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Introduction

You're about to embark 0 11a journey fuIl ofdanger and excite-


me nt , inrr igue and challe nge-a journey to t he Shatt ered
Gates of Slaughtergard e! You'll face off aga inst si nisrer foe s
from rampaging drago ns to calculat i ng demons. As pan of
a closc-knu team of advent ure rs, you'll gro w in power and
knowledge. And you'l l earn glory end accl ai m, as well as
piles of treasure.
Bur to do all th at , you need a cha racter. Th aI's where th is
book comes in. This p/l1Ya's Gllillt' is a link bet wee n the 0 &0
ru les and t he adventure you're abo ut ro unde rt ake. Here yO ll
can find all sons of advice on how 10 make a memorable
character who can survive th e r igors of Slaugluerga rde and
emerge victori ous.
Once t he advent ure has st art ed, you'll sul l find the
Pl ll ycr's Cllidt' usefu l. You r charac ter em acqui re some of
t he magi c items detai led in thi s book. In t ime, your PC
mi ght all y wi t h one or both of th e organ izat ions deta iled
her e- the Luminou s a rtier and t he Eben Caba l. Th e Play-
cr'sGuidl' tel ls you th e benefits of t hat affilial ion, including
prest ige cl as ses avail able on ly to member s of one of th ese
groups.
Share th e PIII.\'t'r's GuidI' arou nd the table as you under take
t he advent ure. That's what it's de signed for. Refer to it as
a rlen as you wi sh- the knowledge i n t hi s book migh t save
your character' s life !
CREATING ACHARACIER
You an d your fri ends begin your advent ure s in t he Valle y
of Obel isks, a r ugged land on t he frontier of civiliza t ion.
As you gene rate a new Isr-level cha ract er. co nsi der t he fol-
lowing po in ts.
The Valley of Obel isks is a big place. Even a fasr r ider
woul d t ake days to t ravel its lengt h by road , Thus, ne arl y
any character you can imag ine can be from here. Don 't be
shy abou t tr ying an unu sual combinat ion or class and race,
or a t ype of cha racter new to YOli .
Your Dungeon Master has all sorts of advent urematcrials.
but t hey require a reasonably cohe sive cast of characters to
spring ro life. Discu ss with you r fr iends wh at ki nd ofchar-
acter you' re making. That way, you make sure you've got
the basics covered-c-someone who can heal, someone who
ca n fight , someone who is skilled wit h arca ne magic, and
some one who ca n de al with t raps. Ideas that your fr iends
have for their cha racters mi ght inspire yOll,
An ot her way you can make th e DM's li fe easier is by
invcnti ng some sort of socia l connection between your
cha racter and at least one othe r I'C. Doing so provi des a
reason your cha racters ar e together, and it helps make sure
that everyone makes characters th at work wit h one anot her.
You don't have to play a character who's best friends wi t h
everyon e el se, of co urse, bUI 0 & 0 is a cooperat ive ga me,
so you sho uld n't playa complete mi santh rope either.
Root your character in t he world-or at least plant some
seeds tha i ca n grow roots in t ime. You should be able to pick
a commu ni ty in th e Valle y of Obelis ks t hat your character
calls home, and you shou ld know the basics of how your
character grew up, whet he r livi ng relat ives exis t, and so on.
You do n't have to have a detai led h istory unless you want to.
In fact , it's oflen conven ient to leave some pari s of the story
blan k in itially, so you can fill t hem in later with det ails t hat
con nec t ro th e on going ca mpai gn . 1n any case, you should
be able talk about your chara cter in a way [hat doesn't rel y
on race, cl ass, and level.
RACES OF THE VALLEY
Most co rnrnuni ries in the Valley ofObelisks are welcoming
to residents of all races, but some naturall y attract more of
one race t han ano t her. Ot her s are t he hi stor ical home of a
spec ific race .
\X:T hen yOll choose a race, you don't necessaril y have to be
from one of the communi tie s descr ibed in rhnr race's sec-
t ion. You ca n pick a di fferenr sen lcment , decl ar e th at you're
from a sma ll ham let or t horp that isn't shown on th e map,
or eve n dec ide t hat you waur 10 play a visitor from a far-off
land.
Dwa r f: Few of t he valley's dwar ves are farmers. Insread.
the)' are arti sans in urban ce nte rs or mi ners up in th e fool-
hi lls and mount ai ns.
CO"' UrIllllfifS: Dwarves dominate th e town of Krokar r and
(he surround ing Sardarian 1-1 ills. Recently, a dwarfclan has
moved to Hem yul nk. where its members are scour ing the
nearby mouut nins for ore.
Elf: The elves of the valle y call its ma ny forest s horne.
Elves spe nd t he ir t ime tending the great t ree s, hu nti ng,
gat hering rare herbs, an d per fec ting wi zardry.
COll l lll lll ll lit' , : Built amo ng t he t ree s of the Oa kwoo d, t he
tow n of s hu l Shennek is t he larges t cl ust er of ek es in the
valley. Shul Vaath in t he Vaathwood runs a close second.
Both [he Oakwood and t he Vaat hwood haw smalle r elf
hamlets as wel l. Elf co mmuni ties are mo re sporadic in
t he ot he r forests. and no elves live in the Forest of Turlek.
Werewolves wiped th em al l OUI.
Gnome: Gno mes in t he valley kee p to their own, living
qui et ly i n thorps burrowed into t he hill s and roll ing pas-
t ures that cha racterize th e ce nt ral pa n of t he valley. Many
are she pherds ot vegetable far mer s.
Conmlllllitk s:Gnomes have a significant presence in Ri v-
erbe nd, and t he Ri"erbend Carnival is jus t ly famous for its
skill ed, ent ertain ing gnomes .
Half-El f: Hal f-elves have a reputat ion as d iploma ts and
shrewd bargainers, so many gravitate to t he mercha nt trades
or ot her jobs requ iring tr avel.
COllll111l11 ilics: Those half-elves of the Vall ey of Obel isks
who live wi t h elves are usually fou nd in s huI Shc n nck .
Th ese individuals are t reated as full-bloode d elves in the
commu nity, set apart from the ot he rs onl y by their sho r t
life spa ns. Si nce th e elves of ShuI Vaet h di sdai n outs ide rs,
ha lf-elves are rare among th em. Hal f-elves who live wi th
their human ki n are usuall y resident s of large sert leruent s
such as Su rnbcr ron.
Half-Orc: Full-blooded orcs once comprise d t he majorit y
of th e barbar ian t ribes roaming th e fringes of t he valle y,
but th ey began mi xing wirh humans long ago. Many of
t hese tribes are now made up ent irely of hal f-orcs. A few
such t r ibes wand er the fri nges of t he Valley of Obel isks,
hunt ing and gathe r ing when t hey can, and raidi ng nearby
settle ments whe n they mu st.
COl1l11l1l1lilics: Th e mountains nort h of the VaHey ofObe-
li sks and th e headwaters of the Ma r ril ach River arc the
terr itor y of the t wo larges t hal f-ore tribes.
Halfl ing: The Mnn-ilnch River t hat run s t hrough the
hear t oft he valley also ru ns through th e heart ofevery ha lf-
li ng, it is said. The vast majority of hal flings lives and work s
wi thin a few miles of the r iver, many on the ri ver boats t hat
carr y goods back and for th between the Valley of Obel isks
and t he rest of the world.
C O/ll I11tlllr ti CS: Three hal fl i ng cl ans are pnrticularly
common in t he valley. The Markt un scl hal flt ngs are his-
torically from Sumberton; Lukr imar Keep is home to t he
Hundivarsr cla n; and the I ami nestri clan is fromJewel fonl.
Halflings from all three clans, as well as a scat teri ng of
"extended family" from other cla ns, live anywhere wit hi n
sight of the Marr il ach River.
Hu man: The dom ina nt race of the Valley of Obelisks,
humans built th e roads and erected the sct tlernems whe re
most of t he valley's res iden ts live. Human far mers make up
the pr eponderance of the valley's common folk.
COllllllllllitics: The city of Sumbcr tcn is the largest set-
tlement in t he Valley of Obelisks, and nearly half of its
population is huma n. Jewcl ford is ano ther town t hat ha s a
large hu ma n popul at ion , and many of the sma ller villages
and hamlet s suc h as Dondurran,'Iu lvercross, and Silver moru
have a human majorit y.
CLASSES OF THE VALLEY
It isn' t hard to j ust ify th e presence of any cl ass with in the
communities of the Vall ey of Obelisks. Some classes na tu-
rally gr avitate to certa in occ upations and locations.
Barbarian
The set tled lands of the Valley of Ob el isks have few nati ve
barbarian s. Some tr ibes wander along the nort hern per iph-
ery or the headwaters of th e Mar rt lach River.
Occupations: Barbarians who come to the valley find
work as car avan guards or soldiers, or as band its who figh t
car avan guar ds and soldiers.
c haract er Concepts
The berserker who glares at everyone and let s an axe do
rhc tal king.
The exot ic hunt er-gath erer who's cu rious but naive about
civiliz ation.
The survivor who lived rhrough a massacr e or disaster
t hat wiped out the tr ibe.
Bard
The art of song is particularly esteemed in the Valley of
Obel isks . Per former s are common, bur only the bes t can
call t hemselves bards.
Oc cupa t io ns: Every bard needs an audience, so t he natu-
ral tendency is for bards to gravit ate to larger cities such as
Sumbenon and j ewelford. The gnomes of Riverbend pro -
duce a number of bards as well. many of whom learn their
craft in the t ravel ing Riverbc nd Carn ival.
Chara ct er Concept s
The tale-spinner who's eager to hit the road, perform
heroic dee ds, and tell stor ies about them.
The fencer mins trel who wields a rapier as well as he does
a mand oli n.
The dabbler who's fasci nated by anc ient lore, de lving into
crumbling ru ins and long-forgotten cry pts i n sea rch of
secret knowledge.
Cleric
The fol k of the Valley of Obe lisk are cos mopolitan enough
to toler ate t he wors hi p of ,my non-evil deity. \X'ith no
single reli gion dominat ing the area, clerics of many fait hs
<Ire common.
Occupations: Sumberron's Pious \X' ay has a number of
major temples and is the region's center of rel igious learn-
ing, so cle rics commonly come from the re. Every town,
village, and hamle t has churches and chapels t hat coul d
benefit from the presence of a cleric.
Ch ar act er Co nc epts
The miss ionary who t ries to convert others by way of
speech and example.
The she pherd who guides and prot ects others t hrough
the tr ials and dangers of li fe.
The zealot who takes the role of a soldier in a battl e
bet ween good and evil.
Druid
\\/ hi le the Valley of Obelisks is known as an agric ultural
region, much of its land has never felt the touc h of a plow.
But t hat doesn' t mean suc h land isn't tended, for dr uids
watch over t he valley's wild places.
Occupations: Some druids are loners, safeguarding the
wil derness as bes t t hey can. The majori ty of dr uids in the
valley belong to one of three orders: t he Druids of the Red
Rock (Andrail Forest), the Mahogany Circle (West Oak-
wood), and t he Guard ians (va atbwood).
Ch ar acter Concept s
The innocent who simply wan ts to see all the splendors
of t he nat ura l wor ld, fro m the highes t moun tai ns to t he
deepest caverns.
The mili tant who wants to prot ect t he wilderness [rom
the taint of evil-or the corr uption of civil ization.
The myst ic who seeks to better understand nat ure and
divi ne magic.
Fighter
The Valle y of Obe lisks mi gh t be at peace , but it's far from
peaceful. A stro ng swor d ar m is always an asset, and skill
wi th , blade highl y pr ized.
Occupations: Some fighters are soldiers in the nati onal
ar my, qua rter ed in Sumberron or Castle Pend rant. Most are
members of local milit ias under the comma nd of a titled
lord or ano the r member of t he nobility.
c h ar act er Concepts
The glory hound who sees each bat tle as a test of skil l and
a bu ilding block of fame.
Th e soldier who's fascina ted with small-u nit ractics and
apt to sugges t techniques such as "pi ncer moveme nt s"
and "bou nding ovcrwntch,"
The mys ter ious dri fter who does goo d deeds, then wan-
ders on in searc h of somet hing-oraway from somet hi ng
else.
Monk
Valley reside nts rega rd the marrial arts as exot ic, but a few
unders tand t he power such disci plin e offers.
Occupat i on s: Many mon ks receive their tr ain ing in
one of Sumberton's monasteri es. 1\ few learned thei r art at
a temple in Sek let ir or in foreign lands.
c h ar acte r Conce pts
The seeker who travels [rom place to place, finding adven-
ture al mos t by accide nt.
The conte mpla tive who uses marti al arts as a path to
enlightenmen t.
Th e wou ld-be master who st rives to best the cha mpions
of ot her figh ti ng st yles.
Paladin
Evildoer s li ke to lur k on civil ization's frontier, so who
better t han a paladi n to make sure the Valley of Obelisks
rema ins safe?
Occupat ion s: The temples of Surnber ton have paladin
orders affi l iated wit h them, and many paladins owe alle-
giance to the shri ne at Seklerir.
Ch ar acter Concept s
Th e cr usader who's a soldier wi t h a ri ghteous cause tha r
nothing can stand in the way of.
The honorable knight who t r ies to a live a life of vir t ue
as an exa mple ro others.
The reforme r who undertakes quest aft er quest in an
effort to make up [or some past sin.
Ranger
A ranger's place is out on the frontie r, and the Valley
of Obelisks offer s plent y of cha llen ges on t he edge of
civil ization.
Occupati ons: Rangers arc more common i n t he valley's
sma ller communi t ies than in the big cities. Many act as
hunt ers, guides , and scouts. The village of Hcrnyul ak in
parti cular is known for the rangers it produ ces.
c har act er Concepts
The wanderer who goes wherever the pat h leads, always
eager to see Il{' W sights.
The gueri lla who learned how to usc stealt h and camou-
flage to reach beh ind ene my lines, set amb ushes, commit
sabotage, and fade int o the wil derness.
The hunter who takes pr ide in stalking prey, then di s-
patching it qui ckl y and cleanly.
Rogu e
\Vith so many com mu nities and ways of li fe in the
vall ey, it's easy for a rog ue to make a mark or to blend i n
unobtrusivel y.
Occupat i ons: The skills rog ues po ssess mean that a city
li fe best suits most of them, but some rogues are bandits or
scouts in the track less wilds.
c h aract er Conce pt s
The mi schi ef-maker who loves to embarrass auth ority
figures and do the impossibl e.
The killer t rain ed from childhood to slay quick ly and
silent ly.
The deceiver who uses di sgui se, stealt h, and ot her skil ls
to act like a fant asy version of a modern spy.
Sorcerer
The raw arca ne power of the sorcerer can manifest witho ut
warning. so member s of this class arc found th roughout the
Valley of obeli sks.
Occupations: 1\ sorcerer or two can be found in most
vall ey communit ies, using thei r spells to keep [he peace,
prot ect ot hers, or cause trouble.
Ch ar acter Concepts
The dra gon -descended who regards spell s as a birthright
from draco nic ances tors.
The medi tat or who's always tr ying to un lock the arcane
secrets withi n the souL
The cu r ious free spirit who uses exper ime nta tion and
obser vation to master new spells.
Wizard
Suruber ton alone is big enough to support an arcane college,
so wi zards are un common in th e valley.
Occupations: Most wi zards use thei r spe lls to ear n a
livelihood , often as member s of the Scr ivene rs Guild in
Sumberron. A few live elsewh ere, mostly as apprenti ces to
hermit wi zards who came to the valley to enjoy solitude.
Character Concepts
The scholar who tr eats mag ic like a field of scien tific
inquiry.
The acqui sitor who's always on the lookout for new spell s
and magic items.
The intellec t ual who uses intell igence and magic to over-
come physical frailt y or socia l stigma.
The Luminous Order
As you discover t he secre ts of Slaug hlergarde , rOll mi ght
meet agents of a knightly or ga ni zati on ca lled th e Luminous
Order, whi ch is based in a castle called the Shi ning Citade l.
Over t ime, you can dew lop an affi liat ion with thi s group
[hat leads to increasingly g reater re wards for you- if yOll
co nti nue to act in an appropr iate manner.
From time to rime aft er you become affiliated with the
order, the DM mi gh t [ell you t hat your affiliation score wi th in
the Luminous Order has incr eased. As your affil iatio n score
ri ses, you become entitled to th e following rewa rds.
by supe rn atu ral or magical respon ses, whether t hat's t ur n-
ing undead or using dismissal on fiends.
If Luminar ies have a weak ness, it's th at gi ven a choice
bet ween prot ect ing rlieir co mrades and defeat ing a foe, they
save th ei r fr iends ever y t ime. Clever enem ies are n't above
exploiting thi s se nse of hon or to gain an ndvam age on (he
battl efield-or at least to esca pe.
Lumi naries usually ope rate in small groups. On th e rare
occasions wh en a crusade calls for lar ger groups, those
squads organ ize li ke cava lry. The leader of such a co mpany
(often a Lum in ar y captain) comma nds eight to ten ot he rs,
and all of t hem travel on light warh orscs 10 arr ive at t he
cr itica l poi nt of th e battle as soo n as possi ble.
Advance men t: The Luminous Orde r accepts rough ly a
dozen new members eac h year. Two broad crite ria are used
to det ermi ne membershi p. Fi rst, the Luminous Order want s
new k nights who already have some experience battl ing evil ,
especia lly supe rnatu ral foes such as undead and ou ts ide rs.
Second, t he orde r looks for recr ui ts wh o have sk ills and
t alents t hat it does n't possess in abu nda nce. Strong sword
arms are always welcome, of course, but to impress the lead-
er s of th e Lum i nous Order, you shou ld tr y to acco mp lis h
some t hi ng th at t hey haven't seen before.
O nce you become a Kni gh t Lum in ous, you ha ve access
to [he Sh ini ng Citad el and t he aid ofpower ful members of
th e order. You can lake living qua rters at the strong ho ld if
you wish, or merely visit when you want a ques t or ne ed t he
order's J id.
At the Shi ning Citade l. th e best of th e best are known as
Luminar y cha mpi ons. 1f you become a cha mpion , you can
start to exert some in fluence within the ord er, decid ing on
its overa ll directi on , prior itiz ing its many co nce rns, and
ass ign ing qu ests to oth er Lumi naries. A po litica l role has
mandatory duties, though. so don't tak e suc h a position if
you don 't want th e respon sibil it y.
Missions: Th e or igi naI purpose of the Luruinou s O rde r
was to t hwart a demoni c invasion , shou ld ano the r on e ever
occur. Tha t hasn't happened in all the centu ries of the or der 's
existence; in [he meant ime, th e org ntza tton de als wi th the
frequ ent outbreaks of evil and lawlessn ess in th e Valley of
Obelisks as best it can. l ast year , for example, [he Luminous
Order's not able accomplishme nts included protecting refu-
gees flee ing t he drago n atta ck on Andru shel , bre aking th e
gn oll sieg e of Kel's Rise, uncove ri ng a group of mi nd flay-
ers hiding in a temple in jewcl ford, and en di ng Joll y Mara's
vampiri c rei gn of terr or in Stu mp Flat s.
Kni gh ts Lumi nous also travel into t he Slaughrers car
from time to time to check (he undead populati on. Curre nt
Lumi nary champions believe that peri odi c pat rol s are (he
best way 10 keep the undead wit hin t he cra ter, rather th an
see ing [hem spil l out to menace the nearby count rys ide and
commu nities .
.. Respon si bi li ties: The luminous Order is un de rsranding
of its me mbers' res pons ibilities to [ami ly, lord, and country.
You ca n spend up to six months away from the Shi ning
Citadel wit ho ut arousing worry in your comrades-and
longe r than [hat if you're on or der busin ess. As long as you
don't besmi rch the Luminous O rde r's goo d name, and you
Title: Benefits and Duti es
None.
Knight luminous or Luminary: You are
eligible for quests and can purc hase
spellcast ing from t he clerics of t he order at
reduced cost.
Luminary Capt ain: You receive a Luminary
tabard and gain expanded access to the
order's NPC spe llcast ers.
Luminary Champion: You receive one
weapon af the celestial host (your choice).
Gaining the t itle of Luminary champion
ent itles you to ente r the solar channeler or
se rene gua rdian pres tige class.
9 or higher
5-8
Affiliat ion
Scor e
1 or lower
2- 4
--:----.!-ELAYI t:S G A LUMlNARY
Wh en you're a Kni ght oft he Luminou s Order-also kn own
as a Knight Lum inous or a l uminary- you're always on th e
lookout for evi l, especi al ly h idden iniqu ity that might lead
to grea ter woe down the road. Th e Lumi nous Order was
created to stop a de monic invasion , so you're part icularly
co ncerned wit h anvthing [hat let s evil ga in a foot hold
suc h as a secret demonic cult engaging in fou l ri tes withi n
a fores t or an evil lycanth rope hid de n within a commu n ity.
It doesn't have to be an oarr h-sharreri ng invasion from th e
Lower Plane s. You str ike at any growing evil , upro oti ng it
befor e it can bear bitter fru it.
The Luminou s Order pl aces grea t faith in th e sclf-rcha nee
of its members. If it acce pts you wi thi its ranks. rhe ord er is
con fident t hat you take its mi ssion to he art . Thus the ord er
demands few spec ific dut ies [rom you. If evil shows its face,
[hen t he Lu ruinous Order asks vol unteer s to vanquish thar
evi l. But t he order's leaders rarely dem and t hat a spec ific
agent undertake a specific mi ssion .
The ord er 's leadershi p lik ewi se res pects the lives of mem-
bers be yond (he Sh ini ng Citadel's wall s. It 's co mmo n for
Kni ghts Lum inou s to be away fro m th e citadel for month s
at a ti me, even i f th ey aren 't on a specific mi ssion for t he
order. Join ing th e Luminous Order advances your career as
a hero; it doesn't co nstrain t har career.
Combat: Cle r ics, fighters , and monks ar e the mos t com-
mon classes in (he luminou s Order, so membe rs' tactics
vary based on [heir stre ngt hs . Some Kni gh ts Lumi nous
stand toe 10 toe wi th ene mies, wh ile others hang back and
cast spe lls. Supe rn atura l or magical e nemies arc countered
Hanootbe Blessedreleases resonance
-c- Hanoo t he Blessed, ser ene gUJrdial1
Special: You must have an affiliat ion sc ore of9 or higher
with in the Luminous Orde r to become a se ren e gua rdi an.
If your affiliation score drops be low 9 afte r you have
become a serene gua rdian, you ret ain all class featu res
and the a bility to adva nce in th e clas s .
Clas s Skills (2 + Int modifier per level): Bala nce , Climb,
Concent rat ion , Craft, Esc ape Art ist , Hide, Int imidat e,
Jump, Knowledge (religion) , Listen, Move Silent ly,
Professio n, Sense Motive, Spot , Swim, Tumble.
T H E S EREN E GUARDI A N HIT DIE: 08
Base
Attack Fort Ref Will
'Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Reso nance,
pa inful re lea se
2nd +2 +3 +3 +0 Da maging relea se
3rd +3 +3 +3 +1 Mo nk ad vance ment
or bonus feat
4t h +4 +4 +4 +1 Stagge ring release
5th +5 +4 +4 +1 Grea te r resonance
6th +6 +5 +5 +2 Traumat ic release
7th +7 +5 +5 +2 Immune to fear
8th +8 +6 +6 +2 Confou nd ing release
9th +9 +6 +6 +3 Uncl ouded min d
10t h +10 +7 +7 +3 So ul release
N
See?"
"You fig /I! !l'ell, llllt you'reIl/J Oll t 10collaJlse i/lll PilWXl'Sl1 1of pl1 il1.
,
The Luminous Order teaches its soldiers some rudimentary
medi tations and conce ntrat ion exercises, but these are ju st
the t ip of t he iceberg. Those who master the esote ric, mind-
en ha ncing tech ni ques of the Luminous Orde r have earne d
t he right to call themselves serene guardians.
BECOMING ASERENE GUARDIAN
If you have a discipl ined worldview and a cert ain level of
combat pro wess, and you have t he t ul e of Luminary cham-
pion, the n becoming a serene guardian is simplya mat ter of
devoting the necessary ti me to t raining your mind.
figh t evil 10 the best of your abili ty, the order is proud to
call you a member.
SERENE GUA RDI AN ENTRY RE QUIREME NTS
Alignment : Any lawfu l. The Luminous Order do esn 't
tol era te evil mem bers , and evi l char acters a ren' t accepted
among the or der' s ranks, but neve rthe less a se rene
gua rdian who falls from grace keep s the powe rs of the
ser en e gua rdia n class a nd ca n still gain levels in the class .
Base Attack Bonus: +6.
CLASS FEATURES
As a serene guardian, you del iver blows t hat establish ,I mys-
t ical reson ance within your target. You also learn methods
to release rhar resonance in ways t hat harm your enemi es.
All th e following are class featu res of th e serene guard ian
prestige class.
Resonance (Su): \X'hen yo u enter t he class, you become
able 10 establ ish resona nce in your en emies. \\:fhenevcf r oll
deal damage to a foe two or more times in a single round,
you create 1 point of reso na nce in t hat enemy. YOLI usuall y
nee d to make a fu ll atta ck to create reson ance, but a sing le
arrack followed bya successful attack ofoppor t unity before
your next turn al so allows you to do so.
To produce an effect, you must release the reson ance y Oll
have establi shed. You ca n only release resonance in on e
target at a rime. When you release resonance in a foe, all
th e resonan ce points you have created in t hat opponent arc
loosed 10 produce rhe effect you choose. The c hos en effect
onl y affe cts t he creature from whi ch the resonance was
rele ased. Once resonance is rel eased, th e target in wh ich
it was released retur ns to 0 reson ance poi nr s; you haw 10
create resonance in th at enemy again bcfoere you (;111 Pt'>
duc e ano t her effe ct aga ins t it.
At 5th level, your mastery of resonance increascs. I[ you
deal dama ge to J foe t hree ti mes or more in a single round,
you create 2 points of reson ance in (hat opponent.
Painfu l Release (Su): As a swift action , you C 111 release
reson anc e in the for m of searing pain that flows th rough-
out you r targe t's bod y. For each poi nt of rcsonanee released,
t hat foe takes a - 1 pen alt y on arrac k rolls :lI1J saving th rows
[or a number of rou nds equal to th e numbe r of reson ance
poi nt s rel eased . This abilit y has no effe ct on creatures th at
are immune to extra damage from cri t ical h its.
Damaging Release (Su): At 2nd level , you It-am how to
da mage your foe directl y wit h t he power of reson ance. As
a swift act ion, you G ill release the reson ance you haw ere-
.ncd within a target to deal t hat foe Id6 poi nts of damage
per point of resonance released. Th is damage doesn't help
you create resona nce in t he target agai n.
Mo nk Advancement or Bonus Feat: Most serene
guardians were once mo nks, fighter s, or rangers, because it's
easier for such characters to damage t he same e nemy t wice
in th e same round. Begi nni ng at 3rJ level. ifyou have levels
in monk, you C::J. n count hal f your serene guardi an levels
as monk level s for calcu lat ing your flurr y of blows atta ck
bonus, Armor Class bonu s, and unar med damage. If you
don 't have monk levels, you can instead choose any bon us
feat for whic h you meet the prerequisites from among the
allowed fight er bonus feats (PH 38).
Stagger i ng Rel ease (Su): At 4t h level, you learn hewto
slow you r enemy by rel easing resonance. As a swifr act ion,
you G ill release the resonance you have created within a
target to reduce th at foe's speed by 10 feel in all modes ptT
poi nt of resona nce released . The effect lasts for a numbe r of
rounds equal to the nu mber of reso nance points released .
Trau mat ic Release (Su): At t h It-vel , your power over
resonance becomes more destructive. As a swift act ion,
you can release [he resona nce with in a target to deal th ai
foe 2d6 points of damage per point of resonance relea sed.
This dama ge doesn't help you create resonance in t he target
again.
I m m u ne to Fear (Ex): \X' hen you reach 7t h level, your
mi nd becomes so serene th at fear becomes a mere cbst rac-
rion . You are immune to fear, magical or ot herwise.
Confou n di ng Release (Su) : At 8t h level and hi gher, t he
resona nce you rele ase can befuddle th e mi nd . As a swift
action, you can release th e resona nce you haw created
wit hin a target to affeCl lhat foe wit h wnfusioll, as th e spel l.
The effect lasts for a number of rounds equal to t he number
of resonance point s released.
Un cl ouded Mi n d (Ex): At 9th level and high er. if you
fail a \X'ill save, yOll can make a Co nce ntration check and
use t hat check's resul t as your save res u lt.
Sou l Release (Su): At rorh level , your master y of reso-
nance is absolute. You GIn use resonance to separate your
enemy's soul from his body, killing h im instantly. To atternpt
a soul rele ase, you must have created 1 poin t of resonance
in you r t arget for every 2 Hit Dice [hat en emy has. Then, as.
a swift action , you can release th at resonance, forcing t hat
roe 10 succeed on a Fort itude save (DC 10+ your serene
gua rdia n level + your \V' is modi fier) or di e. Thi s is a deat h
effec t.
PLAYING ASERENE GUARDIAN
Th ey call you "serene" fora reason, Even whe n yOli seem
over ma tched, you're unflappable in a figh t. Part of the reason
for your coo l de me anor is t hai you know you're quietl y cre-
ating resonanc e for a release move.
Com ba t : Th e l uminous Order oflen assigns serene
guardians to at tack enemy leaders and powerful indi vidunI
mo nsters. Because of t he way resonance works, a serene
guardian is less effective wh en he's constantly changi ng
target s. Other l uminar ies know th at a serene guardia n
wants to make full att acks every round , so th ey often t r y to
d istr act th e guardian's target and ot he rwise keep enemies
off th e gua rdi an's back.
Adva ncemen t : Being recruited i nto t he ranks of t he
serene gu ardi an s requires proving yours elf to t he l umi-
nous Orde r, th en sho wing tilt.' exi st ing serene guard ians
t hat you have t he ment al disci pline to join t he m. Fur ther
advancement is simply a matt er of unceasing pract ice and
profound rned irancn.
__
"Thc f ll erg)' of tIll' COUl'5t'S tllrollgll Ill y wi us. An' Il 't' (11/
lIol ll ' il tlfSSf S10 ils Imnsf(l rHllI tit't'I'Oll'l'I"?"
- SlIl h ra Calada n, solar c han neler
<Holy warriors ready to defend t he Materi al Plane against
de monic invasion, solar chan nclers are effect ive healers
and spellcas rers until tilt' sit uation demands melee combat.
Th en th ey become fur ious angel s.
BECOMING ASOLAR
CHANNELER
Good clerics and powerful paladi ns who
have reached Lumi nar y champi on stat us
wit hin th e Luminous Orde r should have no
difficult y un dergoing the Ritual of Feath er s
required to become a solar cha nneler.
/
SOLA R CH AN NELER ENTRY REQUIRE MENTS
Alignment: Any good.
Special: Abil ity to t urn undea d as a Sth-level cleric.
Specia l: You mus t have an affiliation score of 9 or higher
within t he Lumino us Order to become a solar channeler.
If your affili at ion sco re drops below 9 afte r you have
become a sola r channeler, you reta in all class feat ures and
the ability to advance in t he class .
Spe cial: Must part icipate in t he Ritual of Feat hers (see
Advancemen t).
CLASS FEATURES
Th e solar cliannelcr learn s 10 channel positive energy for
emergency healin g and fa te mpora ri ly be come a powerful
tlyi ng creat ure akin to a solar. All the following are cl ass
features of th e solar cha n neler pre sti ge cl ass.
Chan nel Healing (Su): By expending one daily use of
your ability to t urn undead and chan nel ing th at ene rgy
toward a willi ng all y, you can cast any w rc spell as a swift
action, or you can cast a clI re spell on :1 target up to 30 [eel
a\vay. You ca n do both in t he same rou nd, bur doing so
expends two daily uses of your ability to t ur n undead.
Turn Und ead (Su): You add your sola r cha n neler level
to your effec t ive level for turning undead granted by any
ot he r class to det ermin e your effect ive level for t urn i ng
undead. For exa mple, if you' re a zth-lcvcl clcr tc/ ts t-level
paladi n/t st-level solar chan neler, yOll turn undead as if you
we re an Sth- lcvel cleric.
Spellcast i ng: At ever y level except t sr, 5th, and 10th,
you gain new spells per day and an incr ease in caster level
(and spells k nown, if appl icable) as if you had also gained a
level in a divine spel lcast ing class to whic h you belo nged
,..
..~ before adding th e solar chan nel er level. You do not, how-
ever, gai n any othe r benefit a charac ter of that clas s wou ld
have gain ed. If yOLl had more th an one d ivine spellcast ing
class befor e becoming a sola r cha nneler, yOll mus t decide
to whi ch cl ass to add each eligi ble solarchanneler level for
th e purpose of dct cr minin g spel ls per day, caster level, and
spells known.
lesser Ch an nel Solar (Su): Beginn ing at 5t h level , you
can expe nd one of you r dail y uses of your abili ty to turn
undead as an immediate acti on to t ransform into a power ful
creat ur e tha t looks li ke a solar (lvfM ( 2). At the beginning of
each of you r subseque nt t urns, you mus t use a swi ft act ion
to expend one additional dai ly lise of your abil it y to tu rn
undead. If you do not or cann ot do so, you return to your
normal form.
w hil e you are in solar form, your body and gear are
repl aced by a body and a magic grearsword like those of a
solar. You become a Medium creat ure (i f you wer e of J dif-
ferent size before), and you lose the ability to cast spells and
' ..
-:
.'
" - ~
'.'
/;/
k Sutbr Calddml
/
fakes 1iling ill bel'
solar form
lRCHt

