hen BHAL-~-HAMATUGN
LEVEL
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ee
8. Torture Chamber
een ee
10. Hall of Kuo-Toan Heroes
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19. Zenith’s Chamber
eee a WEST
PUvie) aa LOWER
LEVELranite (hardness 8, 60 hp, break DC
described in Chapter of the Di
s all have locks (DC 25), but they
the alarm has been sounded and it makes tactical sense to do 0
Mangh-Mictho, Suagogoi, and Zenith each have # ey for the
doors—the same key opens every door in Bhal-Hamatugn. The
doors lock from either si, and locked door won't open f
Stairs: The staircases in Bhal-Hamatugn are steep stars,
requiring 2 squares of movement ro enter each square when
ascending. They're azo slippery, 0 ¢ or charg
pethaps al, s deseribed in the Miscellaneous Features
‘lumination and Noise: Lighting and sound vary from
1, STAIRWAY INTO THE MAW CEL 7)
scence from Bhal Hi
Sound: Sporadic froglike c
Reaction; To sounds of batle—kuo-toans in area 3 awaken,
he sleeping kuo-oans have a ~10 penilty on Listen checks)
Auras: None
{When the charséiecs approoch Bhal-Hamaiugn, 1h
‘Before you stands an lnmense svuctue of ough, wet store In
the shape of fshlike creature sey sockets are ery rvea-
Ing darkness beyond. is sck surface dotted with patches of
‘aimly phosphorescent moss, giving the ene structure a fant
purple glow, A steep but wide stone stairway emerges fom the
water and eads tothe open mouth ofthe fish,
The PCs can try to sneak past the four kuo-toans in the ey
ackets (area 15) above, but itll be tricky because the kuo-oans
have good Spor bonuses and can see moving invisible creatures
(Creatures: Four kuo-ioan soldiers watch this ates. They
actually hiding
9 Kuo-toa Soldier (4): hp 20, 22,18, 19:5
n area 15, but they probably fight charac
the Appe
he ku watch
and a Spot bo 2. IF possible, th
crossbows, because then they deal sneak attack damage. Th
If the kuo-toan soldiers have a chance, they draw the
eatby PC. They take 246 points of damage and deal 1dé poin
they land on. The impact automatically
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=2. ENTRY CHAMBER (EL 7)
Light: Pitch black. Ifthe PCs have only datkeision, eliminate
color reference in the rendaloud text below.
Sound: Faint chythmic croaking (DC 20); Scurrying and
rustling from area 4 (DC 14)
Reaction: To conversation:
kuo-oans in area 3 awaken ifnec-
essary and atack (Listen DC 4; 10 on check asleep).
‘Auras: Moderate double doors on north wall, DC 2 abjtrston)
‘Whether Bhal-Hamatugn has been alerted or not, this area is
usually empty, bur the bartes in other rooms could spill into
this chamber. The double doors leading deeper into the kuo-
toan shrine ate mapped,
Fed and groertnted frescos cover the walls inthis large empty
‘chamber. A set of eared stone doors stands opposite you,
“anked on he eft bya fesco ofa fogcesture caryinga strange
‘aff with twotined forks on both ends, and on the right by @
‘squat male humanoid in plate armor with aback sphere where
hishead shoud be. Frescos to your ght and eft depict hundreds
‘of red, spearwilding kuotoans marching through Underdark
‘caverns, Curved shards of what look like thi, fale porcelain
‘cove’ the floor. Passageways lead left and ght fom he.
A DC 15 Search check reveals that the paint on che
humanoid fresco is much fresher than the ather frescos, which
arting ro crack and peel. The new fresco isan “ants rep-
nation of Zenith himself, A DC 10 Knowledge (nature)
check reveals that the porcelain shards are actually broken
DC 20 Knowle heck reveals that
they're from kuo-toa eggs. Spreading eggshells onthe floor isa
measure of hospitality among the kuots,
Trap: The doors are carved with an abstract zig-zag pattern,
They'e also trapped with a glyph of warding that goes off when
any non-kuo-toa opens the door, whether it was locked or not.
The kuo-toas can't cast such a powerful gph of warding them-
selves, so this trap can be encountered once. The ko
cateful take any legitimate nonkuo-toa guest throug
prison (area 3) and the torture chamber (area) rather than
through this door.
-¥7 Greater glyph of wording Trap: CR 7 spel: pel rigger; no
reset; spell effect grater glyph of waning [blast], 16th-leveleleri
8 sonie, DC 19 Reflex save half damage); mip targets (all
targets within Sf); Search DC 32; Disable Device DC 32,
3. SOLDIER LIVING QUARTERS (EL 7)
Light: Phosphorescentpuches on flor (shadowy lumination
Sound: Faint shychmic creaking (DC 2%
rounds (automati),
attle—luotoans in area 15 ative in2
Auras: None; fant evil (four kuo-toa).
‘The text below assumes thar the characters have managed t0
talkoor sneak thelr way into Bhal-Hamarugn without sating ¢
fight. Read the last sentence only iit’ appropsite
Behind a ay tapesty 8 room nly It by prplih patches
of phosphorescece onthe Noor. A middensheap st in the
cee of the room, and the walls have primitive stick igure
ater statue, fw fst Blow it messve crustacean claws
‘The balony ju tard on los the walthee quarters ofthe
way wound the chamber Toure and ot are airs aig
Seth upand down, Abou 30 fet above you i anther bleny,
which extends only halfway along the left and right walls.
Frescor of lodysarfcesmorly syed hue tons cry
ing dismembered body parts-cover the walls. Eve single
lwotoa depicted is facing the lobster state.
Creatures: The statue generates an unhallow effect that
covers all of area 5. You need to know the PCs alignments
before this encounter starts, because the NPCs get +2 9. AC and
‘on saves against good PCs, but not neutral or evil ones,
The kuo-too whips in atea Se are engaged in rhythmic croak
ing if they haven't been alested
rounds warning, they have prepared enough electricity for ¢
lightning bol.
“The characters immediately have 1 contend with two groups
‘of kuo-toas the whips atthe base ofthe stits and the soldiers
fon the upper balcony, who aren't initially visible to the PCs
‘wo minutes after the PCs enter this chamber, Aushanna the
Lf they've had atleast afew
crinyesarrves called from the Nine Hells by the power of Blip
ddoolpoolps statue. Because the PCs won't necessarily face all
these creatures at once, they’te dealt with separately belowD Kuo-toa Whips (4):hp23, 24,22, 21;5ee the Appendix for
complete statistics,
9 Kuortoa Soldiers (4): hp 19,
for complete statistics.
Y Aushanna, Advanced Erinyes: CR 9; Medium outsider
(baatez, evi, extaplana, lawful HD 124860; hp 114 Init +5
Spd 0 fe, fly 50 ft, (good); AC 23, touch 15, lafooted 18; Base
Ate-+12; Gep +24; Atk +47 melee (4d8+5/19-20, lngsword) or
ranged (1d8\6/» plus 1d fire, +4 flaming composite lnghow)
‘or +17 ranged (entangle, rope); Full Atk +47)
1d8+5/19-20, lngsword) or +18/13/48 range
16 ire, +1 flaming compost angtow) oF 16/4
1846/93 plus 1 fie, + flaming compost longbow with Rapid
‘Shot feat) or +17 ranged (entangle, rope); SA entangle spell-ike
bliies; SQ damage reduction 5/good, darkvision 60 ft, immu
ty to fre and poison, resistance to acid 10 and cold 10, see in
darkness SR 20, telepathy 100 ft, tre seeing: ALLE; SV Fort +13,
Ref +13, Will 12, Ser 21, Dex 21, Con 21, Int 44, Wis t8, Cha 20.
