is
Swim +10 Alertness, Weapon Finesse. more than likely trapped.
Swarm: A fiendish rat swarm seeks to surround and attack a n y prey it Encounter Condition: Drafty
encounters. A fiendish rat swarm deals ld6 points of damage to any Tactics: N/A
creature whose space it occupies at the end of its move. Treasure: The weapons themselves are actually well taken care of and
In order to attack, a single fiendish rat swarm moves into opponents' can be put to use immediately In addition, each weapon has a label
spaces, which provokes an attack of opportunity. It can occupy the same attached to it (written in both dwarven and giant) giving the origin and
space as a creature of any size, since it crawls all over its prey, but name of the weapon.
remains a creature with a 10-ft. space. Fiendish rat swarms never make The following arms and armors are readily available (each item
attacks of opportunity, but they can provoke attacks of opportunity. appears only once).
Unlike other creatures with a 10-ft.space, a fiendish rat swarm is Tailored for a Derro: Studded leather armor, buckler, short sword,
shapable. It can occupy any four contiguous squares, and it can squeeze repeating light crossbow (with loaded magazine) and a vial of green-
through any space large enough to contain one of its members. blood oil hanging from a chain on the crossbow.
Disease (h):Devil Chills-bite, Fortitude DC 12, incubation period ld4
5 Greenblood Oil-Injury, Fortitude DC 13, initial damage 1 Con,
days, damage ld4 Str. The save DC is Constitution-based. It requires three
secondary damage ld2 Con.
successful Fortitude saving throws in a row to recover from devil chills.
Distraction (Ex): Any living creature that begins its turn with a fiendish Tailored for a Drow: chain shirt, light shield, rapier, hand crossbow, a
rat swarm in its square must succeed on a DC 12 Fortitude save or be vial (single dose) of drow poison hanging from a gold chain that in turn
nauseated for 1 round. The save DC is Constitution-based. hangs from the chain shirt.
Drow Poison-Injury, Fortitude DC 13, initial damage
unconsciousness, secondary damage unconsciousness for 2d4 hours.
Tailored for a Duergar: chainmail, heavy shield, warhammer, EL 5
light crossbow Scaling: To increase the challenge of this encounter, hav
Tailored for a DwarE scalemail,heavy shield, waraxe, shortbow fiendish darkmantles use team tactics and flank the PCs. To decrease
Tailored for a Human: chainmail,medium shield, longsword,light mace the challenge of this encounter, remove one or two of the fie]idish
Tailored for a Kobold: leather, spear, sling darkmantles (they are out hunting).
Tailored for an Orc: Studded leather armor, falchion, javelin
Fiendish Darkmantle: CR 1; Small magical beast (extraplanar);
There is a 10% chance that any given item is a masterwork item.
H D ld10+1; hp 6; lnit +4; Spd 20 ft., fly 30 ft. (poor):AC 17, touch 11.
There is a 1% chance that any given item is enchanted to +I.
E L 5 (both traps together)
flat-footed 17; Base Atk +l; Grp + O Atk +S melee (ld4t4, slam); Ful., ....
I AtC
t 5 melee (ld4+4,slam); SA Darkness, improved grab, constrict ld4+4,
Scaling: To increase the challenge of this encounter, increase the
smite good; SQ Blindsight 90 ft.. resistance to cold and fire 5, spell
damage of the lightning bolt trap to 8d6. To decrease the challenge of this
resistance 6; AL NE; SV Fort +3, Ref +2, Will + O Str 16, Dex 10,
encounter, remove one trap.
Con 13, Int 3, Wis 10, Cha 10.
Skills and Feats: Hide t10, Listen +5*, Spot +5*; Improved Initiative.
R88 THROUGH 893.THE LRIR Darkness (Su): Once per day a fiendish darkmantle can cause darkness
The rather large chambersfrom Room A88 to A93 were used as everything as the darkness spell (caster level 5th). It most often uses this ability just
from living quarters to slave pens, to workshops. Although the before attacking.
humanoids freely explored these areas, they were considered too large lmproued Grab (Ex): To use this ability, a fiendish darkmantle must hit
by either side to defend properly and were generally left alone. a Large or smaller creature with its slam attack. It can then attempt to
The presence of a community is still obvious.The accumulated debris start a grapple as a free action without provoking an attack of
of years of occupation litters the floor (Move Silently checks suffer opportunity.
a -4 circumstance penalty in these Rooms) and the sharp eye can make If it wins the grapple check, it attaches to the opponent’shead and
out nonsense graffiti. can constrict
Currently these Rooms are proving an attractive site to a large swarm Constrict (Ex): A fiendish darkmantle deals ld4t4 points of damage
offiendish darkmantles; the flying beasts find the open spaces a pleasure with a successful grapple check
to be in. Each member has selected an area and only leaves it to go hunting Smite Good (Su) Once per day a fiendish darkmantle can make
in the dungeon. a normal melee attack to deal extra damage equal to its HD total
If any of the orcs from Room A81 are with the PCs, they are all (maximum of +20) against a good foe.
too familiar with the area, having retreated through. They gladly and Blrndsight (Ex) A fiendish darkmantle can “see” by emitting high-
ferociously attack any fiendish darkmantles they encounter. frequency sounds, inaudible to most other creatures, that allows it to
ascertain objects and creatures within 90 ft A silence spell negates this
ability and effectively blinds the fiendish darkmantle.
A I & LAIR ENTRANCE Skills A fiendish darkmantle has a +4 racial bonus on Listen and Spot
The doors to this Room are open.
checks These bonuses are lost if its blindsight is negated. The creature’s
variable coloration gives it a t 4 racial bonus on Hide checks.
The floor of this large room is covered with debris and dust but
otherwise appears empty A second door opposite the one you entered
appears to be the sole means of exit. A09. ANCILLARY LAIR
The doors to this Room are open
Initial Attitude: Hostile
Encounter: Five fiendish darkmantles (hp 6 each) currently occupy The floor of this large room is covered with debris A door on the
this Room, hanging from the ceiling and occasionally flying about opposite wall appears to be the sole way out
the Room enjoying the space. A successful DC 25 Spot check
(+IO circumstance bonus if looking directly at ceiling) reveals their Initial Attitude: Hostile
unmistakable shapes out from the ceiling. Encounter: A total of seven fiendish darkmantles (hp 6 each) occupy
Once the PCs move further into the Room they notice a couple of orc this Room, hanging from the ceiling and occasionally flying about.
corpses lying on the floor amidst the debris as well as a dead fiendish A successful DC 20 Spot check ( t i 0 circumstance modifier d looking
darkmantle. directly up at the ceiling) reveals the presence of one or more
Encounter Condition: Concealment A total offour orc corpses and three dead fiendish darkmantles indicate
Tactics: The fiendish darkmantles are in an uneasy truce with each that the orcs retreated through this area
other and keep a wary eye out. The strongest two of the five hold Encounter Condition: Concealment, Cover
the spaces near the doors while the weaker ones sit near the middle. Tactics: As with the fiendish darkmantles in Room A88, these seven
Because of this, they do not work as a team and a creature enters, are rivals and attack as indivtduals, using darkness on themselves
each cloaks itself in darkness and seek to attack the prey, ganging up and fighting without teamwork. They fight until reduced to one-half
if there are fewer creatures than fiendish darkmantles. or fewer hit points, at which point they flee to Room A88, preferring
Although aggressive, these fiendish darkmantles do not fight to the their chances there than with their larger brethren in Room A90.
death, an individual retreating or fleeing if reduced to one half or fewer These darkmantles do not respond to the sounds of combat in Room
hit points. Retreating or fleeing fiendish darkmantles head for the A88 or Room A89 and instead wait for prey to come to them.
southern door and to the hallway; they do not enter Room A89 for fear Treasure: Ambush (darkness)
of being attacked in their wounded state by their brethren there. EL 6
Keep in mind that if the PCs attempt to close the doors in this Room, Sca1ing:To increase the challenge of this encounter, have the fiendish
the fiendish darkmantles are quite capable of opening them again. darkmantles employ teamwork such as flanking maneuvers and ganging
These darkmantles do not respond to the sounds of combat in either up on a powerful individual To decrease the challenge of this encounter,
Room A89 and Room A90 and instead wait for prey to come to them. remove two or three fiendish darkmantles (they are out hunting)
Treasure: A DC 30 Search check reveals a rotted sack filled with 23
small polished gems, each worth about 5 to 10 gp each. They appear to
be the the treasure of a kobold or small creature who valued them very
much. There is no sign of who or what actually owned them, however.
# Fiendish Darkmanl:le: CR 1; Small magical beast (extraplanar); checks, -12 to Spot checks). They do not help out, but instead attempt
- - ..- . . -
HU I d l U + l ; h p b ; lnit+4;Spd20ft.,fly30ft. (poor);AC17,touchll, to poach a kill from those weaker than them.
td 17; Base Atk +l; Crp + O Atk +5 melee (ld4+4. slam); Full Atk Treasure: N/A
? (1d4+4,slam); SA Darkness, improved grab, constrict ld4+4, EL 5
od; SQ Blindsight 90 ft., resistance to cold and fire 5, spell Scaling: To increase the challenge of this encounter, allow the
:e 6; AL NE; SV Fort +3, Ref+Z,Will +O; Str 16, Dex 10, fiendish darkmantles to hear the sounds of combat in Room A89
lnt 3, Wis 10, Cha 10. and hide above the doorway, surprising the PCs when they come
and Feats: Hide +lo. Listen +5*, Spot +5*; Improved Initiative. through.To reduce the challenge of this encounter, remove two fiendish
less (Suj: Once per day a fiendish darkmantle can cause darkness darkmantles from this Room (they are out hunting).
rrkness spell (caster level 5th). It most often uses this ability just
Fiendish Darkmantle: CR 2; Small magical beast (extraplanar);
tacking.
HD2d10+2; h p 1 3 ; lnit+4;SpdZOft.,fly30ft. (poor);AC17,touch 11,
ved Crab (Ex): To use this ability, a fiendish darkmantle must
flat-footed 17; Base Atk +2; Crp + O Atk +6 melee (1d4+4, slam); Full
;e or smaller creature with its slam attack. It can then attempt
Atk +6 melee (ld4+4, slam); SA Darkness, improved grab, constrict
i grapple as a free action without provoking an attack of
ld4+4, smite good; SQ Blindsight 90 ft., resistance to cold and fire 5,
opportunity.
spell resistance 6; AL NE; SV Fort +3, Ref+2, Will + O Str 16, Dex 10,
If it wins the grapple check, it attaches to the opponent’s head and
Con 13, Int 3, Wis 10, Cha 10.
can constrict.
Skills and Feats: Hide +lo. Listen +6*,Spot +6“; Improved Initiative.
Constrict (Ex): A fiendish darkmantle deals ld4+4 points of damage
Darkness (Su): Once per day a fiendish darkmantle can cause darkness
with a successful grapple check.
as the darkness spell (caster level 5th). It most often uses this ability just
Smite Good (SUI: Once per day a fiendish darkmantle can make a
before attacking.
normal melee attack to deal extra damage equal to its H D total
Improved Crab (Ex): To use this ability, a fiendish darkmantle must
(maximum of+20) against a good foe.
hit a Large or smaller creature with its slam attack. It can then attempt
Blindsight (EW): A fiendish darkmantle can “see” by emitting high-
to start a grapple as a free action without provoking a n attack of
frequency sounds, inaudible to most other creatures, that allows it to
opportunity.
ascertain objects and creatures within 90 R. A silence spell negates
If it wins the grapple check, it attaches to the opponent’shead and
this ability and effectively blinds the fiendish darkmantle.
can constrict.
Skills: A fiendish darkmantle has a +4 racial bonus on Listen and Spot
Constrict (Ex): A fiendish darkmantle deals ld4+4 points of damage
checks. These bonuses are lost if its blindsight is negated. The creature’s
with a successful grapple check.
variable coloration gives it a +4 racial bonus on Hide checks.
Smite Goad (Su): Once per day a fiendish darkmantle can make a
normal melee attack to deal 2 extra points of damage against a good foe.
A90. L A R G E R HORRORS Blindsight (Ex): A fiendish darkmantle can “see” by emitting high-
The doors to this Room are open. frequency sounds, inaudible to most other creatures, that allows it to
ascertain objects and creatures within 90 ft. A silence spell negates this
As with the previous rooms, the floor is covered with debris, all of it ability and effectively blinds the fiendish darkmantle.
smashed beyond recognition. A door directly across from the one you Skills: A fiendish darkmantle has a +4 racial bonus on Listen and Spot
entered appears to he the sole way out. checks. These bonuses are lost if its blindsight is negated. The creature’s
variable coloration gives it a +4 racial bonus on Hide checks.
Initial Attitude: Hostile
Encounter: This Room serves as a home to five larger fiendish
A91. THE S T R O N G SURVIVE
darkmantles (hp 13 each) that alternate between sitting on the ceiling
All the doors to this Room are open.
and flying about. A successful DC 20 Spot check (+lo circumstance
modifier if looking directly up at the ceiling) reveals the presence of one
This is one of the largest rooms you have been in. Although debris
or more. Because they are larger, they have no trouble moving through covers the floor, several areas of higher traffic are visible from the
Rooms A89 and A88 to hunt in the larger dungeon.
numerous doors that lead in and out of this room.
A total of six orc bodies and three fiendish darkmantles sprawl
throughout the Room.
Initial Attitude: Hostile
Encounter Condition: N/A
Encounter: This is the largest and most centrally located Room in
Tactics: Being more mature, these five work as a team. Although they
this part of the dungeon and, accordingly,it holds the six of the strongest
are still rivals, they are intelligent enough to know that teamwork pays
fiendish darkmantles (hp 20 each) in the entire dungeon.
and it is in fact this teamwork that allows them to fend off territorial
In addition to nine orc bodies, six fiendish darkmantles, over a dozen
pressure from their even larger cousins in Room A91.
fiendish rats, and a dozen fiendish stirges lie among the debris giving
Once the presence of the PCs is detected, the five attack en masse,
some indication of the hostility of these beasts.
cloaking themselves in darkness and descending from the ceiling. They
Encounter Condition: Concealment
swarm about the Room, maximizing the effectiveness of their darkness
Tactics: These are the most experienced fiendish darkmantles
by trying to maintain as much distance as possible between each other.
and work well together as a team and have spaced themselves
As long as there are enough foes, no more than two attack any given
out accordingly. Two lie in wait at the doorway to the northern hall,
target. This provides them with flanking bonuses and also ensures
two sit over the doorway to Room A49, and one each covers the door-
that they are not all in one area and can fall prey to magical area attacks.
ways to the hall to Room A90.
Once a fiendish darkmantle is grappling with an opponent, its partner
This system makes them difficult to find (Spot check, DC 30;
flies on to another target, seeking a new partner ifpossible.
+IO circumstance bonus if looking at the ceiling) and usually allows
Any of these fiendish darkmantles retreats through Rooms A89
them to gain surprise.
or A91 (whichever is closer) if it is reduced to one-half or fewer of its
The sextet likes to work in teams, with one member of the team
hit points. They also retreat when their darkness ends and they are
invoking darkness on itselfwhile the other swoops in to attack the likely
outnumbered, preferring to join with their brethren in Room A91.
victim (usually gaining a flankingbonus). Once one of them is grappling
Unlike their smaller relations in Rooms A88 and A89, these fiendish
the target, the other looks for another victim, calling out for a partner
darkmantles investigate the sounds of combat in Room A89 (-8 to Listen
to help it attack.
Y
The door to this Room is open.
The lizardfolk know that their chances of surviving in a dungeon a Tlakrss, Medium Viper: CR *; H D 4d8; hp 18, lnit +4; Spd 20 ft
environment are slim at best and the appearance of the PCs gives them AC 19, touch 14, flat-footed 15; Base Atk +3; Crp +2; Atk +7 me1
greater hope. They are quite willing to forge an alliance, assuming that (ld4-1 plus poison, bite), Full Atk +7 melee (ld4-1 plus poisc
the PCs prove themselves trustworthy. You can use Diplomacy check bite), SA Poison, SQ Evasion. link, scent; AL N. SV Fort +4, Re
based on the lizardfolk attitude of Indifferent if you don’t want to role- Will +2; Str9, Dex 18, Con 11, Int 1, Wis 12, Cha 2.
play the exchange. Assign a -10 circumstance penalty to the Diplomacy Skills and Feats: Balance +11, Climb +12, Hide +12, Listen t
check ifthere are other humanoids with the PCs, but even if the result Spot +8, Swim +8; Alertness, Weapon Finesse.
of the check is Unfriendly, the lizardfolk still ally themselves with the Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage
PCs, although they cautiously keep their distance. ld6 Con. The save DC is constittution based.
The lizardfolk are the most reliable allies the PCs can find in this area. Evasion (Ex): If an animal companion is subjected to an attack
They kept themselves out of the fray and thus have made no enemies that normally allows a Reflex saving throw for halfdamage, it takes
among any of the humanoids. Furthermore, they prefer to judge their no damage if it makes a successful saving throw.
allies on what they do, not what they say or who they are, so that
Hold Breath: A lizardfolk can hold its breath for a number of rounds
the more the PCs help the lizardfolk, the more they help the Pcs.
equal to four times its Constitution score before it risks drowning.
The lizardfolk are intelligent enough to realize it ifthe PCs are traveling
Typical Druid Spells Prepared (4/3/2; save DC 12 +spell level): 0-
with orcs or kobolds it is out of necessity and not because they share the
detect magic (Z), detect poison, know direction; 1st-cure light wounds,
same outlook on life.Thus it is quite possible that, if and when, the other
obscuring mist, produceflame; 2nd-flame blade, flaming sphere.
humanoids turn on the Pcs, the lizardfolk stand by them.
Possessions: Leather armor, heavy wooden shield, scimitar, dagger,
Because these two kept their distance from the other humanoids,
spear, 50 gp worth of gold dust, continualflame pendant, potion ofcure
they know little about the inner workings of the other humanoid
moderate wounds.
groups. They can tell about the journey to the dungeon, but are unaware
of the exact purpose that Longtail had in coming to the dungeon,
although they both suspect that it was he who released the extraplanar A97. EMPTV VAULT
beasts. They cannot pinpoint the wererat’s location because they have The door to this Room is open and the doorway is trapped m t h a hypnotism
not seen him, but Kalhiss knows that all the creatures have come from trap The trap mggers the moment any Tiny or larger creature enters
the northeast. the doorway
Treasure: N/A
EL: 6
* Hypnotism Trap: CR 2, magic device, proximity trigger (alarm),
automatic reset, spell effect (hypnottsm, 3rd level sorcerer, fascinates
Scaling: To increase the challenge of this encounter, increase Kalhiss’
2d4 H D of creatures within 15 ft radius of doorway for 2d4 rounds,
and Slissth‘s levels by one or two. To decrease the challenge of this
DC 13 Will save negates),Search DC 27; Disable Device DC 27
encounter, decrease Kalhiss’ and Slissth‘s levels by one or two.
A Kalhiss, Lizardfolk Rgr 3: CR 4; Medium humanoid (reptilian); A couple of broken crates are a
H D 2d8+4 + 3d8+6; hp 36 lnit + l ; Spd 30 ft.; AC 18, touch 11, flat- wise empty room
footed 17; Base Atk +4; Grp +7; Atk +7 melee (ld10+4/19-20, bastard
sword) or +6 ranged (ld8+2/x3, composite longbow [+2 Str bonus]); Initial Attitude: N/A
Full Atk +7 melee (ld10+4/19-20, bastard sword) or +6 ranged Encounter: This was a minor storage vault In its time it held tools
(1d8+2/x3,composite longbow [+2 Str bonus]); SA -; SQ Combat and other mining-related gear
style, favored enemy, hold breath; AL N: SV Fort +5, Ref +7,Will + l ; If there are any humanoids m t h the PCs they do not know the exact
Str 17, Dex 12, Con 14, Int 10, Wis 12, Cha 8. nature of the trap, but they do know that there are a lot of traps in this
Skills and Feats: Balance +8, Hide +2, J u m p +11, Listen +1, Move area, a fact they may share with the Pcs, or not
Silently +2, Spot +1, Survival +6,Swim +12; Endurance, Point Blank Shot, Encounter Condition: Negative Energy
Track, Weapon Focus (composite longbow). Tactics: Roll for a random encounter once the trap has been mggered
Combat Style (Ex): Archery-Rapid Shot Feat when in light or no armor. Treasure: N/A
Favored Enemy (Ex): Kalhiss’ is humanoid (human) and he gains a +2 EL 2
bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when Scaling: To increase the challenge of this encounter, change the
using these skills against creatures ofthis type. Likewise, he gets a +2 hypnottsm trap to a burning hands trap To decrease the challenge of the
bonus on weapon damage rolls against such creatures. encounter, limit the hypnotism trap to the two squares to either side
Hold Breath: A lizardfolk can hold its breath for a number of rounds of the door or eliminate the random encounter.
equal to four times its Constitution score before it risks drowning.
Skills: Because oftheir tails, lizardfolk have a +4 racial bonus on
J u m p , Swim, and Balance checks.
A9n. FORGOTTEN TORTURE CHAMBER
The door to this Room is closed and trapped The doorway is trapped
Possessions: Leather armor, bastard sword, composite Longbow
with a hold perron trap The trap triggers the moment any Tiny or larger
(Str +2 bonus), 17 arrows, continualflame pendant.
creature enters the doorway It only affects the creature in the door
A Slissth, Lizardfolk Diu 3: CR 4; Medium humanoid (reptilian); H D
2d8+4 + 3d8+6; hp 36; lnit +O; Spd 30 ft.; AC 19, touch 10. flat-footed 17;
* Hold Person Trap: CR 3; magic device, proximity trigger (alarm),
automatic reset, spell effect (hold person, 6th-level sorcerer, paralyzes
Base Atk +3; Crp +5; Atk +5 melee (ld8+2/18-20.scimitar); Full Atk +5
humanoid for 6 rounds maximum, DC 14 Will save negates),Search
melee (ld8+2/18-20.scimitar);SA -; SQ Animal companion, hold
DC 28, Disable Device DC 28
breath, spells; AL N: SV Fort +5, Ref+3, Will +5; Str 14, Dex 11, Con 14,
Int 10, Wis 15, Cha 8.
Several skeletons sit against the wall, the shackles that held them
Skills and Feats: Balance +8, Diplomacy +4, Handle Animal +2, Jump
to their fate still on their wrists.
+l1. Knowledge (nature)+3, Listen +5, Spot +5, Survival +8. Swim +12;
Alertness, Brew Potion.
Initial Attitude: N/A
Animal Companion: T’lakiss, medium viper. T’lakiss knows five tricks
Encounter: This Room was used as a torture chamber and its shackled
-come, defend, guard, stay, track.
inhabitants were left here to die.
f there are any hum Once it has spotted the Pcs, it attacks the nearest one, swatting with
r ,
nature ot the trap, but they do know that there are a lot of traps in this its claws, biting with its beak, and using its improved grab ability
fact they may share w t h the Pcs, or not. at every opportunity. Due to its damage reduction it has not been
counter Condition: Distractmg Noises seriously hurt or challenged and thinks nothing of the insignificant
tics: Roll for a random encounter once the trap has been mggered creatures that come into its field of vision.
hasure: N/A Despite its evident rage, however, the fiendish owlbear is not stupid.
:3 d an opponent manages to hurt it, either by exceeding the beast’s
ding: To increase the challenge of this encounter, change the damage reduction or through magic, the fiendish owlbear turns its
ism trap to a Iightmng bolt trap. To decrease the challenge of the attention solely toward that individual, without drawing attacks of
nter, limit the hypnotism trap to the two squares to either side of opportunity. In any case, once hurt it focuses its efforts solely on those
LiIc: w o r or eliminate the random encounter. that have hurt it and ignores those that haven’t. Furthermore, if reduced
to one-half of its hit points or fewer, it attempts to escape, bull-rushing
and otherwise fighting its way out of the Room and down the hall;
A99. EMPTY VAULT
it only fights to the death as a last resort.
The door to this Room is open.
The moment the fiendish owlbear is distracted, the remaining
fiendish darkmantle flees as best it can.
A couple of broken barrels are all that remain of interest in this other-
Treasure: N/A
wise barren room.
EL 5
Scaling: To increase the challenge of this encounter, increase
Initial Attitude: N/A
the fiendish owlbear’s HD to 8. To decrease the challenge of this
Encounter: This was a minor storage vault. Although it was once
encounter, have the fiendish owlbear already injured at the hands
trapped, the trap has since failed and the doorway is perfectly safe.
of Longtail (see Room A104) and missing 15 to 20 of its total hit points.
Encounter Condition: Echoes 6 , Safe
Tactics: N/A Fiendish Owlbear: CR 5; Large magical beast (extraplanar);H D
Treasure: N/A 5d10+25; hp 52; lnit +l; Spd 30 ft.; AC 15, touch 10, flat-footed 14;
E L N/A Base At1 +5; Grp +14; Atk +9 melee (1d6+5,claw); Full Atk +9 melee
Scaling: N/A (ld6+5, 2 claws) and +4 melee (ld8+2,bite); Space/Reach 10 ft./5 ft.;
SA Improved grab, smite good; SQ Darkvision 60 ft., damage reduction
5/magic, resistance to cold and fire 5, scent, spell resistance 1 0 NE; SV
fin00 THROUGH fi104. THE CHkbEl Fort+9, Ref+5,Will+2;Str21,Dex12,ConZl. Int3,Wis12,Cha10.
Rooms A100 to A104 contain the long-forgotten chapel as well as some
Skills and Feats: Listen +8, Spot +8;Alertness, Track.
ancillary Rooms. The chapel was abandoned ages ago, and because this
Improved Crab (Ex): To use this ability, a fiendish owlbear must hit
area is effectively isolated, the humanoids never bothered with it.
with a claw attack. It can then attempt to start a grapple as a free action
Currently Longtail and Achsyyx are still in the chapel, the wererat
without provoking an attack o f opportunity.
a victim of his own ambitions. In addition,a fiendish owlbear is rampaging
Smite Good (Su): Once per day the fiendish owlbear can make
through the area completely out of control.
a normal melee attack to deal extra damage equal to its H D total
(+5) against a good foe.
AlOO. FIENDISH OWLBEAR RAMPAGE
The door to this Room is open. Before the PCs get too close, they can
AlOl. TRAIL OF DESTRUCTION
hear the sounds of combat and bestial shrieks from the Room.
The door to this Room is open and shows signs of having been
hammered against.
A huge feathered monstrosity m t h a raptor’s head is uttenng the
homd shneks you heard down the hall as it rampages through
Several bodies lie in this room, some orc, some kobold. All have
the room Fresh blood sticks to its reddish coat and one of the flying
vicious slash marks on their bodies.
octopus creatures is clutched in one claw At least half a dozen more
of the flymg octopi are dead on the floor while another, obviously
Initial Attitude: N/A
heavily wounded, flies about the room in a panic
Encounter: The two orcs and three kobolds were part of the small
expedition that Longtail led to search for the chapel. They were killed
Initial Attitude: Hostile
in the first wave of beasts that escaped and their bodies were left here.
Encounter: This is the latest creature that has stepped through
In its rage at having nothing to fight, the fiendish owlbear slashed
the doorway opened by Longtail. Enraged almost beyond reason,
the bodies to pieces, before moving on.
the fiendish owlbear’s rampage causes it to kill anything in its path.
Encounter Condition: N/A
The darkmantles had the misfortune to be resting here when
Tactics: N/A
the fiendish owlbear (hp 52) barged in and killed them. Other than
Treasure: N/A
the creatures, this Room is empty.
E L N/A
Encounter Condition: N/A
Scaling: N/A
Tactics: The fiendish owlbear is enraptured by its bloodlust and
is enjoying the destruction of the much weaker fiendish darkmantles,
much as it enjoyed the killing of the humanoids in Rooms A101 A102. MORE DESTRUCTION
and A102. It is momentarily distracted by its quest for the last remaining The door to this Room is open and shows signs of having been
fiendish darkmantle and does not immediately notice the PCs hammered against.
(-5 to Listen and Spot checks and an additional -10 penalty to any
Listen checks due to the noise of combat). If the PCs possess a light Over a dozen bodies lie in this room, some orc, some kobold. All have
source, there is no penalty vicious slash marks on their bodies.
Initial Attitude: N/A Once opened, the gateway remains openec each f
Encounter: Five orcs and eight kobolds lie here, all victims of the SXOUD of PCs’ abilities and resources are dlfferent. a number of ways -
-+
fiendish owlbear’s merciless assault. to close the gateway are listed below.
Encounter Condition: N/A
A successful DC 20 Concentration check by a divine or a
Tactics: N/A
spellcaster can he used to close the gateway Each successful ch
Treasure: N/A
reduces the gateway by one quarter (meaning that it takes
E L N/A
successful Concentration checks to fully close the gateway)
Scaling: N/A
This closure restricts the size of creatures that can come through the
gateway At its current fully open state, a creature of up to Large size
A103. THE LONG-FORGOTTEN CHAPEL can come through. Each reduction diminishes the slze of creature
The two doors in the southern wall are closed. that can come through by one size category, so that if the gate is %
closed, a Medium or smaller creature can come through. closed
Large plain pillars that reach to the ceiling sit every ten ft. in this allows a small or smaller creature to come through. 5 closed allows
room. A swirling oblong vortex of black and red sits against the far a Tiny or smaller creature to come through. Grant a synergy bonus
wall, pulsing with eldritch enerw. A handful of the flying octopi lie of +2 if the creature attempting the Concentration check
on the floor, obviously blasted by something. has Knowledge (arcana) of +5 or greater. This same process can also
be used to reopen the gateway, setting up a potential duel
Initial Attitude: Hostile of Concentration between Longtail and/or Achsyyx against the PCs.
Encounter: This is the chapel that Longtail sought. All adornments
and decorations were removed when the chapel was abandoned and A successful casting of a targeted dispel magic (DC 18) closes the
neglected by practitioners centuries ago. The dead fiendish darkmantles gateway completely.
were killed by Longtail.
The swirling vortex is the gateway to an extradimensional space The passage of a creature of the Prime Material plane through
in which the beasts that now roam the dungeon were imprisoned the gateway forces it shut (but the creature is trapped within
by the dungeon‘s original architects. Considered a minor nuisance, the extradimensional space).
the creatures that were imprisoned were left to their own devices and
The secret door is a one-way secret door that can be opened only by
forgotten when this area of the dungeon fell into disuse. When the
pushing it open into the hallway; the door cannot be pulled open from
dimensional gateway was closed, the entire thing was closed with
the hallway Unlike standard secret doors, this door is hinged on one
a dimensional lock in the shape of a griffon. In order to better guard
side and requires less effort to open via a DC 12 Strength check. When
the dimensional lock the builders made it invisible and placed several
fully open, the door provides 3 ft. of space, enough for a Medium crea-
non-detection and protective spells about the lock. And so it remained
ture in armor to pass through. The doors at the southern end are closed.
undetected by all those who stumbled upon the chapel throughout
Encounter Condition: N/A
the years, until the arrival of Longtail.
Tactics: Achsyyx is a coward at heart, but has been charged with
But it was not Longtail who originally rediscovered the locks
keeping the gateway open and does so even if it costs its life. It prefers
existence. Rather, as the spells binding and protecting the gateway
to have Longtail do its dirty work and lets the wererat sorcerer know
began to weaken along with those warding the dungeon itself, the lock
the PCs are here and then continues watching, waiting to aid its master
began to be noticed by a number of extraplanar powers, one of who took
should he deal with the interlopers.
an interest in it. This power, an infernal creature of great might,
If the PCs have figured out how to close the gateway and begin doing so
long remembered the dungeon and its original purpose. Sensing the
before Longtail arrives,Achsyyx interferes. Staying invisible then swooping
dungeon’s weakness, but not wanting to reveal its own knowledge
in to use its stinger and then turning invisible again is its favorite tactic. If
for fear that the holy powers that had come to ignore the dungeon
he deems it advantageous,he also uses suggestion to distract one of the PCs.
might once again take an interest in it, the infernal power began
Once Longtail joins the battle (see Room AZ04), the imp keeps itself
to communicate with the familiar of a promising young sorcerer.
out of danger as much as possible and let its master do the work. It con-
That familiar was Achsyyx. Easily swaying the little imp with promises
centrates on keeping the gateway open rather than helping its master
of rank within the infernal hierarchy, it was not difficult for the imp
and, if given a choice between having the gateway remain open and its
to turn his master’s mind to exploring the dungeon. And thus Longtail
master die, it chooses the gateway every time.
became the unknowing cat’s paw of the infernal power, who subtly
Once the gateway is closed, it disappears from view. Whether it is per-
pulled the strings through Achsyyx.
manently destroyed or just hiding invisibly once again is up to the DM.
And so Longtail made his journey to the dungeon and found the
EL 4
long-forgotten chapel. Forcing open the gateway, the wererat prepared
Scaling: To increase the challenge of this encounter, have a beast
to become the master of the beasts it contained. But it wasn’t that easy
or beasts of your choosing step through the gateway and battle the PCs.
The beasts of the gateway had their own minds and would not be
To decrease the challenge of this encounter, have the beast or beasts
controlled, instead they burst through the gateway wreaking havoc
attack Longtail and/or Achsyyx.
on everything in sight.
Although the chapel appears empty when the Pcs arrive, it is not. d Achsyyx, Imp: CR *; Tiny outsider (evil, extraplanar, lawful); H D 3d8;
An invisible Achsyyx keeps an eye out on the gateway at all times and h p 17; lnit +3; Spd 20 ft., fly 50 ft (perfect);AC 24, touch 15, flat-footed
unless the PCs have some way to be invisible and silent, the imp notes 21; Base At1 +3; Grp-5; Atk +8 melee (1d4 plus poison, sting); Full Atk
the Pcs’ presence and empathically communicates this to Longtail. +8 melee (1 d4 plus poison, sting); Space/Reach 2.5 ft./O ft.; SA Poison,
spell-like abilities; SQ Alternate form, baatezu traits, damage reduction
Gateway: The gateway itself is an opaque, swirling less-powerful
5/gOOd or silver, darkvision 60, deliver touch spells, empathic fink, fast
but permanent version of the gate spell in that it is strictly a doorway
healing 2, immunity to poison, improved evasion, resistance to fire 5,
that allows travel between the extradimensional space and cannot be
share spells, LE; SV Fort +4, Ref +7, Will +6; Str 10, Dex 17, Con 10,
used to call forth specific creatures. It is up to the D M whether the
Int 10, Wis 12. Cha 14.
gateway allows travel in both directions (thus allowing the PCs to go
Skills and Feats Diplomacy +8, Hide +17, Knowledge (arcana) +6,
into the gateway) or whether it only allows one-way travel (suggested).
Listen +7, Move Silently +9, Search +6, Spellcraft +6. Spot +7, Survival +1
(+3 following tracks), Dodge, Weapon Finesse.
y, Fortitude DC 13, initial damage l d 4 Dex, Although Longtail opened the gateway, the disappointing results
!d4 Dex. The save DC is Constitution-based have left him less than eager t o fight f o r i t s possession. As l o n g as things
icial bonus. are going his way he i s happy t o fight i t out with the Pcs, but if he i s
i: At will-detect good, detect magic, invisibility reduced t o one-half o r fewer hit points o r obviously outgunned,
(selfonly uggestion (DC 15). Caster level 6th. The save h e retreats out o f the chapel by the fastest and safest means possible
DC IS Ch, ed. (expeditious retreat and invisibility are a good combination). H e hides
Once chsyyx can use commune to ask one question f r o m the PCs within t h e dungeon, waiting for them to leave. H e leaves
(inside th I his powers are severely limited). The ability Achsyyx t o make his o w n way. Only if escape is impossible o r h e i s about
otherwise the spell (caster level 12th). t o die does Longtail offer a truce, hoping to leave o n his o w n terms.
i ‘ Altcrniire rorm [Su): An imp can assume other forms at will as I f even this prospect is dim t h e n he w i l l beg f o r surrender.
a standard action. This ability functions as a polymorph spell cast on Treasure: Aside f r o m the continual flame candleholder, Longtail has
itself (cariter level 12th), except that an imp does not regain hit points only his equipment.
for chang;ing form. Achsyyx’s forms are raven and rat. E L 7”
Delrveir Touch Spells (Su): I f the Longtail and Achsyyx are in contact Scaling: To increase the challenge o f this encounter, give Longtail
at the tinle Longtail casts a touch spell, he can designate Achsyyx as the fireball o r lightning bolt instead offly. Inaddition, add a fiendish rat swarm
“toucher. ” Achsyyx can then deliver the touch spell just as Longtail could. under his command. To decrease the challenge o f this encounter,
As usual, if Longtail casts another spell before the touch is delivered, allow Longtail o n l y four unused spell slots per level.
the touchI spell dissipates.
Empal:hic Link (Su): Longtail has an empathic link with Achsyyx out to
a distance o f up to 1 mile. The master cannot see through the familiar’s
eyes, but they can communicate empathically. Because o f the limited
nature ofthe link, only general emotional content can be communicated.
Because o f this empathic link, the master has the same connection to
an item or place that his familiar does.
Improved Evasion (Ex): When subjected to an attack that normally
allows a Reflex saving throw for half damage, a familiar takes no damage
if it makes a successful saving throw and half damage even if the saving
throw fails.
Share Spells: At the Longtail’s option, he may have any spell (but
not any spell-like ability) he casts on himselfalso affect his familiar.
h Longtail, Wererat [hybrid form] Sor 7 CR 1 0 Medium humanoid
The familiar must be within 5 feet at the time o f casting to receive
(human, shapechanger); H D ld8+2+7d4+14; hp 41; lnit +4; Spd 30 ft.;
the benefit.
AC 19 [23 with shield spell], touch 14, flat-footed 15; Base Atk +3; Crp
Ifthe spell or effect has a duration other than instantaneous, it stops
+4; Atk +9 melee (ld4+1/19-20, masterwork dagger); Full Atk +9 melee
affecting the familiar if it moves farther than 5 feet away and will not
(ld4+1/19-20. masterwork dagger) and +4 melee (ld6 plus disease,
affect the familiar again even if it returns to the master before the
bite); Space/Reach 10 R./5 ft.; SA Curse o f lycanthropy, disease;
duration expires. Additionally, the master may cast a spell with a target
SQ Alternate form, damage reduction lO/silver, low-light vision,
of “You” on his familiar (as a touch range spell) instead o f on himself.
rat empathy, scent, spells; NE: SV Fort +6, Ref +8, Will +8; Str 13,
A master and his familiar can share spells even ifthe spells normally
Dex 18, Con 14, Int 14, Wis 13, Cha 17 [21 with eagle’ssplendor].
do not affect creatures ofthe familiar’s type (magical beast).
Skills and Feats: Bluff +13, Climb +13, Concentration +12, Diplomacy +4,
Hide +5, Knowledge (arcana) +12, Listen +4, Move Silently +5. Spellcraft
A104. LONCTAIL’S ROOM +12, Spot +5, Swim +13, Survival +3; Alertness (when Achsyyx within 5’),
The door to this Room is open. Craft Wand, Dodge, Improved Familiar, iron Will’. Weapon Finesse’
Alternate Form (Su): A wererat can assume a bipedal hybrid form
A small bedroll, backpack, and a continual flame candleholder are or the form o f a dire rat.
the only furnishings in this otherwise cheerless room. Curse ofLycanthropy (Su): Any humanoid or giant hit by a wererat’s
bite attack in animal or hybrid form must succeed on a DC 15 Fortitude
Initial A t t i t u d e : Hostile save or contract lycanthropy.
Encounter: This i s Longtail’s Room. The wererat spends most Disease (Ex): Filth fever-bite, Fortitude DC 15, incubation period l d 3
o f his time here after almost being k i l l e d by some fiendish darkmantles days, damage ld3 Dex and l d 3 Con. The save DC is Constitution-based.
that swarmed o u t o f t h e gateway. Longtail is unhappy about the turn Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial
o f events and searches f o r a way to control t h e beasts coming through bonus on Charisma-based checks against rats and dire rats.
the gate. So far, h e has n o t found anything. Sorcerer Spells Known (7/ 7/ 7/5;DC 13 + spell level): &-acid splash,
E n c o u n t e r Condition: N/A daze, detect magic, light, mage hand, ray offioost, read magic; 1s t d e t e c t
Tactics: There is virtually n o way f o r Longtail t o be surprised by the secret doors, expeditious retreat, magic missile, shield, sleep; 2nd--blur,
PCs’arrival in the chapel due t o the presence o f Achsyyx and h e moves eagle’s splendori;, invisibility; 3 r d d i s p e l magic, j7y.
to confront them as soon as he is properly prepared. The wererat * Long tail may cast an additional 1st level spell and the DC o f all
i s always in hybrid form. spells increases by +2 while eagle’s splendor is cast.
The moment he knows o f the PCs’ amval, Longtail dons his goggles of Skills: A wererat in rat or hybrid form uses its Dexterity modifier for
night and casts expeditious retreat, shield, and eagle’s splendor (increasing Climb or Swim checks. It has a +8 racial bonus on Climb checks and can
the DC against his spells by 2) and then moves t o either the left o r right always choose to take 10 on a Climb check, even if rushed or threatened.
halldoorway dependlng o n which one t h e PCs are furthest from. Equipment. Bracers ofarmor +3, masterwork dagger, goggles ofnight,
Once he opens the door, Longtail casts sleep and then attempts wand ofcolor spray (DC 14, 9 charges).
t o snipe at the remaining pcs using magic missile o r further castings
of sleep as m u c h as possible, using his superior movement speed to
evade closing PCs I f things get too tight, he can use fly and invisibility
t o buy hunselfsome space
addition, there is an oDen scroll in front of the skeleron
4105 THROUGH 4113. LOST’ ROOMS the beginnings of some writing, the ink trai ling off.
Rooms 105 through 113 are a series of Rooms that can only be reached :” l-*- L --
The alchemical equipment on the tables 15 ^I--
~ u l l ~ p rrlluugll
tr LO allow
from the main area by using one of three secret doors. Due to this fact,
the creation of five items using the Craft (alchemy) feat. Fun1iermore,
these Rooms escaped the attention of all its inhabitants and remain
six potion vials sit in a holder - endure elements, invisibility, levttate,
much as the original builder’s left them.
protectionfrom law, shield, and spider climb.
Currently, the Rooms are empty, although several of them still bear
EL4
magical remnants of their former occupants’ flights to freedom. Smart
Scaling: To increase the challenge of this encounter, add a scything
PCs face little danger here as there are no live monsters and any potential
blade trap to the fireball trap. To decrease the challenge of the encounter,
pitfalls are quite obvious.The only random encounters that occur in this
change the fireball trap to a scorching ray trap.
area are tremors unless the PCs leave a secret door open for the other
creatures to come through.
A106. THUNDER CELL
Drawn on the door to this Room is the Celestial rune for ‘thunder.’A DC
A105. FORGOTTEN ROOM
30 Decipher Script check is required to translate the rune. The door to
The door to this Room is closed and trapped with a fireball trap that
this Room is locked requiring a DC 25 Open Lock check or an arcane
tnggers the moment anyone tnes to open the door When the fireball
spellcaster to touch the door with a fire-based spell.
detonates, it is centered on the door and spreads SIX squares in either
direction (it is only five spaces to the northern hallway door so If that
A blast of force air expels from the room as the door open s, pushing
one is closed, add one more square to the east)
you to the ground. The room is completely empty, save f or a small
b Fireball Trap: CR 4, magic device, touch trigger (alarm),automatic rune written on a bronze plate in the center of the floor.
reset, spell effect (tireball, 6th-levelsorcerer, 6d6 tire, DC 14 Reflex
save half damage), Search DC 28, Dlsable Device DC 28 Initial Attitude: N/A
Encounter: The rune on the floor is the same as the one on the door.
Read the following text once the door is opened If any lawful or good PC stands on the plate, a thunder erupts from every
corner of the Room. It targets every PC in the Room, but it does not deal
A lone small skeleton sits on a low stool in front of a makeshlft table damage. Instead, it cleanses the PC of all poisons, ability score damage
A crude cot, nothing more than a plank on four legs, sits nearby (but not drain), and heals 2d8+3points of damage.
Further m the room you see tables w t h beakers and a small furnace If a chaotic or evil PC stands on the plate, every PC suffers 2d8+3
A stack of sacks and barrels next to the furnace completes the sonic damage.This is pure arcane thunder that bypasses sonic resistance,
furnishings Despite the fact that this is probably the most furnished but not spell resistance.
room you have seen thus far, the items take up very little space in this This effect works once per PC, ever.
otherwise good-sized room Encounter Condition: Fear 14, Hallowed 2, Safe
Tactics: The Fear 14 Encounter Condition does not affect lawful good
Initial Attitude: N/A PCS.
Encounter: The furnace is functional but lacks fuel. The contents of the Treasure: N/A
sacks have long since rotted to the point where they defy identificationand EL N/A
there are, in fact, small gray mushRooms and black mold growing on top Scaling: N/A
of the piles. Any PC foolish enough to disturb a sack with the black mold
on it causes it to burst and release its mildly poisonous spores.
Attempting to pick up any sack causes it to disintegrate and spill its
Al07. HOLDING PENS
contents all over the floor and also releases the spores. Since the sacks
Small cells,barely large enough to fit a person in comfortably,line the
are stored on top of the barrels, it is extremely difficult to move or get at
length of this room. Empty shackles hang from the wall, magically
the barrels without disturbing the sacks. If the p c s do manage to open
electncal energy crackling from them still.
the barrels, they find that whatever was in the barrels has also spoiled
beyond recognition (although it has no mold or mushrooms).
Initial Attitude: N/A
b Black Mold (CR 1): If disturbed, a patch of this mold bursts forth Encounter: This Room was once used to hold smaller and less trou-
with a cloud of poisonous spores. All living creatures within 10 ft. ofthe blesome demons and devils. Usually, demons and devils were forced to
mold must make a DC 12 Fortitude save or take ld4 points oftemporary face each other, knowing their ideological differences would drive the
Constitution damage. Another DC 12 Fortitude save is required 1 minute two mad and make escape attempts less likely. Powerful dimensional hold
later ofthose who failed the initial save to avoid taking an additional ld4 monster shackles also helped to keep the creatures in line. The shackles act
points of temporary Constitution damage. The only way to destroy the as dimensional shackles with hold monster (DC 18) cast on them as well.
mold is with tire or to let it dry out in a warm, dry climate (a process Encounter Condition: Haunted, Negative Energy, [Safe]
that takes 24 hours). Tactics: If the PCs want to remove the shackles from the wall, they
must first succeed at a DC 18 Fortitude save or be held per hold monster.
Encounter Condition: N/A
Then they can succeed at a DC 30 Strength check. If both are successs-
Tactics: N/A
ful, one pair of shackles is ripped from the wall. Spell resistance does not
Treasure: The skeleton wears a cloak ofresistance +I and from its neck
work against these shackles.
hangs an amulet of health +2. Wiley PCs should be cautious of an amulet
PCs that remain too long in this Room begin to feel the unnerving
of health on a dead body.
energy of the demons who spent centuries here. Their aura has perme-
On the desk are three rolled-up minor scrolls all penned in different
ated the rock and made the Room unliveable. PCs wishing to rest here
hands (more than enough for a low-level wizard who needs firepower
get no sleep, but avoid the ngors of the dungeon.
before entering Region E or B). The spells are magic weapon, obscureobject,
Treasure: N/A
and nondetection; protection from good, silence, and hold person; disguise self,
E L N/A
phantom steed, and invisibility sphere.
Scaling: N/A
I
.COLD CELL
1 ,
AllO. FLOATING SPHERES
Drawn on me aoor to rnis Room is the Celestial rune for ‘water.’A DC 30
:ript check is required to translate the rune, The door to this Dozens of fist-sized spheres of swirling color float gently within the
lcked requiring a DC 25 Open Lock check or an arcane room as if moved by an unfelt breeze.
o touch the door with a cold-based spell.
Initial Attitude: N/A
,Id air expels from the room as the door opens. The floor, Encounter: The spheres are actually the physical embodiment
)Idswater about 4 or 5 feet deep. Ice has formed along the of a gateway akin to the one found in Room A103 formed over time
valls and mist hangs just over the lip of the water. as the wards on that gateway began to fail.
The moment a living creature enters the Room the colorful spheres
Lttitude: N/A begin to float toward the center of the Room where they combine with
ter: Beneath the water each other and make a larger sphere. It takes four rounds for the spheres
ronze plate with a to completely form together and create an open gateway with the same
me written on it properties (including a means to shut it down) as the one in Room A103.
The rune on the floor is the On the fifth round something comes through (a fiendish owlbear is sug-
same as the one on the gested, but it could be a number of fiendish darkmantles,fiendish stirges,
door If any lawful or good fiendish dire rats or fiendish rat swarms; the decision is up to the DM).
PC stands on the plate, a The gateway requires the presence of a living creature to open com-
cone of ice erupts from pletely and ifthe PCs leave the Room before the gateway can fully form,
the floor (for 1 full then the spheres simply burst apart to continue floating. Once opened,
minute), encasing the PC however, the gateway remains open until closed by the same method
m a solid block of ice, but that can close the one in Room A103.
not dealing damage. Instead, The formation of the gate can only be halted through the absence
it cleanses the PC of all poisons, of a living creature; being composed of pure magic, the spheres’ actions
ability score damage (but not cannot otherwise be interfered with. The PCs have no physical means
drain), and heals 2d8+3 points of dam- of capturing them (they float right through hands, nets, sacks, etc.)
age nor do magic weapons or spells affect them.
In addition, If the PC IS lawful good he gains cold resistance 5, per- Encounter Condition: N/A
menantly Tactics: N/A
If a chaotic or em1 PC stands on the plate, he suffers 2d8t3 cold Treasure: N/A
damage This is pure arcane ice that bypasses cold resistance, but not E L Varies
spell resistance Scaling: To increase the challenge of this encounter, have the
Encounter Condition: Extreme cold, Flooded gateway form regardless of whether the PCs remain in the Room or not;
Tactics: If the PCs go into the water, increase the DC of their ifthe PCs leave before the gate is fully opened, it still opens and the beast
Fortitude saves by t5 or beasts emerge and begin hunting the PCs. To decrease the challenge
Treasure: If the PCs search the water, allow a DC 25 Search check to of this encounter have the gateway disgorge only a single beast before
find ptpes of roundtng that have become waterlogged. A single casting of the spheres of the gateway drift apart again.
make whole or three castings of mending restore the pipes.
E L N/A
A l l l . TWO PILLARS
Scaling: N/A
Two segmented square pillars, one at either end, dominate this room.
A109. FOGCV ROOM Large blades stick out from the spaces between the pillars and pieces
of a skeleton lie near the closer one.
A thick ankle high gray fog covers the entire floor. Occasional bright
flashes within the fog are followed by a crackling sound. Initial Attitude: N/A
Encounter: The skeleton looks as though it has been cut into little
Initial Attitude: N/A pieces and is beyond identification.Theskeleton belongs to an unfortunate
Encounter: This fog is the result of magical energies released when drow slave, although he managed to escape, who was killed by the trap
the creature in this Room managed to escape some time ago. The fog in this Room, which then failed to reset.
covers the entire floor of the Room except for the first square Each column reaches to the ceiling and the segments are a foot apart
to the west of the doorway. The fog is perfectly stationary and does not and so, in turn, are the blades. Each side of the column has a full set
spill out into the hallway. of blades, so the only way past the blades is to squeeze between them
The bright flashes and crackling are the result of the electrical or to try and clear a space by pushing the blades back into the spaces
charge that the fog bears (ifthe DM wants to make it more obvious, have (the blades are not as sharp as they used to be and are a bit rusty,
occasional arcs of electricity race across the top of the fog). Any creature but gloves are recommended for this task).
moving through the fog takes Id4 points of damage per round due to the Because of the mechanism of the trap all of the blades move together;
electrical discharges (ld6 points of damage per round ifwearing metal it is impossible to push only one blade a t a time back into the column.
armor or otherwise carrying a lot of metal). A DC 25 Strength check is required to give enough force on a single
Encounter Condition: Fog 5,Poor Footing 2 blade to rearm the entire mechanism and bring all the blades back into
Tactics: NfA their column. For each additional blade that has force applied to it the
Treasure: N/A Strength check is reduced by 5; up to four creatures can push on
the blades at one time (one blade per column side) Each creature must
Scaling: To increase the challenge of this encounter, increase the succeed at the appropriate Strength check to do their part, so if four
damage of the fog to Id6 and Id8 To decrease the challenge, reduce the are pushing, each must succeed at a DC 10 Strength check for the blades
damage of the fog to ld3 and ld4. to be reset. Once reset, the trap cannot be sprung again because its
triggenng mechanism (Search check, DC 20) is broken
Encounter Condition: Spell Resistance 14
Tactics: N/A
Treasure: N/A
E L N/A exists and the bodies show no signs of decomposition. All of a sudden
Scaling: N/A you realize you are havmg trouble breathing.
RANDOM ENCOUNTERS
Roll for a Random Encounter once per hour. THE WRTIWT’
ldZO Encounter The (doppelganger) goblin k i n g - Argliss - has lost a power-
ful artifact. At some point during his rise t o power over t h e gob-
1 A strange odor erupts from a vent in the stone work.
lins, the artifact disappeared. While it is n o t crucial t o his reign,
Stagnant Air
he does not wish for it t o fall into the hands o f any o f his ene-
2 Ear piercing shrieks echo throughout the corridors as a
mies, o f w h i c h h e has plenty, o r into the hands o f potential rivals
pack of howlers moves through the Section (for l d 6 hours)
t o his throne. H i s new position does not allow h i m t o search o f
The PCs must make Will saves each hour, but allow a +2
a halfling, Bartleby is more than happy t o search for t h e artifact.
circumstance bonus because ofthe range and nature
H e has gained the protection o f the dominant faction in the
of the stone walls It i s unclear which direction the
Region and enjoys enormous freedom. H e has no plans t o turn
howls come from
the artifact over t o Argliss however. Anything as powerful as it is
3-1 2 Nothing
n o t something you give away lightly. Once he has found the arti-
13 Four blink dogs wander the halls, sniffing for goblins
fact Bartleby plans t o leave the Region entirely, using his new
They are Indifferent to the PCs u
found power as he sees fit.
14 A bugbear sets up a tripwire. He
What the artifact is, however, is strictly u p t o the D M . It truly
PCs. Impose a -2 circumstance penalty to his Listen and
could be something so powerful that whoever has possession o f
Spot checks for 2d8 rounds, at which point he finishes
it can rule the Region, o r it could be a red herring t o draw the
setting up the tripwire
PCs’ attention away f r o m the real dangers in the Region.
15 2d4 goblins (half of which ride worgs) patrol the Section,
looking for anything t o report back to their king. When
the PCs are spotted, one rides off for help while the others
POSSIULE ARTIFACTS
Clay C o l e m Manual. The ability t o craft golems gives the PCs
fight defensively to stop the PCs from getting further into
a powerful tool for navigating the dungeon.
the Region
Medallion o f Thoughts. Reading the thoughts and intentions
16 The PCs stumble upon a trap
o f t h e m o r e deceitful denizens the PCs could prove invaluable to
Portcullis Trap: CR 1; mechanical; location trigger; manuaII their survival.
reset; Atk +10 melee (3d6); Search DC 2 0 Disable Device Necklace ofAdaptation. Eventually the PCs will need t o cross
I:)C 20. Note: Damage applies only to those underneath the the Lake (Region L) and being able t o breathe underwater m i g h t
. . . . . . . .
portcullis. Portcullis blocks passageway. Note: The celestials help.
typically reset the portcullis by casting knock. Phylactery o f Undead Turning. Useful for the ghouls and
17 The PCs stumble upon a trap. wights found in the later rooms o f t h e dungeon.
Encounter: This Room is a former guard post of the bugbears that Initial Attitude: NIA
was abandoned some time ago. The wooden tables and benches are dull Encounter: The bugbears that were formerly stationed in Room B2
brown, and several deep cracks cut along and across the grain of the kept their weapons in this hidden storage Room. The weapons are crude
wood. The dry rot is bad; it crumbles easily if the party picks it up. and even a layman can tell they were hastily built.
Those that speak Dwarven or Goblin easily discern the carvings as Encounter Condition: N/A
goblinoid in origin. The carvings offer no discernable message them- Tactics: N/A
selves, but appear to be graffiti left behind to commemorate a mighty Treasure: The Room contains two dozen short spears. The inferior
battle. References to the ‘big stinky ones’ and ‘mighty Grrrd’ can be quality of the shortspears decreases their usefulness, however, dealing
made out, but nothing in context. The hide in the corner is defaced in only Id6/X2 damage. The two barrels, combined, hold roughly 170 lbs.
the same way. O n top of a simple pattern of circles and crosses, the same of gravel suitable for use as bullets for the three dozen slings contained
scrawling goblinoid writing appears. ‘He who growls’ and ‘victory’are in the armory. The dozen clubs found here are not discernable in any
the only bits of information the PCs will be able to glean from the hide, way from other clubs.
regardless of how much time is spent studying it. E L N/A
A secret door in the southeast comer can be discovered by a success- Scaling: N/A
ful DC 20 Search check. The door’slock is jammed and requi1res a DC 20
Open Lock check to open This door leads to B4
Encounter Condition: Haunted
85. TRAP ROOM
As the PCs approach the door to Room B5, read the following. turns to dust and the traps reset, and the door closes lhis was the final
test the celestlals had -to determine Lfdemons would conti nually pur-
The comdor wraps around a square structure in the center of this sue a futile goal
room As you walk circumambulate it you notice a large stone door EL 8
set in the center of the wall's western side. The stone of the door is Scaling: To increase the challenge of this encounter, c hange the
slightly darker than the walls, and is carved with various indecipher-
. ..
spring-loaded darts trap to a fusillade of spears trap To decrease the chal-
able runes lenge, reduce the damage of the raining shards trap to 6d4.
The door to this Room is trapped. Opening the door without disarming
66. HALL OF MIRRORS
the trap triggers a large stone block to fall from the ceiling, crushing any
who stand within 10 ft. of the door
This large room is filled with mirrors.The floors and walls are covered
& Falling Stone Trap: CR 5, mechanical; location trigger, automatic reset; in mirrors. As soon as you enter, a stone door slams down from the
+15 melee (6d6),multiple targets (can strike all character in two adjacent ceiling, sealing the entrance behind you
specified squares), Reflex save DC 25 avoids; Search DC 2 0 Disable
Device DC 25 Initial Attitude: N/A
Encounter: This Room is a single huge trap. With every surface cov-
When the PCs enter the Room, read the following.
ered in mirrors, it is impossible to find a way out. The door the PCs
entered through is sealed and is no longer an exit. only by finding the
The room is large and empty apart from a pedestal resting against the
trap's trigger and disabling it are the PCs be able to leave this Room. If
far wall The floor is tiled in dark granite, with a line ofpohhed white
they cannot they are trapped here until they expire.
marble leading from the door to the pedestal. Upon the pedestal there
The trigger is located in the northwestern comer, near the floor. A
is a golden idol radiates with two emerald gems for eyes and a pearl
set in its belly. hair line crack in a mirror is the only hint the PCs have to the trigger's
1ocation.The crack is actually the edge of a removable panel that reveals
the trigger. Once the PCs disable the trigger, all four doors open.
Initial Attitude: N/A
Encounter: This is a particularly difficult encounter and if the PCs & Hall of Mirrors: CR 2; mechanical; location trigger; manual reset;
are smart, they will leave before it escalates. Search DC 25; Disable Device DC 20.
The celestials that occupied Room B3 designed this room to test the
Encounter Counter: N/A
intelligence of the prisoners. It contains a series of three traps, each
Tactics: N/A
slightly more advanced and deadly than the next.The Room itself is 30-
Treasure: N/A
ft. wide by 40-ft. long.
EL 2
The first is the door to the Room. This is the simplest and most
Scaling: To increase the challenge of this encounter, increase the
straightforward of the traps.
Search and Disable Device DCs for the hall of mirrors trap by +5. To
The second trap is built into the floor of the room. The floor tiles are
decrease the challenge, decrease the DCs by -5 or merely have the door
the key to this trap. Each tile is 2-ft. by 2-ft. The obvious path is straight
open after 24 hours.
down the middle, following the white marble. Of course any path that
obvious must be a trap. The celestials took this into account. To circum-
vent this trap the Pcs must travel down, staying on either side of the 67. WATERFALL
path, walking a thin line. The white and black tiles nearest each other
represent the only safe paths to the pedestal. The PCs must stay within This room is rough ~ fappearance.
l The
the 4 ft. wide path created by the joined black and white tiles. If they acid smoke eroded the finish The floor is covered in discs, each two ft. UI
stray to either side of these paths, the trap triggers, raining metal shards diameter.ThedEcs sit slightly higher than the floor and wobble slightly.
and caltrops on the occupants of the Room from concealed slots in the
ceiling. Initial Attitude: N/A
A DC 25 Search or Disable Device check reveals the nature ofthe trap Encounter: The discs in this Room are the key to the PCs success-
and a DC 25 Spot check reveals the paths are slightly more worn than fully navigating their way across it. They are designed to shift and are
the surrounding tiles. each mounted on a compact spring. The PCs must carefully make their
way across the room, which requires a successful DC 20 Balance check.
& Raining Shards: CR 6;mechanical; touch trigger; automatic reset; +10
If the PCs stumble, or in any way touch the floor under the discs, the
ranged (10d4,and floor is covered in caltrops); Reflex save DC 20 half
trap triggers. The doors to the room seal and torrents of water gush into
damage; Search DC 25; Disable Device DC 26.
the room from slots near the ceiling. The water pours in from both the
If the p c s are able to make it to the idol, they must circumvent a third east and west walls. The pcs have two minutes to disarm the trap or they
trap to claim the prize. This is a simple pressure plate under the idol. If drown. The trigger for the trap is located on the center of the middle wall
the PCs do not disable it before they remove the idol, the plate triggers and requires a DC 15 Strength check to pull.
spring loaded poisoned darts hidden behind the eastern wall.
& Water-Filled Room Trap: CR 5; mechanical; location trigger; automatic
d Spring-Loaded Darts: CR 5; mechanical; pressure trigger; automatic reset; multiple targets (all targets i n a 10-ft.-by-10-ft.room): never miss;
reset; +12 ranged (4d3 plus poison, multiple darts); poison (giant wasp onset delay (4 rounds): liquid; Search DC 17; Disable Device DC 23.
poison, DC 18 Fortitude save resists, ld6 Dex/ld6 Dex): Reflex save DC
Once the trap is disabled the water drains through grates under the
20 avoids; Search DC 2 0 Disable Device DC 22.
discs and both doors to this room oDen.
Once the PCs have the idol they can safely leave the room Encounter Condition: Extreme Cold, [Flooded]
Encounter Condition: N/A Tactics: N/A
Tactics: N/A Treasure: N/A
EL 5
Scaling: To increase the challenge of this encounter, change the trap
to a CR 7 water-filled room trap. To decrease the challenge of this
encounter, change the trap to a CR 4 water-filled room trap.
Tactics: Light in this Room is reduced to a 5-ft. radius, no matter how
powerful the source. This puts PCs without darkvision at a major disad-
The walls of this room are flecked with gold. The roughly square vantage.
room is filled with mou nds of dirt and rubble. Crude picks, shovels The dire wolves have been trapped here for weeks, but do not fight as
oy..u
n 2 the hnnn. nf
L..c v. c n v e r ~ small
yvll-I l-.__IA
l goblinoids lay scattered on the ground. cohesively as pack animals normally do. They do not flank or aid one
The gold flecks glow and entice you forward. another or use any tactics to gain an advantage over an opponent.
Instead, they simply choose a target and focus their energies solely on
Initial Attitude: N/A him.
Encounter: This Room, while nearly attractive to greedy PCs, is as If the PCs stumble around in the dark, they can find the carcasses of
much a trap as anything else in the Region. Touching the gold flecks four other wolves littered here. Apparently they turned on each other
releases poison gas into the Room. As the door seals them in, the PCs once they were trapped in this Room. The two that survived were the
have little choice but to disable the trap to survive. As long as the PCs do largest and the strongest.
not touch the gold flecks, the trap does not trigger. There are no flecks Treasure: N/A
on the floor at all. EL5
If the Pcs mgger the trap, they have to act swiftly to turn it off. In the Scaling: To increase the challenge of this encounter, add two dire
middle of the room is a squat stalagmite. A Search check (DC 21) reveals wolves. To decrease the challenge, reduce their hit points by -15 each.
a series of three knobby buttons. A Disable Device check (DC 21) is
Dire Wolf: CR 3; Large animal; H D 6d8+18; h p 61, 57; lnit +2; Spd 50
required to push the buttons in the right sequence to turn off the trap
ft.; AC 14. touch 11, flat-footed 12; Base Atk +4; Grp +15; Atk +11 melee
and open the door.
(ld8+10. bite); Full Atk +11 melee (ld8+10. bite); Space/Reach lOR./S
b Poison Cas Trap: CR 7; mechanical; location trigger; automatic reset; ft.; SA Trip; SQ Low-light vision, scent; AL N: SV Fort +8, Ref +7, Will +6;
gas; multiple targets (all characters in a 2 0 4 . by 203. room); never Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
miss; onset delay (3 rounds); poison (burnt othur fumes, DC 18 Skills and Feats: Hide +O. Listen +7, Move Silently +4, Spot +7,
Fortitude save resists, 1 Con drain/3d6 Con); Search DC 21; Disable Survival +2*; Alertness, Run, Tracks, Weapon Focus (bite).
Device DC 21. Trip (Ex): A dire wolfthat hits with a bite attack can attempt to trip its
opponent (+11 check modifier) as a free action without making a touch
Encounter Condition: [Smoke]
attack or provoking a n attack of opportunity. If the attempt fails, the
Tactics: Once the trap is disarmed (or if it was never triggered), the
opponent cannot react to trip the dire wolf.
PCs are allowed DC 25 Search checks to notice the transparent outline
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently,
of angel wings on the backwall. Faint and depressed, these grooves are
and Spot checks.
used to open the secret door leading to Room B13. If a good PC touches
* It also has a +4 racial bonus on Survival checks when tracking by scent.
the grooves by laying his palms flat, the wall rises up and remain opened
for 5 rounds
The secret door cannot be opened from the other side. 810. BUGBEAR REFUGE
Treasure: N/A As the PCs approach the Room, read the following.
EL 7
Scaling: To increase the challenge of this encounter, replace the poi- A splintered wooden door blocks the entrance to this room. From
son gas trap with an insanity mist vapor trap. To decrease the challenge, behind it you can hear a quarrel in a foul tongue. Something yells and
replace the poison gas trap with an ungol dust vapor trap. a loud crash reverberates through the halls.
EL 6
~ ~ ~ l i -rr
yL."Llle
. . increase
~ . the challenge of this encounter, remove the
814. OBELISK OF SHAPES
bridge. To decrease the challenge, reduce the Search and Disable Device As you enter this chamber
DCs of the snake pit by -4. corner of the room is a silver door, polished to a nearly blinding
Snake, Medium Viper: CR 1; Medium animal; H D 2d8; h p 9 lnit +3; shine. In the southwest corner of the small antechamber stands a
Spd 20 ft., climb 20 ft., swim 20 ft.; AC 16, touch 13, flat-footed 13; Base dark wood door, stained with age. In the northwest comer, is a simple
Atk + l ; Crp +O; Atk +4 melee (1d4-1 plus poison, bite); Full Atk +4 stone door and in the northeast comer, a finely carved stone door is
melee (1d4-1 plus poison, bite); SA Poison; SQ Scent; AL N; SV Fort +3, the last to catch your eye.
Ref+6,Will+l;Str8,Dex17,Conll,Int1,Wis12,Cha2.
Skills and Feats: Balance +11. Climb +11, Hide +12, Listen +5, Spot +5, Once the PCs open the door to Room B14,read the followmg
Swim +7; Weapon Finesse
Poison (Ex): Injury, Fortitude save DC 11, initial and secondary The walls of this room are dull gray granite. The floor and ceiling are
damage ld6 Con. The save DC is Constitution-based. granite as well, but are highly polished. An obsidian obelisk domi-
nates the center of the roonI. Carved into the obelisk are various
shapes - circles, squares, an d triangles among others. The shapes
813. WELL OF SLEEP spinning slowly, before gradu ally picking up speed. Soon they whirl
If the pcs approach from the hallway, read the following.
a t a phenomenal rate.
decrease the challenge, 1educe the DCs by -5 or merely have the door
If the PCs touch the rope, a n alarm' sounds, alerting the goblins that
open after 24 hours.
someone is here. M o w the goblins in Rooms B70 DC 1o Listen checks.
If successful, they come running to the commotion in 4d4 rounds,
expectmg to find bugs and rats.
Encounter Condition: [Ambush], Stagnant Air
815. 8LINK DOG DEN EL6
The stone door in the southeastern corner is jammed, requiring a DC 20 Scaling: To increase the challenge of this encounter, tk
o p e n Lock check unstick, followed by a DC 12 Strength check. archones are summoned as soon as the PCs enter the Room: ro decrease
the challenge, allow every PCs to fight the lantern archons and blinkI
Musty odors permeate the air here. The floor is littered with bones dog, but in doing so lose their immunity to fear.
and scraps of cloth. Near the southwestern comer, in front of a large
*)Blink Dog: CR 2; Medium magical beast; H D 4d10 hp 22; lnit +3; Spd
stone dc
spears a 40 ft.; AC 16,touch 13, flat-footed 13; Base Atk +4; Crp +4; Atk +4 melee
the norl (ld6, bite); Full Atk +4 melee (ld6. bite); Space/Reach 5 ft./5 H.; SA
-; SQ Blink, darkvision 60 ft., dimension door, low-light visio n, scent;
area is fi
AL LC; SV Fort +4, Ref+7,Will +4; Str 10, Dex 17, Con 10, Int rrl I", W I D *=,
\",.- 19
Cha 11.
Initial Attitude: N/A
Skills and Feats: Hide +3, Listen +5, Sense Motive +3. Spot +5,
Encounter: One of many Rooms that have been taken over as a den
Survival +4; Iron Will, Run, Track'
by the blink dogs, this Room was recently sacked by a goblin war party
Blink (Su): A blink dog can use blink as the spell (caster level 8th).
Aside from the remains of the battle, there is little of note in this room.
and can evoke or end the effect as a free action.
Encounter Condition: Echoes 4, Distracting Visions 4
Dimension Door (Su): A blink dog can teleport, as dimension door
Tactics: N/A
(caster level 8th), once per round as a free action. The ability affects only
Treasure: Amidst the debris, the PCs can find two wolf teeth, a very
the blink dog, which never appears within a solid object and can act
small jagged gold tooth (from a goblin), and a severed, desiccated hand.
immediately after teleporting.
E L N/A
Scaling: N/A *) Lantern Archon: CR 2; Small outsider (archon,extraplanar, good,
lawful); H D ld8; hp 4; lnit +4; Spd Fly 60 ft. (perfect);AC 15, touch 11,
flat-footed 15; Base Atk +l; Crp +1/-8; Atk +2 ranged touch (1d6, light
816. HALL OF THE DIVINE
ray); Full Atk +2 ranged touch (ld6, 2 light rays); SA Spell-likeabilities;
Constructed of blinding white marble walls, and highly polished SQ Aura of menace, damage reduction lO/evil and magic, darkvision 60
black granite, this room's southeastern corner is a mess of gears and ft.. immunity to electricity and petrification, magic circle against evil,
pulleys. Th e marble wall has been smashed open and the innards of a teleport, tongues; AL LC; SV Fort +2 (+6against poison), Ref +2, Will +2;
complex ti'ap spill out of it. A huge statue of a ferocious angel (obvi- Strl,Dexll,ConlO, Int6.Wisl1,ChalO.
l . \ ...:-1>: _ _ .__._.
ously femalr, . _ .......
wiriuing an ornare 11 -rl
spear, uominares me wail.
~ ~~~ . .
i n e srap Skills and Feats: Concentration +4, Diplomacy +4, Knowledge (the
ue is masterfully crafted, iit's almost lifelike and the spear is real, planes) +2, Listen +4. Sense Motive +4. Spot +4; Improved Initiative.
placed into the right hand of the statue. Aura ofMenace (Suj: Will DC 12 negates.
Light Ray (Exj: A lantern archon's light rays have a range of 30 ft.
This attack overcomes damage reduction of any type.
If the PCs examine the statue, read the following
Spell-Like Abilities: At will-aid, detect evil, continualflame. Caster level
3rd.
At the base of the statue is a plaque that reads, "I shall defend this pnson
against all manner of evil. I shall die to protect this world from the hor- Aura ofMenace (Suj: A righteous aura surrounds archons that fight
rors of the abyss. 1shall never waiver. 1shall never stop m my quest to or get angry. Any hostile creature within a 20-ft. radius of an archon
liberate the world from the tamt of chaos. 1shall never concede defeat." must succeed on a DC 12 Will save to resist its effects. The save DC
is Charisma-based.Those who fail take a -2 penalty on attacks, AC.
and saves for 24 hours or until they successfully hit the archon that
Initial Attitude: N/A
generated the aura. A creature that has resisted or broken the effect
Encounter: Ages ago, when the bugbears were far more prominent,
cannot be affected again by the same archon's aura for 24 hours.
they defended this Room against intruders, considering the beautiful
Magic Circle against Evil (Suj: A magic circle against evil effect
statue a herald of what was to come. Little did they know, the angel was
always surrounds an archon (caster level equals the archon's Hit Dice).
actually buried in the Room, her remains used to build the foundation of
(The defensive benefits from the circle are not included in an archon's
a shrine to their greatest warrior. When any PCs member steps within s
statistics block.)
ft. of the statue, a fear effect is triggered followed by the summoning of
Teleport (Su): Archons can use greater teleport at will, as the spell
two lantern archons (hp 4 each), coming out of the eyes of the statue.
(caster level 14th),except that the creature can transport only itself and
They immediately determine the alignment of the PCs and ifthey are
up to 50 Ibs of objects. Within the confines of this dungeon, the lantern
predominately non-good or non-lawful, they summon a blink dog (hp
archon can only teleport within line of sight.
22) to defend the Room.
Tongues (Suj: All archons can speak with a n y creature that has a
Encounter Condition: Fear 14", Positive Energy
language, as though using a tongues spell (caster level 14th). This ability
TacticsThe lantern archons are mindless drones, created by the spir-
is always active.
it of the angel who died here. The blink dog is also made of the same
celestial energy and does attacks mindlessly. They attack evil PCs first,
followed by chaotic neutral, neutral, and finally chaotic good PCs (of
questionable character).
Lawful good, lawful neutral, and neutral good PCs cannot harm these
creatures. Conversely, lawful good PCs are immune to the fear effect in
this room. If any PC moves toward the statue or touch the spear, the
blink dog and lantern archons attack him, ignoring alignment.
If the creatures in this Room are killed, they fade like mist.
Treasure: The statue is armed with a +1 axiomatic spear. Lawful good
PCs can collect it, ifthey recite the sacred oath written at the bottom of
the status and succeed at a DC 18 Disable Device check. should the PC
ever fail in this oath, the spear disintegrates. Non-lawful good PCs touch-
ing the spear suffer 2d6 electricity damage.
o Open Lock check to
h a wave of heat that
treme Heat condition
s are constructed of
rners contain small
:destal rests. with a
reduce the DC of the Fortitude save of the ungol dust vapor trap by -3. once a column is touched the trap mggers and the columns co1Uapse on
the PCs. The trap once the Room is void of life.
820. LIMESTONE CAVERN 4 Collapsing Columns Trap: CR 4: mechanical: touch trigger: a utomatic
As the PCs approach this Room, they can see water mckhng out from reset: Atk +15 melee (6d6. stone blocks); Search DC 20;Disable Device
under the door The door to this Room is locked, requinng a DC 30 DC 24.
Open Lock check to unlock.
Encounter Condition: N/A
Tactics: If the PCs spend 30 minutes searching the debris in this
The entire floor of the room, is submerged Looking about, you notice
the lack of construction here The walls are unfinished lunestone Room, allow each of them a DC 20 Search check to find one of the fol-
and stalactites hang from the ceiling Droplets of water fall from the lowing - 24 cp in a brown leather bag, a gold ring that radiates illusion
high ceiling, and the walls are slick Almost floating on the water, but produces no effect, a masterwork silver dagger, a pair of rusted kukri,
resting on a stone, is a gem is set into the wall, pulsating with a bright or a scroll of mending. Once all four items are found all the PCs find are
yellow glow pieces of wood, bone fragments, stones, and fungus.
Treasure: N/A
EL: 4
Initial Attitude: N/A
Scaling: To increase the challenge of this encounter, change the col-
Encounter: The entire floor of this Room is sunken and filled with
lapsing columns trap to a collapsing wall trap. To decrease the challenge,
4 ft. of water, which is icy cold. A 6 in. lip runs the course of the Room,
change the collapsing columns trap to a bricks from ceiling trap.
but standing or walking on it requires a DC 15 Balance check or the PC
falls into the water. Falling into the water causes no damage, but it is
extremely cold. 822. DIRE WOLF DEN
Light does not penetrate the water either, but cupping it into one's
hand reveals that it is crystal clear. The bottom is uneven and rocky, mak- This room is dark, so dark in fact that your torches cannot pierce the
ing it difficult to cross easily. gloom. The few things you can make are merely shadows dancing in
Encounter Condition: [Extreme cold], Flooded, Hazardous the cornt h of decay
Footing 15 fills the r
Tactics: Touching the jewel triggers a lightning bolt trap. Due to the
flooded condition of the room, the Reflex save DC has been increased by Initial Attitude: Hostile
4 and the damage increase by +1 per die. Encounter: The PCs have stumbled into another dire wolf den. Four
dire wolves (hp 39,35,33,30) are on edge due to recent goblin raids, and
b Lightning Bolt Trap: CR 6; magic device: touch trigger: automatic
are prepared for any intruders that enter their den. The wolves gain a +IO
reset; spell effect (lightning bolt, 16th level wizard, 10d6+10electricity,
circumstance bonus to Listen and Spot checks, attacking the PCs on sight.
DC 20 Reflex save half damage): Search 28: Disable Device 28.
Encounter Condition: Ambush, Deep Darkness, Fearless
Treasure: The gem is a beautifully cut diamond, worth about 2,000 Tactics: The wolves use pack tactics, swarming over one PC at a time.
gp. While it does not radiates magic its casts continual flame and acts as They do not target any PC specifically, attacking whichever one is most
a minor ring energy resistance (cold), so long as the gem is held tightly in accessible.Two of the wolves attempt to flank the target, while the oth-
one's hand. ers assault the PC directly. Rangers and druids are unable to sway the
It can be safely removed once the trap is disabled. wolves with Animal Empathy.
EL6 Treasure: N/A
Scaling: To increase the challenge of this encounter, change the light- EL7
ning bolt trap to a chain lightning trap. To decrease the challenge, reduce Scaling: To increase the challenge of this encounter, add two dire
the DC of Reflex save of the lightning bolt trap by 6. wolves. To decrease the challenge, remove one dire wolf.
Stone columns run from floor to ceiling.The columns are carved with corpse of a bugbear lies against the northern wall, a gleaming bat-
symbols from an ancient language you can't quite discern, as well as tleaxe clutched loosely in its hand. In the other corner of th e room,
graffiti left behind by the vagabond goblinoid races. The rapid scrawl- 1. L.Ic..-.. .L t .I- .. :,. - -___-_
n--- 2 TL- --t- -r-i
ing of goblms and the heavier script of bugbears can be easily made we cau-
out The columns in the back of the room are in better condition than
the ones closest to the door The floor of the room is littered with
debns and small rocks Initial Attitude: N/A
Encounter: There are two pits in this Room. The first is obvious. The
Initial Attitude: N/A second is located directly beneath the sword; it has become lodged
Encounter: The carvings on the columns depict the story of how the between the two sections of the trap's door. Unless they disable the trap
Region was built from the perspective of a scholar. It is a signature (of first, any PC that steps within 10 ft. of the sword triggers the trap and
sorts) by one of the celestial designers.The graffiti covering the columns they fall down into the pit. A DC 25 climb check is required by any PCs
was created by the goblins and bugbears, and in a way details their his- who fall down the pit to escape from it.
tory, though it is difficult to read as they often overlap and obscure each
b Camouflaged Pit Trap: CR 5 : mechanical , location trigger, automatic
other. To ensure the Room remained a testament to their work, the celes-
reset; DC 20 Reflex save avoids: 50 ft. deep (5d6, fall): multiple targets
tial incorporated a trap into the columns. Apparently the goblinoids
(first target in each o f two adjacent 5-ft. sqiAares): Search DC 25: Disable
have not been deterred from spoiling the unique architecture of the
Device DC 17.
columns, trap or no.
ounter Condition: N/A d Doorknob Smeared with Contact Poison: CR 5; mechanical; touch
WA trigger (attached);manual reset; poison (nitharit. DC 13 Fortitude save
::The axe near the corpse of the bugbear is a ti greataxe that resists, 0/3d6 Con); Search DC 25; Disable Device DC 19.
7s with a 5-ft. radius nimbus of light. This light cannot be
Encounter Condition: Echoes 4
n any manner. If the PCs manage to recover the sword, its a
Tactics: N/A
masterwork bastard sword, with the name Urthieln engraved in the
Treasure: The map on the back wall is a duplicate of Map B. It can
blade (in Celestial runes).
assist the pcs in navigating the dungeon. It is quite old, and easilycatch-
EL 5
es fire if the PCs are not careful. It is also large, measuring l e f t by 10-ft.
Scaling: To increase the challenge of this encounter, increase the
The map does not show the location of secret doors, but it does show the
damage of the camouflaged pit trap to 7d6 fall damage. To decrease the
location of every room in the dungeon. It is unlabeled.
challenge, lower the DCs of the camouflaged pit trap by -4.
EL 5
Scaling: To increase the challenge of this encounter, raise the DC of
B24. BLOCKED HALL the fortitude save of the trap by 5. To decrease the challenge, reduce the
poison’s damage to ld6 Con.
block fell from the ceiling and utterly crushed it. The ceiling, howev-
er, looks complete and lacks any distinguishing characteristics. The B26. OBSERVATORV LIBRARY
hallway branches both east and west in front of the door.
As you enter the room you notice it is similar to one of the rooms near
the dungeon’s entrance. Along the back wall is a stone desk and chair,
Initial Attitude: N/A
and a bookcase covers the eastern wall. In this room, however, the
Encounter: The PCs are near one of the celestials’observatories. In
bookcase holds volumes of tomes, not just one or two. A sheaf of
order to safeguard their private enclosure, the celestials installed a trap
papers lies on the desk, and the light glints off of something metallic
here. Triggering the trap causes a huge block to fall from the ceding,
under the chair.
crushing any pcs located here. The trap only has one activation left and
the goblins know to avoid it (having seen its devastating effect before).
Initial Attitude: N/A
The eastern branch of the corridor leads to Room B22. The western
Encounter: The Room is essentially a mirror of Room B3. The ante-
branch terminates at a blank wall. A DC 25 Search check reveals a small
room (Room B25) served as an observation post for the celestials, while
(3 in. diameter, 3 in. deep) hole in the wall (part of a secret door leading
this Room was used to catalogue their findings. The catalogued observa-
to Room B25) 4 ft. from the floor.
tions are stored on the bookshelf, written on ancient parchment.
* Falling Block Trap: CR 5; mechanical; location trigger; automatic reset; Not wishing for their records to fall into the wrong hands, this Room
Atk +15 (6d6, stone block); multiple targets (can strike all targets in two was trapped by the celestial observers.The shiny object under the chair,
adjacent specified squares); Search DC 2 0 Disable Device DC 25. which appears to be a silver broach, is, in point of fact, the trigger for a
fire trap. Any attempt to move the broach mggers the trap, which
Encounter Condition: N/A
destroys every book in the room beyond any hope of repair; the flames
Tactics: The secret door can only be opened by placing a dowel or
easily consume the ancient pages. The trap is also triggered if the PCs
iron rod into the hole in the wall and lifting up. No Strength check is
attempt to remove any of the books from the room without first dis-
required. Without a handle to lift, the PCs must succeed at a DC 22
abling the trap.
Strength check to lift the secret door open.
Treasure: N/A * Fire Trap: CR 5; magic device; touch trigger; no reset; spell effect (five
EL 5 trap, 7th level wizard, ld4+7, DC 16 Reflex save half damage); Search DC
Scaling: To increase the challenge of this encounter, increase the 29; Disable Device DC 29.
damage of the falling block trap to 8d6. To decrease the challenge,
Encounter Condition: N/A
change the falling block trap to a stone blocks from ceiling trap.
Tactics: N/A
Treasure: If the PCs do not trigger the trap, they are free to take as
B25. OBSERVATORV many books with them as they can carry with them. The books, and the
The secret door leading to this Room can only be opened by placing a 3 sheaves of paper on the desk, chronicle events of the devils over cen-
in. diameter dowel or iron rod into a hole in the wall 4 ft. high and lift- turies, though no specific dates are given. To understand the writing, a
ing up. No Strength check is required. Without a handle to lift, the PCs PC must speak Celestial and make a DC 25 Decipher Script check.
must succeed at a DC 22 Strength check to lift the secret door open. The PCs are free to take the silver broach, which is worth approxi-
mately 100 gp, once the trap is disabled. If the trap is triggered, the
A few nondescript wooden benches circumscribe the room. O n the broach is destroyed in the ensuing flames.
back wall a large map hang;s limply. It looks old, though it is in goiod EL5
repair. The map details tht2 layout of this entire section of the diin- Scaling: To increase the challenge of this encounter, change the fire
.a A
geon. There is a simple stollc .,
uuuL *La
f_ -,.
LLLc DuULII.
Lu
+l.
trap to a flame strike trap. To decrease the challenge, change the fire trap to
a burning hands trap.
Initial Attitude: N/A
Encounter: This Room was used as an observatory by the celestials.
Aside from the map (see treasure below), it contains nothing of much
interest or value. The air in the room is dry and fire spreads easily, con-
suming the benches and mau within minutes if the fire cannot be extin-
The exact number and type of wands, plus the exact nature of the
mq ,.-, -
a +1 racial bonus.
t. The save DC is Constitution-based and includes
Spellcraft and Intelligence checks necessary to determine this number Kiss (Suj: A vargouille can kiss a paralyzed target with a successful
are best left to DMs willing to expend that much energy to challenging melee touch attack. An affected opponent must succeed on a DC 15
the PCs. Chances are, if they made it this far into Region B, they aren’t Fortitude save or begin a terrible transformation that turns the creature
touching anything in the Room, anyway. into a vargouille within 24 hours (and often much sooner; roll ld6
Any chaotic or evil PC touching a wand other than the wand of burn- separately for each phase ofthe transformation).
ing hands triggers a bestow curse trap. First, over a period of ld6 hours, all the victim’s hair falls out. Within
another ld6 hours thereafter, the ears grow into leathery wings, tentacles
L Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos);
sprout on the chin and scalp, a n d the teeth become long, pointed fangs.
automatic reset; spell effect (bestow curse, 5th level cleric, DC 14 Will
During the next ld6 hours, the victim takes Intelligence drain and
save negates); Search DC 28; Disable Device DC 28.
Charisma drain equal to 1 point per hour (to a minimum of 3). The
Encounter Condition: N/A transformation is complete ld6 hours later, when the head breaks
Tactics: The northern wall contains a secret door that leads to Room free o f the body (which promptly dies) and becomes a vargouille. This
B28. A DC 20 Search check is required to discover the secret door. The transformation is interrupted by sunlight, and even a daylight spell can
door is unlocked and opens easily. delay death, but to reverse the transformation requires remove disease.
Treasure:The PC can retrieve one wand of burning hands (1 charge). The save DC is Constitution-basedand includes a +4 racial bonus.
EL4 Poison (Ex): Injury, Fortitude DC 12 or be unable to heal the
Scaling: To increase the challenge of this encounter, allow PCs to vargouille’sbite damage naturally or magically. A neutralize poison or
trigger the trap regardless of alignment. To decrease the challenge, heal spell removes the effect, while delay poison allows magical healing.
change the bestow curse trap to an acid arrow trap. The save DC is Constitution-basedand includes a +1 racial bonus.
Scaling:
PCs’ presence. Failure of
To increase the challenge
this check changes the blmk
of this encounter, have the
dog’s attitude to Hostile; they do not like being manipulated.
spear trap fire two spears. To decrease the challenge,
There is a secret door on the west wall, leading to Room B31. A suc-
reduce the damage of the spear trap to ld6/X2.
cessful DC 25 Search check reveals the a hallow stone that can be pried
open with a successful DC 25 Open Lock check. Once the hallowed
stone is open, the PCs can see a level that must be turned 90 degrees B34. SHRINE OF THE WARRIOR
clockwise.
Encounter Condition: N/A Moss covers the walls and ceiling of the room. Against the eastern
Tactics: If attacked, the blink dogs launch themselves at the PCs, I -
wall is a statue of a hobgoblin. The statue holds a gleammg short-
focusing on the most aggressive Pcs first (or in the case of a druid or sword in its ri ght hand, and a sharp looking axe in its lef t.The overall
ranger failing their Animal Empathy check, one of them). They concen- pose gives yo11 a sense that this was a mighty warrior, arid this is hal-
trate their attacks, targeting one PC at a time.They use their blink abili- lowed ground
ty to flank the PCs. Because of the nature of the dungeon, their blink
ability is sporadic and has a 70% chance of failing. If successful, howev- Initial Attitude: N/A
er, they flank the hapless PC. Encounter: As the statue suggests, this Room was converted into a
Treasure: N/A shrine by the hobgoblins of the dungeon. Since the hobgoblins no
EL6 longer inhabit this Section, this Room has been abandoned.
Scaling: To increase the challenge of this encounter, add one blink While the weapons are fitted snugly into the statue, they can be
dog. To decrease the challenge, remove one blink dog. removed with minimal effort by the PCs. This requires a DC 19 strength
check for each weapon. Any attempt to remove the weapons triggers a
Blink Dog: CR 2: Medium magical beast; H D 4d10; hp 35, 31, 28, 23; lnit
deafening alarm. But, with no hobgoblins in the vicinity, no one
c3; Spd 40 ft.; AC 16, touch 13, flat-footed 13; Base Atk +4; Grp +4: Atk
responds.
+4 melee (1d6, bite): Full Atk +4 melee (ld6, bite); Space/Reach 5 ft./S
Encounter Condition: Hallowed 2
ft.; SA -; SQ Blink, darkvision 60 ft., dimension door, low-light vision,
Tactics: After the PCs trigger the alarm in this Room, roll for two
scent; AL LC; SV Fort +4, Ref +7, Will +4; Str 10, Dex 17, Con 10, Int 10,
Random Encounters, spaced Id8 rounds apart.
Wis 13, Cha 11.
Treasure: The axe in the statue’s left band is a +i battleaxe and the
Skills and Feats: Hide +3, Listen +5, Sense Motive +3, Spot +5,
sword in the statue’s right hand is a +i shortsword.
Survival +4; Iron Will, Run, Track’
EL: 1
Blink (Su): A blink dog can use blink as the spell (caster level Xth),
Scaling: To increase the challenge of this encounter, after the PCs
and can evoke or end the effect as a free action.
trigger the alarm, roll for three Random Encounters, spaced Id6 rounds
Dimension Door (Su):A blink dog can teleport, as dimension door
apart. To decrease the challenge, remove the alarm.
(caster level Xth), once per round as a free action. The ability affects only
the blink dog, which never appears within a solid object and can act
immediately after teleporting.
rered with wood pan-
.smell of dry rot per-
owever. Sittmg in the
spill out of the top of
ake your way towards
Ig you in.
The stone door in front of you doesn’t look right. All the other doors
you have seen so far have been flush with the surrounding walls. This
one, however, looks slightly cocked, as if it has been jammed shut.
Loud whining howls pierce through the stone door, flooding the area
directly in front of it with a cacophonous noise.
If the PCs put their ear to the door, they hear the moan of the howlers,
forcing them to make DC 12 Will saves or lose 1 point ofwisdom.
The door to this Room has been locked and the lock damaged by
rough hands. A DC 25 Open Lock check is required to open the door
before the pcs can enter.
After the pcs open the door, read the following.
As you open the door the noise grows louder as a pair of beasts
jumped from the shadows. The beasts resemble spiny backed hounds,
which are hard to make out due to a thick smoke fillmg the room. But
your curiosity is cut short as the beasts lunge your direction.
As you approach the open door, a deep growls escalate from inside.
Something lives here B42. WELL O F HEALING
The room looks much like the others in this expanse of the dun
If the p c s succeed at DC 15 Spot checks, read the following.
but the floor is littered with rubble and rocks At the back of the room
is a simple stone well The rope attached to the well's frame extends
Peeking your head in, you see three hounds, with fibrous quills on
straight down, and is taught
their backs
crude map of the dungeon, wntten in rough, gobhnoid script, Sounds echo from the walls of this vacant room. A series of noises fol-
- on the southern urall. It marks the locations of various rooms,
hangs low giving the impression tha t footsteps are simply more unnatural
and the rune for goblirL is repeated over and over on its surface. sounds originating from the IDam. Human wailing surrounds you.
Standing in the center <Df the room are three tall goblinoids, with
_- r , .
Hanging from the ceiling is a rusty sword tied with a length of rotting
sharp fangs and heavy coats of fur. They are armed and angry, roanng rope.
with a defiant battle cry
Initial Attitude: N/A
Initial Attitude: Hoi;tile Encounter: The sword is a trigger for a ghoul touch trap. If the PCs
Encounter: The PCs have stumbled upon a secret staging area of the find a way to remove the sword and replace its weight with something
bugbears, hidden among;the trap infested Rooms of this Section. Safe else on the rope, they can disable the trap. Otherwise, the trap triggers as
from their goblin enemic:s, they plan their attacks from here. This Room soon as the pcs lower the sword from the rope.
provides easy passage to an expanse of unclaimed Rooms (Bi through
d Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic reset;
B49, but also to the las:t remaining bugbear stronghold (Rooms B ~ z
spell effect (ghoul touch, 3rd-level wizard, DC 13 Fortitude save negates);
through B68).
Search DC 27; Disable Device DC 27.
The Room is currently occupied by three bugbears (hp 18,16,15). If
the PCs make any sound opening the door the bugbears gain a +4 cir- Encounter Condition: Distracting Noises 4, Echoes 10
cumstance bonus to their Listen and Spot checks. If the PCs go unno- Tactics: No sounds actually originate from this Room, but instead are
ticed allow the bugbears a second Spot roll after five rounds, unless the amplified from other Regions in the dungeon.This Room has become a
PCs ambush them. If the bugbears notice the Pcs, they become nexus for noise and the pcs are actually hearing conversations and bat-
incensed by the intrusion and attack. tles going on in Regions E, G, I, and N.
Encounter Condition: Echoes 2 Treasure: The sword is a masterwork longsword, that needs to be
Tactics: Caught off guard, the bugbears assault the PCs with fero- cleaned and sharpened, but otherwise has survived the ravages of age.
cious attacks. The bugbears work individually, attacking the PC closest The word “sanctfy” is written along the blade in Celestial.
to them. While it is possible to parlay during battle, the bugbears are EL 3
more concerned with silencing anyone that would report this Room Scaling: To increase the challenge of this encounter, change the ghoul
back to Argliss (Room B75). touch trap to a compacting room trap. To decrease the challenge, change
Treasure: While there is no treasure, per se, the map drawn on the ghoul touch trap to an inflict light wounds trap.
the wall can easily be copied onto parchment, giving the pcs a much
needed help navigating the Region. A door near Room B6, to the north
is circled and marked (in Goblin), “Kneed Kee.”
~ 4 n RIDDLE
. ROOM
The door to this Room is locked, requiring a DC 30 Open Lock check to
If the pcs spend an hour transfemng the map to paper, give them a
open.
t l d 3 circumstance bonus each time they make a Hide, Listen, Move
Silently,Open Lock, Spot, or Search check anywhere in the Region.This
ong the wall of
map lacks Rooms BSS, B57, and B59 through B62. PCs that have the map
ered in silver and black arcane sigils The cloth is silk, and in perfect
from Room B25 notice this after spending 2 hours comparing the two
condition as if untouched by the passage of time. On the floor are a
maps; or in 1hour if they succeed a t a DC 25 Knowledge (dungeoneer-
series of misplaced white stones, mixed with red bricks and onyx
ing) check.
plates. On the south wall is a strange diagram showing the layout of
EL 5
the room.
Scaling: To increase the challenge of this encounter, add one bug-
bear.To decrease the challenge, remove one.
Initial Attitude: N/A
Bugbear: CR 2;Medium humanoid (goblinoid);H D 3d8t3; hp 18,16, Encounter: This Room is a complex puzzle requiring the PCs to
15;Init +l; Spd 30 ft.: AC 17,touch 11, flat-footed 16;Base Atk t2; Crp make some intelligent decisions. In order to reach the tapestry, the pcs
t4; Atk +5 melee (1d8+2,morningstar) or +3 ranged (ld6+2,javelin): must successfully navigate the tiles. The diagram on the wall is wrong,
Full Atk +5 melee (ld8+2,morningstar) or +3 ranged (1d6+2,javelin); designed to encourage interlopers to mix the order in which they stand
SA -; SQ Darkvision 60 ft., scent; AL CE; SV Fort +2. Ref +4.Will +l; on the tiles. PCs succeeding at a DC 20 Intelligence check or DC 15
Str 15,Dex 12,Con 13,Int 10,Wis 10,Cha 9. Decipher Script check are able to read the notes and decipher them
Skills and Feats: Climb +3, Hide +4, Listen +4, Move Silently +6,Spot accordingly.
t4; Alertness, Weapon Focus (morningstar). According to the diagram, the PCs must step on the tiles in the order
Skills: Bugbears have a +4 racial bonus on Move Silently checks. White, Red, Black, Red, Black, White, Red, Black, Black, White. This of
course is wrong and only if the PCs succeed at a DC 30 Decipher Script
check or a DC 28 Disable Device check can they determine the pattern
is illogical and (based on their knowledge of traps) a trick. While this
does not help them determine the actual order, they know the diagram
is incorrect.
In actuality, it doesn’t matter what color they first stand on, but once
a tile is touched, only that tile can be stepped on (by that PC) from that
point on. Reaching each stone of that color (without touching any other
stone) requires a DC 15 Balance check, unless the PC chose the red brick
which are narrower and require DC 19 Balance checks.
If a PC takes the shortest route, he can clear the Room in six “jumps”,
reaching the tapestry on the other side. Longer routes take up to ten
jumps, but all of them lead to a single 3-ft. wide bronze plate in the floor.
The plate, which is below the tapestry, is safe for the PCs to stand on, no
matter what color tile they chose.
Encounter Condition: [Poor Footing 31 RANDOM ENCOUNTERS
Tactics: If the PCs step on the wrong tile, they suffer a small dis- Roll for a Random Encounter once per houL.
charge of energy from the tile based on the color of a tile. Stepping on a occur in (or around) the secret chambers of Rooms B49 through I
black tile out of turn causes the PC to suffer 1 point of temporary ld2O Encounter
Dexterity damage (no save).
1 This section ofthe dungeon is unnerving It could be tb
Stepping on a red tile out of turn, reduces the Pc's speed by 5 ft. (no
air, or the shadows, or the way the sound plays offthe walls,
save). This lost speed is recovered at a rate of 5 ft. per day, like temporary
but something about this area is disturbing Haunted
ability score damage).
2 The sound of heavy footfalls echoes throughout the
Stepping on a white tile out of turn, deals ld4+3 fire damage (no
dungeon A group of bugbears are out hunting goblins,
save).
or anything else invading their space The PCs succeed
Treasure: Although it radiates no magic of any kind, ifthe tapestry is
at three DC 20 Move Silently checks for three consecutive
pulled from wall and wrapped around a humanoid, it forms into a +2
rounds If they fail any of the checks, they encounter the
ghost touch breastplate, which permanently fuses to the wielder's body (no
bugbears, as if a 19 had been rolled on this table
save). It does not prohibit sleep and is otherwise 1/2 the weight of a nor-
3-12 Nothing
mal breastplate. Short of a break enchantment or similar spell, the armor
13 The PCs have stumbled upon a trap
cannot be removed. Wizards and rogues grabbing the tapestry too soon
are in for a rude awakening. * Stone Blocks from Ceiling: CR 3, mechanical, location
If the PC wearing the armor is reduce to -10 hit points, the armor trigger, repair reset, Atk +10 melee (4d6, stone blocks),
fades into a red mist and reappears on this wall as a tapestry again. Search DC 25. Disable Device DC 20
EL 6 14 A pack of ld4+2 worgs wanders the dungeon They are not
Scaling: To increase the challenge of this encounter, introduce a hunting the PCs, and have only a 25% chance of noticing the
fourth color (amber stones), which cause the PC to suffer 1 point of PCs lfthe PCs do not wish to confront the worgs, they must
Charisma damage (no save) when stepped on. To decrease the challenge, succeed at a DC 20 Move Silently check to avoid being noticed
remove the diagram (red herring) from the wall. 15 A pair of bugbears are resetting a scything blade trap
They have a 50% chance of spotting the PCs before the
PCs notice them The PCs notice the bugbears with a
849 THROUGH 868. DC 20 Spot check Ambush
16 The PCs have stumbled upon a trap
For centuries the bugbears dominated the other goblinoids in the
Region. Neither the goblins nor the hobgoblins could match the fero-
* Falling Block Trap: CR 5; mechanical, location trigger,
automatic reset, Atk +15 (6d6, stone block), multiple targets
cious attacks and cunning tactics of the bugbears. Where once their
(can strike all targets in two adjacent specified squares),
domain was extensive, the alliance of the goblins and remaining hob-
Search DC 20, Disable Device DC 25
goblins, coupled with the new zealous outlook the goblins wield, has
17 A group of three ethereal marauders turn the corner and
driven the bugbears back to these few rooms in the western section of
face the PCs They are startled by the PCs presence They
the Region.
have a 50% chance offleeing outright Otherwise they are
During their reign of dominance, the bugbears spent a fair amount of
Unfriendly to the PCs unless attacked
time dismantling many of the celestials' traps. They took advantage of
18 The PCs chance upon a violent skirmish
the damage the earthquake did to the Region. A few of the more com-
bugbears and goblins down the hall 3d6 goblins are
plex traps were left standing, as the bugbears could simply not fathom
engaged in furious combat with 2d4+1 bugbears One
how to disable them. The destroyed traps have been replaced by simpler
of the goblins spots the PCs and both groups strike out
ones of the bugbears' design, which they can reset and mod$ as they
and turn their attention to the PCs
see fit.
19 The noises ofthe PCs have attracted the attention of a
The intimate knowledge and ever-changing array of traps have kept
nearby bugbear patrol Impose a -2 penalty on the PCs'
the bugbears safe in this domain, their final refuge.The tactics and num-
Spot or Listen checks to notice the bugbears before they
bers of their enemies may thwart them in the rest of the Region, but
attack The party is made u p of 2d4+1 bugbears armed
here on their home turf, they control the field and eagerly look forward
with short spears and swords Aughkin (Room B62)
to the day the goblin empire topples and they can reclaim their former
leads the patrol
greatness.
20 Bartleby the Halfling (Room 829) IS inspecting a portion
It is possible, however unlikely, for the PCs to gain the trust of the
of the wall here He seems intent on his work, and doesn't
bugbears and ally themselves with them against the goblin and hobgob-
look up as the PCs arrive Bartleby suffers a -4 circumstance
1ins.Thisis quite difficult to accomplish as the bugbears view the PCs as
penalty to his Listen and Spot checks for five rounds
yet another faction vying for power in the Region. If the PCs are able to
gain the trust of the bugbears, they gain allies who know the Region very
well and have the power to make the Pcs'trek through the Region much
easier. The simplest way to gain the bugbear's trust is to show them the
bodies of slain goblins. Deeds, not words, have the best chance of sway-
ing the bugbears here.
There are surprisingly few bugbears in these encampments. Many are
off on sorties against the goblin empire. The few that remain plan new
raids and repair the traps they have laid for the goblins.
If the bugbears believe the Pcs are allied with the goblins however
they will not give the PCs any chance to prove otherwise.
The door to the north is locked (from both sides) and requires a DC
The do", L" fi"uaIi 1s locked, requiring a DC 35 Open Locks check 28 Open Lock check to open. The small interior chamber leads to anoth-
to open. er, similar locked door that is also locked on both sides.
Encounter Condition: Echoes 6, Safe
This hidden room is in good repair. Asimple desk and chair, and a large Tactics: The sounds the PCs heard was the dungeon playing tricks on
oak bookcase are the 01 11y furnishings.The desk Ifempty, but a number their ears. There is no one here, but when the doors are closed and the
of small bottles are scai tered over the shelves of the bookcase. PCs stand iust outside it seems like there is.
Treasure: All four boxes are equally weighted and none make any
Initial Attitude: h[/A sound when shook. The third strongbox, however, is the only one with
Encounter: The biigbears never discovered the secret door in Room anything in it. All four are locked.
B51. As a result, they (lo not know this place exists, leaving it free from Each strongbox requires a DC 35 Open Lock check to open and each
their stench. Surpnsingly there are no traps or enchantments here and a lock is trapped with a poison needle trap.
DC 20 Search check rt:veals the Room is free of danger.
Encounter Condiition: Safe
* Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset;
Atk +8 ranged (1 plus greenblood oil poison); Search DC 22; Disable
Tactics: Used a sari(:turn, years ago, the Room is a perfect hiding place
Device DC 20.
for the Pcs. If the PCs; spend 4 hours resting, they recover hit points as
I ,
if they had rested for a full day and can memorize spells as if they had In the third box, strapped to the inside of the lid, are five potions -cure
rested for 8 hours. light wounds, magic weapon (oil),mage armor,protectionfvomevil, and sanctuary.
Treasure: N/A E L N/A
E L N/A Scaling: N/A
Scaling: N/A
As the PCs near the secret door on the western wall of Room B50, Initial Attitude: N/A
read the followmg Encounter: Before the doppelganger Argliss took over the goblin
empire, he made this Room his home Well-hidden, it proved a solid base
A sliver of yellow light spills out into the hallway from a crack in the of operations to fall back to While he spent years living here, he never
wall. Grunnng sounds can be heard from behind it returned after becoming king Knowing his journal was safe, he left the
Room as is, hoping one day to trap something with his ruse
Finding the secret door requires a DC 20 Search check and a DC 20 The nng on the table is ngged to a fire trap that is designed to con-
Disable Device check to slide it open A small, rough stone doubles as a sume the book and harm those who would trespass The fire trap is care-
handle, allomng the PCs to simply llft the door open The secret door on fully placed and disabling the trap is far more dlfficult than it seems
the western wall is jammed and requires a DC 14 Strength check in addi-
b Fire Trap: CR 6;spell; spell trigger; no reset; spell effect @e trap,
tion to the Disable Device check.
7th-level wizard, ld4+7 fire. DC 16 Reflex save half damage);Search
As the PCs enter the Room, read the following.
DC 29; Disable Device DC 34.
An oddly-shaped room opens. In the middle of the room, set Lnto the Encounter Condition: Safe
northern wall, is a stone door. The room contains no furnishings Tactics: If the PCs disable the trap on the nng (a hefty task), the nng
other than a stack of four strongboxes, one on top of the other. and the book are theirs. The book is Argliss' journal. It details his
Wherever the sound was coming from is gone for now encounters with the halfling Bartleby (Room B28). The doppelganger is
quite upset with the loss of the artifact Bartleby seeks. Bartleby is
Initial Attitude: N/A allowed to keep any other artifacts he finds in the Region as payment,
Encounter: This Room is more of a causeway, used by the celestials to provided the artifact is returned to Argliss.
shuffle about behind the scenes. There is nothing here to explore (except While it does not say anywhere in the journal that Argliss is a dopple-
the strongboxes),but opening the doors could prove a challengeto the PCs. ganger, it does allude to strange circumstances where he is not always a
This Room contains three hidden doors. Whichever one the PCs goblin. Allow the PCs a DC 20 Decipher Script check or a DC 25 Gather
came through stays open for 2d6 rounds before closing. After that, they Information check to deduce he is a barghest. If they succeed at a DC 26
can easily find and open the door again. Decipher Script check or a DC 31 Gather Information check, they real-
The door on the northeastern wall leads to Room B49 and requires a ize he is not a barghest, but a doppleganger. The DM should make these
DC 30 Search check to find and a DC 30 ODen Lock check to ooen. The checks secretlv. so the PCs don't know whose information to trust.
same is true of opening it from the other side. This secret door remains Treasure: The last page of the journal is a scroll offire trap. The ring radi-
open for ld6 rounds. ates Strong transmutation magic and appears to be a ring ofchameleon power
The secret door on the southeastern wall leads to a long corridor and ifthe PCs cast identify on it. It is actually a cursed ring of inescapable location
the secret door on the western wall open into a north-south corridor (like the amulet) with several side effects. First, it causes the wearer to
(that leads to either Room B52 or B53). Finding- either secret door automaticallvbe scrved when a soellcaster is lookine for him (no check is
I
requires a DC 20 Search check and a DC 20 Disable Devlce check to slide made). In addition, the wearer can never turn mnsible, no matter the
it open. A small, rough stone double as a handle, allowing the pcs to strength of the spell. It also causes the wearer to be constantly under the
merely llft the door open. effect of a zone oftruth and his alignment can be detected by any paladin or
The secret door on the western wall can easily be found from the lawful good clenc mthout a spell. Lastly, while the wearer's alignment
inside, but requires a DC 14 Strength check to open in addition to the does not change, he cannot violate any lawful good tenets, including
Disable Device check. killing Lnnocents, betraying a trust, or deceiving a fellow man. While he
doesrit have to always behave "lawful good," he does have to monitor is Treasure: N/A
more obvious actions. This powerful magic item was here when Argliss EL4
moved in and he never put it on, for fear of the celestial's games. Scaling: To increase the challenge of this encounter, cnange tne
EL6 water-filled room trap to a flooding- room trap.To decrease the challenne,
Scaling: To increase the challenge of this encounter, increase the reduce the DC of the Disable Device and Search checks by -5.
Search DC of the fire trap by +5. To decrease the challenge, reduce the
Disable Device DC of the fire trap by -5.
B514. THE BUGBEAR PACK LEADERS' HALL
- completel)7 flush with the stone and even If they know its there, they
only gam aI +4 competence bonus to locate a groove in the wall. If suc-
cessful, the e f t . wide door that allows a
plies they’ve scrounged (rope, wood, etc.). They do not take kindly to
intrusions, especially in one of their hidden caches.
If they do not hear or see the Pcs coming, they are surprised, but
ready for battle nonetheless.
This room ue to a large pedestal that t Encounter Condition: N/A
of the roo]n.The top ofthe pedestal is covered in black velvet. Nestled Tactics: The bugbears attack the closest PCs, and stay in a tight group.
in the center of the velvet is a single, flat black stone oddly, there is They use their size to their advantage and do everything they can to
no dust in the room push the fight into the hall. Weak PCs are easy targets and the bugbears
hurl whatever they can find a t pesky spellcasters who launch spells from
Initial Attitude: N/A the back of the party.
Encounter: If the PCs aren’t paranoid about the traps in this Region, Treasure: The armory contains a dozen short spears, three longs-
they haven’t tried hard enough. Chances are they believe the stone is pears, six short swords, eight greatclubs, and an assortment of rope,
trapped, seeing it resting on a pedestal, unguarded. In fact, it isn’t. stones, wire, wood, and anything else they could manage to scrounge.
The PCs merely need to walk up and lift the stone from the pedestal. EL 2
But they don’t have to know that. Scaling: To increase the challenge of this encounter, add two bug-
Encounter Condition: [Drafty] bears. To decrease the challenge, remove one.
Tactics: If the door to this Room is left ajar, it creates a draft, that
Bugbear: CR 2; Medium humanoid (goblinoid);H D 3d8+3;hp 24,17,
sweeps through, threatening to blow out torches.
15; Init +l; Spd 30 ft.; AC 17, touch 11. flat-footed 16; Base Atk +2; Grp
Treasure: The pearl on the pedestal is actually a bead offorce. While it
+4; Atk +5 melee (1d8+2, morningstar) or +3 ranged (ld6+2,javelin);
does not possess the resilient sphere ability of a normal bead offorce, it does
Full Atk +5 melee (ld8+2, morningstar) or +3 ranged (1d6+2,javelin): SA
deal 8d8 holy damage on impact.
-; SQ Darkvision 60 ft.. scent; AL CE; SV Fort +2, Ref +4, Will +1; Str 15,
E L N/A
Dex 12, Con 13, Int 10, Wis 10, Cha 9.
Scaling: N/A
Skills and Feats: Climb +3, Hide +4, Listen +4, Move Silently +6,Spot
+4;Alertness, Weapon Focus (morningstar).
B56. THE BUGBEAR’S WORKSHOP Skills: Bugbears have a +4 racial bonus on Move Silently checks.
A large workbench stretches along the northern wall. Tools lie hap-
hazardly on top of, and underneath it. shelves lying against the west- ~ 5 a SUPPLV
. ROOM
e m wall contain scraps of iron and brass and copper. Off in a corner
Empty barrels and empty shelves fill this room; a supply depot, in
of the room are piles of leather and rope.
senous need of supplies by all appearances. Only scraps of iron and
leather, and a few sticks, are currently in stock
Initial Attitude: N/A
Encounter: Whether it is a new spear or a piece of a deadly trap, if
Initial Attitude: N/A
the bugbears need it they make it in this Room. The tools are handmade
Encounter: The bugbears store spare parts for their traps, as well as
and crude, but they serve their purpose. The bugbears are not master
additional supplies for making weapons here. The current lack of sup-
craftsmen by any means, but they do good work and their cunning in
plies indicates how bad off the bugbears currently are in their campaign
devising traps has served them well.
against the goblins.
At the moment, the Room is empty, but the bugbears in Room B57
Encounter Condition: N/A
are busily at work.
Tactics: N/A
Encounter Condition: Echoes 2
Treasure:The supply room contains scraps of iron and leather, as well
Tactics: If the PCs succeed at DC 25 Listen checks, they hear grunts
as a few bundles of short sticks that could possibly be used for spears.
coming from the other side of the wall. While the secret door here is not
E L N/A
obvious,there is enough of a gap for sound to come through. The secret
Scaling: N/A
door leads to Room B57 and requires a DC 25 Search check to find. It
does not appear on the map in Room B25 and therefore the PCs do not
get a bonus to find it. 859. SLEEPING QUARTERS
If the PCs make a great deal of noise, allow the bugbears in Room B57
Listen checks to notice them. Various animal hides and blankets cover the floor. You get the impres-
Treasure: The workshop contains scraps of iron, brass and copper as sion this is a communal sleeping room for the remaining bugbears.
well as multiple shafts ofwood.There is also a smallpile ofleather and rope. The room feels safe and secure, and you can understand why the bug-
The tools themselves are worthless, simple things made for large hands. hears chose it Fortunately for you, it is deserted at present.
E L N/A
Scaling: N/A Initial Attitude: N/A
Encounter: The bugbears, when not out raiding, retreat here to rest.
They have claimed a great number of safe rooms in their small domain,
B57. THE BUGBEAR’S ARMORV
and use them to their advantage. Other than the animals hides covering
This room serves as the armory Aside from the various weapons that the floor, this Room is empty.
Encounter Condition: Safe
adorn the racks and shelves in this room, you can’t help but notice a
Tactics: N/A
group of surly gobhnoids, seven ft tall, and covered in fur They are
Treasure: The animal hides on the floor could possibly be used for
sorting through scrounged debris and piles of stones, as they look up
barter, or the PCs own personal use. Aside from those the room hold no
treasure.
E L N/A
Initial Attitude: Hostile
Scding: N/A
860. ENTRANCEWAY TO THE INNER SANCTUM asure: The medicine herbs H rries heal ld4+1 points I
The secret door can be found by the PCs with a DC 25 Search check. damage each and he has a enough medicine to maice maice L- a7 i-LY aoses
1 1
While the door is secret, it is also locked. Opening the secret door for the Pcs.
requires a DC 30 Open Lock check be placed in a small catch in the wall. EL3
Alternatively, the PCs can use Aughkin’s (Room €362) key, which Scaling: To increase the challenge of this encounter, add
requires them to encounter him as a Random Encounter. bears. To decrease the challenge, remove one cleric level from
Fine, almost powdery, rubble litters the floor of this room. Along the
h Healer, Bugbear Clr 3: CR 3; Medium humanoid (goblinoid);
3d8+3 + 3d8+3; h p 36; lnit +l; Spd 30 ft.; AC 17, touch 11, flat-f
west wall are three separate doors Based on the contents, its safe to
Base Atk +4; Crp +6; Atk +8 melee (ld8+3,+ I morningstar); Full
assume this is a store room for the inhabitants of the dungeon
melee (1 d8+3. + I morningstar); SA Spells, turnlrebuke undead;
Darkvision 60 ft.. scent; AL N; SV Fort +5. Ref +5, Will + 6 Str l r
Initial Attitude: N/A
Con 13, Int 12. Wis 14, Cha 10.
Encounter: The bugbears have utilized the resources left behind by
Skills and Feats: Climb +3, Diplomacy +2, Heal +7, Hide +4, 1
the celestials well. They survive the vicious goblin attacks mainly
Knowledge (nature) +4, Knowledge (religion) +4, Move Silently
because their guerrilla tactics and cunning make them hard to find.The
+4; Alertness, Brew Potion, Weapon Focus (morningstar).
lock on the secret door makes it more difficult still even for knowing
Typical Cleric Spells Prepared (4/4/3, save DC 12 + spell level):&-detect
goblins to enter. The bugbears private quarters are located off of this
magic, detect poison, light, resistance; 1 st-comprehend language, entropic
Room.
shield, sanctuary”, shield offaith; 2nd-calm emotions, cure moderate
Even with the protection of a secret entrance, the bugbears take no
wounds”, hold person.
chances. The rubble strewn about the floor of this Room should tip off
*Domain Spell. Domains: Healing (cast healing spells at +1 caster
the Pcs to another bugbear trap.
level) and Protection (protective aura, once a day).
Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair Skills: Bugbears have a +4 racial bonus on Move Silently checks.
reset: Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device Possessions: Masterwork studded leather armor, + I morningstar, potion
DC 20. ofcure light wounds, masterwork healer’s kit.
Initial Attitude: Hostile This long room is an outpost for the goblins The goblin r
Encounter: A patrol has been stationed here to prevent bugbears ments spilled out of this room, leaving nothing behind. A f
from entering the empire by the most obvious route. Due to their dark- are laid out in precise rows for sleeping Now empty weap
vision, they can see enemies coming and due to the darkness of the halls, rest against the western wall of the room. These aren't typica
they are more than likely to see PC torches. As a result, the six goblins goblins. They are a well-disciplined
(hp 8,7,6,5,4,4)-who rotate their patrol with the goblins in Room B70
- prepare to ambush the Pcs, sending for reinforcements while they Initial Attitude: Hostile
wait inside the various nearby hiding places. Encounter: Ifthe ten goblins (hp 9,8,6,6,6,6,5,5,4,3)in this Room
Encounter Condition: Ambush (darkness), Cover did not assist the goblin patrol in Room B69, they are present. They gath-
Tactics: As soon as the goblins spot the PCs, they take up defensive er their equipment (requiring a move action) and attack the PCs.
positions in the nearby halls, while the smallest two run to Room B70 If the goblins did assist the patrol, then this Room is empty.
for reinforcements. Depending on how the PCs approach, they either Encounter Condition: Cover (soft)
wait for the PCs to pass (coming from the west) or head straight there Tactics: These goblins have been trained by the hobgoblins. Instead
(coming from the south or east). It takes 1round to reach Room B70 and of swarming the Pcs, they form up into ranks, four goblins abreast, two
ld3+1rounds for the goblins inside to get their gear together. rows deep. The smallest two goblins escape through the north door, to
These goblins have been trained by the hobgoblins. Instead of swarm- get reinforcements from Rooms B71, B72, and B73. Alternately, they
ing the PCs, the form up into a ranks, four goblins abreast.They advance throw javelins from the rear ranks.
on the PCs stabbing the closest with their spears.The goblins hold their They advance on the PCs stabbing the closest PCs with their spears.
bucklers facing forward, offering more protection (+i competence They hold their bucklers facing forward, offering more protection (+1
bonus to AC) to the goblin on their left. The goblins allow the PCs to training bonus to AC) to the goblin on their left. The goblins allow the
rush them, fighting better close in. In addition, due to their training and PCs to rush them, fighting most effectively in close proximity. In addi-
how they carry their spears, they have learned to use Improved Sunder tion, due to their training and how they carry their spears, they have
and Power Attack, despite having only a 12 Strength. learned to use Improved Sunder and Power Attack, despite having only
Treasure: N/A a 12 Strength.
EL 4 This is not an easy encounter, but should be an indication to the PCs
Scaling: To increase the challenge of this encounter, give the goblins that this Section is not easy. These goblins are not push overs and the
total cover for the first 3 rounds of combat. To decrease the challenge, point is to show them quickly that challenging the goblins maybe hard-
have reinforcements arrive in 2d3sl rounds. er than they thought (which is why the bugbears have trouble fighting
them).
@Goblin Ftr 1: CR 1/2; Small humanoid (goblinoid); H D ldS+l; hp 8,
Treasure:There are id20 javelins and id6 spears that survive the bat-
7, 6,5, 4, 4; lnit +l; Spd 30 ft.; AC 15*, touch 12*, flat-footed 14; Base
tle in this Room. If the PCs did not fight the goblins here, double the
Atk +l; Crp -2; Atk +3 melee (ld6+1/x3, spear) or +3 ranged (1d6/x3,
number of weapons found. In addition, there are four additional suits of
spear); Full Atk +3 melee (ld6+1/x3, spear) or +3 ranged (ld6/x3,
leather armor (goblin).
spear): SA -; SQ Darkvision 60 R.; AL NE; SV Fort +3, Ref +1, Will 0;
EL6
Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 6.
Scaling: To increase the challenge of this encounter, have Haglar
Skills and Feats: Hide +5, Listen +1, Move Silently +5, Ride +4, Spot
Quickwhip (Room B71) arrives ld3+1rounds later (without the goblins
+ l ; Improved Sunder, Power Attack.
retrieving him). To decrease the challenge, remove four goblins.
Skills: Goblins have a +4 racial bonus on Move Silently and Ride
checks. Goblin cavalry (mounted on worgs) usually select the Mounted @Goblin Ftr 1: CR 1/2; Small humanoid (goblinoid);H D ld8+1; h p 9. 8,
Combat feat in place ofthe Alertness feat, which reduces their Spot and 6,6,6,6 , 5, 5 , 4, 3; lnit +l; Spd 30 ft.; AC 15". touch 12". flat-footed 14;
Listen check modifiers from +3 to +1. Base Atk +l; Crp -2; Atk +3 melee (ld6+1/x3, spear) or +3 ranged
* In formation the goblins gain a +1 competence bonus to AC. (ld6/x3, spear); Full Atk +3 melee (ld6+1/x3. spear) or +3 ranged
(ld6/x3, spear); SA -; SQ Darkvision 60ft.; AL NE; SV Fort +3. Ref+l,
Will 0 Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 6.
TRCTICS OF THE HOCY GoBCl!! EMPIRE Skills and Feats: Hide +5, Listen +l. Move Silently +5, Ride +4. Spot
Under the guidance o f t h e hobgoblins, the goblin forces loyal t o + l ; Improved Sunder, Power Attack.
Argliss the Goblin King are quite formidable. They wield short Skills: Goblins have a +4 racial bonus on Move Silently and Ride
spears and wooden bucklers, attacking foes i n well-coordinated checks. Goblin cavalty (mounted on worgs) usually select the Mounted
phalanx maneuvers. They advance on their enemies with the Combat feat in place ofthe Alertness feat, which reduces their Spot and
cold precision that has been drilled into t h e m by their hobgoblin Listen check modifiers from +3 to +l.
taskmasters. * In formation the goblins gain a +1 competence bonus to AC.
The hobgoblins, for their part, have formed an effective caval-
ry unit. Mounted o n trained worgs, the hobgoblins dart i n and
out o f t h e i r foes, flanking them with rapid attacks. The bugbears
and rebel goblins have n o t had success against these new tac-
tics. The lightning attacks o f the hobgoblins, coupled with the
relentless attacks o f t h e foot soldiers have proved t o be an effec-
tive combination.
HAGLAR QUICKWHIP 872. THE GOBLIN GAOL
The door to this Room is 1locked. A DC 25 Open Lock check is required
The door opens slowly. The air reeks of unpleasant odors, but the to unlock it. However, the‘reis a 15% chance that the door is also barred,
.._ ~. 1-‘ .J
ruum 11sel1 is 5iaia 1
our neany. . 1 1 1
A simple cor is piacea against tne soutn- requiring a DC 22 Strength check to break open (DC 26 when locked).
ern wall, while a desk with various maps and notes sits near the west-
ern wall Strong chains and manacles hang from the walls and a cell is set in
the northern wall. Faint, fearful moaning issues forth from the cell
Initial Attitude: Hostile
Encounter: Haglar Quickwhip (hp 57) is the taskmaster for the for- Initial Attitude: N/A
ward outpost. He also is in charge of the small gaol in Rooms €372and Encounter: This Room serves as the detention area for anything cap-
B73.He is a formidable opponent and a tireless leader. He trains the g o b tured by the goblin patrols in this Section of the dungeon. This gaol is
lins constantly. He drives the strong to be strong and the weak to grow overseen by Haglar Quickwhip (Room B71). If the PCs make too much
up or move on. He has no patience for those who cannot keep up. Even noise in this Room, allow Haglar a Listen check to notice them, and
while the patrols sleep, Haglar trains, does push-ups, and generally stays arrive Id4 rounds later.
alert. He’s the quintessential single-minded elite warrior. Encounter Condition: Drafty
Encounter Condition: Ambush, Concealment, Echoes 2,Fearless Tactics: The gaol is empty. The door to the north is sturdier than
Tactics: If Haglar hears the PCs coming, he prepares for an ambush, most, but has a patchwork lock cut into the wood. It looks jury-rigged by
attacking from the shadows. Haglar stays out of reach of melee combat, crude hands, as if a saw and hammer were the only available tools.
deftly using his whip to both attack and drive back the Pcs. He maneu- The small cell (Room B73) houses a lone goblin (Glp). Allow the PCs
vers around the Room as best as he can, despite the limited space. Since a DC 24 Listen check to hear his heavy breathing/moaning/weeping.
he is not above hurting those weaker them him, a spellcaster foolish Treasure: N/A
enough to expose himself, is an easy target. E L N/A
If forced into melee combat, he disarms the nearest PC and uses their Scaling: N/A
weapon or a scimitar from his back scabbard (which he wields with two
hands). Haglar does not call for help until he’s reduced to 20 hit points
873. CAPTURED REBEL
or less, at which point the patrols in Rooms B69 and B70 are allowed
The door to this cell is locked, requiring a DC 25 Open Lock check (or
Listen checks to see if they hear him. Due to the nature of the walls in
the key from Haglar’s belt) to unlock
this Room, the goblins suffer a -3 circumstance penalty to their Listen
checks.
Huddled far in the corner is a frightened goblin. He is startled by
Treasure: On the desk are notes and maps referring to various enemy
your presence and yelps when he nohces you.
patrols in this Section. The notes are written in a scrawling hand, and a
DC 25 Decipher Script check is necessary to make any sense of them.
Initial Attitude: Friendly
If deciphered, the notes mention an increase in bugbear raids, as well
Encounter: This goblin, named Glp (hp 3;normally 7), was part of
as an ill-fated raid by rebel goblins. The last patrol captured a rebel, who
a failed raiding party on the part of the rebel goblin factions. Once he has
is now locked in Room B73.The goblin king has ordered that the rebel
been assured that the patrols, especially Haglar, have been dealt with,
be sacrificed to their god in two days.
he blubbers incoherently, attempting to explain the current situation
In addition to his personal possessions, Haglar carries a sturdy ring of
and how the usurper who sits on the goblin throne has wronged
three keys. One key leads to the locked door at Room B72.Another leads
his people.
to Room B73. Finally, the third leads to a the worg stables in Rooms B77
If the PCs don’t know what or who Haglar is, he assumes the h o b
through B82.
goblin is still alive and cries out for help (in goblin), in the hopes of cur-
EL 5
rying favor with his jailer. Haglar arrives Id3 rounds later.
Scaling: To increase the challenge of this encounter, add two fighter
The PCs make out that there is a deep schism between the goblins,
levels to Haglar Quickwhip. To decrease the challenge, remove one
and the majority of them worship a newfound god. The current goblin
fighter level.
king, who is also the leader of their new religion, has formed and
A Haglar Quickwhip, Hobgoblin Taskmaster Ftr 5: CR 5; Medium alliance with the hobgoblins and is training an army to conquer the
humanoid (goblinoid);H D 5d10+15; h p 57; lnit +l; Spd 30 ft.; AC 16*, entire Region in the name of his deity. Any goblins that do not follow his
touch 11, flat-footed 14; Base Atk +5; Crp +6; Atk +9 melee (ld3+5 non- commands are considered traitors and hunted mercilessly. The lucky
lethal, whip) or +8* melee (ld6+3/18-20, scimitar); Full Atk +9 melee ones die in combat. The unfortunate ones are captured and sacrificed in
(ld3+5 non-lethal,whip) or +8* melee (1d6+3/18-20, scimitar); SA -; the name of this new god.
SQ darkvision 60 ft.; AL LE; SV Fort +7, Ref +2, Will + l ; Str 14, Dex 13, Encounter Condition: Stagnant Air
Con 16, Int 10, Wis 10, Cha 10. Tactics: If the PCs release him, Glp flees the area entirely, making his
Skills and Feats: Intimidate +8, Listen +3, Move Silently +4. Sense way back to the rebel encampments on the far side of the Region.
Motive +1, Spot +3; Alertness, Exotic Weapon Proficiency (whip), If the pcs do not release Glp, he curses the PCs vehemently, invok-
Improved Disarm, Weapon Focus (whip),Weapon Specialization (whip). ing the names of every stone spirit he can muster.
Skills: Hobgoblins have a +4 racial bonus on Move Silently checks. If the PCs welcome him into their party, he joins, trying to lead the
Possessions: Chain shirt, buckler, + 7 whip, masterwork scimitar. PCs to the rebels. Otherwise, he is glad to be a “part of the team” and does
*While using two-hands to fight and wearing a buckler, Haglar suffers his best to carry his weight. Whenever the PCs enter a Room with Glp,
a -1 to AC and attack rolls, but he deals an additional point of damage. there is a 35% chance that he’s been here before and knows how to
“bypass”the Room.
Treasure: N/A
EL: N/A
Scaling: N/A
h G’lp, Goblin Rog 1: CR 1/2 or 1: Small humanoid (goblinoid);H D Scaling: To increase the challenge of tl
ld6+1; hp 7”; lnit +3; Spd 30ft.; AC 14, touch 14, flat-footed 11; Base goblin’s hit points by +5. To reduce the ciiaurngr UI i n i b enwui
Atk +O; Grp 4; Atk +O melee (ld2 nonlethal, unarmed);Full Atk +O remove SIX goblins.
melee (ld2 nonlethal, unarmed); SA Sneak attack +ld6; SQ Darkvision
Goblin, War 1: CR 1/3; Small humanoid (goblinoid);H D 1(
60ft.;ALNE;SVFort+l,Ref+5, Will-1;Str 10, Dex16,Con 12, I n t l l ,
h p 8, 8, 8, 8, 8, 6, 6, 6, 6, 6, 5, 5, 4, 3, 3. 2,2, 2; Init +l; Spd 3(
Wis 9, Cha 7.
touch 12, flat-footed 14; Base Atk +1, G r p -3; Atk +2 melee (1
Skills and Feats: Climb +4, Disable Device +l. Hide +11, Listen +3,
spear) or +3 ranged (ld6/x3. spear), Full Atk +2 melee (1d6/>
Move Silently +11, Open Locks +6. Search +3, Spot +3, Tumble +7;
or +3 ranged (1d6/x3,spear); SA -; SQ Darkvision 60 ft.; AL
Dodge.
Fort+3,Ref+l,Will-l;Strll,Dex13,Con12.Int10,Wis9,
Sneak Attack: G’lp’s attack deals extra damage a n y time his target
Skills and Feats Hide +5, Listen +2, Move Silently +5, Ride +4,
would be denied a Dexterity bonus to AC (whether the target actually
Spot +2, Alertness
has a Dexterity bonus or not), or when G’lp flanks his target. This extra
Skills Goblins have a +4 racial bonus on Move Silently and Ride
damage is ld6. Should G’lp score a critical hit with a sneak attack, this
checks Goblin cavalry (mounted on worgs) usually select the Mounted
extra damage is not multiplied.
Combat feat in place ofthe Alertness feat, which reduces their Spot
Ranged attacks can count as sneak attacks if the target is within 30 ft.
and Listen check modifiers from +3 to +1
Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks.
A Hammefist, Hobgoblin Ftr 6:CR 6; Medium humanoid (goblinoid);
HD 6d10+18; h p 63; Init+l; Spd 20R;AC17,touch 11,flat-footed16;
874. ANTECHAMBER OF THE GOBLIN KING Base Atk +6; Grp +6; Atk +12 melee (ld10+8,+2 greatclub) or +7 ranged
If the PCs killed Hammerfist in Room B85, he is not present here.
(1d8/19-20,light crossbow); Full Atk +12 melee (ld10+8,+2 greatclub) or
This large, rectangular room (almost a hallway) is polished brightly. +7 ranged (ld8/19-20,light crossbow): SA-; SQ darkvision 60 ft.; AL LE;
Eighteen fierce-looking goblins, each wielding a spear, stare at you SV Fort +8, Ref +3, Will +4; Str 16, Dex 12,Con 16, Int 9, Wis 10, Cha 8.
Skills and Feats: Craft (armorer) +8, Listen +2, Spot +2; Alertness,
coldly. Behind them, a tall, wide-shouldered hobgoblin carries a fist
shaped mallet. Cleave, Improved Sunder, Iron Will, Power Attack, Weapon Focus
(great club),Weapon Specialization (great club).
Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.
If the gobllns heard the PCs coming, read the following.
Possessions: Banded mail, +2 greatclub, light crossbow, bolts (12).
with quick precision they form a tight phalanx and move with deadly
intent. The hobgobhn rushes madly, swngmg his mallet with abandon. 875. THRONE ROOM OF THE GOBLIN KING
lfthe Pcs accepted the goblin king’s offer to negotiate, read the following.
Initial Attitude: Hostile
Encounter: As the PCs enter the antechamber of the goblin king, This room is large and opulently
they are attacked by eighteen goblin warriors (hp 8, 8 , 8 , 8 , 8 , 6 , 6 ,6 , 6 , 6 , mals are layered on the floor, while others hang as trophies or tapes
5, 5, 4, 3, 3, 2, 2 , 2 ) and the captain of the king’s elite guard, a huge tries from the walls. Two large braziers cast a sinister, yet regal glow P L
hobgoblin named Hammerfist (hp 63). Because the goblins are in the throne of bone and stone stands prominently in the room, and it 11
process of training with Hammerfist, their adrenaline is up and the here the goblin king sits
impending fight is just an excuse to cut loose on something. He is dressed in a bright leather vest and pants. A velvet cloak
After the three rounds of combat, the goblin king enters from Room hangs from his shoulders On his head rests a light, silver crown
575, flanked by two hobgoblin guards. If the fight isn’t going too poorly while he wields a multi-hued scepter in his left hand. “Welcome
for his men, he orders his guardsmen to stand down, and invites the PCs friends I am Ardiss.
v i
Kine
u
of the Goblins and Voice of Norendithas
into his throne room. The goblin king is articulate and polite, quite Stoneshaper the Quickthinking, Smiter of Foes. The Stoneshaper has
unusual for a goblin of any stature. brought us together this day for great things I am sure. Please, hear
If more than 5 goblins have been slain, however, he directs the hob- what I have to say,”the goblin king intones as you approach him.
goblins to join him as he bars the door and prepares for the PCs. In
which case, the PCs are in for a tough fight. Additionally, if the PCs do If the PCs declined the goblin king’s offer to parlay, or have snuck in,
not wish to speak with the goblin king, the battle continues until either read the followng.
the guards are dead, or the PCs are.
Encounter Condition: Fearless (save for the goblin king) The room is large, and well appointed for goblins )ut wthout the
Tactics: These elite goblins are just now starting their training with pomp and circumstance of the goblin king, his couITt and his guards,
Hammerfist. The others are either on patrol or standing guard in anoth- it looks like any room that’s been covered in hides. I q r)airof large bra-
er area of the dungeon. -- L A - L . l . ~ - ^ i
In combat, instead of swarming the PCs, they form up into ranks, six lones.
goblins abreast, three rows deep. They advance on the PCs stabbing the
closest PCs with their spears. They hold their bucklers facing forward,
offering more protection (+ztraining bonus to AC) to the goblin on Initial Attitude: Indifferent
their left. The goblins allow the PCs to rush them, gaining attacks of Encounter: If the PCs choose to continue the battle in Room B74,
opportunity as the PCs move into their threat range. this Encounter does not happen and they are free to explore the Room
Hammerfist on the other hand, hunts the PCs. He does not draw as long as they wish.
attacks of opportunity if he can help it, but he does try to push past any- The goblin king, Argliss, who is interested in the PCs’ services,
one who leaves an opening. Hammerfist hates for clerics and targets informs the PCs of the new destiny of the goblins. Their god,
those openly displaying holy symbols. He is also fond of crippling Norendithas Stoneshaper the Quickthinking, Smiter of Foes, has finally
attacks and targets PCs with little to no armor when he can. arrived and promises to lead them to power and glory
Treasure: The weapons rack are filled with spears and if the PCs “Anywho serve the will of the Stoneshaper shall be greatly rewarded,
spend 15 minutes searching (DC 25 Search check), they can find a mas- in this life and the next!” the goblin king proclaims.
terwork spear. All the spears are small, however, designed for goblins. Truthfully the goblin king only wishes for more patsies to serve his
EL 8 whims. Argliss is very good at hiding this truth though; only a DC 30 Sense
Motive check lets the PCs know the goblin king is being less than truthful.
1 PCs agree to ass with killing A second refusal is all it takes. “May the Stoneshaper have mercy on
proof of his your wretched souls,”the goblin king says as Hammerfist and the elite
PCs return with proof, the goblin king welcomes them as guard attack the Pcs.
the glorious empire of the Stoneshaper. Encounter Condition: N/A
PCs agree to ally with the goblin king, the elite guard files Tactics: The goblins move on Hammerfist’s command. They form
e room and returns to their barracks (Room B84). Hammerfist into lines, four wide. Instead of swarming the PCs, they form up into
PCs one last time before he too leaves the throne room and ranks, six goblins abreast, three rows deep. They advance on the PCs,
returns to his quarters (Room B85). stabbing the closest to them with their spears. They hold their bucklers
If the PCs refuse the gobhn king’s offer, he becomes enraged. “None facing forward, offering more protection (+2 training bonus to AC) to
defy the will of the Stoneshaperr”he shouts Hammerfist lets loose with the goblin on their left. The goblins allow the PCs to rush them, gaining
a bellowing war cry and is ready to charge the PCs The goblin king halts attacks of opportunity as the PCs move into their threat range.
his advance however and offers the PCs one last chance to see the error Hammerfist goes after the weakest PC first, targeting spellcasters
of their ways and join him first. He also has a fond hatred for clerics and abuses them at every turn.
He fights as intelligently as possible, stepping back when overwhelmed
and taking full advantage of prone PCs.
If the goblin king is in danger, he flees to Room B74,and from there
heads to Room B77. In the mean time, he uses his rod of wonder on
Some time ago the doppelganger Argliss entered the Region. H e whatever PC presents the biggest threat and his necklace offireballs if too
was amused by the goblinoids trapped here. O u t o f boredom, he many goblins fall.
assumed the guise o f a goblin and slowly worked his way into Treasure: If the PCs choose not to listen to the goblin king, and he is
the good graces o f the reigning goblin king, Sug’kt. Soon he forced to flee, he leaves behind his royal scepter (laying on his throne)
became a chief advisor. H e relished the role o f bringing a culture on a failed DC 20 Intelligence check. The scepter is a rod of wonder.
o u t from the shadows to suit his whims. EL 7
When word o f the new “deity” arrived, Argliss saw a chance to Scaling: To increase the challenge of this encounter, add three fight-
improve his position amongst the goblins. H e recently discovered er levels to Hammerfist. To reduce the challenge of this encounter,
the goblin king kept a powerful artifact hidden i n his possession. remove one fighter level from Hammerfist.
Wanting it for himself, Argliss knew he would have t o be the gob-
A Argliss, the Goblin King, Doppleganger Rog 1: CR 4; Medium
lin king’s confidente. Hoping t o ingratiate himselfwith the goblins,
monstrous humanoid (shapechanger);H D 4d8+4 + ld6+1; hp 31; Init
he urged the king to embrace this new deity The goblin king was
+l; Spd 30ft.; AC 16, touch 12, flat-footed 14; Base Atk +4; Crp +S; Atk
incensed. Sug’kt felt he alone was the ruler o f the goblins, as
+S melee (1d6+1,slam) or +6 melee (ld4+1/19-20,dagger); Full Atk+S
decreed by the ancient stone spirits his ancestors worshiped.
melee (ld6+1, slam) or +6 melee (ld4+1/19-20, dagger);SA Detect
Popular support was behind the new deity, however, and Argliss
thoughts, sneak attack + l d 6 SQ Change shape, immunity to sleep and
seized his chance t o advance his position by staging a coup.
charm effects; AL N; SV Fort +4, Ref +8, Will + 6 Str 12, Dex 14, Con 12,
H e declared Sug’kt a heretic and sacrificed the former king
Int 13 [15], Wis 14, Cha 14.
in the name o f the new god o f the goblins. Claiming the throne
Skills and Feats: Bluff +12, Diplomacy +4, Disguise +11 (+13 acting),
in the name o f the new god, Norendithas Stoneshaper the
Hide +3, Intimidate +S, Listen +7, Move Silently +3, Sense Motive +7,
Quickthinking, Smiter o f Foes, Argliss began his quest t o not
Spot +7; Dodge, Great Fortitude.
only uncover this hidden artifact, b u t to ascertain his rulership
Change Shape (Su): A doppelganger can assume the shape of any
over the entire Region.
Small or Medium humanoid. In humanoid form, the doppelganger loses
Unable t o locate the artifact, he enlisted the help o f a halfling
its natural attacks. A doppelganger can remain in its humanoid form
th;a t had entered the Region (see sidebar The Halfling) . Argliss
until it chooses to assume a new one. A change in form cannot be
be lieves that Bartleby will return the artifact t o him, i n exchange
dispelled, but a doppelganger reverts to its natural form when killed.
fo I the protection o f the goblins and any trinkets he nlay find.
.. . . - . . .
,- ---- . , _ , . -_
c c he h a c made ctridec tnwqrds
While he awsitc Kartlehv’c F i i r r e___,
A true seeing spell or ability reveals its natural form.
Detect Thoughts (Su): A doppelganger can continuously use detect
~
If the PCs have not formed an alliance with the goblin king in Room
B75, read the following.
If the goblins are not surprised, read the following.
dozen goblins are messing about and get into formanon as you enter. -trained goblins. They
form one cohesive unit and raise their spears ablove their heads with
If the goblins are not surprised, read the followmg. a massive war cry.
If the PCs have not formed an alliance w t h the gobhn king 111 Room
If the PCs have not formed an alliance with the gobl
goblin
in king in Room
B75, read the follomng.
As you enter this outpost, a dozen bloodthirsty goblins turn and face
ned, stops in their tracks as you enter the
you. They quickly grab their weapons and form into an impressive
:cision they return to formation and set their
phalanx.Their spear points drop and they attack.
Initial Attitude: Hostile
Encounter: This Room is a transitionary chamber. Returning patrols each tomb The mechanism is complicated and to date, tne goalins na
rest here before going back out on patrol. There is an staging area not found it.
towards the east where the patrols depart from.There are twelve goblins Located at the two foot high- mark is on the north wall of each I
(hp 8, 8, 7, 6, 6, 6 , 5 , 4 , 3,2,2, I) stowing gear and relaxing. If surprised, is a small unholy stgd. While each is designed differently, the ki
they take a round to form up into ranks. If they heard the PCs coming, openlng the tomb is through this sigil. There are three different wa
they are already in formation when the door opens, whether the PCs are open the tomb.
allies or not. One is for a lawful good PC to completely trace the entire surfa
If the PCs have formed an alliance with the goblin king, the Initial the sigil Another is to cast arcane lock directly onto the sigil and exceed
Attitude of the goblins is Indifferent. They allow the PCs to wander the Spell Resistance of the lock. Finally, the PCs can smear the blood of
through the barracks as long as they do not disturb anything. If the PCs an angel into the sigil, covenng the surface.
take any actions the goblins perceive as a threat, their attitude becomes If any of these actions are taken, a 5-ft. by 5-ft section of wall slides
Hostile and they attack the PCs. open and up into the ceiling. If the PCs open a tomb, roll on the follow-
The barracks itself is much like the others contained in the goblin ing table to see if they encounter anything.
empire. The weapons racks and sleeping hides are arranged precisely ld2O Encounter
and the crude map in the middle of the room accurately details the gob-
1 A hot wind escapes f
lin patrols in this area of the dungeon.
2 A swarm of rats run
Encounter Condition: Fearless
While they are no threat and deal no damage, if they run
Tactics: If the PCs engage the goblins they have to deal with rein-
west or south, they are sure to find the goblins who send
forcements. After Id3+1 rounds of combat, another phalanx of twelve
scouts to investigat
goblins arrive from Room B87 and engages the PCs. Their tactics are
3 A small earthquake
identical to the goblins already engaged with the PCs, but they attempt
Tremors 15.
to flank the PCs currently engaged.
4-1 2 Nothing
These goblins have been trained by the Goblinbane (Room B86).
13 The PCs stumble up0
Instead of swarming the Pcs, they form up into three ranks, four goblins
abreast. They advance on the PCs stabbing the closest with their spears. 6 Falling Block Pap: CR 5; mechanical;location trigger;
The goblins hold their bucklers facing forward, offering more protec- manual reset; Atk +15 melee (6d6); multiple targets
tion (+2 competence bonus to AC) to the goblin on their left. The g o b (can strike all characters in two adjacent specified squaresj;
lins allow the PCs to rush them, fighting better close in. Cnarrh
.,LOICII
nr m. nk,,hi., nmrlrn
YL L",
nr x
Y L " , C C Y L -2.
YI_IOYIL
Treasure: The footlockers are filled with personal (worthless) trin- 14 The PCs stumble upon a trap.
kets, only valuable to the goblins.
6 Fireball Trap: CR 5; magic device; touch trigger; automatic
EL 5
reset; spell effect (fireball,8th-levelwizard, 8d6 fire, DC 14
Scaling: To increase the challenge of this encounter, add four gob-
Reflex save halfdamage); Search DC 28; Disable Device DC 28.
lins. To decrease the challenge, have the goblins from Room B87 join the
battle after 2d4 rounds.
#Goblin, War 1: CR 1/3; Small humanoid (goblinoid);H D ld8+1; hp 8,
8, 7, 6,6,6,5, 4, 3, 2. 2, 1; lnit +l; Spd 30ft.; AC 15, touch 12, flat-footed
bearcn u c LU; uisaoie uevice uc ~ 3 Note:
. Koom fiooas
14; Base Atk +l; Crp -3; Atk +2 melee (ld6/x3, spear) or +3 ranged
in 4 rounds.
(1d6/x3, spear); Full Atk +2 melee (ld6/x3, spear) or +3 ranged (ld6/x3,
16 The PCs stumble upon a trap.
spear); SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will -1;
Str 11, Dex 13, Con 12, Int 10,Wis 9, Cha 6. 6 Fusillade of Darts: CR 5, mechanical; location trigger;
Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4. manual reset; Atk +18 ranged (1d4+1, dart); multiple targets
Spot +2; Alertness (ld8 darts per target in a lO-ft.-by-lO-ft.area); Search DC 1 9
Skills: Goblins have a +4 racial bonus on Move Silently and Ride Disable Device DC 25.
checks. Goblin cavalry (mounted on worgs) usually select the Mounted 17 The PCs stumble upon a trap.
Combat feat in place of the Alertness feat, which reduces their Spot
6 Ungol Dust Vapor Trap: CR 5, mechanical;locatil
and Listen check modifiers from +3 to +l.
trigger, manual reset, gas; multiple targets (all targc
a lO-ft.-by-lO-ft room), never miss, onset delay (2 r ounds);
Bag. HAUNTED TOMBS poison (ungol dust, DC 15 Fortitude save resists, 1
Cha plus 1 Cha drain); Search DC 2 0 Disable Devic
The hallways mtersect, again and again. It would seem as though a 18
door would appear somewhere. But there is none. Just the same clean 19
corridor over and over again. And then the realuation that the silence 20 The PCs are attacked by 1d6+1 ghouls.
is heavy hits you. Something is amiss.
Encounter Condition: [Ambush], Cursed 3, [Distracting Noises 41,
Drafty, Fear 16, Haunted, Negative Energy, [Spell Resistance 141,
Initial Attitude: Hostile
Unhallowed 6
Encounter: A sense of dread and fear should overcome the PCs at
Tactics: Once the tomb is open, the creatures (if present) lunges at
this point. If not, ask for Will saves. Feel free to spook them at every turn
the PCs. These beasts have been entombed for centuries and are eager to
with shadows and intermittent sounds of chains rattling. Drop a few
escape, most likely fighting in a crazed and wild manner. The actual
command, suggestion,and cause fear spells. Lastly, a deep, allip-like moan is
details are left up to the DM, but these creatures are interested in feed-
sure to scare them straight.
ing on the flesh of one PC and escaping soon after. Killing them all is not
In addition to any other effects going on, there is silence that pervades
possible.
the tomb and affects the PCs 50%of the time, severely hampering their
The ghouls attack the lead PCs, the vargouilles use their kiss attack,
ability to communicate and cast spells. While there is no noise, treat this
and the wights swipe at the PC with the least armor on.They do not put
as Distracting Noises for the purposes of spellcasting.
themselves in harmk way to get to the PCs, but do not let the PC box
them in either.
easure: None of the Encounter: Another abandoned outpost, this Room has been set
ablaze and sacked several times, leaving the goblins to wonder what the
largest treasure should be no bigger than a +I dagger or a potion of true tactics of the bugbears are.
ius wounds. On the far wall, is a small ledge with a red and black urn.O n the face
hries of the urn is written “The Unnamed Law” in goblinoid. It is the hope of
ng: To increase the challenge of this encounter, roll twice per the bugbears that the goblins will inspect it or at the very least assume
I decrease the challenge, roll once for every two tombs opened. an important bugbear was killed. So far no one has fallen for it, but
should anyone touch the urn, a trap is triggered and a hail of needles and
darts fly from the north and south walls.
690. ABANDONED BARRACKS
The hallway leading to this Room is trapped. Allow the PCs spot checks 0 Fusillade of Darts: CR 5: mechanical; location trigger; manual reset:
to notice, but since there are four traps in various locations, the DM Atk +18 ranged (ld4+1, dart); multiple targets (ld8 darts per target in
should feel free to use them as he sees fit. a 10-ft.-by-104.area);Search DC 19; Disable Device DC 25.
Fusillade of Darts: CR 1: mechanical: location trigger; manual reset; & Hail of Needles: CR 3; mechanical; location trigger; manual reset;
Atk +10 ranged (1d4+1. dart): multiple targets (tires ld4 darts at each Atk +20 ranged (2d4);Search DC 22; Disable Device DC 22.
target in two adjacent 5 3 . squares); Search DC 14; Disable Device
Encounter Condition: Ambush
DC 20.
TacticsThis Room is patrolled by the bugbear’soften. It is their hope
& Portcullis Trap: CR 1; mechanical; location trigger: manual reset: that the goblins will believe the Room was an important outpost and its
Atk +10 melee (3d6);Search DC 2 0 Disable Device DC 20. Note: loss has driven them deep into the dungeon. Either that or an important
Damage applies only to those underneath the portcullis. Portcullis bugbear was killed. Either way, its presence serves to baffle the goblins
blocks passageway. and sooner or later a patrol is going to get antsy and grab the urn.
broken bunks and cots line the walls and floor. Someone or some- You enter a long, winding tunnel. The walls are covered in moss and
thing has ransacked these chambers. The thick layer of dust suggests vines and a pungent stench fills the air Off in the distance you can
it was not recently cleaned hear the sounds ofvarious creatures, their echoes playing tricks along
the snaking corridor
Initial Attitude: N/A
Encounter: Long ago, the goblins controlled most of the Region. Initial Attitude: N/A
Now, with the bugbear raiding parties and goblin rebels, it is difficult to Encounter: The maze is a unique feature in the Region. No groups
control the outlying sections.The hobgoblins convinced the goblin king claim it and most avoid it ifpossible. It is a very dangerous, ever-chang-
it would be easier to defend a smaller area, and pulled back to Room ing trap. The bugbears and hobgoblins are smart enough to avoid the
B69 through B88 (hence the concentration of manpower in such dangers of the maze, while the goblins have developed a number of
a small area). superstitions regarding it.
As a result, they often send patrols up here to “check things out,” The goblin rebels use the maze to their advantage. Situating them-
but the recent “tossing”of the Room has caused them to rethink their selves on the other end of the maze, they have a nearly impassablebam-
strategy If a goblin Random Encounter is rolled in the vicinity of Rooms er between them and their rivals.This, coupled with the wild passages in
B90 and B91, there is a 50% chance the Encounter is “Nothing.” the northeast, has allowed them to continue their existence in the
Encounter Condition: Fearless, Hazardous Footing 14 Region. A few of the leaders of these goblins are starting to turn their
Tactics: There is nothing here now, but if the PCs insist on rummag- superstitions into a counter religion. If the new god is all powerful,
ing through the debris, feel free to have a bugbear patrol happen upon wouldn’t he have destroyed the maze for his followers? Since he has not
them. these rebel goblins believe the maze is the home of their old gods, the
Treasure: N/A spirits in the rock their grandfathers’ grandfathers worshiped.
EL 3 As the PCs make their way through this maze, its denizens and a
Scaling: To increase the challenge of this encounter, add a pit trap. series of traps confront them. Every 30 minutes spent in Room B92, roll
To reduce the challenge, remove the portculis trap. on the table below for a Random Encounter and then roll on the second
table for any special Encounter Conditions.
Cha 10.
Skills and Feats: Hide +2, Listen +1, Move Silently +2. Spot
Improved Initiative. Power Attack, Weapon Focus (long sword
Skills: Hobgoblins have a +4 racial bonus on Move Silently
s, all the victim's hair falls out Within
Possessions: Scale mail, light steel shield, longsword.
ears grow into leathery wings, tentacles
hp 6;lnit t1; Spd 30 ft.; AC 15, touch 12, flat-footed 14; Base Atk +l;
Crp
Charisma drain e oint per hour (to a minimum o f 3). The
l d 6 hours later, when the head breaks free
SQ Darkvision 60 ft., low traits; AL LE: SV F , Dex 12, Con-, Int 11,
Will +1, Str 3, Dex 19. Co
Skills and Feats: Hide
Finesse' Alertness, Blind-Figh
ight becomes a wight
20
but the PCs will serve their purpose equally well
Bartleby enters the room just before the PCs do Not
* Camouflaged Pit Trap: CR 4; mechanical: location trigger: manual reset;
DC 20 Reflex save avoids: 40 ft. (4d6, fall); multiple targets (first target in
wishing to be seen by the meddling PCs he ducks behind
each oftwo adjacent 5-ft. squares):Search DC 25, Disable Device DC 17.
an outcropping Bartleby receives a +2 circumstance bonus
to Hide and Move Silently checks Cover. Treasure: N/A
EL 4
Scaling: To increase the challenge of this encounter, change the
camouflaged pit trap to a pit trap To decrease the challenge, reduce the
depth of the camouflaged pit trap to 20 ft.
ALL OF THE REBELS 896. STOREROOM
This room is huge, and filled with goblins. Everywhere you turn you Constructed of simply of gray stone, this room looks mostly like a
see them. Their cold, hate filled eves stare back at you. A number hiss makeshh storeroom. Dried rushes litter the floor, and the weapon
racks are filled with spears Afew barrels are stacked against one wall
The remaining barrels reek of something unpleasant
howlers and other monsters make their home in this rough expanse. Search DC 27, Disable Device DC 27.
Howls, high pitched whining and growls echo throughout the hallways. 20 Standing over the corpse of a dire wolf is Bartleby.
The hallways are strewn with rubble and debris. Most of the rubble is He is fatigued from his encounter with the creature.
the facing of the walls that came loose. Some of it is the remains of walls. Reduce Bartleby's hit points by-10. He does not ask the
The footing is treacherous and the wild monsters make the area dangerous. PCs for assistance, and leaves as soon as he spots them.
There are good reasons the goblinoids have not settled the area previously
With the shrine to their new deity located in the northeastern section
B109. PASSAGES OF DEATH
of this expanse,Argliss and his goblins have started to enter the area more
The door on the northern wall is open.
frequently.They have even set up a way station for pilgrims and scouts to
stay in at during the arduous trip from their empire to the shrine. Rubble, broken, armored skeletons, and other detritus litter the hall.
The bugbears have used the long, dangerous trip of the gohhns to their Ominous sounds emanating from the west fdl the room, echoing off
advantage.They too have set up a small bivouac. From it they harass the g o b the cavernous walls To the east is a small passage leading away into
lin pilgrims and scouts. Their presence, coupled with the naturally wild darkness
monsters,makes this perhaps the most volatile area in the entire Region.
Each Room is assumed to have Poor Footing 3 in addition to any
Initial Attitude: N/A
other Encounter Conditions.
Encounter: When the demon Falortuligo broke from its prison in
Room C21, he broke into Region B through the doors here and finally
RANDOM ENCOUNTERS into Room B i l l where he was killed. The skeletons are a few of the
Roll for a Random Encounter once per hour. paladins who died fighting him.
ld20 Encounter Encounter Condition: Distracting Noises 10,Haunted Hazardous
Footing 15, Unhallowed 4
1 The PCs have walked into a n area that is pftch black
Tactics: Just being here should unnerve the PCs. The sights, sounds,
The air is oppressive a n d a chill runs up the spines
and sensations of these dead soldiers combine to create an aura of uneasy
of the PCs Deep Darkness, Fear 14.
death. These men died horribly. Close examination of the bodies shows
2 Shadows j u m p across the hallway. The briefest of movement
parts of bone missing from the ribs, legs, jaws, and arms, as if some great
play just at the corner of the PCs vision Exactly what it is
force tore them away before they died.
may not be evident, however Distracting Visions 10.
Treasure: There are a total of three skeletons, each wearing t1 chain
3 Something is not right ab out the expanse ahead. The lead
shirts, with masterwork longswords on their belts, and tabbards of the
PC is convinced, it is a pe rfect spot for a n ambush (whether
order of Myrunn still hanging on their broken frames. One of the bodies
or not this is true is up to the DM) Cursed 4
wears a generic signet ring (with a cross) that can double as a silver holy
4-1 2 Nothing
symbol, should a PC require one.
11 A dire wolf stalks the halls. This Room is strewn with debris;
E L N/A
damage from the earthquake The wolf lies in wait for the
Scaling: N/A
PCs, attacking when they are in range. Ambush, Cover.
12 Two ethereal marauders investigate this Room Rubble and
broken bits of some ancient trap h e r the floor and the ethereal 8110. FRlGHTENED AND ALONE
marauders are digging through them They suffer a -5 The northern door to this Room is locked, requiring a DC 30 Open Lock
distraction penalty to all Spot and Listen checks for 5 rounds check to unlock. The Southeastern door to this Room is locked, requir-
13 Hovering over three goblin co ing a DC 35 o p e n Lock check to unlock.
Since the goblins were not a challenge,the howler unleashes Unless the PCs succeed at a DC 30 Move Silently check while open-
its fury on the PCs Fearless ing the lock, read the followmg.
14 A pack of three blink dogs moves slowly through the hall
They are wounded (-5 hp), having just concluded Sithng in the comer of this dark a
an encounter with dire wolves Unfriendly unless attacked eyes streaked with tears holds a withered, sharpened stick to defend
15 A pack offour dire wolves limp along They are wounded itsex. Its hands shake in fear and trepidation.
(-10 hp), having just fought a rival pack of blink dogs
They are on the alert for any attack, despite their wounds If the PCs succeed in picking the lock quietly, read the following.
Ambush
16 A goblin hunting party is engaged in a fight with a pair The room is dark and empty. In one of the comers, a single goblin
of vargouilles Seven goblins remain -the corpses of five whimpers and cries to himself. His hands tremble as he stares at the
oftheir compatriots clog the battlefield The gobhns and sharpened stick in his hand.
vargouilles are too distracted to notice the PCs They suffer
a -6 circumstance penalty to Listen and Spot checks Initial Attitude: Indifferent
17 Three wights lurk in the halls, searching for easy prey. Encounter: This rebel goblin, Klibb (hp 4), has been locked inside
They encounter the PCs in this rubble strewn, dark room, this Room for 3 days. Fearing whatever is in Room B111, he locked him-
attacking the PCs from the safety o f the shadows self in this Room. However, in doing so, he broke off his pick in one of
Ambush, Concealment,Cover the locks and has been unable to escape. To make matters worse, the
18 The PCs stumble upon a trap Room is haunted and he's been unable to sleep with the noises, chatter-
* Camouflaged Pit Trap: CR 3, mechanical, location trigger,
ing, and unexplained shadows hovering around hun all night long He's
down to one last candle for light, but refuses to use it for fear that he may
manual reset, DC 20 Reflex save avoids, 30 ft. deep (3d6,
be ~ fthis
l Room for a long while yet.
fall), multiple targets (first target in each oftwo adjacent
Encounter Condition: Haunted
squares),Search DC 24, Disable Device DC 18
I
t want to fight and gladly throws himself on If the pcs cannot dispatch the ghouls quickly enough, they run the
iLlc:lcy LIIT: L b a LLieyintend to kill him, he greets death willing- risk of drawing the attention of other nearby monsters. After 11 rounds
eave an opening for an escape he takes it. If they offer of combat, roll for a Random Encounter. If the result is odd, the Random
gladly accepts and escorts them wherever they want Encounter occurs, forcing the PCs to deal with even more foes. If not,
roll again on the 12th round of combat. Ifthe result is even, the Random
opportunity to drop a new PC into the group. If a gob- Encounter occurs. Do not roll for further encounters beyond this point.
enu of acceptable races for players, replace Iclibb with Note, these corrupted ghoul paladins have spell resistance 14 and an
g that fits, including an elf deserter from Region H. It additional +4 natural armor bonus.
nse for Klibb (or his replacement) to be a rogue, but if Treasure: Having rotted their magicalweapons and armor from their
s dead in the Room who actually locked the doors caustic and unholy touch, their swords and chain shirts turn to dust
Libb can be any class. when the ghouls die.
EL 8
Scaling: To increase the challenge of this encounter, add one cor-
t increase or decrease the challenge of this encounter. rupted paladin. To decrease the challenge, remove the magical arms and
armor from the corrupted paladins.
A Klibb, Rebel Goblin Rog 2 CR 1/2 or 1; Small humanoid (goblinoid);
H D ld6; hp 4“; Init +3; Spd 30 ft.; AC 14, touch 14, flat-footed 11; Base *I Corrupted [Ghoul] Paladin: CR 3; Medium undead; H D 2d12 + 2d12;
Atk +l;Grp -3; Atk +1 melee (ld2 nonlethal, unarmed); Full Atk +1 h p 26; lnit +2; Spd 30 ft.; AC 23, touch 12, flat-footed 20; Base Atk +3;
melee (ld2 nonlethal, unarmed); SA Sneak attack +ld6; SQ Darkvision Grp +5; Atk +7 melee (ld8+3/19-20, + I unholy longsword) or +5 melee
60 ft., evasion, trapfinding;AL NE; SV Fort +0, Ref+6, Will -3”; Str 10, (ld6+2 plus paralysis, bite); Full Atk Bite +7 melee (ld8+3/19-20,
Dex 16, Con 10, Int 11, Wis 8, Cha 7. + I unholy longsword) or +3 melee (ld6+1 plus paralysis, bite) and +3
Skills and Feats: Climb +1, Disable Device +6,Hide +11, Listen +3, melee (1d3/19-20 plus paralysis, claw); SA Ghoul fever, paralysis;
Move Silently +11, Open Locks +8, Search +3, Spot +3. Tumble +8; SQ +3 turn resistance, dark blessing, darkvision 60 k., detect good,
Dodge. spell resistance 14, undead traits; AL C E SV Fort +5, Ref +4, Will +7;
Sneak Attack: Klibb’s attack deals extra damage any time his target Str 14, Dex 15, Con -, Int 13, Wis 14, Cha 14.
would be denied a Dexterity bonus to AC (whether the target actually Skills and Feats: Balance +6,Climb +5, Hide +6,J u m p +5, Move
has a Dexterity bonus or not), or when G’lp flanks his target. This extra Silently +6,Spot +7; Multiattack,Weapon Focus (longsword).
damage is ld6. Should G’lp score a critical hit with a sneak attack, this Detect Good (Sp): At will, a corrupted paladin can use detect good
extra damage is not multiplied. as a spell-like ability, duplicating the effect of the detect good spell.
Ranged attacks can count as sneak attacks if the target is within 30 ft. Dark Blessing (Su): A corrupted paladin applies his Charisma modifier
Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks (+2) as a bonus on all saving throws, included above.
Possessions: Sharp stick, thieves’tools. Ghoul Fever (Su): Disease-bite, Fortitude DC 14, incubation period
1 day, damage ld3 Constitution and ld3 Dexterity. The save DC is
Charisma-based.
Blll. KILLING GROUNDS An afflicted humanoid who dies of ghoul fever rises as a ghoul at the
next midnight. A humanoid who becomes a ghoul in this way retains
This room is evil; you can feel it in your bones. The floor is covered
none of the abilities it possessed in life. It is not under the control of any
in debris and is slightly tacky. Any sound you make, as well as a few
other ghouls, but it hungers for the flesh ofthe living and behaves like a
others, echo throughout the chamber loudly. To say you have a bad
normal ghoul in all respects. A humanoid of4 Hit Dice or more rises as
feeling about this cavernous room is an understatement.
a ghast, not a ghoul.
Paralysis (Ex): Those hit by a corrupted paladin’s bite or claw attack
Initial Attitude: Hostile
must succeed on a DC 14 Fortitude save or be paralyzed for ld4+1
Encounter: This is perhaps the most dangerous Room in the entire
rounds. Elves have no immunity to this particularly paralysis. The save
Region. An epic battle took place here ages ago (see Region C, page 128)
DC is Charisma-based.
and the effects of the battle still linger. The conditions of the Room are
Smite Goad (Su): Once a day, a corrupted paladin may attempt to
tough to handle, but that is not the worst of it. Soon after the PCs enter
smite good with one normal melee attack.
the Room, six corrupted ghoul paladins (hp 26) - dressed in magical
He adds his Charisma modifier (+2)to his attack roll and deals
chain mail, carrying unholy swords, and wearing the tabards of the
2 extra point of damage. If a corrupted paladin accidentally smites
Order of Myrunn - attack the PCs. They are fearless and descend
a creature that is not good, the smite has no effect but is still used
without hesitation, merely waiting for the appropriate moment to strike.
u p for that day.