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Class Skills (2 + Int modifier per level): Concent ration, Craft , Diplomacy, Heal, Knowledge (histo ry), Knowledge (the planes),
Knowledge (religion). Profession, Spellcraft.
T H E SO LAR CHAN NELER HIT D'E: D8
Base
Attack Fort Ref Wil l
Level Bonus Save Save Save Special Spellcasting
15t +0 +2 +0 +2 Channel hea ling, tu rn undead
2nd +1 +3 +0 +3 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3
+1 level of existing divine spellcasting class
4t h +3 +4 +1 +4 +1 level of exist ing divine spellcasting class
5th +3 +4 +1 +4 Lesser channe l so lar
6th +4 +5 +2 +5
+1 level of existing divine s pellcasting class
7th +5 +5 +2 +5 +1 level of existing divine s pellcasting class
8th +6 +6 +2 +6 +1 level of existing divine s pellcasting class
9t h +6 +6 +3 +6 +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Greater channel solar
Title: Benefit s and Duties
None.
Ebon Initiate: Youare given a ceremonial
black robe and is eligible for quests. An
Ebon initiate can buy magic items from the
wizards of t he Ebon Caba l at reduced cost.
Ebon Factotum: You receive a cloakof the
Ebon Cobol.
Ebon Mast er: You receive one rodofthe
Tower (your choice), along with a diamond-
studded black mask worth 500 gpoGaining
the title of Ebon master entitles you to en-
ter the dark scholar or twisted lord prestige
class .
9 or more
5-8
Affiliation
Score
1 or lower
2-4
Ebon Cabal
Th e Luminous Order isn't the only powerful group work-
ing beh ind the scenes i n the Valley of Obelisks. 1\ grou p
of ambitious schemers- wizards mos tly-exists solel y to
accumulate more power for its members. This faction is th e
Ebe n Cabal , based in a fortress called the Black Tower.
The Eben Cabal isn't an evil organization, t hough it prob-
ably has a few evi l members wi thi n its ranks, It's definitely
"neu tr al ambitious," however, and its members have few
scr uples abour seeking and taking what they want .
Over t he course of the adve nture, you might encounter
t he Ebon Caba l and become affilia ted wi th th e group. From
time to time af ter you become affil iated wi th the group, the
01\ 1 mig ht tell you tha t your affilianon score wi thin the
Ebon Caba l has increased. As your affi liation score rises,
you become en ti tled.ro the following rewa rds.
Ritua l of Feathe rs at t he Shin ing Ci tadel. At rhe con clu-
sion of t his prayer-fi lled ceremony, an actua l solar briefly
appears and wordlessly touches you wi th irs sword. From
that moment forwa rd, you find t hat the gates on you r abil-
ity 10 channel posi t ive energy have been opened. Taki ng
on th e for m of a solar requires further pract ice and greater
inner strength .
Speed
fly 90 ft. (good)
fly 90 ft. (good)
fly90 ft. (good)
fly 120 ft. (good)
fly 120 ft. (good)
fly 1SO ft. (good)
Greatsword Attacks
+201+1 5/ +10 (2d6 +9/ 19-20)
+21/ +16/+ 11 (2d6 +10/1 9-20)
+22/+17/+12 (2d6+11/19-20)
+23/ +18/ +13 (2d6 +12/19 -20)
+24/ +19/ +14 (2d6+13/ 19- 20)
+25/ +201+15 (2d6+14/19 -20)
Level
5th
6th
7t h
8th
9th
10th
to use t he class featu res of your normal form whi le you're in
solar form (except th at you can expend daily uses ofyour abil-
ity TOtu rn undead in order to maintain the altered form).
For as long as yOll maintain solar form, you don' t have
access to items worn, he ld, or carr ied by )/our normal form,
althoug h your AC remains rhc same. The grea tsword disap-
pears if it leaves yOtl r grasp, bur you can spend a move act ion
to make it reappear in your ha nds . Your at tacks, damage, and
speed change as described on t he following table. All other
aspects of your character remain t he same.
PLAYING ASOLAR CHANNELER
You deal with cha llenges t he way you always have, bu t
wh en combat turns for the worst , you know t hat you've got
an angel in reserve, The Lu mi nous Order regards irs solar
chaunelers h igh ly-especially those who have reached 5th
level or hi gher. Your abil it)' to turn into a powerfuI angel is
seen as a sign that the gods favor you.
Com bat : You can't t urn into an angel whenever yOLl
want , so you have to assess whet her a given figh t requires
the assis tance of your solar form. Becoming an angel is a
do uble-e dged sword, because you won' t be able ro hea l your
all ies or cas t ot her spe lls until you ret urn to normal.
The l umin ous Order often sends solar channelers int o
th e Slaughrerscar. Even ifyou can't transform into an angel ,
you' re still remarkably effe ctive against t he undead,
Advancement: Those who meet t he entry requirement s
and wis h 10 do so are inv ited to take part in t he daylong
Greater Ch an n el Solar (Su): At 10th level, you can
remain in solar for m for 1 mi nute for each dail y usc of your
ability to turn undead t hat you expend.
PLAYING AN
_---::-----:--;--EBO CABAUSI
Joining forces wit h the Eben Cabal means that you speak t he
lan guage of power. You're comfo rtable operat in g among th e
r ut hless and the ambit ious-and those are vour il l/ it 'S. You
migh t profess nobl e idea ls wh en it suits your over all plan,
and you always h ave an overa ll pl an, but those ideal s Gi n be
cas t aside wh enever doi ng so gets you what you desire .
Becau se th e Ebe n Ca ba l fu nct ions like J m utu al <lid
socie ty, joi nin g it has an ironi c t wi st . Th e more powerful
you arc, the less power ful th e Ebon Cabal can ma ke you .
Further, th e more power you wield, th e more your fellows
i n th e cabal ask you [or aid.
Combat : Most members of th e Eben Cabal are wi zard s
or sorcerers, so bat tles wit h them arc flashy and briefMany
Ebon cabalists are accomplishe d conjurers; t hus, they are
capa ble in me lee combat, usi ng summoned and called crea-
tures ro do rheir bloodlett ing for th em.
Not all members of the Ebe n Caba l are spe llcasters,
however. Some caba lis ts use stealt h and prowess ,H arms,
suitably enha nced by nigh tm ari sh supern at ural abi li ties,
to accomplish t hei r goals. These da rk warri ors arc k now n
as th e t wi st ed lord s.
The Ebon Caba l has no srandi ng levy of t roops, no r does
it need one. Instead, it bend s th e wil l of t he loca l nobility
to muster th e soldiers it need s, using threats, promises, or
enc ha nt men t spe lls to ens ure co opera tio n.
Advan ce m en t : If you have some power th e Eben Cabal
want s. its memb er s co me to you. After st udyi ng you [rom a
dist an ce, often us i ng magica l survei llance, those members
dec ide if you wo uld be a worthy addit ion to the cabal. They
know bet tel' than to offer memb erships to people wh o aren't
likely to say yes.
If you accept an invitat ion ro joi n t he Ebon Caba l, you
rece ive a (a ur oft he cabal's Black Tower. You are issued black
robes that you're ex pec ted to wea r with in th e rower wall s.
Then member s start appro ach!ng you individual ly, offer ing
aid in exch ange for futu re Favor s or asking for ass isranee in
some ongoing plot.
\X/orki ng with ot he rs is th e only way to mo ve ahead in
t he Ebe n Cabal-the name of th e game is mutual aid, after
all. As you pe rfor m more tasks for you r seniors in t he caba l,
you rece ive greater reward s. Even tu all y, yOtl reach rhe poin t
where you look forwa rd to t he arr ival ofnew members: You
have a few simple job s for them to undert ake .
M ission s: Few tasks t hat Ebon caba lists under take arc
act ively evil, alt houg h it's common for a ne w member to
rece ive reques ts i nvolvi ng ques t ionable moral iry. Those
who do the askin g rarely pay any heed to rhc finer poin ts
or even th e broad strokes oflegali ty. w or king for th e Ebe n
Cabal often means wo rking against laws and avoidi ng t he
scru t iny of established authorittes.
For exa mple, withi n wee ks of her arri val at th e Black
Tower, a new me mb er migh t rece ive the followi ng req uests
an d offers :
"The Sumberton Minstrel s Guild has weak leadership
and is primed for a takeover. I'd like your hel p."
"\X1ould you li ke t he ser vices of an assas sin an ytirne in
t he next month?"
"One of the fragments of the Bal ur e rri a Tablet is being
hel d in a manor norr h of j cwcl fcrd. let's steal ir."
"It would sui t my purposes if a ce rt ai n army patrol nea r
th e headwaters of the Mar ril ach River were delayed from
ret u rning for th ree days."
'T he great dra gon Olt ha ma at hrnn has reopen ed negoti a-
tion s wi th us, and we ne ed attaches capable of surviving the
journey."
"1can cra ft powerfu l sraffs, and I'll do so for only the cost
of mater ials. Sur ely you'd like suc h a potent weapon?"
Responsibilities: You don't have to t ake every offer
pr esent ed by your fellows, of course. No caba list does.
Bur ot hers in the caba l always reme mbe r th at you refused.
Those who decline to help t hei r black-robed comrades too
often are eventually excluded fro m t he more worthwhi le
plot s. Member s who co ntinuall y spu r n other s might find
the doors of the Black Tower shut agai nst t hem on e (by.
____ SCt1Ql.AR
;'\'(flJ al's ill Illy spellbook i 51/ 1eICllsI ofYOllr tporries. f tralls/alefl
theCodex off heCrunsnn Tml1ct'. 1Cllll vccue the profancVersesof
AI-VIISIliral, . I've read Ihe c/wJlter of Nd Jll'rlOn'S C,rrmoirc,
ill ll'hicll rOllr doom isfordo/d."
- Sh insestra Fi re plume , a dark sc holar
Dark schola rs are arcani srs wh o have delved deepl y i nto
texts reg arded as too revoluti onary or too dan gerous for
ot hers. Their colleagues and men tors in t he Eben Caba l
have shown them forbi dden lore, and th at has only wh etted
t heir appet ite for more.
BECOMING A DARK SCHOLAR
The path to dark scholars hi p is straig ht forward. You mu st
be an arcan e spellcnsrer wh o has ma stered one or ma rc
Knowled ge skills, and you must beco me an Ebe n master
i n th e Ebon Cabal .
D ARK SCH OLAR ENTRY REQUIRE ME NTS
Skills : 10 ra nks in Know led ge (arcana), Knowledge
(histor y), or Knowle dge (t he plan es). (Having 10 ra nks in
more th a n on e of these ski lls is be nefici al.]
Spel1cast ing: Ability to cast -lth-leve! arcane spell s.
Special: You mus t ha ve an affil iation sco re of9 o r hig he r
within the Ebo n Ca bal to beco me a da rk sch olar. If your
affiliation score drops be low 9 after you have become a
d ar k schol a r, you reta in all class featu res but you can' t
advance fu rther in t he class .
CLASS FEATURES
As ,1 da rk sc ho lar, you master forbidden lor e and reap t he
benefi ts of suc h del vi ng. All the followi ng art' class features
of the dark scholar prest ige clas s.
Spells Per Day: At every level beyond 1st, you gain new
spells per day and an increase in caster level (and spells
known, if applicab le) as if you had also gained a level in
an arca ne spe llcasting class to wh ich you be longed before
add ing t he dark scholar level. YOLI do not, however, gain any
other ben efit a character of tha t class would have gai ned.
I fyou had more t han one arcane spcllcasn ng class before
becoming a dark scholar, you mu st decide to whi ch cl ass to
add each eligible dark scholar level for the purpose of det er-
mining spells per day, cas ter level, and spells known.
Book Mastery (Ex): At every level but 2nd and 7t h,
your study results in
the masterv of for-
bidden lore.
Sbinsestr bas mastered man)'
forms offorbidden lore
c hoos e one book for which you meet the skill prerequi site
from the followi ng table. Remember that you gain new
ski ll ranks before you gai n class features, so as a erh-level
dark scho lar you could pore nt iully gain your t et h rank in
Knowledge (histor y) and immedi ately cl aim
mastery of the LcxirOl l of rlu- Elder Gods.
The books offorb idden lore, the Knowledge
requirement for each one, and the ben efits you
gain from readi ng them, are as follows.
Historiesofti,eAladEmpire, Vo l. II: Knowledge (his-
tor y) 10 ranks; +2insight bonu s on will saves.
)l1 rm/llill! s Trials, Anllota/ed: Knowledge (arcana) 10
ran ks; cast di vi nation and illusion spell s at +1 caster
level.
Arrnurt of Yo rrell: : Knowledge (arcana) 12 ranks; +1
insigh t bonus on Reflex and Fort it ude saves.
Verses of Knowledge (the planes) t 2
ranks; +1 to t he saving th row DCs of enc hantme nt and
necromancy spells.
oftlu' SUI/cd "l OllgIlC: Knowl edge (history) 14- r<1 n1<5;
cast spells t wo or mor e levels lower than your maximum
spel l level wi thou t verbal components .
Co.icv of tile Crmun u Tnut rr: Knowledge (arcana) 14
rank s; +4 insight bonus on Concent ration chec ks.
Ndllt' rioll's Grillloirc: Knowledge (t he planes) 16 ranks;
use bestow crme Il day as a spell-like abil ity.
The Unspca/wble Na!lh'S: Knowledge (arcana) 1G
ranks; cas r conjurat ion spells at +1 caster level.
Lcxirou of lilt' Elder Gods: Knowledge (history) 16 ran ks;
cast evocat ion spells at +t caste r level.
The Ascelldal1cy Ml1!lll scrip/: Knowl edge (the planes) 18
ranks; use di vine scro lls as if you were a cler ic of your
arcane caster level.
Tctur of Ullpll ral1dd PliisSlTIl CC: Knowledge (arcana) 18
ranks; Vday, all spe lls you cast Wi thin a to-minute period
arc at +1 caste r level.
Amongtlie Umgolls: Knowledge (histor y) 18 ran ks; age one
year for ever y two years that pass.
Schol arly Lor e: At 2nd level, yO ll become a storehouse
of information beyond the lore contained in your forbidden
manuscripts. YOl'! can at tempt to reca ll some relevant piece
of informat ion about local not able peopl e, legendary items,
or notewort hy places as a bard does by using t he bardi c
knowledge cl ass feat ure (PH 29). You add your dark scholar
level and your Intel ligence modifier to the lore chec k.
Tongues (Su): At 7th level and higher, you are continu-
aIly und er t he effects of longlles, as the spel l.
PLAYING ADARK SCHOLAR
Youare obsessed with knowledge, but your thirst [or lore has
a decid ed ly practical min dset. If it doesn't mak e you more
power ful, you're a lot less interested in studying it.
Your efforts for t he Eben Cabal probably involve acqu ir-
in g new tomes of forbi dden lore. Who kn ows?If you br ing
a tome to the Black Tower so potent t hat other dark scholars
mu st study it. your in flucn cc on ly increases fun her i n rhci r
debt to yOll.
Class Skills (2 + Int modifie r pe r level): Concent ration , Dec iphe r Script , Gather Informat ion, Knowledge (all ski lls taken
ind ividually), Profession, Spea k Lang uage, Spellc raft , Use Magic Device.
Speci al
Twiste d form
+1d6 sneak att ac k
Improved Feint
Pe riphera l invisibility
+2d6 sn eak att ac k
Improved de mora lize
Twist t arg et
+3d 6 snea k attack
Twist perce pt ions
Twist min d
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
HIT DI E: 06
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Class Ski lls (8 + Int modifie r pe r level): Ap praise,
Balance, Bluff, Climb, Craft , Decipher Script, Diplomacy,
Disable Dev ice, Disguise, Escape Artist , Forgery, Ga ther
Infor matio n, Hide, Intimidate, Jump, Knowledge (loca l),
Listen , Move Silent ly, Open Lock, Professio n, Search,
Sense Mot ive, Sleight of Han d , Spot, Swim, Tum ble, Use
Magic Dev ice, Use Rope.
THE TWI STE O LORO
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
CLASS FEATURES
You became a twisted lord by partaking of twistroot in a
ceremony supervised by your peers at the Black Tower . The
first power you learn is t he abil try to twist your form, t urni ng
yourself into a misshapen, fearsome figure. Over time, you
master the capabili ties of your warped body, and you t hen
tap into t he powers of your distorted mind. All the following
are class features of the twisted lord prest ige class .
Twi st ed Form (Ex): When you enter t hi s class. you gain
the ability to adopt a twisted form by laking a move action
to do so. Your face takes on J sinister, misshapen cast. Your
li mbs lengt hen and bend, and your spine SlOOpS. The y ~
meuv of your body becomes a th ing of t he past.
Whi le in your twis ted form, you gain a +4 bonus on Bluff
checks to fein t in comba t, J +4 bonus on .lntimidntc chec ks
to demorali ze an opponent, and a +4 bonus on Escape Art ist
checks. You take a - 4 pen alt y on Diplomacy checks and
ot he r attempts to influe nce an Nl'C's attit ude.
You CJn remai n in your twisted form as long as you li ke.
Many t wisted lords find it more comfort able t ha n t he form
t hey had before they partook of rwisrroot.
+1 leve l of exist ing arcane spelkasnng class
+1 leve l of exist ing a rcane spel lcasting class
+1 level of exist ing a rcane spellcast ing class
+1 leve l of exist ing arcane spellcasting class
+1 level of exist ing arcane spellcast ing class
+1 level of existing a rcan e spellcasting class
+1 level of existi ng a rcane spellcast ing class
+1 leve l of existi ng a rcane spellcasting class
+1 level of existing arca ne spellca sting class
Spellcasting Special
Book mastery
Scho larly lore
Book master y
Book maste ry
Book maste ry
Book mastery
Tongues
Boo k mastery
Book mas te ry
Book mas te ry
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
HIT DIE: 04
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Leve l
151
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
The stealthy assassins of the Ebe n Cabal, t wisted lords can
t urn the ir visage s fearsome at a moment' s notice. They
evenrually learn to infuse their dirty tact ics wi t h the power
of nig ht mare .
"DoyOll ,(, ll d 111 (' replilsivl'? \X'ilit 'Idl !lavl' yOII!' /Jlood a/l over Hit'.
TItt'11 1'1I1oo/; 11111(11 lI'on l'."
-Cerowa i n the Caunt, twisted lord
BECOMING ATWISTED LORD
Existin g t wisted lords have one word of advice for those
who aspire to their posi tion-c-r'Don'r!" Bur wit hin the Ebon
Cabal, t he infl uence that t he t wisted lord s wiel d is obv ious .
Few hee d the warnings. They i nstead par take of twist root
from t he Slnughterscar and begin t he inevitable tra nsfer -
marion i nto twisted lords.
Combat : You control the b:ntleGeld t he way you always
havo-c-with magic. Your spells often have a lit tle extra kick
due to you r research, however. \X!henyou reach t he pinnacle
of your st udic s, you are able to perfor m feats of magic tha t
no mere wi zard can match.
Advancement: Dark scholars are all Ebon masters wi t hin
t he Eben Cabal. Most are wi zards, although intelligent sor-
cerers can derive grea t benefi ts from t his class as wel l.
Resour ces: The books associated with t his class aren't
in t he Black Tower's main library. You have convi nced a
more powerful member of t he Eben Cabal to let you read
forbidden lore from J pr ivate collection. \x:rho knows wha t
else yOll might find there?
TWI STED LORD ENTRY REQUI REM ENTS
Skills: Bluff9 ra nks , Intimidate 5 ranks.
Sp e cial : You must have an affiliat ion score of 9 or higher
with in the Ebon Cabal to become a twisted lord. If your
affi liat ion score drops below 9 after you have become a
t wisted lord , you reta in all class features and the abi lity to
advance in the class.
Special: You must ritual ist ically cons ume twistroot (see
Advanceme nt).
THE DARK SCHOLAR
Bas e
Att ack
Bonu s
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
are adjacent to J shaken foe, by tak ing a standard action, you
can assume contro l ofyour enemy. You r targe t mus t make a
\Xlil l save (DC to +your twisted lord level + your Cha modi-
fier). If t he save fails, you can cont rol your enemy's ac tions
on subsequent rou nds , taki ng a standard action eac h round
to do so. At the end of each of your enemy's tu rn s, he can
attempt another \X/ ill save to shake off control. He rema ins
under your command unti l he succeeds on th e will save or
un ti l you choose nor to spend a stan dard action controlling
him.
PLAYING ATWISTED LORD
You've lived through a horr ify ing nigh rmare-the in itial
exposure to t wi sr ro or in the ceremony that allowed yOll to
become a twi st ed lord. You're comfortable i n a for m tha t
others find repulsive, and you wouldn' t have it any ot her
way. You can prey on t he weak nesses of ot hers' sensibili-
t ies, taki ng advantage of how th ey insta ntly recoi l when
t hey sec you.
You see many of your peers in th e Eben Cabal shudder
when yOll pass, but you're more comforta ble with in the
s lack Tower's wa lls, where a ruth less meri tocracy doesn't
have room for dis taste over someone's looks. Besides , you
e m ass ume your natu ral for m whe never you need 10.
Combat : How you fight as a t wist ed lord depends a lot
on your expe r ience. At low levels, you fight like a rogue,
mov ing into position to us e your sneak attack. ln rime,
peripheral invisibi lity and Imp roved Feint give you new
ways to deal sneak attack damage even when you aren't
flan king your enemy. As you attain more levels ,
you face an inreresting tact i-
cal choice bet ween using
peripheral invisibiliry and
Improved Fei nt to set up
sneak at tacks or using
improved demoralize to
set up your supern atural
mind twis ts. The answer is
situa tiona l. It depends on
t he nature ofyour foe and
whether you're confident in
your abili ty to demoralize
him.
Advancement: Anyone
who has earned t he rank of
Ebon master and has shown
t he abf l iry to manipui at e
people by guile and coercion
is eligib le to consume twist-
roar from t he Slaughtcrscar. I f
do ne in ritua l Cashion, tw ist-
root inges t ion turns yOll into
a t wisted lord. The process is
not only pai nful, it's accom-
pa nied by horrifying
night mares that a few
wou ld-be twisted lord s
find fata lly fr ighteni ng.
Sn eak Attack: Beginning at 2nd level, yOll deal ex tra
damage when you are flanki ng an opponent or at any rime
when the target would be denied its Dext erit y bonus. Thi s
extra damage only applies to ranged at tacks if the target
is within 30 feet. See the rogue class featu re (PH 50). Your
sneak <mack da mage improves at 5th and Sth level. Thi s
ext ra damag e stacks wi th sneak arrack damage [rom ot her
sources (such as level s in th e rogue class).
Improved Feint: At 3rd level. you gain Improved Feint
as a bonu s fea r.
Peripheral Invisibility (Su) : Starting at 4t h level, you
can briefl y become inv isible if no one's staring rig ht at you .
Doing so rakes only a swift action, but you ca n't lise per iph-
eral invisibi liry if anyone succeeded on a Spot check agains t
you or attacked you in th e prev ious round. Peripheral invis-
ibilit y lasts for I roun d. Once you've used it, you mus t wait
1 minute before usi ng it again.
Impro ved Demor ali ze: \,hell you reach sth level, you r
mi sshapen feat ure s are partic ularly unnerving to your
enemies. You ca n att empt to demora lize an opponenr (see
Intimidate, PI r 76) as a move actio n rat her th an a standard
action.
Twist Target (Su): At 7t h level , you develop a rudirneu-
tarv abil ity to wor m your way into an opponent's mind. If
you are adj acent to a shaken foe, you em t ry to moment aril y
con fuse th at enemy by taking a standa rd action to project
th e force of you r persona lity. Your target mus t make a wil l
save (DC 10 + your t wi st ed lord leve l + your Cha modi-
fier). If the save fails, th at foe must make a melee
attack at his h ighest bon us against any adjacent
ally at the begi nni ng of his nex t t urn . Aft er
that arrack, your enemy is no longer
shaken . This is a mind-affecti ng
fear effect.
Twis t Percept io ns (Su): At
sth level and hi gher , you ca n take
a sta ndard acti on to project the
distor tions in your body into th e
percepti ons of an adjace nt crca tu re
th at is sha ken. Your target must make
a \X/ill save (DC 10 + your t wisted
lord level + your Cha modifier).
If t he save [ails, your opponent is
stu nned. After th e save at tempt. sue-
cessfulor nor , your foe is no longer
shaken. Ar th e end of each of your
target's turns, he can attempt
another \X1i11 save to sha ke 0[[
th e stunned condi tion. He
remains stun ned u ntil he
succeeds.
Twist Mind (Su):
At 10th level. you
master t he abil ity
of twi st ing ot h-
ers' mi nds wi th
visions t hat both rc- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
pulse an d fascinate. If you Cerrnvai" the Calwt 1fJfl1JtS to
h'01V 1l,bat you're looking a t
Th e t wisr roor nightmares leave persistent scars on your
psyche t hat you eventu al ly learn to use as weapo ns.
As <1 t wisted lord, you' re probably in great demand as a
spy and assass in. Your colle agues in t he Eb en Cab<1 1are
eage r to send you off on all sorts of mi ssio ns involvi ng
stealt h and skuldugg ery, and maybe eve n a few knives
in th e dark.
New Magic Items
As you explore t he Shattered Gales of Sianghtcrganle, you
might COTIl e into po ssession of t he following magic items.
Some are granted through affiliat ion wit h the Luminous
Order or t he Ebou Cabal. Ot hers migh t be in the next trea-
sure ches t you open.
LUMINARY TABARD
\X! hen you do n this tabard, your spir it feels lighter and the
world less threaten ing. You rel ish the thought of I n evildoer
t rying to fr ighten you, for you wear t he silvery emblem of
the l uminous Order, again st whi ch no evil ca n stand.
Lore: This tabard marks its weare r as a Kn ight of th e
Lumi nous Orde r. (Knowledge [local] DC :2 0)
Description: Adark blue tabard, worn over the shoulders
and cin ched 31 t he waist, t his garment has a silver tower
insignia on it and mor e silver embroidery at t he hem. \X! hen
it abso rbs a fear effec t, t he tower glows and seems to gro w
slight ly larger for a momen t.
Act ivat i on: A LlHl1 illllrJ' ldbard func t ions wh enever it's
worn. The absorpt ion effect happens as an immediate act ion
right after the save. It takes up the vest body slor.
Effec t : A LlI Hl ill(/ ry la/Jard gran ts you a +2 res istance
bonu s on Reflex saves. Furt her)whenever you succeed on a
save agnt nsr a fear effec t. t he tabard hea ls you or a number
of poi nts of da mag e equal to th e caster level of t he effec t
or t he Hit Dice of t he effec t's cre ator, wh ichever is lower.
If you encou nte r a persi stent fear effec t t hat requi res a
new savi ng th row eve ry rou nd, t he heali ng effec t of t he
tabard [unct ions only t he fi rst t i me you succeed on t he
save.
Aura/ Caste r Level: Moderate abjura t ion; Cl l Oth.
Const r uct ion : Craft \Vondrou s Item, affil iat ion score 5
with in t he l umi nous Order, remove fcar, 1,500 gp, 1:2 0 XP,
3 days.
Weig h t : -
Price: 3,000 gpo
CLOAK OFTHE EBON CABAL
Th is cloak, woven by the un scrupulous mages of the Ebon
Cabal, is a badge ofoffice, bur it's more t han ceremo nial. I t
pro tect s you from enemy spcllcas rcrs and provides an ext ra
spark of vitalil y t hat might be th e d ifferen ce bet ween life
and death.
Lore: Thi s cloak's borderernbr oidery marks its wearer as
a member of t he Eben Cabal. (Knowledge [local] DC 25)
Description: A series of golden runes and sigils are
embroidered in to t he ins ide border of th is black cloak .
Whenever you're withi n J quarte r-mile of t he Black Tower,
t he r unes start to glow and cr awl along t he edge of th e
cape.
Activa t io n: The effects of a c ~ of lilt' [ bon Cahill only
last as long as yOll wea r it.
Effect : A c o l l l ~ of lite Ebofl Ctlbal grants you S tempo rary
hi t point s per day that last for up ro 24 ho urs. You also gai n
a +1 resistan ce bonus on saving t hrows against spells anti
spell-lik e abilit ies.
Aura/ Caster Level: Moderate abjurat ion; CllOth.
Con st r uct ion: Cr aft \X' ondrous Item, J ffi Iiarion score 5
within t he Ehon Cabal , ilispd llI agic, bear's CIldt mlflct', 1,500 gp,
120 XP, 3 days.
Weig h t: 1 lb.
Price : 3,OODgpo
DRAGONRIDER SHIELD
Original ly designed for kn ight s th at rode fearsome dragons
into battl e, a dmgollritlcr shield protects you from ene my
at tacks and a fatal plummet.
Descripti on: Th is heavy shi eld is made of black metal
and has J pr imiti ve painri ng of a d ragon on t he face. \Vh en
the shi eld'sfell/herfllU effect is active, t he shield seems to fold
down th e middle and flex back and fo rt h in an imitation of
fligh t. \Vhen yOLi reach t he ground, the shield ret u rns to its
normal shape.
Ac t ivat ion: You recei ve the pro tect ive be nefit s of rhe
shie ld when ever it's str apped to your forear m. The ft'lliher
fa ll effect fu nct ions as an immediate acti on whenever you
start falli ng-you don 't have to do anyt h ing to acti vate it.
.Effec t : A drago!lridcr shield is a +1 llt,Cll'}' sled sllicld that
absorbs 5 point s of energy damage per att ack. Th e type of
energy abso rbed depends on th e dragon depicted on rho
fro nt-red for fire, bl ue [or electr ici ty, whi le for cold, or
green [or acid. In addi tion, t he sh ield can produce afcalher
fall effec t on you once per day.
Au ra /Caster Le vel : Faint abjura t ion; cr su.
Const r uct ion : Craft Magic Ar ms and Armor, resisl cflergy,
fC<1I JICI'f<1/1, 3,250 gp, 2(,() XP, 7 J ays.
Weight: 15lb.
Price: 7,500 gpo
FERAL BRACERS
Common items amo ng druids of the Valley ofObelisks, ferIII
llrt1(c rsare t ied to t he spirit ofa specific ki nd ofanimal. They
ma ke yOll tougher while you're in tha t animal's form.
Descr iption : Th ese bracers are usua lly fashioned from
t he hide of a predator, wit h wolf skin and bear ski n bei ng
commo n mater ials. Teet h or claws dangle from t he edge of
th e bracers closest to th e wr ists. Each set of fe ml bJ't1ccrs is
att uned to a speci fic kind of animal suc h as a dire wolf or
a t iger.
Prerequi site: Th e magic of fcml hrnccrs fun ctions only
[or someone who can t ransform into an anima l, whe t her
by us ing wild shape or some ot her shapechanging magic
or abili ty.
Act iva t ion: Feralllr(jccrs func t ion wh en ever worn. They
retain t heir artunemenr whe n taken off.
& ll u I." !' s, D&I>, [) L' "c,r" " .\ lAm . , d20, d20 Sy<tem, \\ '17--1.. 1),< 01' Tllr e ". ST. rt"wr', H.1nJIo, l(Ik. 01111,1."'''' .q.",..,\ CIII,I". .\ l,,,,,t,r .\ 1.11I ",/1...IMllar.!
other \\ ' i1J rd, of t he Co3,1 I'ro.lII<"1 /lame. , and their r'''I",n ;n, logos are lu delllJ rh d Wi1ards of the COOht. ilK".. in ti ll: l '.s.A. and och.:r cocnr ries.
Thi>mater i31 is proeccrcd un.kr th e la..... of l he l'nrted SIJl es of Am"r in . An)' 1\:1'10011I ([ion or Itnauthoriud U;,,: of the or J rtuorl rOlll ained hel\:in i>prohrbircd
.. ithool t ho: cl !'rc'llo \Ori tten pc r miseionnf \ \i1al<h of th e Co3-'>t. Inc.
Th is l'm,lnet is a ..or 1 of r lClion. An)' . illlilar ilY10actllJI !,c"I,k, organital ions, 01 events is purdy coinri.knl al. Printed in Ihe U.S. A. 0 1006 \\' il-'1rJ" of t he Coot.,I, I nc.
Effect: When you don bmo-rs, choose one animal
whose form you can take. Wh enever yOll take that shape,
yOll gai n t temporary hit point per char acter level. The
temporary hit points persist as long as you ret ain that form.
Fu rt he r, the hair s on rhe fm" bnro-rs stand on end when
yOll are with in 60 feet an animal of the ki nd the bracers are
att uned 10.
YOLI can change the anima l that the f1'ral bmct'J"5 are
att uned 10 by meditati ng for I hou r in the proximity of a
livi ng example ofthat anima l. Do ing so erases anyp revious
art unemenr and connecrs the bracers 10 the spi rit of the new
kind of animal
Aura/ Caster Level : Mod erat e tran smutation; C L7th.
Construc t ion: Craft Wond rou s Item, creator must be a
drui d, n' ;IICt1 nll1/e, 1,250 gp, tOOXP, 3 days.
Variants: The greater version of the se br acers gr ant s
2 temporary hit poi nts per c ha rac te r lewI and COSIS
10,000 gpo
w ei ght: I lb.
Price: 2,500 gpo
ROD OF THE TOWER
The Ebon Cabal pri zes versati li ty, arid thus the weapons
granted 10 Ebon masters are an expression of that trair. E<Jch
one provides a weapon or shield at the touch of a burton,
plus a few spells useful in a tight si t uution.
Lore: This di stin ct ive rod mar ks its wearer as a member
of the Elion Cabal. (Knowledge [local] DC 25)
Descript ion: Each rod of IIh' Tcltwr is J met al cyli nder
about 6 inches long and 2 inches thi ck. One end has an
embossed srgil depic ti ng a hnnd-c-t he sort of raised symbol
one woul d use to apply a WJXseal. Along the le ng t h of till'
rod are th ree meta l buttons.
\Xrhenever a button is pressed, ir emi ts a brief buzz, then
a click. A button stays in once pressed, but pushing one
button makes any other depressed button pop back up.
Act ivation: Pushing a bu rton is equ ivalent to drawing
a weapon (thus a move ac t ion for most characters). But ton
one causes a weapon or sh ield to spring forth, wi th the rod
form ing rhc handle. Button s two and th ree han' different
effec ts, depending on the specific kind of rodof "ll'lolwr
you haw . Only one function of a rOi l of /he TOl W I' is ;l CI ive ;11
a given time. The weapon d isappears if you act ivate a spell
effect, for example. Aspell effect created by t he rod ends if
you activate the weJpon or the other spell.
Burron one func tions whenever you press it , but butt on s
two and three are only usable once per day.
Effect: The sp ec i fic power s of agiven rodoflhe Towervary
dependtng on its type . Each type has a distinctive embossed
sigHon one end .
Rod Sigil Button One Button Two Butt on Thr ee
Point ing +1dagger scorching ray burning
finge r hands
Closed f ist +1 short sword spider climb expeditious
retreat
Op en palm +1buckler invisibility obscuring
mist
Fingers +1spear scare rayof
s pread enfeeblement
Aura/ Cast er Level : Fai nt evoca tion (point ing finger),
faint t ra nsmutati on (closed fist), faint ill usion (open palm),
fainr necr omancy (fingers spread); CL5th.
Construction: Cra ft Rod, effihariou score 9 wi th the
Eben Cabal, any spel ls cas t by the specific rod, 3,50 0 gp,
280 xr, 7 days.
Wei ght : 5 lb.
Pr ice: 7,000 gpo
WEAPON OF THE CELESTIAL HOST
These-weapons, issued to soldiers at the Battle of Slaugh ter-
garde, awai t newchampions to claim them fro m the Shining
Citadel's arsenal. The y offer magical enhan cement ro horh
your offense and defe nse.
Lore: The di sriuctive feat he r y filigree on thi s weapon
marks its wearer as a Knight of the Luminous Order. (Knowl-
edge [local] DC 20)
Description : These weapons, all two-ha nded melee
weapon s, have fc.uherhkcdecorat ions on them. Allwl' lll'ollS
of 1111' celestill/ hosl glow when wielded. They also cas t a
directional beam of light at your command (as descr ibed
below).
Prerequisite: The magic of a ll't' lll'01l oflilt' (t'll's/iI11hosl goes
dorma nt if an evil creat ure wield s it, rendering it merel y a
masterwork weapon.
Activat ion: Th e weapon's enhancement and shield
bonuses function whenever ir is wielded. As a free action,
you can make your II't'al
1
0 t! of l/hCt' k stlil l hosl emit a beam of
light. The beam remains unril you rake another free action
to turn i t off.
Effect: A lI' t'1I1lllll ofllll'cd es/ia l llOs/ provides a +I enhance-
ment bon us on arrack rolls and damage roll s. Furthermore,
it grams yOll J +1 shield bonus to Ar mor c lass.
The beam of light emirr ed by a H't'I1j101r of Hlt,(dt'stinl llOs!
is cquivalent to a bullseye lant er n (1'1-1 126).
Au ra/ Caster Level: Fai nt t ransrnut arion; CL5th.
Construction: Craft Magic Arms and Ar mor, creator
can't be evil , slridtl. 2,000 gp, 160 XP, 4 Ja ys.
\X!ci ght : Varies, depending on the weapon.
Pr ice: 4, 000 gp plus the cost of a masterwork two-handed
melee weapon.
-,: . ' -",
.'t
c R E D I T s
DE SI Gl' E R
D AVID NOONAN
DEV E LOP ER
MIKE MEARLS
E DITOR
CHRIS SIMS
E DI TIl' G MA l' AGE R
KIM MOHAN
DE SI Gl' M Al' AGE R
CHRISTOPHER P ERKINS
MA l'AG ER
JESSE DECKER
DI R E CT OR O F R P G R&D
BILL SLAVICSEK
PR O DUC TIOl'
JOSH FISCHER, RANDALL CREWS
S E l'IOR ART DI R E CT OR D& D
STACY LONGSTREET
AR T D I R ECTOR
K ARI N JAQ!!ES
COV E R ART I ST
RALPH HORSLEY
I N T E RI OR ARTI ST S
BR IAN HAGAN, RALPH HORSLEY
GRA P H I C DE SI Gl' ER
D AN COLAVITO
CA RTOGRA PHER
MIKE S CHLEY
GR A P H I C S PE CIA LIST S
ANGELlKA LOKOTZ, ERIN DORRIES, NICK I SAAC
. -,: . .... .
I M AGE
SVEN BOLEN
Based on th e ori gina l D Ul\(; U ) NS & D RAGo s s(1; r ules creat ed by E. Gary Gygax and Dave Arneson, and th e new D UNGEOSS & D RAGONS
game designed byj onat han Tweet, Monte Cook, Skip \'(' ill ialll s, Richard Baker , and Peter Adki son. .
This product uses upda ted materi al [rom the v.3.5 revision ,
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HOW TO USE THIS ADVENTURE
___-----LltITRODUCTJQN
Centuries ngo.u n army of an gels and good folk defeat ed
t he forces of darkness an d d isorde r, bl owi ng apa rt their
fort ress -mo unta in of Slaugh rergard e an d cas ti ng it back
into th e I n fi n ite Layers of t he Abyss. Ano t her demonic
invasion of the world had been halt ed, ano the r dam raised
against the ride of evil.
Bur a few frag me nts of Slau gh tergnrde never made it
back to the Abyss; they were instead embedded in the
fabr-ic of th e Materi al Plane. Now th e demon i nvas ion is
beyond the memory of mo st elves, bur t hose frag ments of
Slaugh tergarde st il l linger. Th e shat tered gates t hat once
connecte d Slaughrerg ardc to th e Abyss re mai n a t h reat to
the Mat eri al Plan e.
Ca n the heroes of your ca mpaign prevent a new inva-
sio n of slaver in g de mon s fom ent ed by t hose with wicked
ambi t ions? Might th ey dest roy the ga tes once and for all?
Or mi ght th ey usc th e powerof Slaughr ergard e to furt her
the ir own ends?
SLAUGHTERGARDE'S
_______tlISTORY
The story of Slaugluerga rdc begi ns almost a th ou sand
years ago, when a sorcerous demon pr ince named Mu-Ialm
Lao set hi s sig hts on t he mill ions of sou ls on th e Mareri a]
The Shatt ered Gates ofSlaughtergarde adventu re is the la unch-
pa d for a new D&Dcampaign. Inside is e no ugh activi ty to t ake
1st-leve l 0&0 charac ter s to 7th level , as wel l as pl e nty of raw
materials you can use for furthe r e xplo ration.
Th is book is for the Dungeo n Maste r. If you ' re planning
to enjoy Siaughterga rdc as a pla ye r, put this book down a nd
grab t he Player's Guide. Not hing in that book s poils t he su r-
pr ises th at the adventures have in store.
Shatt ered Gates of Slaughtergarde contains t hese six compo-
nen t s:
1. The Campaign Guide teaches you about the Valley of Obe-
lisks , wher e th e advent ures take place. Yo u'll read details on the
ove ra ll plot an d ways you can customize Sia ughte rga rde for your
frie nds. The second half of this book det ails th e Siaughte rga rde
Armo ry, th e fi nal adventure si te whe re the PCs might have a
cha nce to deci de t he ulti mate fat e of t he s hattered gates of
Siaugh te rga rde.
2. The Adventure Sites book descr ibes the firs t two se ct ion s of
Siaug ht erga rde -the laboratory, now t he lair of a gang of gob lin
ban d it s, an d the temple, which was recently take n over by dr ow.
Whe n exploring the go blin laborato ry, the PCs ' effort s against
th e bandits uncover the s inister poss ibilit y of other surviving
sectio ns of Siaugh te rgarde. Whe n the char acter s tra vel to th e
drow temple, they lea rn mo re about Siau ght er gar de an d t he
da rk forces tr ying to corr upt the entire valley.
The f irst two ad ventures are in a differ ent book from t he
Campaign Guide for a pur pos e: When you sta rt t he adventu res,
Plan e. As he gathe red demon hordes and depraved mort als
to h is layer of th e Abyss, a place kno wn as [he Mou rirains
of Sorrow Beyon d Measur e, he began pl an ing.
Mu-Tah n Laa quickly reached an impasse. The en ergy
requ ir ed to sus ta i n a gate 10 the Mate r -i al Pla n e large
e nough to mar ch an ar my throu gh was in calc ulable.
Even if h e could acc umu la te en ough po wer to c rea te
s uch a ga te, th e for ces of go od cou ld quickl y th wart hi s
Invasion by an acking th e ga te on the Mate ri al Plane,
where de fending it wou ld be diffi c u lt. Mu-Tahn Lun's
f r us tra t ion was so great th at eve n t he sc re ams of the
innocent provided n o succor. He b rooded on hi s black
t h ro ne, co nte mpla ti ng other mea ns to reach th e Mate -
ria l Pl an e.
In a nas h of ins piration, .Mu-Tah n Laa concei ved a fiend-
ish plan. He cast offh is desponden cy and sta rted <I series
ofcldrirch t ri als, using h is r ival's mi nio ns (and some t imes
hi s ri val s th e mselves) as expe riments.
After decades of research, Mu-Tnhn Laa's efforts bor e
frui t. Ifh is cults could provide enoug h energy in th e for m
of souls wh o were hono red an d then sacr i ficed, Mu-Tahn
Laa could actuall y tran spose pan of t he Aby ss and th e
Mat eri al Plan e. Seve ral squa re mi les of th e Mount ains of
Sorrow Beyond Measu re could become part of the Materi al
Plan e. Th e co rres po nd ing t err itory on th e Materi al Plan e
wo uld be pan of th e Aby ss forever.
you might fi nd you rself need ing to refer t o the Campaign
Guide. The fact th at th e ope ning en co un te rs an d the campaign
info rmatio n a re in sep ar ate bo oks should save you some pa ge
f li pping.
3. The Player'SGuide hel ps playe rs create cha racters gro und-
ed in t he Valley of Obelisks an d ready to brave t he da nger s of
Sia ughterga rde . Ins ide a re de tails of o rganizat io ns , places ,
a nd ma gic th at ch a ract e rs ca n joi n, explo re , or acqui re as th e
ad ve nt ure unfol ds .
4. An eight -pa ge se t of illus t ra tio n ha ndo ut s conta ins
d epictions of many places an d o bjects t he playe r cha racters
see as they exp lore Sia ughte rgar d e. The ad ven ture text e x-
pla in s wh e n to use the pic t ur es , which a re la bel ed fo r your
refe re nce as wel l.
5. A poster map containing de pic tions of some of t he ad ve n-
tur e's importa nt en counter s , done in miniatures scal e so you
can plac e you r D&D min iatu res d irectly on t he ma p.
6. A folder to kee p th e books a nd po s ter map in. Th e
fol de r also pr ovid es enco unte r ta bles for locales in t he Valley
of Obel isks.
If you ' re t he OM, read t he firs t part of t his Campaign Guide,
then fami liar ize yoursel f with t he Sia ughterga rde Labo ratory de-
scri bed in the init ial se cti on of t he Adventure Sites book. That 's
where the player charac te rs un de rt ake their first ad ven tu re. You
might also want to loo k at the Pla yer's Guide so you can help the
pl ayer s create ch aracte rs later.
The tran sp osit ion would be a one-way t rip, so Mu-Tahn
LOla began to hollow out a mount ain , packi ng it wi t h hi s
armies and en ough supplies for an extended campaign
on t he Material Plane. Mindful of rhe ri sk of fai lure. th e
demon pr ince though t it prudent to build some smaller
gates connecti ng the mountain-fort ress to th e Abyss. He
could n't retreat an army back th rough those gates, but he
and his pe rsona l ret inue sho uld be able to t ravel bet ween
the t wo planes unimpeded.
Afrer years of toi l, Mu-Tahn Lea's mou nt ain fortress,
whic h he named Slaughrerga nlc. was ready. Morral cults ,
res ponding 10 whispered pro mi ses of dark power, began
gat he r ing i n a remote mou ntain valley. Demons were
coming [Q th e Material Plane, and t hey were co min g to
stay.
Bur the forces ofgoo d were not as oblivious as Mu-Tahn
Laa had imagined. The bl ind dwarf sage Th crrn cskor had
a vision of a mountain weeping blood . Elf mystics found
th ei r meditati ons inter r upted by similar sce nes. Humans
native to one part icular mountain valley begau ere cting
black obelisks :lI t he direction of t he ir priest s, often with
t he aid of dwarves J nd elves.
Oracular visions war ned angels rhar extr aplanar war was
coming to th e Mat er ial Plan e. A cel est ial army encamped
on the Plain of Ida in th e Heroic Domains of Ysgard
recei ved a loat hsome bu t ultirnatelv useful vis itor- a
jealous l ieur enanr of Mu-Ta hn Laa named Kmhr ikki.
Kurhri kki reveal ed Mu-Tahn Lea's plans ro t he cel csnn ls.
Th ey, in tu r n, hast ily moved thei r ho st to th e Mater ia]
Plane and worked with t he mort als ther e.
\V'hen MuTahn Laa t ransposed Slaugb tergarde 10
the Mat er -i a] Plane, he found an army of elves, dwarves,
humans, and angels waiting eagerl y to cas t his invading
force back to the Abyss. At first, the prospec t of barrle
deli ghted the demon prince, and he orde red his ar mies
forward int o batt le. It is said t hat t he ver y sky shook tha r
day, and t he Murr il ach River ran dark with mort al blood.
celestial essen ce, and demonic ichor.
As the sun set on the fi rst day of the ltatt le of Slaugh-
rcrgardc, Mu-Tahn Lan not iced a faint pull on th e eldr irch
weavings respon sible for Slaughrergarde's t ransposit ion.
Th e black obel isks were sipho ni ng away t he power of the
demon pr ince's magic, th reaten ing 10 th row his entire fo r-
tr ess back to the Abyss. ~ t l l r a h l Lauordered his soldiers
10 destroy t he obelisks quick ly, lest hi s invasion end in
di saster.
But Mu-Tahn Lac's host was mild wi th bloodlust, ami
th e chaot ic warriors scorned hi s orders. As t he obelisks
siphoned more of irs power away, Slaughter garde hegan ro
break apart . At first , it crumbled around t he edges, bur as
the force s ofgood redoubl ed t hei r efforts. the- enti re moun-
tai n beg an [0 qu ake as if about [0 er upt. Before sunr ise, in
an upheaval loud enough 10 be heard across a co nt inent ,
Slaug htergarde ex ploded. Thl.?' majorit y of its wreckage
hu rtled across the void bet wee n t he planes [0 its proper
pl ace in th e Abyss.
Satisfied t hat the Mater ial Plane was safe, most mortals
ret ur ne d to t hei r homes. The celestial host, aided by a few
brave nat ives of the Materia1Plan e, t urned its efforts toward
t racking down st ragglers from !\.-I u-Tahn lila's horde. Now,
eight cent urt es aft er the Bat tie of Slaughtcrgarde, th e only
reminder s t hai ir ever happened are a si nisrer crater wh crc
t he transposed mountain br iefly stood and a net wo rk of
cr umbli ng black obel isks.
As for Mu-Tahn Laa, he never retu rned 10 t he Mount ains
of Sorrow Beyond Measure. His fellow demon pr inces
gave him up for dead. They then fought OWl' his vaca nt
holdings in the Abyss.
The obeli sks did thei r j ob, bur the dest r uction of
Slaugluergurde wasn't tora], nor was irs rerum to [he Abyss
complet e. A fevv chunks of Slaughtergarde retained enough
of Mu-Tahn LOla's transpositi on magic to embed themselves
in the Ma ter ia] Plane permanent lv, There Ihe )' remain.
PLOTTING THE
_____......,A.>o<.O-"-VffiTURE
You need the P/ll)' l' r 'S Htllhlhool; to r un th is advent ure. The
encounters provide most of rhe informati on you ne ed, but
the DlIllgt'OJl Alllslt'r's Guidt' is also handy. Creat ur e statistics
are provided wi t h evcry enco unter. Howeve r, th e MOll stt'r
;\l im 1III I and ot her monster supplements are useful for
learn ing more about the inhabitants of Slaughlergarde .
Because it doesn't take long ro make up tsr-level char-
acrer s, the pl ayers can gene rate t he ir pe s r ighr before y Oli
act ua lly starr playi ng. They can cons ult wit h each ot her
so th ar rhey create a ba lanced part)' and t hey have some
sense of wha t t heir comra des are capable of. To make t he
part y cohesive and giw t he charac ters a reason to work
together, th e "' aya 's Gllid,' ins tr uc ts t he player s to ma ke
sur e eac h character knows at least one ot her member of
the group.
\Xrhe n they begin the advent ure, the characters have
littl e or no knowledge of Slaughtergarde's history. I f they
grew up in t he valley, rhey rake t he black obe lisks for
grant ed, and t hey know th e crater east of j ewelford is an
evil place. Beyond rhar much or the worl d has forgotten
abour Slaught crgarde.
So how do t he pe s become invclvedi That's lip ro you and
your players, bur t his section pro vides adve nt ure hooks.
Much of t he adventu re is cont aine d wi t hin three sec-
ti on s of Slaug hrergarde. Th e gobli n-infested labora tory is
an idea l advent ure site for l SI and znd- level characters. The
temple site and it s drow occupants are a good challenge
for Srd-, -rrh-, and eventual ly 5l h-level pe s. And erh- and
Zt h-lcvel characters should have their hands full th warting
the plan s of th e monster s in Slaughterga rde's ar rnorv,
Independent advent uri ng betwee n each of t he Sl;ugh-
rergarde sites is okay, I obody knows your players be tter
t han you do, ;lI1 J you'vegot a good ourlet for your creat ivit y
once t he r e s have complet ed their tasks at the laboratory,
and again once t hey're done wit h t he templ e, In th e Side
Treks sect ion (p age 6), you'll find some sugges tions and
adventure hooks th at you CJn customize as you like.
SLAUGHTERGARDELABORATORY
The jou rney to Slaughrergarde begins with a simple job to
recover a shi pme nt ofspices for th e Chicane Guild of SUI,11-
berton (the ci ty is pictured i n th e illustration handouts).
Descr ibe the characters mee ting Vint ra Markt un sel (see
page 15) wherever you like in the city, perhaps J taver n such
as the Sly\Vink. After ini tial pleasant ries are out of th e way,
the halfl iug gu'ildmas ter tells the PCs her plight:
"Two days ago, gobli n and hobgoblin bandits raide d a
Chi cane Guild caravan carr yi ng fr uit and spices to Sum-
bcr ton . Th e spices i n part icular are key to us meeting a
quot a set by ou r business partners in the sou the rn cities.
\X!e need them back. My guild is wp ling 10 pay you each
200 gold for th is recovery opera tion," she says.
Vintra won't pay more. She's wi lling to part with hal f the
money i n advance if the PCs fry to drive a hard bargain . A
shrewd businesswoman, Vintra knows full well t hat th e
spices can be sold for much more than she's paying the
player characte rs.
Anyone native to the valley knows it's not wise to
cross the Chicane Gui ld, so Vintra doesn't war n the PCs
agains t doing so. She doe s, however, answer some of their
questi ons.
Wll}' (m'" Illl' IIB/rtia h l ~ (arc of 11? "Lord Cars tellan says
the robbe ry happe ned under rhe jur isdict ion of Tulver-
cross. And the Entrighan and the Percleknrk fam ilies in
Tulvercross sayir happened i n Sumberron territor y," Vintra
says wit h a tired sigh. "Wha t J usually do at this poin t is
just bribe one of the lords to take care of rhe problem. But
I'm ti red. of th at, so I'm spen ding the br ibe money on yOLi
instead." She smirks slyly.
DoIIICIlcetl llflyl llillgspaill/In collll'lctl' lIlt, lilsl. ?"The spices
are in crates marked wit h the Sumberton sigil (<1 crescent
moon and a sheaf of wheat).Those crates are bulky, so vou'll
need some sort of pack anima l or wagon to bring them
back to me. Oth er than that, you'll be going underground
after those goblins, and 1expec t you're the experts on that
subject."
\Xll!erc arc tilt' gohlilJs? Vintra explains that one of the
caravan's teamsters was captured by the goblins but escaped
short ly before the gobli ns descended into their warren.
"\Ve sent him downriver yesterd ay, but I can show you
where the warren is. Got a map?"
Mark the correct Spot on the players' map (they've got
one i n th e P/llycr's Cuide that's muc h li ke yours). At t his
point, the heroe s should be on their way to adventure. The
gob li n lab is pr esented in [he first pan of t he AI/velltll re
Sites book.
SLAUGHTERGARDE TEMPLE
The dark creeper emissary i n U 8 of the laboratory has a
major elue- a I11 Jp that leads to the second adventure site.
f or some D&0 players, the not ion of more ro be explored
and the hi nt that the vent ure migh t be lucrative are enough
to move the m along. Some players might st an asking ques-
tions about why a gobli n war ren was full of strange magic
and fine stonework, and. others cou ld have thei r cu riosity
piqued by a convers ation wi th the 111;:1 Ug in 19. A few play-
ers need stronger moti vation for mov ing on, though , and
some groups migh t mi ss [he clu e ent ire ly.
Ent er rhe Luminous Order (see page 17). \x:' hen the
PCs sell the tr easure from th e Slaugh tergardc labor atory
back i n Sumbenon, they attr act the notice of the Knight s
Luminous. Some of t he swords and ar mor from the lab are
ant iques from the Bart le of Slanglue rgarde, and a practi ced
eye can identify the m as such.
\X/ hethef the PCs are going to find the Sur rin ak hunt ing
lodge or not, Luminar y Captain Armin Harra k (l G male
human fighter 2jpaladin 3) approaches themHe can tell
the PCs abou t [he Battle of Slaughtergardc, helpi ng them
figure out that at least one section of the demon ic for tress
apparently remained on the Mat eri al Plane. "And if one
parr of Slnughrergarde survived, perhaps othe r parts di d
too," Ar min muses.
If the PCs don't have the Surriuak connec tion, Arm in
can point them in the rig ht di rect ion with evidence the
Luminous Order has uncovered in clashes wirh vverer urs
in Sumberron. He explains the situation.
"Members of our order can' t strike di rectl y at the Sur-
rin ak holdings without possibly aro using ot her nobles
against us. Bur ifindepe ndent agen ts can prove something's
rotten in Sun-inak country, we can safely become involved
and clea n it up. That's why I've come 10 you."
"If you f nd anot her part of Slaughrergardc. wh ich I SlLS-
pee r you will, I implore you to destro y any evil or tainted
objec ts you come across . If you find somet hing you can't
dcstroy yourselves , bring it ro th e Shini ng Citadel when
you're done exploring the situa tion and the site. I f worse
comes to worst, on your reru m , tell me about objects you
had to (cave at the site. I'll make ar range ments in such a
cast' .
"For your work, the order is wil ling to pay you each 800
pieces ofgold upo n your retu rn . In addition, I'll give you a
commendation to the Luminar y champions, the leaders of
our order." Tell the players that the commendat ion ear ns
th em an affilianon score wit hin th e Lumi nous Order.
Ar mi n won't pay up front, and he can't be moved on this
poin t, though he mighr be persuaded to provide some
mundane equipment .
Onward to the temple of th e draw!Th e rempie section
is descr ibed begi nning on page 28 of t he Adl'o Jl ul"c Sites
book.
SLAUGHTERGARDE ARMORY
After rhe PCs have defeated the rlrow, they should return
to the Shining Citade l [or th ei r reward. \X! hile the cha r-
acters were away, the clerics of rhe luminous Order used
di vination magic ro ask of the gods, "Do other intact part s
of Slaughterga rde remai n?"
The di vinations showe d the entra nce th e gnolls found
and cleared to the Slnughrcrgarde ar mory on the edge of
Slaughrerscar. \X'orse , t hou gh they don't know speci fics,
t he d iviners lear ned that dark forces are t ryin g to re pa ir
a gIl it' to t he Abyss. The order se nds tilt' charac te rs off on
a quest to make sure th at galtdoesn't open.
Armin promise s 1O grant each PC wh o undertakes t h is
quest 1,500 g p and "t he unending thanks of the entire
order," The pl ayers sho uld know t hat "unend ing th anks"
t ransl ates 1O a higher affi lia t ion score. Once aga i n, Armin
won't pay up fro nt.
Matters are co mplicated a littl e, however, by th e fact t hat
the kn igh ts aren' t the only ones looking fo r the Slaug hte r-
ganle armor vNarvali a (CN female half-elfbard 5) of the
Ebon Cabal (see page 19) approa ches the part y. She offers
so me or all of t he characters th e option to capt ure the gate
and mak e it functiona l for the wi zards of t he ca bal. Based
on infor mati on from her supe r iors, Naryalla knows what it
takes 1Omake t he gate work agntn-c-tpagcs. used 1Ofore tell
t he stars"; "a force fo r good, bo und and reve rsed"; and " I he
mi ssing sigi l. resto red to its ng lnful place." She's wil li ng
to pay 2,000 g p 1O each character who help s the cabal.
Now t he PCs have two pat ro ns sending t hem to th e
Slaughtergn rde Armory. The players can de cide how rli eir
charac ters ha ndle th is sit uat ion. You can t ur n to page 20
of this book to start t he adv ent ure.
SIDE TREKS
Slllll lt'n,d Cl ites (If sltlllglllcrgllrdt' can accommoda te ro ug h ly
five encou nters bet ween the laborator y ami th e temple, an d
anot he r five bet ween t he temple and t he ar mory. The t ime
bet ween th e adve ntu res is a good c hanc e fo r yo u to assess
t he st reng t h of th e pe s. See whether they're earni ng level s
at t he r ight pace, and check to ma ke sure t hey have gear
appro pr iate 10 t heir level. You shou ld have j rd-level PCs at
t he begi n ni ng of t he temple sect io n and s th-level PCs for
t he armory sec t io n. If your charac te rs are of a lower level
CAMPAIGN SETTINGS
Sett ing the Shatt ered Gates of SJaughtergarde adven t ure in a
publ ished ca mpaign sett ing is ea sy.
E BERRONe Camp aign Setting: If you want to set t he adve ntures
in Eberron, you can place the Valley of Obelisks in no rthern
Breland ami d the Blackcaps, with the Marr ilach River runn ing
southwest th rou gh the mountains, t hen turn ing du e west to
empt y into Silver Lake . Cas tle Pen d rant can become Drum
Keep, the ance stral hold ing of the ir' Oeska! famil y, and t he
dept hs of the Blackcaps can retain their sinis ter mien (see Xan-
dr ar and the Blackcaps, Five Nations 64-65), Make Mu-Tahn Laa
a dael kyr, so the Battle of Slaughtergar de happened 9,000 years
ago at t he end of the Daelkyr War.
Drow have a specia l role in Ebe rro n, be ing co nfined to
Xen'drik , and one of th ree reasonable alternat ives can be used
to solve t he pro blem of t he d row in Siaughtergarde's temple
sect ion, One possibility is that the da rk elves in the Slaugh-
t ergar de laboratory are a s tra in of nor ma l elves somehow
co rrupt ed by Siaughte rga rde . A secon d option is to add a func-
than t hat, o r if t heir gear isn't up 10 standard (see Charac-
ter Wealth , D.\ fC 135), you can make up the difference by
us i ng ex tra en count ers.
One of the ea sie st ways to in corporate extra encounters
is simply to include some random e ncounters in t he wil-
der ness on the way to and from rhc Slaughrergarde si tes.
You can al so play up so me of the pl o t t h reads we 've inten-
t ionall y left dangling t hat you'l l learn about as you read
t h is book, suc h as the we rerats in Sumberton, t he gnoll s
ncar Kel's Rise (wh ich could be relat ed to Cashkarr and
the Slaughrer garde armory). or the "dark presence" in the
Vcnthwood. You ca n flesh o ut Castle Crief inro an adven-
ture o r simply add a few more rooms to the Slaughrergarde
laboratory o r temple.
Conversel y, t he advent ure plays just fi ne if you don't
add extra encounters, as lo ng as t he cha rac ters are st rong
enough. I n fact , if you link LI S and 1'6 wi th a staircase,
t hen connect T24 to i\ I by way of a hi dde n tunnel. yo u
ca n play Siallglllcrglm k as one bi g du ngeon.
ENCOUNTER
The encoun te r de scrip t io ns have t he following st andard
ent r ies. Ext ra sect ions mi ght be provide d when they' re
10 0 importan t to a speci fic t' IlCOU11ler to [all under one of
t he other ca tegor ies. Such ex t ras m ight i nclude t raps o r
addi t io na l g u idel i nes [or r un ni ng t he encou nte r.
SETUP
Setup tells you i nfo r mat io n you need to know 10 sta rt
the encounter. l r usua ll y sta tes how t he occupants of an
area react to th e PCs, along wi th i n fo rmat ion you need to
sta rt the encounter. Cond it ions t hat require cons ult i ng a
creature's statis t ics block might be included. suc h as how
tional two-way port al between 117 and T1. PCs who climb the
st airway out of Tl find t hemselves su rrou nde d by t he t rackless
jungles of Xen'd rik. learn ing jus t how wide ly Siaughtergarde
scat tered when it exploded. Thirdly, you could change the draw
to githyanki, but th is o ption involves more cus to mi zatio n on
your part. Small encl aves of githyan ki are common enough in
Khorv ai re (see Player's Guide to Eberron 123), and th ey would
have an interes t in relics from t he realm ofXo riat.
FORGOTTEN REALMS" Campaign Sett ing: If you want to set t he
adventures in Faerun , a goo d place for the Valley of Obelisks
is th e sou thern edge of th e Nether Mou nta ins in the Silver
Marches. The Marri lach River runs so uthwes t into t he Talons,
then south as a tributar y of th e River Delimbi yr. Turnsto ne Pass
provides a road out of the valley to Sundabar, while the Mar-
rilach River still provides pa ssage so uth. Mu-Tahn laa created
Siaughtergarde to take advantage of the mac hinations of t he
wizards of Ascal horn in 882 DR-a great s ummon ing of fien ds
t hat led to the creation of Hellgate Keep,
a creature migh t become aware of intruders or when and
where it might hide.
READ-ALOUD TEXT
Paragraphs or whol e sentences appea ring in italic type
inside an encounter are meant to help you describe an area
or featur e. Conditional statements usually precede the read-
aloud text and sometimes separate read-aloud statements
from one anothe r. \X1 hen the text's described condition is
met, you can read or paraphrase what follows to the players.
Parenthetical information in the read-aloud text is to help
you describe infor mation that depend s on PC or creature
actions. Read-aloud text doesn't always incl ude mention
of a room's exits. You GIn add th is info rmation based on
the characters ' point of entr y into each room.
CREATURES
Any creature presen t in an enco unte r' has an associated
statistics bloc k. Ever y stati stics block has a book and page
refere nce so you can learn more about th e creat ure from
other 0 & 0 books you own. Doing so isn't necessary to
ru n the encount er, however. Creature possessions are an
import ant source of treasure in these advent ures.
TACTICS
How the inhabitants of an area deal wi th in terlopers is
described in as much det ai l as needed in each encoun-
ter that incl udes monsters. ' Cl erics somet imes include
contex tual statistical information on a creature's speci al
maneuvers. Encounters that are straightfor ward batt les
mi ght not inclu de thi s ent ry.
CONCLUSION
An encou nter's conclusion describes the effects that events
in an encoun ter have on nearby areas. It doe sn't mention
irrelevant i nfor mat ion , such as those who mi gh t hear
but make no pr eparations. For si mplicity's sake, thi s sec-
tion only describes what happen s i n areas that th e PCs
can reasonably arr ive at next, un less a wider react ion is
calleJ for.
TACTICAL MAP
Each encounter has a detailed map of rhc area in which the
encounter occurs. Such maps often includ e in for mation
t hat's "DM only" to help you run the encounter.
FEATURES OFTHE ROOM
The room's other conten ts are descr ibed i n a bri ef and
orderly fashion. Features might incl ude illumin ation ,
door s, ter rain hazards, stairs, ches ts, or anything else an
area holds. Conrexrual stat istics and information on trca-
sure are included, as relevant, i n each featu re's ent ry.
The setting for th is adventu re is the Valley of Obel isks,
named for the ancient obelisks th at played an importa nt
role in the Bal tlc of Slaughrergarde and do t the country-
side to this day. Th is temper ate valley has been and is an
agricult ural province on the front ier far from the centers
of govern me nt. It's true locat ion is purposefully vague so
~ can fit it j nrc your D&D campaign.
SETTLEMENTS
The rich lands of th e valley support a wide var iety of
settlements.
Castle Grief (Ham let): Cartographers always place
Castle Crief in the Paint ed Canyons west of the Man-ilnch
River. But no one in recent memory has traveled [0 the
castle. Resident s of nearby communities, such as Krokar r
and Sekletir, don't know much about it.
That's because Castle Criefis for you, th e D'M, to do wit h
wh at you will . Jt's mar ked on th e map in th e pll1 yer'sC l/illc,
so it's on the map any PCcould buy in agene ral store. Malee
an adventu re our of it, or leave it a myster y.
Castle Pe ndrant (Hamle t): Th e Pendrant family has
occu pied J cast le on the riverban ks southwest ofj cwolford
for cenrutie s. Lord Pendrant has been grante d th e author-
it y to tax r iver traffic that passes Cas tle Pcndrant , and he
wi elds his aurhori ty wi th great relish. Ri verbo at captai ns
hate Pendran r's stre tch of river, and they scor n Lord Pen-
dram. hi s family, and anyone from the town around the
castle.
Cas tle Surr- i nak (H amlet): low on t he nonhern
slopes of Mount Surr inak in t he Tanglerufr Mountains is
the ances tral home of an old and insula r noble family, the
Surrinaks. Th eir castle overloo ks rich farmland and is pro-
tect ed from th e west by Rcdbark Grove, so the Sur rina ks
are collec tively some of the most power ful landowners i n
th e Val ley of Obelisks. Trespassers arc treated harsh ly on
Sur ri nak lan ds-their house guard is th e law for miles
beyond thei r castle.
During the course of the adve ntu re, th e PCs learn that
these human s are sec retly all ied wi rh th e dro w that have
raided Shu l Shcnnck. In fact, S0111 e Surrinaks have even
taken drowspouses and had hal f-drew children. Furt her-
more, Slaughrergarde's temple sec tion lies on [he edge of
Rcdb ark Grove un derneath th e Sun-inak hunti ng lodge,
a well appointed cabi n about 5 miles from the castl e
proper.
Dondurrnn (Vil lage): Dcndurra n's orchards are just ly
famous, especi allyfor their apples, pears, and cherr ies. The
vi llage has suffered recentl y at the hand s of gnolls maraud-
ing from t he mou nt ains to th e sout heas t. After a show of
for ce by cavalr y from the valley's sale city, Sumbcrron, the
gnoll s haven't been seen in seve ral mont hs. Residen ts are
still suspicious of stra ngers, and the village mili tia remai ns
on guard.
Hcmyulak (Vill age): Hemyulak is a town th at grew
up arou nd the walls of Castle Hemyulak, built cent uries
IV
ago to guard a moun tain pass Ih;H leads north our of th e
Valley of Obel isks. Hemyulakkers are known as adep t at
hun ters and fishers.
Dwarf prospector s have recently started scouti ng the
hill s north of I-I emyulak, looki ng for vein s of silver and
other precious met als. So far, no one has str uck it rich , and
the prospectors find the monster-infested hi lis diIlicuhto
explore.
[ ewel ford (Large Town): Second in populat ion only 10
Sumbenon. jewclford is home 10 a mix ofraces. Halfl ings.
gnomes, and huma ns ma ke up the bul k of th e populace.
Th e h;ilfli ngs are river traders predominately of the Fam-
inestri clan, the gnomes are miners seeki ng gems i n the
nearby hills, and [he humans are varied, fill ing many roles
that help jewclford maintain its notable pro spcrt rv.
The Martilach River is wide and shallow near [ewe lford,
posing a navigation challenge for riverboat captains who
have 10 find the deepe st channels or r un aground. Across
the river from t he town is the Shining Citadel, Built by the
Luminous Order just after the Batt le of Slaughtergarde, the
fort ress allows the Luminaries to keep awatch on the Slaugh-
rcrscar to the ensr and remain alert for signs of the demons'
return. PCs who work for the Luminous Order probably
pass through Jewelford to go to the Shi ning Citadel.
Kel's Ri se (Vi ll age): Kel's Rise is more an ar med
camp than a peaceful settleme nt. Most of t he residents
have retreated behind the walls of Castle Kel, fearful tha t