‘Shille Concentration +20, Diplomacy +10, Escape Artist +17,
Hide +20, Knowledge (dungeoneering) +17, Knowledge (the
planes) +47, Listen +19, Move Silently +20,
Motive +19, Spot +19, Survival 4 (+6 following tacks), Use Rope
+5 («7 with bindings). Fate Dodge, Flyby Attack, Mobility, Pi
Blank Shot, Precise Shot, Rapid Shot, Shot on the Run,
Entangle (Ex): Aushanna can hurl her rope
no range penalty, as animale woe spell (6th: level caste.
Spell-Like Abi
pounds of objects), charm monster (DC 19), minor image (DC 17),
tulaly blight (DC 19) Caster level 12th
‘True Seeing (Su) As the spell caster level 4th
Posessions: 1 flaming composite longlow (+5 Str bomus) with 40
arrows, longsword, rope.
see the Appendix
112/47 melee
1d8s6/3 plus
H11/s6 ranged.
eurch +17, Sense
to 30 fet at
ties: At will greater teleport (self + 50
Kuo-toa Tactics: Both sets of kuo-10as are more than willing
toengage in ranged combat because they know that if they can
survive for afew minutes, Aushanna will arrive and reinforce
them. The whips stay together ina group, casting their defen
sive spells (entropic shield, then shield of faith) and generating,
lightning bots as often a they can. They only draw their morn-
Ingstars and atack if they've already cast their defensive spells
and the characters have moved down to engage them in melee.
The soldiers spread out to the balconies on the east and west
walls and fire their hand crossbows atthe PCs Ifthe characters
head toward the upper balconies (ether by flying o ascending
the stars), two soldiers move to the plaform in the center of
the south wall, then tntie the suspension bridges tothe left and
right ofthe door, which takes a flleound action
‘fa kuo-ta is close enough to charge a PC on a balcony, it
‘tiesto bull rush the PC off the balcony, going with the PC if
rnecessary-—these are religious fanatics, afterall. 1's a 30foot
op from the balconies and platforms in area Sb and a 60-foot
«op from the upper balcony in area $a. The presence ofthe rail
ives character resisting bull push attempea +2 circumstance
bonus on the Strength check.
Aushanna Tactics: Unlike the kuo-toas, Aushanna has 0
work quickly because she returns to the Nine Hells after 10
minutes She fies up xs the PCs with
arrows, using Rapid Shor to make four attacks. Ifthe PCs deal
the ceiling and pep
her significant damage (more than 15 points ina single attack),
she teleports away fora round of two, then felepors back. She
takes advantage of her speed and maneuverability, using Fyby
[Attack and Shot om the Run to fit back and forth between
squares with cower from the PCs
If Aushanna arrives to find an empty chamber, she flies
through Bhal-Hamatugn looking for intruders. With her true
sight ability, she's likely to ind them, but the search uses up
some of the 10 minutes she’s allotted on the Material Plane.
| Statue of Blipdoolpoolp: The lobster stare, made of pure
obsidian, i essentially a massive, stationary mac item. It has
the following effects, all with a caster level of 15th
+ Permanent widened wnhallow that covers al of area $. This
prevents nonevil characters from entering area § (Will negates
DC 17), blocks all mental charm and compulsion effects, makes
rebuking easier and turning harder, and gives all creatures +2
deflection bonus to AC and a +2 resistance bonus on saves
agains attacks made or effects created by good creatures.
«The statue counts as three additional whips for the purpose
of the kuo-toa' lightning bolts, and the whips generating the
lightning bolt need only bein the same room as the statue, not
ily touching it. Four whips can generate a lightning
bolt that deals 76 points of damage in area , and ever a solo
whip can generate a 4dé lightning bol.
+ Whenever a nonevil character enters aea 5, the starue uses
4 variant ofa planar ally spell to call a specific etinyes devil,
‘Aushanna, 2 mimutes later, Aushanna rorurns to the Nine Hells
after 10 minutes, and then won't return for another hour. If
‘Aushannais killed she is dead, and the statue cant call another
outsider until a cleric of Blipdoolpoolp of a lease 15th level
learns the name of another demon or devil and makes a deal
‘with it through the statue to serve as this area's guardian. Once
the cleric lears the outsider’s sine, the process of establishing
the new link requires a stual that takes 12 hours of prayer and
‘meditation, For the sake of this adventure, slaying Aushanna
effectively ends this particular threat even ifthe PCs leave the
Jo-toan stronghold and return ater
‘Treasure: If Aushanna is slain, the PCs ean claim her bow
and other equipment. Asa called outsider, her body and po
sions don't disappear when she dies,
“Experience: This area essentially includes two EL 9 encoun:
ters: the kuo-toas present when the PCs enter, then Aushanna
\dingon the PCS
setions,they might face these encountersoneafier the other, in
the erinyes, who arrives 2 minutes later. Dep
separate forays or even both at once ifthe kuo-toas are able to
stall for time. If che characters defeat both during the same
foray—no mean feat—they face the high priest, Mangh:
“Mictho, when he emerges from area 8. Mangh-Mictho isalsoan6, PRIEST'S CHAMBER CEL 6; SEE TEXT)
Light: Continual lame from brass brazer hanging in center of
Sound: None
Reaction: None
‘Auras: Moderate (clay pot, DC 24 abjuration), faint (continual
fame, DC 18 evocation
These two rooms differ only in minor det
quarters
ls The personal
the high-ranking whips, the chambers are notable
only for their tap and treasure.
A stone cistern about 6 feet long and 4 feet across dominates
this room. Shelves cover the walls. Most are empty, but afew
bold moldy seols or rotting books. A lidded ely pot some 4
feet tal sits in the northern comer An obviously magical fame
burs in abrazier hanging from the ceing.
The serols and books are mostly religious texts about Blip
Aoolpoolp, although they occasionally reference other faiths
mostly those of Wee Jas and Veena. A PC who teas Kuotoan
that spends at least 20 minutes scanning them, however, spots 2
passing reference to the “dark wisdom of the dwarf Zee'niht
Shpehn-trahshad” the text provides no further details,
The cistern is filled with clean water. A priest sleeps there.
‘Trap: A grote glyph of warding guards the clay pot, eigering
anyone who isnt a kuo-toa wearing a holy symbol of Blip:
doolpoolp breaks the clay por or its the hid
-¥ Grate Glyph of Warding Teap: CR 7; spel: spell rigger; 0
reset spel effect (lp of warding (blast), 16th-level ceri, 848
sonic, DC 19 Reflex save half damage); multiple targets (all ta
gets within Sf); Search DC 32, Disable Device DC 32.