They do not look like typical ghouls. While their skin is tight, eyes
Corrupted Paladin Spells Prepared (2, save DC 12 + spell level):
hallow, and claws sharpened to razor-like perfection, they carry them-
1st-causefear, infict light wounds.
selves with regal authority and wield swords as though they were born
Possessions: + I unholy chain shirt, + I unholy longsword.
to. Their helmets hide everything but their fangs and empty eyes and
their weapons gleam with unnerving energy
Encounter Condition: Ambush, Concealment, Cursed 5 , Blf2 THROUGH Bll4. PRISON GEMS
Desecration 6, Echoes 10, Fear 14,Fearless, Haunted, Hazardous Footing While part and parcel of the surrounding Section, these four Rooms
16, Negative Energy, Unhallowed 4 have specific significance. They are prison cells that at one time or
Tactics: The ghouls alternate between bite, claw, and longsword another held demons, devils, and undead. Some of the Room still have
attacks. They know that a paralyzed victim is easier to subdue, but they occupants and all the doors are locked and guarded by glyphs. DMs can
cannot deny their paladin heritage.They maintain an aura offear, in addi- describe the doors while the PCs stand in Room B i l l , but until they
tion to the fear effect of the Room. When the PCs reach the center of the touch them, there is not chance of knowing what will happen.
Room have them make two Will saves The Room’s fear effect is oppres-
sive, while the ghouls have a chill like effect that permeates everything.
B112. DARKNESS AGAIN
The ghouls work like a team, ganging up on stragglers and distracting
The door to this Room is locked, requiring a DC 30 Open Lock check
the weak.They have a strong hatred for clencs and wizards (seeing Arum
to unlock Unlike the other Rooms in this area, the glyph on this door,
as the cause of their death). They do not put themselves in harms way,
mggers the door to open when read.
but do their best to kill spellcasters before they can “boost”the PCs.
This simple room is empty, and dark. Light recedes and dissipates, Creatures that successfully save cannot be a
insanity wight’s babble for 24 hours The save L, lmll_ll I.,
almost swallowed by the darkness The floor, from what you can see,
is strangely free of dust. Create Spawn (Su) Any humanoid slain by a wight becomes a wight in
ld4 rounds Spawn are under the command of the wight that cre.ited
them and remain enslaved until its death They do not possess ar’y of
Initial Attitude: N/A
the abilities they had in life
Encounter: Whatever once lived here, is gone having escaped when
Energy Drain (Su) Living creatures hit by a wight’s slam attack gain
a foolish goblin read the glyph on the door. Most llkely a wight, it either
one negative level The DC is 14 for the Fortitude save to remove a
escaped into the dungeon or was killed by the ghouls in Room B i i i .
negative level The save DC is Charisma-based For each such ne@ iative
Encounter Condition: Deep Darkness, Desecration 3, Negative Energy
level bestowed, the wight gains 5 temporary hit potnts
Tactics: N/A
Skills Wights have a +8 racial bonus on Move Silently checks
Treasure: Ifthe PCs spend 30 minutes searching the Room (and have
adequate light), allow a DC 25 Search check to find a loose stone in the
floor. A DC 16 Strength check lifts the stone from its perch. The stone is 8114. HELL ON EVERV EARTH
nearly 200 lbs and covers a small area the size of a halfling. Buried under The door to this Room is locked, requiring a DC 30 o p e n Lock check to
the stone is a suit of ti ghost touch splinted mail, obviously hidden away so unlock. In addition, the door is trapped with a glyph or warding, protect-
it could never be used against the forces of good. It radiates evil and ing the contents of the Room from escape. Tampering with the door or
affects good-aligned PCs who don it as though it were an unholy weapon. lock in any manner triggers it.
EL: N/A
*Glyph ofwarding (Blast): CR 6;spell; spell trigger; no reset; spell
Scaling: N/A
effect (glyph ofwarding [blast], 16th-level cleric, 8d8 sonic, DC 14 Reflex
save half damage); multiple targets (all targets within 5 ft.); Search DC
8113. TRAPPED WIGHT 28; Disable Device DC 28.
The door to this Room is locked, requiring a DC 30 Open Lock check
to unlock. In addition, the door is trapped with a glyph or warding,
From the darkness you ca
protecting the contents of the Room from escape. Tampering with the
ister and decrepit. The darkness cuts your torchlight and the moan
door or lock in any manner triggers it.
grows loader as you peer into the shadows.
* Glyph ofwarding (Blast): CR 4; spell; spell trigger; no reset; spell
effect (glyph ofwarding [blast],5th-level cleric, 2d8 cold, DC 14 Reflex Initial Attitude: Hostile
save halfdamage); multiple targets (all targets within 5 ft.); Search Encounter: Aghast (hp 68) ofunusual strength has been trapped in this
DC 28; Disable Device DC 28. Room since the dungeon’s creation. Once shackled, it broke those bonds
long ago. Now the manacles and chains hang from a metal ring in the wall.
The floor is littered with sepsis and slime, making walking difficult.
room. The contents are spartan and darkness extends to every comer. The ghast has no love of the living and attacks immediately
Before you can think, something has crept from the shadows Encounter Condition: Ambush (darkness), Concealment, Fearless,
Poor Footing 4, Unhallowed 2
Tactics:Taking advantage of the darkness,the ghast bull rushes the first
Initial Attitude: Hostile
PC, in an attempt to pin him. Using the darkness to his advantage he gains
Encounter: Two insanity wights (hp 28 each) have been trapped in
a +2 circumstance bonus to the bullrush (in addition to having moved at
this Room since its creation. Being undead, they do not understand the
least 15 ft.).Once on the ground, he attacks ferociously,biting and clawing
passage of time as humans do, but nonetheless have maintained a sem-
until the victim is paralyzed. He then moves on to the next victim using the
blance of reality that finally drove them mad. Insane, they howl with an
same tactics, paralyzing the PC and moving on to the next.
allip-like moan.
In addition to his paralyzing touch, the ghast also drains ld3 Dexterity
Encounter Condition: Ambush (darkness), Distracting Noises 10,
with every hit, slowing victims down with each attack. The ghast is a fear-
Fear 15, Fearless, Unhallowed 2
some predator and uses its mechanisms to finish off the Pcs.
Tactics: The insanity wight attacks immediately, taking advantage of
Treasure: If the PCs spend 30 minutes searching the Room (and have
surprised PCs. They babble incessantly, as they attack each PC in turn.
adequate light), they can find a broken stone in the floor. A DC 12
Treasure: Ifthe PCs have adequate light, allow a DC 25 Search check
strength check lifts the pieces of broken stone easily Nothing is buried
to find a series of loose flagstones in the floor. Buried under the stones is
here, having been taken by the ghast.
a+ I morningstar, obviously hidden away so it could never be used
unholy
EL 6
against the forces of good. A DC 14 Strength check lifts the stones.
Scaling: To increase the challenge of this encounter, give the ghast +6
EL 7
natural armor and maximum hit points.To reduce the challenge, remove
Scaling: To increase the challenge of this encounter, add one wight.
the ghast’steeth and only allow it to paralyze with its claws.
To decrease the challenge, remove the allip-like babbling ability from
the wights. Ghast: CR 3; Medium Undead; HD 8d12+6;hp 68; lnit +3; Spd 30 ft.;
AC 17, touch 12, flat-footed 14; Base Atk +2; Grp+5; Atk Bite t5 melee
*[Insanity] Wight: CR 4; Medium undead; H D 4d12 (26 hp); lnit + l ;
(ld8+3 plus paralysis); Full Atk +5 melee (ld8+3 plus paralysis, bite)
Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; Crp +3; Atk +3
and +3 melee (ld4+1 plus paralysis, 2 claws); SA Ghoul fever, paralysis,
melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (ld4+1 plus
stench: SQ Darkvision 60 ft., fast healing 2, undead traits, +2 turn
energy drain, slam); SA Babble, create spawn, energy drain; SQ
resistance; AL CE; SV Fort +1, Ref +4, Will t 6 Str 17, Dex 17, Con -,
Darkvision 60 ft., undead traits; AL LE; SV Fort +l. Ref +2, Will +5;
Int 13, Wis 14, Cha 16.
Strl2. Dex12,Con--,Intll,Wis13,Cha15.
Skills and Feats: Balance +11, Climb +13, Hide +12, J u m p +13.
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7;
Listen +8, Move Silently +12. Spot +12; Multiattack,Toughness (2)
Alertness, Blind-Fight.
Ghoul Fever (Su): Disease-bite, Fortitude DC 15. incubation period
Babble (Su): An insanity wight constantly howls and moans to itself,
1 day, damage ld3 Con and ld3 Dex The save DC I S Chartsma-based
creating a n hypnotic effect. All sane creatures within 60 ft. ofthe insanity
Paralysis (Ex)’ Those hit by a ghast’s bite or claw attack must succeed
wight must succeed on a DC 14 Will save or be affected as though by a
on a DC 15 Fortitude save or be paralyzed for ld4+1 rounds. Even elves
hypnotism spell for 2d4 rounds. This is a sonic mind-affecting
can be affected by this paralysis. The save DC is Charisma-based.
compulsion effect.
7
Stench (Ex)‘ The stink of death and corruption surrounding these Kiss (Su): A vargouille can kiss a paralyzed target with a successful
creatures is overwhelming Living creatures within 10 feet must succeed melee touch attack. An affected opponent must succeed on a DC 15
Fortitude save or be sickened for ld6+4 minutes A creature Fortitude save or begin a terrible transformation that turns the creature
sfully saves cannot be affected again by the same ghast’s into a vargouille within 24 hours (and often much sooner; roll ld6
24 hours A delay poison or neutralize poison spell removes separately for each phase of the transformation).
om a sickened creature. Creatures with immunity to poison First, over a period of ld6 hours, all the victim’s hair falls out. Within
ted, and creatures resistant to poison receive their normal another ld6 hours thereafter, the ears grow into leathely wings, tentacles
heir saving throws The save DC is Charisma-based sprout on the chin and scalp, and the teeth become long, pointed fangs.
During the next ld6 hours, the victim takes Intelligence drain and
,
:RED VARCOUILLES
Charisma drain equal to 1 point per hour (to a minimum o f 3). ,
The transformation is complete ld6 hours later, when the head breaks
_._ -... the door, the PCs can hear the muffled shriek of something
free of the body (which promptly dies) and becomes a vargouille. This
far off. In actualitythe vargouillesinside are shrieking at a fever pitch, but
transformation is interrupted by sunlight, and even a daylight spell can I
the walls of the dungeon suppress the volume of their screams. As soon
delay death, but to reverse the transformation requires remove disease.
as the door is opened, the shriek hits them at full volume.
The save DC is Constitution-based and includes a +4 racial bonus.
The door to this Room is locked, requiring a DC 30 Open Lock check
Poison (Ex): injury, Fortitude DC 12 or be unable to heal the
to unlock. In addition, the door is trapped with a glyph or warding, pro-
vargouille’sbite damage naturally or magically. A neutralize poison or
tecting the contents of the Room from escape. Tampering with the door
heal spell removes the effect, while delay poison allows magical healing.
or lock in any manner triggers it.
The save DC is Constitution-basedand includes a +1 racial bonus.
d Glyph ofwarding (Blast): CR 4; spell; spell trigger; no reset; spell
effect (glyph ofwarding [blast],5th-levelcleric, 2d8 acid, DC 14 Reflex
8116. ISOLATED REBELS
save halfdamage); multiple targets (all targets within S ft.); Search DC
As the PCs approach this Room, allow Listen checks to overhear the
28 Disable Device DC 28.
goblins inside, countmg and bickering. While they are not hostile
toward one another, or shouting, they are busy divlding up their loot.
as the door opens a fev There is a 50% chance one goblin is standing guard in front of the
ing your psyche with an impossibly bold sound. The room, shrouded door. Otherwise, everyone is inside, with one goblin watching the door
in darkness, shows no signs of occupants, but the shrieks cannot be from the back wall.
ignored.
oblin warnors, sitting
Initial Attitude: Hostile down and siting through a small pile of coins and gems. Before you
Encounter: From the darkness, four vargouilles (hp 5 each) shriek can do anything, they grab their spears and attack
and scream.The PCs cannot see them because its dark, but ifthey can get
closer, they see four heads spikes to iron rods in the wall, some ten feet Initial Attitude: Hostile
above the floor. Striking them should be easy enough, should the PCs Encounter: Nine goblins (hp 8,7, 7, 7,6,5, 5,4,3) left Room B108
have a weapon that can reach. out ofboredom. Wishing to explore the dungeon, they braved the maze,
Encounter Condition: Concealment, Distracting Noises 6, Deep snuck passed the goblins in Rooms B86 and so on, and made their way
Darkness, Fear 14 through the trapped Rooms in the center of the Region.
Tactics: The vargouilles are spiked to the walls, unable to move, but None of this was difficult, but the goblin keeping track ofwhere they
unwilling to die.They have been shrieking for thousands of years, trapped were going, died under a portculis trap and they have been stuck this
in this constant state of agony Unable to deny their unholy heritage, they in Section for weeks now. The other goblins in the rebel encampment
scream continuously,no matter what the pcs do. They cannot move, and presume they are dead. Since they have been gone for so long, they do
want nothing more than to be free of this living hell they are trapped in. not know whether the PCs are loyal to the rebels or not. As such, they are
Death is the most obvious answer, but escape is their goal. treated no better than their traitorous cousins. Unless the PCs can show
Treasure: N/A some sign of their allegiance to the rebel goblins (and quickly), they are
EL3or6 attacked as soon as they PCs enter the Room.
Scaling: To increase the challenge of this encounter, do not have the Encounter Condition: Distracting Noises 5
vargouilles spiked to the wall, but flying about at will. To decrease the Tactics: These goblins are ragged and frazzled. Consider their mental
challenge, reduce each vargouille to I hit point each, representing the state shaken for the duration of this fight. These goblins attack with an
constant state of near death that they “live”in. intense need to kill. The PCs should be allowed a chance to calm them
down (spells work, for instance). Should SO% of the goblins come to
d Vargouille: CR 2; Small outsider (evil, extraplanar); H D ld8+1; hp 5;
their senses, they all stop fighting and invite the pcs in, hoping they can
Init +l; Spd Fly 0 ft. (good);AC 12, touch 11, flat-footed 11; Base Atk + l ;
guide them home.
Crp -3; Atk +3 melee (ld4 plus poison, bite); Full Atk +3 melee (ld4
The goblins have encountered the blink dogs in Room B117, but keep
plus poison, bite); SA Shriek, kiss, poison; SQ Darkvision 60 ft.; AL NE;
to themselves, knowing better than to antagonize the beasts.
SV Fort +3, Ref+3, Will +3; Str 10, Dex 13, Con 12, Int 5 , Wis 12, Cha 8.
Treasure: While exploring they were able to collect a small pile
Skills and Feats: Hide +9, Intimidate +3. Listen +S, Move Silently +S,
of treasure that they were diving up (for the 40th time) when the
Spot +S; Weapon Finesse.
PCs interrupted. There are 116 sp, 23 gp, an uncut sapphire (350 gp),
Shriek (Su): Instead of biting, a vargouille can open its distended
and a potion of gaseousf o m .
mouth and let out a terrible shriek. Those within 60 ft. (except other
EL 3
vargouilles) who hear the shriek and can clearly see the creature must
Scaling: To increase the challenge of this encounter, add three g o b
succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4
lins and give them allToughness. To decrease the challenge, remove two.
rounds or until the monster attacks them, goes out of range, or leaves
their sight. A paralyzed creature is susceptible to the vargouille’s kiss Goblin, War 1: CR 1/3; Small humanoid (goblinoid);H D ld8+1; h p 8,
(see below). A creature that successfully saves cannot be affected again 7, 7, 7, 6. 5, 5, 4, 3; lnit +l; Spd 30 ft.; AC 15, touch 12, flat-footed 14;
by the same vargouille’s shriek for 24 hours. The shriek is a mind- Base Atk +l; Crp -3; Atk +2 melee (ld6/x3, spear) or +3 ranged
affecting fear effect. The save DC is Constitution-basedand includes (ld6/x3, spear); Full Atk +2 melee (ld6/x3, spear) or +3 ranged
a +1 racial bonus. (ld6/x3, spear); SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3,
Ref+l, Will -1; Str 11, Dex 13, Con 12. Int 10, Wis 9, Cha 6.
Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot
+2; Alertness The portculis blocking the Pcs path is down i n oruer to open ir, the PCs
Skills: Goblins have a +4 racial bonus on Move Silently and Ride must pull the lever (inside the Room) down.
checks. Goblin cavalry (mounted on worgs) usually select the Mounted
Combat feat in place ofthe Alertness feat, which reduces their Spot and Deep green moss covers the walls he 011lY
Listen check modifiers from +3 to +l. bare stone is the floor. The moss is rich and thick. takine on the
I O
The rauout nom tne eartnquake can still be felt here. Doors are brolken & Spiked Pit Trap: CR 3; mechanical;Ilocation trigger; manual
open from the inside. Unholy screams fill the corridors. And evlE r y - reset, DC 20 Reflex save avoids,20 fi. deep (2d6,fall), multiple
where the PCs go, the smell of death follows them. This place is unfit for targets (firsttarget in each of two adjacent 5-fi squares), pit
the living.. . let alone the dead. spikes (Atk +10 melee, ld4 spikes pert arget for ld4+2 each);
Un hke the majority of the Region, this expanse suffered real dam,age. Search DC 21; Disable Device DC 20.
The h:ills are strewn with rubble and debris that make traversing them
--
LO
-Battleby
, , , . , ,
searcnes tne area arouna tne shrine for his elusive
an adventure in and of itself. Doors are broken from the inside, hanging artifact. He is easily agitated and believes the artifact ought to
on theiir hinges, allowing a glimpse into the shadowy confines of the
rooms beyond. On top of all the damage, there is still the matter of the
be in the shrine, as it is the only area he has yet to fully explore. I
inhabi tants wandering the halls.
-.
The goblins and bugbears may have control over their respective sec-
B120. THE CROSSROADS
tions, but this Section is ruled by wild creatures and untamed monsters. The enormity of this room astounds you. Its shther, white walls and
This makes pilgrimages to the shrine that much more difficult as beasts bleached granite ceiling are trul y impressive. Less impressive are the
threaten the goblins at every turn. This Section is not safe. red scrawled runes carved and painted on the uqalls. The writing is
To add to the disturbing nature ofthe Section, the stench of death and hard to decipher, but it appears to be a series oft:iunts and proclama-
decay permeates the very air. The creatures here do not coexist peaceful- * *
tions trom one group to the other. The center of I he room is llkewise
ly, and between their encounters with each other and the goblins that
stained. Upon closer inspection it appears to be bllood.
enter this area surremitiouslv. the results of various conflicts have S a N - In addition to the room's decor, there is the unmistakable smell
rated the dungeon. Dark stains, scattered bones and broken weapons r 1 , .,
of rot Whde the smell isn't overpowering, it isn't comrortaote eimer.
mark the violence of these meetings. Compared to the relatively spartan
and benign rooms in the other areas, this entire section radiates a dan-
Initial Attitude: N/A
gerous aura.
Encounter: Bugbears use this Room to lure their enemies into a
The DM should add the following Encounter Conditions as he sees
series of traps, all simple but effective. Typically, the bugbears run
fit -Echoes 4, Poor Footing 4, Stagnant Air.
through the Room, and exit through any one of a number doors, press-
Every Room's door is either open or broken off.
ing hidden triggers as they go. In actuality, this trick has worked nearly
a dozen times, and each time the bugbears reset the traps, they prepare
RANDOM ENCOUNTERS for another wave of gullible victims.
Roll for a Random Encounter once per hour Pressure sensitive plates underneath the floor trigger the first trap,
ldZO Encounter which in turn triggers two more. pcs stepping across the floor are
required a DC 16 Balance check to avoid triggering the first nail of nee-
dles trap. PCs that are moving quickly suffer a -+
circumstance penalty
to this check.
mystic, or maybe even a powerful wizard is responsible. & Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk
+20 ranged (2d4);Search DC 22;Disable Device DC 22
3 The
After the hail of needles trap, a ungol dust vapor trap goes off, followed
wildly off the walls here. The various growls and howls
by a pit trap in the floor (with a 1 round gap between each trap). To make
coalesce in this room, rattling all those in it to the core of
matters worse, the pit is lined with spikes. Presently three dead goblins line
their being. Distracting Noises 10
the bottom of pit, all of which are decomposingand covered in maggots.
4 The earthquake damaged the floor significantly here, and the
sharp rubble presents a dangerous obstacle. Hazardous Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual
reset; gas; multiple targets (all targets in a 10-ft.-by-lO-ft.room); never
entifiable, lies across the PCs' miss; onset delay (2 rounds); poison (ungol dust, DC 1 5 Fortitude save
Maggots and flies surround it and the air is choked with the resists, 1 Cha/ld6 Cha plus 1 Cha drain); Search DC 2 0 Disable Device
smell of rot. Stagnant Air. DC 16.
magicfang +3. If the DM likes, add a few hundred silver pieces as well.
B126. CELESTIAL OBSERVATORY
E L N/A
The northern door to this Room is locked and cannot be opened with-
Scaling: To increase the challenge of this encounter, add the
out the key in Room C105.
Encounter Condition, Smoke. To decrease the challenge, remove the
Hazardous Footing 5 Encounter Condition.
Th
nation you can make out the remains of a stone desk and chair along
B125. FIGHT FOR DOMINANCE one side of the room. Towards the back of the room are the broken
The north and south doors to this Room are open. pieces of what could only be a bookcase or shelf.
As the PCs approach, allow them Listen checks to hear the fighting,
growling, and baying taking place in this Room. Otherwise, they only Initial Attitude: N/A
hear the animals after they open one of the the doors. Encounter: The purpose of this Room has been lost to the ages, but it
looks like many of the observation chambers from this Region. Unlike
Three yellow-brown hounds are fighting against a pair of large, feral the other locked doors leading north into Region F, the one in this Room
wolves They snarl and bark at one another, neither givlng in or back- is trapped. If the PCs touch or in anyway interact with the door short of
ing down. The fighting is quick and brutal. placing the correct key in the door, a hold monstev trap is triggered.
- the door 01)en in a single swift motion, lest the door lock again in
t round
mark.
Along the east wall at the 45 ft. mark is a ledge, 2 ft. wide and 3 ft.
long. While difficult to stand on, a DC 20 Balance check allows the PC
As you ente r the room a chill runs down your back and up your arms. to stoop down and retrieve a pouch from the nest on this ledge without
The room, SIimple and bare seems devoid of lie. The smooth floor, the falling off. I
!
high ceiling, and the darkness make you feel like you've stepped into Three ioun stones (scarlet and blue) rest inside the pouch.
a tower b e ky.An ominous moan fills the air, followed by a chill wind. Along the west wall at the 25 ft. mark is a stone, t ft. wide and i ft.
long. While difficult to stand on, it provides a +2 circumstance bonus to
Initial Attitude: Hostile Climb check made on the west wall from the 21 ft. to 40 ft. mark.
Encouniter: Before the PCs can think, check to see if their torches Along the west wall at the 50 ft. mark is a ledge, 4 Et. wide and t ft.
and lanterns are blown out from the draft. After that check to see ifthe long. It is nearly impossible to stand on. But tall PCs may use this ledge
PCs are suqirised by the four vargouilles' (hp 9 , 8 , 8 , 7 ) descending upon to reach a hidden shelf 6 ft. above the ledge. While it cannot be seen
w
8 them from I:he ceiling.The ceiling, over 60 ft. high, hides the vargouilles from here, it can be seen from the highest ledge on the north wall (DC
from sight until they are ready to ambush the PCs, which happens as 30 Spot check or DC 25 Search check). The shelf is 3 ft. wide and t ft.
soon as one of them tampers with the lock. deep, being cut into the shape of the Room. Resting on the shelf is a
They are merciless and attack like shrieking bombers upon the PCs. small urn, painted red and black and making it difficult to spot.
Encounter Condition: Ambush (darkness), Concealment, The urn is trapped with dragon bile that has been smeared on the lid
Desecration 4,Drafty, Extreme c o l d , Negative Energy and a fire trap that ignites when the lid is removed. However, the urn
Tactics: Immediately upon descending on the PCs, the first two var- weighs no more than 2 lbs. and easily fits in the PCs pouch for the long
gouilles shriek and the next two (their Initiative 2 lower), drop down to climb back down.
kiss any PCs who are paralyzed with fear. The vargouilles continue
& Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (fire trap, 3rd.
attacking with diving attacks, flying up and back around. Due to the
level druid, ld4+3 tire, DC 13 Reflex save half damage);Search DC 27;
darkness of the Room, ranged attacks fire up into the chamber suffer
Disable Device DC 27.
from concealment penalties.
They alternate between kiss and bite attacks, allowing their venom to & Urn Covered in Dragon Bile: CR 7; mechanical; touch trigger
slowly weaken PCs. Unlike the vargouilles in Room Bt14,these put up (attached);no reset: poison (dragon bile, DC 26 Fortitude save resists,
a fight. 3d6 Str/O);Search DC 27; Disable Device DC 16.
Treasure: Should the PCs find adequate light, they can climb the
Inside the urn are black ashes.These ashes are in fact ten doses of dust
walls of this Room, to reach many of the shelves at the higher levels. PCs
ofdisappearancethat hide an amulet ofnatural amor t4. [However,the DM
should make Climb checks for every 20 ft. they climb.
should be secretive about this for as long as possible.] Until all of the
Along the north wall at the 40 ft. mark is a ledge 4 ft. and 4 ft. long.
dust is used, the amulet cannot be seen. However, it eventually starts
O n the ledge is a small nest, with nothing in it. If the PC succeeds at a
clanging around in the urn as the level of the dust decreases.
DC 25 Search check, he finds a cache in the north wall just above the
The DM may allow PCs to leap from ledge to ledge, but the width of
ledge. The cache is trapped, but hides a small strongbox.
the Room may prohibit this. Jump checks should be made per the rules
Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (fire trap, 3rd- in the Player's Handbookm.
level druid, ld4+3 tire, DC 13 Reflex save halfdamage); Search DC 27; EL 6
Disable Device DC 27. Scaling: To increase the challenge of this encounter, add one var-
gouille. To decrease the challenge, remove one vargouille.
The strongbox -thin and wide- is locked, requiring a DC 30 Open
Lock check to unlock. The lock is also trapped. Vargouille: CR 2; Small outsider (evil, extraplanar); H D ld8+1; hp 5;
lnit + l ; Spd Fly 30 ft. (good);AC 12, touch 11, flat-footed 11; Base Atk
& Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset;
+l; Crp -3; Atk +3 melee (ld4 plus poison, bite); Full Atk +3 melee (ld4
Atk +8 ranged (1 plus greenblood oil poison): Search DC 22; Disable
plus poison, bite); SA Shriek, kiss, poison; SQ Darkvision 60 ft.; AL NE;
Device DC 20.
SV Fort +3, Ref+3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8.
Inside the strongbox - strapped down with silk ties -are six potions Skills and Feats: Hide +9,Intimidate +3, Listen +5, Move Silently t5,
of cure moderate wounds and a ring of improved swimming. In addition, the Spot +5; Weapon Finesse.
felt bottom of the strongbox is magical (faint abjuration), helping to pro- Shriek (Su): Instead of biting, a vargouille can open its distended
tect potions and other items from shattering. If a saving throw is ever mouth and let out a terrible shriek. Those within 60 ft. (except other
called for glass items stored inside this box, they gain a +4 enhancement vargouilles) who hear the shriek and can clearly see the creature must
bonus to the save. succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4
Along the north wall at the 55 ft. mark is a ledge, 4 ft. wide and 5 ft. rounds or until the monster attacks them, goes out of range, or leaves
long. It is sturdy and a perfect place to view the entire Room from. their sight. A paralyzed creature is susceptible to the vargouille's kiss
Offal on the ledge makes moving on it difficult, however (Hazardous (see below). A creature that successfully saves cannot be affected again
Footing 14). by the same vargouille's shriek for 24 hours. The shriek is a mind-
Along the south wall at the 15 ft. mark is a ledge, 3 ft. wide and 4 ft. affecting fear effect. The save DC is Constitution-based and includes
long. It provides a +Z circumstance bonus to Climb check made on the a +1 racial bonus.
south wall from the t ft. to 20 ft. mark. Kiss (Su): A vargouille can kiss a paralyzed target with a successful
Along the south wall at the 40 ft. mark is a ledge, 4 ft. wide and 2 ft. melee touch attack. An affected opponent must succeed on a DC 15
long. A Small or smaller creature can crouch on this ledge, allowing the Fortitude save or begin a terrible transformation that turns the creature
a DC 30 Search check to find a loose stone in the wall. A DC 14 Strength into a vargouille within 24 hours (and often much sooner; roll ld6
check moves the stone, revealing a small cache with a small pile of separately for each phase of the transformation)
gleaming bolts. There are five screamingbolts with continual flame cast on
them. While not trapped, they are warm to the touch, which may or may
not shock the PC.
First, over a period of ld6 hours, all the victim's hair falls out. Within Tactics: These goblins are have undertaken a 1
another ld6 hours thereafter, the ears grow into leathery wings, tentacles tough (for them) pilgrimage to their gods shrine. They attack the PCs in
sprout on the chin and scalp, and the teeth become long, pointed fangs. a massive swarm, concentrating their attacks on whoever i!j closest to
During the next ld6 hours, the victim takes Intelligence drain and them. The goblins will not stop attacking even when their target is
Charisma drain equal to 1 point per hour (to a minimum of 3). The down. They jump on and gnash at their victim continuously until there
transformation is complete ld6 hours later, when the head breaks free is nothing left.
of the body (which promptly dies) and becomes a vargouille. This The hobgoblins fight with better tactics. They are arme,d not with
transformation is interrupted by sunlight, and even a daylight spell can short swords, but short bows.The hobgoblins let the worgs 1~ lose on the
delay death, but to reverse the transformation requires remove disease. first round of combat. The worgs dive into the PCs, striking, randomly.
The save DC is Constitution-basedand includes a +4 racial bonus. -
The hobgoblins stay in the back comer of the room and unle ash volleys
--
Poison (Ex): Injury, Fortitude DC 12 or be unable to heal the of arrows at whoever they perceive to be the most powerful PLS mem-
vargouille's bite damage naturally or magically. A neutralize poison or ber. Once their target is down, they concentrate their fire on the next
heal spell removes the effect, while delay poison allows magical healing. most powerful member and so on.
The save DC is Constitution-basedand includes a +1 racial bonus. Treasure: The barrels contain stores, whetstones, oil, and enough
arrows, bolts, and javelins to last two campaigns. If the pcs need to refill
their ammunition, now is the time. A small pony keg contains ale,
8132. THE WAV STATION
apparently smuggled in and a small strongbox (DC 30 Open Lock check
As the PCs near the entranceway to Room B132, read the following
to open) contains six vials of acid, six vials of alchemical fire, six vials of
oil, and four tindertwigs.
the
door. Goblin-like grunts and barks mtermingle with the yips of The lead hobgoblin carries the key to the door.
wolves. It sounds like the room is pretty active. EL8
Scaling: To increase the challenge of this encounter, add four goblins
and one hobgoblin. To decrease the challenge, remove four goblins and
If the PCs enter Room B132 without making a Move Silently check,
one hobgoblin.
read the following.
*Goblin, War 1: CR 1/3; Small humanoid (goblinoid);HD ld8+1; hp 8.
u1 activities cease and the room falls silent as you open the door. 7, 7, 6,5, 4, 4, 3, 3, 3; lnit +l; Spd 30 ft.; AC 15, touch 12, flat-footed 14;
rwo-dozen goblins and a few hobgoblins stare at you, their arms Base Atk +l; Grp -3; Atk +2 melee (ld4/19-20, short sword) or +3
illed with barrels and crossbows A group of worgs in the corner ranged (1 d6/19-20, light crossbow); Full Atk +2 melee (1 d4/19-20, short
:row1 and tension mounts. sword) or +3 ranged (ld6/19-20, light crossbow); SA -; SQ Darkvision
60k.;ALNE;SVFort+3,Ref+l, Will-l;Strll, Dexl3,Con12, IntlO,
If the PCs enter Room B132 and make a Move Silently check, read the Wis 9. Cha 6.
following. Skills and Feats: Hide +5. Listen +2, Move Silently +5, Ride +4, Spot
+2; Alertness
Nearly a dozen goblms and a pair of hobgoblins move about the room, Skills: Goblins have a +4 racial bonus on Move Silently and Ride
obviously setting up defenses of some kind. The goblins carry equip- checks. Goblin cavalry (mounted on worgs) usually select the Mounted
ment that is too big for them and the hobgoblins yell over the sounds Combat feat in place ofthe Alertness feat, which reduces their Spot and
of the barking worgs. Listen check modifiers from +3 to +l.
He carries a staff, carved in incomprehensiblerunes. Due to *Goblin, War 1: CR 1/4; Small humanoid (goblinoid);H D ld8+1;
his praying, he suffers a -6 circumstance penalty to all Spot h p 7, 6, 5; lnit +l; Spd 30ft.; AC 15, touch 12. flat-footed 14; Base
Atk + l ; Grp -3; Atk +2 melee (ld2 nonlethal, unarmed); Full Atk +2
. Listen checks.
17
-and
lwelve
,,
goalin
, .
pilgrims marcn towaras
, , .
tne snrine. _I neir
,.
melee (ld2 nonlethal, unarmed); SA -; SQ Darkvision 60 ft.; AL NE;
attitude is Hostile, as they drive the PCs from the Section. SV Fort +3, Ref +1, Will -1; Str 11. Dex 13, Con 12, Int 10, Wis 9, Cha 6.
Two hobgoblins - mounted on worgs -and 2d6 gob1 Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4,
patrol the Section, safeguarding pilgrims on their journey. Spot +2; Alertness
Their attitude is Unfriendly, and they order the PCs to leave Skills: Goblins have a +4 racial bonus on Move Silently and Ride
the area At the slightest provocation their attitude becomes checks. Goblin cavalry (mounted on worgs) usually select the Mounted
Hostile and they attack. Combat feat in place of the Alertness feat, which reduces their Spot
19 The PCs stumble upon a trap and Listen check modifiers from +3 to +l.
d Fire Trap: CR 5; spell; spell trigger, no reset; spell effect * Hobgoblin Holy Guard, Ftr 3: CR 3; Medium humanoid (goblinoid);
V;re trap. 7th-level wizard, ld4+7 fire. DC 16 Reflex save H D 3d10+6; h p 28, 27, 27, 25; Init +5; Spd 30 ft.; AC 16. touch 11. flat-
footed 15; Base Atk +3; Grp +5; Atk +7 melee (ld8+2/19-20, longsword)
or +4 ranged (ld6+2, javelin); Full Atk +7 melee (ld8+2/19-20,
longsword) or +4 ranged (ld6+2, javelin); SA -; SQ Darkvision 60 ft.;
artifact must be in the shrine, as it is the only Section AL LE; SV Fort +5, Ref +2, Will + O Str 15, Dex 13, Con 14. Int 10, Wis 10,
he has yet to fully explore. Cha 10.
Skills and Feats: Hide +2, Listen +1, Move Silently +2, Spot + l ; Cleave,
Improved Initiative, Power Attack, Weapon Focus (long sword).
Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.
Possessions: Masterwork scale mail, light steel shield, masterwork
longsword.
8134. THE STATUE OF NORENDITHAS
STONESHAPER THE QUICKTHINKING, unless they hear the sounds of combat They have been trained not to
SMITER OF FOES disturb the keeper's meditations
Encounter Condition: Hallowed 1
The room is dominated y sigils and prayer Tactics: While he babbles he casts a few spells to protect l L l ~ L l a ~ u
beads adorn the room. Regardless of what the room was originally If attacked the keeper lunges at the closest PC He knows he does not
designed for, the faith of the goblins has transformed it into some- stand a chance against the PCs, but he cannot dishonor himself any
thing more than it was. further by fleeing
If the hobgoblm come to his rescue, they attack the PCs and attempt
I Initial Attitude: N/A
Encounter: PCs curious about the statue can inspect it. A DC 20
to break them off into two groups They pin spellcasters and clencs mto
corners and fight fervently for their religious beliefs If the Keeper
Knowledge (nature) check or a DC 25 Survival check reveals the statue is killed, they fight as though enraged (as barbanans)
is a goblin that has been turned to stone. A second check reveals that Treasure: N/A
either a basilisk, cockamce, or medusa could have done this. PCs suc- E L 1/2
ceeding at a third check, know that a medusa would leave the statue here Scaling: N/A
to mark the boundary of its lair.
h Keeper ofshrine, Goblin War 1: CR 1/4; Small humanoid (goblinoid);
Every five minutes the PCs remain in this Room, roll a Random
H D ld8+1; h p 5; lnit +1: Spd 30 ft.; AC 15, touch 12, flat-footed 14; Base
Encounter, with a roll of 1-15 being Nothing and a roll of 19-20 is the
Atk +l; Grp-3; Atk +2 melee (ld3, dagger); Full Atk +2 melee (ld3,
hobgoblins from Room B133 coming to secure the Room. A 16,17,or 18
dagger); SA -; SQ Darkvision 60 ft.; AL NE: SV Fort +3, Ref +1, Will -1;
occurs per the table on page 126.
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
Encounter Condition: Fearless, Hallowed 5
Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4. Spot
Tactics: Hobgoblins that enter the Room, do not hesitate and swarm
+2; Alertness
the PCs.They flank the PCs in an attempt to subdue them and take them
Skills: Goblins have a +4 racial bonus on Move Silently and Ride
prisoner. Goblins are shaken for ld3 rounds upon seeing the PCs in
checks.
their sacred hall.
This Room contains a hidden door to Region C. A DC 30 Search
check is required to locate the door. However, a special catch must be B136. BARRACKS OF THE HOLY GUARD
released to open the secret door (that slides upwards). A DC 20 Open
Lock check allows the PC to slide his fingers into the slender crevice and These cramped quarters house four hobgoblin guards who sit on the
open the secret door. floor or on the bunks, their weapons at their sides. The bunks are
A second secret door lies beyond the first, requiring the same checks stacked four high and the room reeks of sweat Along the southern
to find and open it. The secret doors close on their own after 1 minute. wall is a weapons rack, now empty
Neither the goblins nor hobgoblins have located these doors and
were unaware of a passage into Region C from this location. If the PCs Initial Attitude: Hostile
move on to Region C without dealing with the holy goblin empire, Encounter: The barracks of the Holy Guard of the Stoneshaper is
Argliss learns of the secret door in 2d6 days and sends patrols into just as volatile a Room as any located in the confines of the shrine. w i t h
Region C, looking for a new route to the gnolls. 2d6 days after that, they most ofthe guardsmen patrolling hobgoblin guards (hp 28,26,23,23) in
learn of the cockatrice and the fate of their "god." this Room do not pose a huge threat to the PCs. They guardsmen are
Treasure: The offerings the goblins have left behind for their deity, relentless in their attacks however hopeless their situation may seem.
are in special bowls at the base of the statue. Burnt offers, copper coins, Encounter Condition: Fearless
and trinkets worthless to the PCs fill the bowls. Collectively the con- Tactics: Like the other hobgoblin patrol and guard units, these h o b
tents of the Room are worth about 6 gp. goblins single out the most powerful PC and attack them en masse.They
E L N/A flank the Pcs as often as possible, moving on to the next PC as soon as
Scaling: N/A one is down. They take PC captives to the goblin king, unless they are
known enemies of the holy empire, in which case they are put to death.
Treasure: N/A
8135. THE KEEPER'S CLOISTER
EL 7
Scaling: To increase the challenge of this encounter, add one hob-
-
As you enter the room you see an ornately dressed goblin cowenng - in goblin. To decrease the challenge, remove one.
the co mer. He is wielding a small dagger in a shaky fist. The goblin
hisses and sputters curses at you, spittle flying off its lips. It makes no Hobgoblin Holy Guard, Ftr 3: CR 3; Medium humanoid (goblinoid);
move 1:o advance or attack you however. H D 3d10+6; h p 28, 26,23, 23; lnit +5; Spd 30 ft.; AC 16, touch 11, flat-
. . ..
The room is decorated in the same idolatry as the antechamber,
. . footed 15; Base Atk +3; Crp +5; Atk +7 melee (ld8+2/19-20, longsword)
and is furnished simply A small desk, covered in deep red stains, or +4 ranged (1d6+2,javelin); Full Atk +7 melee (ld8+2/19-20,
Stands against the western wall. Against the southern wall is a simple longsword) or +4 ranged (ld6+2,javelin); SA-; SQ Darkvision 60 ft.;
cot, covered in rags AL LE; SV Fort +5, Ref+2, Will + O Str 15, Dex 13, Con 14, Int 10, Wis 10,
Cha 10.
Initial Attitude: Unfriendly Skills and Feats: Hide +2, Listen +1, Move Silently +2, Spot +l;
Encounter: The PCs have entered the personal quarters of the Cleave, Improved Initiative, Power Attack, Weapon Focus (long sword).
Keeper of the Shrine (hp 5). The keeper is a devout goblin, but not very Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.
brave. As long as the PCs do not attack the him, the Keeper does not Possessions: Masterwork scale mail, light steel shield, masterwork
attack them. He curses in goblin, gesturing in a vulgar manner that the
PCs must leave the shrine. He does not speak Common.
!signed specifically to hold a powerful demon, the last battle and subsequent demise of the servants of Myruun, since
‘hough this cell was of primordial importance, Arum was its only living witness. The wizards account can be found in
lemons and lesser undead creatures were also Room C64 (see the Path of the Righteous section for further details).
the cataclysm that shook the entire dungeon It is important to note that ethereal travel is possible in the area
minions escaped, but the special cell in which surrounding Room C4, due to a powerful experiment performed
s imprisoned remained completelyintact. Over by the wizard Arum a few months after he arrived. The boundaries
____ ____
,____, ~ - - --f ~explorers - and settlers came to the region, but of this ethereal pocket are roughly 100 ft. in every direction from
the great demon’s cell remained undisturbed and undiscovered. the altar in Room C4,and are clearly visible ifthe subject can see objects
Approximately 50 years ago, the last remnants of the Order of in the ethereal plane.
Myruun were summoned here for mysterious reasons yet only Myruun
-an ancient goddess of the oceans, travel, and vigilance -knows why
they were brought here, basically, to face their inevitable demise.
G l THROUGH Gl9. FORGOTTEN PRLRBlN GRRRISQN
When the knights, paladins, and priests of Myruun were summoned
It is still possible to piece together much of what went on during
to the dungeon, they established a base of operation for their garrison
their stay, however, for the remnants and records of the forgotten
in Rooms Ci though C19.Though none of the servants of Myruun
Paladins of Myruun can be found buried here. Most of these fragments
survived, evidence of their passage is evident throughout the area.
of information are well hidden, but clues are scattered throughout
It was Myruun, a minor goddess of the oceans, travel, and vigilance,
the region.
who summoned her last worshippers to this region of the vast dungeon
Perhaps sensing the crumbling of the prison wards, Myruun instructed
prison. At the time, those who answered the goddess’call did not know
her remaining worshippers and servants to assemble in this region of
what was expected of them.They stayed here for more than three years,
the dungeon. No one knew why they were brought together in the bow-
until one day their purpose was finally revealed to them - moments
els of this forgotten place, except for the fact that they would
before the vile demon imprisoned in Room C21 broke free. The last
be instrumental in turning the tide at some undetermined moment.
servants of the goddess Myruun willingly gave up their lives to help
Most were paladins and priests of acclaim. Only the wizard Arum
an angel destroy the demon called Falortuligo. None but the wizard
arrived without being summoned, claiming he dreamt his “destiny.”
Arum -who was with them -knew of their sacrifice,but were it not
When the final pilgrim arrived, 41 men and women occupied the
for the brave men and women of the Order of Myruun, the demon
garrison established in Rooms C1 through C19.It was widely believed
would have unleashed its wrath upon the world.
by those 41 inhabitants that they were the end of the line ofthe tradition
of worshipping Myruun, so they waited, without further explanation.
w h e n the prison vault of Falormligo (Room C21) was
broken open, Myruun revealed her plans. w i t h the
excemion of Arum, thev were all asked to give fk ..
RANDOM ENCOUNTERS Encounter Condition: N/A
Roll for a Random Encounter once per hour, Tactics: N/A
ld20 Encounter Treasure: This Room contains only rubbis
E L N/A
1 s notices a shiny object on the floor,
Scaling: N/A
but when he goes to pick it up, it vanishes.
2-1 4 Nothing
15-1 6 The PCs stumble upon a trap A n C3. ETHEREAL FILCHER'S LAIR
wire hangs 1 ft from the ground. It drops a heavy-roped PCs succeeding at a DC 20 Spot check notic
net as soon as it is touched secret door is worn The solid stone door it
* Large Net Trap: CR 5; mechanical, location trigger,
guishable from the wall. The massive door s
spindle so pushing the left side of the door, fo
manual reset, Atk +l5 melee (see note), Search DC 30,
side of it to swing outward. To open the door, c
Disable Device DC 25 Note Characters in a 104 square
20 Strength check while pushing on only t
area are grappled by the net (Str 18) if they fail a DC 17
The broken pieces of a spent gas trap are thc
Reflex save
is so dlfficult to open. Clearing the debris from the doorway allows the
17-1 8 The PCs stumble upon a trap The trap is faulty,
door to swing freely on its axis
however, as the near side ofthe tile is caught in
the trigger mechanism, so the floor tile moves
As the door of this chamber opens, a fetid stench is released. Within the
only slightly when this trap is triggered.
darkness, nny flecks of reflected hght sparkle and shine. A closer loo k
*Ceiling Spikes Trap: CR 6, mechanical, location trigger, reveals a dark shape movlng slowly,as more t w i n k h g lights appear.
manual reset, Atk +15 melee (ld3 spikes per target for
ld4 damage each), multiple target (all within a 1 0 4 Initial Attitude: Unfriendly
square area), Search DC 25, Disable Device DC 28 Encounter: This is the home of a Large ethereal filcher (hp 78).
19 The PCs stumble upon a crude trap. The creature amved at the prison sometime after the wizard Arum's
successful experiment. It has gathered quite a collection of coins, gems,
Razor-Wire across Hallway: CR 2, mechanical,
baubles, and other shiny objects over the years. Though it can travel
location trigger, no reset, Atk +10 melee (3d6,wire),
outside the ethereal pocket, its survival instincts prevent it from leaving
multiple targets (first target in each of two adjacent
for extended periods. w h e n the PCs enter its lair, it stands quietly in the
5-ft squares),Search DC 22, Disable Device DC 22.
comer of the Room in ethereal form, waiting for them to leave.
20 Nurganar (Room C9) searches for treasure When
Encounter Condition: Ambush (darkness), Concealment
encountered, he asks for a tribute - 100 gp from each
Tactics: Though not particularly intelligent, this creature learned
PC Ifthe PCs pay up, Nurganar talks with them Since
to use its jaunt ability very effectively It remains hidden unless attacked
he travels everywhere, he knows a about the Region
or angered. If the PCs take more than a few baubles from the Room,
its attitude changes to Hostile and it charges them.
C1. FORGOTTEN GUARDROOM Its favorite tactic is to use its spring attack and jaunt to surprise its
opponents. Between attacks, it positions itself for the best chance a t sur-
A broken table lies amidst the crumbled and disheveled remains of prise. If combat starts for any reason, the filcher fights until its hit points
this othl?mise empty room. oddly enough, this room is not saturated total drops to one half or less. When this happens, it jaunts to another
with the* same dust as others in the area. It is eerily quiet and the walls Room and remains there until it feels safe enough to return to its lair.
are unw ashed. Treasure:Though it is impressiveto see this much treasure displayed in
such a small space, it becomes quickly apparent that the total value of this
Initial Attitude: N/A amassed fortune is less than what it appears. A DC 15 Appraise check esti-
Encounter: The Order of Myruun once used this chamber as a guard mates most items are colored glass or quartz, which brings the total value
post. Aside from the rod (see Treasure), however, this Room contains of all the treasure in the Room to about 55 gp. Under the almost worthless
nothing of interest or value. jewels and trinkets are 5 old wax candles and badly worn vestments.
Encounter Condition: N/A EL: 5
Tactics: N/A Scaling: To increase the challenge of this encounter, add a second
Treasure: A PC who succeeds at a DC 14 Search checks finds a rod ethereal filcher. To decrease the challenge, assume the ethereal filcher is
under the table. A DC 15 Appraise check notes that the craftsmanship shaken for 2d4 rounds, suffering a -2 morale penalty to all attack rolls,
on the rod is of masterwork quality. Anyone making a DC 25 Spellcraft saving throws, ability checks and skill checks.
check learns that this rod was transmuted into wood from some sort of
Ethereal Filcher: CR 5, Large aberration; H D 12d8+24;h p 78, Init +7;
metal. It is actually a greater metamagic rod of silence. Nothing short
Spd 40 ft., AC 18, touch 12, flat-footed 15, Base Atk +8, Crp +16; Atk +11
of a limited wish or wish spell can restore it, and the rod is completely
melee (ld6+4 bite), Full Atk +11 melee (ld6+4 bite); Space/Reach 10
non-magical unless restored.
ft./lO ft ; SA -; SQ Darkvision 60 ft., detect magic, ethereal jaunt; AL N;
EL:N/A
SV Fort +6, Ref+7, Will + 9 Str 18, Dex 16, Con 15, Int 7, Wis 12, Cha 10.
Scaling: N/A
Skills and Feats. Listen +11, Sleight of Hand +15, Spot +11; Combat
Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack
C2. FORMER STORAGE ROOM Detect Magic (51): Ethereal filchers can detect magic as the spell
(caster level 5th) at will
Etherealjaunt [Su): An ethereal filcher can shift from the Ethereal
chairs were stacked there, but the wood is rotted and worm infested Plane to the Material Plane as part of any move action, and shift back
again as a free action. It can remain on the Ethereal Plane for 1 round
Initial Attitude: N/A before returning to the Material Plane. The ability is otherwise identical
Encounter: The Order of Myruun once used this chamber to store with the ethereal jaunt spell (caster level 15th).
goods. It has long been unused. After the PCs spend 30 minutes in this Skills: Ethereal filchers have a +8 racial bonus on Sleight of Hand
Room, roll for a Random Encounter. checks, and a +4 racial bonus on Listen and Spot checks
ng dire bat immediately attacks anyone opening
nto this Room, as it pushes to escape its cell.
it attempts to force its way past, flying down the
Room. Otherwise, it moves into the doorway and
loing everything possible to prevent being sealed
L. At the earliest opportunity, it flees down the
temple.
iothing left of value in this Room. Even the altar
E L N/A
large stone door is found on the east wall, locked w t h two heavy
Scaling: N/A
stone bars.
The*reare three more doorways leading- out of this room, but the with half ofthe original’s current hit points (round down) A pud
doairs and frames are gone. The doorways lead to other chambers, with 10 hit points or less cannot be further split and dies if reduc
whiich appear to be the same size as the main room. Oozing through 0 hit points
Skills A black pudding has a +8 racial bonus on Climb checks
ible to determine how vast it is because it completely covers the always choose to take 10 on a Climb check, even if rushed or threatened
loorway as it slowly squeezes into the main room.
Base Atk +4;Crp +6; Atk +6 melee (1d4+2, claw); Full Atk +6 melee because of it. Ash suggested placing wards on the front of the forge
(1d4t2, 2 claws) and +4 melee (ld6+1,bite)and +4 melee (ld6+1, gore); to reflect the heat back into the walls. A higher level of heat w(mld then
SA -; SQ Damage reduction lO/magic, darkvision 60 ft., freeze; AL CE; be maintained. Not coincidentally, this would also focus a greaIt amount
SV Fort +5, Ref +6,Will +4; Str 15, Dex 14, Con 18, Int 6,Wis 11, Cha 7. of heat on the stone wall surrounding the prison. Arum, however,
Skills and feats: Hide +7*, Listen +4, Spot +4; Multiattack,Toughness. did not know how close he was to Ash‘s icy prison cell. It was this
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. mixture of intense cold from the prison and constant heat from the forge
An observer must succeed on a DC 20 Spot check to notice the gargoyle that eventually cracked the wall separating Rooms C20 and C21 and
is really alive. melted the ice to water, which boiled away into the forge. fh d once
Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot the wall was weakened, Falortuhgo and Amarantiel broke free.
checks. *The Hide bonus increases by t 8 when a gargoyle is concealed When Ash and Amarantiel broke through the wall of the p rison, the
against a background of stone. members of the Order of Merunda confronted them. At first, Amarantiel
believed Ash was another angel, and he did not understand why the
Paladins of Merunda fought him. For millennia, the demon deceived
620 THRQUGH 625. PRTH OF DESTRUGTIOH Amarantiel, who now believed Ash was his kin.
The demon imprisoned in Room C21 had many names. His true name
While the brave followers of Merunda fought the demon, Arum used
is still unknown, and this is perhaps the main reason he has been so
a number of illusions to trick Amarantiel into activating his true sight.
consistently elusive. For the sake of reference, however, he is most often
It was then that the veil was lifted from the angel’s eyes. And Amarantiel
referred to as Falortuligo, which translates into Common as “the clever
now understood the nature of Ash’s treachery The Paladins of Merunda
ash,”or Xsh, the Trickster.”In addition to his ability to escape imprison-
gave their lives to allow Amarantiel to see through the demon’s trickery,
ment of any kind, Ash is renown for being a malicious tormentor.
Their sacrifice allowed the angel to regain his senses and slay the demon.
That reputation was a primary reason he earned a special place in this
The events leading up to the final confrontation between the demon
prison. His cell was designed with no exit and its entrance is a specially
and Amarantiel is recorded in Arum’s account of the battle in Room C64.
constructed gateway, set inside two archways to create a one-way portal
This Section has no Random Encounters.
into the cell. The cell was flooded with water and eight massive cold iron
chains were designed to clamp down on any heat source entering the
place. When all eight chains found purchase - and thus took hold C20. ARUM’S FORMER LAUORATORY
of the demon that was transported here - the runes on the walls
of the cell activated and froze everything solid. Piles of rubble and cracked stone blocks along the walls take up most
Ash was found by a group of angels and captured. He was then trans- of the floor of this chamber. Inside the room, an immense mound
ported to the cell’s entry chamber after its completion (Room C110). of debris is splayed out upon the ground in front of a gaping hole in
The demon offered little resistance until the last moment, when he pushed the eastern wall.The rest ofthe chamber is a jumble of crushed timber
a solar angel named Amarantiel into the prison portal right before he was and broken glass strewn about the larger morsels of stone. The west
forced inside himself, Amarantiel, which means “Unfading Vigilance” wall is scorclled, especially around the entrance to the room where
in the Celestial tongue, knew there would be no escape from the cell. an overturnei1 forge lays cold and broken against the wall.
He accepted his imprisonment, fighting to subdue Ash in order to hasten
the freezing process. Though unable to prevent one chain from attaching Initial Attitude: N/A
itself to his body, Amarantiel redirected the other seven chains to Ash. Encounter: This Room is the former laboratory and living quarters
The magical walls then froze them both in solid ice for millennia. of the wizard Arum. Judging by the ground and dispersal pattern of the
If Amarantiel thought his unjust interment would be spent in quiet explosion, the hole in the eastern wall is where the forge was located
contemplation, he was quickly corrected by Ash. From the first hour of before the stone of the wall broke. There is a faint residue of abjuration
their confinement, Falortuligo initiated a telepathic dialog with magic coming from the crushed forge. If PCs examine the forge closer,
Amarantiel. Over the centuries, Ash imbedded thoughts and voices into they can attempt a DC 27 Spellcraft check to decipher the magical runes
Amarantiel’s mind, convincing him that the angel had been falsely impris- written inside as wards that reflected the heat and energy of the forge
oned. During the last hundred years of their imprisonment, the demon back into itself.
twisted his soothing words until Amarantiel believed Ash another PCs succeeding at DC 22 Search check find several books wedged
.,
solar aneel under the mass of stones and boulders. It is clear the books are damaged,
The final key to unlocking Ash‘s prison came when the wizard Arum but they may be of some use, should the Pcs find a way to move the
arrived. A decade or so ago, Arum built a laboratory in Room C20 massive blocks to retrieve them. Most of the blocks of stone in the Room
and Ash took the opportunity to speak telepathically, with the wizard. weigh more than 500 lbs. each, and many smaller boulders have to be
Arum believed the demon was a falsely imprisoned angel when the removed before the larger ones can be pushed aside. Anyone attempting
demon Falortuhgo was placed in a cell within the prison complex. to clear the rubble must make three separate DC 22 Strength checks. For
The demon told Arum it was impossible for him to gain freedom each Strength check made, one book can be recovered.No more than one
without also setting the demon free. Arum was warned against telling Strength check can be made every 15 minutes, and pcs failing to rest
anyone they had spoken, to prevent the possibility of someone freeing after each check suffer a cumulative -1 Strength loss from fatigue every
the angel - because it would also release the demon. As& steadfast half hour. Lost Strength points regenerate at a rate of 1 per hour.
refusal of all offers of assistance, lest the demon be set free, convinced Encounter Condition: N/A
Arum that the voice in his head was that of the angel Amarantiel. Tactics: N/A
Posing as Amarantiel, Ash asked nothing of the wizard, but occasionally Treasure: There is no treasure here unless the PCs remove at least
conversed with Arum during his studies. These conversations became three of the undamaged - books from under the stones. Anyone with
frequent as Arum asked “Ash” for advice on magical theories and practices ranks in Spellcraft gains an additional 2 ranks after spending one month
while working in his lab. It was during one such discussion about the reading the fragments of these three books. No further advantages are
creation of magical weaponry that Ash set in motion a plan that would gained for reading more books, but a total of seven can be recovered.
lead to his inevitable release. E L N/A
Scding: N/A
h
alt their attack, a DC 25 Diplomacy check
cease fighting as well. Evil PCs receive a -10
that check.
ing the Room for at least 1 hour are allowed a
ind a single loose stone in the floor. The stone
‘warding and a lock that requires a DC 50 Open
the stone can be lifted up and under the tile
$e enough to store a longsword. The box has
g on it and requires another DC 50 Open Lock
The ornate archway on the north wall has inmcate designs sur- EL 3
rounding a curtain-like interior. The surface of the archway is solid, but Scaling: To increase the challenge of this encounter, add two lantern
has a fluid sensation to it. There is no way to pass through the archway archons. To decrease the challenge, remove the Fearless Condition.
from this side.
A Zrino, Lantern Archon: CR 4; Small outsider (archon, extraplanar,
A few minutes after the PCs enter the Room, Zrino (hp 16) -
good, lawful); H D 4d8+8; h p 23; Init +4; Spd Fly 60 ft. (perfect);AC 15,
a lantern archon - arrives through the archway from Room C110.
touch 11, flat-footed 15; Base Atk +4; Crp +4/-5; Atk +6 ranged touch
PCs succeeding at a DC 15 Spot check see the creature pass through
(1d6, light ray); Full Atk +6 ranged touch (ld6, 2 light rays); SA Spell-like
the magical archway The archon gives the PCs information regarding
abilities; SQ Aura of menace, damage reduction lO/evil and magic,
the prison and its current state and provides background about this
darkvision 60 ft., immunity to electricity and petrification, magic circle
Room (including what little it knows about its former occupants).
against evil, teleport, tongues; AL LG; SV Fort +6 (+loagainst poison),
Zrino’s primary task is to inform the PCs that a special key
Ref+4. Will +4; Str 1, Dex 11, Con 14, Int 6, Wis 11. Cha 10.
(Room C105) lends access to another door in the dungeon. The archon
Skills and Feats: Concentration +7, Diplomacy +7, Knowledge
describes the key and indicates it lies to the southeast, but to get there
(the planes) +5, Listen +7, Sense Motive +7, Spot +7; Improved
the PCs need to deal with danger along the way The PCs also need
Initiative,Weapon Focus (light ray).
the Mark of the Righteous, for only those who are blessed with this
Aura ofMenace (Su):Will DC 12 negates.
Mark can open the door leading into the Room where the key lies.
Light Ray (Ex): A lantern archon’s light rays have a range of 30 ft.
The archon is able and willing to give the Mark to those who want it,
This attack overcomes damage reduction of any type.
with the exception of evil-aligned characters.
Spell-Like Abilities: At will-aid. detect evil, continual flame. Caster level 6th.
The Mark of the Righteous endows a permanent +I luck bonus on all
Aura ofMenace (Su): A righteous aura surrounds archons that fight
saving throws for good characters.Neutral characters are unaffected by its
or get angry. Any hostile creature within a 20-ft. radius of an archon
effect. If a character with the Mark ever becomes evil, he loses the bonus
must succeed on a DC 12 Will save to resist its effects. The save DC
and suffers a -2 luck penalty on all saving throws for as long as he remains
is Charisma-based.Those who fail take a -2 penalty on attacks, AC,
evil or until the Mark dissipates. The archon Zrino gives the Mark by
and saves for 24 hours or until they successfully hit the archon that
shining a light on the palm of any non-evil character wishing to receive it.
generated the aura. A creature that has resisted or broken the effect
Close examination of a marked hand shows a faintly glowing sigil upon
cannot be affected again by the same archon’s aura for 24 hours.
the palm. A DC 25 Knowledge (religion) check reveals this sigil as an
Magic Circle against Evil (Su): A magic circle against evil effect
ancient symbol denoting righteousness or proven goodness. The Mark
always surrounds an archon (caster level equals the archon’s Hit Dice).
lasts for ld3+1 months, after which time it disappears from the character’s
(The defensive benefits from the circle are not included in a n archon’s
palm entirely The Mark of the Righteous also grants the bearer the ability
statistics block.)
to read and understand Celestial, but not speak it.
Teleport (Su): Archons can use greater teleport at will, as the spell
If the PCs ask for aid, the archon replies in a musical voice, “I can give
(caster level 14th), except that the creature can transport only itself
you light for your eyes and illumination for your mind, but our paths
and u p to 50 Ibs. of objects. Within the confines of this dungeon,
do not cross.”Zrino casts conttnualflame (up to twice per PC) on any item
the lantern archon can only teleport within line of sight.
the PCs want enchanted. Aside from the information regarding the
Tongues (Suj: All archons can speak with any creature that has
prison and the special key, he knows little about the inhabitants of the
a language, as though using a tongues spell (caster level 14th).
Region or the current state of affairs in any Region other than C and G.
This ability is always active.
lfquestioned about Arum, Zrino simply says, “The wizard is long gone.”
[Zrino is one of the few inhabitants of the Region who knows this.]
If asked about a cure for petrification, the archon states, “Gahrr’khas 622 THROUGH 6211. NEUTRM IQNE
what you seek, but does not help others.” Originally, the Section comprised of Rooms C22 through C28 was
Encounter Condition: [Fear 151,Fearless,Hallowed 3, Positive Energy a processing station for the smaller prison cells to the east and west.
Tactics: If anyone attack Zrino, he activates aura of menace and then When an enormous earthquake tore a jagged chasm into the foundation
flies out of range. If the PCs pursue, he attacks with ray of light each of the dungeon prison, hundreds of years ago, this region was all but
round after the first. Since, Zrino cannot be fully killed (returning abandoned.
in one month‘s time due to the magic of the dungeon), he fights to
the death.
For the last ten years, the Rooms in this Section were claimed
by different inhabitants, including goblins (from Region B) and gnolls There are two words written on the door. One is small
from the Gnashing Fang Tribe (Rooms C29 through C42). Before then, nd the other is large rune
it was patrolled and monitored by the Paladins of Merunda, though they
lived elsewhere in the Region. Today, however, the Section is primarily e walls of this room are
a buffer zone between the goblin and gnoll factions. residue that has an undeasant smell. There is a small. black. u
The Rooms in this area are spattered with blood and gore, showing 1
signs of many battles. Though the halls are much cleaner than the C
Rooms, most doors have crude markings upon them. Whether these f
marks are warnings or territorial boundaries - or something else
entirely - does not seem to matter, as they have been crossed out and
written over countless times. These marks extend to some of the walls
in the area, but are primarily focused upon the doors and archways. I
C
a
RANDOM ENCOUNTERS the trap simultaneously lights the grease on fire, causing ld6 points
Roll for a Random Encounter once per hour.
of fire damage per round to anyone caught inside the Room.
1d20 Encounter Treat the burning grease as alchemical fire. The grease fire burns itself
1 out in 10rounds and the trap resets itself after another 10 rounds.
ise the PCs have created He's actively hiding
Burning Hands and Grease Trap: CR 6; spell; touch trigger; automatic
and watching from the shadows, eager to report back
reset; Atk +2 ranged touch, spell effects (burning hands, grease, 3rd-level
and bring reinforcements if necessary.
wizard, 3d6 fire, DC 14 Reflex save half damage);ld6 fire per round for
2 A breeze cuts through the Section. chilling the PCs
10 rounds; multiple targets (all targets in a 30-ft.-by-30-ft.Room); never
and threatening to blow out torches and Ian
miss; onset delay (ld6 rounds); Search DC 26; Disable Device DC 26.
3 he sounds of battle and howling echo throu
4 A bloody gnoll fang lies in the Room, obviously ripped Anyone searching the Room, before or after it is set on fire,
from the creature's mouth. must make a DC 15 Search check to notice that the walls are heavily
5-12 Nothing caked soot. Pcs succeeding at a DC 20 Search check also find charred
13-14 Four gnolls (from the Gnashing Fang) scout the perimeter bits of bone and metal about the floor.
of their territory They enjoy light conversation while they Encounter Condition: [Smoke]
talk, keeping an eye out for intruders. Tactics: N/A
15-16 Five goblins scout the Section.They engage the PCs Treasure: N/A
(if necessary), but scatter as soon as one falls i n combat. EL6
17 2d8+8 goblins from Region B and four gnolls from Scaling: To increase the challenge ofthis encounter, add lightning bolt
the Gnashing Fang Tribe are engaged in combat. The sound to the trap, I d l o rounds into the fire. To decrease the challenge, remove
of battle is abrupt and loud enough to wake sleeping PCs the grease.
Another 2d6 gnolls arrive to support the battle 2d3 rounds
after the PCs are made aware of it. The goblins sound
a retreat ifthe PCs join the fight The gnolls attack the
C23. KILLER TRAP
PC, regardless oftheir actions or intent. lfthe PCs do not
The stench of decaying flesh lingers here. The nauseating odor
interfere, the goblins lose halftheir forces and retreat, while
is almost certainly caused by the rotting gnoll and goblin corpses
the gnolls suffer ld3 casualties and carry off all dead gnolls
lying upon the floor. They appear to have no wounds on them, but the
and goblins back to their territory.
look of terror on their faces is a testament to the violent nature
18 The PCs stumble uDon a tram Two sword blades strike from
of their deaths.
h side ofthe Room when a PC steps on a 104 square
ssure plate. The blades are 3 ft long and 4 ft from the
Initial Attitude: N/A
und They alternate directions after each attack,
Encounter: Aphantasmal killer trap that affects the first person enter-
omatically resetting 1 round later
ing the Room. Anyone witnessing the spell sees only a vague shadowy
* Double Blade Trap: CR 4, mechanical, location trigger; shape. This trap resets itself one minute after being triggered, but is only
automatic reset; Atk +20/+15 melee (1d6+8each, sprung again when PCs re-enter the Room. PCs already in the Room do
longsword),Search DC 21; Disable Device DC 18 not trigger the spell again.
19 The PCs stumble upon a trap. An audible alarm goes off,
followed by confusion, affecting everyone within a 15-ft
* Phantasmal Killer Trap: CR 5; magic device; proximity trigger (alarm);
automatic reset; spell effect (phantasmal killer, 7th-level wizard, DC 16
radius. The alarm can be heard by everyone within 120 ft.
Will save for disbelief, DC 16 Fort save for partial effect); Search DC 29;
Immediately roll for a second encounter, ignoring results
Disable Device DC 29.
of17.18.and19
* Confusion Trap: CR 5; magic device, proximity trigger
Encounter Condition: [Smoke]
Tactics: N/A
(alarm);automatic reset, spell effects (alarm, confusion,
Treasure: PCs searching the bodies find various personal effects.
7th-level wizard, DC 16 Will save negates); Search DC 28;
The gnoll has four knucklebones used for gaming in a belt pouch, but
Disable Device DC 28
one has slightly different markings. Anyone finding the
20 Nurganar (Room C9) searches . When DC 15 Appraise or Craft (alchemy) check to identdy
encountered, he asks for a tribute - 100 gp from each
an archaic (but functional) thunderstone. Amidst the
PC If the PCs pay up, Nurganar talks with them Since
two goblins the Pcs find a short sword, a rusted dagger
he travels everywhere, he knows a about the Region.
EL5
ling: To increase the challenge, add a fire trap to the phantasmal Ifthe p c s questions him, &tu1 pleads for mercy, offering his services
’” trap. To decrease the challenge, replace the phantasmal ktller trap as guide and scout. Anyone who makes a DC 20 Sense Motive check
a magc mtsnle trap. senses Ratul’s sincerity. If the PCs threaten him, Ratul becomes afraid
and unresponsive once more. If the PCs attack, he offers no defense.
Ratul is familiar with the layout of Rooms C19 through C31 and will not
C24. DEAD GHOUL ROOM willingly travel west into Region B, east past Room C29, or into Room
C32. Unless the PCs succeed at a DC 30 Bluff or Diplomacy check,
,but
nothing convinces him to travel to those Rooms. If the PCs treat him
melted. The hinges of the door seem intact, if a bit rusted. Were it not
as a captive, or force him to go where he doesn’t want, Rand escapes
for the mangled lock, this door would not be worth noting.
the first chance he gets.
There is a desiccated corpse in the middle of the room. It is so
Ifthe p c s talk to him, &tu1 gives out any information he has about the
skeletal and unnatural that it must be an undead creature. It was
area. He describes a great “army of dog men” to the east, and their war with
leaning against the door, as if trying to claw its way out, but it is
the Goblin King to the west. He also knows the “dog king,” named
no longer moving The only thing remarkable about the corpse
Gahrr’k, has “a small jar of grease that makes statues come to life.” R a d
is the fascinating silver necklace on around its neck
witnessed Gahrr’kusing the stone salve on one of his lieutenants in Room
C19, but he never saw the cockatriceor gargoyle. Finally, Ratul knows that
B Initial Attitude N f A
~
I ~~
the gnolls and goblin armies avoid this area because of the ghouls in
Encounter: These are the remains of a ghoul trapped here by
Rooms C27 and C28. He chose this Region as a hiding place because he
the wizard Arum. It is still alive, although the necklace is constantly
does not believe anyone else knows the ghouls were destroyed.
draining its strength. Thus, the ghoul remains helpless even if the
If &tu1 joins the PCs, he refuses to assist in combat. In fact,
necklace is removed.The ghoul has been trapped here for years.
the person who is most kind to Ratul suffers a -2 AC penalty in any com-
Encounter Condition: Haunted, Stagnant Air
bat situation, as the goblin clings to that character’s leg while in battle.
Tactics: N/A
Ratul, however, remains true to his word as long as the PCs do not betray
Treasure: The necklace is a simple silver medallion with the word
him or leave him unprotected.
“sloth” written in Elven. It is cursed and affects any creature with
Encounter Condition: N/A
a Strength score that wears it. Every day it’s worn, the necklace deals
Tactics: N/A
Id3 points of Strength damage (at midnight). The strength loss
Treasure: N/A
is permanent for as long as the necklace is worn and can only be restored
E L N/A
with restoration or similar. Furthermore, once the necklace is worn
Scaling: N/A
around a person’s neck or wrist, it cannot be removed by any means save
remove curse. Without the aid of magic, lost Strength points return A Ratul, Goblin Rog 1: CR 1; Small humanoid (goblinoid);H D ld6+1;
at a rate of 1per week once the item has been removed from its victim. hp 7; Init +2; Spd 30 ft.; AC 16, touch 13, flat-footed 17; Base Atk +O;
EL 6 Grp 4;Atk +1 melee (1d4/19-20,short sword) or +3 ranged (ld3, sling);
Scaling: To increase the challenge of this encounter, have the Full Atk +1 melee (ld4/19-20,short sword) or +3 ranged (ld3, sling); SA
necklace deal l d 4 points of Strength damage. To decrease the challenge, Sneak attack +ld6; SQ Darkvision 60 ft., trapfinding;AL N; SV Fort +2,
allow the victim to remove the necklace with a DC 18 Will save. Ref+4. Will +l; Str 9, Dex 14, Con 12, Int 13, Wis 11, Cha 8.
Skills and Feats: Climb +1, Disable Devices +4, Escape Artist +6,
Hide +lo. Listen +4, Move Silently +lo, Open Lock +5, Search +3.
C25.OP€N HALLWAV Spot +3, Use Rope +4; Stealthy.
Sneak Attack (Ex): Any time Ratul’s opponent is denied his
allw
Dexterity bonus to AC, or if Ratul flanks his opponent, he deals
east. There is a dark red stain smeared on the floor, as If something
an extra ld6 points of damage.
was dragged down the eastern corridor.
Trapfinding: Rogues (and only rogues) can use the Search skill
to locate traps when the task has a Difficulty Class higher than 20.
Initial Attitude: N/A
Finding a nonmagical trap has a DC of at least 20, or higher if it is
Encounter: The red stain is a trail of smeared blood leading to
well hidden. Finding a magic trap has a DC of 25 + the level of the
Room C28.
spell used to create it.
Encounter Condition: Echoes 2
Rogues (and only rogues) can use the Disable Device skill to
Tactics: N/A
disarm magic traps. A magic trap generally has a DC of 25 +the
Treasure: N/A
level of the spell used to create it.
E L N/A
A rogue who beats a trap’s DC by 10 or more with a Disable Device
Scaling: N/A
check can study a trap, figure out how it works, and bypass it (with her
party) without disarming it.
C26. SMALL CLOSET Skills: Ratul has a +4 racial bonus on Move Silently and Ride checks.
Ratul speaks Common, Gnoll, a n d Goblin.
Possessions: Studded leather armor, short sword, dagger (2). sling,
The creature is dressed in dirty clothes and sobs. pouch, sling bullets (7). thieves tools, 25 ft. oftwine.
“stupid weakling.” He was a scout for the Goblin King (Room B5),
but never provided satisfactory information In truth, h t u l is an
The pictures are barely recognizable, as the paint used to draw them
exceptional scout. But, he’s timid and less evil than his kin and therefore
has faded over time. In the southeastern wall of the chamber is a tiny
unlnlling to help the Goblin King in his quests. structure built from gnawed bones The roof of this miniature house
h t u l continually pulls up a glorified rag that skirts his waist.
is incomplete, but the thing is otherwise surpnsingly detailed.
He is covered in cuts and scars consistent with the lashes of a whip.
Along the eastern wall, nine white carved figurines are lined up next
%tu1 is too shocked to speak at first, but is relieved to meet someone
to the house
who is neither a gnoll or goblm.
Initial Attitude: N/A
Encounter: Anyone studying the paintings upon the wall is eventually
able to discern terrible pictures of homfying acts of violence. Each PC GNRSHING MHG TRlBWc GRQUNDS
studying the murals imagines they see something different.The pictures Nine years ago, a hunting party from the Howling Fang inoe stumoted
are not magical, but made to inspire the most dreadful imaginings upon the entrance to the prison. The tribal Chieftain, Hag-grt, decided
of those who behold them. the tribe needed an additional lair and sent one-third of his tribe intc)the
PCs searching the wall behind the bone figurines are allowed DC 24 dungeon to pave the way for the rest of his people. Hag-grt, howtwer,
Search checks to find a 5-ft. tall secret door leading to Room C28. never intended to enter the underground prison.
The cramped, cobweb-filled corridor should unhinge all but the most The Howling Fang Tribe was now too large to control, and Hag:-ga
seasoned adventurers. Medium or larger PCs must make a DC 20 Will too old to fight off younger and stronger gnoll challengers. Wise as he
saving throw or be shaken while inside the passageway Anyone failing was, he sent the toughest gnolls into the dungeon and remained iNith
the first save must make another DC 20 WiU saving throw to prevent a smaller tribe; one he could control without competition.
being frightened when they find the secret door on the other end of the So it was, that a band of 85 gnolls entered the dungeon. They had
corridor wedged shut (see Room C28 for further details). great success at first, scaring off or killing many humanoid races and
Anyone succeeding at a DC 15 Knowledge (nature) or a DC 20 Heal fiendish beasts surrounding the entrance. But, overtime they found the
check can identlfy the bones as those consistent with humanoid dungeon’smassive, sprawling tunnels too difficult to navigate and they
creatures. The corpses are those of three gnolls and a human, but the soon became lost. Discord broke out among the gnolls and a demand for
latter has dry and sickly flesh mashed almost beyond recognition. leadership reared its head. Two fiendish gnoll brothers - Gahrr’k and
Encounter Condition: Distracting Visions 4, Haunted Yie-ar’k -barked challenges, each claiming leadership of the group.
Tactics: N/A After some discussion, Gahrr’k agreed to support his brother,
Treasure: A PC succeeding at a DC 15 Appraise check determines Yie-ar’k. But the gnolls did not all agree that he should lead and one
tyhe miniature house or bone figurines hold no value. by one, the gnolls stepped forth to contest his leadership. After six
EL: N/A challengers, a young hot-headed gnoll named Attuk’k stepped forward
Scaling: N/A and, in a ferocious battle, crippled Yier-ar’k. Although Attukk was
defeated, Gahrr’k stepped forward and decapitated both of them,
assuring his place as leader of the tribe.
C2U. GHAST TOMB After that, no one challenged Gahrr’ks right to lead.
A pile of crushed rocks is piled in the southeast corner of this chamber,
Gahrr’k (RoomC37) took the remaining gnolls and formed what
blocking the hidden panel behind and making it impossible for anyone
became the Gnashing FangTribe. Although Gahrr’k led his tribe further
to enter this Room via the secret corridor beyond. Pcs clearing the
into the dungeon prison. By the time the gnolls realized
debris are allowed a DC 20 Search check to notice the secret wall panel,
,:\i . h r\ he never intended to leave the vast
underground complex, they had little
choice but to follow their chieftain
Some time after entering
ungeon, Gahrr’k met the
continues on into the chamber, past
n King, Argliss. Though
half-opened doorway. The room seems empty
d of the goblin, he worked out
except for a pile of crushed stone boulders in the
ediate agreement with Argliss
southeast arid the remains of several creatures
r than fight (especially with-
lymg upon t he floor in the north-west corner.
1 - r n.. out a lair of their own yet) Gahrr’k
Entenng- J me. .ruom
..._ 3: .-..I.. .-I-.
U I ~ I U ~ DdS LIUUU VI I I I ~ S
discovered Argliss was fearful
hovenng above the corpse. A closer look inside
of the wizard Arum (to the east),
reveals the former occupants were smashed into a
and volunteered to kdl the wizard
mealy pulp The stench obviously emanates from
in exchange for a vague alliance
the corpses.
between their two tibes.Thmkmg
either the mzard or the gnolls
Initial Attitude: N/A
would be destroyed by such an
Encounter: Anyone succeeding at a DC 15 He
alliance, the Goblin King
or other related check determines there are at
agreed, sending along 20 of
least three gnoll corpses in the pile of bones
his own wamors to assist.
in addition to the remains of the ghast. The
Gahrr’k left the Goblin
gnolls have been dead less than a month,
King’s domain and paused
and were tom apart before bemg left to rot.
in Room C29 to inspect
The gnoll corpses seem to have been purpose-
his new forces. He charged
ly dismantled to prevent reanunation
forward to fight the wizard,
Gahrr’k, the gnoll chieftain (see Gnashi
but soon realized Arum had
Fang Tnbe and Room C37), destroyed the gh
left the region long ago.
few weeks ago, but no one other than the ch
Gahrr’k then took 14 goblins
as slaves and killed the other
Room, but is airing it out untd it’s hospitable.
sx as an example. In the next
Encounter Condition: Desecranon 4, Stagnanth r
few months, Gahrr’k sent several
Tactics: N/A
reports to the Goblin &ng.These reports explained
Treasure: N/A
deadly battles fought against the wizard Arum, but in truth Gahrr’ks
E L N/A
tribe never found the wizard
Scahg: N/A
As the months went by, the gnoll chieftain requested more g o b h
reinforcements, and each time the Goblin Kmg sent more men to their
deaths Gahrr’k, however, grew careless with the arrangement and
~~
In eventually escaped slavery, and returned to tell his king of the C29. WESTERN GNOLL MUSTERING ROOM
i(treachery. The goblins and gnolls then waged war against one
er, and both factions lost a great number of warriors. Now, the two This large room has a door in each corner and one set into the eastern
wall. The floor suggests a high traffic volume, with several scuffed
s have troubles of their own and avoid each other almost entirely
e first encounter between the PCs and the Gnashing Fang Tribe
. . .
lines trudged out between each of the doors. The walls are completely
not be a surprise meeting; at least not for the gnolls. They guard dirty, as if painted in blood.
stem access (Room C38) and regularly patrol the various western
ices. Despite their chaotic nature, discipline is high among the Initial Attitude: N/A
wamors. With so few remaining their very survival depends on it. Encounter: Regular traffic from the gnoll encampment courses
e gnolls do not attack unless the PCs strike first. They parley through here. A gnoll patrol moves through the Room once every two
?Cs and listen to offers of diplomacy or trade. If the PCs convince to three hours. A DC 20 Search check made here determines that the
the gnolls that they mean them no harm, they are escorted directly to walls have been spattered with blood over and over again. The blood
Gahrr’k (Room C37). The Chieftain is willing to parley with non-hostile is thicker near the doors, but is fairly even throughout the Room.
PCs and cut a deal with them (see Room C37). The blood is nothing more than a warning to enemies.
If the PCs attacked any gnoll before being allowed passage, the Though this Room serves as a passageway,the g n o k from Rooms C33
remaining gnolls overwhelm the PCs and take them prisoner. If combat and C35 remain alert. When the PCs are in this chamber, allow the gnolls
occurs, the gnolls capture the PCs first, using subdual damage. Ifthe PCs a Listen check (-5 for distance) to notice their presence. Once they notice
killed at least one gnoll (and the gnolls know about it), every encounter the PCs,the gnolls from Room C33 enter this Room using the eastern door
with the Gnashing Fang Tribe changes to Hostile. If the PCs gain id4+1 rounds later. id3 rounds after they arrive, more gnolls (from Room
an upper hand and corner Gahrr’k, he challenges a single PC to an C34) come through the southeastern entrance. These warriors are well
honorable duel. If he wins, he offers amnesty to any other PC who trained and fight nicely together. Like all members of their tribe, however,
swears fealty to him. they are willing to parley with PCs coming in peace.
Encounter Condition: N/A
Tactics: If a fight breaks out, the gnolls take the PCs prisoner rather than
RANDOM ENCOUNTERS
fighting to the death. d t h i s is not possible, they fight ferociously, sending
Roll for a Random Encounter once per hour.
gnolls one at a time for reinforcementsif the battle goes poorly for them.
ld20 Encounter If the pcs keep quiet and are not discovered, roll for a Random
gnoll, who flees as soon as he Encounter after 30 minutes in this Room.
Treasure: N/A
echoes through the Section. E L N/A
tly moan echoes through the Section. Scaling: To increase the challenge of this encounter, allow the gnolls
in Rooms C33 and C35 unmodified Listen checks. To decrease
the challenge, increase the Listen check modifier to -IO.
a goblin to death as the PCs approach. He carries
no weapons, other than his fists and a heavy stone
(1d4/x2, bludgeoning).
C30. WEAPONS STORAGE
Nothing can stop the rusted hinges from squeaking when the door is
12-14 Six gnolls (from the Gnashing Fang) scout the perimeter
pushed open. The sound alerts the gnoll guards in Room C33 and C35 if
of their territory They enjoy light conversation while they
they succeed at DC 15 Listen checks. If they hear the ruckus, the gnolls
talk, keeping an eye out for intruders They are willing
from Room C33 enter Room C29 using the eastern door ld4+1 rounds
to parley, but attack aggressive PCs without mercy
later. More gnolls from Room C35 come through the southeastern door
e Section. They are verifying rumors
i d 3 rounds after the warriors from Room C33 enter Room C29.
ofthe death of Gahrr’k (unless the PCs have killed the
These warriors are prepared for anything and remain in Room C29 to
gnoll chieftain, those rumors are false).They engage the
block the only available exlt from this storage area
PCs (ifnecessary), but scatter when one falls in combat
17 The PCs stumble upon a trap.
eals loudly when opened. The place seems
4 Camouflaged Pit Trap: CR 5; mechanical; location trigger: to be an armory or storage area holding a range of weaponry. A few of
manual reset; DC 22 Reflex save avoids; 50 ft. deep (5d6, the larger weapons are placed in unevenly constructed wall mounts,
fall); multiple targets (first target in each oftwo adjacent but most are simply piled up on the floor.
5-ft. squares); Search DC 26; Disable Device DC 18.
Initial Attitude: N/A
18 The PCs stumble upon a trap
Encounter: This is the Gnashing Fang Tribe’ stockpile of unused
4 Ungol Dust Vapor Trap: CR 5, mechanical, location weapons. Since the members of the tribe train exclusively with only
trigger, manual reset, gas, multiple targets (all targets a few different types of weapons, the items gathered here -taken from
in a 10-ft by 10-ft area), never miss, onset delay the surrounding areas over the years - are seldom used. Many of the
I- 3 > I I I -,-,,... I
( L rounasl, poison (ungoi oust, uc 1 3 tomwoe save weapons are in excellent condition, but after years of abuse and neglect
resists, 1 Cha/ld6 Cha plus 1 Cha drain), Search DC 20, none are considered masterwork quality at this point.The gnolls have no
Disable Device DC 16 use for the weapons, but they do not allow anyone to take any of them
19 The PCs stumble upon a crude trap. without permission from their chieftain Gahrr’k (Room C37).
Encounter Condition: Echoes 4,[Safe]
4 Razor-Wireacross Hallway: CR 2, mechanical;
Tactics: N/A
location trigger, no reset: Atk +10 melee (3d6, wire);
Treasure: With the exception of warhammers, battleaxes, greataxes,
multiple targets (first target in each of two adjacent
and clubs, nearly any type of standard melee weapon can be found in
5-ft squares); Search DC 22; Disable Device DC 22
this Room.
for treasure When The weapon snes range from Small to Large and there is a 35%chance
ute - 100 gp from each PC. of any specificweapon being present (roll once per weapon type)
Iks with them Since he EL: N/A
Scaling: N/A
C31. HAUNTED ROOM Energy Drain (Su): Living creatures hit by a wight's slam attack
gain one negative level. The DC is 14 for the FUILILUUC S d V C LU lrrltove
The floor of this large chamber is filled with pdes of crushed stone, a negativre level. The save DC is Charisma-based. For each such nega
broken weapons and furniture, and rotting wood Amidst the rubblsh, level bes towed, the wight gains 5 temporary hit points.
the shape of four humanoids can be made out. One of these silhouettes Skills: Wights have a +8 racial bonus on Move Silently checks.
looks human, but the other three are tall and have canine faces The crea-
tures' bodies are pale where their flesh is exposed, and their gaze is empty
C32. WE!STERN GNOLL MUSTERING ROOM
Initial Attitude: Hostile This large 1iall contains three mounds of crushed ro
Encounter: About a week ago, a lone wight entered Gnashing Fang lined upon the southern wall, forming six-ft high p
Tribe territory, killing three gnolls on patrol and turning them into by the stat1 of disrepair of the ceding as well as the east and south
mindless servants. w i t h the help of its newly created spawn, the crea- walls that t he rubble was once the the walls and ceilings of this room.
ture took control of the Room. The door in the middle of the north wall is wide open, revealing
The mighty wight (hp 55) and its three wight spawn (hp 29, 27, 22) the dark anId narrow corridor beyond.
haunt this Room. The creatures are causing major problems to the
Gnashing FangTribe, for most of its wamors dare not face these horrors,
Initial Attitude: Unfnendly
fearing they - like their former comrades - might be turned into
Encounter: It is obvious that this Room suffered some damage, but
mindless undead servants. Because of this, PCs who destroyed these
whether this damage was caused by a minor cave-in or a great battle is
undead creatures and tell the gnolls about their deed benefit from a t4
hard to tell Though the southern wall, eastern wall, and ceding are
circumstance bonus to their Diplomacy check while dealing with any
uneven, the stone of these surfaces looks identical to that of the other
member of the Gnashing Fang Tribe.
walls and floor -relatively smooth and worn
Encounter Condition: Desecration 2 or Unhallowed 3, Distracting
Before the wghts took over Room C31, this Room was used as a mus-
Visions 4
t e m g place for the gnolls of the Gnashing Fang Tnbe and, with the
Tactics: The four wights attack anyone entering their new domain.
exception of the regular patrol passing through the chamber, it
These fiends do not wield any weapons in combat, preferring to close
remained for the most part empty at all times Now, a cunning gnoll
into melee as soon as possible and use their slam attack in combination
ranger guards the place
with their energy drain ability to weaken their foes.
Verk'nek (hp 41), a respected gnoll ranger and loyal lieutenant,
Treasure: The improved wight wears a tarnished silver chain (worth
took it upon himselfto set up a permanent vigd in this hall Feanng the
10gp ifcleaned) upon which hangs an ivory amulet carved to look like
wights in Room C31 might come deeper into Gnashing Fang territory,
the face of a hawk.This item is worth only 10gp,but could be sold to his-
Verknek hides behind broken stones i n the southeast corner
torians or sages for 200 gp.
He remains hidden and silent when patrols of Gnashing Fang warriors
While it does not radiate magic, PCs successfully casting identify on
pass through the hall or If his compatnots escort the PCs to Gahrr'k
the amulet discover it's a (modified) circlet ofpersuasion.
If the PCs enter unescorted, Verknek remains hidden but demands
EL7
m a clear voice that the PCs identlfy themselves and their busmess m
Scaling: To increase the challenge of this encounter, increase the
Gnashing Fang temtory Verkneks voice is loud and clear, alerting
wight spawn to 8 HD. To decrease the challenge, remove two wights.
gnolls in Room C31 that succeed at a DC 16 Listen check Four gnolls
* Wight CR 5; Medium undead; H D 8d12; h p 55; lnit +l; Spd 30 ft.; enter the hall l d 3 rounds laterwhlle the other warns the gnolls in Room
AC 15, touch 11, flat-footed 14; Base Atk +4; Crp +5; Atk +6 melee C35, who amve Id3 rounds after the group from Room C31 amves
(ld4+1 plus energy drain, slam); Full Atk +6 melee (1d4+1 plus energy Unless provoked, Verknek does not engage the PCs Like most mem-
drain, slam); SA Create spawn, energy drain; SQ Darkvision 60 R., bers of his tribe, he prefers diplomacy Verkheks most immediate con-
undead traits; AL LE; SV Fort +2. Ref +3, Will +7; Str 12, Dex 12, cerns are the wights If he knows the PCs destroyed the creatures, his
Con--,Intll,Wis13,Cha16. attitude shifts to Fnendly and he reveals himself. Otherwise, he remains
Skills and Feats: Hide +12, Listen +11, Move Silently +20, Spot +11; hidden and waits for his tribemates to join him
Alertness, Blind-Fight, Weapon Focus (slam). Encounter Condition: Ambush, Cover, Hazardous Footing 16
Create Spawn (Su): Any humanoid slain by a wight becomes a wight Tactics: In battle, Verknek remains hidden behind rubble, which
in ld4 rounds. Spawn are under the command ofthe wight that created grants him cover He shoots arrows, targehng the more hghtly armored
them and remain enslaved until its death. They do not possess any of PCs first, until forced into melee To reach Verknek, the PCs must
the abilities they had in life. maneuver around the rubble in the eastern portion of the southern wall
Energy Drain (Su): Living creatures hit by a wight's slam attack Treasure: The large quiver Verknek cames is made of boiled leather
gain one negative level. The DC is 1 7 for the Fortitude save to remove and decorated with a multitude of tnbal designs, each more intncate
a negative level. The save DC is Charisma-based. For each such negative than the next The quiver holds 40 arrows Because of its artistic value, it
level bestowed, the wight gains 5 temporary hit points. is worth five times the value of other items of its kind to most people,
Skills: Wights have a +8 racial bonus on Move Silently checks and up to ten times that amounts to any gnoll
Possessions: Circlet ofpersuasion. EL5
This wide room contains the wooden frame of twelve hunk beds.
* Cnoll Ftr 1: CR 2; Medium humanoid (gnoll); H D 2d8+2 + ld8+1;
h p 21, 18, 1 6 lnit +O; Spd 30 R.; AC 16, touch 10, flat-footed 13; Base
A thin layer of dust covers the bunks and floor of this chamber,
Atk +2; Crp +4; Atk +4 melee (1 d8+2/x3. battleaxe) or +2 ranged (ld6+2,
suggesting that the place has not been used in awhile.
throwing axe); Full Atk +4 melee (ld8+2/x3, battleaxe) or +2 ranged
(ld6+2. throwing axe): SA -; SQ Darkvision 60 ft.; AL LE; SV Fort +6,
Initial Attitude: N/A
Ref+O, Will + O Str 15, Dex 10, Con 13, Int 8,Wis 11, Cha 8
Encounter: This Room housed gnolls from the Gnashing FangTribe,
Skills and Feats: Jump+3, Listen +2, Spot +3; Cleave, Power Attack.
but none have used it in over two years.
Possessions: Studded leather armor, heavy steel shield, battleaxe,
throwing axe (2).
C36. FOURTH GUARDROOM He rules the Gnashing- Fang - Trihe and his
invasion of the goblin tribe to the west, for it is in part becatise o
There are four humanoids in this chamber. These creatures are little vermin and the war he waged against the Goblin King thathis
tall anc1 their fury bodies and canine-like faces are exposed as they suffered terrible loses. Though Gahrr’k realizes this is a 1ong-
slumber upon large bunk beds. Though there are more bunks here endeavor, he continues to dream of the day when all the terr
-..-dlc llllfdullalllJ - LWclVC
than thcLc^*^ ;.-L”L.*...-*- r..,.l....l.-,l.....
vcuI “11 -,1..-.--
du - vllly ltlllc
-C*La--
of Argliss’ the Goblin King, falls under his control.
have mattresses and woolen blankets upon them. There is a pair If members of his tribe escorted the PCs to Gahrr’ks chamber
of well-polished greataxes resting upon the wall close to the north- and they offered no resistance or threat to his people, the chieftain
western door. is eager to talk and negotiate with them. Gahrr’k is more than &ling
*,,lla,l L
to trade information and safe passage through the territory conrlvllru u.
.y
Initial Attitude: Unfriendly the Gnashing Fang Tribe in exchange for weapons and other valuables.
Encounter: This guardroom normally houses nine gnolls, but some He is most interested in hearing what the PCs have learned about the
currently patrol the Section. Four gnoll warriors (hp 23, 19, 17, 14) are other regions of the dungeon - especially if they have news of Argliss
currently sleeping here. If intruding PCs rouse them, they hurry out of or his lowly goblins. If the PCs inform Gahrr’k that they disposed of
their beds and ready themselves for battle. Unlike most other members the goblin king, the chieftain’s attitude automatically shifts one rank
oftheir tribe, they are prone to attack p c s entering their private chamber towards Helpful.
uninvited, but PCs who successfully change their Initial Attitude A cunning gnoll, Gahrr’k negotiates with the PCs, hoping to gain
(through the use of diplomacy) might avoid a confrontation with them. their assistance in getting rid of the hill giant family to the east as well as
Encounter Condition: N/A the goblins to the west. If the PCs show no interest in any of these
Tactics: In battle, these warriors fight savagely and flank the more endeavors but are respectful of Gahrr’k and his people, the chieftain
heavily armed and armored foes as often as they can manage. agrees to grant them safe passage through his domain. If the Pcs
In combat, these gnolls utter loud barks to alert the rest of their tribe. are interested in slaughtering the goblins or routing out the giants,
Allow the gnolls in Room C35 and the chieftain in Room C37 a DC 15 Gahrr’k offers all the gold he possesses (and keeps in his chest)
Listen check to notice the ruckus. Ifthey do, these gnolls join the fmy in in exchange for the head of the three giants or the goblin king.
ld3 rounds. Similarly, allow the gnolls in Room C33 a DC 20 Listen The gnolls do not actively help the PCs in such a mission, but they offer
check to hear the commotion. These warriors join the battle ld4+2 them assistance and safe haven.
rounds after they are made aware of it. If questioned on the wizard Arum, Gahrr’k reveals he has never seen
Treasure: Each gnoll in this chamber carries l d 4 gp worth of him and suspects he is either dead or has long ago left the dungeon.
gemstones and assorted coins. One of them also has a masterwork He has explored most of the wizards domain, and even used portions of
warhammer, which he keeps at the foot of his bed. The two greataxes it in the past to house the warriors of his tribe. Though he abandoned
lying upon the north wall near the western door are sound weapons any claims he had on the wizards territory long ago (because of the
of ordinary quality. many traps found therein, but also because of the diminished number
EL: 6 of warriors under his control), Gahrr’k occasionally sends scouts
Scaling: To increase the challenge of this encounter, add one fighter to investigate. As far as he knows, no one lives there.
level to each gnoll. To decrease the challenge, remove two of them. If asked about the goblin king, Gahrr’k explains that the goblins have
long been a thorn in his side, but that in recent years the fighting
Cnoll Ftr 1: CR 2; Medium humanoid (gnoll); Hi3 2d8+2 + 1d8+1;
between Argliss’ people and the Gnashing Fang Tribe almost ceased -
hp 23, 19, 17, 14; Init t O Spd 30 ft.; AC 16, touch 10, flat-footed 13;
mainly because Gahrr’k does not have the manpower to wage a constant
Base Atk +2; Crp +4; Atk +5 melee (ld8+2/x3, battleaxe) or +2 ranged
war against the little vermin.
(ld6+2, throwing axe); Full Atk t5 melee (ld8+2/x3,battleaxe) or t 2
If the PCs barter with Gahrr’k, he offers any of the weapons stored
ranged (1d6+2, throwing axe); SA-; SQ Darkvision 60 ft.; AL LE; SV
in Room C30 in exchange for axes, clubs, hammers, bows and arrows,
Fort +6, Ref +0, Will + O Str 15, Dex 10, Con 13, Int 8, Wis 1 1 , Cha 8.
crossbows and bolts, ropes, or oil flasks. Gahrr’k One-Ear has a small
Skills and Feats: Jump +3, Listen t2, Spot +3; Power Attack, Weapon
jar of stone salve with two applications left, enough to restore two people
Focus (battle axe).
back to flesh. He is willing to trade it for weapons or various other goods
Possessions: Studded leather armor, heavy steel shield, battleaxe,
valued at 8,000gp or more. Gold coins alone cannot account for more
throwing axe (2).
than 1/2 this, however, as coins are nearly worthless down here.
The chieftain has little else to offer, but listens to any offers diplomatic
C37. GAHRR’K’S CHAMBER PCs make.
If the PCs barge into his chamber unescorted, or if the chieftain
A wide black pelt covers a good pornon of the floor ln the middle of learns they killed members of his tribe, he picks up his enchanted
large chamber There is a bed and an iron chest ~ fthel northeast comer greatclub and attacks. His lieutenant (hp 38) and three bodyguards
oftheroom,whde a narrow wooden desktakes up most of the northwest (hp 21,18,16) react instantly.
comer. A stone chair that resembles a kmgly throne hes upon the floor Encounter Condition: N/A
ln the middle of the northern wall The flames from several torches Tactics: In combat, Gahrr’k lets his men handle the PCs while
set amidst thls wall bum, hathlng the room 111 a wavemg golden hght he drinks a draught of his potion of barkskin. The following round,
Upon the throne-like chair is a large figure with the features he attacks heavily-armored PCs first. Meanwhile, the bodyguards engage
of a wdd-dog The fur of the humanoid - dark and disheveled - the PCs in melee and the lieutenant attacks the spellcasters.
1s vlsible where its burgundy clothing and polished scale mail armor These warriors bark loudly in combat, and their cries alarm the gnolls
do not cover it The fiery eyes of the inhuman face burn bnghtly in Room C33 if they make a DC 15 Listen check, as well as those
Another male humanoid baring similar features stands near the in Rooms C33 and C36 if they succeed at a DC 20 Listen check.
chieftain in the throne Three other gnoll warriors are standing These warriors come to aid their chieftain ld4+2 rounds after they have
by the southern door, as lfwaiting for orders been made aware of the ruckus.
Treasure: In addition to the weapons they carry, the three gnolls
Initial Attitude: Neutral have a i d 4 gp worth of small jewels and coins. The lieutenant wears
Encounter: Gahrr’k One-Ear (hp 74), the powerful fiendish gnoll a masterwork leather armor and carries a +1 heavy steel shield.
chieftain of the Gnashing Fang Tribe lives in this Room. Gahrr’k is a The pelts upon the chieftain’s bed are in good condition and could
fierce and proven warrior who won the respect of his peers long ago. be sold for upwards of 30 gp. Gahrr’k carries a variety of magical items
scribed below) and a small silvery key hangs from a golden C3E. CELLBLOCK
(worth 35 gp) at his neck. This key unlocks the chest at the foot The door on the eastern wall is locked and requires the jailer’s key
of the bed. (see below) or a successful DC 30 Open Lock check. It can be unlocked
Galirr’ks chest is made ofiron. It is locked and requires a DC 27 Open from either side, but p c s coming from the east automatically alert
Lock c,heck or the Chieftain’skey to unlock. Inside, there is a total of 754 the inhabitants.
gp an(1 1,312 sp. Upon the gold and silver are three small diamonds
(each iNorth 750 gp)in a green velvet pouch, a tarnished silvered dagger, This wide hallway contains four wooden doors with 5rmall windows
and ain empty ivory scroll case. When closed, this scroll case can and iron bars upon both the north and south w alls. Th,ese eight doors
be submerged in water without risk of damaging any parchment open into what appears to be eight small cells, but only one of them
held inside. This object is worth 20 times the value of similar items IS closed. There are two double doors malde out of wood and
of its kind. reinforced with iron plates in the center of tll e nortlh wall. Similar
EL 9 doors appear in the middle of the south wall.
Scaling: To increase the challenge of this encounter, add a fiendish In the center of the room IS a long table nlade out of wood with
---C--.Ll. 1--1-:-- .. --le- -L-:-- --- ---
darkmantle (Region A), that Gahrr’k befriended with wild empathy 5lx CumlurLdDI~-1uuKlIl~ WuuuCIl C l l d l l b 5cL dloUnd it. There are four
To decrease the challenge, remove two gnolls or the lieutenant from gnolls in this room. Three of them hold greataxes an(1 shields while
the encounter. a third is armed with an axe and a whip.
(in Room 07). Both are feared by the warriors of the tribe and trust four squat legs, long antennae, and a squat body protected by an
Ramkmva (Room C38)to protect their private chamber. incongruous hide. The walls of this chamber are made out of stone,
Encounter Condition: N/A
Tactics: N/A the sheer bedrock.These walls, however, have turned into a deep rust-
Treasure: A successful DC 15 Search check made in this Room colored shade, as if every ounce of metal within them had rusted.
uncovers a small wooden chest hidden under one of the beds.
This chest is unlocked and holds 37 sp, a large chunk of golden amber Initial Attitude: Hostile
(worth 95 gp), and a bronze bracelet large enough to cover the entire Encounter: A Large rust IIionster (hp 101) is locked in this Room.
forearm of a Medium creature (worth upwards of 50 gp). The creature has been feeding on the tiny residues of iron found withm
E L N/A the walls of its prison. It is maddened and hateful, standing ready
Scaling: N/A to charge anyone fool enough to unlock its cell.
he Room itself is not haunted, remaining in it for more than Ochre Jelly: CR 5; Large ooze: H D 6d10+36; hp 74; lnit -5; Spd 10 ft.,
24 hours can have damaging effects. Soft, almost imperceptible echoes, climb 10 ft.; AC 4, touch 4, flat-footed 4: Base Atk +4; Grp +10 Atk +5
bounce’ from the walls of the Room. As time goes on, these echoes melee (2d4+3 plus ld4 acid, slam); Full Atk +5 melee (2d4+3 plus ld4
becomtI harder and harder to block out, until the creature inside begins acid, slam); Space/Reach 10 ft./S ft.; SA Acid, constrict 2d4+3 plus ld4
to thin k the sounds are part of his psyche. Anyone failing a Willpower acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL N ; SV
save (Dc 15, +I per previous save) suffers i point of permanent Wisdom Fort +8, Ref-3, Will -3: Str 15, Dex 1, Con 22, Int -, Wis 1 , Cha 1.
damage!, that takes twice as long to heal. This save must be made every Skills and Feats: Climb +lo.
two holurs beyond the 24th. Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only
Encounter Condition: Echoes 4, Fearless, [Safe] flesh. Any melee hit or constrict attack deals acid damage.
Tactics:The rust monster is mindless. It has been trapped in the cell Constrict (Ex): An ochre jelly deals automatic slam and acid damage
too Iong. It attacks the nearest PC in metal armor and fights ferociously with a successful grapple check.
i t continues to attack the PC until his armor is beyond repair, then tar- Improved Grab (Ex): To use this ability, an ochre jelly must hit with its
gets weapons, finally moving on to the next PC. While rust monsters slam attack. It can then attempt to start a grapple as a free action
themselves do not normally act like trapped raccoons, this one has suf- without provoking a n attack of opportunity. If it wins the grapple check,
fered too much trauma from being locked up so long. it establishes a hold a n d can constrict.
Treasure: Anything of value is now a slag of rust, although there is a Split (Ex): Slashing and piercing weapons and electricity attacks deal
masterwork cudgel on the floor, in the corner. Allow the PCs to dig no damage to an ochre jelly. Instead the creature splits into two identical
through the slag all they like, however. jellies, each with half of the original’s current hit points (round down).
EL6 A jelly with 10 hit points or less cannot be further split and dies if reduced
Scaling: To increase the challenge of this encounter, add one rust to 0 it points.
monster. To decrease the challenge, have the rust monster wounded Skills: An ochre jelly has a +8 racial bonus on Climb checks and can
(-30 hit points). always choose to take 10 on a Climb check, even if rushed or threatened.
hear moaning from inside the Room. unldamaged. A closer look at the floor reveals that its surface is spot-
less, save for a narrow space, some 10-ft. square, linking the only door
Most of the stone floor of this room is hidden under thick wooden wit h the southern wall. The skeletal remains of two goblins and one
crates Though these crates are sound and their wood is mostly gn‘~ 1rest
1 in one corner.
undamaged, many of them are opened and empty. The walls are
blackened by age and magic. In the darkness of a nearby comer, Initial Attitude: N/A
the spiny silhouette of a beast hunkers behind a crate. Encounter: This Room was once a tiny cell, but the wizard Arum
changed the layout with powerful magic after settling in.Though no one
Initial Attitude: Hostile knows what he intended, those with expertise with stone or masonry,
Encounter: Like many Rooms in this Section, this area was once as well as those accustomed to the geography of the dungeon, can tell
claimed as part of the Gnashing Fang Tribe’s territory Over the last that something is not quite right with the walls of this Room.
decade, the tribe gradually relinquished control of this Section, which Aside from the 10 ft. wide portion of the south wall directly in front
was once used to store goods. Now millipedes and other bugs hunt of the doorway and a narrow frame surrounding the door on the north
through the cracks of the stonework. wall, the walls of this Room have a different texture than the other walls
However, before the gnolls left, they mercilessly chained a howler in the dungeon. Though most of the walls in this region have the same
(hp 28) to the wall, leaving it for dead. It has refused to go quietly and stone surface, these are smoother, paler, and (most importantly) show
moans pitifully However, the Room’s magical nature absorbs a great deal no sign of wear. A successful DC 16 Knowledge (architecture and
of the sound and muffles it into white noise. engineering) or Profession (mason) check confirms that the stone used
The Room absorbs light and sound, and reduces their effective range here is not only different, but also that it is strange to find it in the
to $ dungeon. A successful DC 22 Spellcraft check reveals the entire Room
Encounter Condition: Cover, Echoes 5, Fearless was shaped with magic.
Tactics: Allow the howler a Listen check to notice the PCs enter Encounter Condition: Echoes 1, Hallowed 1,[Positive Energy], Safe
the Room. If successful, it barks loudly, targeting everyone with its Tactics: N/A
Wisdom draining howl. The howler cannot move, but pitifully yanks at Treasure: Buried within the walls are several wands of deeper slumber,
its own chain in an attempt to free itself, It has no choice, but to fight that Arum built into this chamber. The wands were corrupted by
to the death. the chaotic magic of the Region, and constantly target the occupants
If the PCs try to befriend the creature rather than kill it, allow Handle with a desire for restful sleep. The walls radiate Strong abjuration
Animalchecks (in place of Diplomacy),but since the beast is an outsider and enchantment.
they suffer -6 circumstance penalties. PCs spending more than 2 hours in this Room, feel a calming peace
Treasure: Though most of the crates are empty, some contain gear that come over them. The energy is soothing and beckons the PCs to stay
could be helpful. The PCs find three tindertwings, a flask of antitoxin, a while. After 5 hours however, they lose the will to leave. PCs trying to
seven empty glass vials, a large clay jug, a bullseye lantern, three pints of oil, leave, must succeed at DC 16 Willpower saves, or rest in a quiet comer
two rusty miner’s picks, 200 ft. of hempen rope, and a heavy sledge. for another 8 hours. This rest is very good for the PC, but is hard to resist.
EL 2 While he heals at twice the normal rate in this Room, a DC 16 Willpower
Scaling: To increase the challenge of this trap, add two vargouille save is required every morning to summon the will to leave.
which torment the howler, but turn their attention to the PCs when the The key to escaping this perpetual trap is for PCs that CAN leave,
enter. To reduce the challenge, have the howler asleep when they arrive. to either carry out the ones who won’t leave or sleep in another Room,
until the “trapped pcs gain the will to escape.
Howler: CR 3; Large outsider (chaotic, evil, extraplanar); H D 6d8+12;
PCs sleeping in the hall (waiting for their comrades) are subject
hp 28; lnit +7; Spd 60 fi.; AC 17, touch 12, flat-footed 14; Base Atk +6;
to Random Encounters (once every two hours), while the occupants
Grp +15; Atk +10 melee (2d8+5,bite); Full Atk +10 melee (2d8+5, bite)
of the Room are not.
and +5 melee (ld6+2,ld4 quills); Space/Reach lOft./S ft.; SA Quills,
E L N/A
howl; SQ Darkvision 60 ft.; SV Fort +7. Ref +8. Will +7; Str 21, Dex 17,
Scding:To increase the challenge ofthis encounter, have the slumber
Con 15, Int 6, Wis 14, Cha 8.
take effect in 2 hours rather than 5 hours. To decrease the challenge,
Skills and Feats: Climb +14. Hide +8, Listen +13, Move Silently +12,
the PCs only need to sleep on day here and can leave the next day
Search +7, Spot +13, Survival +2 (+4 following tracks);Alertness, Combat
Reflexes, Improved Initiative.
Quills (Ex): A howler’s neck bristles with long quills. While biting, the C45. FALSE TREASURE ROOM
creature thrashes about, striking with ld4 ofthem. An opponent hit by
a howler’s quill attack must succeed on a DC 16 Reflex save or have the The floor of this small room is filled with gold ough these
quill break off in his or her flesh. Lodged quills impose a -1 penalty on fail to hide the dusty f loor beneath. In the center of the chamber is
attacks, saves, and checks per quill. The save DC is Dexterity-based. a simple stone altar u pon which a long double-bladed sword lies.
A quill can be removed safely with a DC 20 Heal check; otherwise, The sword is fashioned from a silver alloy that shines brilliantly when
removing a quill deals a n extra ld6 points ofdamage. light is cast upon it
itial Attitude: N
Beyond the empty archway is an even mder a chamber. The room
'
:r: Ti n
L _I7
L--
n noom was converted into a false treasure chamber
is dark and an undisturbed blanket of gray dust covers the floor.
Arum' A successful DC 23 'pen Lock check is required
The stone floor is scuffed and marked under the dust, suggesting
e only door leading into this Room, and the key that once
that traffic Once coursed through here.
urpose was destroyed long _ ago.
_
Iuching the sword or the altar triggers the trap, which was
Initial Attitude: Hostile
rum years ago.
Encounter: Four vargouilles (hp 8, 7, 6 , 5) hide in this chamber.
rlissiles Trap: CR 5; magic device; proximity trigger (detect These creatures recently ventured into the wizards domain and decided
omatic reset; spell effect (magic missiles, 15th-levelwizard, to turn this Room into their new home. They are content to remain
's dealing ld4+1 force damage);Search DC 26; Disable in the darkness, but attack anyone entering what they now consider
26. This trap combines the effect of two magic missile their lair.
lered simultaneously. If the p c s use a light source, the vargouilles automatically notice
them. Otherwise, allow the vargouilles the appropriate Listen and Spot
4r Condition: N/A
checks. They remain hidden, waiting for the PCs to enter. If it takes
Tactics: N/A
more than IO rounds for the PCs to reach their lair after they were
Treasure: The longsword is endowed with a permanent magic aura,
spotted, the vargouilles come after them instead.
making it appear as a +3 vovpal longsword (emanating Strong necromancy
Encounter Condition: Ambush (darkness), Concealment, Fear 14,
and transmutation). In truth, it's a -2 cursed 1ongsword.The gold scattered
Fearless, Unhallowed 2
upon the floor is real, though, and totals 327 gp.
Tactics: The vargouilles use shriek as soon as they reveal themselves
EL 5
(or the moment they are spotted). They close in melee, biting their foes.
Scaling: To increase the challenge of this encounter, replace the
Though they do not necessarily fight in unison, these creatures are
magic missile trap with a symbol offeav trap. To decrease the challenge,
savage and fight to the death. They target the weakest opponents first,
the magic missile trap triggers once.
and do not hesitate to attack the wounded.
Because vargouille have so few hit points, unless they can surprise the
C46. TRAPPED DOORWAVS Pcs, this will be a short battle. The key to making this an effective
encounter is for the howler in Room C43 to reduce the PC's Wisdom
The corridor leading south ends in a strange intersection. Upon the before hearing the vargouilles shriek (thus having a lower resistance
eastern wall is a wide doorway opening into a dark room. To the west to it), which also alerts the vargouilles of trouble.
and south, short hallways lead to closed doors, each with a locking Treasure: N/A
mechanism set above their knob. EL 5
Scaling: To increase the challenge of this encounter, add 3 Hit Dice
Initial Attitude: N/A to each vargouille. To decrease the challenge, remove one vargouille.
Encounter: The two doors on the southern end of this corridor are
Vargouille: CR 2; Small outsider (evil,extraplanar);H D ld8+1; h p 8, 7, 6,
trapped. The first of these doors is real, but the second is fake. It is stuck
5; lnit + l ; Spd Fly 30 ft. (good);AC 12, touch 11. flat-footed 11; Base Atk
inside the stone wall and cannot be opened by any means. Both of these
+l; Crp-3; Atk +3 melee (1d4 plus poison, bite); Full Atk +3 melee (ld4
doors have a complex locking mechanism set upon them. A successful
plus poison, bite); SA Shriek, kiss, poison: SQ Darkvision 60 ft.; AL NE;
DC 26 Open Lock check is required to unlock each of them.
SV Fort +3, Ref +3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8.
The first door is rigged with a crushing despair trap, which is triggered
Skills and Feats: Hide +9, Intimidate +3, Listen +5, Move Silently +5,
as soon as any creature passes through the doorway.
Spot +5; Weapon Finesse.
J Crushing Despair Trap: CR 5; magic device; location trigger (doorway); Shriek (Su): Instead of biting, a vargouille can open its distended mouth
automatic reset; spell effect (crushingdespair, 18th-levelwizard, save DC 18 and let out a terrible shriek. Those within 60 ft. (except other vargouilles)
Will save negates);Search DC 29; Disable Device DC 29. who hear the shriek and can clearly see the creature must succeed on a
DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the
The second door, which is impossible to open -though its lock can
monster attacks them, goes out of range, or leaves their sight. A paralyzed
be picked normally - is trapped as well and triggers when anyone
creature is susceptible to the vargouille's kiss (see below). A creature that
touches it.
successfully saves cannot be affected again by the same vargouille's shriek
Acid Fog Trap: CR 7: magic device; touch trigger; automatic reset: for 24 hours. The shriek is a mind-affecting fear effect. The save DC is
spell effect (acidjog, 18th-levelwizard, 2d6 / round acid for 11 rounds): Constitution-basedand includes a +1 racial bonus.
Search DC 31; Disable Device DC 31. Kiss (Su): A vargouille can kiss a paralyzed target with a successful
melee touch attack. An affected opponent must succeed on a DC 15
Though no creatures live in this Room, the vargouilles in Room C47
Fortitude save or begin a terrible transformation that turns the creature
are alerted wen the trap is sprung.
into a vargouille within 24 hours (and often much sooner: roll ld6
Encounter Condition: Stagnant Air, [Smoke]
separately for each phase of the transformation).
Tactics: N/A
First, over a period of ld6 hours, all the victim's hair falls out. Within
Treasure: N/A
another ld6 hours thereafter, the ears grow into leathery wings, tentacles
EL 8
sprout on the chin and scalp, and the teeth sharpen into fangs. During
Scaling: To increase the challenge of this encounter, add cloudkill
the next ld6 hours, the victim takes Intelligence drain and Charisma
to the crushing despair trap and have the vargouilles (Room C47) ambush
drain equal to 1 point per hour (to a minimum of 3). The transformation
the PCs as they exit. To decrease the challenge, remove the acid fog trap.
is complete ld6 hours later, when the head breaks free ofthe body
(which promptly dies) and becomes a vargouille. This transformation
C47. ROGUE VARGOUILLES is interrupted by sunlight, and even a daylight spell can delay death,
Both doorways leading into this chamber are wide open. Though these but to reverse the transformation requires remove disease The save
once held doors, they were taken out long ago. A closer inspection DC is Constitution-based and includes a +4 racial bonus
of these archways reveals the rusted detritus of strong iron hinges Poison (Ex)' Injury. Fortitude DC 12 or be unable to heal the
If the PCs fought the chained howler (Room C43), the vargouilles vargouille's bite damage naturally or magically. A neutralize poison or
cannot be surprised. heal spell removes the effect, while delay poison allows magical healing
The save DC I S Constitution-basedand includes a +1 racial bonus
C40. FORMER GREAT HALL Once engaged, the ghoul no longer uses its raKe attaclt, DU
to pounce. When it drops a PC, it turns its attention to the next closest
Torches 1 or fastest PC. Once all the PCs are down, it feeds upon one PC
light rev S he is dead and then flees deeper into the dungeon.
large ha1 N The ghoul fights to the death. Assume it has a Initiative check I
piled in vL
cvIIILI IuvIII, LuLLLpLctc
LAlc "I ~iuiiLLLu1e3)
Lllr: L u ~ I c ~ L " ~ ~ Treasure: A torch imbued with continual flame was left bc
which is covered with dust. Three corridors lead into this place, perhaps to torment the nocturnal ghoul. The torch was broker
but the one opening in the middle of the eastern wall is blocked. many pieces, hut the continual flame still casts light from a singlc
piece of wood. A successful DC 22 Search check reveals a gold e;
Initial Attitude: N/A (worth 25 gp) tucked between one of the bunks and the wall.
Encounter: The Gnashing Fang Tribe used this Room as a meeting EL 6
hall.Though they have long abandoned the place, it remains unchanged. Scaling: To increase the challenge of this encounter, allow the ghoul
This great hall is empty and has not been used in years. only the to sneak attack the first PC for t3d6 damage or permanently bestow
vargouilles in Room C47 passed through it in recent months. The stone magic fang on its claws, making them +2 claws. In addition, at the end of
table in the center of the place is solid and its surface is scarred with the first round, have the PCs make DC 18 Will saves or become shaken.
various claw marks. These were designed by the gnolls that once lived To decrease the challenge, have the ghoul be surprised by the PCs.
here, but mean nothing special.
The corridor leading east ends abruptly When Arum defeated the hill
* Feral Ghoul: CR 6; Medium undead; H D 9d12; h p 58; lnit +2; Spd 30
ft.; AC 14, touch 12, flat-footed 12; Base Atk +4; Grp + 6 Atk +7 melee
giant in Room C97, he created a permanent stone wall here to block the
(ld6+2/19-20 plus paralysis, claw); Full Atk +7 melee (ld6+2/19-20
access. A successful DC 25 Spellcraft check made here reveals that this
plus paralysis, 2 claws) and +5 melee (1d6+1 plus paralysis, bite);
portion of the wall is indeed a wall of stone. It is impossible to dig through
SA Ghoul fever, paralysis, pounce, rake; SQ Darkvision 60 ft., undead
this wall.
traits, +2 turn resistance; AL CE; SV Fort +3, Ref+S, Will +8; Str 15,
There is a barely noticeable irregularity in the center of the western
Dex 15, Con-, Int 13, Wis 14, Cha 12.
wall. PCs succeeding at a DC 28 Search check notices narrow grooves
Skills and Feats: Balance +12, Climb +13, Hide +13, J u m p +13, Move
upon the stone surface, suggesting that a portion of the wall is actually
Silently +13, Spot +14; Multiattack, Improved Critical (claws),Improved
a hidden panel. A close examination of this panel reveals a tiny hole
Natural attack (claws),Weapon Focus (claws).
in its center. The device is clearly some sort of keyhole. A successful
Ghoul Fever ( 5 ~ )Disease-bite,
: Fortitude DC 15, incubation period
DC 25 Open Lock check is enough to unlock the mechanism. As soon as
1 day, damage ld3 Con and ld3 Dex. The save DC is Charisma-based.
this is done, the panel sinks into the floor, revealing Room C51 beyond.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the
The secret door closes itself shut one minute after it was opened.
next midnight. A humanoid who becomes a ghoul in this way retains
Encounter Condition: N/A
none ofthe abilities it possessed in life. It is not under the control of
Tactics: N/A
any other ghouls, but it hungers for the flesh ofthe living and behaves
Treasure: PCs observing the degraded tapestry discern faded colors,
like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more
hut no particular image comes to mind based on the design. The item
rises as a ghast. not a ghoul.
is worthless. The torches have continual flame cast on them.
Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed
E L N/A
on a DC 15 Fortitude save or be paralyzed for ld4t1 rounds. Elves have
Scaling: N/A
immunity to this paralysis. The save DC is Charisma-based.
Pounce (Ex): If a feral ghoul charges a foe, it can make a full attack,
C49. FORMER BARRACK including two rake attacks.
Both doors to this Room are locked and require a successful DC 30 Open Rake (Ex): Attack bonus +7 melee, 1d8t3 damage.
Lock check to open.
Eery lights and dancing shadows project upon the walls, distracting
C50. THE TOMB OF NARR'KRR
Both doors leading into this chamber were sealed with a thick wax,
you. The Roc,m beyond the door is in disarray, as if ransacked.
which was applied to the inside of the door frames long ago. Because
Shattered wo oden hunk bed frames line the southern and eastern
of the wax, a successful DC 22 Strength check is required to open
walls. Thoug€1 no mattresses or bed sheets cover them, they could
each door.
once sleep tvielve, and if suitable bedding could be acquired, they
could still be used.
The doors opening into this cha
open, but once this is done a stench issues from within. Inside this
Initial Attitude: Hostile
large room IS a simple wooden desk, a large stool, an iron chest,
Encounter: This Room was once used to house warriors of the
and a wide bed. Upon the bed is the source of the stench: A tall
Gnashing Fang Tribe. Over the years, the tribe suffered great loses and 1
numanoia 1 7 1
sKeieron 1 1
wirn ,- 7 " .,
1 1
DITS 01rottea uesn srrcKing to m e yeiiowea
11 9
abandoned the place. Before fleeing, they used this place to trap a feral
hones. The corpse is dressed in rotten clothing, but a large gold torc
ghoul (hp 58) they were unable to kill.The beast has been captive for many
hangs from a chain upon its neck.
months and seeks to destroy anyone who enters (including the PCs).
Encounter Condition: Amhush, Fearless, [Safe]
Initial Attitude: N/A
Tactics: The ghoul is fearless and stronger than most of its kind.
Encounter: Narr'krr, a powerful gnoll warrior, used this chamber
It waits above the door and descends on the last person to enter.The PCs
as his private abode and office. Narr'krr suffered a crippling injury
need a DC 40 Spot check to notice it as they enter and gain a t 5 circum-
six years ago and shortly after his death, was laid to rest in this chamber,
stance bonus to the check only if they are looking straight up as they
and both doors were sealed.
enter (the monster knows exactly where to hide in the room's shadows).
w i t h a successful DC 18 Heal check or DC 15 Knowledge (nature)
During the first round, the ghoul takes full advantage of its abilities,
check, Pcs observing the corpse can determine this creature was
attacking its victim with two claws, one bite, and its special rake attack.
a particularly large gnoll.
The ghoul's claws are razor-sharp from many years of scratching and
Encounter Condition: N/A
sharpening upon the dungeon walls, and its critical threat range
Tactics: N/A
is increased accordingly.
ure: Upon the desk are a handful of blank scroll pages, Encounter Condition: N/A
which are dried and yellowed but still usable, and an empty vial of ink. Tactics: N/A
The chest here contains rotted clothing and a + I handaxe. Lastly, Narr’krr Treasure: The most significant treasure in this chamber an
spent his last few months studying some arcane notes and while he unmarked journal. Written in the Draconic (the first half) and scrawled
neve].understood them, he hid them away in a catch under the table. A in Common (the second half), the journal reveals a portion of the wizard‘s
succe,ssful DC 30 Search check reveals a small bone scroll case with account. While trying to gain insight into his future, Arum, a wizard,
._
an _I
arcane scroll in it. The scroll contains the spells - gaseous form, was contacted by a divine entity known as Merunda, a minor goddess
111% rsionaryscript, suggestion,and water breathing. of the oceans, travel, and vigilance. The deity told him to come to the
pcs searching the body automatically find a gold torc set upon dungeon prison and wait for others to arrive. Shortly after Arum arrived,
a tieavy chain. The chain is made of tarnished bronze rings and worth he performed experiments to discover why extraplanar travel was
a nnere 3 gp. The surface of its crescent shape is engraved with multiple impossible here. After successfully opening up a tiny extraplanar rift,
t l i lbal designs. It is worth 250 gp to anyone, but twice as much to a gnoll. an angel confronted him (in his mind) forbidding him from ever
Mt:mbers of the Howling Fang Tribe (that never ventured into the attempting such an experiment again. Arum goes on to explain that the
dungeon), and most Gnashing Fang gnolls would pay up to 1,000gp angel was imprisoned with a powerful demon in this Region, and that
f0I. such a treasure, as it is an heirloom of their people. it would not allow anyone from releasing the fiend. The journal ends
If the PCs attempt a trade with Gahrr’k (Room C37), an opposed shortly after the amval of three paladins of the deity named Merunda.
Appraise or Diplomacy check is necessary to get both stone salves for After several blank pages, the writing continues, only the handwriting
the heirloom. He easily trades one for it. is more chaotic and the verbiage more difficult to decipher. PCs
E L N/A succeeding at a DC 25 Decipher Script check can make out the
Scaling: N/A following information.
Arum (now referring to himself in the third person) communicated
with what he believed was an angel trapped within the dungeon to learn
C51. WIZARD’S LABORATORY how to make his forge more efficient. Following the angel’s advice,
To enter this Room, the PCs must find the secret panel in Room C48.
the wizard placed powerful wards to reflect the heat generated by his
This panel resets itself one minute after being opened. PCs caught on
forge back to it. What the wizard had not realized, however, was that the
this side instantly notice the irregularity in the center of the eastern
wards he placed upon the wall would facilitate Ash‘s freedom. And that
wall, provided they know where to look. From this side, a DC 20 Search
it was indeed the cunning demon that had communicated with him -
check is enough to notice the narrow grooves upon the stone surface as
not an angel. The details of the account are vague, but the text is filled
well as the tiny keyhole in the middle of the panel. A successful DC 25
with remorse, as the narrator blames himselffor Ash‘s escape, which ulti-
open Lock check is still required to unlock the mechanism, but the
mately led to the Paladins’ fall.
proper key rests on the table in this chamber.
The two vials contain dried and useable ink, but the inkpen is still
in good shape. The four torches have continual flame cast on them.
A low table lies is the middle of this chamber, which is illuminated by
E L N/A
the flames of four torches, each set into wall sconces in the corner.
Scaling: N/A
Upon the table are a variety of clay flasks, glass vials, and pots, some
of which containing liquids. Beside these is a minuscule silvery rod.
C53. ARUM’S PRIVATE SANCTUM
Initial Attitude: N/A
Encounter: shortly after the escape of the demon in (Room C21) and A wide bed covered with dusty blankets lies at the foot of the
the temble deaths of the knights of Merunda, Arum discovered this hid- southern wall of this chamber Besides the bed is a wooden table with
den chamber and built another laboratoryhere. Judging by the dust cover- a lantern on it. There is an iron chest at the foot of the bed Its locking
ing everything in this Room, it’s clear it hasn’t been used in some time. mechanism is clearly visible from the room’s only entrance.
Encounter Condition: N/A
Tactics: N/A Initial Attitude: N/A
Treasure: The narrow rod upon the table is the key that unlocks the Encounter: This chamber was Arum’s private bedroom. When the
secret panel leading into this Room. The various flasks contain a potion wizard left the dungeon, he abandoned some of his personal effects
ofbeark endurance (3 doses),a potion o f h e strike (5 doses), apotion ofsndure behind, but did not deactivate the trap he placed here. Judging by the
element (fire) (2 doses), and one vial of antitoxin (1 dose). In addition dust covering everything in this Room, it is clear that no one has visited
to these items, there are seven empty glass vials, three clay jars, two small in a long time.
cooking pans made of blackened iron, an alembic and a host of crude The doorway leading to Arum’s chamber is rigged with a magical trap
alchemical tools. The four torches have continual flame cast on them. (something Arum doesn’t even remember doing). Anyone entering
E L N/A the Room must make a DC 19 Will Save or lose 6 points of Wisdom
Scaling: N/A from the bestow curse trap. The trap automatically resets after 6 rounds.
It can affect the same person more than once. However, a PC’s Wisdom
score cannot be lowered below 1 by this device.
C52. WIZARD’S STUDY
Bestow Curse Trap: CR 5; magic device; location trigger: automatic
Like the laboratory,the burning flames of torches set into each corner reset (6 rounds); spell effect (bestow curse, 15th-levelwizard, -6 Wisdom,
illuminate this room. A comfortable-looking chair rests at the foot DC 19 Will save negates): Search DC 29; Disable Device DC 29.
ofthe southern wall, facing the chamber’sonly door. Beside the chair
Encounter Condition: Cursed 5, Haunted
is a small wooden table, on which is placed a thick leather-bound
Tactics: N/A
volume, two vials of black ink, and an inkpen.
Treasure: The chest at the foot of the bed is locked and requires a DC
30 Open Lock check to open. It contains two blank spellbooks,
Initial Attitude: N/A
three sets of wizard’s robes in various shades of blue, and six oil flasks.
Encounter: Arum used this chamber to meditate and conduct
The lantern upon the table is still in good shape. Copper and silver coins
magical research. Like most Rooms in this part of the dungeon,
with the faces melted off are scatted along the bottom of the chest.
the furniture in is blanketed with dust. A closer look suggests that no
E L N/A
creature has entered this place in years.
Scaling: To increase the challenge of this encounter, have the bestow
curse trap drain 6 points of Intelligence (or Dexterity) as well as Wisdom. travelers, the trap is not as effective as it once was and the water stoas
To decrease the challenge, replace the bestow curse trap with a burning rising after three rounds (at the level were the moss can be s
hands trap. The sound of running water continues to be heard until IO ro
elapse. At the end of this period, everything is quiet for 15 mu
before the water level drops. 10 additional rounds later, the I
C54. GHASTLY GUAR8 POST
dissipates and the doors instantly unlock themselves.
Half a dozen carcasses lie in the middle of this dark room. A closer c Flooding Room Trap: CR 1; mechanical; proximity trigger; automatlC
look at the corpses indicates these wamors died years ago in brutal reset: no attack roll necessary (ifthe trap was working properly, the Rsoom
comhat.The weapons they wielded remains with them. would flood in 10 rounds);Search DC 35; Disable Device DC 32.
Initial Attitude: N/A The secret stone panel sinks into the floor, revealing a brightly lit
Encounter: A successful DC 15 Knowledge (religion) or DC 20 hallway leadmg south. The comdor is narrow and illuminated by an
Knowledge (the planes) check reveals the pose of the angel signifies unnatural source. It leads to a simple door
peace. Angels, archons, and members of religious institutions frequently
depict their greatest heroes in this position. Initial Attitude: NJA
This Room is imbued with strong magic that affects all non-good Encounter: A hidden panel opens into the narrow corridor leading
creatures. Non-good PCs entering this Room must make a DC 30 Will south. It is impossible to notice, but those with the Mark of the
save or become frightened for 4d6 minutes and lose Id6 temporary Righteous automatically learn of its existence. The secret door is
points of Strength. Good characters are not affected and non-good a s-ft.-by-S-ft. panel that sinks into the floor when opened. It opens
characters who placed all their weapons in the rack in Room C61 automatically if a PC with the Mark of the Righteous (see Room C21
or Room C67 gain a +8 luck bonus to their save. and C103) touches it and remains open for 1 minute before rising back
Encounter Condition: [Fear 301, Hallowed 6, Positive Energy, Safe into place.
Tactics: N/A If no one has the Mark of the Righteous, the PCs cannot gain access
Treasure: N/A to this Room. If the PCs never Zrino (Room C21), or if they met the
EL 6 lantern archon but refused the Mark of the Righteous, Zrino appears
Scaling: To increase the challenge of this encounter, increase the to offer the Mark, unless the PCs attacked him before.
saving throw DC to 35 and the Strength damage to 2d4. To decrease Encounter Condition: N/A
the challenge, reduce the save DC to 25 and the Strength damage to ld4. Tactics: N/A
Treasure: N/A
E L N/A
C67. SILVERY WEAPON RACK
Scaling: N/A
The southern door is locked, but has no locking mechanism upon it.
It cannot he unlocked through normal means and the only way to open
it is by placing weapons onto the silvery shelves Each PC must place 663 THRQUCH G19. BtRCW DRRCQH TERRITBRY
at least one weapon in the rack. Llke Room C61, these weapons cannot Before Arum fled the dungeon, his scattered mind created a number
be removed. of monstrosities in this Section, bringing to life inanimate objects
(like the furniture) and turning mindless mold into powerful, destructive
An empty silver weapon rack is encased upon the western wall ofthis oozes. Months and years passed, and Arum hid under the shadow of the
otherwise empty room The rack is made from seven curved bars dragon, before fleeing the Region in search of clarity and to ease his
embellished with leafy patterns of wonderful design. The words, weary mind.
“Leaveall weapons behind are written is silver Celestial runes in the Over the years, this Section been home to a number of beasts, including
center of the southern door. hill giants, too stupid to stay away and a number of gnoll patrols who
learned to leave well enough alone.
Initial Attitude: N/A Now, uncontested, a mighty black dragon (named Nardarik) controls
Encounter: Llke Room C61, this chamber was designed to allow Rooms C69 through 0 9 . This cunning dragon is aware of every secret
everyone entering Rooms c 6 2 through C66 to leave their weapons door and hidden passage in its territory. Nardarik is smart and agile, and
behind. The weapon rack, although fashioned from a different material, frequently patrols its lair in order to insure no other inhabitants enter it.
functions as the one in Room C61. It is also the key to unlock the door While journeying through Nardarik‘s temtory, the Pcs notice sever-
leading to Room C66. al scuff marks upon the floor and walls. Nardariks claws and scaly body
PCs who left their weapons behind in Room C61, and vice versa, find created these marks. They are especially obvious in narrow corridors and
their weapons here. When non-evil PCs take their arms from the rack chambers.
in Room C67, they feel the weapons are charged with potent eneru. When Nardarik encounters the PCs, he is Hostile. Unless they offer
The weapons of lawful PCs become axiomatic, while those of good- great treasures, the dragon attacks. He wants nothing to do with the PCs.
aligned Pcs become holy. The weapons of lawful good PCs gain both However, if they buy their way out, Nardarik honors the bargain and
these powers. The duration of these enchantments lasts for 1 day plus a shows them the way out.
number of days equal to the character’sWisdom bonus (if any). Weapons
may not be enhanced more than once per month, so PCs journeying
through this Section several times within a short period may not
benefit from this more than once, unless they place different weapons
in the rack.
RANOOM ENCOUNTERS The two secret doors in the corridor to
Roll for a Random Encounter once per hour to those from this Room
ld20 Encounter
1 A thin, gray mist escapes thoug h a crack in the wall.
fragments. The demtus is piled at the foot of the western wall, and
It dissipates almost as quickly iis appears.
a simple lookmg door separates them in two mounds. Within the
2 The sound of fire, followed by a thunderous explosion
debns are bits of rusty iron, thorns and rotted clothing.
echoes through the Section.
3 The charred body of a lone goblin cuts across the Pt's path
Initial Attitude: N/A
4-1 3 Nothing
Encounter: When Nardarik took control of the Sec
15-16 Apairofclire bats attack anyone in sight, but fly away
powerful hill giant stragglers.The dragon wasted no time hi
when thei r hit points are reduced to 50%.
enemies,and the giants made a brave, but futile last stand. C
17 The PCs stumble upon a trap
in darkness, the Nardarik kiUed each giant, slowly, in turn,
d Fusillade of Spear Ceiling Trap: CR 5; mechanical; location bony carcasses remain -along with the devastation wroug
trigger; automatic reset; lock bypass (DC 22 Open Lock Searching the debris thoroughly takes 2 hours, but PCa auLLccuILLg d l
check); Atk +20 range (1d8, spear); multiple targets (ld6 a DC 25 Search check can determine that the bone fragments from the
spears for every target within the Room); Search DC 27; detritus resulting from the decay of a number of giant-sized creatures.
Disable Device DC 20. Portions of these bones are marked, twisted, or melted, as though acid
had been thrown upon them. pcs studying the bones must succeed
18 The PC s stumble upon a trap.
at a DC 20 Knowledge (nature) check to ascertain they come from seven
* well Camouflaged Pit Trap: CR 6 mechanical;location different hill giants.
trigger, repair reset; DC 20 Reflex save avoids; 100 ft. A DC 25 Spot check made here also reveals that behind the debris,
deep (10d6.fall); Search DC 26; Disable Device DC 16. portion of the western wall are scarred and damaged, as though by acid.
19
... ... . . . - .
Black pudding Slinks through the section. attacking Encounter Condition: [Deep Darkness], Echoes 4, Fog
anything that in its path. This encounter happens only once. Tactics: N/A
20 Nurgantar (Room C9) searches for treasure. When Tieasure:There is nothing ofvalue in this hall, as Nardarik stripped the
encountered, he asks for a tribute - 1Do gp from each PC. giant of any treasure they camed, including their weapons. PCs taking at
If the PCs pay up, Nurganar talks with them Since he least 20 minutes to search this Room uncover large pieces ofwood, broken
travels everywhere, he knows a about the Region. iron nails, the dried remains of pine branches, and large but rotted animal
pelts. These broken and useless materials framed at least ten very wide
bunk beds.
C69. FIRST MARKED ROOM
E L N/A
Scaling: N/A
The surface of the stone floor and imalls here is heavily dented. A closer
examination suggests that part of the rock face was burned. There are
also several marks upon the floor, suggesting frequent traffic. C71. SECOND MARKED ROOM
The westernmost secret door is discovered with a successful DC 25
Initial Attitude: N/A Search check. The panel is simple and made from the same damaged
Encounter: The walls and floor of this Room are damaged. stone as the walls. A narrow groove allows the PCs to grip the panel
Their stone surfaces are melted and uneven, as though a potent acid had and pull it open.This action requires a DC 15 Strength check.
eaten through the rock. Nardarik (Room C77) -the black dragon that
makes his lair in this Region -is responsible for the markings. The floor and walls of this chamber
There is nothing special in this Room aside from the acid-damaged surfaces are uneven and marked with unfamiliar patterns.
floor and walls. A successful DC 16 Intelligence check made here
confirms the walls and floor were damaged with a strong acid. Another Initial Attitude: N/A
check suggests the acid was thrown or projected against the stone Encounter: Like Room C69, a strong acid heavily damaged the
surfaces, as though through a jet or thrown flask. A third check (DC 26) walls and floor of this chamber. These cryptic marks are a warning
reveals the acids source was monstrous and unnaturaL to trespassers. A successful DC 16 Intelligence check confirms the
A successful DC 25 Search check uncovers a simple secret panel substance used to burn and melt the stone was acid.
a t the end of the western corridor. This panel is made from the same Encounter Condition: Fog 10,Stagnant Air
stone as the walls and is just as damaged. It veers precariously upon Tactics: N/A
hidden hinges towards the inside of this Room when opened. A narrow Treasure: N/A
groove into the stone surface allows pcs to pull it open, but a successful E L N/A
DC 15 Strength check is required. Scaling: N/A
Encounter Condition: [Fog 10 or Smoke]
Tactics: After the PCs spend 30 minutes in this Room, roll for
C72. HALL OF RUBBLE
a Random Encounter.
Treasure: N/A
A massive pile of stone rubble
E L N/A
chunks of broken rocks, all neatly put together in the center of the
-
Scaling: N/A
place, form a mount almost as tall as the fifty-ft high ceilmg.
P 1 , . .
is significantly damaged. The stone is broken and several pile!>
. n 3 . r T C
or rubbte lay scattered upon the floor, as though some powerrul rorce
without removing the adhesive first.
A weapon that strikes a n adhesive-coated mimic is stuck fast
had struck the wall. OnI the far end of the hallway, a single wooclen unless the wielder succeeds on a DC 25 Reflex save. A successful
lever juts from the stoni DC 25 Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple
Initial Attitude: N/A normally. A mimic can dissolve its adhesive at will, and the substance
Encounter: At the end of the hallway is a lever (that does nothing). breaks down 5 rounds after the creature dies.
It is designed to get someone to walk down the hallway Two rounds Crush (Ex): A mimic deals 2d6+8 points of damage with a successful
after the secret door is opened, a potent magical trap is triggered. grapple check.
The magic affects the entire length of the corridor, from either side Mimic Shape (Ex): A mimic can assume the general shape of any
of the secret panel. PCs succeeding at a DC 26 Search check can find object that fills roughly 450 cubic ft. (7 ft. by 8 ft. by 8 ft.), such as a truly
a tiny locking mechanism besides the secret doorway. This lock can massive chest, a giant's bed, or a n arch way. The creature cannot sub-
be picked with a DC 28 Open Lock check to safely bypass the trap. stantially alter its size, though. A mimic's body is hard and has a rough
When mggered, the trap remains active for 7 rounds. On the first texture, no matter its appearance. Anyone who examines the mimic can
round, the reverse gravity sends all creatures and objects hurling toward detect the ruse with a successful Spot check opposed by the mimic's
the ceiling. Creatures take falling damage when they hit the 60 ft. high Disguise check. Of course, by this time it is generally far too late.
ceiling. When the spell ends, 7 rounds later, they fall to the ground Skills: A mimic has a +8 racial bonus on Disguise checks.
as the reverse gravity effect ends, taking damage again.
b Reverse Gravity Trap: CR 8; magic device, touch trigger; automatic C75. FALSE DRAGON'S HOARD
reset; lock bypass (Open Lock DC 28); spell effect (reverse gravity,
13th-levelwizard) 6d6 fall [upon hitting the ceiling],then 6d6 fall This cross-shaped hall is fdled with coins of all shapes and sizes. Upon
[upon hitting the floor when the spell ends], DC 22 Reflex save the mound of copper, gold, and silver are bronze candelabrums,golden
avoids damage);Search DC 32, Disable Device DC 32. plates, sdverycutlery,ivory cups, and a multiple brightly-colored jewels
that something was dragged up them, and it is obviious that the floor the gray ooze’s acidic touch.
was scarred with claws or sharp tools. Treasure: N/A
EL 4
Initial Attitude: N/A Scaling: To increase the challenge of this encounter, add one gray
Encounter: This hall was once two separate chambers, but the doors ooze. To decrease the challenge, have the ooze recently tortured
- and indeed the entire doorways - that separated them were by Nardarik (hp 20).
destroyed long ago. The oversized arch ways are scorched and a good
*Gray Ooze: CR 4; Medium ooze: H D 3d10+15: h p 31; Init -5;
portion of the stone walls surrounding them has melted under the effect
Spd 10 ft.; AC 5, touch 5,flat-footed 5; Base Atk +2; Grp +3; Atk +3
of an acidic substance.
melee (ld6+1 plus ld6 acid, slam): Full Atk +3 melee (1d6+1 plus ld6
The secret door in the southernmost portion of the east waU is
acid, slam); SA Acid, constrict ld6+1 plus ld6 acid, improved grab: SQ
a simple stone panel that has seen much use in recent years. Because of
Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent; AL
this, it is easy to discern its discolored shade and the large marks around
N;SVFort+6, Ref-4, Will-4;Str12, Dexl.Con21, Int--, Wis1,Chal
it. A successful DC 16 Search check is enough to notice it. When pushed,
Skills and Feats: -
the panel opens into the narrow corridor and wide chamber beyond.
Acid (Ex): A gray ooze secretes a digestive acid that quickly
Encounter Condition: Stagnant Air
dissolves organic material and metal, but not stone. Any melee hit
Tactics: After the PCs spend 30 minutes in this Room, roll for
or constrict attack deals acid damage. Armor or clothing dissolves
a Random Encounter. On a 6-14, a gray ooze or ochre jelly shuffles into
and becomes useless immediately unless it succeeds on a DC 16 Reflex
the Room.
save. A metal or wooden weapon that strikes a gray ooze also dissolves
Treasure: N/A
immediately unless it succeeds on a DC 16 Reflex save. The save DCs
E L N/A
are Constitution-based.
Scaling: To increase the challenge of this encounter, a gray ooze
The ooze’s acidic touch deals 16 points of damage per round to
is already here, dissolving the stone. To decrease the challenge, remove
wooden or metal objects, but the ooze must remain in contact with
the possibility of a Random Encounter.
the object for 1 full round to deal this damage.
Constrict (Ex): A gray ooze deals automatic slam and acid damage
C79. GRAY OOZE PRISON with a successful grapple check. The opponent’s clothing and armor
take a 4penalty on Reflex saves against the acid.
The narrow hallway opens into a wide room. This dark chamber Improved Grab (Ex): To use this ability, a gray ooze must hit with
is empty except for a puddle of water in the northeastern corner. its slam attack. It can then attempt to start a grapple as a free action
without provoking a n attack o f opportunity. If it wins the grapple check,
Initial Attitude: Unfriendly it establishes a hold and can constrict.
Encounter: Nardarik keeps a gray ooze (hp 31) prisoner in this room. Blindsight (Ex): An ooze’s entire body is a primitive sensory organ
This creature unwittingly ventured into the black dragon’s lair over that can ascertain prey by scent and vibration within 60 ft.
a year ago and now Nardarik frequently visits the ooze to torment it. Transparent (Ex): A gray ooze is hard to identify, even under ideal
The ooze remains motionless and does not attack unless the PCs move conditions, and it takes a DC 15 Spot check to notice one. Creatures
within 5 ft., striking the closest target. who fail to notice a gray ooze and walk into it are automatically hit
with a melee attack for slam and acid damage,
Tactics: N/A
Treasure: N/A
rving as powerful prisons for demons and the like, these Rooms EL 8
of favor when the celestials were forced into Regions E and G. Scaling: To increase the challenge of this encounter, add a symbol
,om in this Section is trapped with powerful magic, capable of pain to the symbol of weakness trap. To decrease the challenge,
;ing the strongest PC to his knees. For thousands of years, replace the symbol ofweakness trap with a symbol of sleep trap.
,oms have stood as cells, holding pens, and “torture”chambers
id evil of the price of disobedience.
5 the Section is devoid of inhabitants and filled with traps ca2. THE STAGGERING STRENGTH
courage travel, Nardarik (Room C77) makes no challenge
x this territory. Most inhabitants of the Region know about The floor of this room is cove]red with dust, but this substanceis darker
tion and avoid it at all costs, leaving the dragon to focus his than most of the dust blank eting the other chambers and hallways
energies elsewhere. of this region.
The stone floor in this Section is covered with a thick layer of
undisturbed dust, suggesting that nothing has entered here in some time. Initial Attitude: N/A
There are no Random Encounters in this Section. Encounter: 1 round after the PCs enter this Room, a powerful
gust of wind erupts from tiny cracks in the floor. The gust of wind affects
everyone in the Room and sends poisonous ungol dust into the air.
cao. THE WEARINESS OF THE TRAVELER Living creatures inhaling the dust begin choking immediately,and must
succeed at a DC 16 Will save or become panicked for 2d6 rounds
This room would be perfectly square if it were not for a thin wall
in addition to any other effects.
separating it in two sections Though this wall seems out of place,
its surface is exactly as the other stone walls in the area. The only d Gust ofWind and Ungol Dust Trap: CR 6;magic device and poison;
ddference is that it is narrower than what would be expected location trigger; automatic reset; spell effect (gust ofwind, 18th-level
wizard, DC 18 Fortitude save negates) and poison (ungol dust, DC 15
Initial Attitude: N/A Fortitude save resists, 1 Cha / ld6 Cha +1 Cha drain); multiple targets
Encounter: This Room is rigged with a potent magical device that (all creatures within the Room); Search DC 28; Disable Device DC 28.
causes fatigue to those journeying through it. Anyone traveling through Encounter Condition: [Drafty], [Fear 161, Stagnant Air
this Room, in either direction, falls under its effect. Merely entering Tactics: N/A
the Room through one door is not enough to trigger the enchantment, Treasure: N/A
but PCs entering the Room from one door and exiting through the other EL 6
instantly becomes fatigued. This effect takes place regardless of the Scaling To increase the challenge of this encounter, add chain lightning
amount of time spent inside the Room. There is no save and condition to the gust ofwind and ungol dust trap.To decrease the challenge, remove
persists for 24 hours. the ungol dust and instead have the PCs pelted with pebbles and debris
The Room radiates a faint necromantic aura. (2d6 bludgeoning damage each).
Encounter Condition: [Fear 161, Haunted, Negative Energy
Tactics: N/A
Treasure: N/A ca3. THE MIRROR OF TRUTH
EL 5
Scaling: To increase the challenge of this encounter, add fear to the This small room is empty except for a large mirror mounted on the
fatigue effect.To decrease the challenge, allow each P c a DC 16 will save diagonal northwest wall The mirror 1s framed in an orange copper
to avoid fatigue. alloy that reflects hght nicely It is a large but otherwise simple piece
of furniture.
foot high ceiling of this great hall. Like most chambers in the dungec)n,
Initial Attitude: N/A
the place is bathed in shadows, but the disquieting murmurs of sorne
Encounter: This Room is rigged with a deadly mechanism designed
hidden menace echoes through the wide place. Strange mirrors on t he
to hold any creature that escaped its original cell. The bony remains
floor, ceiling, and walls reflect light in every direction, casting shad01ws
in the center of the Room are those of the unfortunate creatures that
into every comer and distomng the size of the room.
unwittingly ventured here and never escaped.
Three rounds after anyone enters this Room, the east and west walls
Initial Attitude: Unfriendly
quickly move towards the center, crushing everyone within Iround
Encounter: This chamber holds one of the few original inhabitants
after this trap is sprung, the walls move back into their proper places.
of the dungeon - a mighty spectre, named Aslur’thyn (hp 91) whose
A minuscule hidden switch can be found with a DC 27 Search check
cell was so secure, he never escaped. Magical wards upon the entire
upon the north wall just east of the arch way. Pressing this switch
stone surfaces of the walls, ceiling, and floor keep him inside. Powerful
prevents the trap from functioning for 10 minutes.
magic [Strong abjuration and illusion] imbues the walls of this special
b Compacting Room Trap: CR 7; mechanical; timed trigger; automatic prison cell, trapping all sound inside. This effect acts as silence.
reset; hidden switch bypass (Search DC 27); walls move together (12d6, Aslur’thyn has been confined to this cell since the dungeon was first
crush); multiple targets (all targets in the Room); never miss; onset delay built and has lost all hope of ever escaping. When the PCs open one of
(3 rounds); Search DC 20; Disable Device DC 23. the doors leading into its cell, he stares in disbelief for one round. Allow
him a DC 30 Will save on the second round. Ifsuccessful, he rushes for
Encounter Condition: [Deep Darkness]
the door, otherwise he waits until the third round to make his escape.
Tactics: N/A
Unless the PCs prevent Aslur’thyn from exiting the Room, he flies
Treasure: A successful DC 16 Search check is enough to notice
past them. If the PCs stand in his way or attack him, Aslur’thyn fights
an ivory ring on one of the bony remains in the center of the Room.
back, venting centuries of accumulated anger. If the doors close,
The ring is simple, but it is ancient and undamaged. It fits any Medium
trapping him once again inside, he becomes enraged and gains the
creature and is worth upwards of 750 g p to a collector.
benefit of rage for 3 minutes.
EL 7
Encounter Condition: Cursed 4, Distracting Noises 5, Distracting
Scaling: To increase the challenge of this encounter, increase the
Visions 5
crushing wall trap’s crush damage to 16d6. To decrease the challenge,
Tactics: Once engaged in battle, Aslur’thyn is relentless and
make the trap deal only 8d6 of crush damage.
fights until destroyed. He targets the weakest PC, drawing him away
or sequestering him from the rest of the p a q . He continues to attack
a single target until either of them is dead. If Aslur’thyn successfully
kills a PC (returning as a spawn Id3 rounds laiter), he flees so the pcs
are forced to fight one of their own.
o the dungeon, he escapes via the fastest route h Aslur'thyn, Spectre: CR 7; Medium undead (incorporeal):HD 14d12;
poss1ble, hiding from the PCs if they give chase. If the PCs allow him h p 91; Init +7; Spd 40 ft., fly 80 ft. (perfect):AC 21". touch 21', flat-
to e5;cape, he immediately looks for victims to convert to spawns footed 18"; Base Atk +7; Grp -: Atk +11 melee (Id8 plus energy drain,
and 1within 1day's time commands ld6 spectres.This pattern continues, incorporeal touch): Full Atk +11/+5 melee (Id8 plus energy drain,
interminably, until everything is converted or the spectre finds an incorporeal touch); SA Energy drain, create spawn; SQ Darkvision 60 k.,
adveirsary more powerful than himself. incorporeal traits, +6 turn resistance, spell resistance 18", sunlight
Aslur'thyn heads north, avoiding the dragon and oozes, but attacking powerlessness, undead traits, unnatural aura; AL LE; SV Fort +8*,
any humanoids he finds. If the PCs emptied this Region, he heads west Ref+l3*, Will +15"; Str--, Dex 16, Con -, Int 22, Wis 14, Cha 16.
in search of goblins in Region B before heading toward Region N. If the Skills and Feats: Hide +18, Intimidate +20, Knowledge (religion) +18,
PCs chase him to Region For G, he flies across the lava. Listen +20, Search +19, Spot +20, Survival +2 (+4 following tracks);
Treasure: The spectre's cloak is a black robe of the archmagi, with the Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes, Weapon
ghost touch ability. The benefits of wearing this robe are bestowed to the Focus (touch).
wearer against corporeal and incorporeal creatures. If the Pc's destroy Energy Drain (Su): Living creatures hit by a spectre's incorporeal
Aslur'thyn they can take the robe, understanding that it is, of course, touch attack gain two negative levels. The DC is 20 for the Fortitude save
evil. The cloak is semi-incorporeal and part of him, but it becomes to remove a negative level. The save DC is Charisma-based.For each such
substantial when Aslur'thyn is destroyed. negative level bestowed, the spectre gains 5 temporary hit points.
The angels hid a powerful tome in this Room, keeping its secrets Create Spawn (Su): Any humanoid slain by this spectre becomes
from the world. The mirrors along the walls are part of the spectre's a spectre in ld3 rounds (instead ofthe normal ld4 rounds). Spawn
torment, reminding him of these trappings, no matter where he looks. are under the command ofthe spectre that created them and remain
But, they also serve a second purpose. If the PCs succeed at a DC 30 enslaved until its death. They do not possess any of the abilities they
Search check, they see a series of nodes on the four outside pillars in the had in life.
mirrors, that they cannot see on the pillars themselves. The center pillar Unnatural Aura (Su): Animals, whether wild or domesticated,
is devoid of these nodes. Clever PCs should note that this means can sense the unnatural presence of a spectre at a distance of 30 ft.
something, but a DC 28 Concentration check, a DC 25 Disable Device They do not willingly approach nearer than that and panic if forced
check, or a DC 22 Decipher Script check reveals the nodes are part to do so; they remain panicked as long as they are within that range.
of grand puzzle. [Remember that Search and Spot are based Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight
on Intelligence and Wisdom which were more than likely reduced (not merely a daylight spell) and flee from it. A spectre caught in sunlight
by the traps outside the Room.] cannot attack and can take only a single move or attack action in a round
It takes 1 hour for the PCs to study the nodes and note and subtle Possessions: Robe ofthe archmagi (black) with ghost touch.
differences in their shape and color. Allow the PCs a DC 30 Search check
to find the four nodes that are identical. If the PCs can find a way
C94. CRUSHING GRATE TRAP
to touch them all at the same time (and they are all inconveniently
placed and no two can. be touched at once), the center pillar slowly The floor of this great hall is arranged with a multitude of square tiles.
opens from top to bottom like a giant puzzle box. As each stone shifts, A gray dust covers most of tlhe floor, but it fails to hide the dented and
more and more light from the pillar's core releases until 5 minutes later chipped stone surface. Witkiin each of the cracks separating the floor
the room is bathed in daylight.
Once the pillar is completely opened (a process that takes 30 minutes),
a small pedestal remains, with a book resting on it. This process also
Initial Attitude: N/A
disables the traps on the locks, until the pillars are reset by pressing
Encounter: The floor of this chamber is rigged with countless
the nodes again (which closes the pillar). The book is shielded by great
pressure plates. Each 5-ft.-by-s-ft. stone square making up the floor
magic [Strong abjuration] and any PC touching it sets off a powerful
of the hall is part of a deadly mechanism that sends a heavy stone grate
dictum trap which resets in 5 rounds.
to the ground. This grate is made out of the same stone as the rest of the
d Dictum Trap: CR 7: magic device: touch trigger: automatic reset region, is as large as Room, and is supported from the ceiling by massive
(5 rounds): spell effect (dictum, 13th-levelcleric): Search DC 32: iron poles. When more than 50 lbs. is put upon one of the pressure
Disable Device DC 32. plates, the grate descends to the floor and crushes everyone inside.
'When not activated, the grate looks likes it is part of the ceiling.
In addition, the surface of the book is protected by explosive nines,
The only differences being that there are a multitude of small holes
which go off once the PCs read the cover. If they turn the book open
(some six inches in diameter) cutting through its surface and dried
to the first page, sepia snake sigil triggers as well. These spells have
blood is all over it. It can be spotted with a successful Search DC 22,
an effective caster level of 13th. Neither of these spelIs can be disabled
which also alerts anyone with the trapsense ability of the danger.
and neither harms the book. Once triggered, they do not reset.
Ifthe pcs find a way to bypass the dictum trap, they can take the book, 6 Stone Grate Trap: CR 7: mechanical; location trigger: automatic reset;
which is in fact, a vile tome containing every arcane necromancy spell grate moves down (lOd6, crushing): multiple targets (all targets within
ever written. There are a total of 49 spells in the book. Everything from the Room); never miss; onset delay (2 round); Search DC 2 0 Disable
The Player's Handbookm,plus a few more. It is up to the DM ifthese spells Device 18.
are from other open source material or just so powerful and incomprehen-
Encounter Condition: N/A
sible the pcs can never learn them. The book radiates Strong necroman-
Tactics: N/A
cy (evil). If they do not disable the dictum trap, the book can only
Treasure: N/A
be removed from the pedestal by a lawful good character.
EL 7
E L 13
Scaling: To increase the challenge of this encounter, have the stone
Scaling: To increase the challenge of this encounter, add a spectre or
grate trap deal 14d6 of crushing damage.To decrease the challenge, have
wight, neither ofwhich wants to leave but instead intends to convert the
it deal 6d6 points of damage.
pcs into the undead. In addition, they can use 'create spawn' on animals
as well as humanoids. To decrease the challenge, place daylight in the
center of the room (in a 20ft. radius) that affects Alsur'thyn as sunlight.
C55 THROUGH G I 0 2 Hlll GIBNT’S’ LWlR Tactics: N/A
This Section is the home of Arnuk, a hill giant cleric, and her two sons.
Treasure: N/A
Arnuks family was part of a tribe that once dominated a large section of
E L N/A
this Region. But when Nardarik (Room C77) came, he killed off most of
Scaling: N/A
the tribe and drove the survivors away. Arnuk and her sons are the only
living hill giants from this once proud tribe.
To make matters worse, Vernir, one of Arnuk‘s son, once made a deal C96. B t)NE ROOM
with the king of the goblins (Room B75) to fight the wizard Arum
for them. Even in his maddened state, Arum was too much for the giant Large bo1nes litter the floor of this room, covering m
and Vernir nearly lost his life. Fortunately,the wizard showed mercy and facing. TIi e bones seem old and, judging by the accumulated dust
only trapped the giant behind several layers of stony walls, rather than upon the m, have not been disturbed in awhile. Within the debns
kill him. Arnuk and her other son now bear a deep grudge, are sever:11skulls, which resemble humanoid heads, only bigger.
but are unaware that Arum is gone. Lastly, the giants no longer trust the
goblins and seek vengeance, should they ever find a way to escape. Initial Attitude: N/A
Though they are content with their existence, these hill giants Encounter: Arnuk and her sons piled the remains of some dead hill
are trapped in the Region and have little hope of ever emerging from the giants here. A successful DC 20 Knowledge (nature) check confirms
dungeon (they do not know about the secret door in Room C61 nor can the bones are those of hill giants. Twelve corpses can be found.
they get past the imprisoned spectre (Room C93). If they ever escape, Encounter Condition: N/A
Amuk plans to destroy the black dragon Nardarik (Rooms C69 through Tactics: N/A
C79), the entire goblin tribe (Region B), and Arum. Treasure: This Room is filled with hill giant bones from A m u k ! s former
Unless the PCs are Hostile, Arnuk asks them to do her bidding tibe. A successful DC 25 Search check reveals a golden tooth in a giant’s
by talking about the great riches stolen from her people by the evil jaw. The tooth is large and made of pure yellow gold. It is worth 150 gp.
dragon Nardarik as well as the treachery of the Gnashing Fang Tribe. E L N/A
If the Pcs agree to help Amuk get rid of her enemies, they are welcome Scaling: N/A
in her lair. If the PCs do not want anything to do with the hill giants,
Arnuk and her sons insist that they exit their private domain. If the pcs
C97. BROKEN WALLS
know a way out, they handsomely reward them and offer an alliance.
PCs in Room C48 can hear a soft clamor of metal on stone, coming from
Due to the size of the corridors, the giants are rarely found outside
the other side of the wall of stone. However, because the stone is so dense,
Room 0 7 . Their speed is cut in X in these tight hallways.
they cannot determine that a hill giant is pounding away at it.
RANDOM ENCOUNTERS The sound of stone breaking uaon stone echoes throuehout this
V I 0
Roll for a Random Encounter once per hour. Clriamber and beyond. Inside the wide hall is a large giant in tattered
Id20 Encounter hides. The male giant stands in the middle of the room, surrounded
b, 1 massive mounds of stony rubble. One of its eyes is swollen shut,
1 A single copper coin lays on the floor. It looks as though
it was on(:e used to mark a trail.
L.Lvu6LA .,
as +h-,,-h i t ,,.CC,raA
auIILLcu
+m-a-A-,70 lJ-vx7
LIbII.CIIuvUO
T!.~ r-a.l+..-n i)LcIIID
U I v w . l l l r cILIIuIc
Clna-r !..,..A
cga. HILL GIANT SHRINE A massive bed made out of broken logs, crushed tree branches,
If the pcs make any noise or use a light source in the corridor leading to and dned leaves occupies most of the floor area of this room The crude
this chamber, Arnuk automatically notices them bed is covered w t h tattered animal pelts and is large enough to
accommodate a pair ofgants. Beside it are severalperfectly round rocks.
A stone altar dominates this chamber Upon the altar is a pair
of human skulls inside of which yellow candles are set. The candles Initial Attitude: N/A
burn with a pale golden light, illuminating portions of the room. Encounter: This Room is the private bedchamber of Vernir, Arnuks
Behind the altar is a giant female Her long disheveled hair is tangled youngest son. Vernir uses this chamber to rest, but spends most of his
with small bones and a scorched human skull hangs from a thick gold time in Room 0 7 . Since he does not trust Mourgir (Room ClOl),
chain around her neck he carries his bloodstones with him, leaving only battered skins on his bed.
If the PCs make noise, Arnuk (in Room C98) automatically hears them
Initial Attitude: Unfriendly and investigates 1 round later. Also allow Mourgir the appropriate Listen
Encounter: Arnuk (hp 124) built a crude shrine to her deity in check to notice the PCs. If he hears them, Mourgir arrives in 1d2 rounds.
this wide chamber, and the hill giant priestess spends most of her Encounter Condition: N/A
recreational time here. Unless the PCs have harmed one of her sons Tactics: N/A
or they attack her immediately,Arnuk is more than willing to negotiate. Treasure: N/A
She is especially interested in the dragon’s hoard (Room C75) and killing E L N/A
the black dragon guarding it. If the P c s appear interested, Scaling: N/A
she reveals where it is and even warns them about the deadly creature
in Room C76 and the trap in Room 0 4 . She does not know Room C100. ARNUK’S CHAMBER
c75 is a false hoard.
If the PCs offend her god or harmed one of her sons, Arnuk attacks Four old beds are arranged in the middle of this room, taking u p most
immediately. of the floor The beds are lined up against one another and a thick
Encounter Condition: N/A layer of animal skins covers them On top of the pelts is a human
Tactics: If battle ensues, Arnuk casts bull’s strength on herself, skull. The latter is neatly placed at the exact center of the four beds
followed by divine favor and shield of faith. She then proceeds to cast
an offensive spell to harm or hamper the PCs, target the warriors of Initial Attitude: N/A
the party first. Since she has a 10 ft. reach, she keeps the PCs at bay for Encounter: This is Arnuk‘s private abode and she does not tolerate
a round or two, at least, before using her magical mace to crush her anyone coming in to her bedroom. Although she is only here when she
enemies. She continues to cast spells when not engaged directly with rests, the Room is close enough to her shrine that she can keep an eye on
two or more PCs. it. She investigates 1round later and does not hesitate to attack would-
Arnuk utters loud cries and curses while combating the PCs, which be thieves. Allow Mourgir (Room C l o i ) the appropriate Listen check to
automatically alerts her son Mourgir (Room C101). Mourgir comes notice the Pcs. If he does, the hill giant comes out of his bedchamber
to defend his mother i d 2 rounds later. and arrives here ld3 rounds thereafter.