gnol ls from beyond the mou ntains migh r attack again. The
in habitants survived several month s under siege in the
castle, and they st ill fed nervous when they step beyond
th e for tress's wall s.
A road heads through a pass over the mount ains to the
sout heast, but no traveler s have used the road si nce the
siege. No one i n Kel's Rise is sure wh ether the road is safe,
because the gnolls retreated down it.
Krokarr (Small Town): Dwar ves from Krokarr have
been working the silver and iron mi nes in the nearby hills
forcenruries, and they've always called Krokarr Home. In
the center of Kroknr r is the H,lI of the Fell Beast, built
around the rib cage of an immen se dragon . \X1 it hin this
hall , th e leaders of nine prominent dwarf clans rule as an
oligarchic town counci l.
As befits its mining heri tage, much of Krokarr is un der-
gro und. Those approachi ng on the road from Sumberron
on ly see the Hall of the f ell Beast, a few rampa rt s, and
some humble cotrages. Bcneath are chambers where nearly
~ l the citizens live. Th e subterra nean st reets of Krokncr
st retch for miles, many con necti ng to the mines i n th e
nearby hi lls.
Lukrimar Keep (Ham let): Lukrimar Keep is the
far thest upriver the majorit y of riverboa ts travel. It has
a thriving community of halflings, especially those of
the Hundi varsr cla n. A loggi ng operation in the Andrall
Forest to the nort h supplies much of the timber for new
riverboats.
Riverbend (Small Town): Downstream from Sumber-
ton is Riverben d, a town where more than three-quarters
of the residents are gnomes. Thus, door s and furni tu re in
Riverbcnd are somewhat awkward for the larger races.
Rivcrbcnd is famous fora hometown carnival that spends
abou t halfus time on the road, visiting other communities
wi thin the Valley of Obelisks. Those who go 10 the River-
bend CarnivaI \vhen it's in town see spectacular illusions,
witness feats of acrobatics, and have thei r fort unes told.
Maybe they also "forget" to br ing th eir coin pouches home
with them.
Ru i ns of Andrushel (Ham let): And rushel was an
import ant border fort ress and gua rdia n of the headwaters
of the Marri lach River. But a year ago, a flight of dragons
destroyed the castl e. Recentl y, some ::!oo soldi ers and
labor er s ret urned 10 th e sill', determined to rebuil d it. It
rema ins a myster y why the dragons at tacked.
Sekler ir (Vil lage): Foun ded by religious pilgrims that
ca me to the VJIIey of Obelisks to bu ild an ideal commu-
ni ty of fait h. Sek let ir has a templ e to Pelor second in size
on ly to the one in Sumberton. Because the famous paladi n
Brannock Proven nia is bu ried ben eath a monument in
Sekletir. th e town still receives irs share of pilgri ms.
Sbul Sh cn nek (Small Town): Much of thi s town
exists J hundred feet in the air. ncs rlcd among the massive
bra nches of the t rees that give the Oakwood its name. Th e
houses, platfor ms, and magic elevators of Sind Shennek
are a sighr to behold, but they serve a pr actical pu rpose.
Oa kwood is home to many dangero us monst ers, and the
elves of ShuI Shennek ca n turn their town int o a for tress
by retr acting the elevators and stairs that prov ide access
from the ground.
Monsters aren' t the on ly concern. Drow raiders have
attacked ShuI Shen nek twice in the last decade- and for
an elf, that fall s into the category of "current events,"Th e
drew come from the subter ranean outpost of Knrknnna
Amon, and they're allied with the Surri naks. Some of
them now lurk at the Slaughterga rde temple complex to
the north.
Shul Vaath (Village): Shul Vaath's elf inhabitants are far
more isolationist than those of Sim i Shennek. shunning
contact wi th the outside world and discou raging travelers
from expl oring the Vaathwood. Humans comi ng from the
di rect ion ofSt ump' Flat are parti cularl y scorned, if nor pep-
pered with arrows ou tright. Among the younge r elves of
Shu l vaarh, however, are some who wish to connec t with
the wider world.
Shul Vanth isn't a treetop community like s hul Shcnnek.
It's buiIt on the forest floor amid cr umbli ng alabaster r uins
from an elf kingdom th at's ancien t even by t he standards
of th e elves,
Rumors abound of a da rk presen ce wi thin the Vaarh-
wood. The presence migh; have some infl uence on t he
.. green dragons th at have been troubling th e elves lately,
but its actual nature is for you to decide, If nothi ng else,
this problem is a good exc use for a PC from s hu! Vanth
to tr avel beyond the Vaathwood and conso rt wit h the
"younger races."
occ asional dr agon as well. Residen ts of Silvermonr rarely
[eave rhe safety of th eir gu arded mines and wa lled town.
One path winds norr h th rough t he Blackrench Mountains
and termi natcs at the Black Tower.
Ch ance Forest (medi um forest , average EL 2): Many
forest gnome communiries are scatte red throu gh out the
Chance Forest. Crigs also roam the tr ees. Unwary travelers
are often subjec ted to confusing and humiliating tr icks,
as well as il lus ions that prevent th em from reach in g t heir
de stinations.
c loud hoofForest (spar se forest , average EL 5): Two
centau r tribes, the Curga n and t he Srarakas ps, war und er
the bough s of the Cloudhoof Fores t. Th e feud is bi tt er, but
t he centaurs are otherwi se frie ndly, Co nso rt ing wirh the
Curgan earns a visitor the undying enmity of th e Sta rn-
kasps. and vice ver sa.
Dapplewood (den se for est , average EL 4); Thi s forest
is known for its st range ness and dan ger. Fierce owlbears
rampage through its thick vegetat ion, and pack of vicious
dire apes dwell s wi thin the Dapplewood as well.
Fo r es t ofTurlek (mediu m forest , average EL 3): Once
home to t he elves of Shu}Turlek, thi s dark forest is now
known to be the lair of a malici ous band of werewolves.
\X!er ewolves wiped our the el ves, and they harbor gr eat er
ambitions, Their howls can be heard on sti ll night s in
Silver monr.
Grove of Icicles (m ediu m forest, average EL 2):
Albino wolves of t he Grove of Icicles are greatly prized by
hunters . Their pelt s ar e valuable, bur li ve pups t hat can be
trained are more so.
Headwater Hi lls (gentl e hills, average EL 7): Srrnnge
crea t ures aboun d in the hil ls that sur round the headwaters
of the Mani lach River. Bulerres, chime ras, atlrachs . . , all
these and man y weirder creat ures roam east of rhe ruins
of And ru shc l.
Jurorakk Foothills (rugged h ill s, average EL 4);
Cnol l bandits from the far side of t he mountain pass are
sett ing up new camps in the lower reaches of Mount
j urorakk. th reaten ing Kel 's Rise. Co uld rhey have some
relation ship 10 Cnshkn rr's forces in t he Slcughrergarde
armory?
Kurkle Ridge (gen tl e hills, average EL 2); Winding
draws and scr ubby vcgcmt ton along Kur kle Ridge mak e
it a common hid eout for bandits that prey on road t raf-
fic between Sumbe rro n, Tulvercross, and Krokarr. River
pi rates some ti mes hide along Kurkl e Ridge where they
can waylay riverboats headi ng sout h fro m Surnbe rron.
The ent rance 10 the Slaughtergarde laborat or y lies in a
box canyon on the northern side of Kurklc Ridge.
Laugh in g \\'oods (sparse forest , average EL 6): These
woods were named for the j ovial t reants tha t tended this
light forest's many flower-filled glades. Now the trcant s are
beset by menaces from the Headwater Hi lls, so t he forest
isn' t as sa fe as it onc e was.
Oakwood (med iu m forest , average EL 3): Home to
t he elves of Shul She nnc k, Oa kwood is also known for
t he Med ium and Large monstrous spiders th at cas t th eir
Silver m ont (Vi llage): Cold and silver mi ner s call the
vi l lage of Si lve rmonr home. Pr ices here fluctuat e wildly,
depending on whe t her mi ni ng has been goo d lately. II's
very much a co mpany town, with almo st every resident
dependent on th e goodwill ofHar unio Quell , the mines'
owne r. Even l ady Andm Tenneski r of Si lvermon t defers
to Quel l.
In the mo untains north ofSilvermo nt is t he BlackTower,
home of the Ebon Cabal. Resident s ofSilvermonr all kn ow
it's t he re, but they believe it's bad luck to tal k about it. PCs
work ing for the Ebon Cabal mi ght pass through Silverrnont
to go 0 th e Black Tower.
St u mp Fl at (Vil lage):This farmi ng commu ni ty is home
to a racetra ck that features weekly hor se races wi th a lor of
gambli ng on th e side. Somet imes entire acres of far mland
change hands based on the luck of;1day at the track.
Relations between the hum ans of Stu mp Flat and t he
elve s of s hu I Vaath ar e poo r. The el ves reme mbe r that the
t own got its n :l1TICwhe n human woodcut ters cl eared the
eas ter n port ion of th e Vaat hwood.
Su mbert on (Small City): The city ofSumberton is the
most i mporta nt trade center in the Valley of Obelisks. It's
describe d in derai l start ing on page 12.
Tu lvcrcross (Sm all Town): Tulvercross boa st s some
of the best grassland in the Valley of Obe lisks , so ir has
horse, shee p, and cat tle ranches nearby rath er th an t he
farms [hat dominate the rest of the vall ey. Th e Perdek-
ark and t he Entrighan noble famil ies of rhc town have a
r ival ry rhar sta rred as a dispute over rangel and but qu ick ly
became personalMembers of the two cl ans aren't always
viol enr reward one ano the r, but mi nor act s of sabotage and
inti mi dation are common.
WILDERNESS
Far ms and orchards surround each communit y in the
Valley ofObelisks, Wir hi n t wenty mi les of the Marri lach
River is pasture after pasture, far m after farm. But the
val lov still has wild places whe re monst rous creat ures lurk
and villagers dare not go. As one navels closer 10 the moun-
tai ns rhar bound t he Valley of Obel isks , one find s fewer
far ms , fewer hamlet s, and fewer signs of civ iliza ti on.
\'Vhen t he pes ex plore beyond the set tleme nts marked
on the map, here are some of th e locales they might find .
An d r all Forest (sparse forest, average EL 2): Tended
by the Dr uid s of the Red Rock, the Andrall forest is largely
a pastoral place. The di re predators that roa m amo ng its
tr ees can be dan gerou s.
Aresh au Vall ey (gent le h ills, aver age EL 8); Aresh nu
Valley is a home to ogres, bur t hese rapaci ous giants ar e
sma rt ogre magi . They have been secretly infiltrating some
of the bandit gro ups in the Valley of Obeli sks, looki ng to
hi re me rce nar ies to come nor thwest to the Areshau Valley.
Bur thei r leader, Drakk, isn't tell ing the rest of t he t ribe
wh y t hey need me rce naries.
Blackreach Mo u n tai ns (for bi ddi ng mountai ns,
ave r age .EL 4): These mounta ins art' ind eed rich with silver
and gold, but they've been known to harbor rroll s and t he
web s amo ng its silent [fees. \Vithin a few mil es of s hul
Shenne k, however, no spiders live- the el ves hunt th em
relent lessly. A herd of unicorns runs the casrer n edge of
the fore st.
Painted Ca nyons (r ugged hill s, average EL 5): Many
ogre tribes call thi s spare land home, warri ng with each
ot her and with any trave lers they come across. Mount ain s
to th e west ar e home to several wvvcrn nests, and ogre
and hu man alike hide when the y see wyverns amid the
canyo ns. The Paint ed Ca nvons ar e also ho me to the mys-
ter ious Castle Gr ief.
Redbark Grove (den se forest, average EL 3): Redbark
Grove has some of the thickest vege tat ion in the Valley of
Obelisks, and it is home to dryads and several dangerous
species of pla nt s, such as assassin vines. The grove seems
particularl y resistan t to the ef for ts of far rners to the no rt h-
west , many of wh om would li ke to carve anothe r acre of
far mla nd out of th e wood s. Sur ri nak foresters patrol the
southeaster n port ion of the forest, and the Sur rinaks clai m
at least th at part of th e woodland as a hunting reserve.
Sar darta n Hills (rugged hill s, average EL 3): These
hills are dotted with abando ned dwarf mines. By mi ni ng
so extensivel y, the dwarves unwi tt ingly released ma ny
underground monsters onto the sur face wor ld, so the
Sardn ria n Hil ls are a good home for mon sters, such as car-
ri on crawler s, th at don't usuall y vent ure aboveground.
Slau ghrerscar (batt lefiel d, average EL 6):This crater
remain s a bleak testament to Mu-Tahu Lac's thwart ed
ambitions. Slauglu ers ca r seems to have an i nherent abi l-
it y to spawn und ead-mostl y wights, shadows, wra ith s,
and spect res. Th ey wander Slaughrcrscar in packs, slayi ng
anything living they can find .
Vent ur esome folk have reason s to ente r Slaughrerscar.
though . Those who work for th e Luminou s Order go to
keep the undead in check. Slaughterscar is also rhe only
place in the Valle y of Obelisks wher e the twist root pla nt
esteemed by th e Ebon Cabal grows. Unknown to :111at
the beginning of the PCs' adventures, evil forces have
uncovered th e Slaughrergarde armory in the wester n par t
of Slaugh rers cur.
Streza bo Foot hills (gentl e hill s, average EL 5):
Daring hunters sometimes stalk th e dis plncer beasts of t
Strezabo Foo thil ls, bur they often f nd themselves stalked
in ret urn. Also livi ng here is a tribe of ogres that was Cough!
nearly to ext inction after it at tac ked Shul Shen nek. TIll'
ogres' numbers are small, bu t their hat red [or the elves is
great, and th ey accept aid from any sour ce th at promises
death to th e elves.
Tangl ctuft Mountains (r ugged mountains, ave rage
EL 3): Th ese mount ain s ri se at a steep pitch our of th e sur-
roundi ng plains- one of the most str i king sights i n the
vall ey, Sur ri na k holdings dot the Tmglenrfts, incl uding
Castl e Surri nak in the northwest. and Sun- inak moun-
taineers patrol t he lowe r elevations regularl y. A tr ibe of
bugbears has sent raids agai nst isolated lowland farms,
but given the swift, br utal, and tena cious retaliation s of
the Surr ina ks, the bugbears are content to protect their
hunr ing grounds at hi gher elevations.
Ti t an ia Foot hi lls (rugged hill s, average EL 5):
Mount Titania , to the nort h, is a foreboding peak, and its
fo oth il ls are near ly as da ngerous. Hill giants somerimes
come from the Tit an ia Foo thills to pill age orchards sout h-
west of the Grove of Icicles, doing so at the urging of frost
giants deeper in the mou nta ins. The frost giants wonder
wha t it would take to make a major raid into the Valley of
Obe lisks.
Vaa t hwood (dense fores t , average EL 5): Elves of
Shul Vaarh claim all the Vaathwood. and the ir r:mgcrs and
druids sta nd ready to "escor t" un we lcome t ravelers back
beyond the fores t's border s. Bur the elves don't have th e
Vaarhwood fully under th eir control. t\ clut ch of young
and younger green dragons has been givi ng them great
trouble of late, and a sinister pre sen ce seems to stalk the
wood.
Vermilion Ri dge (gent le hill s, average EL 3): Na med
tor the strange hue of its soil. Vermi lion Ridge start s in rhe
mountains to the sout h and cuts north across the lower
part of the Va lley of Obelisks. Hippogriffs arc often seen
soar ing and swooping over the ridge on windy days.
West Oakwood (medium for est, average EL 2):
Saty rs and the drui ds of th e Mahogany Ci rcle play out a
deadly ri val ry withi n the borders of the Oakwood west of
th e river. In t he nort hwestern pan of this fores t are river
bandit encampment s.
SUMBERTON
Small Ci ty, Populat ion 7,275
A Il'itlt' llt" lItl ill lIlt' Ala rr iltl(h Riper rcllt"ah (I S/!1(I 1/ />tyl' 011
a mel' r prolllOll ttlrY. [l"OSS till' r it'tT to lilt' north 11I111
5011 111. U,' 0I1tlWll, 1t'llg0Pl lmffi( bustles 10 and f rotll thf [t1l'flIS
of "it, Vallt")' of o l,dlSb. Drifting ht'IOI I' ''It" hr itfgt' s arc rolor-
fill Ithlm willi footl l,olllitl for tilt' cines of tIl l' 50 11 111
or IIt'lllft'tffo r tilt' 11I 1111)' Ilfll r"r {tm llillg
Amitl til l' g lOOHI of t'llrly sprillg's t Ilt' "Ill/IY
li ll d friflH/ly of S II III /Jl'rt OIl hl'cI, Oll , lIS 110 lilt,(asb of
alt' tllat art' 1I1i' cil y\ cl aim toj;111 IC.
Sumbcr ton is the t;n ly ur ban locale most reside nts of the
Valley of Obelisks have ever seen . It's regarded as bot h
sophisticated and bewildering . Since it's J ci ty founded 011
the ri ver trade, Sumberton is indeed more cosmopolitan
than th e r ural communities that sur round it.
At th e heart of the ci ty is Sumberto n Keep, an old
fort ress bu ilt so that a long-dead ki ng could control and
[ax the traffic on the Marr ilach River. t\ setrlernenr grew
up around the kee p and. with the passing of years, over-
whelmed it. Wer e it not for the height of th e promonror y
. on which the fortress res ts, vi sitors might never know
the keep is there. Two- and th ree-story bu ildings crowd
the edges of the city's na rrow, wi nding streets, and even
lifelong Sumber ronians have to th in k twice to avoid gt.>t-
ring tu rned aro un d or lost.
Leadership: l ord Bariss Carsrcl lan ha s been grant ed
taxi ng authori ty within t he city li mits in exc hange for
providing cit y services. An elde rly man , Carsrellan is
teaching the basics of governance to hi s t wo sons, [arrik
an d Thra nn. Cit y bureauc rat s underst and that if lar r ik or
Thrann want some thing, it 's as good <I St he lor d asking for
it himself.
But Lord Carsrcl lan's authorit y isn't absolute. Sumber-
ton Keep remains an out pos t of the nat ional ar my under
the command of Captai n Morr Donellgan. The captain's
soldiers arc bett er equipped, trained , and paid t han t he
lord's militiamen. Donellgan tri es to stay out of the city's
politi cs, but it see ms like one fact ion or anothe r wit hin
t he ci t y is always tr ying (0 embroil t he ar my in a poli tic al
di spute. The temples along Pious \\fay are beyond the lord's
taxes an d t hu s lar gel y beyond his authority. Th ey could
wi eld a lot more pO\ver if r ivalries between t he major rei i-
gions - and even schis ms within each-weren' t a problem.
Finall y, the mer cha nt guilds ar e responsible for t he r iver
co mmerce thar is th e ci ty's lifebloo d, and they co uld r uin
Sumbert on by div erting t he region's trade el sewhere. But
doing so mi ght mean their ruinati on as wel l. It's easy and
profitable to send th e regi on's t rade up and down the Mar-
nlnch Rive r.
Demogr aphi cs: 45%human, 15%ha Wing, 10%dwarf,
8%gnome, i %elf, 5%hal f-el f, 5%half-ore, 5%all ot hers.
Econom ics: 15,000 gp pu rch ase li mit, no asset limit.
Notable Features
Sumbertou is kn own bo th as t he "Cit y of Aleh ouses"
and the "City of Bri dges." \Vhile both appellat ions are
deserved , visitors in Sumberton can fi nd varied places to
spe nd their t ime.
Blue H a nd cl asp : Sumberron ha s temples to major reli-
gions along Pious Way, but in their shadows stand the old
mon aster ies tha t first brou ght peopl e of fait h 1O the Valley
of Ob el isks . Many of t he mo nast eries ar e j ustl y famous
for t heir spiced ale, eve n t hough t he secular brewe rie s arc
responsible for th e bu lk of the city's output .
Blue Handcl asp was one of those ale-produci ng monas-
rcrics, but ir gave up its casks long ago. Now it's known as a
place to st udy esoter ic, medi tati ve di sciplines- studi es that
have self-defens e appl icat ions . The blue-gloved mon ks of
th e mon astery are un failingly poli te when t ravel ing around
th e ci t y on Blue Handclasp bu siness, but more than one
ruffian has learned that the monks' abstra ct st ud ies have
very co ncre te an d very painful applications.
Carstell a n Ma nor: The seat of gover n ment for Sum-
berr on (ancl by default t he entire Valley of Obel isks),
Carsrcllan Manor is designed to d ispla y t he good fortune
of its master, Lord Cars rel lan . In a nod 1O th e region's agri-
cu ltural her itage, the manor has ex tensive garde ns behind
its ivy-cover ed wall s. The lord is an act ive horse breeder
as well , and hi s prize steeds graze in many of t he past ures
east of th e cit y. Cars rel lnn, or one of hi s sons, holds court
near th e warmth of t he manor's jet-bl ack firepla ce in th e
wimer. Bur wh enever the weath er is at all bearable, the lord
invit es gues ts to his summer pavili on, <In open-airstructu re
full of rare flowers and carefu lly man icu red plants.
Ch i ca n e Cu i l d h ouse: The Chica ne Guild is t he
bu siness end of th e largest of th e th ree major hallltng
clans- th e Mnrk t unscl s. It runs dozens of bar ges an d
boa ts up and down th e r iver between Sumbe rron and t he
ci tie s ro rhe sout h.
The gui ldhouse had humbl e beginnings as a shack on
one of th e cit y pie rs, rhen grew to a wa reh ouse. It fin all y
bec ame a full- fledged mer cant ile fort ress. On loo kers
compar e t he bulbous business to a spider's bod y, wi th th e
guild's many private piers look ing like legs. Those wh o
have been inside say th at the guildhouse is like a labyrinth,
the resu lt of a hundred small add it ions made by architec ts
indifferent or host ile to one another's work.
Docks: By day, the dock s arc th e busiest parr of t he
city. Riverboats li ne t he many pier s that ju t ou t into th e
Marri lach River, loadin g agr icult u ral goo ds and unload-
i ng fi nisbed ware s from t he cit ies of t he sout h. No matter
what the time of year, some place's harvest is on its way to
Sumbe r ton. Major wh eat end corn ha r vest s arr ive in th e
spri ng and fall , but t he valley's orchards produce fr uits all
year. The ci t y's most beloved ex ports are cas ks of Sumbc r-
ton ale.
Uy night, th e dock s are t he seed iest parr of t he city.
characters looking for a figh t can fin d severa l at t he ram-
shackle tavern s, many set lip in former wa rehouses or
built in al leys with ju st a th atch roo f to keep off th e rain .
Those who ply th e Marril ach River come to Sumbc rton
to drink heavily, and th ei r bel t pouch es are ofte n full of
wages or t rade p rofits. The combinat ion of money, booze,
darkness, and an onym ity makes t he dock s a bree d ing
groun d for every thing from confidence sca ms to t hugger y
and murde r.
Graym an Bridge: Su mbe rron has t hree main br idges
connecting t he eas ter n and western qua r ters of the ciry.
Th e bridges have to be stu rdy to suppo rt city t raffic, bu t
that means t hat th ey open and close for wa ter t raffic only
slowly-exce pt for Crayman Bridge.
Astone giant' named Co n-ask has lived next to th e br idge
for more t ha n forty years, usi ng hi s immense strengt h to
open and clos e the bridge quick ly. Those bold e noug h
ro ignor e hi s imposing pr esence find him <Ill en gagin g
speaker. Because he makes idle talk wi th boatmen and
teamster s waiting for the bridge to open or close, he hear s
a l it tle bit of ever ything going on around Sumberr on.
Gr eat Obelisk: Directly across the river from Sumbcr-
ton Keep is a 50-foot black obel isk th at has timeworn and
indecipher able runes et c hed acr os s its surfaces. This obe-
lisk is one ofhund reds scattered across the river valley-an
archeologi cal curiosit y t hat helped the vale acquire its
name. Local resident s use th e obe lisk as a convenient
landma rk but ot he rw ise di smi ss it as a "relic of a bygone
age." Other obeli sks in t he valley are t reated simi la rly.
In truth, while t he obel isks are old, they've only been
in t he Valley for eight ce nt ur ies. When MuTahn Laa
tra nsposed Slaughrerga rde onto the Mater ial Plane, t he
obelisks gathered and neutrali zed mu ch of the evil magic ,
event ually de stro ying t he fortress.
Few beyond t he histor ians of th e Lumin ous Order and
t he scholars of t he Ebon Cabal remember the t rue purpose
beh ind t he obelisks. They stand or, in some case s, lie as
silent guardians against the return of J horde from t he
Abyss.
Sl y Wink: Marry of t he ci ty's dozens of aleho uses claim
ro se rve "Sumbcr ton's best ale." In only on e case is that
claim tr ue- a nondescript. cozy alehouse on Cooper Stree t
known as the Sly \X!ink. The proprieror, Old Man Shigge-
tam, has an arr angeme nt with one of t he old ale-brewing
mon asteri es on Pious Way to rent casks. Shi ggetam adds
a blend of spices t hat' s a "fam ily secret" ro th e all he fills
rhe casks wi th . The resu lt, aft er proper aging, is ale rhar
deli ghts the senses even as it bafflesthe palate of th e most
discerning dwarf.
The Sly \X!ink is near enough to t hedocks to att ract a
rough-and -tumble crowd, bur outr ight brawl s and du els
arc rare. The plac e has a prominent st reet sign-one eye
ope n, one eye cl osed- so it's easy to find .
Storm Sewers: It rain s a lot in the Valley of Obel isks ,
and the Mnrti lach River flood s to a greater or lesser extent
every spri ng. Th us, t he city has an ext en sive network of
storm sewers. Sum berron's sewers are an alterna tive road
grid for a t hieves' gui ld kn own as the Stil crto Crew and
for other cr imi na ls.
The stor m sewers arc also in fested wi t h rats and, recen tly.
wor se. From wi thin the sewers, wer erars are spreading
lycanthrop y. Theychoose their victi ms wi th car e, t ry ing to
insert wererats into st rategic posi tion s in t he city's power
str uc t ure. Sumben on's wcrcrat s also have a connec tion to
Slaug lu crgarde. The y're allied wi th drow who ar e seek ing
as much infor marion about t he demonic fonress as rhe y
can find. Dark creeper s also serve the drow-rhe werernrs
might be aided by some of t hose shadowy creatu res.
pe s batt le were rats in enc ounter s Ti l and T14, and they
meet dark creepe rs in encounter US . Depend ing on t he
need s of your campa ign, the characters can dis cover the
werera r cons piracy in Sumbe rron at any time. You t hen
get addi tio nal use out of the statistics provided in the
enc ounters menti on ed above.
Su mbert on Keep: Th e moldering stones of this sma ll
castle are tech nically the highest point in Sumberron , bu t
the winding ciry st reets and tightly packed bui ldings mean
that res ide nts can't sec the keep unless th ey're right next
to the rocky hill ir sirs atop. The keep is a quiet, di sci p]i ned
place-quit e a cont rast to rhe bustle of Surnbcrton.
At any given time, t he keep is home to about 100 soldiers
under t he comma nd of Captain Donellgan. Another 200
soldiers are elsewhere in th e V;] lley of Obeli sks, trai ni ng,
par rolling t he borders of t he Slaughrcrsc ar, or marching
near th e wester n frontier in a show of forc e.
Notable NPCs
Almost everyone in the Valley ofObeli sks comes ro Sum-
herr on from time to time, even if it's just an an nual trip
to sell the farm's apple harvest. As a D1.-1, you have great
freedom ro int roduce wha tever color ful NPCs you lik e.
Here arc a few notable Sumberronians.
Chcndrea t he White (N female hal f-clfwi zard 8):Chen-
dre a is the city's best -known arcani sr and guildmaster of
the Sumberton Scri ven ers . The guild name is something
of a mi snomer; the Scrivene rs racklc all sorts of low-level
arca ne duties. [rom aw mc IflCb and conlinllll! j lalll c spe lls
to t he crafti ng of pot ions, scrolls, and wands.
An ivory-haired graIHlmotherly type , Chendrca is known
for her blunt man ner. She is in frequen t contact wi th t he
Ebon Caba l, using lPind for dai ly reports and
asslgnlng a courie r for more imporran t missives. She's not
official ly a member of t he Eben Cabal . bur she recognizes
rhnr it's important for the continued survival of her guild
ro Slay on t he cabal's good side.
rf th e pe s need rare materia l compo ne nts, a quie t plac e
to craft magic items, or informa tion about strange magic
they've encountered, Sumberront ans undo ubted ly point
them Chendrcn'sW<l y. Her kn owledge might be her greatest
offer ing. Che ndrca is one oft he few peopl e who know the
full hi stor y of Sb ughterg<l rcl e. she can recount t he stor y
of Slaughtergard e's fall , alt hough she is sur pr ised to learn
rhar parts of t he fortrcss-ruonnrnin remain embedded i n
the Mat eria ] Plane .
old Man Shiggetam (NG male monk 2/ expen 3):
Owner and fr equent bart ender at [he Sly \Xl in k, o ld Man
Slnggctam can be the cl assic fr iendly face and occasiona l
informatio n source rhnt greases t he wheel s of any cam-
paign. As a youth, Shiggeram was a monk at one of t he
monasteries [hat dabbled in ale producti on. Over time, he
found t hat he liked ale roo much and me ditat ion too little.
Shiggctnrn is reluctan t to talk about hi s past , but per sistent
PCs can wheedl e it ou t of him.
I f a brawl erupts in the Sly \X!ink, Shiggctam usua lly
stays behi nd the bar and tri es to protect the booze; a broken
wine bot tle is often more expensive t han a broken chair.
But if J fight gets completel y out ofhand, Shigge t;lm uses
the mart ial art s training of hi s younger years to dispens e
hard knocks to one and all.
Vintra Mnrktunsel (N female ha lflin g rogue l/ expert
5): Aseni or master in the Chicane Guild of r iver me rchants,
Vinrru is li kel y to be the PCs' first patron-a Ch icane
shipment has been stol en by gobli ns, and she want s the
characters to br ing it back. Vintra later becomes a good
cli ent for pe s who want to se ll the t reasure rhey find in
Slang ht ergardc. No mat ter what t he pe s have, she can
buy it and send it downriver for sale in th e ci ties of th e
south.
Vintru also admi res daring and ininanve.Hthe PCs do
a good job recovering her shipmen t, she keeps an eye out
for rhem whenever t hey're in Sumbert on. If t he charac ters
find themselves in trouble wi th the ci t y watch, Vint ra ha s
the means and the desire to bail them out and smoot h over
ruffled feathers. However, she never forgets who owes her
and for what.
Buying and Selling in Sumbertan
In a city devoted to t rade, almost nnything can be ha d if
the price is right. As t he pe s shop in Sumberton, t hey
mi ght enco un ter th e fol lowing businesses.
Taverns
Kenni ck's: Immense, crowded , and upsca le
Th e Bloody Nose: A di ve favored bysailors
Sly \V'in k: Sumberron's best ale
Accom modati ons
Kennick's: Fancy rooms, pri ced at triple PH standard
Sly \Xlink: Average rooms wi t h good locks, priced at PI J
standard
Anchor's Rest Huge dockside boardinghouse th at fea-
tures ho ur ly rates
Scrolls and Spe ll books
Scriveners' Cuild house: Comprehensive low-level
selec tion
Eli , Purveyor of Wonders: Eccen t r ic sorcerer ; shop is
oflen closed while Eli n-avels
Oracles ' Guild Ch apterhouse: Specializes i n divination
items
Weapons and Armor
Dun-ik's Blades: Dwarf smithy; lip to +3 en hanc ement
bonuses on ar ms and ar mor
Sumberron Surplus: Buys and sel ls ordinary weapons
for a far-off \NiH effor t
Justice Street Arms & Armor: Speciali zes in heavy armor
and ma rtial \veapons
Other Magic Items
Southern Ski es Fab rics: Speciali zes in magic cl oaks,
robes, and so on
Poor Tenn ison's Cur ios ities: Selection varies widely;
some junk, some items of grea t power
Sumberton Balms and El ixi rs: Low-level divi ne
potions
Al chemical Suppli es
Pure Rcngcnrs of Surnberron: Suppli es ale spices , but
dabbles in other goods
Chimer a Ltd.: Good select ion, st range personnel
Art Objects
Praehel icn's: Snooty but weal t hy
Rurik Family: Runs rnonrhlv auctions
Red Door An tiquities: Specializ es in older items, doesn't
ask many quest ions
Jewelry
Man-ike of the Discerning Eye: Gnome renowned for
her gaudy sett ings
Oakleaf Shoppe: Elf jewelers known to add magi c to
their works
Heart h Street Jewelers: The cit y's largest; overwhelming
security
Divine Spel lcas ting
Hi gh Pr iestess Bryanuu r: Up ( 0 Sth-lcvel spells; insis ts
on expe nsive "offerings"
Kindly Ollary: Wander s Pious \'\/ay, healing all he
finds
Hi gh Priest Vul trarn: Has connec tions to the Luminous
Order
Ar ca ne Spellcas t i ng
Scrivener 's Cuildhouse: Comprehensive offer ing of
spells up ro 4t h level
Oracles ' Guild Chaptcrhouse: Divination spell s up to
51h level
Lashinara the Conjurer: Knows many spell s, but obtain-
ing an audience is diffi cu lt
Steeds
Carsrel lan Stables: Fine ho rses sold at monrhly nuction;
no t always available
Hinterl and Outfi u ing: Basic steeds [or basic prices
Therrick t he Tamer: Horse breeder capable of Iraining
exoric mou nts
Expedit ion Ge ar
Hinterland Ourfitf ng: Alarge gener al store conraining
all l' Hgoods
Famincst ri Marine Supply: Hal fling-run riverboat equ ip-
menr and repair; fine rope
Plarruy's Guide and Taxidermy: Hunting guide s t hat
know th e rnountains well
Clot h ing
Caprice Sis ter s: Fancy clot hing favored by nobil it y
Sou thern Skies Fabrics: Sells munda ne cl oak s, robes,
and so on
Acorn Stamp: Si mple garb known for durability
Legal Troubl es ,
Bon-in Daut ram: Attorney for the defense
Fyrona Vin-iel : Thrann Carst ellan's para mour; lakes
bribes for her influence
I1ya Markt unsel: Hal fling riverboat captain; can get
someone ou t of town, no questi on s
Ill icit Goods and Con traband
Ut hra the Herbali st: Li mited supply of po isons
Tcnklor Hundivnrs r: Ha lfling smuggler of untaxed ale
Olli e [he Shakes: Fences stolen goods for t he Stiletto
Crew
--:---::-_L11MINGUS ORDER
"This vllllcy is proof thaI no pInel' is safefromllle touch of
!less. AllY plncc-lmd !l ily .rind jtself 0 11 llic fronl
IiJlt's of lilt' ['llttlC hetH'COI good and evil."
- Luminary Cap tain Annin
Title: Benefits and Dutie s'
None.
Knight Luminous or Luminary: Character
is eligible for quests and can purchase
s pellcas ting from the cleric s of the order at
reduced cost.
luminary Capt ain: Characte r receives a
Luminary tabard and gains expa nded access
to the order 's NPC s pellcasters.
9 or higher luminary Champion: Characte r receives
one weapon of the celestial host (his or her
choice). A Luminary cha mpion meet s one
of t he requirement s for ta king levels in the
serene gua rdian and so lar channeler prest ige
classes.
1 Items and pres t ige clas ses ment ioned her e are
descr ibed in the Player's Guide.
5- 8
Affiliat ion
Score
1 or lower
2- 4
Order doesn't t r ust t he Ebe n Ca bal, and t he Ebe n Cab31
doesn't trust anyone.
As t he ch aract ers earn affiliation poi nrs, t hey gain access
to spells , magic items, and powerful weapons. By the time
th ey reach the end of Shot/en'd Gatesor Slllllgillcrgardc, the
PCs might be able to joi n pres tige clas ses dera iled in th e
Player's Guidt'.
LUMINOUS ORDER BENEFITS
In addit ion to the specific rewards based on th ei r affiliation
scores, PCs receive a set of genera l ben efi ts from be ing in
the orde r's good graces.
Qu ests: As ment ioned befor e, when th e pe s are done
ex plori ng th e s laughtergard e laboratory, a Lum inary cap-
ta in named Armin Hanak contacts t hem. He offers them
th e cha nce to find and cl ear ou t Slaug htergarde's temple
section, If th ey accep t, th e c haracters can jo in the Lumi-
nou s Orde r and ear n affi liation rewar ds fro m it .
\'\/ hen th e pes return fro m the Slaugh tergarde templ e,
Armin offers th em an other qu est. \V'icked cr eatures are
str iving ro rep air a gate ro th e Abyss deep wit hin t he
Slaug hterga rde armory. This must be sto pped, and t he
pCs, as famil iar as they are with Sbughtergarde, arc perfect
agents.
\V'hi le t he ch aracters ar e bu sy, Ar mi n sends a co nti n-
gent of Kni ghts Lumin ou s to ma ke sure t he laboratory
and temple are secu re and cleansed of ev il. Th e Luminous
Order also cont inues work agai ns t t he evils of th e valley,
includin g th e Sun-i naks . Any suc h tasks could involve
the PCs.
Gear: The Shi ni ng Ci tadel , hom e of t h e Kni ghts Lumi-
nou s, is t he equ ivalen t of a small town (p ur chase limit
gOO gp), exce pt wh er e we apo ns and ar mor are concer ne d.
Because it hou ses what is ess en t ially J militar y orga niza-
t ion, t he citadel has a purch ase li mit of 3,000 gp for ar ms
and armor. 1n exchange for an appropria te don ation for
t he orde r's goo d works , th e PCs ca n obtai n +1111CIlpOIl S, +1
5lJ idds, and +l l1 n llor [rom the Sh in ing Citade l's arsenals.
Some gear the order simply doesn't have, suc h as unusual
magic items, 3S well as poi son s or any sort of cont raband,
Modifie r
+1/ 2 PC' s l evel
+1
+1
+1
+1
+1
+3
- 1
- 4
- 8
- 2
Conditi on
Cha racter level bonus
Cleric or paladin of goo d-aligned deit y
Discover Slaughtergarde laboratory
Prevent furt her acces s to Siaughte rgarde laboratory
Defeat wererat s infiltrating Sumbe rton
Des troy the altars in t he Slaughter garde temple
Dest roy the gate in the Siaugh tergarde armory
Let Laurazhi escape from armory
Refuse to help the Luminous Ord er
Repair t he gat e in t he Siaug htergarde arm ory
Lum inous Order learns PCs are working
with t he Ebon Cabal
The Luminous Order is th e last remnant of th e host tha t
destroyed Slaug luergarde, and it's still devoted to kee ping
the VaIley ofObel isks safe from evil. Members of th e or de r
are known as Knights of the Luminous Ord er, Kn ights
lumin ous, or Lumi na ries. Demons haven' t come back to
th e vall ey, of course. but th e order has kept busy, protect -
ing th e region from mundan e evil s.
Note s: If you' re adding an adventure th at involves defeat-
ing the forces of evi Les pecially supernatu ral antagon ists,
you ca n add its succ ess fu l concl usion as ;:1 l -poiru goal,
rep lacing th e werernt in filt rat ion goal.
A ri val organ izatio n, t he Ebon Caba l, is described Inter.
1t vies for the PCs' alleg iance and offer s aff liation rewards
as we ll. PCs ca n earn affiliarion point s from bo th orga n i-
zat ions, bu t doing so is a dangerous game. Th e Luminous
Luminous Order Affiliation
It's likely tha t th e pe s under take one or rnorc mi ssions on
beh alf of the Luminous Orde r, and some cha rac te rs mi gh t
even aspire to kn ight hood. The affil iation system descr ibed
here is a way to measure how t ight the link be tween a
gi ven PC arid the order is. (Player's lI ilflllbook 11 descr ibes
a genera l affiliat ion system you can us e for organ izat ions
you creat e, :llong with a group of sample or gan izations,
sta rt ing on p3ge 163 of t hat book.)
pes C3n improve th eir affil iation scores by co mpleti ng
ce rta in object ives. Tell the pla yer s wh enever th eir cha r-
acters have earned affi liat ion points, and [hey ca n keep
tr ack of how many po int s t hey've acc u mu lated. Th eir
ince ntives for doing are th e rewards th ey ea r n when t hey
reach certai n th resholds of affi liation, as det ail ed in t he
Player's Guide and this sect ion.
The Luminous Order takes an in terest in th e PCs wh en
they return wi th an tiquities fro m th e Slaughrergarde labo-
ratory or when they sta rt aski ng ques tio ns in Sumberron
abo ut the hi sto ry of Slangluc rgarde.
Let logic be your guide. The Shining Citadel is a well
stocked fo rt ress maintained on th e edge of the wilder ness
by an order dedicated to stamping OUI evil. It's nor a full-
fledged community.
Ser vices: The most powerful spcl lcasters in the Lumi-
nous Order arc t j rh-level clerics, bur tbey're frequently on
erra nds out side the Valley ofObelisks. AZth-lcvel cleric is
always at th e citadel and willing to cast spe lls for the cost
of the material components requ ired. Less powerful cler-
ics are assigned to help those wi th needs th at can be mer
with lower-level spellcasting, but t he price doesn't change.
Characters who have earne d the rank of Luminar y captOl in
or Luminarychampion can count on greater aid from more
powe rful Lumi nar ies. In any case, donations 10 the order
are apprecia ted when such servi ces are rendered.
Information: Few in the Valley of Obelisks knowabout
the Bat tle of Slaughrergarde . but every knight wi thin the
Shin i ng Citadel's walls ca n recite the story of the clash in
derail . Once the PCs discover that pan of Slaughtergarde
survives on the Mater ial Plane, rhe clerics of the Luminous
Order start doing divina tions. Thus, they learn about the
temple section and the ar mor y.
Access: Anyone on Luminous Order business-c-or
rest ing after an order-com missioned quesr-is welcome
to the aus tere but clean quarters at the Shining Citadel.
Th e stronghold also houses a library detailin g th e events
around the Battle of Slaughrerganlc and other demoni c
Invasions stretching back thousands of years. For mundane
need s, th e Lum inous Order rnain min s a staff of crafrsper-
sons, such as blacksmiths and car penters, usclul ro a largd y
self-sufficient bast ion.
Stat us: Those who have di sti ngu ished themselves in
service to the Luminous Order can call themselves Lumi-
nary captai ns. The term is one of honor, not a specific rank
withi n th e order, though such notable Lum inaries often
lead other Knight s Luminous int o batde. And the greatest
heroes of the Lumi nous Order, t he Luminary champions ,
can haw a hand in leading the whole order's efforts if they
wish.
LUMINOUS ORDER IN THE WORLD
" W'e Utt'l"l' fl lllfu',,)' ti Oll t' [lui/ding Dil l' sfrollglwltf wllt' ll IIIl'
KPIighls LllllliliOIlStll'l't'tlI"fI1.ridi II g out of tilt, wesl. It tnru S(1 111
SOlllfOli C 1l '11S l\'lltchitlg theSlllllghlt'J'SCtl r lIfter 11/1."
- Thrukala the Vampire
\'(lith a broad man date and lack of speci fic duties, the Lurni-
nou s Order is a good patron for the I'Cs. The order sends
capable agents on inte res ting mi ssions. It doesn't ask the
PCs to pull garr ison duty or 10 do anyt hing that would-be
heroes wouldn't do anyway.
The PCs can use the order's Shining Citadel usn safe base
of ope ration s. Even when the PCs' advent ures take them
beyond the Valley of Obelisks, th ey can always retur n to
find camaraderie and aid wi thin the stronghold's walls.
Organization : Current ly, a grou p of twelve Lumi nar y
champions sets over all policy for the Luminous Order.
Bur one ofth e order's precepts is that volun teer s ma ke th e
best allies, so rhe twelve champions offer quest s to will ing
agents before officially delegati ng the rusks to dut y-bou nd
knights. A Luminary captai n often makes the offer.
The number of champions on the ruli ng council flue-
ruures as new members become champions and old ones
reti re or un dertake long missions away from th e citadel.
PCs who reach the ran k of Luminary champion can j oin
the r uli ng council if they wi sh. But un hke the rest of the
Lumi nous Order, the r uli ng council is tied 10 the Shin-
ing Ci tadel and the mundane tasks of r unning the order.
Cou nci lor s arc suppose d to be available for cons ultation
on shorr not ice.
Ar any given time, about a hundred Lumi naries are at
the ci tadel , wi th twice tha t number away on mi ssions or
off duty. Those at the fort ress engage in weapons exerci ses,
small-unit dr ills, and occasional patrols into the Slaughters-
car to t he east. \'(Ihi le in that accursed place, rhey destroy
any un dead they find and watch for mon sters att racted to
th e taint that still li ngers in till' area.
NPC React ions
The Lum inous Order is a small for ce, but its member s are
respected because they're always wil ling to aid th e com-
muniti es of the valley. If :1haml et 's peopl e are sufferi ng
from a marauding monster or unchecked bandit ry, they
somet imes send a messenger to the Shining Citadel for
aid. Th e knights that respond are usuall y equal to the
task, and thu s th e Lumi nous Order earns goodwill across
the valley.
Band its out i n the lu ntcrlauds know what the order's
tabard looks like, and they oft en flee rather than rest the
mett le ofa Lumi nary. But Ironical ly, the appoi nted foes of
the Luminous Order-demons from the Abyss-haven't
shown themselves in cighr centuries. The knights that
founded the Shining Ci tadel accepted the charge of guard-
ing th e VOl Il l' )' from further demonic incursion shor tly
afte r the Bartle of Slaughterganle. Th ey never imagined
tha t ce nturies could pass wi thout t he demons invading
again.
LUMINOUS ORDERLORE
Charac ters wit h ran ks in Knowledge (local) can research
the Lum inous Order to learn more about it. When a ch ar-
acter ma kes a skill chec k, the following lore is revealed.
including the informat ion from lower DCs.
DC 10 : "The Lum inous Order?Yeah , it's a no ble sect of
kni ghr s based somewhe re downriver, They have a castle
called the Shining Citadel."
DC 15: "Whenever rhe local lords have a monster or orher
menace th ey can't handle, out goes a call to the Shi ni ng
Citadel , and the Knight s Lurninous arr ive soon after, bless
'em. Th e order's castle is across the river from jewel ford."
DC 20: 'T he Shining Citadel was built and the Luminous
Order founded to guard against a demonic invasion. That's
why the kn ights patrol th e Slaughtersca r-c-thcv think
demons might spawn from its tain ted gro und."
Title: Be nefits and Duties '
None.
Ebon Init iate : Character is given a cere mon ial
black robe and is eligibl e for quests . An Ebon
initiate can buy magic items from the wizar ds
of the Ebon Cabal at redu ced cost.
Ebon Factotum: Charact er recei ves a cloak of
the Ebon Cobol.
9 or mo re Ebon Master: Cha racter receives one rod
of the Tower (his or he r cho ice) , along with
a diamond-studded black mas k wo rth
SODgp oAn Ebon master me ets o ne of the
requirements for t aking levels in the dark
scholar a nd twisted lord prest ige classes.
1 Items and prestige classes mentioned her e are
de scribed in the Player's Guide.
5- 8
Affiliat ion
Score
1 o r lowe r
2-4
20 Surv ival check and an hour's t ime to find a rwisrroor
plant . Asearc her has a 12%chance ofenco unter ing undead
during tha t t ime.
Ifyou de sig n an adventure t hat i nvolves th e acquisit ion
of ma gi cal power, th e pes can earn Eben Ca bal affiliati on
poin ts for it. Simply replace t he "rwi srroot' ent ry on t he
table wit h an entr y releva nt to your adve nt ure.
EBON CABAL BENEFITS
At its heart , the Ebon Ca bal is me rely a mutual-aid soc iety
for ambit ious, amo ral spe llcas tc rs. Those wh o have just
jo ined the orga nizati on don't sec most of th e benefit s,
because th ey're largely be neath t he notice of t he my ster i-
ous wizard s t hat run th e cabal. All members have access
to th e caba l's base, the Black Tower.
\V'h ile wizards and th e occasional so rce rer ma ke up
t he maj ori ty of th e Black Tower's residents, associati on is
open to member s of ot her cla sses. Ambiti ou s c haracters
who aren' t arcani sts can st ill benefit [rom havi ng powerful
wizards as pat rons and allies. The Eben Cabal al so has
a nonspel lcasrer sec t of secret age nts known <IS twist ed
lords.
Economics: The Black Tower's main lib rar y contai ns
wi zard spe lls of up to 5t h level , and Eb en in it iates can copy
spells in to th eir spellbook s at a 10%discount (see Add ing
Spells to a Wizard 's Spell book, 1'I-l 178).
Low-level functionari es at th e tower can provid e arcane
scrolls and wands that contai n up to jrd-levcl spe lls [or a
price t hat's us ually 80}bof mark et value. Suc h funct ion-
ar ies need a lew days for un us ua l reques ts such as twelve
scro lls of illvisilJ r/ily.
Gear : \V'hen wit h in th e Black Tower, ever yone affiliated
wi th t he Eben Cabal wear s black robes. Elaborate embroi-
de ry and fan cier clo th ind icate ran k. The mo st powerful
cabalis ts wea r black masks wh en deliberati ng wi th t heir
fell ows in side th e tower walls .
Se rvices: pe s who want a particul ar magic item can
often commission its creat ion fro m a fellow cabalist if the
item has arcan e spel ls as prerequisites. Members expec t
to be compens ated for their ex pe rt ise and effo rt , but th e
+1/ 2 PC's l evel
+1
+1
+1'"
Condit ion Modifie r
Character leve l bonus
Char acter is a wiza rd , so rce rer, or rog ue
Circumspect when inqu iring about Siaughtergarde
Give an Ebon ca ba list so me twist root
taken from Siaugh terscar
Working for the Luminous Order -2
Agree to rep ort on Luminous Or de r act ivities +2
Dest roy th e gate in the Siau ghtergarde armor y - 6
Secure the ar mor y gate for the Ebon Cabal +4
-Thts mod ifier can be earned o nly on ce, bu t the caba l
appreciates add ition al twistroot.
Not es: The "circumspect" ent ry refe rs LO ~ l Y resear ch
[h e PCs do af te r th ey di scover th e laborator y and t he
temple. PCs aren't being circ ums pec t if t hey mar ch
th ro ugh Sumber ton annou nc ing. "Hey, we found thi s
weird demon-fortr ess."Th ey' re bei ng circumspec t if t hey
inquire deli cately, asking somet h ing like, "Have you seen
thi s sort of arch itectu re before?"
In th e eyes of the Ebe n Ca bal, cha rac ters are worki ng
for th e Lumi nous Order if any of the ir comrades are. But
PCs can cancel out t hat pen alty if th ey fi gu re ou t a way
to keep Narva lln or anot he r cabali st up to speed on wh at
t he Lumin ous Order is doi ng. Such devious dupli cit y is
respectable in an Eben caba lis t.
Those worki ng for th e cabal qui ck ly IC3r n rhat many
memb er s value rwisrroor. which grows on ly in Slaugh-
rerscar. Collec t i ng th e per ver se her b is dangerous- it 's
hard to fi nd.a nd t he undead arc everywhere. It takes a DC
Ebon Cabal Affiliation
The Ebon Cabal respe cts powe r, and eve ntu ally the pe s
come to the atte nt ion of its ma ny agents. pe s who align
t hem selves with th e caboI and do the group's bidding can
earn an aff liat ion sco re with in th e Eben Caba l. Especiall y
for ambit ious pe s who want no parr of t he "do-goodcr"
at ti t ude of t he Lu minous Orde r, th e Eb en Ca bal can be
a useful patron.
Just as wi t h t he Luminous Orde r, PCs ca n cam an
affi liat ion sco re with the Eben Cabal that ent itle them to
ce rta in rewards. \V'hen th e pes change their affiliat ion
sco res , tell th e players so they ca n keep t rack of it on t hei r
charac ter sheets. PCs can ear n affiliatio n points with both
th e Luminou s Orde r and th e Eben Ca bal, but it's hard to
keep both organizat ions happy.
A myst erious faction, the Eb on Caba l is an or gani zation
devoted to t he acqui si tion of magic power on beha lfof irs
members. Though it is cloaked in si n ister t rappings, the
cabal isn't evil. But it is completely amora l, wil l ing to do
whatever must be done to adva nce its collec t ive po wer.
- Ebon Fact ot um Narvalln
. .
_....,.--,-_.,....--...,.....,-BON CABAL
"Good and ('vii, light (llld dllrl;- fllt')" rc jllst abst ractio/1s. Yfl l/
Imoll' 1I' lhlt\ cO/ lerde? Tir e Wllll d 1'111 pointi l1g nt yOll rig/II
11 011'."
asking pri ce is usually 80%of ma rker value. The item's cre-
ator ce rta i nly cons iders th e work a favor to the I' C.
Convcrselv. nn Ebon cabal ist migh t ask a PC capable of
such a task to fasluon a magic item. Other cabalists expect
a di scount , bu r the gap between crealion price and asking
price is profi t. Deeper discounts than the usua l 20X, can
earn PC cabalists mor e fa vor among thei r peers.
Information: pe s seeking to delve into the arca ne
secret s of rhe uni verse can learn a great deal from th e
Black Tower's mai n library, wh ich has a nurnber ofimpor-
rant text s about cosmology, arcane magi c, and anci ent
hi story. Ebon cabalis ts gain +4 circ urns rance bonuses on
Knowl edge (arcana), Knowledge (history), or Knowledge
(the planes) chec ks if they spend a few hours researching
ins ide th e Black Tower' s main library.
The master spellcasters of th e Eben Cabal have privat e
libr aries as well. Access to them is by invi tat ion only. Th ey
hold books that conr uin secre ts too esoteri c or too danger-
ous to be she lved i n th e main libr ar y.
Access: The Black Tower is a fortress, alt hough it relie s
on the potent spellcast ing of irs residents for protection,
not traditional armed guards. Tho se wear ing t he black
robes of the Eben Cabal have access to every pan of the
stronghold excep t the private apartments reser ved for the
sen ior wizards and the roof Upon the roof, the senior Eben
mast ers meet and, it's said, perform ritua ls beyond th e ken
of lesser arcanis ts.
St at us: Eben Cabal membersh ip isn't something to
be flaunt ed beyond th e walls of t he Black Tower. On th e
inside, a cold-blooded sort of mer itocr acy has emerged.
Th ose ri sing through the ranks of the cabal quickl y learn
th at t he masked masters arc on ly imp ressed by result s.
THE EBON CABAL IN THE WORLD
'T lwt black-rohi' tl lvizard Il'IJ sl' (11 1dl' wllefl tile dragolls Wl11C-
she prol1(1 /J ly SI1Ft'l 1 half the village. Blit afler tlJe figldi ng lPll S
dOlle,silt, wasHlOn' interested ill dissecti llgrt dragoll'scorpse thall
put t ing0111 thefires ."
- C1ptain Yarrick , formerly of the Andrushel milit ia.
Some player s chafe <I t bein g ordered around by vi rtuous
NPCs, and ot hers li ke th e vicarious thrill of playi ng sinis-
ter characters. The Ebon Cabal is for them. It's rut hless and
ambitious wi th out actu ally being cvil. Jrs members can be
as help ful or as ant agon isti c as you need th em to be.
Organization: Th e cou ncil th at commands t he Ebon
Cabal consists of seven powerfu l spellcasrers: Borrak One-
Eye, Van'kalia, Shinsc strn Firepl umc, Brunfil iador , and
three arcanists that th e othe rs refuse to name. Thi s coun-
ci! issues peri odi c orders to the Eben mast ers and quell s
dispu tes, but thei r affairs are othe rwise theirs alon e.
Other cabalists are much mar c active wi thin the organ i-
zation. Ebon masters frequently petit ion the cabal for aid
in one endeavor or anot her. Abou t hal f of the Eben masters
live within the Black Tower. Th e rest, inc luding almost all
t he twi sted lords, live elsewhere in the Valley ofObelisks
or in the gr eat cit ies to the south. At any give n time, about
fifty Ebon factotums, mostl y low- to mid-level wi zards, are
on hand. An other fift y or so are agents of the Ebon Cabal,
but they live and sche me outside the stro nghold walls.
NPC Reactions
The Ebe n Cabal is an arcane organiza tion literally and
figur atively. Ot her wizard colleges and secret societies
kn ow about it, and ma ny of the nobl es in th e valley have
heard of th e Ebou Cabal, even if they dismiss the tales ,IS
folkl ore. The twisted lords are occasionall y mentioned as
peerl ess assassins , but they're srill regarded as th e stuff of
campfi re tales.
The Lumi nou s Order has some limi ted knowledge
abo ut the Ebon Cabal. Th ey know th at it's made lip of
power-hungry wiza rds and that it's based i n th e Black
Tower north of Silver rnonr. Many Kni ght s lumi nous
suspec t th at th e Eben Cabal is capable of consor ting
with dem on s, bu t no cl ear evidence has surfaced that
t he cabal is actu ally doi ng so.
EBON CABAL LORE
c haracters with ranks in Knowledge (arcana) can research
the Ebon Cabal to learn more abou t it. Whe n a character
makes a skill check, th e following lore is revealed, includ-
i ng th e infor mation from lower DCs.
DC 15: "That's J secret ive sect of wizards housed in
the Black Tower ncar the headwat ers of the Mnrrt lach
Ri ver."
DC 20: 'T he Black Tower is nor th ofSilvermonr. Th ose
living there are wizards-scar y, t he lot of th em. On a few
occasions, members of the Ebon Cabal have helped the
people of the valley. Some showed up when the dr agon s
at tacked And t ushcl ."
DC 25: 'T he cabal has assassin s and spies with in its
ranks. These twi sted lords, as they're called , are often pan
of th e intr igue in th e sout her n cities."
SLAUGHTERGARDE
- - - - - - - - - . ~ - - - - - - : - : - - - - - - - ~ A R.MQRY
The gnoll warch ief Cnshkar r and his min ions un covered
t he Siaughtergarde armor y on the edge of Slaugh tcrscar.
Surroun ded by twi sted vegeta tion and tainted eart h, ,I
dark cave opens int o the western side of the crater, ,1I1d a
ru nnel winds downward (see below). Signs of cxcnvatiou,
suc h as pil es of dar k din , stand nearby as proof to rece nt
activi ty in the tunnel.
DUNGEON FEATURES
\'\/hen they explore the armory, th e pe s eventu ally sec
fami liar architect ural elements. The first pan of the adven-
ture rake s place i n the runnels the gnolls used to access
the site. Spec ific room descriptions mi ght derail changes
from th ese generaluics.
Bn trv Turmcl: The tunnel spirals downward from the
surfac e 'tor 500 feet unti l it reaches AI. It's steeply sloped
and littered with gravel, so it takes 2 squares of movemen t
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to ascend each square. Creatures running or charg ing
downhill must succeed on a DC 15 Balance che ck, ending
thei r movement ld 2X5 feet later if they fail. Those that fail
by 5 or more fal l prone at the end of thai movement. The
DCof Tumble checks increases by5, and th e DC of Move
Silenrlychecks increases by 2. Creatures galn a +1 bonus on
melee att ack rolls again st foes below them on the slope.
Illuminat ion: Cashkarr and hi s gnoBs came upon a
colony of giant fire beetl es when the yexpl ored the armory.
The beetles were docile due to Slaughr ergardc's lingering
magi c, so the gnolls corralled and caged th e insect s to use
them for light rath er than killing them. While the gnolls
can see in the dark, the y prefer the light for various reasons,
such as bei ng able to see enemies from a distance near t he
stockades.
l ight changes as descri bed in each room. Most halls are
unlit , except for ambient light from other areas.
Cei li ngs: The ceil ings in and around the armory are
composed of Slaughrergardcs typical gray or gr ay-green
stone, but th ey vary in hei ght. As in the other remnants of
Slaughrergardc. the ceili ngs are usually 15 feet hi gh . The
entry runnel s have ceili ngs of eart h and srone.
Wall s: The wall s are finished masonry (Climb DC 20)
that is the color of th e ceilings. These walls are usually 1
foot thick (break DC 35, hardn ess 8, 90 h it poin ts), except
for the tower rooms (AS, A(" A10, and A11 ), which are rein-
forced masonry th at is 2 feet thick (break DC 60, ha rdne ss
8, 360 hit poiI1I S). Thos e walls were exposed when Slaugh-
rergarde was int act. Beyond all the masonr y is solid eart h
or stone.
Rooms AI , ~ and 1\3 are natural earth anti stone cham-
bers (Climb DC 15), alt hough the gnolls have done some
excavat ion in these runnel s to improve them and make
them easily traversable.
Doors: Burnished copper door s stand in some doorwa ys,
while demon arches leer over others. Fiery arches in the
armory are part icularly fearsome, but the gnolls uncovered
a W <lY to pass th rough them unimpeded (see Slaughtcrgarcle
Medalli ons below).
Floors: The floor of the armory is either flagstone or
packed dir t, depending on the localion . Neither type of
floor imp edes movemen t. so the floor s are rarely det ailed
except when they're covered wit h some other substance.
Lingering Mngtc: Just as in the laborator y and th e
temple, living creatures don't need to cat or drink in the
armory section ofSlaugh rergarde. The troll s migh t eat just
for the pleasure of it-or jus t to be nast y.
FLINOBAR
The flindbar is a set of iron bars linked by a chain, simi lar to a
flail or nunchaku. It's a one -handed exotic weapon that de als
2d4 point s of blud geon ing damage, has a threa t range of19-20,
costs 30 gp, and weighs 2 pounds. When using a f1indbar, the
wielder gains a +2 bonus on op posed me lee att ack rolls made
ORGANIZATION
Cashkarr 's minions are organ ized, and ' IS derailed on the
nex t page, th e armory is patrolled. However, the layout of
the complex and the demon arches make it di fficulr for
the armory's inhabirant s to know what's going on in areas
other [han thei rs.
Once the PCs reach the elevator room (A-I-), they ca n
easily reach the centra l and sout hern rooms. To ma ke it
to th e more di fficult northern rooms, th ough , they've got
to either dea l wi th the fiery demon arches on th e north-
ern elevator s or fight their way through one of the ce ntra l
arsena ls (A7 th rough A9 and A12 through AH).
If you want to customi ze the armory, here arc some
suggest ions.
Add Ant agon is ts: Cushkarr and his allies arc in control
of th e en tire ar mory. Thi s doesn't have to be so. The easi-
est place to add ma rc rooms is alon g the long stairways
heading to and from the western and eas tern arsenals.
Creat e Riva lries: If the players rel ish t he cha nce to
negot iate and wor k facti ons agai ns t one anothe r, antago-
ni sm among the denizens of the ar mory can be fun.
Orcharix can be more of a free agent , vying for pO\\'l' r
wit h Gash karr. .Maybe the derro are drivi ng a hard bar-
gain for the repai red gate sigil, and t hey've hired th e
t roll mercen ar y in A1S to keep the gnolls from taking
it by force. However, such r ivalries aren't wort h the
trouble if the PCs nrc going to be uniform ly host ile to
the monster s.
Custo mize the Tr easure: The arsenals are good places
to add magic weapon s and armor. o f course, the gnolls or
t roglodytes are probably using such items.
SlAUGHTERGARDE MEDALLIONS
Many deni zens of the armory wear medal! ions rhar allow
them to pass through the fiery arches in t he armory.
Each is '1I1 electrum cha in and a penda nt rhnr has <I sigil
on it- ei ther a stylized claw or a stylized eye. The sigil
de term ines how effective the me dall ion is for passage
t hrough th e compl ex, as indicated in [he appropriate
encounters . Each medall ion has a faint aura if viewed
us ing tidal lIIagic (DC 18 Spellcraf chec k to determine
it's abj ura tion) aud is wort h 100 gpo
GNOl l PATROL eEL 7)
By Cashkarr's or der, the armor y complex is patr olled at
all times. A typical patrol includes a Oil1<.1 soldier and two
gnoll barbarians. The pat rol star ts in the elevator room
"to di sarm an enemy. Aproficient wielder that threatens a critica l
hit wit h a flindbar ca n make a free disarm attempt agai ns t the
same foe before confirming t he cr itical hit. This disarm atte mpt
doesn' t provoke an attack of oppo rt unity.
Flinds treat the f1i ndbar as a mart ial weapon,
(A4), goes down t he northwestern elevator to c hec k on
the t roll guarding t he foundr y (A15), th en up the stairs
and th rough A14, A13, and Al2. Then th e pat rol con tinues
ups tai rs to check wi th t he Emg dragon in A10, ret ur ning
down to th e sou t hwes tern ele vator. Tlw patrol then takes
th e elevator back down to A4.
From 1\4, the patrol walks out to the entrance (At),
the n back to A4-. The patro l takes th e sout heaster n el eva-
tor to chec k on the half-fiend ogre (A5), then heads down
the stairs to check on the t roglodyt es (A7). Gnoll s on th e
patrol shout to the t roglodyt es from t he corridor-they
don't want to be closer to the troglod ytes than t hey have
to. After th is, they head back upstai rs to t he southe aster n
eleva tor and go back to A4.
The fina l leg of the patrol pattern is a t r ip down th e
no rt heastern elevator to check on tho troglod ytes i n 1\9
and report to Cashlcu-r inA19. Pat rolli ng gnolls then head
back to A4 to start the pro cess all over dgain.
Th is rou te takes be tween 45 minutes and 90 minutes
to wa lk , de pe ndi ng on how mu ch t he pat ro llers sto p to
talk. In t he ory, you could track where th e patr ol is at all
t imes, bu t it's not wor t h t he t ro uble. I nstead, if the PCs
spe nd more t han 10 mi nutes in an y room, th ey have a 1 7 ~
chanc e to meet th e patrol. The pat rolle rs attack intr uders
on sight.
If t he pes leave carn age in rooms alon g the patrol
circu it, t hen th e patrol di scover s t hat evidence 2d4X1O
minutes lat er. They report to Cashk arr irnrnedia tely (a 5-
minute t r ip), and he orders th em to pu t e\'eryon e on alert.
The patr ol t hen spends zdto minutes alerting creatures
from A19 to where th e PCs are. Whe n th e pa trol find s
the PCs, it at tacks. I f it doe sn't find the PCs, it resumes
its norma l course.
If t he pe s des troy the patrol, t hen Cash kurr becomes
suspicious 3d4- xto minutes later. He sends t he me zzo loth
in A19 to alert the ot her rooms, which works as it did wi th
t he pa trol except t hat t he me zzolot h returns to A19 if it
doesn't Iind the PCs.
Alerts last for 2 hours, meas ured from the point th ar
Cas hkar r hears about or suspec ts trouble.
FUND SOLDI ER CR 5
MM362
hp 50 (5 HD)
Male f1 ind fighte r 3
CE Medium humanoid (gnoll)
lnit +6; Senses dar kvision 60 ft .: Listen +6, Spot +6
Languages Common, Cnoll
AC 20, touch 12, f lat-footed 18; Dodge, Mob ility
Fort +10, Ref +3, Will +2
Spe ed 30 ft. (6 squares)
Melee +1Jlindbar +12 (2d4+7/ 19- 20)
Base Atk +4; Grp +10
At k Options free disarm
Combat Gear potionofcurelight wounds
Abilit ies Str 22, Dex 15, Con 18, Int 10, Wis 12, Cha g
Feats Dodge". Improved Initiative, Mobility", Weapon
Focus (flindba r)
Skills Int imidate +5, Listen +6, Spot +6
Possession s combat gear plus masterwork studded
leather armor, +7heavy woodenshield, +1fl indbar,
Siaughtergarde meda llion (eye)
Free Disarm (Ex) With a flindbar, a f1 ind so ldier that
threatens a critical can make a free disarm attempt
(+14 on the opposed attack roll; PH 155) without
provoking an attack of opportunity
2 G NOLL BARBARIANS (RAGING) CR 3
MM 130
hp 47 each (4 HD)
Male gnoll bar barian 2
CE Medium humanoid
Init +5; Senses dar kvision 60 ft.: Listen +6, Spot +4
Languages Cno ll
AC 16, touch 9, flat-footed 16; uncanny dodge
Fort +11, Refs- l , Will +3
Speed 30 ft. in breastplate (6 squares) , base s peed 40 ft.
Melee mwk grea taxe +12 (l d12+lOj x3)
Bas e Atk +3; Grp +1 0
Special Actio ns rage l j day (8 rounds)
Comb at Gear potion of cure moderate wounds
Abilit ies Str 24, Dex 13, Con 20, Int s, Wis 12, Cha 6
Feat s Improved Init iat ive, Weapon Focus (greataxe)
Skills Intimidate +1, Liste n +6, Spot +4
Possessions combat gear plus +7 breastplate, ma sterwor k
greataxe
When not raging:
AC 18, touch 11, flat-footed 18
hp 39
Fort +9, Will +1
Melee mwk greataxe +10 (ld12+7/ x3)
Grp +8
Abilities Str 20, Can 16
- ,
... .
, ,
B
B
" 0
01' Til E Roon
TIll,.' nmm i., tlll'
I llu mi nation: F ire beetL 10 fee! nfbri gh t illumi -
nat io n ; 10 fed of :;hiHlowy illu llli llilti pn. TI IC fi re
bedle is illi vl' ('\L\\ 2 85) an ll doci le.
Cei li ng: TI ll,.' cl'i li ng here i:- 20 CL'd hi g.!1.
S toc.lad c \Valls: 5, 120 II p. 15 fee t hi gll;
Climb DC 2 1.
\\'Toml c H Door::: : 5; 20 hI" O pe n
0 11 ea :-te r n side o f 6q lhdlWri' uc a r W!H.. Tl
o
tlH.:'y meet: i ron IJrih:kl' b (1 11 t Ill' west. TIll' <lpnI''; a rc cl osed
but unl (J(:kl'll; lbc" hilvl' 110 Ll kh o r lock.
A DC 15 dll'cL..is suHicil' nl to kn ow
t llat t ill' =ylI1!wl o n l ll'l l llfYl'ellog ll u, til l' dl'mon
pr in ce and deit y o f
A wlloJe n ha r lea H:" ncei net tIle wa ll nil til l' wes lcrn :"illc
lo th e HortI, of ti l(' Joor:-. It ta ke:" a move act io n t o pi ck u p
llle hal' ami ill HJt l1l'r to place llle h,l r in tl J dl e IHackcl s. l f til('
door::: are ba rr el!, it ta ke:i a DC 2 5 Shengtl l chc,,-- k to br eak
th e hal' .1 11(1 np e n d lClll..
TACTICS
Raging i mme diately, the barbarians attack whe n th ey
see th e pe s.
A barbarian that's down to 15 hit poi nts take s a y-foo r
step, then tak es out and drinks hi s ponon of cure moder-
ate lVo lllhk When two gnolls here have 'gone down, the
remaini ng barbarian flees toward A2, barr ing the stoc kade
doors behind hi m if he has t ime.
AC 16, touch 9, flat -footed 16; uncanny dodge
Fort +11, Ref +1, Will +3