Treasure: The contents of the pot are different in each
priest's chamber. Lf the trap is triggered, he blast destroys
everything but the coins
ast Chamber: $00 gp, malachite-handled mirror (100 gp),
pear! necklace (00 gp), garnet ing (100 gp)
West Chamber: 1,200 sp, 200 gp, embroidered mantle (400 gp),
‘bony chess pieces (200 gp)
‘Ad-hoc XP Award: Because the characters will expect the
second clay pot they encounter to be trapped, award 2
experience points for
7. MEDITATION CHAMBER (EL 9)
Light: Iluminaton from doorways to area 6 (shadowy illumi
Sound: None
Reaction: None
‘Auras: Faint (Mangh-Mictho's armor, DC 17 abjuration). F
Mangh-Mictho has cast his preparatory spell, he has the fol
lowing additional auras: moderate (divine power, DC 19 evoca
tion), faint (bee's endurance, DC 47 eransmutaion), faint (bull's
remgth, DC 17 transmutation) nt (os winds, DC
tation) fain (entropic shield, DC. 16 abjuation) fant (shi of
{aith, DC 16 abjuration),faine (magic weapon, DC
tion), fine (divine favor, DC
Mictho), fine evi (ders
evocation); strong evil (Mangh:
This room is almost devoid of features, but one of the most
powerful kuo-oas in Bhal-Hamatugn spends most of his time
here. Read the last sentence of the boxed text only if Mangh
Mictho i preset.
‘Marky water laps just few inches below the threshold to this
‘oom. The toom is empty of funiture but the walls are covered
ith crab claws, mandibles, and other crustacean appendages.
‘cared in basi. The warm light offre streams fm door
‘ways to your eR and right A kuotos vesting citstyled pate
mer tard inthe centor fhe room, wate lapping atisknees
The meditation chamber is where the whips come to prepare
spells each day. Some of the claws on the north wll form shal-
low bowls tha spill over into each ather the fountains form a
‘water clock so the kuo-toas know when to pray to Blipdoolpoolp
again, But the characters have to get through Mangh-Mictho,
the head whip, before they can examine the water clock
‘There's a chance the PCs have to engage in underwater
combat here. I's good idea to reread the Underwater Combat
section in Chapter 3of the Dunctow Mastaxs Guide before run
ning this encounter
Creatures: Mangh-Mictho, the head whip, spends most of
his waking hours here, tending the shrine and notifying the
‘other whips when it time for them ro return tothe chamber
and pray. He is waited upon by a duergr slave.
‘ Mangh-Mictho, Male Kuo toa Cle8:CR 9; Medium mom
ssrous humanoid (aquatics HD 26 pha 848426; hp
‘Spf, swim 35 ft; AC 26, touch 11, flat-footed 25; Base Atk +
Gap +10, Atk +11 melee (1dt0+3, pincer stall); Full Atk +11/+6
melee (14103, pincer staff); SA lightning bot, pincer sal, SQ
amphibious, immunity 10 poison and paralysis, keen sight, ight
blindness, resistance to electricity 10, slippery AL NE; SV Fort 1
Ref +6, Will +4 St 15, Dex 12, Con 46, Int 10, Wis 21, Cha 8
Sil: Concentration +45, scape Arust +6, Jump -8 Listen
+7, Search +4, Spelleraft +11, Spot +11, Swim 16°, Feate ler
ness, Exotic Weapon Proficiency (pincer staf), Spell Focus (ev0-
cation), Spell Focus (necromancy), Weapon Facus (pincer staf
Stncludes 2 armor check penalty (4 fr Swim)
Cle pel Preaed(6/7/5/5/4% save DC 15 + spel level); o—
Init
deat magic x2, ead magi, reidancs st
ce light wounds 2, divine favor, entrop
shield, gic weapon, ro
vars endurance bull's
3ral—estow curs’ conta
tection from good, shield of faith; 2nd
strength darkness owt’ wislo, shatter
deeper danke dispel male x2 4th— contol water cure
tel wound, vin
"Don
wr, oly light
spell. Domains: Destruction (smite once per day for
+ attack, 48 damage), Evil (ast evil spells at +4 caster level,
vocation or Necromaney spells. The save DC for these
spells 16 «spell levelLightning Bolt: Every 144 rounds, whips can generate a
ightning bolt that deals 1dé points of electricity damage for
every whip touching each other; Reflex save DC 13 + number of
whips for half damage
Keen §!
1 (Ex): Kuotoas can spot invisible and ethereal
creatures, 4s long as they're moving
Light Blindness (Ex): Exposure to bright light (such as 2
daylight spell) blinds kuo-togs for 1 round and dazales them as
long a the light eemains.
Slippery: Kuo-toans can wriggle fre from webs and other
farms of confinement
Possesions:-of mith! fl lt, pincer staf, holy symbol
9 Duergar Slave: hp 9; Monster Manual 91,
The
the door, then
(4 minutes). Once armored, he casts preparatory spells in the
‘When he hears trouble, Mangh-Mietho first locks
i duergar slave help him put on his armor
dor
following order: hears endurance, bull's strength, owl's w
entropic held, shi of fot mate weapon, divine favor, and divine
power He moves to the door and listens for 1 round, then he
tunlocks the door to face the intruders i area S
‘When Mangh-Mictho ha oll he spells cast, hs stats improve
2s follows hp 103; AC 29 Full Atk +19/+44/+9 melee (1410610,
1 pincer staff; Fort +11, Will 416; Concentration +17, Jump 5,
Listen +9, Spot +13, Swim +11; save DC 17 + spell level, 18-+
spell level for Evocation and Necromancy spells
By stepping into area, Mangh-Mictho can generate alight
ning bolt every 1d4 rounds tha deals 4d points of electricity
damage. But Mangh-Mlctho can also try to entice at least some
of the PCs into entering area 7,50 he might step back a square
‘orto. he threatens an open door with his pincer staff whieh
has teach of 10 feet. nce one oF more PCs step into the room,
Mangh-Mietho moves to the door himself and closes and locks
it. He willing to suffer attacks of opportunity fr this ation. If
Mangh-Mictho gets PCs inside area 7 when the door is locked,
he casts the raise water version o ‘
and 7 tothe ceiling, Then the PCs have to contend with the
dangers and dificulties of underwater combat, as described in
antl water, illing ate
(Chapter 3 of the Dunceow Mastz's Guide, Those outside the
locked door see only slowly growing puddle of water, unless
they ean open the door before their comrades drovn,
8. TORTURE CHAMBER (EL 5)
Light
rtinual flame from brast-and-wood brazier floating in
northwest corner of room,
CAMPAIGN SEED: DHORLOT AND THE
CAGEWRIGHTS
Fora relatively young dragon, Dhorlot is fscinated—some might
say obsessed with creating halfdragon progeny. He's aed with
the Cagewrights in Cauldron because bringing a horde offends 0
the Material Plane will open up new opportunities to pursue his
Sound: Dripping water (automatic), rhythmic croaking (DC 1,
unless i tapped when the portcullis in area 4 opened),
Reaction: None.
Auras: Fain
(Garek¥
continual flame, DC 17 evocation); moderate evil
Lurking in chis room is dhe ku
named Garekk, Ifhe heard th
underwater.
PCs approach, he's hiding,
‘The passageway leading o this room slopes down slighty,
and the omnipresent puddles eventually grow tothe point
where you'ee knee-deep in murky water. The room, lt by 2
floating braver inthe northwest coerer containing an obvi
‘ously magical flame, has all manner of torture implements:
‘shelves with scalpel, thumbscrew, anda large jr of salt: A
welled stretching rack Pairs of manacies hanging from the
‘cling andthe eastern val.