Treasure: I n addition to the magical items Arnuk carries, she also Encounter Condition: N/A
has a pouch with 79 pp, 51 gp,and 19 sp as well as three glass vials of Tactics: N/A
unholy water.The unholy symbol upon her neck is made from a painted Treasure: A successful DC 18 Search check reveals a wooden coffer
human skull and worth upwards of 25 gp to any follower of the faith. tucked under a bed. This chest is unlocked and contains various robes
The golden chain upon which it is set is also worth 25 gp. fashioned for a giant as well as a total of 541 gp worth of assorted coins
E L 10 and gems, a well wrought sapphire (worth 500 gp), and a wand of magic
Scaling: To increase the challenge of this encounter, add three missile (5th) (17 charges).
cleric levels to Arnuk. To decrease the challenge take away Amuks mace E L N/A
and cloak. Scaling: N/A
1
ClOl. MOURCIR'S CHAMBER Tactics: N/A
Treasure: Along the south wall are three large grearcmm, a rusty
A large pile of crushed stone rubble covered w t h broken twigs and bastard sword, two disheveled halberds, an ornate masterwork falchion,
branches dominates the northern area of this room. A dark haired a Medium suit of masterwork full plate armor, a +2 large steel held,
giant dressed in hide armor sits atop the uncomfortable-looking bed three coils of SO-ft.long hempen rope, two empty backpacks, and a small
wooden box containing 16 wax candles.
Initial Attitude: Unfriendly E L N/A
Encounter: This is the private bedroom of Mourgir (hp 109), Amuk's Scaling: N/A
eldest son. Though the hill giant sometimes patrol his mother's domain,
he spends most of his time in this chamber, dreaming about the fresh air
of his mountain home. For such a savage beast, he is (at times), noticeably
CiO3 THROUGH CiO5. THE KEY
The doors of this section of the dungeon have not been breached since
sensitive. As such, his mother is more protective of him than Vernir
the angel wardens abandoned it. Built within the vast prison complex,
(Room C97),
this area was used to store an important key This special key opens the
Although suspicious, Mourgir is curious about the PCs and eager to
door in Room B21 (and thus gives access to Region F). It can be found in
talk with them. He is especially interested in tales of the open country
Room Cios but can only be handled by PCs bearing the Mark of the
and the mountains surrounding the dungeon. If the Pcs are friendly and
Righteous (see Room C21), as it is an animated object attacking anyone
tell stories, his attitude automatically shifts to Friendly. If, on the other
not bearing the Mark who touches it.
hand, they harmed his brother or mother -of if they med to steal from
To complicate things, the angel builders of the dungeon designed
Room C102 -Mourgir does not hesitate and attacks the intruders.
a false key (in Room Cl03) as well as a series of six interconnected
Encounter Condition: Stagnant Air
Rooms (C104) made to deceive would-be robbers.
Tactics: Mourgir does not throw rocks, preferring instead to charge
There are no Random Encounters in this Section.
the strongest warriors and engage in melee. He fights until his hit point
total is reduced to 25 or less, at which point he flees for b o m C98.
If combat breaks here, Arnuk (in Room 0 8 ) arrives i d 3 rounds later. C103. THE FALSE KEY
Treasure: Mourgir wears a large necklace made out of carved Both doors leading into this Room are locked. Anyone succeeding
bone fragments (worth 20 gp) and carries a pouch with 97 gp worth a t a DC 34 Open Lock check unlocks each of them.
of small gemstones. The walls of this room are beautifully painted. The pictures depict
EL 7 a various angels performing blissful tasks. Some hold weapons and stand
Scaling: To increase the challenge of this encounter, add 3 barbarian at attention. Others are sculpting great works of arts or designing tall
levels to Mourgir.To decease the challenge, have him frazzled by a recent buildings. Though a thick dust covers the floor of this room, its painted
argument with his brother, suffering from an effect similar to doom. walls are surprisingly clean. what truly catches one's attention, however,
is the glowing silvery key resting upon a simple stone altar in the southern
A Mourgir, Hill Giant: CR 7; Large giant; H D 12d8+48;h p 109 Init -1;
nook of the chamber.
Spd 30 ft.; AC 20, touch 8, flat-footed 20 Base Atk +9; Crp +20 Atk +16
Initial Attitude: N/A
melee (2d8+10.greatclub) or +15 melee (1d4+7,slam) or+8 ranged
Encounter: The only purpose of this Room i s to deceive others into
(2d6+7,rock); Full Atk +16/+11 melee (2d8+10,greatclub) or +15 melee
believing a false key is the key needed to unlock the door in Room B21.
(1d4+7,2slams) or +8 ranged (2d6+7,rock); Space/Reach 10 ft./lO ft.;
Unlike the keys found in Room C104, this false key is a perfect replica
SA Rock throwing; SQ Low-lightvision, rock catching; AL CE; SV Fort +12,
of the one fitting into the lock of Room B21. When inserted into this
Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.
lock, however, a powerful sonic blast is triggered and the fake key melts
Skills and Feats: Climb +7,J u m p +7, Listen +3, Spot +6; Cleave, Improved
into the mechanism, preventing anyone from unlocking the door.
Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub).
Anyone with the Mark of Righteous (see Room C21) is allowed
Rock Throwing (Ex): The range increment is 120 ft. for a hill giant's
a DC 20 Will save learn this key is a fake.
thrown rocks.
The secret panel upon the south wall is impossible to notice or open
by normal means. A PC with the Mark of the Righteous is automatically
C102. HILL GIANTS' STOREROOM made aware of the secret door and only needs to touch it to watch the
A rounded, flat boulder blocks the only door leading to this Room, panel sink into the floor. The secret doorway remains open for as long as
which is used by the giants to store the various goods they found in the someone with the Mark of the Righteous stands within Room C103
dungeon A successful DC 22 Strength check is required to move the or the adjacent Room C104.
boulder in front of the door This action, however, automatically alerts Tactics: N/A
Mourgir that someone is tqnng to enter the store Since he is 111 charge Treasure: The only treasure in this Room is the false special key upon
of it, the giant comes out of his chamber (Room C101) to investigate the altar.
1round later If Mourgir engages the PCs in battle, his mother (in Room E L N/A
C98) joins the fray Id3 rounds after combat begins Scding: N/A
A series of torches, set some 20 ft. from the floor into thick bronze A wide ornate archway dominates the southern wa:
sconces, burn here. The dancing flames illuminate the great hall, The archway opens into a surprisingly vast room, but the rest of the
but fail to cast the eene shadows very far hall is empty and dark A c:lose examination of the IAoak of dust upon
.. .
~
the floor here reveals that no one has walked here in years.
Initial Attitude: N/A
Encounter: This great hall is empty but endowed with powerful Initial Attitude: N/A
angelic magic meant to discourage living creatures from venturing Encounter: This chamber has a magical gateway that allows travel
through it. Lawful good creatures are not affected by the enchantment, to Room C21, but offers no means of exiting.
but all other living beings, including outsiders such as demons, are. This hall has a portal identical to the large ornate archway in Room
Upon entering, all non-lawful good PCs must make a DC 30 Will C21, with the exception that the interior of the archway is not solid.
save or become disheartened for one full week. A disheartened character Instead, it opens into Room C21, just as if the two chambers were
suffers from a -2 morale penalty to attack rolls, damage rolls, AC, saves, connected. This is the one-way entrance into the prison cell where
and skill check. A remove curse or lesser restoration spell is not strong a great demon was once held prisoner. Any object that goes through the
enough to lift this effect, but each one reduces the duration of the effect archway from Room C110 instantly comes out the other archway
by 1 day Restoration or greater restoration lifts the effect completely in Room C21. Inanimate objects that partially pass through the portal
Encounter Condition: Cursed 5, Fear 16 can be retrieved, but anything living or organic is lost to Room C21.
Tactics: N/A Nothing from Room C21 can travel back through the portal in this hall.
Treasure: All 40 torches are imbued with continualpame. Encounter Condition: N/A
EL 8 Tactics: N/A
Scaling: To increase the challenge of this encounter, increase the Treasure: N/A
Will save DC to 35 and add one week to the duration of the dishearten- E L N/A
ing effect. To reduce the challenge, reduce the effect to ld3 days. Scaling: To increase the challenge of this encounter, have the PCs
Alternately,it only affects non-lawful Pcs. lose limbs if they stick their hands through the portal and pull them
back. To decrease the challenge, allow the PCs to move back and forth
without fail, assuming the wards protecting this prison vanished
decades ago.
caliber that his society willmgly
cast him out to wander the
planes for the remainder of
eternity Desperately seeking
revenge, the xi11 searched for
a good way to destroy his people
outright. In the course of his roam-
ings, he came upon information
which confirmed the existence of
a malevolent, exiled god, Asrakhor
the Undying, a terrible threat to the
stability of the planes dfreed. He under-
stood from the depths of his madness that
Asrakhor could help him get his revenge,
but he did not know where to find him. All of his
searching yielded no clues, no evidence, nothing concrete
enough to substantiate its existence.
The only way to reach this god, Chtrax realized, was through
the mighty power of a wish spell. Moreover, the xi11 knew where he
could find one at minimal cost. Aware of the worlds largest dungeon,
Before the inevitable assumption of control over the mad derro,
and its original purpose, he suspected the devil's vault still contained
Chtrax approached a trapped formian queen. Weakened and injured
a powerful pit fiend named Kator. If Chtrax could free this beast, he was
from a costly war with the derro, and desperate to be back in touch with
certain he could gain the wish. A mad plan to be certain, Chtrax has been
the hive on her native plane, the xill's honeyed words swayed her,
especially careful not to reveal the truth behind his goals, for he knows
and she agreed to transfer control over her most trusted myrmarchs
breaching the walls of the vault would surely result in the deaths of all
in exchange for her freedom. The xi11 lied, of course, and murdered her
his servants.
in the shadows of an obscure cave with her eggs all around her, stealing
The wicked xi11 traveled a myriad of Material Planes, but alas for all
her essence and trapping it in a special phylactery.
his searching, he could not locate the place, though many had heard
Considering the unusual nature of the region, Chtrax organizes
of it, and a number of dusty tomes spoke eloquently of it. In frustration,
his minions with brutal efficiency He commands the entire operation,
he tortured and maimed many a sage and scholar in his efforts to locate
answering to none. Serving him are three formian myrmarchs, each of
the massive complex until finally one brutalized soul gave him a name:
whom have specific duties. The first myrmarch oversees security of the
Alkaman. Even Chtrax had heard of this ancient loremaster, but he had
mining outfit and truesilver extraction (Great Hall). His responsibilities
believed, like most beings in the planes, the old man dead. He quickly
include procuring stone golems from the gnome, positioning
tracked down the sage, finding him deep within the Astral Plane. After
the golems at checkpoints throughout the complex, and maintaining
torturing the old man for 2 years, the sage finally revealed the location
existing ones. Also serving him are squads of formian warriors, some of
of the Dungeon. Not trusting the information, Chtrax took the crippled
whom ride gorgons. These guards oversee extraction caverns, patrol the
scholar with him. When they finally reached the sprawling complex,
tunnels, and ensure traps and sentry towers are in working order and so
he killed the old man and left his bones to rot on the surface, before
on. Chtrax, not content with the truesilver extracted by the other myr-
descending into the dungeon's tunnels.
march's crews, started drilling into the Great Hall for more truesilver,
Unable to locate the vault on his own, he suspected it remained
entrusting this operation in addition to his responsibilities for security.
concealed and intact. He also realized he could never hope to uncover
In fact, the Great Hall has transformed from this region's central nervous
the vault on his own, as the labor would be too overwhelming for just
system to a massive drill, refinement and transportation site. Hence,
one creature, so he turned to the demo for assistance. In their warrens,
security is thinner there than it was, just a few short weeks ago.
they had uncovered extensive veins of truesilver -a substance especially
The second myrmarch controls the security and excavation of the
useful for controlling and containing devils - and deposits of
northern mines. With the recent waves ofplague and rogue xi11 ambush-
adamantine:two things Chtrax knew the celestials used to create the vault
es, the place has collapsed into chaos. Furthermore, the myrmarch here
holding the fiends. With the recent geological instability, more and
does not trust the xill master, and bides his time, waiting for proof of his
more clues revealed themselves to the malicious, self-serving xill,
suspicions to surface. Most of the remaining labor, there, works to build
turning suspicion into solid evidence.
a giant bore to expedite mining.
The last myrmarch oversees excavation. A typical extraction crew
consists of a taskmaster, derro leaders, a lesser savant, three handler crews
Formians normally share a collective conscious wnen wrnin 5u miles
and three teams. Each group of handlers controls one of the following:
of the formian queen, allowing them to react to danger as if they all faced
bulette, destrachan or yrthak. Each monster digging team crushes the
it simultaneously. Chtrax realized if he killed the formian queen,
rocks, and the teams are responsible for removing the rubble.Two teams
the formians would be useless to him and they would be aware of their
are composed of a grimlock foreman and duergar slaves, who clear away
queen’s death. To galvanize his command over these outsiders, Chtrax
much of the debris created by the handler crews. The third team consists
trapped her essence in special phylactery allowing the formians
of a grimlock foreman and deep dwarf sounders. This crew uses a magic
to communicate through the myrmarchs, but only to the extent of their
device created by the evil gnome to test the depth of the rock, search
respective sections. Though the hive mind is intact, albeit to a lesser
for dead caves, and material compositional changes. Their efforts are
extent than before, the myrmarch would have been understandably
dangerous and futile. Its dangerous to use the device because is
suspicious, if it were not for the queen’s mental missive to her minions
occasionally unleashes crackling electricity, nearly always vaporizing
commanding them to serve the xill. Now, the queen’s retains a presence
a slave or two. It is futile, because the device only has an accurate range
in the minds of the myrmarch, but it is only an echo from the past.
of about s to 10ft. due to the vault’s inherent warping nature.
If a myrmarch controls a section, its death confuses the remaining
Fortunately, the recent collapses and instability of their excavations
formians, imposing a -2 circumstance penalty to all attacks, saves and
severely reduced the derro’s command structure, allowing Chtrax
checks. In addition, they lose access to their hive mind ability. If the PCs
to ingratiate himself easily, slipping past the paranoia and the xenopho-
shatter the phylactery,the formians realize Chtrax duped them, and fight
bia that describes the psychology of this degenerate race. He rose
against Chtrax and his minions, turning on slaves, derro, giants and PCs.
\,
2.. quickly through the ranks and to become the trusted
For more details.see Room D49 in the Great Hall.
..J ~- . advisor to the only remaining high savant,
~ . eventually supplanting the leader and
,--<-“A.
taking control of the entire region XlLL EGGS AND THE DERRO
Chtrax injected eggs into the derro and slaves serving him. Consequently,
the demo and dwarfpopulation is on the decline, as more and more ofthese
outsiders hatch. Left alone, xill would eventually replace all of the derro
and slaves, being a far more disciplined work force for the evil master.
This affliction has interesting side effects. Whenever the PCs
encounter a derro or dwarf, there is a 25%chance the creature is host
__ Infected derro and dwarves are at risk of uremature
for a xi11 egg.
hatching whenever they take damage. When the infected‘s
htt points fall below half their normal total, roll id20
If the result is more than his hit point total, a full-grown
xi11 immediately erupts out of its host’s chest, killing him
in the process.The xi11 spends 1round assessing its situation
before attacking the nearest non-derro Any dwarf slaves
witnessing the “birth,” must succeed DC 15 Will saves
or become panicked for ld4 minutes. Derro see a xi11 hatching
as a sign of their foul goddess’blessing.
CONSTANT EFFECTS
The proximity to the vault makes negotiating these tunnels a challenge.
Chtrax amassed a large excavation force. The derro captured duergar The magical emanations have a warping effect on magnetic north,
and deep dwarves to serve as slaves. A legion of destrachan and several imposing a -10 circumstance penalty to all Survival checks made to
yrthak act as living tools to wear away the rock with their sonic attacks, determine direction, stonecunning checks to determine approximate
while the formians offer security and additional labor for digging. depth below ground, and any other check involving navigation.
The high savant tenuously controls a tarrasque, urging it to break The warping field extends to magic too; spells determining
through the bands of adamantine warding the vault. Chtrax has also direction (locate object, find the path, for example) automatically fail.
gained the help from Korus, a particularly evil gnome, who, though Worse, it effectively impedes all other divination spells. Whenever
cruel enough to appreciate Chtrax’s plan, is not worthy in the xill’s eyes a spellcaster casts a divination spell, that caster must succeed at a
to be in possession such guarded information. The gnome produces Spellcraft check (DC 25 +the spell’s level) or the spell is lost. In addition,
the wailing guardians, stone golems capable of creating a terrific noise, the field immediately deals Id6 points of temporary Wisdom damage to
regular stone golems, tools to handle the truesilver, and all manner the caster, as unsettling images of devils standing in a sea of blood beat
of other mining equipment. Finally, Chtrax secretly injects eggs into against walls of some invisible barrier. If the caster succeeds, the spell
the derro and slaves to replace his flawed subjects with reliable xill. dissipates without effect and he becomes aware of something ominous.
The warping effects of the vault impede divination spells, and even Given these impediments, neither Chtrax nor his minions have any
go so far as to disrupt magnetic impulses rendering mechanical direction sense ofwhere they dig, causing them to backtrack,dig towards the lava, up
sense useless and confusing those with a propensity for navigation. or down, just about in any direction. Moreover, because of the haphazard
For these reasons, Chtrax commands the workers to tunnel through digging, the entire complex is unstable. Each hour the PCs spend in this
the whole place, knowing the vault is close, but exactly where, he cannot region, there is a 10% chance of an earthquake,as per the spell,centered on
say The desperate digging undermines the entire complex, destabilizing their position.The quake lasts for 1 round, as cast by a 20th level sorcerer.
it. Earthquakes ripple through the place, along with the aftershocks, Finally, all Rooms are dark unless otherwise noted The creatures
collapsing tunnels, killing more slaves and servants daily Each collapse here are accustomed to working in total darkness The gnome designed
sets back the operation, as Chtrax must commit labor to building a special alchemical material lighting areas without affecting other
and rebuilding retaining walls to allow the excavation to continue. Despite creatures with light sensitivity, thereby allowing a few creatures
the losses, Chtrax is committed to uncovering the vault, capturing the to work alongside the duergar and derro.
pit fiend and discoveringfor himself where the dark god lies.
R RfiCE WGRINST’ TIME Di THROUGH b6. FOREBODING
Chtrax is close to achieving his goals. Every day, his servants
come closer to stumbling across the vault. The region is highly 01. SENTRV TOWER
organized, but the unusual permutations emitted by the vault
distort and confound their magical efforts to locate it. Therefore, Standing on the broken plain is a loo-ft. tower. I
the likelihood of its discovery is random; no effort, aside from a large spike bears the impaled effigy of an unrecognizable humanoid.
random continued digging, can guarantee its breach. Realizing Three bas-rehefs of demonlc faces decorate the surface of the
this, Chtrax does just this - he commands his forces to dig. structure. On the brows of each of the faces is a bnght blue, red and
Their perseverance should ultimately result in the discovery and yellow gemstone, each about foot m diameter. Aside from the opened
consequent breech o f t h e unholy tomb, releasing the devils into maws s p i l h g reddish fluid, perhaps blood, there are no entrances
the world once more. into the building. A few scattered piles of broken bones litter the
mmediate vicinity, some partly submerged in the cnmson run-off.
Timeline
- Day 0: PCs enter the derro mines.
Initial Attitude: N/A
Encounter: This encounter refers to all three watchtowers posi-
. Day 7: Nothing tioned at the perimeter of the derro mines. Derro savants created these
- Day 2: Derro miners in Room D22 break through to Room
D27. The stone giant chief leads a force t o eradicate the rebel
towers to deter unwanted attention. With the towers complete and the
savant derro dead from the flooding, Chtrax commanded his gnome ser-
vant to upgrade each of them. The gnome constructed special wailing
derro, exterminating the derro, slaves and beasts in the Old
golems (hp 107, see below) for the derro placed one on each spike mak-
Mines except those derro in Room D19.
- Day 3: Tarrasque reaches the first adamantine bands.
All surviving formian warriors and gorgons move to Room D58
ing the golems appear to be nothing more than part of the structure’s
obscene decor. Unlike normal stone golems, the gnome uses petrified
humanoids created by gorgon guards instead of a single block of granite,
- Day 4: Tarrasque breaches first band.
and their forms are visible in the golem’s bodies.
rven waraxes
rather than
duties, They spend most o f their t i m e arguing with each other, or mut- - or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
tering madly to themselves in their darkened corners. Assume t h e derro
are n o t looking o r listening f o r intruders, expecting t h e golem t o alert
. Light Sensitivity: Deep dwarves are dazzled i n bright sunlight or
within the radius o f a daylight spell.
them t o trouble.
If t h e PCs open the secret door, make a l o u d noise outside, or do any- Derro Traits (Ex): Derro possess, t h e following racial traits.
thing t o draw attention, the derro rouse from their bickering and attack
p c s using heavy repeating crossbows and poisoned bolts. One derro . Madness (Ex): Derro use their Charisma moditier on Will
rn..nr
activates the trap at Room D 6 by pulling a lever, and joins his comrades ,a-yc3:,+,A
,,13Lcau
A t hI n i r \X/icA
,cII . ).,om modifier, and tlave immunity
in shooting the Pcs o n the following round. t o confusion and insanity effects. A derro cannot be restored
The arrow slits give the derro improved cover, granting a +8 circum- to sanity by any means short of a miracle or vvish spell.
stance bonus to A C and Reflex saves, Improved Evasion and a + l o bonus "The racial madness o f the derro provides a +6 bonus to
to H i d e checks. There are so many arrow slits the derro can virtually their Charisma scores aii d a -6 penalty to theIir Wisdom scores.
attack any target w i t h l i n e o f sight t o t h e hollowed tower. Despite their A derro restored to saniity gains 6 points of U/il;dnrn. and - .- l .
n.
w.s
6 points o f Charisma.
isolation and exiled status, these derro are as crazy as any other derro,
fighting to the death. . ,. ,
roison ,.. ,r..\. n .I U carry 2d4 doslDS of greenblood
U S E ( r x l . U ~ ~ qpically
I ___^
Should the PCs avoid this encounter and r e t u r n later, a xill replaces oil or Medium monstrous spider venom, aPPlying it to their
one derro for each passing day. crossbow bolts. Derro are not at risk o f PO i scmng themselves
when handling poison.
Treasure: Inside the tower are four large barrels o f water. There is also
a ceramic pot filled with black adder venom, enough t o coat 20 bolts. . Sneak Attack (Ex) Any time a derro's oppo#nent is denied
EL 10 his Dexterity bonus to AC, or if a derro flar1ks his opponent,
Scaling: To increase the challenge of this encounter, add 2 levels o f he deals an extra l d 6 points of damage. TIvis ability is just like
rogue t o each derro. To decrease the challenge, reduce the number o f the rogue's sneak attack and subject to thc3 5 ame limitations
derro by 2. Spell-Like Abilities At will-darkness, ghost SOL.ind, 1/day--daze
(DC 13), sound burst (DC 15). Caster level 3r(j The save DCs
Derro: CR 3; Small monstrous humanoid; H D 3d8+3; hp 16; lnit +6;
are Charisma-based
Spd 20 ft.; AC 19, touch 13, flat-footed 17; Base Atk +3; Grp -1; Atk +4
Vulnerability to Sunlight (k) P'3int of Constitution
melee (ld4/19-20, short sword) or +6 ranged (ld6/19-20 plus poison,
damage for every hour it is exposed to sunli1ght. and it dies if ih
repeating light crossbow); Full Atk +4 melee (ld4/19-20, short sword) or
Constitution score reaches 0 Lost ConstttuitioiIpolnts are recovered
+6 ranged (1d6/19-20 plus poison, repeating light crossbow); SA Poison
at the rate of 1 per every 24-hour period spftnt underground or
use, spell-like abilities, sneak attack +1 d 6 SQ Madness, spell resistance
otherwise sheltered from the sun.
15 vulnerability to sunlight; AL CE; SV Fort +2, Ref+5, Will +6;
i e and Move bilently
Skiffs Derro have a +4 racial bonus on Hi<
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16".
checks
Skiffs and Feats: Bluff +5, Hide +lo. Listen +1, Move Silently + 8 Blind-
Fight, Improved Initiative.
Possessions: Studded leather armor, buckler, shortsword, black adder
venom (2d4 doses), heavy repeating crossbows, bolts (10).
D5. TRAPPED COI
This tower of rock extenas upwara some tniny rt., wnere it still
Duergar Traits (Ex): Duergar possess the following racial traits.
supports part of the collapsed ceiling once sheltering this place.
Weapon Familiarity: Duergar treat dwarven waraxes and dwarven Rubble and bones litter the floor, making the footing uncertain.
urgroshes as martial weapons, rather than exotic weapons. Somethlng metallic on the eastern side of this column reflects the
Stability: Duergar are exceptionally stable on their feet. A duergar light emitted by the lava.
has a t4 bonus on ability checks made to resist being bull rushed
or tripped when standing on the ground (but not when climbing, Initial Attitude: N/A
flying, riding, or otherwise not standing firmly on the ground). Encounter: The metallic sheen originates from a permanent image
+2 racial bonus on saving throws against spells and spell-like (DC 20 Will save disbelieves) of a longsword stuck into the rock.
effects. * Not reflected in the saving throw numbers given here. The sword is a lure to ensnare the foolish and greedy, for just above
+1 racial bonus on attack rolls against orcs (including halforcs) the illusion is a greater glyph ofwarding (blast).
and goblinoids (including goblins, hobgoblins, and bugbears).
Greater Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset: spell
+4 dodge bonus to Armor Class against creatures of the giant
effect (greater glyph ofwarding [blast], 16th-levelcleric, 8d8 sonic, DC 1 7
type (such as ogres, trolls, and hill giants).
Reflex save half damage);multiple targets (all targets within 5 ft.); Search
t2 racial bonus on Appraise checks that are related to stone or
DC 31; Disable Device DC 31.
metal items.
Spell-Like Abilities. llday-enlarge person and invisibility as a wizard as described in Room D3, activating the trap at Room D6, and firing
of twice the duergar’s class level (minimum caster level 3rd), poisoned bolts at the PCs from positions of improved cover.
these abilities affect only the duergar and whatever it carries Treasure: N/A
Light Sensitivity Duergar are dazzled in bright sunlight or within EL: 6.
the radius ofa daylight spell Scaling: To increase the challenge of this encounter, replace the
greater glyph of warding trap with an acid fog trap. To decrease the chal-
lenge, reduce the damage of the greater glyph of warding trap to 6dR.
D4. MAD SCRAWL
This column of stone reaches 30-ft high before tapering off into
D6. TRAPPED GATE
a sharp break. It is apparent this structure was once taller as
In the center of the convex surface of unworked stone is a l e f t . wide
evidenced by the debris and rubble littertng the place. Otherwise,
portal opening into an immense gallery On either side of the gate,
the mound appears commonplace.
bas-reliefs of demo 1msh towards the opening as if trying to shut i t
The lintel features b Leached and cracked white skulls sitting in a roW
Encounter: This earthen column, along with Room D5, once sup- overtop the whole wpidth of the gate.
ported a roof, but the recent instability of the caverns caused it to col-
lapse httering this Room with debns The uncertain footing and debris
Initial Attitude: N/A
cuts movement in half PCs investigating the Room notice with a DC 20
Encounter: Unless the PCs alert or otherwise engage the derro
Search check or DC 25 Spot check graffiti on the southern face of the
at Room D3, the trap in this gate does not function. The derro leave the
pillar PCs capable of readmg Undercommon make out the following
gate trap disengaged because it kills indiscriminately, and instead
words: “Hurt,”“Help me:’ “It’sinside:’ “Curse all my traitorous brothers
of killing their replacements, they opt to leave it disabled. However,
and their foul master’” A fleeing duergar driven mad by his captivity
combat with the derro guarantees the activation of the trap. The trap
found he could not escape for the lava flow, and so ~ resignation,
II carved
activates whenever anyone steps though the gate, causing the walls
words onto the surface of the rock. The xill egg inside him burst and the
to slam shut, pulping anyone caught between. The gate automatically
xi11 consumed his body, dumping the bones into the lava before wan-
resets after each attack, so should someone remain in the Room,
dering through the uninhabited mines
it triggers again, dealing damage once more. The gate continues to slam
Encounter Condition: Echoes 6
shut and reset as long as anything occupies the Room.
Tactics: N/A
Treasure: N/A * Crushing Gate Trap: CR 10; mechanical; proximity trigger; automatic
Scaling: N/A reset; no attack roll required (18d6, crush); Search DC 20 Disable Device
DC 25.
The long tunnel opens into a wide chamber clouded by swirling mist The narrow tunnel opens into a bright cave, heated to uncor
preventing you from gauging its actual size. Through the haze, you levels by a mass of laIva fed by a hole in the wall, where you
see debris consisting of sharp rocks and bones litters the floor. There of magma, with Small creatures swimmmg through the mol
is a definite stench ofrotten meat mixed with another sharp and acrid tosslng globules of magma ar mspy imps r”i .p g near me 1 1
w a >s surface.
smell.To the right, warm light shines through the fog, and to the left C;team clouds much of the room, concealingthe details, though it is clear
are sounds of metal ringing on stone. the foonng is unusual, with ripples and waves common to flowstone
I{eyond the pool of smoking magma is another tunnel leadmg off into
InitialAttitude: Hostile rnore gloom, lit by the feeble hght of a fallen torch. A slight tremor
Encounter: This Room serves as a large intersection connecting S hakes the chamber causing streams of dust to fall from above and
several smaller tunnels leading to the various lairs for the rogue derro aI rock to splash into the magma. As soon as the tremor stops, you bear
controlling this section. In the southern end of this Room are three 5-ft. Someone call out to you from the darkened cave across the pool of lava.
diameter tunnels housing three ankhegs (hp 41, 27, 26). The derro
befriended these beasts and now employ them as guards. The light the Initial Attitude: N/A
PCs notice emanates from Room Di4 where the lava has collapsed some Encounter: Duergar miners, like the ones in Room D11, accidentally
of the floor. Otherwise, the fog effect of guards and wards permeates this broke through the outer wall of this complex flooding the Room with
chamber concealing other exits from this Room. magma. The retreating slaves fled down another tunnel where they died
This Room also carries the same confusion effect as found in Room in Room D16. Unable to fill the breach, the derro in the rest of the
DiO. The confusion effect makes it 50% probable that the PCs believe section leave this Room alone fearing the lava’s spread throughout
they are going in the opposite direction from the one they chose. the rest of the tunnels.
This feature of guards and wards is an enchantment mind-affecting effect, Each day, Souiji places a magic mouth inside the small tunnel on the
with no saving throw, but allows spell resistance. opposite side of the pool of magma. Three rounds after a non-derro
The floor in this Room is worse than other areas in this section. enters the Room, the spell calls for help (in Common) saying, “help...
The poor footing reduces speed to half, making charge attacks and I’m trapped.. . oh please help me,”before falling quiet. Lying on the floor
running impossible. in the tunnel’s bend is a small globe of light created by the guards and
Encounter Condition: Fog 10 wards dancing lights effect to appear as a dropped torch. The effect of this
Tactics: Unless a derro accompanies the PCs - these creatures is to lure invaders across the lava to expose them to the concealed stink-
learned to distinguish the vibrations made by their masters from other ing cloud triggering on their crossing.
tremors -the ankhegs detect intruders as soon as they enter the Room. Crossing the pool of lava should be relatively simple for pcs of this
The ankhegs squirm out from their tunnels and attack the nearest Pc. level, as they probably have the means to fly across it. However, crossing
While in the narrow tunnels, they take a -4 penalty to attack rolls and the lava triggers the stinking cloud laying just beneath the surface of the
AC, and move at half speed. Once out of the tunnels, the ankhegs move lava, causing the lava to bubble up and splash all crossing PCs dealing
at normal speed having adapted to the treacherous floor. These creatures 2d6 points of fire damage and exposing those PCs to the effects of the
fight to the death. stinking cloud. PCs in the area of effect must succeed DC 19 Fortitude
Sounds of combat attract the attention of the derro in Room D20. saves or become nauseated for as long as they remain overtop of the lava
They come to investigate in l d 3 rounds. Allow Souiji (Room D19), a DC and ld4+1 rounds after they leave.
ii Listen check to hear the sounds of the conflict. If he succeeds, he Encounter Condition: [Deep Darkness]
casts a few protective spells in preparation of an invader breech. Tactics:The derro ignore any sounds coming from this Room, as they
If the PCs explore this Room after Day 2, remove the ankhegs and are used to intruders falling victim to this trap.
replace them with 4 formian warrior (hp 26 each) sentries. Treasure: N/A
Treasure: N/A E L N/A
E L 6 (IO with derro from Room D2O) Scaling: N/A
S&g:To increase the challenge of this encounter, add three ankhegs.
To decrease the challenge,increase the number of rounds it takes for derro
015. FLOW
to investigateto Id6 rounds.
Ankheg: CR 3; Large magical beast; HD 3d10+12; h p 41,27, 26; lnit Beyond the rift in the wall, it is clear the apparent sea of lava is in fact
+O; Spd 30 R., burrow 20 k.: AC 18, touch 9, flat-footed 18; Base Atk +3; a wide nver of the molten rock flowing sluggishly into an enormous
Crp +12; Atk +7 melee (2d6+7 plus ld4 acid, bite): Full Atk +7 melee C ave farther downstream Partly submerged in the flow is an odd
(2d6+7plus ld4 acid, bite); Space/Reach 10 ft.p ft.; SA Improved grab, Clevice, similar to a wagon, but with a large glass cainister, several
- 1 1
spit acid; SQ Darkvision 60 ft., low-light vision, tremorsense 60 ft.; AL N; burneu noses m u1 a cone ar me
~ -1
enu1 -1m e lava
1
conceals the rest of
SV Fort +6, Ref +3, Will +2; Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6. the machine.
Skills and Feats: Climb +8, Listen +6, Spot +3; Alertness, Toughness. Corpses crowd the top of the device. Some of the bc>dies are
fmprovcd Crab (Ex): To use this ability, an ankheg must hit with its obviously missing legs or arms, charred by the flow. Despite the con-
bite attack. It can then attempt to start a grapple as a free action without
r . . . .. 1 ..
dition of the bodies, and the burned hoses, the machine seems intact.
provoking a n attack of opportunity. If the ankheg is damaged after
grabbing its prey, it retreats backward down its tunnel at its land speed Initial Attitude: Hostile
(not its burrow speed), dragging the victim with it. Encounter: The “wagon” in the lava is a magical device called
Spit Acid (Ex): 30-ft. line, once every 6 hours; damage 4d4 acid, a sounder (see Room D53 for details). The derro use it to determine
Reflex DC 14 half. One such attack depletes the ankheg’s acid supply depth and direction while digging. The gnome constructed the machine,
for 6 hours. It cannot spit acid or deal acid damage during this time but with the unusual qualities of the mines, it works sporadically,
The save DC is Constitution-based. occasionally unleashing a stroke of raw electricity, klllmg one or two
An ankheg does not use this ability unless it is desperate or slaves per discharge.This sounder and the unfortunate slaves fell into the
frustrated. It most often spits acid when reduced to fewer than half lava a t Room D11, and floated downstream before an adamantine
its full normal hit points or when it has not successfully grabbed an spar beneath the surface of the magma snared it. The corpses have all
opponent. succumbed to poisonous vapors, starvanon and slashing lava.
e PCs cross the lava, they attract the attention of Id6 magma a 20-ft.-square area. Living creatures caught in the storm take 2d6 points
hits and Id6 steam mephits (hp 13 each), who attack at once. offire damage (Reflex DC 14 half; caster level 6th). This ability is the
)age 14 for details on the magma. equivalent of a 2nd-level spell. The save DCs are Charisma-based.
ncounter Condition: N/A Fast Healing (Ex): A steam mephit heals only if it is touching boiling
ctics: The mephits attack any PC crossing the stream. The magma water or is in a hot, humid area.
iits use pymtechnics on the first round to create clouds of smoke,
2 the steam mephits employ blur to mask their positions before clos-
n for the attack. Thereafter, both types of mephits use breath
D16. THE DEAD
weapon attacks to hit as many opponents as possible.
Beyond the pool of smoking lava is an irregular tunnel extending
Should the combat continue more than four rounds, Id3 magma and
forty ft. into swirling mists before switching back towards the west
steam mephits come along to join the combat. More show up every four At the end of the western tunnel lie five or six bodies in a heap.
rounds. If the PCs flee, the mephits do not pursue them. The bodies are all grey-skinned dwarves and most have fatal bums.
Treasure: N/A Afew, though, have empty cavlties in their abdomens, as if something
EL 8 ate its way out from the inside
Scaling: To increase the challenge of this encounter, have mephit
reinforcements arrive each round. To decrease the challenge, increase the
Initial Attitude: N/A
number of rounds it takes for the mephit reinforcements to amve to
Encounter: After the derro breached the wall in Room D14, those
eight rounds.
not killed outright by the lava fled here. Most of the derro succumbed to
* Magma Mephit: CR 3; Small outsider (fire, extraplanar); H D 3d8; h p their burns, but a few tried to dig their way free. Before they were able to
13; lnit +5; Spd 30 ft., fly 50 ft. (average);AC 16, touch 12, flat-footed 15; make much progress, the xill eggs hatched inside them and the pupae
Base Atk +3; Grp -1; Atk +4 melee (ld3 plus ld4 fire, claw); Full Atk +4 ate its way free. Nothing lives here now.
melee (ld3 plus ld4 fire, 2 claws); SA Breath weapon, spell-likeabilities, PCs find nothing of value on the bodies. Most dropped their tools
summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., in their haste to get away from the danger. A PC succeeding a DC 20
fast healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Search check discovers bloody scratches on the wall. Written in
Ref+4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15. Undercommon, the markings read, “From within.. ..”
Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6. Encounter Condition: Fear 18
Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7. Spot +6, Use Tactics: N/A
Rope +1 (+3with bindings); Dodge, Improved Initiative. Treasure: A few tools are scattered about the Room, but nothing of
Breath Weapon (Su): 10-ft.cone of magma, damage ld4 fire, Reflex value is found here.
DC 12 half. Living creatures that fail their saves are tormented by burned E L N/A
skin and seared eyes unless they have immunity to fire or are otherwise Scaling: N/A
protected. This effect imposes a 4penalty to AC and a -2 penalty on
attack rolls for 3 rounds. The save DC is constitution-based and includes
017. BARRIER
a +1 racial bonus.
The door to this Room is closed.
Spell-Like Abilities: Once per hour, a magma mephit can use
shapechange to take the form of a pool of lava 3 ft. in diameter and 6 This short mineshaft extends eight ft. before ending at a wall
inches deep. The mephit’s damage reduction improves to 20/magic
of natural stone.
when in this form. The mephit can’t attack while in lava form but can
use other spell-likeabilities. It can move at a speed of loft., but it can’t
Initial Attitude: N/A
run. In this form the mephit can pass through small holes or narrow
Encounter: Souiji wards the door leading to the derro encampment
openings, even mere cracks. The pool’s touch ignites flammable
and storage facilities by concealing the door with the lost door feature
materials such as paper, straw, or dry wood.
of guards and wards. Arcane lock also protects the door. Even if the PCs
Once per day a magma mephit can use pyrotechnics (DC 14). It can
manage to remove both magical wards, they still need to bypass the
use itself as the fire source without harm. Caster level 6th. The save DC
mechanical lock and the trap to get through. Finally, touching the door
is Charisma-based.
mggers the alarm, alerting Souiji to the presence of intruders.
Fast Healing (Ex): A magma mephit heals only if it is touching
magma, lava, or a flame at least as large as a torch. & Arcane Locked Iron Door: 2 in. thick; hardness 10; hp 60 Open Locks
DC 30; Break DC 38 (triggerstrap, below)
Steam Mephit: CR 3; Small outsider (extraplanar,fire); H D 3d8; h p 13;
lnit +5; Spd 30 ft., fly 50 ft. (average);AC 16, touch 12, flat-footed 15; * Door Trap: CR 9; mechanical; touch trigger; automatic reset; multiple
Base Atk +3; Crp -1; Atk +4 melee (ld3 plus ld4 fire, claw); Full Atk +4 targets (all within 5 ft.); poison (burnt other fumes, DC 18 Fortitude save
melee (ld3 plus ld4 fire, 2 claws); SA Breath weapon, spell-likeabilities, resists 1 Con/3d6 Con); Search DC 30 Disable Device DC 25.
summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft.,
Encounter Condition: N/A
fast healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3,
Tactics: If Souiji did not hear the sounds of combat in Room D13,
Ref+4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15.
touching the door alerts him to the presence of intruders. He orders the
Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6,
derro scouts sharing his quarters to take positions in the hallway using
Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6,
darkness for cover and to conceal the entrance to Room D19. Souiji casts
Use Rope +1 (+3 with bindings); Dodge, Improved Initiative.
his power-up suite of spells in preparation. These derro do not leave the
Breath Weapon (Su): 10-ft.cone of steam, damage ld4 fire, Reflex DC
safety of their tunnels nor do they retreat to Room D18.
12 half. Living creatures that fail their saves are tormented by burned
The stone giants, if they invade, do not detect this door until Day 6 .
skin and seared eyes unless they have immunity to fire or are otherwise
lfthe Pcs explore this area after this day, the door is shattered.
protected. This effect imposes a -4 penalty to AC and a -2 penalty on
Treasure: N/A
attack rolls for 3 rounds. The save DC is Constitution-basedand includes
EL 9
a +1 racial bonus.
Scaling: To increase the challenge of this encounter, replace the poi-
Spell-Like Abilities: Once per hour a steam mephit can surround itself
son with a symbol of fear trap.To decrease the challenge, change the poi-
with a plume ofvapor, duplicating the effect of a blur spell (caster level
son to insanity mist.
3rd). Once per day it can create a rainstorm of boiling water that affects
D1E. STORAGE CAVE lap of warding to def
section of the tunnels once per day He knows nr only nas a Ic...~ W
, . . - l L . .
char
T h i s thrty-foot egg-shaped room is free of the pervasive fog polluting left, and when the map runs dry, so too do his defenses.2le savant keeps
many of the nearby corridors and rooms. Crates, barrels, boxes and eight elite derro guards (hp 25) with him a t all times. SIouip, paranoid
sacks lie in a haphazard jumble Many of the contents spill out onto as ever also cast alarm on Room D19, so any tampering with the door
the floor, revealing grains, wine bottles, a few weapons and tools mentally alerts him.
Aside from the flight of a frightened spider, nothmg moves Encounter Condition: N/A
Tactics: If Souiji is aware of the PCs, as is likely ifthey enter through
Initial Attitude: N/A Room D17, he orders the elite demo guards to take up positions in the
Encounter: The renegade derro stored their supplies here until yel- hall and conceal themselves with darkness. Souiji then ciists the follow-
low mold became problematic. Chtrax's servants, unable to dislodge the ing spells in this order: eagle's splendor, shield, spider climEI and resistance.
renegade derro, contaminated a small store of supplies with yellow mold He crawls up the wall to a hidden nook above the entran'ce to this cave,
spores and placed them in a lightly guarded Room for the demo to raid. where he has cover. He then readies an action to cast flax\e arrow at any
The renegade derro, thoroughly insane, overlooked how easy it was to non-derro entering the cave.
gain access to the goods, and in triumph brought them back to Souiji. The derro in the hall Hide in the concealing darkness. When the PCs
Placing the purloined swag in their warm storage chamber, theyprompt- enter the area, the derro attack the opponents, catching them flat-footed
ly forgot about it. After a few weeks, the yellow mold spores quickly took to deal sneak attack damage. The elite derro guards are more frightened
over the Room killing a few careless derro. Souiji, seeing the gift as by Souiji than they are of the Pcs and so fight to the death.
another blessing from his goddess, careful constructed a trap, while The giants,after Day 2, do not immediatelydetect this concealed section
removing the salvageable supplies. Now the yellow mold has expanded of tunnels, only discovering it on Day 6. Once discovered, 3 stone giants,
to cover the entire Room concealed by a permanent illusion (he cast it a formian taskmaster, 2 dominated destrachan and 3 formian warriors
from a stolen scroll) depicting the actual equipment but concealing the break through the door at Room D18 and attack Souiji and his minions.
threat of the mold. Ifthe PCs are not present for this confrontation, assume the giants win.
PCs wishing to disbelieve the illusion must succeed a DC 19 Will save Treasure: Piled in the cleft are boxes, barrels and crates all containing
to see the mold fills each 5-ft. space along the perimeter of the Room. dry goods and water. A thorough search of the area, DC 25 Search check,
PCs touching any of the items disturb the concealed yellow mold, caus- reveals a small cache of gemstones, stolen from the mines. All of the
ing a 5-ft. area to burst into a loft. cloud of spores. All PCs in the area of gems are rough cut, but if polished and finished, their value doubles.
effect must succeed DC 15 Fortitude saves to resist the effects of the The stones include the following: irregular freshwater pearl (14 gp),
mold or take ld6 points of Constitution damage. One minute later, bloodstone (89 gp), amber (109 gp) and a black opal (1,056 gp).
regardless ofwhether the PC saved or not, the victim must succeed a sec- EL: 13
ond DC 15 Fortitude save or take 2d6 points of Constitution damage. Scaling: To increase the challenge of this encounter, add three levels
Encounter Condition: N/A of sorcerer to Souiji. To decrease the challenge, reduce the number
Tactics: Derro do not come to this Room except to toss more junk of elite derro guards from eight to four.
inside and from a safe distance too. Therefore, any noise in this area
A Souiji, Derro RogZ/Sor 6: CR 11; Small monstrous humanoid; H D
makes the derro in Room D19 suspicious causing them to take up defen-
3d8+3 + 2d6+2 + 6d4+6; hp 48; lnit +6; Spd 20 ft.; AC 17, touch 16, flat-
sive positions as described in Room D17 ifthey had not already done so.
footed 14; Base Atk +7; Crp +3: Atk +8 melee (ld4/19-20, short sword)
Treasure: The mold ruined all of the perishable goods in the Room.
or +13 ranged (ld6/19-20 plus poison, masterwork repeating light
All of the tools, weapons and armor are ruined. A DC 25 Search check,
crossbow): Full Atk +8/+3 melee (ld4/19-20. short sword) or +13/+8
and likely triggering the mold, uncovers a pair of ceramic bottles. In one
ranged (ld6/19-20 plus poison, masterwork repeating light crossbow);
is an unlabeled potion of magicfang +3. The second bottle is a potion ofresist
SA Poison use, spells, spell-like abilities, sneak attack +2d6; SQ
fire 30, and has a labeled identlfying it in Dwarven.
Madness, spells, spell resistance 15 vulnerability to sunlight; AL CE; SV
EL6
Fort +6, Ref+l2, Will +15; Str 10, Dex 18, Con 16, Int 12, Wis 2, Cha 22.
Scaling: N/A
Skills and Feats: Bluff +20, Concentration +9, Craft (trapmaking)+11,
Hide +16, Move Silently +16, Spellcraft +7, Use Magic Device +8
D19. RENEGADE DERRO WARREN (+lo scrolls): Blind Fight, Diehard, Endurance, Improved Initiative.
Sorcerer Spells Known (6/8/7/4,save DC 16 + spell level): Qacid
This unusual shaped natural cavern has a sour stench of charcoal. splash, detect magic, message, prestidigitation, ray of frost, read magic,
The ceiling nses to over 60 ft. high and a cloud of smoke hangs there resistance; 1st-alarm, magic missile, shield, silent image: 2nd-eagle's
unmoving. Holes in the floor give off streams of foul smoke, strangely splendor, spider climb: 3rd-haste.
sweet. To the right is a large cleft in the rock, where a few clay pots, Possessions: Bracers of armor +1, shortsword, masterwork repeating
crates and barrels clutter the area in a jumble. There is no fog here, light crossbow, 2 silver bolts cases (lo), ring of protection +1, warding
and there are no visible exits. map (6 charges), lesser silent metamagic rod, potion of shield of faith,
potion ofcure moderate wounds, silver circlet (124 gp).
Initial Attitude: Hostile
Elite Derro Guards, Rog 2 CR 5; Small monstrous humanoid; H D
Encounter: This cave is the Souiji's lair and campsite for his loyal
3d8+3 + 2d6+2: h p 25; lnit +6; Spd 20 ft.; AC 20,touch 13, flat-footed 18;
renegade derro. When Chtrax seized control over the derro mines for his
Base Atk +4; Crp +O; Atk +6 melee (ld4/19-20, masterwork short sword)
own purposes, some of the derro refused to serve him. These derro, led
or +9 ranged (ld6+1/19-20 plus poison, +1 repeating light crossbow);
by the savant Souiji, fled to the empty mines in the western section of
Full Atk +6 melee (ld4/19-20, masterwork short sword) or +9 ranged
this region. From here, they mount sporadic guerrilla raids to disrupt
(ld6+1/19-20 plus poison, +1 repeating light crossbow); SA Poison use,
Chtrax's operations. They have had minimal impact on the efforts,
spell-like abilities, sneak attack +2d6 SQ Madness, spell resistance 15
instead drawing formian guards into their complex to fall victim to the
vulnerability to sunlight, AL CE; SV Fort +1, Ref+8. Will +6, Str 11,
nasty traps protecting them.
Dex 14, Con 13, Int 10, Wis 5*, Cha . '
6
1
PCs may believe that because Souiji and his followers fight against
Skills and Feats Bluff +7, Hide +12, Listen +3, Move Silently +lo,
Chtrax, they may have an ally here. Nothing is further from the truth.
Spot +1. Blind-Fight, Improved Initiative.
Souiji is a lunatic. He sees the PCs as a threat to his control and eventu-
Possessions: + 7 studded leather, masterwork buckler, masterwork short
al power grab.
sword, + 7 repeatrng light crossbow, 4 cases of silver bolts (20)
If the PCs did not draw the derro from this Room into the fight
at Room D13, the demo "Take 10" on their Listen checks (with a check
rned,
result of 11), while the slaves "Take 0," too tired and too demoralized
CIrd>rU llurrl IUlUlIlg. CdCll Wururrlg rrlUP 1163 JU LlldlgC> Just like
to care. If the demo hear the PCs advance, they order the slaves to take
a wand, and when all 50 charges are used, the m a p disinte-
up their picks and attack the intruders. Meanwhile, all the demo hide
grates. The user can draw o n the maD with anv i m d e m e n t once
I ,
in their darkness effects on the first round, awaiting the opportunity
i e r day, taking 30 minutes and exiending a charge from the
to smke dealing sneak attack damage.
item. For the map ofwarding t o work, t h e m a p must replicate the
If the pcs defeated the demo from this Room in the ankheg battle,
layout o f the section. A t the end o f the activation time, the m a p
the slaves take up their picks and ready themselves for the attack.
creates an effect identical t o guards a n d wards as cast by an 11t h
PCs entering the Room have one round to make a DC 25 Diplomacy
level caster. The illustrator makes all determinations o f t h e spell
or Intimidation check to improve the slaves' attitudes to Indifferent.
as if he had cast the spell himself.
If the PCs fail, the dwarf slaves attack, fighting to the death.
Moderate Abjuration; CL 11th; Craft Wondrous Item, guards
Finally, if the PCs do not explore this Room until Day 3 or later, they
a n d wards; Price 19,800 gp.
find the bodies of all of the opponents normally encountered here,
I slaughtered by the giants.
Treasure: Aside from a pile of formian heads, there are 4 extra heavy
' D20. DERRO ENCAMPMENT picks, 2 warhammers and a hand axe in a wheeIbarrow, hidden beneath
If the miners did not hear the sounds of combat with the ankhegs in
a tarp made of cured yrthak hide (50 gp value).
Room D13, read the following.
EL 8
Scaling: To increase the challenge of this encounter, add two more
derro and swap the duergar and deep dwarf warrior levels for fighter lev-
wide mist-filled room. To the left huddle SIX blue-skinned dwarves,
els. To decrease the challenge, reduce the number of derro by two.
clearly demo. To your right is a small crowd of dwarves, some with
grey features, while others are pale and bald. Only the derro speak Deep DwarfSlave, War 1 CR 1/2; Medium humanoid (dwarf);
H D ld8+2; h p 6; Init +O; Spd 20 ft.; AC 10,touch 10, flat-footed 1 0
In the center of the room is a loose pile of large anthropomorphic Base Atk + l ; Crp +2; Atk +3 melee (ld6+1/x4, heavy pick); Full Atk +3
insect heads, their blank eyes watching the cave's entrance.The room melee (ld6+1/x4, heavy pick); SA Dwarftraits; SQ Darkvision 90 ft..
stinks with fear deep dwarftraits;AL LC; SV Fort +4*, Ref+O*, Will -l*; Str 13, Dex 11,
Con 14, Int 10, Wis 9, Cha 6.
If the PCs encountered the derro in this Room in Room D13 instead, Skills and Feats: Appraise +2. Craft (blacksmithing) +2. Craft
read the following. (stonemasonry) +2. Listen +2, Spot +2; Weapon Focus (dwarven waraxe)
Possessions: Heavy pick, ragged clothing.
Derro: CR 3; Small monstrous humanoid; H D 3d8+3; h p 16: lnit +6;
gled and hungry duerga.r and one slender and bald deep dwarf.
Spd 20 R.; AC 19,touch 13, flat-footed 17; Base Atk +3; Crp -1; Atk +4
All of the dwarves wear 1doody rags, and most have filthy bandages
melee (ld4/19-20, short sword) or +6 ranged (ld6/19-20 plus poison,
covering a wound or stunip. They watch you with cold eyes and grim
repeating light crossbow): Full Atk +4 melee (1d4/19-20, short sword) or
expressions.
+6 ranged (1d6/19-20 plus poison, repeating light crossbow); SA Poison
use, spell-like abilities, sneak attack +ld6; SQ Madness, spell resistance
Initial Attitude: Hostile
15 vulnerability to sunlight; AL CE; SV Fort +2, Ref t5,Will +6;
Encounter: This Room houses the rebel derro mining encampment,
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16".
consisting of four derro (hp 16 each), three duergar (hp 9 each), and six
Skills and Feats: Bluff +5. Hide +lo, Listen +1, Move Silently +8;
deep dwarves (hp 6 each). Souiji keeps all derro rebels he does not fully
Blind-Fight. Improved Initiative.
trust with the slaves, forcing them to share living quarters. The savant's
Possessions: Studded leather armor, buckler, shortsword, black adder
suspicions are ungrounded and the product of his insanity; none of
venom (2d4 doses), heavy repeating crossbows, 2 cases of bolts (10).
these dwarves or deno has the will or the ability to hatch a plot against
their renegade master. Duergar Slave, War 1: CR 1; Medium humanoid (dwarf);H D ld8+5;
The derro collect the heads of formian warriors and workers, dump- h p 9; lnit +O; Spd 20 ft.; AC 10, touch 10, flat-footed 10; Base Atk +l;
ing them in the middle of this Room to serve as a demarcation line the Crp +2; Atk +2 melee (ld6+1/~4, heavy pick); Full Atk +2 melee
slaves cannot cross. This is an arbitrary border. Neither side is better; all (1 d6+1/x4, heavy pick); SA Duergar traits, spell-likeabilities;
live in abject squalor. SQ Darkvision 120 ft., duergar traits, stonecunning; AL LE; SV Fort +4*,
If the pcs attracted the attention of the derro by their combat with the Ref+O*. Will -14; Str 13. Dex 11, Con 14. Int 10, Wis 9, Cha 4.
ankhegs in Room D13, then this Room houses just the dwarven slaves. Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
AU but one of the slaves carries a xill egg in their stomachs, and they (stonemasonry) +2, Listen +3, Move Silently 4, Spot +2; Toughness.
know it dooms them, having seen many of the numbers succumb to the
hatching. Souiji has promised to cure those slaves who work hard
and prove their worth. Elite derro guards take those slaves meeting his
criteria to Room D18, where the guards dump the poor slaves into the
yellow mold, Souiji's cure. Even though the slaves have not seen any of
their number returned, the other derro claim the savant granted the
slaves freedom and healing for their loyalty. Consequently,the slaves are
fanatically loyal to the savant and see him as the means for their salvation.
Encounter Condition: N/A
Tactics: shifrs change at i2-hour intervals, and the demo and slaves
move to Rooms D22, D23 and D24, where they relieve the other derro
and their slaves. The shift change takes 1 minute for the relief to reach
the other miners and 1 minute for the relieved to return to Room D20.
During this time, the derro encampment is empty.
d
021. SUPPLV ROOM
DWRRKN RCClES
The PCs could befriend and gain the help from liberated slaves
The narrow tunnel extends 40 ft. before sharply turning to the right
throughout the region. Having 20 or more dwarven soldiers
where it ends in a small cave, no larger than 10 fi. wide, filled with
at their sides could mean a significant difference in the survival
junk. Bars of corroded silver, bolts of stained cloth, axes, hammers,
rate throughout the adventure. However, before the PCs build
picks and other mining equipment covers the outer edge of the room,
an army of ex-slaves to overthrow the evil masters, there are
leaving a narrow island in the sea of trash. There are no visible exits
a few issues to consider first.
and the room is otherwise unoccupied.
Xi// Eggs: There is a 25% chance any given duergar or deep dwarf
carries a xill egg. As the process of gaining the egg is maddening,
Initial Attitude: N/A
along with the realization of death’s immediacy, many dwarves
Encounter: The demo and slave miners,from Room D20 and Room D22
go insane. Consequently, add +20 to the alignment roll if the xill
through Room D24, use this cave for storage. Most of the equipment here is
is in fact infected. See Xill Eggs sidebar above for more details.
worthless, except the silver bars and a few hidden items (see Treasure
Alignment: Unless the PCs are of matching alignment, they
below).The derro do not guard this Room and only come here to drop off a
may have some difficulties convincing the slaves to join their
broken piece of equipment or unusable items acquired from a raid.
cause, by dint of alignment alone. Deep dwarves are “often”
Encounter Condition: [Deep Darkness]
lawful neutral or just neutral, making them the more amenable
Tactics: PCs exploring this Room do not draw attention to themselves
to the PCs actions than the “usually” lawful evil duergar
unless they make an inordinate amount of racket, causing a derro from
(although a Lawful Evil dwarf might be happy to follow a strong
Room D20 to investigate.This is a good place for the PCs to rest, heal and
leader who promises revenge). To determine the alignment
recover spells, with only a 10%chance each day of a Random Encounter.
o f a particular liberated slave, roll on the following tables.
Treasure:The piles of equipment contain allmanner of useless items,
including, but not restricted to the following: hempen rope 500 ft., seven Roll Deep Dwarf Roll Duergar
barrels of tepid water, an empty bucket, six hammers, ten miner’s picks,
four spades and a scrap of parchment providing a rough sketch of Room
D32 through Room D51, though there are no notes, scale or any useful
information aside from just the layout. In addition, there are 10 1-lb.
trade bars of truesilver worth 50 gp each wrapped in treated Formian
chitin to protect them. If mortals handle the bars, their touch trans-
mutes the metal into mundane silver. Finally, buried beneath the equip-
ment are the following items, recognized as unusable by the rebels:
divine scroll of hold animal (caster level 3rd), divine scroll ofsummon swarm
(caster level 3rd), and one dose of dust ofdryness.
E L N/A
to work hard and face the innumerable dangers of these mines.
Scaling N/A
As a result, most of the slaves are blind to the depredations of
their xi11 and formian masters. To enlist a dwarf a s an ally, a PC
D22. MINERS must make a Bluff or Didomacv check against the DC indicated
When the PCs enter the tunnel leading to Room D22, read the following. by the rooms’ starting aktude fbr each slive. Make these chix k s
in secret. Dwarves whose attitudes change to helpful are willin g to
The darkened tunnel features the same clinging mists so pervasive joiin the PCs. Dwarves whose attitudes are friendly, may (Iffer
~. . . . . . . -
in these tunnels, and continues deep into the darkness. Ahead, clangs advice. Other results indicate the dwarves do not help. It more
of tools on stone sound and echo down the tunnel. Amidst the calls slaves are helpful than the rest, all ofthe dwarves present help the
of the hammers and picks, you hear voices, and then a weird PCs, though those whose attitudes are unfriendly or worse, betray
humming noise jarring your bones. Just as soon as the noise starts, the PCs and their traitorous brethren at their nearest convenience.
the roar of crumbling rock masks it. If the PCs are willing to arm the slaves, give the PC making tk
Bluff or Diplomacy check a +2 circumstance bonus to the roll.
When the Pcs approach the entrance, read the following. Possessions: Most dwarves carry light picks and hammer
This gloomy cavern is clearly a mi.ning work site. Derro overseers outfit these allies adequately if they wish their assistance.
monitor the efforts of several slaves inho chip away the dense rock in Combat: Recordkeeping for combats involving 20 or m lore
the many shallow mines. The source I3f the unusual noise is clear, now, combatants can be nightmarish for a DM. If you klave
J -1 .... ~..-3 . - - A l
as a derro with a spear prods a chainedI uesrracnan
~~ ~
wwaru 11
anorner smau Empire, Mercenaries, or War, you can employ mass combat r ules
tunnel. The room is dark, but lacks the clinging mists of the tunnel. e- -.,--A:+- +L- h..++l-- S-,
Lu cnpculrc L l l c vnkwc> l a 1 5 c l -1ccLIu113, I;Ls
111\5
ch, rra-+
ul=nl Hall
tioning trap at Room D26 From Room D27, they must succeed a DC 10 The source of the awful din cornes from this 30 ft long comdor
Listen check to hear the hammenng noises from the factory at Room D30 From the ceiling, huge 5 ft. by 5 ft. by IO ft stone blocks drop and slam
f ” 1 . .‘
1 ,
to the floor maKing a ternme racmt and sending clouds of rock dust
Ut
’g m the air Soon after they fall, they rise hack up into the darkness,
at while another block falls, randomly Bloody stams, broken bits of bone
Id and teeth, and none too few flattened corpses h e r the floor here
PS
Initial Attitude: N/A
Encounter: This trap is broken When working properly, mere
passage down the tunnel would mgger the trap, causing blocks to fall
onto unsuspecting intruders A secret level on either side of the trap,
when pulled, would disable it Now, however, the levers on both sides
are broken and the trap tnggers at random For four hours each day,
; the trap stops functioning, allowing passage into the Great Hall
Each round, roll id12 to determine the 5 ft section malfunctions and
tnggers the trap automatically. In addition, whenever a PCs stands
3-4 Tremors shake the corridor, causing fine streams of dust in any of the 5 ft sections of the hall, there is a 50% chance for the trap
to spill from cracks in the ceiling. Smoke, Tremors 20. to trigger.
othing
Renegade derro hunters - one formian taskmaster
* Falling Block Trap: CR 3; mechanical; location trigger (each square
in tunnel has a 50% chance oftriggeringeach round); automatic reset;
and ld6 formian warriors - move toward the Old Mines,
Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20.
searching for renegade derro. Treat this roll as “Nothing”
Encounter Condition: N/A
Tactics: No creatures come to investigate the trap. However, if the
for prey. Concealment PCs disable the trap, l d 3 stone giants from Room D27 (unless it is Day
14-17 Two formian warriors and two gorgons patrol the tunnels, 2 or 6) come to investigate the odd silence.
defending against intruders and renegades Treat this roll Treasure: N/A
as “Nothing” in Rooms D27 through D30. E L 10
18 A stone giant tosses boulders down the tunnel halls. Scaling: To increase the challenge of this encounter, have the trap
Treat this roll as Nothing in Rooms D25 through D26. mgger 75% of the time and have the blocks deal 6d6 points of damage.
19 ld4 xi11 hunting for hosts. To decrease the challenge, have the sections trigger their respective
2 traps just once.
b Glyph of Warding (Blast):CR 6; spell; spell trigger;
automatic reset; spell effect (glyph ofwarding [bhstJ, 027. STONE GIANT QUARTERS
16th-level cleric, 8d8 sonic. DC 14 Reflex save half damage);
multiple targets (all targets within 5 R ); Search DC 28; This large cavern is nearly 40 ft. across, and 50 ft. above stretches the
Disable Device DC 28 dripping ceiling. Boulders litter the floor along with the skins of an
unspeclfied enormous reptile Through the gloom, you think you see
After the trap is triggered. tremors shake the corridor. blankets, a few overlarge crates and a fire pit radiating light.
Smoke, Tremors 20.
Initial Attitude: Unfriendly
D25. PLAVED OUT MINE Encounter: This large cave houses the stone giants in service to the
xill. Most timesTalig (hp 163) and ld6 stone giants (119 hp each) recline
Rounding the comer, you come upon a grisly heap of corpses. Worse, all here, relaxing and entertaining themselves while biding their time
have bloody cavities in thelr chests. Bloody footprints mark the passage before rising against their newest masters. While they wait, they
leading back m the dlrecnonyou came before they fade away completely frequently kill lone demo in revenge for their years of captivity, and hide
the bodies under a pile of loose rocks. These giants are not immediately
Initial Attitude: N/A hostile, though they attack ifthey sense an easy opponent for the sheer
Encounter: This was once a derro checkpoint, responsible enjoyment of the act.
for defending the approach from intruders. Chtrax implanted his eggs The stone giants have maintained a presence in these mines. Before
in these guards and a couple of days ago they hatched. The surviving Chtrax, the derro had enslaved them as a labor force. When Chtrax
derro fled, but the renegade demo or traps killed them all. assumed control, however, he approached them as equals instead of in
Searching the bodies uncovers precious little. Someone already the more traditional hierarchy of a master-slave relationship. The xill
looted the bodies, so the bodies have no treasure. A DC 20 Knowledge approached the elder stone giant, Talig, and lied, requesting the giant’s
(the planes) identifies their deaths were caused by the hatching of xill assistance in recovering a lost arrifact. The giant agreed on the promise
eggs.There is nothing else that is of interest. From here the PCs can hear of power in return and seeing the puny outsider as no immediate threat.
the malfunctioning trap (smashing stones) in Room D26. The stone giant elder offered his stone giant minions to serve as laborers
Encounter Condition: N/A and guards to survey the progress of the artifact’s recovery. Talig ordered
Tactics: N/A his minions to seize the object as soon as the derro and their workers
Treasure: N/A uncover it. By positioning stone giants throughout the complex, Talig
E L N/A expects an easy victory over the xill. Until Chtrax recovers the artifact,
Scaling: N/A the giants are content to work, watch and wait.
Encounter Condition: Distracting Noises 7,Echoes 10
Tactics: The giants are wary of trespassers, like solitary derro, moving Stone Giant: CR 8;Large giant (earth); HC
to and from Room D28 through Room D26, so when the PCs enter Spd 30 ft.; AC 25. touch 11, flat-footed 23; Bz
this Room, the giants know. While not overtly hostile -the PCs do not Atk +17 melee (2d8+12,greatclub) or +17 mi4ee (ld4+8,slam) or +1
represent a threat to them - they are suspicious. They watch from ranged (2d8+12, rock); Full Atk +17/+12 meli:e (2d8+12. greatclub) o
hidden positions among the rocks. If the party is small, they attack +17 melee (1d4+8,2 slams) or +11 ranged (;!d8+12, rock), Space/Reac
hurling boulders until the PCs close. Otherwise, they allow well-armed 10 ft./lO ft.; SA Rock throwing; SQ Darkvisioin 60 ft., low-ltghtvision,
PCs to pass unmolested. If the PCs explore this Room, however, Talig rock catching; AL NE; SV Fort +13, Ref +6, W ill +7; Str 27, Dex 15,
steps into view and questions why they intrude. Respectful PCs Con 19, Int 10, Wis 12, Cha 11.
succeeding at a DC 25 Diplomacy check improve the giants’ attitude Skills and Feats: Climb +11, Hide +6*,Jumip +11, Spot +12, Combat
to friendly. If they manage this, the giants give them the following Reflexes, Iron Will, Point Blank Shot, Power E\ttack, Precise Shot.
information if asked. If the PCs succeed a DC 40 Diplomacy check, Rock Throwing (Ex): The range increment i s 180 ft. for a stone
the giants give the following information freely. Otherwise, they simply giant’s thrown rocks. It uses both hands whe n throwing a rock
tell the PCs to move on or die. Rock Catching (Ex): A stone giant gains a A --.-.-I
I
l_l
h-_..
c
Ia/c,aI yyIIu,
-I
depths to reach some lost artifact. We are not certain as to what this A Talig, Elder Stone Giant Sor 4:CR 13; Large giant (earth); H D 14d8+70
artifact is or what it does, but Chtrax is adamant about retrieving it. + 4d4+20; hp 163; lnit +3; Spd 40 ft.; AC 23, touch 12, flat-footed 2 0
I . . .* r .
While we serve him now, it is out of convenience. Ahead is the Great
* ,
Hall There the slaves process silver tor tools and other equipment.
Base Atk +16 Crp +27; Atk +22 melee (3d6+10/17-20,masterwork large
greatsword) or boulder +17 ranged (2d8+12);Full Atk +22/+17/+12
melee (3d6+10/17-20,masterwork large greatsword) or boulder +17
Beyond the Hall are the deeper mmes. It is dangerous there, certainly
ranged (2d8+12);SA Rock throwing; SQ Darkvision 60 ft., low-light
no place for a group such as yourselves.
vision, rock catching; AL NE; SV Fort +1S, Ref +8,Will +13; Str 25,
Dex 16, Con 21, Int 10, Wis 16, Cha 16
The giants have no interest in helping the PCs, and if requested,
Skills: Bluff +7, Climb +20, Hide +6 (+14 rocky environments), J u m p +14.
they refuse. If the PCs are respectful, the giants let them pass freely.
Listen +7, Spellcraft +4, Spot +14.
Should combat occur, Talig takes cover behind the myriad of huge
Feats: Alertness (from familiar), Cleave, Combat Reflexes,
rock piles, hurling rocks at the PC spellcasters. The other giants
lmproved Critical (greatsword),Iron Will, Point Blank Shot, Power Attack,
in the Room close after one round of ranged attacks. These giants fight
Precise Shot.
to the death.
Spell-likeAbilities: Once per day they can use stone shape, stone tell,
If the PCs kill the giants and leave their carcasses in the open,
and either transmute rock to mud or transmute mud to rock (DC 18).
the Great Hall has a 20%chance each day of going on alert (see below).
As a 10th-level sorcerer. The save DC is Charisma-based.
Depending on developments in other parts of this region, this Room
Sorcerer Spells Known (6/7/4; DC 13 + spell level): 0-acid splash,
may be empty The renegade derro, if undefeated, punch through the
detect magic, mage hand, mending, read magic, resistance; 1st-cause
wall on Day 2. The giants here react by gathering a force and wiping out
fear, magic missile, protectionfrom law; Znd-bull’s strength.
the rebels, leaving this Room empty The chieftain returns with Id3
Rock Throwing (Ex): The range increment is 180 ft. for a stone giant’s
stone giants on Day 3, watchful of the new exit. On Day 6, the chieftain,
thrown rocks. It uses both hands when throwing a rock.
if still alive goes back into the Old Mines to kill Souiji.
Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex
Treasure: The giants hide their accumulated wealth with the bodies
save when attempting to catch a thrown rock.
of the slain deno in a rock pile. Clearing the rock requires 2 hours
Skills: * A stone giant gains a +8 racial bonus on Hide checks in rocky
of hard labor and exposes diggers to Slimy Doom, carried by the rotting
terrain.
derro. PCs digging must succeed a DC 14 Fortitude save or contract
Possessions: Masterwork large greatsword,pouch of 4 boulders.
the disease.
PCs succeeding in excavating the treasure find 1567 gp divided Familiar: Lizard, tiny animal; CR f; H D [18];hp 81; Init +2; Spd 20 ft.,
somewhat equally between three leather sacks. I n a fourth bag are climb 20 ft; AC 16, touch 14, flat-footed 14; Base Atk +16; Crp +4; Atk
6 gems, consisting of a tourmaline (800 gp),2 red spinels (700 gp,600 gp), +20 melee (1d4-4, bite); Full Atk +20 melee (ld4-4, bite); SA -; SQ
zircon (70 gp), onyx (50 gp) and a small shard of obsidian (8 gp). empathic link, improved evasion, low-lightvision, share spells; AL NE;
Each stone giant, including the chieftain carries a large sack holding SV Fort +lo, Ref+7, Will +9; Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 2
2d12 throwing rocks and ld4+6 mundane items. Skills: Balance +lo, Climb +12, Hide +lo, Listen +3. Spot +3;
Weapon Finesse.
Slimy Doom-Contact, Fortitude DC 14, incubation period 1 day,
Alertness (Ex): While a familiar is within arm’s reach, the master gains
damage ld4 Con (When damaged, PC must succeed on another
the Alertness feat.
saving throw or 1 point of damage is permanent drain instead)
Jmproved Evasion (Ex): When subjected to an attack that normally
E L 15 allows a Reflex saving throw for halfdamage, a familiar takes no damage
Scaling: To increase the challenge of this encounter, have the stone if it makes a successful saving throw and half damage even ifthe saving
giants’ attitude start as Hostile. To decrease the challenge, reduce the throw fails.
number of additional stone giants to 2.
Skills and Feats: Climb +lo, Hide +lo, J u m p +14, Listen +8, Move
Silently +lo, (+3 following tracks),Tumble +12; Mounted Combat,
Multiattack.
Hive Mind (Ex): All formians within 50 miles of their queen are in
constant communication. If one is aware of a particular danger, they all
are. If one in a group is not flat-footed,none of them are. No formian
in a group is considered flanked unless all ofthem are.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage
:re ld6 Str. The save DC is Constitution-based.
he
Gorgon: CR 8;Large magical beast; H D 8d10+40;hp 87, 76; Init +4;
30.
Spd 30 ft.; AC 20, touch 9, flat-footed 20; Base Atk +8; Crp +17; Atk +12
kes
melee (ld8+7, gore); Full Atk +12 melee (ld8+7. gore);Space/Reach 10
ft./5 ft.; SA Breath weapon, trample ld8+7; SQ Darkvision 60 ft.. lowlight
vision, scent; AL N; SV Fort +11, Ref +6,Will +5; Str 21, Dex 10, Con 21,
.ds
Int 2, Wis 12, Cha 9.
Its
Skills and Feats: Listen +9, Spot +8;Alertness, Improved Init:, Iron Will.
lk-
Breath Weapon (Su): 60-ft. cone, once every ld4 rounds (but no more
than five times per day), turn to stone permanently, Fortitude DC 19
Treasure: N/A
negates. The save DC is Constitution-based.
E L N/A
Trample (Ex): Reflex DC 19 half. The save DC is Strength-based.
Scaling: N/A
D30. FACTORV
029. GUARDS
Thk
..
..mllcw houses a maior oneration. Scores of derrowork at various
1ta room -----/ , I
Scaling: To increase the challenge of this encounter, increase the a ladder leading up to the bowl and drop broken weapons, t ools,
number of wailing golems by one. To decrease the challenge, remove the chucks of ore and o n occasion a squeaking rat into the mcilten
formian warriors. mmure, while others dip smaller crucibles attached to long Fioles
to withdraw a portion and pour it into the casts at the base
Derro Worker: CR 3; Small monstrous humanoid; H D 3d8+3; h p 16;
lnit +6;Spd 20ft.; AC 18, touch 13, flat-ft.ed 16; Base Atk +3; Crp-1;
Initial Attitude: Hostile
Atk +4 melee (ld4/19-20, warhammer);Full Atk +4 melee (ld4/19-20,
Encounter: This is where the 5 derro (hp 16 each) smelt the raw
warhammer);SA Poison use, spell-likeabilities, sneak attack +ld6; SQ
metals into a liquid state. When the metal is hot enough, they extract
Madness, spell resistance 15 vulnerability to sunlight; AL CE; SV Fort +2,
a portion to pour into casts. They then carry the cast, using tongs, to one
Ref+5,Will +6;Str 11, Dex 14, Con 13. Int 10, Wis 5", Cha 16".
of the workbenches, where workers allow the cast to cool, before
Skills and Feats: Bluff +5, Hide +lo. Listen +1, Move Silently +8;
stripping the flash and finishing the object. While most cast metal
Blind-Fight,Improved Initiative.
is weaker than forged metal, the derro add a small amount ofadamantine
Possessions: Studded leather armor, warhammer.
to the mixture to reinforce the tools. There is not enough of this
Formian Warrior: CR 3; Medium outsider (lawful, extraplanar);H D material to give the tools and weapons any special properties;
4d8+8; hp 26; lnit +3; Spd 40 ft.; AC 18, touch 13, flatfoot-ed 15; Base just enough to make it as strong as steel.
Atk +4; Crp +7; Atk +7 melee (2d4+3plus poison, sting); Full Atk +7 Encounter Condition: N/A
melee (2d4+3 plus poison, sting) and +5 melee (ld6+1. 2 claws) and Tactics: The formian warriors in Room D30 move to this area to tip
+5 melee (ld4+1, bite); SA Poison; SQ Hive mind, immunity to poison, the crucible and cover the floor with flaming metal. Tipping the crucible
petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, i s simple, requiring a pull of a lever. The formians take positions on the
spell resistance 18; AL LN; SV Fort +6, Ref+7,Will +5; Str 17, Dex 16, ladders, using ranged attacks against the PCs. Near the water barrels is
Con 14, Int 10, Wis 12, Cha 11. a stack of repeating light crossbows. At the first sign of trouble, each
Skills and Feats: Climb +lo. Hide +lo, Jump +14, Listen +8, Move derro grabs one and moves to a position of cover, if any, before firing.
Silently +lo, (+3 followingtracks), Tumble +12; Mounted Combat, Pouring hot metal onto the floor causes the water barrels to burst,
Multiattack. resulting in billows of steam. All creatures in this Room gain concealment
Hive Mind (Ex): All formians within 50 miles of their queen are in (20%miss chance) from the obscured vision. There is no way to tamper
unbroken communication. If one is aware of a particular danger, they all with the gas jets fueling the fire. PCs unlucky enough to find themselves
are. If one in a group is not flat-footed, none of them are. No formian in in the inferno take 20d6 points of fire damage and automatically catch
a group is considered flanked unless all of them are. fire. To put themselves out, they must make a DC 15 Reflex save.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage ld6 Treasure: Though none of the derro have any personal treasure,
Str. The save DC is Constitution-based. they do possess ten l-lb.bars of adamantine, each worth 50 gp.
EL: 8
Wailing Stone Colem: CR 12; Large construct; H D 14d10+30 h p 107;
Scaling: To increase the challenge of this encounter, increase the
Init -1; Spd 20 ft.; AC 26; touch 8. flat-footed 26; Base Atk +10 Crp +23;
damage dealt by the liquid metal to 20d6. To decrease the challenge,
Atk +18 melee (2d10+9,slam); Full Atk +18 melee (2d10+9, 2 slams);
do not allow the crucible to be tipped.
Space/Reach 10 ft./lO ft.; SA Slow, spell-like abilities, wail; SQ Construct
traits, damage reduction lO/adamantine, darkvision 60 ft., immunity to Derro Smith CR 3; Small monstrous humanoid; H D 3d8+3; h p 16;
magic, low-light vision; AL N; SV Fort +4, Ref +3. Will +4; Str 29, Dex 9, lnit +6;Spd 20 ft.; AC 18,touch 13. flat-footed 16; Base Atk +3; Crp -1;
Con -, Int -, Wis 11, Cha 1. Atk +4 melee (ld4/19-20, warhammer);Full Atk +4 melee (ld4/19-20,
Skills and Feats: - warhammer);SA Poison use, spell-like abilities, sneak attack +ld6; SQ
Slow (Su): A wailing stone golem can use a slow effect, as the spell, as Madness, spell resistance 15 vulnerability to sunlight;AL CE; SV Fort +2,
a free action once every 2 rounds. The effect has a range of 10 ft. and a Ref +5, Will +6;Str 11, Dex 14. Con 13. Int 10, Wis 5*, Cha 16".
duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC Skills and Feats: Bluff +5, Hide +lo, Listen +1. Move Silently +8; Blind-
is Constitution-based. Fight, Improved Initiative.
Spell-likeAbilities: At will-featherfall. Caster Level 1Zth. Possessions: Studded leather armor, warhammer.
Wail (Su): Whenever the golem engages in melee combat, it lets out a
tremendous wail lasting until the melee ends. Like a shrieker, the sound
attracts nearby creatures disposed to investigating it.
Immunity to Magic (Ex): A wailing stone golem is immune to any spell
or spell-likeability that allows spell resistance. In addition, certain spells
and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a wailing stone golem (as the
slow spell) for 2d6 rounds, with no saving throw, while transmute mud
to rock heals all of its lost hit points.
A stone toflesh spell does not actually change the golem's structure but
negates its damage reduction and immunity to magic for 1 full round.
D51. GREAT HALL Buildings have masonry walls 1 ft. thick. Each wall and roof has an 8
rhis section is the central nervous system of the complex, comprised of hardness and 90 hp. Climbing these walls requires a DC 15Climb check.
bms D32 through D51. This is an enormous cavern, over 200 ft. wide The Great Hall has a sunken floor, but it is relatively level and free of
with a ceiling towering 100 ft. overhead. Nine buildings dominate debris. Unlike most of this section, purplish flames erupt from the floor,
center of the cavern. Several of these structures feature connecting lighting the Great Hall.The flames are not hot, but offer light equivalent
ps and tracks leading to other buildings and ultimately the track at in brightness to moonlight. Water extinguishes them for a time, five
lm D51. Three balconies overlook the workings, while the two major minutes, before drying enough to flare up again.
'ances feature more guards. Filling this vast gallery are stone giants,
ucrro, xi11 and more, too numerous to count. In short, a direct
RANDOM ENCOUNTERS
confrontation is tantamount to suicide.
Roll for a Random Encounter once every thirty minutes.
The massive bore dominates the Hall. Four stone giants push the
handles turning it which pull the truesilver out of the earth. 1 d2O Encounter
The extracted truesilver climbs the helical thread with each turn, until it 1I A malfunction occurs in the extract ion-se refinement
reaches the platform at the top. There, derro workers use force clamps to process, bringing the system to a t.ialt. All workers stop and
retrieve the ore and place it into large metal carts. A fifth stone giant stand outside their locations, enjoyring the short respite.
pushes the cart to a conveyer carrying the metal to the separation Room, Work continues in ld3 hours, wherI formian workers correct
where the slaves separate the ore from the rock before sending the the problem.
truesilver on to the refinery In this Room, slaves heat the truesilver and 2 4 Tremors shake the corridor, causing fine streams of dust
form it into bars where they are loaded onto palettes. Stone giants cany to spill from cracks in the ceiling. Smoke, Tremors 20.
the palettes to the wheeled carts, depositing them into the gnome's In addition, roll ld20. A random structure suffers 100
lab in Room D53. The slaves move the separated rock to Room D37, points of damage.
where a n yrthak uses its sonic lance to pulverize it into gravel, so the ld2O Random Structure
dwarves can easily dump it in the lava a t the lava flow
Chtrax uses the Great Hall as his command center, where he oversees
3 Room D34
operations in the mines, from discussing security issues with his
4 RoomD35
myrmarch captain to inspecting the extraction process, to checking on
5-6 Room D37
the various excavation sites. In all, Chtrax keeps a close eye on his
7 Room D38
servants' progress, and he does so from this quasi cockpit.
8 Room D39
If the PCs combat any formians before entering this place, the entire
9 Room D40
cavern is put on alert because of the hive mind link between formians.
10-11 Room D41
Each Room below details normal encounters and encounters when
12-1 3 Room D42
alert. In addition, each Room also details what reinforcements, if any
14 Room D46
arrive to aid their beleaguered allies. Even though many Rooms list the
15 Room D47
number of formian warriors as they arrive in waves, there are only
16-17Room D48 and D49
so many formian warriors. The Great Hall has 30 unattached formian
warriors, 10 unattached elite formian warriors and 2 unattached formian
a n earthquake. Each tremor car
taskmasters. Each time the PCs engage in a combat in one of the Great
cumulative 10%cl
Hall's Rooms, they undoubtedly draw more formians to their position as
cavern to collapse,
indicated in the Room's description. The formian warrior reinforce- .. .
ments number 30. After all 30 formian warriors or formian taskmasters
ldl0 rounds for tkie ceiling to collapse
arrive or fall, no more arrive. You could, move formian warriors from
completely, destroying all of the struct-
other encounter sites to engage the Pcs, but those formians are under
---- .^
ures and dealing 2 Od6 points of
orders to protect their respective Rooms. Regardless, the Great Hall A" "I1 -C.l
udlllai;c Lu yI rrie structure's
resumes its normal activity after I hour lapses (unless the pcs kill
inhabitants.
or rout everyone).
Chtrax remains in the Great Hall from Day 0 until Day 3. Later, 5-6 Off-duty deep dwarf Slav
he moves to Room D58 after the tarrasque reaches the first adamantine 7 A derro handler and his bulette move from D47
bands. Thereafter he has a 10%chance to be in a random Room in the to either D44 or D51. They attack the PCs on sight
Great Hall, a 50% chance of being in Room DS8 and a 40% chance or call for help.
to be inspecting the mines in Rooms D78 through Room D80. 8 3d6 formian workers run to repair a mi
Destroying the myrmarch in Room D39 or the phylactery in Room in the extraction-separation-refinementprocess.
D49 changes the dynamics of the section. If the PCs kill the myrmarch, 9-1 2 Nothing
formians in the Great Hall, the Approach, and the o l d Mines suffer a -2 13-14 ld8 duergar slaves walk towards Room
penalty to attacks, saves and skill checks and lose their hive mind in a random tunnel.
ability Destroying the phylactery, however, removes the hive mind 15-1 6 ld4 formian warriors patrol the Great Hall looking for
ability from all the formians in the region, telling them their queen slackers, intruders, or dead
is dead. The formians stay in their respective locations attacking 17-18 ld4 stone giant la borers move towards Room D39
any non-formians encountered, including the giants, derro, slaves, to relieve the work:ers there.
xi11 and PCs. While in this enraged state, pcs cannot reason with them. 19-20 ld6 xill prowl the shadows looking for hosts.
All formians fight to the death.
Allow cautious PCs to move unmolested through this area, as long
as they do nothing to draw attention to themselves. There are plenty
of places for the PCs to move such as by skirting the edge of the cavern,
keeping out of range of the inhabitants' darkvision and as long as they
avoid combat, they should be fine. Should the PCs make a direct assault,
let them feel the full weight of Chtrax's power.
032. SENTRV 033. SEPA
Guarding this wide staircase are two insect men and a large stone This large bi
creature, its face chiseled into a cruel smile. Behmd the guards is and a ramp dc
a vast cavern filled with several buildings and creatures, all working
. ...
. . . . -. . ,
near a massive bore drilbng mto the heart of the earth. Balconies stacks on its roof make the structure more Imposing.
"
-# Derro Handler, Rgr 3: CR 6;Small monstrous humanoid; H D 3d8+9 + Yrthak CR 9; Huge magical beast; H D 12d10+36; hp 102; lnit +6;Spd
3d8+9; hp 48; lnit +9; Spd 20 ft.;AC 19, touch 13, flat-footed 17; Ease 20 ft.. fly 60 ft. (average); AC 18, touch 10, flat-footed 16; Base Atk +12;
Atk +6;Crp +3; Atk +8 melee (ld4+1/19-20, masterwork short sword) Crp +25; Atk +15 melee (2d8+5, bite) or +12 ranged touch (6d6, sonic
or +12 ranged (ld8+1/19-20 plus poison, +1 repeating heavy crossbow); lance); Full Atk+l5 melee (Zd8+5,bite) and +13 melee (ld6+2. 2 claws);
Full Atk +6/+1 melee (ld4/19-20, short sword) and +6 melee (1d3/19-20 or +12 ranged touch (6d6. sonic lance); Space/Reach 15 ft./lO ft.; SA
plus poison, masterwork dagger) or +12 ranged (ld8+1/19-20 plus Sonic lance, explosion; SQ Blindsight 120 ft., immunities, vulnerability
poison, +1 repeating heavy crossbow); SA Combat style (two weapon to sonic; SV Fort +11, Ref +lo, Will +5; AL N; Str 20, Dex 14, Con 17,
fighting), favored enemy (magical beasts +A); Poison use, spell-like Int 7, Wis 13, Cha 11.
abilities, sneak attack +3d6; SQ Madness, spell resistance 15 Skills and Feats: Listen +12. Move Silently +lo; Endurance, Flyby
vulnerability to sunlight; AL CE; SV Fort +6, Ref +11, Will +9; Str 12, Attack, Improved Initiative, Multiattack, Snatch.
Dex 20, Con 16, Int 8, Wis 4*, Cha 20*. Sonic Lance (Su)r Once every 2 rounds, a yrthak can focus sonic
Skills and Feats: Bluff +7, Handle Animal +8. Hide +14, Jump +4, energy in a ray up to 60 ft. long. This is a ranged touch attack that deals
Knowledge (dungeoneering) +2. Listen -2, Move Silently +lo. Survival 6d6 points o f damage to a single target.
+O; Blind-Fight, Endurance (b), Improved Initiative, Point Blank Shot, Explosion (Su): A yrthak can fire its sonic lance at the ground, a large
Tracks. rock, a stone wali, or the like to create an explosion of shattered stone.
Possessions: Studded leather armor, masterwork short sword, This attack deals 2d6 points o f piercing damage to all within 10 ft. of the
masterwork dagger, +1 heavy repeating crossbow, 2 cases of bolts (10).
effect's center. This counts as a use of the sonic lance attack and thus is Scaling: To increase the challenge of this encounter, add a 1
usable only once every 2 rounds, and never on the round following a .
stone golem. To decrease the challenge, reduce the number ot f
r ^
+18, Sense Motive +18, Spot +18, Survival +3 (+5 following tracks); the transport o f truesilver
Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack. 11-13 Falls on Room D33 and collapses the building All creatures
Hive Mind (Ex): All formians within 50 miles oftheir queen are in inside take 3d6 points o f damage
constant communication. If one is aware o f a particular danger, they all 14-16 Falls on Room D37 and collapses the building All creatures
are. If one in a group is not flatfooted, none of them are. No formian in inside take 3d6 points of damage. In addition. the surviving
a group is considered flanked unless all o f them are. monsters go on a killing spree, wreaking havoc throughout
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 the Section
Dex. The save DC is Constitution-based. 17-19 Falls on Room D38, destroying the cistern, killing the
Spell-like Abilities: At will-charm monster (DC 17). clairaudience/ formian warriors and the crippled derro
clairvoyance, detect chaos, detect thoughts (DC 15), magic circle against 20 Falls on Room D46, killing all inhabitants Destruction o f
chaos, greater teleport; l/day--dictum (DC 20), order's wrath (DC 17). this magnitude shuts down the entire operation as described
Caster level 12th. The save DCs are Charisma-based. in Room D39
Treasure: N/A
Stone Giant: CR 8; Large giant (earth): H D 14d8+56; hp 119; lnit +2;
E L 10
Spd 30 ft.; AC 25, touch 11, flat-footed 23; Base Atk +10 Grp +22: Atk +17
Scaling: To increase the challenge o f this encounter, make the plat-
melee (ld4+8, slam) or +11 ranged (2d8+12, rock); Full Atk +17 melee
f o r m unstable, requiring PCs to succeed at DC 15 Balance checks to keep
(1d4+8,2 slams) or +11 ranged (2d8+12, rock): Space/Reach 10 f t . / l O ft.:
their footing. I fthey fail by 5 or more, they fall to the ground 80 ft below
SA Rock throwing; SQ Darkvision 60 ft., low-light vision, rock catching;
In addition, add two more formian workers, so they can heal one of the
AL NE SV Fort +13, Ref +6,Will +7; Str 27, Dex 15, Con 19, Int 10,
stone giants To decrease the challenge, remove one o f the stone giants
Wis 12, Cha 11.
Formian Worker: CR 1/2; Small outsider (lawful, extraplanar); H D
ld8+1; hp 5; lnit +2; Spd 406.; AC 17, touch 13, flat-footed 15; Base Scaling: To increase t h e challenge o f this encounter, dou
Atk +l; Grp-2; Atk+3 melee (ld4+1, bite); Full Atk +3 melee (ld4+1, number o f elite formian wamors. To decrease t h e challenge, r
bite); SA -; SQ Cure serious wounds, hive mind, immunity to poison, t h e half-fiend template.
petrification, and cold, make whole, resistance to electricity 10, fire 10,
ff Elite Formian Warrior: CR 5; Medium outsider (lawful, extraplan
and sonic 10; AL LN; SV Fort +3, Ref+4, Will +2; Str 13, Dex 14,
H D 8d8+16; hp 52; Init +3; Spd 40 ft.; AC 18, touch 13, flat-footed
Con 13, Int 6,Wis 10, Cha 9.
Base Atk +8; Grp +11; Atk +12 melee (2d4+3 plus poison, sting); F
Skills and Feats: Climb +lo, Craft (stonemasonry) +5, Hide +6, Listen
Atk +12 melee (2d4+3 plus poison, sting) and +9 melee (2d4+4/x?
+4, Search +2, Spot +4; Skill Focus (Craft [stonemasonry]).
guisarme) and +9 melee (1d4+1, bite); SA Poison; SQ Hive mind,
Cure Serious Wounds (Sp): Eight workers together can heal a creature’s
immunity to poison, petrification. and cold, resistance to electricity 10,
wounds as though using the cure serious wounds spell (caster level 7th).
fire 10, and sonic 10, spell resistance 18; AL LN; SV Fort+& Ref+9,
This is a full-round action for all eight workers.
Will +7; Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11.
Hive Mind (Ex): All formians within 50 miles of their queen are in
Skills and Feats: Climb +18, Hide +18, Jump +22, Listen +16, Move
constant communication. If one is aware o f a particular danger, they all
Silently +18, Survival +9(+11 following tracks), Tumble +20 Mounted
are. I f one in a group is not flat-footed, none o f them are. No formian in
Combat, Multiattack, Weapon Focus (sting).
a group is considered flanked unless all ofthem are.
Hive Mind (Ex): All formians within 50 miles o f their queen are in
Make Whole (Sp): Three workers together can repair an object as
constant communication. If one is aware of a particular danger, they
though using the make whole spell (caster level 7th). This is a fullround
all are. I f one in a group is not flatfooted, none of them are. No formian
action for all three workers.
in a group is considered flanked unless all ofthem are.
Stone Giant: CR 8; Large giant (earth); H D 14d8+56 hp 119; lnit +2; Poison (Ex) Injury, Fortitude DC 16, initial and secondary damage
Spd 30 ft.; AC 25, touch 11, flat-footed 23; Base Atk +10 Grp +22; Atk l d 6 Str. The save DC is Constitution-based.
+17 melee (1d4+8, slam) or +11 ranged (2d8+12, rock); Full Atk +17
melee (ld4+8,2 slams) or +11 ranged (2d8+12, rock); Space/Reach
* Formian Taskmaster: CR 7; Medium outsider (lawful, extraplanar);
HD 6d8+12; hp 39; Init +7; Spd 40 ft.; AC 19, touch 13, flat-footed 16;
10 ft./lO ft.; SA Rock throwing; SQ Darkvision 60 ft.. low-light vision,
Base Atk +6; Grp +lo; Atk +10 melee (2d4+4 plus poison, sting); Full Atk
rock catching; AL NE; SV Fort +13, Ref +6,Will +7; Str 27, Dex 15,
+10 melee (2d4+4 plus poison, sting) and +8 melee (ld6+2, 2 claws);
Con 19, Int 10, Wis 12, Cha 11.
SA Dominate monster, dominated creature, poison; SQ Hive mind,
Skills and Feats: Climb +11, Hide +6”, Jump +11, Spot +12; Combat
immunity to poison, petrification, and cold, resistance to electricity 10,
Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot.
fire 10, and sonic 10, spell resistance 21, telepathy 100 ft.; AL LN; SV
Rock Throwing (Ex): The range increment is 180 ft. for a stone giant’s
Fort +7, Ref+& Will +8; Str 18, Dex 16, Con 14. Int 11, Wis 16, Cha 19.
thrown rocks. It uses both hands when throwing a rock.
Skills and Feats: Climb +13, Diplomacy +6, Hide +12, Intimidate +13,
Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex
Listen +12, Search +7, Spot +8, Survival +1 Move Silently +12, Search +9,
save when attempting to catch a thrown rock.
Sense Motive +12, Spot +12. Survival +3 (+5 following tracks); Dodge,
Skills: A stone giant gains a +8 racial bonus on Hide checks in rocky
Improved initiative, Muitiattack.
terrain.
Hive Mind (Ex): All formians within 50 miles o f their queen are in
constant communication. I f one is aware o f a particular danger, they all
D41. TRANSPORTATION AND INVENTORV are. If one in a group is not flat-footed, none o f them are. No formian
in a group is considered flanked unless all ofthem are.
A cart track runs i n t o this building f r o m one side and out another. Dominate Monster (Su): A taskmaster can use a dominate monster
A stone giant wheels the cart i n t o the building and then walks up the ability as the spell from a 10th-level caster (Will DC 17 negates), although
track. Outside of t h e buildingstand three insect warnors the subject may be ofany kind and may be up to Large size. Creatures
that successfully save cannot be affected by the same taskmaster’s
I n i t i a l A t t i t u d e : Hostile dominate monster ability for 24 hours. A single taskmaster can dominate
E n c o u n t e r : Three elite formian warriors (hp 52 each) guard up t o four subjects a t a time. The save DC is Charisma-based.
this Room. Their orders are t o ensure n o one tampers with a m v i n g Dominated Creature (Ex): A taskmaster is never encountered alone.
or departing ore carts. These creatures are watchful, so allow them One dominated nonformian creature always accompanies it (choose
to make Spot checks against any creatures in l i n e o f sight. or determine randomly any creature o f CR 4).
Inside a formian taskmaster (hp 39) and i t s winged half-fiend Poison (Ex): Injury, Fortitude DC 15, initial and secondarydamage
destrachan servant (hp 74) inventory t h e truesilver bars going t o t h e l d 6 Str. The save DC i s Constitution-based.
gnome. H e submits a weekly report to t h e formian myrmarch, w h o in
turn reports t o Chtrax to show their progress.
* Half-Fiend Destrachan: CR 1 0 Large outsider (augmented aberration);
H D 8d8+32; hp 74; Init +5; Spd 30 ft., fly 30 ft.; AC 21, touch 12, flat-
E n c o u n t e r Condition: N/A
footed 2 0 Base Atk +6;Grp +16; Atk +11 melee (ld6+6, claw); Full Atk
Tactics: The formian wamors generally ignore anyone moving past
+11 melee (1d6+6, 2 claws) and +6 melee (ld8+3, bite); Space/Reach 10
this Room, only attacking anyone not of t h e Great H a l l and approaching
k./S ft.; SA Destructive harmonics, smite good; SQ Blindsight 100 ft.,
this Room. W h e n attacking, they do n o t move more than 10 ft. away
darkvision 60 ft., damage reduction S/magic, immunities, protection
from the Room, falling back should PCs attempt t o lure them away.
from sonics, resistance to acid 10, cold 10, electricity 10, and fire 10,
Combat w i t h these formians alerts the rest o f the Great H a l l to the
spell-like abilities, spell resistance 18; AL NE; SV Fort +5, Ref+S,
intruders. On the following round, the formian taskmaster exits t h e
Will +10 Str 22, Dex 16, Con 18, Int 16,Wis 18, Cha 14.
Room commanding the half-fiend destrachan t o attack, while it enters
Skills and Feats: Hide +8, Listen +25. Move Silently +7, Survival +9;
melee. Each round o f combat, l d 4 formian warriors arrive until 12 have
Dodge, Improved Initiative, Lightning Reflexes.
arrived.Then, the formian myrmarch from Room D39 comes to dispatch
Destructive Harmonics (Su): A destrachan can blast sonic energy
any surviving PCs.
in a cone up to 80 ft. long. It can also use this attack to affect any
If the PCs or tremors destroy this Room, business continues as
creatures or objects within a 30-ft. radius. It can tune the harmonics
normal; a formian taskmaster goes to Room D 3 4 t o count.
o f this destructive power to affect different types of targets. All save
Treasure: At any given time, there are 2d20 1-lb. bars o f truesilver.
DCs are Charisma-based.
Each bar is worth 750 gp. Recall, if any creature touches the bar, the bar
becomes standard silver, w o r t h about 5 gp.
sue and rending bone, this attack deals 4d6 D43. GUARD BALCONY
~ Iwithin
I the area (Reflex DC 15 half).
han can focus its harmonics to knock out foes rather A dark staircase carved into the rock winds upward, presumably
attack deals 6d6 points of nonlethal damage to all to the balcony 80 ft. above the Great Hall. From below, you can see
wcthin the area (Reflex DC 15 half). a large ballista mounted on the rail and demo leaning over the rail
Material When u sing this form of harmonics, a destrachan chooses to watch those below.
wood, stone, metal, or glass. All objects made of that material within
the area must succeed on a DC 15 Fortitude save or shatter. Objects Initial Attitude: Hostile
(or portions of objec3s) that have u p to 30 hit points are potentially Encounter: Three demo sentries (hp 33 each) guard the Great
affected by this attack. Hall. One mans a repeating ballista (see below) mounted on
Smite Good (Su): Once per day a half-fiend destrachan can make a swivel base. The other two carry heavy repeating crossbows. AS they
a normal melee attack to deal extra damage equal to its H D total (+8) keep an eye out for trouble, they use the repeating ballista against any
against a good foe. foes combating the inhabitants of the Great Hall. With their height
Blindsight (Ex): A destrachan can use hearing to ascertain all foes advantage along with the dim lighting in the Hall, the derro have a good
within 100 ft. as a sighted creature would. view of the entire complex.
Immunities: Destrachans have immunity to gaze attacks, visual
& Repeating Ballista: 3d8/19-20; range 120 ft; crew 1; cost 1,000 gp.
effects, illusions, and other attack forms that rely on sight. Half-fiend
destrachan have a n immunity to poison. Unlike normal ballistae, the repeating ballista may fire up to six
Protectionfrom Sanics (Ex): While they can be affected by loud noises projectiles before needing a new cartridge. The crew makes a ranged
and sonic spells (such as ghost sound or silence), destrachans are less attack with this weapon, but at a -6 penalty for size. It takes 3 rounds
vulnerable to sonic attacks (+4 circumstance bonus on all saves) to reload this weapon, 2 if two people work together.
because they can protect their ears. A destrachan whose sense of hearing There are five cartridges in all for the ballista.
is impaired is effectively blinded, and all targets are treated as having Encounter Condition: N/A
total concealment. Tactics: If the derro sentries spot a combat in the Great Hall, they use
Spell-likeAbilities: 3/day-darkness, poison (DC 16); l/day- the repeating ballista and heavy crossbow attacks against the PCs. If the
desecrate, unholy blight (DC 16). Caster level 8th. The save DCs are pcs come up the access tunnel, the three derro ready actions to fire their
Charisma-based. heavy repeating crossbows against any intruders coming up the stairs
Skills: A destrachan has a +10 racial bonus on Listen checks. behind them. These derro are infected and fight to the death.
If the PCs or tremors destroy this Room, the balcony and its survivors
fall to the ground, destroying both the ballista and the sentries.
D42. BARRACKS
The formian workers repair the balcony in id2 days.
Ramshackle cots fill this large buildmg. Cobwebs cling to comers and Treasure: N/A
the floor is filthy with dust, hair and dirt Otherwise, the room is empty EL: 8
Scaling: To increase the challenge of this encounter, add a second
ballista and make both + I flaming ballistae. To decrease the challenge,
Initial Attitude: N/A
take away the ballista's repeating function.
Encounter: This large building is not much more than a warehouse
filled with beds, its rear wall exposed rock. Once, the derro slept Sentry, Derro Ftr 3: CR 6;Small monstrous humanoid; H D 3d8+3 +
here, but now it is always empty as the derro sleep in or around their 3d10+3;h p 29; lnit +6; Spd 20 ft.; AC 18,touch 13. flat-footed 15; Base
work areas. Atk +6; Crp +2; Atk +8 melee (1 d4+1/19-20, short sword) or +9 ranged
Encounter Condition: [Safe] (ld8/19-20 plus poison, repeating heavy crossbow); Full Atk +8 melee
Tactics: This is a good place for the PCs to rest as no one ever (ld4+1/19-20. short sword) or +9 ranged (ld8/19-20 plus poison,
comes here anymore. Only roll for Random Encounters once per day repeating heavy crossbow); SA Poison use, spell-likeabilities, sneak
at this location. attack +ld6; SQ Madness, spell resistance 15 vulnerability to sunlight;
If the Pcs or tremors destroy this Room, no one notices. ALCE; SV Fort +1, Ref+&Will +6;Str 12, Dex 15, Con 13, Int 10,
Treasure: PCs searching under the cots and succeeding a DC 20 Wis 5*, Cha 16".
Search check, find a secret compartment concealed by years of grime. Skills and Feats: Bluff +5, Hide +lo, Listen +1, Move Silently +8, Spot
The compartment is locked, its key long lost, requiring a successful DC + O Blind-Fight,Dodge, Improved Initiative, Mobility, Point Blank Shot,
25 Open Locks check to open. Alternatively, a PC succeeding a DC 20 Precise Shot.
Strength check can break it open. Inside are the following items: six cut Possessions: Mithril chain shirt, buckler, short sword, repeating heavy
sapphires (1,000gp each), a small charcoal diagram of a repeating ballista crossbow, Bolts (20).
(100gp), obsidian bracelet with three small spheres each etched with
a decorative rune (140 gp), a perfect cylinder made of cherry wood (800
gp), a smooth slate ring (500 gp), a doll made of human skin (no value),
044. EAST SENTRY
t 2 keen kukvi, ving of improved swimming, and a p e d of power (3rd level).
Three steps lead up to this exit. At the top, a single sentry defends this
Souiji's daughter, a consummate thief, left this hidden cache. She intend-
exit. It resembles a giant derro, except it is made of granite.
ed to return for her things, but a xill egg killed her before she could.
Bloodstains and shattered bones cover the floor below
E L N/A
S c a h g : N/A
Initial Attitude: Hostile
Encounter: The stone golem (hp 107) guards this exit and is under
orders to attack any creature not accompanied by a formian or derro.
Hence, the golem has killed many slaves trying to get back to work in
the mines. The golem attacks the PCs as soon as they either attack it or
come within 20 ft.
Encounter Condition: N/A
Tactics: The golem closes with the PCs and uses its slow attack.
On the following rounds, it uses full attack actions as much as possible. first victim, while the second withdraws from the grapple to defend its
This golem fights until destroyed. Combat with this sentry is common, ally. These creatures fight to the death.
so id6 formian warriors only come to investigate 50% of the time. Treasure: N/A
If the warriors do come to the fight, they alert the rest of the Great Hall, EL: 8
and id4 more formian warriors arrive every id6 rounds until a total Scaling: To increase the challenge of this encounter, add two leve
of 12 formian warriors arrive. Thereafter, no one else in the Hall comes rogue to each xill. To decrease the challenge, remove one xill.
to investigate.
Treasure: N/A
* Xill: CR 6; Medium outsider (extraplanar);H D 5d8+10 hp 32; Init + I ;
Spd 40 ft.; AC 20, touch 13, flat-footed 17; Base Atk +5; Grp +7; Atk +7
E L I1
melee (ld6+2/19-20, short sword) or +7 melee (1d4+2.claw) or +8 ranged
Scaling: To increase the challenge of this encounter, advance the
(ld8/x3, longbow); Full Atk +5 melee (1d6+2/19-20,1d6+1/19-20,2 short
stone golem to 21 HD. To decrease the challenge, reduce the chance
swords) and +5 melee (1d4+1,2 claws);or +5 melee (ld4+2,ld4+1, 4
of reinforcements to 25%.
claws);or +4 ranged (ld8/x3, 2 longbows):SA Implant, improved grab,
*Stone Colem: CR 11; Large construct; H D 14d10+30 h p 107; paralysis; SQ Darkvision 60 ft., planewalk, spell resistance 21; AL LE; SV
Init -1; Spd 20 ft.; AC 26; touch 8, flat-footed 26; Base Atk +10 Crp +23; Fort+6, Ref+7, Will +5; Str 15, Dex 16. Con 15, Int 12, Wis 12, Cha 11.
Atk +18 melee (2d10+9. slam); Full Atk +18 melee (2d10+9,2 slams): Skills and Feats: Balance +13, Climb +lo, Diplomacy +2, Escape Artist
Space/Reach 10 ft./lO ft.; SA Slow; SQ Construct traits, damage +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot
reduction lO/adamantine, darkvision 60 ft., immunity to magic, low-light +9. Tumble +11, Use Rope +3 (+5 with bindings); Improved Initiative,
vision; AL N ; SV Fort +4. Ref +3, Will +4; Str 29, Dex 9, Con -, Int -, Multiattack’, Multiweapon Fighting.
Wis 11. Cha 1. Implant (Ex): As a standard action, a xill can lay eggs inside a paralyzed
Skills and Feats: - creature. The young emerge about 90 days later, literally devouring the host
Slow (Su): A stone golem can use a slow effect, as the spell, as from inside. A remove disease spell rids a victim ofthe egg, as does a DC
a free action once every 2 rounds. The effect has a range of 10 ft. and 25 Heal check. If the check fails, the healer can try again, but each attempt
a duration of 7 rounds, requiring a DC 17 Will save to negate. The save (successfulor not) deals ld4 points of damage to the patient.
DC is Constitution-based. Improved Grab (Ex): To use this ability, a xill must hit with one or more
Immunity to Magic (Ex): A stone golem is immune to any spell or claw attacks. It can then attempt to start a grapple as a free action
spell-like ability that allows spell resistance. In addition, certain spells without provoking a n attack of opportunity. It receives a +2 bonus on
and effects function differently against the creature, as noted below. the grapple check for each claw that hits. If it wins the grapple check
A transmute rock to mud spell slows a stone golem (as the slow spell) and maintains the hold in the next round, it automatically bites the foe
for 2d6 rounds, with no saving throw, while transmute mud to rock heals at that time. The bite deals no damage but injects a paralyzing venom.
all of its lost hit points. Paralysis (Ex): Those bitten by a xill must succeed on a DC 14
A stone toflesh spell does not actually change the golem’s structure Fortitude save or be paralyzed for ld4 hours. The save DC is
but negates its damage reduction and immunity to magic for 1 full Constitution-based.
round. Planewalk (Su): Xi11 cannot use planewalk in this adventure.
extending over the railing. At ground level, there is a dark tunnel place smoothI and level, adorned with line patterns on the floor
leading to some steps. extending ouiward away from the building some 10ft. Round portalS
offer access tc) the building’s dark interior.
Initial Attitude: Hostile
Encounter: The derro sentries that once manned this ballista have suc- Initial Attitude: N/A (or Indifferent)
cumbed to the xill eggs. Now, three xill (hp 32) occupy this Room, feasting Encounter: This unusual building, designed by its occupants, serves
on the remains of their former hosts. They are uninterested in the devel- as the formian barracks.Though outsiders do not need to sleep, formians
opments in the great hall, but if the PCs, or any other creature approach function better with a place to collect their thoughts between shifts.
within 20 ft. of this Room, allow the xill Spot checks to notice. Ifthey catch The barracks are in effect eight different cells. Each cell is bare, except
sight ofthe intruders, one creeps forward to the repeating ballista and takes for a conical mound in the center where a small orb of granite rests.
aim, while the other two outsiders Move Silently down the stairs. The formians focus their thoughts on the perfect sphere as a means
* Repeating Ballista: 3d8/19-20; range 120 fr; crew 1; cost 1,000 gp.
to maintain perfectly ordered thoughts. Complex line patterns cover the
walls and floors, leading through the patterns to the mounted spheres.
Unlike normal ballistae, the repeating ballista may fire up to six Presently, the barracks are empty, giving the Pcs a chance to rest,
projectiles before needing a new cartridge. The crew makes a ranged stage an ambush, or investigate their enemy. After 30 minutes roll for
attack with this weapon, but at a -6 penalty for size. It takes 3 rounds a Random Encounter.
to reload this weapon, 2 iftwo people work together. Encounter Condition: N/A
Encounter Condition: N/A Tactics: If the PCs or tremors destroy this Room, the Great Hall
Tactics: Once in position, the xi11 on the balcony fires, hoping to herd continues as normal, except there is a 15% chance any given Room has its
the PCs into the darkened tunnel where the xill’s comrades wait. PCs numbers halved. In addition, the loss to the formian workers increases the
foolishly scaling the wall or flying reach the balcony 80 ft. up, while the number of days needed to repair a damaged or destroyed building by ld3.
xill targets Pcs still on the ground. Once any PCs reach the balcony, the Treasure: Each Room houses a perfect sphere of granite. The crafts-
xi11 retreats to the tunnel entrance, where he fights to the death or until manship, not the material, makes these lo-lb. spheres valuable.There are
his allies come up from below. Meanwhile, the xi11 in the tunnel “ready eight spheres, each worth 20 gp.
an action” to attack the first PC entering the tunnel. One focuses on E L Varies
grappling and injects an egg into the subject, while the other joins the Scaling: N/A
Fatigued Bulette: CR 7; Huge magical beast; HD 9d10+45; hp 94; Init
The Lv Lllc ,s locked, requiring a DC 25 Open Locks check
LuLLaL +2; Spd 40 ft., burrow 10 ft.;AC 22. touch 10, flat-footed 20; Base Atk + 9
xk it; the beast handler at Room D37 has the key. Inside the gate, Crp +25; Atk +16 melee (2d8+8, bite); Full Atk +16 melee (2d8+8, bite)
onsters a l l wander about the open area. A large trough o f and +10 melee (2d6+4. 2 claws); Space/Reach 15 f t . / l O ft.; SA Leap; SQ
semi-c lean water sits at one end. The monsters here are beyond caring Darkvision 60 R., lowlight vision, scent, tremorsense 60 ft.; AL N; SV
and h:we little fight left in them. They are fatigued, and only f i g h t Fort +11, Ref t.8, Will +6; Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6.
If attacked. [A fatigued PC can neither run n o r charge and takes a -2 Skills and Feats: Jump +18, Listen +9, Spot +3; Alertness, Iron Will,
penalqr on Strength and Dexterity checks.] They fight t o the death, Track, Weapon Focus (bite).
battling mostly in defense and n o t working together. Leap (Ex): A bulette can jump into the air during combat. This allows
it to make four claw attacks instead oftwo, each with a +15 attack bonus,
A 9 ft tall wall o f stone corrals this place. From inside, y o u hear but it cannot bite.
growlilng and roanng, the crunching o f bones and other disturbing
Fatigued Destrachan: CR 8; Large aberration: HD 8d8+24; hp 60;
sounds associated w i t h feasting. Guarding the gate o n the side facing
I
Init +5; Spd 30 ft.; AC 18, touch 10, flat-footed 17; Base Atk +6;
the grebat drill are three formian warriors h o l d i n g halberds. Behind
Grp +14; Atk +9 melee (ld6+4, claw); Full Atk +9 melee (ld6+4, 2 claws);
them, you clearly see a collection o f fearsome monsters, including
Space/Reach 10 ft./S ft.; SA Destructive harmonics; SQ Blindsight 100
a bulette, a couple o f digesters and even a destrachan.
R., immunities, protection from sonics; AL NE; SV Fort +5, Ref +5, Will
+lo; Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12.
I n i t i a lA t t i t u d e : U n f r i e n d l y
Skills and Feats: Hide +8, Listen +25, Move Silently +7, Survival +9;
Encounter: Three elite formian warriors (hp 52 each) guard the corral
Dodge, Improved Initiative, Lightning Reflexes.
t o ensure n o one tampers with the beasts. Inside, there is one bulette
Destructive Harmonics (Su): A destrachan can blast sonic energy in a
(hp 94), one destrachan (hp 60), and two digesters (hp 68). The formians
cone up to 80 ft. long. It can also use this attack to affect any creatures
are watchful; assume they “take 10”o n all Listen and Spot checks. If the
or objects within a 30-ft. radius. It can tune the harmonics of this
PCs approach, and the formians are n o t o n alert, one of the formian
destructive power to affect different types o f targets. All save DCs are
warriors demands to know the PCs’ business. The PCs must succeed a DC
Charisma-based.
25 Bluff check t o prevent the formians from attacking. If the encounter
Flesh: Disrupting tissue and rending bone, this attack deals 4d6
turns t o combat, the elite formian warriors alert the rest o f the Great Hall
points o f damage to all within the area (Reflex DC 15 half).
w i t h their Hive Mindability before attacking.The monsters are all fatigued
Nerves: A destrachan can refocus its harmonics to knock out foes
from their work in the Great Hall, and are n o t interested infighting unless
rather than slay them. This attack deals 6d6 points of nonlethal damage
provoked. If the Pcs keep out o f the corral, the monsters ignore them.
to all within the area (Reflex DC 15 half).
E n c o u n t e r Condition: N/A
Material: When using this harmonic structure, a destrachan chooses
Tactics: After combat starts, i d 2 more elite formian warriors arrive
wood, stone, metal, or glass. All objects made o f that material within the
every I d 4 rounds until a total of 2 more have arrived. On the round after
area must succeed on a DC 15 Fortitude save or shatter. Objects (or
the last elite formian warrior arrives t o reinforce the guards, the formian
portions o f objects) that have up to 30 hit points are potentially affected
myrmarch at Room D39 comes t o destroy the attackers.
by this attack.
The elite formian warriors w o r k t o make full attacks, letting the PCs
Blindsight (Ex): A destrachan can use hearing to ascertain all foes
come t o them rather than charging i n t o t h e t h i c k o f t h e battle.
within 100 ft. as a sighted creature would.
Reinforcements surprise attack the PCs f r o m the rear. Even if the
Immunities: Destrachans have immunity to gaze attacks, visual
desperation of t h e fight escalates, the elite formian warriors d o n o t draw
effects, illusions, and other attack forms that rely on sight.
the monsters inside the corral i n t o the fight.
Protectionfrom Sonics (Ex): While they can be affected by loud noises
If the PCs or tremors destroy this Room all surviving monsters
and sonic spells (such as ghost sound or silence), destrachans are less
escape and head in random directions t o kill as many formians and derro
vulnerable to sonic attacks (+4 circumstance bonus on all saves)
as possible.
because they can protect their ears. A destrachan whose sense o f hearing
Treasure: N/A
is impaired is effectively blinded, and all targets are treated as having
E L Varies
total concealment.
ScalingTo increase the challenge ofthis encounter, remove the fatigued
Skills: A destrachan has a +10 racial bonus on Listen checks.
condition from the monsters inside the corral. To decrease the challenge,
replace the elite formian warriors with standard formian warriors. Y Fatigued Digester: CR 6; Medium magical beast; HD 8d10+24; hp 68;
Init +6; Spd 60 ft.; AC 17, touch 12, flat-footed 15; Base Atk +8; Grp +11;
Elite Forrnian Warrior: CR 5; Medium outsider (lawful, extraplanar);
Atk +11 melee (ld8+4, claw); Full Atk +11 melee (ld8+4, claw); SA Acid
HD 8d8+16 hp 52; Init +3; Spd 40ft.; AC 18, touch 13, flat-footed 15;
spray; SQ Darkvision 60 ft., immunity to acid, low-light vision, scent;
Base Atk +8; Crp +11; Atk +12 melee (2d4+3 plus poison, sting); Full
AL N; SV Fort +9, Ref+lO, Will +3; Str 17, Dex 15. Con 17, Int 2,
Atk +12 melee (2d4+3 plus poison, sting) and +10 melee (ld10+4/x3,
Wis 12, Cha 10.
+ I halberd) and +9 melee (1d4+1, bite); SA Poison; SQ Hive mind,
Skills and Feats: Hide +9. Listen +6, Jump c21, Spot +6; Alertness,
immunity to poison, petrification, and cold, resistance to electricity 10,
Improved Initiative, Lightning Reflexes.
fire 10, and sonic 10, spell resistance 18; AL LN; SV Fort +8, Ref +9,
Acid Spray (Ex): A digester can spray acid in a 20-k. cone, dealing 4d8
Will +7; Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11.
points of damage to everything in the area. Once a digester uses this
Skills and Feats: Climb +18, Hide +18, Jump+22, Listen +16, Move
ability, it can’t use it again until l d 4 rounds later.
Silently +18, Survival +9(+11 following tracks), Tumble +20 Mounted
The creature can also produce a concentrated stream of acid that
Combat, Multiattack, Weapon Focus (sting).
deals 8d8 points ofdamage to a single target within 5 ft. In either case,
Hive Mind (Ex): All formians within 50 miles oftheir queen are in
a DC 17 Reflex save halves the damage. The save DC is Constitution-
constant communication. If one is aware o f a particular danger, they all
based.
are. I f one in a group is not flatfooted, none o f them are. No formian in a
Skills: A digester’s coloration gives it a +4 racial bonus on Hide
group is considered flanked unless all ofthem are.
checks. It also has a +4 racial bonus on Jump checks.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage l d 6
Str. The save DC is Constitution-based.
Possessions: + 1 halberd.
D4Q. HEADQUARTERS NCTUM
As the PCs approach this Room read the following text.
If the PCs enter, read the following text. If the PCs enter thrc
read the following text
Beyond the glowing door is a foyer of sorts, extending 10 ft. to either
side and ahead about 12 ft The room is barren both of furnishings and
decor, except for a puce colored disk inset at the center of the room. holding a 1 cubic ft. box of some silvery metal and encrusted
A single door of the same material and shape as the one you just ulth gems, etched m t h runes, and flickenng with unfathomable
entered stands closed in the center of each wall. intelligence.
Consult the Great Hall introduction for details on Chtrax placement If Chtrax is present, read the following text instead.
in this Section.
Initial Attitude: N/A In the center of the cha
Encounter: This Room is the entrance to Chtrax's most private silver tnpod.
sanctum and headquarters. When a petition wishes to speak with the xi11
master, they know to stand on the circle, call to their master and state the Initial Attitude: N/A or Hostile
purpose of their visit. If Chtrax is not present or does not wish to address Encounter: This Room is a testimony to the depths of Chtrax's
the petitioner, he ignores them. The demo and formians know to leave fathomless evil. In an effort to replace the substandard derro, Chtrax
ifthey do not hear a response within a minute. breeds his here. Summoning an occasional demo or dwarf to receive
To prevent unwanted intrusions and to command fear and respect reward for their labors and wisdom, Chtrax injects an egg inside
from his minions, Chtrax warded all of the doors leading to the inner the host. Some he releases back into the mines, others, especially
sanctum with terrible traps. If Chtrax agrees to speak with the petitioner, the dangerous ones, he keeps locked up in here.
he deactivates the traps from inside Room D49 and opens the central h i d the developing wombs, Chtrax plots his course, tracking the
door. Otherwise, PCs or foolish servants who would reach the inner progress of his tunneling, truesilver extraction and the birth rate of his
sanctum must contend with the nasty devices protecting the xill. spawn. He also keeps the formian queen's phylactery here, keeping it in
All three interior doors and the speaking circle detect as magical. proximity so he can maintain the hive mind.
On a successful Spellcraft check and in conjunction with the spell's If Chtrax (hp 118) is present, see the Great Hall introduction for
effects, the speaking circle detects as faint transmutation and the chances, and aware of the pcs approach, the protection of the phylactery
doors moderate evocation (right), moderate transmutation (center), is of paramount importance. He snatches the phylactery from its stand
and moderate evocation (left). and casts as many spells as he can before the PCs enter.
* Door Trap of Heightened Fireball: CR 9; magic device; touch trigger:
Encounter Condition: N/A
Tactics: If present, and allowed time to prepare, he casts the follow-
automatic reset; spell effect (heightened (5th)fireball. 10th level wizard,
ing spells in order: expeditious retreat, stonerkin, greater invisibility,and fox's
10d6 fire, DC 15 Reflex save half damage);Search DC 3 0 Disable Device
cunnmg. When the PCs enter the Room, he then casts cone of cold,
DC 30.
targeting as many PCs as he can. On the following round, he flees,
* Door Trap of Baleful Polymorph; CR 9: magical and mechanical device; alerting the entire Great Hall. All surviving unattached elite formian
touch trigger; automatic reset; spell effect (baleful polymorph, 9th level warriors amve on round 3 and Id6 formian warriors amve every 2
wizard, DC 15 Fortitude negates);Search DC 3 0 Disable Device DC 30. rounds until all surviving members of the 30 unattached formians
arrive. Finally, in five rounds, the formian myrmarch arrives to aid his
* Door Trap of Cloudkill: CR 9; magic device; touch trigger; automatic leader. Chtrax takes any opportunity he can to escape, fleeing to Room
reset; spell effect (cloudkill, 10th level, DC 15 Fort partial, see spell); D61, where he remains until the tarrasque breaches the vault.
Search DC 30; Disable Device DC 30. Encounter Condition: N/A
Chtrax prefers not to fight alone and retreats to alert the entire Great
Encounter Condition: N/A
Hall. AU surviving unattached elite formian wamors amve on round 3
Tactics: N/A. However, ifchtrax is present in Room D49, he readies
and Id6 formian wamors amve every 2 rounds until all surviving
for combat if one of the traps trigger or a PC stands on the speaking cir-
members of the 30 unattached formiam amve. Finally, in five rounds,
cle and says nothing. If afforded the time, he grabs the phylactery and
the formian myrmarch arrives to aid his leader. Chtrax takes any oppor-
hides. See Room D49 for more details.
tunity he can to escape,fleeing to Room D61, where he remains until the
Treasure: N/A
tarrasque breaches the vault. If combat becomes unavoidable, Chtrax
E L 12
strikes from surprise, using greater invisibility and spider climb to first
Scaling: To increase the challenge of this encounter, replace all three
observe his foe and then strike from unexpected angles. If he has time
traps with wail of the banshee traps. To decrease the challenge, change all
to prepare for an encounter, Chtrax casts the following spells on himself
the door traps to the following: acid fog trap (right), chain lightning trap
(in this order): -mater invisibilitv, saider climb, arotection from arrows,
(center) and black tentacles trap (left).
dtsplacement,and haste. Chtrax casts stoneskin fighters approach.
Chtrax uses actd fog and cloudkill to control the terrain of the
encounter If he has the chance, he uses antmate dead to provide
a distraction and expendable troops, he combines zombie troops with
cloudkrll (zombies are immune to the poison). Chtrax saves his baleful
h for opposing sorcerer or wizards, preferring to change them Wizard Spells Prepared (4/6/6/6/4/3/2; DC 17 + spell level): O d e t e c t
cocks. If an encounter turns against him, Chtrax does not magic, read magic, resistance, touch offatigue; 1st-cause fear. color spray,
hesitate to flee. disguise se!f expeditious retreat,featherfall, magic missile; 2nd-acid arrow,
[e is desperate to release the devils and never forfeits his life for protectionfrom arrows, scorching ray, spider climb, touch ofidiocy; 3rd-
3 formians. If prevented from fleeing, he uses his offensive spells, displacement,jreball, haste, nondetection, suggestion, vampiric touch; 4th-
g his staffoffire if necessary. animate dead, baleful polymorph, greater invisibility, stoneskin; 5th-
‘Chtraxdies, the phylactery vanishes freeing the formians from the cloudkill, cone ofcold, telekinesis; 6th-acidfog globe of invulnerability.
hold and having results as described in this region’s Introduction. Possessions: Amulet of natural armor +Z, bracers ofarmor +3, two
lever, the digging continues. The tarrasque, driven by the com- + I adamantine short swords, ring ofprotection +2, gloves ofdexterity +2,
ds of the derro savant controlling it, continues to press forward headband ofintellect +4, staf offire, scroll ofpermanent image, potion
ss somehow stopped. On the other hand, the tunnels descend into ofcure serious wounds (3), phylactery oftheformian queen.
dy death traps, with formians killing derro and dwarf, stone giants
:king the derro, and the bulette and other monsters rampaging. All
D50. RUINED UUILDING
silver extraction halts, and the gnome in Room D53 ceases produc-
of the mining equipment, and emerges to seize control over Rooms The shattered ceiling must have collapsed here, for nothing remains
through D61. If the PCs do not stop the tarrasque, the devils break of this building aside from a few broken walls, bones and rubble
on schedule and sweep through the tunnels bent on genocide.
!the PCs or tremors destroy this Room and Room D48, check to see
Initial Attitude: N/A
itrax was present. If he was, he escapes with the phylactery to Room
Encounter: This building was at one time, a storage facility,
--_,where he remains until Day 7. Ifhe was not present, the destruction
but tremors collapsed part of the ceiling causing it to fall and destroy the
of the building destroys the phylactery and the formians act as
contents This building serves to clue your players m about the Great
described above.
Halh instability If the PCs make a frontal assault, allow them to make a
Treasure: Hidden beneath one of the tables is Chtrax’s journal and
spot check to catch sight of this ruined budding before they recklessly
notes, written in Infernal. Players able to translate the book learn all the
engage the formians Of course, lfthey do not see the clue for what it is,
details in this region’s Introduction, including details on Asrakhor the
let them die
Undying, the devil vault and Chtrax’s nefarious plan.
Encounter Condition: N/A
E L 16
Tactics: N/A
Scaling: To increase the challenge of this encounter, add two more
Treasure: N/A
levels of wizard to Chtrax and advance his xi11 HD by 2. To decrease the
E L N/A
challenge, remove Chtrax from this Room.
Scaling: N/A
A Chtrax, Fiendish Xill Wir 11: CR 17; Medium outsider (extraplanar);
H D 8d8+24 + 11d4+33;h p 123; lnit +9; Spd 40ft; AC 30, touch 18,
D51. SILVER TRACK
flat-footed 24; Base Atk+13; Grp +15; Atk +16 melee (1d6+3/19-20,
+ I adamantine short sword);Full Atk +14/+14/+9melee (ld6+3,
A line of track runs on the floor from a circular building to a large exit.
ld6+2/19-20, 2 + I adamantine short swords) and +13 melee (1d4+1,
2 claws); SA Implant, improved grab, paralysis, spells; SQ Darkvision
Initial Attitude: N/A or Indifferent
60 ft., DR lO/magic, planewalk, resistance to cold and fire 10, spell
Encounter: Two stone giants (hp 119) push an ore cart laden with
resistance 24, spells; SV Fort +12, Ref +14, Will +13; Str 14, Dex 20 1221,
truesilver from Room D41 to Room D53. It takes 1 minute to move the
Con 17, Int 18 [24],Wis 10, Cha 12.
ore cart from Transportation and Inventory to reach the Gnome’s
Skilland Feats: Balance +18. Climb +13, Craft (alchemy)+18, Craft
Workshop.There, it takes three minutes to unload them, and then eight
(trapmaking) +18, Diplomacy +14, Escape Artist +17, Intimidate +12,
minutes to return. The giants, then, work at the bore, or return to their
Knowledge (arcana) +23, Knowledge (architecture and engineering) +17,
lair in Room D27. Typically, the giants make l d 3 trips per day, and there
Knowledge (dungeoneering)+18, Knowledge (the planes) +23, Listen
is always at least ld6 hours between each trip. Therefore, there is a 30%
+11, Move Silently +17. Sense Motive +l2, SpellcraR +19, Spot +11,
chance the giants are at a random point, somewhere on the track.
Tumble +17, Use Rope +17; Combat Expertise, Dodge, Empower Spell,
The giants hate their work, and are thus both slow and slothful.
Heighten Spell, Improved Initiative, Mobility, Multiattack’, Multiweapon
Should they encounter the PCs, they are Indifferent and depending on
Fighting, Scribe Scroll, Spring Attack, Whirlwind Attack
the Pcs’ attitudes, may or may not let them move about their business.
Implant (Ex): As a standard action, Chtrax can lay eggs inside a
Confronted with well-armed and dangerous opponents, the stone giants
paralyzed creature. The young emerge about 90 days later, literally
ignore them, and move about their business. On the other hand, if the
devouring the host from inside. A remove disease spell rids a victim of
pcs are weak, the giants attack them.
the egg, as does a DC 25 Heal check. If the check fails, the healer can try
Encounter Condition: N/A
again, but each attempt (successful or not) deals Jd4 points of damage
Tactics: should combat occur, the giants attack to kill the PCs
to the patient.
quickly and efficiently by pummeling them with slam attacks. If combat
Improved Crab (Ex): To use this ability, Chtrax must hit with one or
turns against them, they call out for help. If they start calling, roll for
more claw attacks. It can then attempt to start a grapple as a free action
Random Encounters to see what happens or who comes to investigate.
without provoking an attack of opportunity. It receives a +2 bonus on the
These giants flee ifone falls below 50 hit points.
grapple check for each claw that hits. If it wins the grapple check and
Treasure: If the giants head toward the Gnome’s Workshop (Room
maintains the hold in the next round, it automatically bites the foe at that
D53), then their cart holds ld6 x 10 1-lb. bars of truesilver. Each bar is
time. The bite deals no damage but injects a paralyzing venom.
worth 750 gp,but iftouched by a mortal, the metal transmutes to normal
Paralysis (Ex): Those bitten by Chtrax must succeed on a DC 22
silver, reducing the bars’ value to 5 gp.
Fortitude save or be paralyzed for ld4 hours. The save DC is
E L 10
Constitution-based.
Scaling: To increase the challenge of this encounter, add two warrior
Planewalk (Su): Xill cannot use planewalk in this adventure.
levels to each stone giant. To decrease the challenge, remove one giant.
Smite Good (Su): Once per day Chtrax can make a normal melee attack
to deal extra damage equal to its H D total (+19)against a good foe.
Stone Giant: CR 8, Large giant (earth), H D 14d8+56;hp 119, Init +2; Korus’greatest task, one requiring vast amounts ot truesdver, IS
Spd 30 ft.; AC 25, touch 11, flat-footed 23; Base Atk +10 Grp +22; Atk and manacles he is budding. Knowing the unportance ofthese items t o t
+17 melee (1d4+8,slam) or +11 ranged (2d8+12, rock); Full Atk+17 d, he hides them behmd one of the stone drapenes and cor
melee (1d4+8,2 slams) or +11 ranged (2d8+12, rock); Space/Reach 10 progress in their manufacture. He feels once the collar and mar
ft./lO ft., SA Rock throwing, SQ Darkvision 60 ft., low-light vision. rock complete, Chtrax’s use for him may end, and Korus does not kn
catching; AL NE; SV Fort +13, Ref +6. Will +7; Str 27, Dex 15. Con 19, xiU will allow him the same amounts of freedom he has thus far
Int 10,Wis 12, Cha 11. Korus does not attack immediately, though he is suspicious. HI
Skills and Feats. Climb +11, Hide +6*, Jump+11. Spot +12; Combat see what the Pcs do or say, to assess their usefulness as allies or t
Reflexes, iron Will, Point Blank Shot, Power Attack, Precise Shot. they pose as enemies. If the PCs are amenable to conversation,despite the
Rock Throwing (Ex): The range increment is 180 f l for a stone giant‘s Room’s sinister atmosphere,and the nasty tool in the gnome’s hand, Korus
thrown rocks. It uses both hands when throwing a rock. eagerly engages them in conversahon.On the other hand, ifcombat erupts,
Rock Catching (Ex): A stone giant gains a +4 racial bonus on its the gnome throws a hidden lever on the eastern wall of the tunnel, releas-
Reflex save when attempting to catch a thrown rock. ing his pet digesters before hammenng the PCs with a barrage of spells.
Skills. * A stone giant gains a +8 racial bonus on Hide checks in Encounter Condition: N/A
rocky terrain Tactics: w i t h a successful DC 25 Diplomacy check, Korus tells the
PCs the following
052. TUNNEL AND INTERSECTION
Chtrax (a powerful xill) controls these mines He easily assU
control of the region, especially after the flooding and subsequent
Following the rail, you travel down the wide tunnel. Words of encour-
agement, praises to the Master, and solemn reminders of duty echo in . .
chaos. Having murdered 1most of the derro savants, and with
the might of his formian slaves, he enjoys complete control over
your ears The exhortations continue from invisible mouths unnl you
the derro and their minions. The xi11 searches for something in
reach an intersection, where an enormous statue of a multi-armed
the depths of the W srld,
I something called the vault, though what
demon stands proudly,with one hand on the head of an adortng derro
exactly is inside, onl!IChtrax knows. Of his minions, only the derro
servant, another hand on the shoulder of a proud formian warrior
are truly loyal. The 5__-_- _:
Lum g -_.-
w m ___-i n r--
w u-1. .L.. --i.. L
IUL u t : I l l d D L C l u u y UCCdUSC
~
and dwarves and derro grovelinne at his feet. The dark corridor grows
0 0
it serves their purpose. Even the formians serve through coercion.
brighter with flickering 11ight to the right, and sounds of deep
rumbling and tools workingg away stone from the left.
With a successful DC 40 Diplomacy check, Korus adds the followng.
he greatest threat in this section is the tarrasque in Room D61. D57. ENTRANCE TO THE DEEP MINES
11 1 1
nuousiy controuea DY a mad derro savant, this monster rapidly digs
thro ugh the rock, excavating enormous amounts of stone and earth. The track ends at the entrance to an enormous cavern filled with
The slaves bring the stone to Room D58, where delvers, destrachan slaves, formians, and more In the center of the vast cavern, dozens of
and others work to break it down for retaining walls, gravel or simple dwarven slaves are employed, hammenng the rock into smaller pieces
dispimal. The spider web of other tunnels house digging teams of Formians move through their ranks, their razor sharp daws flashmg in
grimdock led slaves. These miners suffer. Their lives are nothing the dim light of the p q l e flames dancing on the floor Branching off
mor13 than 16-hour days of toil and death. Commanding this section from this central chamber are numerous tunnels of vanous szes
is th e second formian myrmarch, whose responsibility it is to locate What is immediately obvlous is the noise-level,for across the tunnel,
the Inysterious vault. great plumes of dust and debns pour out of a tunnel As you watch,
Combat with formians in this place has similar results to combat with a roar shakes the ennre cavern, and all work stops, as formians, derro
formiians throughout this region. Once one group of formians engages and dwarves alike, stop to look at the ceiling far above
the IPcs, the entire section goes on alert because of the hive mind link
between all the formians. Each Room below details normal encounters Initial Attitude: N/A
and encounters when alert. In addition, each Room also details what Encounter: N/A
reinforcements, if any, arrive to aid their allies. Even though many Rooms Encounter Condition: Distracting Noises 8, Echoes 8
list the number of formian warriors who arrive in waves, there are only Tactics: N/A
so many formian warriors. The Deep mines have 15 unattached formian Treasure: N/A
warriors, 5 unattached elite formian warriors and 1 unattached formian E L N/A
taskmaster. Each time the PCs engage in a combat in one of the Great Hall's Scaling: N/A
Rooms, they undoubtedly draw more formians to their position as
indicated in the Room's description. Stnke the number of formian warrior
D5S. DIGGING NEXUS
reinforcements killed from those listed above. When the unattached
Note. This is a very difficult encounter, possibly the most difficult in the
number of formian warriors or formian taskmasters falls to 0, no more
dungeon. It should take several hours of game play and we recommend
formian warriors arrive. You could move formian warriors from other
DMs use crib notes before, during, after, and throughout all stages
encounter sites to engage the Pcs, but those formians are under orders
of combat. Read and re-read this section before combat begins.
to protect their respective Rooms. Regardless, the Deep Mines resumes
normal activity after an hour lapses between combats. Loose rock and gravel covers much of the floor area. From the
On Day 3, Chtrax moves to Room D58 when the tarrasque reaches the
connecnng tunnels, emerge dusty slaves draggmg large rocks to
first adamantine bands. Thereafter he has a 10%chance to be in a random
a central site in the chamber, where the debris is thickest. Deep dwarf
Room in the Great Hall, a 50% chance of being in Room D58 and a 40%
and duergar slaves hammer at the collected rock under a formian
chance to be inspecting the mines in Rooms D78 through D80.
myrmarch's watchful eyes.
Destroying the Myrmarch in Room D58 or the phylactery in Room
D49 alters the dynamics ofthe section. Ifthe PCs destroy the Myrmarch,
Initial Attitude: Hostile
formians in this section suffer a -2 penalty to attacks, saves and skill
Encounter: This is the heart of the digging operation. Working the
checks and lose their hive mind ability Destroying the phylactery,
rock piles are 24 duergar (hp 9 each) and 12 deep dwarves (hp 6 each).
however, removes the hive mind ability from all the formians in the
Overseeing their efforts are 8 formian warriors (hp 26 each), 2 formian
entire region, telling them their queen is dead.The formians stay in their
taskmasters (hp 39 each), each with a dominated destrachan (hp 60),
respective locations attacking any non-formians encountered, including
and a formian myrmarch (hp 102). The destrachan use sonic attacks
the giants, derro, slaves, xill and PCs. While in this enraged state,
to shatter the larger rocks, while the slaves shatter the small rocks
PCs cannot reason with them. All formians fight to the death.
into gravel with mauls and picks, or chisel them into blocks to use as
Allow cautious PCs to move unmolested through this Section, as long
buttresses for unstable tunnels.
as they do not draw attention to themselves. There are plenty of places
Allow the myrmarch and the formian warriors Spot checks to notice
for the PCs to move such as by skirting the edge of the cavern and
the Pcs. If they beat the PCs Hide check, the formians attack.
remain out of range of the inhabitants' darkvision. Should the PCs make
They consider the PCs a threat to the operation, and worse as a catalyst
a direct assault, let them feel the full weight of Chtrax's power.
for loosing the tarrasque on the rest of the region.
If the savant retains control over the tarrasque, the tarrasque reaches
Encounter Condition: Distracting Noises 8, Echoes 8
the first adamantine bands on Day 3, breaches it on Day 4, breaches
Tactics: The taskmasters set the destrachan against the PCs and use
the second band on Day 5, breaches the third band on Day 6 and finally
their dominate monster ability against the Pcs, while the warriors circle
penetrates the vault on Day 7. See the Vault (page 220) for details on
the group. The myrmarch uses dictum, followed by order's wrath before
what happens after a breach.
closing and engaging in melee. If Chtrax is absent and the PCs
surrender, the formian myrmarch dispatches two warriors to escort the
RANDOM ENCOUNTERS PCs to the region's entrance at Room D6. lfchtrax is present, the formians
Roll for a Random Encounter once per hour. If the tarrasque (Room give no quarter, cutting the Pcs down to the last. The slaves keep
D61) breaks free, no longer roll for Random Encounters. working throughout combat, defending themselves only if attacked.
ldZO Encounter If combat persists for more than 3 rounds, ld6 unattached formian
warriors arrive each round until all of the unattached formian warriors
1-2 Tremors shake the corridor, causing fine streams o f dust
arrive. If combat continues for 6 rounds, the formian sentries at Room
to spill from cracks in the ceiling. There are no i l l effects
D65 come to help. The inhabitants of other Rooms do not assist, holding
their positions, rather than risk the ire of the xi11 master.
1618 Patrol of Id8 formian warriors and 1 gorgon search for
If the tarrasque breaks free at Room D61, the formians dive the slaves
escaped slaves.
forward to meet the threat in a futile effort to halt the monsters advance.
Chtrax (Room D49) inspects the operation.
The myrmarch sends one of the formian warriors to Chtrax to warn the
Tremors shake the corridor,causing fine streams of dust
master of the monsters' release.
to spill from cracks in the ceiling Smoke, Tremors 20
Treasure: N/A
If this result occurs twice in this Section, increase the
E L 14 (not including slaves)
Tremors to 25.
Scaling: To increase the challenge of this encounter, advance each
formian warrior t o 8 HD. To decrease t h e challenge, remove one of the +15, Knowledge (any one) +18, Listen +18, Move Silently +19, Searrh
taskmasters and destrachan. +18, Sense Motive +18, Spot +18, Survival +3 (+5 following trac
Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack.
Deep Dwarfslave, 1st-Level Warrior. CR 1/2; Medium humanoid
Hive Mind (Ex): All formians within 50 miles o f their queen ai
(dwarf); H D ld8+2; hp 6; lnit +O; Spd 20 ft.; AC 10, touch 10, flat-footed
constant communication. If one i s aware of a particular danger,
10; Base Atk +l; Crp +2; Atk +3 melee (1d4+1/x4, light pick); Full Atk
are. I f one in a group is not flatfooted, none o f them are. No for
+3 melee (1d4+1/x4, light pick); SA Dwarftraits; SQ Darkvision 90 ft.,
a group is considered flanked unless all ofthem are.
deep dwarf traits; AL LG; SV Fort +4*, Ref +O*, Will -l*; Str 13,
Poison (Ex): Injury, Fortitude DC 20, initial and secondary dannage
Dex 11, Con 14, Int 10, Wis 9, Cha 6.
2d6 Dex. The save DC is Constitution-based.
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
Spell-like Abilities: At will-charm monster (DC 17), clairaudicm e ,/
(stonemasonry) +2, Listen +2, Spot +2; Weapon Focus (dwarven waraxe).
clairvoyance, detect chaos, detect thoughts (DC 15), magic circle against
Possessions: Light pick, ragged clothing.
chaos, greater teleport; l/day-dictum (DC 20), order's wrath (DC 17).
Destrachan: CR 8; Large aberration; HD 8d8+24; hp 6 0 lnit +5; Spd Caster level 12th. The save DCs are Charisma-based.
30 ft.; AC 18. touch 10, flat-footed 17; Base Atk + 6 Crp +14; Atk +9
Formian Taskmaster: CR 7; Medium Outsider (Lawful, Extraplanar);
melee (ld6+4, claw); Full Atk +9 melee (ld6+4, 2 claws); Space/Reach
H D 6d8+12; hp 39; Init +7; Spd 40 ft.; AC 19, touch 13, flat-footed 16;
10 fi./5 ft.; SA Destructive harmonics; SQ Blindsight 100 ft., immunities,
Base Atk +6; Grp +10 Atk +10 melee (2d4+4 plus poison, sting); Full Atk
protection from sonics; AL NE; SV Fort +5. Ref +5, Will +10 Str 18,
+10 melee (2d4+4 plus poison, sting) and +8 melee (ld6+2, 2 claws);
Dex 12, Con 16, Int 12, Wis 18, Cha 12.
SA Dominate monster, dominated creature, poison; SQ Hive mind,
Skills and Feats: Hide +8, Listen +25, Move Silently +7, Survival +9;
immunity to poison, petrification, and cold, resistance to electricity 10,
Dodge, Improved Initiative, Lightning Reflexes.
tire 10, and sonic 10, spell resistance 21, telepathy 100 ft.; AL LN; SV
Destructive Harmonics (Su): A destrachan can blast sonic energy
Fort+7, Ref+8, Will +8; Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19.
in a cone up to 80 ft. long. It can also use this attack to affect any
Skills and Feats: Climb +13, Diplomacy +6, Hide +12, Intimidate +13,
creatures or objects within a 303. radius. It can tune the harmonics
Listen +12, Search +7. Spot +8, Survival +1 Move Silently +12, Search +9,
of this destructive power to affect different types of targets. All save
Sense Motive +12, Spot +12, Survival +3 (+5 following tracks); Dodge,
DCs are Charisma-based.
Improved Initiative, Multiattack.
Flesh: Disrupting tissue and rending bone, this attack deals 4d6
Hive Mind (Ex): All formians within 50 miles o f their queen are in
points ofdamage to all within the area (Reflex DC 15 half).
constant communication. I f one is aware o f a particular danger, they all
Nerves: A destrachan can focus its harmonics to knock out foes
are. I f one in a group is not flat-footed, none o f them are. No formian in
rather than slay them. This attack deals 6d6 points o f nonlethal damage
a group is considered flanked unless all ofthem are.
to all within the area (Reflex DC 15 half).
Dominate Monster (Su): A taskmaster can use a dominate
Material: When using this form of harmonics, a destrachan chooses
monster ability as the spell from a 10th-level caster (Will DC 17
wood, stone, metal, or glass. All objects made ofthat material within
negates), although the subject may be o f any kind and may be u p
the area must succeed on a DC 15 Fortitude save or shatter. Objects
to Large size. Creatures that successfully save cannot be affected by
(or portions of objects) that have up to 30 hit points are potentially
the same taskmaster's dominate monster ability for 24 hours. A single
affected by this attack.
taskmaster can dominate up to four subjects at a time. The save DC
Blindsight (Ex): A destrachan can use hearing to ascertain all foes
is Charisma-based.
within 100 ft. a s a sighted creature would.
Dominated Creature (Ex): A taskmaster is never encountered alone.
Immunities: Destrachans have immunity to gaze attacks, visual effects,
One dominated nonformian creature always accompanies it (choose
illusions, and other attack forms that rely on sight.
or determine randomly any creature of CR 4).
Protectionfrom Sonics (Ex): While they can be affected by loud noises
Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage
and sonic spells (such as ghost sound or silence), destrachans are less
l d 6 Str. The save DC is Constitution-based.
vulnerable to sonic attacks (+4 circumstance bonus on all saves) because
they can protect their ears. A destrachan whose sense o f hearing is Formian Warrior: CR 3; Medium outsider (lawful, extraplanar); HD
impaired is effectively blinded, and all targets are treated as having 4d8+8; hp 35, 26; lnit +3; Spd 40 ft.; AC 18, touch 13, flat-footed 15;
total concealment, Base Atk +4; Crp +7;Atk +7 melee (2d4+3 plus poison, sting); Full Atk
Skills: A destrachan has a +10 racial bonus on Listen checks. +7 melee (2d4+3 plus poison, sting) and +5 melee (ld6+1, 2 claws) and
+5 melee (ld4+1, bite); SA Poison; SQ Hive mind, immunity to poison,
.yf Duergar Slave, War 1: CR 1; Medium humanoid (dwarf); H D ld8+5;
petrification, and cold, resistance t o electricity 10, tire 10, and sonic 10,
hp 9; lnit +O; Spd 20 ft.; AC 10, touch 10, flat-footed 1 0 Base Atk +l;
spell resistance 18; AL LN; SV Fort +6, Ref +7, Will +5; Str 17, Dex 16,
Grp +2; Atk +2 melee (ld4+1/~4,light pick); Full Atk +2 melee
Con 14, int 10, Wis 12, Cha 11.
(ld4+1/~4.light pick); SA Duergar traits, spell-like abilities; SQ
Skills and Feats: Climb +lo, Hide +lo, Jump +14, Listen +8, Move Silently
Darkvision 120 ft.. duergar traits, stonecunning; AL LE; SV Fort +4*,
Ref+O", Will -l*; Str 13. Dex 11. Con 14, Int 10, Wis 9, Cha 4.
+lo, (+3 following tracks), Tumble +12; Mounted Combat, Multiattack.
Hive Mind (Ex): All formians within 50 miles oftheir queen are in
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
constant communication. if one is aware o f a particular danger, they all
(stonemasonry) +2. Listen +3, Move Silently -4, Spot +2; Toughness.
are. If one in a group is not flat-footed, none ofthem are. No formian in
Possessions: Light pick, ragged clothing.
a group is considered flanked unless all of them are.
Formian Myrrnarch: CR 1 0 Large outsider (lawful, extraplanar); H D Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage l d 6
12d8+48; hp 102; lnit +8; Spd 50 ft.; AC 28, touch 13. flat-footed 24; Str. The save DC is Constitution-based.
Base Atk +12; Crp +20 Atk +15 melee (2d4+4 plus poison, sting) or +15 Possessions: C uisarme.
ranged (1d6+4, javelin); Full Atk +15 melee (2d4+4 plus poison, sting)
and +13 melee (2d6+2, bite); or+15/+10 ranged (ld6+4, javelin);
Space/Reach 10 ft./S ft.; SA Poison, spell-like abilities; SQ Fast healing 2,
hive mind, immunity to poison, petrification, and cold, resistance t o
electricity 10, fire 10, and sonic 10, spell resistance 25; AL LN; SV Fort
+12,Ref+12,Will+1l;Str19,Dex18,Con18,Int16,Wis16,Cha17.
If the pcs approach within 10 ft. of the tunnel’s entrance, the formian
warriors attack. These creatures fight to the death.
Working in this wide tunnel is a score of duergar slaves, slowly Encounter Condition: N/A
chipping away a t the dense rock. Bar.king orders in Undercommon Tactics: If attacked, these warriors alert the rest ofthe formians in the
are rwo humanoids. Though blind, they are clearly aware of the deep mines of the presence of intruders. Two move forward while two
ngs on in this tunnel. remain in the tunnel to prevent anyone from getting past them.
The formian myrmarch at Room D58, if he still lives, sends one warrior
Initial Attitude: Indifferent to alert Chtrax and then joins the fight with his remaining warriors
Encounter: Slowly digging through the dense rock are 18 duergar on the following round. On the next round, any remaining unattached
ves (hp 9 each), suffering under the whips and lashings of the formians in the Deep Mines arrive. O n the round after, the formian
mlock overseers (hp 16 each). They live to please their master, sentries, if they still survive, at Room D65 join the fight.
t take no part in combat in the neighboring areas. Replacement slaves If combat continues through six rounds, the mad savant in Room
n e from the Great Hall and other sections throughout the region. D61 comes to see what is wrong. The savant heroically joins the fight,
Encounter Condition: Distracting Noises 10, Echoes 8 using destructive spells. However, each round the savant is away from
Tactics: No amount of conversation or bargaining distracts these the tarrasque, there is a cumulative 5%chance for the tarrasque to break
trkers from their task, cowed as they are by Chtrax and the neighbor- the demo’s control. Worse, if the savant dies, the tarrasque automatically
ing tarrasque. A successful DC 25 Intimidate check panics the teams, breaks free. Should this happen, consult this section’s introduction
who flee to Room D58 seeking protection from the myrmarch. If the for details.
PCs have already destroyed the myrmarch, they flee to the Great Hall If the tarrasque at Room D61 breaks free, these formians act as the
and out of the region ifpossible. These creatures are no threat to the PCs, first line of defense, concerting their attacks in a futile effort to defeat
unless, of course, they succeed in locating the vault. the monster.
Treasure: N/A Treasure: N/A
EL 8 EL: I 2
Scaling: N/A Scaling: To increase the challenge of this encounter, add two
advanced formian warriors.To decrease the challenge, remove one of the
-# Duergar Slave, War 1: CR 1; Medium humanoid (dwarf);H D ld8+5;
advanced formian warriors and delay the reinforcements by 2 rounds for
hp 9; lnit + O Spd 20 ft.; AC 10, touch 10, flat-footed 10; Base Atk +l;
each wave.
Grp +2; Atk +2 melee (ld4+1/x4, light pick); Full Atk +2 melee (ld4+1/x4.
light pick); SA Duergar traits, spell-like abilities; SQ Darkvision 120 ft.. -# Formian Warrior: CR 8; large outsider (lawful, extraplanar); H D
duergar traits, stonecunning; AL LE; SV Fort +4*, Ref +O*, Will -l*; 12d8+48;h p 102; lnit +6; Spd 40 ft.; AC 18, touch 11, flat-footed 16;
Strl3, Dexll,Conl4,IntlO,Wis9,Cha4. Base Atk +12; Grp +23; Atk +18 melee (2d6+7/19-20plus poison, sting];
Skills and Feats: Appraise +2. Craft (blacksmithing) +2, Craft Full Atk +18 melee (2d6+7/19-20 plus poison, sting) and +15 melee
(stone-masonry)+2, Listen +3, Move Silently 4, Spot +2; Toughness. (2d6+10/x3,large guisarme) and +15 melee (1d6+3. bite); SA Poison;
Possessions: Light pick, ragged clothing. SQ Hive mind, immunity to poison, petrification, and cold, resistance
to electricity 10, fire 10, and sonic 10, spell resistance 18; AL LN; SV Fort
-# Crimlock Foreman: CR 2; Medium monstrous humanoid; H D 2d8+2 +
+12, Ref+lO, Will +9; Str25, Dexl4, Con 18, Int 10,Wis 12, Cha 11.
ld10+1; hp 17 hp; Init +l; Spd 30ft.; AC 15, touch 11, flat-footed 14;
Skills and Feats: Climb +22, Hide +18, J u m p +26, Listen +20.Move
Base Atk c3; Crp +5; Atk +4 melee (1d8+3/x3, battleaxe); Full Atk +6
Silently +22, Survival +13(+15following tracks), Tumble +24; Improved
melee (1d2+2 non-lethal, masterwork whip) or +5 melee (ld8+3/x3,
Critical (sting), Improved Initiative, Mounted Combat, Multiattack,
battleaxe); SA -; SQ Blindsight 40 ft., immunities, scent; AL N E ; SV
Weapon Focus (sting).
Fort +1, Ref+4, Will +2; Str 15, Dex 13, Con 13, Int 10, Wis 8. Cha 6.
Hive Mind (Ex): All formians within 50 miles oftheir queen are in
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness,
constant communication. If one is aware of a particular danger, they all
Exotic Weapon Proficiency (whip), Power Attack, Track’
are. If one in a group is not flatfooted, none of them are. No formian in
Immunities: Grimlocks are immune to gaze attacks, visual effects,
a group is considered flanked unless all of them are.
illusions, and other attack forms that rely on sight.
Poison (EK): Injucy, Fortitude DC 20, initial and secondary damage
Skills: * A grimlock‘s dull gray skin helps it hide in its native terrain,
ld6 Str. The save DC is Constitution-based.
conferring a +10 racial bonus on Hide checks when in mountains
or underground.
Equipment: Masterwork whip, battle axe. D61. THE DOOM OF THE DERRO
Amidst clouds of dust and rock, ploughs the greatest terror in the
D60. BIG MINE entire world Great chunks of stone collapse and pull away from the
waUs as the tarrasque digs and digs Standing behind the creature IS
of four formian se ds guard here, as clouds of dust
a robed derro, whose focused expression belles his madness The sound
and small rocks spew past them from behind. Beyond the line
of the monsters digging is awesome to be sure After a moment, the
of guards, you see a mammoth monster of enormous proportions.
derro turns, as &somehow aware, and looks at you, a smile bloommg
Armored and bristling with horns, its massive claws tear through the
on his face.
rock with ease. Standing at its side is a bloodied and dusty derro,
whose features are blank aside from a beatific smile.
Initial Attitude: Hostile
Encounter: This encounter IS both deadly to the PCs and instrumental
lnitia1Attitude: Hoshle
-
L . ~- ‘
Encounter: In a futile effort to curb the tarrasque should he break
to defeating Chtrax and his temhle plan Excavating this tunnel is the
tarrasque (hp 858), controlled by its mad master Rroliq (hp 103).
_._ the demo’s control, these four formian warnurb (np,LA 102) stand guard.
Through a well-worded wish, cast years before Chtrax ever arnved,
e in watching the tarrasque
Rroliq gained control over this monster, but only as long as it remained
Denma tnem, tney also guara against SaDoteurs who would throw the
. 1 , 1 1 9
-
ven Souiji’s recent
w t h i n 5 ft. If he ever leaves the monster, the tarrasque breaks free.
Each round the Rroliq is more than 5 ft. from the tarrasque there is a
are extra watcntui.
cumulanve 5%chance the tarrasque breaks free If the PCs klll Rrohq,
the tarrasque automatically breaks free and goes on a killing rampage. On the other hand, if the PCs leave the monster alone, the
Chtrax, when he dispatched the savants, dared not touch Rroliq lest the punches through the final bamer on Day 7 releasing the d
tarrasque destroy him. Instead, he allied with the savant, exploiting him impnsoned in the vault. Rroliq dies immediately and a spectacular
for his powers over this monstrosity. ensues between the devlls and the tarrasque. PCs would do best to ge
When the PCs approach this area, Rroliq starts casting offensive away quickly, and explore some other region in this dungeon. You can
spells. He does not send the tarrasque after them, f d y confident in his play through the combat, perhaps even letting the PCs control
own abilities. PCs naturally want to defend themselves, and may strike tarrasque, formians, or even the hordes of shrieking fiends fin
back against the derro. If they kill him, they have bigger problems released after thousands of years of imprisonment. This could
on their hands. a massive multi-night conflict, extending beyond the borders
Letting the tarrasque go wild is the surest way to defeat Chtrax, short this region, or simply a highlight, where you describe the event5
of killing the xill. However, PCs ought to get clear as quickly as they can, cinematic detail. If you choose the latter, allow the devils to de
and avoid confrontation with this monster. If they are foolish enough the tarrasque after 20 rounds of combat before moving on to conq
to fight the tarrasque, let them die. the rest of this region. For more information on the devils, their
Encounter Condition: N/A numbers, tactics and goals, consult the Vault, Rooms D81 through D84.
Tactics: Rroliq casts spells with little regard for his own safety. First, Treasure: N/A
he casts a maximized fireball as a full-round action and takes a 5 ft. step E L 20
towards the PCs. He repeats this tactic again on the following round, Scaling: To increase the challenge of this encounter, have the
before falling back to lower level offensive spells, saving a limited wish tarrasque enrage as soon as the PCs attack the derro. To decrease the
for something spectacular. Rroliq does not care if he dies, knowing the challenge, have the tunnel cave in once the tarrasque breaks free,
tarrasque would avenge him. If the pcs flee, Rroliq does not pursue. requiring it to take 6 rounds to pull itself free from the rubble.
Area of effect spells, like maximize fireballs, have additional effects in
A Rroliq, Derro Sor 1 4 CR 17; Small monstrous humanoid; H D 3d8+3 +
this tunnel, creating an earthquake on ceiling directly above the area of
14d4+42;h p 93; lnit +8; Spd 20ft.; AC 19, touch 19, flat-footed 15; Base
effect. See the PHB for details.
Atk +10 Crp +6; Atk spells; Full Atk spells; SA Poison use, spells, spell-
As long as the savant lives, the tanasque digs, ignoring the events
like abilities, sneak attack +ld6; SQ Madness, spell resistance 15
around it. However, the savant's death looses the tarrasque giving it free
vulnerability to sunlight; AL CE; SV Fort +5, Ref +11,
reign to kill and destroy all it can. The tanasque attacks the nearest crea-
Will +19 Str 10, Dex 18, Con 16, Int 12, Wis 2*, Cha 23".
tures, snapping up unfortunate victims with its bite attack and swallow-
Skills and Feats: Bluff +12, Concentration +17, Hide +18, Knowledge
ing them whole. The loosed tarrasque takes the following actions.
(arcana) +15, Move Silently +14, Spellcraft+15; Blind Fight, Empower Spell,
Round 1-Takes full attack against any creatures it threatens and Eschew Materials,Improved Initiative, Maximize Spell, Widen Spell.
moves 5 ft. towards Room D58. Madness (Ex): Derro use their Charisma modifier on Will saves
instead of their Wisdom modifier, and have immunity to confusion
Round 2-Rushes to Room D58, taking a bite attack at a random
and insanity effects. A derro cannot be restored to sanity by any
creature.
means short of a miracle or wish spell.
Round 3-Swallows grabbed creature and moves 20 ft. forward. * The racial madness of the derro provides a +6 bonus to their
Charisma scores and a -6 penalty to their Wisdom scores. A derro
Round +-Ful attack against any creatures it threatens, 5 ft. step
restored to sanity gains 6 points ofWisdom and loses 6 points
towards the tracked exit (Room D57).
of Charisma.
Round 5-Swallows whole any bitten creature and moves 20 ft. Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil
towards the tracked exit. or Medium monstrous spider venom, applying it to their crossbow bolts.
Derro are not at risk of poisoning themselves when handling poison.
Round 6-Attacks anything else left standing or that threatens it.
Sneak Attack (Ex): Any time the derro handler's opponent is denied
Beyond-Thereafter the monster follows moves, kills and destroys his Dexterity bonus to AC, or if a derro flanks his opponent, he deals
all it can moving along the following path - Room DS8, Room an extra ld6 points ofdamage. This ability is just like the rogue's sneak
D57, Room D52, Room D52, spends several rounds leveling the attack and subject to the same limitations.
Great Hall (this triggers cave-ins each round), and then moves Spell-likeAbilities: At will-darkness, ghost sound; 1 / d a y d a z e
toward Room D32 and beyond, widening the passage as necessary. (DC 15), sound burst (DC 17). Caster level 3rd. The save DCs are
If not stopped, the tarrasque moves out of the region, entering the Charisma-based.
lava flow from Room D2 and entering another region, laying waste Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution
to the dungeon, unless the denizens somehow rally and stop the damage for every hour it is exposed to sunlight, and it dies if its
monster. It continues its rampage for 1d2 weeks before finding Constitution score reaches 0. Lost Constitution points are recovered
a new place to sleep. at the rate of 1 per every 24-hour period spent underground or
otherwise sheltered from the sun.
Surviving formians, if still under the control of their respective
Skills: Derro have a +4 racial bonus on Hide and Move Silently checks.
myrmarch and the phylactery is intact, rally to fight this monster, doing
Sorcerer Spells Known (Cast per day: 6/8/8/7/7/7/6/3; save DC 16 +
what they can to slow its movements. All surviving formian in the
spell level): &-acid splash, daze, detect magic, message, open/close, ray of
respective sections move to stop this monster's progress.The derro use
fiost, read magic, resistance, touch offatigue; l-causefear, expeditious
destrachan, bulette and any other creatures at their disposal to fight as
retreat, mage armor. magic missile, shockinggrasp; 2-bear's endurance,
well. The slaves, however, use this opportunity to flee, moving away
eagle's splendor, scorching ray, summon swarm, touch ofidiocy; 3-dispel
from the tanasque's path and hiding in tunnels or the ruins of Room D7.
rnagic,fireba/l,lightning bolt, ray ofexhaustion; &fear, ice storm, shout,
Chtrax has no interest in dying at the tarrasque's mercy, and flees
solidfog; S-cloudkill,cone ofcold, waves offatigue; &hain lightning,
to the Western Mines, away from the path of destruction. There he bides
disintegrate; 7-limited wish.
his time, plotting to break into the Vault some other way. However, It is
Note: Rroliq casts mage armar at the beginning of the day and if he
likely the tarrasque destroys the entire operation, setting back Chtrax's
senses the slightest hint oftrouble he casts bear's endurance (granting
plans for years if not decades. If he knows the PCs are responsible, they
him +38 hit pomts and increase his Fort save bonus by +2).
have certainly earned his wrath for years to come.
1
Atk +17 melee (ld6t8 plus 2d6 acid, slam); Full Atk +17 melee (ld6+8 Crp +2, Atk t 2 melee (ld6+1/x4. heavy pick), Full Atk +2 met
plus 2d6 acid, 2 slams); Space/Reach 15 f t . / l O ft.; SA Corrosive slime; (ld6+1/x4, heavy pick), SA Duergar traits, spell-likeabilities,
SQ Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.; Darkvision 120 ft , duergar traits, stonecunning,AL LE, SV Fo
AL N; SV Fort +12, Ref+6,Will +11; Str 27, Dex 13, Con 21, Int 14, Ref+O”, Will -l*, Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Wis 14, Cha 12. Skills and Feats Appraise t 2 , Craft (blacksmlthing) +2, Cra
Skills and Feats: Knowledge (dungeoneering)+14, Knowledge (nature) (stonemasonry)+2, Listen +3, Move Silently -4, Spot +2, Tou
+4, Listen +20, Move Silently +17, Spot t20, Survival +14 (+16 Possessions Studded leather armor, heavy pick
underground);Alertness, Blind-Fight,Great Fortitude, Improved
trimlock Overseer, Ftr 1: CR 2; Medium monstrous humanoid;
Initiative, Power Attack, Toughness.