When not raging:


AC18, to uch 11 , flat-footed 18
hp 39
Fort +9, Will +1
Melee mw k greataxe +10 (l dI2+7/x3)
Grp +8
Abilities St r 20, Con 16
When pes r each the entry tunnel's bottom, read:
1n the red glowissllingfro m agiant beetle ill a
cage near tl'ell orthern wall, yOll see threegnolls
wearing breastplatesand wielding greataxes.
They stand infront of a wooden stockade. DOllbl e
doors that have massive'wooden handl es are bllilt
into the middleof thestockade. Those doors 110ve
a stylized three-headed [lai/ painted across tllCl n
in red, along wI th the threat "TlI l"I1 backor die!"
painted in Co,nlllOlL
Encounter Level 6
Speed 30 ft. in breast plate (6 squa res). base speed 40 ft.
Melee mwk greataxe +12 (l dI2+10/ x3)
Base Ark +3; Grp +10
Special Actions rage ljday (8 rounds)
Combat Gear potion ofcure moderate wounds
Abilities St r 24, De x 13, Con 20, lnt 8, Wis 12,
Cha 6
Feats Improved Init iat ive, Weapon Focus
(great axe)
Skills Intim idate +1, Lis te n +6, Spot +4
Possessions combat gear plus +1 breastplate,
masterwo rk grea taxe
3 GNOLL BARBARIANS (RAGING) CR 3
MM 130
hp 47 each (4 HD)
Male gnoll barbarian 2
CE Medium humanoid
Init +5; Senses darkvision 60 ft.: List en +6, Spot +4
Language s Gna ll
SETUP
I f the cha racters are tr ying to be stealt hy in the ent ry
tunnel (see Dungeon Features), th ey rake a - 2 penalt y on
th eir Move Silently chec ks du e to the rocky t unnel floor.
I f th ey beat t he gnolls' list en checks, t he bar barian s (B)
arc,:. s urp rised.
.
CONCLUSION
If the pes make it to t he western side of the stockade in
the midd le of the bat tle, describ e A3. The mount ain troll
just cocks hi s head and listens to the ongoing fight. Once
combat is over, start the encounter in A3.
F E,\TUI' r.: S OF TI IE Roost
r i., room lJil ;;; til L' fl.: ,llure;;; .
Illuminati on : r::ire cages; LO feel of (,r ight illu -
minati on; J O fL'c[ of ;;; 1l<1l!r)\\,Y il lumin a1itJn. Tile giant fi re
bt'l'de" arc ali ve (M.\J 2 8 5) <lnJ docile.
Cei l ing: The hen is 2 0 fcel h igll.
W'all s: Han llle;;; i' 5 , 12q 15 feel lli gh;
Climb DC 2J, Two plat for ms 10 (('cluff tht' ground on the
weste rn ;: iJ e pl'uvic!e cove r alta..-: k:: frolll cast of lI t l'
::tllc k.,Je.
Po rt culli::: Hanlness 5 ; 3 0 IIp. A wincll on western *ide
\If dle northern w<llllifl" t he portculli s up 'lll d A
DC 2 5 Stl' L'n g1h cJll'L, k is I' ('qu irt' d l o lift til L' po rteu ll i,;
wil huut tlll:' winch.
TACTICS
The archers shoot from cover (t 4 to AC, +2 on Reflexsaves),
-e, ' tr ying to draw enemi es into the pir trap. They focus rheir
att acks on those who didn't fall in.
If one archer is down and the orher has 10 hi t "points
or fewer, that gnoll flees to A3, warn s th e mountain troll,
goes down t he elevator, and warns the hill giant in A4-. He
makes hi s stand with the hi ll giant.
CKA NE
AC19, touch 13, flat-footed 16
Fort +9, Ref +6, Will +2
PITTRAP
The pit has a dirt -covered wooden lid . If a PC moves into
a pit square, don't reveal the entire ext ent of the lid.
Cam ou fl aged Pit Trap: CR 4; mechanical; location
trigger; manual reset ; DC 20 Reflex save avoids; 40 ft. deep
(4d6, fall); multipl e targets; Search DC 25; Disable Device
DCI ? DC 15 Climb che cks arc required to scramble out
of the pit unaided.
Encoun ter Level 7
Speed 30 ft. (6 squares)
Melee mwk longsword +8 (l d8+3j 19-20)
Ranged mwk compos ite longbow +7/+7 (l d8+3/ x3) or
Ranged mwk composite longbow +9 (l d8+3jx3)
Base Atk +4; Grp +7
Atk Options favored ene my humans +2
Abilities St r 17, Dex 16, Con 16, fnt 8, Wis 12, Cha 6
SQ wild empathy +1 (-3 magical beasts)
Feat s Endu ran ce". Improved Init iat ive, Rap id Shot",
Track", Weapon Focus (composite longb ow)
Skills Hide +5, Listen +6, Move Silently +5, Spo t +7,
Sur vival +4
Possess ions mithra l breast plate, mas ter wor k longsword,
mas te rwo rk compos ite longbow (+3 St r bonus) with
40 ar rows
SETUP
When the pe s enter, read:
More glowing beetles in cages li'le this broad hall ,
which leads to another wooele ll stodwde. Thisaile
hasa portwllisin Ihn enter. 1ivogllollsaim their
IO llgbows overtheslocJwele at YOll.
A DC 10 l isten ch eck is sufficie nt for the gnoll arch ers
(A) to hear a barrie on the ot her side of the stockade
in AI. If the characters have a light , th e gnolls easily
sec them.
2 GNO LL A RCHERS CR 4
MM 130
hp 42 each (5 HD)
Male gnoll ranger 3
CEMedium humanoid
Init +3; Senses darkvis ion 60 fr .: Liste n +6, Spo t +7
Langu ages Gno ll
P RONE
A p w n l' 'ltla..: ke l" hikes il -+ penally on melee attack ro ll s
a ll J can only usc a c ro:,,, lhH\' o r fo r al.l ack s.
Apronl' lllfl' lllle r l.,be;:; a--+ penalty to Arnwr cb,,:, ag., in"t
mell'l' alla.:k", bill gain" it +-+ I ll lllll :' ( (1 AC rangeJ
attacks. St<lIlJing is 'llllowaet iolllll<1t provokes <III
of opporLun it )'. ACllar<lder can i1l"l eaJ cr ilwl into an aJiaccut
.,:qua re <1:'. a move action, Wll idl al",) pnl\'oke,:: an atl<1..:k o f
oppo rtunitv.
When the pe s can se e the area , read:
Amassive trail that has thie/l, grayskin is chained
to the northern wall. Its clawed fists are each
as big as a man, and its torso is II mountain of
muscle. An iron helmet that has a cl osed visor and
no eye slitscovers Ole topof the troll's head and
his eyes. The monster is manacled to the wa ll by
an immensely thie/1 chain thai's too short toallow
him to movefar.
Thef loor behind the troll drops off; yOIl can't see
howfar. Near the northern wall, jt<s t beyond the
11'O1l, is anotherglowing beetle in acage. 0'1 the
wall next to thecage isa winch. Ropes from the
winchconnect toa wooden platform on the edgeof
thedrop-off
i
AC 19. to uch 6, flat -foot ed 19
Immune gaze attacks , visual effects, illusions
Res ist +4 aga inst bull rus h and trip attempts
Fort +19. Ref +6, Will +7
Weakness 50% miss chance (blind)
Abilities Str 35, Dex 12, Con 31, Int 6, Wis 11, Cha 6
Feat s Awesome Blow, Cleave, Imp roved Bull Rush, Iron
Will, Powe r Att ack, Skill Focus (List en)
Skills Li s ten +21
Posse ss ions steel hel met with visor (riveted shut)
After the pe s reach the western side of the stockade, unless
he was already warn ed, the mountain troll doesn't know
whet her t hey're gnolls or enemies. He can be fooled by
Bluf( Diplomacy, or Intimidate checks made by someone
who can speak GnolI.
St arti ng Att it nde: Unfriendly.
Modifier s: PCs aregentle in manner (-2); pe s ask ques-
tions the gnolls shou ld knowanswers to (-4); PCs feed t he '
troll (+2).
If Hostile (4 or lower): Attacks immediately, howling
in fur".
Iflinfriendly (5-t 5) or Indi fferen t (16-2 4): Says."You
no come closer. \X!ait for other guys. Come soon. They see
who you be."The troll attacks ifhe senses anyone moving
toward the elevator, but he gives another warning before
doing so if he's indifferent. .:. '
If Fr iendly (25 or more): Says, "Okay guys: you go
down . Tell me what you ki ll. Good eats? The
tr oll works the elevator [or the pe s.
Speed 15 ft. (chained to wa ll, can' t move unti l chai n breaks)
Melee 2 claws +21 each (1d8+12 plus knockdown) and
bite +16 (l d8 +6)
Space 15 ft. ; Reach 15 ft.
Bas e Atk +11; Grp +31
Atk Optio ns Awesome Blow, Cleave, Improved Bull Rush,
knockdown, Power Att ack
NEGOTIATION
B LIND M OUNTAIN TROLL CR 8
MM3 180
hp 217 (15 HD); Fast Healing 9
CE Huge giant
Init +1; Senses scent; Liste n +21
Lan guages Gnoll
L I
Encounter Level 8
Describe the area, then have th e player s roll initiaiive whil e
you do so forthe tr oll (T). You need to control the order of
actions 35 t he pe s try to talk or sneak their way past the
monster. The troll doesn't listen to any smooth talking
from t he pe s if a fleeing archer already war ned hi m.
Mou ntai n t roll s are normally Challe nge Rating 10.
However, th is mountai n troll was left for dead as ajuvenile.
Gashkarr rook hi m i n and raised him as a loyal gua rd ian,
but the troll lost his eyesight in his brush wit h death. So
he's bli nd , unarmed, and chained to one spo t near th e wall ,
as accounted for in his statistics. He's still a deadly foe.
The blue, green, and red numbers marked on the map are
for your reference during any battle agai nst the troll (sec
Tacti cs). Don't put them on a map the players can see.
Thi s area is pictu red in the illustration handouts. s how
the illustration as you descr ibe the room.
SETUP
up.
Ele vat or: A nvoue ca n lower till' ell'vat nr to dH.' il oor
bel ow til l,,' cli f f in"OI H.' rounJ; t he wi ncll is ra tch deJ so th e
p1. 1t foCIll won" t ia lltoll fast. J\.l i:<ing t he takes a
iul1-n.l unJ ac t ion whi le tk, op erat or llla!-:e" a c11 l' ck
tn wo rk till' winch . Eacll 2-ppi n l increment o f t il(' cHeL: L-
rl's u lt a llo\\'5 th e operato r 10 rais e t he e ll'\' il to r J fOll l. 'r lll'
l' 1l'\' <1101" moves on tile opc rnl or's turn.
T he t "ol l ll;;uilli v labc,; 10 on til l,,' [ ( II' <l t olal of 2"2.
I I.... 11<1;; IlaJ "uff ic;cnt prcc tic.... [ 0 w' l rk dll' wi nd l blinJly
wit hout pcnelt v.
F EAT IJI<ES OF TIl ERoml
T Ill. ' room 11a,; ti l l,,' feat urus,
IlIulIlin.-llio ll : Fire l,e l,tl e l",112e 5; 10 fed uf IHidlt .n..
minetion r H) fcd of shadowv i ll um i nat ion . T he fir..,
beel les arc a l ive (l\L\12 85) docile.
Ce i l i n: T ile cei l i ng 11\.' l" e is 20 so ii'" 70 fed
ab ove th... floo r hevnnd til e cl i ff.
C l i ff : 11 '" a 50-'fulll Jmp t, J t ile wes ter n part of t he room.
A fa ll fr lll1l tIl\.' t o p J l'al", sd6 [wint" o f Clla rad el"s
i ll Lil\.' bottom i<1l'l' DC 20 Climb to scramble kl ck
" 1)
The mountain n oll attacks whenever he th inks
enemies are within reach . Scent all ows him
to know whe n a creat ure is adjacent at t he
starr of his tu r n. If he call, he attacks adjace nt
targets.
"If a target isn' t adjace nt to t he [roll , rhep he
take s a move action to sniff the ai r. Doi ng so
tells hi m the genera l area his foes are in- the
easter n area (3 gro up of squares surrounded
bya dash-dot-dash li ne and containing num-
bel' S I ro 12), the sout hern area (a group of
squares sur rou nded by. a dot ted li ne and
containing numb ers 1to to), or the western
area (a group of squares surrou nded by a dashed line and containing 1 to
l 2). If the rro ll can sme ll pesi n more t han one are a, then
he prefers western to souther n and southern to eastern.
Once he smells 3 foe an d h 3S chosen an area to attac k, he
randomly chooses a square to att ack in that area (roll tdt ?
for square s in the wester n or easter n areas, or id i o for the '
squares i n the sout her n area). Because he used 3 move
act ion to sniff the air, the t roll can on ly make a single claw
arrack.
Against PCs in the western area, the troll rakes a - 4
penalt y on his attack roll to use Awesome Blow. If the t roll
hi ts, th e blow deal s damage normally. Then the str uck
cha racter must succeed on a Reflex save that has a DC
equ al to th e damage dealt , If the PC fails t he save, then
the force of blow knocks that character 10 feet backward
and down the 50-fOOl cliff (Sd6 point s of damage).
The troll uses knockdown agains t foes in squa res within
the south er n and easter n areas. Ifhe hits wi th a claw attack,
he dea ls damage and can make a f ree trip att empt (+20;
doesn't provoke an arrack ofopport un ity), opposed by th e
target's choice of a Streng th or Dexteri ty chec k. Tr ipped
chara cters are knocked prone. If the trip att empt fails, th e
troll can't be react ively tr ipped"
If t he troll rakes damage for 2 rounds i n a row but
can' t sme ll any PCs wit hi n range, then he star ts tr ying to
pull his chain out of the wall. Doi ng so requires a DC 30
Stre ngth check, and the troll has a +12 Streng th bonus, If
he succeeds , he rampages around the eastern part of A3,
th rashing about and sniffing for enemies.
Th e troll fight s unti l slain. He becomes progressively
angri er unt il he falls below 50 hit points. After thar, he
starts to wail pi teously as he fight s"
,
TACTICS
En counter Level 7
Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Feats Cleave, Improved Bull Rush, Impr oved Sunder, Power
Attack, Weapon Focus (greatclub)
Skills Climb +7, Jump +7, Listen +3, Spot +6
Possessions hide armo r, greatclub
giant moves into the PC's space, which doe sn't provoke
an arrack of opporruui ry from t hat pc: 'It might provoke
attack s of oppo rtunity fro m other peswho th reaten t he
giant, but pe s who take those att acks have a 25%chance of
hitting a comrade bymistake. Then the hill giant and th e
defender make opposed Streng th checks. Th e defender' s
check is modified as follows: +4 for each size category above
Med ium, - 4 for each size categor y below Medium, +4 for
more than two legs or exceptional stabil ity. If the hill giant
wins, he pushes the PC 5 feet backward. Ifth e giant moves
with the defend er (up to h is movement li mi t), he pushes .
th e defender back an additional 5 feet for each 5 points
by wh ich he won. If th e giant doesn't win th e oppose d
Strength check, he moves back into the square he start ed
in , falling prone if that square is occupied.
If the hill giant takes significant damage from a si ngle
PC's me lee at tack s, he attempts to sunder that character's
weapon . The hill giant and the PC make opposed atta ck
rolls. For the purposes of this roll , the hi ll giant has a +28
bonus agai ns t Medium PCs and a +32bonus agairist Sma ll
PCs. If th e hill giant wins, he deals 2d8+10 poin ts of
damage to the targeted weapon. See PH 158 for the hard-
ness and hi t points of weapon s. Each +1 en ha ncement
bonus add s 2 to th e weapon's hardness and 10 to its hit
point s. I f a weapon is still intact afrer two sunder atte mpts,
th e hill giant gives lip on this tactic,
proud to be part of Cashkarr's "mighty ar my," th e giant
refu ses ( 0 su rrender orflee. .
Speed 30 ft. (6 squares) in hide armor, base speed 40 ft.
Melee greatclub +16 (2d8 +10)
Ranged roc k +8 (2d6+7)
Space 10 fr.: Reach 10 ft.
Base Atk +9: Grp +20
Atk Options Cleave, Improved Bull Rush, Improved Sunder,
Power Att ack
AC 20, to uch 8, flat-foot ed 20
Fort +12, Ref +3, Will +4
Hill GI ANT CR 7
MM 123
hp 102 (12 HD)
CE Large giant
Init -l ; Senses low-light vision; Li sten +3, Spot +6
Languages Giant
.,:.
L VA 0
The giant th rows roc ks unt il the pe s either engage him
i n melee or it becomes appar ent that he's losing a ranged
battl e. He can grab suitable rocks from square that is
wi thin reach and has r ubble in it .
As he moves about the the hi ll gi ant must squeeze
through areas where th e statue pieces only provide c-foor
gaps. To do so, he must move at half speed and take a-4
penalty on attack roll s and toAC. He prefers not ro do this
if he can avoid it.
If a PC wi nds up between th e hill gian t and one of the
fiery arches, the giant bull ru shes that PC through the
flames and into the elevator sha ft. The hil l giant has +LS
on the opposed Strength check, counting the bonuses
from his size and from Imp roved Bull Rush. Fi rst, the h ill
When the pe s r each the bottom of the stairs, read:
Di rectly in fro11 t of you is the head of a toppled
statue-a !\Nlnior in hc(wy ar mor-and you fa ll
sec tile other parts of thestatuefarther uorth. Ncar
thestairs, orb- shaped steel cages that contail1 fire/ ike
radiancehangfro m til e rooIl l's caverJ1 0USvaulted
ceilil1g. Aclw'lde/ierlil, e co nstructiol1 dangles fro ,r,
tlt eceiling deeperill theclta mber, its brighter blaze
casting ee rie slt adows on thefarwall. Demon arches
stand l1eareaclt of the room'sfourcorners, thick
f lames dan cing in them. Large braziersoccupy
niches in tlt e walls between the arclt es, tlteir fires
finislt ingoff tlte weird interpl ay ofl ight ill this vast
Itall. Astoopedgiant stands guard Il ea l' the western
wall, !eani'lg on Itis massive cl ub.
SETUP
If the hi ll gi ant (G) succ eeds on a DC 15 chec k,
he heard the ru cku s i n A3. I n th at case, or if an ar cher
ret reated here, he expects intruder s an d watc hes th e
sta irs clo sely. Otherwise, the giant is j us t daydreaming,
If a fiery demon arc h scans for a medalli on or its flame s
go out, he notices.
You mi gh t need to know where the elevator s are at a
given moment du ring 3 combat. Th ey're descr ibed in the
Feat ures of the Room.
Th is area is pictured i n the ill ustration handout s. Show
the ill ust ration when the pe s reach the bottom of t he
stairs.
TACTICS
F EATlI I< " S or THE
Tbe roorn 11<1:' tllC following fe <lhtr c" .
Iliumi uation: Four radi anl orbs<l l1ll fla1lI i Ilg c hi.llldt.\ie r;
lu ig!lt i llumi nati oll to within ! 0 feel ,}f the flt llJfi 10 fee l ,.Jf
"llaJowy i ll ullIi ll ill i' ll1. ..:l1 n f tiJc;:e co nst ructions 11<1 ::> a
bi nt aura if V iC\\'l, J u"ing Jekct I/1<Jg ic (DC Ie). Sp ell craft
check t o d e h ' n ni llc i t';: ovocati ou} , Lut it ceases t o f ll Ucl iLlll
ii rClllllvcd rr olll where it han g,;,
Wall Lrilziers; 2 0 feel (If ill lllll i nal-i,m ; 2 0 feet 0 1
sha do wy illuminat ion; libe tlwllrbs.
D"llI oll a rCIll'''i 2 0 fe el o f bri ght illuminat i' ln ; 2 0 it'd
'If ,;ha Jowy -il lullIillil tio n . I f a n arch i ii disabled, it sto ps
lidlt.
is 50 it,d
G r,Hlll<l lSlair,: : sl air s the PC" ,1c'H"l nd a re n'l stee p
lo affect moveme n t . ga in il +l LOIIlI;: on
attack roll s eceinst fol..' " t1H:-m on ti ll..' sroirs.
t1w 's t e t uc pi... ccs sq uares full o f
r Ullbll.-' . Eac], S q ll MC markcJ wi t h rlll,ble cos ts 2 uf
nllJVCJl1 Cnt t'lelll er. l3al a tJce a nd Tutt1hll.-' DC;.: i ncreo sc bv 5,
a nJ ;\10\,(' 3i ll.-'ntl y DC:, in crcnsc !,y 2. .
S lal uc P iec e s: O ne t' of a lm l ki llg hUJl1at1oit.1 in
;:pi ked pla te a r rnor, tI,i ,:; stctuo WM' a gi a nt vers ion of t hl' onc
Oil tIll' al!-ar i ll '1'2 1. Each r iece is 10 fe,:t h igh a nd DC
10 Climh t,l clatll lwl" all'p, T lw::i l..' at op tllL' sta lm'
ga in il + 1 bonu s 0 ]] me lee att ac k l" olls ilgai n ,;t f"es lllt
til" f loor.
l )clllol1 ArdlC';:Til e arche :,over lhe llcvalor/ J oorwavs
to look Iibe the filcl' .1llt.l opelt mout h of L.ltl ,,: ell
Eve:' Oil eac h face d ow rcJ- orill1gc. Tl lick :,hcds of ffame :::watlle
dO(H'w"y, linL' ,J ;ig ht "mI 9 J 6 points ,If
fi re h l .1 ttYOllC (l<l:;: ::; in g lllr,' ugh. CI..,c1... 1ing f WIll till'
flames inc rea;;es t Ill' Li"t en DC;; to 1-1eilf beyon d t hem
hv 10. Eile\, al'd , Ita::: i1 aura if vil' wed us- i n.,;: (Ideet 1II..l<l;C
(DC 2 1 S pellcr" ft ..b,c k to (fet ermil lt: it';: evuc al i:Jll) . .
W Il(' lll' ve r a c reatu rc step;: .1l1iacc nl t o <1. 11 <t rcll, ,' ye,;
o f ti lt' demon a , J]] tbat cr l.' atu lt.'" cbl':, t ,
for a Any tlll'Jall ion wor k;:
ti ll' ",olli lteil;;k rn aI1tl sOlll1 l\vcsl l' rn .H,he,;, ilnJ ,111 eve InednIIinn
wllrks for t he Ilnrtlwil s ter n a nd \\7\,.11
happ cn ::i llepcnd,; l )ll wlu,tlJer t he c rea tUl"e is a
mc .la l li ot1. '
If till' creat ure isn'l wear in g till' r igh t
l1tellal Ii,m , tile.:: pot! igll t J isappca r:-.1flc l' a fcw;;e.:onJs, .1t1(1th,
ardl rema in,; fi, ry. T Ill' spotl ight lloe ::i I1 't Cll tl1C had ;: lIll le::i s tilt'
crea tll rl'':; skp,; aWily an J 111 0\" l'5 atlj accn t to till' a rch aga in.
If lhe creat ure i,; we<1l"i ng ti,l' co ned s L:lIlgh terga rJe
meJalli on , t ile spo t! i;;: l, t rem.lin ;: Oil (llr a few "ecollll" (unl i l
i nil ia tivl..' ClHl ll t l O jf a i" on), tl le n t he fla mc ;:
lli 5appl.-'<1f. T he fl ame::i of f ] ;onnJ.
A DC 3 0 ' Di "able Ue\: icc is ,;uHic il.-nl l o J isa bl e
tlw flame" . TI lal tll e::;c ar clll''' arl' co ur" ill a lot l11 0rc ,'ne rgy
.,
tk' ll tlllJ';c in tIl(' tlro w templ e is lJbv io llS to .1I1 YOIICwl1(1 l' i.1 ::i
see n t i,l' !al lt r.
XP N'Jlc: \'clll' llcvcr t he P Cs dis,)blc or Jamage fwllt
a spccitic fil'r y tlenl "l1 a rcl, fM t he f i rst t ime t o pa;:s I
it, awanl xr .15 if theyo\'CI"I.' .l l11(' a CR6 l r-ap.
E lev ill o rs : Tlte four clcvahl rs in t his room Ic,HI to fnur
lli Hl..' rcn l place s. Tlwy Il111Ve c ver y rot!nt.l on in itia l ive cou n t
0; llP O il oJ d rounJs alld llo wl1 on e vcn ro u nJ:;; . T lll'ir
cnt j rc rnovemcnt occu r-s t heir tu rn . It '" vi;:ua llv obv i-
o us wl1el l1l' f a n t!1t.val or platfor;n is pr esent. A DC20 l) isa blc
Devic e elwl' b t lt.ll tabe:" 2 J 4 round::; is suffic ient t o stop a n
el eval or pla t form':" movement.
soutlli:oslem ,11/.1 S,wtll/{:csfern EJevi llors: clcv.1l or "
r-ise towarJ t he l ower:" ill t Ill' sou l her n pa d q f furtrc s::i ,
:"0 Wll" l1 t-1 ll' elevator ,: arc u p, t llcse elevator::i a!"l'n't present
in A4. T hlJ::; e :" l.1t1l1i nti i n one df ::ibaf Is when t he eleval or
co m es (lmv ll takc 12d6 po in t " PI' da ma gl' (IlOsa ye ).
JVortlll!'lSlcrll .111..1JVordll t"csfcrll EJenlh1 rs: These cl ev.1{(JrS
t.lrllp h)warJ tileg.l le cha m!wr a 'Hl lh c foumlr y, respt'di ve!y,
;:0 wllc n el evato r;.: arc clown, dlCSl' cl evalorl'l ':II"l.-' Il't pr esent
i n .-'\4. Snmeonl' whn c u l ers one o f l-hc:-e "ha ft,:; wlll'n no
pla tf orm is presen t fa ll;: 70 Feel tll t Ill' hottom (7J6 point s
pf lLlIl1agt ) .