‘Acsuming the rack and shelves are of normal height, the
00m probably has 2to 3 fet of standing water in it
(Creatures: Gareklc rarely Lea
es this room, except to gather
torture victims from the cells in rea # or deliver “ritual
nents" toarea 5, Garekk doesn't remember what race he used t0
be, and he's so twisted and decrepit that it’s impossible to tell by
looking at him.
?
Hide 67, Intimidate +13, Listen 8, Spot +4
rekk, Mummy: hp SS; Monster Manual 190 except
‘Tacties:I'Garekk hears the portculis in ates 4 open or ears
conversation inthe southern hallway, he crouches underwater
in the northeast corner of the room. When he first rises fom
—they
muse succeed at a DC 16 Will seve or be paralyzed with fear for
the water—or when the PCs otherwise first see his
td rounds. He attacks a paralyzed foe frst if possible and the
nearest enemy ifot.(Kuo-toas are naturally immune ro paraly
yy doesn’t get inthe wy)
The room is filled with waist-high water ro Medium crea
sis so Garekls despair abi
tutes, Meditim of larger ereatures get cover from the water, but
itcosts+ squares of movement to move into any square inthe
rooin (or they can swim ifthey wish), Small PCs have to swim,
Dut they gain improved cover (+8 bonus to AC, +4 bonus on
1g is impossible, an
Silently checks are increased by 2,
Reflex saves), Tumbli DCs of Move
DDhotiot has been in Bhal-Hamatugn for several months, arriving
at Mangh-Mictho's urging, When he arcved, he noticed Zenith's
birthmarcand immediately informed the Cagewtights, sling ther
the location of one oftheir Shackleborn in exchange fr “breeding
rights" when the git from Catcer is ope.
Inthe meantime, he's been impregnating the kuo-toas while
keeping an eye on Zenith Splintershild forthe Cagewrights9A. ARMORER’S WORKSHOP
Light: Pitch black. Ifthe PCs have only darkvision, eliminate
color ref
rence in the read-aloud text below.
Sound: Dripping water (automatic); Hlanamm moving into
position (PCs' Listen checks opposed by Hlanamm’s Move
Silently check of 4, but PCs geta +2 bonus because ofthe shal-
Reaction: To converss
ion in a language other then Kuo
Hlanamm the Spearmaster in area 9e sneaks down the
hallway toward the PCs, setting up a sneak attack wich hs pear
Auras: None
This vacant room is where one ofthe kuo-oas makes shields
and armor forthe rest ofthe tribe
‘Down 2 long hallway san alcove, partly covered with a bright
1d tapestry hanging from pegs in the ealing. Beyond ti prim-
ive Forge an atl wth woodworking and leathercafing fools.
9B. PAINTER’S WORKSHOP
Tight: Pitch black. 1Fehe PCs have only dackvision, eliminare
color reference in the read-loud text below
Sound: Dripping water (automatic); Hlanamm moving into
position (PCs' Listen checks opposed by Hlanamm's Move
Silently check of +9, but PCs get +2 bonus because of the shal
low water in area 9
Reaction: To conversation in a language other than Kuo-
Toan—Hlanamm the Spearmaster in area 9e sneaks down the
hallway toward the PCs, setting spa sneak attack with hs spear.
Auras: None
‘One of the luo toas prepares the paints that hecome the fre
0s elsewhere in Bhal-Hamatugn inthis room,
‘Beyond the second red curtain is another alcove, dominated
by wooden table covered with mixing bows, mudi pots, and
ceramic jars of pai.
ssure: The fresco paints in area 9b are worth $00 gp.
Appraise DC25 to discern thet value)
9C. STONEMASON’S WORKSHOP
ight: Pitch black,
Sound: Dripping water (automatic); Hlanamm moving into
position (PCs' Listen checks opposed by Hlanamm's Move
Silently check of #9, but PCs get a2 bonus beesuseof the shal
low water in
Reaction: To conversation in a language other than Kuo:
‘Toan—Hlanamm the Spearmaster in area 9e sneaks down the
hallway roward the PCs, setting up a sneak attack with his spear
Auras: None
This alcove is forthe stonemason, who does everything fom
tepairs othe walls of Bhal-Hamatugn to arrowheads and spear
points for Hlanamm in area 9e
“This alcove has & pedsl-operated grinder and stable covered
vith chisel, picks, and shards offint, some crudely fshioned
into spearpoints.
9D. WEAVER’S WORKSHOP
Light: Pitch black Ifthe PCs have only darkvision, eliminate
color reference in the read-aloud text below.
Sound: Dripping water (automatic); Hlanamm moving into
position (PCs' Listen checks opposed by Hlanamm's Move
Silently check of $9, hit PCs gee a ~2 bonus because of the shal
Tow water in area 9e)
Reaction: To conversation in a language other than Kuo’
Toan—Hlanamm the Spearmaster in area 9e steaks down the
hallway toward the Ps, setting up sneak attack with his
Auras: None.
The kuo-toa weaver responsible for the tapestries in Bhal:
Hamatugg plies his trade here.
‘Aig loom covers most ofthe available oor space in this
alcove. A half-completed tapestry on the loom depicts the
keen and back legs of what apparently a kuotoa, and the
swing black all of something else. Another tapestry ie rolled
Up and leaning ina cones.
The PCs should be glad the tapestry isn't completed. Ie depts
Dhorlot (who lives in ates 14) impregnating a kuo-toa Female
Treasure: The tapestry in the corner, an abstract zig-zag,
design, is worth 400 gp. Ie weighs 75 pounds.
QE, WEAPONSMITH’S WORKSHOP (EL 7)
Light: Bitch black. Ifthe PCs have only darkvision, eliminate
color reference in teadaloud txt below.
Sound: Dripping water (automatic); Hlanamm moving into
position (PCs' Listen checks opposed by Hlanamm's Move
Silently check of +9, but PCs get a +2 bonus because ofthe shal
low water in area 9e)
Reaction: To conversation in language other than Kuo-Toan
cor entry by not
o-t09-—Hlanamm the Spearmaster attacks,
‘Auras: Moderate (Hana
faine evil Hamam
' spear, DC 18 transmutation
A kuwo-toa rogue waits in ambush in this room, and it pro
vides some insight into how the kuoton tribe works,
“The final alcove holds a round table with a bag of feathers,
wooden shafts of various lengths and thicknesses, and a
stitched together padded mannequin with several crossbow
bolts sticking outofts head,Creatures: Of the artisans, only Hlanamm the Spears
is present in his workshop. The others are in area 12
Hlanamm the Spearmaster, Male Kuo-toa Rog 5: CR
7; Medium monstrous humanoid (aquatic); HD 2d8+4 plus
‘6140; hp 445 Init +2; Spd 20 fe, swim 50 ft; AC 23, touch 12,
Aat-footed 21; Base Atk +5; Grp +8; Atk +10 melee (ider4, +1
shorspear) ot +9 ranged (1d6e4, +1 shotsper); Full Atk +10
rmclee (td6+4, +1 shortspear) of +9 ranged (1d6v4, 1 shorkspea)
SA sneak attack +346; SQadhesiv, amphibious, evasion, immu
nity to poison and paralysis, keen sight,
ie blindness, ress:
ance to electricity 10,
uncanny dodge; AL NE; SV Fort»
15,Con 15, nt 10, Wis 16, Cha 8
‘ShillsClimb +10°, Craft (weaponsmith) +8, scape Artist +9,
Hide 9°, Jump 142°, Listen 47, Move Silently 49% Search +4,
Spot +9, Swim 49%, Tumble +11", Fas Aleriness, Dodge, Point
Blank Shot, Weapon Focus (shortspeat)
slippery, trap sense +4, tapfinding,
Ref 49, Will+7; Str 16, Dex
‘ineludes 1 armor check penalty (-2for Swim).