H D 2d8+2 + ld10+1; hp 17; lnit +l; Spd 30 k.;AC 17, touch 11, flat-
Corrosive Slime (Ex): A delver produces a mucus-like slime that
footed 16; Base Atk +3; Grp +5; Atk +6 melee (1d3+2 nonlethal, whip)
contains a highly corrosive substance. The slime is particularly effective
or +5 melee (ld8+3/~3,battleaxe); Full Atk +6 melee (ld3t2 nonlethal,
against stone. A delver’s mere touch deals 2d6 points of acid damage
whip) or +5 melee (ld8+3/x3, battleaxe); SA -; SQ Blindsight 40 ft.,
to organic creatures or objects.Against metallic creatures or objects,
immunities,scent; AL NE; SV Fort +3, Ref t4, Will +2; Str 15, Dex 13,
a delver’s slime deals 4d8 points of damage, and against stony creatures
Con 13. Int 10, Wis 8, Cha 6.
(including earth elementals) or objects it deals 8d10 points of damage.
Skills and Feats: Climb +6, Hide +3. Listen +5, Spot +3; Alertness,
A slam attack by a delver leaves a patch of slime that deals 2d6 points
Exotic Weapon Proficiency (whip), TrackB,Weapon Focus (whip),
of damage on contact and another 2d6 points of damage in each of the
Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a
next 2 rounds. A large quantity (at least a quart) of water or weak acid,
sighted creature would. Beyond that range, they treat all targets as
such as vinegar, washes off the slime. An opponent’s armor and clothing
having total concealment.
dissolve and become useless immediately unless the wearer succeeds
Grimlocks are susceptible to sound-based and scent-based attacks,
on a DC 22 Reflex save. Weapons that strike a delver also dissolve
however, and are affected normally by loud noises and sonic spells
immediately unless the wielder succeeds on a DC 22 Reflex save.
(such as ghost sound or silence) and overpowering odors (such as
A creature attacking a delver with natural weapons takes damage
stinking cloud spell or incense-heavyair). Negating a grimlock’ssense
from its slime each time a n attack hits unless the creature succeeds
of smell or hearing reduces this ability to normal Blind-Fight (as the
on a DC 22 Reflex save. These save DCs are Constitution-based.
feat). If both these senses are negated, a grimlock is effectively blinded.
Stone Shape (Ex):A delver can alter its slime to temporarily soften stone
Immunities: Grimlocks are immune to gaze attacks, visual effects,
instead of dissolving it. Once every 10 minutes, a delver can soRen and
illusions, and other attack forms that rely on sight.
shape up to 25 cubic ft. of stone, as a stone shape spell (caster level 15th).
Skills: A grimlock‘s dullgray skin helps it hide in its native terrain,
conferring a +lo racial bonus on Hide checks when in mountains
D70. CONFUSED MINERS or underground.
Possessions: Battleaxe, whip, leather armor.
The railed track ends up in a small alcove Fo ur duergar miners
steadily dig a tunnel through the rock while a gnmlocks presence
more than guarantees their labor is happening. D79. MINERS
The large tunnel descends into the earth at a sharp angle. At the end
of the tunnel, a large six-wheeled wagon carrying a metal cylindrical
091. DIGGING DELVER
tank mounted on an iron cradle, with connecting hoses running
Astride the back of a huge brown cyclopean slug monster rides
to another reservoir of sorts hums as a deep dwarf manipulates
a derro dressed in rags. The creature reaches out with its squiggly
several levers at the rear of the machine, while another dwarf presses
arms and liquefies the rock it touches. The air is acrid and foul.
the narrow end of a cone to the wall. Insect men stand guard,
The mounted derro shrieks with pleasure when he swats his mount
evaluating their progress.
with his improvised riding crop.
* Delver: CR 9; Huge aberration; H D 15d8+78; hp 145; Init +5; Spd 30 * Deep Dwarfslave, War 1: CR 1/2; Medium humanoid (dwarf);
ft , burrow 10 ft ; AC 24, touch 9, flat-footed 23; Base Atk +11; Crp +27; H D ld8+2; hp 6; Init + 0 Spd 20 ft.; AC 12, touch 10, flat-footed 12;
Atk +17 melee (ld6+8 I)Ius 2d6 acid, slam); Full Atk +17 melee (ld6+8 Base Atk +1; Grp +2; Atk +3 melee (1d6+1/19-20, short sword);
plus 2d6 acid, 2 slams) ; Space/Reach 15 ft./lO ft.; SA Corrosive slime; Full Atk +3 melee (1d6+1/19-20, short sword); SA Dwarftraits; SQ
SQ Darkvision 60 ft , inimunity to acid, stone shape, tremorsense 60 ft.; Darkvision 90 ft., deep dwarftraits; AL LG; SV Fort +4*, Ref+O*,
AL N; SV Fort +12, Ref+6, Will +11; Str 27, Dex 13, Con 21, Int 14. Will -l*; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6.
Wis 14, Cha 12. Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
Skills and Feats: Knowledge (dungeoneering) +14, Knowledge (nature) (stonemasonry) +2, Listen +2, Spot +2; Weapon Focus (dwarven waraxe).
+4, Listen +20, Move Silently +17, Spot +20. Survival +14 (+16 Possessions: Leather armor, short sword.
underground); Alertness, Blind-Fight, Great Fortitude, Improved
Initiative. Power Attack, Toughness.
* Duergar Slave, War 1: CR 1; Medium humanoid (dwarf); H D ld8+5;
hp 9; lnit +O; Spd 20 ft.; AC 13, touch 10, flat-footed 13; Base Atk +l;
Corrosive Slime (Ex): A delver produces a mucus-like slime that
Grp +2; Atk +2 melee (ld8+1 /x3. warhammer); Full Atk +2 melee
contains a highly corrosive substance. The slime is particularly effective
(ld8+1/~3,warhammer); SA Duergar traits, spell-like abilities; SQ
against stone. A delver's mere touch deals 2d6 points o f acid damage t o
Darkvision 120 ft., duergar traits, stonecunning; AL LE; SV Fort +4*,
organic creatures or objects. Against metallic creatures or objects, a
Ref+O*, Will -l*; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4.
delver's slime deals 4d8 points ofdamage, and against stony creatures
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
(including earth elementals) or objects it deals 8d10 points o f damage.
(stonemasonry) +2, Listen +3, Move Silently-4, Spot +2; Toughness.
A slam attack by a delver leaves a patch o f slime that deals 2d6 points
Possessions: Studded leather armor, warhammer.
of damage on contact and another 2d6 points o f damage in each o f the
next 2 rounds. A large quantity (at least a quart) ofwater or weak acid, * Formian Worker: CR 112; Small outsider (lawful, extraplanar);
such as vinegar, washes off the slime. An opponent's armor and clothing H D ld8+1; hp 5; Init +2; Spd 40 ft.; AC 17, touch 13, flat-footed 15;
dissolve and become useless immediately unless the wearer succeeds Base Atk +l; Grp -2; Atk +3 melee (ld4+1, bite); Full Atk +3 melee
on a DC 22 Reflex save. Weapons that strike a delver also dissolve (1d4+1, bite); SA -; SQ Cure serious wounds, hive mind, immunity to
immediately unless the wielder succeeds on a DC 22 Reflex save. poison, petrification, and cold, make whole, resistance to electricity 10,
A creature attacking a delver with natural weapons takes damage fire 10, and sonic 1 0 AL LN; SV Fort +3, Ref+4. Will +2; Str 13, Dex 14,
from its slime each time an attack hits unless the creature succeeds Con 13, Int 6, Wis 10, Cha 9.
on a DC 22 Reflex save. These save DCs are Constitution-based. Skills and Feats: Climb +lo, Craft (stonemasonry) +5, Hide +6,
Stone Shape (Ex): A delver can alter its slime to temporarily soften stone Listen +4, Search +2, Spot +4; Skill Focus (Craft [stonemasonry]).
instead ofdissolving it. Once every 10 minutes, a delver can soften and Cure Serious Wounds (Sp): Eight workers together can heal a
shape up to 25 cubic R. of stone, as a stone shape spell (caster level 15th). creature's wounds as though using the cure serious wounds spell
(caster level 7th). This is a full-round action for all eight workers.
Hive Mind (Ex): All formians within 50 miles oftheir queen are in
092. THE BORE
constant communication. If one is aware o f a particular danger, they all
are. I f one in a group is not flat-footed, none o f them are. No formian
The t u n n e l slants down and opens i n t o an enormous cave, fiIled
in a group is considered flanked unless all ofthem are.
with t h e din o f industrial noise. M u t e d stone guardians stand
Make Whole (Sp): Three workers together can repair an object as
at attention, blankly watching the workers toil. Duergar smiths
though using the make whole spell (caster level 7th). This is a fullround
forge t h e plates the deep dwarf craftsmen shape i n t o components
action for all three workers.
f o r the large bore. 01
r . .
.her slaves hoist the panels, and other parts
, t .
t o the hive o f activity, wnere formian w o m e n labor to assemble
1 .
a great bore The cavern echhoes the sounds o f beatins;hammers, D93. FORMlAN HIVE
footfalls, and t h e occasional s hout.
Mounds o f stone and mud cover this h a l f o f the large cavern. Several
InitialA t t i t u d e : Indifferent insect m e n move among the mounds conversmg, antennae twitching.
Encounter: Inside this h a l f o f the enormous cave, 20 formian work- In the center o f these creatures stands a larger and more powerful
ers (hp 5 each) assemble the bore Chtrax commissioned in secret. Ten figure w h o directs the smallc'r wamors through practice drills.
duergar smiths (hp 9 each) and their 8 deep dwarf assistants (hp 6 each)
busily melt t h e metal fragments turned up f r o m the r i c h i r o n veins in I n i t i a l A t t i t u d e : Indifferent
Rooms D i o l and DIO2.Two stone golems (hp 107) stand ready t o attack
any intruder n o t a derro, dwarf, o r formian t a h n g a hostile action while
-
Encounter: The myrmarch (hu 102)in charee o f this section resides
here, dnlling h i s troops and honing their abilities t o fight against t h e
in this Room. Chtrax called f o r the bore once he lost patience w i t h all-too-frequent xi11raids. With him are 10 formian wamors (hp 26 each)
Korus', the gnome artificer, devices. The formian workers do n o t and a formian taskmaster (hp 39) w i t h a dominated xill (hp 32). From the
respond to conversation, though the duergar and deep dwarves direct captive xill, the myrmarch learned the xlll inthis section are conspiring
PCs to Room D93 If the PCs attack the workers, the golems animate and to replace all o f t h e formians, using t h e slaves as hosts f o r their eggs.This
move t o engage, while t h e dwarves and formian workers flee Room D93. has fueled this myrmarcHs suspicions a l l is n o t w e l l w i t h the queen, and
the deal between Chtrax and the formians i s nothing more than a ruse. Formian Myrmarch: CR 1 0 Large outsid
. .
Consequently, the formian has n o use for t h e derro and plots to use H D 12d8+48; hp 102; lnit +8; Spd 50 ft.; AC 28, touch 13, flat-footed 24
the n e w bore against the H a l l and disrupt the entire operation. Base Atk +12; Crp +20; Atk +15 melee (2d4+4 plus poison, sting) <
with the arrival o f the PCs, the myrmarch's plans are in jeopardy ranged (1d6+4, javelin); Full Atk +15 melee (2d4+4 plus poison, sti
unless t h e PCs can convince him they fight the same fight.This requires and +13 melee (2d6+2, bite); or +15/+10 ranged (ld6+4, javelin);
a D C 1s Diplomacy check t o improve the formian's attitude f r o m Space/Reach 10 ft./5 ft.; SA Poison, spell-like abilities; SQ Fast hea
Indifferent to Friendly I f the PCs succeed, the formian explains they hive mind, immunity to poison, petrification, and cold, resistance 1
served the great H i v e Mother, T'chtcheralaz, until the xi11 master met electricity 10, fire 10, and sonic 10, spell resistance 25; AL LN; SV f
with her some few months back. The formian myrmarchs receive +12, Ref+l2, Will +11; Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha I/.
instruction f r o m their leader t o follow the commands of the xi11 as if Skills and Feats: Climb +19, Concentration +18, Diplomacy +20, Hide
they were her own. Now, they control t h e mining operations, truesilver +15, Knowledge (any one) +18, Listen +18, Move Silently +19, Search
extraction and security throughout the complex. +18, Sense Motive +18, Spot +18, Survival +3 (+5 following tracks);
Encounter Condition: N/A Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack.
Tactics: I f the PCs enter the Room, i t c h i n g for a fight, they find one. Hive Mind (Ex): All formians within 50 miles of their queen are in
A fight w i t h the formians here draws the attention of the stone golems constant communication. I f one is aware of a particular danger, they all
in Room D92, w h o amve t o face the PCs o n round 3. The formian are. If one in a group is not flatfooted, none of them are. No formian in
taskmaster sends the x i l l to fight t h e spellcaster PCs, w h i l e it tries to a group is considered flanked unless all ofthem are.
dominate the warrior PCs. Meanwhile, the warriors charge i n t o t h e com- Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage
bat, working to gain flanks where possible, and t o separate the PCs f r o m 2d6 Dex. The save DC is Constitution-based.
the main body, w h i l e the myrmarch employs i t s spell-like abilities Spell-likeAbilities: At will-charm monster (DC 17), clairaudience/
against chaotic Pcs. The myrmarch and h i s minions fight t o the death. claiwoyance, detect chaos, detect thoughts (DC 1S), magic circle against
If the PCs slay the myrmarch, a l l formians in this section take a -2 chaos, greater teleport; l/day--dictum (DC 20), order's wrath (DC 17).
circumstance penalty to all attacks, saves and checks. In addition, Caster level 12th. The save DCs are Charisma-based.
they lose access t o their hive mind ability
a Formian Taskmaster: CR 7; Medium Outsider (Lawful, Extraplanar);
If the PCs befriend the formians, they can rest and heal here worry-
HD 6d8+12; hp 39; lnit +7; Spd 40 ft.; AC 19, touch 13, flat-footed 16;
free. The myrmarch refuses to make an assault against the Great H a l l
Base Atk +6; Grp +10 Atk +10 melee (2d4+4 plus poison, sting); Full Atk
until t h e bore i s ready. The formian workers complete the bore o n Day 8,
+10 melee (2d4+4 plus poison, sting) and +8 melee (ld6+2, 2 claws);
far too late t o stop the devils f r o m breaking free.
SA Dominate monster, dominated creature, poison; SQ Hive mind,
Treasure: N/A
immunity to poison, Petrification, and cold, resistance to electricity 10,
E L 14
fire 10, and sonic 10, spell resistance 21, telepathy 1OOft.; AL LN; SV
Scaling: To increase the challenge o f this encounter, advance the
Fort +7, Ref +8, Will +8; Str 18, Dex 16. Con 14, Int 11, Wis 16, Cha 19.
formian warriors by 3 Hit Dice. To decrease the challenge, delay the
Skills and Feats: Climb +13, Diplomacy +6, Hide +12, Intimidate +13,
stone golems' arrival by l d 4 rounds.
Listen +12, Search +7, Spot +8, Survival +1 Move Silently +12, Search +9,
a Dominated Xill: CR 6; Medium outsider (extraplanar); H D 5d8+10 hp Sense Motive +12, Spot +12, Survival +3 (+5 following tracks); Dodge,
32; lnit +7; Spd 40 ft.; AC 20, touch 13, flat-footed 17; Base Atk +5; Crp Improved Initiative, Multiattack.
+7; Atk +7 melee (ld6+2/19-20, short sword) or +7 melee (ld4+2, claw) Hive Mind (Ex): All formians within 50 miles o f their queen are in
or +8 ranged (ld81x3, longbow); Full Atk +5 melee (1d6+2/19-20, constant communication. lfone is aware o f a particular danger, they all
ld6+1/19-20,2 short swords) and +5 melee (1d4+1, 2 claws); or +5 are. I f one in a group is not flat-footed, none of them are. No formian in
melee (1d4+2. ld4+1, 4 claws); or +4 ranged ( l d 8 / ~ 3 2, longbows); a group is considered flanked unless all ofthem are.
SA Implant, improved grab, paralysis; SQ Darkvision 60 ft., planewalk, Dominate Monster (Su): A taskmaster can use a dominate monster
spell resistance 21; AL LE; SV Fort +6, Ref+7, Will +5; Str 15, Dex 16, ability as the spell from a 10th-level caster (Will DC 17 negates), although
Con 15, Int 12, Wis 12, Cha 11. the subject may be of any kind and may be up to Large size. Creatures
Skills and Feats: Balance +13, Climb +lo, Diplomacy +2, Escape that successfully save cannot be affected by the same taskmaster's
Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, dominate monster ability for 24 hours. A single taskmaster can dominate
Spot +9, Tumble +11. Use Rope +3 (+5 with bindings); Improved up to four subjects at a time. The save DC is Charisma-based.
Initiative, MultiattackB, Multiweapon Fighting. Dominated Creature (Ex): A taskmaster is never encountered alone.
Implant (Ex): As a standard action, a xill can lay eggs inside a One dominated nonformian creature always accompanies it (choose or
paralyzed creature. The young emerge about 90 days later, literally determine randomly any creature ofCR 4).
devouring the host from inside. A remove disease spell rids a victim o f Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage l d 6
the egg, as does a DC 25 Heal check. lfthe check fails, the healer can try Str. The save DC is Constitution-based.
again, but each attempt (successful or not) deals l d 4 points ofdamage
Formian Warrior: CR 3; Medium outsider (lawful, extraplanar);
to the patient.
H D 4d8+8; hp 35, 26; lnit +3; Spd 40 ft.; AC 18, touch 13, flat-footed 15;
Improved Grab (Ex): To use this ability, a xill must hit with one or
Base Atk +4; Crp +7; Atk +7 melee (2d4+3 plus poison, sting); Full Atk
more claw attacks. It can then attempt to start a grapple as a free action
+7 melee (2d4+3 plus poison, sting) and +5 melee (ld6+1. 2 claws) and
without provoking an attack o f opportunity. It receives a +2 bonus on the
+5 melee (ld4+1, bite); SA Poison; SQ Hive mind, immunity to poison,
grapple check for each claw that hits. If it wins the grapple check and
petrification, and cold, resistance to electricity 10, fire 10, and sonic 10,
maintains the hold in the next round, it automatically bites the foe at that
spell resistance 18; AL LN; SV Fort +6, Ref +7, Will +5; Str 17, Dex 16,
time. The bite deals no damage but injects a paralyzing venom.
Con 14, Int 10, Wis 12, Cha 11.
Paralysis (Ex): Those bitten by a xill must succeed on a DC 14
Skillsand Feats: Climb +lo, Hide +lo, Jump +14, Listen +8, Move Silently
Fortitude save or be paralyzed for l d 4 hours. The save DC is
+lo, (+3 following tracks), Tumble +12; Mounted Combat, Multiattack.
Constitution-based.
Hive Mind (Ex)' All formians within 50 miles o f their queen are in
Planewalk (Su): Xill cannot use planewalk in this adventure.
constant communication If one is aware of a particular danger, they all
are. If one In a group is not flat-footed, none o f them are. No formian in
a group is considered flanked unless all ofthem are.
Poison (Ex). Injury, Fortitude DC 14, initial and secondary damage l d 6
Str. The save DC is Constitution-based.
D MINE are If one in a group is not flat-footed, none of them are No formian
in a group is considered flanked unless all of them are
Tools, junk and debns f ill the end of this hot tunnel There are no Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage ld6
apparent emts, the trash is immobile Str The save DC is Constitution-based
InitialAttitude: N/I P
D97. SLAVE ENCAMPMENT
Encounter: Just as it appears, trash fills this tunnel. The miners orig-
inally dug here, but stc'pped when they felt the heat from the lava.
This large cavern rivals the one you just came from, but instead of
Otherwise, this Room is empty.
hard working slaves, you encounter bedrolls, mostly empty lie in neat
Encounter ConditicPn: N/A
and organized rows. At one time, this room probably held some 50 or
Tactics: N/A
more slaves Now, lust a few dwarves recline, nursing injuries, or
Treasure: Beneath thle pile of broken tools, cast off bits of scrap metal
. . .. 1
and cloth lies a bone scroll tube, containing a divine scroll of resurrec-
stealing a few hours of sleep before they return to work.
Encounter: Hidden in the shadows of this tunnel are eight xi11 (hp bodies, causing smolte to rise where the droplets fall.
32 each). These frequently make raids against the dwarves and formian
in Rooms D92 and D93, but between combats, they return here to rest.
Initial Attitude: Hostile
These xi11 have designs on taking over the entire region, one section at a
Encounter: When a slave in this Section dies, the dwarves carry
time.
the corpse to this Room to be dissolved by the three digesters (hp 68).
Encounter Condition: N/A
The digesters are always listening for the approach of fresh bodies,
Tactics: If the xill hear the PCs in Room D100, or if the PCs enter
but have learned not to attack formians or dwarves.
their tunnels, the xi11 creep forward as quietly as they can to ambush the
Encounter Condition: N/A
PCs. These xi11 are relatively young, and are not as intelligent. They fight
Tactics: If a formian or dwarf accompanies the PCs, the digesters
to the death, trying to implant as many eggs as they can.
do not attack. Otherwise, all three dlgesters turn their acid spray onto
Treasure: N/A
the PC Afterwards, they charge into melee, attacking the closest
E L 12
PC first. The digesters use their acid spray as often as possible, fighting
Sca1ing:To increase the challenge of this encounter, make one ofthe
until they are reduced to 18 hit points or less. They then retreat into
xill an 8th level wizard.To decrease the challenge, remove two xill.
the deeper recesses of the cave.
-# Xilk CR 6; Medium outsider (extraplanar);H D 5d8+10; h p 32; Init +7; Treasure: N/A
Spd 40 ft.; AC 20, touch 13, flat-footed 17; Base Atk +5; Crp +7; Atk +7 E L 11
melee (ld6+2/19-20, short sword) or +7 melee (ld4+2,claw) or +8 ranged Scaling: To increase the challenge of this encounter, increase the
(ld8/x3, longbow);Full Atk +5 melee (1d6+2/19-20, ld6+1/19-20,2 short Hit Dice of the digesters to 12. To decrease the challenge, remove
swords) and +5 melee (1d4+1,2claws);or +5 melee (1d4+2,ld4+1,4 one digester.
claws);or +4 ranged (1d8/x3,2 longbows);SA Implant, improved grab,
-# Digester: CR 6 Medium magical beast, H D 8d10+24; h p 68;lnit +6,
paralysis; SQ Darkvision 60 ft., planewalk, spell resistance 21; AL LE; SV
Spd 60 ft , AC 17, touch 12, flat-footed 15, Base Atk +8; Crp +11; Atk +11
Fort +6, Ref+7. Will +5; Str 15, Dex 16, Con 15. Int 12,Wis 12, Cha 11.
melee (1d8+4,claw), Full Atk +11 melee (ld8+4. claw), SAAcid spray,
Skills and Feats: Balance +13, Climb +lo, Diplomacy +2, Escape
SQ Darkvision 60 ft , immunity to acid, low-light vision, scent; AL N, SV
Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8,
Fort +9, Ref +lo, Will +3; Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Spot +9, Tumble +11. Use Rope +3 (+5with bindings); Improved Initiative,
Skills and Feats Hide +9, Listen +6, J u m p +21, Spot +6; Alertness,
MultiattackB, Multiweapon Fighting.
Improved Initiative, Lightning Reflexes.
lmplant (Ex): As a standard action, a xill can lay eggs inside a
Acid Spray (Ex) A digester can spray acid in a 203. cone, dealing 4d8
paralyzed creature. The young emerge about 90 days later, literally
points of damage to everything in the area Once a digester uses this
devouring the host from inside. A remove disease spell rids a victim
ability, it can't use it again until ld4 rounds later
of the egg, as does a DC 25 Heal check. If the check fails, the healer
The creature can also produce a concentrated stream o f acid that deals
can try again, but each attempt (successful or not) deals ld4 points
8d8 points of damage to a single target within 5 ft In either case, a DC 17
of damage to the patient.
Reflex save halves the damage. The save DC is Constitution-based.
Skills. A digester's coloration gives it a +4 racial bonus on Hide
checks. It also has a +4 racial bonus on J u m p checks.
1
THE Wit-DQORS
Wishing to secure certain areas against intruders, the celestial garrison THE TRRbS
created a number of Rooms with no exit throughout Region E. These The celestials are fond of traps. In fact, they are fond o f a handful of
walled off Rooms each contain a doorway built into one wall with no traps that they use again and again, throughout this Region. The traps
door. These hidden Rooms can only be reached through use of a magic always harm evil creatures, do relatively the same thing, and few if any
item called the all-door which the celestials created to go along with can be bypassed.
these hidden Rooms. By warping space the all-door creates a path The celestials also want evil creatures to know the traps are there.
between itself and one of the hidden Rooms, chosen by articulating a If the trap is obvious, the creatures keep to themselves and stay out of
specific command word when the door is opened. The all-door need not harm’s way. This makes the job of patrolling and guarding the Region
be attached to any means of support to function; if a command word is that much easier. DMs that tire of the same traps over and over again are
said within 1 ft. of the all-door, it immediately rights itself, floating a few welcome to change them out at will (for a trap of equal strength), but be
inches off the ground and establishes a connection to the specified aware of how this changes the theme of the Region. Also note, glyph of
Room; once activated the all-door cannot be physically moved until it is wardings do not normally reset, but many of the traps in this Region do.
opened and shut, cutting off the connection to the specified Room. This is a symptom of the power of the inevitables and their wards.
The all-door does not use planar or dimensional travel to function, Once the PCs have been stung by the same trap once or twice,
instead changing the properties of local space. give them a competence bonus (+3 to 6 )to Spot them in the future.
Both groups of celestials want the all-door due to the many supplies
and other assets that are locked up behind it. The celestials reward those
who bring them the door with choice equipment from the hidden
BARCHEST TWGTIGS
Many Sections of Region E have barghest in them. In fact, two packs
storehouses and access to the hidden library, while the inevitables offer
of barghests are actually at war with one another Whenever the PCs
no reward other than the satisfaction of the deed. Both groups know the
encounter Morat’s pack, chances are they are attacked on sight as Morat
all-door was originally located in Room E18.
is an antagonistic and territorial leader Sarraas,on the other hand, plans
The all-door requires a standard action to activate and the user must
out her actions. She does not fight unless she has to, but also knows
know at least one of the all-door’s command words listed below. Once
when a prey is weak to strike hard
activated the all-door remains active until it is shut; any number ofbeings
Typically when the PCs encounter the barghest they do not take
may pass through. Creatures inside the hidden Rooms cannot activate
goblin or wolf form Wolf form is reserved for moving through the
the all-door from their end. Creatures cannot go straight from one hidden
dungeon quietly and quickly, and goblin form is reserved for drawing
Room to another; they must go out through the all-door and reenter the
members of Region B into their little war If either leader suspects that
system. An all-door only functions within the bounds of Region E.
the PCs wtll be more friendly toward a goblin, they have no problem
assuming that form.
El. ENTRY WAV
their leaders In any instance where their life will be spared by working A glyph of wavding (blast) is activated whenever an evil creature touches
withI the PCs, they most certainly take it. Fleeing and getting help is also the door.
an option.
d Glyph of Warding: CR 5, spell; spell trigger; automatic reset,
spell effect (glyph ofwarding [blast], 6th-levelcleric. 3d8 sonic,
FlWM.E DC 14 Reflex save half damage), multiple targets (all targets
Unli ke other Regions of this dungeon, Region E does not have any clear within 5 ft ); Search DC 28, Disable Device DC 28
finales. Many of the factions in this Region have an agenda and how the
PCs interact with the environment, determines how things play out. walls of this room are su y clean cut and well
If they fight for the inevitables, things will turn out very different. maintained with only hints of moss and wear on their surfaces.A soft
Should they choose one barghest pack over another, or fight for the light from a lantern attached to the ceiling illuminates the room.
shadows instead of against them, they will undo the delicate balance The door in the north wall is a large iron door covered in a steel
of this Region and possibly the surrounding ones. relief sculpture of an open eye in the middle of a flaming sun,
Since the distance from Region E to G is so great, it is unlikely around which is an obscure scnpt The room is unnaturally quiet,
that the celestials in Region G will even know about the events in E, as ifsomethlng immense waits just around the comer.
unless the PCs tell them. Especially if the redeemed and/or inevitables
are destroyed. Initial Attitude: N/A
If the DM is running the Worlds Largest Dungeon as a full campaign, Encounter: The script reads “Eternal Vigilance, Eternal Duty,”
then a lot of work is required after the PCs leave this Region, to detail the the motto of the celestial garrison, in Celestial.
aftereffects of their actions. Encounter Condition: N/A
Tactics: N/A
El THRQUCH 15. tQST TERRITORY Treasure: N/A
EL 5
Room E l through Room E5 lay unclaimed by any faction in the
Scaling: To increase the challenge of this encounter change the glyph
dungeon, hidden behind secret doors and glyphs. None of the other
of warding trap to a blade barrier trap. To decrease the challenge, change
factions regularly travel through these Rooms.
the glyph ofwarding trap to a burning hands trap.
RANDOM ENCOUNTERS
Roll for a Random Encounter once per hour.
E2. TRAP HALL
ld2O Encounter
1 A howl of a dog echoes throug of this corridor, this hallway has no discernible exit other than the
2 There is a cold rush of air and southern entrance It is utterly clean of refuse except for a grapplmg
like an approaching or fleeing creature. A trumpet hook with a short length of rope stuck in one wall The rope is
blast echoes in the distance obvlously cut
3 The charred corpse of a n un
in the Room. Initial Attitude: N/A
4-1 6 Nc)thing Encounter: The secret door on the north wall activates by pressing
17-1 a I d4 dire rats scavenge the Room, lookmg for whatever a stone in the center of the north wall SIX and a halfft above the ground
tht?y can find They do not attack, unless provoked, This stone, carved with the eye in the sun symbol ofthe garrison is made
n
J
ana nee wnen reaucea to ~ u nir
I I I I
m points.
*AA,
of marble while the rest of the wall is granite Pressing this stone opens
19 The PCs stumble upon a trap the secret door by sliding the stone blocks aside The door remains open
* Glyph ofwarding (Blast): CR 5; spell: spell
for five minutes before closmg
The entirety of this Room except for the 10 ft in front of each door
trigger, no reset; spell effect (glyph ofwarding [blast],
is a massive pit trap that is set off whenever more than 50 lbs of pressure
10th-levelcleric, 5d8 sonic, DC 14 Reflex save half
are placed on the floor Next to each door is a stone m t h a small circle
damage); multiple targets (all targets within 5 ft);
carved in it, Lfthis stone is pressed the trap is disarmed for 10 minutes
Search DC 29, Disable Device DC 29.
After the trap is set off, it resets itself1 minute later
20 The PCs stumble upon a trap.
At the bottom of the pit are three goblin corpses, former tomb
1 Lightning Bolt Trap: magic device; proximity trigger robbers whose luck ran out It is their grappling hook and rope
(alarm); automatic reset; spell effect (Irghtning bolt, above, which was cut when the trap door swung shut while they tned
I w I L m-,AI u , C A C
5th-leve, nr 1I TA a-n-..
d u y StFCL,ICIL)l, nCllCn
yL
=-..- LIC
to chmb out
damage): Search DC 28; Disable Device DC 28.
d Pit Trap: CR 2, mechanical, location trigger, automatic reset,
DC 20 Reflex save avoids, 40 ft deep (4d6, fall), Search DC 20,
Disable Device DC 20
Encounter Condition: N/A
Tactics: N/A
Treasure: If the bodies are searched, the PCs find 8 sp, 12 cp, two
short swords, one short bow, 14 arrows, three Small suits of studded
leather, 26 ft of frayed rope, and a potion ofcure light wounds
EL: 2
Scaling: To increase the challenge of this encounter, add splkes to
the bottom of the pit trap (increasing the fall damage by id4 per IO ft )
or increase the depth to 60 ft To reduce the challenge, make the pit trap
20ft deep
E3. DIVINING ROOM
Encounter: This Room served as living quarters for ho
Four torches attached to the ceiling, one in each corner, illuminate attended to the temple in Room E3. The ghost of the slain priest
this large rectangular room. At the center of the room is a reflecting Iridinhael (hp 41) inhabits this Room; he continues to watch the
pool perched on a thin, stone pedestal. The pool is cracked and can temple and the surroundings even in death. He cannot rest until all the
no longer be filled more than to half capacity. The walls of the room creatures of evil who have taken up residence in Region E are removed
are covered in runes and symbols, several of which are marred and the garrison is strengthened. Until then he protects his area of the
by cracks or scratches. A number of silver candelabra lay on the floor, dungeon from any who would defile it. He is devoted to the cause of the
broken into pieces. garrison and the welfare of its members, to the point where his spirit
cannot rest as long as strife threatens the unity of the garrison.
Initial Attitude: N/A Iridinhael aids any good or neutral characters who seek to kill the evil
Encounter: This Room was previously used to focus and increase creatures infesting Region E and help the garrison. Iridinhael is hungry
the power of divination spells cast by members of the celestial garrison. for news and if he learns of the split between the inevitables and the
It was ransacked during the battles following the second earthquake, but other celestials he mends it. He suggests the PCs do so by reclaiming the
due to the glyph on the door in Room E1 it has remained uninhabited. garrison charter in Room E39 but he warns that to do so they must pass
Much of the magic of the Room is gone, but there is still a faint trace a number of tests of virtue.
of power. Any divination spells cast in this Room have their caster level If the PCs are evil, Iridinhael attacks them or forces them away,
increased by +2. hoping the shadows do the job for him. He has no traffic with creatures
With a successful DC 30 Spellcraft check and six hours of work, some of evil.
of the damage to this Room can be repaired. If this is done, any divination Encounter Condition: N/A
spells cast in this Room have their caster level increased by +4. Tactics: Iridinhael primarily uses his clerical spells in combat,
Encounter Condition: N/A and uses his manifest ability so he can interact with the material world.
Tactics: N/A He does not chase opponents beyond Room E5, but pursues them
Treasure: The five silver candelabras can be sold for 40 gp, but they unrelentingly until then. Iridinhael does not hide or act subtly;
weigh 3 lbs. each. fear is one of his favored weapons.
E L N/A Treasure: The skeleton wears a ring ofprotection+ and
I,a holy symbol.
Scaling: N/A w i t h a successful DC 15 Search check the PCs find a silver masterwork
longsword, two vials of holy water, and two potions of cure moderate
wounds.
E4. TEMPLE
EL 8
Scaling: To increase the challenge of this encounter, add two cleric
Unlike many of the rooms in this area, this one is largely undamaged
levels to Iridinhael. To decrease the challenge, reduce Iridinhael's cleric
and has been left alone by the inhabitants The room is lit by several
levels by four.
dozen candles held in a number of large candelabra spread about the
room. At the center of the western wall is an altar, above which lays A Iridinhael, Ghost, Clr 6 CR 8; Medium undead (augmented
a symbol of an open eye over a flaming sun The altar is plain, made humanoid) (incorporeal);H D 6d12; hp 41; Init +l; Spd Fly 30 ft.
of marble with httle adornment, with a pool of water on its top (perfect);AC 15. touch 15, flat-footed 14; Base Atk +3; Crp -; Atk
The walls of the room are covered in frescoes of angels and various Incorporeal touch +4 melee or +3 against ethereal foes (ld6); Full
celestials smiting demons and similar creatures Atk Incorporeal touch +4 melee or +3 against ethereal foes (ld6);
SA Draining touch, manifestation, spells; SQ Rejuvenation,turn
Initial Attitude: N/A resistance +4, incorporeal traits, spells, undead traits, turn undead;
Encounter: This Room is warded against evil; any creature with the AL LC; SV Fort +5, Ref+3. Will +10 Str 10, Dex 12, Con -, Int 14,
evil or undead creature descriptors succeed at a DC 24 Will save to enter Wis 17, Cha 19.
this Room. Failure means the creature cannot enter the Room again for Skills and Feats: Concentration +15, Diplomacy +14, Heal +lo, Hide
10 minutes. +9. Knowledge (Planar) +9, Knowledge (Religion) +9, Listen +11, Search
This Room was one of the many temples that served the needs of +lo, Spellcraft +9, Spot +11; Combat Casting, Extra Turning, Iron Will,
the members of the celestial garrison.This temple was dedicated to serve Skill Focus (Diplomacy).
as a non-specific temple to any lawful good god. Any spells cast within Draining Touch (Su): A ghost that hits a living target with its incorporeal
this Room with the lawful or good descriptor have their caster level touch attack drains ld4 points from any one ability score it selects. On each
increased by +3. such successful attack, the ghost heals 5 points ofdamage to itself. Against
Encounter Condition: N/A ethereal opponents, it adds its Strength modifier to attack rolls only. Against
Tactics: N/A nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Treasure: The water on the altar is holy water and there is sufficient Manifestation (Su): Every ghost has this ability. A ghost dwells on
to fill five vials. the Ethereal Plane and, as a n ethereal creature, it cannot affect or be
EL N/A affected by anything in the material world. When a ghost manifests,
Scaling: N/A it partly enters the Material Plane and becomes visible but incorporeal
on the Material Plane. A manifested ghost can be harmed only by other
incorporeal creatures, magic weapons, or spells, with a 50% chance to
€5. TEMPLE LIVING OUARTERS ignore any damage from a corporeal source. A manifested ghost can
pass through solid objects at will, and its own attacks pass through
This darkened room was at one time someone's living quarters,
armor. A manifested ghost always moves silently. A manifested ghost
but now it lays in ruins Two torches burn in ceiling sconces, but they
can strike with its touch attack or with a ghost touch weapon (see
are concealed by the ruins of a once magnificent four poster bed
smashed into pieces, along with several pieces of oak furniture. Ghostly Equipment, below). A manifested ghost remains partially on
the Ethereal Plane, where is it not incorporeal. A manifested ghost
A humanoid skeleton stands against one wall, held in place with
can be attacked by opponents on either the Material Plane or the
a rotted, and rusty spear stuck through its abdomen, its once fine
Ethereal Plane. The ghost's incorporeality helps protect it from foes
robes long since given way away to dust.
on the Material Plane, but not from foes on the Ethereal Plane.
,When a spellcasting ghost is not manifested and is on the Ethereal Currently there are 64 shadows under Seraxes command in addition
"^
E, :a- -.."lip -----
affect targets
,pc,l, c.lllld on the Material Plane, but they to Seraxes himself and the surviving apprentice, Phinadar Solas (Room
.k normally against ethereal targets. When a spellcasting ghost E12). Any creatures slain by the shadows are added to their number,
nifests, its spells continue to affect ethereal targets and can affect causing their population to increase gradually. They cannot reach the
;ets on the Material Plane normally unless the spells rely on touch. barghests due to a number of glyphs, but they can attack the creatures in
ianifested ghost's touch spells don't work on nonethereal targets. Regions A, C, and F ifthey so choose.
4 ghost has two home planes, the Material Plane and the Ethereal AU the doors in this Section are nailed open unless otherwise noted;
le. It is not considered extraplanar when on either of these planes. when they are closed the shadows cannot pass through them and the
Rejuvenation (Su): In most cases, it's difficult to destroy a ghost shadows cannot open them on their own due to their incorporeal nature.
through simple combat: The "destroyed" spirit will oken restore itself Prying a door loose requires a DC 18 Strength check. Any doors found
in 2d4 days. Even the most powerful spells are usually only temporary closed arouse the suspicions ofthe shadows and attracts lots of attention.
solutions. A ghost that would otherwise be destroyed returns to its old
haunts with a successful level check (ld20 + ghost's HD) against DC 16.
RANDOM ENCOUNTERS
As a rule, the only way to get rid of a ghost for sure is to determine the
Roll for a Random Encounter once per hour
reason for its existence and set right whatever prevents it from resting
in peace. The exact means varies with each spirit and may require ldZO Encounter
bonuses only take effect If the wielder has at least one rank in designed chairs. 0n the walls well-
a Profession skill related to smithing. executed landscapt: paintings hang
E L N/A
in informal wood frames. On another
Scaling: N/A wall a banner aIf an eye over
a flaming sun ha,,,..,
E10. WARD STAFF ROOM a third wall two crossed swords
The door to this Room is closed and is trapped. are mounted. In the northeastern
corner an empty armor rack stands
*Glyph ofwarding (Blast): CR 5, spell, spell trigger, automatic
next to an unused sword rack
reset, spell effect (glyph ofwarding [blost], 10th-levelcleric. 5d8
sonic, DC 14 Reflex save halfdamage), multiple targets (all
Initial Attitude: N/A
targets within 5 ft ): Search DC 29; Disable Device DC 29
Encounter: This Room served
as the personal quarters of Lord High
has a single feature, a raised pedestal on which Marshal Serenneth, the original
a slx-ft. metal staff rests A brightly glomng orb illuminates the room -"-second in command of the gamson
from above the staff, which is covered in runes This room seems He was slain in the battles following
completely untouched hy the ravages that have affected the other the first earthquake.
areas of the dungeon, feeling instead pristine and peaceful. Encounter Condition: N/A
Tactics: N/A
Initial Attitude: N/A Treasure: There are four paintings in the Room, each worth 500 gp
Encounter: This Room is one of the original store Rooms for one of but each weighs 20 lbs. and would be difficult to transport without
the ward staves.The staff on the pedestal is one of the missing ward staves damage. The two crossed swords are antiques of an ancient celestial
that the garrison seeks to recover. The door to this Room is protected war against an infernal invasion of this plane far in the ancient past,
by a glyph ofwarding against evil creatures, as is the staff. Both glyphs of but the swords break if used. The swords are worth at least 400 gp
warding reset after one minute. to a collector who knew of their historical value.
A successful DC 25 Search check reveals a scvoll of lesser restoration
*Glyph ofwarding (Blast):CR 5: spell: spell trigger; automatic reset;
in the desk and two vials of holy water.
spell effect (glyph ofwarding [blast], 10th-levelcleric, 5d8 tire. DC 14
E L N/A
Reflex save half damage); multiple targets (all targets within 5 ft.);
Scaling: N/A
Search DC 29; Disable Device DC 29.
The light in the Room is a daylight spell and all creatures in the Room
are under the effect of a magic circle against evil. The shadows and other
denizens ofthe dungeon do not chase the PCs into this Room and do not
enter under any circumstances.
E12. PHINADAR'S QUARTERS E13. PHINADAR'S WORKSHOP
The door to this Room has no lock despite serving as Phinadar's
prison; the shadows could not lock it if they wanted to due to their This well ordered room is largely occupied with oversized work tables
incorporeal nature. and shelves, most of which contain a collectton of scrolls, writing
implements, unidentdiable powders, metal ingots, and metal working
This room is filthy. Gnawed bones are piled around and a thoroughly tools A small anvil and forge are in the north eastern corner of the
unkempt and ramshackle bed dominates the northeastern corner. room Two torches illuminate this room from the ceiling.
A single torch attached to the ceiling in the northwestern corner of
the room provides illumination, perched directly above a desk piled Initial Attitude: N/A
with papers. Clothes and books are tossed randomly about the floor. Encounter: Phinadar uses this Room as his workshop where he toils,
searching daily for a means to bypass the celestial's defenses, or at least
Initial Attitude: Unfriendly that's what he tells Seraxes. Phinadar knows now his magic is not
Encounter: Phinadar is an inhuman wizard, his race of origin powerful enough to accomplish the task. Instead, he works on a means
unknown. He specializes in necromancy and is something of to escape the shadows, doing his best to look busy and fool Seraxes
a professional toady, earning his way into Ezrael's service not by showing into believing he is actually making progress
promise, but by licking boots. Phinadar kowtows to whomever seems Encounter Condition: N/A
the greatest threat - meaning he may help the PCs if he thinks they Tactics: N/A
have a good chance of taking down Seraxes. He is willing to help them Treasure: This Room contains any common spell components for 1st
with directions, knowledge of Seraxes and his minions, and even spell- through 4th level arcane spells. Scattered throughout the Room the
casting assistance, but he does not take part in actual combat. Phinadar PCs find a 100 gp pearl, 100 gp of silver dust, 30 cp, 100 gp of gold dust,
wants to escape the dungeon, eventually,because he knows Seraxes will 3 small silver rods worth 4 gp each, 50 gp of ruby dust, three flasks of oil,
tire of him before too long. But Phinadar is too cowardly and cannot two quarts of ink, and a large glass mirror. Also a thief's kit can be put
do it alone. Given the chance Phinadar steals the magical items left together from the tools in this Room.
on Ezrael's corpse in Room E6, specificallythe darkskull. E L N/A
Encounter Condition: Unhallowed 3 Scaling: N/A
Tactics: Phinadar avoids combat at all costs, striking only from
behind or by surprise when forced into violence. He pleads and begs
E14. FIRST HALL OF PORTRAITS
when threatened, hoping his wheedlinggets him out oftrouble. He uses
his spells to escape danger or defend himself if required, delivering
This dark hall stretches east to west and has an open door on each end.
touch attack spells (mostly) through spectral hand. If given time Phinadar
The walls are dominated by large paintings, four on each side ofthe hall.
casts haste, stoneskin, and mage a m o (or
~ shield) before entering combat. The paintings have suffered damage, but are aging well. All the
Treasure: Phinadar's spell book is in this Room, a map of Room E6 paintings are posed shots against an array ofbackgrounds.Each painting
through Room E34, a gold ring in the shape of a ram's head worth 50 gp, has a small informationalplaque beneath it naming the subject.
and a silver necklace from the college of wizardry Phinadar graduated
from denoting his major of necromancy worth 100 gp.
Initial Attitude: N/A
EL7
Encounter: The portraits in this Room commemorate the leaders
Scaling: To increase the challenge of this encounter, raise Phinadar's
and heroes of the garrison. All the paintings are ensorceled to resist
level to be equal with the lowest party member's character level.
normal wear and tear and have a hardness of 10 and 50 hit points.
To decrease the difficulty,give Phinadar one less spell per day per level.
The paintings are on canvas and can be cut from their frames, which
& Phinadar, inhuman Wiz (nec) 7: CR 7; Medium humanoid; H D 7d4; requires inflicting 20 hit points of damage on the portraits. Unfortunately
h p 18; Init +2; Spd 30 ft.; AC 13, touch 13, flat-footed 11; Base Atk +3; doing so disrupts the magic protecting the paintings, meaning they may
Grp +2; Atk +2 melee (1d4, dagger);Full Atk +2 melee (ld4. dagger); very well be ruined in transport if due care is not taken.
SA Spells; SQ Spells; AL NE; SV Fort +2. Ref +4. Will +4; Str 9, Dex 14, The subjects of the eight portraits are:
Con 10, Int 17, Wis 9, Cha 12.
Lord High Commander Saerius Lorsenahll, Highest of the Garrison:
Skills and Feats: Concentration +lo. Craft (alchemy)+13, Craft
A winged angel clad in full plate mail, greatsword in one hand and
(brewing) +8. Knowledge (arcana) +13, Knowledge (history) +8,
helmet in the other, he stands amongst a quiet forest of ancient trees.
Knowledge (undead) +13, Spellcraft +13; Brew Potion, [Scribe Scroll].
He was the original leader of the garrison, slain during the battles
Spell Focus (necromancy),Spell Penetration, Still Spell, [Summon
following the first earthquake.
Familiar]
Wizard Spells Prepared: (5/6/5/4/2; base DC 13 + spell level):
Xyhcichyl, Queen of the Holy Swarm: A large queen celestialformian
0th-detect magic, prestidigitation, read magic, resistance, touch offatigue;
surrounded by a host of large celestial formians in a huge cavern.
1st- causefear, chill touch, expeditious retreat, mage armor, sleep;
These celestial formians made up a large number of the foot soldiers
2nd-blindness/deafness, darkvision, ghoul touch, resist energy, spectral
of the garrison.
hand; 3rd-dispel magic, haste, ray ofexhaustion, vampiric touch;
4th-enervation, stoneskin.
Lord High Marshal Serenneth: Second in command of the garrison,
Wizard Spellbook: 0-arcane mark, detect magic, detect poison,
this aged looking angel wears a suit of sparkling adamantine chain
mending, openlclose, prestidigitation, read magic, resistance, touch of
mail and carries a matching pair of longswords. He served as the
fatigue; 1st-alarm, causefear, chill touch, comprehend languages, endure
second in command of the garrison until his death after the
elements, expeditious retreat, hold portal, ;dent$, mage armor, obscuring
first earthquake.
mist, ray ofenfeeblement, sleep; 2nd-arcane lock, blindness/deafness,
darkvision,fox's cunning, ghoul touch, resist energy, scare, see invisibility,
Genda Who's Hands Break Bones A female ghaele armed with an
spectral hand; 3rd-dispel magic. haste, hold person, ray of exhaustion,
enormous mace, she stands on a mountain side looking out into
slow, vampiric touch; 4th-bestow curse, enervation,fear, stoneskin.
the distance She served as one of the garrisons most skilled warriors,
Possessions: Spellbook, dagger, ring ofprotection + I , potion ofcure light
but perished in the battle following the first earthquake.
wounds, potion of lesser restoration, two thunderstones,one tanglefoot
bag, 3 gp, 21 sp, pearl (100 gp).
F r
[igh Magus Silint3ar, Keeper of Secrets Arcane: An aasimar Sebardin,Tallier of the Stock: A Kolyarut Inevitable, he sits in a vast
(L5L,h, >‘ts in a large chair surrounded by piles of books.
txtlLALIL
v,mP
IIL warehouse of endless crates. He served as the overall steward and
extremely powerful wizard, he advised the leaders of the garrison quartermaster of the garrison.
matters regarding arcane magic and helped in the design of
Encounter Condition: N/A
wards.
Tactics: N/A
Treasure:These paintings are worth at least 1,000gp each to a collector,
la, the Incarnate:A human-like figure clothed in skins and carrying
but each painting weighs 25 to 75 lbs. and is awkward to carry due
[pons of bone, she stands amidst a raging river, unmoved by its
to its size.
rent. Bella was given great longevity and power by her deity and
E L N/A
le to serve the garrison at its direction.
Scaling: N/A
Dellacks the Unseen: This painting appears to have no one in it;
instead is a landscape depicting a copse of trees in the middle of E16. TRAPPED PORTRAIT HALL
a plain. With a Search check (DC 30) a PC can spot a male bralani
hiding amongst the trees, clad in black leather. Dellacks served This wall looks to have once been a hall of portraits, but a fire long
as a scout and spy amongst the garrison. ago consumed the paintings that once graced its walls. The walls are
scorched and small piles of ashes and bone litter the floor. There is no
Kasil Who’sTales Shame the Stars: An aasimar clothed in leather and source of light in this room.
colorful clothes, Kasil served as the tale teller of the garrison, keeping
up spirits with stories of adventure and heroics. Initial Attitude: N/A
Encounter: If any creature passes more than halfway through
Encounter Condition: N/A
the Room without tapping a specially colored red rock next to the door
Tactics: N/A
a fireball trap goes off, filling the Room with fire. The trap resets after
Treasure:These paintings are worth at least 1,000gp each to a collector,
one minute. The shadows cannot disarm this trap without Phinadar.
but each painting weighs 25 to 75 lbs. and is awkward to carry.
E L N/A Fireball Trap: CR 5; magic device; special trigger; automatic reset;
Scaling: N/A spell effect (fireball,8th-level wizard, 8d6 fire, DC 14 Reflex save half
damage);Search DC 28; Disable Device DC 28.
E15. SECOND HALL OF PORTRAITS Encounter Condition: N/A
Tactics: N/A
This, long dark hall stretches east to west and h eac Treasure: N/A
The door at the far end is fire-damaged and barely stands on its EL 5
hinges. The walls are dominated by large paintings, four on each side Scaling: To increase the challenge of this encounter, change the glyph
of the hall, but three of the paintmgs are damaged beyond recognition of warding trap to a blade bawier trap. To decrease the challenge, change
by flame. All the paintings are posed shots against an array the glyph of wavding trap to a burning hands trap.
of backgrounds. Each painting has a small plaque beneath it naming
its subject
E17. GUARD HALL
Initial Attitude: N/A
The three doors m this T shaped room are each flanked by alcoves,
Encounter: The portraits in this Room commemorate the leaders
each just large enough for a human to stand in comfortably.
and heroes of the garrison. All the paintings are enchanted to resist
Severalold, empty weapon racks line the walls and blood stains cover
normal wear and tear and the surviving paintings have a hardness
large areas of the floor.
of 10 and 50 hit points. The paintings are on canvas and can be cut from
their frames, which requires inflicting 20 hit points of damage on the
Initial Attitude: Hostile
portraits. Unfortunately doing so disrupts the magic protecting the
Encounter: This Room served as a guardroom to create a bottleneck
paintings, meaning they may very well be ruined in transport if not well
in case anything attacked from Region A. After the second earthquake
taken care of
the sentries were killed and new ones were never assigned.Threeshadows
The subjects of the five surviving portraits are:
(hp 22, 21, 20) currently guard this Room, charged with stopping
Lady Sapphim, Caller of the Dawn: This painting depicts a pensive incursions from Region A.
looking trumpet archon holding her trumpet gingerly in a field Encounter Condition: N/A
of long grass. She served as the gamson bugler and signaler until Tactics: The shadows lurk in the racks on the north and south walls,
her death during the battles following the second earthquake. hiding amidst the piles of goods. They seek to surprise characters
that come to inspect what’s on the shelves, leaping out when the characters
Demon Hunter General Maclan: A hound archon wearing splint mail get within arm’s reach. Spotting the shadows before they attack requires
and carrying a long metallic bow, Maclan was originally charged with a DC 22 Spot check.
keeping the population of the prisoners at reasonable levels. Treasure: N/A
EL: 6
Kelara the Fearsome: A leonal without armor or weapons, she sits Scaling: To increase the challenge of this encounter, add two shad-
in a meditative stance in a snowy field. ows. To decrease the challenge, remove one.
Shadow: CR 3; Medium undead (incorporeal);H D 3d12; hp 22, 21,
Illtherin the Keeper: A hooded angel whose features are hidden
20; lnit +2; Spd Fly 40 R. (good);AC 13, touch 1 3 , flat-footed 11; Base
in shadow,this figure holds a large book and quill.The Keeper served
Atk +l; Grp -; Atk +3 melee (ld6 Str, incorporeal touch); Full Atk +3
as the main historian of the garrison, bui was felled during the battles
melee (ld6 Str, incorporeal touch); SA Create spawn, strength damage;
following the second earthquake.
SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead
traits; AL CE; SV Foe +1, Ref +3, Will +4; Str -, Dex 14. Con -,
Int 6,Wis 12, Cha 13.
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness,
This small room has a single feature within it. a raised pedestal
Dodge.
on which a six-ft. metal staff rests The staff is covered in runes and
Strength Damage (Xu): The touch of a shadc)w deals ld6 points
it is illuminated from above by a brightly glowing orb. A single corpse
of Strength damage to a living foe. A creature reduced to Strength 0
wearin9 hattered nlate mnil armnrqtnnds nrnnned i m auainst thP s t a f f
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 ld4 rounds.
Initial Attitude: N/A
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and
Encounter: This Room is an original storage Room for one of the
a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus
ward staves. The staff on the pedestal is one of the missing wanI staves
on Hide checks in areas of shadowy illumination. In brightly lit areas,
the garrison seeks to recover. A glyph of warding against evil crcaatures
it takes a -4 penalty on Hide checks.
protects the staff. Both glyphs of warding reset after one minute.
E l % DOORWAV ROOM * Glyph of Warding (Blast): CR 5; spell; spell trigger; automatic reset;
spell effect (glyph ofwarding[blast], 10th-level cleric, 5d8 fire, DC 1.4
f i l s small room has a door in its northern and eastern walls, but the Reflex save half damage); multiple targets (all targets within 5 ft.);
eastern doorway leads nowhere. It is boarded up llke some ancient Search DC 29; Disable Device DC 29.
architect's long forgotten joke. Next to the doorway to nowhere lays The light is daylight and all creatures in the Room are under the effect
a wooden door hound in silver and steel,barely touched by the passage of a rnagtc circle against evil. The shadows and other denizens of the dun-
of years.The rest of this room is ransacked and littered with broken fur- geon do not chase the PCs into this Room and do not enter under any
niture, shattered weapons, and more than a few corpses,all of which are circumstances. Evil PCs feel the presence of the circle, as well.
dressed in rotting armor and carrying long rusted weapons A hard The body is an aasimar paladin who spent his last days keeping the
fought battle tookplace here.The lights in this room went out long ago ward staff safe after this Section of Region E was taken by the shadows.
Encounter Condition: N/A
Initial Attitude: N/A Tactics: N/A
Encounter: This Room is the home of the all-door, containing both Treasure: In addition to the ward staff two potions of cure moderate
the door and the doorway that were originally designed to store it. Many wounds and a +I shield of light fortification can be found on the aasimar's
traps once guarded it, but they were set off long ago by the occassional body.
wandering monster. They were never reset and the wards have failed EL 6
ever since. Scaling: To increase the challenge of this encounter, change the glyph
Encounter Condition: Haunted of warding traps to blade barrier traps. To decrease the challenge, change
Tactics: N/A the glyph of warding traps to burning hands traps.
Treasure: The Room was ransacked of everything except for the
door, which past looters have not considered valuable enough to move
due to its immense weight. Few realize the door's true power.
E21. HELL'S SWARM
Glyphs of warding have been put on both sides of the door that activate
E L N/A
when an evil creature touches the door.
Scaling: N/A
*Glyph ofwarding (Blast): CR 5; spell; spell trigger; automatic reset;
spell effect (glyph ofwarding[blast], 10th-levelcleric, 5d8 sonic, DC 14
E19. HIDDEN SUPPLV ROOM
Reflex save halfdamage);multiple targets (all targets within 5 R.);
This room is in good shape, looking as if someone cleaned it only Search DC 29; Disable Device DC 29.
scant moments ago. Its shelves are filled to capacity with a vanety When the PCs approach this door, read the following
of supplies, from blankets to backpacks to torches. It is illuminated
by four torches mounted in the ceiling The door to this room is shut.
buzzing sound like the roar of a thousand insects or a jet engine.
Initial Attitude: N/A
Encounter: This Room served as an emergency supply Room for the Once the PCs open the door, read the following.
garrison, accessible by the all-door. The command word to activate the
all-door for this Room is Sebardin, the name of the head quartermaster This room served at one point as a church, but now seconds as a hive.
of the garrison. It has been untouched since the loss of the all-door. Inside hundreds of insects buzz about the room, attacking everything
Encounter Condition: N/A they come in contact with, including you. A single corpse rests up
Tactics: N/A --&.."*L "11
wa ^...
ll .
dgdLllJL L U C
..
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--
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~ - - - ~ ~ - ~ - - - : " : l l ~ . - : - - -oy
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U L l l C UUVI. L L L C l U U l l l L > l l l U l l l l l l d l C U
Treasure: This Room contains three of every piece of adventuring torches in the ceiling, but several old candles also litter the room.
gear, tool or skill kit, and article of clothing. No spyglasses or alchemist's
labs are present, nor are masterwork items. Initial Attitude: Hostile
E L N/A Encounter: This Room served as a church, long before the fall of the
Scaling: N/A garrison. After the second earthquake, a hellwasp swarm (hp 90) was
trapped with the priest who cared for the temple. Not having the power
to defeat the hellwasp swarm, he trapped it with glyphs of warding,
E20. WARD STAFF ROOM
but was slain shortly thereafter. Now the swarm wants out, and the PCs
Finding the door to this Room requires a DC 25 Search check.
opening the door has given it the opportunity.
..
It is opened when any good aligned creature touches the door. The door
Encounter Condition: N/A
is also protected by a glyph of warding against evil creatures.
Tactics: The hellwasp swarm instantly attacks anyone who opens
*Glyph ofwarding (Blast): CR 5; spell; spell trigger; automatic reset; the door in a bid for freedom. They surround the first person to come
spell effect (glyph ofwarding[blast], 10th-level cleric, 5d8 sonic, DC 14 in the door and work their way down the line until everyone is dead.
Reflex save half damage);multiple targets (all targets within 5 ft.); If the party closes the door again the swarm animates the corpse and
Search DC 29; Disable Device DC 29. uses it to attack lfthe PCs return
I n i t i a l A t t i t u d e : Hostile
o f holy water, a silver holy symbol, and a potion of cure light wounds. Encounter: The door t o this Room once held a glyph of wading,
.e are also 100 candles in the Room. but i t was dispelled by Ezrael during his exploration o f the dungeon.
L 8 This Room served as t h e entry way and guardroom f o r the area o f t h e
caling: To increase the challenge of this encounter change the glyph garrison controlled by the H o l y Swarm, a group o f celestial formians
irdingtrap to a blade barrier trap and increase the HD o f the hellwasp that comprised the rank and file o f the garrison. Unfortunately their
rn b y two. To decrease t h e challenge, change t h e glyph of warding queen was k i l l e d right after t h e first earthquake by an u n k n o w n
to a burninghands trap and reduce the HD o f the swarm by -2. assailant, drivingthe Holy Swarm i n t o disarray, limiting their effectiveness
in beating back the evils contained below.
Hellwasp Swarm: CR 8; Diminutive magical beast (extraplanar, evil,
Four shadows (hp 25,22,21,20) guard this Room, attacking any w h o
swarm); H D 12d10+27; hp 90; lnit +10 Spd 5 R., fly 40 k.:AC 20, touch
enter, except those they recognize.
20, flat-footed 14; Base Atk +12; Grp -; Atk (3d6 plus poison, swarm);
E n c o u n t e r Condition: N/A
Full Atk (3d6 plus poison, swarm): Space/Reach 10 ft./O R.; SA Distract-
Tactics: The shadows in this Room have no Room t o hide and attack
ion, inhabit, poison; SQ Damage reduction lO/magic, darkvision 60 ft.,
the p c s immediately. If the p c s appear strong, the shadows split up
hive mind, immune to weapon damage, resistance to fire 10, low-light
and flee i n t o t h e H o l y Swarm living quarters, attacking the PCs using
vision, swarm traits; AL LE; SV Fort +lo, Ref +14, Will +7; Str 1, Dex 22,
hit and fade tactics untilthe p c s leave o r the shadows are destroyed.
Con 14, Int 6. Wis 13, Cha 9.
Treasure: A DC 15 Search check reveals a matched set o f a master-
Skills and Feats: Hide +19, Listen +lo, Spot +10 Ability Focus
work trident and masterwork heavy shield, b o t h made ofbone and resin.
(poison), Alertness, Improved Initiative, Iron Will, Toughness.
If sold together they fetch double the market price.
Distraction (Ex): Any living creature that begins its turn with a
EL 7
hellwasp swarm in its space must succeed on a DC 18 Fortitude save
Scding:To increase the challenge o f this encounter, add two shadows.
or be nauseated for 1 round. The save DC is Constitution-based.
To decrease the challenge, remove one shadow.
Inhabit (Ex): A hellwasp swarm can enter the body o f a helpless or
dead creature by crawling into its mouth and other orifices. inhabiting *Shadow: CR 3; Medium undead (incorporeal): H D 3d12; hp 25,22,
requires 1 minute, and the victim must be Small, Medium, or Large 21, 2 0 lnit +2; Spd Fly 40 ft. (good); AC 13, touch 13, flat-footed 11;
(although four swarms working together can inhabit a Huge creature). Base Atk +l; Grp -; Atk +3 melee ( l d 6 Str, incorporeal touch); Full
The swarm can abandon the body at any time, although doing this takes Atk +3 melee (ld6 Str, incorporeal touch): SA Create spawn, strength
1 full round. Any attack against the host deals halfdamage to the damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
hellwasp swarm as well, although the swarm's resistances and undead traits; AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14,
immunities negate some or all o f this damage. Con -, Int 6,Wis 12, Cha 13.
I f a hellwasp swarm inhabits a dead body, it restores animation to the Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness,
creature and controls its movements, effectively transforming it into a Dodge.
zombie ofthe appropriate size for as long as the swarm remains inside. Strength Damage (Su):The touch o f a shadow deals l d 6 points
if a hellwasp swarm inhabits a living victim, it neutralizes the effects o f o f Strength damage to a living foe. A creature reduced to Strength 0
its own poison and controls the victim's movement and actions as if by a shadow dies. This is a negative energy effect.
using dominate monster on the victim. The hellwasps quickly consume Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow
a living victim, dealing 2d4 points o f Constitution damage per hour becomes a shadow under the control o f its killer within l d 4 rounds.
they inhabit a body. A body reduced to Constitution 0 is dead. Skills: Shadows have a +2 racial bonus on Listen and Spot checks
A hellwasp-inhabited creature is easy to spot, since its skin crawls and a +4 racial bonus on Search checks. * A shadow gains a +4 racial
with the insects beneath the surface. The swarm is intelligent enough bonus on Hide checks in areas ofshadowy illumination. In brightly
to hide beneath loose clothing or a large cloak to keep its presence lit areas, it takes a -4 penalty on Hide checks.
from being detected. The swarm can attempt a Disguise check to
conceal its inhabitation of a host, with a -4 penalty if currently
inhabiting a Small host.
123 THROUGH 30. HOCY SWI!RM GIVING QUBRTERS
Rooms E23 through E30 are essentially alike. Use the following descrip-
A remove disease or heal spell cast on an inhabited victim forces
t i o n f o r all o f them.
the hellwasp swarm to abandon its host.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage
This small acks
l d 6 Dex. The save DC is Constitution-based.
stacked higho n each wall.This room held at 1east two dozen creatures,
Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point per H i t
each with l i t t l e more than a f e w feet of priv:tte space. These sleeping
Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind,
quarters are built out of hard resin and c hitin, warm t o t h e touch
giving it an Intelligence of 6. When a hellwasp swarm is reduced below L..* L - . J .7 _._. - c - L - - " -......--..---
"-- 1--.
DUL MIU. RW VI LIICSC SLIULLUICL *IC udllldged, but the remaining
this hit point threshold, it becomes mindless.
contents o f this r o o m have been ransacked. Also numerous corpses
o f centaur-like armored insects can be found spread about the room,
E22. ENTRY ROOM TO THE HOW SWARM'S scarred with gaping battle wour Ids.
CHAMBERS
InitialA t t i t u d e : N/A
This small square r o o m is remarkably different f r o m the rest o f t h e Encounter: These Rooms served as living quarters f o r the many
dungeon. The walls and floor are made out o f hexagonal stones members o f the H o l y Swarm assigned t o the garrison. They were either
instead o f square stones and the mortar is replaced w i t h resin. slain o n the f r o n t lines or in these Rooms when the battle moved i n t o
A translucent substance covers the walls and floor, giving t h e r o o m Region E itself.
an organic feel. There are tables and weapon racks in this r o o m made E n c o u n t e r Condition: N/A
o f bone and resin, but they are broken. On t h e n o r t h wall i s a mural Tactics: N/A
depicting an endless stream o f armed and armored humanoid ants Treasure: For each Room the PCs successfully search (Search check,
spiraling out around a huge hexagonal fortress. DC 20), r o l l 1d20 (once) and consult the table t o see what is found.
ld20 Treasure
1 Id6 gP they could give their queen the proper rites, after which they all commir-
2 1d6 + I arrows ted ritual suicide so they could serve their queen in the afterlife.
3 2d8 arrows six such corpses in the Room in addition to five other celestial
4 Masterwork heavy spiked shield slain by violence, one of which holds the former Nine Lives Ste
5 Masterwork kukri made o f bone and resin Xyhcichyl was also charged with keeping one of the ward s
6 Masterwork suit of banded mail made of bone and chitin It remains in the Room, protected by a glyph of warding.
7-1 4 Nothing There is a glyph of warding set on the pedestal holding the
15 Potion ofcure light wounds that activates whenever an evil creature touches the staff.The gl:
16 Potion of lesser restoration one minute after being triggered.
17
b Glyph ofwarding (Blast): CR 5; spell; spell trigger; automatic
18 PP) spell effect (glyph ofwarding[blast], 10th-levelcleric, 5d8 cold, DC 14
19 Small gold covers for a celestial formian's mandibles
Reflex save half damage);multiple targets (all targets within 5 ft.);
(celestialformian formal wear) (worth 100 gp)
Search DC 29; Disable Device DC 29.
20 Wand ofcure light wounds (3 charges)
Encounter Condition: N/A
E L N/A
Tactics: N/A
Scaling: N/A
Treasure: The following can be found scattered around the Room
with a DC 20 Search check. A +2 short sword,a large gem-encrusted golden
E31. CAPTAIN OF THE HOW SWARM'S QUARTERS bowl worth 500 gp, and two potions of cure critical wounds.
E L N/A
This small mom appears to have been a rmm for a sohtary occupant Scaling: N/A
unlke the premous rooms, contammg only one of the hexagonal
sleep chambers. It also contams a desk and some normal furniture, both
of which have suffered some damage A single horse sized msectoid
E33. ARMORV (SENSIL'S CORPSE)
corpse leans against the north wall, surrounded by a circle of eight other
Filled up to the ceiling with shelves, spider
non-insectoid corpses, one of which snll rests on the msect's sword
rusted weapons,this room must have previously operated as an armory
Most of its stores have long ago rusted away to uselessness. Suddenly
Initial Attitude: N/A
the stench of decaymg flesh assaults you, drawing your eyes to an
Encounter: This Room served as the quarters for the head myrmarch
armored humanoid corpse on the floor.There are no light sources here.
of the Holy Swarm, a celestial formian known as Xychos, who was slain
here after the first earthquake.
Initial Attitude: Hostile
Encounter Condition: N/A
Encounter: The corpse is that of Sensil, a ghaele slain two months
Tactics: N/A
ago by the shadows while looking for more ward staves. The gamson
Treasure: Xychos's sword is a + ghost
I touch bastard sword.
only knows that she left and never returned, but did not have intelligence
E L N/A
concerning the circumstances of her death and they are appreciative if
Scaling: N/A
the PCs bring word of it. Doj is especially thankful as Sensil was his
mate. If the PCs are able to return the body, Doj owes them a debt of
E32. QUEEN OF THE H O W SWARM'S QUARTERS honor and becomes very well disposed towards them.
The door to this Room is barred from the inside and requires a DC 30 The body has decomposed but has not been disturbed by any
Strength check to break. It has a hardness of 15 and 150 hit points.There inhabitants of the Region. It is obvious the corpse was not human,
are no Random Encounters in Room E32. but identifying exactly what type of creature it is requires a DC 20
Knowledge (the planes) check.
A huge romng insectoid creature dommatesthis room. Once it probably Seraxes has stationed four shadows (hp 24, 22, 19, 15) here at the
appeared powerful and majeshc due to its large size,but now it is smply scene of his most recent mumph.
a rottmg pile of meat with strange bones protruding from it. The rest Encounter Condition: N/A
of this room has been set up to accommodate the creature complete Tactics: The four shadows hide amongst the armor and weapon stores
wrth overszed trays, wntlng instruments, and pillows. Several smaller until the PCs enter the Room to investigate the body or the equipment.
msectoid corpses are scattered about the room, but most appear to be m Spotting the shadows before they attack requires a DC 22 Spot check.
posinons of repose rather than combat. A metal pedestal against the They surround the PCs and prevent them from fleeing.
western wall holds a rune covered staff, lookmg incongruent to the rest Treasure: Sensil's body still holds her +Z holy greatsword. The rest
of the room because of its more mundane design of the Room contains the following, found with a DC 15 Search check
- one suit of full plate mail, two short swords, one lance, one longbow,
Initial Attitude: N/A 45 arrows, one heavy crossbow, one spiked chain, two heavy shields,
Encounter: This was the Room of Xybcichyl, Queen of the Holy one chain shirt, and a suit of splint mail.
Swarm. She led the members of the Holy Swarm assigned to the EL 7
gamson until her demise shortly after the first earthquake. Xyhcichyl Scaling: To increase the challenge of this encounter, add one shadow
was slain after the wards went down by a member of the swarm who fell and increase the Spot check DC to 28. To decrease the challenge, remove
victim to the dominate monster power of a balor demon that attempted one shadow
to fight its way through the garrison. The controlled celestial formian
Shadow CR 3; Medium undead (incorporeal);HD 3d12; hp 24,22.
took a Nine Lives Stealer from the balor and used it to coup de grace
19. 15; lnit +2; Spd Fly4Oft. (good);AC 13, touch 13, flat-footed 11; Base
Xyhcichyl when he returned to the hive, after which he attacked the
Atk +l; Crp -; Atk +3 melee (ld6 Str, incorporeal touch); Full Atk +3 melee
other celestial formians. The controlled celestial formian was slain, but
(ld6 Str, incorporeal touch);SA Create spawn, strength damage: SQ Dark-
not before the queen was slain and several of her minions as well. The
vision 60 ft.. incorporeal traits, +2 turn resistance, undead traits; AL CE;
Nine Lives Slayer was used up in the process, becoming a +2 longsword.
SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6,Wis 12, Cha 13.
dls and Feats. Hide +8*, Listen +7, Search +4, Spot +7; Alertness, hunting of the Broken Axe tribe, creating another, more nsky, source.
Being lawful, some of the barghests found the prospect of allymg with
Strength Damage (Su): The touch of a shadow deals ld6 points the inevitables not particularly repugnant, and it certainly gave them an
Strength damage to a living foe. A creature reduced to Strength 0 improved chance of removing the shadows. Also the risk of hunting the
a shadow dies. This is a negative energy effect. minotaurs was more palatable than a lifetime of scavenging. Morat,
Create Spawn [Su): Any humanoid reduced to Strength 0 by a shadow seeing the possibility of losing his powerful position, said the two ideas
comes a shadow under the control of its killer within ld4 rounds. were foolhardy and forced Sanaas from the tribe, assuming the pack
Skills: Shadows have a +2 racial bonus on Listen and Spot checks would remain with him instead of becoming outcasts.
and a +4 racial bonus on Search checks. *A shadow gains a +4 racial Morat considers this dissension a direct insult to him and is now
bonus on Hide checks in areas of shadowy illumination. In brightly filled with a burning hatred of all those who left his pack, regarding
lit areas, it takes a -4 penalty on Hide checks. them as traitors. Morat now concentrates much of his efforts on killing
1 Sarraas, but the fact that Sarraas settled right next to the celestials forces
Morat to be cautious. Also Sarraas has numbers comparable to Morat's
, E34. CONTAIN1MENT ROOM pack with the advantage of having more of the intelligent members
of the tribe as well. Morat hopes that the celestials rebuff her offer
s roc)m of solid s co wards
and kill Sarraas,letting the problem take care of itself.
and glyphs, as is mo1st of the interior. The walls are coated with steel,
The 35 member tribe is ruthlessly controlled by Morat and his hand
on top of which ruines and etchines v
are eneraved.
v
As YOU enter the
picked group of personal guards, all but one of which are completely
room you feel a dist hC:t change in temperature and there is suddenly
loyal. The one traitor, Mislik, secretly sabotages Morat's pack and passes
a profound silence.
information to Sarraas, but he knows his actions will be exposed
eventually and he shall have to flee. Due to the many wards
Initial Attitude: N/A
protecting Rooms E34 through E42 do not roll for Random Encounters
Encounter: This small Room served as a temporary holding ground
in those Rooms.
for other planar prisoners or unexpected guests. The entire Room
is under the effect of a spell to suppress magic. Creatures with magical
abilities feel distinctly uncomfortable in this Room and the shadows RANDOM ENCOUNTERS
do not willingly enter it. Roll for a Random Encounter once per hour.
Encounter Condition: Drafty, Fearless, Safe, Spell Resistance 35 ld20 Encounter
Tactics: N/A
1 Horrifying screams echo through the Section, unnerving
Treasure: N/A
even the strongest PCs. Each PC must succeed at a DC 18
E L N/A
Will save of be shaken for 2d6 x 10 minutes
Scaling: N/A
2 An unholy rush of air chills the PCs to the bone. Each PC
must succeed at a DC 18 Fort save or be panicked
E35 THRQUGH 150. MQRRT"S BRRGHIST' P W K for ld6 x 5 minutes
Morat's pack of barghests controls the central-eastern part of Region E, 3 A goat of flame erupts from a vent in the wall or floor. Each
between the shadows, the celestials, and Sarraas barghest pack. PC must succeed at a DC 18 Ref save or their non-magical
This includes Rooms E35 through E50. armor is singed and its AC bonus reduce by -1.
Shortly after the first earthquake a group of barghests wandered 4-1 0 Nothing
into the dungeon complex, eventually settling in a part of Region E 11-12 ld6 barghests from Morat's pack are hunting. They attack
abandoned by the celestials. The barghests found the region to he much humanoids on sight, but retreat if they suffer casualties
to their liking. Rarely bothered by the celestials, they in turn caused 13-14 ld6 barghests from Sarraas' pack are hunting They scout
little trouble. Realizing the celestials could wipe them out, the barghests out PCs, before attacking or approaching for aid
wisely kept to themselves. 15 ld6 barghest from Morat's pack are facing down ld6
Shortly before the second earthquake a barghest named Morat barghests from Sarraas' pack. lfthe PCs do not intervene,
ascended to lead the tribe, largely due to his natural intelligence and the fight begins in ld6 rounds.
inborn magical skills. Morat encouraged the tribe to take a proactive role 16 A dead barghest lies in the Room, attracting a rat swarm.
in the dungeon and to take control of some of the humanoid groups. The rats ignore the PCs, unless they approach too close.
Before Morat could put his plan in motion the second earthquake 17 The PCs stumble upon a trap
occurred, throwing the dungeon into chaos. By the time Morat and the
& Fireball Trap: CR 5; magic device; touch trigger, automatic
pack recovered, the shadows and shadow mastiffs had moved in,
reset: spell effect (f?reba//,8th-level wizard. 8d6 tire, DC 14
making it difficult for the barghests to hunt. .." save snaiT aarnage);Search DC 28 Disable Device DC 28
Kenex I, I
Reflex save half damage); multiple targets (all targets within 5 ft.); spell effect (glyph ofwarding[blast], 10th-level cleric, 5d8 tire, DC 14
Search DC 29; Disable Device DC 29. Reflex save halfdamage); multiple targets (all targets within 5 ft.),
Search DC 29, Disable Device DC 29.
Clothe s and faded finery f m, onc
armoirie; they are now, alas, simply cast haphazardly on the floor. &is small, sto
These :are ceremonial robes that were once of great quality, but are in the east and west walls, a symbol of an eye above a flaming sun
ruined now Above the door in the western wall a short message ippears above the western door, and a distressed humanoid body
is scravvled in an undecipherable script. ,n the floor.
Listen checks because they are paying more attention to their discussion swords or a hexagonal gold field Some of the clothes are ceremonial
of possible mates than guard duty. in nature, while others seem strictly utilitarian.
Encounter Condition: Echoes 4
Tactics: If the Pcs attract the attention of the barghests and do not Initial Attitude: N/A
immediately surrender they are attacked by all the barghests. If any of Encounter: Hidden behind the all-door, this Room served as an
the PCs are knocked down the barghests attack him in unison. emergency stash for important types of clothing used by the garrison,
The barghests flee ifnvo of them are slain, running to Room E46 to warn such as uniforms, ceremonialrobes, or disguisesfor travelingin the mortal
Morat. It takes at least 6 rounds for Morat to amve and twelve rounds world. This place has been unattended to for quite some time and the
for the rest of the pack, which arrives at a rate of four barghests every remaining celestials do not take well to the pcs removing outfits from it.
six rounds until twenty four barghests have arrived. The command word for connecting the all-doovto this Room is “Kasil.”
Treasure: One of the pieces of cloth the barghest lays on is actually Encounter Condition: N/A
a cloak ofelvenkind,but finding it requires a DC 25 Search check. However, Tactics: N/A
the barghest stench requires the wearer to make a DC 14 Fortitude save Treasure: All of the outfits in this Room are ensorcelled to constantly
to avoid becoming nauseated for Id4 rounds each time it is put on. clean and repair themselves. Some of them have more powerful magic
EL 7 upon them and none are labeled, but the celestials can identlfy most
Scaling To increase the challenge of this encounter, add one barghest. of them if asked. O n a DC 25 Search check the PCs find a cloak of
To decrease the challenge, remove one barghest. resistance + I , boots ofelvenkind, and a vest of escape.
E L N/A
Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shape-
Scaling: N/A
changer); H D 6d8+8; h p 40, 36, 34, 28; lnit +6; Spd 30 ft.; AC 18, touch
12, flat-footed 16; Base Atk + 6 Crp +9; Atk +9 melee (1d6+3, bite); Full
Atk +9 melee (ld6+3, bite) and +4 melee (1d4+1, 2 claws); SA Spell-like E47. MORAT’S ROOM
abilities, feed; SQ Change shape, damage reduction S/magic, darkvision
60 ft., scent; AL LE; SV Fort +6, Ref +7, Will +7; Str 17. Dex 15, Con 13. room’s floor is covered w t h a la
Int 14, Wis 14, Cha 14. that at one point were of fine silk, but now are smudged with dirt and
Skills and Feats: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), dog fur. The ceihng torches are covered over with wooden boxes and
Hide +11*, Intimidate +13, J u m p +12, Listen +11, Move Silently +lo. the room is instead illuminated by candles, gimng the room a small,
Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following cozy feel. The three blue wolf creatures in the room diminish this
tracks); Combat Reflexes, Improved Initiative, Track. feeling greatly especially since one of them is as large as a horse.
Spell-Like Abilities: At will-blink, levitate. misdirection (DC 14), rage
(DC 15); l/day-charm monster (DC 16). crushing despair (DC 16), Initial Attitude: Hostile
dimension door. Caster level equals the barghest’s HD. The save DCs Encounter: Morat (hp 89) calls this Room home and decorates
are Charisma-based it with the finest materials the pack has found. If the alarm has been
sounded by other members of the pack Morat is elsewhere, rousing
the defense of the pack and finding strength in numbers.
If Morat i s particularly impressed w i t h the Pcs'abilities he may strike E4E. MORAT'S GI
a deal with them, such as h i r i n g them t o kill Sarraas (Room E57).
E n c o u n t e r C o n d i t i o n : N/A Scattered and t o m mat _______ ______ ____ _____ __ ___._
____-_I
Tactics: Morat holds o f f o n attacking the first round, using h i s spell- by a selection o f t o m
l i k e abilities first. H e first uses crushing despaiv o n the PCs, and if given a T intersection o f th
a chance he also uses rage and mass bull's strength. If Morat hears the PCs down each hall. Inor
coming h e uses these abilities before they arrive. Morat uses invisibility all o f w h i c h are ob\
sphere t o escape if h e i s in danger o f dying. creatures roam aboui
Treasure: A DC 19 Search check turns up a +i greataxe and a potion
of cure moderate wounds. I n i t i a lA t t i t u d e :
EL7 Encounter: Ther
Scaling: To increase the challenge o f this encounter, add one personal guard and
barghest to the encounter. To decrease the challenge, allow t h e PCs a privileged position
to surprise Morat. be found here; whei
room is a primeval forest. The stone floor is replaced with an earthen €50. MEETING HALL
mat, and trees stretch out as far as the eye can see.The only hints as to
. ?
your true locatlon are two doors in the northern and SOUthern walls Long stone tables running east west take up much of the space in this
of this room. room, along with three small(er circular stone tables against each of
the northern and southern wa Us. Along each of the tables are jumbles
Initial Attitude: Hostile of wooden benches, some of 1which have been hacked to pieces and
h.,-",d .n +La nnr+am & df the room. At the eastern end of the
Am- n
Encounter: This Room was previously used for rest and relaation yulllcu LLoLLAIIcuEL
and for occasional war games between members of the gamson. Now room there is a small raised pedestal, on whtch thc:re is a podium and
it serves as one of the main locations of Morat's pack. The arboreal three Stone chairs, one ofwhlch holds a rotting corpse. The door o n
appearance of the Room is an illusion with a caster level of 20th. the western wall is boarded and barricaded with piles of stone and
The five barghests (hp 33) are asleep lfthe alarm has not been raised wood Four blue-furred wolf creatures dig througl2 the rubble.
by other members of the pack Unless the PCs make signlficant noise
the barghests remain asleep. Initial Attitude: Hostile
Encounter Condition: N/A Encounter: Originally this Room served as a meeting place for mem-
Tactics: If awakened the barghests are groggy for three rounds, bers of the garrison, but now it serves as living space for Morat's pack.
suffering a -2 penalty to attacks and saving throws, but after that they The corpse in the chair is a bralani corpse they propped up as a joke that
fight with all their strength. One of them immediately flees to Room has been long ago stripped of anything of value. They have barricaded
E47 to warn Morat and his guard ifthe path is not blocked. It take at least the western door to prevent any curious celestials from investigating
8 rounds for Morat to arrive with his guard and twelve rounds for the their activities.
rest of the pack, which arrives at a rate of four barghests every six rounds There are four barghests (hp 35,33, 32) assigned to guard this Room.
until twenty barghests have arrived. Sarraas' spy in Morat's pack, Mislik (hp 30), is stationed here. The other
Treasure: Hidden among the debris are 14gp,2 pp, a scroll ofdarkvision, guards attack the PCs on sight, but Mislik stays in the background until
and a wand of light (5 charges). the guards are dispatched and then approaches the PCs about working
EL8 with Sarraas against Morat. Mislik tries to set up a meeting between
Scaling: To increase the challenge of this encounter, add one barghest. Sarraas and the Pcs, offering the packs assistance while they are in the
To decrease the challenge, remove two. dungeon. If Mislik accompanies the PCs through Sarraas' territory the
initial attitude of all the barghests in that area changes to friendly
@ Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shape-
Encounter Condition: N/A
changer); H D 6d8+8; hp 33; lnit +6; Spd 30 ft.; AC 18, touch 12, flat-
Tactics: Unless the PCs try to negotiate, the barghests attack the PCs
footed 16; Base Atk +6; Crp +9; Atk +9 melee (1d6+3. bite); Full Atk +9
on sight. Mislik hangs back and avoids combat.
melee (1d6+3, bite) and +4 melee (ld4+1, 2 claws); SA Spell-likeabilities,
Treasure: N/A
feed; SQ Change shape, damage reduction S/magic, darkvision 60 ft.,
EL: 6
scent; AL LE; SV Fort +6. Ref +7. Will +7; Str 17, Dex 15, Con 13, Int 14,
Scaling:To increase the challenge of this encounter, add one barghest.
Wis 14, Cha 14.
To decrease the challenge, remove one.
Skills and Feats: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting),
Hide +ll*, Intimidate +13, Jump+12, Listen +11, Move Silently +lo, @ Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shape-
Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following changer); H D 6d8+8;hp 35, 33, 32,30*; lnit +6; Spd 30 ft.; AC 18, touch
tracks); Combat Reflexes, Improved Initiative, Track. 12, flat-footed 16; Base Atk +6; Crp +9; Atk +9 melee (1d6+3, bite); Full
Spell-Like Abilities: At will-blink, levitate, misdirection (DC 14), rage Atk +9 melee (1d6+3, bite) and +4 melee (ld4+1, 2 claws);SA Spell-like
(DC 15); l/day-charm monster (DC 16),crushingdespair(DC 16), abilities, feed; SQ Change shape, damage reduction 5/magic, darkvision
dimension door. Caster level equals the barghest's HD. The save DCs 60 ft., scent; AL LE; SV Fort +6, Ref +7, Will +7; Str 17, Dex 15, Con 13,
are Charisma-based. Int 14, Wis 14, Cha 14.
feed (SUI: When a barghest slays a humanoid opponent, it feeds on Skills and Feats: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting),
the corpse, devouring both flesh and life force, as a full-round action. Hide +11*, Intimidate +13. Jump +12, Listen +11, Move Silently +lo,
Feeding destroys the victim's body and prevents any form of raising or Search +11, Sense Motive +11, Spot +11, Survival +11 (+13following
resurrection that requires part ofthe corpse. There is a 50% chance that tracks); Combat Reflexes, Improved Initiative, Track.
Spell-LikeAbilities: At will-blink, levitate, misdirection (DC 14). rage RANDOM ENCOUNTER
(DC 15); llday-charm monster (DC 16), crushing despair (DC 16), Roll for a Random Encounter once per hour.
dimension door. Caster level equals the barghest's HD. The save DCs ldZO Encounter
are Charisma-based.
1 The sound of loud screaming ech
Feed (Su): When a barghest slays a humanoid opponent, it can feed
2 The sourid of metal clangin h the Section
on the corpse, devouring both flesh and life force, as a full-round action.
3 A cold ru sh of air threatens sources. Dra
Feeding destroys the victim's body and prevents any form of raising or
4-8 Nothing
resurrection that requires part ofthe corpse. There is a 50% chance that
9-1 0 1 d6 bargl
a wish. miracle, or true resurrection spell can restore a devoured victim
humanot,
to life. Check once for each destroyed creature. lfthe check fails, the
11-12 ld6 barglhests from Sarraas' pack are hunting. They scout
creature cannot be brought back to life by mortal magic.
out PCS,
A barghest advances in H D by consuming corpses in this fashion.
1 ld6 bargl
For every three suitable corpses a barghest devours, it gains 1 Hit Die, - -
barghests trom 5arraas' pack. It the PCs do not intervene,
and its Strength, Constitution,and natural armor increase by +l. Its
the fight begins in ld6 rounds.
attack bonus and saves improve as normal for an outsider of its HD,
14 A dead barghest lies in the Room, attracting a rat swarm.
and it gains skill points, feats, and ability score improvements normally.
The barghest only advances by consuming the corpses of creatures
whose H D or levels are equal to or greater than its own current total.
humanoids that wander too close.
A barghest that reaches 9 HD through feeding immediately becomes
16 A shrieker fungus screams if anyone approaches.
a greater barghest.
Immediately roll another encounter,ignoring traps
Change Shape (Su): A barghest can assume the shape of a goblin
or shrieke
or a wolf a s a standard action. In goblin form, a barghest cannot use
17 The PCs st
its natural weapons but wields weapons and wears armor. In wolfform,
a barghest loses its claw attacks but retains its bite attack. *Poison Wall Spikes: CR 5 ; mecha
Pass Without Trace (Ex): A barghest in wolf form uses pass without manual reset, Atk +16 melee (ld8+4 plus poison, spike);
trace (as the spell) as a free action. multiple targets (closesttarget in each oftwo adjacent
Skills: * A barghest in wolf form gains a +4 circumstance bonus 5% squares), poison (Medium monstrous spider venom,
on Hide checks. DC 12 Fortitude save resists, ld4 Str/ld4 Str); Search
Note: Mislik gains a +1 bonus to all Intelligence-based and Wisdom DC 17; Disable Device DC 21,
based skill checks. In addition, she gains a +1 bonus to Will saves. 18 The PCs stumble upon a trap.
&CamouflagedPit Trap: CR 5 ; mechanical; location
151 THROUGH 160. SI?iRRI?iI?iS'PECK trigger; automatic reset, DC 20 Reflex save avoids;
Sarraas' pack of barghests controls the northeastern region of Region E, 50 ft deep (5d6, fall); multiple targets (first target
north of Morat's barghest pack and east of the Inevitable garrison. in each of two adjacent 5-ft squares); Search DC 25;
This includes Rooms E51 through E60. Disable Device DC 17.)
The renegade pack ofbarghests is led by Sarraas in the hopes of mak- 19 The PCs stumble upon a trap
ing an alliance with the celestials against the shadows and Morat, and to
hunt the minotaurs of the Broken Axe tribe (Region F). Such a "coup"
* Fusillade o f Spears: CR 6, mechanical; proximity trigger,
automatic reset, Atk +21 ranged (ld8, spear); multiple
would surely make her appear a more effective leader than Morat and
other barghests will flock to her banner. Also she hopes that by feasting
tarnatc i i r l ~CnD2rC
.
.".s..-,,u->y-".-r., nnr tnrnnt
. Y 6 . . "In
'" .- .
in.& ?..hv in.&
,-,. ".>",,
.rn.~.
Sarraas has 21 members in her pack, comprising most of the forward the large humanoid's scimitar sticking through the other's abdomen.
thinking and clever members of the barghest population in this section.
While her pack does not rival Morat's for sheer numbers, its members Initial Attitude: N/A
are more cunning and adaptable. Through attacks on the Broken axe Encounter: This Room served as a repository of potions and
tribe Sarraas' second in command, Menerr, has recently become miscellaneous magical supplies for the garrison, but it has been unused
a greater barghest, greatly boosting the pack's strength. for some time. Unfortunately the last visitors to the Room were
a medusa who tried to steal supplies from the Room and the djinn
who tracked her down. Unfortunately the two killed each other and
in the process destroyed some of the stores.
Encounter Condition: N/A
cs: If any of the potions are carried from this Room by a creature Skills and Feats: Bluff +11, Diplomacy +6,Disguise +2 (+4 acting),
o is not a member of the garrison the potion becomes a poison potion Hide +11*, Intimidate +13, J u m p +12, Listen +11, Move Silently +lo,
on as it crosses the threshold of the all-door. The command word Search +11, Sense Motive +11, Spot +11, Survival +11 (+13following
t the all-door for this Room is ‘Shear.” tracks);Combat Reflexes, Improved Initiative. Track.
easure: There are a great many potions in here, all of which Spell-Like Abilities: At will-blink, levitate, misdirection (DC 14), rage
abeled in celestial. There are five potions of cure light wounds, (DC 15); l/day-charm monster (DC 16),crushing despair (DC 16),
thi ’ potions of endure elements, one potion of jump, two potions of mage dimension door. Caster level equals the barghest’s HD. The save DCs
an,,“r, four oils of magic weapon, four potions ofprotectionfrom evil, six potions are Charisma-based.
of remove feat three potions of shield of faith +2, three oils of bless weapon, Feed (Su): When a barghest slays a humanoid opponent, it feeds
two potions of aid, one potion of bear’s endurance, one potion of bull’s strength, on the corpse, devouring both flesh and life force, as a full-round action.
two potions of cat’s grace, two potions of cure moderate wounds, one potion Feeding destroys the victim’s body and prevents any form of raising or
of delay poison, one potion of eagle\ splendor, one potion of owl’s wisdom, resurrection that requires part of the corpse. There is a 50% chance that
tw‘0potions of lesser restoration, and one potion of remove paralysis. a wish, miracle, or true resurrection spell can restore a devoured victim
E L N/A to life. Check once for each destroyed creature. If the check fails, the
Scaling: To increase the challenge of this encounter, change the glyph creature cannot be brought back to life by mortal magic.
of warding trap to a burning hands trap. To decrease the challenge, change A barghest advances in H D by consuming corpses in this fashion.
th e glyph of warding trap to a blade barriertrap. For every three suitable corpses a barghest devours, it gains 1 Hit Die,
and its Strength, Constitution, and natural armor increase by +l. Its
attack bonus and saves improve as normal for an outsider of its HD,
E52. GUARDROOM and it gains skill points, feats, and ability score improvements normally.
If the PCs enter from the south read the following.
The barghest only advances by consuming the corpses of creatures
whose H D or levels are equal to or greater than its current total. A barghest
that reaches 9 H D through feeding immediately becomes a greater barghest.
Change Shape (Su): A barghest can assume the shape of a goblin or
left through which now jut arrowheads and the occasional eye.
a wolf as a standard action. In goblin form, a barghest cannot use its
From behind the barricade comes a rough, growl, “Who trespasses
natural weapons but can wield weapons and wear armor. In wolfform,
in the temtory of Sarraas’”
a barghest loses its claw attacks but retains its bite attack.
Pass Without Trace (Ex): A barghest in wolf form can use pass without
If the pcs enter from any other direction read the following.
trace (as the spell) as a free action.
Skills: * A barghest in wolf form gains a +4 circumstance bonus on
Hide checks.
Possessions: Shortbow, 30 arrows, quiver.
filled wlth shelves holding arrows, weapons, and unlabeled bottles.
E53. PIT GUARDROOM
Initial Attitude: Unfriendly Except for a ledge in front of each door the entire floor of this Room is
Encounter: The four barghests (hp 35,33,33, 32) assigned to guard a pit trap triggered by the 1ever.Thenap resets when the lever is switched
this Room constructed a makeshift barricade from which they pelt back to its original position.
attackers with arrows. This gives them a strong sense of security and
Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger;
makes them bold. The barghests parlay with the PCs for a few rounds
automatic reset; DC 25 Reflex save avoids; 70 ft. deep (7d6, fall);
before attacking, assuming the PCs have something interesting to sap
multiple targets (entire room except for the five foot squares i n
The barghests play the part of being dumb goblins if they think it gives
front of each door); Search DC 27; Disable Device DC 18.
them an advantage over the PCs.
Encounter Condition: N/A
ns, t
Tactics: The barricade is constructed to only allow access to one five
by someone. There is no furniture in the room, only two small
ft. square just inside the door, meaning the PCs have to enter in small goblin-like humanoids standing next to the door on the western wall,
numbers. While behind the barricade the barghests gain cover and
one of which holds an iron lever built directly into the wall.
attack through the holes with their shortbows, which does not provoke
an attack of opportunity due to the barricade. If the barghests are pressed
Initial Attitude: Hostile
one of them throws alchemist’s fire over the top of the bamcade so it
Encounter: There are two barghests (hp 33) charged with guarding
rains down on the Pcs. If the bamcade catches fire the barghests have
this Room who rely on the trap to kill anyone who enters. They flip it
several buckets of water ready
gleefully when the time comes.They are not keen on talking, but rather
The barricade has a hardness of 5 and 60 hit points. It is ten ft. high
prefer to flip the switch first and ask questions later.
and can be climbed with a climb check, DC 15,but this grants an attack
Encounter Condition: N/A
of opportunity to the barghests, which use their claws for this attack.
Tactics: The barghests lure the Pcs onto the trapped area, at which
Treasure: O n the shelves ofthis Room are five shortbows, 256 arrows,
point one throws the switch while the other uses crushing despairon the
5 vials of alchemist’sfire, and a potion of cure moderate wounds.
PCs. Any PCs who remain on the ledges are peppered with arrows
EL 7
or attacked in barghest form, as the situation demands.
Scaling:To increase the challenge of this encounter, add one barghest.
Treasure: There are several other bodies at the bottom of the pit trap,
To decrease the challenge, remove one.
including a minotaur corpse wearing a silver chain worth 20 gp.
Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shape- EL 8
changer); H D 6d8+8, hp 35, 33, 33, 32; Init +6; Spd 30ft.; AC 18,touch Scaling: To increase the challenge of this encounter add one barghest
12, flat-footed 16; Base Atk +6; Crp +9; Atk +9 melee (ld6+3, bite); Full or increase the damage of the trap to lOd6. To decrease the challenge,
Atk +9 melee (ld6+3, bite) and +4 melee (ld4+1,2 claws): SA Spell-like remove one barghest or lower the damage of the trap to 4d6.
abilities, feed; SQ Change shape, damage reduction 5/magic, darkvision
60 R., scent; AL LE; SV Fort +6, Ref +7, Will +7; Str 17, Dex 15, Con 13,
Int 14, Wis 14, Cha 14.
4 Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shape- b Glyph ofwarding (Blast): CR 5; spell; spell tr
changer); H D 6d8+8; hp 33; lnit +6; Spd 30 ft.; AC 18, touch 12, flat- spell effect (glyph ofwarding [blast]. 10th-level cl
footed 16; Base Atk +6; Crp +9; Atk +9 melee (ld6+3, bite); Full Atk +9 electricity/ fire, DC 14 Reflex save halfdamage)
melee (1d6+3, bite) and +4 melee (ld4+1, 2 claws); SA Spell-like abilities, (all targets within 5 ft.); Search DC 2 9 Disable
feed; SQ Change shape, damage reduction S/magic, darkvision 60 ft.,
The barghests cannot reach the ward staf
scent; AL LE; SV Fort +6,Ref +7, Will +7; Str 17, Dex 15, Con 13, Int 14,
but they do make a sport o f throwing things
Wis 14, Cha 14.
the pedestal. N o w the barghests simply ignoi
Skills and Feats: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting),
squelched by the numerous glyphs blocking t
Hide +ll’?, Intimidate +13, Jump +12, Listen +11, Move Silently +lo,
E n c o u n t e r Condition: N/A
Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following
Tactics: N/A
tracks); Combat Reflexes, Improved Initiative, Track.
Treasure: A ward staff.
Spell-Like Abilities: At will-blink, levitate, misdirection (DC 14), rage
E L 11
(DC 15); l/day--charm monster (DC 16), crushing despair (DC 16),
Sca1ing:To increase the challenge o f this ei
dimension door. Caster level equals the barghest’s HD. The save DCs
of warding traps to blade bawier traps. To decrease the challenge, change
are Charisma-based.
the glyph of warding traps t o burning hands traps.
Feed (Su): When a barghest slays a humanoid opponent, it feeds on
the corpse, devouring both flesh and life force, as a full-round action.
Feeding destroys the victim’s body and prevents any form o f raising or E55. LIVING QUARTERS
resurrection that requires part o f the corpse. There is a 50% chance that
a wish, miracle, or true resurrection spell can restore a devoured victim Several blankets and rugs are piled together in t h e center o f this
to life. Check once for each destroyed creature. I f the check fails, the room, w h i l e the remaining pieces o f furniture, mostly shelves,
creature cannot be brought back to life by mortal magic. are pushed up against the walls. In the center o f the rugs and blankets
A barghest advances in H D by consuming corpses in this fashion. lay five sleeping blue-furred wolf creatures.
For every three suitable corpses a barghest devours, it gains 1 Hit Die,
and its Strength, Constitution, and natural armor increase by +l. Its Initial A t t i t u d e : Hostile
attack bonus and saves improve a s normal for an outsider o f its HD, Encounter: This Room i s one o f the m a i n sleeping areas for Sarraas’
and it gains skill points, feats, and ability score improvements normally. pack o f f i v e barghests (hp 35,34,33,32,32). I t is usually filled w i t h those
The barghest only advances by consuming the corpses o f creatures n o t currently o n watch
whose HD or levels are equal to or greater than its own current total. E n c o u n t e r Condition: N/A
A barghest that reaches 9 H D through feeding immediately becomes Tactics: groused, the barghests fight furiously (as mge), except for one
a greater barghest. who flees to Room E55 to warn Menerr and Sarraas, who come to aid in the
Change Shape (Su): A barghest can assume the shape o f a goblin fight eight rounds later.They only use their spell-like abilities as a last resort.
or a wolf as a standard action. In goblin form, a barghest cannot use its Treasure: A DC 18 Search check reveals a heavy pick, a dwarven
natural weapons but can wield weapons and wear armor. In wolfform, waraxe, a heavy shield, and a diamond worth SO gp.
a barghest loses i t s claw attacks but retains its bite attack. EL 8
Pass Without Trace (Ex): A barghest in wolf form can use pass without Scaling: To increase the challenge o f this encounter, add two bargh-
trace (as the spell) as a free action. ests. To decrease t h e challenge, remove one.
Skills: * A barghest in wolf form gains a +4 circumstance bonus on
Hide checks.
* Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shape-
changer); H D 6d8+8; hp 35, 34, 33, 32, 32; lnit +6; Spd 30 ft.; AC 18,
Possessions: Shortbow, 30 arrows, quiver.
touch 12, flat-footed 16; Base Atk +6;Crp +9; Atk +9 melee (ld6+3, bite);
Full Atk +9 melee (1d6+3, bite) and +4 melee (1d4+1, 2 claws); SA Spell-
E54. WARD STAFF ALCOVE like abilities, feed; SQ Change shape, damage reduction S/magic, dark-
vision 60 ft., scent; AL LE; SV Fort +6,Ref +7, Will +7; Str 17, Dex 15,
L i t t l e more than a small hallway off the side o f a larger hallway, Con 13, Int 14, Wis 14, Cha 14.
a brightly glowing sphere attached t o t h e celllng illuminates this Skills and Feats: Bluff +11, Diplomacy +6,Disguise +2 (+4 acting),
alcove Below the sphere is a metal pedestal covered in ruins that Hide +11*, Intimidate +13, Jump+12. Listen +11, Move Silently +lo,
would normally h o l d a staff On the floor next t o the pedestal a staff Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following
sits o n the floor along w i t h rocks and arrows. tracks); Combat Reflexes, Improved Initiative, Track.
Spell-Like Abilities: At will-blink, levitate, misdirection (DC 14), mge
InitialA t t i t u d e : N/A (DC 15); llday-charm monster (DC 16), crushingdespair (DC 16).
Encounter: This small alcove i s one o f the storage points for the ward dimension door. Caster level 6th. The save DCs are Charisma-based.
staves. The alcove is illuminated by a daylight spell and protected Feed (Su): When a barghest slays a humanoid opponent, it can feed
by a magic circle against evil and four glyphs of warding, one o n each wall, on the corpse, devouring both flesh and life force, as a full-round action.
the ceiling, and the floor. All t h e glyphs activate if an e v i l creature moves Feeding destroys the victim’s body and prevents any form o f raising or
past them. resurrection that requires part o f the corpse. There is a 50% chance that
Each glyph i s positioned just before the pedestal, set to activate if any a wish, miracle, or true resurrection spell can restore a devoured victim
evil creature passes them.-rhere is another glyph o n the pedestal itselfthat to life. Check once for each destroyed creature. I f the check fails, the
activates ifan evil creature touches the staffwithin s ft. o f the pedestal. creature cannot be brought back to life by mortal magic.
On the pedestal. A barghest advances in H D by consuming corpses in this fashion.
For every three suitable corpses a barghest devours, it gains 1 Hit Die,
4 Glyph ofwarding (Blast): CR 5; spell; spell trigger; automatic reset;
and its Strength, Constitution, and natural armor increase by +l. Its
spell effect (glyph ofwarding[blast], 10th-level cleric, 5d8 fire, DC 14
attack bonus and saves improve as normal for an outsider o f its HD,
Reflex save half damage); multiple targets (all targets within 5 ft,);
and it gains skill points, feats, and abllity score improvements normally.
Search DC 29; Disable Device DC 29.
The barghest only advances by consummg the corpses o f creatures
The four glyphs before t h e pedestal whose H D or levels are equal to or greater than its own current total.
A barghest that reaches 9 H D through feeding immediately becomes
a greater barghest.
Change Shape (Su): A barghest assumes the shape of a goblin or
a , r r n l f a = > ac+.nA.rA
nVll
IIF .mIIymI_ ,,tion.
3c In goblin form, a barghest cannot use its (evil, extraplanar, lawful, shapechanger);H D 10d8+30;h p 84, 78; Init + 6
natural weaponis but can wield weapons and wear armor In wolf form, Spd 30 ft.; AC 20, touch 11, flat-footed 18; Base Atk +9; Crp +18; Atk +13
a barghest loses its claw attacks but retains its bite attack. melee (ld8+5,bite); Full Atk +13 melee (1d8+5,bite) and +8 melee (ld6+2,
Pass Withouit Trace (Ex)' A barghest in wolf form can use pass without 2 claws);SA Spell-likeabilities, feed; SQ Change shape, damage reduction
trace (as the SFiell) a s a free action. lO/magic, darkvision 60 ft., scent; AL LE; SV Fort +9, Ref +8,Will +10
Skills. * A bairghest in wolf form gains a +4 circumstance bonus on Str 20,Dex 15, Con 16, Int 20,Wis 18. Cha 18.
Hide checks. Skills and Feats: Bluff +16. Climb +17, Concentration +15, Diplomacy +12,
Disguise +8 (+loacting), Hide +lo*, Intimidate +18, Jump+21, Listen +17,
(DC 16), rage (DC 17);l/day-charm monster (DC 18), crushing despair
room, most of wlri c h are stained with blood. A single mattress lays on
(DC 18), dimension door, mass bull's strength, mass enlarge. Caster level
the floor with a Fiile of sheets and a pillow beside it.
- I Initial Attitu.de: N/A
10th. The save DCs are Charisma-based.
Feed (Su): When a greater barghest slays a humanoid opponent,
it can feed on the corpse, devouring both flesh and life force, as a full-
Encounter: 1:his is the room of Menerr, Sarraas' right hand man.
round action. Feeding destroys the victim's body and prevents any form
~~~~~ ~~
E59. DEFENSIVE POINT The barghest only advances by consuming the cor1xes
whose H D or levels are equal to or greater than its own current totgl
The entire floor of this room is caked and covered with stains, as if A barghest that reaches 9 H D through feeding immediately becom
a great many creatures were slam in this room.The stains even reach up a greater barghest
the walls, as lfthe blood was knee deep Bits of bone and rotting flesh Change Shape (Suj A barghest assumes the shape of a goblin o
can also be found in some spots, as can a handful of broken weapons. a wolf as a standard action In goblin form, a barghest cannot use
natural weapons but wields weapons and wears armor In wolfforn
Initial Attitude: N/A a barghest loses its claw attacks but retains its bite attack
Encounter: After the earthquakes, many battles took place here. Pass Without Pace (Exj A barghest in wolf form uses pass without
Now it sees little use. Just beyond the northern door lay wards that keep trace (as the spell) as a free action
the evils locked up below. There was no easy escape from this Room Skrlls *A barghest in wolf form gains a t 4 circumstance bonus
when the fighting started so all of its defenders were slain. on Hide checks
Encounter Condition: Safe
Tactics: N/A
Treasure: N/A
E61 THROUGH E84.l#E\llTRBCE CRRRISON
Some inevitables have fractured from the remainder of the garrison,claim-
E L N/A
ing Rooms E61 through E84.The inevitables and the Redeemed control
Scaling: N/A
the central and eastern portions while the rest of the celestials control the
western part. The entirety of the inevitables’ efforts is directed towards
E60. BARCHEST COMMON ROOM keeping the evils from Regions F, I, and M from escaping and they pay lit-
tle attention to the creatures that have infiltrated Regions A, B, and C.They
-
At the center of this room are two large. circular stone table9
The floor around each titble is littered with bones, most of which
are unaware of the conditions in Regions D, J, K, and L and unable to help
Region G. Instead they concentrate on keeping the wards charged with
appear to have been gnaiNed on. Around the stone tables a number their remaining wavd staves. Also most of the inevitables do not expend
of wooden tables and be nches are haphazardly arranged. Amongst energy hunting down the creatures that have taken up residence nearby,
the tables stalk a pair of b he-furred wolves. t h d i n g these creatures too weak to really concern them. This strategy
cost the lives of a few inevitables who wandered the tunnels alone, so some
Initial Attitude: Hostile of the other celestials are beginning to consider removing these threats.
Encounter: The barghests (hp 34, 33) assigned to guard this Room, Initially the celestial garrison numbered in the hundreds and the
do so out of territorial necessity They protect this Room to the death, majority of this Region and several neighboring Regions were made up
unwilling to parlay. of quarters to house these troops. Over the millennia the garrison has
Encounter Condition: Ambush; Concealment or Cover been whittled down to nineteen members who occupy a small region in
Tactics: They have no easy route to seek help through so they fight the northern half of Region E.The inevitables pay lip service to following
on their own. One of the barghests uses crushing despair on the pcs while the orders of Kelara, but usually do as they please due. The inevitables
the other uses rage on himself and his comrade during the first round stand an unfailing watch over the wards, so the other celestials are limit-
of combat. ed in their criticism, but as time has gone by the inevitables have become
Treasure: N/A more and more focused on keeping the wards intact a t the expense of all
EL 5 other considerations. This includes creatures coming from the surface
Scaling: To increase the challenge of this encounter, add two bargh- and the morality of the creatures the inevitables ally with.The inevitables
ests. To decrease the challenge, remove one. continue their chosen course oblivious to the displeasure of the other
celestials, mystified when anyone speaks against their strategies. The
Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shape-
other celestials now believe they may come to blows with their brethren
changer);H D 6d8t8; h p 34, 33: Init t6; Spd 30 ft.; AC 18, touch 12. flat-
if things continue in this fashion for another few centuries, for they fear
footed 1 6 Base Atk +6; Crp +9; Atk t 9 melee (1d6+3,bite); Full Atk t 9
the inevitables will accept a wider and wider variety of beings as allies,
melee (1d6+3, bite) and +4 melee (ld4t1, 2 claws): SA Spell-like abilities,
even ifthose beings were what the prison was built to contain. Normally
feed; SQ Change shape, damage reduction S/magic, darkvision 60 ft.,
inevitables are called home every few centuries to update their program-
scent; AL LE; SV Fort +6, Ref t 7 , Will t 7 ; Str 17, Dex 15, Con 13, Int 14,
ming, but those in the dungeon have never been recalled. They behave
Wis 14, Cha 14.
erratically, leading Kelara to fear they may have to be put down violently
Skills and Feats: Bluff +11, Diplomacy +6, Disguise t 2 (+4 acting),
some time in the future if nothing can be done to help them.
Hide +11*, Intimidate +13. J u m p t 1 2 , Listen +11. Move Silently t10,
The largest bone of contention between the inevitables and the other
Search +11, Sense Motive +11, Spot +11, Survival +11 (t13 following
celestials are the Redeemed.The inevitables have recruited a few of the
tracks); Combat Reflexes, improved Initiative, Track.
more “morally compatible” inhabitants of the dungeon in the hopes
SpellMike Abilities: At will-blink, levitate, misdirection (DC 14),rage
of reforming them and creating a new garrison force for the dungeons.
(DC 15); llday-charm monster (DC 16), crushing despair (DC 16),
The Leonals and Bralani think this is an awful idea and the Bralani have
dimension door. Caster level equals the barghest’s HD.
done everything short of sabotage to stop the inevitables plan. Despite
The save DCs are Charisma-based.
this disagreement the inevitables now have a handful of lawful and
Feed (Su): When a barghest slays a humanoid opponent, it feeds
neutral creatures working in a group they call the Redeemed.
on the corpse, devouring both flesh and life force, as a full-round action.
The inevitables see no goals as being above their duty to guard the wards
Feeding destroys the victim’s body and prevents any form of raising or
of the dungeon. If given the chance, the inevitables impress others into
resurrection that requires part of the corpse. There is a 50% chance that
their service against their will, including good aligned creatures they
a wish, miracle, or true resurrection spell can restore a devoured victim
stumble across. They are flabbergasted that anyone would refuse the
to life. Check once for each destroyed creature. If the check fails,
honor and call of duty their watchfulness entails.
the creature cannot be brought back to life by mortal magic.
The members ofthe garrison and the Redeemed tend to move around
A barghest advances in H D by consuming corpses in this fashion.
a lot between going on patrols and recharging wards so some of the
For every three suitable corpses a barghest devours, it gains 1 Hit Die,
Rooms list a percentage chance of finding the inhabitants of that Room
and its Strength, Constitution, and natural armor increase by +l. Its
at home.
attack bonus and saves improve as normal for a n outsider of its HD.
and it gains skill points, feats, and ability score improvements normally.
d-1
Senar, Keeper of t h e List. Historian ofthe garrison, Senar keeps the
Dorsam, Bringer of Law to Chaos. Although as zealous as the other list of all those who have fallen in the line of duty He spends much of
rlekhut in pursing those who escape justice, Dorsam is concerned his time recording every minute detail of the garrison’s daily life. Senar
ith educating those transgressors about what they did wrong. He is is overly upbeat and tries hard to convince everyone that the daily grind
le of the main proponents of the Redeemed and spends all of his time of keeping the garrison’s records is really interesting; he longs for the
ith them. Dorsam defends the Redeemed with his l i e , refusing to let days of recording great battles and the deeds of heroes, not how
them come to any harm no matter what their deeds, convinced they many hours each member of the garrison spends charging wards. of the
can be turned to good. surviving celestials he is most interested in finding the all-door so the
&bar, Master of Submission. Charged with enforcing agreements Hidden Library may be reached.
of fealty or surrender, Dubar was assigned to the garrison to help any Smeras, Follower of Those Who Flee. Leader of the Zelekhut,
agents of evil who surrendered or decided to walk the path of redemption. Smeras tasked with hunting down creatures who somehow over come the
Unfortunately none of the prisoners ever made this choice willingly, wards. This happens every few centuries, but not nearly often enough for
so Dubar eventually made the choice for them, forming the Redeemed. Smeras’tastes. Smeras feels that the rest of the garrison does not appreciate
He is the Inevitable who is going the furthest from his original his skills and is constantly looking for a way to prove his abilities.
programming, slipping into the methodology of the ends justdying Tekarus, Watcher of Bargains. Tekarus is an inevitable charged
the means. with seeing bargains are kept and contracts carried out, specifically
Fastur the Ending, Astol t h e Last, a n d Toras Who Seeks in terms of political arrangements or trade agreements. In the garrison
Without Ceasing. These three Marut inevitables were created together he serves as an intermediary between factions and adjudicator, but now
and think of themselves as siblings, though such a concept is tough he has few means to answer his calling. He has med reaching out to the
to apply to constructs. They were assigned to the dungeon to stop any non-evil inhabitants of the dungeon in the hopes of serving in the same
of the prisoners from extending their lives beyond a reasonable length, capacity for others, but has thus far been unsuccessful. Despite this
but the casualties the garrison suffered and the damage the wards he is the default leader of the inevitables, a responsibility he carries out
suffered has the efforts of the marut strained. Now they simply take without excitement or interest.Tekarus normally carries one of the ward
their turns standing watch with the other celestials, their true purpose staves when it is not in use.
going unfulfilled. Wetoq, Keeper of Stores. Well-liked but not respected, Wetoq was
Morsaq, Slayer of Falsehood. While Morsaq hunts those who originally assigned to the garrison to serve as the assistant quartermaster
escape justice like all Zelekhut, he prefers to hunt liars. He has an uncanny for the garrison, helping the quartermaster dole out supplies as needed.
knack for detecting falsehood and views everyone with suspicion, Unfortunately the quartermaster was slain during the first earthquake,
even other garrison members. He is paranoid, but generally does not leaving Wetoq in charge. Wetoq over time has become more and more
act on his paranoia unless given cause. Of the Zelekhuts he is possibly stingy, growing reluctant to give supplies, even in life or death situations.
the most balanced because he can fulfill his programming, despite
his paranoid tendencies. He is not likely to trust the PCs under any
THE REDEEMED
circumstances unless he’s known them for at least six months with
The Redeemed are the makeshift band of creatures the inevitables have
no sign of treachery.
recruited in an attempt to bolster their numbers and hopefully reform
Persal, Slayer of t h e Unliving. While no maruts like undead, Persal
a few of the inhabitants of the dungeon. On the whole the creatures in
spends more time hunting them than the other marut in the garrison.
the Redeemed were recruited by force and do not want to have anything
He actively hunts the shadows in the southern reaches of Region E,
to do with the celestials. Most escape given the chance, but they are also
usually doing so alone when he is not on watch. Of the inevitables
terrified of the celestials and usually do as ordered, as long as the celestials
he maintains the strongest set of ideals and spends much of his time
are around. Except for Ackersan the Redeemed don’t care about the evils
with the other celestials instead of the inevitables, finding their mindset
locked up below, ultimately seeing it as someone eke’s problem.
more agreeable.
Morigssen recently found the secret door into Room E61 and uses
Presin, Adjudicator to t h e Host. Master of laws and legal history
the Rooms in that area as secret meeting places and storage for items
in the garrison, he helps Tekarus settle disputes amongst the members
they do not want the inevitables to know about. Using these Rooms as
of the garrison. Presin is more a scholar than a warrior and of all the
a staging ground Morigssen is considering contacting the various
inevitables is the most anxious to leave the dungeon. While his sense
factions of Region E and forging an alliance against the celestial garrison
of duty keeps him here, he has no interest in a glorious death surrounded
that has the power to wipe it out. Morigssen hopes to use the confusion
by the corpses of his enemies. Presin carries one ofthe ward staves when
created in such a conflict to rob the celestials of everything of value
it is not in use.
and escape the dungeon. When the PCs arrive at Region E Morigssen
is preparing his first overture to Morat and Sarraas’ packs, unaware
of the enmity between them.
The inevitables do not allow the Redeemed weapons and armor when
they are not being directly supervised, except for Ackersan who is
allowed to carry his weapons and armor. When the Redeemed go on
patrol they are issued weapons by the inevitable leading the patrol,
but the weapons are taken back after the patrol. This usually involves
thoroughly searching the Redeemed because of multiple attempts
by Morigssen to sneak weapons back to his Room. Acquiring a source
of weaponry has been one of Morigssen’s main concerns, and he has
found it in the armory in E61.
Ackersan Redsword. Ackersan is the leader of the Redeemed
according to the celestials, but in truth Morigssen Skullbreaker has
more influence over the group. Ackersan is a disciplined, skilled soldier
but he has the leadership of a head of lettuce.
Croo. Dumb even for an ogre, Croo likes being a Redeemed.
He is clueless where the idea of reform is concerned; he just enjoys the
attention. He follows the orders of the celestials but uses any means
* Llghtnr.., "-....-,.. 7, at7-68LvcII.c, vsuA~8m,ay Ls,66F9
E61. ARMORV
RANDOM ENCOUNTERS
The secret door in the northwestern corner of the Room can be found
Roll for a Random Encounter once per hour.
with a DC 25 Search check. The door is opened by pressing a specific
1d20 Encounter flagstone in the floor that bares no special marker.
1 If the secret door is opened in any other fashion, it triggers one of the
2 many glyphs ofwarding found within the Region.
3 A whisper prayer carried on a warm breeze.
6 Glyph ofwarding (Blast):CR 5; spell; spell trigger; no reset; spell effect
4 A trumpet sounds through the halls, following by
(glyph ofwarding[b/ast], 10th-level cleric, 5d8 tire, DC 14 Reflex save half
damage): multiple targets (all targets within S ft.); Search DC 28; Disable
5
Device DC 28.
6-9 Nothing
10 ld4 kolya sted weapons and
The kolyaruts check general wards and for incursions. lfthey covering many of the walls of the room. Nearly all of them are bad1
encounter non-evil, non-chaotic creatures, they recruit them damaged, but a few weapons were recently cleaned and rest ato
for the garrison or the Redeemed a table
11 l d 4 zelekhuts are on patrol, checking stores, and and a 1
examining wards. The zelekhuts encourage the PCs
to speak with Dubar (Room E75). Initial Attitude: N/A
12 The th brothers (R Encounter: Morigssen plans on using the weapons in this Room
They attack any creatures they suspect of being evil, but to arm the Redeemed when the rebellion against the inevitables comes
interrc)gatethem afterwards. Anyone important, is brought since the inevitables do not allow the Redeemed to keep weapons
back t(3 the garrison to speak with Dubar (Room E75) unsupenised. Unfortunately most of the weapons in this Room are
13
~~~
Ackersan Redsword (Room €77) is on patrol Unlike the not useable, but with Killian's help Morigssen has begun repairing some
other Redeemed, Ackersan is allowed to wander on his own. of them as best he can.
He flees most creatures he encounters But leads non-evil Inevitable patrols are not encountered in this Room. Treat such
PCs to the garris encounters as Nothing.
14 The Redeemed a Encounter Condition: Echoes 6 , [Safe]
Dubar (Room E75) and ld4 inevitables The inevitables Tactics: N/A
question the PCs to learn oftheir intentions and usefulness. Treasure: Most of the weapons and armor in this Room are useless,
The Redeemed make an alliance against the inevitables ifthe but two longswords, a shortsword, a battle axe, a warhammer, two suits
PCs are powerful and willing. of splint mail, and a suit of studded leather armor have been repaired.
15 The PCs stumble upon a trap E L N/A
* Camouflaged Pit Trap: CR 5, mechantcal, location trigger;
Scaling: N/A
automatic reset; DC 20 Reflex save avoids; 50 ft. deep (5d6.
fall); multiple targets (first target in each oftwo adjacent
5-ft squares); Search DC 25, Disable Device DC 17.)
SE NDEOUT €64. TEKARUS’ QUARTERS
The door to this Room is locked, requinng an DC 30 Open Lock check.
Morigssen carries the key to this Room. The lock was built into the door
This room is so thoroughly clean and straightenet1 to such a precise
by Mongssen. Once the door is open read the following.
degree it seems a sin to step inside. Papers sit in or ganized piles, each
with a paper weight or bound together, anc1 the two book shelves
The wa :.. ..--...
*LILc
I... luulll C11,A .. *I. L.,I,
lluCU w l l l l YuVRI
+I.”* “11 I,,L
luun exaci ly the same. In the
from the ceiling while the floor is covered with several layers of rugs.
center of the room stands a podium, at which stan& a- . hiimannid
._..._.._.-
In the north western comer sits a large bed piled with pillows, while
made of black mechanical parts, wearing armor of gold and a flowing
a comfortable chair sits in the southeastern corner in front of a large
robe. A sword hangs at its side as the creature studiously reads a scroll,
desk. A small chest sits next to the desk, a heavy iron padlock holding
occasionally making notes or changes with a metal large quill.
it shut. Bits of debris are scattered amongst several plates placed all
around the room. Books are also visible, most of which have pages
tom out. Initial Attitude: Friendly
Encounter: This Room is the home and research library ofTekarus,
Initial Attitude: N/A Watcher of Bargains, who is the leader of the remaining inevitables.
Encounter: Mongssen built this Room to be his private hideaway Tekarus spends all his time recharging the wards or examining the many
where he hoards his wealth. He tried to make the Room as luxurious documents of the garrison that survive, looking for a by-law or rule that
as possible and he considers the Room his pnvate abode; no one else backs up the creation of the Redeemed or replace Kelara as the
is allowed inside. He reacts violently to anyone disrupting his privacy commanding officer.
The chest is locked, and requires a DC 30 Open Lock check. Morigssen Tekarus is friendly with the PCs, using his discern lies spell-like
carries the only key on a ring with the key to this Room ability at the beginning of the conversation to get the truth out of the
Encounter Condition: Safe PCs. If the PCs come across to Tekarus as being good aligned he explains
Tactics: N/A the history of the garrison to them, its current needs (ward staves and
Treasure: The tapestnes in this Room are in good condition and the all-door) and asks them for help, but does not offer any reward
worth 500 gp, but weigh anywhere from 25 to 50 lbs. each. Inside the beyond thanks. If the PCs come across as evil or do not seem interested
chest the PCs find 458 gp, 859 sp, 237 cp, 12 pp, a ruby worth 100 gp, in helping the garrison at all Tekarus captures them and forces them
a gold necklace worth 75 gp, a platinum circlet in the shape of an to join the Redeemed, calling the other inevitables if necessary.
circling dragon worth 150 gp, a +1 dagger, a potion of cure moderate wounds, Encounter Condition: Hallowed 4,Safe
a potion ofmviribility, and a potion of hide fiom undead. Tactics: I f a fight breaks out withTekarus he subdues the PCs so they
The books were once valuable works of history and philosophy, but age join the Redeemed and are reeducated. He uses both his vumpiric touch and
has ravaged them beyond repair. enervation my abilities in the hopes of cowing the pcs into surrendering.
E L N/A Treasure: N/A
Scaling: N/A E L 20
Scaling: To increase the challenge of this encounter, give Tekarus
maximum hit points. To decrease the challenge, replace Tekarus’s +Z holy
E63. HIDDEN PRISON longswordwith a masterwork longsword.
the walls, through which run chains and shackles, six of which still
hold rotting corpses. Some of the bodies have fallen apart under their
own weight, while others remain intact. A single unchained
humanoid body sits in the center of the room, a sword in hand.
This door is normally locked If Croo is home. Crp +8; Atk +8 melee (ld4+2, claw) or +9 melee (ld8+4,trident) or
ranged (ld6t2,javelin); Full Atk +8 melee (1d4t2, 2 claws) and t 6 melee
oak bed (1d4, bite); or +8 melee (ld8t4,trident) and +6 melee (ld4, bite)
is at least twelve ft. long, the only chair in the room is five ft. hlgh and or +9/+4 melee (1d8+4,trident); or +6 ranged (ld6+2, javelin), S,A -;
has legs the size of tree stumps. There is an organized pile SQ Hold breath; AL NC; SV Fort +6, Ref +2, Will t 5 ; Str 14, Dex 110,
of clothes on the chair and a broken plate on the floor. Con 15, Int 10,Wis 14, Cha 10.
Skills and Feats: Climb t4, Balance +4, J u m p +5, Survival +9, Swim t4;
Initial Attitude: Indifferent Iron Will. Multiattack, Power Attack, Skill Focus (Survival),Weapcm
Encounter: Croo (hp 39) is here 75% of the time sleeping or sitting Focus (Trident),Weapon Specialization (Trident).
around bored (he is not good at entertaining himself). If he is home Hold Breath' A lizardfolk can hold its breath for a number of r(xmds
when the pcs arrive, Croo talks to them, only attacking in self-defense equal to four times its Constitution score before it risks drowning
or ifthe pcs do something Croo the inevitables wouldn't like. If the PCs Skills: Because oftheir tails, lizardfolk have a t 4 racial bonus on
find a way to entertain Croo, they earn themselves a loyal ally. Jump, Swim, and Balance checks The skill modifiers given in the
Encounter Condition: Fearless statistics block include a -2 armor check penalty (-4 on Swim checks)
Tactics:Croo is unarmed while in his Room, so if attacked he fights with for carrying a heavy shield.
his fists or picks up the chair and uses it as a club, suffering a -2 penalty Possessions. Trident, heavy shield, 6 javelins.
to hit due to the awkward weight of the chair. Croo fights to the death.
Treasure: N/A
EL2
mi. KILLIAN'S QUARTERS
The door to this Room is locking, requiring a DC 30 Open Lock check
Scaling: To increase the difficult of this encounter add two fighter
levels to Croo.
A Croo, Ogre: CR 2; Large giant; H D 4d8+11; h p 39; Init -1; Spd 40 ft.;
AC 16,touch 8, flat-footed 1 6 Base Atk +3; Crp t12; Atk +9 melee Two beds in the s
(2d8+9,greataxe); Full Atk +9 melee (2d8+9,greataxe);SQ Darkvision
60 ft., low-light vision; AL NE; SV Fort +7, Ref +0, Will +l; Str 22, Dex 8,
Con 16, Int 4, Wis 10, Cha 7.
Skills and Feats: Climb +3. Listen +1, Spot +l; Toughness, Weapon
Focus (greataxe). Initial Attitude: Indlfferent
Possessions: Studded leather, greataxe. Encounter: Kdlian Earthscar makes his home in this Room. He is
here SO% of the time; much of the time the inevitables think they are in
their Room they are in fact working on Morigssen's secret plans in
E60. Both are willlng to talk to the PCs, but are guarded because they
do not want to give away their escape plans, or the fact that they have
contraband in their Room.They suggest the PCs talk to Ackersan (Room
E77) or Dorsam (Room E78) ifthey have questions.
Encounter Condition: Ambush (darkness), Fearless
Tactics: Kdlian snuck two daggers into his Room. If attacked, he
spends one round flipping his bed over and drawing the dagger hidden
beneath the mattress. He then fights his way free and goes to get help
€no. CUL'THARIC'S QUARTERS from the inevitables (disposing of the dagger beforehand).
The door to this Room requires a DC 30 Open Lock check to unlock.
Treasure: There 1s a dagger under each bed, which requires two DC
This door is normally locked ifcul'tharic is home.
15 Search checks to locate. Also in the bottles on the shelfthere is a jug
of dwarven moonshine worth 2 gp and a vial of large scorpion venom.
EL5
Scaling: To increase the challenge of this encounter add two
of a sheet and a large tub of water sits in the southeastern comer.
fighter levels to Killian. To decrease the challenge, remove Kilhan's
Water lilies and algae are present in the water, givlng it a greenish
expert class levels.
nnge. On the single table in the room sits a folded tunic, a leather belt
and loincloth, and a small bone statue of a dragon A Killian Earthscar, Duergar, Exp Z/Ftr 4 CR 5; Medium humanoid;
HD 4d10+12 t 2d6+6 h p 56; lnit + O Spd 20 ft.; AC 18, touch 10, flat-
Initial Attitude: Friendly footed 18; Base Atk +5; Grp +7, Atk t 7 melee (1d8+2. warhammer);
Encounter: Cul'tharic (hp 50) spends all the time he can in this Room Full Atk +7 melee (ld8+2,warhammer); SQ Darkvision 120 k., Immunity
and away from all the other crazy people in this dungeon. Cul'tharic is to paralysis, phantasms, and poison, +2 racial bonus on saves against
here 80% of the time, most of the time sleeping or submerged in his tub spells and spell-likeabilities, Spell-Like Abilities, Light Sensitivity;AL LE;
of water. He is more than willing to talk to anyone who stops by because SV Fort t8, Ref+O, Will t 3 ; Str 14, Dex 10, Con 17, Int 12, Wis 10, Cha 8
he dearly wants to escape this hell he is caught up in.
Encounter Condition: Safe
Tactics: Cul'tharic only fights in self-defense and flees combat
to avoid any possible punishment by the inevitables. ion [mining]),Weapon Focus (warhammer).
Treasure: The bone dragon statue, an image of Cul'tharic's god,
is worth 50 gp.
EL 6
Scaling: To increase the challenge of this encounter, increase
Cul'tharic's fighter level by 2. To decrease the challenge of this caster; these abilities affect only Killian and whatever he carries.
encounter, remove two of Cul'tharic's fighter levels. Possessions. Splintmail, heavy shield, warhammer.
E QUARTERS E n c o u n t e r Condition: Ambush, Concealment
The door t o this Room requires a DC 30 Open Lock check t o unlock. Tactics: Morigssen brought a longsword with him i n t o h i s Room.
The door is normally locked d Klarihg’en is home. Morigssen can p i c k I t is hidden behind the eastern bookshelves, but it is set up to be easy
rhe lock &required. t o draw, requiring a move equivalent action. Morigssen attacks if h i s
plans have been discovered o r in self defense and aims t o kill. W h e n
at all possible Morigssen uses h i s sneak attack ability.
Treasure: The only treasure present i s the longsword and short-
sword they have smuggled in, b o t h o f which can be found with a D C 20
Search check.
EL 8
Scaling: To increase the challenge of this encounter, add two rogue
levels t o Morgissen.To decrease the difficulty, remove two fighter levels.
. . ,-.
of inlaid silver. The anvil is made out of white marble and glows
1 .
slightly The hammer is made out ot adamantine and slts atop the
properly crushed and treated, a flask of alchemist's fire can
be made from one berry (requiring a DC 15 Craft (alchemy)
anvil, calling out to be used. check). There are ld6 berries on the shrub.
5 The PCs find a da
Initial Attitude: N/A enough wood to make five heavy shields. The shambling
Encounter: This Room served as an emergency armory for the mounds do not react well to such actions, however
garrison, reached by using the all-door. The command word to open 6
the all-door to this Room is "Kelara." branches, mimicking the sound
None of the weapons in here are magic, but the forge allows them 7 Rain. The PCs are suddenlydren
to he imbued temporarily with magic. If a weapon or suit of armor
is placed on the anvil and struck with the hammer it can be imbued
with magic by draining hit points (permanently) from the wielder 8-1 2
of the hammer. For every hit point drained, the item is enchanted 13-14
with a +I enhancement bonus for 1 day, up to a +5 enhancement bonus. 15
These bonuses only last for 24 hours. 16 A celestial shambling m
Any armor or weapon qualities with a market value rated in enhance- those who harm the ga
ment bonus may also be added to an item by trading in the appropriate it leaves the PCs alone
amount of enhancement bonuses. The process takes ten minutes. 17 Farggalaan (Room E86) traveling invisibly through the
This process may only be performed on non-magical weapons and the Garden. He avoids the PCs if he does not know them.
weapons need not be masterwork. 18 A large monstrous spider attacks a
Encounter Condition: Hallowed 1,Safe but avoids larger groups.
Tactics: N/A 19-20 A shrieker fungus screams if anyone approaches.
Treasure: There is at least one of every type of weapon and armor Immediately roll another encounter on this table,
within this Room. There may be more than one at the DMs discretion. ignoring a shrieker fungus result.
E L N/A
Scaling: N/A
EE5. LOST GARDEN
Both the secret doors at the southern end of the Room can he found
E85. LQST' GARDEN with a DC 30 Search check. They are both triggered by pressing a stone
Originally Room E85 was a garden tended by the celestials as a reminder in the wall next to the door, these stones are currently underneath
of the green world they fought to protect. Unfortunately with the a layer of vines, but they can still be pushed easily.
depleted numbers of the garrison the garden has not been properly
cared for, and now it is a miniature jungle. As a result, a number This large room app
of undesirable creatures have taken up residence here. These creatures is masked w t h a blue sky, complete with a SUI nd the occasional
live off of the magical daylight that bathes the Room. storm cloud. The floor is covered with dirt anc dant life abounds.
The garden's most common inhabitants are phantom fungus and In the distance you hear creatures moving through the forest and
r 1. 1 . "
purple fungus, though a few celestial shambling mounds are also in the you swear vou near rain raiune somewnere in the room. bomeone
0
area. These shambling mounds are formed of mutated celestial plants, put a very 1arge forest in the middle of this dungeon.
making them far more agreeable than most shambling mounds. While
not particularly intelligent these creatures protect the garden from harm Initial Attitude: Varies
and chase evil creatures out of it ifthey can.They leave the various fungi Encounter: This Room is one giant forest with little in the way
alone, counting them as part of the garden. Few creatures from other of landmarks or features. If the Room were larger one could easily get
areas of the dungeon come to the garden, knowing the danger of lost in it.The creatures that inhabit it are largely ntornadic'wariderers that
its inhabitants. have little in the way of dens, so there are no specifitcally impoi?ant
The shambling mounds are Friendly to non-evil PCs, who do no regions of the Room.
damage to the garden or its plants. The shambling mounds do not leave Encounter Condition: N/A
the garden under any circumstances, but work with the celestials Tactics: See the Section description above.
if given the option.
Tkeasure: N o n e o f tlhe creatures o f t h e Lost Garden have anything
, -.
value. lhere i s one possible source o f treasure; in the southeastern
E86 THROUGH EBB. IRRGGRCRAN THE #EGROMR?iGfR
One o f Ezrael's apprentices, Farggalaan escaped Seraxes and the shadows
l e Room a tree's roots have covered the corpse o f a hound
shortly after their defeat by the celestials. Farggalaan is usually found in
t a DC 35 Search check is required t o find t h e body.
Rooms E86 through E88.
yare a silver dagger, 6 + awows,
I a mighty composite longbow
Farggalaan is a goblin wizard o f moderate power. H e was raised by
is), and a spiked chain.
humans f o r most o f his childhood due t o a n early indication o f his mag-
:S
ical abilities, but he really just wants t o b e a goblin. H e has n o dreams o f
To increase the challenge o f these encounters, increase the HD
grand conquest at the head o f undead hordes l i k e his master Ezrael had;
I-\
\ 1 of all creatuires by +2.To decrease the challenge, reduce their HD by 2.
Farggalaan just wants a comfortable life, a mate, and t o live to a ripe o l d
A Cetestia1 Shambling Mound: CR 8; Large Plant (extraplanar); age. Ifgiven the chance t o escape h e does anything inh i s power to make
HD 8d8+24; hp 64; lnit +O; Spd 20 ft., swim 20 ft.; AC 20, touch 9, it so, short o f facing the shadows in direct combat. But, he can only be
flat-footed 2 0 Base Atk +6; Grp +15; Atk +11 melee (2d6+5, slam); trusted as l o n g as his best interests are at stake unless the pcs actually
Full Atk +2 melee (2d6+5. 2 slams); SA Improved grab, constrict 2d6+7, befriend him, a process that would take several weeks. Farggalaan has
smite evil; SQ Acid resistance 10, cold resistance 10, damage resistance never had a non-goblin friend that treated him as an equal. Doing so
5/magic, darkvision 60 ft., immunity to electricity, low-light vision, plant earns his t r u s t quickly and garners the PCs a ready ally in Region E.
traits, resistance to fire 10, spell resistance 13; AL NC; SV Fort +9, M o r e than anything in the dungeon Farggalaan fears Seraxes and the
Ref +2. W'ill +4; Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9. shadows, w h o h e knows seek t o capture him. Farggalaan does n o t enter
Skills and Feats: Hide +3*, Listen +8, Move Silently +8; Iron Will, the shadow territory f o r any reason and avoids going anywhere near it.
Power Attack, Weapon Focus (slam) Farggalaan actively wants t o destroy t h e shadows, t h i n k i n g Seraxes a
Improved Grab (Ex): To use this ability, a shambler must hit with creature too dangerous t o allow to live, and aids in any plan t o destroy
both slam attacks. It can then attempt to start a grapple as a free action him. Farggalaan has n o interest in rescuing Phinadar Solas f r o m the cap-
without provoking an attack o f opportunity. I f it wins the grapple check, tivity o f the shadows because t h e two often clashed while under the tute-
it establishes a hold and can constrict. lage o f Ezrael. Farggalaan avoids the celestial garrison, fearing they will
Constrict (Ex): A shambler deals 2d6+7 points o f damage with kill him outright, but h e has learned o f the Redeemed and seeks to con-
a successful grapple check. tact them as possible allies. If the celestials learn o f Farggalaan they
Immunity to Electricity (Ex): Shamblers take no damage from either kill him o r press him i n t o the Redeemed, depending o n what fac-
electricity. Instead, any electricity attack used against a shambler t i o n o f the gamson finds him.
temporarily grants it l d 4 points of Constitution. The shambler loses
these points at the rate of 1 per hour.
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move
RANDOM ENCOUNTERS
R o l l for a Random Encounter once per hour.
Silently checks. *They have a +12 racial bonus on Hide checks when in
a swampy or forested area. ldZO Encounter
Smite Evil (Su): Once per day a celestial creature can make a normal 1 An intense, piercing scream echoes through the Section
melee attack to deal extra damage equal to its H D (maximum o f +20) 2 A cold rush of air followed by a hot rush o f air
against an evil foe. 3 A ghostly image of celestials dying in battle
4-1 3 Nothing
Fungus, Shrieker. CR 1; Medium plant; H D 2d8+2 (11 hp); Init -5; Spd
14 Farggalaan rushes from one Room to another, avoiding
Grp -4; Atk -; Full Atk -:
0 ft.; AC 8, touch 5, flat-footed 8; Base Atk +l;
the PCs I f pressed he casts greatcrinvrsibility and flees
Space/Reach 5 R./O k.; SA Shriek; SQ Low-light vision, plant traits; AL N;
into the Lost Garden or Shadow Mastiffs' Section
SV Fort +4, Ref-, Will -4: Str -, Dex -, Con 13, Int -, Wis 2 , Cha 1.
15 Edgar (Room E87) shuftles about He ignores the PCs
Skills and Feats: -
unless attacked or there is a Small creature with them.
Shriek (Ex): Movement or a light source within 10 ft. o f a shrieker
16 2d4 shadow mastiffs attack any group o f less than five
causes the fungus to emit a piercing sound that lasts for l d 3 rounds.
and flee from anything they can't outnumber. Croups
The sound attracts nearby creatures that are disposed to investigate it.
accompanied by Farggalaan are ignored
Fungus, Violet Fungus: CR 3; Medium plant; H D 2d8+6 (15 hp): 17 The PCs stumble upon a trap
lnit -1; Spd 10 ft.; AC 13, touch 9, flat-footed 13; Base Atk +l; Crp +1/+3;
*Glyph ofwarding (Blast): CR 5; spell, spell trigger, automatic
Atk +3 melee (1d6+2 plus poison, tentacle): Full Atk +3 melee (ld6+2
reset: spell effect (glyph ofwarding [blast], 10th-level cleric,
plus poison, 4 tentacles): Space/Reach 5 ft./lO ft.: SA Poison; SQ Low-
5d8 acid, fire or sonic, DC 14 Reflex save half damage):
light vision, plant traits; AL N; SV Fort +6, Ref-1, Will + O Str 14, Dex 8,
multiple targets (all targets within 5 ft ), Search DC 28;
Con 16, Int--, Wis 11, Cha9.
Disable Device DC 28
Skills and Feats: -
18 The PCs stumble upon a trap.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage
l d 4 Str and l d 4 Con. The save DC is Constitution-based * Fusillade o f Spears: CR 6; mechanical, proximity trigger;
automatic reset, Atk +21 ranged (Id& spear), multiple targets
Phantom Fungus: CR 3; Medium plant; H D 2d8+6; hp 15: lnit + 0
(ld6 spears per target in a 10 ft by 10-ft area): Search DC 26;
Spd 20 ft.; AC 14, touch 10, flat-footed 14; Base Atk +l; Crp +3; Atk +3
Disable Device DC 20
melee (1d6+3, bite); Full Atk +3 melee (ld6+3, bite); SA-; SQ Low-light
The PCs stumble upon a trap
vision, plant traits, greater invisibility; AL N; SV Fort +6, Ref+O, Will + O
Str 14. Dex 10, Con 16, Int 2, Wis 11, Cha 9. * Lightning Bolt Trap: CR 4, magic device, proximity trigger
Skills and Feats: Listen +4, Move Silently +6, Spot +4; Alertness. (alarm); automatic reset, spell effect (lightning bolt, 5th-level
Greater Invisibility (Su): This ability is constant, allowing a phantom wizard. 5d6 electricity, DC 14 Reflex save half damage),
fungus to remain invisible even when attacking. It works like greater Search DC 28: Disable Device DC 28
invisibility (caster level 12th) and lasts as long as the phantom fungus Four members o f Sarraas' pack seeking Farggalaan
is alive. This ability is not subject to the invisibility purge spell. for magical assistance They avoid contact unless forced
A phantom fungus becomes visible 1 minute after it is killed.
Skills: A phantom fungus has a +5 racial bonus on Move Silently checks.
E16. FARCCALAAN'S L A B O R A T O W If he expects trouble, Farggalaan cas1
The door to this Room is locked, requiring a DC 25 Open Lock check. lesser globe of inuulnerability, mage armor, and I.yrIcIr~bII yI1 11111155
Farggalaan keeps the only key. the fight begins.
If the fight lasts for more than 8 rounds Edgar (Room E88) inve
room Treasure: A Search check (DC 20) reveals a scroll ofdarknesr,a
filled with beakers, glass tubes, oddly colored slimes, and dangerous cure hght wounds, 56 gp, 79 sp, 34 cp, and a pearl worth 100gp in various
looking unlabeled clay flasks. There are tables against all the walls of hiding places throughout the Room.
the room and another in the center, all of which are pot marked wnh E L 10
scorch marks. Several chairs of varylng designs surround the tables, Scaling: This encounter is designed to be exceptionally challenging.
all of which are made for someone fairly short. It is not recommended that you alter it. However, if the PCs beat
Farggalaan too easily, allow him to escape and prepare for a second battle.
InitialAttitude: N/A To increase the challenge of this encounter, increase Farggalaan's
Encounter: This Room serves as Farggalaan's laboratory. It is a fully level by two. To decrease the challenge, reduce Farggalaan's level by two
functional alchemist's lab. He spends much of his time here working on and have Edgar arrive in 12 rounds.
alchemical or magical items. He is not presently around.
A Farggalaan, Goblin Wiz 9 CR 9; Small humanoid; H D 9d4+9; hp 33;
Encounter Condition: Smoke
Init +3; Spd 30 ft.; AC 16, touch 16, flat-footed 13; Base Atk +4; Grp -1;
Tactics: N/A
Atk +4 melee (ld4-1, dagger); Full Atk +4 melee (1d4-1, dagger);SA
Treasure: If the PCs search this Room, allow them a DC 15 Search
Spells; SQ Darkvision 60 ft., spells; AL LE; SV Fort +4, Ref +6, Will +8;
check. The number the highest roll exceeds the check by is the number
"Str 9, Dex 16, Con 12, Int 18, Wis 14, Cha 9.
of items they find from the following - a set of masterwork thieves'
Skills and Feats: Concentration +15, Craft (Alchemy) +14, Decipher
tools, a magndying glass, a set of merchant's scales, a water clock, 500 gp
Script +12, Handle Animal +6, Hide +11, Knowledge (Arcana)+15,
worth of potion making materials that weigh 20 lbs., 500 gp worth
Knowledge (History) +8, Move Silently +lo, Ride +9. Spell Craft +14;
of scroll making materials that weigh 10 lbs., two flasks of acid, three
Animal Affinity, Brew Potion, Combat Casting, Craft Wand, Scribe
flasks of alchemist's fire, three vials of antitoxin, one everburning torch,
Scroll, Stealthy.
three smokesticks, two sunrods, two tanglefoot bags, three thunder-
Wizard Prepared Spells: (4/5/5/4/3/1; save DC 14 + spell level): 0-
stones, five tindertwigs, two potions of mage armor, and a scroll of identify.
daze, detect magic, detect poison, resistance; 1st-causefear, expeditious
E L N/A
retreat, hold portal, mage armor, sleep; 2nddlindness/deafness, darkness,
Scaling: N/A
glitterdust, invisibility, scorching ray; 3rd-dispel magic, gaseousform, haste,
lightning bolt; 4th-greater invisibility,lesser globe ofinvulnerability,
E17. FARCCALAAN'S QUARTERS stoneskin; 5th-wall offorce.
Spell Book: O-acid splash, arcane mark, daze, detect magic, detect poison,
If you cram one more book. bone. or odd-lookine shinv obiect into
I , Q I , disrupt undead,flare, light, read magic, resistance; 1st-olarm, causefear,
this room it uiould explode. Numerous shelves line the walls of this comprehendlanguages, detect undead, endure elements, expeditious retreat,
room, except 1?or the southeastern corner where a bed juts up against hold portal, mage armo,: obscuring mist, shield, sleep; Znddcid arrow, arcane
the wall The s#helvesare all overflowing with a wide variety of knick- lock, blindness/deafness, darkness, glitterdust, invisibility, resist mew,see
yvuAL l.yvlL C n r a agph chalgie
knacks to the nninf xnhaea A,=$Inn- YCIV.r .-
l..cy pCv,Layz-.ca,
nmnl~ta1.v
invisibility,scorching ray, spider climb; 3rd-daylight, dispel magic,
C(wered. A table in the northwestern corner of the room is the only displacement, gaseousform, haste, halt undead, hold person, lightning bolt,
cl:ear space,on which rests an open book that is blank. A small goblin tongues; 4th-charm monster, greater invisibility,lesser globe ofinvulnembility,
b<olts upright in the bed when you enter, a wand held at the ready, polymorph, stoneskin, wall offire; Sth-cone ofcold, hold monster, wall offorce.
a questioning look on his face. "Do I barge into your bedroom?" Skills: Goblins receive +4 racial bonus on Move Silently and Ride checks.
iir queries sounding very annoyed. Possessions: Spellbook, wand oflightning bolt (15 charges),a ring of
protection +2, a scroll ojinuisibility, and a potion ofcure moderate wounds.
Initial Attitude: Indifferent
Encounter: This is Farggalaan's living quarters and he does not
appreciate being disturbed. However, he is not necessarily looking for
Eel. FARCCALAAN'S D I S P O S A L ROOM
a fight, either. Assuming the PCs do not attack, Farggalaan invites them
The ceiling of this room is stained by fire as evidenced by two small,
in, his wand sitting on his lap - ready for use. Farggalaan was raised by
blackened piles of wood in the Southeastern and western corners of
humans so he speaks fluent and even poetic common, and he is polite
the room Refuse is scattered across the northern secnon of the room.
and well mannered.
At the center of the room is a circular stone table. A monstrous spider
The book on the table is Farggalaan's journal which details his daily
sits before the tables, clacking its claws excitedly.
activities since escaping the shadows, including magical experiments,
and logged entries regarding ingredients for alchemical research.
Initial Attitude: Unfriendly
Encounter Condition: Ambush, Concealment, Spell Resistance 15
Encounter: This Room serves as Farggalaan's garbage disposal. It also
(PCs only)
serves as a home for Farggalaan's charmed pet monstrous spider Edgar
Tactics: If attacked Farggalaan takes the first round to cast darknesson
(hp 31), who attacks anyone who bothers him.
himself and then targets the largest PC with blindness the round
Encounter Condition: N/A
after that. He uses his wand of lightning bolt to defend himself, saving his
Tactics: Edgar is more concerned with being lefi alone and keeping
prepared offensive spells for more appropriate situations (scorching ray
Farggalaan safe than killing the PCs so he leaves them alone ifthey do
for spellcasters,cause fear on rogues, etc.).
not bother him. If they attack him Edgar tries to grab the PCs and use his
Farggalaan takes prisoners if he can, hoping that after a sound beating
web ability to trap the Pcs and then use his poison attack on them.
the PCs may be more willing to listen to reason. Farggalaan has no place
Treasure: Beyond the blackened debris, there is nothing of value
to flee to so he makes his stand here unless an opportunity to escape via
here. Farggalaan only throws away what he cannot use
gaseousform or expeditiousretreat presents itself. If Farggalaan reaches the
EL 4
door, he uses wall offorce to keep the PCs from pursuing him.
Scaling: To increase the challenge of this encounter, increase Edgar's
HD by two.To decrease the challenge, reduce Edgar's HD by two.
I
ar, Large MOnStrOUS Spider CR 2; Large vermin; H D 4d8+4, h p 23, RANDOM ENCOUNTERS
31: lnit +3; Spd 30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base Roll for a Random Encounter once per hour.
I; Grp +9; Atk +4 melee (ld8+3 plus poison, bite); Full Atk +4 ld20 Encounter
(ld8+3 plus poison, bite); Space/Reach 10 ft./S ft.; SA Poison, -
1I The howl ot a shac s through th
;QDarkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV
All PCs must make a Will save (DC 13) or become panicked
I
5,Ref+4,Will+l;Str15,Dex17,Con12, Int--,WislO,Cha2.
for 2d4 rounds.
Ils and Feats: Climb +11, Hide +3*, Jump +2*, Spot +4*;
2 A cold rush of air, threatens your torchlight. Drafty.
ness (2).
Nothing
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage ld6
13-14 A large monstrous spider attacks any creatures encounters.
Str. The save DC is Constitution-based.
15-16 A large monstrous centipede avoids the PCs imd only
Web (Ex): Monstrous spiders often wait in their webs or in trees,
attacks in self defense.
then lower themselves silently on silk strands a n d leap onto prey passing
17 1 d6 giant fire beetles wandering aimlessly uriless attacked.
beneath. A single strand is strong enough to support the spider and one
18 The PCs stumble Lipon a trap.
creature of the same size.
A monstrous spider can move across its own web at its climb speed ___.
& Camouflaged Piit Trap: CR 5; mechanical; hJCdllUtl tr~gger,
I_.
and pinpoint the location of a n y creature touching its web. automatic reset: DC 20 Reflex save avoids; 50 k.deep (5d6,
Jremorsense (Ex): A monstrous spider can detect and pinpoint any fall);multiple targt?ts (first target in each of two adjacent
creature or object within 60 ft. in contact with the ground, or within 5-ft. squares); Seal.ch DC 25; Disable Device DC 17.)
any range in contact with the spider's webs. 19 The PCs stumble upon a trap.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot
& Wall Scythe Trap: CR 4; mechanical, location trigger;
checks and a +8 racial bonus on Climb checks. A monstrous spider can
automatic reset; Atk +20 melee (2d4+8/x4,scythe): Search
always choose to take 10 on Climb checks,even if rushed or threatened.
DC 21, Disable Device DC 18
Monstrous spiders use either their Strength or Dexterity modifier for
20 The PCs stumble upon two traps that trigger together.
Climb checks, whichever is higher.
* Hunting spiders have a +10 racial bonus on Jump checks and & Fireball Trap: CIR 5: magic device: touch trigger; automatic
a +8 racial bonus on Spot checks. reset: spell effect (freball. 5th-levelwizard, 5d6 fire, DC 14
Reflex save half dar"age), Search DC 28, Disable Device DC 28
6 Lightning Bolt 1rrap: CR 4; magic device; proximity trigger
(alarm);automatic reset: spell effect (lightning bolt. 5th-level
wizard, 5d6 electritcity, DC 14 Reflex save half damage),
Search DC 28 Dis able Device DC 28.
which are cracked and broken. Bones and dried husks are stacked
on top of the shards of wood. Above the broken rc remains are a number
of large spider webs, cover much of the ceiling and all the comers.
s(
I n the webs in both the northwestern and southeastern comers
a,,large ,spider
;Aa, sits, a.minr
ci+r .,n,. &*L+ timar ".,PI.
eyeing you eight times over.
checks and a +8
encounter, give each creature cold and fire resistance
racial bonus on
10 To reduce the challenge, reduce the number o f each
insect type by one.
NTAIN ROOM Initial Attitude: Hostile
Encounter: There is no illumination in this Room. This is where
Two large stone tables are in the center of this room. In the southern Sedar and her enemies fell. Now, five monstrous scorpions (hp 26),
wall a fountain gurgles sloudy as four large centipedes chck softly attracted hy the residue of magic, make their home among the bodies.
while dnnking from the fou ntain. They look up as you enter, eyeing Encounter Condition: Ambush (darkness), Deep Darkness,
you. Hallowed 2, Spell Resistance 15
Tactics: The monstrous scorpions, hiding among the corpses, attack
Initid Attitude: Hostile the PCs as soon as they investigate the bodies. They sting and drag
Encounter: This Room pirovides an unnatural water supply for most the PCs back to the pile of corpses where the victims are devoured.
of the nearby garrison members. However, recently, it was taken over by The scorpions attack targets without armor first and concentrate
vermin and it now serves th e local insect population. Four monstrous their attacks on a single target when possible.
centipedes (hp 1s each) have wedged themselves in, waiting for prey Treasure: Sedar’s spear is a t 1 holy longspear.
looking to drink from the foimntain. EL7
Encounter Condition: Cower, Echoes 4, Hallowed 3, Spell Resistance 18 Scaling: To increase the challenge of this encounter, add two
Tactics: Four centipedes charge the PCs, using their poison to monstrous scorpions. To decrease the challenge, remove two of the
incapacitate them. As in Roc3m E90, they use their poison against the monstrous scorpions.
PCs least likely to resist theii.venom. To severely hamper the PCs, have
Monstrous Scorpion, Medium: CR 2; Medium vermin: H D 4d8+8; hp
the monstrous scorpion attack the physically weakest party member.
26;Init + O Spd 40 k.;AC 14, touch 10, flat-footed 14; Base Atk +3; Grp +5;
Because of the magical pr operties of this Room, each centipede and
. t . . --.
scorpion nas its poison UL increased by 2; this is not noted in the stat
Atk +5 melee (1d4+2, claw); Full Atk +5 melee (1d4t2, 2 claws) and +O
melee (ld4 plus poison, sting);SA Constrict ld4+2, improved grab,
block below.
poison; SQ Darkvision 60 ft., tremorsense 60 R., vermin traits; AL N;
Treasure: The fountain in this Room is invigorating and refreshing,
SV Fort +5, Ref +0, Will + O Str 14, Dex 10, Con 14, Int -, Wis 10, Cha 2.
but beyond that it can heal creatures of life-threatening ailments.
Skills and Feats: Climb t6, Hide +4, Spot +4.
Anyone drinking from this fountain immediately turns permanent
Constrict (Ex): A monstrous scorpion deals automatic claw damage
ability score damage to temporary ability score damage, and temporary
on a successful grapple check.
ability score damage is healed immediately to all but 1 point (which
Improved Grab (Ex): To use this ability, a monstrous scorpion must
heals normally in 24 hours). In addition, everyone drinking from the
hit with a claw attack. A monstrous scorpion can use either its Strength
fountain heals 2d8 points of damage as ifthey drank a cure potion.
modifier or Dexterity modifier for grapple checks, whichever is better.
PCs may only gain benefit from the fountain once per week, but cannot
Poison (Ex): injury, Fortitude DC 13, initial and secondary damage
drink as much as they want without getting sick. Like all cure spells,
ld3 Con. The save DC is Constitution-based.
this water harms undead.
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide,
If placed in a flask (or any container), the water spoils after 24 hours.
and Spot checks.
EL 4
Scaling: To increase the challenge of this encounter add two
monstrous centipedes and increase the DC of their poison by +3. E93 THROUGH EiOO. HOUNDS OF SHRDOW
To decrease the challenge, remove one centipede. A group of mastiffs who escaped during the second earthquake live
in the western portion of Region E, waiting for their chance to free other
a Monstrous Centipede, Large: CR 1; Large vermin; H D 3d8; hp 15; creatures from behind the wards of the celestials.These shadow mastiffs
lnit +2; Spd 40 ft., climb 40 ft.; AC 14, touch 11, flat-footed 12; Base
serve no master and control Rooms E93 through E100.
Atk +2; Grp +7; Atk +3 melee (ld8+1 plus poison, bite); Full Atk +3
Of all the groups in Region E, the shadow mastiffs are the only group
melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison;
the celestials are actively concerned with. The shadow mastiffs are not
SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3, Ref +3, Will +l;
much of a threat, but they did manage to escape during the second
Str 13. Dex 15, Con 10, Int -, Wis 10, Cha 2.
earthquake due to a ward that was not properly charged because of the
Skills and Feats: Climb +lo, Hide +6, Spot +4; Weapon FinesseB
missing ward staves. The shadow mastiffs waited in Region E for other
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage,
creatures to join them from below and to lick their wounds, but soon
ld4 Dex. The save DC is Constitution-based.
found that no one else had escaped. By the time they had decided no one
Skills: Monstrous centipedes have a +4 racial bonus on Spot checks,
else was coming they were already trapped, both by the repaired wards
and a +8 racial bonus on Climb and Hide checks. They can use either
of the celestials and Seraxes shadow legions. If the shadow mastiffs
their Strength or Dexterity modifier for Climb checks, whichever is higher.
could find the secret door leading to Room E2 they could easily escape,
Monstrous centipedes can take 10 on Climb checks, even ifthreatened
but as yet they have not been able to.
or distracted.
The goal of the shadow mastiffs is to help the creatures imprisoned
below escape, which means destroying the wards. Having little magical
E92. HOME OF THE TRUMPET power, the shadow mastiffs have decided destroying the surviving
members ofthe garrison is the best way of destroying the wards.They do
not fight the garrison openly, instead occasionally ambushing lone
celestials or stealing supplies.The shadow mastiffs mainly trouble Kelara
center of the room sits a winged, bald humanoid, a broken trumpet and her side of the garrison, rarely interfering with the inevitables
clutched in one hand and a spear in the other. The spear is impaling or their operations.
a homd, white insectoid creature the size of four men combined.
Also in the room are corpses of homed and wnged creatures, all
decomposing. Several slain insects also sit rotting on the floor of the
RANDOM ENCOUNTERS effect. Whether or not the save is successful,
I
Roll for a Random Encounter once per hour. is immune to the same mastiff’s bay for 24 h
ld20 Encounter is Charisma-based
Pip (Ex) A shadow mastiff that hits with it s bite attack can attempt
1 A loud clanging through the Section.
to trip the opponent as a free action (+3 check modifier) without making
2 There is a cold rush of air and then a scuttling sound,
a touch attack or provoking an attack of opportunity If the attempt fails,
like an approaching or fleeing creature.
the opponent cannot react to trip the shadow mastiff
3 A ghostly image of a celestial’sdeath This image is
Shadow Blend (Su) In any condition of illumination other than full
nothing but a spiritual echo, depicting fiends and shadows
daylight, a shadow mastiff can disappear into the shadows, giving it total
slaying the celestial.
concealment Artificial illumination, even a light or continualflamespell,
4-1 1 Nothing
does not negate this ability A daylight spell, however, will
12-1 6 Four shadow mastiffs out looking for a meal Non-allies
Skills *A shadow mastiff has a +4 racial bonus on Survival checks
and non-celestialsare attacked without pause.
when tracking by scent
17 A Large monstrous scorpion hunting. It attacks anything.
18 The:PCs stumble upon a trap.
€94. ROOM OF WARMTH
11Fusillade of Spears: CR 6 mechanical; proximity trigger;
__-_
automatic reset; Atk +21 ranged (ld8, spear); multi Pie
targas 1( I 7U -O1 ~_>pea,
--____-_A ----&111. - a- 7I Vn- I&L . Luy l nv-8~.
IJC~ w g c ~
n 4 _._,
otca); ceiling, completely filling the room with daylight Making the light
Search DC 2 6 Disable Device DC 20. seem even bnghter this room is abnormally warm. While not likely
19 The PCs stumble upon a trap. to cause serious harm, staying in this room for long will be very
1 Fireball Trap: CR 5;magic device, touch trigger; automatic uncomfortable
reset, spell effect (fireball,8th-level wizard. 8d6 fire, DC 14
Reflex save halfdamage), Search DC 28, Disable Device DC 28. Initial Attitude: N/A
20 Farggalaan (Room E87) out looking for spell components Encounter: This Room stays at a constant 90 degrees Fahrenheit,
He avoids the PCs unless he knows them, in which case allowing creatures used to a slightly warmer environment to remain
he is merely Unfriendly comfortable. The shadow mastiffs avoid this Room due to the daylight
spell attached to the ceiling. They do not chase characters into the Room,
but set ambushes for them outside instead.
E93. SHRINE Encounter Condition: Safe, Spell Resistance 10
Tactics: N/A
S i x fountains are built into the walls of this room, each in a different
Treasure: N/A
design. All the fountains feature a humanoid statue at their center,
E L N/A
but these statues have long since been damaged to the point of being
Scaling: N/A
unrecognizable. The fountains bubble slightly, but all the fountains
now leak water onto the floor through numerous cracks. A small
shnne sits against the center of the eastern wall, but it was long ago E95. SILENCE
savagely attacked and its wood frame lays splintered and battered.
Three large, black furred dogs cavort in the marble fountains. As soon as you enter this room everything goes dead quiet; yo
even hear! p u r own heartbeat. The walls are coated in dull gray
InitialAttitude: Hostile plating th at reflects little light and makes the room gloomy.
* ” - 1
Encounter:This Room served the gamson as a place of contemplation Three small straw mats sit on the floor of the room along with
and purification, each of the fountains dedicated to a godly patron of the a single wooden chair. A single humanoid corpse leans against the
garrison. Now it lays in disarray, the divine long absent. Instead three north wall, several arrows sticking out of his chest. Three large black
shadow mastiffs (hp 32,31, 30) use this Room to bathe. dogs are asleep on the floor of the room, apparently taking advantage
Encounter Condition: Ambush (darkness), Distracting Visions 6 , of the utter and complete silence
Echoes 6,[Total Concealment]
Tactics: If the PCs are exceptionally noisy, the shadow mastiffs are Initial Attitude: Hostile
ready. Otherwise, they howl at the PCs at a distance the first round of Encounter: This Room is under the effect of a permanent silence
combat and close quickly for melee thereafter. They divide and conquer, spell; no sound of any type can be heard within the confines of this
corralling a single prey into a corner and weakening the “herd.”Should Room. The three shadow mastiffs (hp 30 each) do not awaken unless the
the fight last 3 rounds or more, the mastiffs flee to Room E 9 5 PCs touch them or the PCs drop something heavy enough on the floor
Treasure: The fountain in this Room draws upon the same spring as to make it vibrate.
Room E91.Drinking from these fountains produces the same effect. Encounter Condition: N/A
EL 7 Tactics: If awakened the shadow mastiffs flee the Room immediately
Sca1ing:To increase the challenge of this encounter, add one shadow so they can use their bay ability, concentrating their attacks on any
mastiff. To decrease the challenge, remove one. character blocking the door until they escape. If unable to escape they
fight until the last.
Shadow Mastiff: CR 5; Medium outsider (extraplanar);H D 4d8+12;
Treasure: The corpse, that of a slain aasimar paladin, carries a potion
hp 32. 31, 3 0 lnit +5; Spd 50 ft.;AC 14. touch 11, flat-footed 13;Base
of cure moderate wounds, a masterwork halberd, and a dented suit of
Atk +4; Grp +7; Atk +7 melee (ld6+4,bite); Full Atk +7 melee (1d6+4,
chain mail.
bite); SA Bay, trip; SQ Darkvision 60 ft.,shadow blend, scent; AL NE;
EL7
SV Fort +7, Ref +5, Will +5; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13.
Scaling: To increase the challenge of this encou nter , add one
Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8,
mastiff and have them all awake, ready to ambush the PCS. To I
Survival +8*; Dodge, Improved Initiative, Track’.
the challenge, remove one shadow mastiff.