"

I
,':
: ! :
!

,
OW R
Magi c Strike (Su) A ha lf-fien d 's nat ural att acks a re
considered magic for the purpose of ove rcoming
da mage reduct ion.
AC 25, touch 10, f lat -foot ed 24
Imm une poison
Res ist aci d 10, cold 10, electr icity 10, fire 10; SR 14
Fort +11, Ref +3, Will +2
. :.
Speed 30 ft . in full plate (6 sq ua res, run at 3 x speed), base
speed 40 ft.. f ly 30 ft. (ave rage ) in full plate, base fly
speed 40 ft.
Melee falchion +15 (2d6+16 j18-20) and
bite +11 (ld8+5) or
Melee 2 claws +13 each (ld6+1O) an d
bite +11 (ld8+5)
Space 10 ft.; Reac h 10 ft.
Base Atk +4; Grp +18
Atk Options Blind-Fight, magic strike , sm ite good l j day (+5
da mage against good foe)
Combat Gear potion of cure moderate wounds
Spell-Like Abilit ies (CL4th):
3jday-darkness
l / day- desecrate
Abilities St r 30, Dex 15, Co n 20, Int 10, Wis 12, Cha 6
Feats Blind-Fight , Multiattack, Weapon Focus [falchion} "
Skills Bluff +1, Climb +12, Hide - 4, Int imidate +2, Listen +8,
Move Silently +0, Ride +6, Spot +8
Possessions combat gea r pl us +1full plate, +1f alchion,
Siaugh te rgar de me da llion (claw)
HALF-FI END O CRE CR 6
MM 147 an d 198
hp 53 (5 HD); DR5j magie
Male half-fiend og re fighter 1
CE Large outsider (native)
Init +2; Senses darkvis ion 60 ft., low-light vision; Listen +8,
Spot +8
Lan gu ages ( o mma n, Giant
ASTERN
SETUP
Jf the ogre (0) hears the pe s, he stops moving ;m.d waits
to see who's coming. Otherwise, a DC 12 Listen check is
sufficient for someone outside th e fier y arch to hear him
wor king and walking. The half-fiend attacks as soo n as he
sees th e characters .
Encounter Level 6
When the PC ca n see into thi s room, read:
Agiant that has leatherywings, llas a distended
jaw, and wears plate armor stands in theccnrer
of t1lis room. Standing skeletonsof Iwrses line the
110rtl1em Ivall , mtd a jumblc of boncsshapcd like
a hugc Iwrselics ncar m; iron portwllis to tlte cast.
Bcyond !flat gate is ajumble of earth lJlld mek. Tlt e
southcm wall supports a steep stairway leading up
tocopper doors that arc barred on this sidc.
TACTICS
The h al f-fiend ogre wa des d ir ec tl y into t he PCs, tly ing
only to gain a good pos ition to ma ke full att acks. He casts
d lrJ", CSS on h is falchi on if he fee ls do ing so gives lu m an
advan tage agai nst tough pe s. allows h im to
. reroll the 20%mi ss cha nce. He might also try to bull ru sh
(1'I I t 54) a PC throu gh the fie r y arch .
If the half-fiend is reduced to 15 hit points or fewer,
he flies to th e top of-the stairs and casts a fl yblC55 on hi s
falchion. He then takes a rou nd to remove the bar on the
double doors a nd ope n th e door to le t the rcdspawn fir e-
belch er from A6 int o AS. After drinki ng his potion of Cllrc
mode rate [VOllllel S, he rej oi ns th e fight, battli ng un til he's
slain. ;.,
C rt..' a l urc", gai n.:l + I btl1lu;: Oll lllc ll'e aU'l ck roll" a.,;!ai n:;t foes
bcl ow on t llC"la ir s, .
BIII'ni "ll c(1Co ppcr Do or:;:.: 1-l nrJ ne,:s 5 ; 60 11
P
l"l..:: h. O pen
c.:I ;:. l wa n l; vcr lic<111t.l 11Jles 0 11 Loth ,;ieles Ll [ both JOlH:' nca r
Wl\l'l'e ll w y mee t. TIll' Jour" arc d osed <l nJ unl ockeJ ; lh ev
IhlVC no latch or loc k, but t hey arc b.Hred {sec be ll1\\'). '
1. \ 11 i ron 1Mr i:; tllteaJeJ t1lrlludll lle l\illlJ le,; on l he western
sial.' . It luke,:. a 1l1<1\'L' oct. ion 1,1 ;'vnwve lhe bar o r a DC 25
to 6l'eilk tbe IMr.
A"ll he h l p Df dll' stai rs, a DC22 Listen c1lCo.:k i", ", u [fi..: ienl
to Ileal" t ll c slow, stc'Hly of tilt.' 1'l,J':'IMwn fi relJL'lclll'r
i ll A6 .
Port cull is: TI ll' win ch t o ope n tIlt.' portcull is is [ust south
'If it llll til l' illakc:;:. a DC 25 Strcndh chet:!"::
perfol"llll,d a s a Dirt and stulle: slarl l o
IhHlr i nto till' r01l1l1 a" :,OIHI ,1 ':: thc portcul li,::. hUJ itl''' ' llint ing
a t tlwtl i:;:. astt.'l" lo [(,!I(lWi f tIll' :;ate is o pe ne d full y. If it is . afl
c11 ar <ld el'''' "" ithi ll 20 ft' et 1II\I;:.l ;:uccecel o n a DG 15
suve or l ak e 3tl6 poi nts of fr ulll all .lVa 1.11ld w o f
l'.l rill . .
The a re.l widl i n 10 [ectof the porlclIl l is lll' COlll C;: a llw unJ
of ea rt h anJ s to ne. Il l.:l kes 2 squa rcs lIf movcm cn l III a", ccnJ
t'a d l square l !Jere , CreahJrl's r un n i ng or tIown ll i ll
mus t :iuco.:eecl on ,1 DC 15 l3alalH:l' clll'ck, tlll' i r move-
llll'lll IJ2 x6 f pet la te r if tll l' y [a i\. T!w,:.e t ltat fail 1JV 5 Dr
more fal l pron e ,ll t he l' llll of llt.lt llllH'elllenL Tltl' DC of
Tumille dll' c!..:: s i nc rei\:'e ':: by 5, a nti till' DC o f j\ l o\'c Si lcntl v
o.: lH'ck::; ill cr ca:ic;: hv2 . C rea l ll rc,:: a + 1 h(lI1l1 S o n
allack roll :;:. aga i ns t (Ol' :' bel ow lIH'-1ll on tile slope,
T he area fmlll t he re 10 20 fcel ilway [r, 11ll llll' g<1 lL' hCl',HneS
::: t fl' wn wit h rllhbl l' . It talt :;:. 2 ;:qu<t re,:; luclll e r
a ,;q\lure in t lla t a rCil . .
J
-; .
"' ...
.--
.........
oIl l ' " (I lI ol l ' l' == 5 r
FEATURES OF Ti lE Roost
TIll' mo m 11<1 ,. tile ft11lpwin ,;:
Illtl ll1ill <ltioll : Dell10 n l'ye,,:); 20 feel of
hriglll ill uminati on ; 20 [lo t-lor ill lllll ilWt itll1 . l f t he
arcb i " lli "a bL.;,J, th e area is lLuk. .
Cl' ili n: TI, L' bere is 3 0 fed in ilK' sect ion
o f ti le room cn s! n f ti l e UJlpl' ) ".Ill l Y Llnd!"'r I-hill "l ory, hnv"ll(
till' p Ol t...uIL", tilt. I .. 15 fel'l lll o1h
F ie r y De mon l\ r cl l : Tile a rcl l nvcr-dw west ern J Ullr wilv
i" carve d 10l'lOk li ke till' fa ..., t' and ope n IlHl lll h of a
J l ' ll ltl ll . on ti le fa Cl > dow reJ -lJr" I1k!c. Thict:: ,,[wet; (I f
flame ,.watlw lhi"dotlr way,\] ocking line :If and
9(1 6 points ,,{ fire 10 anyo ne Il<15 5i n g i t',
Crack ling frol11 till' [1.;p1 C" in crea ses duo' Li st en DC" Ie:Iwa r
anyt b i ng bL' y<H1tllhc m by 10. TIlt' 'lrch 11,);:' a st ronc aura i f
viewL, J U", illg (DC 2 1 :::,wIL.: ra f t cll ec1..:: dd er- .
mine it ':i ev oc at ion).
\\,"1I11'n evcr a c r ea l urc st cps .u ljac en l l o an ilJ'clt. tlw eves
of til l' lle llHlIl ca st a spot ] on t Ilat crea t u re's ches t, 1001..:: ;
for a flleJill li llll. l\ nv lllcJ"lli ,m worb. -
If lhe creat u re is- n' t we ar-inc a med alli on
t ile J isappea r:: a ft er'" few illlJ the
remains fiery . Tlw ;:polli ghl tloe;:n't co me ba cl..:: n11 ll'"," " lh e
creat u res ste ps away ilnd moves '1l1jacl'nt to tlw'lr ch
- If lllL' c rea h l fl' is wl'ilri ng a ... meLl <1-l lion,
till' ",plltli :;hl reDwin:; llll for a L.:'\\ , (u nl il in itia ti ve
10 if a f igh l is goi ng lm ), t1len l hl' f b mcs tli :iappe<ll".
T Ile flames ;:.la)' off I' M I f OUnt!.
A DC 3 0 Di :i<1b1e Dt. ' vicc clw o.:J.... is suHio.: icnt tll tli ;:ahl e th e
flaIllL''' ' Thallhc;:l' ardl l' '''arc a lllllllorc tllan
t ho;:e in t ll c tlnl\\, h'm!,l" i;: nbvi llu s 10 illlvn nc who ha" sce n
the la ll er, '
XP .N u /,:: Wrlll'tl C\'l'r till' PCs J i;:.alJle or lakl' da mali c fr om
,1 spec i fic [il'r y J ellHIII Mell fur tll e fir,;t l in ll' l o pass t11;tl\l dl
it , aWaJ'll X P as i f lhcy llVl'r "::.l ll1Ca C I\ 6 h ap . .
Ske letal Il on; c,:; : T he necromancer s of
I11.' \'l'r 'lfll \ll1([ h i an illlat i n Llwsl' 11111 I1lla Ill"
inbJ ;:te el k Tlwy're IwlJ t oget -Il e r by res i n, H .l
<l pu s-h is 1(1 d iem int o <l pil l' of 1)011('''; ,
T hc half-fi cllli is to . asscmlJle a Huge
,:;leed fmlll pM\'; llf o Llle r ,;L..Jdl l11 s. I-Iis cl um,,; v
l,ffo r \'; arc on tIll' fI, ln r in l he cas tern pad nl lh e rtl OIll.
r\ t he old IJoncs are "o lne cl lll s picllOU,:; lv nel\' OIlt' S
t11alll.:lVl' bllen ..::I ct1n-proklbl y byl'he l roll in
.A 3 . The;:e new {JOne,:; a re lh e r<'lllil in " of poor
borsc (sel' ill f\ 9 ),
S teep S tai nt : [I l.:lkc,:; 2 ,:;q U <1rl'S of lI111Vl' mett l to
.u-cenLi L' <1c h squa re. Cn' .llure ,::. I n '
down "tl' ep slairs IllU:it s ucceed 1 111 il DC10
dll' Lk, t1ll' ir IlH1Vl' lllen t I J 2 x 5 fcd lal er i f
Lhey fa il. TIH;,;e tlli\ l fa il by 5 pr Il HI l'l' filiI prone a nd
t all' I d6 poi nt ;: of e!ama j,W .ll till' e llli (I f t hat movc -
mcnt. T Ill' DC llf clll' ck" i llo.: rea ,::. es by 5.
I
Abilities Str 19, Dex 8, Con 21, Int 1, Wis l l . Cha 6
Feats Power Attack, Weapon Focus (bite), Wea po n Focus
(ra nged touch)
Skill s Jump +8, Listen +5, Spot +6, Swim +12
Belch Fire (Su) 60 ft. (no ra nge incre ment), 6d6 fire
(no sa ve) ; creat ure s adjacent to ta rget take 3d6 fire
(Reflex DC 19 half).
AC 18. touch 8, flat- footed 18
Immune f ire , paralysis , sleep
Fort +11. Ref +5, Will +2
Weakness vulnerability to co ld
Speed 40 ft. (8 squares) , swim 30 ft .
Me lee bite +12 (2d6+6 plus 1d6 fire )
Ranged belch fire +7 (see be low)
Space 10 ft. ; Reach 5 ft.
Base Atk +8; Grp +16
Atk Options Power Attack
REDSPAWN FIREBElCHER CR 6
MM4154
hp 84 (8 HD)
CE Large magical beast (dra gon blood , f ire)
Init -l ; Senses darkvts ton 60 ft. , low-light vision; Listen +5,
Spot +6
Languages -
.'
... --,.-'""
"
os

I
Encounter Level 6
When the pes op en the door s, read:
All ellormousred lizard hurls itself toward the
doorway, smoke wrl illgfrom the IIostril sabove its
massivejaws. Charred fllYlliture litters II, ef loor.
Arrowslits pierce theeastern wall s, but beyolld
them is mrth alldrock. III the northern part of the
room is a badly burned rilld very bigglloli.
SETUP
The redspawn firebelcher here (R) is <I rampaging monster
that at tacks the first creat ure it sees afte r the doors open.
The gno lls lured it in to this room and locked it up, hoping
to somehow tame or train it later.
TACTICS
The firebe lchcr attacks anything that moves, focusing on
whoever dealt i t the largest amount of damage during the
previous round. It belches fire on the first round, target-
ing a cluster offoes. Whenever it can af ter that, it belche s
fire at an enemy wit h one or more creatu res adjacent. The
berserk dragonblood fights until slain.
FEAT URES OFTil E
TI, t.' ro om ti,e followin,,;: ft.'<1 t lll'c:::.
Illul11 i nati on: SJ,., dl)W\: illtl lll i 11at inn co mc s tl,r,HI Q11t il('
opell lloor;: 15 fl,t.' t into room if th e demo n a rc h;1l AS
i s " d ive. It ';,: lLuk otlw rwi;:.!"' .
Arrow Slits: At one limc, tllt.'se a r- row ;: 1it s I' JOked out
over c ue (If t he s rce t ramps l1Hl. t [ed llowtl fm m the Ilt.'igh l;;
or Wrlll'll lhi;: sec t ion of was
undl' rgro lll1ll, lh e Lowe- r was 6: 1 l [Ie
:::1it s 0lh.'n to co unt les s ya rds of Ci1 rt ll a l1ll st ouc.
C or pse: Til e corpse is actua lly a fl inJ Li la! was a cas ualty
o f t ilL' effo r l lo [llCk till' r etl::: pawl1 fire6clcher ill thi::: roOI11.
3 in ce tile f ir ell t.'ldl er J oc::: n' l becnlll c it d id n'l C011-
sumc t he co r p;:e. st udJL.tl ll'a-L1; c r ar m;) r a lIa a
Ina ;:. l'en vork ;,:ll lIrt :::wo rd can be fn u lld O il the b()(ly . Bu t til L'
. ,
interest i ng it em 011 the co rpse a scrap of pape r
illSilll' a ta llerc,l leat lwr ::: atc he l.
T Ilt.' noll.' co ntei ns dir edi oll s for t l1C gllo ll pat ro ls
th i;: sect ion (If Tran::: lale d i nto
Common, it read::: , i n roo m, dH:, d.;:o f(l Unar V,

__ til en clwck drll lOr yJThctl up to O rclwr ix (be rc;;pl. ' ct-
ful !), 1I1ell hacb In :thc clevalor;:. o, 10 cnt. rencc, t hen
lip 10 tll c ogrt.'..Go weapol\,; area, bacb to I'lev.,tor;;,
lOllt he r i1 rst.'n.,I , tl1C11 dow n to
. '1.
.....
-.-..
T
F EXI'lJR ES OF rur Roml
TIll' nl llllll, 'lS tlll' f..;llure" .
Ill u m i na t ion: D01l1on ey e:;)i 2 0 flet Df
illumi nati on ; 2 0 fed of il iull1inati oll.
De ll lOIl , \ n.:ll: Th e ardl ov er dw wcslcrn doorway is carvell
t o IOllk li ke th..., f.ll:e a lll i ope n I1Illut h ora Lmit cJ dCIllOl1.
E
y
e 5 in till..' [a ce red- oran ge, ilnd a gla nll'r of
dark vinld cncrcv fi ll " t Ile llh lUd l. Till' ilf ch Ita" a lTWdcTilt e
aura if vie wed u; i'ng Jeh>cl !/1i.1':Jic (DC 2 1 Sp cllcraft chec h l o
Jderlllin0 it 's illus ion). A IllW hum e lll ittl, J by the arcll i n-
c r .... a :;. c:;. Li st e n DC:;. "tll hear bv 10.
Sll<1 l1ow \Va t er: Each I.: l::=. t5 2" q ll<1rc'" ormove-
men t. Tumbleand SilcnLl y DC" increa sc by 2.
\\'7e<l IHHl Rac k,;: TIll.' r.lcL: aga i nsLthe lVilll con tni 11 tl1 1'ce
orea ch "l.ull i ng <lllJ pi crciug w.... aptlll in th e prj. A
nh1:'tcrwork gre a ts wo l'll here belong:; to Tyhall ill A9.
\Valcl"fall : r": re"lnvatel' i;;: pouring into th is mo rn tll 1"llllgll
.1 cra ...k in th e wall.
Flooded S t.l i l"way: Crc.1t ure,: ha ve to swi m
into AS. T be st airwell is d<lrk .
CONCLUSION
If a bat tle occurs here, the t roglodytes in AS ascend th e
stairs after the cleric casts spells (see Tactics in AS), so they
arri ve at the end of the fifth round. They remain in AS if
the battle ends before t hey ascend.
TACTICS
The trog lodytes rage at the sight of int ruders, each exud-
{figstench as a free acti on on her tu rn.
\'\!hen a tr oglodyte has no J!0tiOIlS of cu re moderate wounds
left and is reduced to 10 hit points or fewer, she dri nks her
potionof wa terbreathing and flees down into AS.
AC 19, touch 12, flat-footed 19; Dod ge, unca nn y dodge
Fort +12, Ref +1, Will +2
Abilities Str 18, Dex 13, Con 22 , Int 10, Wis 10, Cha 8
Feat s Dodge , Multlattack". Weapon Focu s (claw)
Skills Climb +8, Lis ten +5, Spot +0, Swim +8
Pos sessi on s combat gea r plus +1 studaed leather armor,
Sia ughtergarde med allio n (claw)
Wh en t he pes en te r, read:
Acloying odo rsurrounds thethre,e reptilian
humanoids that crouch here. Racks ofbladed
weapons line thewalls. Water rushesdo wn the
eastern wall and flows over thefloor, andadarlz spot
near the room's centerindicatesawater-fill ed hole.
Encou nter Level 6
Not rag ing:
AC 21 , touch 11 , f lat-footed 21
hp 42
Fort +10, Will +0
Me lee 2 claw s +6 each (l d4+2) and
bite +3 (ld4+1)
Grp +5
Abilit ie s Str 14, Con 18
Skills Climb +6, Hide +10 (+14 in rocky a reas) , Swim +6
Stenc h (Ex) DC 15
Sp ee d 40 ft . (8 squares)
Me lee 2 claws +8 each (l d4+4) and
bite +5 (ld4+2)
Base Atk +3; Grp +7
Sp eci al Act ion s st en ch, rage l jday (9 rou nds)
Combat Gear 2 potions of cure moderate wounds, potion of
water breathing
Stench (Ex) 3o-ft. radius, all living creatures (besides
t roglodytes) mu st succeed o n a DC 17 Fo rt it ude
save or be sicke ned. Success on t he save aga inst
one troglodyte's stench confers immunit y to that
troglody te's s tench for 24 hours, but it doesn 't protect
aga inst the st ench of other t rogl odytes . Creat ures
imm une or resist a nt to po ison are s imi larly resistant to
the s te nc h. Delay poison or neutralize poison re move s th e
effect from a sicke ned creatu re.
SETUP
Un less they expect danger, the troglodytes here (T) are
examining weapons. A DC 11 List en check is sufficient
to hear them from beyon d the demon arch (DC 6 from
underwater in AS).