Adhesive (Ex): Foes who miss a kuo-toa with 2 melee attack,
must succeed ata DC 14 Reflex sive or have the weapon yanked
from their grasp and stuck tothe kuotoa's shield. A shield can
only tp one thing. It takes a DC 20 Strength cheek to pull
something free from the shield
Keen Sight (Ex): Kuo-toas can spot invisible and ethereal
creatures as long as they're moving
“Light Blindness (Ex): Exposure to bright light (such asa
daylight spell) blinds kuo-toas for 1 round and dazales them as
Jong as the light remains,
Slippery: Kuotoans can wriggle fre from webs and other
forms of confinement.
1 shortspearof returning, masterwork studded
leather armor, masterwork heavy wooden shield
“Tactics: Hlanamm listens exrefily, hoping to gee warning of
the PCS approach, Then he hides at the entrance this workshop.
nin the hall
deal, he throws his spear when only one PC
‘way, bute also throws ihe gets too worried that he wil ose the
clement of surprise. Hlanamm does whatever he can to deal sneak
attack damage, Lftaken below half his hit points, he tries to flee to
area 12, although the portcullis may keep im in area 11
‘Treasure: The fresco paints in area 9b are worth 500 gp
(Appraise DC 25 to discern the vale). An absteat tapestry in
sarca 9d is worth 400 gp, burt weighs 75 pounds.
10. HALL OF KUO-TOAN HEROES (EL 7)
Light: Pich black,
Sound: None,
NEW MAGIC ITEM
I Sphere ofthe Unseen: This variant of an elemental gem contains
2 conjuration spell ied to the Elemental Plane of A When the
lowing pass sphere Is broken, an invisible stalker appears as if
summoned by a surnman monster spell. The invisible stalker is
Reaction: To sounds of bartle—kuo-toa soldiers in area 11
warn Kuo toss in area 42 (automatic); o pit tap triggering:
atea 41 warns area 12 (DC 10)
Auras: None; moderate evil (with).
“This room has a pit trap and a resident wraith who eagerly
takes advanta
‘of PCs who fll down the pit
This chamber i mostly empty, but attached to the walls are
about two dozen motionless kuo-toss. Those on the east wal
hhave shields and weapons, usually spears or rapier. Some
‘nave ltge slashes in them~wounds that certainly look tal.
“Those onthe west wal all have grisly holes in their bales and
‘arty no weapons. A basalt altar with a single carved stone
_erustacean claw is bul nto the south wall
The BCs assume the worst—that the kuo-toas on the walls
are zombies or some other undead. But the truth is far simpler
“The kuotoas honor their heroes by stuffing their bodies and
‘mounting them here so that they can inspire others even after
death, The east wall is for war heroes, and the west wal is for
kuo-toan females who've died giving birth tothe fingerings in
area tt
‘Trap: A deep, spike-filled pit lies just inside the room
through the double doors.
‘¥7 Spiked Pit Trap: CR 5; mechanical; location trigger;
anual reser, DC 25 Reflex sve avoids; 40 fi, deep (446 all)
multiple targets (anyone standing in the marked area after a
‘one-second delay); pit spikes (Ark +19 melee, 1d4 spikes per
target for 1d4+4 each); Search DC 21; Disable Device DC 20,
Creature: A wraith haunts this r00m. It doesnt attack the
kuotoas because it's learned that doing so invites Mangh
Micthos wrath,
B Wraith: hp 32; Monster Manual 258
“Tacties: The wraith lurks nea the alta, hiding with only ts
head sticking out of the wal. 'someonse fll down the pit, the
wraith swoops down tothe pit through the flor and attacks the
trap victim, hoping to drain him completely and create spawn
before the other PCs can help, Otherwise, the wrath waits until
tone PC stands apart from the others before attacking, if irean,
‘Treasure: Golden incense burners (1,000 gp) siton the altar
11, FINGERLING POOL CEL 8)
Light: Pitch black
Sound: Tiny splashes from water (DC 16); accsional rustling
and splashes from area 12 (DC
under the contol ofthe eeature that broke the sphere an remains
for 13 rounds,
‘trong conjuration; CL 13th; Craft Wondrous item, summon
monster Vl Price 4350 gp.ZeNtTH
TRAJECTORY.
on either side ofthe
wo draconic
svearms), fant evil (wo ingesling swarms (des
Kuo-toa Soldiers (2)
complet
1¢ Appendix for
sto contact with the product # Draconic Fingerlings (2): bp 62, 64; see the Appendix
am: half dragon kuo-toa finger
“his octagonal room has 8 stone staircase ascending into an
sleove inthe northwest commer ané an iran pores inthe
south wall. It ook ke net hasbeen woven through the bars
ofthe porteuls, but the net only reaches halfvay up the bars
"Most of the western half of the room is covered with standing
water: The water is mur, so you can ell how deep i gets, but swarms simply attack any PC that sets foot in the water or
ifthe floor is most level, shouldnt be more than afoot deep, | comes withina
The walls arecovered with escos ofyoungkuotoasemerging | Experience:
draconie fin
from engs and being handed spears by other kuo tons
geting swarms as if they defeated the swarms in battle ithe
The water is indeed shall marked on the map 15 to recover Zenith Splintershield.
near the stairway. There i providing caver forthe
ard in this room. 12. LIVING QUARTERS (EL 8; SEE TEXT)
. the portcullis Light: 1 scent patches cn walls (shadowy illumination
eullis Sound: Trickling water (automatic
e it mak Reaetion: None
ns nic ingerlings fom swim Auras: Faint (whip armor, DC 17 abjuration), faint (cu
scroll, DC 16 conjuration) faint (ars endunance scroll, DCtransmutation): moderate evil (chree whips
Ieuo-toa females)
This is where the rank and fle
1oas sleep, athe, and eat.
‘poo! of murky water lies in the center of this room, The walls
_are covered with primitive stick igure drawings of biped with
pears, Some carry oval shaped objects. Nine huortoas glare
atyou baleflly
A straightforward fight is in store here, the only complies
tion being the shallow water that covers much of the room,
Creatures Three of the kuo-toas are whips, and the others
are Bhal-Hlamatugns remaining females (the others died after
siving birth to the fingerlings and are nove stuffed in ares 10)
9 Kuo-toa Whips (3): hp 28,30, 1; sce Appendix
Kuo-toa Females (6): hp 11, 13,9, 2, 10, 14; Monster
Maral 163,
Tacties: The kuo-toa whips cast protective spells on them
selves i they ate forewarned ofthe PCs’ approach. The females
engage the PCs in melee, while the whips cst spells and gener
ste lightning bolts, The kuo-toas ight tothe death unless they
can slip past the PCs and run away, in which ease they head
‘Ad-hoc XP Award: Because this encounter fearures many
louelevel opponents, it's easier and thus less of challenge than
its encounter level would indicate. Reduce XP aseards by 10%
13. DHORLHOT’S ANTECHAMBER (EL 6)
Light: Pi
Sound: Occasional slithering ftom beyond north door (DC28)
Reaction: To triggering either rap—Dhoelot in area 4 knows
1 black
of PCs presence (automatic)
Auras: Faint (door rap, DC 20 abjuration)
Trap #1: This empry room has two traps: one on the carved
stone doots between this room and area 12, and one inside the
room itself Deal withthe door trap firs, chen read the boxed
text when the PCs gt the door open.