Bay (Su): When a shadow mastiff howls or barks, all creatures except
evil outsiders within a 300-R.spread must succeed on a DC 13 Will save
or become panicked for 2d4 rounds. This is a sonic mind-affectingfear
Y Shadow Mastiff: CR fully causing- some of the PCs to uanic. They then close for melee com-
hp 30, Intt +5; Spd 50 ft.; AC 14. touch 11, flat-footed13; Base Atk +4; bat, using the odd gravity of the Room to circle around the pcs and
Crp +7, Atk +7 melee (ld6+4, bite); Full Atk +7 melee (ld6+4, bite); attack the rear if possible. The shadow mastiffs flee or hide in the shad-
SA Bay, triip; SQ Darkvision 60 ft., shadow blend, scent; AL NE; SV ows if seriously wounded and n o help amves.
Fort +7. R ef+5, Will +5; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13. The body is that of an aasimar wizard who was slain by the shadow
Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8, mastiffs a few months ago.
Survival +8"; Dodge, Improved Initiative, Trackn. Treasure: O n the wizards body the PCs can find a scroll of scroll of
Bay (SiI ) : When a shadow mastiff howls or barks, all creatures except sculpt sound, a scroll ofgentle repose, a scroll of keen edge, and a wand of shatter
evil, oursiders
.
within a 300-ft. spread must succeed on a DC 13 Will save with 12 charges.
or become panicked for 2d4 rounds. This is a sonic mind-affectingfear EL7
effect. Whether or not the save is successful,a n affected creature is Scaling:To increase the challenge of this encounter, add one shadow
immune to the same mastiff's bay for 24 hours. The save DC is mastiff and increase the Distracting Noise to 12.To decrease the challenge,
Charisma-based. remove one shadow mastiff and reduce the Distracting Noise to 5.
Trip (Ex): A shadow mastiffthat hits with its bite attack can attempt
*Shadow Mastiff:CR 5; Medium outsider (extraplanar);H D 4d8+12;
to trip the opponent as a free action (+3 check modifier) without making
h p 33; lnit +5; Spd 50 ft.; AC 14, touch 11, flat-footed 13; Base Atk +4;
a touch attack or provoking a n attack of opportunity. lfthe attempt fails,
Crp +7; Atk +7 melee (ld6+4, bite); Full Atk +7 melee (ld6+4. bite);
the opponent cannot react to trip the shadow mastiff.
SA Bay, trip; SQ Darkvision 60 ft., shadow blend, scent; AL NE; SV
Shadow Blend (Su): In any condition of illumination other than full
Fort +7, Ref+5, Will +5; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13.
daylight, a shadow mastiffcan disappear into the shadows, giving it total
Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8,
concealment. Artificial illumination, even a light or continualflame spell,
Survival +8*;Dodge, Improved Initiative, TrackB.
does not negate this ability. A daylight spell, however, will.
Bay (Su): When a shadow mastiff howls or barks, all creatures except
Skills: * A shadow mastiff has a +4 racial bonus on Survival checks
evil outsiders within a 300-ft. spread must succeed on a DC 13 Will save
when tracking by scent.
or become panicked for 2d4 rounds. This is a sonic mind-affectingfear
effect. Whether or not the save is successful,a n affected creature is
E96. WHITE NOISE immune to the same mastiff's bay for 24 hours. The save DC is
Charisma-based.
As soon as you open the door to this room an intense wall of noise Trip (Ex): A shadow mastiff that hits with its bite attack can attempt
assaults your senses, reflexively cover your ears for a few seconds. to trip the opponent as a free action (+3 check modifier) without making
The inside of the room is covered in shiny metal plating and contains a touch attack or provoking a n attack of opportunity. If the attempt fails,
only a few metal chairs and a straw mat. These facts are nearly the opponent cannot react to trip the shadow mastiff.
completely ignored in the face of the overwhelming noise with Shadow Blend (Su): In any condition of illumination other than full
no discernable source in the room. The sounds are also dlfficult daylight, a shadow mastiffcan disappear into the shadows, giving it total
to identify, they are too loud to easily recognize. concealment.Artificial illumination, even a light or continualflame spell,
does not negate this ability. A daylight spell, however, will.
Initial Attitude: N/A Skills: * A shadow mastiff has a +4 racial bonus on Survival checks
Encounter: Anyone staying in this Room suffers ld3 points of sonic when tracking by scent.
damage each minute and they must make a DC 14 Fortitude save or be
deafened for I d l o hours. Creatures with sonic resistance are immune
E9a. MEDITATION
to these effects.
Encounter Condition: Distracting Noises 10
F' m e d collections of shredded c:anvas hang where there were once
Tactics: It is inexplicable why a Room of this kind could be built,
Paintings in this room, setting the theme of destruction for the entirety
but perhaps it was used as a tool to subdue beasts the inevitables could
0f the room. There are three smashed wooden tables, several broken
not normally contain.
.".-","_._
chiim coTro,..,l
~ c .
clyI rlpm*n.rorl
..LoL.v7 Lw hn+&
uu.ncs, incense burners and jars.Two large
Treasure: N/A
black dogs stalk through the room, growling at each other.
E L N/A
Scaling: N/A
Initial Attitude: Hostile
Encounter: This Room once served as a meditation Room for the
E97. A ROOM OF COGS garrison. Unfortunately it has been completely demolished by the
two shadow mastiffs (hp 33 each) who reside here now.
m comes a number of soft, repe Encounter Condition: Ambush, Concealment, Echoes 5
noises, the source of which are dozens of cogs, cranks, pulleys, Tactics: Upon spotting the PCs, the shadow mastiffs use their bay
and chains This room looks like an automated device of some sort, ability and then flee to Room E99. From there, they run to Room El00
but its exact purpose is not clear The only unusually thing about to warn Leirkos. They only fight if trapped.
the cogs is that there seems to be the body of a humanoid corpse clog- Treasure: NA
ging the gears in the northeastern corner. Three large black dogs sit EL6
in the center of the room. Scaling To increase the challenge of this encounter, add one shadow
mastiff(who stays behind to hold off the PCs). To decrease the challenge,
Initial Attitude: Hostile allow the pcs a surprise round before the shadow mastiffs can run for help.
Encounter: The cogs do not actually perform any useful function,
other than grate on the nerves of those unaccustomed to the sound.
* Shadow Mastiff:CR 5; Medium outsider (extraplanar);H D 4d8+12;
hp 33; lnit +5; Spd 50 ft.; AC 14, touch 1 1 , flat-footed 13; Base Atk +4;
The one extraordinary feature of the Room is that all the walls have
Crp +7; Atk +7 melee (ld6+4, bite): Full Atk +7 melee (ld6+4, bite);
gravity pushing down on them, meaning characters can walk on the
SA Bay, trip; SQ Darkvision 60 ft., shadow blend, scent; AL NE; SV
walls or ceiling as easily as they walk on the floor.
Fort +7, Ref+5, Will +5; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13.
Encounter Condition: Ambush (darkness), Distracting Noises 8
Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8,
Tactics: The three shadow mastiffs (hp 33 each) bay as soon as they
Survival +8*; Dodge, Improved Initiative, TrackB.
see the PCs, summoning help from the surrounding Rooms and hope-
Bay (Su): When a shadow mastiff howls or barks, all creatures except ElOO. ROOM OF OEATH
evil outsiders within a 300-ft. spread must succeed on a DC 13 Will save
or become panicked for 2d4 rounds. This is a sonic mind-affecting fear r h i s dark gray r o o m i s illuminated at a lighit level equal t o twilight,
effect. Whether or not the save is successful, an affected creature is I:asting a strange pale tone o f light around i+ha llrIVV.II. c ~ w hlwb
vc.r.I'.'
~ ~ I
YIOLR
immune to the same mastiff's bay for 24 hours. The save DC is 1iron chairs are scattered about the room and a nunnber of skulls
Rip (Ex): A shadow mastiffthat hits with its bite attack can attempt in the southwtestern corner of the room. The vvhole room has
to trip the opponent as a free action (+3 check modifier) without making a serious, oppt.essive feel, as if o n l y weighty matters are allowed
a touch attack or provoking an attack of opportunity. I f the attempt fails, t o be contemplated here.
the opponent cannot react to trip the shadow mastiff.
Shadow Blend (Suj: In any condition of illumination other than full I n i t i a l A t t i t u d e : Hostile
daylight, a shadow mastiff can disappear into the shadows, giving it total Encounter: This Room was intended as a place f o r those mortal
concealment. Artificial illumination, even a light or continualflame spell, members of the garrison to contemplate and cherish their own humanity
does not negate this ability. A daylight spell, however, will. and f o r the immortal members o f the garrison t o understand what it is
Skills: * A shadow mastiff has a +4 racial bonus on Survival checks to be mortal. I t became a place for the marut inevitables to deal w i t h t h e
when tracking by scent. failures of t h e Region and its leadership.
In time, t h e Room was lost and n o w Leirkos (hp 50), the leader o f
the shadow mastiff pack, makes his home in this Room. H i s mate Phaer
E99. ROOM OF NIGHT (hp 48) can b e found here with him at a l l times.
E n c o u n t e r Condition: Ambush, Fearless, Smoke, [Total
I , -
This r o o m i s comdetelv black. Your light sources can barely. pene-
_ Concealment]
trate the inky darkness within, reaching only a fraction o f their nor-
Tactics: Leirkos attacks any intruders unless they submit immediately
m tal range. I t sounds l i k e there is something moving inside, but it i s
by baring their neck t o him. Otherwise he and his mate bay for t w o
innpossible to make out what it is.
rounds, before leaping i n t o the fray. They are fearless and fight without
mercy Leirkos fights to the death, knowing that a show of weakness
I n i t i a l A t t i t u d e : Hostile
would lose him h i s alpha status among t h e pack.
Encounter: This Room served as a place f o r those members o f the
Treasure: Leirkos has collected a number o f items, which h e keeps
garrison w h o needed a temporary respite f r o m the garrison.The darkness
in his nest. A D C 15 Search check reveals his stash - a n eversmoking
effect inthis Room reduces t h e range of a l l light sources t o 1/4th o f their
bottle, a ruby w o r t h 200 gp, and a silver necklace worth 150 gp.
normal range. I t cannot be dispelled.
EL 9
There are three shadow mastiffs (hp 34,33,32) in this Room, waiting
Scaling: To increase the challenge o f this encounter, add one shadow
for the PCs t o enter. The floor of the Room is covered in scavenged
mastiff guard. To decrease the challenge, remove Phaer.
sheets and pillows because t h e shadow mastiffs often sleep in this Room.
E n c o u n t e r Condition: Ambush (darkness), Concealment, Deep # Leirkos and Phaer, Shadow Mastiff: CR 6 Medium outsider (extraplanar);
Darkness, Hazardous Footing 18, Spell Resistance 12 H D 6d8+18; hp 50, 48; Init +5; Spd 50 ft.; AC 14, touch 11, flat-footed 13;
Tactics: The shadow mastiffs are aware o f the PCs and cannot be Base Atk +6; Crp +9; Atk +9 melee (ld6+4, bite); Full Atk +9/+4 melee
surprised.They fight as l o n g as the P c s seem intimidated by the darkness, (ld6+4, bite); SA Bay, trip: SQ Darkvision 60 ft., shadow blend, scent;
but they bay as soon as they face serious opposition. This baying draws AL NE; SV Fort +8, Ref +6, Will +6;Str 17, Dex 13, Con 17. Int 7.
Leirkos and h i s t w o guards f r o m Room E100in I d 3 rounds. Wis 12. Cha 13.
Treasure: N/A Skills and Feats: Climb +5, Hide +lo, Intimidate +5, Listen +lo, Move
EL: 7 Silently +lo, Spot +lo. Survival +lo*; Dodge, Improved Initiative,
Scaling: To increase the challenge o f this encounter, add one shadow Mobility, Track'
mastiff and have reinforcements arrive in 1 round. To decrease the Bay (Suj: When a shadow mastiff howls or barks, all creatures except
challenge, remove one shadow mastiff and have reinforcements arrive evil outsiders within a 300-ft. spread must succeed on a DC 13 Will save
in l d 6 rounds. or become panicked for 2d4 rounds. This is a sonic mind-affecting fear
effect. Whether or not the save is successful, an affected creature is
# Shadow Mastiff: CR 5; Medium outsider (extraplanar); H D 4d8+12;
immune to the same mastiffs bay for 24 hours. The save DC is
hp 34, 33, 32; lnit +5; Spd 50 ft.; AC 14, touch 11, flat-footed 13; Base
Charisma-based.
Atk +4; Crp +7; Atk +7 melee (1d6+4, bite); Full Atk +7 melee (1d6+4,
Trip (Ex): A shadow mastiff that hits with its bite attack can attempt
bite); SA Bay, trip; SQ Darkvision 60 ft., shadow blend, scent; AL NE;
to trip the opponent as a free action (+3 check modifier) without making
SV Fort +7, Ref +5, Will +5; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13.
a touch attack or provoking an attack o f opportunity. I f the attempt fails,
Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8,
the opponent cannot react to trip the shadow mastiff.
Survival +8*; Dodge, Improved Initiative, Track'
Shadow Blend (Suj: In any condition o f illumination other than full
Bay (Suj: When a shadow mastiff howls or barks, all creatures except
daylight, a shadow mastiff can disappear into the shadows, giving it total
evil outsiders within a 300-ft. spread must succeed on a DC 13 Will save or
concealment. Artificial illumination, even a light or continualflame spell,
become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect.
does not negate this ability. A daylight spell, however, will.
Whether or not the save is successful, an affected creature is immune to
Skills: * A shadow mastiff has a +4 racial bonus on Survival checks
the same mastiff's bay for 24 hours. The save DC is Charisma-based.
when tracking by scent.
Trip (Ex): A shadow mastiff that hits with its bite attack can attempt
to trip the opponent as a free action (+3 check modifier) without making
a touch attack or provoking an attack o f opportunity. If the attempt fails,
the opponent cannot react to trip the shadow mastiff.
Shadow Blend (Suj: In any condition o f illumination other than full
daylight, a shadow mastiff can disappear into the shadows, giving it total
concealment. Artificial illumination, even a light or continualflame spell,
does not negate this ability. A daylight spell, however, will.
Skills: A shadow mastiff has a +4 racial bonus on Survival checks
f
on helping out with supplies or removing rubble. He accepts whatever 17 Doj (Room €101) stealthily wandering the halls alone.
punishments these actions earn him with aplomb, always ready to do his He watches the PCs and avoids contact unless they are
part, but on his own schedule.
Doj. Whde he lives m t h m the confines ofthe gamson, DOJspends most 18 The PCs stumble upon a trap.
of his time apart from the others, seekmg solitude or the thnll of the hunt
& Glyph ofwarding (Blast): CR 6;
He can be counted on to be ready m tlmes of battle, but othemse he is
reset, spell effect (glyph ofwardin g [blast], 10th-level cleric,
rarely around. Doj’s mate, Sensil, recently disappeared and is presumed
5d8 acid, fire, or sonic, DC 14 Ref lex save half damage):
dead. DOJhas been consumed with sadness and gudt for not savmg her
multiple targets (all targets within 5 fi.); Search DC 28;
Kelara t h e Fearsome. The leader and (currently) highest ranking
Disable Device DC 28
celestial m the gamson. Weary but ready to die with honor, she IS the
The PCs stumble upon a trap.
epitome of honor and martial prowess Kelara was onginally twelfth in
line for command of the garrison, a squad commander in charge of one & Lightning Bolt Trap: magic device; proximity trigger (alarm);
of the ehte heavy combat teams in the garrison Kelara is very much automatic reset: spell effect (lightning bolt, 5th-level wizard,
a “smashit until it’s not a problem” sort of leader at heart, but she realizes 5d6 electricity, DC 14 Reflex save half damage);Search DC
this and tempers her actions m t h patience Kelara carries one of the 28; Disable Device DC 28.
ward staves when it is not m use
I
ElOl. DOJ'S QUARTERS
A dishevele d r o o m with l i t t l e semblance o f organization, sheets, A giant bed t
plates, weaptons, and clothes lay strewn about the room. The bed the entirety or m e easrern p o r t i o n VI i n n ciidiiiua. CIUVCL~U ui
in the nortkieastern corner is almost stripped o f its sheets and the a number o f sheets and blankets, the bed could easily h o l d t e n people.
p i l l o w has been cast to t h e floor. A large mirror sits on t o p o f a chest The rest o f t h e room looks as though a whirlwlnd has hit, bu1
o f drawers, but it has been broken. A wooden chair sits unsteadily was little for it t o hit. Only a few bits o f clothing lay scatter .ed
near the do'or t o t h e room, one o f its legs crudely reattached after and m u c h o f the room i s completely bare.
being lost sc)me t i m e in t h e past.
I n i t i a l A t t i t u d e : Friendly
InitialA t t i t u d e : Friendly Encounter: Besar loves h i s bed, and he thinks the biggel
Encounter: This is t h e Room o f Doj, a bralani. H e is here 30% o f the better. Besar is here 35% o f the time, spending the rest of hi:
patrol, charging wards, or being punished for disobeying ordi:rs. If t h e
time; spending his time charging wards, patrolling, o r looking f o r Sensil.
Doj only comes here t o sleep or shout out h i s frustration. H e is rarely
.. .
PCs catch him at home h e welcomes them t o h i s home, especially it they
in an entertaining mood. are members o f t h e garrison. I f they are n o t members he tries t o
E n c o u n t e r Condition: Hallowed I,Safe discern their intentions through discussion and t h e n take them t o meet
Tactics: Doj only fights CreatureS he knows are e v i l or in his own self- Kelara or attack them, as appropriate t o t h e situation.
defense. If attacked by creatures o f questionable alignment he seeks t o E n c o u n t e r Condition: Hallowed 3, Safe
capture them f o r interrogation. If h e is attacked by creatures h e is sure Tactics: Besar makes regular use o f h i s whirlwind form, often using
are e v i l he does n o t hesitate t o kill them. In either case he normally it in combat t o increase his m o b i l i t y H e also favors using his spell-like
fights with h i s +1 h o l y spiked chain or uses h i s spell-like ability. Doj is abilities and whirlwind blast to fighting in melee, but h e does so only
a loner by nature and does n o t seek out t h e aid o f his fellow celestials in once h e uses up his other options. Besar usually fights h i s battles alone,
combat and h e does n o t flee combat. o n l y seeking help f r o m h i s comrades when he i s badly injured.
Treasure: A DC 20 Search check reveals a masterwork longsword/ Treasure: A DC 15 Search check reveals a masterwork falchion,
short sword set, a silver hand axe, a potion of cure critical wounds, and a potion of aid, a scroll of bear's endurance, and 34 gp -dented and gnawed.
a small platinum statue o f a trumpet archon worth 500 gp. EL9
E L 12 Scaling:To increase the challenge o f this encounter, add Spers (Room
Scaling: To increase the challenge o f this encounter increase Doj's E103).To decrease the challenge, reduce Besar's fighter levels by 2.
fighter levels by two. To decrease the challenge, remove two fighter levels.
h Besar, Bralani, Ftr 4: CR 1 0 Medium outsider (chaotic, extraplanar,
h Doj, Bralani Ftr 6:CR 12; Medium outsider (chaotic, extraplanar, good); good); H D 6d8+4d10+30 hp 8 6 Init +8; Spd 40 ft., fly 100 ft. (perfect);
HD 6d8+24+6d10+24; hp 114; Init +8; Spd 40 ft., fly 100 ft. (perfect); AC 20, AC 20, touch 14, flat-footed 1 6 Base Atk +lo; Crp +14; Atk +17 melee
touch 14, flat-footed 1 6 Base Atk +12; Grp +16 Atk +17 melee (1d6+4, (ld8+8/x3, +2 holy battleaxe) or +14 melee (ld6+4. slam); Full Atk
+ I holy spiked chain) or +17 melee (ld6+4, slam); Full Atk +17/+12/+7 +17/+12 melee (ld8+8/x3, +2 holy battleaxe) or +14 melee (ld6+4,
melee (ld6+4. + 7 holy spikedchain) or +22 melee (ld6+4, slam); SA slam); SA Spell-like abilities, whirlwind blast; S Q Alternate form,
Spell-like abilities, whirlwind blast; SQ Alternate form, damage reduction damage reduction lO/cold iron or evil, darkvision 60 k.,immunity
lO/cold iron or evil, darkvision 60 k.,immunity to electricity and to electricity and petrification, low-light vision, resistance t o cold 10
petrification, low-light vision, resistance to cold 10 and fire 10, spell and tire 10, spell resistance 17, tongues; AL CC; SV Fort +12, Ref +13,
resistance 17, tongues; AL CC; SV Fort +13, Ref +11, Will + 9 Str 18, Will +10 Str 18, Dex 18, Con 17, Int 12, Wis 14. Cha 16.
Dex 18, Con 18, Int 13, Wis 15, Cha 14. Skills and Feats: Concentration +13, Diplomacy +4, Escape Artist +13,
Skills and Feats: Concentration +13, Diplomacy +4, Escape Artist +14, Handle Animal +11, Hide +13, Jump+lo, Listen +14, Move Silently +13,
Handle Animal +12, Hide +14, Jump+12, Listen +14, Move Silently +15, Ride +6, Sense Motive +13, Spot +14, Tumble +14, Use Rope +4 (+6 with
Ride +6, Sense Motive +11, Spot -1-14,Tumble +14. Use Rope +4 (+6 with bindings); Alertness, Blind-Fight, Improved Initiative, Improved Two
bindings); Alertness, Blind-Fight, Combat Expertise, Improved Disarm, Weapon Fighting, Iron Will, Two Weapon Fighting, Weapon Focus
Improved Initiative, Improved Trip, Improved Two Weapon Fighting, Track, (battleaxe), Weapon Specialization (battleaxe).
Two Weapon Fighting. Spell-like Abilities: At will-blur, charm person (DC 13), gust ofwind
Whirlwind Blast (Su): When in whirlwind form, a bralani can attack (DC 14). mirror image, wind wall; Zlday-hghtning bolt (DC 15), cure serious
with a scouring blast o f wind, dealing 3d6 points o f damage in a 20-foot wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.
line (Reflex DC 17 half). The save DC is Constitution-based. Whirlwind Blast (Su):When in whirlwind form, a bralani can attack
Alternate Form (Su): A bralani can shift between its humanoid and with a scouring blast o f wind, dealing 3d6 points o f damage in a 20-foot
whirlwind forms as a standard action. In humanoid form, it cannot fly line (Reflex DC 17 half). The save DC is Constitution-based.
or use its whirlwind blast, but it can use its spell-like abilities and its Alternate Form (Su): A bralani can shift between its humanoid and
weapons. In whirlwind form, it can fly, make slam attacks and whirlwind whirlwind forms as a standard action. In humanoid form, it cannot fly
blast attacks, and use spell-like abilities. or use its whirlwind blast, but it can use its spell-like abilities and its
A bralani remains in one form until it chooses to assume a new one. weapons. In whirlwind form, it can fly, make slam attacks and whirlwind
A change in form cannot be dispelled, nor does the bralani revert to any blast attacks, and use spell-like abilities.
particular form when killed. A true seeing spell, however, reveals both A bralani remains in one form until it chooses to assume a new one.
forms simultaneously. A change in form cannot be dispelled, nor does the bralani revert to any
Tongues (Sup Bralanis can speak with any creature that has particular form when killed. A true seeing spell, however, reveals both
a language, as though using a tongues spell (caster level 14th). forms simultaneously.
This ability is always active. Tongues (Su): Bralanis can speak with any creature that has
a language, as though using a tongues spell (caster level 14th).
This ability is always active.
ns and gouges. It is
across, in the center
keiara ana sne gatners a group or celestials to escort tne YLS to Keiaras measure: N/A
chamber. E L 10
Encounter Condition: Hallowed 2,Safe Scaling: To increase the challenge of this encounter, increase the
Tactics: Spers prefers ranged combat to up front warfare, but knows DC of the disintegrate trap’s Fortitude save DC to 20. To decrease the
that the close confines of a dungeon environment often make ranged challenge, reduce the DC to 10.
combat impractical. She does not favor her whirlwind form, preferring
the heft of a weapon in her hand. Spers generally does not concern
ElO5. LIBRARV
herself with taking pnsoners and she readily accepts aid from other
On this door is a glyph of warding that is activated whenever an
members of the garrison.
evil creature touches the door. The glyph resets one minute after
Treasure: Scattered throughout the Room are a battle axe, 67 arrows,
being tnggered.
a repeating crossbow, a potion of cat’s grace, and a +I heavy spiked shield.
E L 10 * Glyph ofwarding (Blast): CR 6;spell: spell trigger; no reset, spell
Scaling: To increase the challenge of this encounter, add Besar effect (glyph ofwarding [blast], 10th-level cleric, 8d8 electricity, DC 14
(Room E102) or Doj (Room ElOl). To decrease the challenge, reduce Reflex save halfdamage): multiple targets (all targets within 5 ft ):
Spers’ fighter levels by 2. Search DC 28; Disable Device DC 28
1 3 1 ' 1 . 1
front o f this map stand two l i o n neaaea. arnieric numanoias tnat amearI '
(caster level 8th) but IS a free action and does not require sound
t o have been considenne the m a n but have n o w turned tn face vnu ,- Skill: Leonals have a +4 racial bonus on Balance, Hide, and Move
Silently checks.
I n i t i a l A t t i t u d e : Friendly
Possessions: * Morkor wears +4 halfplate which is not included in his
Encounter: This Room is shared by Kelara the Fearsome (hp 226)
stats above
and M o r k o r (hp 260). N o t willing t o ask their followers t o do something
they would not, M o r k o r and Kelara took the Room closest to the ward,
and the f i r s t line o f defense, should the ward ever drop.
E110. TRAP HALL
Any creature that comes within 10 ft. of the wall at the southern end
of this comdor sets off a pair of lightning bolt traps that fill the entire This large room is dominated by a number of large
hallway The trap resets itself one minute after being triggered. on which sit a large collection of gears, metal
Lawful good PCs are totally immune to these side effects, as were the
celestials that originally created the warp gates.
Every time the PCs move through a warp gate, roll Id20 to determine
whether they suffer ill effects from their journey.
Rooms E l through E39 are controlled by a powerful minotaur tribe
WARP GATE SIDE EFFECTS known as the Broken Axe. Ten years ago, this all mighty tribe domi
ld20 Side Effect ed this Region of the dungeon, sharing only small portions of the SOI
ern sections with the other monstrous humanoids and magical be
1 e save neg effect
that secured these areas.
o instead suffer catatonia for ld4 days.
The tribe, then referred to as the Golden Axe -after the ancestralI
2 Petrification Per the spellflesh to stone. Caster level 15th
held by each successive chieftain since its founding, centuries ago -g
3 Insanity: Per the spell. Caster level 15th.
ually lost portions of its territory to the aggressive harpies and manticc
4 Feeblemind: Per the spell Caster level 15th.
that moved into the Region. Internal conflictssurfaced and a small clans of
5 Per the spell. Caster level 15th.
minotaurs began to question their chieftains leadership qualifications.
6 Rage and confusion: Per the spells. Caster level 15th.
It was during this time that Durtenian Vaielle came into the Region.
7 Blinded, PCs using the warp gate must succeed
A cunning elven wizard and the ally of the gynosphinx Arnarah (Room
at a DC 20 Fortitude save or become blinded for ld6 hours.
F48), Durtenian willingly locked himself in a cell and, using a potent
8 Dazed: PCs must succeed at a DC 20 Will save
magical device, took control of other people’s bodies. When he entered
or become dazed for 2d6 rounds.
the body of a Grauki, he traded places -permanently
9 Dazzled: PCs must succeed at a DC 20 Will save
While Grauki’s spirit was trapped in the elf’s unhealthy body within
or become dazzled for 2d6 minutes.
the confines of a prison cell, the devious wizard became intrinsically
10 Deafened. PCs must succeed at a DC 20 Will save
involved in the politics of the Golden Axe tribe. Within months, the elf
organized a series of bloody raids that split the tribe in two -those loyal
1 0 Fortitude save
to Chieftain Markuli and those believing Grauki should replace him.
tes.
In a brutal showdownthat maimed Markuli, Grauki broke the ancestral
12 Fascinated: PCs must succeed at a DC 20 Will save
golden axe the tribe took its name from.Though both opponents survived
or become fascinated for 2d6 minutes.
the encounter, it was clear that the tribe had to separate in order to save
13 Fatigued: PCs must succeed at a DC 20
what remained of their people. Grauki and Markuli made peace and split
or become fatigued for 2d6 hours.
the territory of the Golden Axe tribe in two. Those remaining loyal to
14 Nauseated. PCs must succeed at a DC 20 Fortitude
Markuli renamed their tribe the Broken Axe.
save or become nauseated for 2d6 rounds.
Today, the Broken Axe tribe remains under the leadership of the aging
15 Panicked: PCs must succeed at a DC 20 Will save
Markuli, controlling the northwest portion of this Region and its
or become panicked for 2d6 rounds, then frightened
people live in peace. Because the tribe considersthe sexes equal,both males
for 2dt5 minutes. and finally shaken for 2d6 hours.
and females are trained as warriors and given access to weapons and armors.
16 Paralyzed PCs must succeed at a DC 20 Fortitude save
While venturing in this section of the Region, DC 20 Spot checks
or become paralyzed for 2d6 rounds.
reveal small runes carved into the walls. These simplistic markings
17 Sickened: PCs must succeed at a DC 20 Fortitude save
depict a long-handled axe broken in three pieces, which serve as boundary
or becomes sickened for 2d6 x 10 minutes.
markers delimiting the territorial grounds of the Broken Axe tribe.
18 Stunned: PCs must succeed at a DC 20 Fortitude save
For more on the minotaur tribes, see the sidebar on page 285.
._
19 Veakened PCs must succeed at a DC 20 Fortitude save
Cir become weakened, suffering a -2 to Strength RANDOM ENCOUNTERS
a nd Constitution for ld6 hours. Roll for a Random Encounter once per hour.
20 Roll twice, combining the results, ignoring 1 or 2 ld20 Encounter
1
WRRF GIBE KEYS 2-1 2
To navigate through this maze of warp gates, the celestials generated a set 13
of special keys, which were given to the warden ofthe Region.Thiswarden
was kitled long ago and the keys were scattered,some keys were lost defin- loudly, their booming voices echoing through the halls
itively,others remain within the Region and can be found in several places. 14 Four Broken Axe minotaurs return from a peaceful exchange
A warp gate key is shaped like an ordinary key but fashioned from with members of the Red Horn clan. They suffer a 4penalty
clear blue crystal. Before opening the door to a warp gate, a character can to Listen and Spot checks.
insert such a key within the keyhole to “unlock” it. Doing so opens the 15 Four Broken Axe minotaurs pa
warp gate to a specific location, as determined by the key itself. For anyone they do not recognize on sight.
instance, i f a PC has in his possession the warp gate key F22 -which is 16 Three Broken Axe minotaurs led by a minotaur barbarian
linked to the warp gate in Room F22 - using this key before opening patrol the halls. These men move in silence, constantly
the door to any warp gate results in the gate opening into Room F22. on the lookout for trespassers. Ambush 4
If a PC possesses two warp gate keys, he passes through the gate as if 17 Five Broken Axe minotaurs lie in watt, h
it weren’t there. They attack anyone they do not instantly recognize as
Broken Axe or Red Horns. Ambush 6.
18 The PCs stumble upon a trap.
Camouflaged Pit Trap: CR 5; mechanical; location trigger:
manual reset; DC 20 Reflex save avoids; 60 R. deep (6d6,
fall), multiple targets (first target in each oftwo adjacent
5-R. squares), Search DC 25; Disable Device DC 19
19 Two harpies from Mortgul’s Den trespass into Broken Axe
territory. They use their captivating song to attract the PCs,
before rending them with their clawed hands.
20 A pack offour barghests from Region E (in goblin form)
seek something to “feed”on Ambush 8
TRANCE Treasure: There is no furniture or treasure in this Room, but each
This door is unlocked. minotaur cames id8 gp in various coins and small gems. In addition to
his + longspear,
I Brumni carries a magical potion of cure serious wounds,
a tarnished silver dagger (worth 30 gp), and a pouch with three small
pieces of raw amber (worth a total of 180 gp).
EL 9
Scaling: To increase the challenge of this encounter, add two barbarian
levels to Brumni and two minotaurs.To decrease the challenge, remove two
barbarian levels from Brumni and remove one minotaur.
A Brumni the Blind, Minotaur Brb 3: CR 5; Large monstrous humanoid;
HD 6d8+12 + 3d12+6 hp 70 lnit + 0 Spd 30 ft.; AC 19. touch 9, flat-
footed - (see text); Base Atk +9; Grp +18; Atk +15 melee (2d6+8/x3,
+Ilongspear), or +10 melee (ld8+5,gore); Full Atk +15/+10 melee
(2d6+8/x3,+Ilongspear) and +8 melee (ld8+2, gore); Space/Reach
10 ft./lO ft.; SA Powerful charge 4d6+6; SQ Darkvision 60 ft., illiteracy,
natural cunning, rage l/day, scent, trap sense +1, uncanny dodge; AL CE;
SV Fort +8, Ref+5, Will +5; Str 20, Dex 10, Con 15, Int 7, Wis 11, Cha 8.
Skills and Feats: Climb +8, J u m p +8, Intimidate +8, Listen +7,
Search +2, Spot +7; Cleave, Great Fortitude, Power Attack, Track,
Tactics: N/A
Weapon Focus (longspear).
Treasure: N/A
Poweful Charge (Ex): A minotaur typically begins a battle by
EL N/A
charging at an opponent, lowering its head to bring its mighty horns
Scaling: N/A
into play. In addition to the normal benefits and hazards of a charge,
this allows the beast to make a single gore attack with a +9 attack
F2. BROKEN AXE GUARD POST bonus that deals 4d6+6 points of damage.
The door on the north wall of this Room is a warp gate (see Room FI for Natural Cunning (EXJ: Although minotaurs are not especially intelligent,
further details). The minotaurs in Room F20 hold special keys allowing they possess innate cunning and logical ability. This gives them immunity
them to journey from any warp gate to Room F2 or Room F22. A red dot to maze spells, prevents them from ever becoming lost, and enables them
with the blue circle around painted upon the doorway indicates to them to track enemies. Further, they are never caught flat-footed.
which key they need to use (see Room F20 for further details). Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC
for up to 7 rounds.
ches set upon bronze sconces on Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
east and west wall cast orange light to all corners of this narrow hall. checks.
Though the burning torches fail to keep darkness at bay, it is strong Possessions: + 7 chain shirt, + 7 longspear, potion ofcure serious wounds
enough to illuminate the room. (3 doses).
The door on the north wall is painted with a large blue circle with
a thick red dot in the center. Broken Axe Minotaur: CR 4; Large monstrous humanoid; H D 6d8+12;
The armored figures of four large humanoids bearing the heads hp 45, 41, 36; Init + O Spd 30 ft.; AC 18, touch 9, flat-footed- (see text);
of bulls with long yellowish horns stand guard here. One of these Base Atk +6; Crp +14; Atk +9 melee (3d6+6/x3, greataxe) or +9 melee
minotaurs has a deep scar running across the length of his face, (ld8+4,gore); Full Atk +9/+4 melee (3d6+6/x3, greataxe) and +4 melee
and one of his dark eyes has tuned an eerie whitish color. (ld8+2,gore); Space/Reach 10 ft./lO ft.; SA Powerful charge 4d6+6;
SQ Darkvision 60 ft., natural cunning, scent; AL CE; SV Fort +6, Ref +5,
Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8.
InitialAttitude: Unfriendly
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7;
Encounter: The scarred minotaur is Brumni the Blind (hp 70),
Great Fortitude, Power Attack, Track.
a minotaur barbarian loyal to his cousin Markuli and the Broken Axe
Powerful Charge (h): A minotaur typically begins a battle by charging
tribe. He is charged with the protection of this area with the other three
at an opponent, lowering its head to bring its mighty horns into play.
minotaur warriors (hp 45, 41, 36) he leads. Even though this portion
In addition to the normal benefits and hazards of a charge, this allows
of the Broken Axe territory is relatively uninhabited, these men are
the beast to make a single gore attack with a +9 attack bonus that deals
responsible for ensuring no unwanted visitors enter their tribal grounds
4d6+6 points of damage.
via the northern doorway.
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
When the PCs enter this Room, there is a 10% chance that Brumni
they possess innate cunning and logical ability. This gives them immunity
is not here, but in Room F7.
to maze spells, prevents them from ever becoming lost, and enables them
Brumni is a loyal member of the Broken Axe tribe. He views any
to track enemies. Further, they are never caught flat-footed
intrusion into tribal temtory as a potential threat. However, he is willing
Skills: Minotaurs have a 4 racial bonus on Search, Spot, and Listen
to parley with PCs who make good use of the Bluff or Diplomacy skill.
checks.
If the PCs change the minotaur’s attitude to Friendly, Brumni might
Possessions: Chain shirt, greataxe.
even be willing to trade with them, offering the tarnished silver dagger
he carries and information in exchange for gold or a sound weapon.
Encounter Condition: Echoes 6
Tactics: rf combat takes place here, the three minotaurs attack using
their horns to deliver powerful charges,after which they use the greataxes
they carry, attackingthe strongest PCs first. Brumni initiates his barbarian’s
rage and charges any who would oppose him.
I
F3. SECRET CHAMUER much loyalty to h
A successful DC 25 Search check reveals a tiny groove in the southern
wall of this Room. A closer inspection uncovers the outline of a 5-ft. In a brutal combat, however, Sarmnush slew many rebels loy i
square stone panel beginning at floor 1evel.Toopen this secret door, PCs Grauki, proving his loyalty to the tribe and its chieftain.
must succeed at a DC 20 Strength check, which is enough to push the Sarmnush lives for battle. During Grauki’s revolt, the barbarian
heavy panel inside the Room. Because of the simplicity of this door, only himself with Markuli because he yearned for the survival of his 1
someone from the inside can close it properly into place. and believed in his brother’s capacity as both a combatant and a cu
tactician. Sarmnusl-h gamble paid off. He won the trust of his chi
The hidden panel upon the north wall opens into a small and oddly and was given the command of several squadrons during the revolu-
shaped room. Several torches are set on sconces upon the walls, their tionary war.The conclusion ofthe civil war that divided his tribe in two,
pale yellowis;h light casting long and brooding shadows to the four however, also marked the end of Sarmnush‘s glory days.
corners of t he place. A few years after the bloody conflict ended, several mutual and
A simple wooden table, a wide bed covered with coarse gray wool
h
. . ? . . . , - . .
sheets, and a smple chest made out oL pale oak and reintorced with
peaceful accords were established between the inhabitants of the
Region. Sarmnush, a warrior born, found himself without a function.
black iron take most of the chamber. Upon the table is a large Though he occasionally raided the other Regions, Sarmnush struggled
wooden mug filled with a foamy liquid and a large bowl holding to find a purpose. But Markuli eventually found a task worthy of his
various slices of cut meats. An eight-ft. wide tapestry hangs from skill. He appointed his brother with the delicate mission of guarding the
ceiling to floor upon the easternmost portion of the south wall. broken pieces of the Golden Axe tribe’s ancestral relic. Although he
misses combat, Sarmnush is content to care for the relic.
Initial Attitude: Hostile Encounter Conditions: Echoes 8
Encounter: Sarmnush (hp 81), a minotaur barbarian, resides in this Tactics: Only Sarmnush and his chieftain Markuli are allowed in this
Room. The brother of Markuli, Chieftain of the Broken Axe tribe, Room. Whenever Markuli travels here, he knocks three times upon the
Sarmnush was once one of the most outspoken opponents of his leader. secret panel, then three times more. If the PCs imitate this secret code,
When Grauki initiated the bloody revolt that led to fracturing the tribe, Sarmnush expects his brother’s company and sits on the corner of his
however, the bonds between Sarmnush and Markuli solidified. During bed, heedless of the Pcs.
armor. To decrease the challenge, remove two bard levels from Vornmik.
nauseating. Thrt:e wooden baskets filled with a dark brown
and foamy liquid take up most of the space in the room. A Vornmik, Minotaur Brd 4: CR 8; Large monstrous humanoid; H D
6d8+12+4d6+8; hp 63; Init +2; Spd 30 ft.; AC 21, touch 11, flat-footed-
InitialAttitude: Unfriendly (seetext); Base Atk +9;Crp +16 Atk +13 melee (2d6+4/x3,+ I battleaxe) or
Encounter: This Room is divided into two chambers comprising the +11 melee (ld8+3,gore); Full Atk +13/+8melee (2d6+4/~3, + I battleawe)
Broken Axe tribe’s ale and beer storage. It is unclear where Brumni the and +6 melee (1d8+1,gore); Space/Reach 10 fi./lO ft.; SA Powerful charge
Blind (in Room F2) got the booze, but he keeps a constant guard over it, 4d6+4; SQ Bardic knowledge 3, bardic music, countersong 4/day,
making sure that no one gets a drink from his limited supply There is a darkvision 60 ft.,fascinate 4/day, inspire courage +1 4/day, inspire
10% chance that Bnunni is here guarding it. If not, there is a 20%chance competence 4/day, natural cunning, scent, spells; AL CN; SV Fort +7,
id3 minotaurs are here looking to sneak a keg. Ref+ll, Will +lo; Str 17, Dex 15, Con 15, Int 9. Wis 12, Cha 15.
Encounter Condition: N/A Skills and Feats: Diplomacy t9. Intimidate +5, Listen +8,Perform
Tactics: Bmmni is willing to trade a pony keg of ale or beer in (oratory) +9, Search +3. Spot +8; Great Fortitude, Power Attack, Track,
exchange for something exotic. Coin is worthless to him, but a magic Weapon Focus (battleaxe).
item or strange gem might get his attention. Otherwise, he does not part Powefuful Charge (Ex) A minotaur typically begins a battle by charging
with his precious wares. at a n opponent, lowering its head to bring its mighty horns into play In
addition to the normal benefits and hazards of a charge, this allows the
beast to make a single gore attack with a +11 attack bonus that deals
4d6+4 points of damage
F9. M I N O T A U R G U A R D POST
they possess innate cunning and logical ability. This gives them immunity
I maze spells, prevents them from ever becoming lost, and enables them This small square room in the middle o f the maze-hke Region is total-
I track enemies. Further, they are never caught flat-footed. ly dark. A pair o f minotaurs stands guard. They h o l d l o n g halberds
Countersong (Suj: A bard with 3 or more ranks in a Perform skill can and talk in l o w tones.
je his music or poetics to counter magical effects that depend on sound
)ut not spells that simply have verbal components). Each round ofthe InitialAttitude: Unfriendly
_~untersong,he makes a Perform check. Any creature within 30 ft. of the Encounter: Sarmish and Erki, two minotaur barbarians (hp 56,52)
bard (including the bard himself) that is affected by a sonic or language- stand guard here. Though this is a strange place for a guard post, the
dependent magical attack may use the bard's Perform check result in place minotaurs make a habit o f posting guards here 50% o f the time. These
of its saving throw if, after the saving throw is rolled, the Perform check barbarians are at the end o f their shifts and eager for rest and recreation.
result proves to be higher. I f a creature within range ofthe countersong Erki i s Vommik's (Room F8) best friend. Both Sarmish and Erki are
is already under the effect o f a noninstantaneous sonic or language- elite members of the Broken Axe tribe with ambitions o f one day being
dependent magical attack, it gains another saving throw against the effect admitted i n t o t h e ranks o f the chieftain's personal guard (Room F38).
each round it hears the countersong, but it must use the bard's Perform E n c o u n t e r Condition: N/A
check result for the save. Countersong has no effect against effects that Tactics: If the PCs engage t h e minotaurs, they initiate their barbarian
don't allow saves. The bard may keep up the countersong for 10 rounds. rage. Erki charges w i t h his horn while Sarmish wields his halberd.
fascinate (Sp): A bard with 3 or more ranks in a Perform skill can They fight t o t h e death.
use his music or poetics to cause one or more creatures to become Treasure: Erki carries a large chunk of amber (worth 375 gp)
fascinated with him. Each creature to be fascinated must be within 90 in a leather pouch. Sarmish has 27 gp in a small leather pouch.
feet, able to see and hear the bard, and able to pay attention to him. EL8
The bard must also be able to see the creature. The distraction o f Scaling: To increase the challenge o f t h i s encounter, add two
a nearby combat or other dangers prevents the ability from working. barbarian levels t o each minotaur. To decrease t h e challenge, remove
For every three levels a bard attains beyond lst, he can target one two barbarian levels.
additional creature with a single use of this ability.
A Sarmish and Erki, Minotaur Bib 2 CR 4; Large monstrous humanoid;
To use the ability, a bard makes a Perform check. His check result
H D 6d8+12 + 2d12+4; hp 56,52; lnit + O Spd 30 ft.; AC 18, touch 9, flat-
is the DC for each affected creature's Will save against the effect. I f a
footed - (see text); Base Atk +8; Grp +17; Atk +13 melee (Zd8+7/~3,
creature's saving throw succeeds, the bard cannot attempt to fascinate
halberd), or +9 melee (ld8+5, gore); Full Atk +13/+8 melee (Zd8+7/x3,
that creature agtiin for 24 hours. I f its saving throw fails, the creature sits
greataxe) and +7 melee (1d8+2, gore); Space/Reach lOft./lO ft.; SA
quietly and listens to the song, taking no other actions, for as long as the
Powerful charge 4d6+6; SQ Darkvision 60 ft., illiteracy, natural cunning,
bard continues to play and concentrate (up to a maximum o f 1 round per
rage l/day, scent, uncanny dodge; AL CE; SV Fort +8. Ref +5, Will +5;
bard level). While fascinated, a target takes a 4 penalty on skill checks
Str 20, Dex 10, Con 15, Int 7, Wis 11, Cha 8.
made as reactions, such as Listen and Spot checks. Any potential threat
Skills and Feats: Climb +8, Jump +8, Intimidate +6. Listen +7, Search +2,
requires the bard to make another Perform check and allows the creature
Spot +7; Great Fortitude, Power Attack, Track, Weapon Focus (halberd).
a new saving throw against a DC equal to the new Perform check result.
Powerful Charge (Ex): A minotaur typically begins a battle by charging
Any obvious threat, such as someone drawing a weapon, casting a
at an opponent, lowering its head to bring its mighty horns into play. In
spell, or aiming a ranged weapon at the target, automatically breaks the
addition to the normal benefits and hazards o f a charge, this allows the
effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
beast to make a single gore attack with a +9 attack bonus that deals
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can
4d6+6 points of damage.
use song or poetics to inspire courage in his allies (including himself),
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
bolstering them against fear and improving their combat abilities. To be
they possess innate cunning and logical ability. This gives them immunity
affected, an ally must be able to hear the bard sing. The effect lasts for as
to maze spells, prevents them from ever becoming lost, and enables them
long as the ally hears the bard sing and for 5 rounds thereafter. An affected
to track enemies. Further, they are never caught flat-footed.
ally receives a +1 morale bonus on saving throws against charm and fear
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC for up to
effects and a +1 morale bonus on attack and weapon damage rolls.
7 rounds.
Inspire Competence (Su):A bard o f 3rd level or higher with 6 or more
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
ranks in a Perform skill can use his music or poetics to help an ally
checks.
succeed at a task. The ally must be within 30 ft. and able to see and
Possessions: Chain shirt, halberd.
hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular
skill as long as he or she continues to hear the bard's music. Certain F10. GATHERING HALL
uses ofthis ability are infeasible. The effect lasts as long as the bard
concentrates, up to a maximum o f 2 minutes. A bard can't inspire
competence in himself. Inspire competence is a mind-affecting ability. pieces o f cotton and woolen cloth simulatlng l o w sofas are lined along
Bard Spells Known (3/3/1; save DC 12 + spell level): &detect magic, the south and north walls. A massive table dominates the room. Inthe
flare, light, mending, message, resistance; 1st-cure light wounds, northeast corner i s a b a r r e l w t h several empty wooden goblets upon It.
expeditious retreat, hideous laughter; 2nd-heroism, sound burst. Two female minotaurs sit upon one o f t h e crude sofas, sipping
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen black ale from goblets. Long-handled axes lay at their feet. Abroad-
checks. shouldered male minotaur h o l d i n g a halberd stands near the table.
Possessions: Studded leather armor, buckler, + I battleaxe, potion of
charisma (2 doses), pouch with two rose-colored gems (25 gp each), InitialA t t i t u d e : U n f r i e n d l y
7 pp, and 19 gp. Encounter: The three minotaurs (hp 43,39, 36) relaxing in the h a l l
d o n o t react w e l l t o PC intrusion. Unless members o f their tribe
accompany the PCs, t h e two females cast their goblets aside, p i c k up
their weapons, and stand t o face them. Meanwhile, the male turns
t o them, pointing his halberd in a threatening manner.
Encounter Condition: Fearless FlZ. OLD COMMON HALL
Tactics: In combat, the male minotaur wields his halberd while the two
females charge the PCs with their homs before engaging them in melee.
..-
This oddly shaped room is dark. rhere is no furniture anywhere
Treasure: Each of these minotaurs carry Id8 gp worth of coins and in the hall, but a closer look at the north wall reveals the imaee
of a bnght golden axe painted upon its rough stone surface.
-
semi-preciousstones. One of the females wears a pair of mithral armbands
of dwarven design. The items were part of a full suit of armor and pro-
tected the front of the thighs of a dwarven wamor.The minotaur strapped Initial Attitude: N/A
the pieces upon her large forearms, displaying its wonderful design. Encounter:This large hall was a meeting place for the warriors of the
Though these pieces of armor do not seem valuable by themselves, they Golden Axe tnbe of olden days. Since the revolt that split the tribe into
depict a pair of crossed hammers in front of a burning sun. When two clans, the hall was abandoned because both the members of the
polished, the mithral of the leg greaves shines brilliantly, Any Medium PC Broken Axe and those of the Red Horns assumed the place brought
wearing these leg greaves to complement their armor benefit from them ill luck.
an additional + ACIbonus.The items are worth upwards of 500 gp,but his- Encounter Condition: N/A
torians and dwarves might pay up to three times this amount for them. Tactics: N/A
EL7 Treasure: N/A
Scaling: To increase the challenge of this encounter, add one mine-
taur and equip them all with chain shirts. To decrease the challenge,
remove the male minotaur.
Broken Axe Minotaur:CR 4; Large monstrous humanoid; H D 6d8+12;
hp 43, 39, 36 Init + O Spd 30 ft.; AC 18,touch 9, flat-footed - (see text);
Base Atk +6; Grp +14; Atk +10 melee (2d8+6/x3,halberd); Full Atk +10/+5
melee (2d8+6/x3,halberd) and +4 melee (ld8+2,gore); or +10/+5 melee
(2d8+6/x3,greataxe) and +4 melee (1d8+2,gore); Space/Reach 10 ft./10
ft.; SA Powerful charge 4d6+6; SQ Darkvision 60 ft., natural cunning, scent; F13. ARCHERV RANGE
AL CE; SV Fort +6, Ref+S,Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10,
Cha 8. The dancinl;flames of two dozen torches duminate this lcing and
Skills and Feats: Intimidate +2, Listen +7, Search +2. Spot +7; Great narrow roonn. A stack of longbows is piled up in a jumble in th,e north-
Fortitude, Power Attack, Weapon Focus (greataxe). east comer and several piles of arrows lay scattered upon tkLe floor.
Powerful Charge (Ex): A minotaur typically begins a battle by charging .A J*L
At the far exL, mnm
lvvlll
.
,
%.
a &
l l c mrr&.m
l.
a
lIIIoDIvc
...,.,.
a-.. 1,.y”a L l c L J ^..y.inted m
wyvucII
at a n opponent, lowering its head to bring its mighty horns into play. white and green Several arrows protrude from these crude targets.
In addition to the normal benefits and hazards of a charge, this allows
the beast to make a single gore attack with a +9 attack bonus that deals Initial Attitude: N/A
4d6+6 points of damage. Encounter: This Room was turned into an archery range long before
Natural Cunning (Ex): Although minotaurs are not especially intelligent, the members of the Golden Axe tribe took over the Region. The mino-
they possess innate cunning and logical ability. This gives them immunity taurs never bothered to renovate the place, thinking instead it might be
to maze spells, prevents them from ever becoming lost, and enables them useful some day. It has been many years since anyone used this Room -
to track enemies. Further, they are never caught flat-footed. the minotaurs of the Broken Axe tribe prefer melee combat and see no
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen reason to hone their skills with the bow.
checks. Encounter Condition: N/A
Possessions: Chain shirt, halberd. Tactics: N/A
Treasure:There are 13 longbows and one masterworklongbow lined up
upon the northeast wall. Among the 318 arrows scatteredupon the floor are
Fll. EMPTV BEDCHAMBER
21 masterwork arrows and 9 si awows.
Four massive beds are placed along the north and south walls of this E L N/A
darkly lit chamber. Scaling: N/A
Though several sconces made of tarnished dark bronze are set upon
the walls of this chamber, only four torches are placed into them.
F21. SACKED GUARD POST
Four
_. ..~ bed.;
..~.. are lined UD alone the east wall and four others lay at
~~~~ ~~~ ~
I O
A subtle but pungent smell permeates this room, which is filled
the bottom of the west wall. A wide table with eight W Ooden I stools
with broken furniture. The floor in front of the southern door is
wa!I placed in the center of the room and there is a barn?1on either
covered in a pool of dark brown and slightly foamy liquid, and piles
sid,e of the southern door.
r-,.,l,--,
lvul I.uII.,IIIvIu~ "".,...._. L
.+
I ...-
y.v,, C n r r n n ~ r m + n o+hoir muscular
h..mnnn;Arlx~+l, hrnxim
of wood splinters can be seen on either side of the doorway To the
north, large barrels stand on either side of the open door leading
boclies and bull-like heads bearing slightly curved horns occupy this
to a shadowy corridor
roolm, Two sit on the edge of stools around the table, throwing fistfuIs
In the darkness, the large silhouettes of well-muscled humanoids
of IJones upon the wooden surface. The others stand near the norther n
. I . _I .~- . ~ l . . - - 3 1 . . . A L . : :--_ with bovme heads and horns can be seen.They wear hide armors and
door 1DUt 1Keep rnelr eyes on me game
~
the place. The fat body of a w i l cIboar mpaled by long wooden sticks
Room 2 (North):This Room holds five large jars made out of thick cop-
hangs above the fire.The smell of the roastlng meat is dehcate.
per. A finely crafted tapestry of blue wool and silver threads cover There are several large humianoids with bull-ldte heads and long
most of the eastern wall (hiding the door behind it). The tapestry's horns in this room.
design is abstract but beautiful. It is worth 275 gp. The five jars (worth
100 gp each) hold great riches: A total of 55,075 gp worth of finely
Initial Attitude: Unfriendly
hewn gems, shiny jewelry, and gold and platinum pieces.
Encounter: A minotaur warrior (hp 43) is enjoying time off
Room 3 (North and West): The door leading into this Room is locked with members of his extended family, two minotaur females (hp 37,35)
(Dc 25 Open Lock check to open) and hidden behind the thick and a young male minotaur warrior in training (hp 31). The family
tapestry woven from blue wool with silver threads. A DC 18 Search recounts a tall tale about the glory days of the Golden Axe tribe.
check reveals its location, but PCs looking behind the tapestry find These people are suspicious of strangers, especially those who
it automatically. journey into their territory unescorted. If the pcs make good use
The Room contains the tombs of the tribe's last three chieftains. of the Diplomacy skill and change the minotaurs' attitude, the family
The three gray stone sarcophagi dominate the small chamber. Each of might be willing to trade goods and information with them. If the PCs
the lids of these tombs is sculpted in the semblance of a bull-headed change their attitude to Friendly or Helpful, the minotaurs share tales
humanoid bearing a large axe in his hands. The heavy lids can be of the people's history for tales of the PCs' exploits.
lifted with a successful DC 22 Strength check. The sarcophagi hold Encounter Condition: N/A
the bony remains of the minotaur chieftains of old and their most Tactics: If combat occurs, the oldest wamor places himself between
precious possessions. the old female and uses his greataxe to protect her. The young warrior in
The first tomb contains a +3 chain mail armor fashioned from gold- training yields his halberd in battle while the unarmed female fero-
en wire and made to fit a Large PC as well as a masterwork greataxe, ciously charges the PCs. Meanwhile the old female utters sharp cries of
which needs sharpening. The second tomb holds a headband made alarm,which alerts the honor guards in Room F24. These warriors come
from tarnished silver upon which a dark red ruby is set (worth 1,755 to aid the family ld3+1 rounds later.
gp). In the third tomb, a +2 heavy mace and a large piece of perfectly Treasure: N/A
clear amber (worth 665 gp) can be found. EL 8
Scaling: To increase the challenge of this encounter, add three
PCs caught with this treasure are immediately met with a Hostile
unarmed minotaurs. To decrease the challenge, remove the two
Initial Attitude by the Broken Horn minotaurs. Red Horns encounter-
unarmed minotaurs.
ing the PCs have their Attitude shifted one rank toward Hostile.
E L 10 Minotaur: CR 4; Large monstrous humanoid; HD 6d8+12; hp 43, 37,
Scahg:To increase the challenge ofthis encounter, add two barbarian 35, 31; lnit + O Spd 30 ft.; AC 17, touch 9, flat-footed- (see text); Base
levels to each minotaur and make the spiked pit trap near the south door Atk +6; Grp +14; Atk +11 melee (3d6+6/x3,greataxe); Full Atk +11/+6
80 ft. deep. To decrease the challenge, ignore the insanity mist vapor trap. melee (3d6+6/x3,greataxe) and +4 melee (1d8+2,gore); Space/Reach
10 ft./lO ft.; SA Powerful charge 4d6+6; SQ Darkvision 60 ft., natural
& Elite Guards, Minotaur Brb 1: CR 5; Large monstrous humanoid;
cunning, scent; AL CE; SV Fort +6, Ref +5, Will +5; Str 19, Dex 10,
H D 6d8+12+ ldl2+2; h p 65, 61, 59, 53; Init + O Spd 30 ft.: AC 21,
Con 15, Int 7, Wis 10, Cha 8.
touch 9, flat-footed- (see text); Base Atk +7; Crp +15; Atk +11 melee
Skills and Feats: Intimidate +2, Listen +7. Search +2, Spot +7; Great
(ld12+4/x3. masterwork greataxe) or +10 melee (1d8+4,gore); Full Atk
Fortitude, Power Attack, Weapon Focus (greataxe).
+11/+6 melee (ld12+4/x3. masterwork greataxe) and +5 melee (1d8+2,
Powerful Charge (Ex): A minotaur typically begins a battle by charging
gore);SpacelReach 10 ft./lO ft.; SA Powerful charge 4d6+6;
at a n opponent, lowering its head to bring its mighty horns into play.
SQ Darkvision 60 ft., natural cunning, scent: AL CE; SV Fort +6, Ref +5,
In addition to the normal benefits and hazards of a charge, this allows
Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8.
the beast to make a single gore attack with a +9 attack bonus that deals
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great
4d6+6 points of damage.
Fortitude, Power Attack, Track
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
Powerful Charge (Ex): A minotaur typically begins a battle by charging
they possess innate cunning and logical ability. This gives them immunity
at an opponent, lowering its head to bring its mighty horns into play. In
to maze spells, prevents them from ever becoming lost, and enables them
addition to the normal benefits and hazards o f a charge, this allows the
to track enemies. Further, they are never caught flat-footed.
beast to make a single gore attack with a +10 attack bonus that deals
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
4d6+6 points of damage.
checks.
Possessions: Masterwork hide armor, masterwork greataxe.
F26. CHIEFTAIN’S SON’S PRIVATE CHAMBER 4b Broken Axe Minotaur CR 4; Large monstroi
h p 43, 37, 35, 31, lnit +0, Spd 30 ft ; AC 18, toucn Y, rid[-ruuteo-
A large bed covered w t h a thick layer of woolen blankets dominates text); Base Atk + 6 Grp +14; Atk +10 melee (3d6+6/x3,greatax,
the center of this wide chamber A massive chest as well as the skin Full Atk +10/+5 melee (3d6+6/x3, greataxe) and +4 melee
of a large bear-like animal decorates the place, which is totally dark. (1d8+2. gore); Space/Reach 10 fi./lO ft.; SA Powerful charge 41
SQ Darkvision 60 ft., natural cunning, scent; AL C E SV Fort +C
Initial Attitude: Hostile Ref+S,Will +5; Str 19. Dex 10, Con 15, Int 7, Wis 10, Cha 8.
Encounter: This chamber is the private abode of Rankuli (hp 89) and Skills and Feats: intimidate +2, Listen +7, Search +2, Spot +;
his minotaur mate (hp 41). The only son of Chieftain Markuli, b n k u l i Great Fortitude, Power Attack, Weapon Focus (greataxe).
is his aging father’s direct heir. He helps the old man in the important Powerful Charge (Ex): A minotaur typically begins a battle by
affairs of the tribe, but prefers to spends his time here with his mate. charging at an opponent, lowering its head to bring its mighty
Encounter Condition: Fearless into play. In addition to the normal benefits and hazards ofa charge,
Tactics: Rankuli does not appreciate intruders, much less non- this allows the beast to make a single gore attack with a +9 attack
minotaur ones. He attacks the PCs on sight, descending into a mighty fit bonus that deals 4d6+6 points of damage.
of rage and using his horns to impale the strongest warrior. He does not Natural Cunning (Ex): Although minotaurs are not especially intelligent,
take time to don his armor, which lays under his bed, but grasps his they possess innate cunning and logical ability. This gives them immunity
favored weapon: An enchanted dire flail. to maze spells, prevents them from ever becoming lost, and enables them
Treasure: The large chest here contains half a dozen silken drapes to track enemies. Further, they are never caught flat-footed.
(worth a total 345 gp)as well as an intricate bracer fashioned from black Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
onyx in the shape of a coiled serpent. This bracer appears to be worth checks.
approximately 100 gp,but a successful DC 25 Knowledge (religion) Possessions: Chain armor, greataxe.
check reveals it is made into the semblance of a minor nature deity and
worth up to ten times this amount to any follower of the faith.
F27. EMPTY LIVING QUARTERS
In addition to the weapons he carries, h n k u l i has a pouch filled with
51 pp. His suit of armor, which lays under the bed, is a + I chain shirt
A low circle of stones was built in the middle of this room. The stones
suitable for any Large PC.
are duty with soot and the floor in their center is blackened and covered
EL 8
with gray ashes, making it obvious that fire once burnt u1 this hearth.
Scaling: To increase the challenge of this encounter, add two
barbarian levels to h n k u l i and give three barbarian levels to his mate.
Initial Attitude: N/A
To decrease the challenge, make Rankuli a 1st level barbarian.
Encounter:This Room once served as living quarters formembers of
A Rankuli, Minotaur Brb 3: CR 7; Large monstrous humanoid; the tribe, but now only the chieftain’s son and his mate use it on occa-
HD 6d8+18 + 3d12+9; h p 89; lnit +l; Spd 40 ft.; AC 15. touch 10, sion. It has been several weeks since they made a fire here; the last time
flat-footed- (see text); Base Atk +9; Crp +16; Atk +14 melee (1d8+6, they did they used up all the available timber.
+Zdirejail) or +12 melee (ld8+4,gore); Full Atk +12/+12[offhand]/+7 Encounter Condition: Drafty, Safe
melee (1d8+6[+4with off hand], +2 direflaio and +9 melee (1d8+2. Tactics: N/A
gore); Space/Reach 10 fi./lO ft.; SA Powerful charge 4d6+6 SQ Treasure: A successful DC 15 Search check reveals the burnt remains
Darkvision 60 ft., natural cunning, rage, scent; AL CE; SV Fort +8, of what was once a cooper ring in the ashes of the fire. The ring was hid-
Ref+7, Will +6;Str 19, Dex 12, Con 17, Int 7, Wis 10. Cha 8. den in the secret compartment of a drawer used to kindle the flames of
Skills and Feats: Intimidate +4, Listen +lo, Search +2, Spot +7, the fire several months ago. It belonged to a dwarfwho helped the mino-
Survival +2; Exotic Weapon Proficiency (dire flail), Power Attack, Track, taws build and repair traps and secret wall panels.
Two-Weapon Fighting. On the inside of the ring are Dwarven runes. These runes are the
Powerful Charge (Ex): A minotaur typically begins a battle by charging equivalent of a scroll offlesh to stone that spellcasters can decipher with a
at a n opponent, lowering its head to bring its mighty horns into play. In DC 25 Spellcraft check. Transfering this spell to a spellbook is just like
addition to the normal benefits and hazards of a charge, this allows the transfering a scroll, but a spellcaster cannot cast from the ring.
beast to make a single gore attack with a +12 attack bonus that deals E L N/A
4d6c6 points of damage. Scaling: N/A
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
they possess innate cunning and logical ability. This gives them immunity
F2E. OLD MINOTAURS’ LIVING QUARTERS
to maze spells, prevents them from ever becoming lost, and enables
them to track enemies. Further, they are never caught flat-footed.
Three tall but frail-looking huma ck brown a
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC
sit around the fire that burns within a low stone circle in
for up to 8 rounds.
A wisp of thin black smoke rises from the flames, disappearing into
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
a crack somewhere in the darkness of the high ceiling above
checks.
A large stack of wood - mostly dried branches and tree limbs,
Possessions: +2 dire j a i l , masterwork greataxe.
but also pieces of broken furniture -take most of the southeast comer
of the room. The aging minotaurs sit upon thick woolen blankets.
The harp is made of gold. Its body is long but delicate, with countless Treasure: The largest minotaur carries a potion belt, with three vials
abstract markings carved into its frame. Its twelve cords are silvery white on it. One of the vials is holy water, and the others are a potion of water
and shine slightly when illuminated. A successful DC 20 Knowledge breathing and a potion of cure modemte wounds.
(local) check reveals they are woven from fine elven hair. The item is a EL7
havp of charming. Scaling: To increase the challenge of this encounter, add three mino-
The score of pelts weighs 425 Ibs. These fine furs are worth upwards taurs or give the minotaurs damage reduction S/-.To decrease the chal-
of 1,000gp. lenge, remove one or the alchemical fire.
The southern chamber holds a massive chest made out of dark brown-
Broken Axe Minotaur: CR 4; Large monstrous humanoid; H D 6d8+12;
ish iron and a round shield is set on its western wall. This masterwork
h p 45,44, 37; lnit +O; Spd 30 ft.; AC 17, touch 9, flat-footed - (see text);
large steel shield is a beautiful work of art (and worth five times the value
Base Atk +6; Crp +14; Atk +10 melee (3d6+6/x3,greataxe); Full Atk
of similar items).The item is made ofblue steel laced with silvery threads,
+10/+5 melee (3d6+6/x3,greataxe) and +4 melee (ld8+2,gore);
and a thick plate of gold reinforces its contour. An intricate emblem lays
Space/Reach 10 ft./lO ft.; SA Powerful charge 4d6+6; SQ Darkvision 60
on the heart of the shield: a burning sun made out of interwoven yellow
ft., natural cunning, scent; AL CE; SV Fort +6, Ref +5, Will +5; Str 19,
gold, red copper, and orange bronze with a pair of miniature mithral
Dex 10, Con 15, Int 7, Wis 10. Cha 8.
hammers encrusted upon it.
Skills and Feats: Intimidate +2, Listen +7, Search +2,Spot +7; Great
The chest that dominates the center of the Room is locked and
Fortitude, Power Attack, Weapon Focus (greataxe).
trapped. A successful DC 40 Open Lock check is required to unlock it.
Powerful Charge (Ex): A minotaur typically begins a battle by charging
Its mechanical trap can be bypassed by pressing a hidden switch at the
at a n opponent, lowering its head to bring its mighty horns into play. In
back of the chest before opening its lid.
addition to the normal benefits and hazards of a charge, this allows the
b Poisoned Needle Trap: CR 4; mechanical; touch trigger; repair reset; beast to make a single gore attack with a +9 attack bonus that deals
hidden bypass (Search DC 28); Atk +19 melee (1 plus poison, needle); 4d6+6 points o f damage.
poison (carrion crawler brain juice, DC 13 Fortitude save resists (poison Natural Cunning (Ex): Although minotaurs are not especially intelligent,
only), paralysis/O);Search DC 25; Disable Device DC 17. they possess innate cunning and logical ability. This gives them immunity
to maze spells, prevents them from ever becoming lost, and enables them
The chest contains 2,150 gp, plus various pieces of jewelry, and precious
to track enemies. Further, they are never caught flat-footed.
stones worth 3,500 gp total. The chest weighs over 50 lbs. when full
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
E L N/A
checks.
Scaling: N/A
Possessions: Hide armor, greataxe.
A Brakari, Minotaur Rog 1: CR 5; Large monstrous humanoid, T h i s r o o m has n o furniture or decor Four minotaurs beanng wicked-
H D 6d8+18 + ld6+3; hp 54; lnit +l; Spd 30 ft., AC 15, touch 10, looking halberds and wearing t h i c k hide armors stand guard. They
flat-footed - (see text); Base Atk +6; Grp +14; Atk +9 melee are engaged conversation, whispenng t o one another and keeping
(ld6+4/x3, meat cleaver) or +9 melee (ld8+4, gore); Full Atk their eyes o n t h e doors.
+9/+4 melee (ld6+4/x3, meat cleaver) and +4 melee (1d8+2, gore);
Space/Reach 10 ft./lO ft., SA Powerful charge 4d6+6; SQ Darkvision I n i t i a lA t t i t u d e : U n f r i e n d l y
60 ft., natural cunning. scent; AL CE; SV Fort +7, Ref +8. Will +5; Encounter: Four minotaurs (hp 44, 42, 39, 36) guard this Room.
Str 19, Dex 12, Con 16, Int 7, Wis 10, Cha 8. Their primary duty is to fend o f f any w h o trespass. They are sturdy war-
Skills and Feats. Intimidate +3, Listen +8, Move Silently +3, Search +3, riors, w h o take their duty seriously U n l i k e most Broken Axe minotaurs,
Spot +8, Great Fortitude, Power Attack, Track they are n o t afraid t o fight anyone showing signs o f aggression. I f they
Poweful Charge (Ex): A minotaur typically begins a battle by charging see a door open (DC 15 Spot check), they immediately go o n the defen-
at an opponent, lowering its head to bring its mighty horns into play. In sive and prepare for whomever enters.
addition to the normal benefits and hazards o f a charge, this allows the E n c o u n t e r Condition: [Fearless]
beast to make a single gore attack with a +9 attack bonus that deals Tactics: These minotaurs fight w e l l together, always practicing and
4d6+6 points o f damage drilling. They are n o t t h e artisans their brothers are and deep inside
Natural Cunning (Ex): Although minotaurs are not especially intelligent, resent the fragmenting o f the tribe. A part o f them wishes t o be Red
they possess innate cunning and logical ability. This gives them immunity H o r n minotaurs, but they k n o w this i s traitorous t o even think about.
to maze spells, prevents them from ever becoming lost, and enables them In combat, they use their horns t o charge the pcs every chance they
to track enemies. Further, they are never caught flat-footed get, teaming up o n the strongest-looking and most heavily-armored PCs
Sneak Attack: The rogue’s attack deals extra damage any time her otherwise. They send f o r help if things get too difficult, but aren’t afraid
target would be denied a Dexterity bonus to AC (whether the target t o fight t o the death if they perceive the PCs as serious threats t o the
actually has a Dexterity bonus or not), or when the rogue flanks her Broken Axe tribe. The largest o f the four is extremely vicious and k i l l s
target. This extra damage is l d 6 Should the rogue score a critical hit fallen foes, even though the other three will not. H e carries a potion of
with a sneak attack, this extra damage is not multiplied rage and drinks i t after suffering IO o r more points o f damage.
Skills. Minotaurs have a +4 racial bonus on Search, Spot, and Listen Treasure: The guards carry copper and silver, often stopping to play
checks. games o f dice or cards when n o one i s looking. Each guard carries a
pouch with 2d8 gp w o r t h o f gems and assorted coins, plus knuckle-
bones, cards, dice, and the occasional dart.
EL 7
Scaling: To increase the challenge of this encounter, add four mino-
taurs. To decrease the challenge, remove one.
F34. RAMVIK'S PRIVATE CHAMBER PowerfulCharge (€XI:A minotaur twically begins a battl
The secret door in the eastern wall can be found with a successful DC 30 charging at an opponent, lowering its head to bring its mighty horns
Search check. A narrow slit framing the secret door indicates its loca- into play In addition to the normal benefits and hazards of a ch.arge.
tion The door is identical to the wall, and cut from heavy stone, but held this allows the beast to make a single gore attack with a +12 att:ick
in place with hinges that are nonceable once the doorway is opened. bonus that deals 4d6+6 points of damage
A DC i a Strength check opens the door m 1 round. O t h e m s e , it takes -
Natural Cunning [Ex) Although minotaurs are not especially intellrgent.
the PCs ld4+1 rounds to push it open enough to step through, in which they possess innate cunning and logical ability This gives them immunity
case it is impossible to surprise the minotaur inside. to maze spells, prevents them from ever becoming lost, and enables them
to track enemies Further, they are never caught flat-footed.
Unlike most room this s d Typical Clerical Spells Prepared (5/5/4, save DC 12 + spell level)
with various marks pamted on the walls and the floor is covered with k u r e minor wounds (2), guidance, resistance, vrrtue,l st-bane, cause
nch furs A massive bed takes up most of the room, but a small stone fear, cure light wounds, protectionfromgood*, shield offaith, 2nd-bull's
altar with a burning yellow candle upon it was placed m the noah- strength"", death knell, shatter+, sound burst
west corner * Domain spell Domains Destruction (smite) and Evil (cast evil spells
at +1 caster level) -goddess of pain and despair
Initial Attitude: Unfriendly Skills Minotaurs have a +4 racial bonus on Search, Spot, and Listen
Encounter: Ramvik (hp 71) is the last minotaur cleric of the checks
Broken Axe tribe. Though she is currently training three apprentices
(see Room F35), they have yet to receive their deity's blessings. Ramvik
F35. ACOLVTES' LIVING QUARTERS
is a priestess of the Goddess of Pain and Despair, a deity that obviously
took an interest in the Broken Axe tribe shortly after the revolt when the
This shadowy ro
people of the Golden Axe tribe were split into two clans.
with thick woolen blankets and the nch pelt of a large white wolf lies
Though she has yet to build a suitable temple for her deity, Ramvik
upon the floor in the middle of the room.
won Chieftain Markuli's confidence and hopes he will allow her to use
the abandoned meeting hall (Room F12) for such a purpose.
Initial Attitude: Hostile
She believes that only by embracing the deity and accepting the pain
Encounter: Ramvlk's minotaur acolytes (hp 41,39,38,37) live here
and suffering that the mbe has endured over the past decade can the
The three minotaur youths have not yet earned the deity's favor, but they
spirit of the Broken Axe people be mended. Ramvik is thus fervently
consider themselves pnests in training and followers of the teachings of
dedicated to the teachings of her goddess.
Ramvlk to the letter Any intrusion into their chamber provokes the
If the PCs say or do anything to provoke her, she issues a battle cry
wrath of these minotaurs They attack all intruders on sight
and attacks. Minotaurs in Rooms F35 and F36 are allowed DC 20 Listen
Encounter Condition: Fearless
checks to hear the commotion, arriving ld4+1 rounds later.
Tactics: These minotaurs are young members of the tnbe eager
Encounter Condition: Cover (soft), Fearless, Unhallowed 2
to prove their worth They use no particular combat tactics, fighting
Tactics: I n battle, Ramvik prefers to use her spells to harm the PCs.
instead in an unpredictable and solitary manner. They are however,
She targets the largest PC with doom, causefear, and sound burst. She casts
eager to impress Ramvik If she has fallen, they gain the benefit of rage,
shield offaith before the PCs arrive, if she has time, or on the 3rd round if
othemse, they fight the strongest PCs to prove their worth
not engaged in melee. After that, she casts death knell on any weakened
If combat ensues, allow the guards in Room F36 a DC 22 Listen check
PCs before charging into combat.
to hear the sound of battle If they do, they come charging into the fray
If a PC openly cames porions of flasks, she cast shatter.
ld3+1 rounds later
She already has bull's strength cast when the PCs arrive.
Treasure: Each acolyte cames a simple miniature axe made of iron
Treasure: Ramvik has a small volume bound in thick brown leather.
This unholy symbol is worth 10 gp to the followers of their goddess.
It is written in Common and titled: "Of Pain, Despair, and Sorrow."
EL 7
This book is the unholy tome of the goddess of pain and despair.
Scaling: To increase the challenge of this encounter, add four minc-
It contains specific prayers and vile rituals to honor the deity. The book
taur acolytes To decrease the challenge remove one.
is worth 250 gp to any follower of the faith.
Ramvik also carries three candles of truth, two vials of unholy water, @ Broken Axe Minotaur Acolytes: CR 4; Large monstrous humanoid, H D
and a pouch with 56 gp. She wears a ruby amulet on a golden necklace 6d8+12, h p 41, 39, 38, 37, lnit +O. Spd 30 ft , AC 14, touch 9, flat-footed
(worth 355 gp). Her unholy symbol is filled with silvery spikes and - (see text), Base Atk +6, Crp +14, Atk +10 melee (3d6+6/x3, greataxe),
carved from onyx. It is worth 145 gp to likewise clerics. Full Atk +10/+5 melee (3d6+6/x3, greataxe) and +4 melee (ld8+2, gore),
EL. a Space/Reach 10 ft /10 ft , SA Powerful charge 4d6+6, SQ Darkvision 60
Scaling: To increase the challenge of this encounter, add two cleric ft , natural cunning. scent, AL CE, SV Fort +6, Ref+S, Will +5, Str 19,
levels to Ramvik or two minotaur bodyguards. In addition, allow her to Dex 10, Con 15. Int 7, Wis 10, Cha 8
have protection born good and shield offaith already cast. To decrease the Skills and Feats Intimidate +2, Listen +7, Search +2, Spot +7,
challenge, remove three of Ramvik's 2nd-level spells for the day. Great Fortitude, Power Attack, Weapon Focus (greataxe)
Powegul Charge (Ex) A rninotaur typically begins a battle by
A Ramvik, Minotaur Clr 4 CR 8;Large monstrous humanoid; HD
charging at an opponent, lowering its head to bring its mighty horns
6d8+12 + 4d8+8; h p 71; Init +4; Spd 30 ft.; AC 19, touch 9, flat-footed -
into play In addition to the normal benefits and hazards of a charge,
(see text); Base Atk +9; Crp +17; Atk +15 melee (3d6+10/x3,+ I unholy
this allows the beast to make a single gore attack with a +9 attack
greataxe) or +14 melee (ld8+6, gore); Full Atk +15/+10 melee
bonus that deals 4d6+6 points of damage
(3d6+10/x3,+ I unholy greataxe) and +9 melee (ld8+3, gore);
Natural Cunning (Ex) Although minotaurs are not especially intelligent,
Space/Reach 10 ft./lO ft.; SA Powerful charge 4d6+6 SQ Darkvision
they possess innate cunning and logical ability This gives them immunity
60 ft., natural cunning, scent; AL CE; SV Fort +lo, Ref +5, Will +l1;
to maze spells, prevents them from ever becoming lost, and enables them
Str 18 [22*]. Dex 10, Con 15, Int 7, Wis 15, Cha 9.
to track enemies Further, they are never caught flat-footed
Skills and Feats: Concentration +3 (+7to cast defensively),Diplomacy
Skills Minotaurs have a +4 racial bonus on Search, Spot, and Listen
+2, Intimidate +2, Knowledge (religion)+2, Listen +7, Search +2, Spot
checks
+7; Combat Casting, Great Fortitude, Improved Initiative. Track.
~~ ~
at a n opponent, lowering its head to bring its mighty horns into play. In
goblets stacked upon it.
addition to the normal benefits and hazards of a charge, this allows the Four heavily muscled minotaurs wearing shiny golden breast-
beast to make a single gore attack with a +10 attack bonus that deals plates and matching helmets covenng their long muzzles but from
4d6+6 points of damage. which their long horns protrude are in this room. Two of them hold
Natural Cunning (Ex): Although minotaurs are not especially intelligent, greataxes and large shields, standing guard near the open doorway,
they possess innate cunning and logical ability. This gives them immunity while the others sit on the edge of their beds, relamng.
to maze spells, prevents them from ever becoming lost, and enables them
to track enemies. Further, they are never caught flat-footed.
Rage (Ex): +4 to Str, +4 to Con, +Z on Will saves, -2 to AC Initial Attitude: Unfriendly
for up to 7 rounds. Encounter: This large chamber houses the chieftain's honorary
guards. These wamors are charged with the protection of their chieftain
as well as issuing his orders to the other wamors of the tribe. Their sta-
tion is one that harbors enormous respect and jealousy - and many in
the Broken Axe mbe strive to one day enter the ranks of this exclusive
Four minotaur barbarians (hp 61, 56, 50, 47) are currently in this
Room; four others are in Room E39 with their chieftain and the other The simple secret door on the north wail can De aerecred with
four guard Room F24. Though they use this chamber to rest, they also a DC 30 Search check This simple wall panel is unlocked and res
keep constant vigil in the comdor outside their Room and remain on hidden hinges It can be opened by pushing it towards the
call twenty-four hours a day in case Markuli needs them. of Room E39
Ifthe Pcs approach the wamors seeking a meeting with their leaders,
the elite guards ask them to wait here while one of them goes to Room This chamber is illuminated hy the flickering flames of torche
F39 to verify if their chieftain wants to see them. Unless the PCs have on the east and west wall, but the pale llght falls to put all the shac
k d e d minotaurs (and have minotaur blood on their clothing or carry of the great hall at hay In the distance lays a massive throne ca
minotaur arms or treasures, for instance), they should have no trouble from dark gray basalt Upon the south wall above the royal chaii 13 1
meeting Markuli. If, on the other hand, the PCs have slaughtered mem- wide tapestry of rich green hues with the design of an axe split in
bers of the Broken Axe tribe, these men do not hesitate to attack. three parts embroidered ln golden wires
Encounter Condition: Echoes 5, Stagnant Air An old minotaur dressed in purple robes and banng a golden
Tactics: In battle, these cruel and bloodthirsty warriors are prone crown upon his head sits on the throne The kingly figure is
to initiate their barbarian's rage and charge their opponents with misslng an arm and his face and neck reveal several deep scars Beside
their mighty horns. They are also accustomed to fighting together and him are four kindred males wearing golden breastplates
function well as a unit, often maneuvering in tight formations in an and hanng axes and shields
attempt to flank their foes.They use their shields to defend themselves,
hut on occasion also to bash smaller enemies. Initial Attitude: Unfriendly
If a battle occurs here, allow the guards in Room F39 a DC 25 Listen Encounter: Chieftain Markuli (hp 119) and four of his elite guards
check to notice the ruckus of the battle and the cries of their comrades. (hp 60, 57, 55, 51) are currently in this hall. If the PCs come into the
If they do, they come charging into the fray ld4+2 rounds later with throne Room with minotaur blood on their clothing or carrying treas-
their chieftain. Allow the minotaurs in Rooms F27 and E32 the same ures belonging to the tribe, Markuli's Initial Attitude becomes Hostile
chance of hearing the sounds of combat. Half of the wamors in these and he orders his men to kill them. Otherwise, the chieftain is mildly
Rooms come to investigate ld6+2 rounds later. annoyed that the PCs have ventured in his great hall, but curious as to
Treasure: The elite guards carry large steel shields and wear golden who they are and what they are doing in Broken Axe tribal lands.
armors of masterwork quality worth twice the value of similar master- If the PCs parley with Markuli, the chieftain reveals to them that
work items because of the precious metal used in their creation. the tribesmen of the Broken Axe are a proud and independent people,
Any minotaur from the Broken Axe or Red Horn tribes would pay up to that they are allies of most other inhabitants of the Region, and that they
five times their actual value. Each of these warriors also carries a master- need no outsiders to venture unescorted through their territory. Markuli
work greataxe as well as 2d12 gp worth of gems and coins. Additionally, does not like to talk about Grauki, the Red Horn clan, or the rebellion
one of them wears a thick gold chain with a massive ruby hanging from that led to the splitting of the Golden Axe trihe - for the wound
it. The crude-looking but obviously valuable necklace is worth 875 gp. of Grauki's treachery is still sore in the chieftain's heart. If the PCs
The weapons' racks hold half a dozen halberds, three longspears, two question him on these matters, he becomes gruff and impatient.
greatswords, one masterwork composite longbow (+5 Str bonus), as well If the PCs persist, he orders his men to escort them out of their temto-
as a well-fashioned quiver of deep blue leather holding 20 arrows. The ry (in the corridor south of Room F36).
barrel contains potent minotaur ale (see Room F7). Though he does not ask for the PCs' help, he is willing to accept their
EL 9 aid ifthey offer to either fight the barghests that recently sacked Room
Scaling:To increase the challenge of this encounter, add two barbarian E21 or hunt down manticores from another part of the dungeon.
levels to each minotaur. To decrease the challenge, remove two of them He is also happy to trade goods and information with the PCs.
from the encounter. If the PCs reveal to him that Grauki is plotting an attack against
hshmarik, he shrugs. If they mention to him that after their conquest
Elite Guard, Minotaur Brb 1: CR 5; Large monstrous humanoid;
of the rakshasa's lair, the Red Horns will undoubtedly attack the Broken
H D 6d8+12+ ld12+2; hp 61,56,50,47; lnit + O Spd 20 ft.; AC 21,
Axe tribe, the chieftain listens to them with interest. Markuli, however,
touch 9, flat-footed - (see text); Base Atk +7; Grp +15; Atk +11 melee
will not start a war unless his people are attacked first.
(ld12+4/x3, greataxe) or +10 melee (ld8+4,gore); Full Atk +11/+6
Encounter Condition: Fearless, Poor Footing 2
melee (Id1 2+4/x3. greataxe) and +5 melee (1d8+2, gore); Space/Reach
Tactics: Markuli willingly engages any who challenge him, flying
10 ft./lO ft.; SA Powerful charge 4d6+6; SQ Darkvision 60 ft., natural
into a rage and pulping the first opponent to stupidly oppose him. While
cunning, scent; AL CE; SV Fort +6. Ref +5, Will +5; Str 19, Dex 10,
his men fight well as a unit, the chieftain charges with his horns and
Con 15, Int 7, Wis 10, Cha 8.
moves in unpredictable patterns. To illustrate this, have Markuli attack a
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7;
new opponent 25% of the time.
Great Fortitude, Power Attack, Track.
Treasure: Markuli's crown in made of solid gold and has been the
Powerful Charge (Ex): A minotaur typically begins a battle by
property of all chieftains ofthe Golden Axe tribe since its founding, cen-
charging at an opponent, lowering its head to bring its mighty horns
turies ago. The crown now serves to identlfy the chieftain of the Broken
into play. In addition to the normal benefits and hazards of a charge,
Axe people. It is worth 300 gp, but tribesmen of the Broken Axe or Red
this allows the beast to make a single gore attack with a +10 attack
Horns would pay up to five times its value.
bonus that deals 4d6+6 points of damage.
The chieftain also wears a robe of blending and cames a vial of oil o j
Natural Cunning (EXJ: Although minotaurs are not especially intelligent,
darkness (3 doses) and a potion of magic vestment (5 doses). Additionally,
they possess innate cunning and logical ability. This gives them immunity
Markuli holds the keys that unlock Room F15, F24, and F30 as well
to maze spells, prevents them from ever becoming lost, and enables them
as the chest in Room F30.
to track enemies. Further, they are never caught flat-footed.
The tapestry upon the south wall is of exquisite quality (worth 350
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC
gp). Because it is the tribe's heraldic symbol, members of the Broken Axe
for u p to 7 rounds.
or Red Horns would pay up to ten times its value.
Possession: Masterwork greataxe, masterwork breastplate, masterwork
E L 11
large steel shield.
Scaling To increase the challenge of this encounter, add two barbarian
levels to Markuli and add two minotaur guards. To decrease the chal-
lenge, remove two guards.
4 Markuli, Chieftain ofthe Broken Axe, Minotaur Bib 6 CR 1 0 Large
monstrous humanoid; H D 6d8+24 + 6d12+24; hp 119; lnit + l ; Spd 4
F40 THRQWCH F43. #EST' QF THE CRYQHYDRR
Rooms F40 through E43 are home o f a powerful cryohydra. This section of
wch 10, flat-footed - (see text); Base Atk +12; Grp +22;
the dungeon is still unclaimed, but a human fugitive named D a d found
e (ld12+8/x3, +2 greataxe) or +17 melee (ld8+6, gore);
his way here some twenty years hence. D a d was a cunning and devious
-15/+10 melee (ld12+8/x3, +2 greataxe) and +12 melee
man w h o managed t o survive by allying himself w i t h various inhabitants
; Space/Reach 10 ft./lO ft.; SA Powerful charge 4d6+9;
o f the surrounding Regions, notably with the goblins to the south.
I 60 ft., improved uncanny dodge, natural cunning,
Before he went i n t o hiding in the dungeon, Darvil the T h i e f -
L NE; SV Fort +13, Ref +8,Will +8; Str 22, Dex 13,
as h e was k n o w n - had stolen many objects. Though he traded most
Wis 12, Cha 12.
o f these items with his neighbors to either befriend them or buy peace,
:eats: Intimidate +4, Listen +12. Search +2, Spot +7,
h e kept his most precious possession: The egg o f a cryohydra.
leave, Great Fortitude, Power Attack, Track, Weapon
W h e n the hatchling came out o f its shell, several months after
xe) .
D a r v i k arrival, the t h i e f nurtured it. With the passing years, the little
harge (Ex): A minotaur typically begins a battle by
cryohydra grew i n t o a mighty monster, but it continued to regard D a d
.o _ _ - . I opponent, lowering its head to bring its mighty horns
as its parent and protector. W h e n the human t h i e f died o f a bad case of
into play. In addition to the normal benefits and hazards o f a charge,
pneumonia, the creature refused t o leave its master. For months it stayed
this allows the beast to make a single gore attack with a +19 attack
at his bedside, trying t o revive the corpse.
bonus that deals 4d6+9 points o f damage.
W h e n it finally dawned o n the creature that i t s master was n o more,
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
it returned t o its nest but refused t o leave the Region and continued
they possess innate cunning and logical ability. This gives them immunity
t o visit its master's tomb daily Since the arrival o f the shadows in Room
to maze spells, prevents them from ever becoming lost, and enables them
F41,t h e cryohydra was cut o f f f r o m the chamber where Darvil's remains
to track enemies. Further, they are never caught flat-footed.
lie. I t is n o w extremely angry.
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 t o AC
for up to 9 rounds.
frnproved Uncanny Dodge (Ex): Markuli can no longer be flanked. RANDOM ENCOUNTERS
This defense denies a rogue the ability to sneak attack the barbarian Roll for a Random Encounter once p e r hour.
by flanking him, unless the attacker has at least four more rogue levels ld20 Encounter
than the target has barbarian levels.
I A portion of the CE"ling falls near the PCs The heavy stone
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
shatters into a huridred pieces as it hits the floor, sending
checks.
several fist-sized chunks o f rock through the air The PCs
Possessions: Masterwork chain shirt, masterwork large steel shield,
were far away enolAgh to avoid damage, but the echoing
+2 greataxe.
sound of stone fallling upon stone rings loudly throughout
.L..
Elite Guard, Minotaur Brb 1: CR 5; Large monstrous humanoid: ^_^^
L l l C *IC*.
A thick layer of soot darkens the stones from the walls and high
the COT )ses.
ceiling. A closer look at the south and west walls reveals metallic
Wh at truly catches the eye, however, is the huge creature
hinges on one side of the empq7 archways,suggesting that doors once
standin]5 in the middle of the room. Its eight vicious-looking reptilian . . _. .
..*^. ,.Cl,...-LuLL5 -.*..,...”JFIycIIIIIIc ..“”IP”
heads oLL llCCnJ ucaI -..~”
L--- -C*L- -..ln”+Ll,...
pdLsJL UIUc.
stood there. The door in the center of the north wall is simple but
scorched. A small black lock is set just above its knob.
The fanged mouth of each of the heads snarls or bites the air,
a thin cloud of white mist issuing from it.
Initial Attitude: N/A
Encounter: There are no footsteps anywhere in this Room and the
Initial Attitude: Hostile
ash-covered floor is a more or less an even and undisturbed surface.
Encounter: An eight-headedcryohydra (hp 95) lives here.This creature
Long ago, a group of minotaurs from the Golden Axe tribe journeyed
ventured into this part of the dungeon eight years ago.Though it used to
into this portion of the dungeon and encountered a pack of barghests.
hunt in other parts of the dungeon, this fiend seldom leaves this Room,
After a terrible battle, they defeated the fiends but several minotaurs fell
prefening to let its prey come to it rather than struggle through the narrow
in combat. Using the many wooden chests they had emptied while loot-
comdors. Since the shadows took conml of Room F41, it avoids this place,
ing the place as well as the two reinforced doors from this Room, they
opting instead to hunt the goblins from the southern Region.
built a great funeral pyre. While the bodies of their comrades were
Encounter Condition: Extreme cold
incinerated, they left the area using the warp gate.
Tactics: In battle, the cryohydra uses its cold breath weapon to harm
The door in the center of the north wall is a warp gate. It is unlocked
as many opponents as it can before closing in on them with its many bite
and cannot be locked by any means, since the black iron lock upon it is
attacks. It releases jets of cold as often as it can, targeting the largest
made to accommodate the special crystal keys that simplifies travel
pcs first.
through the many warp gates of the Region. Roll on the Warp Gates:
Treasure: Searching the massive cryohydra’s nest takes the better
Random Locations table to determine into which Room the gate leads.
part of an hour, as pcs need to move stone rubble and crushed pieces of
If Room F43 is rolled, then the warp gate opens in the small empty
wood. A successful DC 20 Search check reveals a bronze scepter imbed-
Room north of Room E43 (just as a normal door would) and closes
ded with three fiery jewels as well as 1,286 sp, 953 gp, and 147pp. Its last
automatically once the pcs cross it. Opening the warp gate from this
owner was a hobgoblin who ventured and perished in the dungeon six
side also requires a roll on the Warp Gates: Random Locations table, so
years ago. As an item, the scepter is worth upwards of 1,000gp, but any
pcs venturing into the small Room to the north might not be able to
one who succeeds at a DC 35 Appraise check realizes the item is in fact
return to Room E43 (unless another result of Room E43 is rolled on the
worth five times this amount.
table).
EL 9
The smaller chambers to the north and south are empty, the walls
Scaling: To increase the challenge of this encounter, give the
covered in mold and sepsis.The air is stale.
cryohydra two additional heads. To decrease the challenge, remove
Encounter Condition: Diseased (cackle fever) 16, Poor Footing 4,
the cryohydra’s breath weapon.
[Stagnant Air]
Eight-Headed Cryohydra: CR 9; Huge magical beast; H D 8d10+43; Tactics: After the PCs spend 30 minutes in this Room, roll for
hp 95; lnit + l ; Spd 20 ft., swim 206.; AC 18, touch 9. flat-footed 17; Base a Random Encounter, ignoring minotaur encounters every other roll.
Atk +8; Crp +20 Atk +11 melee (ld10+4, 8 bites); Full Atk +11 melee Treasure: pcs searching the debris find the burnt skulls and bones
(ld10+4, 8 bites); Space/Reach 15 ft./lO ft.; SA Breath weapon (cold); of three minotaurs as well as three darkened and damaged greataxes.
SQ Darkvision 60 ft., fast healing 18, low-light vision, scent; AL N; SV A DC 30 Search is required to find the treasure. Under the bony remains
Fort +11, Ref+7, Will +4; Str 19. Dex 12. Con 20, Int 2 , Wis 10, Cha 9. is a small golden amulet, undamaged by the flames. It is a simple trinket
Skills and Feats: Listen +7, Spot +8, Swim +12; Combat Reflexes’, with the face of a bull that belonged to one of the fallen minotaurs here.
Iron Will, Toughness, Weapon Focus (bite). The amulet is worth 50 gp, but because the minotaur was a hero of the
Breath Weapon (Su): Cryohydras can breathe lets o f frost 10 ft. high, later days of the Golden Axe tribe, any member of this tribe or the Red
10 ft wide, and 20 ft. long. All heads breathe once every ld4 rounds Horn clan would pay up to ten times this amount for it.
Each jet deals 3d6 points of cold damage per head. A successful Reflex E L N/A
save halves the damage. The save DC is 10 + 1/2 hydra’s original Scding: N/A
number of heads + hydra’s Con modifier.
16 An intricate design composed ofa white circle
F44 THROUGH 150. THE MIR OF THE SPHINX triangles of various shades of green cover the floor of thi
Arnarah, a cunning gynosphinx, controls Rooms F44 through 50.
hall. Arnarah inscribed this symbol upon the floor and the
Though this creature works alone, Arnarah relies on several traps to pro-
spell is triggered when someone passes over it.
tect her territory. Her main goal is to help maintain the peace established
in this Region, as she benefits from it more than anyone. Back when the 6 Symbol of Sleep Trap: CR 7; magic device; touch trigg
members of the Golden Axe minotaur tribe were a united people, all the
inhabitants of the Region dreaded their raging raiders and everyone
fought for a small piece of the labyrinth where they struggled for
survival. What many people do not realize, however, is that Amarah is 17
one of the architects of the relatively stable peace that rules the Region.
knarah, like most of her kind, is fond of intellectual challenges,
such as riddles and puzzles. She is also a cunning trader, always ready triggered when someone either touches or reads the rune.
to bargain for service or treasure. When she met Durtenian Vaielle,
Symbol of Pain Trap: CR 6; magic device; special trigger;
a devious elven wizard, the two of them instantly shared a bond that few
no reset, spell effect (symbol of pain, 18th level wizard,
creatures could understand. For months they worked together to secure
DC 22 Will save negates); multiple targets (all within 60 ft.);
Arnaralis territory and make peace with their immediate neighbors:
Search DC 3 0 Disable Device DC 30.
a powerful flight of harpies. In exchange, the gynosphinx agreed
18 Crude yellow runes in the form of a human skull split in two
to provide the wizard with the protection he needed.
marks the wall here This symbol insanity, created by Arnarah,
Eventually, Arnarah won the wizard‘s confidence. Durtenian Vaielle
is triggered as soon as anyone looks at it.
then revealed to Arnarah he had in his possession an item that would
allow him to trade bodies with any creature he wished. Though he had 6 Symbol of Insanity Trap: CR 9 magic device; special trigger;
not yet tried out the device, he yearned to use it. k n a r a h agreed to help no reset; spell effect (symbol ofinsanity, 18th level wizard,
him do so. The gynosphinx locked Durtenian in a cell and he began to DC 22 Will save negates); multiple targets (all creatures
experiment with the magical item. The wizard then took control of the within 60 ft.); Searc
bodies of one creature, then another, and then a third. Each time, 19 Arnarah is encounte F48).
the wizard learned more information on this Region of the dungeon - 20 A flock offour hieracosphinx found its way into the
information he shared with his ally Amarah. When he entered the body dungeon. These evil fiends learned from other inhabitants
of Grauki, a powerful minotaur who had a strong voice in the Golden found out about Arnarah and their goal is to take over her
Axe tribe, Durtenian began to understand the intricacies of minotaur lair and treasure.
politics. He returned to his body a month later and, with Amarah,
devised a plan to ensure the minotaur tribe caused no further trouble
F44. CELL BLOCK
to the inhabitants of the Region.
Durtenian took control of Grauki’s body once more. This time, he
O n either side of this hallwa
planed to stay for months. While in control of Grauki’sflesh, the wizard
of these cells are made of stone reinforced with iron plates that are
aligned himself with several minotaurs who were discontent with the
rusting Small openings with three metal bars set into them are cut in
way the Golden Axe tribe was run. He planted the seed of a revolt that
each of the doors.
would trigger a civil war. This happened a decade ago and Durtenian
never returned to his own body while Grauki remains a prisoner in
Initial Attitude: Unfriendly
Arnaralis prison.
Encounter: Centunes ago, these cells held minor demons, but the
Though she has not seen her ally in years, Arnarah is convinced
creatures escaped imprisonment and only one of the cells is currently 111
Durtenian continues to ensure peace in the Region. She welcomes any-
use. The others are empty save for a bit of dried hay sprawled upon the
one who can share riddles, intrigues, or treasure with her, but does not
cold stone floors.
tolerate anyone who is after her wealth or her territory.
Each of the five cells to the west comprises a secret door fashioned
by a master mason years after the demonic fiends escaped.These secret
RANDOM ENCOUNTERS doors are rough. They allow the access to the corridor and Rooms.
Roll for a Random Encounter once per hour. Each secret door is a simple sliding panel resembling the surface of
ld20 Encounter the surrounding wall. Though made of stone, each panel is hollow and
can be easily opened. Since the hinges upon which each panel was set
1 A lone g narah’s lair.
are hidden lnto the stone of the surrounding wall and made to support
He is lost and terrified, running at the first sight of the PCs
the weight of the secret door, they are extremely difficult to spot and the
He pleads for his miserable life if caught
panels drop hack into place the moment they are released. A DC 30 Spot
2-1 2 Nothing
check is required to notice the subtle cracks around the panels.
13 A pack of red
The northernmost cell on the east side holds the body of Durtenian
into this Section They carry 2d20 gp each and hope to trade
Vaielle (hp 39), the elven wizard who took control of Grauki the
for information on the Region and its inhabitants
Minotaur and founded the Red Horn clan. Durtenian’sflesh now holds
14 Two harpies ventured into Arnarah’s lair They are acting on
the spirit of Grauki, and the minotaur has been imprisoned here for the
their own and hope to uncover the legendary cache in which
past ten years. Grauki is a broken man, driven mad hy the shock ofwak-
the gynosphinx holds her most precious treasure.
ing up in the body of a weakling elf.
15 A large rectangle with multiple runes ot various shades
Grauki has not talked to anyone in years. Though Amarah brings hun
into it covers most ofthe wall here This is one of several
nounshment, she never addresseshim and obstinately refuses to heed his
symbols created by Arnarah to protect her lair
pleas. Grauki eats what he is given,but he does so in a mechanical fashion,
L Symbol of Stunning Trap: CR 8; magic device; touch trigger; as though he had no real idea what is doing. Grauki has no idea of what
no reset, spell effect (symbol of stunning, 18th level wizard, happened to him or his people. All he knows is that he found himself ~ f l
DC 22 Will save negates); multiple targets (all creatures this body and this pnson one day, and never awoke from this nightmare.
within 60 ft), Search DC 32, Disable Device DC 32
he PCs talk to him, Grauki is grateful. He smiles in a befuddled The diamond of trading souls allows the transfer of only one spirit
er, revealing blackened teeth, and tears pour from his eyes. at a time. While in use, its heart bums with a fiery red glow. When
1 he says, however, is “I am not an elf.” He repeats this statement, not in use, it appears as a big but otherwise ordinary diamond
(in Elven) as if it would explain everything. (which emanates a powerful magic aura). If the diamond of trading souls
auki’s current Intelligence score is reduced to 2. Restoration is destroyed while the spirit of the user is inside another being’s body,
iilar spells are required to restore his Intelligence. Such spell will he is trapped within this form permanently. This minor artifact is usable
:ure him of his insanity. As he regains control of his mind a maximum number of times per month equal to the user’s Intelligence
riginal Intelligence score was 13), he understands what must have modifier (minimum of once per month).
:ned to him. He then explains to his saviors that he is Grauki, EL 2
portant member of the Golden Axe tribe (he does not know the Scaling: To increase the challenge of this encounter, add 3 barbarian
split in two factions) and that he is actually a minotaur wamor. levels to Grauki and make him hostile towards anyone entering his cell.
so reveals he once dreamt he was trapped in this body and lived To decrease the challenge, assume Grauki lost his will (-5 circumstance
gh a similar imprisonment for what seems like the better part penalty to all W i save) and his ability to rage.
ionth. He quickly regained his senses and returned to his reality
h Crauki the Minotaur [in the Durtenian Vaielle’s Body] Brb 5
this first experience (when Durtenian first took control of his
CR 5; Humanoid (elf);H D 5d12-5; h p 33; Init +l; Spd 40 ft.; AC 11,
. However, he returned here, long ago, and since then remained touch 11, flat-footed- (see text); Base Atk +5; Grp +4; Atk +4 melee
a prisoner of both the cell and elven body.
(1d3-1, bare hand); Full Atk +4 melee (ld3-1, bare hand); Space/Reach
Grauki goes on to explain that both times he “awoke” in this body,
5 ftJ5 ft.; SA -; SQ low-light vision, natural cunning; AL CE; SV Fort +5,
he was holding a glowing jewel. He then proceeds to uncover the
Ref+2, Will +l; Str 8. Dex 13, Con 7, Int 13 [2], Wis 10, Cha 11.
item from the stack of hay serving as his bed and offers it to the PCs
Skills and feats: Climb +6, Intimidate +9, Listen +11, J u m p +6, Search
(see treasure below). Grauki also explains the warden of this prison
+6, Spot +11. Survival +7, Swim +6; Cleave, Great Fortitude, Power
is a strange creature with the head of a humanoid and the body of a lion
Attack, Track.
with feathery wings. He plans to take his vengeance upon this creature.
Natural Cunning (Ex): Although minotaurs are not especially
Encounter Condition: Echoes 4, Unhallowed 2
intelligent, they possess innate cunning and logical ability. This gives
Tactics: In his present condition, Grauki is unable to fight.
them immunity to maze spells, prevents them from ever becoming lost,
If attacked, he cowers in a comer and sobs.
and enables them to track enemies. Further, they are never caught flat-
Treasure: The magical jewel that allowed Durtenian Vaielle to trade
footed. (Grauki retains this ability as he still thinks as a minotaur.]
bodies with Grauki the Minotaur is hidden under a layer of hay. A suc-
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC
cessful DC 15 Search check is enough to uncover it.The jewel is shaped
for u p to 4 rounds.
as a diamond the size of a troll’s fist. It bums with an inner red glow, but
Improved Uncanny Dodge (Ex): Grauki can no longer be flanked.
the surface of the item is as clear as diamond.
This defense denies a rogue the ability to sneak attack the barbarian
This jewel is a diamond of trading souls, a potent magical item that
by flanking him, unless the attacker has at least four more rogue levels
allows its user to transfer his mind and soul into the body of a creature
than the target has barbarian levels.
of his choosing while conveying the spirit of this creature into the user’s
body. This powerful magic item is usable once every week.
While triggering the diamond of trading souls’ magic, the user does not F45. FAKE DOOR
need to know his target or its location. Instead, he uses the jewel Though this door looks like any other in the Region, it is in fact part
to probe an area of one mile plus a number of miles equal to the user’s of the wall and impossible to open.
intelligence bonus (ifany). Though the user does not see the creatures
around him, he gets a feel for their bodies and can accurately evaluate A large alcove is set in the northern wall of this hallway, halfway
their healthiness. Once a target is chosen, it is allowed a Will saving between both ends of the corndor. The alcove is four ft. deep, ten ft.
throw (IO t 1/2 the user’s caster level + his Intelligence modifier) wide, and ten ft. htgh.There is a door in the middle ofthe alcove, with
to prevent the transfer. A failed save means the user takes control of the a thick archway of dark stone surrounding it. Runic symbols are
target’s body while the target awakens in the user’s body and suffers painted upon the door, forming an uneven semi-circle wth three
from i d 4 points of damage to his Intelligence score. A creature forced moon-like dots hovering in its midst.
into an alien body over long periods of time takes an additional point
of damage to his Intelligence score for each year that passes, regardless Initial Attitude: N/A
of the conditions in which he lives. Encounter: A runic pattern is imprinted upon the floor, mimicking
If the victim makes his saving throw, the user of the diamond fails the non-magical runes on the door. A DC 31 Search check is required to
to take control of his target’s body. Furthermore, the user of the magical see the runes, however, lest the PCs trigger them. The runes are, in fact,
diamond takes backlash damage equal to l d 4 points of Charisma. a powerful symbol offear, which is triggered as soon as anyone touches
Charisma score points lost from the diamonds backlash effect return at the door.
a rate of 1per day.
Symbol o f Fear Trap: CR 7; magic device; touch trigger; automatic
The user of the diamond of tmding souls can remain in control of the
reset; spell effect (symbol offear, 18th-level wizard, DC 22 Will save
stolen body for as long as he wishes. He can return to his own body at
negates); multiple targets (all creatures within 60 ft.); Search DC 31;
anytime, even ifthe creature with which he traded bodies died while in
Disable Device DC 31.
control of his flesh. If the user’s body was destroyed, however, he is now
trapped within his new form. Encounter Condition: Fear 22
While in the stolen body, the wielder of the diamond of tmding souls Tactics: The symbol offear trap is part of the dungeon and resets after
retains his mental ab es (Intelligence, Wisdom, and Charisma), 1minute.
his class abilities (such as the ability to rage or cast spells), his base attack Treasure: N/A
bonus, his base saves, and his skill ranks. He takes on the physical EL 7
abilities (Strength, Dexterity, Constitution) of the new body as well as Scaling: To increase the challenge of this encounter, add an acid
any racial abilities provided by his new flesh. However, as an additional fog spell to the symbol offear trap. To decrease the challenge, replace the
curse to the victim, he now speaks the language of the body he is in and symbol offear trap with a bestow curse trap.
loses his old language. The bearer of the diamond can speak any lan-
guage he wishes.
F46. FALLING COLUMNS F419. ARNARAH
The PCs must succeed at a DC 35 Search check in order to notice the
concealed door. A DC 30 Knowledge (architecture and engineering) This large hall is sui.., _ _ ____, ____ .. _-" ___ _-__ ..____
check reveals that magic was used to create the wall and door, meshing golden rose and aquamarine colored silken drapes. A massive bed
the two into a near-solid frame. covered with olive woolen blankets in disarray lies in the northwest
corner while a large iron coffer is visible in the southwest comer.
The concealed dooc pushes open, just like any other in the dungeon
complex, revealing a rectangular chamber with four massive square Initial Attitude: Indifferent
columns dominatirig the place.The four pillars are made of gray stone Encounter: Arnarah the gynosphinx (hp 69) resides here. Though
and stand thirty ft. high -twenty short of the ceiling above. she might not be happy to see a band ofrugged adventurers barging into
her private abode, Arnarah is more than willing to talk to the PCs. She
Initial Attitude: N/A is especially intrigued by the puzzles, riddles, and various mind-games
Encounter: This four massive columns are trapped and crumble as the heroes play, but she is also interested in getting her hands on more
soon as anyone touches them. Similarly, a PC standing in the dead center diamonds and opals.
of the Room also triggers the trap. Arnarah is also curious about the affairs of the Region and is more
* Collapsing Columns Trap: CR 8; mechanical; touch trigger;
than happy to trade information with the Pcs. If she learns the PCs met
the minotaurs, she inquires about Grauki, the leader of the Red Horn
manual reset; Atk +15 melee (6d6, four stone blocks); multiple targets
clan (controlled by her elven wizard ally for the last decade).Though she
(up to four targets within the area; one for each ofthe columns);
speaks in riddles and never gives a direct answer, she tells the truth
Search DC 33; Disable Device 39. This trap combines the effect
when she speaks -or at least tells what she believes to be the truth.
of four CR 4 collapsing column traps.
Encounter Condition: Echoes 4,Fear 18, Spell Resistance 18
Encounter Condition: Echoes 2, Poor Footing 3 Tactics: In combat, Arnarah attacks the less armored foes first,
Tactics: N/A pouncing and raking her opponents at every chance she gets. If things
Treasure: A DC 30 (40 ifthe columns collapsed) Search check reveals turn sour, she attempts to make good her escape by flying down the
a small hallow stone at the base of each column that once held sacred southern corridor and swiftly moving through Room F47.
text and powers. One of them still holds a scvoll of scrying. However, the Treasure: The large iron coffer in the southwest comer holds a small
language of the scroll prevents it from being translated into a spellbook. portion of Arnarak treasure. The chest is unlocked but trapped with
Read magic, however, allows the PC to read and cast the scroll. a symbol ofpersuasion spell, which is triggered as soon as anyone touches
EL 8 the lid of the chest upon which it is inscribed. The runes are three
Scaling: To increase the challenge of this encounter, replace the straight green lines separated by thick blue dots.
collapsing columns trap with a crushing wall trap causing l8d6 crush
damage. To decrease the challenge, reduce the damage of the collapsing
* Symbol of Persuasion Trap: CR 7; magic device; touch trigger;
no reset; spell effect (symbol ofpersuasion, 18th level wizard,
columns trap to 3d6.
DC 22 Will save negates); multiple targets (all creatures within
60ft.);Search DC 31; Disable Device DC 31.
F47. FLOODING ROOM
The coffer contains a large bag with 5,531 gp and eighteen jars filled
The four doors leading into this Room are open
with mercury, phosphorous, and powered diamond and opal worth
A tall column stands in tkte middle of this otherwise empty room, a total of 22,000 gp. Arnarah uses these expansive material components
to maintain many of the magical traps protecting her lair.
supporting the fifty ft. ceiling The column is marked with countless
tiny holes, but otherwise seem like any other. Four doors, one upon EL 8
Scaling: To increase the challenge of this encounter, increase the
each wall, are the only otha'r features of this room.
HD of Arnarah to 16.To decrease the challenge, make her male, instead.
Initial Attitude: N/A A Arnarah, Cynosphinx: CR 9; Large magical beast; H D 9d10t9; h p 69;
Encounter: This chamber is rigged with a complex mechanism that lnit +5; Spd 40 ft., fly 60 ft. (poor);AC 24, touch 11, flat-footed 23;
automatically closes and locks all doors 4 rounds after anyone sets foot Base Atk +9; Crp +17; Atk t 1 2 melee (ld6+4,claw); Full Atk +12 melee
upon its floor. At the same moment, water pours from the countless (ld6t4, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake ld6+2. spell-
holes in the column,filling the Room in four rounds. The Room remains like abilities; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +7,
flooded for two minutes before eight tiny trap doors in the floor (DC 30 Ref+7, Will +9; Str 19. Dex 12, Con 13, Int 18, Wis 19, Cha 19.
Search check to notice) open to release it. It takes two rounds for the Skills and Feats: Bluff t16, Concentration t13, Diplomacy +9,
water to exit the Room. Disguise +4 (t6 acting), Intimidate +14, Listen +20,Sense Motive +16,
* Flooding Room Trap: CR 5; mechanical; location trigger; automatic
Spot +19; Alertness, Combat Casting, Improved Initiative, Iron Will.
Pounce (Ex): If a sphinx charges a foe, it can make a full attack,
reset; no attack roll necessary; Search DC 30 Disable Device DC 28.
including two rake attacks.
PCs caught within the flooded Room may try to break the doors Rake (Ex): Attack bonus +12 melee, damage ld6+2.
or pick the locks with a successful DC 30 Open Lock check. The doors Spell-likeAbilities: 3/day-~lairaudience/clairvoyance. detect magic,
automaticallyreopen as soon as there is no more water in the Room. read magic, see invisibility; 1/day-comprehend languages, locate object,
Arnarah relies on this mechanical trap - which was devised by the dispel magic, remove curse (DC 18), legend lore. Caster level 14th.
celestialswho originally built the dungeon -to protect her private lair. The save DC is Charisma-based.
She knows about the trap and always flies over the floor of this Room. Once per week a gynosphinx can create a symbol ofdeath, a symbol of
Encounter Condition: Flooded fear, a symbol ofinsanity, a symbol ofpain, a symbol ofpersuasion, a symbol
Tactics: N/A ofsleep, and a symbol ofstunning as the spells (caster level 18th), except
Treasure: N/A that all save DCs are 22 and each symbol remains a maximum of one
EL 5 week once scribed The save DCs are Charisma-based.
Scahg:To increase the challenge of this encounter,replace the flood- Possessions. Necklace offireballs (type IV), bracers ofarmor +Z,
ing Room trap with a burnt othur vapor trap. To decrease the challenge, ring ofprotection + 7
replace the flooding Room trap with a 3nft. deep camouflagedpit trap.
F5i THROUGH F68. RE5 HORN CUiN TERRITORY
Rooms F51 through F68 are controlled by the Red Horn minotaur clan.
A narrower Sechon separates this wide hallway in its center. Four
Though the members of this group were part of the Golden Axe tribe,
doors -two at the northern end and two in the south -are visible,
their leader Grauki initiated a revolt that led to a split.
but it is the multitude of paintings decorating its walls that catches
Fifteen years ago, the people of the Golden Axe ruled supreme.
one’s iittention Though the paintings are crude, it is clear they repre-
They came to the labyrinth-like Region in large numbers and quickly
sent a nimals, mythical beasts, and humanoids. The painters who dec-
took control of it. Their dominion was short-lived, as Grauki and his
oratecI these walls used a number of ddferent materials and tech-
rebels turned against their people. After a bloody conflict, two factions
nique s, making the chamber a truly remarkable work of art in itself.
emerged. Those who remained loyal to their chieftain became known as
the Broken Axe and those who followed Grauki became the Red Horns.
Initial Attitude: N/A
What few people realize, however, is that Grauki was not himself
Encounter: This large hall was painted by several generations of
when he led the revolution which culminated in splitting up the once
goblins, hobgoblins, minotaurs, and other creatures that at one time
glorious tribe. An elven wizard named Durtenian Vaielle used a power-
or another dwelled in this section.Though it is impossible to discern the
ful magical item to take control of the barbarian’s body. He planted the
earlier paintings from the later ones, it is obvious that several artists
seed ofthe revolution to insure he and his ally, Arnarah the Gynosphinx,
worked on these walls and that it took them decades to accomplish the
would find peace in their time. The elven wizard also found allies
countless designs depicted here.
in Rashmarik, a mighty rakshasa, and Saria the Medusa. w i t h their help,
Encounter Condition: N/A
he successfully initiated a conflict that changed the face of the Region.
Tactics: This territory marks the beginning of Arnarah‘s lair and the
Durtenian’s plan worked well, for the split up of the Golden Axe tribe
central part of it (where it is narrower) is trapped with a magical device
led to the relative peace all inhabitants of the Region now enjoy After
created by the elven wizard Durtenian Vaielle. Anyone stepping upon
the revolution, Durtenian - still inside the body of Grauki the
this portion of the floor automatically triggers the magical trap.
Minotaur - negotiated peace between the Red Horns and the Broken
d Lightning Bolt Trap: CR 6; magic device; location trigger; automatic Axe tribe as well as with several of the neighboring factions. Because he
reset; spell effect (lightning bolt, 10th-levelwizard, 10d6 electricity, DC 16 enjoyed his new body so much (as well as his privileged position as
Reflex save halfdamage); Search DC 28; Disable Device DC 28. leader of the Red Horns), the elven wizard remained in the minotaur’s
flesh -permanently. He now leads what he considers his people.
Treasure: N/A
The Red Horn clan is currently split into two main groups. The first
EL 6
and most important group is using Rooms F51 through F62. These
Scaling: To increase the challenge, double the effect of the lightning
minotaurs are under the direct leadership of Grauki the Minotaur
bolt trap. To decrease the challenge, replace the lightning bolt trap with
(no one knows h r t e n i a n has taken over the barbarian’s body). The
a glyph ofwarding(blast) trap.
second group, which is much smaller, dwells in Rooms F63 through F68
and is cut off from the rest of their peers. Gartuk, Grauki’s half-sister,cur-
F5O. TREASURE CACHE rently leads them but they remain devoted to Grauki and the Red Horns.
Initial Attitude: N/A The Red Horns often journey from one part of their lair to the other,
Encounter: This secret Room is where h a r a h hides her most pre- moving through Rashmarik’s Hideout from Room F54 through F66.
cious possessions. She relies on one of the most finely crafted secret doors
in the Region as well as on her potent magic to protect her valuables.Apor-
RANDOM ENCOUNTERS
tion of the wall here is actually a panel that can be pushed open with a suc-
Roll for a Random Encounter once per hour
cessful DC 21 Strength check. A DC 40 Search check is required to notice
the subtle indentations revealing what this portion of the wall truly is. ld20 Encounter
Encounter Condition: N/A 1 The sound of a creature’s tiny feet tramples the
Tactics: Anyone passing through the archway leading into this Room and echoes softly as it disappears into the darkness.
triggers the potent magical trap the gynosphinx placed here. subtle sil- 2-1 2 Nothing
very runes in the form of small crosses are visible just inside the arch- 13 Two minotaurs from the Red Horn clan travel from one
way. room to the next They talk about a recent feast they enjoyed
with their leader Crauki and laugh loudly, their booming
d Symbol o f Pain Trap: CR 6; magic device; touch trigger; no reset;
voices echoing down the hallway. The PCs receive a +8
spell effect (symbol ofpain, 15th-levelwizard, DC 18 Will save negates);
bonus to their Listen checks made to notice their presence
multiple targets (all creatures within 60 ft.); Search DC 30; Disable
14 Four Red Horn minotaurs return from a peaceful exchange
Device DC 30.
with the Broken Axe tribe Now within the safety of their
Treasure: This Room holds hundreds of useless bones, which territory, the minotaurs’ are more relaxed They suffer a -4
Arnarah fervently collects. The bones come from the various creatures circumstance penalty to Initiative, Listen, and Spot checks
the gynosphinx defeated over the years and includes several humanoid 15 Five minotaurs armed with heavy flails are patrolling this
skeletons. area. These men are on the lookout and eager to engage
There are several small pieces of jewelry here worth a total of 2,410 gp anyone trespassing into their territory
as well as 843 cp, 351 sp, and 84 gp.These are scattered around the Room 16 Three minotaurs, led by a Smugvi (Brb 2). presently guard
under the countless bones. Three glass vials containing holy water as this Room Smugvi is known for unpredictable tits of rage
well as four different flask holding a potion of owl’s wisdom (3 doses), at the first sign oftrouble
a potion of true strike (5 doses), a potion of lesser restoration (2 doses), 17 Two Red Horn minotaur rogues (Rog 3) hide in the shadows,
and a potion of water breathing (2 doses) can also be found here. waiting to Ambush trespassers They sneak attack anyone
they do not recognize as members oftheir clan They do not
Scaling: To increase the challenge of this encounter, add an incendiary attack minotaurs, either, preferring to parley
cloud to the symbol of pain trap. To decrease the challenge, replace the 18 A 5 4 . stretch of the wall is painted with dark brown marks.
symbol ofpain trap with a black tentacles trap.
d Camouflaged Pit Trap: CR 6; mechanical; location trigger:
manual reset; DC 22 Reflex save avoids; 80 ft. deep (8d6,
fall); multiple targets (first target in each oftwo adjacent
5-ft. squares); Search DC 25; Disable Device DC 21.
19 A group oftwo manticores ventured into this Section F52. BARRACKS
They are eager to find treasures and attack the PCs on sight
20 A powerful retriever is on the loose here The V I C I O U S demon Large cots made out of dned branches, woolen blankets, and ragged
journeyed from Region G through the underground stream m r r n +ha cn..+h 04
animal pelts are line,A uy ruyyLa L.c
n..v.l..
yvuL.. vyol.ll ....
r \ n C ~ ~ m l nl Cc t h i c m i A a
in the northeast portion of this Region. It now haunts the hall. There IS a door on the other side of the chamber, in the middle
territory of the Red Horn clan of the west wall Besides it is a small wooden barrel and halfa dozen
empty mugs Three powerfully built minotaurs weanng thick hide
vests sit upon the cots, their flail at their side. Blood-red horns crown
F51. COMMON HALL their bovlne heads.
A large fire bums mthin a deep round hole in the center of this wide
hall Several thick animal pelts, wooden stools, and low marble tables Initial Attitude: Unfnendly
Encounter: Though this Room houses six minotaurs, only three
lie about the room, which is inhabited by five stern-looking
(hp 48,42,39) are currently in their barracks They react to the PCs’pres-
humanoid creatures with bull-faces and long horns of a blood red
ence fiercely, standing to their feet and taking up arms quickly. If the
shade protruding from their skulls.
PCs are at threatening, they do not hesitate to attack.
Encounter Condition: Fearless
Initial Attitude: Unfriendly
Tactics: These wamors are prone to battle. The mmotaurs fight well
Encounter: Five minotaurs (45, 42, 38, 36, 33) from the Red Horn
as a unit and maneuver to flank the PC, using both their powerful horns
clan are currently using this common hallway A closer look at their
and their heavy flails in melee.They are fearless and determined, willing
bovine faces reveals signs of age - tufts of white hair upon their chins,
to die for one another or the clan. They gain a +2 morale bonus on a
deep lines upon their foreheads and around their eyes, as well as sagging
Willpower saves so long as at least two of them remain.
skin. These men are the eldest wamors of the clan and Grauki’s
If the battle goes poorly for them, they summon aid. Alternately,
most trusted advisors. Though their leader seldom seeks their counsel
Kartai (Room F53) can overhear the commotion and come to their aid in
nowadays, these minotaurs are proud of their station and remain faithful
ld4+1 rounds. To give the PCs a real challenge, he can arnve w t h two
to Grauki and the people of their clan.
minotaur guards, bent on subduing and imprisoning the PCs
If the PCs befriend them, the minotaurs reveal that their leader
Treasure: The barrel contains minotaur ale (see Room F7 for details).
Grauki is acting strangely since the Red Horns won their independence
In addition, each minotaur carries id8 gp of value in assorted coins and
a decade ago. Their powerful leader is more reclusive and impatient.
gems. PCs searching the cots in this Room uncover id3 pelts of fine
They believe he is plotting another war, one that might win the Red
quality (worth 4d4 gp each).
Horn some much needed respect and glory.
The small Room to the west is the pnvate chamber of Hrumi, the m i n e
Encounter Condition: Fearless
taur in charge of the protection of the Red Horn temtory Hrumi is cur-
Tactics: If battle ensues here, the minotaurs use their mighty horns
rently on duty in Room E61 The door is unlocked and not trapped.
to charge the PCs and take up arms to engage them in melee. They also
Inside is a m d e bed made of fine oak, with several boars’ skins lying
shout warnings and insults, which might alert the inhabitants of Rooms
upon the bed PCs succeeding at a DC 25 Search check find 6 rough car-
F53 and F54. Allow the minotaurs in these Rooms a DC 25 Listen check
nelians (worth 40 gp each) and a leather pouch filled with tiny pieces of
to notice the ruckus of the battle. If they do, they come to investigate
broken bones. Though the bones are worthless to most people, Hrumi
ld4+2 rounds later.
would pay upwards of 50 gp to get them back (if the Pcs steal them)
Treasure: Each minotaur carries 2d8 gp in coins and small gems.
They are fragments of the remains of each of the enemies he slaughtered
Additionally, one of them wears a silver armband in the form of a coiled
in battle smce he became a Red Horn
snake (worth 250 gp).
EL 7
EL 9
Scaling: To increase the challenge of this encounter, add three mino-
Scaling: To increase the challenge of this encounter, add two barbar-
taurs. To decrease the challenge, impose a -2 circumstance penalty to
ian levels to each minotaur. To decrease the challenge, remove two
their Initiative check and add Echoes 4
minotaurs.
Minotaur: CR 4, Large monstrous humanoid, H D 6d8+12: h p 48,
Minotaur: CR 4; Large monstrous humanoid: H D 6d8+12:h p 45, 42,
42, 39, lnit +0, Spd 30 ft , AC 17, touch 9, flat-footed - (see text):
38,36, 33: lnit +O; Spd 30 ft.; AC 14, touch 9. flat-footed - (see text):
Base Atk +6: Grp +14, Atk +9 melee (2d8+6/19-20, heavy flail) or +9
Base Atk +6; Grp +14;Atk +9 melee (2d8+6/x2,greatclub) or +9 melee
melee (ld8+4,gore): Full Atk +9/+4 melee (2d8+6/19-20, heavy flail)
(ld8+4, gore): Full Atk +9/+4 melee (2d8+6/x2,greatclub) and +4 melee
and +4 melee (ld8+2,gore): Space/Reach 10 ft./lO ft., SA Powerful
(ld8+2, gore); Space/Reach 10 ft./lO ft.; SA Powerful charge 4d6+6:
charge 4d6+6, SQ Darkvision 60 ft.. natural cunning, scent: AL CE,
SQ Darkvision 60 fi., natural cunning, scent; AL CE: SV Fort +6. Ref +5,
SV Fort +6, Ref+&Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8.
Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8.
Skills and Feats. Intimidate +2, Listen +7, Search +2. Spot +7: Great
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7;
Fortitude, Power Attack, Track
Great Fortitude, Power Attack, Track.
Powerful Charge (Ex)’ A minotaur typically begins a battle by charging
Powerful Charge (Ex): A minotaur typically begins a battle by charging
at a n opponent, lowering its head to bring its mighty horns into play In
at a n opponent, lowering its head to bring its mighty horns into play. In
addition to the normal benefits and hazards of a charge, this allows the
addition to the normal benefits and hazards of a charge, this allows the
beast to make a single gore attack with a +9 attack bonus that deals
beast to make a single gore attack with a +9 attack bonus that deals
4d6+6 points of damage
4d6+6 points of damage.
Natuml Cunning (Ex) Although minotaurs are not especially intelligent,
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
they possess innate cunning and logical ability. This gives them immunity
they possess innate cunning and logical ability. This gives them immunity
to maze spells, prevents them from ever becoming lost, and enables them
to maze spells, prevents them from ever becoming lost, and enables them
to track enemies. Further, they are never caught flat-footed
to track enemies. Further, they are never caught flat-footed.
Skills. Minotaurs have a +4 racial bonus on Search, Spot, and Listen
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
checks.
checks.
I
F54. SMITH’S QUARTERS
The archway leading into this simple room holds no door. Inside, the This small room is lavishly furnished, with th ick furs and intricately
.
,
rn
.
,
’.
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vIyvL..
t.,nao+,.,ao
LmyCaL.AL9
L,,””;””llv.ll
LLmLL8ALL6
...
Cnm *La IvaIID
“11. .,-A a large bed dominating
minotaur with horns painted in scarlet sits on one of the crates in the the southeast comer. A monstrous humanoid female with pale brown
e. fur and a bovine face is sharpening her longhandled sword.
Her curved horns are glistening with scarlet paint.
le: Unfriendly
rtavi (hp 58) is in charge of protecting and distributing Initial Attitude: Hostile
ed here. Kartavi is not particularly interested in the task Encounter: Mirak (hp 8 9 , a female minotaur barbarian and wife of
He is easily bribed and eager to trade anything from the Skirmmi the Smith, sits upon her bed. Mirak is not pleased to see the
I, jewels, gemstones,or weapons. PCs barge in her private chamber. Unless they manage to talk her out of
)w about Grauki’s true identity or plans, they might it, she attacks them.
:e Kartavi to rebel against him since the minotaur has Encounter Condition: Fearless
the leader or his clan. Kartavi’s price, however, Tactics: Mirak enters her barbarian’s rage as soon as she decides to
is the promise of a safe escort out of the dungeon. He knows the way, attack the Pcs. She charges the most heavily armored of them with her
but cannot face the countless inhabitants alone. horns before engaging the party in melee with her greatsword.
Encounter Condition: N/A Treasure: A successfulDC 18 Search check reveals a loose stone in the
Tactics: In battle, Kartavi targets the strongest foes first, using his south wall.The stone can be pulled easily, revealing a small alcove. Within
mighty horns and sneak attack as often as he can. are a girdle, a green glass bottle, and a goatskin pouch.
If there is a combat here, allow Mirak (in Room F54) a DC 15 Listen The girdle is fashioned from thick brown hide. Its large buckle is
check to notice the sound of the battle. If Mirak is made aware of the round and made from solid yellow gold. It is a family heirloom handed
danger, she comes out of her Room and charges the PCs. Similarly, down from generation to generation belonging to Skirmmi. The item is
give the minotaurs in Room F51 a DC 25 Listen check to hear the worth approximately 100 gp. Because it is a vestige of the glory days of
ruckus. They come to investigate ld4t2 rounds later. the Golden Axe tribe, the minotaurs of both the Broken Axe tribe and
Treasure: The store holds five barrels filled with minotaur ale the Red Horn clan would pay up to six times this value.
(see Room F7 for details). One small crate holds half a dozen iron boxes The bottle holds three doses of striped toadstool poison while the
containing bright red paint.. In addition, Kartavi has a potion of cure moder- goatskin pouch contain two greenish brown garnets (worth 125 gp).
ate wounds (3 doses) and he yields a +f bastard sword in battle. He also has 31 In addition to this treasure and the weapons held by Mirak, the female
gp and 23 sp. barbarian wears a set of beautifully wrought bracers of armor t3 and
EL 7 a golden necklace with a pale blue coral stone (worth 385 gp). Though
Scaling: To increase the challenge of this encounter, add three rogue the three tapestries upon the walls are not worth much (20 gp each),
levels to Kartavi. To decrease the challenge, remove two rogue levels. the pelts here total a 135 gp value.
EL 7
A Kartavi, Minotaur Rogue 3:CR 7; Large monstrous humanoid; H D
Scaling: To increase the challenge of this encounter, add three bar-
6d8+12 + 3d6+6;h p 58;lnit + l ; Spd 30 ft.; AC 16, touch 10, flat-footed
barian levels to Mirak. To decrease the challenge, remove two barbarian
- (see text); Base Atk +8;Grp +16; Atk +12 melee (ld10+7/19-20,
levels and the bracers of armor.
+ I bastard sword) or + l l melee (ld8+4,gore); Full Atk +12/+7 melee
(1d10+7/19-20,+ I bastard sword) and +6 melee (ld8+2,gore); A Mirak, Minotaur Barbarian 4 CR 8; Large monstrous humanoid:
Space/Reach 10 ft./lO ft.; SA Powerful charge 4d6+6, sneak attack H D 6d8+18 +4d12+12;h p 89; lnit +2; Spd 40 ft.; AC 19, touch 11, flat-
+2d6; SQ Darkvision 60 ft., evasion, natural cunning, scent; AL CE; footed - (see text); Base Atk +10 Grp +18; Atk +15 melee (2d6+6/19-
SV Fort +6, Ref +5, Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8. 20, masterwork greatsword) or +13 melee (1d8+4,gore); Full Atk
Skills and Feats: Bluff +4, Intimidate +9, Listen +7, Search +2, Sense +15/+10 melee (2d6+6/19-20.masterwork greatsword) and +8 melee
Motive +6, Spot +7; Dodge, Great Fortitude, Power Attack, Track. (1d8+2, gore): Space/Reach 10 ft./lO ft.; SA Powerful charge 4d6+6;
Powefuful Charge (Ex): A minotaur typically begins a battle by SQ Darkvision 60 ft.. natural cunning, rage, scent; AL CE; SV Fort +9,
charging at a n opponent, lowering its head to bring its mighty horns Ref+7, Will +6; Str 18, Dex 14, Con 17, Int 7, Wis 10, Cha 10.
into play. In addition to the normal benefits a n d hazards of a charge, Skills and Feats: Intimidate +5, Listen +lo. Search +2. Spot +7,
this allows the beast to make a single gore attack with a +11 attack Survival +2; Great Fortitude, Power Attack, Track, Weapon Focus
bonus that deals 4d6+6 points of damage. (greatsword)
Natural Cunning (Ex): Although minotaurs are not especially intelligent, Poweful Charge (Ex): A minotaur typically begins a battle by
they possess innate cunning and logical ability. This gives them immunity charging a n opponent, lowering its head to bring its mighty horns
to maze spells, prevents them from ever becoming lost, and enables them into play. In addition to the normal benefits and hazards of a charge,
to track enemies. Further, they are never caught flat-footed. this allows the beast to make a single gore attack with a +13 attack
Sneak Attack: Kartavi’s attack deals extra damage any time her target bonus that deals 4d6+6 points of damage.
would be denied a Dexterity bonus to AC (whether the target actually has Natural Cunning (Ex): Although minotaurs are not especially intelligent,
a Dexterity bonus or not), or when the rogue flanks her target. This extra they possess innate cunning and logical ability. This gives them immunity
damage is 2d6. Should the rogue score a critical hit with a sneak attack, to maze spells, prevents them from ever becoming lost, and enables them
this extra damage is not multiplied. to track enemies. Further, they are never caught flat-footed.
Evasion (Ex): Kartavi can avoid even magical and unusual attacks with Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC
great agility. If he makes a successful Reflex saving throw against an for u p to 8 rounds.
attack that normally deals half damage on a successful save, he instead Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
takes no damage. Evasion can be used only if Kartavi is wearing light checks.
armor or no armor. A helpless rogue does not gain the benefit of evasion. Possessions: Masterwork greatsword, bracers ofarmor +3.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
checks.
F55. CRAUKI’S PRIVATE CHAMBERS F56. TANNERY
This large room is sumptuously decorated, wlth large pelts from The temble smell (
several animals and magcal beasts dommating the western wall. wooden barrels fill,
A wide table lies in the middle of the chamber and there is a large up most of this ch;
bed covered with furs placed in the middle of the north wall. and black pelt of a la,,, YCVI.. UL..rl LILvIIuI LUL6L yLL,uu
It is unlocked, but a small lock made from black iron is set above the claimed by the Broken Axe tribe
doorknob When this door IS opened, roll on the Warp Gates Random
Locations table (at the beginning of this Region) to determine into This wide hall connects three co n he
which Room the gate leads L k e all other warp gates, once the PCs walk shadow,but a closer examination reveals markings on the door at
through it, its door automatically shuts behind them end of the northern passageway The dark blue marks are cri
and shaped in the form of a long-handled axe broken in three par
This room is devoid of light, furniture, and decoration The door in
the middle of the northern wall, though similar to the others in the Initial Attitude: Hostile
Region, has a small black locking mechanism above the knob Encounter: Rrilik (hp 61), a female minotaur rogue loyal to G
guards this Room. She hides in the shadows, ready to strike anyoi
Initial Attitude: N/A does not instantly recognize as a member of the Red Horn clan o
Encounter: If Room F62 is rolled on the Warp Gates: Random allies (mainly the minotaurs of the Broken Axe tribe, Rashmark,
Locations table, the door opens as any normal door would, allowing the and Saria the Medusa).
PCs to cross in the small chamber north of Room F62. Once they pass Encounter Condition: N/A
through the gate, however, it closes shut behind them. When opened Tactics: Rnlik uses her sneak attack to surprise the PCs, emergng
from the inside of this Room, the warp gates leads the PCs to another from the shadows behmd the last member of the party If the PCs spot
random location, unless a result of Room F62 is rolled again, in which her before she has a chance to stnke, she charges the closest PC with her
case they return to this Room normally. minotaur horns before lashing out at them with her long blades
Tactics: The minotaurs of the Red Horn tribe have yet to uncover the Treasure: Rnlik has no treasures other than the weapons she cames
secrets of this warp gate or find its special key, but there are no special A pair of + I short swords, which in her hands seem as small as daggers.
markings upon this door. EL 8
Treasure: N/A Scaling: To lncrease the challenge of this encounter, add rwo or three
E L N/A rogue levels to Rrillk To decrease the challenge, turn her into a 2nd level
Scaling: N/A rogue with a pair of masterwork short swords instead
A Rrilik, Minotaur Rogue 4 CR 8, Large monstrous humanoid, H D
F63. STOREROOM AND TUNNEL 6d8+12+4d6+8,hp 61, Init +1, Spd 30 ft , AC 16, touch 11, flat-footed -
(see text), Base Atk +9, Crp +17, Atk +14 melee (ld6+5/19-20, + I short
This hall is filled with half empty wooden crates and barrels. In the sword) or +12 melee (1d8+4, gore), Full Atk t12/+12[0ff hand]/+7 melee
southernmost comer are several small piles of crushed stone and bro- (1d6+S[+3off hand]/19-20, + I short sword) and +5 melee (ld8+2,gore),
ken rock. A closer look indicates someone began to dig a tunnel into Space/Reach 10 ft /10 ft , SA Powerful charge 4d6+6, sneak attack +2d6,
the hard bedrock there, but stopped after only three. Three pickaxes SQ Darkvision 60 ft , evasion, natural cunning, scent, AL CE, SV Fort +6,
lie at the tunnel's entrance. Ref+ll, Will +S; Str 18, Dex 14, Con 15, Int 7, Wis 10, Cha 8
Skills and Feats Hide +5, Intimidate +3, Listen t 7 , Move Silently +9.
Initial Attitude: N/A Search +2, Sense Motive +6. Spot +7, Great Fortitude, Power Attack,
Encounter: Several months ago, Grauki ordered his men to build a Track, Two-Weapon Fighting, Weapon Focus (short sword)
tunnel that would allow allmembers of the Red Horn clan to gain access Powerful Charge (Ex) A minotaur typically begins a battle by
to both parts of their territory without having to pass through either charging at an opponent, lowering its head to bring its mighty horns
Broken Axe territory (through s F17 and F18) or take the long road into play In addition to the normal benefits and hazards ofa charge,
through the hkshasa Hideout, moving east, then south and west this allows the beast to make a single gore attack with a +12 attack
towards s F52,F53, or F54.Though the Red Horns have an agreement bonus that deals 4d6+6 points of damage
with both the Broken Axe people and hshmarik the Rakshasa, they p r e Natural Cunnjng (Ex) Although minotaurs are not especially intelligent,
fer to take the long journey through the rakshasa's realm rather than they possess innate cunning and logical ability This gives them immunity
request favors from the Broken Axe tribe. Since some members of the to maze spells, prevents them from ever becoming lost, and enables them
Red Horns agreed to guard bshmariks hideout, the rakshasa lets them to track enemies. Further, they are never caught flat-footed
pass through as often as they like. Sneak Attack Rrilik's attack deals extra damage any time her target
Despite Grauki's orders, the tunnel was never completed because his would be denied a Dexterity bonus to AC (whether the target actually has
half sister Gartuk, who is in charge of s F63 through F68 never bothered a Dexterity bonus or not), or when the rogue flanks her target This extra
to, preferring to win the trust and friendship of Rashmarik rather than damage is 2d6 Should the rogue score a critical hit with a sneak attack,
blindly serve her half brother (see Room F65 for more details). this extra damage is not multiplied
Encounter Condition: Tremors 17 Evasion (Ex) Rrilik can avoid even magical and unusual attacks with
Tactics: Though the Red Horn minotaurs on patrol in this area fre- great agility If she makes a successful Reflex saving throw against a n
quently pass through here, no one has been assigned to keep an eye on attack that normally deals halfdamage on a successful save, she instead
the items in this Room. takes no damage Evasion can be used only if Rrilik is wearing light
Treasure:The crates in this chamber contain various gear and articles armor or no armor. A helpless rogue does not gain the benefit of
of clothing: Six adventurer's outfits (for large creatures) and three large- evasion
sized cloaks, a set of climbing tools, 17 torches, 2 lanterns, 14 oil flasks, Skills Minotaurs have a +4 racial bonus on Search, Spot,
flint and steel, 3 empty sacks, as well as five bedrolls. and Listen checks
E L N/A Possessions Two + I short swords, masterwork studded leather
Scaling: N/A armor, masterwork stone colored cloak (+2 to hide checks i n this
area ofthe dungeon).
CARTUK’S PIRlVATE CHAMBERS The weapons’ rack holds half a dozen different arms - a greataxe,
A S U C... .c 1 n P ” .
C C ~ X L UUL 3u search check is required to notice the pale lumines- a halberd, a masterwork hand axe, a +I javelin, a heavy pick, and
suing from a tiny crack from under the 5-ft. wide wall panel a warhammer. Grauki and her mate use these weapons to hone their
into this Room. To open this 5-ft. square secret door, all one has combat skills through rigorous training.
push it. The door opens with a loud screeching of the rusty EL 8
ipon which it stands. Scaling: To increase the challenge of this encounter, add three bar-
barian levels to Ganuk. To decrease the challenge, remove two barbarian
This room isi accessed through a simple secret panel. The smell of levels and impose a -2 circumstance penalty to her Initiative check for
spiced candles burning upon a low table is strong. The pale flames the first round of battle.
reveal a simple room dominated by a large pile furs in one corner and
A Gartuk, Minautor Barbarian 4 CR 8;Large monstrous humanoid;
a weapons’riick made from dark copper in the other.
HD6d8+18+4d12+12;hp99; lnit+2;Spd40ft.;AC19,touch 11,
A m u milar minotaur female, whose b o r n e face is crowned
flat-footed - (see text); Base Atk +lo; Grp +18; Atk +15 melee (2d6+8
by a mighty pair of horns, sits upon a low stool near the table.
plus ld6 electricity/l9-20, +2 shock greatsword) or +13 melee (1d8+4,
The wavering light illuminates her reddish eyes. Her curved horns
1 gore); Full Atk +15/+10melee (2d6+8 plus ld6 electricity/l9-20.
are of a scarlet shade, but the paint upon them has begun to chip
+2 shock greatsword) and +8 melee (ld8+2,gore); Space/Reach
and fall off, revealing many spots of the natural yellomsh color.
10 ft./lO ft.; SA Powerful charge 4d6+6; SQ Darkvision 60 ft.,
natural cunning, rage, scent; AL CE; SV Fort +9, Ref +7, Will +6;
I Initial Aid t u d e : Unfriendly Str 18, Dex 14, Con 16, Int 7, Wis 10, Cha 10.
Encounter: Gartuk (hp 99), a female minotaur barbarian and
Skills and Feats: Intimidate +5, Listen +lo, Search +2, Spot +7,
Grauki’s half-sister, lives here with her mate, Aryss. Officially, Gartuk
Survival +2; Great Fortitude, Power Attack, Track, Weapon Focus
is Grauki’s most important ally. She is her half-brother’s second in
(greatsword).
command and is in charge of running the affairs of the Red Horn clan
Powerful Charge (Ex): A minotaur typically begins a battle by
in Rooms F63 through F68. Garmk, however, does not trust her half-
charging at a n opponent, lowering its head to bring its mighty horns
brother and secretly turned against him. Though she did not reveal her
into play. In addition to the normal benefits and hazards of a charge,
new allegiance - not even to her mate - and continues to act as
this allows the beast to make a single gore attack with a +13 attack
Gartuks second in command, she betrayed the chieftain of the Red
bonus that deals 4d6+6 points of damage.
Horns by revealing his treacherous plans to hshmarik the Rakshasa.
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
Gartuk also swore loyalty to Rashmarik, promising the rakshasa that the
they possess innate cunning and logical ability. This gives them immunity
minotaurs under her command will follow her rather than her halt-
to maze spells, prevents them from ever becoming lost, and enables them
brother Grauki, especially once he makes his plan known to them.
to track enemies. Further, they are never caught flat-footed.
Gartuk is convinced Grauki is not himself and that by learning the
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC for up
magic arts (as she believes he has) he became a weakling and lost his way
to 8 rounds.
Moreover, her half-brother distanced himself from everyone around
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
him since he won the revolutionary war that split the Golden Axe tribe
checks.
in two. Gartuk believes it is folly to turn against their most powerful ally,
Possessions: Masterwork studded leather, +2 shock greatsword, bead of
that the rakshasa is too powerful to be beaten, and that initiating a war
force, potion ofcure light wounds, potion of haste.
against him will mean the end of the Red Horns -who will then be in
an extremely vulnerable position. She tried to convince Grauki that the
Red Horn clan could not afford to lose more members, but her pleas fell
on deaf ears.
With the help of her rakshasa ally, she plans to assassinate her half-
brother and take over the leadership of the Red Horns. If the PCs parley
with her, Gartuk tells them her half-brother Grauki is mad, that he will
bring the Red Horns to their bitter end, and that someone must stop his
plans. If the PCs are sympathetic to her troubles, she tries to hire them
to assassinate her half-brother, offering up everything she owns in
return as well as ten percent of all that the Red Horns possess.
Aryss, Gartuks mate, is currently keeping an eye on the trainees
in Room F68 and comes to her aid if he hears a commotion.
Encounter Condition: Fearless
Tactics: If the PCs engage Garmk in combat, she attacks them merci-
lessly until she kills or otherwise incapacitates them all or suffers a sim-
ilar fate herself. She only summons other minotaurs (from Room F66
and F68) with her war cry if reduced to 50 hit points or less.
Once reduced to 35 hit points, she drinks her potion of haste, followed
by her potion of cure moderate wounds. She continues to fight with fervor
even when she has only 25 hit points remaining, at which point she
rages and charges the PC who has been dealing the most damage to her.
If reduce to 10 hit points or less, she shatters her bead offovce.
Treasure: In addition to the weapons she carries, Gartuk has a ring of
animal fiendship, a gold armband shaped as a vulture’s claw (worth 175
gp),and a pouch with a tiny silver comb of elven design in the form of a
tree with straight branches pointing upwards (worth 580 gp), a bright
green emerald (worth 1,500 gp), and a piece of obsidian colored bone
taken from a demon she once slew (worthless). The furs upon her bed
are worth upwards of 55 gp and the four scented candles could be sold
for 1 gp each.
I
F66. COMMON HALL Initial Attitude: N/A
Encounter: This Room is empty, but allow the PCs a DC 30 Search
A fire bums at the center of this large hall, despite the chill air check to notice that sacks, chests, and the like once lined the walls . Dust
coming from the room. The bovine faces of three minotaurs and stains to the stone suggest that piles of gems and valuables were I
illuminate with a reddish glow from the fire, as they keep warm. here.
Upon both the east and west wall, a multitude of crude cots are Encounter Condition: Drafty, Extreme cold
lined, and narrow corridor opens in the middle of the western wall. Tactics: The Extreme cold is magical in nature and cannot be avPLru.
Treasure: The people of the Golden Axe tnbe once used this place as
Initial Attitude: Unfriendly a secondary treasure Room, but it is now empty
Encounter: Three minotaurs (hp 43,39,39) from the Red Horn clan EL: N/A
are currently in this common hall, but obviously this place was built to Scaling: N/A
house a dozen of them. The minotaurs in this Room are typical members
of the Red Horn clan, trying to keep warm, despite the unnatural cold of
F6S. TRAINING ROOM
the Room.
They enjoy the relative peace of the Region and are unaware of their
This series of small square rooms is cast in total darkness.
leaders’ scheming. Few minotaurs come here now, but they enjoy the
solitude. The Extreme cold Encounter of this Room starts at DC 5.
Initial Attitude: Hostile
Encounter Condition: Extreme Cold”, Fearless
Encounter: The members of the Red Horn clan use these Rooms to
Tactics: The minotaurs here do not expect invaders, much less
train their warriors to navigate simple mazes in search of prey as well as
combat. If the PCs surprise them, they suffer from a -4 penalty to their
to fighting close quarters. Aryss (hp 56), Gartuks mate, and two other
Initiative check for the first round of battle. In combat, they fight
minotaurs (hp 40,37) are currently using these small chambers to hone
defensively at first, only raging, once they PCs have done 10 of more
their hunting skills, by releasing a live rat somewhere in the Room and
points of damage to them. Once enraged, they fight savagely and with-
finding it with nothing but their scent ability and one melee weapon.
out mercy.
The winner releases the next rat and the game begins again.
M o w Gartuk (in Room F65) and the minotaurs in Room F68 a DC 22
Encounter Condition: Deep Darkness, Echoes 4, Fearless
Listen check to hear the ruckus. If they do, they charge into the fray
Tactics: lfthe PCs unwittingly stumble upon one ofthem, the minotaur
ld4+1 rounds later.
utters loud battle cries to alert his companions and charge them instantly
The largest ofthe three minotaurs carries a vial of acid, which he uses
Their companions come to his help ld4 rounds later. Allow the minotaurs
after taking damage from a magical source (he believes the vial holds
in Rooms F65 and F66 a DC 25 Listen check to notice the commotion.
‘fnagic”as well).
If they do, these creaturesjoin the combat i d b i round later.
Treasure: Each minotaur carries Id8 gp worth of assorted coin
In combat, these minotaurs use their powerful horns and weapons,
and gems. Some of the pelts in this Room are in good condition, but
closing into melee against the mightiest looking PCs first.
most are old and well worn. A total of 20 gp worth of good quality furs
Treasure: N/A
can be salvaged.
EL 7
EL 7
Scaling: To increase the challenge of this encounter, add two ranger
Scaling: To increase the challenge of this encounter, add two
levels to A r y s s and add one minotaur per Room. To decrease the chal-
minotaurs. To decrease the challenge, remove one and add Echoes 5.
lenge, remove one minotaur and add Echoes 8.
Minotaur: CR 4; Large monstrous humanoid; H D 6d8+12; h p 43, 39,
h Aryss, Minotaur Rgr 1: CR 5; Large monstrous humanoid; H D 6d8+18
39; Init + O Spd 30 ft.; AC 17, touch 9, flat-footed - (see text); Base
Atk +6; Crp +14; Atk +9 melee (2d8+6/19-20, heavy flail) or +9 melee
+ ld8+3; h p 56; lnit +l; Spd 30 ft.; AC 19, touch 10, flat-footed - (see
text); Base Atk +7; Crp +15; Atk + l l melee (1 d10+6/19-20.bastard
(ld8+4, gore); Full Atk +9/+4 melee (2d8+6/19-20, heavy flail) and
sword) or +8 ranged (ld6+4,javelin) or +10 melee (ld8+4,gore);
+4 melee (ld8+2, gore);Space/Reach 10 ft./lO ft.; SA Powerful charge
Full Atk +11/+6 melee (ld10+6/19-20,bastard sword) and +4 melee
4d6+6; SQ Darkvision 60 ft., natural cunning, scent; AL CE; SV Fort +6,
(ld8+2, gore) or +8 ranged (1d6+4,javelin);Space/Reach 10 ft./lO ft.;
Ref+S, Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8.
SA Powerful charge 4d6+6; SQ Darkvision 60 ft., favored enemy,
Skills and Feats: Intimidate +2, Listen +7. Search +2, Spot +7;
natural cunning, scent; AL CN; SV Fort +9, Ref +8,Will +5; Str 19,
Great Fortitude, Power Attack, Track.
Dex 12, Con 16, Int 7, Wis 10, Cha 8.
Poweful Charge (Ex): A minotaur typically begins a battle by
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7;
charging at an opponent, lowering its head to bring its mighty horns
Great Fortitude, Power Attack, Track, Weapon Focus (bastard sword).
into play. In addition to the normal benefits and hazards of a charge,
Powerful Charge (Ex): A minotaur typically begins a battle by
this allows the beast to make a single gore attack with a +9 attack
charging at an opponent, lowering its head to bring its mighty horns
bonus that deals 4d6+6 points of damage.
into play. In addition to the normal benefits and hazards of a charge,
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
this allows the beast to make a single gore attack with a +10 attack
they possess innate cunning and logical ability. This gives them immunity
bonus that deals 4d6+6 points o f damage.
to maze spells, prevents them from ever becoming lost, and enables them
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
to track enemies. Further, they are never caught flat-footed.
they possess innate cunning and logical ability. This gives them immunity
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
to maze spells, prevents them from ever becoming lost, and enables them
checks.
to track enemies. Further, they are never caught flat-footed.
favored Enemy (Ex): For Aryss, undead. The ranger gains a +2 bonus
F67. ANCIENT TREASURE ROOM on Bluff, Listen, Sense Motive, Spot, and Survival checks when using
A DC 30 Search check is required to notice the hidden button, which is these skills against creatures ofthis type. Likewise, he gets a +2 bonus
part of the continuous stone surface of the wall at the southern end of on weapon damage rolls against such creatures.
the hallway. When this button is pushed, the wall panel sinks into the Skills: Minotaurs have a +4 racial bonus on Search, Spot, and
western wall, disappearing entirely two rounds later and giving the checks.
impression the corridor normally opens into Room F67. Pressing the Possessions: Masterwork chain shirt, bastard sword, three ma!
button again makes the wall to return into its proper place, thus sealing javelins, buckler.
the Room once again.
-
7
dinotaur: CR 4; Lar ge monstrous humanoid; H D 6d8+12; h p 40, 3'7; 19 A group of five dretch demons moved here from Region G
+ O Spd 30 ft.; AC 17, touch 9, flat-footed - (see text); Base Atk +I5; using the underground lava flow Thley came to this area
+14; Atk +9 melee (2d8+6/19-20, heavy flail) or +9 melee (ld8+4, hoping to find easy prey.
8); Full Atk +9/+4 melee (2d8+6/19-20, heavy flail) and +4 melee 20 Two babaus journeyed into this section in search of easy
,+2,gore); Space/Reach 10 ft./lO ft.; SA Powerful charge 4d6+6 prey to ambush, capture, and torment. These dreadful
>arkvision 60 ft., natural cunning, scent; AL CE; SV Fort +6. Ref+5, demons are cunning and cruel. They lie in the darkness
+5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8. waiting to surprise the PCs.
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7;
Great Fortitude, Power Attack, Track.
Poweful Charge (Ex): A minotaur typically begins a battle by charging
at an opponent, lowering its head to bring its mighty horns into play.
In addition to the normal benefits and hazards of a charge, this allows
the beast to make a single gore attack with a +9 attack bonus that deals
4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent,
they possess innate cunning and logical ability. This gives them immunity
to maze spells, prevents them from ever becoming lost, and enables them
to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
checks.
F69. ASSASSIN VINE LAIR I
Possessions: Hide armor, heavy flail.
tire floor of this room is
pale brown branches, intermingled with long strands of blue algae
F69 THRQWGH Flf. RSSRSSIH VIR1 JWHGlE and a layer of foamy yellow moss The southern portion of the room
Rooms F69, F70, and F71, as well as the southern shore of the has no wall Instead, it opens into the boiling lava of the underground
underground lava flow opening into Rooms and hallways, are covered nver that courses through this section of the dungeon. A portion
with dense vegetation. PCs walking into this Section feel llke they are of the floor is covered with magma and a closer examination reveals
journeying through a subterranean jungle. The floor is covered with this part sunk several feet beneath the level of the steaming stream.
roots, vines, and vegetation that hampers their every movement.
Some of these vines cling to the walls, which are covered with a thin Initial Attitude: Hostile
layer of green and yellow lichen. The humidity is oppressive. Encounter: Four assassin vines (hp 36,34,33,31) live in this Room,
The underground lava flow coursing through the Section makes the attacking any living creature on sight.The creatures are swimming with
temperature of all Rooms therein unnaturally hot. The walls and ceilings disease and every strike against the pcs also results in the need for a
capture moisture, which allows for the magical tropical plants to thrive. Fortitude save. Each possesses a different disease.
Because the vegetation is so thick, PCs moving through these Rooms Encounter Condition: Ambush, Diseased", Extreme Heat, Fearless,
suffer from a -IO ft. penalty to their base movement while traveling [Flooded], Hazardous Footing 16
upon the ground. Druids and other characters with the woodland stride Tactics: The assassin vines use their entangle ability and constrict
ability are unaffected by this penalty. attack to immobilize the PCs. Each time a PC is struck, he must save
A patch of assassin vines took control of this portion of the dungeon. against one of four diseases. Even in death, the disease linger on the
The corpses of their victims can be found under their constricting arms. corpses of the assassin vines for Id3 days each. Treat each as a contact
The minotaurs are well aware of their presence and avoid the lava river. disease during this time.
2-1 4
surface far above the level ofthe lava flow
Nothing
* Red Ache-Injury, Fortitude DC 15, incubation period ld3 days,
damage ld6 Str
15-1 6 A powerful electrical
vines in the section * Slimy Doom-Contact, Fortitude DC 14, incubation period 1 day,
when traveling through their territory damage ld4 Con p h e n damaged, the character must succeed on
* Lightning Bolt Trap: CR 6; magic device, proximity trigger
another saving throw or 1 point of damage is permanent drain instead.]
(alarm); automatic reset, spell effect (lightning bolt, 10th Those standing within 5 ft. of the boiling lava flow when failing this
level wizard, 10d6 electricity, DC 14 Reflex save half damage); saving throw fall into the deadly stream, taking 12d6 points of fire
Search DC 28, Disable Device DC 28 damage every round they are submerged (DC 30 Fortitude save half
17-1 8 There are twenty tiny holes in the ceiling ofthis 10-ft-by-10- this damage).
ft area These holes release a volley of poisoned darts as The corridor to the west of this Room is destroyed. The same slippery
soon as anyone steps upon the floor under them. Poisoned moss found in Room F69 covers its sunken floor and its walls
* Dart Trap: CR 4, mechanical. location trigger. manual reset;
are destroyed, providing access to the subterranean lava stream
coursing here.
Atk +15 ranged (ld4+4 plus poison, dart); multiple targets
Treasure: N/A
(1 dart per target in a 10-ft-by-10-ft area), poison (bloodroot,
EL8
DC 12 Fortitude save resists, O/ld4 Con and ld3 Wis);
Scaling: To increase the challenge of this encounter, add four assas-
Search DC 22, Disable Device DC 26
sin vines and increase the Fortitude DC of each disease by +4. To
decrease the challenge, remove two assassin vines.
*Assassin Vine: CR 3; Large plant; H D 4d8+12; hp 36, 34, 33, 31; SASSIN VINE LAIR
lnit + O Spd 5 ft.; AC 15, touch 9, flat-footed 15; Base Atk +3; Grp +12;
Atk +7 melee (ld6+7,slam); Full Atk +7 melee (ld6+7,slam); Thick vegetation c(wers the floor. A tangled IT
Space/Reach 10 ft./10 ft. (20 ft. with vine); SA Constrict ld6+7, entangle, the Room next to an area several feet from the boiling lava that _i
improved grab; SQ Blindsight 30 ft., camouflage, immunity to electricity, poured into the chaImber.
low-light vision, plant traits, resistance to cold 10 and tire 1 0 AL N; SV
Fort +7, Ref+l, Will +2; Str 20, Dex 10, Con 16, int--. Wis 13, Cha 9. Initial Attitude: Hostile
Constrict (Ex): An assassin vine deals ld6+7 points of damage with Encounter: The four walls of this Room were not affected by
a successful grapple check. cave-in that damaged this section ofthe dungeon, but the floor sank to a
Entangle (Su): An assassin vine can animate plants within 30 ft. of fifteen-degree angle and boiling lava covers its southwest portion.
itselfas a free action (Ref DC 13 partial). A huge assassin vine (hp 122) makes its lair here now and waits to
The effect lasts until the vine dies or decides to end it (also a free ambush PCs travelling through.
action). The save DC is Wisdom-based.The ability is otherwise similar Encounter Condition: Ambush, Diseased;?,Extreme Heat, Fearless,
to entangle (caster level 4th). [Flooded], Hazardous Footing 16, Poor Footing 2
Improved Crab (Ex): To use this ability, an assassin vine must hit Tactics: The assassm vine attacks the PCs as soon as they set foot in
with its slam attack. the Room, grabbing the first unaware PC with its entangle ability This
It can then attempt to start a grapple as a free action without assassin vine is so contagious, each time a PC is struck, he must save
provoking an attack of opportunity. against two offour different diseases. Even in death, the disease linger on
If it wins the grapple check, it establishes a hold and can constrict. the corpse of this assassin vine for ld6 days. Treat each as a contact dis-
Blindsight (Ex): Assassin vines have no visual organs but can ascertain ease during this time.
i
all foes within 30 ft. using sound, scent, and vibration.
d Demon Fever-Injury, Fortitude DC 18, incubation period 1 day,
Camouflage (Ex): Since a n assassin vine looks like a normal plant
damage ld6 Con [When damaged, character must succeed on another
when at rest, it takes a DC 20 Spot check to notice it before it attacks.
saving throw or 1 point of damage is permanent drain instead.]
Anyone with ranks in Survival or Knowledge (nature) can use one
ofthose skills instead ofSpot to notice the plant. Dwarves can use & Devil Chills-injury, Fortitude DC 14, incubation period ld4 days,
stonecunning to notice the subterranean version. damage ld4 Str r h e victim must make three successful Fortitude
saving throws in a row to recover from devil chills.]
F70. TRIGGERED PIT TRAP & Red Ache-Injury, Fortitude DC 15, incubation period ld3 days,
damage ld6 Str I .
The central portion of the floor of this room opens into a chasm,
&SlimyDoom-Contact, Fortitude DC 14, incubation period 1 day,
but a narrow ledge covered m t h debris allows travel from one door
damage ld4 Con [When damaged, the character must succeed on
to the next A closer look at the pit reveals it 1s a hundred ft. deep
another saving throw or 1 point of damage is permanent drain instead.]
and has skeletal remains of several humanoids in it
The northern wall of the room has caved-in, covering most of the Treasure: Hidden under the thick vegetation covering the floor are a
ledge, making travel impossible The wall is damaged but seems ti throwingaxe, a rotted pouch that holds three stones ofpolished obsid-
strong enough to hold the high ceding above Lava pours through the ian (worth 25 g p each), as well as a rusted longsword.
southwestern tip of the chamber EL 7
Scaling: To increase the challenge of this encounter, add one Huge
InitialAttitude: N/A assassin vine. To decrease the challenge, remove one disease.
Encounter: Moving through the narrow ledge around this Room
*Assassinvine: CR 6, Huge plant; H D 16d8+102;h p 174; Init-1;
is easy, but requires the PCs move at half their speed to avoid slipping.
Spd 5 ft.; AC 19, touch 5, flat-footed 1 9 Base Atk +12, Crp +37; Atk +21
A PC moving at a faster pace must succeed at a DC 16 Reflex save to
melee (2d6+13.slam); Full Atk +21 melee (2d6+13,slam); Space/Reach
avoid falling into the pit bellow (and take 10d6 of falling damage).The
15 ft./lO ft. (20 ft with vine); SA Constrict 2d6+7, entangle, improved
pit is an old trap triggered long ago. Its mechanism was later destroyed
grab; SQ Blindsight 30 ft., camouflage, immunity to electricity, low-light
by the cave-in that occurred here and is now inoperable. The pit is 100 ft.
vision, plant traits, resistance to cold 10 and fire 1 0 AL N; SV Fort +22.
deep and requires a DC 22 Climb check to escalate.
Ref +4, Will +6, Str 36, Dex 8, Con 24, Int -, Wis 13. Cha 9
Encounter Condition: Diseased (slimy doom) 14”, Extreme Heat,
constrict (Ex). An assassin vine deals ld6+7 points ofdamage with
[Flooded], Hazardous Footing 16,Tremors 12
a successful grapple check.
Tactics: Dead vegetation lines the grooves of this Room, showing
Entangle (Su): An assassin vine can animate plants within 30 ft
where assassin vines once bred. Treat the slimy doom disease in this
of itself as a free action (Ref DC 13 partial)
Room as inhaled. PCs remaining in this Room for more than 5 minutes
The effect lasts until the vine dies or decides to end it (also a free
are required to make a Fortitude save. Every 15 minutes thereafter,
action) The save DC is Wisdom-based. The ability is otherwse similar
another save is required.
to entangle (caster level 4th).
& Slimy Doom-lnhaled*, Fortitude DC 14, incubation period 1 day, Improved Crab (Ex): To use this ability, an assassin vine must hit
damage ld4 Con [When damaged, the character must succeed on with its slam attack
another saving throw or 1 point of damage is permanent drain instead.] It can then attempt to start a grapple as a free action without
provoking an attack of opportunity.
Treasure: At the bottom ofthe pit are the skeletons offive gnolls,the tip
If it wins the grapple check, it establishes a hold and can constrict.
of five heavily rusted spears, a rusty falchion, and the remains of a rotten
Blindsight (hj: Assassin vines have no visual organs but can ascertain
wooden shield. None of these weapons are unusable,but scattered among
all foes within 30 ft using sound, scent, and vibration.
the bones and rusted iron the PCs can uncover 42 sp and 12 gp.