...
3 T ROGLO DYTE BAR BARI AN S (RAGING) CR 3
MM 246
hp 51 e ach (4 HD)
Female t roglodyte barbarian 2
CE Medium humanoid (rept ilian)
Init +1; Senses darkvi sion 90 ft.; Li sten +5, Spot +0
Languages Draconic
LOODED
Encou nt er Level 8
SETUP
Thi s room is completely under water) but the troglodyt es
(T) are able to stay down here due to a IVl1 tcr hrcl1 thillgspell
that the cleri c (C) cast a few minutes befor e the pe sarrived
(about 3 hour s of durat ion remai n for each tr ogl odyte),
Th: y'rc collecting any bits of steel theycan find, but when
th ey hear a battl e in 1\7 or A9, they swi m up the st ai rs and
attack J S indicated in those rooms.
The pe s have to swim here , holding their breath or
using magic to faci litate breathi ng. They might also have
trouble with light. Illumination that reli es on fire doesn't
wor k unless it comes from a spell or source that indicates
otherwise.
A CT IO:"
Cretlh lre" l\'i dHHll a S wim "IWl,J have to 1I1<1 1,,",Swi m d ll' lk"
cvcr v J"(l ll l1 J t o nro vc annl 11d . A ,;11<:<: l',;",[u l DC 10 S\\ 'i m
chccL (u5ahle u n t r n i ne ll a,:: a d ledd ld ,:: il creal urc
111 0\' L' at quarl er ", peed a :;; ,1 111(1Vl' ac li o n or l' a lf s pee d ,1:- a
fu ll- ro u nJ octi on. Arnwr che.: k pen alti e,:: a rc J OIlble, 1 for
, tlt e Sw i m "k i l l. C reat'u r<.'" tllat fa i l ,1 Sw im check a rc fL, ili ng
a !Jtlul in t ill' water. T hey 10,::e lIwi r Dl'xte rity b'Jllu" t o .A rrn o r
cla",:- , anJ flle" cai n a +2 l,o ll u", on a ltack m il ", cca in s l
t lt em . ' ,
All ack roll", wi t h Wl'a pOll'" b kl'
<l -2 pClla lt y Illldl' J"\\'alo.2' r, '111el :md l aHad ..,; dea l l,., lf
P ierci n g weapo n" dl \.' claw ilUJ h il l)
a Hal,k,,) (1lIlCt inn norma ll y. T l l1"oll' l1 wea po n" arc comp l,,'ll' ly
i no.2' ffl.. -tivc. A Uacl.. roll:" wit h o t!ll' r ran gl' ll weapons l akc a
-2 Jw n i1 11y fOl't' ve r y 5 fe el o f wa t er ti l e SI101Ihl ;:':: o.2' Sll iroug il
l
i n aclJ itill1l ttl no r mal PL' llilll ic :" for range.
Ii ol din,;;:' Bl"c.1l b: A cre ature c a ll Illlld i l s 6ro.2' .1l h fll!' 2
rounJ" per po i nt o f Co n", t it llt io n if i t c1 o e" lI11Lll i n g o tl le r
t ha n la k e Il1OV<.' a c lions a nd Ir e e ac tio ns. If i t take" a sl.au-
J nn llJl' f u ll - roll tlll qct ion , it ex pl' ml" 2 rou nJ" of Lreath.
I-lave tIle player s keep t ra ck tJ h ow mucl1 brealh lhe !r cl1a r-
act crs ll ilvl' ex penJ l'l!. A c rcal u rc l11 L1 "l Illak c a DC 10
COIl,;: l it ulio ll cl H:d -; e\'ery m u ml 'l ft e r it" breil tl1i " ex
a lll i dw DC lI r lilt' c1'l' ck in c reeses by I e vcry s u li sc qucu t
rll unJ. Fa i lll r.. ilHli cab." til l' cre atu re f,)lI,; u nco n sc ious . 1\
crcut u rc d ial ra i l" u nconscio us dro ps to -1 11p ill lhe bl' gin -
n in o;t o f i t " ncxt tu rn . If :-t ill ll nil ble t o breatlwat tlll'
of t he ;;u b5e'!ucll l lll r ll, t he crc.i t urc di e" , ".
S NAL
When the pes swim down into AS, read:
This room is completelyfillcd with cold ,vatcr. _
Woodw ro ckson thc walls It old unstrul1g bows
al1 dcrossbows, bloal cd and warpcd by tltc watcr,
along witlt tltcirammun ition. Anothcr staircasc
Icads upumrd intoa lit room, indicalcd by tltc brigltt
patclt afwatcrncar tltc cciling.
I f t he t rogl odyt es are still present , read:
Three rcptilial1 11IH/ 1O,!aids ill lcotltcrs swim ncorby.
One It asa spcor, whife tlt cothcr I,vo sccmto havc
no WCOpoHS at all.
TROGLODYTE CLERI C CR 6
MM 246
hp 56 (7 HD)
Male t rog lodyte cle ric 5
CE Medium hu manoid (re ptilian)
lnit +1; Se nse s dark vision 90 ft.; Listen +5, Spot +3
Languages Draco nic
AC 22, ' ouch 12, flat-footed 21
Fort +10, Ref +2, Will +7
Speed 30 fl. (6 squares)
Me lee +1 spear +7 (ld8+2Jx3 ) and
bite +3 (ld4) or
Me lee 2 claws +5 each (ld 4+1) and
bite +3 (l d4)
Base Atk +4; Crp +5
Special Act ions rebuke undead 2/day (- 1, 2d6+4, 5th),
spontaneous cast ing (inflict s pe lls), stench
Cler ic Spells Prep ared (CL5th; 6t h for chaos an d evi l
spells):
3rd- bestow curse (DC 16), magic circle against good
D
,
water breathing
i
2nd-cure moderate wounds, hold person (2; DC 15),
shatter
D
(IK 15)
1st-cure light wounds (2), protection from faw
D
,
sanctuary (DC 14), shield affaith
magic (3), detect poison (2)
D: Domai n spell. Domai ns: Chaos , Evil. i Alrea dy cas t.
Abilities Str 13, De' 12, Can 16, In' 8, Wis 16, Cha 8
Feat s At hlet ic, Brew Potion, Multiat tack'', Weapon Focus
(spea r)
Skills Concent ration +6 , Climb +3. Hide +8 (+12 in rocky
areas), Listen +5, Spot +3, Swim +4
Possession s +1 studded leather armor, +1 spear, ringof
protection +1, Slaug hte rga rde med allion (eye)
St en ch (Ex) Fort DC 14; doe sn't work underwate r. See
t rog lodytes in A7 or A9 if t he cleric f ights in one of those
rooms.
.,
I
--. .. .
I
:
I . _
.! ----",U4 (
I I
'- f-':.::.:r-" " ,
_,I +if ' ..+::-j-!
I .!
I - :.. I _ .! '
T - " '""'1'--'--J
0 1' T ill, Roost
T Ill' roum Il ils tllL' fl' ill urc ".
IlIul1lin.l tion: It',:;: JarkLl'rl' . -,:
W.l lc r -Fi lll.-J l(oo m: T hl' I'l11l111 is filled willl wat e r.
wl10 l ilte t i m e t o oll::' (' ]"\'l;' o r llehri:" n o ticc tlMl
tile wetcr i s ;; Iowly pouring i n f r lllll A7 aIHI ou t
l hrnll d l 1\9.
F I(-J{H!e d S ta i rwavs: \'{'al cr ri scs to a [e'l' inclu,; ill;ov('
t ilt:' t o p s te p of eaL" 1I : tai r way in lhi:;: room. De mon a n.:lll' :"
roorus A 7 a mI L\ 9 , hilt PC" pee ri nc up til l.-' st ei rs can
se c only stone wil li:=: and WCilpon racks fr om tIll' l>nt t o lll o f
t he sl airs,
\'('capo n Tile rac k,:. the wal l co nta in
101l gk m';:' , c r o ,;;;!,p \\,,;, <lnd anununitiou for
ar my, hilt tllC wa te r 11<1:; rl1 i nt., J themal l.
Wh ether these troglodytes figh t here or move up to A7
or A9, they have several rounds before they start fight -
ing. The troglodyte cleric casts some spells on hi mself
beforehand ,
Round 1: Magiccircle agaimt good.
Ronnd 2: slJlClti offailh,
Rou n d 3: Prolection from law.
The tr oglodyte thugs try to flank ene mies so they can
deal sneak att ack damage. They keep close to the cleric to
take advantage of the magiceirclt.'.
The cleric casts besloH' curse(-4 penalt y on all checks,
rolls, and saves) on t he PC who looks the strongest. He
stays close to the thu gs so he can heal them. \XThcn he
th inks he is about to be attacked, he casts sand llnr)'. If a
PC successfully attacks the cleric, he responds with /wld
person, followed by a spear att ack.
As long as the cleri c is up and present , the thugs stand
their ground.They're confident his healing Gin keep them
fighting. A troglodyte flees if reduced to lO hit points or
fewer, ru nning to whichever of A7 or A9 t he PCs didn' t
come from,even if doing so means swimming back
through thi s room from another.
Abilities Str 16, Dex 12, Can 17, Int 8, Wis 12, Cha 8
SQ t rapfind ing, t rap sense +1 .
Fe at s At hletic, Mul tia t tack'' . Wea pon Focu s (cl aw)
Skill s Climb +9, Hide +8 (+12 i n rocky areas). List en +6,
Move Silent ly +6, Spot +6, Swim +9
Posses sion s combat gear plus +1leather armor, amulet of
nat ural ormor +l , Siaughtergarde medallion (claw)
Speed 30 ft. (6 squares)
Melee 2 cl aws +7 each (ld4+3) and
bite +4 (l d4+1)
Base Atk +3; Grp +6
Atk Option s snea k attack +2d6
Spec ial Actions stench
Combat Gear potion ofcure moderate wounds
AC 21, to uch 11, f lat-footed 20
Resi st evasion
Fort +7, Ref +4, Will +2
St ench (Ex) Fort DC 14, doesn 't work under wat er. See
t roglodytes in A7 or A9 if t he t hu gs fight in on e of those
roo ms .
TACTICS
2 TROG LO DYT E TH UGS CR 4
MM 246
hp 39 (5 HD)
Male troglody te rogue 3
CE Medium humanoid (reptilian)
Ini t +1; Senses darkvis ion 90 ft. ; List en +6, Spot +6
Languages Draconic
N
AC 25, to uc h 11, flat -footed 24
Fort +10, Ref +3, Will +3
Speed 20 ft . in full plate (4 squares , run at 3 x s peed), base
speed 30 ft.
Melee mwk ha lber d +9 (ld8+4/ x3) and
bit e +6 (ld4 +1 ) o r
Melee 2 claws +7 each (l d4+3) and
bite +6 (ld4+1 )
Base Atk +4; Grp +7
Atk Options Power Att ack
Special Acti ons st ench
Stench (Ex) 30-ft. radius, all living creatu res (besi des
troglodytes) mu st succeed on a DC 14 Fort itud e
save or be sickened. Success on the save against
one trog lodyte's stenc h con fers immun it y to that
troglodyte 's stench for 24 hours, but it does n' t protect
agai nst the stench of other troglodytes. Crea tu res
immune or resistant to po ison are s imilarly res ist ant to
t he stenc h. Delay poisonor neutralize poison rem oves the
effect from a sickened creatu re.
Against lightl y armored or prone ene mies, the troglo-
dyres m x i m i ~ th eir Power Attack. They conti nue to usc
Power Arrack unnl the y miss a foe twi ce in a row.
Since they can't swim well inplate, they can't retrea t
through AS. They can't use the northeastern elevator to
A4 without eye meda llions. Retreating toward A18 means
showi ng their cowardice to the merciless Cashkarr. Given
th ese factor s, the troglodyt es make a last stand here.
Abilities Str 16, Dex 12, Ca n 17, Int 8, Wis 12, Cha 8
Feat s Improved Init iative, Multi at tack'', Power Attack,
Weapo n Focus [bite }", Weapon Focus (ha lbe rd)"
Skills Hide +3 (+7 in rocky areas), Int imidate +2, Listen +3,
Spot +1
Posses sion s ma ste rwor k full plate armor, masterwor k
halberd , cloak of resistance+1, Siaughter gard e medallion
(claw)
CONCLUSION ,
If a battl e occ urs here, the troglodyt es in AS ascend th e
stairs after the cler ic casts spells (see Tactics In As), so the y
arrive at the end of round 5. The y remain in A8 if the bat tle
ends befor e they ascend.
2 TROGLODYTE SOLDIERS CR 4
MM 246
hp 45 each (5 HD)
Femal e t roglodyte fighte r 3
CE Medium human oid (rep t ilian)
Init +5; Sen ses dar kvision 90 ft.: Listen +3, Spot +1
Lan guages Dracon ic
HEAS o
Encou nter Level 6
SETUP
Bod yguard s of the t rogl odyt e cl er ic li ve here, 'guard ing
the cleric's new prize possession-Tybalt. pe smight hear
the guards talk ing softly in Draconi c and the occasional
cl in king of their ar mor by making a DC 11 Listen check
from beyond the demon arch or a DC 7 Listen check
from un derwater at the base of the stairs int o thi s room
[rom AS.
The trogl odytes (T) might hear approa ching PCs ncar
the demon arch, but they don't hear an underwater battl e
in AS. Even if th ey hear a battle occurring in A7 through
the wall (Listen DC 8), t hey prepare for a fight but don't
invest igate. They can' t swim. well in their heavy ar mor.
When t he pe s enter the room, read:
Two reptilian humanoids in plate armorguard
this room, Wooden racks containingwarhammers,
f lails, andotherbludgeoning weapoll s linethewalls,
Afew inches of wa tercover thewhole floor, alld
dark s)'ot under the water ncar the room's center
indicates a hol e there, Apparently 1IJ1 conscious, a
human I1U1I1 in half-plateis tied toa rack il1 tile
/lortlnt/estern coriley.
TACTICS
These trogl odytes are con fident , and if they wi n initiative,
each one steps back and takes a ready standard action to
set her halberd again st charges. Each exudes stenc h as a
free action on her tu rn . If a PCcharges, the troglodyte can
attack before the charge is resolved, dealing doubledamage
ifshe hit s. Her new initiative count is just before rlie chatg-
ing PC' s, Ifnobody charges, the t roglodytes attack a n their
original in iriat ive count during th e next round.
They might trip wi th their halberds, making a melee
touch arrack and pitti ng a Streng rh 'check agains t the
victim's choice of a. Dexterity or Stre ngth check. If the
troglodyt e wins, th e target is knocked prone. If th e target
wins, the troglodyte can drop her halberd to avoid being
tripped in return. She th en fights using her claws. If a
soldier tri ps an oppone nt, she focus es her attacks on [hat
foe unti l he manages to stand.
I'r: ,IT URES OF Till, Roml
T Ill:' room t,a::: L1le (eat m es.
Ill u minati on: Dellw ll a rell (glowin g eyes) ; 20 feet pf
illu minat ion; 20 feel of ", hadowv ill u m inoltillll.
l ) l'IIIOIl l\ rd .: T IlL' arch over till' J O()l'\vay is
ca rvea t o I' Hlk liLe tilL' LIce 'l ml o pen mo ut h uf <l fa nged
llel11on" Eves iII tile face d ow and a glamer of
J"ark viLl llt L' llCniYf ill ". the The arcll 11.1 "a
lIInJerate aura if vic,welt usin g Jekel m0!J':c(DC 21 Sreller af t
clteck to J de rmi llL' it'::, illu::,ion). A low lt ul;l C' lll i HeJ bytilL'
arch in crca scs Li st en De s t o hea r any t hi ng beyonJ it by
10.
Sllallow \'(faler: :,qu are cosl.s 2 ::: quarc;:; of
men t . Tumb le ami j\love Si !entl v DC!" in cr eas e hv 2. A stdaJv
st rc.un () f wate r a few i nch e:; de'L' p po ur " t11nHlgjl ti le
Mch, casca di n:.1 J own t hL' stu ir s l pw,lrd A1S.
\X" ca pon The rac 1.;,,,. aga i nst t ill' wa ll co n ta i n t wo
of cadl llilldgctltling melee weapUll in u. , PH !\\os t of t ile
weap(Hl::: are size d for ]I' l ell iulll c reat ures, hut scrrue weap on,;
at-e for creat u res or Sma ll crcatu rcs.
FlooJeclSta irwm': Crl'dtll re;;: Ila,'e [ (I swi m into AS. T Ile
stairwell is da rk. .
.':; .
TYBALT CR 2
hp 19 (2 HD)
Male human fighter 2
NG Medium huma noid
Init +5; Sen ses Li sten +0, Spot +0
Language s Common
AC 18, touch 11, flat-foot ed 17
Fort +5, Ref s-l , Will -l
Speed 20 ft. in half-pl ate (4 squares , run at 3 x speed); base
s peed 30 ft .
Base At k +2; Grp +4
Atk Options Cleave , Powe r Att ack
Abilities St r 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12
Feats Cleaves, Improved Initiat ive, Power At t ack", Weapo n
Focus (grea tsword)
Skills Inti midate +3, Listen +0, Ride +4, Spot +0
Posse ssions half-plate
TYBALT
Tybalt is un conscious .and tied to the racks i n the no r th-
western corner of the room. The gnolls caught him near
the armor y's entra nce yesterday, and after th ey beat him, .
th ey amusedlygive him ro the troglodytes. The t roglodyte
cler ic hasn't decided wh at to do wi th hi s new slave yer.
Tybalt is unconscious and stable at -4 hi t points when the
PCs find him, obvious ly the victi m of cruelty. Lf the char-
acters bring him back to consc iousness, he's immensely
grateful (init ial att itude fri endly) and does anything rea-
SOluble th at the PCs ask. .His first act is to inquire after hi s
hor se, whic h was eaten by the troll in A3 as evidenced by
the bones in AS. He also enquires after his gre atsword,
whi ch he trut hfully claims is an heirl oom and can be
fou nd in A7.
Tybalr is a native of Sumber ton who has long dreamed
ofjoin ing the Kn ights Luminous. He th ought a one-ma n
cr usade into th e heart of the Slaughterscar would impress
th e leader s of the order. Clearly braver than he is sma rt,
Tybalt is no match for th e ar mory's chall enges, a fact that
should quick ly become apparent to the pe s. The unl ucky
fighter can also be a source ofsome infor mation you wi sh
to impart to th e players.
i f needs be, you can replace Tybalt wi th a new Pc. Like
Tybalt's grearsword, the equipment a new PC's ne eds to be
an effective party member should be kept nearby,
. "
Speed 60 ft. (12 squares) , fly 120 ft . (poor)
Mel ee bite +15 (2d8+4 plus ab ility drain) and
2 claws +10 each (2d6 +2fl9-20 plus tr ip) and
2 wings +10 each (l d8+2) and
tai l slap +10 (2d6 +6 plus trip)
Space 10 ft. ; Reach 10 ft.
Base Atk +12; Grp +20
Atk Options ability dra in, Cleave, Powe r Att ack, trip
Spell-Like Abilit ies (Cl, 4th);
At will-detect magic, read magic
2/day-shield
l /day- dispel magic
At th e beginning of round 2, the tieflings in A ll ope n
th eir doors so they can watch th eir mas ter fight the pe s.
Yo u can lise the read-aloud for enco unter Al l to describe
them. They obey Orc harix's order 'not 10 interfere, but they
take defensive measures as show in Al l's Tactics sect ion.
If pe s attac k the' tieflings, Orcha rix focuses hi s fu ry on
those characters, bel lowing in Draconic, "Fight :me, you
cowards, not the bystanders!" .
For all his bravado, Orchar ix has a keen sense of self-
preservation. Ifreduced to 50 hi t points or fewer, h"e orders
the ncfl ings to attack, and he grabs the meda llion from
his tr easure pil e as soon as they do. He then heads down
the stairs toward the sout hwester n elevator and eventua lly
the surface.
AC 20, to uch 9, Flat-footed 20
Immune pa ralysis , sleep
SR16
Fort +11, Ref +8, Will +10
Abilit y Drain (Su) Bite; Fort DC 16 negates ; 1d4 points of
Consti tution drain.
Sound Imit ati on (Ex) Can imitate any so und he has heard .
Will DC 16 to detect the ruse.
Abilities St r 19, Dex 10, Con 17, Int 10, Wis 15, Cha 10
SQ sound imitation
Fe at s Alertness, Cleave, Improved Critica l (claw),
Improved Init iat ive, Power Attack
Skills Bluff +5, Diplomacy +4, Jum p +16, Knowledge
(arca na) +15, Knowledge (the planes) +15, Listen +19,
Sea rch +15, Sense Motive +7, Spot +19
ORCHARI X CR 6
Oraconomicon 159
hp 114 (12 HD)
Ma le juvenile fang dr agon
CN Large dragon (air)
Init +0; Senses blind sense 60 ft., da rkvision 120 ft ., keen
se nses; Liste n +19, Spot +19
La nguages Draconic
o ST
Encou nter Level 6
\Vhen the pes enter, rea d:
III the cellter of thischamberis agray-bro wII
dragoll coated ill wicked spikes. The roolll othenvisc
appearsempty. Aportcullis is ill the southcn! wall,
but youcall seeonlyrock andearth beyolld its bars.
The westen! wall sU!'P0rts stairs that lead up toa
pair ofcl osed copperdoors.
SETUP
Orcha rix found th e Slaughrergarde entra nce shortlyafter
t he gnoll s dug it , and he agre ed to help due to Laurazhi's
guile. He wants to be part of the carnage that's bound to
ensue when the gate in A19 opens.
The fang dragon (D) can sense through th e fier y demon
arch , so he's almost certainly ready [or th e pe s when they
pass th rough it. A DC 12 listen chec k made by someo ne
pausing at th e fiery arc h is sufficient to hear Orcharix
cast shield. Those who make the check by 10 or mor e can
make subseque nt DC 16 Spellcraft checks to know what
spell was just cast. Aft er he casts the spel l, the fang dragon
chu ckles. He's supremely self-assured and finds the pe s'
caut ion amusing.
Thi s area is pictured i n the il lustrat ion handou t's. Show
the illustrJtion when Orcharix attacks.
TACTICS
Orchartx uses the time [rom whe n he senses th e pe s to
when they enter the room to cast sJ lield. When characters
enter, Orcharix shouts in Draconic, "Leave them to me!
Don't inrerferelI t's not immedi ately apparent whom he's
shout ing to, but the tieflings in Al l hear him. :
i n batt le, Orcharix tr ies ro posit ion himselfwith as
many pe s in reach as possible; he wants to make a full
attack every round. Each time he hits wi th a claw or tail
slap, he receives a free trip att emp t on the'struck foe. Tha t's
a +8 check (Str engt h bonus and an addi tional +4 for hi s
size) against the victi m's choice ofJ Dexter ity or Stre ngt h
check. If Orchar ix wins, the target is knocked prone. If the
target wins, not h ing happe ns. lf Orc har ix trips an enemy,
he focuses hi s attacks on that foc, maximizing hi s Power
Attack.
The dr agon reser ves dis pel magicfor usc on ongoi ng spells
that mak e it h at d fo r him to fight .
)lodcu ll i ,;: T lw wil1c1ll o 0P..:' ll till' pnr kulli " is jus t ;;outb
ll f it uu til l' wa ll. 11IIt Opl';ling it laLJ:S 'a DC 25
' .. -
l,Ill'..:: b perful'IlwJ as a fllll -wunJ Dirt ,. ud s to nes
sta rt t o pou r into l!'e r oom a,: soon <1S the por tcull is
ill till' d i,:. as l er t o follow if th e ga le i:s opened full y.
If it i s, a ll c11arader O' witllin 20 f,>d mu st ;;: uccel,d ort ,1 DC
16 save or t,.ke 3J6 po i nt s .r Ja11lage fr om a ll
lalld le of ea rl l"
TIlt' area with in 10 fed of t he portcull is become:: a IllIHlml
nf ea d b aIlll stone. It ta ke:: 2 squa res Il l' movement to a sc"nJ
{laCll ;:quare t here. Creat u re:> run ll in or JO\\'ll lli ll
Illu ,;:t slIceel,J O il a DC 15 Ba lance clll'cl.-: , t1ll'ir lllll VC-
l1l l'nl JJ2x.5 feet later if th ev fa il. T lw ;;l' tlw.t fail ll\' 5. or
mo re fall pr one ilt t ill' l' IllI of t1..1 l 1llllWl1ll'lIl. T ile DCof
Tumhle c1lCcbs ill cr c<1:oe " hv 5, <1 nJ till' DCof Si ll' lIl1v
dlccks ill Crl'ilSl' 5 bv 2. i2a i n a +1 honU5 " ll
att ack ro ll::, rot:: :: belo w on til e ;;ln pl"
The nr l'a fr t111l t hl' rl' to 20 fed away fmm th e llel-omes
st rewn wit h ruhll]e. It ta kes 2 squilrl'S(If 1l1ll\'l'lll ent (Ol' ll{cr
a ;:qua re i n tl lil t area .
T
r
.. "';7,,' !
PEATURI,S OF T il E Roo
The room b"" th e feat ur e:'.
Illuminat ion: <1rc h ; 2 0 feel n f lujght ill ullli na -
t illlli 20 feet ;I f ,,11adlH\'Y illumination. If tIll' i , di:'abLL
till a rea is d ark.
T Ile cei ling her e i s 30 fcel ll igh in the sect ion "I'
t he roo m co st of tIll' upper 5It HY. l..Jn tlc r tllal storv, Inwi1fl l
t he {l ,)rl culli s,lhc cei ling is 15 fed I,igh.
F il,.r\' DCllI on A l"l-,b: T he arch over the 1I,)rLlwfIl d oc r wov
is cMvl: llo [oo k liket IlL' fil l' t ' <l lltl {lpen l11outI, o f a
l I L' l1wll . Eve:' 011 the face n.. Tl1i c1... "heel ; of
f1 alll l' tllis line l, f ,;idll "Il J
llc<l lin g 9d6 point " ll f fir'" t!a nhl.gc 'tt , " nyolll'
t1l1"Oll gl, it. (1).JIll dll' fl a me ,:: inc rcoscs dw Li:= t e n
DC" to hear !lCYOlHl tllCIll by 10. Thc a rch hn::,
a ,;{mug aurn if viewcJ usin g }d.:cl 1II<19ic (DC 21 Sp ell craft
c1ll'ck t o tlele n ni ne it '::, cvocnlion}.
\Y7!,ell l'ver a crca t u rc st eps adj ac<:'nt tt l ,111 arch, til e
('ye::, of tIll' tll'llloll ca::, t a o n tl la t c rca tu re'::, o.:; ]ll'::, t,
It)(lki n g fur il meJa l1illl1. Any med all io n
worlcs.
. II the c reatu re isn't wcnrinc a Sbughh'r giuJ l'
mcJ ,. lI ion , t-Il e ,;po t! id l t di sappears ,Ifte r il few "t'c Olltls,
anti till' arch rCllla i ns' fi er y. r ill' ,,: pn t ligl l t t!oe,;n't co me
back ull le,;s th e crcet urc s steps away <1I1J moves a d ja cent
to till' arch .
Irtil(> is a l1ll' dalliu ll,
till' ::.pntli ghl rema i n s on ft; r a fl'''': (ullti l inil.i nti ve
co unt 10 if i\ fi ght is goi ng o n), tll ell thl' fl alll es J i,;appcar.
Til l' flame s s ta y .rr for 1 m u m L
A DC 30 Di ,;aJl!e Dl'vil-C is su ff ici(' nl t o Ji ,;., hle
dll' fl a mes. T1J..tlhl'se a rclws arc coursinc a lllt mo rlJellL' rgy
thelll tlllJs (,:' in tile tlnl\\' t emple is lJbv il1lls to a nYll \Wwhuha ,;
se e n ti le Intl er.
x t:M,lle; \y71l<:'Ill' ver the PC,; J i,;abl e or tuke llama.;: l' frllll1
a ,;peci fic fi er y tlemon a rcl, for fir ,;t timc to
it, awanl XPas if tlllJy ovcrc muc a CR[) t r up.
BUl'Il i:J ll,d COPIll' r Door:': 1IaI'dnes s ,5; 60 IIp calCb.
O PCIl iouli nvar J ; ve rtica l hamllc:, on bull, sidt'5 of bolll
<l UtU':: ncar whe re thl' VllH'cL Tbe llulll's ar c .1uJ un-
l' lcke,l ; tlll'Y l"wl' Ill) iat cll or lock.
Steep S t a i r s: It t akes 2 ,;qua re:: of llWVClllen { to scem]
each ::qua re. Cf('at llre:s or tll)wII ;;tcep
mll :,t 5uco..::l' cllllll., DC 10 Bal a ncl cheo..:: k, l1 1l'i r IlWVl' -
mcnt 1(12x5 f, pI lat cr if l:Ill'\' fa il. Tbo;;e th at LtiIIJV.5 01"
IlHlI'l' fall pro ne ilmllake l J(; of llama ge a t e nJ
of thut mtWl'll wnl. T he DC <1 1" Tumbl e checks incr ease" bv
5. Creat ures a + ] blliltl s tIll 111l' k' e attack roll ::
foe,; bel llw tll:'m 0 11 tll Csbir,;, '
I loa r <l : O rcbari x's lwa nl i,; a ri k' lllld ernl".l h the ,;la ir,;.
[t i:'ll'lmll ch
i
bccau;;e till' Jragull i,: st il! YPl1 1lg an ll mOVl'':
ilI"olllHl a lol. Orcllilr ix w n::ide r,; l, im::'l'lf 1I the securit y Ilis
t rl',lWn.' neeJ:: . TIll' pile has 925 gp, 18 pp. il set of
l"'.lars (pj'1ycr's Guide l 5), anJ a medall ion
(eye).
-'-
I
Olle s q ua ro
, ,
'" .
I FLING
Encou nter Level 6
SETUP
The tieflings here are loyal servants of the fang dragon.
Alt hough it' s just the three of th em, they call themselves
the Order of the Fang. They might actua lly fight the pe s
in AlO, but if the charac ters rus h up the stairs, the battl e
occurs here.
Wh en pes start up the st airs, r ead:
Three hllmanoids that have short horus all
their fo reheadsglare mellacinglyat you f rom
atop tile stairs-aile female alld two males. The
males arc wearillg stll dded leather armor alld
wield swords ill bot hhallds, while thefe male
wea rs simple brown robes. Their tabards de pict
11 stylized gray-browl1 operl maw. Beyond them,
you call make out all austere chamber with
arrow slits ill the southem wall. The slits are
filled with dirt.
2 TIEFLING BLADE MASTERS CR3
MM 209
hp 19 each (3 HD)
Male t iefl ing rogue 3
CE Medium outs ider (nat ive)
Ini t +2; Senses darkvision 60 ft.: Listen +7, Spot +7
Languages Common. Draconic, Infernal
AC 16, to uch 12, f lat-footed 14
Resist cold 5, evasion, fi re 5, elec t ricity 5
Fort +3, Ref +5, Will +2
Speed 30 ft . (6 squa res)
Melee mwk longswo rd +3 (ldS+2j19 -20) a nd
mwk s ho rt sword +3 (ld6+1j 19-20)
Base Ark +2; Grp +4
Ark Options Combat Reflexes , sneak attack +2d6
Combat Gear potion of barkskin +3
Spell-li ke Abilities (Cl 3rd) :
1jday- darkness
Abiliti es Str 15, Dex 15, Con 14, lnt 12, Wis 12, Cha 6
Feat s Combat Reflexes, Two-We a pon Fight ing
Skills Balance +10, Bluff +6, Diplomacy +2, Hide +10,
Jump +10, Li st e n +7, Move Silently +8, Sense Mot ive +7,
Spot +7, Tumble +10
Possessi on s combat gea r plus +1 studded leather,
masterwo rk lo ngsword , masterwork short sword,
Siaughte rgarde me dall ion (claw) , key to a footl ocke r
TIEFLl NG W IZAR D CR 3
MM 209
hp 12 (3 HD)
Female tiefli ng wizard 3
CE Med ium outsider (nat ive)
Init +0; Senses darkvision 60 ft. : Liste n +1, Spot +1
Lan gu ages Abyssa l, Com mon , Draconi c, Gnoll, Inferna l
AC 11 , tou ch 10, flat-footed 11
Fort +2, Ref +1, Will +4
Speed 30 ft. (6 squares )
Me lee mwk dagge r +2 (l d4j 19- 20)
Ran ged mwk light crossbow +2 (ldSj19-20)
Base Atk +1; Grp +1
Co mbat Gea r potion of protectionfrom arrows 1Ojmagic,
potion of spider climb, scroll of alter self, sc roll of mage
armor, 3 scrolls of protectionfrom good
Wizard Spells Pre pared (CL 3rd) :
2nd-flaming sphere (DC 15), scorching ray (+1 ranged
touc h)
1st- color spray (DC 14), magic missile, shield
O-detect magic,j1are (2, DC 13), read magic
Sp ell-Like Abilities (Cl 3rd) :
1jday- dorkness
Abilities Str 10, De, 10, Can 12, Int 17, Wis 13, Cha 12
Feats Combat Cast ing, Dece it ful, Scr ibe Scroll"
Skills Bluff +3, Concentrati on +7 (+11 cast ing defensively),
Disg uise +6, Forge ry +&, Hide +2, Knowledge
(arcana) +9, Listen +1, Spellcraft +11, Spot +1
Pos sess ions combat gear plus bracers of armor +J.
ma sterwork dag ge r, ma sterwork cr ossbow wi th 20 bo lts ,
Sia ughte rga rde medallion (claw) , key to a foot locke r
Spe llbook spells prepared plus O- all in PH; 1st-cause
fear, charm person, identify, mage armor, protectionfrom
gaad; 2nd-alter self
OF ' 1:1 11: E\ NG
wr it len , tlle OrJel' of th e Fane is just ar ninnr cu rio ::il v-
i n th e l1f a fan g But i f yo u're ilJ j i ng
a n ele llwnl o f int ri suc t o Yllll r tlll: O rJer o f Fau g
can se rve " " eves illlll ea r:: i n S Ul11 he rl o ll . Bv
cxtc nsio n, tll ey bec u nll' sp ies as well. T l1,ll's
tlle/ n clot hing in their {oot lpcLer s. '
T he ca n 1url" in S ll rnlle r h lll witlwut
u ndu e notice. -If t he PCs rcl re ,1t to
forays i nto tl1l' Slaughte rgar Je armor y, til e ti efl ing" ca n
d lL' l.ll lJll ti lL' st rccl s o f ti ll' ci tv o r at t empt t o nsscssi natc
th em wlH' n th ey [et J llwn th eir glla n l i ll an inn. AIl ern at1vl'ly,
von cun introdu ce tilt' ll[ till' O rde r o f the r:;'lIl l1
IH.fore L11l' pe s make it tIlt nrmorv. -
;, ["0 left,lelilK'riltcl\' ulHlefi lleJ is tl te O rJl' r of t he P,1I1g's
larger pUr p, j>,L . On tl lL' ;OIH' hand, t hey "t Ully the combat a;h
11nJe r O rcha rix's lll lelaie. O n lIle ol lle r hamLtl IL'),'re tid l
The\' could he J ck ellllanbt ,If some tJ f solJ iel's,
tl1 fnUo\V i n th e loot st cps .r their nnccsl ors,
TACTICS
If they're watching Orcharix fight, the blademasrers (B)
stand in [rom of the wizard (\XI). Th ey take out and dri nk
their poliollS of barkskill on the first round, wh ile the wi zard
dri nks her potion of protectiOl Ifro III r1 ITOl l 'S. The wi zard then
does the foll owing.
'Rou nd 1: Casts shield.
Round 2: Takes OLIt and uses her scroll of mage armo r.
Round 3: Takes out and uses her scroll of protect iollfrom
good.
If she has more time, she uses her remai ning scrolls of
prota jjoll frolll good on t he blademastcr s. She also uses her
porion of spidcrdimb,i.;l imbi ng to escape melee or mancu-
vcr to a good position.
If the t ieflings don't have ti me to prepare , they sti ll tr y '
to dri nk pot ions on the first round.Then they enter the
fight. I nstead of pre par ing befor ehand, the wizard gets a
few defenses up over the cour se of the battle, in the order
described"earl ier.
OF TilE Roml
room th e featu re",
Il lu m i n at ion: Firc (0 fed o f i 111I !1l i na-
Li on : 10 fed of "ll,l(lol\'\' illuminat ion. Tile fin.- bl'etle
i s ali vl' (MM 2 8 5) <l m!lloci le.
ShaJ owy i Jill In i nati on co me:' tlw o pell Joor;; 15
feel in lo the r-oom if the Jemon a n.:!l i n A LO is octivc.
Hu r n i"}lld C Op pl.- 1" Door,,: S ec A 10 .
A IT O W Sl it ,,: At one ti me, li le >:' l' <1I"rl)W "lib l(l obeJ out
over one of great ra mp>:, tl la l IcJ d,l\\' 11 [ n.lI lt tile
(If \\7111.' 11 t11i;; ,;e,... li o n of S la udl t er iOt a n le wa"
t ra ll::,pI;;;ed the t owe l' IVa " h: l r ielC i\o\\' t he
"lit" op e n 10 co unties:: YiHd:;; o f l'arlh a nJ stone.
ncds: T he beds Ile n. a rc a mess, since tht' t idJi niOts ;,o k'l'p
antI"il on t hem .
Umlernealh lhe middlebed is a f.'mllt fOllt l'll ker. TillS
one ha;;; a bmken pad lock on l he liJ, I::' a ta bar d wit h
till' sa mc gray-aml- IHown maw th at t he PC:; have 'l l n 'ady
seen o n thc amI two llt IlCr c1t a nkte,:: (If d odl e:< .
Til is I I I il ITlc lllLer uf tlll'
Ordcr o f l he Fang. \\:th el'l di s'l ppeare([ Ju r i n g a
missi on in SUlll lwrllHl , lit " ol her IHobe upe n her
footl Ll ck l'r a nJ divideJ her va lua bles. '
Fo o ti ocI.Wl"s: The:" e Linel' ,::mall fl11ltl I1c!"e r >:' h a ve t he
persona l eHect:" of til e \idli ng", lll l ) :"t1 y changes (11' ddt h-
mement oes, and so on, Each is locked ( DC 20),
but it can he baZ' llcJ npl'n (k u dl1l's:" 5, 2 0 hp) .
t-VOtlllCkcI' I : a Ilooded cloak, twu tunics
marked wit ll tilt' cres t oflhe SUl11 hl' rl on city walch, <111l1
35 gpo
The bl ademasters ent er the fray by maki ng Tumb le
checks to move at half speed int o flanking posit ions (DC
15, chec k for each ene my passed , DC incr eases by 2 per
enemy after th e first). Success again st a part icular foe
mean s the tid ling doesn't provoke att acks ofopport unity
[rom tha t enemy.
1n combat, the blndema srers snea k attack, each ma neu-
s to help the other. If they can't flank a foe, they might
resort to making Bluff checks to fei nt . They on ly do so if
they think it improves thei r chances of en ding t he fight
qu ickly.
If the la ng dragon is dead , the tieflings fight until
slai n. Bur if th e dragon fled and two or more tielings are
reduced to to hit poi nt s or fewer, all the t iefl ings follow
[heir maste r. They cast dar/messon the keys th ey have on
their bel ts, subse quently tossing them into various cor ners
of the ro0111 to improve their chances of escape .
Pooi!.JckCl" 2: ([(,llla lc, i ncluJi ng a cou rt ler '::, out fit),
a l1Ooll..>ll cloa k, a ("N' tIl e t il,rJing wi 7.<l n l), a
kit , <l lHI SO gp. ln"itle a ::ic,J led l'll veIopc is a let t er idl' nt ifyi ng
t he hL' arer a s Aanali Harven, ,1 IlIl'1"dla nt in
witll the l lulIJ ivarsl d an of r-i ver tr ader s. T he Idlcr orl ra nsit
i,:: a fo rgery DC 1$ III J eled).
F..10tl,lCkcI' 3: a hl w c! lJ and 65 gpo
......
B
. ': .
OUTHWESTERN
SENAL
Abilities Str 22, Dex 15, Con 18, Int 10, Wis 12, Cha 8
Feats Dodge", Impr oved Initiat ive, Mobility", Weapon
Focus (f1i ndba r)
Skills Int imidate +5, Listen +6, Spot +6
Possessions combat gea r plus masterwork studded
leat her armor, +1 heavy wooden shield, +1f'indba r,
Siaughte rgarde medallion (eye)
AC20, touch 12, flat-foote d 18; Dodge, Mobility
Fort +10, Ref +3, Will +2
Round 5: Cas ts protection frol11 goodon herself,
Once battle begi ns, the pr iestess doesn't cast any of th e
prepa ratory spells she might have. s he instead targets an
archer or spelkasrcr with spirillWl ll'WpOIl (a flail ). She then
casts aoolll on a dangerou s melee combatant. Hold persoll
she reser ves for later in combat , targeting whomever she
feel s is her most dangerous foe.
Th e fl ind soldier just wh ales away wit h his [lindbar. He
tri es to keep the pri estess from being tied up in melee, but
he doesn't risk attacks of opport unity to do so.
If either the pri estess or the soldi er is reduced below
10 hit poi nts, both gnolls flee down th e stai rs into A13,
wit hd rawing if possible. The y W,Il1t to prot ect the A r J ~ of
the RCSlI rgcnl AJolll1 tail1, bur th ey don't want to die una ided.
Leaving the t 1 1 ~ to retreat through the arch isn't an oprion
eit her considers, however. . ::
Free Disar m (Ex) With a f1i ndbar, a flind so ldier t hat
threatens a critical can make a free disarm attempt (+14
on the opposed attack roll; PH 155) without provoking
an attack of opportu nity
Speed JOft. (6 squares)
Melee +7flindbar +12 (2d4+7{19-20)
Base Atk +4; Grp +1 0
At k Options free disar m
Combat Gear potionofcure light wounds (2; 1d8+1)
FUND SOLDIER CR5
MM3 62
hp 50 (5 HD)
Male f1 ind fighter J
CE Medium humanoid (gno ll)
Init +6; Senses darkvision 60 ft.: Listen +6, Spot +6
Languages Commo n, Gnc ll
Encou nter Level 6
When t he pes ent er, r ead:
Afemalegnoll heari llgaflail alld shield stallds
ncar a red-furred, museulargnoll ill this rOOI1l ,
which isclearly used to store armor. Woodell racks
0 11 the walls hol dgreaves, epaulets, clwilltllail,
leather leggillgs, andother nrmcr pieces. A
stairwayleads down from the nortlicrn part of
this chamher.
SETUP
If th ey heard a battle, the gnolls here arc silent and act ively
listening, awaiti ng en emi es. I f they're un aware of intrud-
ers, they're going through the armor.
As the gnolls r ummage, the pe s might hear sporadic
clanks of me tal on meta l. from beyond th e demon arch,
a DC 13 Listen check is sufficient. From A13, it's a DC 3
Listen check.
\X'hile the gnolls are busy, they aren't tota lly dist racted,
and th ey mi ght hear t he characters in tu r n. If they do, the
gnoll pr iestess starts to cast her preparator y spells. Hearing
her do so requi res a DC 13 List en check from pe souts ide
the demon arch (from within AI3, it's DC 3). A cha racter
who makes th e ch eck by 10 or more can make a Spellcrafr
chec k (DC 15 +spell level) to tell wha t spell is bein g cast
during a given round .
Th rough this room's wall, 3 DC 28 Listen check is suf-
ficient to hear th e chanting of the shrunken heads on the
A r ~ of !tl CRCSIl rgcllf lv10lllltaill (i f they're not stowed).
TACTICS .,.
If the gnolls hear intruders nearby, the flind (F) ll}oves to
where he th in ks he blocks a clea r movement to [he gnoll
priestess (G). The cle ric then does th e followi ng:
Round 1: Casts shield offa iUl on herself.
Round 2: Casts a il/il1t' favor on herself.
Ro und 3: Cas ts Ivnr's clldllra nCi' on herself.
Round 4: Takes out and uses her scroll ofbll/l's Sll"Cl lgll1
on t he fluid soldier.
F Ex r URES 0 1' Til E Rom!
T llC room 11a'" dlC [{, llo\\'i L"'ltu rc s .
Ill u m i na t io n: De mo n : rch cyes]: 20 fl-' d nr
Ill' igbt ill ll l11 i l1 a t illl1; 2 0 fed (I f 51Hl Jowy illll m i nat il)ll.
Delllo n AnJl : The '1n:: h over the ce st ern lloo rwa.v is carved
I.) lo ob u, lite [a ce ilnd O pCIl moul h 0 1 a Li cmo n .
Ev... i n Li 1l.' [ace glnw r c c, a nd a dalllcr of
viold fill.: t hcmolll ll. T hl' a t:cL a
aura if vi... wca ,/dl!d IlIlly ic ( DC -2J Spell nall dleck
10 dtleJ" milll ' ill;lsion) . A low hUIll emi tted !, yt he M CIt
increases Li::; k n 10 he ar be vull ll it bv 10.
Stee p Stairs: It takcs 2 sq lh1'res o f tIl u'vclll cnt t o a scend
c ilch sq uarc. Crea l ure:' run nin c or clo wn steep "la ir"
mu s t :,uccl'cd on a DC J0 Bal ance clwck, cnding dH.-'ir
rnc ut ] Li2x 5 fed late r if tlleVLl il. Tho"e Ihal fai l hv :3 o r
mo re fa ll pro ne illlli lak l' ttl(; poi nt s o f Li '1I1lagl' at I;';ll l
llf tl,.,l lll ov...mc nl.. The DC or Tumhle c he ck:: in cr ea se s by
5 . Creet urcs gai n a +1 !wnm on Ille]el' attil ck 1' ,,11 ::;
roes},el uw l hem 0 11 Ihe st a i rs.
Ar- mo r ... s: Tht rack.: asei net tIlt wall co nt ei u armor
l ba l t1wevil a r mv (I f ... IIl' \' Cr cot <l!' pu nJ I n
us inc. t ill' ra c ks a re t\\' P'l'<ll'b ';,f e v...rv bi llJ O[ nr mor a n d
sb icl:l in t Ilc I'll. T he i:'n ' t a ss c mbl "'ll,
llo we vl' r, 50 it l,l k.... " 5 minu t ce t o put <lily ,.orl (I f lIIl,Jill lll o r
11 e,avv a rmor t o;:dl1l.'l". 0-lu:,l l' [ the ar mor i5 5izl'tl for J\I...J iuIII
creut ll rl'5, 1m! l-h.: filck ", Ihw ... <1 smo t .l criuc o f gea r fo r
c rcet u re s and Sl11illl ..-: rca l u res .
GNO LL PRIESTESS CR3
MM 130
hp 41 (5 HD)
Female gnoll cleric 3
CE Medium humanoid
Init +1; Senses darkvision 60 ft .: Listen +6, Spot +5
Languages Gnoll
AC 18, touch 11 , flat-footed 17
Fort +9, Ref +2, Will +6
Speed 30 ft. (6 squares)
Me lee mwk flai l +8 (ld8+3)
Base Atk +3; Grp +6
Special Actions re buke undead 1/day (- 2, 2d6+1, J rd).
spontaneous cas ting (inj7ict spells)
Combat Gear scroll of bull's strength
Cleric Spells Prepared (CL 3rd; 4th for evi l spells):
2nd-bear's endurance, hold person (DC 15), spiritual
weaponD I
1st-divine favor, doom (DC 14), protectionfrom goad
D
,
shieldoffaith
O-cure minor wounds (4)
D: Domain spell. Dom ains: Evil, War
Abilities Str 17, Dex 12, Con 16, Int 8, Wis 16, Cha 6
Feats Combat Casti ng, Martial Weapon Proficiency (flail)'!,
Sc ribe Scroll, Wea pon Focus {f1ail) B
Skills Concentration +6 (+10 casti ng defensively), Lis te n +6,
Spot +5
Pos se ss ions co mbat gear plus +1 studded leat her armor,
heavy wooden shield, masterwor k flail , Siaughterga rde
medallion (claw)
CONCLUSION
If a batt le occu rs here, the gnoll barbaria ns and [lind sol-
dier in A13start putting on their armor. It rakes the Iltnd 5
rounds to hastilydon studded leather.The gnoll barbar ians
take 1 minute to hastil y don their breastplates. If they're
sti ll doing thi s when the battl e ends, a DC 5 listen check
is enough to hear them.
If the battle cont inues for more than 1 round, rhe pr iest-
esses in A14 hear it. They start dismant li ng the oftIlt,
Resu rgent MOl/nl /l in . a process that takes them 1 minute.
Then they start casting preparatory spells as descr ibed in
their Tact ics. Jf the gnolls are still casti ng when the battle
ends, the PCs might hear them through the wall by suc-
ceedi ng on DC 18 Listen checks . Acharacter who makes
the check by 10at more can make a Spel lcraft check (DC
15 + spell level) to tell what spell is being cast.
Tf 2 minutes pass after 'the end of a battle, and the pe s
sti ll haven't gone down the stairs, rhe gnolls and Hind in
A13 take time to properly don thei r armor. This takes 4
mi nutes. Then they head up th e stai rs to [hi s room and
invest igate.
r
r
F'
-
...
AC 19 (20, 14 unar mo red), tou ch 12, flat-footed 18 (17, 12
unar mor ed); Dodge, Mobil it y
Fort +10, Ref +3, Will +2
Whe n no t raging:
AC 17 (18, 12 un armored), to uch 11, flat -footed 17 (18, 12
unar mored)
hp 39
Fort +9, Will +1
Me lee mwk greataxe +10 (l d12+7jx 3)
Grp +8
Abilities Str 20, Con 16
When the pes descend the stai rs , read:
Two gnolls thai carry grcataxes share thischamber
with a big red-ftlrred gl1olI, and they all bare their
Icc th at yotl. The mallYstone tables here have
hammers, pliers, alld piles of 'lIl COll11Ccted chaill
lillks all them, as well asglowillgrunes 011 their
edges. All othe! stairwayrises 10 a chamber above
thisaile.
Abilities 5tr 24, De, 13, Con 20, Int 8, Wis 12, Cha 6
Fe at s Improved Init iative, Weapon Focu s (grea taxe)
Skills Int imidat e +1, Li ste n +6, Spot +4
Pos sessi ons combat gear plus +7 breastplate, maste rwork
grea ta xe
. :..
AC 15 (16, 10 un armo red ), touch 9. flat -foote d 15 (16, 10
unarmored ); un ca nny do dge
Fort +11, Ref +1, Will +3
Speed 30 ft. in breastplate (6 squa res) , base s pe ed 40 ft .
Me lee mwk greata xe +12 (l d12+10j x3)
Base Atk +3; Grp +10
Special Act ions rage 1j day (8 round s)
Combat Ge ar potion of cure moderate wounds
2 GNOLl BARBARIANS ( RAG I NG) CR3
MM 130
hp 47 each (4 HD)
Ma le gno ll barba rian 2
CE Medi um hum anoid
Init +5; Senses da rkvis ion 60 ft.; Liste n +6, Spo t +4
Lan gu ages Gno ll
HO
PAl
Encounter Level 7
Abilities Str 22, Dex 15, Con 18, lnt 10, Wis 12, Cha 8
Feats Dodge". Improved Initiative, Mo bility". Weap on
Focus (flindba r)
Ski lls Int imidate +5, Liste n +6, Sp ot +6
Possessi ons co mbat gear plus masterwork st udded
leather armor, +1heavy wooden shield, +1f1i ndbar,
Siaughtergarde meda llion (eye)
Free Disarm (Ex) With a flindbar, a fllnd soldier that
threaten s a critic al can make a free disa rm attempt (+14
on t he opposed attack roll; PH 155) witho ut provoki ng
an at ta ck of oppo rt unity
Speed 30 ft . (6 squares)
Melee +1j1indbar +12 (2d4 +7j 19- 20)
Base Atk +4; Grp +10
Atk Opti ons free di sa rm
Combat Gear potion ofcure light wounds
SETUP
The Hind (F) and gnoll s (G) in thi s room are using the
magi c tables to maintain their armor, having been helped
in the task by a dcrro from A16. They have to hast ily don
that armor whe n th ey hear battle in A12. Th is takes th e
Bind 5 round s and the gnoll barbarians 1 minut e. Their
stat istics assume they donned th ei r armor in this way, but
in itial parenthetical values show thei r AC if the gnolls
had plent y of ti me to get ready. It's possible that th e PCs
reach this room befor e t he inhabi tant s have their armor
on at all, in wh ich case they fight wi thou t it and use the ir
unarmored AC value.
From th is room, a DC 13 listen chec k is sufficient to
hear the chanting of the shr unken heads on the Arr. ofthe
RC5lIrgcIl t Atfoll ll tnj n (i f th ey're not stowed).
FUND SOLDIER CR5
MM362
hp 50 (5 HD)
Male fl ind fighte r 3
CE Med ium huma noid (gn oll)
Init +6; Senses darkvision 60 ft.: Listen +6, Spot +6
Languages Common, Gnoll
.
If a batt le occ urs her e, everyone that' s alive among th e
gnolls and flinds in A12 and A14 hears it . The pr iestesses in
A14start dismantl i ng the Arkof theRcsurgcl1l M ountaill , or
the cleric in A12 star ts casting her pr eparatory spells. Once
the (l rk is disassembled, the priestesses in A14 begi n casting
preparator y spe lls. Heari ng th e spe llcasting coming from
"either room requires a DC 3 Listen check. Acharacter who
makes the check by10or more can make a Spellcraft check
(DC 15 + spell level) to tell what spell is being cast:
CONCLUSION