177 Lightning Bolt Traps CR 6; magic device; touch trigger;
automatic ese; spell effect lightning bl, 0th level caster 10d6
electricity, DC 14 Reflex save half damage) Search DC 28; Dis:
able Device DC 28, The lightning tlt is wide enough to encom.
pass the entire stairway.
“This emp room has wall frescos in a zigzag pattern so busy
Ws almost dizying to look at. You See another carved stone
door inthe center ofthe north wall.
‘Trap #2: Characters who cross the room face the second tra,
which trigge
threshold. Anyone in the room at that point gts targeted by the
trap, unless the
Aly harmlessly overhead
6 seconds after the first PC steps beyond the
Small or crawling, in which case the spears
-¥" Poison Wall Spears: CR 5; mechanical location tigger
manual reset; Atk +16 ranged (1d84 plus poison, spear
ple targ
(Medium monstrous spider venom, DC 12 Fortitude save
resists, 14 Str/1ds Str); Search DC 17; Disable Device DC 21
(anyone Medium or larger in room); poison
14, DHORLOT THE DRAGON-FATHER
CEL 9; SEE TEXT)
Light: Continual fame rom bess Brazier on alte
Sound: Nove
Reaction: None.
Auras: Faint (continual flame, DC 17 evocation
ceil Dhorloo
ne of the most powerful allies of Zenith and kuo-oas, 2
black dragon, lives here. Dhorloe fathered the draconic finger
Tings in area 12,
“This plan chamber features a stone ata on its north wall and
cay pots lining the east and west was. In the center ofthe
‘oom crouches a black dragon the size ofa horse, its ost
Iwitching as stares you down.
Greatures: Dhorlr isthe only creature present inthis area,
The characters need to make their saves against che dragon's
frightful presence during the round after Dhorla first attacks
Dhotlot the Dragon Father: CR % Large dragon (wate),
HID 16d121485 hp 150 Init; Sp 60 fly 150 (poor, swim 6
fi; AC 24, touch 9, lafooted 24; Base Atk +165 Grp +24; Atk +20
melee (264 bite; Full Ate +20 melee (2464, bite) 17 melee
1842, 2chws), 117 melee (1d6+2, 2 wings), 18 melee (14846 ail
slap) Space/Reach 10/5 ft, (bite 10 ft); SA breath weapon, dav
nos rightful presence, spells; SQ blindsense 69 fe, DR.S/magi
darkvision 120 fe, immunities (ci, sep, and paralysis), loelight
vision, SR 17, water breathing: AL CE; SV Fort +13, Ref +10, Wl
#14;Str49, Dex 10,€on 17, Ine 12, Wis 13, Cha 12.
Skil Bluff +9, Climb +20,Diplomacy +8, Hide
119, Listen +417, Move Silently +16, Search +17, Knowledge
(nature) 47, Spot +17, Swim +10, Feels: Improved Bull Rush
Improved Sunder, Muliattack, Power Attack, Weapon Focus
(bite), Weapon Focus (ail sap)
Breath Weapon (Su): 8ft line, damage 10d$ acid, Reflex
DC 2t hale
Darkness (Spl 3/day—as darkness, but 50, radius. Caster
level th
rightful Presence (Ex): 150. radius, HD 15 or les, Will
DC19 negates
‘Water Breathing (Ex): Can breathe underwater indefinitely
and ively use breath weapon, spells and other abilities underwater
‘Spells Known (5/45 save DC 11 + spel level): 0d
maga ay of fatigue, vad magic st—eseuring mis shield
Tacties: Dhorlot applies typical breath
weapon of fll attack every round—agains intruders. He cats
shield if he hears intruders at is door. Buc unlike he fanatics
5 Inximidate
ago tactics-kuo-oas, Dhorlot isnt willing to die to protect Bhal Hamarugn.
1freduced below 60 hp, he flees, bull rushing PCs out ofthe way
Ihe as toand using obicunng mis at an intersection to slow pur
suit Ifthe PCs deve him off he never returns to Bhal-Harnatugn
Treasture: Most ofthe cla pots are empty, but some hold the
dragon's hoard: 60 pp, 800 gp, 1,100 sp, 400 ep, finely wrought
electeum bracers (500 gp forthe set), four ses of silver Harware
50 gp exch), three rubies (300 gp each), rwo emeralds (200 gp
each), 1 cut zirconium (10 gp, Buti takes a DC 15 Appraise
check to avoid mistaking it for 2,000 gp diamond), scroll of
rissa sroll of clu, sroll of wal fi, wand of we nv
ity (Lt charges remaining), potion of we moderate wounds, pation
of darkvision, potion of dslacement ol of ken edge
‘Ad-hoc XP Award: Because Dhotlo will readily flee, and
because the close-quarters terran favors the PCs, award 10% less
experience for this encounter
15. GUARD POSTS (EL 7)
Light: ich lack.
Sound: Faint shythmic cooking (DC 25
Reaction: To sounds of batle—kuovoans nares 3 awaken and
‘Auras: None fin evil (four ku toa solder).
‘A narrow passageway connects these two small chambers,
[Neither has any furniture or features beyond the large open-
lings in the south wall, which afford a view ofthe lake Bhal-
Hamatugn sits in and the larger Underdark caver.
“Theresa stone doorin the corth wall ofthe passageway that
connects the two eyechambers.
‘Creatures: 1's likely chat the RCs fought the kuo-toas here
when they entered Bhal-Hamarugn. Ifthey didnt, orifthis isa
later foray fou ko toa soldiers watch the entrance from these
rooms, the eyes ofthe giant fish that is Bhal-Hamatugn,
‘P Kuo-toan Soldiers (4) hp 20,22, 18,19 see the Appendix
for complete statistics
Tactics:
Beesuse the kuo-tons guard Bhal-Hamatugn from
exterior attack, they
n't pay atention to the stairway that
leads from aren 3 to here. Accordingly, they suffer a~S penalty
fon Spot and Listen checks against PCs coming up the suis
‘Once engaged, they rush into melee, trying to make as much
noise as posible ro warn the rest of Bhal-Hamatugn
16. ARMORY
Light: Pitch black,
Sound: None
Reaction: None.
Auras: None
This room is simply wespon and armor storage
“This small room has shields stacked on the Noor and dozens
cf spears in racks on the wal.
‘Treasure: The room holds 40 heavy wooden shields, 120
shortspears, 10 pincer staff, and 200 hand crossbow buts Five
ofthe shields have had kuo-toa adhesive applied to them.