Camouflage (Ex). Since an assassin vine looks like a normal plant
E L N/A
when at rest, it takes a DC 20 Spot check to notice it before it attacks
Scakng: N/A
Anyone with ranks i n Survival or Knowledge (nature)can use one
of those skills instead of Spot to notice the plant Dwarves can use
stonecunning to notice the subterranean version.
F72. ANGELIC STATUE
RashmariK tne KaKsnasa and his partner, Saria the Medusa, controls The tall statue of a proud fema le angel warrior stands guard in this
Looms F72 through F83. Because they helped Grauki the Minotaur room. The dark gray stone of tht statue is cracked in many places and
1 his revolution against the people of the Golden Axe minotaur tribe,
deep claw marks scar the face and torso of the otherwise beautiful
i e members of the Red Horn clan share a special alliance with .... 1-* c---r: :-
5 C U I p L U I ~ .JUMC L I I I K C I ~dlt: Iulsing from the right hand of the stone
_ _ ^ _ _
ashmarik and Saria. angel and its nose and bare toes are chipped. The figure holds
This alliance, however, has become precariously fragile in the last two a massive sword with her lef t hand, which is planted in the ground
ionths, for hshmarik learned of Grauki's plans to invade his territory. between her feet.
The rakshasa, however, has found a new ally in Gartuk, Grauki's half-
sister. He is now confident that if the Chieftain of the Red Horns
Initial Attitude: N/A
initiates a war against him, Garmk will take control of part of the clan
Encounter: This ancient statue was sculpted from the bedrock
and oppose her brother. Rashmarik promised Gartuk that she would
to honor one of the most important builders of this dungeon. There
become chieftain of the Red Horns in her weakling brother's place if she
is nothing special about it, but for the Red Horn clan it marks the
helps prevent Grauki from invading his lair.
beginning of Rashmariks territory.
For now, however, both Rashmarik and Saria continue to rely
Encounter Condition: N/A
on members of the Red Horn minotaur clan to protect crucial areas
Tactics: This statue was once warded with powerful alarm and ghoul
of their territory and continue to allow them to journey through their
touch spells, that have faded over the years. Anyone imbuing the statue
lair -a situation that might change if Grauki gets his plan moving.
with an abjuration spell finds the spell enhanced, enlarged, and maxi-
mized.
RANDOM ENCOUNTERS Treasure: Gems once sat in the statue at various points, but all have
Roll for a Random Encounter once per hour been pried out. Gouges mark where the gems once rested. Good-aligned
1d20 Encounter PCs who place a gem into the statue gain the benefit of bless for 24 hours.
E L N/A
stem of an assassin vine emerges from a crack
Scaling: N/A
at the bottom ofthe wall here A closer look at it reveals the
bark has turned into a dull gray and the stem I S dead
F73. FOUL ROOM
ntured south from its territory to find
it does not pose a great threat to the PCs h v a from the deadly underground stream has begun to seep through
and has no natural vegetation close by it can use to entangle a narrow crack in the northeast corner. A thin layer of yellowish-
them, it attacks the party on sight. green moss dominates the length of the entire floor, obviously
14 Three unarmed minotaur males are wrestling here Though thnving on the heat and humidity caused by the boihng lava.
their duty is to help Cartuk protect the rakshasa's den, they
are currently enjoying some free time They suffer from a -5 Initid Attitude: N/A
circumstance penalty to all checks made to notice the PCs Encounter: This Room once held an assassin vine, which later died.
ce. Spores from its leafy stalk seeped into the stonework, resulting in taint-
15-16 p ofthree minotaurs loyal to Gartuk are on guard duty ed beds of moss. PCs walking through the Room, release these spores
here Their orders are to attack any strangers and prevent when they walk. Every 10 ft. they walk on the moss, require a Fortitude
them from venturing further into Rashmarik's lair save against the red ache disease.
17 A lone 3rd level minotaur barbarian travels into this Region.
The warrior holds a long-handled greataxe and paint has
*Red Achelnhaled, Fortitude DC 15, incubation period ld3 days,
damage ld6 Str
turned his horn red This is a rogue member of the Broken
Axe tribe seeking a meeting with Rashmarik. The elder Encounter Condition: Diseased (red ache) IS*, Extreme Heat
minotaur hopes to trade information with the rakshasa Tactics: The red ache disease prevalent in this Room is communica-
rauki's plan somehow reached him. ble through inhalation, rather than injury.
e upon a simple mechanical trap, which Treasure: N/A
triggered by stepping upon a 5-ft.-by-S-ft. pressure plate in E L N/A
the floor. Sca1ing:To increase the challenge of this encounter, replace red ache
with devil chills. To reduce the challenge, reduce the save DC of red ache
6 Hail o f Needles Trap: CR 3, mechanical; location trigger;
by -3.
manual reset, Atk +22 ranged (2d4, needles), Search DC 22;
Disable Device DC 25.
19 Saria the Medusa is encountered here instead of in her den
She uses her petrifying gaze to prevent the PCs from
venturing further into what she considers her territory
and does not hesitate to attack them
Base Atk +6; Grp +14; Atk +9 melee (2d8+6/19-20, heavy flail) or +9
bearing a large pair of wings, lies at the mouth of the conidor leading
melee (ld8+4,gore); Full Atk +9/+4 melee (2d8+6/19-20, heavy flail)
south. The stone figure is filled with intricate details showring a pair
and +4 melee (ld8+2, gore); Space/Reach 10 ft./lO ft.; SA Powerful
of reptilian legs and bird-like clawed feet, sharp facial features upon
charge 4d6+6; SQ Darkvision 60 ft., natural cunning, scent; AL CE; 1 , 1 r
a long necK, ana a tangle or messy nair crowning it.
. . . .
SV Fort +6, Ref +5, Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8.
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great
Initial Attitude: Hostile
Fortitude, Power Attack, Track.
Encounter: This Room is Saria's private domain and playground.
Poweful Charge (Ex): A minotaur typically begins a battle by
She does not tolerate any intruders save for Rashmarik, who is always
charging at an opponent, lowering its head to bring its mighty horns
welcomed into her lair. The statues were once four minotaurs from
into play. In addition to the normal benefits and hazards of a charge,
the Broken Axe tribe and a harpy from Mortgul's Den who unwittingly
this allows the beast to make a single gore attack with a +9 attack
ventured into her chamber.
bonus that deals 4d6+6 points of damage.
The door to the north leads to her bedchamber, which is decoration-
Natural Cunning (Ex): Although minotaurs are not intelligent, they
less and furnitureless save for a large nest made out of dried branches,
possess innate cunning and logical ability. This gives them immunity to
brown leaves, and pine needles intermingled with long strands
maze spells, prevents them from getting lost, and enables them to track
of cotton, wool, and silken fabrics.
enemies. Further, they are never caught flat-footed.
Saria (hp 56), Rashmarik's medusa ally, lives here. Though she rests
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen
in her nest in the smaller northern Room, she is most often encountered
checks.
in her main hall, surrounded by a handful of her victims. Saria is
Possessions: Hide armor, heavy flail.
a cunning and devious creature and hates everyone except Rashmarik.
The Red Horn minotaurs who venture close to her lair and through
FIO. CELL BLOCK Room F82,fear her greatly,for she attacks anyone on sight.
The doors opening these cells are locked (the key can be found on Encounter Condition: Spell Resistance 18
Rashmank's person in Room F77). A successful DC 18 Open Lock check Tactics: Saria relies on her petrifying gaze attack to turn her enemies
is required to unlock them. to stone. Those that do not fall victim to her terrible gaze she tries
to murder with her shortbow from distance. If forced into melee,
Each of these three narrow corridors leads to an isolated cell The doors she wields a short sword and her snake's heads bites anything they can
of these cells are reinforced with iron and have a picture wndow with get their teeth into.
three bars across it, allowlng a new lnto the small rooms Treasure: Hidden in Saria's nest are 44 small gems (bloodstones,
carnelians, zircons, pearls, and clear quartz stones) worth an average of
InitialAttitude: N/A 10 gp each. The medusa collected these trinkets from her many victims.
Encounter: These cells were once used by hshmarik to keep EL 9
members of the Golden Axe tribe loyal to Chieftain Markuli prisoner. Scaling: To increase the challenge of this encounter, add three rogue
Two minotaurs died within these walls and their bony remains lie in the levels to Saria and upgrade her bow to a +z shortbow. To decrease the
two southernmost cells. challenge, impose Saria with a 4 penalty to all skill checks made
Encounter Condition: Distracting Noises 4, Haunted to notice the PCs as she dreamily examines the stone statues of her
Tactics: N/A previous victims.
;aria, Medusa Ftr 2: CR 9; Medium monstrous humanoid: HD Treasure: 100s gp worth of small gemstones and assorted coil ~
!; hp 56; lnit +6; Spd 30 R.: AC 19, touch 13, flat-footed 16; left with the bodies when they were burned, but are nothing but slag
;rp +8; Atk +12 ranged (ld6/x3 plus poison, shortbow) or now. PCs searching the bodies for 10 minutes or more uncover 2d6 sp
6/19-20, short sword) or +11 melee (ld4 plus poison, and Id4 gp.
bk +12/+7 ranged or +10/+10/+5with rapid shot (ld6/x3 E L N/A
iortbow) or +12/+7 melee (ld6/19-20, shortsword) and Scaling: N/A
plus poison, snakes);SA Petrifying gaze, poison: SQ
ft.; AL LE; SV Fort +6,Ref +7, Will +6;Str 10, Dex 16,
con I L , int I L . Wis 13, Cha 15.
F84 THROUGH F83. MORT’GUL’S DIN
Mortgul, a powerful harpy priestess, and her flock of loyal harpy
Skills and Feats:Bluff +9, Craft (alchemy) +6, Diplomacy +4, Disguise
followers claims this area as his den. Though these creatures caused
+9 (+11 acting), Intimidate +5, Move Silently +8,Spot +8; Improved
heartache for the inhabitants of this Region in the past, they accepted
Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse.
the relative peace in this Region of the dungeon and have been rather
Petrfiing Gaze (Su): Turn to stone permanently, 30 ft., Fortitude
quiet for the past three years. The harpies, however, continue to take vile
DC 16 negates. The save DC is Charisma-based.
pleasure in tormenting the minotaurs of the Red Horn clan that passes
Poison, snakes (Ex): Injury, Fortitude DC 15. initial damage ld6 Str,
through the northern portion of their den. Because they fear the mighty
secondary damage 2d6 Str. The save DC is Constitution-based.
Rashmar& and her powerful medusa ally, however, they are content
Poison, arrows (Ex): Injury, Fortitude DC 13, initial damage ld4 Str,
to scare the minotaurs.
secondary damage Id8 Str.
They do not take kindly to other creatures journeying through their
Possessions: Masterwork short sword, masterwork shortbow,
territory, however, and for the most part attack any other being on sight.
masterwork arrows (12) poisoned with a dilution of her snake venom,
Mortgul built a shrine to honor the goddess of cruelty and suffering
arrows (20) poisoned with a dilution of her snake venom, brace6 of
in this section of the dungeon. She hopes to one day gather enough
armor +3, potion of blur, potion of expeditious retreat.
strength to summon the goddess’avatar here and offer her the lives of all
the creatures in this Region. It will take years before she grows strong
F12. BROKEN STATUES enough to initiate her plan, and in the meantime she bides her time,
waiting for prey she can capture and slaughter to honor the minor deity.
Two large statues lie in the middle of this long cross-shaped hall PCs who defeated Rashmarik the Rakshasa and display proof of their
These statues are broken and a large pile of rubble in the northern victory (his possessions, his head, etc.) automatically changes the
nook suggests more of them once decorated this chamber harpies’ Initial Reaction two steps towards Helpful, thus potentially
The two statues represent mighty minotaur figures wielding saving them much grief when journeying through their den.
greataxes above their horned bovine heads While one of the statues Note: All of the harpies in this Section drain 1 point of Wisdom per
remains standing and is relatively untouched, with only an arm and round with their captivating song, making them powerful foes. The
part of its shoulder missing, the other is broken in three parts and lies harpy clerics drain 2 points.
in pieces upon the floor
.
Encounter: This Room was once part of the territory of the gnolls * Manticore: CR 5; Large magical beast; H D 6d10+24; h p 61; lnit +2;
who lived here long ago, but the alpha male of manticore pride turned it Spd 30 ft., fly 50 ft. (clumsy);AC 17, touch 11, flat-footed 15; Base Atk
into its private lair. This small chamber now houses the most powerful +6; Grp +15; Atk +10 melee (2d4+5, claw) or +8 ranged (ld8+2/19-20,
manticore (hp 117) of the pride. The leader of the pack is aggressive and 6 spikes);Full Atk +10 melee (2d4+5,2 claws) and +8 melee (1d8+2,
attacks anyone venturing into its territory. In addition to be larger and bite); or +8 ranged (ld8+2/19-20, 6 spikes);Space/Reach 10 ft./5 ft.;
stronger than most manticore, it possesses a frightful presence. SA Spikes; SQ Darkvision 60 ft., low-light vision, scent; AL LE; SV
Encounter Condition: Echoes 4, Fear 20 Fort +9, Ref +7, Will +3; Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9.
I
Skills and Feats: Listen +5, Spot +9, Survival +l; Flyby Attack,
Multiattack,TrackB, Weapon Focus (spikes). Spd 30 ft.. fly 50 ft. (clumsy);AC 17, touch 1 I , fiat-rootea I 3; bas
Spikes (Ex): With a snap of its tail, a manticore can loose a volley + 6 Crp +15; Atk +10 melee (2d4+5,claw) or +8 ranged (1d8+2/1
of six spikes as a standard action (make an attack roll for each spike). 6 spikes): Full Atk +10 melee (2d4+5,2 claws) and +8 melee (Id2
This attack has a range of 180 ft. with no range increment. All targets bite); or +8 ranged (ld8+2/19-20, 6 spikes): Space/Reach 10 ft./!
must be within 30 ft. of each other. The creature can launch only SA Spikes; SQ Darkvision 60 ft., frightful presence, low-light vision,
twenty-fourspikes in any 24-hour period. scent; AL L E SV Fort +9, Ref+7, Will +3; Str 20, Dex 15, Con 19, Int 7,
Skills and Fears: "Manticores have a +4 racial bonus on Spot checks. Wis 12. Cha 9.
Skills and Feats: Listen +5, Spot +9, Survival +l; Flyby Attack,
Multiattack.TrackB, Weapon Focus (spikes).
F91. OLD HEARTH Spikes (Ex): With a snap of its tail, a manticore can loose a volley
of six spikes as a standard action (make an attack roll for each spike).
A deep round hearth from which fire once burnt dominates this
This attack has a range of 180 ft. with no range increment. All targets
room. Above the blackened hearth, the ceiling opens into a narrow
must be within 30 ft. of each other. The creature can launch only
chimney A pile of dry wood lies in the northeast corner.
twenty-four spikes in any 24-hour period.
FrightfulPresence [Ex): Creatures within sight ofthe manticore are
Initial Attitude: N/A
subject to the effect ifthey have fewer than 14 HD. A potentially affected
Encounter: This Room was once used by gnolls who inhabited the
creature that succeeds on a DC 22 Will save remains immune to that
Region, but has long since been abandoned. The Room is filled with a
dragon's frightful presence for 24 hours. On a failure, creatures with 4 or
sense of dread and misery. Good-aligned PCs suffer a 4to their Will
less H D become panicked for 4d6 rounds and those with 5 or more H D
saves in this Room.
become shaken for 4d6 rounds.
Encounter Condition: Fear 16, Haunted
Skills and Feats: "Manticores have a +4 racial bonus on Spot checks.
Tactics: A consecrate spell removes the Encounter Conditions of this
Room for id20 + 24 hours. If the door is subsequently barred or closed
somehow, the Room becomes Safe. F100. ELEVATED GUARD POST
Treasure: N/A
E L N/A The four doors leading to this room wer
Scaling: N/A A twenty ft. high palisade of gray stone dominates the chamber.
This large hall is bnghtly lit hy an unknown source, which clearly dis-
plays the strange trophies hanging upon its four walls The bones of
various creatures cover the walls trophies of all sizes and shades, from
-
the dark nbcaee taken from a demon to the vellowish femur of what
must have been a troll or another giant of some kind. At severalplaces
upon the grizzly display, th e black craniums of many demons can be
seen. Some were cracked 01 ,ened, some are missing fangs, and others
have their horns broken. UThile the remains of these terrible fiends
amear to rnave -ueen 1oarrered in brutal combat, others are relatively
undamaged. In all, over a hundred such skulls are put on display.
Sprawled upon the floor of the center of the place is the black
leathery skin of a large demon. Upon this eerie trophy is a massive
..
h m n m *ohlo
L"uLb yll..
__ .
n n r l tnnr rhlir.
The images depict an epic tale. Starting on thc! section of the south
riggered as soon as the door is touched. The magical
wall to the west of the hallway and going all a rounid the room from
ne within a 30-ft. radius of the door, which can be
there, the paintmgs relate the story of a power611delnon lord and the
ccessful DC 35 Open Lock check. 1 1 1 1 1 .. ,,..
nrave angelic
0
Deines
" wno valianrw ODDOSCU nib miglIt.
I .
:er Trap: CR 8; magic device; touch trigger; automatic On the western part of the south wall, the 11nage of a giant demon
(mass hold monster, 17th-levelwizard, DC 24 Will save engorged in red flames and sitting upon a mas,sive throne made out
DC 32; Disable Device DC 32. from the bones of vanous creatures can be seen The west wall is filled
G11. FIRST TRUMPET ARCHONS' BARRACKS If a trumpet is ever stolen, it becomes a chunr OT useiess merat
the owner can recover it.
This small room contains two long but narrow beds covered with pale Aura ofMenace (Su): A righteous aura surrounds archons tha
blue silken sheets A heavy-looking iron chest sits at the feet of each or get angry. Any hostile creature within a 20-ft. radius of a n arch
bed, m t h long brass trumpets carefully placed upon them. A basin succeed on a DC 21 Will save to resist its effects. The save DC
made from pure white marble stands between the beds along the west is Charisma-based.Those who fail take a -2 penalty on attacks, I
wall It holds a crystal clear liquid that looks like water and saves for 24 hours or until they successfully hit the archon tl
Two thin, tall males w t h bluish skin, hairless scalps, and large generated the aura. A creature that has resisted or broken the efl__.
feathery wngs sit upon the beds cannot be affected again by the same archon's aura for 24 hours.
Magic Circle against Evil (Su): A magic circle against evil effect
Initial Attitude: Unfriendly always surrounds a n archon (caster level equals the archon's Hit Dice).
Encounter: The trumpet archons in this Room view any invasion (The defensive benefits from the circle are not included in an archon's
of their privacy as a violation of ethics. Though they might not attack statistics block.)
trespassers on sight, they will not hesitate to initiate combat with Jeleport (Su):Archons can use greater teleport at will, as the spell
anyone they deem evil. (caster level 14th),except that the creature can transport only itself
Tactics: The warriors in this Room are open to discussion with and u p to 50 Ibs ofobjects. Within the confines ofthis dungeon,
non-evil adventurers who make good use of the Diplomacy skill. the hound archon can only teleport within line of sight.
If forced into a fight, one ofthe archons charges the PCs while the other Tongues (Su): All archons can speak with any creature that
uses his trumpet to weaken their opponents and alert their comrades in has a language, as though using a tongues spell (caster level 14th).
Rooms Gio, who automatically hear the sound and come to the archons' This ability is always active.
aid i d 3 rounds later. Creatures in Room G i 5 and Gi6 are also allowed Possessions: Trumpet (see above).
a DC 20 Listen check to hear the trumpet call. Ifthey do, they rush to the
rescue of their comrades in ld4+1 rounds.
G12. WARDED EMPTV ROOM ONE
Treasure: The basin is filled with the equivalent of 5 vials of holy
Inscribed upon the unlocked but closed door of this chamber is a symbol
water. The silken sheets upon the beds are of good quality and each is
of insanity This ward is triggered as soon as anyone steps within 20 ft. of it.
worth upwards of 30 gp. Each of the chest holds sumptuous silken
cloths (worth 150 gp in total), several blank scroll pages, two scroll cases & Symbol of Insanity Trap: CR 9; magic device; proximity trigger:
fashioned from the purple bones of an unknown creature (worth 100 gp no reset; spell effect (symbol ofinsanity, 13th-levelwizard);Search
each), as well as 5 one-ounce vials of ink and two quills made from DC 33: Disable Device DC 33.
the long yellow feathers of a strange bird (worth 30 gp each).
E L 16
This chamber is devoid o
Scaling: To increase the challenge of this encounter, add one floor, and ceiling are bare,
trumpet archon. To decrease the challenge, remove one of them.
Trumpet Archon: CR 14; Medium outsider (archon, extraplanar,good, Initial Attitude: N/A
lawful);HD 12d8+72;hp 126 each: lnit +7; Spd 40 ft. (8, fly 90 ft. (good); Encounter: There are several Rooms in this Region that remain
AC 27 (+3 Dex, +14 natural),touch 13, flat-footed 24; Base Atk +12; Grp unused by the Children of the Inner Light. Some, like Room G12, were
+17; Atk+21 melee (2d6+11/19-20, +4greatsword);Full Atk+21/+16/+11 warded with powerful magic.
melee (2d6+11/19-20, +4 greatsword);SA Spell-likeabilities, spells, Tactics: N/A
trumpet; SQ Aura of menace, damage reduction lO/evil, darkvision Treasure: N/A
60 ft., immunity to electricity and petrification, magic circle against evil, EL9
SR 29, teleport, tongues; AL LG; SV Fort +14 (+18 against poison), Scaling: To increase the challenge of this encounter, add a feeblemind
Ref +11, Will +11; Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16. to the symbol of insanity trap. To decrease the challenge, replace the sym-
Skills and Feats: Concentration +21, Diplomacy +20, Escape Artist bol of insanity trap with a summon monster VI1 or energy drain trap.
+18, Handle Animal +18, Knowledge (any one) +18. Listen +18, Move
Silently +18, Perform (wind instruments) +18. Ride +20, Sense Motive
G13. SECOND TRUMPET ARCHONS' BARRACKS
+18, Spot +18. Use Rope +3 (+5 with bindings); Blind-Fight,Cleave,
Combat Reflexes, improved Initiative, Power Attack. Lxned up upon the
Spell-Like Abilities: At will-detect evil, continualflame, message. long and narrow beds with blue sheets of silks. Iron chests lay at thi
Caster level 12th.
feet of the two beds and a basin of white marble stands between then1
Spells: Trumpet archons can cast divine spells as 14th-level clerics.
along the west wall. The basin is filled with a crystal clear liquid.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3: DC 13 + spell level):
&detect magic. light, purfifood and drink, read magic, resistance ( 2 ) ;
Initial Attitude: N/A
1st-bless ( Z ) , divinefavor (2), protectionfrom chaos*, sanctuary, shield
Encounter: Two female trumpet archons inhabit this chamber,
offaith; 2nd--aid-', bull's strength (2). consecrate, lesser restoration, owl's
but no one is here at the moment: One is patrolling the base and the
wisdom (2); 3rd-daylight, invisibility purge, magic circle against chaos*,
other is in Room G28.
magic vestment, protectionfrom energy (2);4th-dismissal, divine power,
Tactics: N/A
holy smite*, neutralize poison, spell immunity; 5th-dispel evil*, mass cure
Treasure: The basin holds the equivalent of 5 vials of holy water and
light wounds, plane shift, raise dead; 6th-blade barriefl, banishment, heal,
the silken sheets upon the beds are of high quality and each is worth
undeath to death; 7th-dictum4 holy word, mass cure serious wounds.
approximately 30 gp. The chest contains beautifully made silken robes
"Domain spell. Domains: Good and Law (Cast good and law spells
(worth 250 g p total), many blank parchment pa.ges, as well as 4 one-
at +1 caster level).
ounce vials of ink and two qullls made from the long yellow feathers of
Trumpet (Su): An archon's trumpet produces music of utter clarity,
an unknown creature (worth 30 gp each).
piercing beauty, and, if the trumpet archon wills it, paralyzing awe.
E L N/A
All creatures except archons within 100 ft. ofthe blast must succeed
Scaling: N/A
on a DC 19 Fortitude save or be paralyzed for ld4 rounds. The save
DC is Charisma-based. The archon can also command its trumpet
to become a +4 greatsword as a free action.
Skills and Feats: Concentration t19, Craft or Knowledge (any three) t19,
A symbol offear is inscribed in the middle ofthe unlocked but closed door Diplomacy +22, Escape Artist t19, Hide +19. Intimidate +20, Listen +23,
leading to this chamber The spell is triggered when any creature moves Move Silently +19, Sense Motive t19, Spot t23, Use Rope +4 (+6 with
20 ft of the door. bindings). Alertness, Cleave, Great Fortitude, Improved Initiative,
Power Attack.
ymbol offear Trap: CR 7, magic device; proximity trigger,
Spell-Like Abilites: At will-aid, continualpame, detect evil, discern lies
ch
(DC 19), dispel evil (DC 20),dispel magic, holy aura (DC 23). holy smite
(DC 19),holy word (DC 22), invisibility (self only), plane sh? (DC 22).
polymorph (self only), remove curse (DC 18). remove disease (DC 18),
this small removefear (DC 16); 7/day--cure light wounds (DC 16), see invisibility;
lecoration, l/day-blade barrier (DC 21), heal (DC 21). Caster level 12th. The save
DCs are Charisma-based.
Stun (Su): If a n astral deva strikes a n opponent twice in one round
with its mace, that creature must succeed on a DC 22 Fortitude save
or be stunned for ld6 rounds. The save DC is Strength-based.
Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to
AC when flat-footed,and it cannot be flanked except by a rogue of at
least 16th-level. It can flank characters with the uncanny dodge ability
dd acid arrow as if it were a 1Zth-level rogue.
replace the Protective Aura (Su): Against attacks made or effects created by evil
symbol offear trap with fire trap. creatures, this ability provides a t 4 deflection bonus to AC and a t 4
resistance bonus on saving throws to anyone within 20 ft. ofthe angel.
Otherwise, it functions as a magic circle against evil effect and a lesser
C15. ASTRAL DEVA GUARD ROOM globe ofinvulnerability, both with a radius of 20 R. (caster level 12th).
This aura can be dispelled, but the angel can create it again as a free
no furniture and no other decorative features,
action on its next turn. (The defensive benefits from the circle are
but two muscular beings resembling extremely tall and handsome
not included in an angel’s statistics block.)
human males with large wings of long white feathers stand on either
Tongues (Su):All angels can speak with any creature that
side of the eastern door They hold heavy maces and their bodies
has a language, as though using a tongues spell (caster level 12th).
seem to bum with a potent inner hght, making it hard to look
This ability is always active.
directly upon them
Possessions: +3 heavy mace ofdisruption.
Scaling: To increase the challenge of this encounter, add a power word globe ofinvulnerability, both with a radius of 20 ft. (caster level
stun to the holy word trap.To decrease the challenge, replace the holy word This aura can be dispelled, but the angel can create it again as
trap with a symbol of sleep. action on its next turn. (The defensive benefits from the circle I
preferring to target the weakest-looking foes first and using their bite wounds, and awful pimples is dressed iii a simple but soiled deep red
attack to bestow diseases to the PCs.The smallest ofthe three fights from robe. Her long hair is filled with a mu1titude of small bones that fail
behind the other two, summoning ettins and Grelka ifnecessary to hide the long horns on top of her forehead she stands before the
The sound of battle alerts the ettin guards in Room G42 if they suc- statue, admiring it.
ceed at a DC 25 Listen check. The curses and shrieks of the battling
priestesses might also alert their older sister in Room G44. AUow Grelka Initial Attitude: Hostile
a DC 30 Listen check to notice the battle. If she does, she comes to aid Encounter: Grelka (hp 121), the head priestess of the temple, is a
her sisters, to whom she is surprisingly loyal. mighty nighthag who leads her sisters and their many ettin servants.
Treasure: The black tapestry covering the door on the north wall is in For several months now, she has been sculpting the statue of her lord
terrific shape and is worth 900 gp.The dagger on the altar is an intricate and master.Though the statue is not complete, she is proud ofwork thus
silver ceremonial item. Its blade is serrated, it has no guard, its handle is far and hopes it will further her cause once Krasveshk is liberated.
covered with supple black ieather, and a large ruby completes the pom- Tactics: Grelka is not happy to see anyone in the forbidden areas
mel of the weapon. Though this silver dagger is not magical, it is worth of her territory (Rooms G43 and G44). Though the ettins who follow
700 gp.The urn is beautifully made and well polished, with intricate her and her sisters are allowed to pray to Krasveshk once per day at the
designs (250 gp). It contains the mixed blood of several creatures. temple (Room G43), only half of their number attends the hour-long
others remain o n -guard duty). Most of the time,
only Grelka and her sisters are allowed into the temple. Following her
645 THROUGH 651. THE bRlR OF THE UNBERS [ORB
Rooms G45 through G57 LordTarnaticus controls Rooms G45 through
orders. no one enters the hallway leading to the demon lords statue.
G57. His homestead for centuries, the undead lord gradually turned
relka notices the PCs, she hides behind the statue and assesses
many living beings into mindless creatures of the night. The many
iation before attacking. Like her sister, she uses magic missile, my
zombies now serving Tarnaticus form a powerful force in this Region
ilement, and sleep to weaken the PCs, but she especially relies o n
of the dungeon.
g of shooting stars to harm them. If push comes to shove, she bites
Fortunately for the Children of the Inner Light, Lord Tarnaticus
s, preferring to target the spellcasters first. If the PCs have not
is more interested in his personal survival and in the accumulation of
zveryone else in the Region, ettin bodyguards arrive in ld4+2
wealth and power than in claiming territory or in liberating the demon
rounds after hearing the sounds of battle.
r< _I
lord imprisoned by the magical cocoon at the heart of the Region.
11 me PCs look like they are too much for her, she bluffs them, con-
Because of this, Tarnaticus spends a lot of time and effort maintaining
vincing them she is a prisoner of Krasveshk and only his destruction
the mechanical traps spread throughout the Rooms that make up his
can save her and the rest of the dungeon. If the PCs begin the journey
lair, as well as in striving to make his army constantly more powerful.
to “destroy,”she sets out to foil them once they are inside the cocoon
Lord Tarnaticus recently made a non-aggression pact with Grelka
(Room G99 and G100).
and her three nighthag sisters, for the undead master now has important
Treasure: Like her sisters, Grelka wears a golden amulet of her god
things to worry about. Mainly, the mohrg is worried the angel and
on a silvery chain (worth 500 gp) and carries a heartstone. She also has 600
archon warriors of the Children of the Inner Light will take it upon
g p worth of precious gemstones as well as a ring of shooting stars.
themselves to drive off the zombies under his control.
EL 13
More importantly, however, is the constant threat of the demonic forces
Sca1ing:To increase the challenge of this encounter, give Grelka four
so close his lair. Lord Tarnaticus does not trust them, and it is no secret
ettin bodyguards. To decrease the challenge, make Grelka a 12 Hit Dice
there is no great love - or even complicity - between the undead
monster rather than a 16 Hit Dice one.
master and the fiendish fiends.
A Creika, Nighthag: CR 13; Medium outsider (evil,extraplanar); H D Lord Tarnaticus’ soulless minions roam the Rooms of this
16d8+64; hp 137; lnit +5; Spd 20 ft.; AC 28, touch 11, flat-footed 27; Section. The lords orders are simple; prevent anyone from venturing in.
Base Atk +16; Crp +20 Atk +21 melee (2d6+7/19-20 plus disease, bite); Tarnaticus’ zombies obey his whim to the best of their abilities and
Full Atk +21 melee (2d6+7/19-20 plus disease, bite); SA Spell-like attack anyone who is not an undead.
abilities, dream haunting; SQ Damage reduction lO/cold iron and magic, The master of the undead possess the key of all locked doors in this
immunity to fire, cold, charm, sleep, and fear, spell resistance 25; AL NE; section. When the zombies travel through this section, they are unable
SV Fort+16”, Ref+l3“. Will +15*; Str 20, Dex 12. Con 19, Int 11, Wis 16, to open these doors and thus must find alternate routes; a situation Lord
Cha 14. Tamaticus finds quite practical.
Skills and Feats: Bluff +21, Concentration +23. Diplomacy +6. Disguise Except where noted, there is no illumination anywhere in this
+2 (+4 acting), Intimidate +23, Listen +24, Ride +20, Sense Motive +22. Section of the dungeon.
Spellcraft +19, Spot +23; Alertness, Combat Casting, Improved Critical
(bite), Improved Initiative, improved Natural Armor, Mounted Combat.
RANDOM ENCOUNTERS
Disease (Ex): Demon fever-bite, Fortitude DC 22, incubation period
Roll for a Random Encounter once per hour.
lday, damage ld6 Con. Each day after the first, on a failed save,
an afflicted creature must immediately succeed on another DC 22 1d20 Encounter
Fortitude save or take 1 point of Constitution drain. The save DC 1 A rat scurries across the floor. It disappears into
is Constitution based. a small crack in the wall.
Spell-Like Abilities: At willdetect chaos, detect evil, detect good, 2-1 2 Nothing
detect law, detect magic, magic missile, polymorph (self only),ray of 13 Six kobold zombies returning from patrol. These creatures
enfeeblement (DC 13), sleep (DC 13). Caster level 16th. A Crelka walk slowly, their mindless gazes surveying the area
can use etherealness at will (caster level 16th) so long as it possesses 14 A band of eight ogre zombies on patrol. They are slow
its heartstone (see below). The save DCs are Charisma-based. to react but vigilant
Dream Haunting (Su): Grelka can visit the dreams ofchaotic 15 Eight minotaur zombies stand guard in this portion
or evil individuals by using a special periapt known as a heartstone to of the undead master’s lair
become ethereal,then hovering over the creature. Once Crelka invades 16 Four gray render zombies from the family guarding
someone’sdreams, she rides on the victim’s back until dawn. The Room C46 patrol the halls
sleeper suffers from tormenting dreams and takes 1 point of 17 A nasty hezrou has ventured into Tarnaticus’ lair The
Constitution drain upon awakening. Only another ethereal being can demon is on the hunt, searching for easy prey
stop these nocturnal intrusions, by confronting and defeating the 18 The PCs stumble upon a trap
nighthag.
4 Spiked Blocks Falling from the Ceiling: CR 8, mechanical.
Heartstone: All nighthags carry a periapt known as a heartstone,
location trigger, repair reset, Atk +18 melee (6d6, spikes),
which instantly cures any disease contracted by the holder. in addition,
multiple targets (ld4 spikes to all targets in a 1 0 3 by 10-ft
a heartstone provides a +2 resistance bonus on all saving throws area), Search DC 26, Disable Device 22
(this bonus is included in the statistics block). A nighthag that loses
19 A pair of harpies from Region F have secured a gem from
this charm can no longer use etherealness until it can manufacture
Tarnaticus’ lair, but are frightened and desperate
another (which takes one month). Creatures other than the hag can
20 Raverna (Room C35) hunts for demons Though she has
benefit from the heartstone’s powers, but the periapt shatters after
not officially allied herself with the Children of the Inner
ten uses (any disease cured or saving throw affected counts a s a use)
Light, Raverna met their leader and took it upon herself to
and it does not bestow etherealnessto a bearer that is not a nighthag.
rid the Region ofthe evil fiends haunting it Unless the PCs
If sold, an intact heartstone brings 1,800 gp.
are evil, she views them as potential allies
Possessions: Heartstone, ring ofprotection +7, ring of shooting stars,
bracers ofdefenselessness (only trigger while Crekla is wearing them
if she is attacked by a 17th-levelor higher character in anger).
-
Three massive wooden chests line the northern wall of this room. Encounter: The tracks in the dust are those of mmotaur zombie
The dark brown wood of thes e heavy coffers is reinforced with braces guards from Room G51 and G52 as well as those of the other inhabitants
of black iron and obvious 1locking mechanisms secure the items of this section ofthe dungeon that occasionally pass through this Room.
Tactics: N/A
within In front of the trlaauLc,.,.,,IIvIILvcI,
L
D*C..,.P ic a Li,l'%fi*7eLa.,-+
n IIIuLvu.I yLaIL
Its dragon like body is emaciated and its pale brown hlde fails to Treasure: N/A
conceal bulky muscles E L N/A
Scaling: N/A
Initial Attitude: Hostile
Encounter: Once the only door leading into this Room is unlocked C54. CRAV RENDER ZOMBIE LAIR
and its trap dealt with, PCs venturing into the area must face its guardian
-a mighty wyvern zombie (hp 150) This room is void offurniture and decoration.The door upon the west
Tactics: This undead fiend engages anyone entering the Room. wall is closec1, but the one on the eastern wall is halfopened. In the
It uses its slam and talon attacks alternately, having no preferred targets midst of the place are two massive creatures. They stand in hunched
and using no particular tactics.
Treasure: The three chests in this Room are locked and trapped.
.. ? . . ._
positions, tlieir hairless and broad shouldered bodies as large
. ' 1
.
as giants. The pale gray shade or their skin is turning to a auLl green
A successfulDC 27 Open Lock check is required to unlock each of them, hue and they bear distinct signs of decomposition. The creature!S'
but anyone tempering with the lock or causing damage to one of the massive jaws of black teeth are crowned with sloped foreheads upc
chests automaticallytriggers its trap.The easternmost chest has a glyph of which are rows of strange yellowish eyes.
warding trap upon it, the one to the west is protected by afiretrap,and the
central chest contains a lightning bolt trap. Each of these chests has Initial Attitude: Hostile
a bypass mechanism: A tiny button blending upon the wooden surface Encounter: This Room serves as a pen for four gray render zombies
at the back of the chest. PCs who succeed at a DC 32 Search check while (hp 133 each), which attack anyone other than their master or one of its
observing each chest find this button, which must be pushed and held undead servants.
while the chest is being opened to avoid triggering the trap. Tactics: These mindless creatures use their claw and bite attacks
in battle, alternating between the two modes of combat as they see fit.
& Glyph ofwarding (Blast)Trap: CR 4; spell; spell trigger; no reset;
They have no preferred targets and use no particular ruse in combat
spell effect (glyph ofwarding [blast],16th-levelcleric, 5d8 sonic, DC 16
Tarnaticus has trained the zombies to make as much noise as possible,
Reflex save half damage);multiple targets (all targets within 5 ft.);
alerting him that intruders are about. If he succeeds at a DC 20 Listen
Search DC 28; Disable Device DC 28.
check, he prepares to face his intruders and casts his defensive spells as
* Fire Trap: CR 5; spell: spell trigger; no reset; spell effect (fire trap, necessary. He can no longer be surprised
7th-level wizard, ld4+7 tire, DC 17 Reflex save halfdamage); Search Treasure: N/A
DC 29; Disable Device DC 29. EL 9
* Lightning bolt Trap: CR 6;magic device: touch trigger; automatic
Scaling: To increase the challenge of this encounter, double the
number of gray render zombies.To decrease the challenge, remove one.
reset; spell effect (lightning bolt, 10th-levelwizard, 10d6 electricity,
DC 16 Reflex save half damage);Search DC 28; Disable Device DC 28 *Gray Render Zombie CR 5; Large undead; H D 20d12+3; h p 133 each;
lnit -1; Spd 30 R (can't run), AC 16, touch 8, flat-footed 16; Base Atk
The chests contain all the monetary treasure Lord Tarnaticus
+lo, Grp +21: Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10,slam),
accumulated over the years. The easternmost chest holds 3,214 cp,
Space/Reach 10 ft /10 ft.; SA -; SQ single actions only, damage
the western chest contains 2,051 sp, and the one in the middle has 1,786
reduction S/slashing, darkvision 60 ft.. undead traits; AL NE; SV Fort +6,
gp as well as two small pouches. One of these pouches holds 68 pp
Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1.
and the other is filled with the following: two yellowish green
Skills and Feats: -; Toughness.
chrysobeqds (worth 100 gp each), three silver pearls (150 gp each),
Single Actions Only (Ex). Zombies have poor reflexes and can
a roughly cut blue-green aquamarine (worth 500 gp),and an oval black
pearl (worth 650 gp).
EL 8
Scaling: To increase the challenge of this encounter, add another
improved wyvern zombie and replace the greenblood oil poison on the
trapped door with giant wasp poison. To decrease the challenge, reduce
the wyvern zombie's Hit Dice to 16 and ignore the trap upon the door.
rl
a
IRD T A R N A l'ICUS' M A I N H A L L masterpiece. At first glance, it is worth no more than 100 gp, but a
successful DC 30 Knowledge (history) or Knowledge (nobility) check
32 Open Lock check is required to open it. reveals it can be sold to an elven noble for ten times that amount.
5-ft. square area north of this locked door is trapped. Anyone Lord Tarnaticus' ring of keys can be found upon his beautifully well-
ig upon it triggers the magical device, which can be bypassed crafted chair. It holds seven keys of various shapes and sizes. These keys
xkine a hidden mechanism bv the side of the door. A successful were taken from the decrepit warden of the place long ago. They unlock
the many doors, chests, and hidden locks made to bypass the various
traps in this portion of the dungeon (Rooms G45 through GS7).
omatic
E L 12
12th-
Scaling: To increase the challenge of this encounter, add eight
:a plus
minotaur zombie guards. To decrease the challenge, remove Tarnaticus'
?x save
spell resistance.
A Lord Tarnaticus, Mohrg: CR 12: Medium undead; H D 20d12; hp 194;
lnit +9; Spd 30 ft.; AC 23, touch 14, flat-footed 14; Base Atk +10
rums
Crp +15; Atk +15 melee (ld8+7, slam) or +16 melee touch (paralysis,
high
tongue); Full Atk t 1 5 melee (1d8t7, slam) and +16 melee touch
main
(paralysis,tongue): SA Improved grab, paralyzing touch, create
spawn; SQ Darkvision 60 ft., spell resistance 20, undead traits: AL CE:
vera1
SVFort+6, Reft12,Will+13:StrZl, Dex19,Con--, Int ll,Wis12,Cha12.
tapestnes hanging upon the north wall A layer ot gray dust is impreg-
Skills and Feats: Climb +18, Hide +23, Listen +16. Move Silently t23,
nated upon these intricate works of art, making the maenlficently
1
If a battle ensues in this hall, or if the chain lightning trap is sprung, Abovc AI yalLJLLIA& lsylcJrliting a handsome youth w t h raven halr
the two gray render zombies in Room G54 come to the aid of their and disquietingly dark eyes.The human male is attired in fine clothing
master in l d 3 t 1 rounds. Similarly,allow the bugbear zombies in Room and the hilt of a jeweled sword hang from his belt.
GS7 a DC 18 Listen check to notice their master is in trouhle.These zom- Two large bronze candelabrums with unlit dark orange candles are
bie servants arrive ld3+1 rounds after they hear the noise. set 111 the northeast and northwest comers of the room. An iron chest
If Tarnaticus cannot win, he uses veil to make himself appear like with a complex locklng mechanism stands 111 front of the massive bed
a helpless or wounded child, hoping to draw upon the sympathy of the
PCs. He pretends they have freed him from him imprisonment and he Initial Attitude: N/A
wishes to go home. Of course, his irrational fear of leaving the Room Encounter: N/A
must be stdled for this to work. But, if the PCs fall for it, he travels with Tactics: N/A
them until such time as he can turn against them. Treasure: The iron chest at the foot of the bed is locked. PCs must
Treasure: There are four beautifully woven tapestries upon the either use one of the keys taken from Lord Tarnaticus' chair (in Room
northern wall. Each weighs 30 lbs. and is worth upwards of 300 gp to any G55) or succeed at a DC 40 Open Lock check to open it. The iron chest
collector or history buff The four candelabrums are large and heavy, can he moved and manipulated without danger and its lock can be
each weighing 55 lbs. They are made of tarnished bronze and worth picked without any problems. When its lid is opened, however, a hidden
150 gp each. The chair upon which Lord Tarnaticus sits is an elven switch must be pressed to prevent triggering its trap.
* Acid Fog Trap: CR 7;magic device;touch trigger (open lid), automatic
reset; spell effect (acidfog, 11th-level wizard, 2d6 / round acid for 11
Room G58 to G73 serve as the 1
rounds),Search DC 31; Disable Device DC 31
Vile Enchantress, an erinyes wno rei1 Irom grace. inougn the raiien
The iron chest contains Lord Tarnaticus' personal effects -eighteen angel wishes to reclaim her place among the blessed celestial children,
dark orange wax candles wrapped in yellowed and dried parchment she has yet to prove to her angelic neighbors -and indeed to herself
sheets, a rotted and useless suit of black leather armor; and a beautiful that redemption is within reach.
jeweled sword. A successful DC 20 Intelligence check reveals the Sarnikyan is troubled On one hand, she hates herself for
swords jeweled hilt is identical to that depicted in the paining.The blade foolhardy temptation she failed to resist centuries ago, she loathes the
is a +2 mighty cleawingunholylongsword,which belong toTarnaticus when vile and terrible creature she has become, and she despises being
he was still alive.The weapon was used to murder countless victims and trapped within the confines of this god-forsaken place without hope
a strong evil aura emanares from it.Tarnaticus' fractured memories, how- of escaping. O n the other hand, Sarnlkyan is a tnbute to her kin -she
ever, stop him from being able to use the weapon any longer Whenever is cunning, ambitious, and evil. Though she claims she would love noth-
he (or anyone else) touches it, they suffer nightmares,per the spell ing more than to redeem herself and return to her nghtful place among
The painting on the north wall shows LordTarnaticus in his prime - the angels she openly admires, she nonetheless continues to
before he became undead It can be sold to connoisseurs for upwards of act without mercy, kindness, or remorse In fact, her abominable acts
300 gp. The two candelabrums are identical to those in Room G55 of cruelty over the years have brought her the enmity of all other
EL 7 factions in this Region of the dungeon.
Scaling: To increase the challenge of this encounter, add chain Iight- Though she tned countless times to open negotiations with both the
ning or poison to the acid fog trap. To decrease the challenge, replace the Children of the Inner Light and the demonic forces opposing them,
acid fog trap with a mass reduce person trap. Samlkyan never managed to win the trust of an ally she could rely on.
The members of the celestial order do not trust her and refuse to heed
the fact that she wants to return to grace. Meanwhile, the demonic hosts
C57. LORD TARNATICUS' PRIVATE LIBRARY
are so obsessed with liberating their master that all they want from the
erinyes is her devotion to their cause
The walls of this dark room are covered with shelves filled w t h
Because Sarnikyan does not care whether the demon lord is freed
books, scrolls, and papers. Some of the wooden shelves, however,
have SIiccumbed under the weight of time and crumbled. The many or not, she does nothing to help or hinder his fiendish minions
All she wants is to secure her lair, find more willlng minions to
VOlUrn< :s held by these rotted and broken shelves either fell on top
serve her, and improve her image and reputation among the
of othe'rs or to the dusty stone floor below.
. . - .. . . . . . .. angels in this Region. In the meantime, she dreams ofthe day
Hundreds oi yellowed volumes, dned parchment, and unsealed
she will reclaim her grace. She believes the cocoon in the
scrolls are scattered upon the floor or pded upon one another LII the
middle of the island, where the demon lord is imprisoned,
remamng bookshelves. There 1s nothing else ~tl the room save for the
is the key to her salvation. Unfortunately, she is unable
eight creatures w t h hear-like faces whose gazes are disquietmgly hol-
get to it and fears the demonic army might free their lord
low. These undead fiends look f i e pale and undemounshed bugbears.
before she can destroy him once and for all.
They stand seven ft tall and sharp yellow fangs protrude from their
wide mouths.They hold nasty-lookingmommgstars but wear no armor.
Sarnikyan has few senJams, 'DUT mose ' wno IOUOW
*
her have prgwen tneir loyalty. Her most important
minion is hinveed, a former noble knight who failed
Initial Attitude: Hostile me ennycs. in life and now serves her in death.
&L
Encounter: Six bugbear zombie wamors (hp 47,45, 43,42, 40, 38)
obey the whim of their master, LordTarnaticus.Though weak, these bug- -
h n v e e d tried in vain to uncover the sacred flame of
Aranas aeca use his mistress believes this artifact
bears are all which remain of the first spawns created by the undead mas-
is the key ti3 win the trust and friendship of the
ter The mohrg uses them as personal aids and keeps them close hy Children of the Inner Light, she desperately wants
TacticsThough they seldom engage in combat, these minions do not
him to find it. But thus far Ranveed was unable
hesitate to defend their lord and master. Like the rest of the zombies
t o fulfill her request.
under Tarnaticus' control, they use neither tact or subtlety in battle.
Ten years ago, a group of tiefling adventurers
Treasure: At first glance,there is little ofvalue m this Room. However,
unwittingly vclllulru mto the dungeon and were
1.. _.^_*..-".I
many ofthe tomes and documents pded here are either histoncal accounts - - 1
rrappeu & I _ ,
wirnin The last survivor of this
of h g s of old or spec& documents pertamng to the courtly day-to-day
adventunng band, Narla the Assassm, serves the
affairs of these rulers. A successful DC 25 Knowledge (History) check
erinyes m the hopes the dew1will eventually get
reveals these archives could be sold to historians for upwards of 250 gp,
her out of the place One of those who perished,
provided the pcs are able to find the right buyer
however, was a brilliant wzard At Sarnlkyan's
EL 8
command, he set up several magical traps
Scaling: To increase the challenge of this encounter, add SIX bugbear
throughout her territory. The fallen angel also relies
zombies To decrease the challenge, remove two.
on a pack of hell hounds to protect her domain
*Bugbear Zombie: CR 2; medium undead; H D 6d12+3; h p 47,45.43,42, His most chenshed pet is a strong nessian warhound
40, 38, Init + O Spd 30 ft. (can't run) ; AC 16, touch 10, flat-footed 1 6 Base that follows her whenever she journeys out of her lair
Atk +3; Grp + 6 Atk +9 melee (1d8+3. morning star) or +6 melee (1d6+3,
slam),Space/Reach 5 ft./5 ft.; SA -; SQ single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,
Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats -,Toughness. I
Single Actions Only (Ex)' Zombies have poor reflexes and can
perform only a single move action or attack action each round
A zombie can move u p to its speed and attack in the same round,
but only if i t attempts a charge.
OM ENCOUNTERS Treasure: The three wax candles upon the altar are imbued with
11for a Kanaom Encounter once per nour. continual flame. The silver cup is filled with blood and is worth 75 gp.
Junter The blood in the cup and the length of blackened toenail used to belong
to the tiefling wizard from Narla’s original adventuring band. The assas-
ed remains of a humanoid.
sin killed him and offered his soul to her god. She keeps his blood and a
bones are broken and indented by powerful teeth
piece of his nail clipping to remind her she has the power to slaughter
skeleton is far from complete, however, and judging
anybody she wants.
le state ofthe decomposition (only the bones remain)
There is a hidden compartment in the altar, which can be revealed by
creature died many years ago.
moving a loose piece of stone. A DC 30 Search check reveals its location.
hing
The small compartment holds a copy of the unholy book of the follow-
Jgre zombies loyal to Lord Tarnaticus ventured from
ers of the god of darkness and debauchery bound in black leather (worth
r compound They are confused.
50 gp to any worshiper of the faith), four glass vials of unholy water,
ianveed (Room G63),the bodak loyal to Sarnikyan
and a black velvet veil of the finest quality (worth 65 gp), which Narla
Fallen (Room G67),patrols his mistress’ domain
puts on to hide her face when performing rituals to honor her deity.
does not attack unless he knows he can win,
EL 5
preferring instead to report to Sarnikyan
Scaling: To increase the challenge of this encounter, add a symbol of
A pack of four hell hounds hunts this Section, attacking
weakness to the magic missile trap. To decrease the challenge, replace the
everything i n sight
magic missile trap with a burning hands trap.
18 The PCs stumble upon a trap
& Fireball Trap: CR 6;magic device; location trigger,
C59. NARLA’S PRIVATE CHAMBER
automatic reset, spell effect $reball, 12th-levelwizard,
Behmd the cabinet, on the eastern wall, is a secret panel opening into
10d6 fire, DC 16 Reflex save half damage), Search DC 28.
a hallway leading to the hidden shrine of the god of darkness
and debauchery (Room G58) A successful DC 25 Search check is
emonic host entered the domain of
required to uncover this secret door, and the cabinet must be moved in
the erinyes hoping to open negotiattons with her Though
order to open it and allow PCs to move from Room G59 to Room G58
this succubus and her retinue (two babau demons) have
neither been invited by Sarnikyan nor sent by the lords of This room is shaped like a cross A wide column decorated w t h
their army, they took it upon themselves to locate th e fallen
vanous markmgs made by an unknown sculptor dominates the
angel and strike a bargain with her. northern section. The column is beautifully made, with vanous
20 Raverna (Room G35) hunts for demons. Though she has indentations forming ddferent shades of gray The eastern branch of
not oftkially allied herself with the Children of the Inner the chamber holds a simple bed covered by t h x k orange blankets.
Light, Raverna met their leader and took it upon herself On the far wall of the western section is a cabinet made out of black
to rid the Region of the evil fiends haunting it. Unless wood The triangular shaped cabinet holds half a dozen small
the PCs are evil, she views them as potential allies. drawers One small on top, two medium in the middle, and three nar-
row but deep drawers underneath. Over the top drawer is a keyhole.
C5I. HIDDEN SHRINE
A magical trap that detects good-aligned creatures is poised at the entry- Initial Attitude: Hostile
way to this Room. The trap is triggered 3 rounds after any good creature Encounter: This well-furnished Room is the private chamber
enters. It fires fifteen missiles divided among all good-aligned beings of Narla (hp 57). The tiefling hates any being entering her Room
within range. without permission. After all, even her mistress respects her much-
deserved privacy.
& Magic Missile Trap: CR 9; magic device; proximity trigger
Narla is a foul and wicked creature. At a time, she was at odds with
(detect good); automatic reset; spell effect (empowered maximized magic
herself, never knowing how to contain her debauchery, however, she
missile, 15th-level wizard, fifteen missiles dealing 7 force damage each);
now revels in her power over others and has no qualms about killing
Search DC 2 6 Disable Device DC 26.This trap combines the effect of
innocents or maiming self-proclaimed heroes.
three empowered maximized magic missile traps triggered simultaneously.
Tactics: Narla hides in the shadows and waits for the perfect oppor-
tunity to strike. She casts darkness and then attacks, using her +I unholy
eads to an intersection To the wounding dagger of venom in combination with her lethal sneak attack
west is a column decorated designs, each more intricate and beautlful ability, targeting the weakest and opponents first. If time allows,
than the last one.To the north, the passageway leads to a simple door. she casts divine favor, entropic shield, and silence before applying her black
This door opens into an austere room illuminated by thick adder venom and oil of keeness to her dagger, making her initial attack
burgundy candles. The candles rest on a stone altar, which dominates deadlier. Otherwise, she uses invisibility and true strike to guarantee a
the center’ of the chamber. On the altar is a long and carefully woven near-fatal sneak attack.
mesh of r aven hair. Beside it is a silver cup reflecting the wavering Once in combat, she uses bane on her enemies, but prefers her dead-
light from, the dancing candle flames. ly skill with the blade to slaughter her prey. She does not kill them
quickly,however, preferring to maim and wound them. If Narla realizes
Initial Attitude: N/A the PCs’ are too strong for her, she takes a draught of her potion of greater
Encounter: This Room is an altar where Narla (Room G59) invisibility to make good her escape, warning her mistress as quickly as
performs dark ceremonies to honor the god of darkness and debauchery. she can. She has no compunction about fleeing if it helps her get an
Thou& she is but a simde servant of the deity, Narla is dedicated to advantage over her prey.
follow the gods teachings Sarnikyan agreed to let her servant use this Allow Narh to get a 20 for her Initiative check, if she surprises the PCs.
hidden Room to perform her vile ntuals (those she does not approve) Treasure: The cabinet upon the east wall contains Narla’s many
Tactics: There is no one currently using this vile temple, but lf Narla articles of clothing (which she stole from her fallen comrades) and a pair
survives an encounter with the PCs in Room G59 and escaped with her of beautiful emerald earrings in the form of a quill (worth 275 gp). The
Me, she might be found hidmg in this shrine Alternately, she is here cabinet requires a series of three DC 35 Open Lock checks, which reset
25%of the time, as the DM sees fit. all the locks if any of them fail.
Narla also carries an iron key that unlocks the door leading into her C60. MEETING HALL
chamber (from Room '260). The door leading to Narla's chamber (Room G59),from this Roam,
E L 11 is locked. A successful DC 35 Open Lock check is required to ui
Scaling: To increase the challenge of this encounter, add three assas-
sin levels to Narla. To decrease the challenge, remove her assassin levels. This dreary hall is cast in darkness A subtle cool breeze ema
from high above ground level The north and south walls
4 Narla, Planetouched Tiding Asn 2/Clr 3/Rog 5: CR 10; Medium
outsider (native);H D 2d6+2 + 5d8+5 + 3d6+3; h p 57; lnit +3; Spd 30 ft.;
doors framed in stone archways while the western wall opens ...."
a corridor leadlng to a chiseled column This decorated column is
AC 22, touch 16, flat-footed 17; Base Atk +4; Crp +5; Atk +10 melee
out of place at the end of the hallway A corndor in the middle of the
(ld4+2/19-20* plus poison, + I unholy wounding dagger ofvenom)
eastern wall leads to another doorway
or +9 ranged (ld4+1/19-20 plus poison, throwing dagger); Full Atk
In the middle of the floor is an impressively wide blood stain.
+8 melee (ld4+2/19-20* plus poison, dagger ofvenom) and +8 melee
Though the blood that left its mark here dried long ago, it is still
(ld4+2/19-20* plus poison, + I unholy wounding dagger) or +9 ranged
clearly visible
(1d4+1/19-20 plus poison, throwing dagger); SA Dagger ofvenom,
death attack,+4d6 sneak attack; SQ Darkvision 60 ft., evasion,
Initial Attitude: N/A
improved uncanny dodge, resistance to cold 5, electricity 5,
Encounter: The party of tiefling adventurers who swore allegiance
and fire 5, uncanny dodge; AL CE; SV Fort +5, Ref +13, Will +3;
to Sarnikyan once used this large Room as a meeting and dinning hall.
Str 12, Dex 20, Con 12,lnt 17, Wis 14, Cha 9.
The chamber is now completely empty, as even Narla, the last of the
* The threat range of her daggers increased to 17-20 with oil of
tieflings, prefers to dine in her private bedchamber.
keenness applied.
Tactics: The bloodstain on the floor is another souvenir of Narla's
Skills and Feats: Bluff+l4, Concentration +7. Craft (alchemy) +13,
assassination of her wizard companion. The other members of her adven-
Diplomacy +8, Disguise +12, Hide +22, Knowledge (religion)+8. Listen
turing band perished a t the hands of the demonic fiends in the other
+15. Move Silently+15,Ride +6, Sense Motive +12. Search +13, Spot +12;
Sections of the Region, long before Narla turned upon her remaining ally.
lmproved Initiative, Two-Weapon Fighting,Weapon Finesse, Weapon
Treasure: N/A
Focus (dagger).
E L N/A
Sneak Attack: Narla's attack deals extra damage any time her target
Scaling: N/A
would be denied a Dexterity bonus to AC (whether the target actually
has a Dexterity bonus or not), or when she flanks her target. This extra
damage is 4d6. Should Narla score a critical hit with a sneak attack, C61. HEARTH
this extra damage is not multiplied.
Evasion (Ex): Narla can avoid even magical and unusual attacks This cross-shapedarea has a wonderfully carved column supporting the
with great agility. If she makes a successful Reflex saving throw high ceiling m the southern portion. The branch leading east holds a
against a n attack that normally deals halfdamage on a successful small hearth, and the stone wall there is blacked by soot and the ceillng
save, she instead takes no damage. Evasion can be used only if the disappears into the shadows high above - somewhat Lke a naturally
rogue is wearing light armor or no armor. A helpless rogue does not carved chimney. A small pile of dry wood is stacked beside the hearth.
gain the benefit of evasion. The western portion of the room is filled wth various empty
Uncanny Dodge (Ex): Narla to danger before her senses would wooden crates and barrels, most of which are now useless.
normally allow her to do so. She retains her Dexterity bonus to AC
(if any) even if she is caught flat-footed or struck by a n invisible attacker. Initial Attitude: N/A
However, she still loses her Dexterity bonus to AC if immobilized. Encounter: This Room was used by the tieflings who allied
lmproved Uncanny Dodge (Ex): Narla can no longer be flanked. themselves with the fallen angel. Now, only Narla comes here. She
This defense denies another rogue the ability to sneak attack Narla seldom uses the fireplace and no flame bums in the hearth.
by flanking her, unless the attacker has at eleven rogue levels. Tactics: If the PC spend 30 minutes in this Room, roll for a Random
Poison Use: Assassins are skilled in the use of poison and never risk Encounter.
accidentally poisoning themselves when applying poison to a blade. Treasure: N/A
Poison: Black Adder Venom-Fort DC 11 to resist, primary and E L N/A
secondary damage ld6 Con. Scaling: N/A
Darkness (Sp): Narla can use darkness once per day as a 10th-level
caster.
C62. TRAPPED INTERSECTION
Typical Clerical Spells Prepared (4/4/3; Save DC 12 + spell level)
&-cureminor wounds (2), guidance, resistance; 1st-bane, divine
The four walls of this dark square room open into hallways cast in
favor, disguise sef*, entropicshield; 2nd-aid, invisibility", silence.
shadow Other than the massivearchwaysthat frame the open corndors
* Domain spell. Domains: Evil (Narla casts evil spells at +1 caster to the south, east, north, west, there is nothmg oflnterest 111 this hall.
level) and Trickery (Bluff, Disguise and Hide are class skills).
Assassin Spells Known (2; save DC 13 + spell level) 1st-true strike (2).
Initial Attitude: N/A
Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks.
Encounter: This chamber is rigged with a powerful centuries old
Possessions: +3 studded leather armor, + I unholy wounding dagger of
mechanical trap imbued with a potent magical effect. As soon as anyone
venom. + I dagger, masterwork dagger (3), ring ofprotection + I , bag of
steps within IO ft. of the middle of the Room, the floor opens into a pit
caltrops, black adder venom (3 vials),potion ofgreater invisibility
where the temperature is as cold as the dead of winter.
(2 doses), oil ofkeenness (3 uses).
* Wide-Mouth Pit Trap of Extreme Cold CR 9; mechanical trap with
magical device; location trigger; manual reset; DC 25 Reflex save avoids;
100 ft. deep (10d6, fall);extreme cold effect (1d6 cold damage each
round target stays within the pit, DC 25 Fortitude save half damage);
multiple targets (all targets within the room); Search DC 25; Disable
Device DC 25.
-l
Tactics: N/A A Sir Ranveed, Bodak CR 11; Medium undead (extraplanar);H D 22d12;
^^..__.
TreaaULc. TLLbc
L.. c",
..
.
u,d o r leading north has a long but narrow secret
L
hp162; lnit+6;Spd20fi.;AC21, touch 12,flat-footed19; BaseAtk+11;
n into its western wall. This alcove is extremely hard Crp+14;Atk +15 melee (ld10+3/19-20, slam); Full Atk+15/+10/+5melee
the inhabitants of this domain never uncovered it. The fact (ld10+3/19-20, slam); SA Death gaze; SQ Damage reduction lO/cold iron,
lom use this hallway and never venture into the trapped darkvision 60 R.. immunity to electricity, resistance to acid 10 and fire 10,
ring instead to journey through Rooms G65, G69, and G71 undead traits, vulnerability to sunlight;AL CE; SV Fort +7, Ref +9, Will +14;
'xit their hideout, explains in part why Sarnikyan and her Str 16, Dex 15. Con -, Int 7, Wis 12, Cha 12.
r noticed this compartment. Skills and Feats: Knowledge (nobility and royalty) +5. Listen +19, Move
ul DC 40 Search check is required to notice the secret Silently +17, Spot +19; Ability Focus (death gaze), Alertness, Dodge,
into the east wall. Behind it is a narrow but long alcove Improved Critical (slam), Improved Initiative, Improved Natural Attack
shock halberd can be found. (slam), Improved Natural Armor, Weapon Focus (slam).
Death Gaze [Su): Death, range 30 feet, Fortitude DC 24 negates.
o increase the challenge of this encounter, increase the Humanoids who die from this attack are transformed into bodaks
pit trap to 160 ft. To decrease the challenge, reduce the 24 hours later. The save DC is Charisma-based.
)it trap to 60 ft. Vulnerability t o Sunlight (Ex): Bodaks loathe sunlight, for its merest
touch burns their impure flesh. Each round of exposure to the direct
rays ofthe sun deals 1 point of damage to the creature.
IANVEED'S SECRET CHAMBER
)r leading into this Room is unlocked. It can be found with
DucccJJlul d C 26 Search check. G64. WAR HOUND SECRET PEN
A DC 30 Search check is required to find the unlocked secret door
southern wall of the corridor opens into leading to this Room
a wide chamber dominated by a huge stone pillar in the center.
The room is dark, but several sconce holding unlit torches are set The secret wall opens into a wide hall in which a massive but simple
UP0n the four walls. Behind the massive column supporting the fifty column in the midst of the room supports the high ceiling
... . * 1 1 1 1 1 3 7 .-, * . * , .*
ft. ceiling is a large aea, a wooaen aesK. ana a cnair. ine n iam ana wiae This chamber is dark, but an eene luminescence comes from behind
chair, made of dark wood covered in deep red silk, is in the southeast the massive pillar
corner of the chamber. A large beast shaped as a muscular lupme creature w t h short
Upon it is a large an e rusty-hued fur, long black fangs, and sooty black tongue emerges from
a humanoid, but it has l,aL,,a,.x,L 6LpI llcIll pllu
.I(LII1LDo the darkness The abommation wears a darkened chain barding upon
elongated skull belonging to no known humanoid race. It is noseless, its back Its blazing red eyes are lit with fire as it utters a temble sneer
but a thin hole marks the middle of its face, nght under its white,
empty, disquieting eyes. Initial Attitude: Hostile
Encounter: This chamber is the pen of Sarnikyan's favored pet,
Initial Attitude: Hostile a hellish warhound (hp 131). It seldom leaves this Room, except on
Encounter: This is the private chamber of Sir Ranveed (hp 162), those rare occasions when it accompanies its mistress on a dark errand
a large bodak serving Sarnikyan. In life, Ranveed was an honest man. outside of her domain. The creature is extremely aggressive.
He was a knight born of a noble family, he upheld the law, and made Tactics: This hell hound uses its breath weapon and fiery bite, attack-
quite a name for himself in his country of origin. At the height of his ing p c s in an almost random pattern. If a PC deals more than 20 hit
career he was contacted by Sarnikyan - who was a wonderful angel points of damage in a single round to the warhound, it concentrates its
then - and swore to serve and protect her. Though the angel long ago attack on this PC for a least l d 4 rounds thereafter.
fell from grace - and Sir b n v e e d with her - the undead continue Treasure: N/A
to serve his mistress to the best of his abilities. EL9
b n v e e d is not smart, but he is not easily fooled either. He reacts with Scaling: To increase the challenge of this encounter, increase the
anger towards anyone other than Sarnikyan or Narla (who he barely tol- nessian warhound to 20 Hit Dice. To decrease the challenge, replace
erates) violating his privacy He also perceives adventurers as a serious the warhound with four hell hounds without magical barding.
threat to his station at his mistress' side. The tieflings who joined her
Hell Hound CR 9; Medium outsider (evil,extraplanar, fire, lawful);
cause were trouble enough, and now that only one remains he does not
H D 12d8+60 h p 131; lnit +6;Spd 40 ft.; AC 24, touch 11, flat-footed 22;
wish to have more people competing for his mistress' good graces.
Base Atk +12; Crp +24; Atk +20 melee (2d6+12/19-20 plus l d 8 fire,
Tactics: Ranveed relies on his death gaze abiliry to kill anyone
bite); Full Atk +20 melee (2d6+12/19-20 plus ld8 fire, bite); SA Breath
entering his lair. Once his opponents have taken a good long look at
weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent,
him, he charges without pity, using his bare hands to kill anyone strong
vulnerability
-and impudent -enough to resist his dreadful stare.
to cold; AL LE; SV Fort +13, Ref +lo, Will +9; Str 26, Dex 14, Con 20,
Treasure: Sir Ranveed keeps the items he possessed in his lifetime
Int 4, Wis 12, Cha 6.
close to him. Though he never uses them, they remind him of better
Skills and Feats: Hide +17, J u m p +19. Listen +18, Move Silently +21,
days. Under his bed is a silver + I plate amor, complete with blue
full
Spot +18, Survival +8*, Tumble +3; Alertness, Improved Critical (bite),
feathered helms and chain mail gauntlets, as well as a masterwork
Improved Initiative, Run, Track[B],Weapon Focus (bite).
bastard sword and a masterwork heavy mace. The drawers at his bedside
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage
store rotted clothing, which he no longer needs.
3d6 fire, Reflex DC 21 half. The save DC is Constitution-based.
E L 11
Fiery Bite (Su): A hell hound deals an extra ld8 points offire damage
Scaling: To increase the challenge of this encounter, add two bodaks
every time it bites an opponent, as if its bite were a flaming weapon.
(who serve bnveed). To decrease the challenge, reduce Ranveeds hit
Skills and Feats: Hell hounds have a +5 racial bonus on Hide and
points to 122.
Move Silently checks.
f They also receive a +8 racial bonus on Survival checks when
tracking by scent, due to their keen sense of smell.
Possessions: +Z chain shirt barding.
I
C65. COLUMNED ROOM 367. FALLEN ANGEL'S PRIVATE INNER SANCTUl
The door leading to this Room is locked, requiring a DC 30 Open L
A pair of intricately carved columns supports the high ceiling of this check unlock it
wide chamber. Various patterns are engraved into these well-crafted
pillars, forming countless shades of gray that disappear into the dark- Candlehght tosses shadows upon the walls of this perfectly cyhnc
ness. A comdor running from east to west passes through this hall. room.The wavering light is strong enough to illuminate pornons c
sumptuous furniture, but most of it remains in broodlng shadows.
InitialAttitude: N/A In the dusk-like glow, the burning candles are set upon a silvery
Encounter: On each column is a trap. Each is sprung if the PCs suc- candelabrum on a low, round, marbled table in the center of the
ceed at a DC 30 Search check, but fail at a DC 40 Search check. This is a room. Between the ancient table and the north wall is sofa large
sinister trap that is designed to trick adventurers who must check every enough to sit two humanoids. On the other side of the table is a large
comer. Since they will only find the trigger by searching every groove, throne-like chair carved from a solid block of obsidian. The dark
this trap is a wicked punishment and should be ignored if the pcs throne is fashioned with countless grooves, forming intricate
haven't been abusive with their Search checks. patterns. Standmg beside the east door is an unnaturally beautiful
One column has a energy drain trap on it, the other has flame strike. creature - s1x ft. tall, her muscular frame and pale skm are flawless.
Large wings of long white feathers w t h blackened tips protrude from
d Energy Drain Trap: CR 11; magic device;visual trigger (true seeing); her back. The wmgs move gently, a monon which signals that this stat-
automatic reset; Atk +8 ranged touch; spell effect (energydrain, 17th-level
uesque female is real. Openmg her eyehds, she reveals blazing-red eyes.
wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude save negates);
Search DC 40 Disable Device DC 40.
Initial Attitude: Hostile
d Flame Strike Trap: CR 1 0 magic device; proximity trigger (detect Encounter: Sarndcyan (hp 179),the powerful ennyes den1 controlling
magic); automatic reset; spell effect (flame strike, 17th-levelcleric, 1Sd6 this section of the dungeon, lives here. Though evil, this fallen angel is
fire, DC 19 Reflex save half damage);Search DC 40 Disable Device DC careful, disciplined, and bound to an archaic sense of honor few living
30. beings could understand
The fallen angel is hostile towards anyone venturing into her domain
Tactics: This Room is otherwise empty and unused. If the DM is so
uninvited. If the PCs parley with her, however, successful Diplomacy
inclined, he may add a symbol ofweakness to either trap.
checks might change her attitude towards them. PCs wearmg the
After the PCs spring either trap, roll for a Random Encounter.
medallion of the Children of the Inner Light (see Room GI9 for more
Treasure: N/A
details) benefit from a +8 circumstance bonus to any Diplomacy checks
E L N/A
made to improve Sarnikyan'sattitude.
Scaling: N/A
Though Sarnlkyan's ultimate goal is to return to her o n p a l angelic
state, she reahzes the best way to ensure this is to help the cause of the
C66. TRAPPED ANTECHAMBER Chlldren of the Inner Light. If the PCs won her trust and question her
about the sacred flame of Aranas, she agrees to reveal the locahon of the
This chamber is shaped like an egg. The walls are rounded and the ancient relic to them on the condition that she be the one to return it to the
low Io-ft. high ceiling forms an oval dome. Even the floor is an leader of the celestial order. If the PCs agree to her terms, she tells them the
inverse dome, creating a eerie look. demonic forces m Rooms G76 through G87 have the artlfact in their
possession She also orders her loyal servant hnveed to accompany the
Initial Attitude: N/A PCs on their mission, as she wants to keep a close eye on them.
Encounter: This strange Room is empty but trapped. Anyone If she feels the PCs derogate from this agreement in any way,
stepping inside it automatically triggers the magical device, which she either kills them herself or orders Ranveed and her pet nessian
cannot be bypassed. The only way to avoid this lethal trap is to fly over warhound to do it for her If, on the other hand, the PCs complete their
it; something Sarnikyan the Fallen is well equipped to do. The trap, quest and bring the potent artlfact back to her, Sarnikyan honors her
like many other in this section of the dungeon, was designed for the part of the bargain and allows them to escort her to the base of the
erinyes by the tiefling wizard Narla assassinated years ago. Children of the Inner Light where she offers the item to their leader
(see Room G19)
d Chain Lightning Trap: CR 8; magic device; location trigger: automatic
Tactics: If the party avoided the trap in Room G66 or managed to
reset: spell effect (chain lightning, 12th-levelwizard, 12d6 electricityto
keep silent enough for the fallen angel not to notice their approach,
target nearest center of trigger area plus 6d6 electricity to each of u p to
allow her a DC 22 Listen check to notice them pick the lock leading into
twelve secondary targets, DC 19 Reflex save half damage); Search DC 31;
her chamber. If she does not hear them, she is caught unaware.
Disable Device DC 31.
If Sarnikyan hears the PCs approach her Room or unlock the door,
If PCs trigger the trap here, allow Sarnikyan in Room G67 a DC 22 she readies for combat, using her mirror image and summon demon before
Listen check to notice the commotion. If she does, she readies herself the PCs enter her chamber In battle, she relies on her rope to entangle
for trouble. the strongest PC, then closes with her enchanted longsword
Tactics: N/A Though she would prefer not to, Sarnikyan does not hesitate to
Treasure: N/A use her greater teleport spell-llke ability to save her Me, prefernng instead
EL 8 to escape and plot her revenge agamst the pcs If she escapes in this
Scaling: To increase the challenge of this encounter, add the effect fashion, she teleports herself to Room G64 and them moves to Room
of a second chain lightning trap. To decrease the challenge, replace the G63 where she orders her loyal servants to protect her She also
chain lightning trap with a flame strike trap. unleashes all the hell hounds in Room G71 against the party.
Treasure: There is little treasure in this Room aside from what
Sarnikyan carries The silver candelabrum upon the table is worth
50 gp and each of its five candles imbued with a continual flame spell
The wonderfully crafted throne is worth upwards of 800 gp, but the item
is large and weighs over 1,500 lbs.
Sarnikyan carries a large key that unlocks all doors in this Section as
well as a silver key that bypasses all traps with a bypass mechanism.
Encounter: The entire floor of this Room is trapped, but a hidden
Scalina: IO increase the challenge of this encounter, add two hell mechanism at the mouth of each of the hallways leading into it neutralizes
ease the challenge, Samikyan is shaken its trap long enough for people to pass through. This bypass mechanism
requires a DC 30 Search check to locate. PCs who failing to find and pick
Erinyes: CR 12; Medium outsider (evil, extraplanar, lawful);
this lock bypass trigger the trap the round after they enter the Room,
h p 179; lnit +5; Spd 30 ft., fly 50 ft. (good); AC 26, touch
sending a volley of spears down from narrow slits in the ceiling.
20 Base Atk +18; Crp +23; Atk +26 melee (ld8+8/17-20,
or+25 ranged (1d8+6/~3 plus ld6 fire, +Iflaming & Fusillade o f Spear Ceiling Trap: CR 5; mechanical; location trigger;
:bow [+5 Str bonus]) or +24 ranged (entangle, rope); repair reset; lock bypass (DC 20 Open Lock check);Atk +21 range
.21/+16/+11melee (ld8+8/17-20, +3 longsword) or (1d8, spear); multiple targets (ld6 spears for every target within
+10 or +23/+23/+18/+13/+8with rapid shot ranged the room); Search DC 28; Disable Device DC 22.
I S ld6 fire, +Iflaming composite longbow [+S Str bonus])
Tactics: N/A
(entangle, rope); SA Entangle, spell-likeabilities,
Treasure: N/A
I; SQ Damage reduction 5/good, darkvision 60 ft.,
EL 5
ire and poison, resistance to acid 10 and cold 10, see in
Scaling: To increase the challenge, double the amount of spears shot
darkness, spell resistance 23, telepathy 100 ft., true seeing; AL LE;
from the trap. To decrease the challenge, reduce the trap to Id3 spears
SV Fort +16, Ref+l7, Will +15; Str 21, Dex22, Con 21, Int 15,
per target.
Wis 18, Cha 22.
Skills and Feats: Bluff +11, Concentration +20, Diplomacy +12, Escape
Artist +27, Hide +27, Knowledge (the planes) +17, Knowledge (religion) C70. HELL HOUNDS' PLAVCROUND
+15, Listen +25, Move Silently +27, Search +23, Sense Motive +25, Spot
+25, Survival +4 (+6following tracks),Use Rope +9 (+11 with bindings); The walls of this small room are marked with black soot and thick
Combat Expertise, Dodge', Fly-by Attack, Improved Critical (longsword), piles of bones from various creatures cover the floor. The skeletal
Mobility[B].Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run. remains are broken into small pieces and charred.
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that
entangles opponents of any size as an animate rope spell (caster level Initial Attitude: Hostile
16th).An erinyes can hurl its rope 30 feet with no range penalty. Encounter: This Rooms and the corridor leading to it is where the
Typically, an erinyes entangles a foe, lifts it into the air, and drops it from many hell hounds belonging to Sarnlkyan eat, run, and play. Whenever
a great height. the fallen angel or her servants have a chance, they bring creatures of all
Spell-Like Abilities: At will-greater teleport (self plus 50 pounds of objects kinds here to nourish the hounds. Prisoners caught in this section of the
only),charm monster (DC 20), minorimage (DC 18), unholy blight (DC 20). dungeon are brought here.
Caster level 12th. The save DCs are Charisma-based. Four hell hounds (hp 29,25,21,17) are currently in this Room.These
Summon Devil (Spj: Once per day an erinyes can attempt to creatures are loyal to their mistress and obey her every command. Since
summon 2d10 lemurs or ld4 bearded devils with a 50% chance Sarnlkyan seldom uses her hounds to hunt the neighboring Regions,
of success. This ability is the equivalent of a 3rd-level spell. preferring to use them to guard her territory, she lets them run freely in
True Seeing (Suj: Erinyes continuously use true seeing, as the spell this large area. The magical beasts attack anyone venturing here.
(caster level 14th). Tactics: The hell hounds charge their prey, using their breath weapon
Possessions: +3 longsword, + 1 yarning composite longbow and fiery bite attack as they see fit. If they notice the PCs approaching
(+5 Str bonus), bracers ofarmor +2. this Room from the corridor to the south, they do not hesitate to run
towards them, flashing fangs and breathing wisps of black smoke.
If combat ensues here or anywhere in the corridor leading into
C61. TREASURE VAULT this Room, allow the hell hounds in Room G72 a DC 18 Listen check.
The door leading to this Room is locked, requiring a DC 35 Open Lock
Success means they hear the ruckus and join the attack within
check to unlock it.
1d2 round.
Treasure: Except for a small piece of uncut beautiful dark amber
This round room is similar to the devil's private throne hall leading
(worth 45 gp) which used to belong to one of the victims of the hell
into it, but it is much smaller. A massive bed covered with exquisite
hounds, there are no treasures in this Room.
blue silken sheets dominates the dark chamber and several chests
EL 7
made out of wood and iron are lined upon the southern wall
Scaling: To increase the challenge of this encounter, add four hell
hounds. To decrease the challenge, remove two.
Initial Attitude: N/A
Encounter: This Room is Sarnikyan's bedchamber and treasure vault. .1) Hell Hound: CR 4; Medium outsider (evil, extraplanar,fire, lawful);
Tactics: N/A H D 4d8+4; h p 29, 25, 21, 17; lnit +5; Spd 40 ft.; AC 16. touch 11,flat-
Treasure: The five chests on the south wall contain the fallen angel's footed 15; Base Atk +4; Crp +5; Atk +5 melee (ld8+1 plus ld6 fire, bite);
most precious possessions. None of the chests are locked or trapped. Full Atk +5 melee (ld8+1 plus ld6 fire, bite); SA Breath weapon, fiery bite;
They hold 5,500 gp worth of coins, gems, and jewels. The silken sheets SQ Darkvision 60 ft.. immunity to fire, scent, vulnerability to cold; AL LE;
upon the bed are also worth 45 gp. SV Fort +5, Ref+S, Will +4; Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6.
E L N/A Skills and Feats: Hide +13, J u m p +12, Listen +7. Move Silently +13,
Scaling: N/A Spot +7, Survival +7*; Improved Initiative, Run, Tracke.
Breath Weapon (Suj: 10-footcone, once every 2d4 rounds, damage
2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.
C69. TRAPPED INTERSECTION Fiery Bite (Su):A hell hound deals a n extra ld6 points of fire damage
every time it bites a n opponent, as if its bite were a flaming weapon.
This small square chamber opens into two ulde comdors, one leading
Skills and Feats: Hell hounds have a +5 racial bonus on Hide and
east and the other running south. The hall is otherwise empty and
Move Silently checks.
without outstanding features
* They also receive a +8 racial bonus on Survival checks when
tracking by scent, due to their keen sense of smell.
Initial Attitude: N/A
C71. HELLHOUND PEN Hell Hound: CR 4; Medium outsider (evil, ex traplanar, fire, law!
H D 4d8+4; h p 31 each, lnit +5; Spd 40 ft.; AC 16, touch 11, flat-fo
This large room houses eight powerfully built dog-like creatures with 15; Base Atk +4; Grp +5, Atk +5 melee (1d8+1 plus ld6 fire, bite); Ful
rust colored fur, black teeth and gums, and fiery eyes. In the darkness, Atk +5 melee (ld8+1 plus ld6 fire, bite); SA Breath weapon, fiery blte
the beasts appear extremely menacing, their low growls send shivers SQ Darkvision 60 ft., Immunity to fire, scent, vulnerability to cold; AL L
down the spine of the bravest of folks. SV Fort +5. Ref +5, Will +4, Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Skills and Feats Hide +13, Jump +12, Listen +7, Move Silently +13,
Initial Attitude: Hostile Spot +7, Survival +7*, Improved Initiative, Run, Track'.
Encounter: This is the pen of the twenty hell hounds owned Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage
by Sarnikyan. There are eight hounds at all times in this chamber. 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.
The others are separated in groups offour: one pack stays in Room G70, Fiery Bite (Su): A hell hound deals a n extra ld6 points offire damage
one in Room G72, and the remaining four sent out on patrol. Because every time it bites an opponent, as if its bite were a flaming weapon.
the creatures are well trained and loyal to the fallen angel, they obey her Skills and Feats Hell hounds have a +5 racial bonus on Hide and
command and take their duties extremely seriously. Move Silently checks.
Eight hell hounds (hp 22 each) are present in this Room. They *They also receive a +8 racial bonus on Survival checks when
attack anyone other than Sarnikyan, Sir Ranveed, or Narla the Assassin tracking by scent, due to their keen sense of smell.
instantly.
Tactics: Halfof these fierce creatures use their breath weapons in the
first round of battle while the others charge the PCs. The creatures
C73. EMPTV ANTECHAMBER
The charred corpse in this Room was set on fire long ago. The ogre's
alternate between their fire breaths and their fiery bites, attacking until
remains are a blackened mass of melted flesh.
either they or the PCs are defeated.
Treasure: N/A
The blackened remains an ogre lays upon the floor of this dark room.
EL9
The north wall of the chamber holds two doors: One upon the
Scaling: To increase the challenge of this encounter, add four more eastside and the other upon the west.
hell hounds in this Room and increase their AC by +4.To decrease
the challenge, remove two.
Initial Attitude: N/A
Hell hounds: Medium outsider (evil, extraplanar, fire, lawful); H D Encounter: N/A
4d8+4; hp 22 each; Init +5; Spd 40 ft.; AC 16, touch 11, flat-footed 15; Tactics: N/A
Base Atk +4; Grp +5; Atk +5 melee (ld8+1 plus ld6 fire, bite); Full Treasure: N/A
Atk +5 melee (ld8+1 plus ld6 fire, bite); SA Breath weapon, fiery bite; E L N/A
SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL L E Scaling: N/A
SV Fort +5, Ref+S, Will +4; Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6.
Skillsand Feats: Hide +13, J u m p +12, Listen +7, Move Silently +13,
Spot +7, Survival +7*; Improved Initiative, Run, TrackIBj.
Breath Weapon (Su): 10-footcone, once every 2d4 rounds, damage
2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.
Fiery Bite (Su): A hell hound deals an extra 1d6 points o f fire damage
every time it bites an opponent, as if its bite were a flaming weapon.
Skills and Feats: Hell hounds have a +5 racial bonus on Hide and
Move Silently checks.
*They also receive a +8 racial bonus on Survival checks when
tracking by scent, due to their keen sense of smell.
676 THROUGH 637. THE BISE OF THE DEMONIC HOST’ Roll for a Random Encounter once per hour.
Rooms 676 through G97, including the mighty underground lava
flow coursing through this Region of the dungeon (Room G88), ld2O Encounter
are controlled by the powerful demonic hosts struggling to free their 1 A quasit flies from the PCs, terrified by their presence
lord from Room GiOO. A fragile triumvirate composed of Lord 2-1 2 Nothing
Nasherbiz, a bebilith, Lord Gwarny’z, a hezrou, and Lord Glebshayy, 13 2d6+EI dretchs return from a recent raiid against the Children
a glabrezu lead these forces. Officially, the latter heads the triumvirate of the Inner Light. All are wounded(hp 8 each), however, they
and speaks on behalf of his two equals, but in reality a complex power
. . . _ _
are fearless and attack the PCs (mercilessly)on sight
struggle exists between the three. 14 Eight dretchs moving in silence patrol this area They attack
Lord Glebshayy, a glabrezu demon, is the second most powerful of the moment they are made aware oftheir presence
fiend in this Section of the dungeon (short of the marilith in Room G99, 15 Four babaus emerge from the shadows, ambushing the PCs
who oddly, serves him). As such, the forces under the triumvirate’scom- These demons are charged with the protectlon ofthis area,
mand harbor a great respect towards him. Nasherbiz and Gwarny’z,each remove any threats against the hellish host, a task they relish
of whom earned the undivided loyalty of several demons in the fiendish 16 Two succubuses in their true form are encountered here
army, however, compromise Glebshayy’s reign of fear. Because of their The seductresses use their summon tanar’ri powers as well
influence over portions of the great host, Glehshayy must deal with the as various spell-like abilities to charm and control the PCs
arrogance and petty ambitions of his allies in the triumvirate. They do not hesitate to use energy drain against the PCs
Fortunately, all three demons agree on one thing: Their ultimate goal is 17 A solitary vrock prowls this section ofthe base. The vulture.
to free the demon lord Krasveshk from his prison (Room G100). like demon engages the PCs as soon as it sees them.
To accomplish their task, the three lords agreed to each take control 18 The PCs stumble upon a trap
of a portion of the territory they call theirs. Lord Gwarny’zis in charge
of ensuring no angels or celestials from the Children of the Inner Light
* Fireball Trap: CR 6; magical device; spell trigger; automatic
reset: spell effect (fireball, 12th-levelwizard, 10d6 fire. DC 18
cross the boiling lava river leading to the main island at the center of the
Reflex save halfdamage); Search DC 36 Disable Device DC 31.
Region. His forces are spread out throughout the stream (Room G88)
19 Lord Cwarny’z is encountered here instead of in his private
while he leads from Room G82.
chamber. See Room C82 for further details.
Over a year ago, Lord Nasherbiz ordered his forces to claim all the
20 A group of three hound archons from the Children of the
chambers on the main island. The demonic fiends loyal to him inhabit
Inner Light are heavily wounded from a battle against
Rooms G89 to G97, laying siege to the fortress (Room G98) preventing
a cunning dretch squadron. They are trying to return home.
them from liberating Lord Krasveshk.The demon commander remains
close to the action (in Room G90), where he can get directly involved in
the various raids against the mighty walls of the stone fortress. C76. LORD CLEBSHAVV’S TREASURE ROOM
Meanwhile, Lord Glebshayy’s forces are charged with the defense The door to this Room is locked and trapped. A DC 35 Open Lock check
of the most important and secured area controlled by them (Rooms G76 is required to unlock it, and pushing it open triggers its trap.
to G87). Lord Glebshayy is content to keep is forces away from the main
battle scenes, especially since they remain close to him.
* Flame Strike Trap: CR 8; magic device; location trigger; automatic
reset; spell effect flame strike, 16th-levelcleric, 15d6 fire, DC 1 7 Reflex
Unfortunately for the triumvirate, the intervention of the Children
save half damage); Search DC 35; Disable Device DC 35.
of the Inner Light as well as the presence of some of the other creatures
in this Region of the dungeon prevents the demonic forces from
completing their goal. The recent incursion upon the main island, This simple room holds a pile of coins intermingled with silver and
however, allowed them to weaken the fortress’ wall (Room G98). Soon, gold jewelry as well as colorful gems of all denominations. The stack,
they believe, they will reach the force cocoon imprisoning their lord and which is five ft. at its highest point, is piled upon the northern wall,
master at the heart of the island. but coins and gems cover most of the floor of the room.
Larna, an evil cleric who died long ago, built most of the traps in this
Section. The cleric made an agreement with Nasherbiz letting her (and Initial Attitude: N/A
her blackguard lover) alone on their isolated island (Room G75) provid- Encounter: N/A
ed she used her magic to make protective wards and traps throughout Tactics: N/A
the Rooms controlled by the hellish host. Treasure: Over 40,000 gp worth of coins, gems, jewelry, and ancient
paintings, vases, and small sculptures is piled up in this chamber. Lord
Glebshayy does not care much about the wealth he and his minions
accumulated here over the past centuries, but he knows this treasure
DEMON SUMMONING, REVISITED might come in handy later. Because of this, he personally safeguardsthe
Because the process of demons summoning other demons is so
treasure (since he seldom leaves Room G78) and makes sure the door to
unpredictable, much of the creature’s CR, in effect, goes to
this Room is locked at all times.
waste, when nothing arrives. However, in order to keep the
The most important item in this Room, however, is undoubtedly
“logic” of the prison intact, few if any demons are ever sum-
the sacred flame of Amnas. A chunk of crystal glowing with an inner orange
moned in. To compound the issue, summoning demons
radiance,this relic is the only thing that remains of the enchanted crystals
is (usually) the equivalent of a 3rd- or 5th-level spell, making it
used to power up the magical lights, traps, and wards of this Region of the
easy t o negate inside t h e prison confines where magic
dungeon. The Children of the Inner Light seek to recover sacred flame
and anti-magic flows like water.
of Aranas, for it is the only thing that can save the life of their leader (see
So, what’s a DM to do>
Rooms 6 5 and G19 for further details).Therelic’ssole purpose is to be used
In order to make the encounter challenging, we recommend
as a power source ~tl Room G9 and is thus otherwise useless to the PCs
cutting the number of “potential” summoned creatures by 1/2
EL 8
or 1/3 and merely place them in the Room along with the largest
Scaling: To increase the challenge of this encounter, add aflame stvlke
demon present Remove the ability to summon a t all This
trap to the sacred flame To decrease the challenge, reduce the damage of
should balance the encounter and still give the PCs something
the flame strtke trap to 10d6
to remember
iAYY’S CHAMBER
The door leading to this Room is locked but not trapped. A successtul
DC 35 ODen Lock check is needed to ouen it. This wide hall is cast in darkness. A door can bie seen in the middle of
the eastern wall and a large throne is placed in front of it.The massive
throne is fashioned with a multitude of bonesi and skulls, which are
glued to one other
ttheq7 wings and dark
le dreadful throne
is an enormous creature. The demon’s four arms end in powerful-
looking weapons, two large clawed hands and two powerful pincers.
S- Great horns top its canine head and sharp fangs protLUuL llylll AvAE,
moving more than 5 ft. away from the wall. An invisible quasit (hp 15) Initial Attitude: Unfriendly
taunts and torments the archons continuously, preventing them from Encounter: This is the private abode of Lord Glebshayy (hp 192),
sleeping and recuperating their powers. Their trumpets were cast at the a powerful glabrezu demon. A pair of vrocks (hp 122 and 107) are part of
bottom ofthe lava flow and destroyed weeks ago.The shackles are guard- his personal guard and constantly protect his chamber. Like the other
ing with a powerful flame strike trap and are nearly indestructible. three lords that make up the demonic host’ triumvirate, Glebshayy
encourages intrusion. Though he does not tolerate trespassers and is
b Flame Strike Trap: CR 8; magic device; location trigger; automatic
extremely aggressive towards them, he enjoys a good fight and sees the
reset; spell effect ylame strike, 16th-levelcleric, 15d6 tire, DC 17 Reflex
incursion into his chamber and territory as a chance for good sport.
save half damage);Search DC 35; Disable Device DC 35.
Ifthe PCs parley with Glebshayy, the cunning demon is eager to talk.
Like any demon, he is exceedingly verbose. Glebshayy knows more than
Shackles: hardness 15, h p 250, break DC 80.
he lets on and even when he’s at a loss, he still pretends to have a secret.
If liberated, the archons explain they are members of the Children of He spends a great deal of time “talking”just to learn about the PCs. If he
the Inner Light. They desperately want to return to their base (Rooms senses they are not righteous, or if he believes they could be corrupted,
GI through G33), but are more than willing to reveal everything they he offers to “purchase” their services. If the PCs negotiate with him,
know about the demons in this Region before leaving the dreadful place. the demon lord is willing to give most of the treasures he has, provided
Tactics: The invisible quasit surprises the PCs with its poisonous they agree to assassinate Cyrlebrai (in Room GS) for him.
sting, attacking the lesser-armored individual of the group first. Once it Though Glebshayy hopes his forces can breach the wall standing
reveals itself, it uses cause fear, hoping to send dread in the PCs’ heart between him and his lord and master (see Room G98), he knows that
before turning itself invisible again. It flies out ofthe Room, invisible, as killing the solar angel would take care of his problems. Since his forces
soon as it takes a single hit point of damage. are unable to take the angels themselves, he hopes a small group
If it escapes, the quasit moves to Room G78, G79, and then to G82 of heroes might infiltrate the angels’base for him. If, on the other hand,
to alert the demonic forces of the PCs’presence. the PCs are good-aligned, or wear the medallions of the Order of the
Treasure: N/A Children of the Inner Light, Glebshayy attacks them immediately
E L Varies Tactics: The two vrocks attack as soon as their lord allows. They are
Scaling To increase the challenge of this encounter, replace the vigilant and keep their eyes on the western corridor opening into this
quasit with a hezrou torturer. To decrease the challenge,remove the quasit. hall. If they notice the PCs approach from this direction (roll appropriate
Listen and Spot checks), they use their mirror image spell-like ability
Quasit: CR 2; Tiny outsider (chaotic, extraplanar, evil); H D 3d8; h p 15;
to make it look as if there were more of them. They charge the PCs,
lnit +7; Spd 20 ft., fly 50 ft. (perfect);AC 18. touch 15, flat-footed 15;
using their deadly spores and stunning screech as often as they can. If the
Base Atk +3; Crp -6;Atk +8 melee (ld3-1 plus poison, claw); Full Atk +8
PCs do not fall within four combat rounds, they use their summon
melee (ld3-1 plus poison, 2 claws) and +3 melee (ld4-1, bite);
tanar’ri ability to call reinforcement.
Space/Reach 2‘/~ft./O ft.; SA Poison, spell-like abilities; SQ Alternate
While his vrock bodyguards attack the PCs, Glebshayy sits in his
form, damage reduction S/cold iron or good, darkvision 60 ft., fast
throne, using chaos hammer, confusion, and reverse gravity. If the PCs
healing 2, immunity to poison, resistance to fire 1 0 AL CE; SV Fort +3.
become a threat (taking down a vrock or two), he uses mirror image and
Ref+6,Will+4;Str8,Dexl7,Con10, IntlO.Wis12,ChalO.
his summon tanar’ri ability before charging into the fray himself.
Skills and Feats: Bluff +6,Diplomacy +2, Disguise +O (+2 acting), Hide
If Glebshayy finds himself on the losing side of battle, he summons
+17, Intimidate +2, Knowledge (the Planes) +6,Listen +7, Move Silently +9,
demons from all over the Section with his telepathy, providing an escape
Search +6. Spellcraft +6,Spot +6;Improved Initiative, Weapon Finesse.
route to his most loyal lieutenant (Room G84).
Poison (Ex): Injury, Fortitude DC 13, initial damage ld4 Dex,
Treasure: Glebshayy keeps the key to unlock Rooms G76 and G77
secondary damage 2d4 Dex. The save DC is Constitution-based
on a thick leather belt strapped around his shoulder.
and includes a +2 racial bonus.
E L 14
Spell-like Abilities: At will-detect good, detect magic, and invisibility
Scaling: To increase the challenge of this encounter, add two vrocks.
(selfonly);llday-causefear (as the spell, except that its area is a
To decrease the challenge, remove one.
30-foot radius from the quasit. save DC 11). Caster level 6th. The
save DCs are Charisma-based. A Glebshayy, Clabrezu: CR 13; Huge outsider (chaotic,extraplanar, evil);
Once per week a quasit can use commune to ask six questions. H D 12d8+120 h p 192; lnit + O Spd 40 ft.; AC 27, touch 8, flat-footed 27;
The ability otherwise works as the spell (caster level 12th). Base Atk +12; Grp +30; Atk +20 melee (2d8+10. pincers);
Alternate Form (Su): A quasit can assume other forms at will as Full Atk +20 melee (2d8+10,2 pincers) and +18 melee (ld6+5, 2 claws)
a standard action. This ability functions as a polymorph spell cast on and +18 melee (1d8+5, bite); Space/Reach 15 ft./lS R.; SA Improved
itself (caster level 12th), except that a quasit does not regain hit points grab, spell-likeabilities, summon demon; SQ Damage reduction
for changing form, and any individual quasit can assume only one or lO/good, darkvision 60 ft., immunity to electricity and poison,
two forms no larger than Medium. Common forms include bat, resistance to acid 10, cold 10, and fire 10, spell resistance 21,
monstrous centipede, toad, and wolf. A quasit in alternate form telepathy 100 ft., true seeing; AL CE; SV Fort +18, Ref +8, Will +11;
loses its poison attack. Str 31, Dex 10, Con 31, Int 16, Wis 16. Cha 20.
Skills and Feats: Bluff +22, Concentration +25, Diplomacy +9, C79. LORD NASHERBIZ’S CHAMBER
Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18,
Listen +26, Move Silently +18. Search +18, Sense Motive +18. This large h a l l is dominated by t h i c k webbing that takes up most
Spellcraft +18, Spot +26, Survival +3 (+5 following tracks); Cleave, o f the n o r t h e r n h a l f o f the room. The web is gray and runs f r o m the
Great Cleave, Multiattack, Persuasive, Power Attack. floor to the ceiling, blocking a good p o r t i o n o f the chamber There is
Improved Crab (Ex): To use this ability, a glabrezu must hit a Medium n o other feature o f interest in this dark h a l l aside f r o m the door in the
or smaller opponent with a pincer attack. It can then attempt to start a middle o f the western wall.
grapple as a free action without provoking an attack o f opportunity.
Spell-like Abilities: At will-chaos hammer (DC 19), confusion (DC I n i t i a l A t t i t u d e : N/A
19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport E n c o u n t e r : This i s the private chamber of L o r d Nasherbiz.
(self plus 50 pounds ofobjects only), unholy blight (DC 19); l/day- The demon i s currently using Room G90, so n o one actually dwells in
power word stun. Caster level 14th. The save DCs are Charisma-based. this Room at the moment L o r d Nasherbiz wove t h e massive webbing
Once per month, a glabrezu can fulfill a wish for a mortal humanoid. himself, w h i c h serves as a nest for the demon. Anyone touching the web
The demon can use this ability to offer a mortal whatever he or she must succeed at a DC 20 Reflex save or become entangled
desires-but unless the wish is used to create pain and suffering in the Tactics: N/A
world, the glabrezu demands either terrible evil acts or great sacrifice as Treasure: PCs succeeding at a DC 35 Search find a small sdvery key
compensation that unlocks the doors t o Rooms G80 and G81.
Summon Demon (Sp): Once per day a glabrezu can attempt to E L N/A
summon 4d10 dretches or l d 2 vrocks with a 50% chance o f success, or Scaling: N/A
another glabrezu with a 20% chance of success. This ability is the
equivalent of a 4th-level spell.
True Seeing (Su): Glabrezu continuously use true seeing as the spell
CIO. TRAPPED EMPTV ROOM
The door t o this Room is locked and trapped. A DC 35 Open Lock check
(caster level 14th).
is required t o unlock it, and pushing it open triggers its trap.
Skills: Clabrezu have a +8 racial bonus on Listen and Spot checks.
6 Flame Strike Trap: CR 8 magic device; location trigger; automatic
Vrock CR 9; Large outsider (chaotic, extraplanar, evil); H D 10d8+70
reset; spell effect (frame strike, 16th-level cleric, 15d6 fire, DC 17 Reflex
hp 122 and 107; lnit +2; Spd 30 ft., fly 50 ft. (average); AC 22, touch 11,
save half damage); Search DC 35; Disable Device DC 35
flat-footed 2 0 Base Atk +lo; Grp +20 Atk +15 melee (2d6+6, claw); Full
Atk +15 melee (2d6+6, 2 claws) and +13 melee (1d8+3, bite) and +13
melee (ld6+3,2 talons); Space/Reach 10 f t . / l O ft.; SA Dance of ruin, This small Room is dark and e
spell-like abilities, spores, stunning screech, summon demon; SQ The stone surface i s blankete
Damage reduction lO/good. darkvision 60 ft., immunity to electricity and
poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, I n i t i a lA t t i t u d e : N/A
telepathy 100 ft.; AL CE SV Fort +14, Ref+9. Will +10 Str 23, Dex 15, Encounter: After the trap triggers, r o l l for a Random Encounter,
Con 25, Int 14, Wis 16, Cha 16. ignoring a 20.
Skills and Feats: Concentration +20, Diplomacy +5, Hide +11, Tactics: N/A
Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Treasure: N/A
Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 EL8
following tracks); Cleave, Combat Reflexes, Multiattack, Power Attack. Scaling: To increase the challenge of this encounter, have the flame
Dance ofRuin (Su): To use this ability, a group of at least three vrocks strike trap attack twice. To decrease t h e challenge, replace the flame strike
must join hands in a circle, dancing wildly and chanting. At the end o f 3 trap w i t h a bestow curse trap.
rounds o f dancing, a wave o f crackling energy flashes outward in a 100-
foot radius. All creatures except for demons within the radius take 20d6
CI1. DECEIVING SEDUCTRESSES’ CHAMBER
points of damage (Reflex DC 18 half). Stunning, paralyzing, or slaying
The door leading t o this Room is locked, requiring a DC 35 Open Lock
one o f the vrocks stops the dance. The save DC is Charisma-based.
check t o unlock
Spell-Like Abilities: At will-mirror image, telekinesis (DC 18),
greater teleport (self plus 50 Ibs. o f objects only); llday-heroism. Caster
This small chamber IS dark and h
level 12th. The save DCs are Charisma-based.
t h e room, which holds n o other furniture. The silhouette of two elven
Spores (Ex): A vrock can release masses of spores from its body once
females lie upon t h e bed in the darkness.Their halfnaked bodies are
every 3 rounds as a free action. The spores automatically deal I d 8 points
bruised and battered. There i s fear in their eyes.
ofdamage to all creatures adjacent to the vrock. They then penetrate the
skin and grow, dealing an additional l d 4 points of damage each round
I n i t i a l A t t i t u d e : Hostile
for 10 rounds. At the end ofthis time, the victim is covered with a tangle
Encounter: This chamber i s home o f two succubui (hp 37,30) loyal
ofviny growths. (The vines are harmless and wither away in l d 4 days.)
t o L o r d Nasherbiz. W h i l e he i s away waging h i s war upon the central
A delay poison spell stops the spores’ growth for its duration. Bless,
island fortress, he left these two servants behind t o spy o n the activities
neutralize poison, or remove disease kills the spores, as does sprinkling
of Glebshayy (Room G78).The “harpies:’ however loyal, take their duties
the victim with a vial o f holy water.
lightly and remain in this chamber, leisurely bidding their time.
Stunning Screech (Su): Once per hour a vrock can emit a piercing
The succubui are alert and remain attentive t o what goes o n around
screech. All creatures except for demons within a 30-foot radius must
them. W h e n they hear movement in the corridor or anyone tampering
succeed on a DC 22 Fortitude save or be stunned for 1 round. The save
with the complex mechanism locking the door leading to their Room,
DC is Constitution-based.
they assume t h e shape o f elven damsels in distress.
Summon Demon (Sp): Once per day a vrock can attempt to summon
Tactics:These demons are deviously cunning. Instead o f acting grateful
2dlO dretches or another vrock with a 35% chance o f success. This
to see the PCs, they view their “liberators” as yet another menace. For the
ability is the equivalent o f a 3rd-level spell.
first few rounds, they act temfied, as though years of torture and abuse had
Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.
drained them. Lfthe PCs exp1ain”you are free,” they gradually warm up and
recount the false tale o f the= capture and mpnsonment. W h e n the time i s
ripe, they thank the PCs and plant their deadly h s s upon them.
1
ombat ensues and the demons find themselves oIn the losing side, Tactics: Like Glebshayy, Gwarny’z enjoys a good challenge, especial-
they flee to Room G90, where they tell thelr master about the PCs. ly a battle. Whenever someone other than a demonic minion enters
re: A silvery key that unlocks the doors leading into Rooms his chamber, he immediately attacks. He does not shy from using spell-
81 can be found under the pillows o n the bed. like abilities to aid him in combat, but he only summons others after he
is reduced to 100 hit points or less.
::To increase the challenge of this encounter, add two suc- Treasure: PCs searching through the refuse in the northeast comer
lecrease the challenge, remove one. of the Room uncover, with a successful DC 24 Search check, Gwarny’z’s
most precious possession: A platinum finger ring embedded with a large
ubus: CR 7; Medium outsider (chaotic, extraplanar, evil); H D
but cracked ruby (worth 3,200 gp).
648t6; hp 33; lnit +l; Spd 30 ft., fly 50 ft. (average);AC 20, touch 11,
E L 11
flat-footed 19; Base Atk +6; Grp +7; Atk t 7 melee (1 d6+1, claw); Full Atk
Scaling: To increase the challenge of this encounter, add one vrock.
t 7 melee (ld6+1, 2 claws);SA Energy drain, spell-like abilities, summon
To decrease the challenge, reduce his total hit points to 133.
demon; SQ Damage reduction lO/cold iron or good, darkvision 60 R.,
immunity to electricity and poison, resistance to acid 10, cold 10, and A Cwarny’z, Hezrou: CR 11; Large outsider (chaotic,extraplanar, evil);
fire 10, spell resistance 18, telepathy 100 R., tongues; AL CE; SV Fort +6, H D 10d8+93;hp 173; Init + O Spd 30 ft.; AC 23, touch 9, flat-footed 23;
Reft6, Will t7; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26. Base Atk t 1 O Grp +19 Atk +14 melee (4d4+5, bite); Full Atk +14 melee
Skills and Feats: Bluff t19, Concentration +lo, Diplomacy +12. (4d4+5, bite) and +9 melee (1d8+2,2 claws); Space/Reach 10 ft./lO R.;
Disguise t17* (t19 acting), Escape Artist +lo, Hide t10, intimidate t19, SA Spell-likeabilities, stench, improved grab, summon demon; SQ
Knowledge (any one) t12, Listen +19, Move Silently t10, Search +12, Damage reduction lO/good, darkvision 60 ft., immunity to electricity and
Spot t19, Survival +2 (t4 followingtracks), Use Rope +1 (+3with poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19.
bindings);Dodge, Mobility, Persuasive. telepathy 100 ft.; AL CE; SV Fort t16, Ref +7, Will +9; Str 21, Dex 10, Con
Energy Drain (Su): A succubus drains energy from a mortal it lures 29, Int 14, Wis 14, Cha 18.
into some act of passion, or by simply planting a kiss on the victim. Skills and Feats: Climb +18, Concentration t 2 2 , Hide +13, Escape
If the target is not willing to be kissed, the succubus must start a Artist t 1 3 , Intimidate +17, Listen t 2 3 , Move Silently +13, Search +15,
grapple, which provokes an attack of opportunity. The succubus’s kiss Spellcraft t15, Spot +23, Survival t 2 (t4 followingtracks), Use Rope +O
or embrace bestows one negative level. The kiss also has the effect of ( t 2 with bindings); Blind-Fight,Cleave, Power Attack, Toughness.
a suggestion spell, asking the victim to accept another kiss from the Improved Crab (Ex); To use this ability, a hezrou must hit with both
succubus. The victim must succeed on a DC 21 Will save to negate the claw attacks. It can then attempt to start a grapple as a free action
effect of the suggestion. The DC is 21 for the Fortitude save to remove without provoking a n attack of opportunity.
a negative level. These save DCs are Charisma-based. Spell-Like Abilities: At will-chaos hammer (DC 18),greater teleport
Spell-Like Abilities: At will-charm monster (DC 22), detect good, (self plus 50 pounds of objects only), unholy blight (DC 18);3/day-
detect thoughts (DC 20). etherealjaunt (self plus 50 pounds of objects blasphemy (DC 21), gaseousform. Caster level 13th. The save DCs are
only), polymorph (humanoid form only, no limit on duration), suggestion Charisma-based.
(DC 21), greater teleport (self plus 50 pounds of objects only). Caster Stench (Ex): A hezrou’s skin produces a foul-smelling,toxic liquid
level 12th. The save DCs are Charisma-based. whenever it fights. Any living creature (except other demons) within
Summon Demon (Sp): Once per day a succubus can attempt to 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as
summon 1 vrock with a 30% chance of success. This ability is the long as it remains within the affected area and for ld4 rounds afterward.
equivalent of a 3rd-level spell. Creatures that successfully save are sickened for as long as they remain
Tongues (Su):A succubus has a permanent tongues ability (as the spell, in the area. A creature that successfully saves cannot be affected again
caster level 12th).Succubi usually use verbal communication with mortals. by the same hezrou’s stench for 24 hours. A delay poison or neutralize
Skills: Succubi have a +8 racial bonus on Listen and Spot checks. poison spell removes either condition from one creature. Creatures that
*While using her alter self ability, a succubus gains a +10 have immunity to poison are unaffected, and creatures resistant to
circumstancebonus on Disguise checks. poison receive their normal bonus on their saving throws..The save
DC is Constitution-based.
Summon Demon (Sp): Once per day a hezrou can attempt to
C12. LORD CWARNV’Z’S PRIVATE CHAMBER
summon 4d10 dretches or another hezrou with a 35% chance of
success. This ability is the equivalent of a 4th-level spell.
A stench emanates from this large hall, which is cast shadows A closer
Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.
look reveals a large pile of crushed bones and nibble in the northeast
corner of the room Upon these debns is a large creature beanng
horrible features The mde toad-l&e face of the fiend holds a pair C13. LIEUTENANT’S PRIVATE CHAMBER
of yellow bulbous eyes Its half-open mouth reveals rows ofblunt teeth
and its forelegs are a pair of well-muscled arms shaped as a humanoid This darkened room contains a wide bed covered with colorful sheets
creature but with unnatural skin of a blackened bronze coloration torn to shred. A small wooden chest with a smashed open lid sits in
the southeast corner.
Initial Attitude: Hostile
Encounter: This is the private chamber of Gwarny’z (hp 173), Initial Attitude: N/A
a mighty hezrou demon and a member of the triumvirate controlling Encounter: This is Ranvek‘s private chamber. Lord Glebshayy’s sec-
this Section of the dungeon. Though he does not have the scheming ond in command rarely uses this Room, but he sometimes rests here.
instincts of the other two powerful demons that comprise the triumvi- There is a 25%chance of finding him here, rather than Room G84.
rate, Lord Gwarny’z won his share of battles and the demon under his Tactics: After the PCs spend 30 minutes in this Room, roll a Random
command are extremelv loval - for thev fear him tremendouslv. Encounter ignoring a 20.
Glebshayy and Nasherbiz consider him the lesser m ember of the tri- Treasure: Though the lid of the chest is smashed, preventing the
troops, the powerful
umvirate, but Gwarny’z knows better. Without his troops, item from closing properly, the coffer nevertheless contains a jeweled
demon lord they serve will never be freed And once they accomplish dagger (worth 250 gp) taken from a deceased adventurer.
this task, his master will properly reward Gwarny’z(so
(soI he believes).
believes) E L N/A
weaker peers -who rely on bodyguards for protection -
Unlike his weakerpeers Scaling: N/A
Gwarny’z relies on his warrior’s instinct
ca4. LIEUTENANT'S OFFICE
This wide room is 111 a dire state Broken pieces of furniture that The walls of this small chamber are smearea witn aeep claw marm
cannot be identified are all over the place and npped tapestries hang and several piles of detritus lay in the four comers of the room. Four
from the walls I n the center of the room is a large marble slab,which gaunt but muscular medium-sized demons with black skin and fiery
is used as a table The marble tablet is broken, but a wide Dortion of it eyes inhabit this chamber.
remains intact
A gaunt, large humanoid-like creature with pitch black and Initial Attitude: Hostile
leathery skm, pointy ears, and curved horns protruding from the back Encounter: Four babau (hp 68,67,65,61) live here. Like most of their
of its skull stands in the middle ofthe chamber, its red eyes glow with kind, these creatures are ferocious and cruel.They enjoy tormenting their
hatred Its long fingers snap the air it front of it prey and love to see lowly humanoids squirm. If the pcs are hesitant to
engage them in battle, the babaus tease them for a few rounds in an
Initial Attitude: Hostile attempt to dishearten them. Otherwise, they gladly fight them.
Encounter: Ranvek (hp 186), a powerful babau demon and Lord Tactics: In battle, the babau work as a unit. They flank their enemies
Glebshayy's most trusted warrior, uses this chamber as an office (in order to use their sneak attack ability) and charge the strongest oppo
from which he leads the many minions under his master's control. The nents. They pursue fleeing PCs for up to 200 ft. before returning.
evil demon serves Glebshayy to the best of his abilities and, following Treasure: N/A
Lord Glebshayy's instructions, he does not tolerate anyone inside his E L 10
master's compound. Scaling: To increase the challenge of this encounter, add four babau.
Tactics: Ranvek attacks the PCs on sight, using he sharp claws and To decrease the encounter, remove two.
darkness spell-like ability to harm and confuse his enemies. He does not
Babau: CR 6;Medium outsider (chaotic, extraplanar, evil); H D
hesitate to summon other demons or teleport himself from harm's way
7d8+35; hp 68, 67, 65,61; Init +l; Spd 30 ft.; AC 19, touch 11, flat-footed
should the PCs be too powerful for him to handle alone. He never
18; Base Atk +7; Grp +12; Atk +12 melee (ld6+5, claw); Full Atk +12
retreats to his lord, however -fearing his failure against the PCs might
melee (ld6+5, 2 claws) and +7 melee (ld6+2, bite); Space/Reach 5 R./
be the death of him -, but instead moves to Room G82, hoping to
5 ft.; SA Sneak attack +2d6, spell-likeabilities, summon demon; SQ
convince Gwarny'z to help him defeat the intruders.
Damage reduction lO/cold iron or good, darkvision 60 ft., immunity to
Treasure: N/A
electricity and poison, protective slime, resistance to acid 10, cold 10,
EL9
and fire 10. spell resistance 14, telepathy 1OOft.; AL CE; SV Fort +lo,
Scaling: To increase the challenge of this encounter, add four babau.
Ref+6, Will +6; Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16.
To decrease the challenge, remove Ranveks sneak attack ability.
Skills and Feats: Climb +15, Disable Device +12, Disguise +13, Escape
A Ranvek, Babau: CR 9; large outsider (chaotic,extraplanar, evil); H D Artist +11, Hide +19. Listen +19, Move Silently +19, Open Lock +11,
14d8+98;hp 186; lnit +4; Spd 30 ft.; AC 19, touch 9, flat-footed 18; Base Search +20, Sleight of Hand +11, Survival +l (+3 following tracks),
Atk +14; Grp +27;Atk +23 melee (1d8+9/19-20, claw); Full Atk +23 Use Rope +1 (+3 with bindings);Cleave, Multiattack, Power Attack.
melee (ld8+9/19-20, 2 claws) and +21 melee (1d8+4, bite); Space/Reach Sneak Attack (Ex): A babau can make a sneak attack like a rogue,
10 fi./lO ft.; SA Sneak attack +2d6, spell-like abilities, summon demon; dealing a n extra 2d6 points of damage whenever a foe is denied his or
SQ Damage reduction lO/cold iron or good, darkvision 60 ft., immunity her Dexterity bonus, or when the babau is flanking.
to electricity and poison, protective slime, resistance to acid 10, cold 10, Spell-likeAbilities: At will-darkness, dispel magic, see invisibility,
and fire 10, spell resistance 14, telepathy 100 ft.; AL CE; SV Fort +16, Ref greater teleport (self plus 50 pounds ofobjects only). Caster level 7th.
+9, Will +lo; Str 29, Dex 10, Con 24, Int 14, Wis 13, Cha 16. Protective Slime (Su): A slimy red jelly coats the babau's skin. Any
Skills and Feats: Climb +26, Disable Device +18, Disguise +20, weapon that touches it takes Id8 points of acid damage from the
Escape Artist +17, Hide +22, Listen +26, Move Silently +26, Open corrosive goo, and the weapon's hardness does not reduce this damage.
Lock +17, Search +27, Sleight of Hand +17, Survival +1 (+3 following A magic weapon may attempt a DC 18 Reflex save to avoid taking this
tracks), Use Rope +1 (+3 with bindings);Cleave, Improved Critical damage. A creature who strikes the babau with a n unarmed attack,
(claws), Improved Initiative, Multiattack, Power Attack. unarmed strike, touch spell, or natural weapon takes this damage as
Sneak Attack (Ex): A babau can make a sneak attack like a rogue, well but can negate the damage with a DC 18 Reflex save. The save
dealing an extra 2d6 points ofdamage whenever a foe is denied his DCs are Constitution-based.
or her Dexterity bonus, or when the babau is flanking. Summon Demon (Spj: Once per day a babau can attempt to summon
Spell-LikeAbilities: At will-darkness, dispel magic, see invisibility, greater 1 babau with a 40% chance of success. This ability is the equivalent of
teleport (self plus 50 pounds of objects only). Caster level 14th. a 3rd-level spell.
Protective Slime (SUI: A slimy red jelly coats the babau's skin. Any Skills and Feats: Babaus have a +8 racial bonus on Hide, Listen, Move
weapon that touches it takes 2d6 points of acid damage from the Silently, and Search checks.
corrosive goo, and the weapon's hardness does not reduce this damage.
A magic weapon may attempt a DC 24 Reflex save to avoid taking this
G16. SECOND GUARD ROOM
damage. A creature who strikes the babau with a n unarmed attack,
unarmed strike, touch spell, or natural weapon takes this damage
This chamber is empty save for five piles of debns and a foul stench.
as well but can negate the damage with a DC 24 Reflex save.
The save DCs are Constitution-based.
Initial Attitude: N/A
Summon Demon (Spj:Once per day a babau can attempt to summon
Encounter: This Room house four babau normally, which are cur-
1 babau with a 40% chance of success. This ability is the equivalent of
rently out on patrol. If the PCs remain in this Room, there is a 1% cumu-
a 3rd-level spell.
lative chance per minute that the babaus return from Datrol.
Skills and Feats: Babaus have a +8 racial bonus on Hide, Listen,
Tactics: If the babau return from patrol, they charge the PCs, sum-
"Move Silently, and Search checks.
moning aid magically and through telepathy. They are fearless and fight
to the death.
Treasure: N/A
E L N/A
Scaling: N/A
EMON GUARD POST caa. INFESTED STREAM
PCs touching the lava suffer 2dh fire damage each round PCs falling
This room is devoid of furniture and into the deadly stream take 12d6 fire damage each round.The mephits
hissine and moaning emanates from the darkness. (page 14) avoid this Room, so the PCs are safe from their attacks.
This square room has n o furniture or decoration, but the stone sur- Initial Attitude: Hostile
faces of the walls, floor, a n d ,ceiling are covered in a thick layer of Encounter: Four babau (hp 75, 69, 64, 59) live here. Though they
dried blood. In one corner of tlhe room, a blubbery and almost hairless occasionally leave their chamber to patrol the island and often try to
creature with sickly flesh and sunken eyes stands, its head drooping
.. .. .
to the floor and its nervous eyes glancing m all possible directions.
break down the fortress to the east, they are now waiting for their com-
mander's order to storm the castle once again.
Tactics: Despite their chaotic nature, these evil fiends work well
Initial Attitude: Hostile together. They flank their enemies to use sneak attack on them.
Encounter: Six dretchs (hp 13 each) dwell in this chamber, waiting They summon dretches to aid them and use telepathy to warn the oth-
for the order to storm the fortress in the center of the island. Combined, ers of the PCs presence. Surprising the demons in any other Rooms is
these Rooms (G92, G93 and G96) contain 27 dretches, who are constant- nearly impossible after this encounter (if it wasn't already).
ly engaged with one another in telepathy. Treasure: N/A
Tactics: These six dretches are the most cowardly of the three groups. E L 10
They take the longest to respond to the others and summon aid the S&gTo increase the challenge ofthis encounter, double the amount
quickest. Three dretches use their scare and stinking cloud abilities from a of babau demons. To decrease the challenge, cut their numbers in half
distance, rather than engage the PCs directly The others wait Id3 rounds
Babau: CR 6; Medium outsider (chaotic,extraplanar, evil); H D
each before engaging, waiting for the mental response from the other
7d8+35;h p 75,69, 64, 59; lnit +l; Spd 30 ft.; AC 19, touch 11, flat-footed
dretches. The fifth and sixth wait by the door for the others
18; Base Atk +7; Grp +12; Atk +12 melee (ld6+5, claw); Full Atk +12
to arrive, convinced that it takes two of them to hold a door open.
melee (ld6+5, 2 claws) and +7 melee (ld6+2, bite); Space/Reach 5 ft./5
Treasure: N/A
ft.; SA Sneak attack +2d6, spell-likeabilities, summon demon; SQ
EL7
Damage reduction lO/cold iron or good, darkvision 60 ft., immunity to
Scaling: To increase the challenge of this encounter, add two babau
electricity and poison, protective slime, resistance to acid 10, cold 10,
and one vrock. To decrease the challenge, remove one dretch.
and fire 10, spell resistance 14, telepathy 100 ft.; AL CE; SV Fort +IO,
Dretch: CR 2 ; Small outsider (chaotic,extraplanar, evil); H D 2d8+4; Ref+6, Will +6; Str 21, Dex 12, Con 20,Int 14, Wis 13, Cha 16.
hp 13; lnit + O Spd 20 ft.; AC 16, touch 11, flat-footed 16; Base Atk +2; Skills and Feats: Climb +15, Disable Device +12, Disguise +13, Escape
Grp -1; Atk +4 melee (ld6+1, claw); Full Atk +4 melee (ld6+1, 2 claws) Artist +11, Hide +19, Listen +19, Move Silently +19. Open Lock +11,
and +2 melee (ld4. bite); SA Spell-likeabilities, summon demon; SQ Search +20,Sleight of H a n d +11, Survival +1 (+3 followingtracks),
Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to Use Rope +1 (+3 with bindings);Cleave, Multiattack, Power Attack.
electricity and poison, resistance to acid 10, cold 10, and fire 10, Sneak Attack (Exj: A babau can make a sneak attack like a rogue,
telepathy 100 ft.; AL CE; SV Fort +5, Ref +3, Will +3; Str 12, Dex 10, dealing a n extra 2d6 points of damage whenever a foe is denied his
Con 14, Int 5, Wis 11, Cha 11. or her Dexterity bonus, or when the babau is flanking.
Skills and Feats: Hide +9, Listen +5, Move Silently +5. Spot +5, Search Spell-Like Abilities: At will-darkness, dispel magic, see invisibility,
+2, Survival +O (+2 followingtracks); Multiattack. greater teleport (self plus 50 pounds of objects only). Caster level 7th.
Spell-Like Abilities: llday-scare (DC 12), stinking cloud (DC 13). Caster Protective Slime (Su): A slimy red jelly coats the babau's skin. Any
level 2nd. The save DCs are Charisma-based. weapon that touches it takes ld8 points ofacid damage from the corrosive
Summon Demon (Sp): Once per day a dretch can attempt to summon goo, and the weapon's hardness does not reduce this damage. A magic
another dretch with a 35% chance of success. This ability is the weapon may attempt a DC 18 Reflex save to avoid taking this damage.
equivalent of a 1st-levelspell. A creature who strikes the babau with an unarmed attack, unarmed strike,
Telepathy (Suj: Dretches can communicatetelepathically with touch spell, or natural weapon takes this damage as well but can negate the
creatures within 100 feet that speak Abyssal. damage with a DC 18 Reflex save. The save DCs are Constitution-based.
Summon Demon (Spj:Once per day a babau can attempt to summon
1 babau with a 40% chance of success. This ability is the equivalent of a
C94. SEPULTURE OF THE ANGEL
3rd-level spell.
The bony remains of a large humanoid-looking creature with the Skills and Feats: Babaus have a +8 racial bonus on Hide, Listen, Move
skeleton of massive wings upon its back is sprawled out in the middle Silently, and Search checks.
of this room.
C96;. LESSER DEMON CHAMBER 111
_ _ - . . ..
Artist +11, Hide +19, Listen +19, Move Silently + 19, open Lo'
A group of almost hairless creatures with green-white skin and dark Search +20. Sleight of Hand +11, Survival +1 (+3 following tr;
eyes take up most of the space in this small chamber. Rope +1 (+3 with bindings); Cleave, Multiattack, Power Attacl
Sneak Attack (Ex): A babau can make a sneak attack like a
Initial Attitude: Hostile dealing an extra 2d6 points of damage whenever a foe is denicu t ~ VIi
Encounter: Nine dretchs (hp 13 each) dwell in this chamber, waiting her Dexterity bonus, or when the babau is flanking.
for the order to storm the fortress in the center of the island. Combined, Spell-LikeAbilities: At will-darkness, dispel magic, see invisibility, greater
these Rooms (G92, G93 and G96) contain 27 dretches, who are constant- teleport (self plus 50 pounds ofobjects only). Caster level 7th.
ly engaged with one another in telepathy. Protective Slime (Su): A slimy red jelly coats the babau's skin. Any
Tactics: Four dretches use their scare and stinking cloud abilities before weapon that touches it takes 1d8 points of acid damage from the corrosive
engaging the PCs, while the others charge, attacking the mercilessly. goo, and the weapon's hardness does not reduce this damage. A magic
The ninth waits by the door for the others to arrive. weapon may attempt a DC 18 Reflex save to avoid taking this damage. A
Treasure: N/A creature who strikes the babau with an unarmed attack, unarmed strike,
E L 10 touch spell, or natural weapon takes this damage as well but can negate the
Scaling: To increase the challenge of this encounter, add two vrocks. damage with a DC 18 Reflex save. The save DCs are Constitution-based.
To decrease the challenge, remove three dretches. Summon Demon &):Once per day a babau can attempt to summon
1 babau with a 40% chance of success. This ability is the equivalent of a
Dretch: CR 2; Small outsider (chaotic, extraplanar, evil); H D 2d8+4;
3rd-level spell.
h p 13; Init + O Spd 20 ft.; AC 16, touch 11, flat-footed 16; Base Atk +2;
Skills and Feats: Babaus have a +8 racial bonus on Hide, Listen, Move
Crp -1; Atk +4 melee (ld6+1,claw); Full Atk +4 melee (ld6+1,2 claws)
Silently, and Search checks.
and +2 melee (ld4, bite); SA Spell-like abilities, summon demon; SQ
Damage reduction 5/cold iron or good, darkvision 60 R., immunity to
electricity and poison, resistance to acid 10, cold 10, and tire 10, G98 THROUGH GO
i O.
telepathy 100 ft.; AL CE; SV Fort +5, Ref+3, Will +3; Str 12, Dex 10, Con
14, Int 5, Wis 11, Cha 11.
THE DEMON LORD'S FORTRZSS PRISON
Rooms 6911 through GlOO is the prison area where the powerful demon
Skills and Feats: Hide +9, Listen +5. Move Silently +5, Spot +5,
lord Krasveshk was taken, centuries ago. A mighty dome of mystical
Search +2, Survival +O (+2 following tracks); Multiattack.
force forms the principal defense around the prison's perimeter.
SpelCLike Abilities: ljday-scare (DC 12),stinking cloud (DC 13).
Cyrlebrai, the solar angel leader of the Children of the Inner Light (see
Caster level 2nd. The save DCs are Charisma-based.
Room GS), is responsible for maintaining the magical fortification, but
Summon Demon (Sp): Once per day a dretch can attempt to summon
his strength is ebbing.
another dretch with a 35% chance of success. This ability is the
Mavian, a trumpet archon, uses the magic of a greater lyre of building to
equivalent of a 1st-level spell.
help Cyrlebrai weave the protective dome of this fortress. In order to
Telepathy (Su): Dretches can communicate telepathically with
maintain the fortification, Mavian must ceaselessly sing and play the
creatures within 100 feet that speak Abyssal.
lyre, reinforcing the protective wall around this Region as soon as it is
damaged.
C97. ASSASSIN DEMONS ROOM II The haunting tunes from this trumpet archon can be heard through-
out the Region, but in this section her soul-wrenching wail is clearly
Four dreadful-looking demons with taunt black flesh, meander laced with sorrow and fear. Mavian has been doing this for eons, and she
through the room. They gbber and bicker with one another, making dreads the day when the powerful demonic forces will finally breach the
nonsensical noises. Piles of detritus fill the corners of the room, serv- wall. She knows this day is on its way, as the fortress of force she helps
ing as nests of some kind. maintain is damaged and the power of her leader is rapidly diminishing.
Centuries ago, Mavian vowed to stand guard at the heart of the island,
Initial Attitude: Hostile where the lord Krasveshk is kept prisoner. Krasveshk is imprisoned in a
Encounter: Four babau (hp 77, 64,63,57) live here, guarding their magical cocoon made of pure force, and while the demon is trapped
feeble possessions.Though they occasionallypatrol the island and often within he remains powerless.
try to break down the fortress to the east, they are lazy and hide here The demonic forces surrounding the island cut the angels from the
whenever possible. central prison and their greatest prisoner. However, Cyrlebrai (Room
Tactics: These fiends do not get along and fail to work well together. G5) and Mavian maintain the magically created dome of pure force that
They summon dretches to aid them, unwilling to fight the PCs them- stands between the fiendish hosts and their master.
selves. However, their use of telepathy results in no attention and they The demonic forces have been trying to breach the outer force wall
realize they must fend for themselves. If creatures nearby hear a distur- ever since they took control of the island. Though they managed to
bance, it is 50% likely,they will not come to the aid of the babau. weaken the fortification, they have been unable to break through. In
Treasure: N/A order for them to accomplish this goal, they first need to kill Cyrlebrai
EL 9 (in Room Gs). If they do, the force wall crumbles and Mavian becomes
ScalingTo increase the challenge of this encounter, double the amount the only defense standing between the demons and their goal.
of babau demons.To decrease the challenge,cut their numbers in half.
Babau: CR 6; Medium outsider (chaotic, extraplanar, evil); H D
7d8+35; hp 77, 64, 63, 57; lnit +l; Spd 30 ft.; AC 19, touch 11, flat-footed
18; Base Atk +7; Grp +12; Atk +12 melee (ld6t.5, claw); Full Atk +12
melee (ld6+5, 2 claws) and +7 melee (ld6+2, bite); Space/Reach 5 ft./5
ft.; SA Sneak attack +2d6, spell-likeabilities, summon demon; SQ
Damage reduction lO/cold iron or good, darkvision 60 ft., immunity to
electricity and poison, protective slime, resistance to acid 10, cold 10,
and fire 10, spell resistance 14, telepathy 100 ft.; AL CE; SV Fort +lo, Ref
+6,Will +6; Str 21, Dex 12, Con 20. Int 14, Wis 13, Cha 16.
surface, the solar angel and trumpet archon magically bind the force
While the dome in Koom 698 remains standing and the PCs stay there, wall together and ensure it remains standing. The only way to lower this
’ry twenty minutes on the Random Encounter chart below to great force field is to kill Cyrlebrai (in Room GS), who is responsible
me if the pcs encounters more opposition. If the demonic hosts for powering it. Mavian, the trumpet archon in Room G99, works to
the wall, roll on this chart every 5 minutes or pick a Room regenerate the gaps in the force wall.
he closest to the farthest) in which there are demons and bnng There are two groups of demons in this Room. The first is comprised
it0 Room G98 and G99. of twenty-one dretchs (hp 13 each) and a marilith overseer (hp 241)
Encounter working on the southwestern corner of the domed force wall. The goal
of these demons is to breach the deep force wall; a task they’ve worked
extremely hard at in the last few months. Though these creatures are
often relieved in their duties by other demons, it is mostly the dretchs
which are given the dreary assignment of creating a gap in the solid
force wall. This group works under the scrutiny of a matilith who con-
stantly shouts orders and menaces to imprison the workers in a casket
filled with ice whenever they slack off. These creatures concentrate all
12 Ten dretchs are currently trying to break down the domed
their attention and efforts on their task and receive a -5 circumstance
stone wall surrounding Room C98 If a breach has already
penalty to all Listen and Spot checks made to notice the Pcs.
occurred, they move inside Room C99 These demons are
The other group is a foursome of babau demons (hp 75, 69, 62,58)
attack the party on sight
charged with protecting the Room. These foul prowls the length of
five babaus ambush the party. These demons
Room G98, keeping to the shadows. Their primary duty is to watch the
flank the PCs and make good use oftheir sneak attack
demons working on the southwestern portion of the dome, but they
often patrol the entire Room, circling the entire thing.
14 A succubus in her true formIS overseeing a group offour
Tactics: The babaus are vigilant in their duty If they notice the Pcs’
babaus. She orders her subordinates to attack the PCs while
anywhere around the magical dome, they emerge from the shadows to
ambush them. If these demons attack the PC in hearing or visual range of
the demons working to breach the wall, allow them the appropriate
Listen or Spot checks to notice the battle. If they are made aware, the
16 A vrock leading a group of eight dretchs move towards the
marilith orders the dretchs to charge the PCs while she transforms to sur-
s soon as they notice the PCs.
prise them. If,on the other hand, the battle occurs upon the northern
a lone retriever. The spider-likedemon
bank or in the corridor directly east of the dome, the babaus act alone.
uses its deadly rays to harm them from a distance before
If the pcs notice the dretchs working on the wall and creep up on
closing in upon them
them, the babaus arrive at the scene ofthe battle ld4+1 rounds thereafter.
A hulking bebilith, a new comer to the Region, recently
These fiends summon other demons as often and as quickly as possible.
joined the demonic army. The demon is ambitlous and
This is a particularly heinous encounter, designed to discourage the pcs
cunning. It wants to prove its worth and attacks all enemies
from merely “fixing”the dungeon. It should be noted, that a group of
12th level PCs are going to be at a serious disadvantage against a marilith.
tered here, overseeing the operations
Treasure: N/A
er his command (see Room C82
E L 18
for further details).
Scaling: To increase the challenge of this encounter, add a glabrezu.
20 Two astral deva angel from the Children of the Inner Light fly
To decrease the challenge, remove four babaus.
overhead on a scouting mission. They approach the PCs as
soon as they spot them Babau: CR 6;Medium outsider (chaotic, extraplanar, evil); H D
7d8+35; h p 75, 69, 62, 58; lnit +l; Spd 30 ft.; AC 19, touch 11,flat-footed
18; Base Atk +7; Grp +12; Atk +12 melee (ld6+5, claw); Full Atk +12
C9E. OUTER WALL
melee (ld6+5,2 claws) and +7 melee (ld6+2, bite); Space/Reach 5 ft./
5 ft.; SA Sneak attack +2d6, spell-like abilities, summon demon; SQ
central point dominates
the large island in the middle of this Region The dome is fashioned Damage reduction lO/cold iron or good, darkvision 60ft., immunity to
from semitransparent force and is cracking in several places. Grooves electricity and poison, protective slime, resistance to acid 10, cold 10,
and marks of countless makes and kinds also scar the once perfectly and fire 10, spell resistance 14, telepathy 100 ft.; AL CE; SV Fort +lo,
Ref+6, Will +6; Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16.
smooth face of the structure
Skills and Feats: Climb +15, Disable Device +12, Disguise +13, Escape
Looking through the dome, one can see the vague shape of a tall
angel in front of a powerful golden light. The silhouette stands snll, a Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11,
black shadow shrouded by the strong illumination There is a soulful Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks),
melodious voice issuing from the place, as well as the music from a Use Rope +1 (+3 with bindings); Cleave, Multiattack, Power Attack.
Sneak Attack (Ex): A babau can make a sneak attack like a rogue,
sweet instrument. The chant is a sorrowful tune
dealing a n extra 2d6 points o f damage whenever a foe is denied his
or her Dexterity bonus, or when the babau is flanking.
Initial Attitude: Hostile
Spell-Like Abilities: At will-darkness, dispel magic, see invisibility,
Encounter: The demonic hosts control the area surrounding the
greater teleport (self plus 50 pounds of objects only). Caster level 7th.
giganhc dome of force protecting the demon lords ptison near the cen-
Protective Slime ( 5 4 ) : A slimy red jelly coats the babau’s skin. Any
ter of the island The demonic army working to free the demon lord
weapon that touches it takes Id8 points of acid damage from the
from its prison at the center of the island (Room G100) took control over
corrosive goo, and the weapon’s hardness does not reduce this damage.
the area. In recent years, the Children of the Inner Light were forced out
A magic weapon may attempt a DC 18 Reflex save to avoid taking this
of the island, but they hope to reclaim what was once theirs and finally
damage. A creature who strikes the babau with an unarmed attack,
secure the pnson keeping the Lord Krasveshk.
unarmed strike, touch spell, or natural weapon takes this damage as well
The dome surrounding the demon lords cocoon is made out of 20-ft.
but can negate the damage with a DC 18 Reflex save. The save DCs are
thick semi-translucent force. Because of the combined efforts of
Constitution-based.
Cyrlebrai and Mavian, it is unbreakable Though cracks appear upon its
Summon Demon (Sp):Once per day a babau can attempt to summon
1 babau with a 40% chance of success. This ability is the equivalent of a
3rd-level spell. n
An amber light bathes the jygantic force dome. here is a large tomb-
Skills and Feats: Babaus have a +8 racial bonus on Hide, Listen, Move like shape in the middle. fi close look reveals a I;ocoon made out of
Silently, and Search checks. pure force Inside this cocc)on, one can see only s
Centuries ago, this Region was the focus of a large-scale derro excavation As the years sped by, the luster of adventure faded, leaving duty’s cold
project. Whatever it was they sought, they were unable to find; instead, reality in its wake. In the end, their glittering new outpost remained
they brought the cavern’s ceiling down upon them in what resulted a mere hole in the ground, separated by emptiness without life and
in a massive landslide, dropping hundreds of thousands of pounds without the light of the world above. Still, it was an important duty,
of earth and a massive lake (Regions K and L) into the dungeon and where adventure failed, discipline remained.
proper. Mostly unperturbed, the demo moved their operations to a more Today, this place is an underground sylvan paradise in the eyes of
suitable location, leaving the rubble and wreckage behind. the casual observer. The sacred tree still flourishes despite its location,
Amidst that rubble, however, was something unique: an ancient tree and a small forest has grown up about the treant’s grove. An intricate
touched by the gods themselves, guardian and advisor to the elves that network of mirrors channels a lattice of light down to the Council Spire,
inhabited the forests of the surface world; a tree older than the first ensuring that the Region is as brightly lit as the surface world.
living thing and something to be cherished by all woodland races. The druids have performed great deeds of magic from here, cleansing
Somehow, the tree survived the miles-long fall from sunlight to the earth, calling up a spring of fresh, clean water, and tending to the
darkness and from survival emerged a profound duty for the elves - creatures of the forest. The frontiers appear secure, and all is well.
protect the sacred tree from the ravages of the underworld.
The elven kingdom called for its greatest warriors, its keenest mages,
its holiest druids. The flower of elven youth and the oaken wisdom
BETTER TD R W U IR H E N
Unfortunately, there is a cancerous rot in paradise. The High Council
of the elders were called to renounce the stars and heavens for the
still consists of all seven elders, but they are divided in purpose and spirit,
caverns below in order to defend their sacred tree, Belatu-Cadros.
losing sight of the bigger picture and higher truth of their station here.
The elven king further called upon the life-debt owed his kingdom
Enoriel Lasathairian, the High Druid, speaks more to his trees than
by a nearby dwarven clan, that they might have dwarven expertise in
he does to his fellows. No one knows how old he is - he has, it is said,
defending their new outpost. It was a holy calling, a sacred duty Those
been in the fortress forever. Or, at least, since the Tree fell. Enoriel
called did not hesitate. They would build a true elven city underground;
is well-known to suffer an apoplectic fit if even a twig is broken or a leaf
they would bring the beauty of sun and moon to the darkness.
crushed, yet he does not flinch at spending the lives of the elven troops
like water -provided, that is, that they perform their sacred duty.
Enoriel’s indifference to the outside world is hotly contested by the
second member of the High Council, Jacan Lightshield. Jacan is a holy
paladin, a distant descendant of one ofthe celestials who built this place,
Jagged spikes of basalt and obsidian thrust forth from the ground,
and his heritage burns in his blood and mien. He has lived here a mere
falling against one another like the laundered bones of some
thirty years (by elven standards), and has become the High Commander
long-dead giant. Occasionally,great openings gape forth, beckoning
of the elven troops more-or-less by default; troops come and go,
further exploration of twisting, turning passages. The wise advennurer,
but he remains. Jacan is tom between conflicting duties: defend the
however, IS carefi11 where he steps; the razor-sharp shards of hused
Tree, or lay the evils of the dungeon to rest? In trying to balance the two,
stone and volcanic glass will rend flesh as readily as cloth.
he succeeds at neither, and his zeal is now frustrated anger.
The third member of the Council, Pardek Mirroreyes, is relatively
Rooms H i through H7 are part of a long-cooled lava flow, thrust
young (as elves go), and arrived around the same time as Jacan Light-
above ground by a forgotten earthquake, resembling the petrified
shield. Pardek is contentious, hot-tempered, and stubborn -all perfectly
remains of some great serpent or dragon. Canyons appear and disappear
understandable in an elementalist with a passion for fire magics.
as the blocks of volcanic stone shift in response to the constant minor
Unfortunately these are not precisely the qualities needed in a statesman
temblors shaking the dungeon.
and a Councilor, and Pardek has utterly lost patience with the constant
PCs must make DC 18 Reflex saves when within 5 ft. of the walls of
bickering of his fellows. He spends much of his time around the lava-
the canyons during an earthquake or taking one of the following actions:
maze, plumbing the secrets of elemental flame from the lava flow
climbing, fighting, running, or spellcasting. O n a failed save, they take
The fourth Councilor regards all his fellows with heavy distrust.
2d6 damage. PCs may climb the massif; each must succeed at a DC 15
Gurthang Hadrakson, leader of the small dwarven enclave within the
Climb check for every 15ft. of vertical movement, but suffer Id6 damage
fortress. Despite his nigh-unintelligible accent, Hadrakson is in posses-
doing so. A DC 25 Climb check reduces the damage to Id3 per 15 ft. of
sion of a keen eye and mind, and is not blind to the problems besieging
movement, and a DC 30 Climb check negates the damage entirely
the fortress. Unfortunately, he can’t get the elven leaders to understand
In addition, the elves seeded the area with traps to capture unintelli-
that he’s not a holy warrior - he’s an engineer, and he’s getting more
gent beasts wandering into the area.
and more frustrated by Enorieh constant demands to have his cadre
of engineers and sappers simply stand ceremonial guard about the Tree.
The two nonhumanoid members of the Council have quietly retreat-
ed into their private comers: Sythiss, the guardian naga, slides endlessly
through the cavernous maze he has tunneled out beneath the rubble
from the landslide. Sythiss is more agitated lately, but does not - LIGHT
or cannot - explain why. Meanwhile, Malachi, the lammasu, lairs in Unlike most portions of the dungeon, initial lighting conditions
a cave beneath the southeastern plateau, where he keeps a careful watch here are considered normal for the time of day - those with
on the few aerial steeds remaining to the elven troops. unenhanced vision can see normally during the day, while low-
The final member of the Council is the sacred tree itself- Belam- light or darkvision are required for adequate night-sight.
Cadros, a holy treant, rooted in place by age and power. Belatu-Cadros
has not uttered a word for many, many years. It watches. It weeps. MAGICAL T’RANSPORTATION
It grieves. But it does not speak. Rumors whispered among the elven The landslide weakened but did not entirely destroy the celestial
soldiers suggest that should Belatu-Cadros speak once more, doom will wards upon the prisc)n in this area. Thus, a s wit1I the rest of the
befall it and all that surround it. dungeon, characters and creatures may not use teleport, plane-
The elven gamson troopers are disaffected, disillusioned and apa- traveling magics, or other transportation magiics to enter or
..I - .I - ..._ _.. . .r
._
thetic despite Jacan’s best efforts; to combat the malaise of his army, he leave Region H. Further, . ,uureiy arcane means or transport such
I
has metamorphosed into a harsh discip1inarian.Twice Jacan has attempt- a s teleport are redirected to one of two locations, deFbending on
ed to rally the elven forces, in true paladinic style, to decisivelydeal with proximity - cme is in Room H36, just outside the ncirthern exit
the evils surrounding them, only to be beaten back with hideous losses from the Spir‘e, and one is in Room H20 near thc+ southern
. .
each time. After the last bloodbath, the Council decreed that there watchtowers. However, nature-based methods ot instantaneous
would be no further excursions outside their border. The true cause, and transport such a s tree stride are fully effective, thanks to cen-
the overwhelming need, was to protect Belatu-Cadros. turies of work by the elven druids.
The army dwindles in fits and spurts -men disappear in the middle
of the night with no warning, no cause, and Jacan simply believes them INITIAL ATTITUDES
to be deserters. The common trooper knows better, however: dark Initial attitudes provided in the rooms of Region H assume
rumors abound of something dire lurking in the maze of lava flow to the that the PC party is comprised of good- (or at worst) neutrally-
southwest. More than one patrol is missing. aligned characters and are pursuing peaceful interactions with
It is an open question whether the rumors have reached Jacan’s ears the inhabitants If the PCs approach the Region with hostile
-of late, he has increasingly handed administrative tasks to his closest intent, however, all “Friendly” areas become at best
friend and advisor, Jolinaar,a drow escapee from the far west. If one is so “Unfriendly”, and more likely “Hostile”, at the DM’s discretion.
foolish to ask Jolinaar to investigate the disappearances,he replies mere- Use common sense when determining the initial attitude of the
ly that the elven forces are so thinly stretched that they cannot afford to various Rooms under alternate conditions, bearing in mind that
investigate one more case of desertion. the creatures in this Region are not going to welcome maraud-
The desertions and disappearances have grown so frequent and the ers with open arms
unrest so rampant that the elven queen above has sent down a spy to
investigate. Silmarien Meliambre, a half-elven royal investigator and kin
to the queen herself, arrived six months ago to replace the second-in-
command. Her investigations meet as such with limited success.
WHIT ITIMXED WEB WE WUiE...
Jacan no longer knows what to believe. His faith i n his paladinic
Region H is significantly different than the other dungeon
abilities is wavering, thanks t o the manipulations o f Diantha
Regions; it is populated primarily by good-aligned creatures and,
and Jolinaar. H e is quite attracted t o his new subcommander,
presuming that the PC adventuring party is also good- or neutral-
b u t the way she wavers between good and evil confuses and
aligned, is n o t suited to simple hack-and-slash adventuring.
frightens him. O r perhaps, he thinks, the problem is with h i m -
The challenges posed i n this Region are designed to be solved
he has failed to heed the calling o f his blood, and he is being justly
mostly through non-combat means, possibly providing the
punished. H e is also beginning to suspect that Jolinaar is not
characters with a safe haven from which they can explore the rest
quite what he seems, b u t is unwilling t o face the truth. Jacan is on
o f the dungeon.
the precipice - one more step, and he will fall f r o m grace.
Every NPC i n this Region has at least one agenda - some are
Enoriel is sliding into inevitable madness. He is determined t o
obvious, some are hidden. Ultimately, i f t h e PCs d o not intervene,
hold on t o the leadership o f the fortress for as long as he has life
the intersecting agendas will lead the elven fortress t o its doom.
left in him, and the vile traitors that surround him may be
It is suggested that D M s advance the plot as is appropriate, based
consigned t o whatever hell awaits them. He is beginning to believe
on the actions o f the PCs and the amount o f t i m e they spend
that Belatu-Cadros is utterly corrupted by outside influences -
adventuring in other Regions.
a corruption that can only be cleansed by a blood sacrifice.
Aligheri has the potential to be a hero, if someone notices
NPC AGENDAS
it and is willing t o give h i m a bit o f help. H e is ready t o rise t o any
Diantha, the erinye, is juggling several different plots along with
challenge necessary, b u t if he confronts the fortress’ problems
her desire t o escape the dungeon once and for all She has
on his own, he’ll end up as dead as the rest.
charmed a band o f pixies into playing destructive practical jokes,
irritating the other inhabitants o f the fortress and further driving
a wedge between races. The pixies are also working to destabilize
THE PLOT THICKENS
The various rooms in Region H describe the situation as it stands
the stone columns supporting the cavern ceiling, hiding their
when the PCs first arrive i n the area, and the following paragraphs
depredations beneath permanent image spells further, Diantha
describe how the plot advances provided the PCs d o not take an
has managed t o trick Sythiss, the naga, into donning an enchanted
active hand.
collar that enslaves its wearer She is also pushing Enoriel further
Both Diantha and Jolinaarcease their attacks on the elven troopers
and further into madness. Ultimately, she plans t o assassinate
once the PCs arrive, preferring to observe the newcomers and
Silmarien (casting the blame on Jolinaar). Once Jolinaar is
determine how best to manipulate them to their own ends. Jolinaar
imprisoned o r killed, she plans t o steal his amulet, and destroy
i n particular uses his abilities t o steal some small but identifiable
Belatu-Cadros; she believes that sacrificing such a potent celestial
weapon from the PCs, such as a dagger or dart.
creature will restore her wings finally, she brings the cavern
The brief respite ends when the PCs depart, either on a mission
down around the elves’ ears and uses the ensuing chaos as
from the Council or t o further their own explorations. The night
a cover for her escape
the PCs leave, Jolinaar kills an elven trooper (preferably one the
Silmarien Meliambre wishes t o find the source o f the rot
PCs have quarreled with) using the stolen weapon, and leaves both
underlying the fortress She has no compunctions about enlisting
body and weapon on the edge o f the Region corresponding to the
the assistance o f the PCs, and rewards t h e m as handsomely as
direction the PCs took.
she may. If the PCs can help her ferret o u t the source o f the evil,
Naturally, the PCs are accused o f the crime when they return.
Silmarien has Curthang H a d r a k s o n create an adamantine
The Council is called into session, and the PCs placed on trial.
weapon for one o f the PCs
No matter what evidence the PCs offer in their defense, Enoriel
Malachi wants t o halt the fortress’ slow decay as well,
casts a vote o f ‘guilty.’ However, as long as the PCs can testify
he believes Enoriel will have t o be replaced i f t h e citadel’s fortunes
truthfully under Jacan’s zone of truth that they d i d not kill the
are to change. H e also wants Jacan replaced and Jolinaar gone.
soldier, the rest o f the Council votes for acquittal. A t this, Enoriel
Despite the lack o f proof o f the drow’s treachery, Malachi
explodes in a f i t o f paranoid rage, accusing his fellow Councilors
suspects that Jolinaar is behind the elven disappearances -
of plot:ing against him with the help o f the outsiders. H e declares
he finds it all-too-coincidental that the slow trickle o f “desertions”
the Council t o be dissolved and threatens t o kill anyone who tres-
began after the drow’s arrival i n Region H
passes u p o n his grove until he can summon a new, loyal Council.
Jolinaar, the drow, also seeks to escape the cavern, although
Any accusations the PCs make against Jolinaar at this t i m e still
he is more patient in his plots than Diantha, and is unaware
fall on deaf ears; jacan sees no reason t o distrust his loyal friend.
o f the devil’s interference i n his machinations Slowly b u t surely,
The troops’ morale continues to suffer as the rumors continue
he draws a spiderweb o f rumors, lies, and deceptions about the
t o fly. Some soldiers believe that the PCs committed the murder;
inhabitants o f the fortress. H i s ultimate goal is t o force the elves
others believe t h e m innocent. Some blame Jolinaar, some blame
to abandon tree and fortress, and t o ride o u t on their coattails,
Enoriel, some blame the dwarves. Malachi and Silmarien arrange
then disappear
for the PCs to pursue another task outside the Region, in order
Pardek has no real agenda other than furthering his arcane
t o allow heated tempers t o cool.
udies He is committed to protecting Belatu-Cadros to a point,
Diantha decides to eliminate her enemies, and sets Sythiss
ut he is ultimately a pragmatist. If the Tree cannot be saved,
u p to kill Malachi. The PCs return t o the fortress just i n time
he rescues those w h o m he can and flees.
t o see naga fighting lammasu i n the skies above the citadel.
Sythiss wants to be free o f the compulsions u p o n h i m at any
(A successful DC 27 Spot check at this point reveals that Malachi
st During the periods in which he is mostly free t o d o as
is fighting with padded claws - he seeks t o subdue, not t o kill.)
he wishes, he contemplates means by which he can escape
If the battle continues uninterrupted, Sythiss slays Malachi.
Diantha’s grasp. H e is c o m i n g t o the conclusion that he cannot
Diantha’s last c o m m a n d to Sythiss frees him, and i n his despair,
d o so, but has n o t quite given u p hope If nothing else,
Sythiss c o m m i t s suicide.
he hopes that his friends Malachi and Aligheri will realize
something’s amiss.
I
RANDOM ENCOUNTERS
Roll for a Random Encounter once per hour
1d20 Encounter Obsidian is ill-suited to making melee weapons, but fractured
carefully along its crystalline grain, it makes superb arrowheads
1 JCs must make a DC 20 Reflex save or be
that hold an edge better than the finest grade ofsteel. Arrowheads
thrown to the! ground; if within 5 ft. of the basalt massif,
.~ - - . .
they must make a second Retlex save or sutter 2d6 damage
made from the obsidian in this Region automatically gain the keen
quality. The benefits gained from obsidian d o not stack with other
2 A doleful moan emanates from the depths of a ravine.
qualities or abilities that increase the critical range of a weapon.
3-1 2 Nothing
13-18 Demons from Region G hunt for elves to corrupt or enslave.
H2. TESTING GROUNDS
....".
ylnnd
l. da& u+h T* yyyL"'"
.,l=l'
1~
AL. *.
annnrlrr thg* +hn rtnnn w ~ l l cnf thn .&c"'y,
L-L"IIc
n0.wh.r
"I ul.L.c..
llnPIlPnG....t,.
l.~lullblrnn,linn e t n n n 4
LbAAuLLL6
-
,rom
LllV..r stone. The shadows here are
gorge are stained with blood, but that's the lurid glow of the nearby deceptive - it is dlfficult to tell what is rock and what is shadow.
lava-flow. And the faint knocking, rattling sound from deeper within The rough canyon floor is treacherous under foot at best, as loose
of stone on stone...isn't it? rocks and debris roll freely under a careless step.
w t h m the ravme, a halt-hiss, halt-burblmg noise IS heard, resembling as per the rules for the Gas Shunt trap in Room H4.
nothing so much as the labored breathing of a creature in the throes When the rockfall is triggered, a band of six grigs (hp 13 each) arrive
to investigate within 2d6 rounds, followed Id6 rounds later by a wild elf
of death. The stench intensifies as you approach, and through the faint
haze can be seen a pool of thickly boiling mud, its surface disturbed patrol of four (hp 27 each).
by giant bubbles that release noxious gases when they burst. Treasure: N/A
E L 10
Initial Attitude: Neutral h Wild Elf Patrol, War 6: CR 5; Medium humanoid (elf); H D 6d8; h p 27;
Encounter: The rock between this room and Room H5 is riddled Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 13; Base Atk +6; Grp +8;
with cracks and pores; depending on the wind's direction, the gases are Atk +8 melee (ld8+2/19-20, longsword) or +10 ranged (ld8/19-20~3,
either trapped in Room H4 or swept through to Room H5. The elves masterwork longbow with obsidian arrows); Full Atk +8/+3 melee
have turned the natural danger of the fumarole pit's gases to their (ld8+2/19-20, longsword) or +lO/+S ranged (ld8/19-20~3,masterwork
advantage - triggering the trap in Room H5 triggers a modified gust longbow with obsidian arrows); AL CC; SV Fort +5, Ref +4, Will +l;
of wind spell here, which vents the gas into Room H5. The device can Str 15, Dex 16, Con 10, Int 8, Wis 9, Cha 8.
be disabled, but Pcs risk succumbing to the fumes in doing so. Skiffs and Feats: Climb +3, Hide +3 (+5). Listen +5, Search +2, Spot +5;
Point Blank Shot, Precise Shot, Weapon Focus (longbow).
d Cas Shunt: CR 8; mechanical; location trigger; automatic reset; DC 17
EYTraits: Immunity to sleep spells and effects, and a +Z racial saving
Fort save or gas does 2d6 subdual damage per round; multiple targets;
throw bonus against enchantment spells or effects.
never miss; onset delay (1 round); gas; Search DC 27; Disable Device
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf
DC 27; PCs that are reduced to 0 H P by this trap fall unconscious
who merely passes within 5 feet of a secret or concealed door is entitled
but take no further damage from the gas.
to a Search check to notice it as if she were actively looking for it.
Encounter Condition: Fog 15 or Smoke Possessions: Uniform cloak (+2 circumstance bonus to Hide checks
Tactics: N/A in Region H), bronze cloak clasp, long sword, masterwork long bow,
Treasure: N/A 15 obsidian tipped arrows, masterwork studded leather, light shield.
EL 7
Grig: CR 2; Tiny fey; H D 2d6+2; h p 13; Init +4; Spd 20 ft.. fly 40 ft.
Scding:To increase the challenge of this encounter, increase the DC
(poor);AC 20, touch 16, flat-footed 18; Base Atk +1; Grp -10 Atk +7 melee
of the Fort save by 3. To decrease the challenge of this encounter,
(1d3-2/19-20, short sword) or +7 ranged (ld4-2/~3,longbow);Full Atk +6
decrease the DC of the Search and Disable Device checks by 4.
melee (1d3-2/1%20, short sword) or +6 ranged (1d4-2/~3,longbow);
Space/Reach 2-1 / 2 ft./O ft.; SA Spell-likeabilities, fiddle; SQ Damage
reduction S/cold iron, low-lightvision, spell resistance 17;AL NG; SV
Fort +1, Ref+7, Will +4; Str 6, Dex 18, Con 13, Int 10, Wis 13, Cha 14.
Skills and Feats: Craft (any one) +4, Escape Artist +8. Hide +16,
Jump+5, Listen +4, Move Silently +9*. Perform (string instruments) +7,
Search +3, Spot +4; DodgeB, Weapon Finesse.
Spell-likeAbilities: 3/day--disguisese!f entangle (DC 13),invisibility
(self only), pyrotechnics (DC 14). ventriloquism (DC 13). Caster level 9th.
The save DCs are Charisma-based.
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. Female Cirallon: CR 7; Large magical beast; H D 9t
When the fiddler plays, any nonsprite within 30 feet ofthe instrument lnit +3; Spd 40 ft., climb 40 ft.; AC 16,touch 12, flat-f
must succeed on a DC 12 Will save or be affected as though by Base Atk +9; Grp +19; Atk +14 melee (ld4+6,claw); I
irresistible dance for as long as the playing continues. The save DC (ld4+6, 4 claws) and +9 melee (ld8+3,bite); Space/l
is Charisma-based. SA Rend 2d4+9; SQ Darkvision 60 ft., low-light vision
Skills: Grigs have a +8 racial bonus on jump checks. *They also have Ref +8, Will +5; Str 22, Dex 17, Con 14, Int 2. Wis 12,
a +5 racial bonus on Move Silently checks in a forest setting. Skills and Feats: Climb +14, Listen +4, Move Silent
Possessions: (all tiny) short sword, long bow, 14 arrows, leather armor. Alertness, Iron Will, Toughness (2).
Rend (Ex): A girallon that hits with two or more cli
Scaling: To increase the challenge of this encounter, increase the DC
onto the opponent’s body and tears the flesh. This attack automatically
of Spot and Disable Device check by 2, and have the wild elf patrol arrive
deals a n extra 2d4+12 points ofdamage.
in id4 rounds. To decrease the challenge, reduce the checks by 2.
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.
H6. WOUNDED CIRALLON
HI THROUGH H8. THE DRRCM’S EYE
The Dragon’s Eye is a gem deposit, long abandoned by the dwarves who
with rubble and the scent of half-rotted meat fills the air. Stones
originally turned it into a small mine. Seismic activity has made the
slide unpleasantly beneath the feet of the unwary, and the slightest
mine unstable, and all the gems of any true quality have been removed
disturbance kicks up plumes of dust. The noise of stone hitting
long since. still, for those whose eyes are caught by the prospect of rich-
stone is echoed by a low half-moan, half-growl issuing from a bend
es, it is easy to overlook the danger.
in the canyon.
The walls of the Dragon’s Eye are even more hazardous than those of
the other canyons. PCs must make a DC 20 Reflex save when within 5 ft.
Initial Attitude: Hostile
of the walls of the canyons during an earthquake or while taking one of
Encounter: Several days ago, an elven patroller was killed by
the following actions: climbing, fighting, running, or spellcasting. On a
Diantha, the erinye (see “The Fallen Angel” sidebar).The elfwas accom-
failed save, they take 2d6 damage. PCs may climb the walls of the mine;
panied by a girallon; overcome by the devil’s aura of fear, the beast fled,
they must succeed at a DC 18 Climb check for every 15 ft. of vertical
triggering the rockfall trap in this area. The trap wounded but did not
movement, but suffer Id6 damage doing so. A DC 27 Climb check
kill the girallon, and now his mate tends his wounds. He cannot move
reduces the damage to l d 3 per 15 ft. of movement, and a DC 30 Climb
far or fast due to his injuries, but he is still a fearsome foe for anyone who
check negates the damage entirely. As well, any PC that climbs the walls
gets in his reach. His mate, on the other hand, is in excellent health, and
in the Dragon’s Eye has a 25% chance of triggering a landslide. A land-
is fiercely protective of the wounded male. Handle Animal checks for
slide catches all PCs in a 30 ft. radius around the PC that triggered the
either girallon suffer a circumstance penalty of -4.
landslide, inflicting 5d6 damage and trapping them as per the spell
Encounter Condition: Concealment, Cover
transmute mud to rock. PCs may make a DC 18 Reflex save to halve the
Tactics: The male girallon (hp 56’) is immobile; however, his place-
damage and a second DC 18 Reflex save to avoid being trapped. If they
ment against one wall of the canyon makes it difficult to flank him. He
fail the second Reflex save, they must succeed at a DC 18 Fortitude save
still possesses his rend attack, however, and he fiercely attacks any foe
to break free of the rubble, taking id6 damage for each attempt.
within his reach. The female (hp 67) does not stray far from her mate,
but fights as a normal girallon with a +2 morale bonus to attack and dam-
age rolls. Fortunately for the PCs, she is not intelligent enough to delib- H7. MINE ENTRANCE
erately maneuver the PCs into the reach of the wounded male except by
accident. The rocks at the entran
Treasure: N/A Here, the basalt of the lava masslf gwes way to obsidian. A few
E L 10 steps mto the canyon, and flecks of color amidst the black give way
Scaling: To increase the challenge of this encounter, increase the to shards of gem-quality stones embedded in the volcanic glass.
female girallon’s HD to 11.To decrease the challenge, the male girallon Diamonds, emeralds, rubies, sapphires, all lend their color to the stark
begins the encounter with 25% of his HP total (hp 20) and can only rend black canyon walls.
50% of the time.
Initial Attitude: Neutral
Male Cirallon: CR 8;Huge magical beast; H D lld10+50 h p 56
Encounter: This room was the entrance to the gem mine. A DC 15
(111 when healed); Init +3; Spd 5 ft. (40 k.,climb 40 ft. when healed);
Spot check reveals the marks of masonry and mining tools on the walls.
AC 16, touch 12, flat-footed 15; Base Atk +11; Grp +29; Atk +20 melee
The canyon walls are roughly dressed, and the places where gems have
(ld6+10,claw); Full Atk +20 melee (1d6+10,4 claws) and +15 melee
been removed are visible on a DC 20 Spot check. A DC 20 Appraise
(2d6+5,bite); Space/Reach 15 ft./lS ft.; SA Rend 2d6+20 SQ Darkvision
check reveals that what remains of the gems are still valuable, if they
60 ft., low-light vision, scent; SV Fort +12, Ref+9, Will +6; Str 30. Dex 15.
could be safely mined. A DC 15 Profession (mining) or a DC 20 Spot
Con 18. Int 2, Wis 12, Cha 7.
check indicates that the mine is unstable; careful exploration is possible,
Skills and Feats: Climb +18. Move Silently +8, Spot + l l ; Iron Will,
but removing what few gem shards remain is likely to result in disaster.
Toughness (2), Weapon Focus (claw).
Due to their Stonecunning ability, dwarven PCs may replace the
Rend (Ex): A girallon that hits with two or more claw attacks latches
Profession: Mining check with a DC 15 Spot check to recognize the
onto the opponent’s body and tears the flesh. This attack automatically
instability of the mine.
deals a n extra 2d6+20 points of damage.
Encounter Condition: Tremors 20
Skills: A girallon has a +8 racial bonus on Climb checks and can
Tactics: N/A
always choose to take 10 on a Climb check, even if rushed or threatened.
Treasure: Id3 x 10 sp worth of gem shards loose upon the ground.
Prying gems forth from the canyon walls have a 50% chance of trigger-
ing a landslide as per the description above.