placed up on t11c m, give n pr oper tool" anJ ,;pa fl ' pads. Olwi-
(' ll O;]y llhl !'ii cal, th e I: ilble,;; Ila w fa i ntl y glowi ng r unes <HounJ
dll' i r l,tlgl' '': illlJ a 5l rlltl!'i aura if " ie wed usin g Jeti!et magic (DC
22 Spell c raft dlCCk l o deter mi ne il ':; t r c usmu le t ion]. o-.
c U5 ioll a l1
y
dl l' Il a m me r s, pli l'rs , ulld (lt her lool s o n the t ubles
,;hif l of tlwi rown vulit io n, even \\' Iwll tl l Clable" aren' t wnrk-
on armor. 1.\ DC 10 S pot c hec k i:-: su Hicie n l 10 not ice
l ilo l ,n ovenll n l.
A ny damaged or i ncomplete set of armor placed 0 11 lh e
t able is repaired. SOlllelHle witll t he Craft
1i'li"IJ!:;;'C"",,, (armorsm ith in g) ", kill must be pr esent
at t ll l: ,;tad o f lh e jpll to "l,led tIl e
lLlols anJ make "uti 'ilHtil(' chain lin'k",
ri vd.., sea les, ando1: lll' r parf. s arc pres e nt
in ti l l' cor-rect q ua n titics . S el l'di n g the
ri gh t items t o pla ce on t Ill' ta ble rcquires
a C ra ft t llat'lla,,:
c I
a DC 5 pl1 in l sl ower t km lhe DC to actu -
,,11 y repa i r lhe a r mor. Tltell t he t., bk,
a n inhl t ed l1C to do t he job. T Ill'
tabes till' ta b le t wi ce a,; lo ng as il wo ulJ
lake a livi ng a rnlOrsl1lilh . Eae h table Ila::
a Cra ft 11ll1lu ,,: llf +15,
but it ca ll on ly us c t he skiII for rcpc i r- s a nJ

ro ut in e ma i nt e n a nce. T he tahIL'" ca n' t crccl e it e m s.


The:;e tallI,,;; weigll 2,000 pounds each.
f:Vl'1l if !ll(' PC" d mg tllClll out of till-' room,
,.- lh e (,I"vatol''' le.)ll i ng tv A4 ca n' t car ry tilat
lllllch weittht. t1ll' m out of sl.-tll t:h-
k rg.ll' d e possi bll' 6:11 U IIIi kl'ly. If t he f-l C:;
111<1 11"12<' t o takc t ill' t a blet; lo the ,;ur face,
wu rth 500 gpOeach.
.
.: .
I f the pes descend the stairs between the fift h round
(when the flin d has armor on) and the tenth rou nd (when
the gnolls have ar mor on), th e Hind figh ts defensively and
interposes himsel f between the pe s and the gnolls.
In batt le, the flin d attac ks whoever appears. to be the
strongest fighter. The gno11 barbari ans just rage and tear
into which ever PC is close st.
F EAT lJ OFT i l E I\ oml
TI lc room 11M' til(' 1<Jllow i nlt fCill urc:;.
IIl ulll i ua t ion: Fir e cecc: 10 fed or bri dlt ili u m in a-
Lion: ] 0 fed o f sh nd owy ill umi nal ion. T he fi re heet le
is a li ve (M M 285) ilnd el oci lc.
S Ll(;' P Stairs: ulake" 2 sq ua rus o f rnovcmc n t t o .1,o ce ll J
:,qua rc. Cr cul nrc" r unniug or cha rging J n wll s l ee p stairs
must :::uccced on a DC 10 Ba la nce chec k, enJintt l lleil' move-
ment Iel 2 X5 fcd lale r i rtlwv fa il. Thu"c '
t hat fail by 5 or more fall .lml l ak e
l d6 po in ts of lL:lllla gc at liwl'ml of tl lal
mo ve me n t. The DC .r ' 1; 1111 " le e lll'.:b
incre ases by5. C reat ures gain il +1 bo n us
on melee al b ck wll;: as oins t f,H1s bel'l\v
Ll ll' 1ll on lhe sta i rs. '
Tallie: Sqll .HC:; thal inc11111c a tallle
co s t 2 "qU<1 re;:; o f mnvcmcnt to e nter. A
crca t u rc ca n ju mp at op a ta ble, 11i ng
a +I kHlllS O il melee aHack m Ils ecoi nst
lI111:'e oll l llc floor. so is autl':llali c
for some one who t a ke:; a mo ve acti on
f1'0 111 .l ll y iJ f l he lahl e's ,;qll ,H e"" or it-
can Il l' J o ne <1", pad o f ,1 la rge r 1I1 0 ve
action wil h a DC 2 4 Jump cl1l''':J.., (DC
12 witll a 2 0-[0,1t ru n nin c s ta r t }.
AtopLI telable:; <Hea n ll,;rs mit hi ng
loul ", il nd :; p.l l' l' ar mor ports t llat a rc
col1eetivcly wor dl 10 0 gp Lo .111 ar-
nlOr"lII i tl l. T h e y wei gil 100
pou nd", .
T h e ,;l o ne I: ab les I: hem", clve;o ,H e
rL'al wIH1 Jer", . ' rhL'y've Ll'en e n;:;or-
celled lo slow ly repa i r all)' armM
TACTICS
ORTHWESTERN RSENAL
Speed 30 ft . (6 squ a res)
Melee mwk flail +7 (l d8+3)
Base Atk +3; Grp +6
Special Actions re buke undead l j day (- 2, 2d6+1, 3rd),
s po nt aneous casting (infl ict spells)
Combat Gear Priestess 1: wand ofcure light wounds (9
ch arges)
Priestess 2: sc roll of hold person (DC 15)
Priestess 3: sc roll of spiritual weapon
Cleric Spell s Prepared [Cl, 3rd ; 4t h wit h evil spe lls) :
2nd-bear's endurance, bull'sstrength, invisibilit yD
1st-divinefavor, doom (DC 14) , protectionf rom good
D

shield of faith
O- cure minor wounds (4)
D: Doma in s pe ll. Doma ins: Evil. Tricker y
Once the priestesses are done dismantli ng the Ar/; of the'
Resurgent MOl/lllniH, rhey cast some preparatory spells on
themselves. ,
Round 1: silIcldoffai t".
Round 2: Divilll'favor.
Round 3: Benr'sendurallce,
Round 4: Bull's strcnglil.
\X!hen they fight the pe s, the two priestesses that have
scroll s quick ly use them. One priestess target s a-heavi ly
ar med and armo red foe with Jwld prrscu, while d;c other
targets an archer or spellcaster with spiritlla l IVcapOl :(a fla(1).
Each pr iestess also Gists doo1ll on a different opponent.
Then they enter melee, but the priestess that has the Ivand
of {IIrc liglllwOlHlds keep s it handy to heal herself and her
comrades.
AC 18, touc h 11, f lat-footed 17
Fort +9, Ref +2, Will +6
Abilities Str 17, Dex 12, Co n 16, Int 8, Wis 16, Cha 6
Feats Comba t Casti ng, Mart ial Weapon Profi ciency (flail )
Skills Concent ration +6 (+10 ca sting defen s ively), l iste n +6,
Spot +5
Possessions co mbat gear plu s +1 studded fe ather armor,
heavy wooden shie ld, mas te rwo rk fl ail, Siaughterga rde
medallion (eye)
3 GNOll PRIESTESSES CR3
MM 130
hp 41 eac h (5 HD)
Femal e gn oll cleri c 3
CE Medium human oid
Init +1; Senses darkvision 60 ft. ; List en +6, Spot +5
Language s Gn o ll
TACTICS
.:.
If the gn olls had time to dismantle the ar/" read:
An iron framework has been built atop the
platform.
If the gnolls didn' t dismantl e the arh, re ad:
All ironframework has been blllit atopthe
platform, alld fro m it many dist ellded , slmmlun
headshang. Theydumt in IIlli soll :speaking in
a languageyOIl don't uuderstand. Suspended ill
midair above thecw teroffra mcwor/l is thetip
ofaileof theobelisks you've seen througllOut your
travel s. Ii's floatillg Il psidedown.
When the pe s ente r the room, read:
Three femal egllolls ill thISroom Sllarl at yOIl as you
enter, theirf lailsalld shiel ds at theready. Behind
them, Il ext to the Ilorthen! wall , isa carved wooden
platform that has long wooden halldles.
Encounter Level 6
SETUP
The gnolls (C) don't want the ArkoJthe ReslIrgent
to fall into ene my hands. If they hear intruders coming,
they take the shrun ken heads (which bite and nip, so the
priestesses have to be careful) off hook s and stow them in
drawe rs in the side of the platform. That don e, the gnolls
store the obelisk ripon a shelfon the underside of the plat-
form. Disma nt ling the ar/; in thi s way takes a minute, so
if danger is close, the gnoll priest esses instead cast spells
as indicated in the Tact ics secti on.
From outs ide the demon arch, a DC 13 Listen check is
enough to hear the shrunken heads on th e (11+ chanti ng,
un less they're stowed. Hearing the gnoll priestesse s dis-
assembling the ark or casting spells also requires a DC 13
Listen check. A character who makes the check by 10 or
more can make a Spellcraft check (DC 15 +spell level) to
tell what spell is being cast during a given round.
The ark is pict ured in the ill ustration handouts. Show
the illustration when the pes see the ilrl;: in its assembled
stare,

..... ..- ..
If a battle occurs here, the Ilind and gnolls in A13 hastil y
don their armor as descr ibed in that enco unteLIf they're
still doing thi s when the battle ends, a DC 5 Listen check
is enough to hear t hem.
If the battle conti nues [or mor e than 1 round, the gn olls
in A12 hear it. The pr iestess there starts casting prepara-
tory spells as descri bed in Al l's Tactics. If she's still casting
when the bat tle ends, th e PCs might hear her th rough the
wall by succee di ng on DC 18 Listen chec ks. A chnrnctcr
who makes the chec k by 10 or more can ma ke a Spell-
craft check (DC 15 + spell level) to tell what spell is being
cast.
Llr k rc-q ui re s it <1n J a sllccesslul DC 20 Spellc ra ft
dlCCk.
If lhe pes wis h lo Jc;; tro\' til e Lnk, il hil i' 10 ,1m!
200 hp. It cnn a lw bl' by Ill(' hea d;; (au-
Iome tic wit h a ny blow) il nJ til l' piece 8 , ..1-0
l1p) , Ll, .wing t1l(' fr,11l1l' Wl)],k, 11 0\ \'evef , leavei' th e po,,::ibilit y
of tl1l' Lnk bein l'l'lmilt.
Ii' t
CONCLUSION
0.:..
.
.: .
The priestesses stay near (he ilrl, at all t imes. If the PCs
look like they're gett ing the upper hand, two cast invis-
ibility on th emselves, while the th ird casts i/lvisibilily on
the Il rr.. The invisible gnolls pick up the ad, and run down
the stairs toward the northwester n elevator to A4. If they
make it, they flee to A19 with the ad,. They stay in A19 if
they make it, but Cashkarr sends the mezzoloth to kill the
intruders.
Covering their retreat as best she can, the th ird priest-
ess fights defensively(- 4 penaltyon attac k rolls, +2 to AC).
She tries to block easy access to the demon arch.
F EAT URES OF Til E Rom!
Til", roo m ba :;c til e
Ili umi ue ti o u: Demon :m: h eves]: 2 0 fed lli
hridl l illuminati on ; 2 0 [l' e1 .r ill :lln inal ioll .
'De lll o n A,e1I: TIll'arch over tIl(' doorway is can'l"!
l u [,lok Iike t he fa ce <1 lHlll
Pl't1
l1WUtll ll f a demon. Ey,,-'s
i ll the facL' d (lw anJ a dallIe r or dark
vio let fill ", the Illm:th. Till' a;dl 11 <1 :> a tlHl Jerat-e <lu ra
if viewc,lus in:, l/dee! HI<l9ic' (DC 21 Spellcraft .:: hcc k to de-
ter mi Ill.' it's i llu" ilHl). A Ill\\' hLim emitted In' t ill' .nell i ncrcas.... "
Li st en DC" to IWUf tlllyt lling lWY' Hul it h;' 10.
S leep St" i re: It l ake;; 2 Sq llil H' :' D r movcrncn t Lo <1::'Cl'l \l1
l l '1l.; !J " Clllol re. C rcalu res r uu tl i or n g J own st ccp stairs
11111 5t :;; ucceed on ,1 DC 10 ( heel;:, enJ ing th ei r move-
mcnl l J 2x 5 fed Ja tl'r i f they L1 i1. Tl lll::c th at ta ill)y 5 (I I"
rno re fall pr one <lml tal;:e Id6 poi nt s of tbm'lgl' alt he end of
th at movement. The DC of Tumhle in cre nscs by 5
C rea ttlre" a +I IH'llLb ()ll lllelee al b ck roll" foe::
hel owt hen'l 011 tile steirs.
A 1'1..: o f t IlCIXl'"ul"iil'nt j\lou n t a i II : Th e ark is ,111 i mportant
p arl of tIll' plan s [or l' llCll i ng tilea h' III lllC ALy;;;;.
Conta in ing an ,)Ill, !i"b piece corl' upleJ hy toul m.lgic, it i ,
til e qf(l rce [PI' gOl'l l, llllll mi <lilt! It 80
pouuds , <lIH! it '::, ::, o Cllll1bcf"tHlllth<lt it takl':;; t wo peo ple t o
carry, reJ ucing tlwi r speed hy 10 fl'et. Tlwark 11 a"<1"t ro llg
cv i I aura i I ,,/,i/a tlJit strong ma gic all ra
if viewea lI;;in ,;: .1el 4!c( II hlt1ic (DC 22 Spell cra ft c11eck 10
Jeh..-rminc it 's conju rat ion) .
tl H..' ark fur wll<1t it is requi res a sllccl,;;:.J u l
DC 25 Spl, IL.:r,l fl if J.::'i'elil bled, o r il DC 30 O "l' SI] U<1l'l'
Spell crcl{ t ... 11I.",J if il ':, Ji:,a":'l' lll bica. till'
OYER OUNDR
Encou nter Level 7
SETUP
The pes can hear the foundry from quit e a ' distance.
Describe th e sounds to th e players as th e cha racte rs
descend the stairs toward the doors here .
Atroll mer cenary (1'), one of Cashkarr's favorite servants,
guards the foundry against anyone but Orcharix or Cash-
karl'. Sharp-eyed, the troll also relies on scent to identi fy
intruders. No ise [rom th e foundry incre ases the DCof any
Listen check the troll has to make by to, so she's un likel y
to hear stealt hy PCs. I f th e PCs ca rry light , however, [h e
troll become s suspicious (she kn ows the other members
of her group can See in the dark) but waits to see if it's a
patrol. She notices if the doors to the found ry open.
D ERIW CO:,\VE"SATI O:,\
0 11 the roulld 'l fter l ite derro bar tIle J o,Jr, u.,PCs
begin tilt;' m ati tl w<ll" ve i" c o nvcrse tio u. A ppa H.'l1 t1y
the ,,::I1.1r,1(,:tcr,:: are rucank Lo lleilr-tlll' J e r r o ,lL"L' yell i ng. A
voice work" \,'ell for L1le J erro, but follow you r
o wn sense of d a r k comedy. 1[ere is a ':: ol l1l ple conv c rs e tion.
-ot, I tllink "Iw'" ce tinc
"Fi vc gold 0 11 the t roll!
"Yo u're a azy! I t Li n k ", Lt' ju:>tlost a
UT hey 'rc ::, t i ll o u t t1h.'re !"
"If t hey heilt lwf' "llOulJ we let t lle lll
"o f cou r se , hut u n l" i f tl wv kll tH:k."
"Te n 011 t he int ruders'! Anv
"Th at\ wor- se t11 iln vour fir st
win i f "Iw j ncsn' l distracted by ea t i ng Iler
k;ii,: ,:
"l l"y, yo u! ' ( OLI out 1-]lerL'! I-lavin g f u n twll('tl
o ver?
l!tal tLe trol1 screoruiu g. o r o ne o f them? "
"\\711l1'!:, li p all tl1l.' "lllOJ? Nt)! .il! "
"Sl1C'1I clL'an it lip .. , well, so rt of."
Feel frce to i nv ent vour own J ialoiillc, o f cour sc. NOll se-
qui t ur is just f in...: fllr ;lHl faJ- li bbing=-t hc art.. ' nuts.
If 111e PC,:: str i ke lip il co uver sotion witl l t Ile J crr o {Iuf i ng
01' <lftc l' t ile ba lt le, t he lll aJ tlwilrves happil y Tilcy
prom ise a gr i lll dc mi:,e fur a nyo ne flll)li,:: h(' rwugI1 h; co me
t he lloo l'5, bu t tlle VWllll' t reveill wlhlt '5in t heir room,
ilntl 1,.1"e 11 0 reaso n le<1 ve tIwfoundr y. Co nlintll.' t il l'
convcrsot io n us a s eve ryo ne I':: u, then cl1d it
"' ith il series of f rolll ti l "':
derro, followeJ ominous silell..:e.
TROll MERCE NARY CR 7
MM 247
hp 106 (8 HD); Regener ation S
Fema le troll fighter 2
CE La rge giant
Init +4; Senses dark vision 60 f t. , low-light visio n, s ce nt ;
List e n +0, 5 pot +9
Langu age s Gia nt , Gn oll
HD 8
AC 23, touch 12, flat-footed 20
Fort +16. Ref +6. Will +2
Speed 20 ft. in breast plate (4 squa res) , bas e speed 30 ft .
Melee +1greatsword+16/+11 (3d6+14/ 19-20) and
bite +13 (ld6+4) or
Me lee 2 cl aws +14 each (ld6+9 plus rend) an d
bite +13 (ld6+4)
Ranged mwk com pos ite longbow +10 (2d6+9/ x3)
Space 10 ft.; Rea ch 10 ft.
Base At k +6; Grp +19
At k Opti ons Clea ve , Power Att ack, re nd
Abilities 5t r 28, Dex 18, Can 26 , Int 4, Wis 10, Ch a 6
Fe at s Cleave", Mult iattack, Power At tack", Weapon Focus
(bite), Wea pon Focus (greats word)
Skills Listen +0, Speak Language (Gnoll), Spot +9
Posse ss ion s +1 breastplate, +1 greatsword, maste rwork
co mposi te longbow (+9 St r bonu s), Heward's handy
haversack, 51aughtergarde meda llion (eye ), 75 gp
Reg en erati on (Ex) Fire an d acid dea l no rma l da mage to a
t roll.
Rend (Ex) If t he t roll merce na ry hits wit h bo t h cl aw att acks,
s he latches on a nd tears flesh , dealin g an ext ra 2d6+14
point s of damage.
A DC 23 Listen check is sufficient ro hear th e tro ll's '
heavybreathing from around the corner.over the foundry's
machinery. If pe s peek arou nd th e corner, pit th eir Hide
checks agai nst th e troll's Spot check. The troll att acks
anyone t h at doesn't look like par t of the gn al! band, but
it's possible to sur prise her.
When the pes h ear the foun dry, r ead:
You hear loudclankingand a sound li/wthe':
rhythmicand rapid breathing ofsome IltIgcIieast.
When t he pes round the corner, read:
A thin, wir ygiant that hasgree n skin
stands in frollt of fO ll r copper doo rs
at the end of this wide hallway. she
has a great sword as tall as a mall ill
her cl awed hands, and she's wearing
a shining brea stplate. The sounds '
you've beet! hearing come fro m
beyolld the doors.
TACTICS. '.
Because the troll has regeneration, track lethal damage (fire
and acid) separately' (tomnonlethal damage (everyt hing
else). She goes down when her total damage exceeds her
hit points.
She loves to maximi ze her Power Arrack, and she'sdumb
enough to do so against heavily armored foes. If she misses
thre e ti mes in a row with that tact ic, t hough, she gives up
and makes regu lar attacks.
The troll Iighrs until slain. She thinks she can bounce
back f rom any thing the pe s can dish alit.
CONCLUSION
If a batt le occurs here, the derro in A1 6 might hear it
(Listen DC 5; Listen +1). If they do, they bar the door s on
ini tiative cou nt 0 duri ng the next round. Then th ey start
yell ing (see the sidebar). If you real ly wan t to play out
the derr o conversation detail ed in the sidebar, instead of
rolling their l isten checks, just assume the derro hear
the bat tle.
..;. '
- ,'
I
F I:ATURES OF Til E Roml
Ti le room l he feat u res.
Illumillati on: Fi re bed '!l' ca gl'; 10 fl' clofhrig ll t ill um i-
netion: 10 red of Sll'l J t)\\'Y ill umi na liol1. The gia nl fir e
beetl e is al ive (AiM 286) iJnJ llo.:: il l!. .
Smol"c S tai lJ5: A DC 15Spot c1H.,d... is :m Hicil' n t to nol.ice
l hal tile up per m ost few feet of thl' co r r iJ or wa ll:;:are J in gil'r
lklll el:"l. ' wlll,'re . A DC 10 Se<11'c11 c11cck ll1a. J e fr ulIl a O'quare
alljacenl lo I he a porO' revea lO' l he presen ce o f and ,;moke
st nin s on t he rnason r v.
BUl'IIi s.hc(1 Door:;: : Ha rJnc';5 5; 60 11
P
ea.:k
O pell wes t warJ; vert ica l llil llJ le:" o n Loll, sille 5of hotl1J oors
11 (" <11' wlwre tlleYmee t. TIll' doo rs <11'1.' llusl' J hut un loc kl' ll;
lh ey have I W laldl or lock, hut t hey mi gll t be ll<Hred (sec
COlld u:' itlll ).
If the doors a re ba r n 'l l, it tal... cs a DC 3 0 S t re ngl h dwck
t u !ncak Li wb<ll" ilnd opc n tlll' 1l1 . I f Li wllot H'; aren' t ha rrel!,
iI DC 2 1 Li,;l en is t o der m chat -
a mi ove r lh'e me chiucr y of t he
fou lHl ry.
r\ DC 25 Spol or Searell chec k !'l'veal ::, thi ll wisps of
:> mo be fr om ti le \:.'racks IJetween ami ilrnllllll ;tllc
(1001';;'. A PC who sc cn l aul o11l at il:a lly 0' 111.u, t he :;:n;oke
fro m th e fOlllHlry. T ile doof5 ,11' e noti cealJl y warm lt l the
tu ud "
Steep S t ai rs : Il lak \.' :" 2 squares \I f movement to as ce nd
l'ilCh :"tj U<1l" l'. r unn ing or chargi ng down ste ep st ai n
must :> ucceed on a DC 1(1 Ba la nce CllCCk, cn Ji ng lhcir mo ve-
mcnt la2x 5 fl.' l'll'l ler if d H' VfiliI. T lw:;:e t llilt filiI i . 5 ( 11'
mo re fa ll pro ne <l l1 J l ak e lll (; poi nte ()f dalll a,;: c at CIlJ
of dl <l l m: ,vcllll' ni. T he DC of Tumhle by
6 . Crea lures i!a in a + 1 I W ll li S on mel ec allack rul l,; acoinst
below on dlt.' s teirs.
When the pes see the der ro, read:
Three blue creaturesarc here, each aiming
acrossbow al you.
Spe ed 20 ft. (4 squares )
Me lee short sword +4 (ld4jl9-20)
Ranged repeating crossbow +6 (l d6fl 9-20 plus poison)
Bas e At k +3 ; Grp - 1
Atk Op tions Blind- Fight , poison (green blood oil; Fort
DC 13, 1 Conjl d2 Con), sneak attack +ld6
Spell. Like Abilities (Cl 3rd):
At will-darkness, ghost sound
1/day- daze, soundburst
AC 18, tou c h 13, f lat-footed 16
Immune confusion, insanity
SR1s
Fort +2, Ref +5, Will +8
Weakness vulnerability to sunlight (1 Con/hour)
Unders tanding how the foundry works , the den a try
to lure pe s (or bull rush Small opponent s, PI-l 154) into ,
pos itions where they wind up catapulted by the bell ows
or covere d in magma poured [rom a cruc ible. Da r/mess is
their friend in-this too. pe s might inadvertently maneuver
into a dangerous area in the dark
Derro thatare hard pressed might riskbeing catapulted
by the bellows in hope s of grabbing onto the crane. See
Furnaces and Bellows in the Features of the Room.
While play ing' out th e combat, ad-li b the de rro's dark
humor, even at their own misfortu ne, Continue Jiang the
lines of th e conversation that occ urred in Al S. .
Abilit ies Str 11, Dex 14, Con 13, Int 10, Wis 5, Cha 16
SQ mad ness (use Charisma bonus on Will saves)
Feats Blind- Fight, Improved Initiative
Skills Bluff +6, Craft (,,) +6, Hide +12, List e n +1, Move
Silent ly +9, Spot c- S
* One derro has Craft (armorsmithi ng), anot her Craft
(masonry), a nd the other Craft (blacksmithing)
Possessions masterwork studde d leathe r armo r, short
sword, repeat ing light crossbow with 5 poisoned bolts,
25 gp
3 D ERRO A RTISANS CR3
MM49
hp 21 each (4 HD)
Male der ro expert 1
CE Small monstrous humanoid
lnit +6; Senses darkvision 60 ft .; Listen +1, Spot-3
Languages Common
CONCLUSION
If only orie dena .remains conscious, the entire chamber
starts to quake. Go to encou nter Al 7,
.:.
y
u
When the PCs ope n t he door s, rea d:
This IlLIgefoullary is lit by theorange glow of
the mollen nwterialthat must beco ntaillea in
two rail-lillea pitscel1 te rea along the l1 or!hem
ana southern waHs. Toeitherside of II,e doors
Clre immel1 sefurnaces with attached bellows thai
slowlycompress, Ihm spril1g upward with great
force. 011 thefar ena of the roomare Iwo dnmJ-
shaped(YIlcibl es. AboveyOIl is a cmne that is slowly
dippil1g an attachea bucker il1to the llorthem pit. A
massive allvi! itl thecell terof the roo m appea rs to
lwve a sronc atop it.
Encounter Level 6
SETUP
Cash kar r hired dena artisans-a minor mistal{c on his
part-to creare a replacement for the missi ng sigil on the
gate in A19. The dcrro (D) havejust recently finishedasigil
based on the designs shown in the Tome oIs ll1l1gtltcrganle,
but they haven't lefr the complex. Instead, they're romp-
ing around the found ry, unaware the fire eleme ntal that
has powered the machinery for many lonely cenruries has
taken a liking to them.
If the derr o heardabattle in AI5 , they barredthe doors
and taunted the pe s. The n they hid. The pe s must beat
down the door.
When you call for initiative chec ks, remember that the
bellows move on initiative counts 10 and 5, and the crane
and crucible move on initi ative count O. Make thi s move-
ment cl ear to the players so they can time th ei r characters'
actions appropriately,
TACTICS
Th e der ro open with soulldbllrst.They then move within 30
feet of nat-footedorstun ned foes and shoo t theircrossbows
as ranged sneak attacks. Avoidi ng melee as long as possible,
the crazed creatures continue shooting poi soned bolts,
If a derro is caught in mele e, another joins hi m so they
can flank their foes and make sneak attacks. If pressed,
they cast dar/mess on their swords and rely on Bli nd-Fight
to let thein reroll the assoc iated 20%mi ss chance.
, x
"X I
t o gr a b th e crane a,:: it c..une,; th .:- track. T llO:,e \\ , 110 fail
fall int o 111l' magma pit 70 [cd Ilelow (7,,16 point;: of
Imt t:l 1O,< l' wi", ;:ucccctl can attempt t o cl i mb ,;afel y onto thc
c rn uc.
Frl lm till' cruru-, a DC IS Climh ..:- hec k is ;:u Hicient lo
clam ber to til(' elHI. Dni ':i n gives t l1(' c1 imll er t ile opporl uni ty
to jump to ;;a fc-t y wlll' n th e cl" a ne\' bu cket to ompt y
illt n <1 crucillle,
' A Ilvi I: Ti le mussivc al1villlil,. upo n it a c1ll1nk o f st one
t11i1( iI ::, i lve r ;:igi l on it-a replacemen t par! fo r t lw
i n A19, T bt' 10-IWUl1J ha;:a st roncaure
if \' ie well using elekcf 1/1l19ic ( DC 2 1 Slwll cra ft t o
t1 d efml lll' couju rntion}. T he si f:il ha i' ll a rd nc ,;,: 10 a nd
-10 I' lL .
C l'illle O11\(\ Cr uc i ble,:: : Ove rhe ad in tll i;: room i s a crane
witl l almcket 111 at ..lip;: i nto till' macmn and f ills tlw cru cib le,:
in Lhe wes te r n part "f t ile room. Wi llen f ull , cruci bll' s t il:;
ove r to Jump magma in to till' ruogmo pit.
The crnnc ro!1ow5c sct pal l ern, a lway,; moving on init ia -
t ive co un t 0 ,
Ne7l/llJ I: Cra nc dUl11 ps ma gma i nto northe rn cruci ble.
NlYlIllJ 2: Cra ne "l ump;: ma gma i nt o nll rth..:- rn c r uc i ble,
ReJ1III J 3 : Nnr t11er n ..:- n Kil,lc ti p,:: over, dumping magma
hack in to pit , Cra nc ;:Ilifl ,< to sout her n "iJL' of roOI11, Cr uc ible
ri gllts it ;:L,If .
NO/Ill} 1: Cra ne dumps mo gm o in to sout hef n cr uc ible.
Nl7/ IIlJ 5: Cranc Jump,;: magmil illt n ::,outIH.'rn crul: ib le,
NOllllelo: Sout her n cr ucibl e t ip::, over , (lu mpi ng llIagm,l
iJ,ll-k inl o pit, Cra llL' ;:Ilift s ;:idc ,A mom. Cr ul:i ble
r igllt ,: ilsel i. "I:"
AllY .... i'tJ.n"li ng betw een th e anJ t he pit
wllell it ..lump,: lake;: Sd6 puinb o f f i re from t ]w
magma <lll J 2 J6 poinl s o f fi re (Ll lllc1 ge ]Jel" fm;n J [or 11 3
round" th ereaftel".
..
-,
D
OF '1' 111: Roml
TIll..' room 11 <1 5 t ile fll a lul"l' '' .
r lluill ill illi o n : Glowin g'magma; the lII i1g llla pit;: pr oviJ e
br id,l ill umina tion t],roudlOut t1,i ;;: room.
Ccilinli: TIll' Ilt.:I'(, j " 50 leet l, id, .
CO P PCI' "1)"01:;;: Sec A 15. '
Two iron bar;;: arc e it lwr the \\'.111\ 0 the .':
lh'rtl l .r lI wJno r:: (if the J e tTo <,;c Of threaJed
du ougl, tbe l,anJ lc:' (i f the ,1 rid,l in A15). It
a 1lI 0\'C act ion to pick up a hill' and <111 :;(her I t 1 lhn..'illl
t il'.' k'f t1'fOUgl, ll,l' handles. If t ill' ([' Ill!" ;;: archil rre,!, i t take:'-
a DC 30 Slrcn gtl, to hrcak the hilr .l lltl llJll'll tl H.' lll .
j\l.,gmil Pit s: The li ning , I,c,o c pit s ie iron, amI it
p rovi des a +-+ circurns lancc h ll ll U::" on ti, e Slrl'lldh c he c k h)
re si s t bein g bll lll"l I"llcJ i nt o a pit (Pll154) . i;:II'l
Il ar l1l l' cl by ,;lI111COne hein.: bull rll,;ll d l over it. .
i nto onc o f t1H. :;:<.' pit s Jca l" 2 J () poin!s of
fw m till.' 2o-fool [all. dlilt mefel v ll lllch tile
2 J 6 pcints (If fire c rect urcs lab
2 0 116 poi nts o[ fi no' per' nJUtlll. from magma
co nt i nues f'lr ld3 rOllnd ,: af it' r exp os urc ,,-:-c<1 ;:e;:, but t il l"
"lamil !iL' i,: on ly 1J6 pll int;: .A fi n.' pl' r r<l und (for a
Loudl) or 10J6 poi nls of fi re dam'l ge per ro u n d (for
in unc rs ion}.
th rl1ugh till.' ma cmo req ui rei' a DC ] 0 Swi m <.:IH:'0..:1 .
Cl i mbing h<1 ek lip to till.' [,mnd r y take,: a DC 15 Climb