17. MUSHROOM GROTTO (EL7;
SEE TEXT)
Light: Phosphorescent patches on wall shadowy illumination).
Sound: None
Reaction: To collapse of roof —every creature in Bhal:
Hamanign alerted to BC presence (automatic)
‘Auras: None
Characters face two perils here: dangerous fungi and a roof
that’s about to collapse.
“The floor ofthis large, Tshaped room is covered with bel
‘capped purple mushrooms standing a foot or two high. Two
‘massive pillars are the room's only other visible feature. The
“southern pillar has partialycllapsed and no longer reaches
‘the ceiling. The northern pila cracked but otherwise intact.
From the vantage point af the door you cat see into the
alcoves to the north and south.
The northeen pillar isa that's holding up the root fe kes
30 points of damage, c collapse, caving in all of area 47 (every
thing west of the double doors). The cave-in functions as
Aescribed in the Cave-Ins and Collapses section ofthe Ducton
Masten’ Guide
The mushrooms that cover the floor count as light under
growth, providing concealments snd costing 2 squares of move:
ment to enter each square, The DC of Tumble and Move
Silently checks increases by 2
Creatures: Four violet fungi live among the mushrooms.
The kuo-toas don't mind because they're immune to poison
Violet Fungus (4): 15,14, 16,17 hp; Mosler Manual 112.
‘Tactics: The violet fungi lurk near the interior comers of the
room. Uni they move and extend ther tentacles, they're indls
tinguishable from the rest of the mushrooms. They shufle for
ward and attack as soon as they havea living target that d
look like a kuo toa. They aren't intelligent, so they mindlessly
fight unl slain
“Experience: If the PCs get
they earn exper
ight in area 17 a it collapses
ence avifit was a CR 8 trap.
18. ANTECHAMBER OF THE FINAL
BREATH (EL 8)
Light: Pitch black,
Sound: None,
Reaction: None
‘Auras: Faint (Saagogot’ slippers, DC 17 abjuation}; faint evil
Saagogoi
The PCs have nearly reached Zenith, but they mus frst deal
with a deadly guardian: Saagogos, a kuo-tos‘This lozenge-shaped chamber has more frescoes, this time of
tuosoas emerging fom the sea and marching into holes in
the ground, The flor is covered with the same porcelain
shards you found near the entrance, Te easter comer ofthe
oth val etues a sto double tone dors.
(Creatures: If Bhal-Hamatugn has been alered, or the PCs
bhave made any noise opening the door, Saagogot is perched
Airectly above the door's threshold, using his slippers of spider
climbing to cling to
wise he's standing a attention atthe doots to area 19
* Saagogoi, Male Kuo toa Mak 3/Assassin 3:CR ; Medium
‘monstrous humanoid (aquatic); HD 2d84 plus 3886 plus 36165
bhp 49: Ini Spa 30, swim So ft: AC 21, touch 15, a footed 24;
Base Atk +6; Grp +7; Atk 09 melee (ide, unarmed stike) 0 +10
melee 1d4+4 plus poison, dagger) of 10 ranged (14441 plus
e wall where it meets the ceiling. Other
cle (ide, unarmed strike)
ranged (141
pls poison, dagger) SA death atack (DC 15), sneak atack +246,
stunning fist (DC 15); SQ evasion, still mind, uncanny dodge,
amphibious, immunity to poison and paralysis, keen sight, light
poison, dagger Full Atk +7/47/
(9110/45 melee (1d plus poison, dagger) ot
blindness, resistance wo electricity £0, slippery; AL LE; SV Fort +5,
Ref 142, Will 8) Ser 13, Dex 17, Con 14 kn 16, Wis 14, Cha 6
Salle Disguise +2, Escape Aetst +11, Hide +14, Jump +10,
Listen #15, Move Silently +14, Search +7, Spot
Tumble «9. Feats: Alertness, Blind-Fight, Combat &
Stunning Fst, Weapon Finesse, Weapon Focus (dagger)
ight (Ex): Kuo-toas can spot invisible and ethereal
creatures, as long as they're moving.
Light Blindness (Ex): Exposure to bright lighe (such as 2
«daylight spel) blinds kuo-toas fort round and dazales them as
Tonga the light remains
Slippery: Kuo toans can wriggle free from webs and other
forms of confinement.
Possessions: Sly
sof spider climbing, S poisoned daggers
(shadow essence; Fort DC 17; 1 Ste drain/2d6 St)
Tactics: Ssagogol is confident enough in his ability to hide in
the ceiling shadows that he studies foe for 3 rounds then leaps
from the wall and attacks PC. He chooses whichever PC looks
mort like a wizard or sorcerer, because he knows they're less able
to resist his death attack. Then Saagogoiruns from the chamber,
taying to lure the PCs away from area 19. Ifpossible, he hides
‘gain, then makes another death attack or sneak ack.
19. ZENITH’S CHAMBER (EL 10)
“ight: Zenith’ sphere of the unsaen Ghadowy illumination unl
Zenith breaks
Sound: Mui
Reaction: None
Ara: Strong (tel
1 from overhead corpses (automatic).
station ctcle, DC 24 eonjuration), strong
(Zenith’s sphere, DC 21 conjusation), moderate (Zenith's
amulet, DC 19 transmutation) faint (Zenith’s gaundets, DC 18
‘ransmutation) faint (Zenih’s armor, DC 17 abjuration) faint
(Zenith’s shield, DC 47 abjurstion), fant (Zenith’s axe, DC 17
transmutation), faim
muttering cospses, DC 17 necromancy
faine evil (Zenith
‘This is ithe characters meet Zenith face-to-face. Not sur
prsingly, he won't return to Cauldron willingly.
‘Against the north wall sits a throne made of what looks like
‘stitched 2ogether skin. Four slender pillars surround faintly
luminescent circle about 5 fet across, carved into the stone of
‘the oor To sither side ofthe throne hang banners depicting a
_dwarf i blue znd white armor holding 2 waraxe aloft. Both
banners are apparently upside-down.
‘Aired looking dwarf humps in the throne, a glowing sphere
Imhis hand and an axe across his lap. "prophesy your doom!
he whispers harsh”
Ifthe characters have any ight brighter than a candle with
them, add th
owing:
“Hanging by ther eet fom nooses attached tothe 30-oot cling
are dozens of rotting corpses, each with the top of is head
removed. The corpses mater and twitch n a pale mockery of ie
the throne is made from the caps of the corpses all foes that
Zenith vanished during his time inthe Underdark. nique
nnecromantic effect (equivalent to a 3nd-level spell) makes the
conpaes mutter nonsense and flex their limbs fom time to time,
but the corpses arent undead theyre just corpses The tapestries
are the Splitershield clan's bale standards. A succesful DC 18
Knowledge (nobility and royalty) check reveals this, aswell asthe
information that hanging them upside-down isa grave in
anyone ofthat lan The circle inthe flor isa permanent tle
lation ce. Anyone who steps into the cree is teleported tothe
platform in atea sb berween the pincers ofthe massive statue.
Creature: Zenith won't willingly leave his throne, but he®
‘willing to listen to any entreaties ftom the PCs.