EL 8
Scaling: N/A
1
placed curse left him dr; tined to a shadow of his former self. Half
A DC 15 Profession (mining) check reveals the mine's instability PCs
the mage-academy burn ed before the magical fires were brought
that succeed in a DC 20 Profession (mining) check discover that a land- - A _ _ _ _ _ &--I.
uriuer rurirroi, aespire nis weakness, the distraction allowed him
slide will ruin the remaining gems. Due to their Stonecunning ability,
to escape the area before his former schoolmates could bring
dwarfpcs may replace the Profession (mining) checks with Spot checks
him t o their twisted version of justice.
at the same DC. Mages in the mine feel uncomfortable, as if a bright
After regaining what strength he could, he made his way back
light were bearing down on their skin; detect magic reveals a lingering
to the elven kingdom, where he took up service in the elven
aura of evocation magic.
army. Ultimately, the fasci nation with the fire-magics that freed
Mining for gems in this location triggers a landslide as per the
him brought him to the attention of the temple of Belatu-Cadros,
description above. If the PCs set off a landslide in this room, all the
and he was sent below the' earth to serve in the fortress protect-
remaining gems are destroyed, and interactions with dwarven NPCs
ing the sacred tree.
encountered later in this Region suffer a -4 circumstance penalty to
Pardek is highly skilled in the arcane arts, and has not allowed
Diplomacy checks.
his service to interrupt his studies. Rather the opposite - t h e
Encounter Condition: Spell Resistance 11
nearby lava-flow provides him an incomparable opportunity to
Tactics: N/A
study fire. He is not particularly interested in the worship of
Treasure: Nothing. Although there is a fortune in gems here, it is
Belatu-Cadros, regarding it as a waste of time. Nonetheless, he
entirely inaccessible.
does not shirk his duties - Pardek respects power, if little else,
E L 10
and understands the necessity of presenting a strong front
against
- the hostile inhabitants of the cavern.
Hd THQUCH HTO. THE DRRCQN'S MRW In the quarter-century Par,dek has lived here, his war-magics
Rooms H9 through H I 0 are known as "The Dragon's Maw." Here, seis- have earned Jacan LightshielId's grudging respect, although his
mic activity opened up a vent to the nearby lava flow, resulting in a small devotion to his arcane studies are a constant point of contention
but hot pool of magma. Few of the steam and lava mephits that roil in the
., - . . - ... . .
with tnoriel. Vddly, he is on reasonably good terms with
molten river have swarmed through the vent; thus, the magma-pool is Curthang and his cadre of e ngineers. He respects the dwarven
correspondingly hotter. Pardek Mirroreyes spends much of his time command of fire and is usually happy to add some small
here, studying the bubbling magma for insights into the magics of fire. enchantment to a dwarven rnachine. He avoids the nonhuman
mpmhe.e ,F+L,
llIrlllvrt3
Tn.Inr:l Cn. ~ , most part; they are of no inter-
L 1 l s ~ . v u t ~ c ~the
est to him. He also avoids the fey creatures of the wood; some
H9. THE GNASHING TEETH
few years ago, he fell victim to a pixie prank involving the irre-
ves roll out of the ope sistible dance spell. Silmarien is a newcomer to the cavern
of steam, resembling the breath of a sleeping re:d dragon. whom he does not know well, yet treats with a cautious courtesy.
The constant susurrus of fire-creatures swarming in ancI out of the For Jolinaar, he has no love whatsoever.
Pardek views the slow disintegration of the elven forces with
lava seems fainter here, in contrast to the heat. A dull red glow reflects
,.rr.L- -.._ r--- - ~ - L - L - - L . t :__ _ _ :_ _3 . L . J -.... - .
J U L L ~ C C UI LUC V d S d l l , lllluwlllgJdggru SIldUUWb on the ground
VII ~ i i c
considerable dismay. but does not know what is causing it, nor
how to fight it. He chooses t o throw him0jelfeven deeper into his
magics, so that he, at least, shall be pre pared should the worst
Initial Attitude: Unfriendly
case scenario take place.
Encounter: This is the entrance to the Dragon's Maw, and Pardek has
the area trapped and warded. Like the rest of the Dragon's Bones, the
traps are nonlethal and designed to warn and ward, not to kill.
Rock shards make up the GnashingTeeth,and hrdek has used this to his Encounter Condition: N/A
advantage. Worked into the natural striationsof the rock is a symbol ofskep. Tactics: If PCs are overcome by the symbol of sleep and/or the alarm is
Pardek has further warded the Gnashing Teeth with a permanent sounded, Pardek amves from Room Hi0 with an escort of four wood
alarm spell; the mental alarm is triggered either when the rmbol of sleea elves within Id6 rounds.
is activated or when creatures successfully pass beyond the symbol. The
material foci of the alarm spell are hidden well out of reach of the aver-
* Symbol of Sleep Trap: CR 6;magic device; proximity trigger (o/orm);
automatic reset: spell effect (symbol ofsleep, 13th-levelwizard): Search
age adventurer, in a crevice uncomfortably close to a superheated jet
DC 3 0 Disable Device DC 30.
stream pcs who possess fire protections and/or the ability to fly receive
a +5 circumstance bonus to Disable Device checks and Reflex saves for Treasure: N/A
the purpose of disabling the alarm. EL 8
Scaling: To increase the challenge of this encounter, increase the DC iere is a 30% chance
of all Spot checks by 5. To decrease the challenge of the encounter, reinforcements from the southern watchtowers amve . m . iab
' 7 ,
rot
decrease the DC of all Spot checks by 5 and disable the alarm. and a 20% chance that reinforcements from the western watcttowers
arrive within ld6+6 rounds. Reinforcements consist of a four-malI squad
of wood elves (hp 31 each), armed with longswords and longbow7s.
H19. THE FURNACE
Treasure: Pardek carries a wand offireballs and two elixirs offin breath.
%
The rough rock of the canyon floor continues to slope downward, His pride and joy, however, are his lava-striding boots. He also carties ld4
precious gems of various sorts among his material components.
ending abruptly m a scatter of ash and cinders The canyon opens
up into an unevenly rounded cul-de-sac, filled by a fuming pool E L 11
Scaling: To increase the challenge of this encounter, add a wood elf
of roiling magma. On the north and west sides of the cul-de-sac
appear to be small spits of rock upon which a brave (or fire-protected) bodyguard (hp 45) hidden in the rocks above.To decrease the challenge,
lower Pardeks level to 9th and delay the reinforcements by +ld6 rounds.
man could stand for a few moments Runes are painted and carved
upon the walls, shimmering like mirages in the heat 4 Pardek Mirroreyes, Elven Fire Mage, Gray ElfWiz (evoker) 11: CR 11;
Medium humanoid (elf); H D lld4+11; hp 4 0 lnit +3; Spd 30ft.; AC 19,
Initial Attitude: Unfriendly touch 19, flat-footed 16; Base Atk+l; Crp +2; Atk+2 melee (ld8+1/19-20,
Encounter: This is Pardeks laboratory, where he spends his days longsword) or +3 ranged (ld81x3,longbow): Full Atk +2 melee
investigating the mysteries of elemental flame. Over the years, he has (ld8+1/19-20, longsword) or +3 ranged (1d8/x3, longbow):SA Spells;
carved runes of power into the walls, focusing and amplifying the ele- SQ Elven traits, permanent comprehend languages, detect magic; AL CG;
mental forces of the magma pool. He has thus far succeeded in tripling SV Fort +4, Ref+6, Will +8; Str 7, Dex 16, Con 10 [12], Int 20, Wis 12, Cha 9.
the size of the magma pool, and is confident that he will continue to Skills and Feats: Concentration +15 (+19when casting defensively),
unlock the secrets he desires. Listen +3, Search +7, Spot +3; Combat Casting, Craft Wand, Empower
Pardek (hp 27) is a slender elven male of average height, with dark, Spell, Eschew Materials, Extend Spell, Scribe Scroll, Spell Focus
shoulder-length hair pulled back into a tail and a neatly-trimmed beard. (evocation).
Oddly, despite his preoccupation with fire, neither hair nor beard EfJraits: Immunity to sleep spells and effects, and a +2 racial saving
are singed or scorched. His eyes are a reflective shade of silver, earning throw bonus against enchantment spells or effects.
him the name "Mirroreyes." Pardek is a touchy, arrogant man with Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
a temper as hot as his fire magics - all Diplomacy checks receive merely passes within 5 feet of a secret or concealed door is entitled to a
a -2 circumstance penalty upon initially encountering him. PCs can Search check to notice it as if she were actively looking for it.
improve his demeanor by offering him a fire spell he does not possess; Pardek has both comprehend languages and detect magic
this automatically raises his attitude one step. However, if Pardek's permanently cast upon himself.
attitude drops to Hostile, he attacks. Wizard Spells Prepared (5/6/6/6/5/4/2: DC 16 + spell level, 1 7 + spell
Encounter Condition: N/A level for Evocation, prohibited schools necromancy and illusion); &ray
Tactics: Pardek lets the surroundings work for him. He has lived offrost", read magic, mending, prestidigitation,resistance;lst-burning
underground long enough to assume that any creatures intruding into hands, endure elements. grease, magic missile" (Z),shield; 2nd--flaming
the elven-controlled Region are hostile, and acts appropriately; however, sphere, glitterdust, extended mage armoP, protectionfrom arrows, resist
he won't fire first unless the PCs are openly hostile (or unless his attitude energy, scorching ray"; 3rd-dispel magic,fireball" (3),protection from
drops to Hostile). energy,-fy;4th-$re shield, ice storm, stone shape, wall offire" (2); 5th-
In the event that a fight breaks out, the magma pool serves Pardek as empoweredfireball" (21, wall offorce" (2); 6th-chain lightning*,repulsion.
both weapon and shield; if surrounded by a group of more than eight * Evocation
creatures, he casts wall offire, then, protected by his lava-striding boots, **Already cast
retreats over the magma pool to one of Spellbook: 0-all:l st-burning hands, comprehend languages, endure
/- the small alcoves, from which he elements,grease, mage armor. magic missile, reduce person, shield, unseen
can teleportto safety Otherwise, servant; 2nd--flaming sphere, glitterdust, protectionfrom arrows, resist
he blinds his opponents with energy, scorching ray; 3rd-dispel magic, explosive runes,fireball, protection
pyrotechntcs, then drops a from energy,-fy;4th-fire shield, ice storm, stone shape, wall offre; 5th-
delayed blast fireball in the mid- fabricate, permanency, teleport, wall offorce; 6th- chain lightning, repulsion
dle of the PCs and cleans up Possessions: Wand offireballs (5th-level,4 charges), elixir offire breath
with fireball, burntng hands, and (2), lava-stridingboots, ring ofprotection +2, ring ofelemental command
other spells as appropriate. (fire) (fully activated),amulet ofhealth +2.
He does not fight to the
death, and teleports away
when he reaches 15 HP rs
or less, casting defen- These finely-crafted boots of crimson lizards kin allow the wearer
sively when necessary t o stride across lava as if it were solid ground while also
protecting him from the heat. The wearer is immune to normal
. _ .
but not magical tire; however, he automatically takes half
damage from fire-based spells and effects, and on a successful
save takes no damage (even if he would ordinarily take half.)
Moderate transmutation: CL 9th: Create Wondrous Item: water
walk and protectionfrom energy; Price 30,000 gp.
.,P.,A,T,. I r l I r
uoiu;npot; inir+i;>po L -
A Wood Elf Bodyguard, Elf Ftr 1 0 CR 10, Medium humanoid (elf);
n ..- .
I
N T I . ; ~ Li~,roucni~,riar-roored
,..A<& A - 3 - L 1-
13;
Encounter Condition: [Echoes 101
Tactics: N/A
Atk +10; Crp+11; Atk+ll melee (ld8+1/19-20, longsword) or +16 Treasure: N/A
*d (ld8+2/19-20 x3, masterwork longbow with masterwork obsidian E L N/A
,s): Full Atk +11/+6 melee (ld8+2/19-20, longsword) or +16/+11 Scaling: N/A
d or +14/+14/+9ranged with rapid shot (ld8+2/19-20~3,master-
longbow with masterwork obsidian arrows);AL CG; SV Fort +8,
H12. GEODE CAVERN
7, Will +3; Str 13, Dex 19. Con 10, Int 12, Wis 10, Cha 11.
ills and Feats: Craft (fletcher)+13, Climb +3, Hide +5 (+7), Listen
Even the smallest torch gets the cavern glittering as the thousands of
+8, Search +2, Spot +10 Alertness, Dodge, Far Shot, Improved Initiative,
crystals set in the walls and ceiling refract dizzying patterns of light.
Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (craft-fletcher). The display of light is echoed by the whispers of sound stroked from
Weapon Focus (longbow),Weapon Specialization (longbow).
the cavern by even a faint movement of air. From outside the cavern,
EYTraits: Immunity to sleep spells and effects, and a +2 racial saving
it is merely beautdul. From within, it must surely be ovenvhelmmg.
throw bonus against enchantment spells or effects.
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who
Initial Attitude: Unfriendly; appears Friendly
merely passes within 5 feet of a secret or concealed door is entitled to
Encounter: The cave itself is what remains of a giant air pocket, long
a Search check to notice it as if she were actively looking for it.
since cooled. The inside of the cave is a giant geode, studded with
Possessions: Uniform cloak (+2 circumstance bonus to Hide checks
sparkling red and black crystals. There is a hidden danger in the cave,
in Region H), copper cloak clasp, long sword, masterwork long bow,
however, at any given time, id20 of the obsidian shards that cover the
21 masterwork obsidian tipped arrows, elven chain mail, buckler.
ceiling and walls have worked themselves loose, and are ready to fall with
A Wood ElfGuard, War 7: CR 6; Medium humanoid (elf); HD 7d8; the slightest intonation of a vibration. Diantha is an expert at moving
h p 31; lnit +3; Spd 30 ft.; AC 19, touch 15, flat-footed 13; Base Atk +7; silently, and has long-since learned how to avoid causing the knife-sharp
Crp +8; Atk +8 melee (ld8+1/19-20. longsword) or +11 ranged crystals to fall. Intruders that fail a DC 17 Move Silently check cause the
(ld8/19-20 x3, longbow with obsidian arrows): Full Atk +8/+3 melee shards to shatter and fall, causing 3d6 damage to everyone in the cavern.
(ld8+1/19-20, longsword) or +11/+6 ranged (ld8/19-20 x3, longbow If lighting conditions are dim, PCs must succeed at a DC 20 Spot check to
with obsidian arrows);AL CC; SV Fort +5, Ref +4, Will +2; see the loose crystals; if they use a torch or light spell, a -5 circumstance
Str 13, Dex 16, Con 10, Int 10, Wis 10, Cha 8. penalty is incurred as the crystals wildly reflect the light.
Skills and Feats: Craft (any one) +3, Climb +2, Hide +2 (+4),Listen +6. Although she rarely uses it as anything but a trap, the cavern provides
Search +2, Spot +7; Point Blank Shot, Precise Shot, Weapon Focus Diantha a decidedly spartan abode: there is a bedroll along the far
(longbow). reaches of the cave, half-hidden beneath a ledge. Most of her magic
EYTraits: Immunity to sleep spells and effects, and a +2 racial saving items are far too valuable to leave strewn about the cavern; she disposes
throw bonus against enchantment spells or effects. of her victims in the lava flow - no bodies = no evidence. However,
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf a DC 30 Search check reveals a cunningly hidden crevice among the
who merely passes within 5 feet of a secret or concealed door is entitled crystals, in which is hidden a thin, silvered obsidian mirror that
to a Search check to notice it as if she were actively looking for it. emanates moderate divination magic. (Diantha’s scrying mirror, it is too
Possessions: Uniform cloak (+2 circumstance bonus to Hide checks large for her to comfortably carry.)
in Region H), bronze cloak clasp, long sword, masterwork long bow, Encounter Condition: Poor Footing 6, Tremors 20
21 obsidian tipped arrows (3 masterwork),elven chain mail, light shield. Tactics: Diantha (hp 85) is a strong opponent. However, she does not
seek to openly fight the PCs; rather, she prefers to beguile them into doing
Hii THROUGH Hi2. Df8NTH8’S l8lR her work for her. She strives to keep her true nature hidden and uses her
ring of the chameleonextensively to change appearance or set an ambush for
A cave at the end of one of the basalt massif‘s chasms serves as the hid-
the unwary. If she is near her lair when the PCs approach (80% chance),
ing place of Diantha, an erinye that has taken up residence in Region H.
she uses minor image to create the illusion of a rockfall at the opening ofthe
Diantha uses this cave and its entrance (rooms H I 1 and H12) to observe
canyon,diverting the PCs away from the cave itself; she then approaches in
the goings on of the elves as she plots her next ambush. She has had
one of several guises, depending on the approach she wishes to take:
some luck in setting the elves against each other, and sees the arrival of
the PCs as yet another success on her path to complete vengeance and, If there is a paladin in the party, Diantha approaches in the guise of
at the end of the day, her escape. her true form: a wing-clipped erinye, although she uses the ring of
the chameleon to appear unarmed. She claims that she is one of the
guardians of the dungeon, long since cursed by a pit fiend to wear the
H11. LAIR ENTRANCE
guise of a devil, and cast out as a result. She shamelessly plays on the
sympathy and pity of the PCs, and if she can use charm monster
to beguile one or more of the PCs, so much the better. Note that
only heightens the shadows. Even the faintest footstep echoes in the any Bluff checks she makes using this story have at least a +S circum-
uncanny stillness, sending a cascade of rocks rattling down the stance bonus, as she possesses intimate knowledge of the celestial
he bones of some long-dead creature. Finally,at the forces. PCs must succeed at a DC 35 Knowledge: Planes or
end of the canyor1 yawns the mouth of a cavern that plunge:E deep Knowledge: Arcana check to suspect that the story is false,
into the basalt ma!jsif. but even so, by this time the PCs should be aware that the dungeon
was created to hold extremely powerful evil creatures, and the possi-
bility that she speaks the truth cannot be completely discounted.
Initial Attitude: Neutral
Encounter: The mouth of the canyon leading to Diantha’s cavern is If there is no paladin in the party, Diantha has more options. She may
possessed of a sound-dampening quality Whispers can barely be heard, approach as a dryad, who claims that the sacred tree is the center of a
and even normal speech seems muted. An intricate network of cracks in prophecy about the dungeon. If the treant can be convinced to speak,
the canyon walls, however, carries those sounds directly back to she confides, it can tell the pcs exactly how to free the world of
/ Diantha’s cavern in Room H12, ensuring that she is not surprised by a great evil. (This story can be adapted in any way the DM sees fit,
1 someone approaching. depending on the rationale he used to get the pcs into the dungeon.)
I
Ifthe PCs have already encountered the elves a t the Western
Watchtowers, she may appear as a badly abused male elven warrior. THE FRLLEN RNGEL
“He” claims that he i s the sole survivor o f a n elven squad that turned Long ago, untold numbers o f evil creatures were imprisoned
upon each other for n o reason he can i d e n t ~ H. e refuses to allow the here, never t o be released back into the world. Equally, untold
PCs to return him to the elven enclave, telling the PCs that the elves numbers o f celestials were sanctioned t o guard them. Yet, over
are corrupt -why, they even allow a drow into their midst! (See the the millennia, the dungeon became a prison for the celestials
Diantha vs. Jolinaar sidebar for more information.) bound t o guard it, as year after year and eon after eon slipped
past. D e m o n s raged. Devils plotted. And, all along, the celestials
The DM should feel free to create additional stones and guises
kept guard.
for Diantha; in fact, she may approach the PCs m u l t i p l e times,
Even celestials tire o f their duty. Even celestials fail in their
under multiplefaces!
oaths. Eventually, even celestials fall.
In a fight, Diantha i s clever and dangerous. If near the lava flow, she
Diantha was an astral deva, a warrior for the cause o f good.
uses it as protection while she calls down unholy blight upon the PCs,
She was a protector; a guardian. Thus, when the call came
then snipes a t them w i t h her +I flaming composite longbow. Otherwise,
for celestials t o serve as wardens i n this massive prison, she
she uses cham monster to turn her opponents against each other, then
responded joyfu IIy.
follows up with unholy blight. She targets spellcasters with her entangling
After millennia, joy replaced boredom. A fearsome warrior,
rope to keep them busy while she deals with the other threats.
she had no real enemies t o fight; a fiery spirit, she was slowly
Treasure: +I flaming composite longbow (+4 Str bonus), ring of the
stifled by the endless darkness. She longed for sunlight and crisp
chameleon,+ longsword,
I Balzuth‘s ring.
clean battle, not the endless drudgery o f a prison guard.
E L 13
Eventually, her discontent became known t o Balzuth, a p i t
Scaling: To increase the challenge o f this encounter, increase
fiend imprisoned within the dungeon; he preyed upon her
Diantha’s PC class level. To decrease the challenge, remove her PC class
desires and artfully seduced her, even going so far as t o feign
levels and advance her to 12 HD.
that her love and attentions had swayed him f r o m his evil ways.
h Diantha, Erinyes Sor 7: CR 13; Medium outsider (evil, extraplanar, Balzuth eventually offered her an elaborately jeweled collar as
lawful); HD 9d8+45+7d4+35; hp 140; lnit +5; Spd 30 ft.; AC 24, touch 16, p r o o f of his love and swore his eternal devotion t o her.
flat-footed 18; Base Atk +12; Grp +16; Atk +17 melee (ld8+5/19-20, His actions were deceitful, o f course. The regal0 di amore
+I longsword) or +19 ranged (ld8+5/x3 plus l d 6 tire, +Iflaming (tr. “love-gift”) was a potent magical item Balzuth wished into
composite longbow [+4 Str bonus]) or +18 ranged (entangle, rope); Full creation, allowing him t o manipulate her emotions and control
Atk +17/+12/+7 melee (ld8+5/19-20, +1 longsword) or +19/+14/+9 her actions through the ring mated t o it. Ultimately, through guile - -
ranged or +17/+17/+12/+7 with rapid shot (ld8+5/x3 plus 1d6 fire, +1 and magic, he convin ced her t o help h i m escape the dungeon.
flaming composite longbow [+4 Str bonus]) or +18 ranged (entangle, The escape attempit failed, and Diantha was stripped o f
rope); her wings and exco m m u n i c a t e d f r o m t h e celestial ranks.
SA Entangle, spell-like abilities, summon devil; SQ Damage reduction
I . . 8 . - .I,
H e r punishment: t o ae imprisoned tor mittennta adjacent t o
. .
I.
S/good, darkvision 60 ft., immunity to tire and poison, resistance to those she formerly g uarded, n o w reduced t o a life as Elalzuth’s
acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 personal plaything.
ft., true seeing; AL LE; SV Fort +13, Ref +14, Will +15; Str 19, Dex 23, Millennia passed, and Balzuth tired o f his toy; wthen the
Con 21, Int 15, Wis 18, Cha 23. opportunity presente,.A ;+--IC
1L3cII,
r%m&h,,
vIcIIIIII-
r + ~ l n
=LVlr
rhn ~ ~ ,,id
9-
~ collar,
~ E ,
Skills and Feats: Bluff +23, Concentration +24, Diplomacy +8, Disguise escaped the great t o m b and fled t o find a place where she
+12 (+14 when acting), Escape Artist +18, Hide +18, Knowledge (arcana) could nourish her vengeance. She has preyed on the elves for
+9, Knowledge (the planes) +lo, Listen +16, Move Silently +18. Search m o n t h s now, slowly but surely eroding their morale with
+14, Sense Motive +16, Spellcraft +9, Spot +16. Survival +4 (+6 following every vanished vvarrior.
tracks), Use Rope +6 (+8 with bindings); Combat Expertise, Dodge[B], Diantha gatht:rs intelligence and sows chaos throu‘gh a cadre
Improved Feint, Mobility[B], Point Blank Shot, Precise Shot, Rapid Shot, o f chamed spriti2.5, each o f w h o m she has given a sm: 111 obsidian
Shot on the Run crystal from her uwri- - __._I, __ - I I _ __ _ - 1 - 1 - ___ _ _ I .
brriaii rave. I rie ~ r y s t a i sare riut themselves
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that magical, b u t serve as foci for her scrying spells. Further, sti e has
entangles opponents o f any size as an animate rope spell (caster level tricked Sythiss, the guardian naga, into wearing the je:weled
16th). An erinyes can hurl its rope 30 feet with no range penalty. collar that is ma te t o Balzuth’s ring.
Spell-like Abilities: At will -greater teleport (self plus 50 pounds of
_.
Eventually, she plans t o strike at Belatu-Cadros; she has
- ,
objects only), charm monster (DC 20), minor image (DC 18), unholy become aware o f the prophecy surrounding it, and plans to use
blight (DC 20). Caster level 12th. The save DCs are Charisma-based. the prophecy t o destroy the treant. Once the treant is destroyed,
Summon Devil (Sp): Once per day an erinyes can attempt to summon she will take advantage o f the ensuing confusion and escape
ZdlO lemures or l d 4 bearded devils with a 50% chance o f success. This to the surface.
ability is the equivalent of a 3rd-level spell.
True Seeing (Su):Erinyes continuously use true seeing, as the spell
(caster level 14th).
Typical Sorcerer Spells Known (6/8/8/5; save DC 16 + spell level): &- BWL’LWTH’S RING R#B GQLLRR
detect magic, light, mage hand, message, read magic, resistance, touch of This ruby-studded gold ring is part o f a set that includes a finely-
fatigue; 1st- charm person, disguise se/j mage armor, magic missile, shield; crafted collar. The wearer o f the ring may compel the being
2nd- eagle’s splendor, invisibility, acid arrow; 3rd- haste, suggestion. wearing the collar t o obey his commands in a manner similar
Possessions: + 1 longsword, + lflaming composite longbow (+4 Str t o the spell dominate monster, although more subtle. Unlike
bonus), quiver o f arrows (16), Balzuth’s ring, ring ofthe chameleon, dominate monster, the victim may go about his normal life while
bronze elven cloak clasp (see “Elven Troops” sidebar), uniform cloak the ring’s master is not actively commanding his victim via the
(+2 circumstance bonus to Hide checks in Region H). collar, but is completely unable t o reveal the compulsions placed
upon him.
Historically, the west was the most dangerous of the elven frontiers.
E m TROOPS
Remember that, while Region H is weakened by internal conflict,
Not long after the elves took possession of the area, a group of devils
broke out of the tomb from the west and breached elven defenses,
it remains a war-fortress. There are no civilians in the fortress, turned back only by the fury of Lyonatar’s eye. After that, the elves
no children, no servants. The elven troops d o their own chores, ensured that the western front was their most secure point.
aided sometimes by mage-conjurations (unseen servants, etc.). Over the years, the memory of the infernal assault dwindled and
The elven uniform consists of a calf-length lightweight hazel vanished. Today, duty on the western watchtowers is considered the
cloak, clasped at the neck. The cloak, due to its cunning manu- worst duty posting of the elven kingdom.
facture, provides the wearer a +2 circumstance bonus to Hide When pcs approach within 100 ft. of one of the watchtowers,
checks in Region H. Beyond that, warriors are expected to go they must succeed at a Spot check DC 35 (distance penalties taken into
armored; magic-wielders may wear what they wish (usually, account). A successful check reveals regular lines and features much
I
I
robes or cornfortable tunic-and-trews sets in woodland colors). more reminiscent of an artificial structure than of a natural feature.
I The cloak-clasps are designed in the shape of a stylized tree; As the PCs draw nearer to the tower, the Spot DC decreases by 1 for
i subtle differ1ences in the materials of the broaches indicate rank every 10ft.
and assignnlent. Line troopers’ cloak-clasps are cast in bronze; There is a 20% chance that any given tower is currently abandoned, its
squad lieute nants’ cloak-clasps are aged copper. The second-in- assigned elven patrol having slipped away (temporarily or permanently).
command’s cloak-broach is silver, inset with small sapphire chips; Abandoned towers have a 30% chance of being temporarily inhabited
I members of the Counicil wear gold studded with emeralds. and trapped by a band of the Region’s sprites.
The cloak-clasps are failntly magical, and a number of‘traps and The initial encounters with the elves should proceed as follows:
doors in the Region are keyed to pass only someorle wearing on the first encounter, the elves simply shoot at the unwanted intruders.
the appropriate cloak-brcJach. Although they are accurate archers, the elven patrols fire warning shots
. . . . . . . .
Because ofthis, the elves look unkindly on intruders possessing and refrain from giving chase, content with driving the pcs away. If the
the badges. When the PCs first enter this Region, the only way they warning shots do not work, they shoot to maim.
can come into the possession o f a cloak-broach is to slay its owner. The second time the pcs encounter the elves, they are more directly
If the PCs are caught holding one of these badges, the elves’ accosted. An elven patrol containing 2-3 elves for every PC intercepts the
attitudes shift downward one step (Friendly becomes Indifferent, adventuring party The leader of the patrol harasses the PCs, demanding
Indifferent becomes Unfriendly, etc.) and the PCs had best have to know their purpose in being in the elven lands, refusing to answer
a very good explanation for it. questions himself.The elves do not directly harm the Pcs, and eventually
The cloak-clasps are of minimal value; the bronze and copper release them, demanding they leave the elven Region immediately.
, _ , .* , . . ._ . . ..
ones are worth 5 cp, the silver badge is worth 5 sp, and the gold The third and subsequent encounters are handled per the individual
badge is worth a mere 2 gp, most of it for materials. room encounters.
PCs may be given bronze or copper cloak-clasps as payment
for Derforminn some service for the Council indicating that they
hav; free paisage through the elven lands. They i r e nevi r
RANDOM ENCOUNTERS
Roll for a Random Encounter once per hour
offered the badges of higher rank.
Squad lieutenants carry small, silver-banded horns which the ld20 Encounter
1 Shift change Twice the usual number of elv
horn-call, and the elves have developed a sophisticated signal are present
language to alert their fellows to the location, number, and 2 Nonfunctional trap The longabandoned remnants
nature of their enemies. of a snare trap lie rotted in the grass and rubble. There
Elven troops stationed in the fortress are not paid in gold, is no indication that the trap was ever sprung; it was
silver, or gems; there is no economy in the fortress t o take simply allowed to decompose
advantage of Troops are paid in wooden chits stamped with 3-4 The area is infested by sprites (pixies and grigs),who have
set up a number of practical jokes for the unwary Gopher
on the other. When the soldiers return io the su&ce, they turn holes hidden behind permanent rmages, concealed bees-
their chits in for hard currency. nests, etc The D M I S encouraged to be creative.
5-7 Snare trap If the trap is triggered, a band of pixies comes
along to check on it within ld6 rounds.
8-1 9 Nothing
H13 THOUGH H16. WESTERR WRTCHTOWERS 20 PCs encounter the corpse of an elven warrior. The body has
suffered a single long, slender stab wound to the back, and
The noisy debris underfoot is muffled by the overgrown grass that a successful DC 20 Heal check reveals traces of some dark
carpel‘s the cavern floor. Eyes long-accustomed to darkness ache S substance around the wound. lfthe PCs leave the body
as horley light pours forth from the distant spire to the west; it shine S unattended at any time, it is not there when they return.
with sunlight and moonlight both, and is so bright it could be
.I -r---i-
n a - i 7 ,.LL -I. __-.
.
L 1
__-I .
L L
THE WATCHTOWERS
All the watchtowers are designed in roughly the same way. The single
entrance to each watchtower is a stone door on the ground level, cun-
When the elves initially fortified this Region, their dwarven associates
ningly worked to appear an uninterrupted part of the stalagmite’s sur-
carved watchtowers out of the living rock itself, shaping stalagmites into
face. Originally, the doors would not considered well-hidden secret
suitably defensive structures. From these watchtowers, keen elven eyes
doors; now, due to neglect, the doors are considered concealed. They are
could survey the western perimeter - especially demons or devils that
stoutly constructed, however.
might escape their grim tomb for fairer lands. o p e n fields were excellent
Each tower has three levels, accessed by a central spiral staircase.The
for elven bow-work, and an uneven, debns-httered cavern floor (even
ground level is divided between a storage and a barracks area. The stor-
when grass-covered)was ideal ground for devious dwarven sappers.
age area is just large enough to hold several days’ worth of supplies
for a typical garrison, and usually does not hold even that much.The bar- Elves that surrender obviously expect to be killed
racks area is separated from the storage room by a stone wall and a stout PCs show the surrendered elves mercy, their
door of metal-reinforced wood, and is large enough for up to 6 people to to Friendly and the they offer to escort the PCs to their second-in-
sleep in. The stairs cannot be accessed from the storage room; intruders mand, Silmarien Meliambre. If the PCs do kill the surrendered e
must break through to the barracks in order to proceed upward. then all elven attitudes henceforth become Hostile, as the word is SF
The second level holds the armory Weapons are meant to be stored by the creatures that lurk in the area.
here while the garrison troops are off-duty, and this also provides a Treasure: N/A
strong point to resist any intruders attacking from below. In practice, the E L 10 (elves) or 13 (Diantha)
armory has become the de facto break room, where soldiers wile the time Scaling: To increase the challenge of this encounter, increase
away instead of cramming into the uncomfortably small barracks below. the elves' PC level by 2. To decrease the challenge, lower the elves'
The third level of the watchtowers is the actual guard post. What PC level by I.
appear from a distance to be merely crevices in the rock are in fact arrow-
slits; there is sufficient room for archers to be stationed at all eight arrow-
slits. Ordinarily, however, the post is manned with three or four elves at
a time, as the elves do not anticipate that they might be surrounded.
LYOWRr'RR'S EYE
Lyonatar was the elven artisan-mage who worked with the
There is one other weakness of the guard post -the narrow slits create
dwarves t o create the lattice o f mirrors and lenses that channels
a zone directly adjacent to the tower into which the elven archers can
sunlight and moonlight down to the great diamond-lens atop the
neither see nor fire.
Spire. Long before the mirror-web was complete, Lyonatar realized
While the towers are designed to be semi-autonomous in the event of
that, in the darkness, light itself could be a weapon. Working
war or protracted siege, in everyday practice, elven garrisons return to
closely with dwarven craftsmen, Lyonatar created a hidden mech-
their more comfortable quarters in or atop the central mound.
anism o f clockwork and magic t o be the fortress' last defense
Consequently, the storage rooms in each of the watchtowers are no
against terrible danger. Lyonatar's original name for the device
longer kept stocked in case of hostilities.
was lost long ago; it is known now simply as Lyonatar's eye.
k! Watchtower Doors: 6 in. thick; Hardness 8; h p 90; break DC 3 0 Lyonatar's eye has only opened once, in all the time the elves
ODen Locks DC 30. have protected their sacred tree, against an incursion o f devils
from the west. (The derro have, for their own inscrutable reasons,
never challenged the strength o f the elven protections.) However,
it made enough o f an impression upon the denizens o f the
dungeon that none have dlared attack i n fo rce since.
The eye is said to brinl5 the ravening fi re o f the sun into the
darkness, searing flesh ati d bone and lea3fling n o t even cinders;
no one currently i n the fclltlc,,
-.4 -^-- -~~
Cdrl > d y For certain, for like its
-n.. 1
Grigs prefer to entangle their foes, then retreat into the air out of ready npple through th,e stone where throughout eoris, the dripping water
reach, blind the enemy with Wotechnics, then attack with bow and arrows. .-..
laid down layer upvLL 1-..-
..-c ..-...^ "-1" l"-..L-J 1
~ ~ ~ ~ Lrom the world above
l l l l l l c IcrlcIkcu
Treasure: N/A What a t first appears t cI be a slender vine twining up the column llke
E L 10 a rose on a trellis is, upon closer inspection, revealed to be a staircase
Scaling: To increase the challenge of this encounter, double the easily the width of a man, small only in comparison to the behemoth
number of grigs and pixies. To decrease the challenge, halve the number it encircle? Smaller te ndrils sprout at irregular intervals, interlacing
of grigs and pixies. in a lattice pattern alonLg the vine's outer edge.
* Pixie: CR 5; Small fey; H D 3d6; h p 10; lnit +4; Spd 20 ft., fly 60 ft.
At the very limit of unassisted vision appears a faint widening of
the column and the shadow of something predatory, more sensed than
(good);AC 16, touch 15, flat-footed 12; Base Atk +1; Crp -5;
seen Beyond that, only the sharpest of eyes can make out faint sparkles
Atk +6 melee (ld4-2/19-20, short sword) or +7 ranged (ld€-2/x3, .. r .
of hght, like stars u1 the darkness extending infinitely upwards
longbow); Full Atk +6 melee (ld4-2/19-20, short sword) or +7 ranged
(ld6-2/~3,longbow); SA Spell-likeabilities, special arrows; SQ Damage
Initial Attitude: Neutral
reduction 1 O/cold iron, greater invisibility, low-lightvision, spell resistance
Encounter: This is one of the few remaining natural columns in the
15;ALNC;SVFort+l, Ref+7,Will+5;Str7,Dex18,Conll, lnt16,
Region; most of the columns that once supported the cavern ceiling
Wis 15, Cha 16.
were destroyed long ago by the derro excavations that caused the col-
Skills and Feats: Bluff +lo, Concentration +6, Escape Artist +lo, Hide
lapse. Now, in addition to bolstering what remains of the cavern roof, it
+11, Listen +11, Move Silently +11, Ride +lo, Search +12, Sense Motive
supports large landing platforms for the elves' aerial steeds that function
+9, Spot +11; DodgeB, Weapon Finesse, Weapon Focus (long bow).
as way stations for troops to rest their mounts during the grueling flights
treater Invisibility (Su): A pixie remains invisible even when it
to and from the surface. The stone pillar also mounts many of the mir-
attacks. This ability is constant, but the pixie can suppress or resume
rors used to channel light into the darkness. Its dissolution would be dis-
it as a free action.
astrous for the beleaguered elven fortress.
Spell-Like Abilities: 1/day-lesser confusion (DC 14),dancing lights,
Diantha, the erinye (Room H i 2 and "The Fallen Angel" sidebar), is
detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15),
counting on just that. She has coaxed the band of sprites that she has
dispelmagic, entangle (DC 14),permanent image (DC 19; visual and
charmed into subtly weakening the column, then hiding the damage
auditory elements only), polymorph (self only). Caster level 8th.
beneath a permanentimage. Since no one in the elven fortress expects the
The save DCs are Charisma-based.
column to be damaged, no one has so far considered doubting the illu-
One pixie in ten can use irresistible dance (caster level 8th) once per day.
sion and why would they want to? The trail is further muddied by a tra-
Special Arrows (Ex): Pixies sometimes employ arrows that deal no
dition that grew in the long years of the elven occupation: upon their
damage but can erase memory or put a creature to sleep.
departure from the fortress, an elven trooper carves his sigil into the
Memory Loss: An opponent struck by this arrow must succeed on
rock.
a DC 16 Will save or lose all memory. The save DC is Charisma-based
Once the column is sufficiently weakened and her other plans come
and includes a +2 racial bonus. The subject retains skills, languages,
to fruition, Diantha targets the stone columns with a well-placed shatter
and class abilities but forgets everything else until he or she receives
spell. I n the ensuing chaos, she garners her escape.
a heal spell or memory restoration with limited wish, wish, or miracle.
pcs affected by a true seeing spell have no problem perceiving the
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must
damage. Likewise, a PC touching the stone has a 15%chance of feeling
succeed on a DC 16 Fortitude save or be affected as though by a sleep
one ofthe cracks, as permanent image does not include the sense oftouch.
spell. The save DC is Charisma-based and includes a +2 racial bonus.
Finally, dwarven PCs have a 50% chance of sensing weaknesses in the
Notes: One of the six possesses irresistible dance.
stone due to their stonecunning abiliv. Otherwise, PCs should have no
* Crig: CR 2; Tiny fey; H D 2d6+2; hp 13; lnit +4; Spd 20 ft., fly 40 ft. reason to disbelieve the illusion.
(poor);AC 20, touch 16, flat-footed 18; Base Atk +l; Crp -10 Atk +7 Beneath the illusion, several long, deep cracks gouge into the col-
melee (ld3-2/19-20. short sword) or +7 ranged (1d4-2/~3,longbow); umn's surface. In places, it appears as ifthe stone was struck a sharp ham-
Full Atk +6 melee (ld3-2/19-20, short sword) or +6 ranged (ld4-2/~3, mer-blow, radiating damage in a web pattern. However, when the PCs
longbow);Space/Reach 2-1/2 ft./O ft.; SA Spell-likeabilities, fiddle; SQ first arrive in Region H, the damage is not yet enough to doom the stone
Damage reduction 5/cold iron, low-lightvision, spell resistance 17;AL column.
NC; SV Fort +1, Ref+7, Will +4; Str 6, Dex 18, Con 13. Int 10, Wis 13, The damage can be repaired by use of the spells make whole or stone
Cha 14. shape. The damage is sufficient to weaken the supports for the staircase
Skills and Feats: Craft (any one) +4, Escape Artist +8, Hide +16. Jump leading up to the first landing platform. PCs that attempt the climb are
+5, Listen +4, Move Silently +9*, Perform (string instruments) +7, likely to discover the sabotage at the worst possible moment.
Search +3, Spot +4; DodgeB. Weapon Finesse. Encounter Condition: Tremors 18 [25]
Spell-Like Abilities: 3/day-disguise se$ entangle (DC 13). invisibility Tactics: N/A
(self only), pyrotechnics (DC 14),ventriloquism (DC 13). Caster level 9th. Treasure: N/A
The save DCs are Charisma-based. E L N/A
Fiddle (Su): One grig in each band carries a tiny, grigsized fiddle. Scaling: N/A
When the fiddler plays, any nonsprite within 30 feet of the instrument must
succeed on a DC 12 Will save or be affected as though by irresistible dance
for a s long as the playing continues. The save DC is Charisma-based.
Skills: Crigs have a +8 racial bonus on Jump checks.
*They also have a +5 racial bonus on Move Silently checks in a forest
setting.
Possessions: Leather armor, short sword, long bow, arrow (14).
risitors warmly, engaging them in pleasant con-
ir opinion of the elven fortress, and gently teas-
n cuiuiiiii ui SLUIIC ~ ~ i t x i i i ruywaiu,
b umipycd~~ug
iiiw LLLC c ~ c i i i d i es our rneir reasons Iur being in the Region. A DC 20 Diplomacy check
night of the cavern. Here and there, points of light flicker along its or appropriate role-play raises her disposition from Friendly to Helpful,
leneth like fireflies. A wide staircase. narrow onlv in comoarison to and she decides she can trust the PCs. At this point in the conversation,
she asks for their assistance in a small matter. A band of sprites in the
western part of the Region, she confides, seems to be indulging in some-
what more destructive tricks than are their usual wont, and they are
a1 avoiding the rest of their fellows. She asks the PCs to investigate for her
Lis and find the source of the corruption. “Iknow it is a small thing, com-
th pared to the other ills besetting this poor place, but my children are dear
to me, and 1 would not see them fall to the darkness.” (See sidebar “The
ie Fallen Angel” for more information.)
’g Sharmiana cannot offer anything material as payment for the PCs’
h. assistance, but in return for their assistance, she offers them whatever
ie magical healing they may need.
Encounter Condition: N/A
reason to disbelieve the illusion. Tactics: Sharmiana seems frail, but if attacked is a formidable o p p e
Encounter Condition: N/A nent. As a free action, she activates blinding beauty, then casts barkskin on
Tactics: Beneath the illusion, several long, deep cracks have been herself She then casts heat metal and rustinggrasp spells against fighters;
gouged into the column’ssurface. Again, as in Room H23, when the PCs spellcasters she stuns with a stunning glance. If severely outnumbered
first arrive in Region H, the damage is not yet enough to doom the stone or severely wounded, Sharmiana uses dimension doorto seek safety in the
column. Council Spire (Room H40).
The damage can be repaired by use of the spells make whole or stone Both pixies and grigs possess the capability to make themselves invis-
shape.The sabotage to this column has weakened the moorings that hold ible at will, and this is one of their favorite tactics. Pixies remain invisi-
the great mirrors on the column. Any creature that climbs the staircase ble while attacking, and ifforced to enter melee combat, use this to their
sends vibrations through the stone, causing one ofthe mirrors to be cast greatest advantage. Grigs become visible when attacking, but generally
loose. Creatures within 40 ft. of the base of the column when the mirror don’t care; they fearlessly swarm larger creatures.
hits ground suffer 6d8 damage from razor-sharp flying shards (Reflex P i e s vanish from sight as soon as possible and cast lesserconfusionon
save DC 20 for half damage). any fighters in the group. Once they have done so, they fly out of easy
Treasure: N/A reach and pelt the spellcasters with sleep arrows. One pixie usually casts
E L N/A detect evil; evil creatures become targets for the pixies’ memory loss arrows.
NPCs: N/A The grigs prefer to entangle their foes, then retreat into the air out of easy
Scding: N/A reach, blind the enemy with pyrotechnics, then attack with bow and
arrows. If Sharmiana is wounded, the sprites seek to delay the PCs long
enough for her to dimension doov to safety
H25. SHARMIANA’S TOWER
Treasure: N/A
E L 13
Scaling: To increase the challenge of this encounter, double the num-
southern or western fronts. It rises from a sea of flowers, wrapped
ber of sprites and give Sharmiana two druid levels. To decrease the chal-
in ivy’s clinging
- - vines. The greenery has inserted tendrils into every
lenge, halve the number of sprites and reduce Sharmiana to 10 Hit Dice.
tiny crevice on the tower’s surface and exploited them ruthlessly,
widening them into cracks, taking hold of the stone in a grip A Sharmiana, Nymph: CR 9; Medium fey; H D 12d6+12;hp 57; Init +4;
impossible to break. Flowers curl invitingly around the old arrow- Spd 30 R., swim 20 ft.; AC 18, touch 18, flat-footed 14; Base Atk +6;
1 1 1 1. . *
1
shts, now widened by time and the ivy s relentless onslaught.
1 .
Grp +6; Atk +10 melee (1d4/19-20, dagger); Full Atk +11/+6 melee
(1d4/19-20, dagger); SA Blinding beauty, spells, spell-like abilities,
Initial Attitude: Friendly stunning glance; SQ Damage reduction lO/cold iron, low-light vision,
Encounter: This tower was claimed hy Sharmiana (hp 54), queen of unearthly grace, wild empathy; AL CC; SV Fort +7, Ref +12, Will +12;
the fey, when the elven troops ceased to garrison it. w i t h a few judicious Str 10, Dex 18, Con 12, Int 16, Wis 18, Cha 22.
spells, she turned the forbidding watchtower into an ivy-coveredbower, Skills and Feats: Concentration +16. Diplomacy +13, Escape Artist +15,
and now makes her dwelling here. Handle Animal +16. Heal +18, Hide +19, Listen +19, Move Silently +19,
The inside of the tower is as green as the outside; flowering vines Ride +7, Sense Motive +19, Spot +19, Swim +14, Use Rope +3 (+5 with
twine up the banisters of the staircase and creep up the walls. The floors bindings); Ability Focus (blinding beauty), Combat Casting, Dodge, Great
are carpeted in fresh flower petals, and the air is somehow crisp and Fortitude, Weapon Finesse.
clean. Despite appearances, the stairs are perfectly safe, and there are no Blinding Beauty [Su): This ability affects all humanoids within 30 feet
doors to bar the way to the second level, although a curtain of rose vines of a nymph. Those who look directly at a nymph must succeed on a DC
blocks the staircase to the third floor. The second floor is likewise car- 24 Fortitude save or be blinded permanently as though by the blindness
peted in flowers, and rough, irregular windows have been carved in the spell. A nymph can suppress or resume this ability as a free action. The
walls, letting in the light from outside. At the far end of the room, a beau- save DC is Charisma-based.
tiful woman sits in a simple wooden chair garlanded in ivy and roses, Spell-LikeAbilities: 1/daydimension door. Caster level 7th.
surrounded by a band ofpixies (hp 9 each) and grigs (hp 8 each) perched Spells: Sharmiana casts divine spells as a 7th-level druid.
on the walls and sprawled on the floor. Jypical Druid Spells Prepared (6/5/4/3/2,save DC 14 + spell level):O-cure
Sharmiana is a nymph of surpassing beauty and unknown age Her minor wounds, detect magic,flare,guidance, light, resistance; 1st+alm animal,
complexion nvals the finest porcelain, her eyes are green pools in which cure light wounds, entangle, longstrider, speak with animals; 2nd-barkskin,
wisdom and youth intermingle, all crowned by the silver-gilthair which heat metal, lesser restoration. tree shape; 3rd- call lightning cure moderate
falls in a shimmenng cascade to pool at her feet. Even when her true, wounds, protectionfrom energy; 4th-ice storm, rusting grasp.
blinding beauty is suppressed, she seems almost to glow. Possessions: Masterwork dagger.
Pixie: CR 5 ; Small fey; H D 3d6 h p 10; lnit +4; Spd 20 ft., fly 60 ft.
(good);AC 16,touch 15, flat-footed 12; Base Atk +l; Crp -5; Atk +6
melee (ld4-2/19-20, short sword) or +7 ranged (ld&2/x3, longbow); The shadows cast against the escarpmentof thepl
Full Atk +6 melee (1d4-2/19-20, short sword) or +7 ranged (ld&2/x3, port columns swallow the ltght for several feet to cl..lr.o.uL =.
vyLLL
longbow);SA Spell-like abilities, special arrows; SQ Damage reduction ing m the rock, so the tendency of the eye to exaggerate the hght
lO/cold iron, greater invisibility, low-light vision, spell resistance 15; between them is understandable A second look suggests something
AL NC; SV Fort +1, Ref +7, Will +5; Str 7, Dex 18, Con 11, Int 16, more, the smaller pdlars t hat flank the opening cast shadows that point
Wis 15, Cha 16. the wrong directlon to be Icast by the central “sun”.On even closer exam-
Skills and Feats: Bluff +lo, Concentration +6, Escape Artist +lo, Hide mation, the pattern of hg ht on the stone ripples gently in response to
+11, Listen +11, Move Silently +11, Ride +lo, Search +12, Sense Motive the merest breath The lucent columns seem to have been subtly shaped
+9, Spot +11; DodgeB, Weapon Finesse, Weapon Focus (long bow). to suggest a mynad of sha pes wtth only the palette of light and shadow.
Greater Invisibility (Su): A pixie remains invisible even when it attacks. The cavern itselfis a Iwonder, pellucid columns shimmering rn the
This ability is constant, but the pixie can suppress or resume it as a free soft lumlnescence Colunins of cloudy alabaster have been carved by
action. a master’s touch into fan1tastic shapes, revealing the hidden treasures
Spell-Like Abilities: 1/day-lesser confusion (DC 14), dancing lights, wthin The c e i h g , a goc- . hiuh
- ... ft
id fifwpn ~. ______r-- hv
, 1~- wallnnerl -, tiww-thfn
~ _-__
detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), fans of gold-veined stone A nymph is caught in the midst of an eternal
dispel magic, entangle (DC 14), permanent image (DC 19; visual and bath m nppled crystal, her hand outstretched to a bird w t h plumage
auditory elements only),polymorph (self only). Caster level 8th. The save lunned by the pigments of the stone A dehcatelywlnged faene dances
DCs are Charisma-based. suspended only by nbbons of stone as fine as silk
One pixie in ten can use irresistible dance (caster level 8th) once per day.
Special Arrows (Ex): Pixies sometimes employ arrows that deal no Initial Attitude: Indlfferent
damage but can erase memory or put a creature to sleep. Encounter: Few visit Malachi (95 hp) in his lair of late, he has fallen
Memory Loss: An opponent struck by this arrow must succeed on out of favor with the head of the Councll Where once the elven elders
a DC 16 Will save or lose all memory. The save DC is Charisma-based were pleased to listen to his words of wisdom, now his words fall upon
and includes a +2 racial bonus. The subject retains skills, languages, deaf ears Even his friend and Council ally, Sythiss, has retreated into his
and class abilities but forgets everything else until he or she receives own dark corner From his lair, Malachi observes all that occurs around
a heal spell or memory restoration with limited wish, wish, or miracle. him with leonine patience And, even If his advice is not heeded, he can
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must still perform some small service for the elven fortress - under his
succeed on a DC 16 Fortitude save or be affected as though by a sleep watch, fewer of the pnzed aerial steeds have disappeared
spell. The save DC is Charisma-based and includes a +2 racial bonus. The cavern which he has made his lair bears his mark -Malachi is
Notes: One of the six possesses irresistible dance. a gdted sculptor and, over the centunes, has patiently worked many
of the columns and stalagmites into works of art that any kmg would
a trig: CR 2; Tiny fey; H D 2d6+2;h p 13; Init +4; Spd 20 ft., fly 40 ft.
be proud to own, could they be moved
(poor);AC 20, touch 16, flat-footed 18; Base Atk +l; Crp -10; Atk +7 melee
PCs that express admiration for his sculptures receive a +2 circum-
(ld3-2/19-20, short sword) or +7 ranged (1d4-2/~3,longbow); Full Atk +6
stance bonus to their Diplomacy checks, while Malachi is not ordinanly
melee (1d3-2/19-20, short sword) or +6 ranged (ld4-2/~3,longbow);
swayed by flattery, like all artists he appreciates the occasional
Space/Reach 2-1/2 ft./O k.; SA Spell-likeabilities,fiddle; SQ Damage
compliment If PCs raise Malachl’s disposition to Fnendly, he can be
reduction S/cold iron, low-light vision, spell resistance 17; AL NG; SV
persuaded to give them some information on the inhabitants of the
Fort+l, Ref+7,Will+4;Str6,Dex18,Con13,IntlO,Wis13,Cha14.
Region. of his fellow Council members, he says little beyond descnbing
Skills and Feats: Craft (any one) +4, Escape Artist +8, Hide +16, J u m p
their faces and duties - he feels it is not his place to speak ill of his
+5. Listen +4, Move Silently +9*, Perform (string instruments) +7,
co-governors If the pcs seek further information, he suggests that they
Search +3, Spot +4; DodgeB. Weapon Finesse.
speak to the second in command of the fortress, Silmanen Meliambre,
SpeN-Like Abilities: 3/day-disguise seK entangle (DC 13), invisibility
who can usually be found at the command post in Room H19, and who
(self only), pyrotechnics (DC 14). ventriloquism (DC 13). Caster level 9th.
(he says) he trusts imphcitly
The save DCs are Charisma-based.
If the PCs succeed in raising his disposition to Helpful, they have
Fiddle (Su): One grig in each band carries a tiny, grig-sizedfiddle. When
gained a potent ally Malachi does not ordinanly leave the Region,
the fiddler plays, any nonsprite within 30 feet o f the instrument must
but like any other full member of the Council, he can grant permission
succeed on a DC 12 Will save or be affected as though by irresistible dance
for the PCs to remain as long as they wtsh, and to leave and return at w111
for as long as the playing continues. The save DC is Charisma-based.
If he does so, he extracts a promise in return he is deeply concerned by
Skills: Crigs have a +8 racial bonus on Jumpchecks. *They also have
the malaise affecting the elven fortress, and requests that the PCs look
a +5 racial bonus on Move Silently checks in a forest setting.
into the problem He believes that someone or something is actively
Possessions: (all tiny) short sword, long bow, 14 arrows, leather armor.
working to divlde elf from non-elf, old from young, warrior from druid,
and that perhaps the Pcs, as outsiders, can perceive what those in the
H26 THRQUCH H27. THE ERSTERN PCPlTEWU midst of the situation cannot
The Eastern Plateau consists ofrooms H26 and H27.Theplateau stretch- PCs that accidentally harm one of Malachi’s sculptures reduce his
es east and south beyond the reach of the light for some distance, where Attitude bv one step, and, unless his Attitude is Hostde, he politely asks
it ultimately terminates in the dungeon wall. Grass grows thickly atop them to leave his cavern. He may speak to them at another tlme, once he
the small mesa, turning brown and sere in the perpetual twilight at the has repaired the damage. pcs that deliberately harm or destroy one of
edge of the Region, and ultimately dwindling as the light fails. The top the sculptures shdt his Amtude to Hostile Once Malachi’s Attitude
of the plateau is used as a corral for the few aerial mounts remaining to reaches Hostile, he demands the pcs leave and he does everything in his
the elven fortress. Below the plateau in a small cave lives Malachi, a lam- power to make the pcs unwelcome in the elven fortress
masu dedicated to protecting Belatu-Cadros. Encounter Condition: Concealment, Poor Footing 3
Tactics: Malachi is a formidable foe He emanates a magic circle against
evil in a 20-ft radius around himself He is larger than an ordinary
lammasu, but is not overly encumbered by his bulk The cavern is easily
large enough to accommodate him, and he fights equally well in close
quarters or open air
pwever, if his e n e rlies outnumber him while he i s in his lair,
_""._.
.r,.) .",.rlnnrr AiYP,-*I.
Man<*"., upward; 500 ft. above the floor o f the cavern,
THf UMXRTRIR GU8RDlRH
Malachi is old, so old that he has forgotten his age. H e is one
he casts greater invisibility, bull strength, entropic shield and divine fauor.
o f the few remaining original inhabitants o f the fortress, and is
Thus f o d i e d , he drops to spellcasting range and targets holy smite in
profoundly distressed at the garrison's slow decline. A scholar
the midst of his enemies. Then, he re-enters melee combat, raking his
and an artist by nature, he wears the f o r m o f a warrior, and the
opponeii t s in flyby attacks. Malachi prefers t o attack evil spellcasters
dichotomy between the t w o is the cause o f many sleepless
o r C l e ms first, then turn his attention t o the warriors supporting them.
nights, as he struggles t o reconcile body and soul.
PCS ,casting dimension door are redirected to the teleport point
Age has n o t withered him: only a few silver strands thread
outside Room HZO; Malachi avoids this through his centuries o f
themselves through his fiery mane, and the russet and gold
experience in the Region and can cast dimension door normally.
o f his wings echo the colors o f his mane and pelt. Powerful
Treasure: I f Malachi's sculptures could be safely removed from the
muscles and razor-sharp claws proclaim their readiness t o
cavern (requires a D C 30 Craft (sculpture) check or a D C 35 Profession
launch into battle at an instant's notice, if need be, yet the crags
(mining) check; dwarves have a +4 circumstance bonus to these rolls due
o f his face suggest a gentleness belied by his warlike form.
to their stonecunning ability), they would each fetch several thousand
H e pays close attention when someone speaks t o him, watching
gold for the rarity o f materials and fine craftsmanship. (Of course,
t h e m with his catlike golden eyes, but his hand-claws constantly
the PCs would first have to smuggle the sculptures out past a fortress
worry a piece o f stone into a small sculpture. H e frequently
o f angry elves and an even angrier lammasu.) Destroying the sculptures
surprises his visitors by presenting them the results (a rough
outright frees the equivalent o f 2d4 g p per sculpture in fragile gold foil,
bust of one o f them, for example) as a small gift.
likewise triggers their creator's wrath.
Malachi would be content t o retire and attend t o his sculpt-
EL 12
ing, b u t he is all t o o aware that, if matters continue as they are,
Scaling:To increase the challenge o f this encounter, increase Malachi's
the fortress will fall and h i m with it. H e knows there is a threat
hit dice to 13. To decrease the challenge, reduce his hit dice to 9.
tl3 the fortress and the safe!ty o f Belatu-Cadros. H e suspects that
A Malachi, Lammasu: CR 12; Large magical beast: HD lld10+33: hp 59; tlhe disappearances are d u e t o m o r e than desertions, and offers
Init +1: Spd 30 ft., fly 60 ft.(average): AC 20, touch 10, flat-footed 19:
Base Atk +11; Grp +21: Atk +17 melee (ld6+6, claw); Full Atk +17 melee ----A
aiierriyi .-
a s p r o o f the fact that i n several months, no one has made an
--
-.--I -
---:-I
LU X C d l dll d r I l d l steed. Jacan Lightshield dismisses his
(1d6+6, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake ld6+3, spells: concerns - he believes the deserters are becoming more subtle,
SQ Darkvision 60 ft., low-light vision, magic circle against evil, Spell-Like simply leaving the Region t o seek other exits t o t h e dungeon.
Abilities: abilities; AL LG; SV Fort +lo, Ref+lO, Will +9; Str 23, Dex 12, Malachi's friends in the fortress are, unfortunately, few.
Con 17, Int 16, Wis 18. Cha 14. Sythiss, the naga, he counts as a friend, b u t Sythiss' behavior
Skills and Feats: Concentration +13, Craft (sculptor) +17, Diplomacy has become erratic, and t h e naga has withdrawn into his o w n
+9, Knowledge (arcana) +13, Listen +13, Sense Motive +14, Spot +15: lair. The troops, for the most part, fear him - his presence
Blind-Fight, Flyby Attack, Iron Will, Lightning Reflexes beneath the corral plateau is an effective deterrent t o would-be
Spells: Malachi casts spells as a 7th-level cleric. thieves, but such unreasoning fear discomfits the gentle
Typical Cleric Spells Prepared (6/6/5/4/3: save DC 14 + spell level): lammasu. Enoriel is becoming m o r e and more blatant about
O d e t e c t magic, guidance (2), light, read magic, resistance; 1st-bless (2). his belief in t h e inferiority o f non-elves, which makes it almost
cure light wounds*, detect evil, divinefavor, entropic shield; Znd-aid*, impossible for Malachi t o b e an effective m e m b e r o f the ruling
bear's endurance, bull's strength, cure moderate wounds", lesser restoration, Council. jacan considers the lammasu t o be an alarmist, overly
resist energy; 3rd-cure serious wounds", daylight, dispel magic, remove concerned about things that aren't his responsibility such as the
curse; 4th-discern lies, holy smite", neutralize poison. morale o f the troops, o r the cause of the disappearances.
*Domain spell. Domains: Good and Healing. Malachi is aware o f Silmarien Meliambre's true mission,
Magic Circle against Evil (Su): A lamrnasu radiates a continuous and wholeheartedly support s it, but does not himself actively
magic circle against evil that affects a 20-foot radius. pursue the root o f the malai se for fear o f unintentionally sabo-
Spell-Like Abilities: 2/day- greater invisibility (self only): 1/day- taging her efforts. Nonethele ss, he keeps his eyes and ears open,
. .
dimension door. Caster level 7th. and provides her what assistance h e may.
Pounce (Ex): If a lammasu charges a foe, it can make a full attack, -
Ultimately, Malachi is a tragic figure he knows there is rot
including two rake attacks. within the fortress, but he has no p r o o f o f w h o o r what is
Rake (Ex): Attack bonus +17 melee, damage ld6+3. causing the decay. Without p r o o f a n d with few friends, he cannot
Skills: Lammasus have a +2 racial bonus on Spot checks. take action. Too m u c h contemplation i s eroding his ability
t o make the hard, instant decisions that will be required
o f h i m should the garrison self-destruct.
I
H27. PLATEAU CORRAL Giant Eagle: CR 5; Huge magical beast; H D 9d10+27; hp 78 In
n r
Spd loft., fly 80 ft. (average);AC 16, touch lu, fiat-tooted
~ -
* _ ^
15; Base
The tableland slopes gently upwar +9; Crp +21; Atk +16 melee (1d8+8/19-20. claw); Full Atk +16 melee
of the darkness, the gentle slope takes a sharp upturn and, abruptly, (ld8+8/19-20, 2 claws) and +10 melee (2d6+4, bite); Space/Reach 15
becomes the c:wern wall. No fences disturb the gently waving grasses ft./10 ft.: SA -; SQ Low-lightvision, evasion; AL NC; SV Fort +5,
of the plam; the only boundary is created by the failing light. Ref+7. Will +3; Str 26, Dex 15, Con 16, Int 10, Wis 14, Cha 10.
The plateau is large enough to allow a large herd of creatures to roam Skills and Feats: Knowledge (nature) +2, Listen +8. Sense Motive +4,
free, but a quick glance reveals only a few winged beasts -certainly Spot +17, Survival +4; Alertness, Flyby Attack, Improved Critical (claws],
not enough to carry the full garrison. Weapon Focus (claws).
Evasion (Ex): With a successful Reflex save against an attack that
Initial Attitude: Indifferent allows a Reflex save for half damage, a giant eagle takes no damage.
Encounter: The garrison’s few remaining aerial steeds are corralled Skills: Giant eagles have a +4 racial bonus on Spot checks.
on the southeastern plateau to protect them from deserters. Upon
Giant Owl: CR 5; Huge magical beast: H D 9d10+27; hp 78; lnit 23;
the northern half of the plateau, a hippogriff (hp 52) and a mated pair
Spd 10 ft., fly 70 ft. (average);AC 16, touch 10, flat-footed 14; Base Atk
of griffons (hp 85 each) maintain an uneasy truce. To the south, two
+9; Grp +20 Atk +14 melee (2d6+7,claw); Full Atk +14 melee (2d6+7,
pegasi (hp 68, 51) - one golden, one black -keep close watch upon
2 claws) and +9 melee (2d6+3,bite); Space/Reach 15 ft./lO k.; SA -;
the carnivores to the north. Along the edge of the plateau nests a giant
SQ Superior lowlight vision; AL NC; SV Fort +9, Ref+8, Will +5;
eagle (hp 78), and in the shadows to the southeast, a solitary giant owl
Str 24, Dex 15, Con 16, Int 10, Wis 14, Cha 10.
(hp 74) makes its perch on an outcrop of the cavern wall.
Skills and Feats: Knowledge (nature) +2, Listen +17, Move Silently +8*,
Griffons and hippogriffs are not terribly intelligent, although
Spot +10 Alertness, Dodge. Improved Natural Attack (claws),Wingover.
trainable. They are well-trained and do not attack the other mounts
Superior Low-Light Vision (Ex): A giant owl can see five times as far as
unless they are maddened, frightened, or charmed. However, an intruder
a human can in dim light.
who wishes to sneak close enough to madden, frighten, or charm the
Skills: Giant owls have a +8 racial bonus on Listen checks and a +4
less-intelligent beasts first has to avoid the notice ofthe giant raptors and
racial bonus on Spot checks.
the pegasi, who are fully as intelligent as an average human.
The griffons and hippogriffs are trained to recognize the badges of A Zephyr, Lightshield’s Mount, Pegasus: CR [5] but included in Light-
the elven troops and allow anyone wearing the badge to mount and ride shield’s CR; Large magical beast; HD4d10+12+6d8+18;hp 80 lnit +2;
them. If a PC does not wear an elven badge, but approaches one of these Spd 70 ft. (12 squares), fly 130 ft. (average);AC 22, touch 11, flat-footed 2 0
creatures, it avoids being mounted. Further attempts cause the war- Base Atk +10 Grp +19; Atk +15 melee (ld6+5,Hoof); Full Atk +15 melee
trained creatures to attack the Pcs. If the PC actually manages to mount (ld6+5,2hooves) and +10 melee (1d3+2,bite); Space/Reach 10 R./5 R.;
an aerial steed, the creature abruptly takes off, gains several hundred ft. SA-; SQ Darkvision 60 R., low-lightvision, scent, spell-likeabilities: AL CG;
in altitude, then dislodge its unwanted rider. SVFort+ll,Ref+lO,Will+6;Str21, Dex15,Con 16,IntlO,Wis13,Cha13.
The giant eagle and giant owl are not only much more intelligent than Skills and Feats: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8;
their bestial near-kin, but are fluent in Common and Sylvan, and may be Flyby Attack, Iron Will.
negotiatedwith.The giant eagle is Enoriel’s animal companion,and cannot Spell-Like Abilities: At will -detect good and detect evil within a 60-foot
be persuaded to allow another to ride him. However, (provided that PCs radius. Caster level 5th.
have received permission from the elves) if PCs can raise the giant owl’s Empathic Link (Suj: Lightshield has a n empathic link with his mount
disposition to Friendly through a successful Diplomacy check and provide out to a distance of up to 1 mile. The paladin cannot see through the
a compelling reason, the owl consents to bear one or two of the PCs. mount‘s eyes, but they can communicate empathically.
The pegasi are not among the pool of common mounts. The golden Note that even intelligent mounts see the world differently from
pegasus, Zephyr, is Jacan Lightshields mount, and possesses all the humans, so misunderstandings are always possible.
abilities of a paladin’s mount. The black pegasus, Aquila, is Silmarien Because ofthis empathic link, Lightshield has the same connection
Meliambre’s animal companion. Neither pegasus allows itself to be to a n item or place that her mount does, just as with a master and his
ridden by anyone other than their chosen rider. familiar (see Familiars).
The PCs may believe that the flying mounts represent a safe and easy Improved Evasion (Ex): When subjected to an attack that normally allows
way out of the cavern.The DM should disabuse them ofthis notion. PCs a Reflex saving throw for halfdamage, Zephyr takes no damage if it makes
that venture into this room with the intention of stealing the aerial a successful saving throw and half damage ifthe saving throw fails.
steeds face massive resistance from all quarters. For the elven troops, Share Spells: At Lightshield’s option, he may have any spell (but not
the few remaining mounts are their lifeline to the surface -their only any spell-likeability) he casts on herself also affect Zephyr.
link between them and their surface home. The elves will fight tooth- Zephyr must be within 5 feet at the time of casting to receive the
and-nail to protect them from marauders. benefit. If the spell or effect has a duration other than instantaneous,
Encounter Condition: N/A it stops affecting the mount if it moves farther than 5 feet away and will
Tactics: Extended training and near-human intelligence allow the not affect the mount again even if it returns to the paladin before the
aerial steeds to work in concert to drive off intruders. The hippognffpair duration expires. Additionally, Lightshield may cast a spell with a target
takes to the air immediately to execute their typical diving rakes, driving of “You” on her mount (as a touch range spell) instead of on herself.
them into the claws of the gnffon, who remains on the ground A paladin and her mount can share spells even ifthe spells normally
and pounces. If the creatures are attacked during the day, the giant eagle do not affect creatures ofthe mount’s type (magical beast).
enters the fray, driving its opponents toward the edge of the plateau. Command (Sp): Six times per day, Zephyr can use this ability to com-
During the night, the owl stoops silently upon the hostile Pcs, grappling mand other any normal animal of approximatelythe same kind as itself
them one at a time and dropping them from a considerableheight. (for warhorses and warponies,this category includes donkeys, mules, and
Within a round of a fight breaking out, Malachi comes to the defense ponies), as long as the target creature has fewer Hit Dice than the mount.
of the aerial steeds from Room H26. Elven reinforcements arrive from This ability functions like the command spell, but the mount must make a
nearby rooms at approximate three-round intervals after that. DC 21 Concentration check to succeed if it’s being ridden at the time. If the
Treasure: N/A check fails, the ability does not work that time, but it still counts against the
E L 11 mount’s daily uses Each target may attempt a Will save (DC 10 + 1/2
Scaling: To increase the challenge of this encounter, add another 10 paladin’s level + paladin’s Cha modifier) to negate the effect.
HD griffon. To decrease the challenge, remove the hippogriffs. Skills Pegasi have a +4 racial bonus on Listen and Spot checks.
A Aquila, Silrnarien’s i Animal Companion: CR *; Large magical beast;
..’. . ,.^ .^ - I ^
~ ~ 4 a i u + i ~ + ~ a ahp49;
I
+ O ; lnit+3;Spd60ft. (12squares),fly120ft.
H28 THRQUGH H34. NORTHIAST’ QUADRANT’
The northeastern quadrant o f Region H simmers under the constant
(average); AC: 17, touch 12, flat-footed 14; Base Atk +5; Crp +13; Atk +9
low-level threat o f attack f r o m the lake t o the north.
melee (1d6+1I,Hoof); Full Atk +9 melee (ld6+4,2 hooves) and +4 melee
(ld3+2, bite);; Space/Reach 10 ft./5 ft.; SA -; SQ Darkvision 60 ft.,
evasion, low-Ilight vision, scent, spell-like abilities; AL CC; SV Fort +7, H29. DECAYED WATCHTOWER
Ref +6, Will +4; Str 19, Dex 16, Con 16, Int 10, Wis 13, Cha 13.
1 Skills and 1Feats: Diplomacy +3, Listen +9, Sense Motive +9, Spot + 9 This watchtower, o n t h e far eastern edge o f t h e elven-held lands, is
Dodge, Flyby Attack, Iron Will. extremely decrepit; t h e natural fagade i s crumbling, the foundatlons
Spell-Like I 4bilities: At will - detect good and detect evil within a 60-foot are cracked, and the entire tower leans precanously toward the
radius. Casteir level 5th. northwest. The door hangs slightly askew in its frame, it will
Link (Ex). Silmarien can handle her animal companion as a free probably open, but t h e entire structure looks so unstable that
action, or purjh it as a move action, even if she doesn’t have any ranks i n a too-strong breath might knock it down.
the Handle A nimal skill. The druid gains a +4 circumstance bonus on all
wild empathy’ checks and Handle Animal checks made regarding an I n i t i a lA t t i t u d e : Neutral
animal cornp anion. Encounter: T h i s tower should be abandoned, considering its unsound
Share SpelYs (Ex): Silmarien’s option, she may have any spell (but not state. Never particularly stable, it was badly damaged by a small swarm o f
I
1 __ ___,,I,_
any ~ ~ W I - I I Kability)
~ she casts upon herself also affect her animal earthquakes and has never been repaired. In the ordinary run o f things,
companion. The animal companion must be within 5 feet o f her at the the tower would be deserted and ultimately either repaired or destroyed.
time o f casting to receive the benefit. If the spell or effect has a duration Unfortunately, political considerations mandate that the tower contin-
other than instantaneous, it stops affecting the animal companion if the ue to be inhabited by at least a token force. Enoriel hathanan’s grove is
companion moves farther than 5 feet away and will not affect the animal nearby, and he does n o t countenance abandoning the tower. N o r does he
again, even if it returns to Silmarien before the duration expires. allow the dwarves t o repair it;such stonework, he claims, is an affront to the
Additionally, Silmarien may cast a spell with a target of “You” on her god-tree. Under his gimlet eye, the elven troopers must keep up the appear-
animal companion (as a touch range spell) instead o f on herself. ance o f holding the tower inforce as a proper protection for Belatu-Cadros.
Silmarien and her animal companion can share spells even ifthe spells The external door t o the tower i s closed, but is n o t difficult t o discern; a
normally do not affect creatures ofthe companion’s type (animal). DC S I Search check is sufficient to identlfy it. The door is neither barred
Evasion (Ex): IfAquila is subjected to an attack that normally allows n o r locked. The interior doors suffer from dry rot, the stairs are n o t entire-
a Reflex saving throw for half damage, it takes no damage if it makes ly reliable, and every surface i s covered with dust o r the slow-growing
a successful saving throw. molds endemic to caverns. The four wood e l f guards (hp 28 each) usually
Skills: Pegasi have a +4 racial bonus on Listen and Spot checks. stationed in this tower step very carefully and pray that they are never
attacked, for they are in as m u c h danger from the tower as from an enemy
*Griffon: CR 6; Large magical beast; H D 10d10+30 hp 85;
For practical purposes, the bottom floor o f t h e tower is relatively safe.
Init +2; Spd 30 ft., fly 80 ft. (average); AC 17, touch 11, flat-footed 15;
Climbing the stairs requires a D C 14 Reflex save; o n a failed save, the PC
Base Atk +10 Grp +18; Atk Bite +14 melee (2d8+4, bite); Full Atk +14
cannot make any headway against the odd angles inthe tilted tower. On
melee (2d8+4, bite) and +11 melee (ld4+2. 2 claws); Space/Reach 10
a critical failure, the PC’s foot has broken through a rotted p o r t i o n o f t h e
ft./5 ft.; SA Pounce, rake ld6+2; SQ Darkvision 60 ft., low-light vision,
stairs; u p o n pulling h i s foot free, he takes I d 4 damage from splinters of
scent; AL N; SV Fort +lo, Ref +9, Will +6; Str 18, Dex 15, Con 16, Int 5,
wood and stone. Once o n the second and third levels, PCs must move at
Wis 13, Cha 8.
h a l f their normal movement rate. If they wish to move at their normal
Skills and Feats: Jump+8, Listen +6, Spot +10 Improved Natural
movement rate, they must succeed at a D C 18 Reflex save o r slip and
Weapon (bite), Iron Will, Multiattack, Weapon Focus (bite)
slide d o w n t o t h e floor’s lowest point.
Pounce (Ex): I f a griffon dives upon or charges a foe, it can make
Encounter Condition: Poor Footing 19 orTremors 21
a full attack, including two rake attacks.
Tactics: The elves in this tower are n o t particularly interested in
Rake (Ex): Attack bonus +11 melee, damage ld6+2.
fighting; i f t h e y are attacked, they d o their best to c l i m b down t o the first
Skills: Griffons have a +4 racial bonus on Jump and Spot checks.
floor and exit t h e unstable tower. Once outside, they harass the PCs with
* HippogrifE CR 3; Large magical beast; H D 6d10+18; hp 51 cover fire w h i l e retreating toward Enoriel’s Grove (Room H32).
lnit +2; Spd 50 ft., fly 100 ft. (average); AC 15 (-1 size, +2 Dex. +4 Treasure: N/A
natural), touch 11, flat-footed 13; Base Atk +6; Crp +14; Atk +9 melee E L 10
(ld6+4. claw); Full Atk +9 melee (1d6+4, 2 claws) and +4 melee (ld8+2, Scaling: To increase the challenge o f this encounter, add two wood
bite); Space/Reach 10 ft./5 ft.; SA -; SQ Darkvision 60 ft., low-light e l f guards. To decrease the challenge, remove one wood e l f guard.
vision, scent; AL N; SV Fort +8, Ref +7, Will +3; Str 18, Dex 15, Con 16,
A Wood Elf Line Trooper, War 6 CR 5; Medium humanoid (elf);
Int 2, Wis 13. Cha 8.
H D 6d8; hp 27; lnit +3; Spd 30ft.; AC 19, touch 13, flat-footed 15; Base
Skills and Feats: Listen +4, Spot +8; Dodge, Improve Natural Weapon
Atk +6; Crp +8; Atk +7 melee (ld8+1/19-20, longsword) or +10 ranged
(claw), Wingover.
(ld8/19-20 x3, longbow with obsidian arrows); Full Atk +7/+2 melee
Skills: Hippogriffs have a +4 racial bonus on Spot checks.
(1d8+1/19-20, longsword) or +10/+5 ranged (1d8/19-20 x3, longbow
with obsidian arrows); AL CC; SV Fort +5. R e f +4, Will +l; Str 13, Dex 16,
Con 10, Int 10, Wis 9, Cha 8.
Skills and Feats: Climb +5, Hide +1 (+3), Listen +6, Search +3, Spot
+6; Point Blank Shot, Precise Shot, Weapon Focus (longbow).
ElfTraits: Immunity to sleep spells and effects, and a +2 racial saving
throw bonus against enchantment spells or effects.
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
merely passes within 5 feet o f a secret or concealed door is entitled to a
Search check to notice it as if she were actively looking for it.
Possessions: Elven chain, light shield, long sword, masterwork long
bow, obsidian tipped arrow (15), uniform cloak (+2 circumstance bonus
to Hide checks in Region H), bronze cloak clasp,
‘1
H29. NORTHERN WATCHTOWER 3, Hide
+8, Search +2, Spot +10 Alertness, Dodge, Far anor, .-I
.I I .
improveaJ .initiative,
The northern watchtower looks out over the dark mirror that is Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Skill
the northern lake. The scent of the air off the water is fishy and (craft fletcher). Weapon Focus (longbow),Weapon Specialization
unpleasant, with the undertone of rotting things, and the watchtower (longbow).
seems a lonely sentinel against the unknown depths. Of all the E l f h i t s : Immunity to sleep spells and effects, and a +2 racial I
watchtowers, 1:his northern tower is the most obviously a guard tower, throw bonus against enchantment spells or effects.
built of stone and mortar and not camouflaged in any way It fairly Skills: +2 racial bonus on Listen, Search, and Spot checks. An z
bristles with a ctivity, even in the middle of the night; men routinely
.. . r - . .
walk patrols around the area, in squads of no fewer than three men.
merely passes within 5 feet of a secret or concealed door is entitled to a
Search check to notice it as if she were actively looking for it.
Possessions: Uniform cloak (+2 circumstance bonus to Hide checks in
Initial Attitude: Indifferent Region H), silver cloak clasp, + I longsword, + I long bow, 21 masterwork
Encounter: This watchtower is well-maintained.The garrison in this obsidian tipped arrows, elven chain mail, buckler.
tower is the most alert in the elven fortress due to the threat of the near-
by lake. The lake to the north is known to be a haunt of lacedons and
A Wild ElfTroopers (4): Wild Elf Line Trooper, War 6: CR 5; Medium
humanoid (elf); H D 6d8; hp 27; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
sahuagin, and the elves frequently have to slay an undead horror or a
footed 13; Base Atk +6; Crp +8;Atk +8 melee (ld8+2/19-20, longsword)
scaled water-denizen menacing the nixie colony (Room H31).The tower
or +10 ranged (ld8/19-20 x3, longbow with obsidian arrows); Full Atk
contains a double squad of wood elfwarriors (hp 34 each) plus a garrison
+8/+3 melee (ld8+2/19-20,longsword) or +10/+5 ranged (ld8/19-20
lieutenant (hp 57), and ifthey need further support, they can bring giral-
x3, longbow with obsidian arrows); AL CC; SV Fort +5, Ref +4, Will +1;
Ions up from the forest. However, the tower’s response to PCs that
Str 15, Dex 16, Con 10, Int 8, Wis 9, Cha 8.
approach over the lake tends to be shoot-first-ask-questions-later,and
Skills and Feats: Climb +3, Hide +3 (+5),Listen +5, Search +2, Spot
their reactions range from unfriendly to openly hostile to such intrud-
+5; Point Blank Shot, Precise Shot, Weapon Focus (longbow).
ers. Conversely,PCs that assist them in fending off an attack are regard-
ElfTraits: Immunity to sleep spells and effects, and a +2 racial saving
ed with a significantly improved disposition (raise disposition
throw bonus against enchantment spells or effects.
to Friendly). In other situations, while they are not overly friendly,
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
the garrison here is willing to summon Silmarien Meliambre, the army’s
merely passes within 5 feet of a secret or concealed door is entitled to a
second-in-command, to negotiate with the Pcs.
Search check to notice it as if she were actively looking for it.
Encounter Condition: N/A
Possessions: Masterwork studded leather, light shield, long sword,
Tactics: The garrison does not attack the PCs if they do not attack
masterwork long bow, obsidian tipped arrows (15), uniform cloak (+2
first. However, if hostilities break out, the archers in the tower concen-
circumstance bonus to Hide checks in Region H), bronze cloak clasp.
trate arrow fire on the PCs while calling for reinforcements. Enoriel
Lasathairian arrives from Room H32 via tree stnde within Id3 rounds to
provide spell support. An additional squad of four wild elf troopers H30. SMALL DRVAD GROVE
arrives within ld6 rounds.
Treasure: N/A Beyond the clear waters ofthe river, the forest curtain thins into a small
E L 13 (without reinforcements), 14 (with reinforcements) clearing protected by an irregular ring of shrubs and saplings.
Scaling: To increase the challenge of this encounter, raise the level of A soft carpet of flowers covers the ground in a myriad of vtbrant colors,
the elven wamors by one. To decrease the challenge, lower the level of all surrounding a large oak tree with three distinct t r u n k s . Soft laughter
the elven warriors by one. wafts in on a warm breeze, echoed by giggles from the underbrush.
A Wood ElfGuard, War 7: CR 6 Medium humanoid (elf); H D 7d8; Initial Attitude: Friendly
h p 31; lnit +3; Spd 30 ft.; AC 19, touch 15, flat-footed 13; Base Atk +7;
Encounter: The clearing is home to dryad triplets, bound to the
Crp +8; Atk +8 melee (ld8+1/19-20, longsword) or +11 ranged
three-in-one tree. Although identical in appearance, the sisters are very
(ld8/19-20 x3, longbow with obsidian arrows); Full Atk +8/+3 melee
different in personality and preferences. The unwary person who
(ld8+1/19-20, longsword) or +l1/+6 ranged (ld8/19-20 x3, longbow
threatens this tree finds himself in a great deal of trouble.
with obsidian arrows); AL CC; SV Fort +5, Ref +4, Will +2; Str 13, Dex 16,
Tiphani (hp 50) is the eldest and fiercest of the three; she is extreme-
Con 10, Int 10, Wis 10, Cha 8.
ly skilled with bow and arrow and does not hesitate to use it in defense
Skills and Feats: Craft (any one) +3, Climb +2, Hide +2 (+4), Listen +6,
of her tree or her sisters. She also loves to challenge others to archery
Search +2. Spot +7; Point Blank Shot, Precise Shot, Weapon Focus
contests; if she triumphs, the loser has to perform some small service for
(longbow).
the three. If she loses, she takes the loss with good grace, offering some-
ElfTraits: Immunity to sleep spells and effects, and a +2 racial saving
thing in return, such as healing from her sister Megareos or information
throw bonus against enchantment spells or effects.
on the elven lands.
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
Megareos (hp 52) is the middle sister; a druid, she is calm and delib
merely passes within 5 feet of a secret or concealed door is entitled to a
erate in speech and manner, and regards Tiphank’s antics with quiet
Search check to notice it as if she were actively looking for it.
amusement. She gauges the PCs carefully before revealing her presence,
Possessions: Uniform cloak (+Z circumstance bonus to Hide checks in
preferring to keep the true extent of her abilities hidden until need aris-
Region H ) , bronze cloak clasp, long sword, masterwork long bow, 21
es. She spends much of her time tending to the wild things within reach
obsidian tipped arrows (3 masterwork),elven chain mail, light shield.
of her tree and only rarely seeks the company of people. From the lore
A Garrison Lieutenant, Ftr 1 0 CR 1 0 Medium humanoid (elf); of the dryads, Megareos has pieced together Lyonatar’s Song of the
H D 10d10 h p 55; lnit +7; Spd 30 ft.; AC 19, touch 15, flat-footed 13; Ravener (see sidebar “Lyonatar’sEye”;this song activates the eye’s searing
Base Atk +10 Crp +11; Atk +12 melee (ld8+2/19-20, + I longsword) light ability), but does not share it with others unless she is certain they
or +16 ranged (ld8+3/19-20 x3, + I longbow with obsidian arrows); Full can be trusted to use it for the good of all.
Atk +12/+7 melee (ld8+3/19-20,+ l longsword) or +16/+11 ranged or Alecia (hp 34) uses her sorcerous skills to enhance the natural
+14/+14/+9 ranged with rapid shot (ld8+3/19-20~3, +I longbow with enchantments of a dryad. WhereTiphane is fierce and Megareos distant,
obsidian arrows); AL CC; SV Fort +8, Ref +7, Will +3; Str 13, Dex 19, Alecia is the very definition of allunng. She is as fickle as she is beautiful,
Con 10, Int 12,Wis 10, Cha 11. and teases male and female pcs alike, never settling on a single person.
Encounter Condition: N/A
attacked, the three sisters are absolutely ruth- Spell-LikeAbilities: At will -entangle (DC 15), speak with plants, tree shape;
c protecting it. iiphan.6 hides amongst the tree branches, using 3/day--charmperson (DClS),deepslumber(DC 17), treestride; l/day-
perior bowcraft t o snipe at spellcasters. Alecia spends her enchant- suggestion (DC 17). Caster level 6th. The save DCs are Wisdom-based.
o n the weak-willed, turning the invaders against one another. Tree Dependent (5): Each dryad is mystically bound to a single,
‘eos intermingles natural dryad abilities with h e r druidic spells, enormous oak tree and must never stray more than 300 yards from it.
Lg the very ground against the invaders. Any who do become ill and die within 4d6 hours. A dryad’s oak does not
ther, the sisters have befriended a small company o f five girallons radiate magic.
,54,54,53, SI). w h e n attacked, one ofthe three lets out a strange ulu- Wild Empathy (Exj: This power works like the druid’s wild empathy
lation, summoning the beasts to their defense. The company arrives with- class feature, except that the dryad has a +6 racial bonus on the check.
in l d 4 rounds, savagely falling upon whatever might menace the dryads. Woodland Stride (Ex): Megareos may move through any sort of
Treasure: N/A undergrowth (such as natural thorns, briars, overgrown areas, and similar
EL 12 terrain) at her normal speed and without taking damage or suffering any
Scaling: To increase the challenge o f this encounter, increase the other impairment. However, thorns, briars, and overgrown areas that have
class levels of the dryads by +2. To decrease the challenge, remove three been magically manipulated to impede motion still affect her.
girallons. Trackless Step (Ex): Megareos leaves no trail in natural surroundings
and cannot be tracked. She may choose to leave a trail if so desired.
A Tiphad, Dryad Rgr 8 CR 11; Medium fey; H D 4d6 + 8d8; hp 5 0 lnit
Resist Nature’s Lure (Ex): Megareos gains a +4 bonus on saving
+4; Spd 30 ft.; AC 19, touch 16, flat-footed 15; Base Atk +10 Grp +lo;
throws against the spell-like abilities o f fey.
Atk +12 melee (ld8+1/19-20, longsword) or +18 ranged ( l d 8 / ~ 3 ,
Wild Shape (Suj: Megareos has the ability to turn herself into any Small,
longbow); Full Atk +12 melee (1 d8+1/19-20, longsword) or +18/+13
Medium or Large animal and back again thrice per day. Her options for new
ranged or +16/+16/+11 with rapid shot (1d8/x3, longbow); SA Favored
forms include all creatures with the animal type. This ability functions like
enemy, spell-like abilities, spells; SA Combat style, damage reduction
the polymorph spell, except as noted here. The effect lasts for 1 hour per
S/cold iron, improved combat style, swift tracker, tree dependent, wild
druid level, or until she changes back. Changing form (to animal or back)
empathy, woodland stride; AL CG; SV Fort +9, Ref +15, Will +8; Str 12,
is a standard action and doesn’t provoke an attack of opportunity.
Dex 22, Con 11, Int 14, Wis 15. Cha 18
The form chosen must be that of an animal the druid is familiar with.
Skills and Feats: Escape Artist +11, Handle Animal +11, Hide +11,
Megareos loses her ability to speak while in animal form because she
Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9,
is limited to the sounds that a normal, untrained animal can make, but
Survival +9, Use Rope +4 (+6 with bindings); Endurance, Far Shot,
she can communicate normally with other animals o f the same general
[Many], Point Blank Shot, Precise Shot, [Rapid Shot], Track, Weapon
grouping as her new form.
Focus (longbow).
Typical Druid Spells Prepared (6/5/4/4/3, save DC 14 + spell level): 0
Spell-Like Abilities: At will-entangle (DC 13), speak with plants, tree shape;
- c u r e minor wounds, detect magic, read magic, resistance, guidance, virtue;
3/day--cham person (DC 13), deep slumber (DC 15). tree stride; l/day-
1st-endure elements, shillelagh, cure light wounds (2), entangle; 2nd-
suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.
barkskin, cure moderate wounds, heat metal, spider climb; 3 r d - d
Tree Dependent (Suj: Each dryad is mystically bound to a single, enormous
lightning, meld into stone, contagion, poison; 4th-dispel magic, ice storm,
oak tree and must never stray more than 300 yards from it. Any who do
spike stone.
become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.
Possessions: Dagger, mastenvork longbow, quiver of arrows (18, +4
Favored Enemy (Ex): Tiphane has humans and undead as her favored
masterwork), healer’s kit.
enemies. She gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and
Survival checks when using these skills against creatures ofthis type. Like- A Alecia, Dryad Sor 8: CR 11; Medium fey; H D 4d6 + 8d4; hp 34; lnit +5;
wise, she gets a +2 bonus on weapon damage rolls against such creatures. Spd 30 ft.; AC 18, touch 15, flat-footed 13; Base Atk +6; Grp +6; Atk +6
Sw$ Tracker (Ex): Tiphane can move at his normal speed while melee (ld4/19-20, dagger) or +11 ranged (ld8/x3, masterwork
following tracks without taking the normal -5 penalty. She takes only a longbow); Full Atk +6 melee (ld4/19-20, dagger) or +11/+6 ranged
-10 penalty (instead ofthe normal -20) when moving at up to twice (ld81x3, masterwork longbow); SA Spell-like abilities; SA Damage
normal speed while tracking. reduction 5/cold iron, tree dependent, wild empathy; AL CG; SV Fort +5.
Wild Empathy (Ex): This power works like the druid’s wild empathy Ref+11,Will+12;Str10,Dex20,Conl1,Int14,Wis15,Cha20.
class feature, except that the dryad has a +6 racial bonus on the check. Skills and Feats: Bluff +13, Concentration +11. Escape Artist +11, Handle
Woodland Stride (Ex): Tiphane may move through any sort o f Animal +11, Hide +11, Knowledge (arcana) +lo, Knowledge (nature) +11,
undergrowth (such as natural thorns, briars, overgrown areas, and Listen +9, Move Silently +11, Ride +6, Spellcraft +lo, Spot +9, Survival +9,
similar terrain) at his normal speed and without taking damage or Use Rope +4 (+6 with bindings); Great Fortitude, Eschew Materials, Skill
suffering any other impairment. Focus (concentration), Spell Focus (enchantment), Spell Penetration.
However, thorns, briars, and overgrown areas that are enchanted or Spell-LikeAbilities: At will-entangle (DC 13), speak with plants, tree shape;
magically manipulated to impede motion still affect her. 3/day--cham penon (DC 13), deep slumber (DC 15), tree stride; l/day-
Possessions: Masterwork leather armor, masterwork longsword, suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.
masterwork longbow, arrows (21). Tree Dependent (Su): Each dryad is mystically bound to a single,
enormous oak tree and must never stray more than 300 yards from it.
A Megareos, Dryad Dru 8: CR 11; Medium fey; HD 4d6+4 + 8d8+8;
Any who do become ill and die within 4d6 hours. A dryad’s oak does not
hp 52; lnit +4; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +8;
radiate magic.
Grp +8; Atk +8 melee (ld4/19-20, dagger) or +11 ranged (ld8/x3,
Wild Empathy (Ex): This power works like the druid’s wild empathy
longbow); Full Atk +8/+3 melee (1d4/19-20, dagger) or +11/+6 ranged
class feature, except that the dryad has a +6 racial bonus on the check.
(ld8/x3. longbow); SA Spell-like abilities, spells; SA Damage reduction
Sorcerer Spells Known (6/8/7/6/4; save DC 15 + spell level, DC 16 +
5/cold iron, resist nature’s lure, trackless step, tree dependent, wild
spell level for enchantment spells which are underlined): &daze, detect
empathy, wild shape; AL CG; SV Fort +3, Ref +8, Will +6; Str 10, Dex 15,
magic, light, mage hand, message, read magic, resistance, touch offatigue;
Con 12, Int 14, Wis 19, Cha 18
1st-harm person, mage armor. magic missile, shield, silent image; 2nd-
Skills and Feats: Concentration +15, Diplomacy +12, Escape Artist +lo.
invisibility, hideous laughter. summon swarm; 3rd-hold person, suggestion;
Handle Animal +11, Heal +lo, Hide +lo, Knowledge (nature) +19, Listen
4th-charm monster.
+18. Move Silently +lo, Ride +5, Spot +13. Survival +19. Use Rope +3
Possessions: Dagger, longbow, quiver o f 18 arrows.
(+5 with bindings); Alertness, Brew Potion, Great Fortitude, Natural
Spell, Skill Focus (concentration).
r
Cirallon: CR 6 Large magical beast; HD 7d10+20; hp 56, 54, 54,53, r u n action while swimming, provided it swinIS in a straight
51; lnit +3; Spd 40 ft.. climb 40 ft.; AC 16, touch 12, flat-footed 15; Base have a +5 racial bonus on Hide checks when in the water
Atk +7; Crp +17; Atk +12 melee (1d4+6, claw); Full Atk +12 melee Possessions (all small) short sword, light crossbow, bow of 12 bo
(ld4+6, 4 claws) and +7 melee (ld8+3. bite); Space/Reach 10 ft./lO ft.;
Nymphs: CR 8, Medium fey, H D 8d6+8. hp 34, 32, lnit +3, Spd
SA Rend 2d4+9; SQ Darkvision 60 ft., low-lightvision, scent; SV Fort +7,
swim 20 ft , AC 17, touch 17, flat-footed 14, Base Atk +4, Crp +4, Atk +7
Ref +8, Will +5; Str 22. Dex 17, Con 14, Int 2, Wis 12, Cha 7.
melee (ld4/19-20, dagger), Full Atk +7 melee (1d4/19-20, dagger),
Skills and Feats: Climb +14, Move Silently +8. Spot +6; Iron Will,
Blinding beauty, spells, spell-like abilities, stunning glance, SQ Dam
Toughness (2).
reduction lO/cold iron, low-lightvision, unearthly grace, wild empatl
Rend (Ex): A girallon that hits with two or more claw attacks latches
AL CC, SV Fort +7, Ref +12, Will +12, Str 10, Dex 17, Con 12, Int 16,
onto the opponent's body and tears the flesh. This attack automatically
Wis 17, Cha 19
deals an extra 2d4+12 points ofdamage.
Skills and Feats Concentration +12, Diplomacy +7, Escape Artist.
Skills: A girallon has a +8 racial bonus on Climb checks and can
Handle Animal +14, Heal +13, Hide +13, Listen +13, Move Silently -I
always choose to take 10 on a Climb check, even if rushed or threatened.
Ride +6, Sense Motive +13, Spot +13, Swim +9. Use Rope +4 (+6 wi
bindings), Combat Casting, Dodge, Weapon Finesse
H31. NIXIE RIVER MOUTH Blinding Beauty (Su) This ability affects all humanoids within 30 feet
of a nymph Those who look directly at a nymph must succeed on a DC
wher ke, the ground is soft and 18 Fortitude save or be blinded permanently as though by the blindness
marshy and the footing uneven.The fishy, unpleasant odor of the lake spell A nymph can suppress or resume this ability as a free action
is much less noticeable here, replaced by the cnsp, clean scent The save DC is Charisma-based
of freshly-running water. Spell-Like Abilities llday-dimension door Caster level 7th
Spells A nymph casts divine spells as a 7th-level druid
Initial Attitude: Friendly Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level)
Encounter: Here, the Crystalbrook runs into the lake forming the O-cure minor wounds, detect magic,pare, guidance, light, resistance, 1st-
northern border of the elven Region. Nixies (hp 10 each) play in the calm animal, cure light wounds, entangle, longstrider, speak with animals;
clean waters, guarded by a pair of indulgent nymphs (hp 34, 32); they 2nd-barkskin, heat metal, lesser restoration, tree shape, 3rd-call lightning,
always keep a sharp eye to the north for lacedons or sahuagin. cure moderate wounds, protection from energy, 4th-rusting grasp
Encounter Condition: N/A
Tactics: If attacked, the nixies disappear beneath the surface of the
H32. ENORIEL'S GROVE
lake; they are well aware that they cannot face a larger foe. The nixies use
the run action to swim west to Room H29, where they summon the The trees in this grove are old, gnarled
guard contingent to their aid. The guards from Room H29 amve in l d 4 overhang the clearing, blocking the 1
minutes. Meanwhile, the nymphs use their druidic spells and spell-like the ank1e.i of the unwary and bram
abilities to harass and slow attackers, retreating once the guards amve. fingers at legs and cloaks At every s
Treasure: A successful DC 24 Search check turns up a scant string of turn beneath the feet, and branches whip at unprotected eyes
freshwater pearls worth 4d4 gp.
Initial Attitude: Unfnendly
EL 11,14with reinforcements
Encounter: Enonel's grove is much llke Enonel himself, dark and
Scaling: To increase the challenge of this encounter, add another 8 HD
hateful, the trees growing as twisted as his mind. Pcs are at a -2 penalty
nymph. To decrease the challenge, reduce the HD of both nymphs to 7.
to physical actions within the grove, as their very surroundings turn
Nixie: CR 2; Small fey (aquatic); H D 3d6; hp 1 0 lnit +3; Spd 20 ft., swim against them Further, PCs suffer a -4 penalty when using the
30 ft.; AC 14, touch 14, flat-footed 11; Base Atk +l; Crp -5; Atk +5 melee Diplomacy skill to adjust Enonel's disposition (elven PCs find this
(ld4-2/19-20, short sword) or +5 ranged (ld6/19-20, light crossbow);Full penalty reduced to -2) Enonel has little patience for intruders and espe-
Atk +5 melee (ld4-2/19-20, short sword) or +5 ranged (ld6/19-20, light cially resents being disturbed in his grove
crossbow);SA Charm person; SQ Amphibious, damage reduction 5/cold Although Enonel is difficult to deal with, lfthe PCs manage to raise
-_ iron, low-lightvision, spell resistance 16,water breathing, wild empathy; AL his disposition to Indifferent or better, he condescends to set them a task
N;SVFort+l,Ref+6,Will+4;Str7, Dexl6,Conll, lnt12, Wisl3,Cha18. so that they may earn the fortress' shelter
Skills and Feats: Bluff +9, Craft (any one) +6,Escape Artist +7, Handle Enonel is an old elf, thin and twisted w t h age. His gnarled hands
Animal +9, Hide +8*, Listen +8, Perform (sing) +9, Search +4, Sense grasp his staff as much for support as for comfort, and his long, yellow-
Motive +6,Spot +8, Swim +7; DodgeB, Weapon Finesse. white hair is constantly snarled w t h twigs and leaves He does not
Charm Person [Sp): A nixie can use charm person three times per day appear concerned with the cleanliness of his robes, the vanous green
as the spell (caster level 4th). Those affected must succeed on a DC 16 layers bear more than one stain of dubious ongm.
Will save or be charmed for 24 hours. Most charmed creatures are used Encounter Condition: N/A
to perform heavy labor, guard duty, and other onerous tasks for the nixie Tactics: If Enonel is attacked in his grove, he summons his animal
community. Shortly before the effect wears off, the nixie escorts the companion to his aid (the giant eagle in Room H27). The eagle amves in
charmed creature away and orders it to keep walking. The save DC is two rounds and hames the attackers whde Enonel casts stoneskin upon
Charisma-based. himself, then summons up a lightning storm (call lightning storm) to
Amphibious (Ex): Although nixies are aquatic, they can survive pound his opponents If Enonel is badly hurt, he uses the wind walk spell
indefinitely on land. stored w t h i n his staff to escape to the Council Tower, where he sum-
Water Breathing (Sp): Once per day a nixie can use water breathing as mons the combined forces of the fortress to deal with the intruders
the spell (caster level 12th). Nixies usually bestow this effect on those Enonel's growing seniltty and madness is represented by decreasing
they have charmed. his Wisdom attribute Once Enoriel's Wisdom drops below 11,he can no
Wild Empathy (Ex): This ability works like the druid's wild empathy longer cast divine spells.
class feature, except that a nixie has a +6 racial bonus on the check. Treasure: N/A
Skills and Feats: A nixie has a +8 racial bonus on any Swim check to E L 12
perform some special action or avoid a hazard. It can always choose to Scaling: To increase the challenge of this enc ounter, inc
take 10 on a Swim check, even ifdistracted or endangered. It can use the Enoriel's druid level by two. To decrease the (:halle nge, remove onc
per level (already cast for the day).
A IEnoriel Lasathairian, ;ray Elf Dru 14; CR 12; Medium humanoid (elf);
HD114d8,hp 67; lnit +6, Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base
THE DERMGED DRUID
Enoriel Lasathairian has lived i n the underground fortress for
J n m 7 0 1melee (ld6+2, +3 staff); Full Atk +12/+7 melee
I”, U ~ I+>,
a very l o n g time. H e was a junior druid in the first contingent
2 , +3 staff); SA Spells; SQ A thousand faces, elven traits, resist
sent t o fortify the Region and ensure the safety o f t h e sacred tree,
!’s lure, trackless step, venom immunity, wild shape, woodland
Belatu-Cadros. H e has witnessed events from the opening
AL CN; SV Fort +9, Ref+6, Will +11; Str 8. Dex 12, Con 10,
o f Lyonatar’s eye t o the last attempt t o clean out the tombs t o the
[16*], Wis 15 [21*], Cha 8 [14*].
west. H e has grown i n power even as the fortress has aged,
f senility cured.
and in his deepest heart, he believes that his fate and the
Ils and Feats: Concentration +17, Diplomacy +5, Heal +6, Hide +1,
fortress’ fate are linked.
edge (nature) +14, Listen +11, Search +3, Spot +8, Survival +16;
Now, he is the H i g h Druid o f the fortress, First upon the
Brew Potion, Dodge, Improved Initiative, Natural Spell, Spell
Council and the final arbiter o f what m u s t be done t o protect
Penetration.
the Tree. Unfortunately, Enoriel’s personality is not suited t o the
ElfTraits: immunity to sleep spells and effects, and a +2 racial saving
delicate balance o f diplomacy and leadership required i n the
throw bonus against enchantment spells or effects.
Council head. H e has always been rigid, b u t now he is openly
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf
intolerant, inflexible in his beliefs and thoroughly convinced
who merely passes within 5 feet of a secret or concealed door is entitled
o f his own rightness. Always temperamental, he has grown
to a Search check to notice it as if she were actively looking for it.
erratic of late, and s o m e whisper that his m i n d is starting to slip.
Woodland Stride (Ex):Enoriel may move through any sort of under-
H e has never gotten along well with those who were n o t o f
growth (such as natural thorns, briars, overgrown areas, and similar
the purest elven blood, and his intolerance is driving large rifts
terrain) at her normal speed and without taking damage or suffering
i n the Council.
any other impairment. However, thorns, briars, and overgrown areas
I f true, it would be one o f Enoriel’s darkest fears, and the one
that have been magically manipulated to impede motion still affect her.
which he spends m o s t o f his t i m e denying. H i s m i n d is as sharp
Trackless Step [Ex): Enoriel leaves no trail in natural surroundings
and cannot be tracked. She may choose to leave a trail if so desired.
-
as it ever was otherwise, the fortress would be crumbling at his
feet, o r so he believes. Furthermore, an e l f o f his age and
Resist Nature’s Lure (Ex): Enoriel gains a +4 bonus on saving throws
w i s d o m are entitled t o a few eccentricities, n o t t o mention the
against the spell-like abilities of fey.
respect o f his juniors. O r so he believes.
Wild Shape [Su): Enoriel has the ability to turn himself into any Tiny,
Unfortunately, Enoriel’s m i n d is slipping. The fractures of age
Small, Medium or Large animal or plant and back again five times per
are becoming more pronounced, and he has a distinct tendency
day. His options for new forms include all creatures with the animal or
t o view the fortress through ” the golden haze o f longpast glories.
plant type. This ability functions like the polymorph spell, except as noted
Wht:n he does perceive the fortress’ current parlous state,
here. The effect lasts for 1 hour per druid level, or until she changes
he tdames its condition on everyone else, the weaklings w h o d o
back. Changing form (to animal or back) is a standard action and
not understand what nee1ds t o be done t o protect the Tree,
doesn’t provoke an attack of opportunity. . -
t o maintain the fortress. H e does not even acknowledge that
The form chosen must be that of an animal or plant the druid is
even the spells he wields in all their fury are growing m o r e and
familiar with.
more difficult t o s u m m o n t o his hand.
A druid loses his ability to speak while in animal form because he is
In his growing madness, he has become convinced that the
limited to the sounds that a normal, untrained animal can make, but he
exquisite queen o f t h e fey, Sharmiana (Room H25), is in love with
can communicate normally with other animals of the same general
him, and that he has both the right and the strength o f w i l l to look
grouping as his new form.
upon her full beauty and survive. This is a fiction conceived and
Venom Immunity (Ex): Enoriel is immunity to all poisons.
perpetrated by the erinye Diantha, w h o seeks t o push the aged
A Thousand Faces (Su): Enoriel has the ability to change his
druid farther.and farther in1:o senility. She has several times
appearance a t will, as if using the alter self spell, but only while in his
appeared t o h i m i n Sharmiar la’s guise, teasing h i m with words
normal form.
and looks, then disappearing. When she is around, he feels more
Druid Spells Prepared (6/6/6/4/4/3, save DC 12 + spell level): k u r e I . I-. I . - . .
ntmseit, more clear ot m i n d (helped along by subtle castings
minor wounds, detect magic, guidance, read magic, resistance, virtue; 1st-
o f owl’s wisdom); when she is gone, all the doubts and cobwebs
cure light wounds, endure elements, entangle [xZ), obscuring mist, shillelagh;
return t o his mind. She has suggested some ways t o cure the
2nd-barkskin, heat metal (x2), resist energy, warp wood; 3rd- contagion,
woes o f the fortress, which Enoriel finds himself considering
poison, rusting grasp, spike growth; 4th- dispel magic,flame strike (x2), ice --re --re Q1m-A --I,-=
l l I w l s L1lIuI I I w l C . ylwwu Itlanss things_ grow,
_ after all ...
storm. 5th- baleful polymorph, call lightning storm, stoneskin.
Enoriel is on poor terms with the rest o f the fortress.
* I f senility cured: The c o m m o n soldiers despise him for his madness and his
inflexibility. Jacan Lightshield resents his meddling i n military
Druid Spells Prepared (6/7/6/5/5/4/3/2, save DC 15 + spell level): 0- .... .... I . . . . . . L
matters rnar ne unaersIanos uooriv.
. & - ~ , - ~~~
,
f. -r
IT at all. Enoriel himself has
cure minor wounds, detect magic, guidance, read magic, resistance, virtue;
nothing but contempt for the non-elven members o f the
1st-cure light wounds (x2), endure elements, entangle (xZ), obscuring
fortress. H e believes that the fey are wea k, and need protection;
mist, shillelagh; 2nd-barkskin, heat metal (x2), resist energy, warp wood;
the naga and lammasu are incapable o f understanding the
3rd- contagion. cure serious wounds, poison, rusting grasp, spike growth; . _ . r .. .- .
needs o t the tortress like a true elt, and Jacan is blinded by his
4th- dispel magic (xZ),jJame strike (xZ), ice storm. 5th- baleful
strange heritage. Silmarien hc? loathes as a half-breed; Pardek he
polymorph, call lightning storm (x2), stoneskin. Gth--fire seeds, greater
ignores as a mere arcanist.
dispel magic, liueoak; 7th-creeping doom, heal.
dros, b u t has become frustrated by
Possessions: + I leather armor. +3 quarterstafwith spellstafcast upon it;
LIIC ~ ( C C 5 WICIICC. J U ~ C II I~ C IS worthy t o hear the Tree’s voice!
stored spell wind walk
Surely the Tree recognizes his worth, and his sacrifices, and his
devotion! Once a week he goes t o Belatu-Cadros’ grove (Room
H34), sends t h e guards away, and prostrates himself before the
Tree, begging for a word which has, thus far, never come.
H e begins t o think that it never will.
H33. SACRED SPRING Nymph: CR 8; Medium fey; H D 8d6+8, hp 36, 54; init +5, bpo 5
swim 20 ft.; AC 17,touch 17, flat-footed 14; Base Atk +4; Grp +4; At
Clear water bubbles up from the rock, pourinl5 out in a sparkling melee (1d4/19-20, dagger); Full Atk +7 melee (1d4/19-20, dagge
stream mto a pond, then spilling north in a bubbling creek toward the Blinding beauty, spells, spell-like abilities, stunning glance; SQ D,
lake. The spnng waters are crystal-clear,yet the 1bottom of the spring reduction lO/cold iron, low-light vision, unearthly grace, wild em1
cannot be detected AL CC, SV Fort +7, Ref+l2, Will +12, Str 10, Dex 17, Con 12, Int
Wis 17, Cha 19.
Initial Attitude: Friendly Skills and Feats. Concentration +12, Diplomacy +7, Escape Arttst +13,
Encounter: When the elves first began to build their underground Handle Animal +14, Heal +13, Hide +13, Listen +13, Move Silently +13,
fortress, it quickly became apparent that the lake to the north was not Ride +6, Sense Motive +13, Spot +13, Swim +9, Use Rope +4 (+6with
suited to providing a clean water source for the Region. Therefore, the bindings); Combat Casting, Dodge, Weapon Finesse.
High Druid at the time enacted a ritual, summoning up a clean spring Blinding Beauty (Su). This ability affects all humanoids within 30 feet
from the depths of the earth. Over time, the spring overflowed, creating ofa nymph. Those who look directly at a nymph must succeed on a DC
a river that runs north to the lake. 18 Fortitude save or be blinded permanently as though by the blindness
Water taken directly from the spring has inherent cleansing properties. spell. A nymph can suppress or resume this ability as a free action.
When sprinkled over tainted food or drink, it acts as purifyfood and drink. The save DC is Charisma-based
For any given PC, it can remove disease or remove curse once - having Spell-Like Abilities: 1/day--dimension door. Caster level 7th.
done so, any further drinks from the spring are merely pure, refreshing Spells. A nymph casts divine spells as a 7th-level druid.
water. The water loses these properties after eight hours, becoming Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level):
merely pure water. k u r e minor wounds, detect magic,flare, guidance, light, resistance; 1st-
The spring is tended by a band of nixies (hp 10 each) and guarded by calm animal, cure light wounds, entangle, longstrider, speak with animals;
a pair of nymphs (hp 38,34). 2nd-barkskin, heat metal, lesser restoration, tree shape; 3rd--call lightning,
Encounter Condition: N/A cure moderate wounds, protectionfrom energy; 4th-rusting grasp.
Tactics: If attacked, the nixies disappear beneath the surface of the
spring; they are well aware that they cannot face a larger foe. One of the
nymphs tree strides to Belatu-Cadros' grove (Room H34), summoning
H34. BELATU-CADROS' GROVE
help from the guards posted there; the other nymphs use their druidic
A peaceful silence settles comfortably a
spells to harass and slow attackers.The nymphs fall back once the guards
of trees muffles noise. Several elves stand guard, half-hidden, among
arrive, but continue to use their spells to support the guards. The guards
the outer ring of trees. A lush carpet of grass spreads inward,
arrive in 4 rounds.
cushioning even the heaviest footfall. In the center stands an
Treasure: N/A
enormous tree, easily fifty ft. tall and twenty ft. in diameter. In the
E L 11 (before reinforcements), 14 (after reinforcements)
perpetual spnng of the cavern, the tree's leaves are the soft green
Scaling: To increase the challenge of this encounter, add another 8 buds, and golden flowers are sprinkled along its branches.
HD nymph. To decrease the challenge, reduce the HD of both nymphs
to 7.
Initial Attitude: Indifferent
Nixie: CR 2; Small fey (aquatic); H D 3d6; h p 1 0 lnit +3; Spd 20 ft., Encounter: This is the heart of the elven fortress. The grove of
swim 30ft.; AC 14, touch 14, flat-footed 11; Base Atk +l; Grp-5; Belatu-Cadros,the tree that the elves hold holy and will lay down their
Atk +5 melee (1d4-2/19-20, short sword) or +5 ranged (ld6/19-20, lives to protect.
light crossbow); Full Atk +5 melee (ld4-2/19-20, short sword) or +5 The elves do not allow the PCs free access to the grove; it is sacred
ranged (ld6/19-20, light crossbow); SA Charm person; SQ Amphibious, ground. A full twelve elves (five wood elf guards [hp 38 each], su[ wild
damage reduction S/cold iron, low-light vision, spell resistance 16, elfdruids [hp 46 each], and a guard lieutenant [hp 581) stand guard in the
water breathing, wild empathy; AL N ; SV Fort +1, Ref+6, Will +4; grove at all times, and additional defenders can be summoned
Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18. a t a moment's notice. To trespass here is tantamount to a death sentence,
Skills and Feats: Bluff +9, Crak (any one) +6, Escape Artist +7, Handle and the guards make the PCs aware of this (assuming the PCs
Animal +9, Hide +8*, Listen +8, Perform (sing) +9, Search +4, Sense are non-hostile).
Motive +6, Spot +8, Swim +7; Dodges,Weapon Finesse. If one of the Council has given the PCs permission to pay their
Charm Person (Sp): A nixie can use charm person three times per day respects to the Tree, they are required to enter the grove barefoot,
as the spell (caster level 4th). Those affected must succeed on a DC 16 unarmed and unarmored -the Grove is a temple of peace, and they are
Will save or be charmed for 24 hours. Most charmed creatures are used not allowed to profane the Grove with their bloodstained weapons.
to perform heavy labor, guard duty, and other onerous tasks for the nixie The elves who stand guard are sanctified by the High Druid, and are
community.Shortly before the effect wears off, the nixie escorts the allowed to bear weapons in Belatu-Cadros' defense.
charmed creature away and orders it to keep walking. The save DC is Belatu-Cadros (hp 150) does not speak to the PCs - it does not
Charisma-based. speak to anyone, and its thoughts remain its own. PCs that succeed on
Amphibious (Ex): Although nixies are aquatic, they can survive a DC 17 Wisdom check become aware of the uncomfortable feeling
indefinitely on land. of being watched by something unseen, or at least unrecognized.
Water Breathing (Sp): Once per day a nixie can use water breathing as The tree possesses a palpable presence.
the spell (caster level 12th). Nixies usually bestow this effect on those Encounter Condition: N/A
they have charmed. Tactics: If the PCs attack Belatu-Cadros,they incur the wrath of the
Wild Empathy (Ex): This ability works like the druid's wild empathy entire gamson upon their heads. Every survivmg NPC, major and
class feature, except that a nixie has a +6 racial bonus on the check. minor, ( w t h the exceptions of Diantha and Jolinaar) comes running to
Skills and Feats: A nixie has a +8 racial bonus on any Swim check to Belatu-Cadros' defense. Belatu-Cadros itself calls up the encircling ring
perform some special action or avoid a hazard. It can always choose to of trees to guard it, while the elven guards hammer the invaders with
take 10 on a Swim check, even if distracted or endangered. It can use the sword, spell, and arrow. Further, the PCs suffer a -2 holy penalty
run action while swimming, provided it swims in a straight line. "Nixies for invading sacred ground, while the NPC defenders enjoy a +2 morale
have a +5 racial bonus on Hide checks when in the water. bonus.
Possessions: (all small) short sword, light crossbow, bow of 12 bolts.
Ifthe pcs have been marauding along the edges o f the Region, attack-
m g the watchtowers and sapping the elven forces, the guard i s tripled and
THE SRGREB TREE
Belatu-Cadros is a celestial treant o f indeterminate age -
r i e l Lasathainan himself i s present. However, in that case, there are
no one knows how old it is, and Belatu-Cadros itself does not
troop reinforcements other than surviving major and minor NPCs;
count the seasons. Long ago, it settled i n the Region above the
elven forces are thin-stretched even under the best circumstances.
dungeon to keep watch and prevent anything from penetrating
h y battle taking place here spurs Diantha and Jolinaar t o make their
the horrors below.
res -Jolinaar casts gveatev invisibility, maneuvering to backstab Jacan
As the years passed, Belatu-Cadros settled into its duty,
itshield with Gutless. Meanwhile, Diantha exerts control upon
and into the soil. Perhaps it was age, perhaps the strange
Sythiss one f i n a l time, sending the naga against his friends. She then
magics o f the dungeon below leached into the rocks above,
reveals herself in all her infernal glory, casting unholy blight, entangling
b u t Belatu-Cadros eventually found itself immobilized,
spellcasters w i t h her enchanted rope, and otherwise terrorizing t h e
as securely rooted as any tree. Although bound t o a single place,
troops. Diantha and J o h a a r b o t h allow the PCs t o do the lion’s share o f
it continued t o grow, and kept i t s watch u p o n the upper
t h e fighting, only t o turn upon them (and each other) once the Tree and
ramparts o f the dungeon.
its defenders are destroyed.
T i m e wore on, and the remote corner of the world in which
Note: As the very heart o f Region H and the entire reason f o r the
Belatu-Cadros lived became settled by elven refugees who had
fortress’ existence, this encounter i s intended to be almost impossible
fled a great war. The elves considered the presence o f such a holy
f o r a loth t o 12th level party t o survive w i t h o u t taking extreme precau-
being a good omen, and, over time, reverence turned into
tions beforehand t o whittle down the forces facing them.
worship. The elves were the ones t o give the treant its name,
Treasure: N/A
for it had never answered any question p u t t o it.
EL 15
In the darkest hour o f a midwinter night, Belatu-Cadros
Scaling: Due to the nature o f this encounter, it is recommended that
spoke: “This is the first o f the three and the depths shall open,
it n o t b e altered. If necessary, give everyone +IO hit points (to keep the
and the people o f t h e Star shall seek the darkness.” Seers among
fight going longer), but do n o t make i t easier for PCs bent o n killing
the elven druids and wizards sought answers in the stars, i n the
everything in sight.
woods, i n the flickering o f flames and i n the running water.
A Belatu-Cadros, CR 12; Huge plant (extraplanar); H D 15d8+90 hp 153; All the signs and portents pointed to a looming disaster,
lnit -1; Spd Immobile; AC 22, touch 7, flat-footed 22; Base Atk +lo; Crp but none could say what i t would be.
+28; Atk +20 melee (2d8+10, slam); Full Atk +20 melee (2d8+10, 2 The questions were answered that spring, when the earth
slams): Space/Reach 15 R./15 R.; SA Animate trees, double damage roared, trembled, yawned wide and swallowed Belatu-Cadros
against objects, smite evil: SQ Damage reduction lO/magic and whole. Down, down into the darkness Belatu-Cadros fell ... but,
slashing, darkvision 60, low-light vision, plant traits, resistance to acid, through some divine power, it did n o t die. And so the children
cold and electricity 10, SR 20, vulnerability to fire: AL NC; SV Fort +16, o f the star sought o u t the darkness in order t o protect their
Ref+4, Will +11; Str 30, Dex 8, Con 22, Int 12, Wis 18, Cha 14. sacred tree.
Skills and Feats: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge None knows who first spoke the prophecy surrounding
(nature) +6, Listen +8, Sense Motive +8. Spot +8, Survival +8 (+lo Belatu-Cadros, save that it became known a t around the same
aboveground); Improved Natural Attack (slam), Improved Natural Armor time that the Tree fell. “Let the Tree speak once: dawn falls into
(xZ), Improved Sunder, Iron Will, Power Attack. darkness. Let the Tree sDeak twice: the infernal vaults gape wide.
Animate Trees (Sp): A treant can animate trees within 180 feet at will, Lf:t the Tree speak thri;e: let d o o m descend i n fire.” The Tree
controlling up to two trees at a time. It takes 1 full round for a normal it‘self, o f course, spoke neit her to confirm o r deny the prophecy,
tree to uproot itself. Thereafter it moves at a speed o f 10 feet and fights ati d the elves wondered L+!hen it would speak a second time,
as a treant in all respects. Animated trees lose their ability to move if
. . r .
makes a full attack against an object or structure deals double damage. o f infernal horrors from the t ombs t o the west poured into the
Region. Only the ravenous fi re o f the newly-created Lyonatar’s
A Elite Wood Elf Lieutenant, Ftr 1 0 CR 1 0 Medium humanoid (elf);
eye allowed the elves t o stand against them - b u t stand they did,
H D 10d10 hp 55; lnit +7; Spd 30 ft.; AC 19, touch 15, flat-footed 13; ,.. ,I .
Wild Shape (Su): The druid has the ability to turn herself into any
Small, Medium or Large animal and back again thrice per day. Her
* Permanent symbol ofdeath Trap: CR 9; spell; location trigger;
automatic reset (10 minutes); passkey bypass; spell effect (symbol
options for new forms include all creatures with the animal type. This
ofdeath); Fortitude DC 23 negates; Search 33, Disable Device 33.
ability functions like the polymorph spell, except as noted here. The effect
lasts for 1 hour per druid level, or until she changes back. Changing form E n c o u n t e r Condition: N/A
(to animal or back) is a standard action and doesn’t provoke an attack Tactics: If the PCs desire t o force their way i n t o the citadel, they first
o f opportunity. have t o force the doors. U p o n destroying the doors, the symbol of death
The form chosen must be that o f an animal the druid is familiar with. triggers, w i t h a burst radius of 60 ft. Meanwhile, the elven guards atop
A druid loses her ability to speak while in animal form because she is t h e walls attack the PCs w i t h ranged weapons and area-effect spells.
limited to the sounds that a normal, untrained animal can make, but she Druids at the southern opening use stone shape to block the PCs’ retreat
can communicate normally with other animals ofthe same general t o the south, trapping them in a killing ground.
grouping as her new form. (The normal sound a wild parrot makes is Treasure: N/A
a squawk, so changing to this form does not permit speech.) E L 13
Typical Druid Spells Prepared (6/5/4/4/2, save DC 13 + spell level): Scaling: To increase the challenge o f this encounter, increase N P C
k u r e minor wounds, detect magic, read magic, resistance. guidance, PC levels by two. To decrease the challenge, remove t w o o f the druids
virtue; 1st-endure elements, shillelagh, cure light wounds (x.?), entangle; and decrease N P C PC levels by one.
2nd-barkskin, cure moderate wounds, heat metal, spider climb; 3rd--call
lightning. meld into stone, contagion, poison; 4th-dispel magic, pame
strike.
Possessions: Uniform cloak (+2 circumstance bonus to Hide checks in
Region H), silver and oak cloak clasp, masterwork sling, pouch o f 8 sling
bullets, leather armor, staff.
ilId Elf Dru 9 CR 9; Medium humanoid (elf); H D 9d8+9; hp 52; a Wood Elfveteran Elite Lieutenant, Ftr 11: CR 11; Medium humanoid
‘A
1,111 +6; Spd 30 ft.; AC 14. touch 12. flat-footed 12; Base Atk +6; Grp +8; (elf); H D lld10; hp 61; lnit +7; Spd 30%; AC 19, touch 15, flat-footed 13;
Atk +8 melee (ld6+2, staff) or +9 ranged (ld4, masterwork sling); Full BaseAtk+ll; Grp+lZ;Atk+l3 melee (ld8+2/1%20.+1 longsword) or+17
Atk +8/+3 melee (ld6+2, staff) or +9/+4 ranged (ld4, masterwork sling); ranged (1d8+3/19-20 x3, + I longbow with obsidian arrows); Full Atk
SA Spells; SQ Elven traits, resist nature’s lure, trackless step, venom +13/+8 melee (ld8+2/19-20. + I longsword) or +17/+12 ranged or
mmunity, wild shape, woodland stride; AL N; SV Fort +7, Ref +5. +15/+15/+10 ranged with rapid shot (ld8+3/1%20x3, +I longbow with
Will +10 S t r l 4 , Dex 14, Con 12, Int 10, Wis 18, Cha 10. obsidian arrows); AL CG; SV Fort +8,Ref +7, Will +3; Str 13, Dex 19,
Skills and Feats: Concentration +12, Diplomacy +6, Heal +3, Hide +2 Con 10, Int 12, Wis 10, Cha 11.
+4), Knowledge (nature) +8, Listen +9, Search +3, Spot +9, Survival +l1; Skills and Feats: Craft (fletcher) +13, Climb +4, Hide +5 (+7), Listen
3rew Potion, Dodge, Improved Initiative, Natural Spell. +8,Search +2, Spot +11; Alertness, Dodge, Far Shot, Improved Initiative,
ElfJraits: Immunity to sleep spells and effects, and a +2 racial saving Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (craft-fletcher),
hrow bonus against enchantment spells or effects. Weapon Focus (longbow), Weapon Specialization (longbow).
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho EffJraits: Immunity to sleep spells and effects, and a +2 racial saving
nerely passes within 5 feet o f a secret or concealed door is entitled to a throw bonus against enchantment spells or effects.
iearch check to notice it as if she were actively looking for it. Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who
Woodland Stride (Ex): The druid may move through any sort o f merely passes within 5 feet of a secret or concealed door is entitled to a
undergrowth (such as natural thorns, briars, overgrown areas, and Search check to notice it as if she were actively looking for it.
similar terrain) at her normal speed and without taking damage Possessions: Uniform cloak (+2 circumstance bonus to Hide checks in
or suffering any other impairment. However, thorns, briars, and Region H), silver cloak clasp, + I longsword, + I long bow, 21 masterwork
overgrown areas that have been magically manipulated to impede obsidian tipped arrows, elven chain mail, buckler.
motion still affect her.
Trackless Step (Ex): The druid leaves no trail in natural surroundings
and cannot be tracked. She may choose to leave a trail if so desired.
H36. SECRET ESCAPE TUNNEL
Resist Nature’s lure [Ex): The druid gains a +4 bonus on saving
This t u n n e l is small and claustrophobic, and o n l y the faintest hint o f
throws against the spell-like abilities o f fey.
light creeps in f r o m the far end. The rock walls are rough to the touch
Wild Shape (Su): The druid has the ability to turn herself into any Small,
and the ground is uneven, requiring careful attention to one’s feet.
Medium or Large animal and back again thrice per day. Her options for new
forms include all creatures with the animal type. This ability functions like
I n i t i a l A t t i t u d e : Neutral
the polymorph spell, except as noted here. The effect lasts for 1 hour per
Encounter: The escape t u n n e l leading directly n o r t h f r o m t h e
druid level, or until she changes back. Changing form (to animal or back)
Council Spire is well-hidden. The northern exit is camouflaged by
is a standard action and doesn’t provoke an attack ofopportunity.
a permanent image hidinga door o f rough-cut stone. The image replicates
The form chosen must be that o f an animal the druid is familiar with.
the appearance o f the rest o f the central mound, and PCs must succeed
A druid loses her ability to speak while in animal form because she is
at a D C 25 Will save to disbelieve the illusion hiding the door.
limited to the sounds that a normal, untrained animal can make, but she
Halfway down the tunnel i s a permanent alarm spell, triggered by any
can communicate normally with other animals ofthe same general
passing creature.The spell triggers audible alarms inthe elven barracks and
grouping as her new form. (The normal sound a wild parrot makes is
inthe northern watchtower.There are n o provisions for bypassing the trap;
a squawk, so changing to this form does not permit speech.)
escaping elves welcome the reinforcements summoned by the alarm spell.
Venom Immunity (Ex): Enoriel is immunity to all poisons.
The door i n t o the Spire at the southern end of the tunnel is an excep
Typical Druid Spells Prepared (6/5/5/4/3/1, save DC 14 + spell level):
tionally well-constructed secret door, made o f the same basalt as the rest of
O - c u r e minor wounds, detect magic, read magic, resistance, guidance,
the tower. The door cannot ordinarily be opened from the outside, but can
virtue; 1st-endure elements, shillelagh, cure light wounds (2), entangle;
be forced. Forcing the door triggers the glyph of warding worked upon it.
2nd-barkskin, cure moderate wounds, flaming sphere, heat metal, spider
From inside the Spire, the door can be opened by any PC w h o steps
climb; 3rd-all lightning, meld into stone, contagion, poison; 4th-dispel
o n the flagstone in f r o n t o f i t , provided they are wearing one o f the elven
magic, frame strike (2); 5th-baleful polymorph.
badges. The door is n o t hidden f r o m t h e inside.
Possessions: Uniform cloak (+Z circumstance bonus to Hide checks in
Region H), silver and oak cloak clasp, masterwork sling, pouch o f 8 sling *Hidden Northern Door: 3 in. thick, Hardness 8, hp 45, break DC 30,
bullets, leather armor, staff, potion ofcure light wounds (31, potion ofcure Open Locks DC 30.
moderate wounds, healer’s kit.
*Secret Citadel Door: 3 in. thick, Hardness 8, hp 45, break DC 30,
A Wood E l f Elite Guard, War 8: CR 7; Medium humanoid (elf); H D 8d8; Open Locks DC 30, Search DC 30.
hp 3 6 lnit +3; Spd 30 ft.; AC 19, touch 15, flat-footed 13; Base Atk +8;
Grp +9; Atk +9 melee (1d8+1/19-20, longsword) or +12 ranged
* Permanent alarm Trap: CR 2; spell; location trigger; automatic reset;
spell effect (alarm, audible effect, 16th-level wizard), Search DC 26,
(ld8/19-20 x3, longbow with obsidian arrows); Full Atk +9/+4 melee
Disable Device DC 26.
(ld8+1/19-20, longsword) or +12/+7 ranged (1d8/19-20 x3, longbow
with obsidian arrows); AL CC; SV Fort +6, Ref +4, Will +2; * Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm);
Str 13, Dex 16, Con 10, Int 10, Wis 10, Cha 8. automatic reset; spell effect (prismatic spray, 13th-level wizard, DC 20
Skills and Feats: Craft (any one) +4, Climb +3, Hide +2 (+4), Listen +6, Reflex, Fortitude, or Will save, depending on effect); Search DC 32;
Search +2, Spot +7; Point Blank Shot, Precise Shot, Weapon Focus Disable Device DC 32.
(longbow).
ElfJraits: Immunity to sleep spells and effects, and a +2 racial saving
*Greater Glyph ofwarding (Blast): CR 6;spell; spell trigger; no reset;
spell effect (greater glyph ofwarding [blast], 16th-level cleric, 8d8 sonic,
throw bonus against enchantment spells or effects.
DC 19 Reflex save half damage); multiple targets (all targets within 5 ft.);
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who
Search DC 31; Disable Device DC 31.
merely passes within 5 feet of a secret or concealed door is entitled to a
Search check to notice it as if she were actively looking for it. E n c o u n t e r Condition: N/A
Possessions: Elven chain mail, light shield, longsword. masterwork Tactics: N/A
longbow, obsidian tipped arrows (21, 6 masterwork). uniform cloak Treasure: N/A
(+2 circumstance bonus to Hide checks in Region H), bronze cloak clasp EL7
I
A Council Spire Foyer Guard, Wood Elf War 9 CR 8; Medium hurns
(elf); H D 9d8; h p 40 Init +7; Spd 30 ft.; AC 19, touch 15, flat-footed 13;
Base Atk + 9 Grp +10 Atk +11 melee (ld8+2/19-20, + I longsword
or +13 ranged (1d8/19-20 x3, longbow with obsidian arrows);
Full Atk +11/+6 melee (ld8+2/19-20, +1 longsword) or +13/+8 ra
(ld8/19-20~3,longbow with obsidian arrows);AL CG; SV Fort +t
Ref+4, Will +3; Str 13, Dex 16, Con 10, Int 10, Wis 10, Cha 8.
Skills and Feats: Craft (any one) +4, Climb +3, Hide +2 (+4),Lis ~
~,
Search +2, Spot +8; Improved Initiative, Point Blank Shot, Precise Shot,
Weapon Focus (longbow).
EffTraits: Immunity to sleep spells and effects, and a +2 racial saving
throw bonus against enchantment spells or effects.
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
merely passes within 5 feet of a secret or concealed door is entitled to a
Search check to notice it as if she were actively looking for it.
Possessions: Uniform cloak (+2 circumstance bonus to Hide checks in
Region H ) , copper cloak clasp, + I longsword, masterwork long bow, 21
obsidian tipped arrows (6 masterwork),+1 elven chain, light shield.
A Council Spire Guardroom Reinforcements,Wood ElfWar 8: CR 7;
Medium humanoid (elf); H D 8d8; h p 36; lnit +3; Spd 30 ft.; AC 19,touch
15, flat-footed 13; Base Atk +8; Grp +9; Atk +9 melee (ld8+1/19-20,
longsword) or +12 ranged (ld8/19-20 x3, longbow with obsidian
arrows); Full Atk +9/+4 melee (ld8+1/19-20, longsword) or +12/+7
ranged (ld8/19-20 x3, longbow with obsidian arrows);AL CC;
SV Fort +6, Ref+4. Will +2; Str 13, Dex 16, Con 10, Int 10, Wis 10, Cha 8.
Skills and Feats: Craft (any one) +4, Climb +3, Hide +2 (+4), Listen +6,
Search +2, Spot +7; Point Blank Shot, Precise Shot, Weapon Focus
(longbow).
EffTraits: Immunity to sleep spells and effects, and a +Z racial saving
Scahg:To increase the challenge of this encounter, change the glyph
throw bonus against enchantment spells or effects.
of warding trap to a prismatic spruy trap. To decrease the challenge, lower
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
the damage of the glyph ofwardingtrap to 6d8 and all DCs associatedwith
merely passes within 5 feet of a secret or concealed door is entitled to
it bv 2.
a Search check to notice it as if she were actively looking for it.
Possessions: Uniform cloak (+2 circumstance bonus to Hide checks
H37. COUNCIL SPIRE, 1ST FLOOR in Region H), copper cloak clasp, long sword, masterwork long bow, 21
obsidian tipped arrows (6 masterwork), elven chain mail, light shield.
The ivory marble walls reflect in muted colors the lights flickering
along i he ceiling. The intncate designs carved into the walls dance as
the hLies and shadows move. The polished black floor gives the
H3a. COUNCIL SPIRE, 2Nb FLOOR:
JACAN’S QUARTERS
res slightly to meet the great spiral staircase in the center of the
The second floor landing is immacu
:r, flanked by two elven guards in formal dress. Simple doors are
wood and stone.There are two doors that lead off the landing, but are
nto both the east and the west walls of the foyer.
closed and locked.
Encounter Condition: N/A rainbows across the entire chamber. Seats of all sizes surrounii the
Tactics: If Jacan is attacked is his own rooms, he responds with equal table, subtly empihasizing the diversity of creatures intended to ta ke
force. He seeks to hold his attackers at a doorway, to limit their maneu- part in the Counc:il.
verability. If he cannot hold such a chokepoint, he positions himself to
prevent flanking maneuvers. He does not hesitate to use his Power Initial Attitude: Indifferent
Attack and Cleave feats to the best of his ability, targeting spellcasters Encounter: The Council chamber is used infrequently in these . latter
_....
and rogues especially.The honor guards amve to reinforce Jacan in four days, as the Council does not meet as often as it once did. Given the
rounds, followed two rounds after that by the guard contingent from the resentments lingering between the primary Councilors, this may not be
guardroom (Room H37). that unfortunate.
Treasure: N/A The Council chamber is also the one place from which Lyonatar’s eye
E L 13 (before reinforcements), 14 (after reinforcements) may be safely operated. To use Lyonatar’s eye requires both the proper
Scaling: To increase the challenge of this encounter, increase Jacan’s song and a full Council complement (see sidebar “Lyonatar’seye”).
PC levels by one To decrease the challenge, reduce his PC levels by one. Encounter Condition: N/A
Tactics: N/A
A Council Spire Honor Guard: Honor Guard: Wood Elf War 9 CR 8;
Treasure: The crystals in the chandelier, iftaken down and subjected
Medium humanoid (elf); H D 9d8; h p 4 0 lnit +7; Spd 30 ft.; AC 19. touch
to a DC 25 Appraise check, prove to be high-quality gemstones worth a
15,flat-footed 13; Base Atk +9; Crp +lo; Atk +11 melee (ld8+2/19-20,
combined total of 1,500gps.
+ I longsword) or +13 ranged (ld8j19-20 x3, longbow with obsidian
E L NjA
arrows); Full Atk +11/+6 melee (1d8+2/19-20, + I longsword)
Scaling: N/A
or +13/+8 ranged (1d8/19-20 x3, longbow with obsidian arrows);AL CC;
SV Fort +6. Ref+4, Will +3; Str 13, Dex 16, Con 10, Int 10, Wis 10, Cha 8.
Skills and Feats: Crak (any one) +4. Climb +3. Hide +2 (+4),Listen +6, H41 THROUGH H44. SYTHISS’ WlERHS
Search +2. Spot +8; Improved Initiative, Point Blank Shot, Precise Shot,
Weapon Focus (longbow).
H41. SVTHISS’ LAIR
ElfFaits: Immunity to sleep spells and effects, and a +2 racial saving
throw bonus against enchantment spells or effects.
The warm air of this chamber reeks wth mild decay and simple
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who
neglect. 1-engths of t iranslucent hide peek out from beneath small
merely passes within 5 feet of a secret or concealed door is entitled to a
piles of sand and grit SIcattered about. Some of it has SUI ely fallen from
Search check to notice it as if she were actively looking for it.
the walls, but far too nnuch can be accounted for by th at explanation.
Possessions: Uniform cloak (+2 circumstance bonus to Hide checks in *-a +IC- mracc.n* nxTi+‘
A few elongated bits o1F !&*-&,*a
IuIIIILuIL yiLaLALL, yuALzobviously not
Region H), copper cloak clasp, + I longsword, masterwork long bow, 21
designed for humanoid use.
obsidian tipped arrows (6 masterwork), + I eluen chain, light shield.
A Wood Elf Elite Guard, War 8: CR 7; Medium humanoid (elf); H D 8d8; Initial Attitude: Indifferent
h p 36; lnit +3; Spd 30 k.; AC 19, touch 15, flat-footed 13; Base Atk +8; Encounter: Sythiss’ (hp 110) main lair is a mess. The normally tidy
Crp +9; Atk +9 melee (ld8+1/19-20. longsword) or +12 ranged naga, in a desperate attempt to convey the trouble he is in with Diantha,
(ld8/19-20 x3, longbow with obsidian arrows); Full Atk +9/+4 melee has left off cleaning for quite some time. Most times, Sythiss can be
(ld8+1/19-20, longsword) or +12/+7 ranged (ld8/19-20 x3, longbow found either in this cavern or in his sand pit, attending to only his most
with obsidian arrows); AL CC; SV Fort +6, Ref +4, Will +2; Str 13, Dex 16, basic needs.
Con 10, Int 10, Wis 10, Cha 8. Visitors to the lair are not tembly welcome, but neither are they
Skills and Feats: Crak (any one) +4, Climb +3, Hide +2 (+4),Listen +6, chased away. Sythiss answers the PCs’ questions, offering curt responses.
Search +2, Spot +7; Point Blank Shot, Precise Shot, Weapon Focus The once cheery trickster of the cavern has become sullen, withdrawn
(longbow). and morose, caving in to despair and wondering what foul deed the fall-
Elfpaits: Immunity to sleep spells and effects, and a +2 racial saving en celestial will call upon him to perform next...
throw bonus against enchantment spells or effects. Encounter Condition: N/A
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho Tactics: If confronted, sythiss defends himself with the minimum
merely passes within 5 feet of a secret or concealed door is entitled to a force required to subdue intruders, unless ordered to do otherwise by
Search check to notice it as if she were actively looking for it. Diantha.l’he only thing that rouses him to pure rage is the beliefthat the
Possessions: Elven chain mail, light shield, long sword, mastetwork intruders are allied with the erinye, in which case he casts greater inuisi-
long bow, obsidian tipped arrow (21, 6 masterwork), uniform cloak (+2 bility upon himself, then retreats far enough to spellcast with impunity,
circumstance bonus to Hide checks in Region H), copper cloak clasp. alternating offensive spells such as scorching my or lightning bolt with
gouts of spat venom.
Treasure: 120 gp in gems scattered about, several tattered strips of
naga hide.
E L 12
Scaling To increase the challenge’ of this encounter, increase C
hit dice by four.To decrease the challei’ge ,decrease Sythiss’ hit.dice!I
’ Tythiss, Guardian Naga: CR 11, Large aberration; H D 13d8+52,
110, lnit +6, Spd 40 ft , AC 18, touch 11, flat-footed 16; Base Atk +’ PENT
I+18, Atk +13 melee (2d6+7 plus poison, bite) or +10 ranged touch bytniss nas guarded tne underground tortress since it was first
P ison spit); Full Atk +13 melee (2d6+7 plus poison, bite) or +10 built-even he and his old friend Malachi have lost count o f t h e
sed touch (poison, spit). Space/Reach 10 ft /5 ft , SA Poison, spit, years. Sythiss i s as dedicated t o protecting Belatu-Cadros as any
115, SQ Darkvision 60 ft : AL NG, SV Fort +8. Ref +8, Will +12; Str 21, other creature i n the fortress, b u t expresses his dedication
14, Con 19, Int 16, Wis 19, Cha 18 i n odd ways.
jkills and Feats. Bluff +18, Concentration +20,Listen +14, Diplomacy Sythiss is a merry soul, quick t o laugh, quick t o joke,
, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +19. Spellcraft and quick to pull a harmless but amusing prank on someone.
, Spot +15; Alertness, Combat Casting, Dodge, Eschew MaterialsB, H e lets the others fret about military tactics and troop strength,
roved Initiative. Lightning Reflexes and turns his own efforts t o making sure the elves still remember
Poison (Ex): Injury or contact, Fortitude DC 20, initial and secondary how t o laugh. Nothing, he believes, lights u p the darkness like
damage l d l O Con The save DC is Constitution-based a good laugh.
Spit (Ex) A guardian naga can spit its venom up to 30 feet as a I f onlv that were true - t h e s e days, Sythiss has nothing t o
standard action This is a ranged touch attack with no range increment laugh about and no way to lift the darkness that rests u p o n him.
Opponents hit by this attack must make successful saves (see above) He’s n o t entirely certain how the collar got on h i m i n the first
f
to avoid the effect place - he remembers some?thing about pixies and a practical
Spells Guardian nagas cast spells as 9th-level sorcerers, and can joke - but regardless o f h o w, the truth is that he is helpless
. L I . I I . L
also cast spells from the cleric list and from the Good and Law domains. to resist nis inTernai m i s m s s ’ commands.
L
The cleric spells and domain spells are considered arcane spells for Under Diantha’s command, he has ca used several o f the
a guardian naga, meaning that the creature does not need a divine disappearances - those surroundir i g the “ H a u n t e d
focus to cast them. Watchtower” (Room H13), especially. A nag;a’s venom is strong,
Sorcerer Spells Known (6/7/7/7/5. save DC 14 + spell level): 0-cure and the ordinary troopers don’t stand a c hance against a foe
minor wounds, daze, detect magic, light, mage hand, openlclose, ray offiost, striking invisibly from the shadows.
read magic, 1st-cure light wounds, divinefavor, expeditious retreat, mage Sythiss does not know what Diantha dc3es with the bodies,
armor, magic missile, 2nd-detect thoughts, lesser restoration, see invisibility, - ...-. -..-..-.-.
and he does n o t want to know. In his despa ir, the mcrwI trirkctcr
I
scorching ray, 3rd-cure serious wounds, dispel magic, lightning bolt; 4th- has turned into a sullen recluse. H e finds it far t c)o much trouble
divine power, greater invisibility t o continue to keep u p the spirits o f those he niight be ordered
t o kill. Fortunately, his behavior is noted by t hose: he calls friends
- Malachi and Aligheri. Unfortunately, the!/‘I1 h,w e to do some-
thing about it before it’s too late.
-
H42. SAND PIT
here. The rocky floor This corridor is strewn \with junk - and the length
slopes down until it ultimately gives way io dark, fragrant sand The disorder hasn’t quite crossed the line from mess
Too warm for most humanoids to be comfortable, the heat makes well on its way.
the room seem more claustrophobic than it truly 1s.
Initial Attitude: Indifferent
Initial Attitude: Indifferent Encounter: Continuing his last ditch efforts to alert someone, any-
Encounter: Sythiss burrowed out a sand pit, in which he used to one, of his penl, Sythiss has left the primary hallway to his lair
spend a great deal of time. Now, even the precious oils worked into the uncleaned for quite some nme. Aligheri, the elven clerk in Room H45,
sand smell vaguely rotten, and it is evident that the sand pit has not been has grown quite worried about his friend, but mistakenly thinks that
disturbed for some time.The oils worked into the sand make it difficult Sythiss is suffenng the effects of extended time underground, and that
to traverse, and a DC 20 Balance check is required to maintain footing at the naga would prefer to be alone with his depression.
any speed greater than walking. A successful DC 23 Search check reveals a well-kept crossbow hidden
Encounter Condition: Poor Footing 4 in a niche behind one of the tapestries. The loaded crossbow is scrupu-
Tactics: N/A lously cared for; a quiver of bolts hangs next to it. The crossbow’s condi-
Treasure: N/A tion is a startling contrast to the state of the hall. If Sythiss (Room H41)
E L N/A is questioned about the crossbow, he denies knowledge of it, and as he
Scaling: N/A lacks hands, it is useless to him.
Encounter Condition: N/A
Tactics: N/A
H43. STEAM VENT
Treasure: Amidst the clutter lies a masterwork heavy crossbow and
2o masterwork crossbow
The air in this room is wet with stifling steam roillng in thick clouds
near the ceillng E L N/A
Scaling: To increase the challenge of this encounter, increase the DC
of the Search check by 4. To decrease the challenge, decrease the DC of
Initial Attitude: Indifferent
the Search check by 2
Encounter: This room is where Sythiss ordinarily takes his leisure,
luxuriating in the natural steam vent near the ceiling Those searching
the room can discover Sythiss’ makeshift ‘ladder’(actually just rough- H45 THROUGH H48. STOREROOM COMPLEX
ened shelves of rocks) with a successful DC 18 Search check. Above the Rooms HG through H48 are currently used for storage, with the excep
‘ladder’is a low, w d e rock shelf, capable of supporting Sythiss and sev- tion of the quartermaster’s office in Room H45. Ongmally, they were
era1 humanoids of Medium size or a pair of Large creatures. designed to be guest quarters or quarters for guard captains, but over the
PCs spending more than 10 rounds ln this room while carrying any- years the dwindlmg gamson came to prefer quarters above ground, or in
thing but a light load become fatigued until they can move to cooler, the shield wall The rooms were first abandoned, then converted into
well-aired areas. storerooms, which is their current function.
Encounter Condition: [Extreme Heat]
Tactics: If confronted here, Sythiss climbs to the rock shelf near the
H45. ALICHERI’S OFFICE
steam vent and launches his attacks from there. Again, unless ordered
to do Otherwise by Diantha,
Sythiss only attacks to subdue
acting to in Only the hallmarks of dwarven precision, but a simple knotwork design carved
direst of circumstances.
at the join of floor and ceiling speaks to elven sensibihties. fickety
Treasure: N/A
shelves line the northern and eastern walls, and a battered desk sits
E L 12
a few feet from the southern wall. The western wall is shrouded by
a heavy moth-eaten tapestry depicnng a scene from elven legend.
If PCS c an raise Aligheri’s disposition to Helpful through good role- have fallen loose over the yearsi, leaving large empty patches in the
playing or aI successful Diplomacy check, he is willing to lend them assis- otherwise fabulous mosaic. Fiine ceramic dust covers the unused
.l..l....
sneives ....... j arnc
ruwaru L - L - - 1 . -L-*L.--
UPLK 01 trir room, although the shelves to the front
tance up to and including bartering for supplies. He is particularly eager
~
for tales of high adventure -especially if they are true. are kept clean and sees considerable use.
room, although even something as prosaic as a storeroom four great support coliimns are scribed with elegant calligraphy.
displays a touch of artistry; a vine-and-leaf pattern winds up the
corners ancI along the ceiling, providing a small oasis of color against Initial Attitude: Neutral
the stone. Sadly, the colors are faded, and now only hint at its Encounter: Although the elven citadel was built for the purpose of
former gl01’y.
* * . * .,_..._
Stout wooden shelves, carved and polished, line the walls
1 .. protecting Belatu-Cadros,the original builders of the fortress were not
such fools as to ignore or slight the other gods. Thus, they built a great
a nd stand at precise intervals like alert soldiers in formation. temple in which all the gods could be honored, and those who followed
fiTot an iota of space is wasted; there is just enough room between a specific deity would have a place to worship.
tlie shelves for someone to work. However, dust covers the shelves, The carvings in the temple hall were created by Malachi, the lamma-
su, and represent some of his finest works. Once a year, he closes offpor-
tions of the temple hall in order to repair and clean the statues; several
years ago, he did more than merely repair. Aware that knowledge of the
Initial Attitude: Neutral prophecy surrounding Belatu-Cadroswas fading, and that the old songs
Encounter: This simple storeroom is a repository of common items. that operate Lyonatar’s eye were slowly being forgotten, he decided to
The door is usually kept locked, and requires a DC 18 Open Locks check make sure the information was not entirely lost. Malachi spent a week
to open. Alternately, PCs may get Aligheri, the clerk in Room H45,to reworking the four pillars of the temple; when he was done, the prophe-
open the door -he holds the key. A successful DC 23 Diplomacy check cy was etched into the stone of three of the plinths, and the Song of
or a Bluff check opposed by Aligheri‘s Sense Motive skill convinces him Daylight into the fourth.
to open the door. The northeastern column is carved in the likeness of an ash tree, and
Encounter Condition: N/A bears the Song of Daylight, which would allow the Council to use the
Tactics: N/A daylight ability of Lyonatar’s eye. The southeastern column is carved into
Treasure: Common items such as blankets, cloaks (see “Elven the likeness of an elm, and bears the first triplet of the prophecy: “Letthe
Troops” sidebar for description of elven cloaks), waterskins, etc. are Tree speak once: dawn falls into darkness.”The southwestern column,
found here. carved into the likeness of a birch tree, bears the prophecy’s second
E L N/A triplet: “Let the Tree speak twice: the infernal vaults gape wide.” And the
Scaling: N/A column in the northwest, carved into the likeness of an oak, bears the
final triplet ofthe prophecy: “LettheTree speak thrice: let doom descend
in fire.”
H40. COLD PANTRV
Encounter Condition: N/A
Tactics: N/A
A faint layer o , making
Treasure: The statues and carvings in the temple hall are carved with
the room perfect for storing perishable items. Stone shelves reach
love and skill, many of them gilded and inlaid with gold and silver, but
from floor to ceilmg, holding baskets of roots, vegetables and
there is no removing them from the hall. PCs that wish to deface the stat-
grains, while fully-dressed carcasses hang from large metal hooks
ues by removing the gilt inlay salvage 3d4“lO gp in gold and silver foil
in the corners.
for their troubles.
E L NJA
Initial Attitude: Neutral
Sca1in.g: N/A
Encounter: This pantry is the primary perishable food storage area
for the gamson. The door is kept locked, and requires a DC 23 Open
Locks check to open. Alternately, PCs may convince Aligheri, the clerk
in Room H45,to open the door -he holds one key. Rhandale, the bar-
tender in the nearby tavern (Room H54), holds the other. In general,
Aligheri is disinclined to allow pcs free rein in the cold pantry; the food
stored within is for the entire garrison, though if pcs want to barter for
food, he is willing to make a trade as long as his disposition is Friendly
or higher. Rhandale is made of weaker stuff; a DC 21 Bluff check con-
vinces him to allow the PCs to rummage through the pantry.
PCs that detect magic in the storeroom find that the room is magical
and possesses a moderate aura of evocation.
Encounter Condition: N/A
Tactics: N/A
F .
Stability (Ex): Dwarves are exceptionally stable on their feet. A dwarf
D THROUGH H53. has a +4 bonus on ability checks made to resist being bull rushed or
tripped when standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the ground).
Possessions: Masterwork full plate, masterwork heavy crossbow,
Surprisingly comfortable, given the do box of 12 bolts, masterwork warhammer, tool kit.
this room combines practical funcnon w t h stark aesthenc The walls
are covered with carefully colored mosaics, each speaking of a great
dwarven hero or legend. A plain, comfortable bed sits in one comer,
H51. DWARVEN COMMON ROOM
beanng a cleverly jomted arm holding a small wnting desk. A second,
This simple room contains two tables - one sized for dwarves,
larger, desk sits against the opposite wall, w t h ample room to sketch
and another, smaller table meant for taller visitors. The chairs are
out more elaborate ideas. A stout wooden chest sits at the foot of the bed.
similarly sized, matching their appropriate tables. A battered chest
sits in one corner, and the walls are decorated with cheap tapestries,
Initial Attitude: Neutral
stained by smoke
Encounter: Gurthang's (hp 78) room is simple enough - a place t0
__--
slem ____ __
=, 2lrnlire tn wnrlr ____
2nd -~ A w~
__I_.__..
litrle else
..____,I___ _____
m e-thst
- incniratinn ".....e
mioht wrik
--.-r------------a---
Initial Attitude: Indifferent
at any time, Gurthang keeps pen, ink and foolscap handy at his desk and
Encounter: The common room is where the dwarves (and select
near the bed (and its smaller desk) just in case. The chest at the foot of
members of the guard) relax and take their minds off the rigors of guard-
the bed contains years of Gurthang's work, and is kept locked unless
ing the sacred tree.Those found in this room are usually playing cards or
Gurthang is in the room.
smoking pipes, exchanging war stories, or just as often explaining the
Encounter Condition: N/A
intricacies of their latest device.
Tactics: The lock on the chest is absolutely fiendish in its design, and
The card games in the common room have become something of a
only Gurthang knows all of its secrets. Would-be thieves must contend
minor legend among the troops, and are sought after eagerly by the
with a DC 35 *en Locks check to deal with the lock itself.A DC 30 Search
bored and foolish. The dwarves, despite half-serious rumors spread by
check reveals a maze of traps, clearly meant to mislead thieves. Gurthang
those who lose the games, are scrupulously honest in their playing, just
has phantom tmp cast upon the chest as a warning. Beyond that, a thiefmust
as happy to lose a good game as to win. Hard feelings are banished here,
face six devilishly clever devices to foil thieves. Each device requires a s e p
though on occasion Lightshield, Silmarien or Gurthang has had to dis-
arate Disable Device check, beginning at DC 43,and reduced by two for
cipline someone under their command for a minor brawl breaking out
every device bypassed, to a final DC of 31. Perhaps oddly, only the last
over a lost hand or accusations of cheating. None of the dwarves hold a
device is actually a trap -a spray of acid and dye to mark the foolish thief.
grudge concerning the accusations, and the games continue on a regular
Treasure: Gurthang's chest contains extensive scrolls on architecture
basis, the pay chits flowing like dwarven ale and elven wine.
and engineering, a masterwork trapmaker's kit, and enough notes on the
PCs could do worse to gain the trust and friendship of the dwarves
cavern, grove and killing grounds to provide a +2 equipment bonus to
than to play a few hands; Gurthang himself often says that the measure
attacks, skills and saves in any of those areas.
of a man can be found in how he handles his card game. Further, PCs
E L 11
that participate in the card games may pick up some rumors or small
Scaling: To increase the challenge of this encounter, give Gurthang
snippets of information about the fortress. For more information on the
three fighter levels. To decrease the challenge, decrease Gurthang's PC
rumors that are currently circulating, see Room H54.
level by one.
Encounter Condition: N/A
A Curthang Hadrakson, DwarfExp 12: CR 11; Medium humanoid Tactics: N/A
(dwarf); H D 12d6+36;h p 78; lnit +O; Spd 20 ft.; AC 18, touch 10, flat- Treasure: The chest in this room has a sturdy lock on it, requiring a
footed 18; Base Atk +8; Crp +10 Atk +12 melee (1d8+2/x3,warhammer) DC 40 Open Lock check to open. The chest contains several decks of
or +9 ranged (ld10/19-20, heavy crossbow): Full Atk +12/+7 melee cards and a few elven board games, including a deck of cards marked by
(1d8+2/x3,warhammer) or +9 ranged (ld10/19-20, heavy crossbow); Johnaar. The marked deck becomes obvious after a few hours of play As
SA -; SQ Dark vision 60', dwarftraits, stability, stonecutting; AL CC; SV Gurthang is the ultimate arbiter of the dwarves' honesty, Jolinaar hopes
Fort +9, Ref +4, Will +10 Str 14, Dex 10, Con 16, Int 14, Wis 14, Cha 9. to cast the honest dwarf, and by extension, all the dwarves,in a more sin-
Skills and Feats: Appraise +7, Craft (armorer) +17, Craft (blacksmith)+17, ister light.
Craft (weaponsmith) +17, Craft (trapmaking)+17, Craft (Mining) +17, E L 13
Gather Information +1, Heal +7, Knowledge (architecture,and engineering) Scaling: N/A
+17, Listen +4. Diplomacy +3. Search +7, Spot +4. Survival +5; Alertness,
Endurance, Great Fortitude, Power Attack, Weapon Focus (warhammer).
H52. DWARVEN BARRACKS
DwafJraits (Ex): +2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-likeeffects. *
The barracks are simple quarters for a surprisingly complex folk.
Not reflected in the saving throw numbers given here.
Two sets of stout bunks provide a place to sleep, each with a pair
Stonecunning (Ex): This ability grants a dwarfa +2 racial bonus on
of equally stout chests at their feet. Four desks provide a place for
Search checks to notice unusual stonework, such as sliding walls,
inventive dwarven minds to plan, each facing the other so those
stonework traps, new construction (even when built to match the old),
who work may confer comfortably
unsafe stone surfaces, shaky stone ceilings, and the like. Something
that isn't stone but that is disguised as stone also counts as unusual
Initial Attitude: Neutral
stonework. A dwarfwho merely comes within 10 feet of unusual
Encounter: These rooms serve the four dwarf engineers (hp 67, 65,
stonework can make a Search check as if he were actively searching, and
6 5 , 6 2 ) as their work and living space The dwarves are often found here
a dwarfcan use the Search skill to find stonework traps as a rogue can. A
dunng the day, good-naturedly arguing over the best way to proceed
dwarf can also intuit depth, sensing his approximate depth underground
with their latest project
as naturally as a human can sense which way is up. Dwarves have a sixth
Encounter Condition: N/A
sense about stonework, a n innate ability that they get plenty of
Tactics: N/A
opportunity to practice and hone in their underground homes.
Treasure:The quartet of chests here is fitted with a stout (DC 34 @en
Locks check) lock. Inside each chest is a masterwork trapmaker’s kit. HEIMXSHRMMRR
E L 12 This hammer is not desigtled to be wieldc!d in combat; rather,
Scaling: To increase the challenge of this encounter, add two dwar- it is a forge-tool that allc)ws its user to create metal items
ven engineers.To decrease the challenge, remove one dwarven engineer. at increased speed or reduc:ed cost. When C reating
I an item using
the aoorooriate Craft skill or item creation feat. the user may
A DwarfEngineer, Exp 1 0 CR 9 Medium humanoid (dwarf);H D I S I
tinks like the dead up on the mount; guess the mud pit’s H55. ARMORV A N D SALLE
ronder what fell into it this time?”
This plain stone room is empty enough to echo when one walks
s a nutty one. Fire this and fire that. Where is he when inside, half-full weapons racks stand neatly against two walls, and the
though?”
floor is covered with a tough, slightly springy wood-like material.
ever trust a snake?Always hiding out in that hole it calls An archery target attached to the wall and a set of pells haphazardly
ing and hissing, ugh!” stacked in the opposite corner confirm that this room is both armory
and practice ring.
been upset lately; 1 saw him sniffing around the
i
spell effect (alchemical device,fireball. 5d6 damage, DC 20 Reflex save, their comrades close. The chokers engaged in melee employ tlieir supe-
avoids); Search DC 29; Disable Device DC 30. nor reach against foes, and make the best use of their ability to climb
walls, attacking from all directions. A noisy battle here (Listc:n check,
Treasure: N/A
DC 15) is likely to alert the elder chokers in Room 110,bring:ing I d l o
EL 9
chokers to the battle within l d 4 rounds.
Scaling: To increase the challenge of this encounter, increase the
Treasure: The closets to the east and west of this Room htold a few
chance of a Random Encounter to 40%. To decrease the challenge,
reduce the damage of the death and darkness trap by ld6.
”,
piles of debris, 13 cp, an eye agate (15 gp), and a crumbled scml. lllll.*
lock that the scuts considered trash.
EL 8
114. HIS MAJESTV’S THRONE ROOM Scaling: To increase the challenge of this encounter, have the elder
chokers arrive within 2 rounds. To decrease the challenge, remove two
This room is adorned with what some being surely thinks is luxurv chokers armed with slings.
- half-rotted tape stries line the floors a i d walls, and a deepG
*Scut, Choker: CR 2; Small aberration; H D 3d8+3; h p 16, 15, 14, 14, 14,
scratched and pittecI,but still ornate chair rests against one wall. More
14,14,14,13,12;lnit+6;Spd20ft.,climb10ft.;AC17,touch13,flat-
of the tapestries, along with what might be scrolls or scraps of scrolls,
lay atop a wooden bed frame, making a crude mattress. footed 15; Base Atk +2; Crp +5; Atk +6 melee (ld3+3,tentacle) or +5
ranged (ld3, sling); Full Atk +6 melee (ld3+3,2tentacles) or +5 ranged
(1d3. sling); Space/Reach 5 ft./lOft.; SA Improved grab, constrict ld3+3;
Initial Attitude: Neutral
SQ Darkvision 60 ft.. quickness; AL LE; SV Fort +2, Ref +5, Will +4;
Encounter: This room served as the choker leader’s ‘throne room’
Str 16, Dex 14, Con 13, lnt4, Wis 13, Cha 7.
from which it lorded over its fellow chokers. Beyond the direct
Skills and Feats: Climb +13. Hide +lo, Move Silently +6; Improved
supervision of their superior, the other members of the choker gang
Initiative’, Lightning Reflexes, Stealthy.
foment rebellion. Having the intelligence to recognize the impending
Constrict (Ex): A choker deals ld3+3 points of damage with a
mutiny of its fellows,it moved its quarters to the communal living space
successful grapple check against a Large or smaller creature. Because
in room 115.
it seizes its victim by the neck, a creature in the choker’s grasp cannot
The choker leader (Room 110) left behind several scraps of
speak or cast spells with verbal components.
parchment that were stolen from a (now dead) rebel drow. The scraps
Improved Crab (Ex): To use this ability, a choker must hit a Large or
of parchment (DC 18 Search check to find, DC 18 Decipher Script check
smaller opponent with a tentacle attack. It can then attempt to start a
to assemble, written in Undercommon) detail a particularly fiendish
grapple as a free action without provoking an attack of opportunity. If it
lock constructed from the living body of a drow involved in the almost
wins the grapple check, it establishes a hold and can constrict. Chokers
forgotten attacks on the surface.
receive a +4 racial bonus on grapple checks, which is already included
“It is certain that.. . and he is the son of.. . but the vile traitor, Mahir,
in the statistics block.
has sentenced him to a fate worse than death! Only the venom of the slaves
Quickness (Su): Although not particularly dexterous, a choker is
can open the flesh lock, and even then only by the touch offrost, so rare in these
supernaturally quick. It can take an extra standard action or move action
nighted halls.. . must write again late6 deliver my message to the leader.. .
during its turn each round.
I know where the cache lays! Our vengeance is at hand!”
Skills: A choker has a +8 racial bonus on Climb checks and can always
Encounter Condition: N/A
choose to take 10 on Climb checks, even if rushed or threatened.
Tactics: N/A
Treasure: The scraps of parchment provide a valuable clue to the
locks guarding Mahir’s sorcerous cache, lost to nearly all the denizens 116 THROUGH lit. CRICKS
of the Halls. These corrtdors in the lower Halls have been lost to the savage, bestial
E L N/A gricks. No one is sure where the creatures originated - perhaps they
Scaling: N/A were created by Mahir’s magical disaster, perhaps they wandered in from
other areas. Or perhaps, they are a manifestation of the aberrant energies
and twisted life spread throughout the Region - a theory only whis-
115. THE SCUTS
pered by the more potent sorcerers among the ranks of the driders.
Siglinde may suspect more, but what she knows, she does not reveal.
Half a dozen or more gray-skinned humanoids with freakishly long
The gricks are not particularly intelligent, but they possess more than
arms infest this room. A few emerge or go into doors along each wall,
mere animal cunning. Sheer malevolence underlies their every action.
beanng trash or trinkets, eyes glaring hatefully about. They squabble
Prey discovered by one grick becomes the target of several, as the scent,
among themselves frequently, even in the few moments they are
observed sight and sound of intruders propagates through the walls. The gricks
possess the ability to disappear into the bloated flesh covered walls and
ceiling, only to reappear and ambush unsuspecting characters.
Initial Attitude: Hostile
The harmony in which the gricks live with the Halls, their greatest
Encounter: Lowest-ranking among the chokers are these ten scuts
strength, is also their greatest weakness. Gricks in this area gain a +4 cir-
(hp 16,15,14,14,14,14,14,14,13,12). Having yet to prove themselves
cumstance bonus to Hide and Move Silently checks, as they can become
in thievery, treachery, or battle against the gricks, these young bravos
one with their surroundings. However, the sheer amount of living flesh
eagerly seek opportunities to advance among the gang. Three carry
in the area makes it difficult to single out any particular victim, and they
slings, while the rest fight with their “hands.”
suffer a -2 circumstance penalty to Spot and Listen checks.