% Zenith Splintershield, Dwarf Fer 7/Dwarven
Defender 3: CR 10; Medium humanoid; HD 7410424 plus
34h1249; bp 85 Init Spd 20, AC
Base Atk +10; Grp +14 Atk +16 melee (1d1047/19-20/%3, +1
dwarven waraxe); Full Ark +46/441 melee (1d1047/19-20/3, +1
SA — {SQ dwarf tits, defensive stance 2/day,
uncanny dodge; AL LE; SV Fort #11, Ref +4, Will; Str 19, Dex
13, Con 16, nt 10, Wis 8, Cha 12.
Sill: Intimidace +11, Jump +8°, Sense Motive +2, Spt
ts: Dodge, Endurance, Improved Critical (dwarven waraxe),
Power Attack, Quick Draw, Toughness, Weapon Focus (dwas
ven waraxe), Weapon Specialization (dwarven waraxe
‘includes ~6 armor check penalty
Defensive Stance: Zenith's defensive stance lass for 8 rounds.
Ikgives Zenith +2 to Str, to Con, 20m saves, and +410 AC. His
stats change to hp 108; AC 27; Full Atk +17/+12 melee
(1d1048/19-20/%3, +4 dwarven wanex ore +15, Ref +6, Will 46
(not fctoring in Zeniths dwarven bonuses); Ste 24, Con 20.
touch 14, Hat footed 23
dwarven warasePosessons: fil plat, 1 envy sel shield, 1 dwarven wor,
runt of ogre powsr +2, amulet of health +2, phere ofthe unsen
‘Taeties:Zeniths irs action isto url his pee of he unsoen at
the south wal. That summons an invisible stalker
any PC who hangs back rather than meeting Zenith in melee
Zenith then adopts defensive stance nd ties toil any PC
who comes within reach, Each round, he utters another
prophecy, pointing to « random character. Here are some
at attacks
sample prophecies, bur feel to make up your own.
+ "Aman in blue will slay you before the years done”
+ "You! be buried alive, but you won't be alone.”
+ *Yourheart arbors two ships betrayal and joy”
+ "You will set your city aflame.”
When possible, the prophecies should involve death or
destruction and a include specific detail, even if they'e other
wise maddeningly vague
‘When Zenith reaches 20 hp or less, he breaks out of the
defensive scance and use the tcleportation cicero go to atea Sb.
AAs soonas he can, he readies an action to stack anyone who fol
lows him. He goes into a second defensive stance there and
make his last stand before the red eyes ofthe Sea Mother.
TE. PC uses magic such a ase invisibility invslity purge
spell to fight the invisible stalker, describe Zenith’ birthmark:
the sign of Carcer lke abig tatto across his face. Ifthe charac-
ters examine i
hey may discover that its naturally invis-
ble—it doesn't radiate magica all
CONCLUSION
‘Once the characters defeat Zenith and get him out of Bhal-
Hamarugn (provided he sil ves), he becomes eetily docile. He
follows the PCs wherever they go, uthe won't speak or otherwise
‘other than taking offered food and wate. IF
he'sinvolvedinafight, headoptsa defensive stance and readiesan
action to attack anyone who comes within reach,
‘Cauldron is several days away. You can ether we the random
encounter tables from Chapter 3 or just declare that the trip
back 10 rown was uneventful. At the Cusp of Suntise, Celeste
happily pays the PCs, chen takes Zenith away, ostensibly to
meet his ithe
In eality, Zenith winds up shackled im a magic
cage, and the plans of the Vhalantru and the Cagewrights are
that much closer to fruition
CONTINUING THE ADVENTURE
The PCs undoubtedly have some shopping to do—bothselking
cera gear taken from Bhakamatugn and spending the rewacd
money fr returning Zenith. They should e ator neat th level —
iy forthe fourth installment ofthe Adventure Path: Shackled
City series, which will appear in Dusctow #10, The characters
have unwittingly done he bidding of Vhalantra, bt tha docs't
mean he rusts them, nor ise willing to leave chem alone
APPENDIX: STAT BLOCKS
The following stat blocks cover creatures encountered in
multiple areas.
Kuo-102 Soldier, Male Kuo-toa Rog 1: CR 3; Mediums
‘monstrous humanoid (aquatic) HD 2d8e4 pls td6e2; bp 19; knit
4#2;Spd 20, switn SO fe; AC 70 touch 12, lat footed 18 ase Ale
12 Grp +4; Atk/Full Atk +7 melee (1d6+2/18-20, masterwork
pier) oF +6 ranged (144/19~20, masterwotk hand crossbow): SA
sneak atack +46, SQadhesive,
munity to poison
and paralysis, keen sight, light blindness resistance to electricity
10, slippery, rapinding, AL NE; SV Fort 0, Ref «5, Will 3 Str
16,Dex15,Com 15, Int 12, Wis 16,Cha 6
‘hills Escape Artis <7", Hide +6, Listen +8, Move Silently
464 Search +5, Spot +10, Swim 49", Tumble +6*, Feats Alertness,
‘Weapon Focus (hand crossbow), Weapon Focus (rapier.
SIncludes—1 armor check penalty (-2 for Swim).
Adhesive (Ex: Foes who miss a kuotoa with melee atack
must succeed at DC 14 Reflex save or have the weapon yanked
from their grasp and stuck ro the uous shield, A shield ean
only trap one thing, It takes 2 DC 20 Strength check to pull
something fee from the shield
Keen Sight (Bx): Kuo-toas can spot invisible and ethereal
creatures, as longas theyre moving
{ight Blindness (Ex): Exposure to bright lige (uch asa
daylight spell) blinds kuostoas for t round and dazzles them as
Jong as the light remains.
Slippery:
forms of confinement
1o-toans ean wriggle fice from webs and other
Powesione
sterwork heavy stel shield with adhesive, mas
terwork rapier masterwork hand crossbow with 10 bolts,
Kuo-toa Whip, Male Kuo-toa Clr 2: CR 3; Medium
monstrous humanoid (aguatic); HD 2d8+4 plus 2487; hp 29
Init +13 Spd 15 f, swim 35 fis AC 26, rouch 11, at footed 2
Base Atk +35 Grp +6; Atk/all Ate +7 melee (14842, masterwork.
morningstar SA lightning bolt; SQ adhesive, amphibious
‘smmunity to poison and paralysis, keen sight, light blindness,
resistance to electricity 10, slippery; AL NE; SV Fort +5, Ref +6,
‘Will 10, Ste 16, Dex 12, Con 15, Int 10, Wis 19, Cha
salle Concentration +6, Escape Artist +3* Listen +6, Search
“4, Spelleraft +4, Spot 42, Swim -1, Feats Alertness, Lightning
Reflexes, Toughness
“Includes 6 armor check penalty (-12 for Swim)
Spills Prepared (4/4; save DC 14 + spell level) 0
wounds detct magic, read magi, mending: 1st
shi protection fom good, shield of fath
doom, entropic
“Domain spe. Domains Destruction (smite once per day for
‘4 attack, «2 damage), Evil (cast evil spells at +4 caster level
‘Adhesive (Ex): Foes who miss kuotoa with « melee ata
must succeed ats DC 1 Reflex save or have the weapon yank
from thei grasp and stuck ro the kuo-toa's shield, A shield can
only trap one thing. It takes a DC 20 Strength check to pull
something fee from the shield
Keen
‘creatures, 25 long as they're moving,
ight (x): Kuo-teas can spot invisible and ethereal