Encounter Condition: Cover
)OM CRICK RANDOM ENCOUNTERS
Roll o n m e roilowing chart to add a random mutation as a side effect o f R o l l f o r a Random Encounter once p e r hour.
ld2O Encounter
Mutation 1-3 The walls ripple and writhe, stretching out long pseudopods
Vothing that grope hungrily about the PCs.
The grick is festooned with extra tentacles, gaining 4-8 The flesh lining the walls form into a demonic face that
Wultiattack and +5 ft. reach, but its speed is reduced -10 R gabbles nonsense at the PCs, stringing together random
The grick is covered in luminescent slime It receives a -8 words in a variety o f languages from Celestial to Infernal
:ircumstance penalty to Hide checks Wizards may use the to Undercommon. At the DM's discretion, the "face" may
,lime as a material component in light-based spells, provide some clue as to what awaits the PCs, or it may
ncreasing the duration by 10%. Cricks secret enough throw them off the scent entirely.
ilime for l d 6 castings CR -1 9-1 1 Nothing
:yes in all shapes, sizes, and colors cover the grick's body. 12-1 6 Two chokers are locked in mortal combat with a Large grick.
It receives a +6 circumstance bonus to Search and Spot When the PCs arrive, the chokers divert the grick toward the
:becks and it cannot be caught flat-footed, but is newly arrived prey, fleeing past them as fast as they can.
iutomatically stunned by spells such asflare CR +1 17-19 A wounded cloaker sneaks through the corridors, avoiding
The grick gains the Regeneration (Ex). The grick regenerates the gricks. It engages the PCs in conversation, but once they
5 points per round unless wounded by tire or acid CR +1 let down their guard, the cloaker ambushes them.
10-1 1 The grick's outer skin is hard like a carapace, 20 A hot wind blows through the corridor, the smell o f fetid
and acts as +6 natural armor CR +1 meat permeates the air. Odd striations along the walls
The grick is unhealthy and its Constitution is considered 8. pulse in time with the gusts o f rancid winds that move in
Touching5 its dead body results in possible contagion CR -1. and out like a bellows ... or a throat. Cursed 5, Echoes 5,
Extreme Heat, Haunted.
5 Slimy Doom-Contact. Fortitude DC 14, inicubatton
I , 1 1 r n"ll J
period 1 aay, oamage 1104 Lon iwnen aamaged, the
character must succeed on another saving throw or 116. WORMS IN THE ALCOVE
1 point o f damage is permanent drain instead.]
14 The grick's tentacles are covered in sharp spines. The walls and floor o f this r o o m are thick with iridescent purple
The grick's natural weapons are considered keen slime. Whatever was in the r o o m previously has l o n g since dissolved
leaving a gluey mess that sticks to b o t h feet and equipment.
The grick gains the ability tofly at 40 ft per round CR +1 Initial Attitude: Hostile
16 The grick is covered with slime that acts as a mimic's Encounter: Six gricks (hp 11, 10, 10, 10, 9, 9 ) p r o w l this Room,
Adhesive (Ex) special ability. In addition, the slime provides responding t o some noise o r scent. They are looking f o r something, but
the grick a +4 circumstance bonus to Climb checks. CR +l. they don't k n o w what. W h e n pcs enter the room, the gricks have dug
The grick is dense, weighing 1,200 Ibs. and has its speed cut under the slime and rubble (Spot check, D C 18 to notice), possible track-
in half It, however, gains a +8 bonus to Strength checks ing something that has come through here. They attack once the PCs are
involving bull rushes or grapples w i t h i n range.
18 The grick's tentacles constantly exude a contact poison CR +l. Encounter Condition: Ambush (darkness)
Tactics: The gricks employ few tactics, attacking intruders savagely,
5 Malyss Root Pastecontact, Fortitude DC 16, initial
leaving the fallen where they lay or dragging unconscious p c s o f f to a
damage 1 Dex, secondary damage 2d4 Dex
corner. Their tactics and behavior are as chaotic as the unsavory masters
19 The grick's skin is dry, shriveled and cracked, constantly
w h o devised them.
leaking vile ichor When wounded, it continues to bleed
This encounter works effectively w e l l i f t h e DM has seen the movie
as if struck by a wounding weapon. CR -1.
28 Days Later".
20 The grick has maximum hit points. plus Toughness (3) CR +l.
Treasure: Under t h e slime and debris, the PCs find a mummified cat
with a successful D C 22 Search check. It i s n o t valuable, but a tell-tale
sign o f the inherent chaos o f the Region.
EL 6
Scaling: To increase the challenge o f this encounter, add Poor
Footing 5 that does n o t affect the gricks. To decrease the challenge,
remove two gricks.
Atk +8 Imelee (1d6+5,tail slap); Full Atk +8 melee (ld6+5,tail slap) and ing them and affecting the others PCs within 30 ft. as rage.To reduce the
+3 melc:e (ld4+2, bite); Space/Reach 10 ft./lO ft. (5 ft. with bite); SA challenge of the encounter, remove the Stagnant Air.
Moan, f:ngulf; SQ Darkvision 60 ft., shadow shiff;AL NE; SV Fort +5,
Ref +5, Will +7; 9 2 1 , Dex 16, Con 17, Int 14, Wis 15, Cha 15.
?I .#I
124. FLESHY CHAMBER
X I I I S and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13;
Due to the flesh covering the walls here, PCs must succeed at a DC 12
Alertness, Combat Reflexes, Improved Initiative.
Strength check to open the doors.
Moan (EW): A cloaker can emit a dangerous subsonic moan as a
standard action. By changing the frequency,the cloaker can cause one of This small room is claustrophobic. Worse yet, the walls are coated
four effects. Cloakers are immune to these sonic, mindaffecting attacks. with mucus and rubbery flesh, hot and unpleasant to the touch. The
Unless otherwise specified, a creature that successfully saves against one echoes from the halls, combined with the unnerving manner of the
ofthese effects cannot be affected by the same moan effect from the same room, make it sound as though the walls were breathing.
cloaker for 24 hours. All save DCs for moan effects are Charisma-based.
Unnerve: Anyone within a 60-foot spread automatically takes a -2
Initial Attitude: N/A
penalty on attack and damage rolls. Those forced to hear the moan for
Encounter: This Room and I26 are both persistent nuisances for
more than 6 consecutive rounds must succeed on a DC 15 Will save or
siglinde (Room 131) and the cloakers. Despite their best efforts, the
enter a trance, unable to attack or defend themselves until the moaning
flesh that grows here continues to grow after it is slain. Lately, siglinde
stops.
has had her mind on other matters (the drow rebellion) and has neg-
Fear: Anyone within a 30-foot spread must succeed on a DC 15 Will
lected to clean here, making it a safe haven for Pes.. . if their stomachs
save or become panicked for 2 rounds.
can handle it.
Nausea: Anyone in a 30-foot cone must succeed on a DC 15 Fortitude
Encounter Condition: Cursed 6 , Diseased (any) 15, Poor Footing 4
save or be overcome by nausea and weakness.
Tactics: N/A
Affected characters fall prone and become nauseated for ld4+1 rounds.
Treasure: N/A
Stupor: A single creature within 30 ft. ofthe cloaker must succeed on
E L N/A
a DC 15 Fortitude save or be affected as though by a hold monster spell
Scaling: N/A
for 5 rounds. Even after a successful save, the creature must repeat the
save if the cloaker uses this effect again.
€ngulf(€x): A cloaker can try to wrap a Medium or smaller creature in 125. THE ABANDONED TEMPLE
its body as a standard action. The cloaker attempts a grapple that does The lock on the door to this Room is intact, and given that there is only
not provoke an attack of opportunity. If it wins the grapple check, a single entrance, the room is quite defensible It is presently unlocked.
it establishes a hold and bites the engulfed victim with a +4 bonus on It requires a DC 30 Open Lock check to lock or unlock (or the key on the
its attack roll. It can still use its whiplike tail to strike at other targets. drow in Room 117).
Attacks that hit an engulfing cloaker deal half their damage to the
monster and half to the trapped victim. Columns hold up the ceiling of this chamber. Halfa dozen desiccat-
Shadow Shift (Su): A cloaker can manipulate shadows. This ability ed corpses clad in silks on the floor, their bodies twisted and contort-
is effective only in shadowy areas and has three possible effects. ed with whatever agony, their skin dark as pitch. The columns here
Obscure Vision: The cloaker gains concealment (20% miss chance) have been carved in the likeness of some dark goddess, though sever-
for ld4 rounds. al of them appear melted, as lffrom great heat. At the far end of the
Dancing Images: This effect duplicates a mirror image spell (caster central hallway, three drow bodies have been strung up, nailed to the
level 6th). stone, and burned in effigy
Silent Image: This effect duplicates a silent image spell (DC 15,
caster level 6th). The save DC is Charisma-based. Initial Attitude: Neutral
Encounter: This Room once served as a temple to the dark goddess
of the drow. Since the disaster unleashed by Mahir and his sorcerers, the
123. THE CELL temple was abandoned.The continual flame stones present in some of the
other rooms of this part of the prison are not present here, leaving the
This room is, in fact, two rooms An outer corridor surrounds an inner
Room in total darkness.
room and the walls are crystal. Shattered iron nncs - decorate the floor, The entire Room radiates evil and transmutation.
and the cloudy view offerecI by the once transparent walls of the inner
Encounter Condition: Deep Darkness, Negative Energy,
something indistinct is cancu :-.-
chamber show that it is conIpletely vandalized. Illegible ft om wthout,
..A ullv rl.
L1lc wlllJ
:...,.
-.-,"11" ,c+l., lllllFl cell. Unhallowed 4
Tactics: If the door remains unlocked (and after the PCs spend 30
minutes in this Room) roll for a Random Encounter.
Initial Attitude: N/A
Treasure: If the PCs spend an hour hear searching, allow each a DC
Encounter: Once containing a powerful hezrou, this cell is now
25 Search check. Each success indicates the PCs have found an oddly
abandoned, though haunted by the echo of the demon's power. The wall
carved stone on one of the six columns in the Room. Each of these stone
surrounding the inner cell is clear crystal, allowing one to view the foul
bears the sigil of the drow goddess and radiates evil (alternately these
mtenor.
stones can be found with a DC 20 Spellcraft check if detect evil is cast in
Encounter Condition: Distracting Noises 4, Haunted, Stagnant Air
the direction of the columns).
Tactics: Any creature entering the hezrou's former cell is assaulted by
These sigils once produced wall offire, creating a ring of heat that
a stench, and subsequently uncovers sickening, blood-caked runes left
guarded the occupants in the center of the Room from anything enter-
behind before the demon's escape. Creatures capable of reading the
ing. The magic of the sigils is now warped, however, and they merely
runes (Infernal, or Decipher Scnpt check, DC 30) become' enrageld, as
telegraph that evil once lived here. If a PC spends a n hour studying the
per rage (DC 20 Will save, negates), attacking anyone in siglIt.
sigils and succeeds at a DC 15 Spellcraft check or a DC 20 Knowledge
Treasure: N/A
(arcana) he not only learns what is wrong with the pillars, but how to
correct it. Unfortunately, the PCs lack the equipment necessary to
rebuild the columns.
After all this, allow the PC with the highest Intelligence score (or the
one examining the columns) a DC 15 Intelligence check to realize that with stone melted by Madness' ground manipulation ability Chipping
the columns once warded against anyone tampering with the magic in away at the stone is noisy work, and brings creatures to investigate *he
this Room. The wards not only produced a wall of flame, but guarded racket, after 15 minutes [roll for a Random Encounter].
against anyone stealing from the Room. If the PCs are smart enough to Treasure: A few scattered bits of metal worth 20 g p and a flask
pull down the bodies from the back hallway,they find a niche in the wall, taining three doses of drider venom can be found after 15 minutt
where an item of great power was once stored. searching.
E L N/A E L N/A
Scaling: N/A Scaling: To increase the challenge of this encounter, automatit
introduce a wandering monster into the Room after 15 minutes
(whether the PCs chip a t the stone or not). To decrease the challenge, a
126. FLESH CHAMBER
Random Encounter onlv occurs after 1hour.
The walls here are slimy and ribbed, pulsing with ichor that drawn
from the very stone itself. A hallway twists around the corner and out l2E. THE DAMNED CORRIDOR
of view, slime and skin caking the walls.
The walls of this corridor are slick with an oily substance or slime,
Initial Attitude: N/A leaving an unpleasant stink in the air. An iron portcullis stands to the
Encounter: This Room and Room I24 are both persistent nuisances north, and a curiously open portal is to the south; beyond it, a small,
for Siglinde and the cloakers. Despite their best efforts, the flesh that shimmering ball of light hovers.To the east, a large hole is ripped into
grows here continues to grow after it is killed. Lately, Siglinde has had her the wall, blasted out from within. Curiously, no debns litters the
mind on other matters, like the drow rebellion,and has neglected to clean smooth floor below.
here, making it a safe haven for Pcs.. . iftheir stomachs can handle it.
Encounter Condition: Diseased (demon fever) 19, Distracting Initial Attitude: N/A
Visions 4, [Fear 141, Poor Footing 6, Stagnant Air Encounter: Originally intended to guard the laboratory in Room I34
Tactics: N/A against an escape of prisoners, this complex magical trap is designed to
Treasure: If the PC follow the hallway all the way around, they find incapacitate intruders instead of killing them.
a dead drow, his skin and flesh caked to the floor. A DC 14 Will save is The trap in this Room is perversely complex, combining both spells
needed not to become nauseated. Another DC 18 Will save is required if and mechanical contrivances. An intruder entering the north-south
the PCs wish to examine the body. Lifting the body requires a DC 1 2 hallway near Room I28 is confronted by a series of pressure plates on the
Strength check, which rips skin from the body as it clings to the ever- floor, ceiling and walls.The plates on the ceiling and walls have been dis-
growing flesh of the hall. abled over the years since the cataclysm that rocked the prison complex:
Around the neck of the dead drow is a thin rope with small heart- only the floor plates work properly.
shaped vial. Inside the vial are three doses of giant wasp poison. Triggering the floor plates activates the trap.
EL 3 In the first round after activation (thus allowing PCs or creatures time to
Scaling: To increase the challenge of this encounter, increase the DC fully enter the trap), the north-south floor between Rooms I28 and I29 col-
of the Will saves by +2. To decrease the challenge, replace the giant wasp lapses into a pair of steep downward sloping ramps, 60 ft. deep. As the
poison with a potion of lesser restoration (3 doses). ramps are activated, grease takes effect, making the ramps slippery and
dumping those caught in the trap to the bottom of a pit. Every creaturethat
slides to the bottom of the ramps takes 3d6 falling damage and is immedi-
127. STAGING AREA
ately subjected to the trap's second spell effect - waves of exhaustion. The
waves of exhaustion target every creature.After 5 rounds, they are grappled
This room holds fewer of the strange oozes and fungi that afflict the
by telekinesis (the glowing ball seen in the Room description), and carried
othei.walls in the pnson. Some effort is made to scrape and scrub
away the filth and grime, though truly it only serves to reveal the to open cells at the rear of the Room.
scars +he+L.,LllaLLvyLLc
,+,+,.ha ,,.II I a a lac+La,, .,,fia
A,clc.
,.l+.,,, ..,
lllc llVllllCLll
11 .I l.L+A
wLlu
"...-..
vIpJLsu a w a y ,
Once all creatures have been deposited in the cells, the warden trap
activates a modified wall of ice spell, creating a wall 18 in. thick with 54
leaving a gaping hole leading to the chambers beyond. To the south-
hp. If the wall is attacked with heat-based spells, weapons or effects, it
west, an iron door stands, closed and rusted nearly shut, its twin in
takes full damage. Shattering the wall by means other than fire causes it
the northwest firmly sealed by stone that has run like melted wax.
to explode, dealing 9d6 damage to the attackers in the form of icy shrap
nel. If the wall is subjected to fire-based attacks (a favorite tactic for both
Initial Attitude: N/A
demons and devils), it melts normally until the wall is reduced to 10 hp
Encounter: Once used as a staging area by first the drow, then the
or less. At that time, the wall is reduced to a thick, clinging fog, dupli-
driders, this cross-shaped Room sits abandoned, shunned by the its for-
cating the effects of a mind fog spell cast by an 18th-level caster.
mer occupants as bad luck. Unfortunately for the drow and driders, and
In all cases, once intruders are corralled in the cells, the hidden
perhaps fortunately for the other denizens of the prison, the ill-reputa-
guardroom in Room I12 is alerted, though there is no one present to
tion of this Room conceals an important secret -the hidden entrance
respond to the summons.
to the sorcerer Mahir's cache of magic.
Sealed Door: 6 in. thick; Hardness 12: hp 120 break DC 35.
* Warden Trap: CR 9; magic device: proximity trigger (arcane eye),
automatic reset: spell effect (grease, mindfog, telekinesis, wall ofice,
Clues to the cataclysm that caused the Halls to be abandoned can also waves ofexhaustion, 18th-level wizard): multiple targets: Search DC 30
be found here. A DC 25 Search check uncovers scraps of parchment, (rogue only): Disable Device DC 29.
once part of the cabal's spellbooks, that radiate magic and an assortment
Encounter Condition: [Fog 101
of alchemical items. One item in particular, a flask of still-fresh drider
Tactics: N/A
venom, may be useful to the PCs later on.
Treasure: N/A
Beyond the sealed door is a short corridor, apparently blocked by
EL 9
more of the melted stone.
Scaling: To increase the challenge of this encounter, increase the
Encounter Condition: Stagnant Air
Search and save DCs of the warden trap by +2.To decrease the challenge,
do not have the wall ofice explode when attacked with fire-based spells
believes the mechanism turns off the trap effect. Otherwise, he knows
the middle ring is a trap and that it must be disarmed. In addition, ifthe
ceiling P c does not succeed by 10 or more, he does not realize that the inner
s. Your ring is also trapped, but he should be able to draw a logical conclusion.
dothes The innermost ring is Siglinde’s final defense against particularly
ler and annoying pests - it contains phantasmal killev. When the trap is trig-
gered, either by a clumsy intruder or at Siglinde’s will, the phantasmal
killer springs forth and attacks a random target within 15 ft. If triggered
by Siglinde, this trap is preceded by touch of idiocy (again).
ader char- A DC 32 Disable Device check can bypass the the first and second
:intersec- rings of the trap. However, a DC 37 Disable Device check is required to
four vents bypass the last ring. In any case, the trap resets itself magically after 2d6
ent black- rounds.
d Siglinde’s Rings Trap: CR 8; magic device; proximity trigger (arcane
at triggers
eye), automatic reset; spell effect (wall ofke, touch ofidiocy, phantasmal
:s of flame
killer, DC 18 Will/Fort save special);Search DC 30; Disable Device
uare must
DC 32/37.
make Reflex saves as well (albeit at a +4 circumstance bonus); one for
each vent. Encounter Condition: N/A
Tactics: N/A
d 4-Way Burning Hands Trap: CR 7; magic device; proximity trigger
Treasure: N/A
(alarm); automatic reset (3 rounds);spell effect (burning hands, 3rd-level
EL 9
wizard, 3d4 fire, DC 11 Reflex save half damage, four vents); Search DC
Scaling: To increase the challenge of this encounter, increase the
26; Disable Device DC 26.
Search and Disable Device DCs by 2 each. To decrease the challenge,
Encounter Condition: [Smoke], Stagnant Air only two of the rings are functioning at any given time.
Tactics: The object here is not to kill the PCs, but either separate
them from one another or force them to turn back. If they are coming
from Room I22 or 28, this is double jeopardy because the PCs must
weigh the damage to determine what is worse. Each of them getting
scorched or
However,what the PCs may or may not immediately know is that the
trap takes 3 rounds to reset, so only the first and last pcs are likely to get
singed if they move fast enough.
Treasure: N/A
EL 7
Scaling: To increase the challenge of this encounter, increase the
damage of each burning hands trap vent to 4d4 or 5d4. To decrease the
challenge, increase the reset time of the burning hands trap to 5 rounds.
134 THROUGH 144. M8HlR’S LRB 8ND G8CHE * Hail o f Needles: CR 3; mechanical; location trigger; manual
reset; Atk +20 ranged (2d4);Search DC 22; Disable Device DC 22.
Sought after by drider and drow alike, the lost laboratory and secret
18 The PCs stumble upon a trap.
cache of the sorcerer Mahir has kept its secrets hidden from prying eyes
since the well-documented magical disaster of long ago. Though the lab- Ungol Dust Vapor Trap: CR 5, mechanical, location trigger,
oratory is functionally harmless, Mahir guards his secret cache of lore manual reset, gas, multiple targets (all targets in a 10-ft-by-
with devious traps and guardians. 10-ft room), never miss. onset delay (2 rounds), poison
Mahir’s cache is avoided by most ofthe creatures in the Halls of Flesh. (ungol dust, DC 15 Fortitude save resists, 1 Cha/ld6 Cha
Even Siglinde, who is aware of both the cache’s location and its deepest plus 1 Cha drain), Search DC 20, Disable Device DC 16
secrets, does not dare venture here. To the driders, this domain is an ill- 19 The PCs stumble upon waves ofexhaustion There IS no save
omen in and of itself, the epicenter of the magical disaster that created 20 The death cries of a thousand drider and drow howl through
Anguish and Madness and rendered a good half of the Halls uninhabit- the cache, echoing in a cacophony of anguish for ld6 x
able. The drow fear the echoes of the cataclysm that still ripple through minutes Distracting Noises 4, Fear 1 7
the cache, and the horrors that now haunt the abandoned chambers. If
the edges of the magical disaster created such abominations as gricks
134. THE LABORATORY
and cloakers, what could have been born from the heart of the storm?
One of the irreconcilable things about Mahir’s cache is that the
Unlike the prison status quo, this room has lights. Radiant balls pin-
omnipresentpulsing tissue found in the other Hallsis conspicuously absent
wheel bouncing from the walls, ceiling and floor, casting a shadowy
here. The walls are scorched, cracked and crazed in places, but remain free beam over everything.
of the aberrant growths. This does not mean that the rooms malung up
Scattered across the floor and walls are the remnants of an
Mahir’s cache are less dangerous, however, the wild magics released in the
unnamed long-abandoned magical laboratory; whatever workings
ritual’s failure are absorbed by the very stone of the dungeon.
were once held here, nothing of interest remains. Indeed, even the
Other curiosities are the large, curved fragments of bronze embedded walls are pitted and cracked, pale tendrils of oozing flesh.
in the walls, floors and ceilings. A successful DC 30 Knowledge (nature) To the north, a maze of passages have been blasted out by some now
roll reveals that these are the shattered fragments of a bronze dragon
forgotten cataclysm.
egg; ifthe PCs have already encountered Anguish or Madness, this sheds
a light on the source of their draconic traits.
Initial Attitude: Neutral
The failure of Mahir’s great experiment was born of several causes. First,
Encounter: This Room originally served as the laboratory of the sor-
the egg stolen from the bronze dragon unprisoned ln Regon K was 111-suit-
cerer Mahir and his cabal. Here, the driders carried out their unholy
ed to such experimentation.The phasm was mstructed to retneve the egg
experiments, twisting and warping the flesh of their victims. That taint
of a black or red dragon, both known to be impnsoned elsewhere ln the
still lingers in the room to the current day.
dungeon, but deemed the lob too risky Second, the magical components
The balls of arcane light that illuminate the room are deceptive -
lnvolved m the ntual were secretly tampered w t h by a drow sorcerer await-
while they appear to light the room, they instead cast continual darkness,
mg his transformanon. After the ntual, that sorcerer fled to the east rather
masked by a minor image in the form of balls of magical light.
than face the punishment of his drider masters.Third,the magical weapon
Encounter Condition: Distracting Visions 5, Echoes 2
Eight Stnkes Fang was stolen by rebel drow just before the rituaL Although
Tactics: N/A
it could not have prevented the fadure of the ritual, it could have ameli*
Treasure: If the PCs spend 30 minutes searching the Room, they find
rated the effects and slain Anguish and Madness. The phasm trapped ln the
id6 vials of acid, a cursed scroll (casts baleful polymorph on the reader as a
cache is aware of the first event, but not the second and third.
12th-level sorcerer), 200 gp in silver bar stock, and Id4 vials of
alchemist’s fire.
Madness by -20 d they arrive. and floor.
hidden catch at the end of the comdor (Search check DC 28) opens a
panel, gntty with dust. Within, a magical statuette of Mahir awaits. One
ing for a hand to retrieve them.
round after the panel is opened, the magical lock (a permanent rnagtc
mouth) speaks in Undercommon
Initial Attitude: N/A
Encounter: The appearance of this room is deceptive. The reagents pass beyond these loors, you must answer qu
and spell components have been cleverly altered - all the PCs a DC 30 number of the cursed mns. The first. Who is thl
Knowledge (arcana) check to determine the alterations -to be a terri-
place,,,
ble danger for those who would use them.
REAGENTS EFFECTSCHART The answer is Mahir
HD
Initial Attitude: N/A
; Base
Encounter: There are two secret doors leading out of this chamber,
each requiring a DC 30 Search check to locate. The northern secret
door's locking mechanism is located high in one corner, requiring a DC
20 Climb check to access. Opening this door requires a dose of drider
venom be dripped into a concealed basin (Search check, DC 30). The
Will +6, Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
door opens onto a steep ramp leading into a deep pit.
Skills and Feats Climb +13. Escape Artist +12. Hide +12, Jump +9,
The eastern secret door's lock is set directly above the lintel (Search
Listen +11, Search +11, Spot +11. Survival +O (+2 following tracks),
check, DC 28), and requires a successful DC 25 Climb check to access. To
Tumble +14, Use Rope +1 (+3 with bindings), Dodge, Improved
unlock this portal, characters must insert a piercing weapon poisoned
Initiative, Mobility
with drider venom into the lock. The blade must be left in place for two
Corporeal Instability (Su).A blow from a chaos beast against a living
consecutive rounds for the muscles locking the door to release, allowing
creature can cause a terrible transformation. The creature must succeed
the pcs to pass beyond it.
on a DC 15 Fortitude save or become a spongy, amorphous mass
To complicate matters, modified confusion (Will save, DC 23) exists in
Unless the victim manages to control the effect (see below), its shape
this room, preventing those who come under its influence from recog-
melts, flows, writhes, and boils. The save DC is Constitution-based
nizing the door that they just entered the chamber through.
An affected creature is unable to hold or use any item Clothing,
Encounter Condition: Cursed 5, Distracting Noises 6 , Distracting
armor, rings, and helmets become useless Large items worn or carried-
Visions 6, Fear 15,Haunted, Unhallowed 5
armor, backpacks, even shirts-hamper more than help, reducing the
Tactics: N/A
victim's Dexterity score by 4 Soft or misshapen feet and legs reduce
Treasure: N/A
speed to 10 feet or one-quarter normal, whichever is less. Searing pain
EL 6
courses along the nerves, so strong that the victim cannot act coherently
Scaling: To increase the challenge of this encounter, increase the DC
The victim cannot cast spells or use magic items, and it attacks blindly,
of the Will save for confusion by +4. To decrease the challenge, reduce
unable to distinguish friend from foe (-4 penalty on attack rolls and a
the Will save by -2.
50% miss chance, regardless of the attack roll)
Each round the victim spends in an amorphous state causes 1 point
140. PROTOPLASMIC PIT of Wisdom drain from mental shock. If the victim's Wisdom score falls
to 0, it becomes a chaos beast.
The air of this room is steaming, thick with unpleasant moisture, A victim can regain its own shape by taking a standard action to
smelling faintly sweaty. Its sides gradually slope towards its center, attempt a DC 15 Charisma check (this check DC does not vary for a
where something in the shadows writhes. chaos beast with different Hit Dice or ability scores). A success
reestablishes the creature's normal form for 1 minute On a failure,
Initial Attitude: Hostile the victim can still repeat this check each round until successful.
Encounter: A thin 1 ft. ledge surrounds the length of this Room. Corporeal instability is not a disease or a curse and so is hard to
Beyond that the floor drops off 20 ft. into a flesh-lined pit of protoplas- remove A shapechange or stoneskin spell does not cure a n afflicted
mic goo. At the bottom of this pit seethes a pile of living flesh once used creature but fixes its form for the duration of the spell A restoration,
by Mahir in his vile experiments. Over the years and decades, the lin- heal, or greater restoration spell removes the affliction (a separate
gering arcane energies have coalesced, changing and twisting the proto- restoration is necessary to restore any drained points of Wisdom).
plasm into a chaos beast (hp 5 9 , trapped within the pit. Immunity to Transformation (Ex): No mortal magic can permanently
In an unusual bit of foresight, before his death Mahir placed a magic affect or fix a chaos beast's form Effects such as polymorphing or
circle against chaos on the door and outer walls of this chamber, an petrification force the creature into a new shape, but at the start of its
enchantment that persists to the current day A DC 25 Knowledge next turn it immediately returns to its mutable form as a free action
(arcana) check or a DC 20 Spellcraft check reveals that the runes worked
into the stone walls and door as part of the enchantment.
1411. MAHIR'S ANTECHAMBER
Whether the sorcerer divined that this experiment would develop a
life of its own, or was simply being cautious, is a question lost to the ages.
This room has less the aspect of a simple chambe
Encounter Condition: Cursed 5, Distracting Noises 5, Distracting
temple. A Fmall basin stands nearby with remnants of the water it
Visions 8, Fear 15, Haunted, Unhallowed 5
once held long since evaporated. Next to the basin, a small rack hold-
Tactics: If attacked, the chaos beast grapples the PC and drags him
ing simple linen towels, the cloth crumbling to dust. A rack of
into the glass-lined pit, where it attacks using its corporeal instability to
cracked jars is above the basin, and several rotting cloaks hang from
make it part of itself. Due to the nature ofthis chaos beast, ifanyone with A
A
,.
ucc.a~=u ..,,.,.
An..
WVVUC'l
.._"^ T,.*L" .I+.,,
yet;> I" L1.S l'V'Lll
.^^I ,."..".... :,lull
IJ dll U l l L d l F
..,.-1--- 1^ ^ ^ _..*-J
UUV', U C C U l * l C U
fewer than 12 HD remains unstable for more than 6 hours, he becomes
a permanent part of the protoplasmic chaos beast, who gains another
HD (much like a barghest who feeds on the dead).
Lastly, every time the chaos beast strikes a PC, it deals Ipoint of tem-
Initial Attitude: N/A
porary Charisma damage in addition to any other effects. If left
Encounter: This Room was utilized by Mahir to prepare for his dark
unchecked for more than a week, this damage becomes permanent.
experiments. The basin and jars held powders and hquids he would use
The chaos beast attacks randomly, lashing out at any enemies within
to "punfy" humelf. None of the items here are recoverable; although a
reach unless it is slain. However, because it lies in a warded pit, it cannot
DC 25 Knowledge (rehgion) check or DC 20 Knowledge (arcana) check
leave the Room and the PC .
reveals the nature of the room and its contents. PCs casting detect evrl,
Treasure: N/A
detect mugrc, or similar abilities sense a faint aura of arcane em1 from the
EL 7
north, though its true origin cannot be pinpointed.
1
d DC 20 Knovvledge (arcana) or Knowledge (religion) check bestow curse, charm monsteu, confusion, fire trap, polymorph, resilient sphere;
reveals the door and its mechanism as a powerful ward against arcane 5th-cone ofcotd, prying eyes, shadow evocation, summon monster V, wall of
energy and evil, nearly on the order of something produced by celestials iron. 6th-acid fog, control water, disintegiate, flesh to stone; 7th-finger of
In fact, the celestial guardians of the pnson created the door, only to death, mass invisibility,shadow walk loth-ritual ofunmaking?*.
have it utilized by Mahir later following the dnder invasion of this If summoning spells have been ruled out (see page 14),replace them
Region. with conjuration spells of equal level from outside the core rulebooks.
Opening the mechanism on the iron door requires three consecutive EL 8
Open Locks checks (DC 28, DC 30, and DC 32) Failure on the second or Scaling: To increase the challenge of this encounter, increase ai1 DCs
third roll jams the mechanism, requinng the use of make whole (or simi- by 2. To decrease the challenge, reduce the DCs by 4, noting the column
lar) to repair it. Breaking through the door is also an option, but takes a is cracked, allowing an easier time of things.
long and creates a great deal of noise
IIron Door. Hardness 10, hp 250,Break DC 40 143. ALCHEMICAL LAB
Encounter Condition: Cursed 6, Distracting Noises 6, Distracting This room appears exactly as it did the day it was first conceived.
Visions 5,Fear 15,Haunted, Unhallowed 5 Sturdy slate-topped tables are heavy with scrolls, and torches gutter
Tactics: N/A ed in their scones on the wall. The chamber is inhabited - a dark-
Treasure: This room contains tattered cloaks designed for driders, skinned humanoid with burning red eyes looks up, startled, from
worth no more s gp for the material, and a collection of long-decayed a bubbling alchemical apparatus. His shock-white hair is cut in
salves worth about 20 gp There are enough spell components for about a tonsure, half-hidden by the hood of his robe.
1d12 castings
E L N/A
Initial Attitude: Hostile
Scaling: N/A
Encounter: This Room is a trap left behind by Mahir to snare the
inquisitive and unwary who investigate these benighted chambers.
142. SPELLBOOK CHAMBER When the door is opened, a temporal stasis effect upon the rooms
beyond is dispelled.
A single column of stone covered with maddenlng carvings rises This creature, despite the likelihood it is a drow, it is actually a phasm
from the smooth basalt floor to the ceiling, while the wall s are cov- (hp loo), trapped here by Mahir before the cataclysm. The alchemical
ered in dark stones, without any apparent design apparatus contains a mixture of exotic substances, and when shattered,
releases a noxious gas into the room. The gas acts as an area-effect spell
If the PCs have d a r h s i o n , read the following whose radius expands by 10ft. every round until it fills the room; the gas
also provides total concealment to the phasm.
walls are a single hue according
to the logic of standardized vision, darkvision reveals that the
* Poison Gas Apparatus: CR 8; mechanical trap; touch trigger: repair
reset: gas; never miss; onset delay (1 round); poison (insanity mist,
walls are covered with intricate mosaics depicting the foulest
DC 15 Fortitude save resists, l d 4 Wis/2d6 Wis); multiple targets,
atrocities imaginable
Search DC 0, Disable Device DC 25. Note: Break DC 5; h p 10.
Initial Attitude: N/A There are two doors leading from this room. The southwest door
Encounter: To reach the spellbook chamber, characters must negoti- leads to a living area replete with finery. The second door is concealed
ate a twisting passage that curves upwards and plunges down, designed and leads to Room 14. In order to locate it, the PCs must succeed a t a
for use by the dnder sorcerer and explicitly not designed for the comfort DC 25 Search check, which reveals a narrow groove where a key might
simple bipeds Successful negotiation of the passage requires a DC 15 fit. However, the lock has been damaged over the years and any slender
Balance checks, on a failed check, the character tumbles down the piece of metal will do. With a successful DC 15 Open Lock check, the
roughened, sharp stone and sustains 4d6 falling damage cantilever lifts and the secret door slides down into the floor.
All of these traps may be bypassed without incident by the elder drow Once open, the secret door remains in this position until 50 lbs. of
Muhaimin (Rooms I84 through 188) and any who accompany him pressure is placed on the top of the stone, sliding the door back into
A Search check (DC 25) reveals that there is a gap between the top place. The other side of the door is a comparable lock that is equally easy
of the column and the ceiling, Mahir’s spellbook rests atop this column to locate and open.
A Chmb check (DC 20) is required to reach the top of the column Encounter Condition: [Total Concealment]
Encounter Condition: Cursed 6, Distracting Noises 8 , Distracting Tactics: Upon being released from stasis, the phasm leads the PCs to
Visions 4, Fear 15, Haunted, Unhallowed 5 believing it is, in fact, the drider sorcerer Mahir. If attacked, the phasm
Tactics: Fortunately for would-be thieves, the column’s traps have assumes drider form and retreats to the ceiling to destroy the alchemical
long since fallen to ruin However, the DM is encouraged to roll dice or apparatus in the next round.
ask for Search checks, as well as descnbe hissing or rattling noises from If the poisonous gas is released, the phasm takes advantageof the total
within the column to reinforce the PCs’ paranoia concealment provided by the choking fumes to assume its natural form,
Treasure: The only treasure in this chamber is Mahir’s spellbook, which is immune to the poison, and escape. If it cannot release the gas
which weighs over 20 Ibs and contains some 300+pages It contains the and escape, the phasm negotiates with the intruders, admitting first that
following spells, all of which require read magtc and a Spellcraft check it is not Mahir. A successful DC 25 Intimidate check or DC 20
(DC 25 + spell level) to decipher Diplomacy check gets the phasm to reveal the secret door to the south-
0th-arcane mark, dancing lights, daze, detect magic, detect poison, disrupt east and the contents of Room 144.
undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigtta- Treasure: The alchemical apparatus is merely a trap and cannot be
tion, ray of frost, read magtc, resistance, 1st-charm person, chill touch, mage salvaged.There is also a unique magical item worn by the phasm -a belt
armor, magrc missile, protection from chaos, shield, silent image, sleep, spider ofthe drider, detailed in the sidebar below.
climb, summon monster P,2nd-aad arrow, blur, darkvision, invisibility, EL 9
knock,obscure object, see invisibility, 3rd-dispel magrc, fly, gaseousform, hold Scaling: To increase the challenge of this encounter, add two drow
person, invisibility sphere, lightning bolt, magtc circle against good, magtc circle warriors bodyguards.To decrease the challenge, increase the onset delay
against evil, magtc circle against law, slow, suggestion, water breathing, 4th- of the poison gas apparatus to 3 rounds.
“Do not call up that which cannot be put down once again.” I f the caster fails his Spellcraft check, he m u s t immediately
H a l f magic item, half ritual, this particular spell has but a sin- make a Concentration check a t the same DC o f the failed
gle purpose -to utterly destroy the creatures created by the drid- Spellcraft check. Success on the check allows the caster t o make
er sorcerer Mahir’s experiments. Originally intended as a safe- a second Spellcraft check a t +2 DC. Failing the Concentration
guard against calamity, the ritual failed miserably. It waits now, check or the second Spellcraft check results in dire consequences,
locked away in the sorcerer’s tome o f arcane lore, waiting for the defined on the chart below.
day when its powers are called forth again. For the duration o f the spell, the Twin targeted is helpless, as its
Performing the ritual ofunmaking requires an arcane caster o f very existence is stripped away from it piece by piece. Unfortunately,
at least 9th-level, and several components from the master sor- the ritual acts as a beacon for the other Twin; it moves at its best
cerer’s cache intended specifically for use i n the ritual. A DC 2 5 speed from its current location, usually arriving within l d 4 rounds.
Knowledge (arcana) check is required t o identifi the specific com- (DMs must exercise good judgment here - for example, it
ponents required for the ritual, and any deviation from what is undoubtedly takes longer for Anguish t o batter its way out o f its
prescribed could lead t o catastrophe. The caster m u s t also pos- prison.) Upon its arrival, the Twin mercilessly attacks the caster
sess a piece o f flesh from the Twin they wish t o destroy. unless deterred. Worse, the ritual is incomplete -even if one Twin
Once the components are gathered and the appropriate space is destroyed, the other remains. With some planning and fore-
i n the laboratory is prepared, the caster may begin. The total time thought, PCs may find that the threat o f a single Twin is preferable
required to cast the ritual is 1 hour. Casting time may be reduced to the destruction that both surely bring.
by 10 minutes (to a m i n i m u m of half an hour) for every partici- The ritual is intended to work once and only once; a DC 25
pant that possesses the 5 ranks or more in Spellcraft skill. Spellcraft check is sufficient t o confirm this. If the PCs attempt
The ritual ofunmaking is a perversion o f magic and nature, and to cast it a second time (targeting the second Twin), the effects
thus extremely dangerous t o those who undertake it. Beginning the are best left t o the DM’s imagination. The easiest solution is that
ritual requires a simple incantation and a DC 15 Spellcraft check. it simply fails. More perverse or cruel D M s are encouraged
For the duration o f t h e ritual, make a Spellcraft check every 10 min- t o inflict any number o f awful side effects on presumptuous
utes. The DC for the secondary checks begins at 2 0 and rises by 2 magic-users. Especially clever PCs might try t o use this danger
for every 10 minutes o f the ritual, t o a normal maximum DC o f 30. (if they become aware o f it) t o strike against one o f the more
Casters may not take 10 or 20 on these checks. powerful drider sorcerers.
ld20 Effect*
f
Useless, misshapen wings sprout painfully from the caster’s back, inflicting ld4 mporary Dexterity damage and I d4 temporary
Charisma damage. The wings wither and drop off after l d l O days, restoring any ~ i l i t ydamage caused.
ntrollabl 6 fo 6 el
Y Y , r - -, 7 - - ----- r- -- - --- 1
*All spell effects are suffered as though the caster ofthe spell were an 18th-level sorcerer
Phasm: CR 7, Mediu m aberration (shapechanger);H D 15d8+30
nit +6; Spd 30 ft ; AC 17,touch 12, flat-footed 15; Base Atk +11;
145 THRQWGH 151. MBDMSS IT'SELF
Of all the horrors of the Halls of Flesh, none are more feared than the
I; Atk +12 melee (ld3+1, slam); Full Atk +12 melee (ld3+1.
creature called Madness. Born of the magical catastrophe unleashed by
;A -; SQ Alternate form, amorphous, resilient, scent,
the sorcerer Mahir, this protoplasmic terror roams its domain random-
y 100 ft , tremorsense 60 ft.; AL CN; SV Fort +11, Ref +11,
ly,dealing death and far worse to those who have the misfortune to cross
; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14 [12].
its path. It cannot die, save by a single spell, and the only weapon that
and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy
can harm it or its twin Madness has been lost to the ages.. .
~ , l ) , Disguise +20 (+22 acting)", Intimidate +4 (+3),Knowledge
(any one) +18, Listen +12, Spot +12, Survival +8; Alertness, Blind-Fight.
Whenever the PCs enter a Room in this Section there is a 5%chance
Combat Reflexes, Dodge, Improved Initiative, Mobility.
Madness (Room 156) is already there, waiting for them.
Amorphous (Ex): A phasm in its natural form has immunity to poison,
sleep, paralysis, polymorph, and stunning effects. It is not subject to
critical hits. Since it has no clear front or back, it is not subject to being 145. RUINED CACHE
flanked.
Resilient (Ex): A phasm has a +4 racial bonus on Fortitude and Reflex These four circular rooms are warped as ifthey were once a toy at the
saves (included in the statistics block). hands of a cruel child. Each of the four chambers pulses like a living
Alternate Form (Su): A phasm can assume any form of Large size or heart. The fluids discharged by their walls flow through the shattered
smaller as a standard action. This ability functions as a polymorph spell remains of their frame to mingle in a disgusting pool in the halls con-
cast on itself (caster level 15th), except that the phasm does not regain necting them.
hit points for changing form. A phasm can remain in its alternate form
until it chooses to assume a new one or return to its natural form. Initial Attitude: N/A
Tremorsense (Ex): A phasm can automatically sense the location of Encounter: Altered by the magical fallout caused by Mahir's failed
anything within 60 ft. that is in contact with the ground, so long as it experiment, the four chambers are the consequence of a discarded mag-
is touching the ground itself. ical theory detailing the four humors of the body. Each chamber is dan-
Skills: *When using shapechange, a phasm gains a +10 circumstance gerous in its own right, producing terrible effects on the minds of those
bonus on Disguise checks. exposed to them. pcs spending 15 minutes examining the content -
and succeeding at a DC 20 Knowledge (arcana) check -have a cursory
B E U QF THE DRIDIR understanding of what was going on here, but without further examina-
The belt ofthe drider grants the wearer a +4 competence bonus tion cannot tell one clue from another.
on Charisma checks and Charisma-based skill checks a s they The Rooms are blood (eastern chamber), black bile (northern cham-
relate to dealing with drider. a +2 comDetence bonus on similar ber), yellow bile (southern chamber), and phlegm (western chamber)
checks when dialing with drow and ipiders, and a -2 compe- and look precisely how they sound.
tence penalty on similar checks when dealing with aiiyone else. Encounter Condition: Distracting Visions 6, Fear 14" (in addition
The wearer can understand, speak, and read Undercommon. If to the phlegm chamber).
the wearer is not a drider, he gains darkvision 60 ft., J,pider climb Tactics: Each chamber represents one of the four bodily humors,
3/day, a +2 enhancement bonus to Dexterity, and a +2 resistance described below. Avoiding contact with any of the humors in a chamber
bonus on saves against poison, spells, or spell-like elFfects. requires a DC 24 Reflex check every 2 rounds the characters are in the
Moderate divination; CL 12th; Craft Wondrous ltenI, tongues, chamber in question.
-"--ae" -. -
-* L- A-:A-". n-:-- 7 " nnn
C l C d l V l l l l U 3 1 UC d U l I U C I , T l l C C IY,7VU gp, \",-:-L. 7
WClgllL I 10.
IL
Eastern Chamber (Blood). PCs coming into contact with the red
ichor flowing from the walls find themselves afflicted with insane good
cheer. To avoid the effect a DC 22 Will save must be made. Failure indi-
144. SORCERER'S STOREROOM cates the creature or character is affected as by hideous laughter for 2d6
rounds.
Shelves and tables take up most of the space here. Carefully labeled
Northern Chamber (Black Bile). Touching this substance induces a
boxes, jars, vases and bottles fill all the available surfaces of the room,
deep, abiding depression. Those failing a DC 22 Will save are paralyzed
seeming as fresh as the day they were created
for 2d6 rounds, lost in their own misery.
Southern Chamber (Yellow Bile). This thin, foul-smelling goo creates
Initial Attitude: N/A
terrible anger in those it affects, as per rage (DC 22 Will save resists) for
Encounter:This Room is Mahir's storehouse, but it rarely sees use at
2d6 rounds. Those afflicted do not recognize allies and attack anything
this point. Unldce the altered reagents found elsewhere in the cache,
and everything in the environs.
these spell components are exactly as they seem - high-quality, pre-
Western Chamber (Phlegm). Sticky, revolting slime flows from huge
served through minor spells across the gulf of years. There are enough
open sores in the flesh here.Those who touch this disgusting substance
components here for 5d12 castings.
becomes the victims of terrible fear and cowardice. PCs failing a DC 22
Encounter Condition: Echoes 4,Safe
Will save suffer fear for 2d6 rounds.
Tactics: If the PCs close the secret door in Room 143,they need not
Treasure: N/A
worry about Random Encounters here.
EL 6
Treasure: In addition to the regular uses for spells listed above, the
Scaling: To increase the challenge of this encounter, increase the
high-quality items in this Room grant a sorcerer the Heighten Spell
DCs of all saves by +2. To decrease the challenge, reduce the DCs by -2.
metamagic feat five times for free, after which the high-end components
are used up, but the normal components - like spider legs and bat
guano -remain.
146. THE RIGHT HAND OF MADNESS 140. PATH TO FIRE
The door leading to this Room is locked and WdppCU. IIIC IULK lequires
Tough, leathery skin covers the floors and walls here, rippling occa- a DC 35 Open Lock check to unlock and the trap triggers Lf the
sionally, as Lit were twitching. touch the lock without disabling the trap set into it.The glyph is so s
to be nearly invisible, making it almost impossible to notice.
Initial Attitude: N/A
d Greater Glyph ofwarding (Blast): CR 7: spell: spell trigger; autom;
Encounter: While this Room is no threat in and of itself, the creature
reset; spell effect (glyph ofwarding [blast], 16th-level cleric, 8d8 cold, I
called Madness (Room 156) is capable of causing the muscles and skin
1 7 Reflex save half damage); multiple targets (all targets within 5 ft.);
(making up the floor and walls) to contract,trapping its prey in an iron grip.
Search DC 32; Disable Device DC 32.
His tremorsenseability allows him to sense when PCs are in this Room and
2d6 rounds after someone first steps on the floor, the floor comes to life.
The false door on the east wall is locked and requires a DC 30 Open As soon as the door opens, a blast of h a
Lock to unlock. It is also trapped with poison gas trap which is set off your face, pushing you back. Ahead you can see light, hurting you
if the PCs tamper with the lock without disabling it. dark-adjusted eyes.
Treasure: If the PCs destroy the muscle fiber of the floor and walls,
Initial Attitude: N/A
they find the skeleton of a drow under a layer of fibers in the process of
Encounter: This Room is filled with sheets and fragments of fused
being slowly digested.
bone, presenting a serious hazard for characters simply passing through.
EL 9
Like Room 146,Madness (Room 156) can bring the bone of the Room to
Scaling: To increase the challenge of this encounter, increase the
life to attack the Pcs.
effective strength of the Room to 35 and have the floor attack after Id6
Encounter Condition: Hazardous Footing 5
rounds. To decrease the challenge, remove the ungol dust vapor trap.
Tactics: By itseE, the Left Hand of Madness is relatively harmless, if
disturbing. w i t h Madness present, the Room becomes a deadly weapon.
147. LUNGS OF MADNESS As a move action, Madness can cause the bone in the room to erupt,
clenching tightly around the Pcs, piercing them with razor-sharp
Gnt, dust and flecks of bone whirl around this room in pulsing spikes. Everyone present suffers 4d6 piercing damage from the bone
waves with hurricane force One moment, the air rushes in, then shards and spikes (DC 22 Reflex save for half).
the next, propelled by the expanding and contracting tissue covering Treasure: N/A
the walls. E L Varies
Scaling: To increase the challenge of this encounter, increase the
Initial Attitude: N/A damage to 4d8 and the DC of the Reflex save by +%Todecrease the chal-
Encounter: These are the ‘lungs’of the domain of Madness (Room lenge, have the damage affect Madness (as well), if he is present.
I%), their movements stir the air into violent, impossible motion.
Shards of bone, dust and dirt whirl about this diseased place, presenting
150. SUBCONSCIOUS SEPSIS
great hazard for those crossing it. Each side is considered a lung, but
affect the occupants of the Room the same way
This room is alive m t h movement, the floor moving in random direc-
Encounter Condition: Diseased (any) 20, Distracting Noises 8
tions, to and fro, the stones in motion by some unknown, terrible
Tactics: Those caught in this Room are affected by gust of wind.
agency.The walls are thick with fungus and decay, absorbing all of the
Additionally, unless proper eye protection is worn (such as goggles, or
light in the Room.
keeping one’s eyes shut), a DC 18 Fortitude save must be made, or the
PCs suffer a -2 penalty on all visual Spot and Search checks for the next
Initial Attitude: N/A
24 hours. Madness is not affected by this room’s spells or penalties.
Encounter: The floor here is actuallv 5 ft. below the PCs line of
Treasure: N/A
vision. The flooded area is so thick with contaminants, it appears as a
EL 6
shifting layer of stone, when in actuality its a diseased, putrid water. PCs
Scaling: To increase the challenge of this encounter, reduce move-
stepping over the 3 ft. wide ledge surrounding them Room into the “pit“,
ment through the Room by IO ft. and add ungol dust which whips
suffer no damage, but must succeed at a DC 20 Reflex save to remain
around the Room threatening to choke the PCs. To decrease the chal-
standing after falling. small creatures suffer a -4 circumstance penalty
lenge, have the gust of wind active every l d 3 rounds.
to this save and should consult the drowning rules.
low sharp PCs a D(:28 Spot check to notice the floor is actually Initial Attitude: Neutral
.-_..-.
"-...." "*I
.-*.., Encounter: This chamber was carefully constructed over time by the
icounter Condition: Cursed 6, Diseased (devil chills) 14, Drafty, driders and their drow slaves to provide a safe haven for unfortunates
led, Poor Footing 5 caught in one of Madness' rampages.The iron door is heavily reinforced
Tactics: PC:s falling into the water are more susceptible to disease, and the metal sheathing on the ceiling, walls and floor ensure that if
irofane penalty to their Fortitude saves to the resist devil Madness lurks about, it cannot hear or see creatures within the Room,
nor is it able to use its Ground Manipulation ability against them.
Treasure: N
@ Iron Door: Hardness 20, hp 120, Break DC 35.
This room is chok and rock. An unpleasant odor The room here is utterly free of the vegetation of nearby areas, and the
n mass, its source unidentlfiable. air here is redolent with a sharp, unpleasant stench.
RANDOM ENCOUNTERS
IRBWGH 167. Roll for a Random Encounter once every 30 minutes.
Great,, lvll. LLLcL6Lco released by the sorcerer Mahir’s failed experi-
me nt, the vegetation in this location runs wild. Blown in on a thermal 1d20 Encounter
w11id from the surface world, spores multiply exponentially and threat- 1 A soft mo
en the drider-controlled sections of the Halls of Flesh. Mutated into the A DC 30 Listen check isolates the sound as someone dying.
stuff of greenish nightmare, what were once weeds are now just barely 2 A scraping sound echoes through the halls. PCs failing a
kept in check by a few desperate driders and their drow slaves.
The battle against the Green Death and its spawn has left several 3
rooms of the Halls poisoned and uninhabitable in an area already severe- by the sound of something dragging Echoes 2.
ly lacking in space. The Green Death, mindlessly malevolent, cares noth- 4 A random PC notices a small piece of equipment
ing for the other inhabitants of the Halls; its sole imperative is its own (no larger than a dagger) is missing from his pack
survival. Here, as nowhere else, survival between the competing species 5 A random PC notices a leather strap (like one hold
is reduced to its most primal form. a scabbard) has eroded and rotted.
The driders battling the encroachment of the Green Death are led by 6-1 2 Nothing
Padeema and a contingent of slaves deemed too weak or unsuitable to 13 A single drow slave collects samples from the Vegetation
survive the sorcerers’experiments. Padeema, despite his species’inabili- 14 Tendrils of moss and fungus reach out for the PCs.
ty to innovate and penchant for treachery, or perhaps because of it,
Tendril: Large plant, hp 20, lnit + 0 Spd 0 ft.; AC 14;
approaches the problem differently than his comrades. While the drider
Base Atk +10 Crp +14; Atk +14 melee (ld4 nonlethal
sorcerers scheme and plot against the other denizens of the dungeon
plus ld4 acid, tendril),Space/Reach 0 ft./lO ft.; SQ Fire
and the surface, Padeema focuses his considerable wit and artistry in an
immunity, damage reduction 3/-, fast healing 2
attempt to banish the Green Death to a few rooms, held there by a ring
15 ngle deathspawn (Room 167) detaches itself from
of virulent poisons and concoctions. Surprisingly, this strategy has met
a portion of moss-covered wall and attacks. A DC 28 Spot
with success. The few cases where it has not are due to outside interfer-
check avoids surprise Ambush Concealment
ence: the rebel drow, who find it to their advantage to prevent the drid-
16 The PCs are ambushed by an assassin vine, perfectly
ers’ spread into the Lower Halls, Padeema’s fellow driders who seek to
hidden behind stones in the ceiling Ambush Drafty
keep him firmly in his current place in the power structure of the Halls,
17 Two deathspawn (Room 167) wander the corridor ahead
or Madness, who seeks out those who toil in the Halls to incorporate
ofthe PCs (movingaway). Assume they have Listen and
their flesh into its own. Padeema perseveres, bitterly forging ahead with
Spot checks of 15, and if able to sense the PCs, attack
his strategy,ultimately planning to employ a new device, an apparatus of
without mercy or hesitation
the crab fitted with alchemical sprayers, against the heart of the Green
18-19 A portcullis falls in front ofthe PCs and then raises again
Death to destroy it.
in ld6 minutes.
The Green Death‘s strategy is difficult to counter because it possesses
20 Padeema (Room 176) and a contingent ofdrow fighters are
no strategy that any intelligent being can track. It acts within a brutal set
busily dissecting a fallen Deathspawn The group is considered
of parameters, spiraling out from the magical force that twists its being
to have a Spot and Listen check of 20 for purposes of surprise.
and gives it unholy life: there is It, and there is Other. It must grow, and
If confronted, they attempt to lead the PCs into a drider-
Other must be destroyed. The Green Death does not retreat; indeed, it
controlled area of the DM’s choosing
cannot. Instead, when badly injured by one of Padeema’ssorties against
it, the Green Death allows its spawn to perish and withdraws to regen-
erate. It has nothing but time to extend its tendrils and roots throughout 162. SCORCHED CHAMBER
the Halls of Flesh and beyond to the rest of the dungeon.. . and eventu- The secret door set in the southern wall, requires a DC 30 Search check
ally the surface world. to locate. The door is difficult to open, as the fire has fused its hidden
hinges. A DC 14 Strength check is required to unwedge it, push it up. It
rotates on a central pintle allowing PCs to squeeze through it into Room
163.
This cubical room bears the marks of a holocaust.The walls are black-
ened with soot and stink of some strange alchemical mixture.
to repair the lock. choked mouths, theii: hinges clotted with yet mcire greenery. The
plants extend like an txplosion from a crude tunnel1 to the southeast,
This corridor ends suddenly in a jumble of cracked stones the result .+ &.-s.la
the end of which is nc,, llDlylc
, , . .llvlll
c A;” ..--
va,lL.,,+*”-,.
of an ancient earthquake.
Initial Attitude: N/A
Initial Attitude: N/A Encounter: Following the explosion of the alchemical lab in Room
Encounter: This passage is not function, now that the drow have 176, the Green Death expanded from its chamber in Room 167, threat-
been pushed out, but it was once a favorite location for sneaking behind ening the safety and security of the Northern Corridors and their resi-
the enemy or moving about quietly. dents. A drow fighting force was dispatched to beat back the hostile veg-
Encounter Condition: Stagnant Air etation, with disastrous results. Several of the drow warriors fell back
Tactics: There is a 25% chance of a drow guard from Room I83 into the north and south chambers, only to have the doors ripped open
patrolling this hall. If so, this is possibly the first drow the p c s have by tendrils from the Green Death and a contingent of tendriculos.
encountered. Depending on how this Region is planned, the DM may A DC 25 Search check reveals the mauled and partially-digested
decide to have the drow be sympathetic or least approachable.This need forms of the drow warriors, their flesh eaten away by the ravenous vege-
not be a combat scene, unless the plan is to simply clear every Room. tation. The weapons of the fallen warriors are useless, but their uniforms,
If the PCs befriend the drow and convince him that they mean no alchemically treated, remain intact, offer the possibility of a useful dis-
harm, he is more than willing to escort the PCs through Room I68 (the guise for canny adventurers.
Paths of the Gauntlet), to meet his commander officer. Encounter Condition: Fear 14, Stagnant Air
Treasure: N/A Tactics: N/A
E L N/A a single drow is no match for the party. Treasure: Eight suits of alchemically-treated studded leather (fire
Scaling: To increase the challenge of this encounter, add four drow resistance IO), along with drow guard uniforms, can be pried from the
guards. To decrease the challenge, have the drow be asleep so the PCs clinging vines and roots. The armor is foul and blood-caked, but a suc-
don’t have any trouble at all finishing him off. cessful DC 18 Fortitude save allows PCs to ignore the flesh clinging to
the inside of their newly-acquired armor, lest they be nauseated.
Humans find the armor snug as it is designed for drow, but any Medium
164. DEFOLIANT CACHE
creature (save for dwarves), can wear the armor.
The sharp, acrid scent of some strange chemical hangs in the air. E L N/A
Scaling: N/A
The foliage upon the walls is patchy and burned, and one corner
is entirely free of greenery. Several small casks sit in that corner.
166. BATTERED HALLWAY
Initial Attitude: N/A
Encounter:This Room was a staging area used by drow slaves prepar- Stout doors flank each end of this short hallway. The omnipresent
ing to trim back the Green Death. More recently, it has been used to sheets of tissue hanging on the walls have taken on a faintly irides-
store excess defoliant after the destruction of Room 162. cent green tint, and small tendrils of plant growth curl in and out of
A secret door is hidden among the greenery on the eastern wall of the small crevices in the stone
Room, and leads to a shortcut to Room 162, often used before that
Room’s destruction. Locating the secret door requires a DC 29 Search Initial Attitude: N/A
check. A simple combination lock opened by either a drider key or a Encounter: This hallway connects the Caisson of Madness (Room
Small or smaller weapon secures the door. A DC 28 Open Locks check 161) and the chamber of the Green Death (Room 167). It usually fre-
releases the lock. A DC 25 Disable Device check opens the lock as well, quented only by those ambushed by one ofthe horrors.The stone under-
but leaves it broken and triggers a silent alarm in Room 169, summoning foot is uneven, damaged by the constant inroads of the tendriculos’
ettercaps to repair the lock. rootlets. Meanwhile, the doors at either end, while reinforced, have
Encounter Condition: Stagnant Air taken a terrible battering from Madness (Room 156) and the Green
Tactics: If the casks containing the alchemical defoliant are ruptured, Death. The ettercaps rarely venture here to make repairs, and when they
all creatures within a 10 ft. radius of the broken container take 4d6 acid do, they first make sure that Madness is occupied elsewhere.
damage (DC 15 Reflex save for half). Plant creatures hit by the defoliant
IReinforced Doors: 6 in. thick; Hardness 12; h p 105/150; break DC 33;
take 8d6 acid damage per round of contact. There are six casks, each con-
Open Locks DC 30.
taining ten doses of defoliant (for a total of 60 doses) present at any given
time. Encounter Condition: Drafty
Tactics: The hallway is not itself malign; however, ifthe PCs are pur-
ICask Hardness 5; h p 5; Break DC 18.
sued by either the Green Death or Madness, their pursuers are entirely
Treasure: There are three casks of defoliant in one corner of the capable of breaking down a door just to get to their prey PCs may decide
room. The casks are old but usable. to lure Madness into the clutches of the Green Death; this tactic should
EL 6 be rewarded, as the Green Death sees Madness a more fulfilling
Scaling: To increase the challenge of this encounter, add one encounter than the PCs are, while Madness considers Green Death -
deathspawn tendriculos (that wandered in from Room 167). To decrease an aberrant plant - an interesting challenge. PCs may take collateral
the challenge, remove the Stagnant Air. damage from such a brawl, but may escape with their lives
Treasure: N/A
EL: N/A
Scaling: N/A
OF THE GREEN DEATH round inside the plant. The save DC is Constitution-based. A swallowed
creature that avoids paralysis can climb out ofthe mass with a
nterior walls of this room are obscured by dark green vegetahon successful grapple check. This returns it to the plant's maw, where
It covers over everything, rising up and out of sight to unknown another successful grapple check is needed to get free. A swallowed
heights. Here and there, the lush green gives way to solid-looking creature can also cut its way out by using a light slashing or piercing
dark brown roots and branches. All of this is seen a mere moment weapon to deal 25 points of damage to the tendriculos's interior (AC 14)
before the vegetation boils like fat in a hot cauldron, the greenery, Once the creature exits, the plant's regenerative capacity closes the hole:
roots and sharp branches springing to mahgnant llfe with a fearsome another swallowed opponent must cut its own way out. A Huge
tendriculos's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny,
or 512 Diminutive or smaller opponents.
Initial Attitude: Hostile Regeneration (Ex): Bludgeoning weapons and acid deal normal
Encounter: This chamber houses the creature known as Green damage to a tendriculos. A tendriculos that loses part of its body mass
Death -a massive tendnculos (hp 130) - and its Deathspawn -tw'0 can regrow it in ld6 minutes. Holding the severed portion against the
tendriculous (hp 50, 48). Green Death is a mostly-stationary hazard t 0 mass enables it to reattach instantly.
the creatures and adventurers that lurk within the Halls of Fled1.
-- -_
nmri.irerl
Y-r--. I--... -_---_
.._-
..., rhe
o f winlioht -_--___"--
Crwn nPeth i-"c nnrmnllv
I-"_-- --__ c t i-_-_
, Anmint
__"___) m ng
* Deathspawn, Tendriculos: CR 4; Large plant: H D 6d8+24; hp 50, 48:
lnit + 0 Spd 20 ft.; AC 15, touch 9, flat-footed 15; Base Atk +4; Grp +13:
only when it detects a random surge in the positive energy contaminat-
Atk +8 melee (2d6+5, bite); Full Atk +8 melee (2d6+5, bite) and +3
ing the Halls, or when tasty meat wanders into its lair.
melee (1d4+2, 2 tendrils): Space/Reach 10 R./10 ft.; SA Improved grab,
The Path of the Gauntlet forms a pair of tunnels as it passes through
paralysis, swallow whole; SQ Low-light vision, plant traits, regeneration
this room, the midpoint of each located within 5 ft. of the Green Death
10; SV Fort +9, Ref+2,Will +3; Str 20, Dex 11, Con 18, Int 3, Wis 8,
(well within its reach). Traversing the Path here requires a DC 17 Climb
Cha 3.
check. Travelers who stray within reach of the Green Death will soon
Skills and Feats: Hide +lo, Listen +1, Move Silently +1, Spot +l;
regret their misstep.
Alertness, Iron Will, Power Attack.
Tactics: The main mass of the Green Death is not anchored on the
Improved Grab (Ex): To use this ability, a tendriculos must hit
floor, but rather against the ceiling. It once grew up into a crack caused
a creature at least one size smaller than itself with its bite attack.
by the cataclysm; later, its lower 'trunk' was destroyed by alchemical
It can then attempt to start a grapple as a free action without provoking
defoliants. When attacking, the Green Death extends itself down from
an attack of opportunity. If it wins the grapple check, it establishes
the 15 ft. ceiling to strike at any characters within reach using Power
a hold and can try to swallow the opponent in the following round.
Attack and its Improved Grab.The Green Death is not capable ofpursuit;
A tendriculos can also use its improved grab ability on a tendril attack.
during any combat, it starts in the center 20 ft. of the room, and may
If it wins the grapple check, it establishes a hold, picks up the opponent,
move 5 ft. in any direction as a move action. The Green Death may not
and transfers it to the mouth as a free action, automatically dealing bite
leave the Room, and ifreduced to 10 or fewer hit points, it retreats to the
damage.
ceiling until it recovers its full health.
Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a
Also present in the room are the Deathspawn. These smaller versions
grabbed opponent by making a successful grapple check. Once inside
of the Green Death form from buds or discarded bits of plant matter
the plant's mass, the opponent must succeed on a DC 20 Fortitude save
severed from the main mass of the Green Death.
or be paralyzed for 3d6 rounds by the tendriculos's digestive juices,
Treasure: N/A
taking 2d6 points of acid damage per round. A new save is required each
EL I O
round inside the plant. The save DC is Constitution-based.A swallowed
Scaling: To increase the challenge of this encounter, add two
creature that avoids paralysis can climb out of the mass with a
deathspawn tendriculos, or increase the Green Death's HD by 4.
successful grapple check. This returns it to the plant's maw, where
To decrease the challenge of the encounter, remove two deathspawn
another successful grapple check is needed to get free. A swallowed
tendriculous.
creature can also cut its way out by using a light slashing or piercing
*Green Death, Tendriculos: CR 7; Huge plant; H D 12d8+72;hp 130 weapon to deal 25 points ofdamage to the tendriculos's interior (AC 14).
lnit -1; Spd 20 ft.; AC 16,touch 7, flat-footed 16; Base Atk +9; Grp +29; Once the creature exits, the plant's regenerative capacity closes the hole:
Atk +19 melee (4d6+12,bite): Full Atk +19 melee (4d6+12,bite) and +14 another swallowed opponent must cut its own way out. A Large
melee (1d6+6, 2 tendrils); Space/Reach 15 ft./l5 ft.; SA Improved grab, tendriculos's interior can hold 2 Medium, 8 Small, 32 Tiny, or 128
paralysis, swallow whole: SQ Low-light vision, plant traits, regeneration Diminutive or smaller opponents.
10; SV Fort +12. Ref+2,Will +4; Str 35, Dex 9, Con 22, Int 3, Wis 8, Regeneration (Ex): Bludgeoning weapons and acid deal normal
Cha 3. damage to a tendriculos.A tendriculos that loses part of its body mass
Skills and Feats: Hide +9, Listen +2, Move Silently +2, Spot +2; can regrow it in ld6 minutes. Holding the severed portion against the
Alertness, Improved Natural Attack (bite), Iron Will, Power Attack, mass enables it to reattach instantly.
Stealthy.
Improved Crab (Ex): To use this ability, a tendriculos must hit
a creature at least one size smaller than itself with its bite attack.
168. THE PRTH OF THE GltUNT'lET'
Room I68 is not a single Room, but a series of connected chambers that
It can then attempt to start a grapple as a free action without
form a complete encounter. The DM can antagonize the PCs with a
provoking an attack of opportunity. If it wins the grapple check,
series of encounters, or simply allow them to walk through safely with a
it establishes a hold and can try to swallow the opponent in the
drow escort (see Room 163).
following round. A tendriculos can also use its improved grab ability
Life within the Halls of Flesh is cruel, harsh and unforgiving.
on a tendril attack. If it wins the grapple check, it establishes a hold,
Nowhere else is this more prevalent than the twisted society of the drow
picks u p the opponent, and transfers it to the mouth as a free action,
and driders that occupy the northernmost portion of the Halls, and in
automatically dealing bite damage.
nothing else is it more clearly incarnated than in the vicious contrivance
Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a
called the Gauntlet.
grabbed opponent by making a successful grapple check. Once inside
The Gauntlet serves as a funnel where drow can kill just about any-
the plant's mass, the opponent must succeed on a DC 20 Fortitude save
thing coming north into their controlled Section of the dungeon. For
or be paralyzed for 3d6 rounds by the tendriculos's digestive juices,
the masters of the hunt, this is a true sport. Constructed primarily of
taking 2d6 points of acid damage per round. A new save is required each
tough webbing treated with the vile alchemical substances created by
the driders, the Paths of the Gauntlet is one enormous Room. As the
Gauntlet inches closer to drider-controlled territory, the Path takes on
new names, based the hardship the unfortunates forced along it must This small room has certainly seen use - the walls are battered and
suffer - the Path of Strength, the Path of Fire, and the Path of Worth pitted, cracked as If squeezed by some mighty, unseen hand A crack
(Room I67 is annex part of the path, called the Path ofTerror, but is not in the northwest corner is w d e enough to accommodate a human or
controlled by the drow). Trusted servants are told the secrets of travers- similarly-sized creature, though the passage beyond is choked w t h
ing the Gauntlet and provided the appropriate equipment to do so; slaves dark green vegetation
and intruders must fend for themselves.
The Paths of the Gauntlet share several common traits -the top por- InitialAttitude: Neutral or Hostile
tion of the webbing, what humanoids would normally walk across, is Encounter:This Room is one of several containlng hidden doors and
coated with an insidious toxin to prevent creatures such as the Green passages that allow the driders and their drow slaves to pass by creatures
Death from infesting it. The toxin requires a DC 18 Fortitude save to like the Green Death and Madness without encountering them, and is
resist, and inflicts Ipoint of cumulative temporary Constitution damage typical of passages leading through the northern portion of Region I
for every failed save.The Fortitude save must be made for every 30 ft. of Drow patrols encountered here are either resting or passing through the
Path crossed, and is treated as a contact poison. The underside of the room, headed either deeper into the Halls or returning to their fortified
webbing is slightly sticky, thus allowing the drider, ettercaps and trust- positions with a pnze in tow
ed drow servants to traverse it. The Gauntlet slopes downward as it Passage through this Room is accomplished by a fiendlshly simple
approaches Room 167, and as travelers progress along the Paths, the DCs method - a "path" of webbing created by the ettercap trapmakers The
of the Climb checks required to move increase, beginning with DC 15 dnders, drow and ettercaps use the bottom ofthe webbing, climbing like
and increasing by +2 for every named Path encountered to a maximum spiders along the underside of the Path towards safe areas in the north
of 21. Stopping along the Paths for more than 2 rounds activates a gust of Drow slaves forced to follow the top of the Path face a much harder road
wind effect placed upon the webbing, which is intended to cause no end A DC 18 Spot check is required to see the Path among the vegetatlon,
of trouble for hapless travelers. and a successful DC 20 Climb check is required to reach it The Path of
Specific Paths are further described below. Strength is stickier than the other Paths, and creatures that fail a DC 18
Strength check find their movement reduced by 5 ft per round This
effect fades when travelers reach the Path ofTerror in Room I65
RANDOM ENCOUNTERS Encounter Condition: N/A
Every hour the PCs spend in the gauntlet, roll for a Random Encounter.
Tactics: N/A
I n addition, at some point they are ambushed by a drider sorcerer (hp 61)
Treasure: N/A
looking for a kill to take back and prove its worth. He fights to death,
E L N/A
unwilling to give the PCs, an inch. The DM can drop this encounter
Scaling: To increase the challenge of this encounter, add a Huge ten-
anywhere he likes.
driculos (hp 94) that charges the Pcs from a side passage (gaining the
advantage of Ambush) To decrease the challenge of this encounter,
AMBUSH reduce the Search DC to locate the door by 2
Y Drider Sor 3*: CR 1 0 Large aberration; H D 6d8+18+3d4+9;h p 61;
lnit +2; Spd 30 ft., climb 15 ft.; AC 1 7 (-1 size, +2 Dex, +6 natural),
THE PATH OF FIRE
touch 11, flat-footed 15; Base Atk +5; Grp +11; Atk Dagger +6 melee
(ld6+2/19-20) or bite +7 melee (ld4+1 plus poison) or shortbow +6 This winding, narrow corridor is little more than a crack in the wall.
ranged (ld81x3); Full Atk 2 daggers +4 melee (ld6+2/19-20,1d6+1/19-20) Cobwebs hang from the ceiling in ragged curtains, obscuring sight
and bite +2 melee (ld4+1 plus poison);or shortbow +6 ranged (ld81x3); beyond a few paces ahead.The floor is unstable, groaning and creaking
Space/Reach 10 ft45 A,;SA poison, spell-like abilities, spells; SQ as if threatening to collapse with every step.
darkvision 60 ft., SR 17; AL CE; SV Fort +6,Ref +7, Will +11; Str 15,
Dex 15, Con 16, Int 15, Wis 16, Cha 17.
Initial Attitude: N/A
Skills and Feats: Climb +14, Concentration +12, Hide +lo, Knowledge
Encounter: This Room is known as the Path of Fire. The floor is a pit
(arcane) +6, Listen +9, Move Silently +12, Spellcraft +7, Spot +9; Combat
trap, cunningly engineered by the ettercaps to catch the unwary The
Casting, Lightning Reflexes, Two-Weapon Fighting, Weapon Focus (bite).
trap itself is fairly simple, and PCs may make a DC 24 Spot check to
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage ld6
avoid it as they feel the slight heat radiating from the floor.
Strength. The save DC is Constitution-based.
Those who traverse the Path of Fire, cling to the webbing above, must
Spell-LikeAbilities: l/day- dancing lights (DC 13), clairaudience
make a DC 22 Fortitude save or suffocate as they climb through pockets
and clairvoyance, darkness, detect good, detect law, detect magic,
of volcanic gasses and hot air. Any PC falling from the Path triggers the
dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th.
concealed pit trap, and suffers an additional 3d6 damage from the fall.
The save DCs are Charisma-based.
The Path abruptly terminates 10 ft. from the northern end of this
Typical Sorcerer Spells Known (9/7/6/4, base save DC 13 + spell level):
room, forcing travelers to climb down; doing so opens the possibility of
L a c i d splash, daze, detec! magic, ghost sound, mage hand, message, ray
triggering the concealed deadfall.
offrost, read magic, resistance, touch offatigue; 1st-mage armor, magic
missile, ray ofenfeeblement, shield, silent image; 2nd-acid arrow, daze 6 Wide-Mouth Pit Trap: CR 6;mechanical; location trigger, manual reset;
monster, invisibility, web; 3 rd-dispel magic, displacement, lightning bolt; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall), 4d6 fire damage on
4th-shadow conjuration, solidfog; 5th-hold monster. failed Reflex save; multiple targets (all targets within a 10-ft.-by-lO-ft.
Skills: A drider has a +4 racial bonus on Hide and Move Silently area); Search DC 26; Disable Device DC 25.
checks. It has a +8 racial bonus on Climb checks and can always
Note: While the webbing is treated alchemically (fire resistance lo),
choose to take 10 on a Climb check, even if rushed or threatened.
webs are webs and therefore highly flammable. If the PCs have it too
Possessions: Daggers, shortbow, two quivers, 36 arrows, 4 masterwork
easy, have a stray spark ignite one end of the webbing and quickly con-
arrows.
sume the rest of the bridge.
*Casts as a 9th-level sorcerer due to his drider innate abilities.
Encounter Condition: Extreme Heat, Smoke
Tactics: The Room uses a simple pit trap to drop unwelcome visitors
into a lava-filled ditch some 40 ft. below. The thin cover over the sinkhole
ited with the sawle alchemical process as the drow leather armor, A Arioch, Drider Ftr Z/Blackguard 4: CR 13; Large aberration; H D
aids m concealing the heat from below. The floor acts as a m o m g 6d8+36 + 2d10+12 + 4d10+24; hp 133; lnit +2; Spd 30 ft., climb 15 ft.;
rm and unceremoniously dumps its victltns into the Path of worth. AC 24, touch 11, flat-footed 22; Base Atk +lo; Crp +17; Atk +14 melee
Easure: N/A (2d6+6/17-20 plus ld6 tire, +Z keenflaminggreatsword)or +13 melee
,: 8 (2d4+4 plus wounding, + I spikedchain ofwounding) or +12 melee (ld4+1
aling: To increase the challenge of this encounter, PCs that fail plus poison, bite) or +12 ranged (ld4/19-20 plus poison, masterwork
Reflex saves take 2d6 additional damage from sharp rocks in the hand crossbow); Full Atk +14/+9 melee (2d6+6/17-20 plus ld6 tire,
)reduce the challenge, reduce all trap-related DCs by -2. +Z keenflaming greatsword) and +7 melee (ld4+1 plus poison, bite) or
+11/+11/+6melee (2d4+4 plus wounding, + I spiked chain ofwounding)
and +7 melee (1d4+1 plus poison, bite) or +10 ranged (1d4/19-20plus
THE PATH OF WORTH
poison, 2 masterwork hand crossbow);Space/Reach 10 ft./5 ft.;
This stinking, benighted chamber is dominated by a fearsome red SA Poison, smite good, sneak attack +ld6, spell-like abilities, spells;
SQ Aura of despair, aura of evil, dark blessing, darkvision 60 ft.. spell
glow arising from a fall of lava flowing from the southwest Eight
resistance 17; AL CE; SV Fort +17, Ref +8, Will +12; Str 16, Dex 15,
massive chains of iron, glowing white hot from their proximity to the
molten rock, suspend an equally titanic shallow iron bowl ringed Con 22, Int 15, Wis 16, Cha 16.
Skills and Feats: Climb +16, Concentration +13, Disguise +6, Hide +14.
with fiercely glowmg symbols at its edges In the center of that crude
Intimidate +11, Knowledge (religion) +4, Listen +9, Move Silently +12,
arena stands a bemg mth fire-scorched red skin, nearly a dozen paces
Spot +9; Cleave, Combat Casting, Exotic Weapon Proficiency (spiked
tall Each of the creature's SIX arms gnps a fearsome weapon, and it
chain), Improved Sunder, Improved Trip, Power Attack, Two-Weapon
roars as it stalks the confines of its pnson Over the rush of gale force
Fighting.
winds rising from the lake of fire below, chanting can be heard
Aura ofDespair (Suj: Arioch radiates a malign aura that causes
a name, spoken in tones of horror and awc Anoch
enemies within 10 feet of him to take a -2 penalty on all saving throws.
Aura ofEvil (Ex): The power of a blackguard's aura of evil (see the
Initial Attitude: Hostile
detect evil spell) is equal to his class level plus his cleric level, if any.
Encounter: Recognizing the symbols ringing the arena requires
Detect Good (Sp): At will, Arioch can use detect good as a spell-like
a DC 25 Decipher Script check or knowledge of the Celestial language.
ability, duplicating the effect of the detect good spell.
A DC 18 Knowledge (religion) or Knowledge (arcana) check is required
Poison Use: Arioch is skilled in the use of poison and never risks
to divine the purpose of the runes. A DC 15 Knowledge (the planes)
accidentally poisoning himself when applying poison to a blade.
check identifies the creature in the arena as a Balor.
Dark Blessing (Suj: Arioch applies his Charisma modifier (+3)
The Path of worth ends in the iron arena suspended over the
as a bonus on all saving throws (included above).
collapsed floor of this room. PCs following the Paths must face Arioch
Smite Good (Su): Once a day, Arioch may attempt to smite good with
(hp 133), Loratlis brother, in combat. However, all is not as it seems -
one normal melee attack. He adds his Charisma modifier (+3) to his
Arioch is not a Balor, but a drider, magically disguised by his masters.
attack roll and deals 4 extra point of damage. If a blackguard accidentally
Despite this, Arioch is a temfying opponent, living only to slake his
smites a creature that is not good, the smite has no effect but it is still
battle lust. Only Lorath (Room I103), Shalara the priestess (Room I125),
used u p for that day.
and the driders know of this deception, leaving the ettercaps and drow
Poison (Ex): Bite-Injury, Fortitude DC 22, initial and secondary
to believe that a fearsome demon is bound to their service. Those who
damage ld6 Strength. The save DC is Constitution-based,
pass into the arena are subjected to a terrible test of arms.
Crossbow Bolts: Deathblade, injury, Fortitude DC 20, initial damage
The Path of Worth's purpose is twofold - it disposes of intruders if
ld6 Con, secondary damage 2d6 Con.
need be, and, in the minds ofthe driders, culls the weak and foolish from
Sneak Attack: Aroich's attack deals extra damage any time his target
the ranks of their slaves, leaving only the strong to be transformed into
would be denied a Dexterity bonus to AC (whether the target actually has
driders themselves. Ifsomeone survives the battle with Arioch, the drid-
a Dexterity bonus or not), or when Aroich flanks his target. This extra
ers extend a platform to the edge of the arena, and welcome survivors
damage is ld6. Should the rogue score a critical hit with a sneak attack,
into their home. Of course, the driders' ultimate goal is to recruit more
this extra damage is not multiplied.
beings into their ranks.
Ranged attacks can count as sneak attacks only if the target is within
Encounter Condition: N/A
30 feet.
Tactics: Arioch is a cunning and deadly opponent. The saving grace
Spell-LikeAbilities: 1/daydancing lights (DC 13), clairaudienceand
of battling him is that the drider blackguard only battles for 5 rounds,
clairvoyance, darkness, detect good, detect law, detect magic, dispel magic,
testing the 'worthiness' of his foes. k i o c h utilizes his multiple limbs and
faeriefire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are
superior mobility to his advantage.
Charisma-based.
Flying beyond the edges of the 40 ft. arena is inadvisable: PCs doing
Arioch cast spells as 6th-level cleric.
so are subjected to hurricane-force winds, as per the control weather
Cleric Spells Prepared (5/5/5/4, save DC 13 + spell level): &-cure
spell. Arioch targets flying opponents with light crossbows with poi-
minor wounds, detect magic, guidance, resistance, virtue; 1 st-bless, disguise
soned quarrels using his Multiattack feat.
se!f*, divinefavor. entropic shield, protectionfrom good; Znd-aid, align
Opponents who remain in the arena face more dangers than Arioch
weapon, invisibility", sound burst, spiritual weapon; 3 rd-contagion*, dispel
- the disguised blackguard constantly forces foes to the edges of the
magic, prayer. protectionfrom energy.
arena with a Bull Rush, where the runes that once bound a true Balor
reside. where the runes are etched, the solid floor ofthe arena falls away.
* Domain spell. Domains: Destruction and Trickery.
Blackguard Spells Prepared (2/2, save DC 13 + spell level): lst-corrupt
Arioch prefers to use his spider climb ability to move along the bot-
weapon, cure light wounds; 2nd-bull's strength, death knell.
tom of the arena, then emerge behind his foes and employ the spiked
Skills: A drider has a +4 racial bonus on Hide and Move Silently
chain's bonuses to trip them while they are flat-footed.
checks. It has a +8 racial bonus on Climb checks and can always choose
The blackguard disdains the use of his innate spells in the arena, but
to take 10 on a Climb check, even if rushed or threatened.
employs them if necessity demands it. Better a victory than death.
Possessions: +Z chain armor offire resistance (usable only by driders), +2
Treasure: N/A
keenflaminggreatsword,+ I spiked chain ofwounding, 2 masterwork hand
E L 11
crossbows, box of 8 poisoned quarrels, harness ofchameleon power
Scaling: To increase the challenge of this encounter, add two black-
(usable only by driders).
guard levels to Arioch. To decrease the challenge, remove one black-
guard level.
RANDOM ENCOUNTERS
I69 THROUGH 176. CINTRAC CORRIDORS Roll fot a Random Encounter once every 30
One of Mahir’s successes still exists within
the Halls of Flesh to this day In his ldZO Random Encounter
maddened attempts to create more ---
k driders to swell their ranks, is waking... or something else.
the sorcerer and his cabal 2 The sound of boots marching on stone echoes through
L experimented on a unique
species of spider that they 3-1 2
the halls and then fades after a few moments.
Nothing
found within the former 13 The PCs stumble upon a trap.
This cozy room is retrofitted for the comfort of its inhabitants -sev- The curving wall in tlhe center of this room isi crudely yet painstak-
eral thick silk sleeping mats are set against the walls, and more silk is ingly carved out of th e black volcanic rock. Writing is chiseled care-
draped over the carved stone chairs and table. Four dark-skinned fully into the rough surface, tiny runic letters c(wering the vast major-
humanoids are present here, armored in leather and armed with slim- ---
ity ofwhat may be S O I ~ ~ 0 -r1 UUWXUL--.
ly bladed swords. A series of runes mark the south wall, each rune
carved into its own scored tile. Initial Attitude: Unfriendly
Encounter: This Room was carved from volcanic rock by the drow as
Initial Attitude: Unfriendly a memorial to those of their kind who have fallen in battle, service to the
Encounter: Three elite drow fighters (hp 50, 45, 42) are stationed driders or fallen victims to the aberrations’vile experiments. It is attend-
here, enjoying the calm of guarding Muhaimin (Room 186) and the ed to by an elderly, blind drow named Muhaimin (hp 32), who was
memorium chamber (Room 184). However, when a fight breaks out, charged to etch the names of the fallen into the memorial stones, and to
they respond swiftly and brutally. They are not slouches and fight the remember their life stories for the day when the drow rise up and slay
PCs toe-to-toe. their oppressors.
The secret door leading to Room I84 requires the PCs press a series of Blind though he is, Muhaimin is less impaired than some might
tiles spelling the name of Muhaimin’s son, Arif. Since the stones are think. He is a frequent advisor to Lorath and a living repository of histo-
Undercommon runes, doing so is complicated even for those who speak ry for the drow slaves and warriors. Despite his years of servitude, the
Undercommon. Without speaking Undercommon, the PCs either need elder drow retains his burning hatred for the driders. His son, a drow
to get lucky or succeed at a DC 30 Search check, followed by a DC 35 fighter named Arif was taken by Mahir the sorcerer decades ago and
Disable Device check to get into the Room 184. used to construct the traps that guard the now dead sorcerer’s cache.
Encounter Condition: N/A Though Muhaimin does not know the location of the cache, he is the
Tactics: The elite drow fighters are devoted to Muhaimin. If he is only drow capable of bypassing the traps without incident, calling upon
hurt or killed, they have no compunctions about killing those responsi- the blood of his family in order to do so.
ble, even though they would have to answer to Lorath (Room 1103) later. Muhaimin’s hatred ofthe driders is a frightful thing to behold. Lorath
Each fighter targets the weakest-seeming PC in a group, usually a rogue has appointed him ‘memoryof the drow’for a brutally pragmatic reason
or a sorcerer, using them for cover and as hostages against the PCs, then -the elder drow kills any drider or drider ally if he can, taking no heed
brutally slaying them in the end. If the fight goes badly, one elite fight- of danger to himself. An opposed Diplomacy check against Muhaimin’s
er retreats beyond the exit door and into Room I86 and calls for rein- Sense Motive check convinces the elder that the PCs wish to harm the
forcements using a specialized alarm in that Room, alerting the Lorath driders (the PCs suffer a -5 circumstance penalty ifthe PCs do not truly
to the danger. Lorath typically arrives within l d 4 minutes with six drow wish this). Once convinced, the elder gleefully informs the PCs of any
fighters. drider activity he is aware of, including any of the following informa-
Treasure: N/A tion.
EL 9 The nature and use of the drider keys.
Scaling: To increase the challenge of this encounter, add one elite The lost history of the drider and drow within the prison complex,
drow fighter. To decrease the challenge, remove one.
including all that is known of Mahir and his circle of sorcerers.
Elite Drow Fighter, Ftr 7: CR 8; Medium humanoid (drow elf); H D
The vile and terrible experiments that the drider perform on prison-
7d10+7;h p 55, 53, 51; Init +7; Spd 30ft.; AC 19, touch 13, flat-footed 15;
ers and drow slaves.
Base Atk +7; Grp +8; Atk +11 melee (ld6+3/18-20 plus poison, rapier)
or +10 ranged (ld4+1/19-20 plus poison, dagger); Full Atk +11/+6 melee - Navigation of the Paths (Room 168) and the true nature of Lorath‘s
brother, Arioch.
(1d6+3/18-20plus poison, rapier), or +9/+4 melee (1d6+3/18-20 plus
poison, rapier) and +8 melee (ld4/19-20plus poison, dagger) or +10 The location of the drow caches in the lower Halls, including the
ranged (1 d4+1/19-20, dagger);SA Spell-like abilities; SQ Darkvision 120
cache which holds eight strike fang (Room 14).
ft., elven traits, light blindness, SR 18; AL CE; SV Fort +6, Ref+5, Will +2;
Str 13, Dex 16, Con 12, Int 12, Wis 10, Cha 9. Deciphering the inscriptions on the memorial stone requires use of
Skills and Feats: J u m p +11, Listen +7, Search +3, Spot +7; Dodge, comprehend languages, a DC 33 Decipher Script check, or the capability to
Improved Initiative,Two Weapon Defense, Two Weapon Fighting, read Undercommon.
Weapon Finesse, Weapon Focus (rapier),Weapon Specialization (rapier). Encounter Condition: N/A
EIfTraits: Immunity to sleep spells and effects, and a +2 racial saving Tactics: Muhaimin is barely capable of defending himself, and calls
throw bonus against enchantment spells or effects. for guards if he can.The guards are stationed in Room 183,and can arrive
Poison: Medium spider venom, Injury, Fortitude DC 14, initial and within the round to deal with intruders. Given the isolated nature of the
secondary damage ld4 Strength. memorial chamber, the guards feel little remorse about killing intruders,
Spell-like Abilities: 1/day-dancing lights, darkness,faerie fire. Caster though they are under orders not to do so. Assaulting the memory of the
level 7th. drow is considered direct blasphemy by the drow community.
light Blindness: Abrupt exposure to bright light (such as sunlight Treasure: N/A
or a daylight spell) blinds drow for 1 round. On subsequent rounds, EL 6
they are dazzled as long as they remain in the affected area. Scaling: To increase the challenge of this encounter, remove
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho Muhaimin’s expert levels and replace them with adept levels. To
merely passes within 5 ft. of a secret or concealed door is entitled to decrease the challenge, the PCs do not suffer a circumstance penalty to
a Search check to notice it as ifshe were actively looking for it. their Diplomacy check for lying to Muhaimin.
Possessions: +Zfire resistance studded leather. masterwork rapier,
dagger (4).
aimin, Drow Exp 1 0 CR 6 Medium humanoid (drow elf); the Halls. A DC 28 Search check must be made to notice that the dust
HD 10d6-10; h p 32; lnit +2; Spd 30ft.; AC 12,touch 12,flat-footed 1 0 Base that falls from the covers and pages of the journals is not, in fact, simply
+7; Grp +6; Atk +7 melee (1d6, + I quartentafl); Full Atk +7 melee (ld6, rotting parchment. The powder is changed regularly by Muhaimin, and
quartentaf); SA Spell-likeabilities;SQ Blind, elven traits, SR 21;AL CE; retains its flammable properties (which ensure the destruction of the
Fort+4, Ref+5, Will +10 Str 8, Dex 14,Con 9. Int 19,Wis 16,Cha 16. journals in a single round if they are exposed to flame) and its ability to
Skills and Feats: Craft (stone carving) +16, Diplomacy +16.Gather attract the wandering horrors of the southern Halls. At the very least,
mnation +16, Knowledge (history) +17, Knowledge (local) +17, Muhaimin’s sense of smell is keen enough that he can detect the taint of
)wledge (nature)+11, Knowledge (arcane) +lo, Knowledge (religion) the dust upon those who have come into contact with it, ensuring that
Listen +16. Move Silently +9,Sense Motive +le Blind-Fight, would-be thieves are caught and appropriately punished.
lurance, Great Fortitude, Skill Focus (listen).
ElfPoits: Immunity to sleep spells and effects, and a +2 racial saving
* Death and Darkness Dust: If the dust contacts an open flame such
as a torch or lantern, it bursts into searing flame, inflicting 5d6 fire
throw bonus against enchantment spells or effects.
damage. The creatures inhabiting the Halls are sensitized to the dust,
Blind: Muhaimin is blind.
and gain a +4 morale bonus to attacks and damage against a character
Spell-like Abilities: 1 /day-dancing lights, darkness,f.erief;re. Caster
contaminated with it. This effect lasts for ld4 days, or until the dust is
level 10th.
washed off with high proof alcohol.
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
merely passes within 5 feet of a secret or concealed door is entitled to a Encounter Conditions: N/A
Search check to notice it as if she were actively looking for it. Tactics: N/A
Possessions: + I quarterstafl Treasure: Of the three things hidden here, the journals are the most
tantamount. In them, Muhaimin has concluded that the dark naga
siglinde (Room 131) is in truth a former member of Mahir’s cabal, using
105. MUHAIMIN’S CHAMBERS magic to conceal her true identity While this is not entirely correct, it is
close enough to the truth that the elder drow would be killed by
This simply adorned room is laid out with a precision that borders on
Siglinde and the alliance between her and Lorath (Room 1103) broken if
obsession A sleeping mat is laid neatly out in one comer, a small
the information were revealed. Muhaimin has kept careful notes of the
washbasin nearby Nothing litters the floor, and the rough stone walls
locations of hidden doors within the Halls, though no map is provided,
bear an odd sheen, as &polished regularly and slowly over years.
merely descriptions of the doors and the means for opening them.
Deciphering the journals requires use of comprehend languages or a DC 32
Initial Attitude: Unfriendly
Decipher Script check. Possession of the journals provides a +4 circum-
Encounter: This Room is the home of the drow elder Muhaimin, and
stance bonus to bypass any secret door within Region I.
where he meditates when not attending to the memorial chamber
EL 6
(Room 184). Due to his blindness, the Room is kept simple and stark;
Scaling: To increase the challenge of this encounter, the journals are
ornamentation is absent. The sheen of the walls is due to Muhaimin’s
also trapped with a poison needle. To decrease the challenge, reduce the
fingers brushing along them, slowly wearing away at the stone.
Search DC to notice the death and darkness powder by 2.
The secret door in the southern portion of the room may be located
with a DC 32 Search check. Opening the door requires that Muhaimin’s
name be traced across a sequence of stones in the door’s center with IS7 THRQUGH 1107. WEBS OF DECEIT’
one’s fingers. Doing so draws a small amount (1 hp) of blood; once fed, Since the magical disaster unleashed by Mahir, the driders have been
the door unlatches, easily pushed inward to reveal Room I108 beyond. battling against their environment and its denizens in what may well
Otherwise the PCs must succeed at a DC 40 Disable Device check to result in a futile attempt to regain control of the Haus of Flesh. Despite
get passed the complicated locking mechanism. their natural sorcerous power, the driders find themselves at a serious
Encounter Condition: Deep Darkness, Haunted, Unhallowed 2 disadvantage, and fight hard for every room and doorway they hold.
Tactics: There is a 25% chance that Muhamin is present (if the PCs Once, the driders say, they had no need to fight for their homes.
did not already meet him). If attacked, he calls for his guards, who arrive Once, before the sorcerer Mahir was betrayed by others in his circle, the
in ld3 round from Room 184. driders were poised to retake their rightful place among the surface
Treasure: Muhaimin keeps several small trinkets crafted for him by dwellers. Such ravings are typical of even the lowliest of the driders,
Shalara (Room I125), worth perhaps 100 gp. underlying the madness that infests every last member of their enclave.
E L Varies This is not to say that the driders are ineffectual or chaotic; there is
Scaling: To increase the challenge of this encounter,have a few drops certainly method to their madness. The strategy of the driders is twofold
of demon fever-infected blood placed on the door’s trigger mechanism. - to increase their numbers by continuing the magical experiments
To decrease the challenge, reduce the Search DC of the door by -4. begun by Mahir, and to plunder the Halls of Flesh for any remaining
magical artifacts left behind by the fiendish prisoners or their celestial
warders. This belief in their inevitable triumph has resulted in certain
la6. MUHAIMIN’S HIDDEN CLOSET blind spots.
The driders hardly recognize that plots exsist against them. Indeed,
This tiny room holds little of interest, save a great deal of dust and a
they have absorbed all the perceived arrogance of their former masters,
few shelves the home of decades of accumulated gnme. A few vials,
the statue of a spider, and half a dozen leather-bound books stand the drow, and expanded upon it. That one of their slaves could plot
lonely vigil here neglected and abandoned here by their owner. against them is abhorrent, and punishable by death. That the whole of
the drow might conspire is inconceivable.. . something that the drow
exploit to utmost advantage.The driders, meanwhile, press forward with
Initial Attitude: None
their schemes, secure in the knowledge that they alone are the masters
Encounter: The small Room to the south of Muhaimin’s chambers is
of the Halls of Flesh.
ludicrously well-protected given the value of its contents -a dnder key,
Each of the driders that has risen sufficiently in rank pursues their
a few doses of sacred poison prepared by Shalara (Room I125), and sev-
own agenda and projects, all to further the glory of the driders as a
whole. One such example is Padeema (Room 177) and his modifications
Owing to the blind drow’s paranoia, removing the journals is a dan-
to a stolen apparatus of the crab and forays into alchemical defoliants.
gerous proposition. Muhaimin has acquired a small amount of the
Another project of the driders is Arioch (Room I68), the disguised drid-
alchemical substance used in the death and darkness traps employed in
er champion. The triumph of the driders is their captive, the beast called ASTED ROOM
Anguish (Room 198).
Anguish is the ‘twin’of Madness (Room I%), the half-draconic gib- This chamber suffered in the grips of a sma11 yet fierce battle -
bering mouther that plagues the Halls and all those who dwell within. the walls are scorched amd pitted, crazily crac:ked where they have
Captured with spell and the sacrifice of dozens of drow slaves and war- not been melted outrighit, and the floor is sliclc as clean glass. A tun-
L m c t A ~ , l lrrimcnn l;,
ne1 slopes off to the soutL.v.Lo., .,ght and stinking vapor
riors, Anguish now lays, chained, in its chamber. The driders send will- LL.II.LIv..
ful slaves to it occasionally, to collect samples of its magically-charged nsing from it. A second tunnel rises into darkness to the northeast.
flesh and venom to further their experiments. More often than not, the
slaves are do not return from the likes of such a bestial encounter. Initial Attitude: N/A
Their arrogance aside, the driders maintain a strong presence in the Encounter: The slope of the tunnel to the southwest is used
Halls of Flesh, commanding their troops and slaves nearest the danger- as a ramp to deliver prisoners and ‘potential driders’ to Arioch in Room
ous Sections with an iron fist. Disobedience is punished with torture, 168. The driders frequently send drow who have been driven mad by the
and outright rebellion with death. Those who serve the drider well are altar in Room 1110here, where they slide into Arioch‘s iron prison.
rewarded with the highest honor -used as experimental fodder for the Encounter Condition: Hazardous Footing 17
spider beings’ horrific experiments. The drow find this not to be an Tactics: PCs navigating this Room must be wary -the floor is fused
honor at all, to say the least. Any PCs captured by the driders can expect by heat and magic, forging a nearly-frictionless surface.The Room pres-
the same fate -transformation or worse at the hands of their captors. ents little challenge to the driders, who can navigate the walls and ceil-
ing, but crossing the floor requires a DC 18 Reflex check, use of spider
climb, or a DC 20 Climb check.
RANDOM ENCOUNTERS Treasure: N/A
Roll for a Random Encounter once every 30 minutes.
E L N/A
1 d2O Random Encounters Scaling: N/A
1 An unstable piece of the roof shakes loose Tremors 15
2 Screams echo through the Section, followed by
liquid gurgling
ins. SUNKEN CHAMBER
3 A recent quake has shifted the corridor,tilting The floor of this room was cast asunder somehow -it is cracked and
15 degrees to the right or left Poor Footing 4
tilts at dangerous angles Few places provide a level walking surface,
4 A hot, musty wind blows through the Room, scattering rock
the large stone tiles smashed and jutting upwards to give the appear-
chips and dust. Drafty Smoke ance of broken teeth, sharp and ready to bite.
5 A foul stench erupts from a vent in the earth Stagnant Air
6-1 4 Nothing
Initial Attitude: N/A
15 A single drider is on his way to the temple (Room I1 10)
Encounter: This Room is difficult to navigate without injury.
for his daily ritual Already drugged, it is automatically
For every 5 ft. of floor area crossed, PCs must make a DC 15 Reflex save
surprised It fights until at 50% o f its total hit points,
or suffer ld4 damage from the sharp,jutting rocks and unexpected holes
then flees
that trap unwary feet. Moving through this chamber reduces movement
16 A patrol of four drow and a drider overseer are on a routine
by 10 ft. per round, and a failed Reflex save alerts the guards in Rooms
sweep ofthe Section They subdue the PCs and bring them
I90 and I91 that intruders are approaching as rocks tumble loudly
to the other driders (Room 190) for interrogation
against one another. A DC 20 Move Silently check or silence negates
17 A small patrol offour drow guards scouring the Halls
this effect.
for intruders at the behest of a particularly paranoid drider
Encounter Condition: Hazardous Footing 17
If encountered, they capture the PCs and bring them back
Tactics: N/A
to their drider commander (Room 1103)
Treasure: N/A
18 Several drow slaves are doing manual labor of some kind,
E L N/A
unfit for patrol duty They are unarmed If Lorath gets word
Scding: N/A
ofthe PCs slaying slaves, his Initial Attitude shifts one
degree toward Hostile If Lorath gets word of the PCs aiding
slaves, his Initial Attitude shifts one degree toward Helpful In9. A CRACK’D AND CROOKED PLACE
19 Padeema (Room 177) and a contingent of six drow warriors
hunt for deserters Padeema intends to return the PCs to The floor and walls here tilt and lean crazily, twisted out of their
Region M where they would prove useful in his experiments intended positions by an unseen pressure of some kinds, held in place
20 Anguish (Room 198) fights six drow guards and two driders by hardened lava. The room opens up into a larger chamber nearby,
PCs joining the battle are attacked by the driders if Anguish and similarly distorted rooms lie to the southwest.
is defeated
Initial Attitude: N/A
Encounter: This Room is generally left alone by the drider, who
falsely believe that it may collapse at any time.
Encounter Condition: N/A
Tactics: N/A
Treasure: N/A
E L N/A
Scaling: N/A
N Drow Elite Guard, Ftr 7: CR 8; Medium humanoid (drow elf);
H D 7d10+7; hp 55, !53, 51; lnit +7; Spd 30 ft.; AC 19, touch 13, flat-footed
This was once perhaps a feast hall, or large audience chamber. 15; Base Atk +7; GrFI +8; Atk +11 melee (1d6+3/18-20 plus poison,
Any dignity these rooms once had is gone now, replaced by cracked rapier) or +10 rangesd (ld4+1/19-20 plus poison, dagger); Full Atk
walls, defaces carvings of a bygone age and the stink of desperation +11/+6 melee (ld6+3/18-20 plus poison, rapier), or +9/+4 melee
rising from its defenders. The southern portion of the room is given (1d6+3/18-20 plus ioison, rapier) and +8 melee (1d4/19-20 plus
over to barricades and choke points befitting its besieged state, poison, dagger) or t 10 ranged (ld4+1/19-20, dagger); SA Spell-like
manned by both the spider-like beings that haunt these halls .. ___ .
abilities; SQ Darkvision 120 ft., elven traits, light blindness, SR 18;
and dark-skinned elves. All are armed and mill about looking AL CE; SV Fort +6, Ref +5. Will +2; Str 13, Dex 16, Con 12, Int 12,
preoccupied. Wis 10, Cha 9.
Skills and Feats: Jump+11, Listen +7, Search +3, Spot +7; Dodge,
Initial Attitude: Hostile Improved Initiative. Two Weapon Defense, Two Weapon Fighting,
Encounter: The Bastion (as it is called) is a punishment duty, but also Weapon Finesse, Weapon Focus (rapier),Weapon Specialization (rapier).
remains important to the safety of the driders and their drow slaves. ElfTraits: Immunity to sleep spells and effects, and a +Z racial saving
To the south lies the lair of the chimera Anguish (Room I98), throw bonus against enchantment spells or effects.
and the creature makes attacks against the bastion often, much to Poison: Medium spider venom, Injury, Fortitude DC 14, initial and
deep the regret of those who man the Guardpost. secondary damage ld4 Strength.
Little thought was given to the guards of the Bastion-instead, Spell-Like Abilities: 1/day-dancing lights, darkness,faeriefire. Caster
it exists purely to stave off the attacks of Anguish. Two-man bamcades level 7th.
litter the room, and the southern doors have been replaced with Light Blindness: Abrupt exposure to bright light (such as sunlight
magically-strengthened iron and etched with runes to discourage the or a daylight spell) blinds drow for 1 round. On subsequent rounds,
chimera. The guards here are not of Lorath's (Room 1103) cadre; instead they are dazzled as long as they remain in the affected area.
a mixture of driders and drow remain vigilant to attacks, always ready Skills: +2 racial bonus on Listen, Search,and Spot checks. An elf
to repulse intruders. The driders, as is common, are fanatically loyal who merely passes within 5 ft. of a secret or concealed door is entitled
to their own cause, and the drow guards brutally conditioned and to a Search check to notice it as if she were actively looking for it.
magically compelled to the point that they cannot feel fear. Each Possessions: +2fire resistance studded leather; masterwork rapier, dagger (4).
creature present is willing to die before deserting their post.
h Krast and Vala, Drider Sor 3: CR 1 0 Large aberration; H D 6d8+18+
1Barricades: Hardness 1 0 hp 9 0 Break DC 28. 3d4+9; hp 62, 58; lnit +2; Spd 30 ft., climb 15 ft.; AC 21, touch 15, flat-
footed 19; Base Atk +4; Grp +10 Atk +6 melee (ld6+2/19-20, dagger) or
Encounter Condition: Fearless
+6 melee (1d4+1 plus poison, bite) or shortbow +6 ranged (ld8/x3); Full
Tactics: Before the battle begins, the Krast and Vala (hp 50, 48) -
Atk +6 melee (ld6+2/19-20, dagger) and +1 melee (1d4+1 plus poison,
two drider sorcerers -already have disguise self cast, to make themselves
bite) or shortbow +6 ranged (1d8/x3);Space/Reach 10 ft./5 ft.; SA
look like drow. PCs sympathetic to the drow shouldn't suspect that they
poison, spell-likeabilities, spells; SQ Darkvision 60 ft., SR 17; AL NE; SV
are among the enemy If a fight breaks out the sorcerers step beyond the
Fort +5, Ref+4, Will +10 Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 18.
reach of melee, launching spells from the cracked and pitted ceiling
Skills and Feats: Climb +14, Concentration +12. Hide +lo, Listen +9,
while the six elite guards (hp 53, 53,51, 50,50,48) pepper foes with
Move Silently +12, Spellcraft +9, Spot +9; Combat Casting, Extend Spell,
missile fire and reach weapons.
Spell Penetration.
On round one, the sorcerers use invisibility sphere to hide all of them,
Poison (Ex): Injury, Fortitude DC 17, initial and secondaty damage id6
each standing next to three drow fighters. While the drow fighters move
Strength.The save DC is Constitution-based.
into position, the sorcerers cast mage armou, shield, fire shield, and any
Spell-LikeAbilities: 1/day-dancing lights (DC 14),clairaudience/
other spells that do not neutralize their invisibility sphere. If things go
claiwoyance, darkness, detect good, detect law, detect magic, dispel magic,
poorly for the drow, the driders hide and cast ranged spells such as web,
faeriefire, levitate, suggestion (DC 17). Caster level 6th. The save DCs
fireball, and slow.
are Charisma-based.
Once intruders are detected, the elite guards retreat to their barri-
Sorcerer Spells Known (6/7/7*/7/5; base save DC 14 + spell level):
cades, which create a deadly maze bristling with weaponry for those
O-doncing lights, detect magic,Pore, ghost sound, light, mage hand,
unfortunate enough to venture into the Bastion. They provide partial
prestidigitation, ray offrost; 1st-burning hands, disguise self; moge armor.
cover for the drow manning them. Typically, two pikemen, two swords-
shield, shockinggrasp; 2nd-invisibility, spectral hand, touch ofidioq, web;
men and two crossbowmen man three of the six barricades, supported
3rd--fireball, invisibility sphere, slow; 4th--charm monster,fire shield.
by two drider sorcerers. The pikemen keep intruders at bay while cross-
bowmen fire. When intruders close with those manning the barricades,
* One 2nd level slot has been used for a n extended mage a m o r spell.
Skills: A drider has a +4 racial bonus on Hide and Move Silently
the pikemen move to support those with rapiers and crossbows using
checks. It has a +8 racial bonus on Climb checks and can always choose
the 'aid another' action.
to take 10 on a Climb check, even if rushed or threatened.
Treasure: N/A
Possessions: dagger, shortbow, quiver of 12 arrows.
E L 12
Krast and Vala cast as Sor 9.
Scaling: To increase the challenge of this encounter, add one drow
fighter for every member of the parry. To decrease the challenge, remove
one drider sorcerer. 191. RING TRAP
Be aware that this encounter is supposed to be difficult. Toning it
down too much ruins the challenge that it imposes. I n the south wall, you see a circle of carved mystical symbols in the
with a depression behind it, set into the wall. AU around the ring are
black smudges and blood.
or a daylight spell) blinds drow for 1 round. On subsequent rounds, Paths of t h e Gauntlet. Lorat h seeks to end his brother’s suffer-
they are dazzled as long as they remain in the affected area. ing. PCs befriending Loratt1, might be tasked to ‘rescue’ his
Skills: t 2 racial bonus on Listen, Search, and Spot checks. An elfwho brother f r o m enslavement t)y t h e drider. As t h e transformation
cannot ae reversea, tnis ‘rescue’ amounts t o assassination - o f
I I . .
merely passes within 5 ft. o f a secret or concealed door is entitled to a
Search check to notice it as if she were actively looking for it. which Lorath I S well aware.
Possessions: Masterwork studded leather, light steel shield, masterwork
longsword.
GRYSrAC SPHERES
6 in. in diameter, these crimson spheres are enchanted with a
This square chamber is replete with workbenche:5, tools, and the
permanent telepathic bond, and are issued t o the drider overlords
echoes of labor High, chattering squeals emanate 1from the hunch-
of drow guards in Room I1 03. The magic ofthe crystal spheres has .~
7 1 . 1 1 1
backed beings hard at Work. Notning aevlsea nere could possibly be
faded over time, rendering them unreliable. Using a crystalsphere
benign. One or two of tlle hunchbacked things look up withI blank
requires a DC 25 Spellcraft check, or a DC 20 Use Magic Device
eyes set above wicked m:mdibles before returning to concenhrate on
check. The user must concentrate for ld4+1 rounds to contact
their infernal labors.
another sphere from the set. If the user is interrupted or dis-
turbed in any way during the required time, they must succeed at
Initial Attitude: Indifferent
a DC 20 Concentration check or be forced t o start anew. Each of
Encounter: This Room is the final assembly area for the mechanical
the eyes spheres can be used for a total of 30 minutes in a given
and magical traps protecting the drider-controlled sections of the Halls
24 hour period, however every 10 minutes the user must succeed
from intruders. The ettercaps (hp 35, 33, 31) are exceptionally intelli-
at a DC 18 Fortitude save or become nauseated.
gent, employing their talent for trapmaking on behalf of their masters. A
The sole exception is the master eye, identifiable by its slight-
single drow overseer (hp 21) watches over the malformed creatures, and
ly larger size (eight in. diameter) and stronger aura of Divination
is in league with Lorath, the drow captain of the guard.
magic. The master eye may be used indefinitely, though its utili-
The overseer is usually found in this room, where the delicate work is
ty is limited by the dwindling energies of its sister spheres.
done, requiring the most intensive supervision. While the ettercaps
industriously assemble traps, the overseer wanders from workbench to
1104. CUARDPOST workbench, officiously pointing out “problems”and otherwise attempt-
ing to justdy his comfortable position. While he is in league with Lorath,
This smal the rebel drow captain, Lorath is well aware of the overseer’s capabilities
dark-skin (OT lack thereof), and has assigned him to the workshops to keep him
against a out of trouble.
Encounter Condition: N/A
Initial Attitude: Indifferent Tactics: The drow overseer and the ettercaps present are entirely
Encounter: Very little trouble unfolds near the ettercapworkshops, and unprepared for confrontation. When combat breaks out, the overseer
the guards on duty are typically assigned to this Room by Lorath, following gladly sacrifices the ettercap laborers to save his own hide, retreating to
a visit to the temple in Room I125.The drow guard (hp 41) is actually asleep, Room 1107 and calling a patrol of six drow wamors.
having indulged in a bit of the sacred poison recently, and suffers a -2 penal- The ettercaps first entangle their opponents in webbing before
ty to attack, damage and saves (for 4d6 rounds) if he does wake. attacking. Unless their webs are set ablaze, the ettercaps attack from
Encounter Condition: N/A multiple directions, coordinating attacks so an entangled opponent has
Tactics: The drowsy guard does not offer resistance if the PCs strike linle opportunity to counterstrike before the poison from the creatures’
quickly. However, he carries a bone whistle. If he survives an attack, the mandibles takes effect. If the webs are set ablaze, the ettercaps abandon
guard takes a full retreat action down the hall towards Room 1105, blow- them, fleeing towards Room 1107 to await reinforcements. They are
ing the whistle to summon guards from Room 1103.2d6 guards amve in blindly loyal, otherwise retreating only when reduced to 5 hp or less.
ld3+1 rounds. Treasure:Two sets of masterwork trapmaking tools can be recovered,
Treasure: A DC 18 Appraise check or DC 20 Heal check reveals that along with 100 ft. ft. of strong silk rope; the rope, made of ettercap web-
the bone whistle is carved from the fingerbone of a humanoid and is bing, is highly flammable.
worth about Igp. EL 6
EL 6 Scaling: To increase the challenge of this encounter, add two etter-
Scaling: To increase the challenge of this encounter, add a one drow caps. To decrease the challenge, have the ettercaps surrender when
guard and reduce the penalty suffered from the sacred poison to -1. To reduces to SO% hit points.
decrease the challenge, give the PCs an extra round to act before the
drow guard summons help.
a Drow Overseer, Exp 5 CR 4; Medium humanoid (drow elf); H D 5d6;
hp 21; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +3;
a Drow Guard, Ftr 5: CD 7;Medium humanoid (drow elf); H D 5d10+5; Crp +4; Atk +5 melee (ld3+l nonlethal, whip) or +4 melee (ld6+1/19-20,
hp 41; lnit +7; Spd 30 ft.; AC 16,touch 13, flat-footed 13; Base Atk +5; short sword); Full Atk +5 melee (ld3+1 nonlethal, whip) or +4 melee
Crp +6; Atk +8 melee (ld8+3/19-20, longsword) or +8 ranged (ld8/19-20, (ld6+1/19-20,short sword); SA Spell-like abilities; SQ Elven traits, SR 16;
heavy crossbow); Full Atk +8 melee (ld8+3/19-20, longsword) or +8 ranged ALCE;SVFort+l,Ref+3,Will+5;Str12, Dex14,Con11, Intll, Wis12,
(1d8/19-20, heavy crossbow);SA Spell-likeabilities;SQ Darkvision 120 ft., Cha 12.
elven traits, light blindness, spell resistance 16; AL LE; SV Fort +5, Ref+4. Skills and Feats: Bluff +6, Craft (leather working) +8, Intimidate +11,
Will +l; Str 13, Dex 16. Con 12, Int 12, Wis 10, Cha 9. Listen +11, Move Silently +lo, Search +2, Sense Motive +9, Spot +6;
Skills and Feats: ) u m p +9, Listen +6, Search +3, Spot +6; Dodge, Exotic Weapon Proficiency (whip),Weapon Focus (whip).
Improved Initiative, Mobility, Weapon Focus (longsword),Weapon ElfPoits: Immunity to sleep spells and effects, and a +2 racial saving
Specialization (longsword). throw bonus against enchantment spells or effects.
EYPaits: Immunity to sleep spells and effects, and a +2 racial Spell-Like Abilities: 1/day-dancing lights, darkness,faeriefire. Caster
saving throw bonus against enchantment spells or effects. level 5th.
Spell-Like Abilities: 1/day-dancing lights, darkness,faeriefire. Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
Caster level equals the drow’s class levels. merely passes within 5 feet of a secret or concealed door is entitled to a
Light Blindness: Abrupt exposure to bright light (such as sunlight Search check to notice it as if she were actively looking for it.
or a daylight spell) blinds drow for 1 round. On subsequent rounds, Possessions: Masterwork whip, short sword, leather armor.
they are dazzled as long as they remain in the affected area
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who
merely passes within 5 ft. o f a secret or concealed door is entitled to a
Search check to notice it as if she were actively looking for it.
Possessions: Masterwork studded leather (fire resistance lo), light
steel shield, masterwork longsword, heavy crossbow, bolts (10)
rcap: CR 3; Medium aberration; H D 5d8+5; hp 35, 33, 31; lnit +3; Treasure:Two sets of masterwork trapmaking tools, the drider's spell
10 ft., climb 30 ft.; AC 14, touch 13, flat-footed 11; Base Atk +3; Crp components, and 100 ft. ft. o f strong silk rope may be recovered f r o m
tk +5 melee (1d8+2 plus poison, bite); Atk +5 melee (1d8+2 plus this room; the rope, made o f webbing, i s highly flammable.
m, bite) and +3 melee (ld3+1, 2 claws); SA Poison, web; SQ Low- EL 8
vision; AL NE; SV Fort +4, Ref +4, Will +6; Str 14, Dex 17, Con 13, Scaling: To increase the challenge o f this encounter, add two etter-
I, Wis 15, Cha 8. caps. To decrease the challenge, have the ettercaps surrender when
:ills and Feats: Climb +lo, Craft (trapmaking) +9, Hide +9, Listen +4, reduces t o 50% hit points.
+8; Great Fortitude, Multiattack.
# Drider CraRer, Sor 24: CR 9; Large aberration; HD 6d8+18 +2d4+6; hp
Poison (Ex): Injury, Fortitude DC 15, initial damage l d 6 Dex,
56; lnit +2; Spd 30 ft., climb 15 ft.; AC 17, touch 11, flat-footed 15; Base
seicondary damage 2d6 Dex. The save DC is Constitution based and
Atk +5; Crp +11; Atk +6 melee (ld6+2/19-20, dagger) or +6 melee (1d4+1
in(h d e s a +2 racial bonus.
plus poison, bite) or +6 ranged (ld81x3, shortbow); Full Atk +6 melee
Web (Ex): An ettercap can throw a web eight times per day. This
(ld6+2/19-20,ld6+1/19-20, 2 daggers) or +6 melee (ld4+1 plus poison,
IS similar to an attack with a net but has a maximum range o f 50 ft.,
bite) or +6 ranged (ld8/x3, shortbow); Space/Reach 10 R./5 ft.; SA
wi th a range increment o f 10 ft., and is effective against targets o f up
poison, spell-like abilities, spells; SQ darkvision 60 ft., SR 17; AL CE; SV
to Medium size. The web anchors the target in place, allowing no
Fort +5, Ref+6, Will +11; Str 15, Dex 15, Con 16, Int 15, Wis 16. Cha 17.
ovement.
Skills and Feats: Climb +11, Concentration +11, Hide +lo, Knowledge
An entangled creature can escape with a DC 13 Escape Artist check or
(arcane) +6, Listen +9. Move Silently +12, Spellcraft +6,Spot +9; Combat
burst the web with a DC 17 Strength check. The check DCs are
Casting, Craft Magic Arms and Armor, Craft Wondrous Item.
Constitution-based, and the Strength check DC includes a +4 racial
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage
bonus. The web has 6 hit points, hardness 0, and takes double damage
l d 6 Strength. The save DC is Constitution-based.
from fire.
Spell-like Abilities: 1/day-dancing lights (DC 13), clairaudience and
Ettercaps can also create sheets o f sticky webbing from 5 t o 60 ft.
clairvoyance, darkness, detect good, detect law, detect magic, dispel magic,
square. They usually position these to snare flying creatures but can also
faeriefire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are
try t o trap prey on the ground. Approaching creatures must succeed on a
Charisma-based.
DC 20 Spot check to notice a web, or they stumble into it and become
Sorcerer Spells Known (9/7/7/6/3, base save DC 13 + spell level):
trapped as though by a successful web attack. Attempts to escape or
&acid splash, daze, detect magic, ghost sound, mage hand, ray offrost,
burst the webbing receive a +5 bonus if the trapped creature has
read magic, resistance; 1st-ident$, mage armor, magic missile, ray
something to walk on or grab while pulling free. Each 5-ft.-square section
ofenfeeblement, silent image; 2nd-arcane lock, inv
has 6 hit points, hardness 0.and takes double damage from fire.
3rd-explosive runes, dispel magic; 4th-stone shape.
An ettercap can move across its own sheet web at its climb speed and
Skills: A drider has a +4 racial bonus on Hide and Move Silently
can determine the exact location o f any creature touching the web.
checks. It has a +8 racial bonus on Climb checks and can always
Skills: Ettercaps have a +4 racial bonus on Craft (trapmaking). Hide,
choose to take 10 on a Climb check, even if rushed or threatened.
and Spot checks. They have a +8 racial bonus on Climb checks and can
Possessions: Dagger (2), shortbow, quiver of arrows (15), four + I arrows.
always choose to take 10 on Climb checks, even if rushed or threatened.
*Casts as Sor 8 due to Drider innate abilities.
1107. ETTERCAP WORKSHOPS, THE FORGE trapped as though by a successful web attack:. Attempts to esca
burst the webbing receive a +5 bonus ifthe trapped creature has
Built into the far wall cif this cubical chamber is a forge, expertly tend ed something to walk on or grab while pulling free. Each 5-foot-squar
by one of the misshap en, hunchbacked arachnids so prevalent in tllis section has 6 hit points, hardness 0,and takes double damage frc
3
AvA6L,
-
area. Yet another ettencap pounds red-hot metal on a black iron ani4
and well away from thL L v m n +h;rA r x m A r c -+ c w n n n + n r ’ ca LyLI.-II
oL IvvI.LI mL
I)
-LyLA.LcL
moh
An ettercap can move across its own sheet web at its climb spi
can determine the exact location o f any creature touching the web
Skills: Ettercaps have a +4 racial bonus on Craft (trapmaking), I
Initial Attitude: Indifferent and Spot checks. They have a +8 racial bonus on Climb checks an,
Encounter: This Room is where raw materials are processed into always choose to take 10 on Climb checks, even if rushed or threa
components for the magical and mechanical traps protecting the drider-
controlled sections of the Halls from intruders. The ettercaps (hp 35,32, I
30) are exceptionally intelligent. Relatively speaking, the ettercaps work
industriously to create finished components out of raw materials.
The dnder temple complex is, w t h the possible exception of the area
Encounter Condition: N/A surrounding Madness’ lair, the most vile and disgusting in Region I.
Tactics: The ettercaps present are unprepared for any sort of con-
The driders, spurning a goddess that reviled and enslaved them,
frontation, unless the overseer from Room 110s or the drider crafter
an3 subsequently having no true deity to worship, have turned
from Room I106 has alerted them. If the overseer and crafter are killed
to the degenerate worship of abomination itself Their temple is
before they can flee, allow the workers in this room a DC 25 Listen
a cacophonous paean to filth, a haven of aberrations and a spintual
check to hear the sounds of combat in Room 1105,and a DC 20 Listen
fortress of most desperate unhoIiness
check when combat arrives in Room 1106.
If the overseer and crafter are both killed, but the ettercaps are alert-
The drider kneels at the altar of abomination as they force their drow
ed, they attempt to bar the door with bar iron stock. Once the door is
slaves to the worship in this same way. Any drow that resists, or worse,
breached, if the overseer and/or the crafter are still alive, the ettercaps
suffers in the fangs of the driders.The driders love nothing more than to
fight to the death to protect their masters. Otherwise, they attempt to
“convert”their chattel, and if they render the drow a mass of tissue, so
flee back out through the outer workshops, and ifprevented from flight,
much the better.
surrender.
Due to the belief on the part of the driders that the drow find the
Barred Door: 3 in. thick; hardness 10; h p 130 Break DC 34. shrine anything but sacred, drow guards are not usually found within
the complex. Drider sorcerers take it in turn to guard the sanctum, but
If forced to fight, the ettercaps first entangle their opponents in web-
of late, they have been relying more and more on its unholy aura and the
bing. Unless their webs are set ablaze, the ettercaps attack from multiple
filth that has collected in order to keep intruders away. The troubles
directions, coordinating attacks so an entangled opponent has little
caused by Madness and Anguish have occupied more of their time, and
opportunity to counterstrike before the poison from the creatures’
their main concern is population growth.
mandibles takes effect. If the webs are set ablaze, the ettercaps abandon
Any drow who might be found in this area are unwilling worshippers
them, fleeing outward toward Room 1105. They are blindly loyal, other-
and potential drider victims. They do not look upon intruders as res-
wise retreating only when reduced to 5 hp or less.
cuers, however, intruders are a means for them to purchase their safety
Treasure: Two sets of masterwork trapmaking tools are recoverable,
for another hour or so. Further, drow who have gone mad from the
as well as 50 pounds of bar iron stock.
shrine’s torments are friendless, and is likely to turn upon intruder,
EL 6
drow, and drider alike.
Scaling: To increase the challenge of this encounter, double the num-
There are no Random Encounters in this Section.
ber of ettercaps. To decrease the challenge, the ettercaps put up only a
token resistance before surrendering.
Ettercap: CR 3; Medium aberration; H D 5d8+5; hp 35. 32, 30 Init +3;
iioa. THE ROOM OF RUIN
Spd 30 ft., climb 30 ft.; AC 14, touch 13, flat-footed 11; Base Atk +3; Crp This is less a room and more of a c rem-
+5; Atk +5 melee (1d8+2 plus poison, bite): Atk +5 melee (ld8+2 plus
naiits of the first chamber are evident, peeking up through layers of
poison, bite) and +3 melee (ld3+1. 2 claws); SA Poison, web; SQ Low- hard-packed dirt and crusted with sheets of sticky white fil;zment. To
light vision; AL N E ; SV Fort +4, Ref +4, Will +6; Str 14, Dex 17, Con 13, thc north, the room steadily rises upwards, becoming a near1y vertical
Int 11, Wis 15, Cha 8. .. - ~ . . . . .,
path before disappearing into a large hole in the wall.
Skills and Feats: Climb +lo,Craft (trapmaking)+9, Hide +9, Listen +4,
Spot + 8 Great Fortitude, Multiattack.
Initial Attitude: N/A
Poison (Ex): Injury, Fortitude DC 15, initial damage ld6 Dex.
Encounter: The original purpose of this room is lost, destroyed by
secondary damage 2d6 Dex. The save DC is Constitution based and
the massive earthquake that freed the prisoners of the celestials. Now
includes a +2 racial bonus.
the room serves as the entrance to the drider tunnels to the north. The
Web (Ex): An ettercap can throw a web eight times per day.
majority of this room is beneath the floor level of the Halls, and is
This is similar to an attack with a net but has a maximum range
uncomfortably hot. As the entrance to the drider tunnels is naturally
of 50 ft., with a range increment of 10 ft.. and is effective against
used mostly by driders, little accommodation is made for those not pos-
targets of u p to Medium size. The web anchors the target in place,
sessing the ability to walk on the walls. A DC 20 Climb check is required
allowing no movement.
to scale the wall and attain the entrance to the warrens beyond.
An entangled creature can escape with a DC 13 Escape Artist check
Encounter Condition: N/A
or burst the web with a DC 17 Strength check. The check DCs are
Tactics: The sticky webbing used to shore up this chamber acts as an
Constitution-based,and the Strength check DC includes a +4 racial
entanglement spell, and requires a DC 16 Reflex save to avoid becoming
bonus. The web has 6 hit points, hardness 0, and takes double damage
snared. Driders or those weanng a harness of dnderkind or belt of the
from fire.
drider can freely navigate the webs without penalties
Ettercaps can also create sheets of sticky webbing from 5 to 60 ft.
E L N/A
square. They usually position these to snare flying creatures but can also
Scaling: N/A
try to trap prey on the ground. Approaching creatures must succeed on a
DC 20 Spot check to notice a web, or they stumble into it and become
i,there is a single pitlful victim locked inside the
; the drow’s face appears melted and boiled.
This tiny room has no decoranve elements, and is angled unpleasantly However, the mutilation cannot disguise the rictus of terror upon its
to one side. Weapon shards litter the floor and a layer of dust suggests face. He is so near death, the PCs can only ease the pain of his suffering
no one has been here in a while. with cure spells. Hit points cannot be restored at this point.
The floor of the nave is itself discolored and fouled in places; covered
Initial Attitude: N/A in ribbons of filth.
Encounter: Once used to store weapons, this Room has fallen off the Encounter Condition: Desecration 6, Negative Energy, Stagnant
map. The dust should be a fair indication that no one visits this Room, Air
making this a safe hiding place. Tactics: The driders have constructed a particularly sinister trap to
If the PCs use this Room as a base of operations to explore north into protect their sanctum. Pressure plates have been installed in the floor,
Region M, there is a 5%chance each time they come in and out of the which cause gravity to reverse in the room. Intruders are tumbled 30 ft.
Room that a random drow guard spots them. Whether or not this guard up to the ceiling, mggering a black tentacles spell and entangling them
is loyal to the driders or Lorath (Room I103), is up to the DM. on the ceiling for the driders to deal with at their leisure. The trap fur-
Encounter Condition: Safe ther triggers an alarm in Room 1112, summoning the two drider sorcer-
Tactics: The door can be locked from the inside, should the PCs ers there. Safe routes through the room are marked by the collections of
succeed at a DC 35 Open Lock check. However, any drider key filth on the floor and walls; the driders are well aware that most creatures
opens it and there is a 5%chance that a drow lieutenant has a separate do not share in their worship of aberrations offal.
key specific to this door. However, it is unlikely anyone will enter
or examine this Room.
* Ceiling Entangle Trap: CR 9; magic device; location trigger (pressure
plates); automatic reset; spell effect (reverse gravity, 13th-levelwizard,
Treasure: There is nothing of value, but the PCs can easily find
3d6 fall [upon hitting the ceiling of the 30-ft.- high room], then 3d6 fall
enough wood to build a few fires. Avent in the ceiling (two inches wide)
[upon falling 30 ft. to the floor when the spell ends or when escaping
allows smoke to rise up and out of the dungeon.
entangle], DC 20 Reflex save avoids damage); spell effect (black
E L N/A
tentacles, 13th-levelwizard, DC 20 Reflex save avoids entangle); spell
Scaling: N/A
effect (alarm, Room I112); Search DC 32; Disable Device DC 32.
Treasure: N/A
1110. SHRINE CELL EL 9
Scaling: To increase the challenge of this encounter, increase the
Tki s claustrophobic room is filthy The entrance is barred by a steel
height of the Room to 60 ft. (causing 6d6 falling damage). To decrease
POrtcullis, through which can be witnessed the foul rituals the drid-
the challenge, reduce all the save and skill DCs of the ceiling entangle
eni revel in.
trap by 4.
Initial Attitude: N/A
Encounter: This small Room encrusted with the filth of the shrine 1112. SHRINE TO ABERRATION
to aberration is nothing more than a holding cell for intruders caught
defiling the temple. At present it is empty, but the remains of past Evervthinc!about this room screams of inappropriateness. From the
, I
“guests”can be found in various corners. C:urved ceiling and walls melcling into warped columns rising from
Encounter Condition: Diseased (cackle fever) 16 the symbols scrawled in blood on the floor, to the twisted, malformed
Tactics: PCs who spend more than eight hours confined in this t hing set atop a pile of random rubble that squrms sickeningly at one
Room are likely to contract cackle fever, which is carried in the offal
1 ~. . .
end of the room, everythmg here is offensive.
encrusting the cell.The driders do nothing to see that the disease is erad-
icated, for they benefit from the damage it does to its victims’wits and Initial Attitude: Hostile
will. Encounter: Once a chapel, this Room now serves the evil desires of
the driders that conquered the northern Halls. This temple is raised not
*Cackle Fever-inhaled, Fortitude DC 16, incubation period 1 day,
to a specific god, but instead to the ideal of aberration, the perversion of
damage ld6 Wis.
life itself. It is the center of worship for the driders, whose prayers are
Treasure: A signet ring, with an inscription on the inside (written in meant to gain power from the darkness and give them protection from
Undercommon) - Valor - can be found in a comer of the cell, still the horrors to the south. It is this practice that prevents them from
attached to a decomposing hand. regaining the goddess’favor and that keeps them further successes.
E L N/A The vile jelly that serves as the altar to abomination was the original
Scding: N/A drider to enter the dungeon. During Mahir’s magically-induced cata-
clysm, this simple drone came into contact with the creature known as
Madness, and was reduced to the pitiful state it lives in now, presenred
1111. NAVE OF THE SHRINE
by the flows of positive energy coursing through the Halls. It is at this
thing that the driders intend their worship, and with good reason -the
This room is large, and studded with ancient columns of celestial
altered venom glands of the once-drider produce a poison similar to that
creatures that are now defiled. Foul effluvia coat thc: walls, and
employed by the drow priestess Shalara, a venom that induces horrific
between each pair of columns is the barest glint of met al. Moaning
vision and obscene insights. Those who partake of the venom too often
emanates from the end cIf the hall.
are driven mad by the sights they witness.
The drider consume the jelly Their victims are not so lucky -their
Initial Attitude: N/A
faces are forced by the driders into the pestilent mass, where the venom
Encounter: The drow are brought to the nave of the shrine to indoc-
is squeezed into their skin, eyes and mouth. The effect of the venom,
tnnate them into the worship of twisted flesh. PCs who have time to
combined with the vile touch of the altar, breaks the w d s of the driders’
examine the temple proper notice that several sets of strong manacles
victims.
are set into the floor; these are used to secure recalcitrant drow dunng
worship. The especially perceptive (Spot check, DC 22) notice that
several of the manacle sets are crusted in blood.
Encounter Condition: Diseased (cackle fever) 16,Negative Energy, 1113. THE NAVE OF THE TEMPI
Unhallowed 4
Tactics:There are always two drider sorcerers (hp 50,48) present. The This chamber is spattered with blood, dried flesh and other less
sorcerers are considered to have Spot and Listen checks of 22 to detect than savory substances To one side is a low basin containing thick,
intruders. If interlopers are detected, the driders to hide, one using invis- coppery fluid, to the northeast stretches a crude tunnel
ibility sphere to cloak its companion, who uses disguise self to appear as a
drow slave. The driders' tactics once intruders are inside the shrine vary Initial Attitude: Unfriendly
depending on the party composition -obvious fighters are the subject Encounter: This Room is used by the dnders to 'cleanse' thems
of deep slumber or slow,while rogues and sorcerers are targeted with touch of any tamt acquired during their daily duties. The basin is kept fille
of idiocy through spectral hand and ray of exhaustion.The driders employ with the blood flowing from the fount ln Room 1130, and is considere
their superior reach to best advantage, closing to just beyond where unholv water.
opponents can retaliate, striking if at all possible from the walls and ceil- Encounter Condition: Desecration 2, Negative Energy, Unhallowed 2
ing. Injured driders employ vampiric touch once the PCs draw close. Tactics: Allow the PCs DC 20 Knowledge (relipon) checks or DC 18
Treasure: N/A Crift (herbalism) checks to notice that while it is unholy water in the
E L 10 basin, it is harmful to both the livlng and the unliving. It does not harm
Scaling: To increase the challenge of this encounter, add one drider driders, but it does harm drow.
sorcerer.To decrease the challenge, reduce the Listen and Spot checks of Treasure: Eight vials of unholy water may be drawn from the basin. '
the driders to 15. E L N/A
Scaling: N/A
Drider Sor 3*: CR 1 0 Large aberratlon; H D 6d8+18 + 3d4+9, h p 62,
58; Init +2; Spd 30ft, climb 15 ft., AC 21**, touch 15, flat-footed 19;
Base Atk +4; Crp +10 Atk +6 melee (ld6+2/19-20, dagger) or +6 melee 1114. HOTHOUSE
(1d4+1 plus poison, bite) or shortbow +6 ranged (ld8/x3), Full Atk +6
melee (1d6+2/19-20. dagger) and +1 melee (ld4+1plus poison, bite) or Thc floor of this room is covered in soft, fragrant sod. Fungus sprouts
from the loam in neat squares and rows, obviously attended to by
someone. The air here is hot, moist, close.
thunderstones, are doubled in this room. visitor. One wall steams and hisses, the stone seeming to have once
Tactics: There is a 50% chance of drow guards in this Room. If so, melted and run like wax, waves of heat still radiating from it.
there are four to six (ld3+3) present (hp 40 each).?hey do not attempt to
fully engage the Pcs, but instead lead them away from the nearby tem- Initial Attitude: Hostile
ple and into areas controlled by the driders, where the pcs either c a p Encounter: Beyond the hidden door lies the concealed headquarters
tured or killed. of the drow conspiracy against their drider masters. As such, the door
Treasure: N/A leading inside is hellishly difficult to locate; a DC 35 Search check is
E L Varies required to locate the hidden catch behind a scalding rock that can open
Scaling: To increase the challenge of this encounter, add two drow the door. As most drow are equipped with fire resistant armor, the womt
guards.To decrease the challenge, reduce the chance of an encounter by they have to fear while operating the catch is a minor bum.
25%. A PC touching any part of the northern wall (save for the hidden catch)
suf'fers2d6 points of fire damage. While using Search checks for the hidden
Drow Guard, Ftr 5: CD 7; Medium humanoid (drow elf); H D 5d10+5;
catch,a DC 15 Reflex check is needed to avoid touching the scalding stone.
hp 4 0 lnit +7; Spd 30 R.; AC 17, touch 13, flat-footed 17; Base Atk +5;
The catch is located beneath one of the smaller loose stones in the
Grp +6; Atk +8 melee (1d6+3/18-20 plus ld6 electricity, + I shock rapier)
melted rock. Pressing it inward and twisting counterclockwise twice
or +8 ranged (1d8/19-20, heavy crossbow); Full Atk +8 melee
opens the door. Pressing the catch in and moving it either clockwise or
(ld6+3/18-20 plus ld6 electricity, + I shock rapier) or +8 ranged
counterclockwise once opens the door, but also arms the trap at the end
(ld8/19-20, heavy crossbow); SA Spell-like abilities; SQ Darkvision 120
of -thehallway in Room 1123.
ft., elven traits, light blindness, spell resistance 16;AL LE; SV Fort +5,
Encounter Condition: Cursed 5,Extreme Heat
Ref+4. Will +l; Str 13, Dex 16, Con 12, Int 12, Wis 10, Cha 9.
Tactics: Aside from the threat ofthe scalding stone catch, the hidden
Skills and Feats: J u m p +9, Listen +6, Search +3, Spot +6; Dodge,
door here is also enchanted with variants of hallucinatory terrain and illu-
Improved Initiative, Mobility, Weapon Focus (rapier),Weapon
sory wall. Upon operating the catch, the PCs are confronted with a daunt-
Specialization (rapier).
ing illusion - the comdors beyond glow like white-hot rivulets of
EYTraits: Immunity to sleep spells and effects, and a +2 racial saving
molten stone running down the walls to pool upon the floor. The few
throw bonus against enchantment spells or effects.
stable flagstones appear ready to sink into the blazing mire. A DC 24
Spell-Like Abilities: 1/day-dancing lights, darkness, faerie fire. Caster
will save negates these illusions, and only if the PC has good reason to
level 6th.
disbelieve the illusion.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a
Treasure: N/A
daylight spell) blinds drow for 1 round. On subsequent rounds, they are
EL 7
dazzled as long as they remain in the affected area.
Scaling: To increase the challenge of this encounter, increase the fire
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
damage to 4d6 and the DC of the Reflex save by t4. To decrease the
merely passes within 5 feet of a secret or concealed door is entitled to a
chdlenge, reduce fire damage to ld6+1 and the DC of the Reflex save
Search check to notice it as if she were actively looking for it.
DC: by -2.
Possessions: + 2 j r e resistance studded leather, + I shock rapier, heavy
crossbow, bolts (12),acid (2), alchemist's fire (2), tanglefoot bag.
1123. THE GAUNTLET
If either door to this Room remains open for more than 1round, the trap
1121. FILTHY BARRACKS in Room I123 resets.
This room is disgustingly dirty -what were once barracks beds are
Th s hallway ends in aT-shaped intersection where the stones steam
now collapsed and rotting, the straw that filled their crude mattress-
and shimmer with just barely-contained heat. Several sections
es leaking out in s h y profusion from the rotted tickmg. Other than
of jloor are unstable or discolored.
the door you entered by, the only other way out of the room is a rust-
ed iron door to the north.
Initial Attitude: Hostile
Encounter: This Room is designed by the drow to waylay intruders
Initial Attitude: N/A
in iheir inner sanctum. The stones must be followed in a certain pattern,
Encounter: The drow guards deliberately keep this former barracks
lesi: the trap be triggered.
room disgustingly filthy; all the better to fool their drider masters. The
A DC 22 Spot check reveals that there is a pattern to the stones on the
"rusted northern door leads to Room 1122 and the secret portal and pas-
floor. Examining the stones from afar reveals that certain ones have been
sage beyond which lies the conspirators' headquarters and the entrance
carefully laid, and a DC 22 Decipher Script check or the ability to read
to region J. It is sealed by an arcane lock, and only Lorath or his lieu-
Undercommon shows the stones spelling out the name ofthe drow god-
tenants may open it without magical means.
dess. Following the name of the goddess allows safe passage; failure to do
Encounter Condition: N/A
so .sounds an alarm in Room I125 and arms the trap in the northeast.
Tactics: Over time, fungal spores have accumulated in the rotting
Likewise, clever PCs who think to use the ceiling to bypass the pressure
bedding laid near the northern exit to the room. These spores act as an
plates are in for a rude surprise - the ceiling tiles are trapped as well,
inhaled poison (Fort DC 18,ld4 Dex/ld6 Con damage) if the mattress-
and bypassing the pattern on the floor via the walls or roof also arms the
es are disturbed, either by stepping on them or searching through them.
ne-,rbytrap.
Opening the door to Room 151causes the hinges to squeal loudly unless
The trap itself is vicious. If mggered, any creatures that come within its
proper precautions are taken to prevent this.
range are first sprayed with a fusillade of darts bearing a mixnue of drow
Treasure: N/A
sleep poison and terenav root, resulting in paralyzation and unconscious-
EL 6
ness. The following round an acid fog trap triggers, using the pressure of
Scaling:To increase the challenge of this encounter, increase the save
the mountain's lava core to push hot acid through the ceiling vents.
DC of the spores to 20. To decrease the challenge,lower the save DC to 16.
6 Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; If Lorath is present, the drow captain demands one of the PCs, ifpos-
*.I.
. 1 0 -“-”-A
dy+l plus poison, dart; drow sleep poison - DC 13,
,,A* sible,be handed over for torture. The PC is not immediately harmed, but
unconsciousness for 2d4 hours and terenav root - instead taken into the temple, dosed with sacred poison and subjected to
36 Dex); multiple targets (ld8 darts per target in ritual torture lasting several hours. The ritual torture inflicts id6 tempo-
ea); Search DC 19; Disable Device DC 25. rary Constitution and Wisdom damage. The PCs are then forcibly
removed from theTemple area by the drow under threat of death ifthey
IR 7; magic device; proximity trigger (alarm);
return or betray the location of the temple to the driders.
pel1 effect (acidfog, 1lth-level sorcerer, 2d6/round acid
Treasure: The sacred poison is worth 200 gp.
s ld6 fire on contact); Search DC 31; Disable Device
EL 9
Scaling: To increase the challenge of this encounter, add four drow
Encounter Condition: [Fog 101 guards. To decrease the challenge, remove two.
Tactics: Intruders surviving these two traps still have to contend
with the guards from Room 1125. .y) Drow Guard, War 7: CR 5; Medium humanoid (drow elf); H D 7d8;
Treasure: N/A h p 41, 36, 34, 32, 32: Init +5; Spd 30 ft.; AC 16, touch 11, flat-footed 15;
EL 8 Base Atk +7; Crp +8; Atk +10 melee (ld8+3/x3 plus poison, longspear);
Scaling: To increase the challenge of this encounter, the name of the Full Atk +10 melee (ld8+3/x3plus poison, longspear); SA Spell-like
drow goddess is spelled backwards, increasing the DC of the Decipher abilities; SQ Darkvision 120 ft., elven traits, light blindness, spell
Script check by +4, and those who wish to cross must do so with heads resistance 18; AL CE; SV Fort +6,Ref +3, Will +2; Str 14, Dex 12,
bowed, or trigger a second fusillade of darts as they cross. To decrease the Con 11. Int 12, Wis 10, Cha 9.
challenge, leave the ceiling trapped, but allow inventive characters to Skills and Feats: J u m p +11, Listen +7, Search +3, Spot +7; Dodge,
use to walls to bypass the trapped stones. Improved Initiative,Weapon Focus (longspear),
Poison: Small centipede poison-Injury, Fortitude DC 11, initial and
secondary damage ld2 Dex.
1124. ANTECHAMBER TO THE TEMPLE Spell-Like Abilities: 1lday-dancing lights, darkness,faerie fire. Caster
level 7th.
This oddly-shaped room is redolent with the thick scent of exotic
Light Blindness: Abrupt exposure to bright light (such as sunlight or a
incense rising from small iron plates in the corners A small wooden
daylight spell) blinds drow for 1 round. On subsequent rounds, they are
rack holds several light robes on pegs, with several pegs left bare.
dazzled as long as they remain in the affected area.
Next to the door leading to the chamber beyond is a plain stone
Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who
pedestal, upon which rests an ornate urn of religious signlficance. It
merely passes within 5 ft. of a secret or concealed door is entitled to a
is etched carefully with interlocking images of a goddess, and a sim-
Search check to notice it as if he were actively looking for it.
ple copper wash basin bearing wine.
Possessions: +Zjre resistance studded leather, masterwork longspear,
dagger.
InitialAttitude: Hostile
Encounter: This antechamber serves as a place for devout drow to .y) Temple Priestess, Apt 6 CR 5; Medium humanoid (drow elf); H D 6d6;
cleanse themselves ritually before entering Room 1125, the Temple to hp 24; lnit +2; Spd 30 ft.; AC 13, touch 12, flat-footed 11; Base Atk +3;Crp
their dark goddess. The urn contains a powder derived from a variety of +3; Atk +3 melee (1d4/19-20. dagger); Full Atk +3 melee (1d4/19-20,
venomous creatures; ones the drow goddess favors for “treachery,” dagger);SA Spells, spell-like abilities; SQ Darkvision 120 ft., elven traits,
including spiders, snakes and scorpions. light blindness, SR 17; AL CE; SV Fort +2, Ref +4,Will +7; Str 10, Dex 14,
To cleanse himself, a drow pilgrim first dips a hand into the basin of Con 11, Int 13, Wis 15, Cha 12.
wine, then into the powder. The alcohol reacts with the sacred poison with- Skills and Feats: Concentration +9, Heal +12, Knowledge (religion) +9,
in the urn,resulting in a hallucinatory experience used in drow religious Listen +6,Search +3, Spot +6, Survival +5; Alertness, Dodge, Self-
rituals. Determining the nature of the urn and basin requires either exper- Sufficient.
imentation or a DC 22 Knowledge (religion) check. A non-drow that per- Spell-Like Abilities: 1/day-dancing lights, darkness,faeriefire. Caster
forms the ritual must make a DC 28 Fortitude save or suffer from the level 6th.
effects of the sacred poison, which acts as a confusion effect for ld6 hours. Light Blindness: Abrupt exposure to bright light (such as sunlight or a
The robes on the nearby pegs are entirely nonmagical in nature, and daylight spell) blinds drow for 1 round. On subsequent rounds, they are
offer little in the way of concealment. Donning one is considered a mor- dazzled as long as they remain in the affected area.
tal insult by the drow, and results in the offender’s death by flaying and Skills: +2 racial bonus on Listen, Search, and Spot checks. An elfwho
slow poisoning. merely passes within 5 feet of a secret or concealed door is entitled to a
The drow are universally hostile to intruders who interrupt their Search check to notice it as if she were actively looking for it.
sacred rituals, and Diplomacy may only be used to reduce their attitude Adept Spells Prepared (4/3/1, save DC 12 + spell level): &cure minor
to Unfriendly. Shalara (Room I125), the temple priestess, knows all of wounds (2), detect magic, touch offatigue; 1st-cause fear, command, cure
the drow present in Region I personally, and Bluff checks have their DC light wounds; 2nd-invisibility.
increased by t5.Shalara is fanatically devoted to her goddess, enough so Possession: Padded armor, dagger, holy symbol
that she has convinced Lorath (Room 1103) that only the power of the
prison and celestials has cut the drow off from her infernal grace.
Outsiders may be tolerated if Shalara is convinced by a DC 35
Diplomacy check or Lorath‘sword is given. Shalara does not tolerate infi-
dels in her presence or the goddess’s presence for very long, however;
she first tries to convert PCs to her goddess or, failing that, quietly
administers oil of taggit and arsenic to dispose of them.
Tactics: Drow preparing to enter the temple are likely to be caught by
surprise, unless alerted by the trap in Room 1123. In any case, when
intruders are detected, the drow capture opponents alive. If Shalara is
present in the antechamber, she uses her supporting spells on other
drow, retreating to the Temple only if her comrades are slain.
1125. TEMPLE
This chamber’s walls are carefully faced with some black stone, pol- These small rooms have been draped in rotting finery, though every
ished to a mirror shine. The chamber itself is sphencal with iron, sil- effort seems to have been made to make them comfortable. Silks
ver and gold worked into the crevices between the black stones to drape the walls, darkly stained, and thick rugs of the same cover the
form an intricate, hypnotic pattern. Llke the antechamber, the air floors. One spot seems particularly thick, likely kept as a sleeping
here is thick with clouds of exotic incense. In places, the floor near area, and crude religious items are kept carefully arranged, along with
the center of the room is crusted m t h faint patches of dried fluid, a snall cache of feminine clothing.
silently intimating the dark deeds performed here
Initial Attitude: Hostile
Initial Attitude: Hostile Encounter: These small alcoves serve as quarters for the single drow
Encounter: The incense in this room is a powerful hallucinogen, priestess, Shalara. As with the temple chamber in Room 1125, Shalara
meant to work in tandem with the ‘sacred poison’. pcs staying here for brooks no intrusions here; to do so provokes the drow priestess’ wrath.
more than a few rounds must make DC 18 Fortitude saves or suffer con- OrJy Lorath himself has entered the priestess’ home and lived to tell
fusion. A cure poison or lesser restoration negates this effect, the tale.
The temple is the domain of Shalara (hp 40), a servito1 of the drow Encounter Condition: N/A
goddess, and she jealously guards the power it gives her.The existence of ractics: Shalara immediately calls for guards ifintruders are found in
the Temple is utterly unknown to the driders, who would destroy it and her rooms, using her spells to trap the interlopers before they are killed.
slaughter all its adherents if they did. The only time outsiders are wel- ‘Treasure: N/A
come here is when Lorath or Shalara has them brought in for a session E L varies
of slow, painful torture. Scaling: To increase the challenge of this encounter, the religious
Encounter Condition: N/A icons are coated with a virulent contact poison (DC 21 Fortitude save,
Tactics: Fighting is unlikely in the confines of the Temple, given the damage paralysis, 2d4 Dex), detectable with a DC 25 Search check. To
potent incense and secrecy under which it is kept. But if combat is decrease the challenge, Shalara is in the throes of religious ecstasy in
unavoidable, shalara summons six drow fighters (hp 51, 50,50,50,48, 1125,and has no chance of being present.
47) from Room I117 to support her.
Treasure: N/A
1127. ECTHELON’S CELL
EL 9
Scaling: To increase the challenge of this encounter, Shalara may
This prison is devoid of even the most basic commoc?iities. Its lone
enchant the vapors in the temple as a move action to act as phantasmal inhabitant, a mutilated half-humanoid, half spider thing asleep upon
killer.To decrease the challenge, remove two drow temple guards.
the floor. It’s obvious that the appendages of the creattire have been
* Shalara, Drow Clr 8: CR 10; Medium humanoid (drow elf); H D 8d8; ripped away and flanLc1.,4ayyLLsu
;, *^ m “ 1 *La
Lllc
a,,.. .*,*.*..dC
uccy
hp 40; Init +3; Spd 30 ft.; AC 18. touch 13, flat-footed 15; Base Atk +6;
Crp + 6 Atk +7 melee (ld4/19-20 plus poison, masterwork dagger); Full ‘ h i t i a lAttitude: Hostile
Atk +7 melee (1d4/19-20 plus poison, masterwork dagger); SA Spell-like :Encounter: This cell holds Ecthelon (hp ZI), a drider captured by
abilities, spells; SQ Darkvision 120 ft., elven traits, light blindness, spell Loratus men. Ecthelon has been cruelly tortured and several of his legs
resistance 19; AL CE; SV Fort +6, Ref +5, Will +10 Str 11, Dex 17, were severed to prevent escape.Thanks to the positive energy properties
Con 11, Int 14, Wis 18, Cha 20. within the Halls, the tormented drider isn’t in the position to die any
Skills and Feats: Bluff +17, Concentration +14, Diplomacy +9, Disguise time soon.
+11, Hide +9 (+ll), Knowledge (religion) +7, Listen +8, Search +4, :[f the PCs are able to win Ecthelon’s trust, he can provide them with
Spot +8; Alertness, Skill Focus (concentration), Spell Penetration. infixmation on the drow and drider within the Halls, though he does
Spell-Like Abilities: 1/daydancing lights, darkness,faerie fire. Caster not know anything about the secrets that Lorath (Room 1103)keeps.The
level 8th. drider is an excellent listener, however, and knows that Lorath plots
Poison: Bloodroot-Injury, Fortitude DC 12, no initial damage, with someone named Siglinde (Room 131) to bring about the downfall
secondary damage ld4 Con + ld3 Wis. of the driders, as well as that Siglinde is a powerful spellcaster who pro-
Cleric Spells Prepared (6/6/5/5/4. save DC 14 + spell level): &-detect vid.es the drow with most of the secret magic they wield.
magic, detect poison, guidance, resistance (Z), virtue; 1st-bless, cure light ]Encounter Condition: Cursed 5
wounds (21, disguise seV*, entropic shield, magic weapon; 2nd-bear’s Tactics: Ecthelon is incapable of fighting or casting spells from
strength, cat’s grace, hold person, invisibility4 sound burst; 3rd4nimate inside her cell. Once release, she casts spells as a 6th-level sorcerer.
dead, dispel magic, magic circle against good*, prayer, protectionfrom ‘Treasure: N/A
energy; 4th--co$i~sion*,cure critical wounds, neutralize poison, poison. BL 4
* Domain Spell. Domains: Evil (cast evil spells at +1 caster level) and !Scaling: To increase the challenge of this encounter, increase the
Trickery. DCs of Diplomacy checks by 5,or add two drow guards. To decrease the
Light Blindness: Abrupt exposure to bright light (such as sunlight or a challenge, change Ecthelon’s Initial Attitude to Indifferent.
daylight spell) blinds drow for 1 round. On subsequent rounds, they are
dazzled as long as they remain in the affected area.
Skills: +Z racial bonus on Listen, Search, and Spot checks. An elfwho
merely passes within 5 feet o f a secret or concealed door is entitled to a
Search check to notice it as if she were actively looking for it.
Possessions: + I mithril shirt, masterwork dagger, masterwork grey cloak
(+2 to hide checks), darkskull.
cthelon, Dridec CR 5, Large aberration; H D 6d8-6, h p 21; lnit +2; 1129. 'GUEST' QUARTERS
1c r .
)d 3" .rTI., C_II -L
*A
3 I,., AC 17, touch 11, flat-footed 15; Base Atk +4;
I ~ ~ II V The door to this Room is open.
rp +10 Atk +5 melee (ld4+2nonlethal, unarmed) or +6 melee
d4+1 plus poison, bite); Full Atk +5 melee (ld4+2 nonlethal, unarmed) This dank room has but a single advantage - it is minus the stench
id +1 melee (1d4+1 plus poison, bite); Space/Reach 10 k./S ft.; of rooms nearby and is merclfully only slightly fetid. A few silk
\Spells, spell-likeabilities, poison; SA Darkvision 60 ft., spell threads are scattered across the floor for bedding. The only exit is
sistance 17; AL CE; SV Fort +5, Ref+4, Will + 8 Str 15, Dex 15, a thick stone iron door with a finger-width gap beneath it.
)n 9, Int 15, Wis 16, Cha 16.
Skills and Feats: Climb +14, Concentration +9, Hide +lo, Listen +9, Initial Attitude: N/A
Move Silently +12, Spot +9 Encounter: These cells are used by Lorath (Room 1103) to detain
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage those he wishes kept alive and those who might prove useful in his
ld6 Str. The save DC is Constitution based. machinations against the driders. Like the slave hold, they are outfitted
Spell-Like Abilities: 1/day--dancing lights (DC 13), clairaudiencel with sleeping mats woven from rough spider silk. A single guard (hp 53)
clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, is stationed outside to ensure prisoners remain quiet, but has taken to
faeriefire, levitate, suggestion (DC 16). Caster level 6th. The save DCs resting on the mat inside, since no one is around at the moment.
are Charisma-based. Those who are subjected to Lorath's 'hospitality' find that, beyond
Spells: Ecthelon cast spells as a 6th-level sorcerers. a single gesture made for their comfort, they are, for all intents and
Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): purposes, jailed. The doors are wrought of iron and bear an extremely
&daze, detect magic, ghost sound, mage hand, ray offrost, read magic, reliable and difficult locking mechanism which was originally intended
resistance; 1st-mage armor, magic missile, ray ofenfeeblement, silent to hold homunculi familiars of fiendish spellcasters. A DC 35 Open
image; 2nd-invisibility, web; 3rd-lightning bolt. Locks check may be made to silently open the well-oiled lock. If speed
Skills: A drider has a +4 racial bonus on Hide and Move Silently becomes an issue, a DC 28 Open Locks check opens the lock, with
checks. It has a +8 racial bonus on Climb checks and can always failure automatically jamming the lock until it is repaired from the
choose to take 10 on a Climb check, even if rushed or threatened. outside.This also alerts the guards that someone is inside.
The walls retain their former enchantment, and radiate an antimagic
field. A DC 30 Search check reveals several small holes, enough to allow
112a. BEEM'S CELL a Tiny or smaller creature passage. These tunnels are used by the
homunculus Beem to spy on Lorath's prisoners.
This cell is kept in complete darkness where even the brightest lights
Encounter Condition: N/A
fail to banish the shadovvs. It is in terrible condition -the vIalls are
Tactics: Escaping PCs force the guard to call for aid, which arrives
webbed w t h cracks, the stone floor is uneven. Several small piles of
~ = ^..^
in 3d4 rounds from Room 1131. The guard is considered to have a +5
rubble are present here.. . ~-~......*~~*
wa> L k t d l """"-*.^~:--"
~ L u u~l t A;....
u , U~a t now.
L ..?~ ~ ~ ~ ~ g
competence bonus to Listen checks when listening for escape attempts.
Treasure: N/A
Initial Attitude: Unfriendly
EL8
Encounter: Identical to the cells where Lorath (Room 1103) keeps
Scaling: To increase the challenge of this encounter, increase the
'guests', this Room is where Beem (hp 20), an homunculus, resides.
guards Listen check bonus to +8. To decrease the challenge, lower the
Beem is a chatty sort, and happily taunts PCs who have been captured by
Listen check bonus to +3 and reduce the DC of the lock by -2.
the drow captain. Beem has not managed to escape during the long years
of its incarceration, and with its pet spellcaster dead or escaped to else-
where in the dungeon, now contents itself with tormenting the guards 1130. THE FOUNTAINHEAD
and the occasional prisoner.
Encounter Condition: Negative Energy A coppery sanguine scent fills this room, rising from a swirling, shal-
Tactics: Beem is as cruel and vicious as its fiendish creator, and takes low depression in the rough floor Blood It flows down into this room
delight in tormenting Lorath's helpless captives. He knows little of what from beneath the ceiling, traveling lnto the pool and drains away
happens outside its cell, though it cruelly lies to lure victims into a false through downward sloping troughs ~ the f l floor to the north, west and
Within the river itself live the nomadic magmin, who wander the THE KINGDQMOF THE HSERS
basin of the lava river.They worshipTyrus and spend their days trying to The First Ring of the Pyrefaust houses fire Salamanders. Hordes of
catch a glimpse of the dragon. Once per day, the magmin pray to Tyrus, flarnebrothers patrol the catacombs and roam the outskirts of the First
beseeching him to smite the fire giants. Despite Tyrus’ inability to Ring, expelling invaders who cross their territorial markers at the basalt
respond, the magmin continue to worship. They are among the least rel- gate (Room Jt, on the north end) and the deep chasm (Room J9,on the
evant beasts in the Region and the fire giants show them little respect. south end). Flamebrother salamanders do not negotiate with any crea-
The Fourth and Fifth Rings of the Pyrefaust are similar in structure. ture that crosses these boundaries uninvited, attacking ferociously.
The Fourth Ring is occupied by trolls who were once imprisoned on the -The fire salamanders are ruled by noble salamanders and the lowest
island. Living safely inside their walls, the fire giants sieged the island, rank is the ‘flamebrother’.The flamebrother salamanders are guards
conquered the trolls, and seized their ancestral relic (a ring offire immu- of low social standing. Flamebrothers rise in salamander society only by
nity), forcing them into the dungeon proper. Unable to fight the fiery proving their worth as guardians of the community
power of the giants, the distraught trolls retreated into the Fourth Ring. :.fa flamebrother salamander performs a worthy deed in defense of
Here, they found the efreeti -Baltazzar the Uncaring -imprisoned the nobles, he is promoted to the rank of “Kre-Kser”,“Lesser Lord, and
in a lantern. A troll accidentally freed the efreeti, who in turn granted begins commanding patrols. Kre-Ksers are distinguished from flame-
their wishes and become their general in a campaign against the fire brother salamanders by the steel lockets they wear around their necks.
giants. Now, the trolls, protected from the giants’fire, wage war. Each of these lockets contains a single silver scale from the noble sala-
The inhabitants of the Fifth Ring - azers - dislike the fire giants. mander that promoted them to Kre-Kser.
Smaller than their enormous counterparts, the azers were initially The nobles that rule the fire salamanders in the F’yrefaust are called
enslaved by the giants to mine for gems. Those who didn’t dig were put the Kser Kser are distinguished from other salamanders by a silver
to work in the giants’forges.There was little the azers could do to defend patch of scales on their forehead. The Kser are the oldest and wsest of
themselves until a self-proclaimedprophet drove the giants back. the fire salamanders. The Kser consist of three noble lords - Kser
Terr’kaal, an ogre mage, with but a single word from his holy body Ssaren, Kser Igenis, and Kser Catais. Kser Ssaren is the strongest of the
and the prescene of his icy blade, commanded the fire giants back, free- salamander nobles, relying on brute strength to dispatch opponents.
ing the azers from the giants’ tyranny. In return, Terr’kaal became their Kser Igenis is the most cunning of the lords. He has a sound tactical
guardian, protector, savior, and leader. He treats the azers well and takes sense, and negotiates before attackmg. Kser Catais is the weakest of the
what gemstones he needs for his ritual. In addition, he asks (but does not thrixe lords. Kser Catais avoids conflict entirely, allowing the other lords
demand), that azers attend daily service to honor his god. to deal with physical problems.
7
The air in this se< The standing water on the iwur I 1 1 C X d S ~ bdb you inuvr inruugil the
water accumulat cavern, until you are in a waist-high pool of water. Suddenly, you
are streaming w f detect movement through the water. The steam rising from the water
impairs your vision. Then, the dim lighting casts a massive shade--+ IW
one leading to the south, one leading to the east, and one to the north. over you as a huge behir rears its head.
The lava bubbles, swiftly cutting through the landscape. Across the
lava you see a series of caves and broken earth. An island rests in the
center of the lava and what appears to be a 20-foot tall statue of an
angel stands on the eastern bank.
es
d- If the PCs are actually in Room Jl5,add the following
)n
rs The stone walls are blackened from fire. The floor is featureless save
for cracks between the flagstones and bones are fused to the rock wall
prayer, facing a the north end of the magma. Suddenly,you hear a rum- other side via the island in the river.
bling like an earthquake and then magmm cheer To the north, a bridge
's the vast river of lava If the PCs are fleeing Room J17, read the followmg.
itial Attitude: Hostile Behind you, you can see magmin flowingout of the river by the dozens,
Lcounter: The PCs have caught the magmin engaged in their daily as 6the nver itself were chasing you Your only option is to attempt to
lip of their 'god,Tyrus. PCs may make a DC 25 Move Silently check cross the black granite bridge towards the other half ofthe Pyrefaust.
ler to pass through the Room without alerting the magmin to their
nce. No Hide check is required, as the magmin are caught in the Initial Attitude: Hostile
re of their worship. If the PCs fail, twenty-five magmin (hp 20 Encounter:The solid granite bridge that crosses the lava river is in good
are alerted to their presence. They converge upon the PCs, swarm- condition. If the PCs are fleeing the hostile magmin from Room J17, they
nd flanking. Clever PC are allowed a DC 40 Bluff or Diplomacy are chased by a mob of 2d20 magmin (hp 20 each) to the bridge. Ahead of
c to convince the magmin that they, too, worship Tyrus (if they the PCs, towards the other end of the bridge, two fire giants (Room J21)
of this). If the PCs are successful, the magmin allow their new heat boulders in an effort to protect their territory from any who cross.
brothers to proceed on their way unmolested. Encounter Condition: Extreme Heat, Poor Footing 6
Encounter Condition: Ambush, Extreme Heat Tactics: The horde chases the PCs half-way across the bridge. If the
Tactics: The magmin swarm the PCs with no tactics, attempting to magmins catch the PCs, they swarm them and pull the PCs into the lava.
pull them down through sheer force of numbers. There should be no Once the pcs cross the bridge and leave the island, the fire giants at
fewer than five magmin attacking each PC per round. They keep emerg- Room J21 launch volleys of heated rock. M o w the PCs DC 20 Spot
ing from the lava river until the PCs are forced to flee. For every magmin checks to see the oncoming boulders, i round before they strike.
that is wounded or killed, four magmin emerge from the lava. The wis- Otherwise, they are caught flat-footed. Any boulders that miss the PCs
est course of action for the PCs is to flee toward the bridge. make contact with the bridge 50% of the time.
If the PC