F urn a (." l.' a mi Bellow::: : TIll' ex le r io r of [urnaCl' ;; nrc
pai n flill y Iwt t ll the Lou ch, (Icali 11 1..1 6 point,: of fi re
To the (' ,I"t of tlHo' are att ack ,J IHl1"w,: th at
co mpfe,:,: llnwnwarJ u nti l in i t iative l:ount 10 , tll el1 ,;pr i ng
k ick up on i n il iati ve .. :Ol1 ll l 5,
Duri ng th,,'i f l i1l1l' worki n,:: i11 lIl e foulldr v, t lw de!To 11<1\''''
Ica r ned dle bell ow;: wor k .1':: - more than bell ow;:, I f <l
Cfe at ure ,;laml;: L) ll till' b,:ol lows, which a rc LlIlL a
LIt)l Il iti
ll
wIlen t hat crL'a t tlre 1" (
ca ta pu lt eJ dCW";: tI,C room whell ( he IH:' lIo,vs
ex pa nd, Xc-' mar k the ;:quare': on til e l1lup wllerl'
crl'a t tl re,: ha \'(' to sta nd ato p t il(' l,ell " \\'5; co r-
a rlOlllill"keJ widl Ls,
The I.ll.. lIow,:: hllr l c reat ur e" nO led tIl e
,lir to laml in fron t ,-,I a c rucillie- dle (Iidlt
J eal;: 6J 6 po i nt::' uf t1 ,]Jll<1e <lI ltl tlw ...: r e<l h'lfe
lands pr o ne.
A hml ell creat ure Cdn make a DC 2 0 Rl,flcx
::, a\ 'e tn t ill' cra ll\.' o r till' Lral:k 0 11 wh ich
til e Cl"illl'e ri lles. \\7hi .... b one-([l'pc nd;: ,m wbere
till' cr a lle i" at th e t i me (sec Cra nt:' allJ Cr ll-
ci ble:;), Su cee:;: ,:: mean :,- tll ,l t creat ure is
frOIll dlL' l ral:k or <.Cra ne ab,, \"( lllle
mag ma pits. Sc ra m6li n: '::'l fely onto the
cra l1 e req llir l' ::' <l ,:: uc c\. ,,::,, fn l DC 15 Cl i mb
chec k. T IIO,;e un fort u na te en<.ll htl l to tile tr ack lll U,.t ma ke a DC 15 () .
lI e Stlllar\.,
5 {<.' cl
Encoun ter Level 7
SETUP
The shaking that started dur ing encounter A16 conti n-
ues into a seco nd round. At the start of t he th ird round,
everyone in the room must succeed on a DC 15 Dexterit y
check or fall prone, and throughout that round, spellcasters
must succeed on Concentration checks (DC 20 + spell
level) to cast aspell successfully. At the start of the fourth
round, the shaking stops, th e machinery halt s, the magma
starts to rise, and a Huge fire elemental emerge s from the
magma . The fire elemental (F) arises from the magma in
the northern pit and imme diately starts climbing th e wall
there. Roll initiative for it at tha t point.
The magma in the magma pits start s to ri se at the begin-
ning of this encounter. On init iative count 0, the magma
rises 2 feet. That means that at the end of the elevent h
round, magma covers the floor of A16and spi lls out into
A15. Toavoid taki ng damage from the magma(see Magma
Pits in the Features of the Room), the pe s must reach the
stairs southeast of A15 by then .
Anyone adjacent to a pit sees that the magma has ri sen.
Others know only thar rhe light in the room is becoming
bri ghter, and it's nor just the fire elemental.
CATCII ING ON .:
A creatu re lh at cak lte ::. o n fi re from til(' elemen liJ J'; atl 'h:LB
ta ke!:' Id6 poi nts o f fir e i tll llH'Ji nl cl y itl llJ h llr ll S fn r
lip t o IJ4 m u ml ::. Eadl s u bse q uent w n nJ, dw
cre at u re rnn st i:>uceeeJ (1 11 <1JlOtl ler DC 2 2R.efl ex S.J.\'C o r
a n lJ l her 1,16 po i nt s o f [i re S lIcce :> :>. tucan s l h e fir e
coos out, ilnd the c rea t nrc is no lon ger o n li n,'. Rl ,ll i ng (111
the ,;: rolln d t o ext i ngui :>ll t he fi re crouts a c rc et urc a + 4
h om'[:" on t he sa ve. I f til(' crea t u re i::, we<1t"ing fLlll 11l1 ilble
or eq u ip men t, a DC 2 2 l\ cfL..-xsavc is req uired fo r
l'iH::!l of cquipmcn t . Fa ilure i nd icate::: tile cquipmc ut
al::o t.J.Les IJ 6 point s o f fir e J alllage (llivi,leJ by 2
applyi ng tlu' o bject ',,: ha nJ nl'::s ).
When t he shaking stops, read:
The bellowsstopco mpressi ngand thecra lle halts.
With a blast offlame, a 3D-foot beillg of liuillg fire
emerges fram the northem magmapit. It begins to
clamberalit, bell owillg in acracnlillg hiss, "Karna
chaall !Tlml fl ail nar naclwan!" (Anyone who
speaks Ignan understands this as, "My tiny
fr iends ! You killed my ti ny fri ends!")
TACTICS ., ._
rt takes at least a standard action and a move acti on for the
fire element al ro make two DC 15Cl imb checks to climb
out of the magma pit (losing its Dexterity bonus to AC as it
does so). On ce our of the pit, the eleme ntal moves to where
it has as many foes as possi blewithin its prodi gious reach .
Using Combat Reflexes, it can make upto eight attacks of
opport uni ty per round, which it uses pr imarily agains t
foes that try to close for melee combat.
The elemental uses Dodge against whoever dealt it the
largest amount ofdamage with a ranged or melee attack in
the previous round. Tr uses Spri ng Attack to move toward
th e closest enemy, attack, and move again to keep its foes
at reach. \Vith thi s technique, it doesn't provoke attacks
ofoppor tunity from the opponen t it attacks, and Mobility
gives it a +4 bonus ro AC agains t <ma cks of opport un ity
from ot her combatants. It can also maneuver away from
those engaging it in melee, opening them up to <macks of
opport unity if they tr y to close again.
Enraged beyond reason, the fire elemental fights until
slain. However, ir doesn't chase irs enemies beyond the ,
doors of the foundrv-c-ir can't stand up in Slaughrergarde's
15-foot-high hallways.
I
,
P ExrURES OF TI l E Roml
The roorn t he
Il lu llli nat ion: Glowi ng' magma; lhc pil.s provi de
lHight ill ull1i nat i,}ll tluoll gholl t t h is room.
Tl, L' 11l;'rc is 50 leet h igl,.
Burni ::IJCdCopper DoOl"s: Se(' Al5 an d A 16 .
j\1.1lIla P it ,;: int o ,HlC pf tI, e,;; ,-' pit s J eal s 2 J 6
point s of d.unecc from l]w 2 o-fo ol fal l. Cr0"l ur0s t1,al
merelv t ouch t], e l'l ke 2c1 6 1h )jn b: o f fi re
Inllll;r"etl take 20tl6 poinl:':M t Ll l1l'l ge 1; (' r
rou ntl. Dameqcfrolll contin ues for I l13 ro u nds afh' l"
0x po sure bul lb i; dama ge is o n ly I tl6 poi n ts of fi re
J a mage pel' 1"011 url (fo r a tOllch ) or I ocl6 poin ts llf fire tlalll-
ag e per round (for immcrs ion}. ;
..... l ov in g l1n ougl, LI, t' rcqui rcs a DC 10 Swi m
check. hack up to LIlt' f'lU ndr y take,:: DC 15 Climb
Crl',ll urt'':: wit ho ul a di mlJ speed dim}) at qua r l cr
:,pl' ptl- llaH ,::peeL! if LI leYaccept a - 5 penall y on the Clim b
dwck.
F II I"I1<1"-' l ' a nd B,,-,llows: 'l' llC furna ce ::: sto p funclioning
,1l1l l c,>L, I off on cc dle n., elemental emerges. The bellow"
n o IOlll1 t.' l". mo ve.
Tile mass ive 'l\1vil ll<1 :i upon it a chun k urstone
tiM! (,a;:a ;:ilver sigil it -a replace ment pa d for Ihe J a rn-
a g"L! in J\ 19. The l O- poll ntl ha;: a 5lroug ,1111'a if
vi,' wetl u"ing J et.:cf IIl<1gic (DC 2 1 Spel L,::ra[ llo J cl er mi llt,
il's co njurat iou}. T hc ."i gil has ],a]"(ll1e;:;: 10 ilnJ 4 0 hp.
Cr<l llea n d C r tlc i hle s: TIlt.' c-ra ne i" "till tlVe rhcaL!, llUl it
II U lon gL' r 1110 \,('". Tilec-uci bl('s (Ion' t l ip over a nvmoro eit her.
O il wilen onco un l cr A16 ClIllttl, o nc cnKilll('
mi g1, t :- t ill JI,WC magma in it.
If the pe s destroy the fire elernenral, then the magma
immediately starts to recede at a rate of 2 feet per roun d.
Over the course of several hours it all seeps away, leaving
two pits several hundred feet deep with a jumble of rock
at the bot tom.
Ifthe magma rises to the point where it spills onto the
foundr yfloor, then it stops rising. After 24 hour s, it recedes
at the rate of 2 feet per hour until it ret urns to its original
level , 20 feet belowthe fl oor of the foundry.
Burn (Ex) Those who st rike t he elemental wit h nat ural
wea po ns or una rmed attacks t ake 2d8 points of flre
damage and might catch fire as if st ruck by a sla m.
Those st ruck by a sla m must succeed on a DC 22 Reflex
save o r catch fire (see the Catching on Fire side bar) .
Abil iti es St r 18, Dex 25, Con 18, Int 6, Wis 11 ,
Cha 11
SQ element al t raits (MM 308)
Feat s Alertness, Combat Reflexes , Dodge, Improved
Ini tiative", Iron Will, Mobility, Spri ng At t ack, Weapon
Finesse"
Skills Climb +4, List en +11, Spot +1 2
AC 19, touch 15, f lat-footed 12; Dod ge, Mo bility
Immune fi re
Fort +9, Ref +17, Will +7
Weak ness vulne rability to co ld (+50% damage)
Sp eed 60 ft . (12 sq ua res) ; Spr ing Attack
Melee 2 slams +17 (2d8+4 pl us 2d8 f ire plus
burn)
Space 15 ft. ; Reac h 15 ft.
Base Atk +12; Grp +24
At k Opt ions burn, Co mbat Reflexes
CONCLUSION
HUGE FIRE ELEMENTAL CR 7
MM 98
hp 136 (16 HD); DR 5/ -
N Huge eleme ntal (fire)
Init +11; Senses darkvision 60 ft. ; List en +11,
Spot +12
Languages Ignan
Starting Att it u de: Indiff erent.
Modifiers: PCs have th e Arizof tht' Rt'Slirgl.'llt Al01111 taln
(+2); PCs have a sigil (+4); PCs look badly woundedt-c): a
PC is obviously a cler ic or paladin of a good deit y (- 2); a
PC is obviously a cleri c or paladin of a lawful deity (-4).
IfUnfriendly (l or lower): "What you seek lies beyond
the door. Do not tarry, lest they pr epare for your arrival."
laurazhi says what ever it takes to get the PCs past th e
doors. Then she t urns on the pe s when th ey appear
vul nerable.
IfIndifferent (2- 14):.':The gate is restle ss now wi th the
gnoll warcht ef's meddlin g. Defeat the guardian and the
war chicf and it's yours to do with wha t you wi ll." Laurnzlu
tri es to avoid antagonizing the PCs. Once they enter A19,
she stays out of the fight until it's clear who's going to win.
Then she j oins the wi nning side.
I f Friendly (15-29): "The gnoH and his me zzolot h
minion can manipulate rhe gare, but the y currently lack
two items required to ope n it." Laumzhi br iefly explai ns
how the gate works with relation to the off ill.' Remrgcllt
MOl/Htain and the missing sigil (see l nracr Gat e i n A19's
Feat ure s o'f the Room), but she leaves how t he ] oll1eof
Slallgliterganle controls the gare. s he fights alongside the
pes against the mezz oloth and Cashkarr, and she tries to
gr ab th e Tome of S/a ughtcrgarde from Cashkan- if she gets
a ch ance.
If Helpful (30 or more): As friendly, except t hat l au-
razlu 3150 expla ins that the ToIII eof Slal/glJtt'rganlecontrols
the gate (but not how). After a battle against the mezzoloth
and Cashkarr in whi ch the pe s are victorious, she helps
place th e sigil and the and she volunteers to use the '
lome to close th e gate. She closes it all right-from the
other side, aft er she has absconded with the lome.
A
TACTICS
Laura zh i knows rhar a stand-up fight isn't her forre, so she
avoids me lee. EJ IJ erc(dJaullt and greater teleport let her put
di stance between herself and her foes, and c/tarm mOlls ter
and sugges tioll can get othe rs to fight on her be half:
c AE
Encounter Level 7
SETUP
Descr ibe the area, and let the cha racters do what theywill.
When the pes look around the corner at the bottom
of the stairs, read:
Directly ill froll t ofyo II is a pool ofwater tll at
stretcf/es beyolld til ecrllmblingwall to the
northwest. Sagging timbers brace theceiling. Across
tile pool isa beall tifll I woman in pllrple robes. She's
standing next toafire beetlecage. Behind her, tothe
cast, arcfOll rcopper doors.
"If yo II got tlli sfar, yOll mll st be capable," slie says.
"[ need capable allies." .
UNMASKING THE SUCCUBUS
Luur azhi (5) is pre tending to be a sorceress who used
"illusi on magic " to sneak down this far because she heard
of a "gate of great power." The pes have ways to learn the
tr ut h, though .
s he has ,1 strong evil aura if viewed usin g detat evil.
ASpot check tha t beats Laur az.hi's Disgu ise chec k lets
a PCknow she isn't hu man, but no more. Laurazhi take s a
. - 2 pena lt y on the Disguise check because she's di sgui sed
as a differen t race.
s he can't actually cast spells. An obser ver who beat s
Laurazhi's Bluffcheck with a Spellcraft check (both checks
made secretly by you) knows t he succubus is faking her
spellcasti ng.
If found out, Laurazhi admits to being a demon. she says
she "only wa nts ro return to the Abyss and 'couldn't care
less abou t petty squabbles among childish mortals."
"
NEGOTIATION
Laura zhi's primary goal is to get back to the Abyss. She's
close, but Cas hkarr hJ Si nt imnred that she's going to have
to "ear n" her wny back home: She's a demon in di stress.
Enter the PCs. They're capable oftaking down the gnolls
and getti ng th e ad., tome, and sigil required to reopen the
gate. On the other hand , if Cas hkarr defeats the
razh i wants cre di t for luring them int o a tr ap. So Lau{'azhi
is unsu re how much help she should provide. The PCs'
negotiat ions can swing he r atti tude.
F EATU1< 1, 5 OF n il: Rom!
The mom Iw;, tilefoll ll\vill ';: fea t u re".
Illu lIIi n ot ion: Fi rc Ll' etl e I ofect 'I f i llu III i-
u ati on ; 10 feel of ;:Ila tlo wv il hll ll illat i'lIl . T ile fire
bedIe i" a live (AIM 285) lloci le. "
Coppe r I) oo r ,;: HanlllL' ;'s 5 ; 60 11
P
l"1c11.
O pe n eas l ward ; ve rl ici\l llilndles oll llOl h si des of IJOtll J nor"
m-ar wlll' rl.' lhe)' mcc l . TI le donI'S a rc c!n" ed hul unl' lck l.'lI;
11a \' e 110 latch or lllck.
jJoo l: \\'?lt er runninc d( )\Vll fro ll! A9 Sl'eps ulldcr gr t. lll nJ
attl1 i" poin t, and it h<l " "<lr vl"d oul pari o f dll' wa ll. If PC"
o bserve f1 'Ml illg in tbe 1"101. the)' ca ll sec lilat
L11 " wa te r is "Iowlv t o l he nodlH\'L' sl.
TIl l.' fl oM off ql:i cbl y wltere th e Wille r start,,; t he
pool is '1 60 ut -+ fed deep It cos ts j\ lla iu lll M
cre atu re" -+ squares t.l f move me nt t o rn ovc int o a wat er
SlJtla rc, or tIley , ' .1 11 swi m if lite y wish. S mall "Jr "Illa lll"r
crcatu rcs must swi m.
At it s ,Icptk the wate r provid es cove r (+4 !wllu;; lOl\ C, +2
6l1llUSou Refl ex save s] fur or larger creat ur es. Sm'l l1
or c reat u re" .ta in improved cover (+8 11o tlu" l o
AC, + ..J. l)oll uS on saves] . Medi ul11 or creat ure s
ca ll cro uch .1,1 a 1110 \ ' , ' ac l ion to gaill i mproved CO\:" r. Creat ures
t hat have imp"ovt:' ,l cover J uc to till' wa fe r ta b .. a - 10 !Jl> lla lt y
o n at tacks creal ures l hal arell' t ,,1,, 0 mostly uIlll"r-
watcr TIll' plIol i mpose" a - 2 circu mstc ucc pen a lt y 0 11 :-'lo vc
Silently clwcl,;-.:: . is il11 pn.:: .:: iblt wit h in t he pco].
I)o.;: l.;: : T imber post s llOl,l ujl tht' d la l11 LeI" " coilin g, whiell
d ill h) ouly 10 I"l'd ab ov e t-!', P(hll. A ck n ad l' r c a ll
st a nl l in the samc squate as a post, a +2 b,l11l1 St o
,. . ..
Ar mM Cia:;: :;: allll ,1 +1 b'HltlS o n Refl ex "a ve" (as if i l wer e
,1 tree , D,\ JG 87).
Ea dl pos t is AC -+ , 11 imlnt.ss 5 , ,llld 75 hr. If one post is
t1 e"tro)'l" l, ,Iu sl a nd pel,hle,; fa ll fro m t ill.' ce ili ng, am[ ;1IlL'
remnini uc t imlll' r;: crl'a k I f a :;l'colld post fJII ",
eVl'ry sq ua re ,1 J j<1ce nl tu a mI a post i s "u hjed t o a
c<1 ve-i 11 (/)1\ 10 6 6 ). TI le room hl' COllle" i mpa:;:sa ble unt i I it '"
du g out . Becill/"e "I' th e r isk o f fulur e cnve- jns, il ta ke s one
pcr;;: {lll all 110U!' to cl ear " .1..11 S- fllll l: sect ion of tll c room,
[) ,Hlhll>th e lirnc if thl" excava t ors dCIIl' l ha ve pi cles
'lml :;llovL I".
LAURAZH I THE SUCCUBUS CR7
MM 47
hp 33 (6 HD); DR10/cold iron or good
CE Medium outsi der (chaot ic, ext raplana r, evil, ta nar 'ri)
Jnit +1; Senses darkvision 60 ft.: Listen +19, Spot +19
Languages Abyssal, te lepathy 100 ft ., to ng ues
AC 20, touch 11 , flat-footed 19; Dodge, Mobility
Immune electric ity, po ison
Resist acid 10, cold 10, f ire 10; SR 18
Fort +6, Ref +6 , Will +7
Speed 30 ft. (6 squares), fly soft. (average)
Melee 2 claws +7 each (ld6+1) or
Melee touch +7 (sta rts grapple to energy drain)
Base Atk +6; Grp +7
Atk Options al igned strike, energy dr ai n
Special Act ions sum mo n t anar'r i
Spell-Like Abilities (CL 12t h):
At will-charm monster (DC 22), detect good, detect
thoughts (DC 20), etherealjount (self plus so lb.),
suggestion (DC 21), greaterteleport (self plus so lb.)
Abi lit i es Str 13, Dex 13, Con 13, Int 16, Wi s 14, Cha 26
SQ cha nge sha pe
Feat s Dodge, Mobilit y, Persuasive
Skills Bluff +19, Concent ration +1 0, Diplomacy +12,
Disguise +17 (+19 act ing), Escape Art ist +10, Hide +10,
Intimidate +19, Knowledge (the planes) +12, Listen +19,
Move Silently +10, Search +12, Spot +19, Survival +2 (+4
to followtracks), Use Rope +1 (+3 to escape bindings)
Aligned Strike (Su) Asuccu bus's natural attacks and any
wea pon it wields are considered chaotic-a ligned and
evil-aligned for the purpose of overcoming damage
reduction.
Energy Drain (Su) Living creatu res kissed by a succ ubus
gain one negat ive level. Asuccubus must grapp le an
unwilling ta rget, provoking an attack of opport unity. A
DC21 Fort it ude save is required to remove a negativ e
level.
The kiss also subjects the target to a suggestion to
accep t anot her kiss from t he succubus . ADC 21 Will
save negates this effect.
Summon Tanar' ri (Sp) Asuccubus can summon a vrock
(MM 48) once per day with a 30% chance of success .
The vrock arrives t he same round and serves for up to
anhour. It cannot use its summon 'ability du ring that
hour. This abi lity is the equivalent of a Sed-level spell.
Change Shape (Su) Asuccubus can assume the
form of any Small or Medium humanoid. +10
on Disguise checks when using this ability.
'.
I
.:
'N

"
<
,
s
Encounter Level 6
SETUP
Encounters A19 and A20 take place in the same room,
but they're split up because the pe s must tackle each of
them separately.
The encounter begins when the pe s ope n the doors
from the western corridor. The mezzoloth (.N1)immediately
attac ks.
The nearly intact gate is pict ured in the illu stration
handouts. Show the illustration when the pe s actually
see the gate.
When t he PCs open the doors, r ead :
All lipright imectilecreature treads tl,e cCll ter
of this room, wieldinga tridel1t with aile of Its
twopairs of arms and calTying a large metal
shield. In deep alcoves to the nortl, and so uth are
immCllse, c1'llmbling gate arches like the ones you
sawin the nuns inlwbited by thegoblins and the
drow. Similar alcoves are set in the northeastern
and southeastern corners , but yOIl can't sec what's
i ll them.
USING Til E
The 4 11a " cxtcn sivc Iist s th at correlak
sigi Icom hiu a l io n s wil h ilml d\llwokis decipher-
ab le Ly ilnyon e who cnn f\'a d. th e l'(lln bi na tio n
t akes a ,;ucc6sful DC 2 0 Int cll i';: l' IKc c1wck. No COHSl'qUClhX'';
exist fllf Lilure, so cv en a pCl'Sl;n o f avcr acc (nt ell i gen l.'l' .:' an
cvcu t unl ly ( in(llh.... ri gllt cornbi llat i' lIl. C,1 11 ing out L!H.- sig iI::
requ i res 5 cou sccut .ivc fnU Il"S of ca reful (IIll'
;;igil glow", aft er eac b w uml is courplctc d.
out tIl(' cr. ml)i na t ion wi tl lOUI thl' o tllCr
rl'<ju i rccl open th e ga le Illl' I'el y a pnr-,
ti on ' If t hl' A byes 1(1th e j\ \ ateria I rLl ll l' for 1" 6 rou nel", . T Ill'
i ntoncr mus t co ni i nue 10 chal lt 10 kl.' ep t he Abyss mall ria l-
izt:eI for tl l il t t i me, G,l :>b b l' r J oes i n t he nex t scene. TI l e
conh-nt s urthe 111al l' l'ia l izl'{! A bv5:> fu nct io n ,1S thl' ht.-> zroll
in A20 J oes, bu l Ga511b rr just lucky wlll' ll t ill' Ill' z rou
111 <1l e ri a l izl' s. T Ile 1I 11 1y co nst cn t is l hat allYcrcn turc (1,1rCC([
t Olllalcr ia l izl' bvtbc in l on aii on is llot lHl:,-t i lc 10 tile inlon cr ,
<J nJ it rcturns ,\ bv," " nfte r .lJ6 round;:.
O f a ll liTe it ems in t h is aclventu re sc rics t he T...1/11l! o[
is tIle most diff icult to c1 l' ,;h o y. Since t be
mi nor ar t i fact con tnins t he of" Slau dllerl2 ar de',;
to tileA byss, gO(lll dh1r<1 etc rs \\:ill wa nl lll-d,) Ilo w
t bcy mu s t all' Hlt dwt tao< k j " ,1I1Il t!le r ,;t'ny...:......o llc fo r you
t o dt:vi"e. :
Tl,e vallited ceilingisat least 100feet high. 11' 011
spiral staircases ascel1d toa lit balcol1Y high on the
eastern wall.
M EZ ZO LOTH CR 6
MM3201
hp 95 (10 HD); DR 10/g ood
NE Me di um o ut side r (evil, ext raplana r, yugol ot h)
lnlt +S; Sen ses darkvision 60 ft. ; Lis ten +13, Spot +13
Lan gu ages Abyssal, Draco nic, Infernal , t ele pat hy 100 ft .
AC 21. touch 11. flat-footed 20
Immune ac id , poiso n
Resi st co ld 10, el ectr icity 10, fire 10; SR 22
Fort +12. Ref +8. Will +7
Sp e ed 40 ft. (8 sq ua res )
Me lee +1 trident +15/ +10 (l d8 +4/ 19- 20) or
Me lee 2 cl aws with produce J7ame +13 each (l d4+3 plus
1d6+5 fire)
Ranged +1 trident +13 (l d8+4fl9-20) or
Ranged produceJ7a me +11 tou ch (1d6+S fi re)
Base Atk +10; Gr p +13
Atk Optio ns a ligned st rike, Powe r Attack
Special Act ions s ummon yugo loth
Spell. Like Abilities (Cl l Ot h]:
At will -cause fear (DC 13), darkness, desecrate, produce
fl ame, see invisibility
2/day-c1oudkill (DC 17). dispel mogic, greater teleport
(Cl 14th, se lf plus 50 lb.)
Abilit ies Str 16. Dex 12. Ca n 21, Int 7, Wis 10. Cha 14
Feats Improved Critica l (tr ident), Improved Init iat ive , Power
Att ack, Wea pon Focus (t riden t)
Skills Hide +12, Intimidate +1S, Knowledge (t he plan e s) +11,
Liste n +13, Move Silen tly +12, Spot +13
Posses si on s hea vy steel s hi eld, +1 trident, Siaughter ga rde
meda llion (eye)
Aligne d St rike (Su) A mezzoloth 's nat ura l att acks an d any
weapon it wie lds are co ns ide red evil-a ligned for the
purpose of over coming damage red uc tion .
Su mmon Yugo lot h (Sp) A mezzoloth can summon another
mezzolot h once pe r day with a 40 % chance of success.
The new mezzolot h arrives t he same rou nd an d serves
for up to an ho ur. It can not use it s summo n ab ility
d uring that hou r. This abil ity is t he eq uivalent of a 3rd -
leve l spell.
TACTICS '
Si nce it's immune to poi son, th e mezzoloth centers cloll e/-
kill on itself first , filli ng a zu-foor- radius spread gas
th at obscures all sight beyond 5 feet and provides conceal-
ment within 5 feet (20% mi ss cha nce). lt 's willing to take
the mis s chance beca use th ose within t he cloud tak e t d-t
point s of Constitution damage (Fort itude DC 17half). (If
a PC is lower than 6th level, the save pr events death , a n d
that character take Id4- poinrs of Constit ution damage per
round.) The cloud lasts for 10 minute s, and it moves away
,
.
Intelli gence check to do so. Those who are 6t h level or
hi gher are immune to the abil ity.
If the mezzolorh has to hi t points or fewer remaining,
it casts tll1r1mcss on its shield (unless it's still concealed by
clol/ tiki/I ) and then usesgrcl1 lcr telcporl to get away, It might
return to Slaughtergarde larer if you wish.
M
L 17 and T 2 '+. Despit e bein g bro kell, th e Il,wl' fainl
aurn s if vil'weJ usin g Jdecl nl<1:1ic (DC 2.+ Sp ell cr aft e11 ec'"
to ,ll' tl' rrn ine ii '" conjurat ion),
Spi ral Sta iI"C<1;;6 : lllakes 2 squares of moveme n t t o ascend
cad l ,:quare. Creatu re=, J llwn tIle sta i r- s mus t succeeJ
rm a DC 10 check, CI1 (lilllO: t1wi"f m,h "'t-'Illent l J 2 x 5
feellal el" if th ey bi l. Tlw,;e t lla t 5 or m o r e bl1 pron e
'l ml ta l"l' 1d6 po ints o f Jallhl gc <l llhe end o r tl,at movement .
The DC of Tumble incr ca scs bv 5. Crea t ure>, gai n
a + I b OllU S olllllell"l' attack- I" llll s agai n"t foe,:; below on
lhe st oirs. !
Bal n111)' : Ga=11L-a rr, the gnolJ war(11ief, is Ui' her e ;:b rdyi.ng
til l' h'lllll' 01 PC" ca n' t sec Ili III yet. Tile bal collY
i,; 90 led abll\'l' tile c1la l11ber [l oor il 1Hl lld5 no raili nlt. A fall
from till' lop deal ,:; 9d6 ilr dam age. -
: ' CONCLUSION
On the thi rd round of t he fight, Cashkarr begins chant-
ing while crouchi ng on the balcony. The partia lly intact
gate starts to respond . It takes a DC 15 l isten check for
someone on the floor of the chamber to notice the chant-
ing over the battle. A DC 15 Spot check is enough to see
baleful flashes from the gare. I
\X!hile Cnshkarr doesn't have the gate working, the Tomc
of SlatlglJ tcrganlecan let him briefly transpose a bit of the
Abyss onto the Materia] Plane, That's why he's chanting.
He keeps cha nt ing un til the mezzoloth falls. Encounter
A20 start s when that happens.
Till' room ha " the fealur c;;.
ill umi nat ion : Fil"clll'l.tL 10 ft-'el of JJ ri:::, Jlt iJlulll i-
n e tion : 10 feel of "h.,Jllwv iliumi nat ion. TIll' .-;iaJ1 t f ire bc"t l,>;:
arc ali w (,\1M 2( 5 ) aniJ'lCil,>. -
Ccili n: Ilere i s 100 fl' el l, igh, hu t t heceil ing
of th e kllclHly is ,)nly 10 fCl'lll igll.
Co p per Doors: Sec A 18.
Nea rlv [nfac t G ale: TIll' gate in th e rwrtl'l' ,l ;:ter n al cove
i:m't as <1 " tilt:' oth er : me;:, olnJ the g11o \l;: or- ti ll' PC"
migh t gel i l To lIll so: -
' , nt u;:t' re pl a ce tl w missi ng l'i t lwr widl llle
CllPY th e J er ro made in A16 (1)" wit ll a piece lakl'l1 f wm tIll'
in T2-!- . It l al"l' :' iI DC 10 Cra ft [ma sonry] d lt:'ck I II fil
till' into pla Cl' .
r\ "for ce uf ';O(lJ , hlllllHla lHI 111U::il
L(, bro udl t i nt o vici11 ilY"r till' le. This is t be
pur posc of t ill' A rk vi til<.' R esllr9,- ' 1I 1 M"ll1ll,l;ll. If
l lll' ark i::n't available, ';: l1oJ-a li-.;ned cle ric or
pala din can be bmug-Ilt , !)i:lI1H1 bt., fnrc
t he ';:a k .
Fi nail l', so meone Oil ei lher :'i,le or l he
mu st call ,):,1 dll' co ned c" m6inat in n of
Tbi ,; com6in<1 l ion chanes Cllll ,;t ol lltl V, b'ls,J on
tIll' of t ill' st ars. Se c till' 011
tlte 0lSla/lgllla9adc.
Once til l' ctl ml it ion:, have b"cll mcl <l1l J dll'
,:;igi l cOlll lli nati on i" co mplete , t he gale npell:'
Iwtwl' cn tIle Plane ami tll (' Abvss. I I
rcm aius " lwn in 0 1](' d irect i" ll or bntk li lt.'
into ller of tbe choo ,;e,:; , r,)J" 1 Illillld l'.
S llillt ercd T Ill' od IC !" ar e ir-
ret r ievably rll iIll'll . T Ill' y're ,:; i III iI;r to gale:' in
form the mezzoloth at 10feet per round, but it can't climb
stairs or sink into water. The mezzolorh moves wit h the
cloud. If the pe s manage to deal with the cl ow/kill, the
mezzolorh can always use grcll ta trl cporl to get away, then
cast a second cloudkill to repeat the tactic.
If the rnezzolot h is somehow di sarmed or. elects fo
throw its +1 trident, it casts produce flaHl f. It then makes
claw attacks or ranged att acks with that spell. Each time
it uses the ranged version, it spends 1 minu te of duration.
The mczzolorh can use irs claws without th e ext ra fire
damage provided by produCt.' flmnc, but it usually just uses
the spell-like ability again as needed.
Against a parry obViously dripping with protective
magic, the mczzoloth uses an area dispel magic (Su-foor
radius, Id20 + 10against 11 + caster level, eliminate up to
one spell per creature or object, elirr:inate ongoi ng spells).
It saves the other clisl'cl//wgicin case it hee ds to get rid of
some harmful ongoing spell the pe s cast on it.
Once in t he fight , the mezzcl orli might be foolish
enough to try ruse fta;agains t a I'C. It has to fail J DC 10
r E,\TLJRES OF Til E Rom!
fee t toward t he ga te. Afte r 4 rounds. t h e fie n d is forc ed
aga i ns t t h e ga te ariel ~ s t re turn to the Abyss along w i t h
Abiliti es Str 21, De , 10, Can 29, Int 14, Wis 14, Cha 18
Fe at s Blind -Fight, Cleave, Power Att ack, Toughness
Skill s Climb +18, Concent ration +22, Hide +13, Escape
Art ist +13, Int imidate +17, Listen +23 , Move Silent ly +13,
Search +15, Spe llcraft +15, Spot +23 , Survival +2
(+4 following tracks), Use Rope +0 (+2 with bindings)
Speed 30 ft. (6 squa res)
Melee bite +14 (4d4+5) and
2 claws +9 each (ld8+2)
Space 10 ft.: Reach 10 ft.
Base Atk +10; Grp +19
At k Option s aligned strike, Blind -Fight, Cleave, improved
grab, Power Att ack
Sp eci al Acti on s s tench, s ummon tanar'r l
Sp ell. Like Abiliti e s (CL Bth]:
At will-chaos hammer (DC 18), greaterteleport (self
plus 50 lb.). unholy blight (DC 18)
3/day-blasphemy (DC 21), gaseous form
Aligned Strike (Su) A hezrou's natural attacks an d any
weapon it wields are considered chaotic-al igned and
ev il-aligned for the pu rpose of overcoming damage
reduction.
Improved Gr ab (Su) To use this ability, a hezr ou must hit
a Me dium or smaller opponent with both cl aws . It can
then attempt to start a grapple as a free ac tion without
provoking a n att ack of opportu ni ty.
St ench (ExI 10-ft . rad ius, a ll living creatures (besides
demons) mus t succeed on a DC24 Fort itude save or
be nauseated as long as they remain in the area and for
1d4 ro unds afterward. Creatures t hat successfu lly save
are sickened as long as they remain in the area. Th ose
immune or res is ta nt to poison ar e simi larly resis tant to
the ste nch. Delay poison or neutralize poison re move s the
effect from a sickened creatu re.
Summon Tan ar 'ri [Sp] Ahezrou can su mmon 4d10 dretches
(MM 42) or another hezrou once per day with a 35%
cha nce of success. The s um moned creatures arrive
in the sa me rou nd and serve for up to an hour. They
can not use their summon abilities du ring that hour. This
abi lity is t he eq uivalent of a 4th-level spell.
HEZROU CR11
MM 44
hp 138 (10 HD); DR 10/ good
CE Large outsider (chaotic, evil, extraplanar, tanar'r i)
Init +0; Sense s darkvision 60 fr.: Lis te n +23, Spot +23
Language s Abyssal, Celestial, Draconic, telepathy 100 ft.
AC 23, to uc h 9. flat -footed 23
Immune elect ricity, poison
Resi st acid 10, col d 10, fire 10; SR 19
Fort +16, Ref +7, Will +9
I
\
E
"If yOll can't goto tI ,e Abyss, by Yeelloghll, brillg the
Abysstoyou!"bellowsa powerfully built gil011 who
suddellly stands upatop theeastem bal coll y, endill g
his mnt with a howl of diaboliclaughter. Then he
beginsdwnting as hedlldls downagain.
Before you call react, the remainillg sigils on
the northeasterngatef lash brief ly. A blast offetid
all d hot wind sla1tls into yon, carrying 0 11 it the
srrernns of the toi1tIetlted. In a wavelike nrnss, a
vast pile of skulls crasltes tltrough tlt egate. The
skulls spill across a large portion of the room,
l1Ianycrumblingto dust as tlu)' tumble. Amid
all the skulls lurches a l1I assive toadl il1e creat ure
that Itas wicl1 ed spines J'Iu l/1 ing down its baell . It
rUl1lbles and growls, tuming itsawful gaze on you
as it exteuds its el awed fingers. AflielleringV! lbble
of translucellt energysurrounds it and the sTwlls,
and a tendril of the sal1l<' energycxtcnris barll into
thec<' lIter of thegnte.
Encounter Level 9
After the mezzoloth falls or fl ees , re ad :
SETUP
Thi s encounter starts as soon as the pes finish fight ing
th e me zzolorh. On in iti ative count 0, Gashkarr (G) fin-
ishes his intoning and ext rudes a sma ll part of th e Abyss
t hrough the intact gate. The inre nr of the init ial parr of
the encounter is to scare the players. When the pe s see
th e hezrou (H), a DC 21 Knowledge (the planes) check is
sufficient to ide ntify the crea tu re as a fiend that is very
powerful compared to the characters . The players sho uld
then know their ch arac ters are overmatched, and if th ey're
smart enough to act on thei robservations, th ey won' t con-
ti nu e to engage the hezrou.
TACTICS
Cas hkar r has to chant to keep the hezrou on the Material
PLll1c
1
and he takes cover deeper on th e balcony so the
pe s no longer have line of sight on him from the floor.
His summoni ng fails afrer 4 rounds anyway.
The hezrou is actually still partly on the Abyss; it can't
move beyond the squares that have skulls in them. Ini-
t ial1y, sk ulls cover every square wit h in 8 squares of the
northeastern gate. On i niti ative count 0 duri ng every
round after t he hezro u appea rs, the sk ulls move back 10
GASHKARR, GNOLL WARCHIEF CR9
MM HO
hp 80 (10 HD)
Male gnoll ranger 5jblackguar d 3
CE Medium humanoid
Init +2; Senses darkv ision 60 ft. ; Listen +10, Spot +10
Aura despa ir
Languages Common, Dracon ic, Giant , Gnoll
AC 19, to uch 12, flat -footed 17
Fort +15, Ref +9, Will +4
Sp eed 30 ft. (6 squares)
Mel ee +1falchion +16/ +11 (2d4+10j15-20)
Ranged +1 composite longbow+10/+10/ +5 (ld8+7jx3 [plus
poison for 12 shots])
Bas e Atk +9; Grp +15
At k Option s Cleave, favo red enemy huma ns +4, favo red
en e my elves +2, Improved Su nder, poison (Large
scorpion , DC 18, 1d 6 Con j1 d6 Corl), Powe r Att ack, sm ite
good l / day (+2 attack, +3 da mage) ,
Speci al Act ions reb uke und ead 5j day (+4, 2d6+3, 1st)
Combat Gear potion of cure moderate wounds, potion of
shield of faith
Sp ell-li ke Abilit ies (CL3rd):
At will -detect good
Abilit ies St r 22, Dex 14, Con 16, Int 14, Wis 11 , Cha 14
SQ wild empat hy +7 (+3 magical beasts)
Feats Cleave, Endurance", Improved Critica l (falchion),
Im proved Sun de r, Power Attack, Ra pid Sho t", Track"
Skills Hide +10, Intimidate +8, Knowled ge (the planes) +4,
Knowledg e (religion ) +5, Listen +10, Move Sile nt ly +9,
Spot +10, Surviva l +10
Possessi ons combat gear plus +1 mithral chainmail, +1
f alchion, +1 composite longbow (+6 St r bo nus) with 12
poisoned a rrows and 20 a rrows, gauntlets of ogrepower,
Tome of Slaughtergarde, Siaugh te rga rde me da llion (eye)
Aur a of Despair (SuJ Ene mies with in 10 fe et ofGas hkarr
ta ke a -2 pe nalty on all saves .
t he skull s. The sk ull s cr umble in to dust wh en
steppe d on.
Th e hezrou exudes stench and at tack s a PC every
rou nd . It cas ts rlmos IUlIluncr or lllllwl)' blig/lf if the
PCs refuse to engage it in melee. It's aware its t ime
is short , so it doesn't use its su mmon or blasphellly
abili t ies. It wants to kill.
Cashk ar r at racks the pe s as soon as the hezrou
is go ne . He no longer need s to cha nt. I fhe's st ill
at range, he fires poisone d arrows at those cl imb-
in g th e stai rs. Once mel ee is joined, Cash karr
uses Improved Sunder again st capable co mbat-
ant s, giving up i f J weapon is st i ll intact aft er
t wo su nde r at tempts. He mi ght also t ry to bu ll
r ush PCs off th e balcony.
Gashkar r is on the cusp of reali zing hi s evil
d ream. He fights until slain, unless you want
to save him as a recurr ing villain. I n that case, he mi ght be
able to use t he tomein a way that allows him to flee through
the gate. He co uld emerge from t he Abyss months or year s
later, horribly cha nge d by t he demons there.
CONCLUSION
With Casli karr out of the picture, the pe s control the
gate. \X'har th ey do to or wit h th e ancient gateway
is up to them. Destroyin g the gate is as easy as removing
and destroying its sigils (each has hardne ss 10 and 40 hit
point s). The Tcntc of Sll1l1gl1 tcrgl1 rde is the real problem,
since it contains ins t ruct ions on how to rebuild and work
th e gates.
PEX r UI<ES OF Ti l E Rom!
TIle rO<l111 11M dw feat ur es.
CciliJl!i: T lw ccili ng Ii' 100 feet I,igll, but thl'
llf ti ll' kl lcllll V onlv 10 fl'et hid!.
Spir a l It 1alel':' :2 ,,: quare,:; o ( I111WCllll' n1 l o
a:i' cc nJ each ,:; quare. nrnning J n wll till' stnir s must
sllc cl'ed on a DC 10 Bal an ce dll'CJ..., t hc ir movcrncnt
Id2x5 red la le r il tlle y f,lil. Th,):;; c tllal '(a il l., 5 or m cu-c
ra Il pJ'tJll CamI take l ll 6 ' po inl s llf at cnd l)f tll at
movement. TI ll' DC of Tll ,;,ble che ck" in cr cescs bv5. Cn 'a-
Lures a +1 hOIll;s on llll,lec " t ta ck aga in;;l 'l (l l ' S twl o\\'
on tIle stnir s,
Billcony: The 1l<1l cony i , 90 fcd hi gh a nJ Ita,: no
A filII (Will tIl e t l1P Ll ea! !:' 9d6 poin ts of dalll agc.
.
SLAUGHTERGARDE
--:-__. . . . . . . . . ~ l ABORAIORY
The ent rance to th e Slaughtl'rga n le labora tory is in a
box ca nyon on Kurk le Ridge. It's a rough ope ning see m-
ingly hewn from the ground, ;l11J signs indi cate that it
might have once been a nat ural fissure or cra ck in the
eart h. Arou nd the openi ng and above the laborator y, the
at mosphcre feels taint ed with a hi nt ofot he rworld ly evil,
which mi ght expl ai n why the gobl inoi ds gat hered here
i n the fir st place.
DUNGEON FEATURES
The laboratory complex has several features rhar remai n
similar through out. Deviat ions from these n Or l115 are noted
i n th e descr ipti on of a part icular room.
I ll u m i nation : Light cha nges as descr ibed in each room.
Hall s are unli t except byambient light fro m other are as.
The goblino ids keep tor ches lit in various chambers so
th ey can sec color tor their work or play.
Ceil i ngs: Ce il i ngs are 15 feet high. Lt . l 2, and L13 have
ceili ngs made of earth and rock shored up wi th ti mbers.
They might collapse, as detailed in t he room descrip tions.
L9, 1I0, and LH have rocky and irregularcei lings like those
found in any nat ura l cave rn . In othe r area s, the ceili ngs
are made of smoo t h gray or gray-gree n stone. Th e st ress
of Slaug htergarde 's des tr uct ion cracked th e stone enough
th at it's possible for a ski lled climber to cli mb upside-down
on th e ceili ng by maki ng a DC 25 Cl imb che ck. Ceili ngs
are unadorned, although smo ke stains and st range scorch
marks appea r periodicall y th roughout t he labormory.
\Valls: Rooms th at have nat ural ce ili ngs also have nat u-
ral rock walls (Cl imb DC 15). Co ns t ructed sec t ions have
wall s of fini shed mason ry (Climb DC 20) similar in color
( 0 (he ce ili ngs . The wa lls are usually 1 foor t hick (break
DC 35, hard ness 8, vu hit poi nt s), but beyond th e masonry
is solid d irt or roc k, so breaki ng a hole in a wall rarely
accompli shes anyth in g. A few of t he wa lls are part ially
caved in .
Doors: Two significant t ypes of doors exi st in t he labo-
ratory. Most common are sets of burnished co pper door s
engraved to depict lee r ing demonic faces. Ca rved arches
t hat look li ke demonic face s adorn other doorways. These
were once en sorce lled, bur t heir magic did n't survive
Slaug h tergarde's destr uction or t he long yea rs of th e lab's
existence on t he Material Plane.
Floors: T h t ~ unworked cha mbers, such as L2, have floors
of packed d in, wit h occasional cl ump s of light r ubble
or ot he r obstacle s. Int act sect ions of t he Slaughrerga rde
laboratory have flagsro ne floors that have weathered
Siaughrergardc's destruct ion an d t ran sposit ion into t he
Mat eri al Plane wel l.
Lingering Magic: When Mu-Tah n Laa ruled Slaugh-
rergarde, he employed all sorts ofda rk sorcery to kee p hi s
inv adi ng ar my strong and ready for battl e. Most of th at
magic faded when Slaug hrergarde was rent asunder. One
key bit rem ai ns.
\'('h ile withi n the Slaug htcrgarde laboratory, incl ud ing
the exca vated and natu ral cha mbers , living creatu res don't
need to ear or d r ink. Appe ti te and thirst di sappear. Such
creatu res can consume food and water if they wi sh-raste
and eli mi na tion are normal. l fc reat urcs leave Slaug hter-
gardc. they regain th eir th ir st and app etitc as if rhey had
eat en t he mo ment t hey Ief th e labor ator y. The y are n't
ins ta n tl y ravenous and parch ed.
Animals and ver min, and ot her creatu res th at haw Intel-
ligence scores of ::? or 100w r, are driven to ear by inst inct.
They somet imes cons ume food or att ack prey eve n rhough
th ey don't need to.
ORGANIZATION
Th e gcblinotds are bandi ts, and they're poorl y organized.
Therefore, t hey do n' t mou nt an effect ive defen se of t hei r
home. On a room-by-room basis, t he y figh t eftt.ct ive!y, bur
t hey usually don't come to one another's aid . Obst acles
posed by da nger ou s creat ures and trea ch er ou s areas keep
th e goblinoid s from moving around much . Inter neci ne
fight s ar e co mmo n en ough that the sounds ofbanIe don't
nec essarily arouse sus picion or even cur iosit y. The gobli-
noids know th at spect ators are often drawn into such
confl icts.
If th e players nee d an extra cha llenge, or you wan t (he
goblin oid s to be mo re orga nized, go for it. It's you r ga me,
and you can customize Slaupluergardc as you li ke. Here
are some ways you ca n cha nge th e advent ure to ma ke t he
laboratory into a more demanding adventu re site.
Add a Patrol: Th ree gobli n scrou ngers (EL I) make a
good patrol. Th e patrol's si mple parh starts in L6, heads
through 117 and U 6, th en turns sout h all th e way to u s.
It t hen goes west past the ent rance rh rough 1I 3 all t he
way to L9, th en north to 1 I I. The patrol goes back along
th e same path to the begi n ning. Ass ume t hat the patrol-
lers have mu sh rooms to hold off the lizard in LI 3, an d th ey
take th ei r ti me in L 14. 1f you prefer, t he patrol can inst ead
ignore L15 and leave t he complex th rough L18, rccntcrtng
through Li to patrol L2, D . L5, L9. an d u 1.
It's not wo rth the effo rt required to trac k th e locat ion of
t he patrol at all l imes. Simply stipulate t hat t he PCs have
a 10% chan ce of meeting the patrol for every 10 minutes
t he characters spend in a room along the patrol pat h.
If t he pat rollers meet t he PCs, t he y at tac k. If t hey r un
across evide nce ofi n tr usion, they run back to infor m t heir
leader, rhe cl er ic in L16.
Ad d Mor e Rooms: If you've got encou nter s you'd like
to add to t he Slnughrerganlc laborat ory, it's easies t to add
t hem along th e western edge of t he map. If you want more
chambers th at t he goblins excavated t hemselves, extend
th e hallway from L3 west beyond L9, add ing whatever
,; you li ke. If you want more in tact labor ator y rooms, con-
nect them ro II I heading west, LI5 hea ding east orsour h,
or Ls heading north. Are as beyond LS probably have no
gobli no ids, sinc e t hey fear the howler.
. ":..
A
..
-
...
,
E
'N
r--ll-_ ...J .

u
When the pes peer down i nto the runnel , read:
TIllS 10-foot-wide tunnel descends into thedar/mess.
Timbers shore 111' its wall sand ceiling, and loose
stone litlers the f loo r. Along rope has been attached
tothe middle of thetunnel floor with pitonsevery
20 feet or so.
The chec k res ults don' t matter. Guards in L2 at the
bottomof the tunnel are used to gobl in sCl"Oungers coming
,tnd going, so they barely noti ce the sound of footsteps and
Clattering stones, Even a conversation, if it's reasonably
quiet, won't alert the hobgobli ns. Sounds in the tu nnel
echo enough that th e guards aren't able to tell what lan-
guage they're hearing.
...
E AC
SETUP
0 1' Til E Roml
TI ll:' r- oom kl S t he fea l ures.
I1lum i nal ion: Tu nl1 el t:ntril ll.:e (only
60 fl ' d of br igllt i lIumi netion : 60 feel orskll.lowy illumina-
t ion. At nii:' I'l , lilt' t Ullnel i s J ar k, ami ti le PC, m('J li.-:: hl
imllH:Jiah.ly if they J on' t hav e da rk ,i"iol1. .
Cti l i niit: T he cei linl1 llCre i s 10 feelil id l .
TUllll cl: TI,i" stccpjy "lo ped lil t0l'lJ wid,
,,;(lC" tluwll wa n l from t ill' ,::u r Ln [or 2 0 0 feel lln t il
i1 L2. ll lakL'" 2 squares ()[ mu vcm ent t ll a :,ccml L>ach
:'<]11. '1re. Creatures ruu uiuc or tlo lV uh il1 must s ue -
ct.ell (1 1l a DC 15 Ba la nce chcck, t11ci r movem ent
IJ 2x 5 reellal er if ti l l' \' f ail. Tlwse that fai l hv.3 o r more
fall pfone at tlte L'm! of th a l llw VcIllc n L TilL' DCo f Tumble
i nc re a ses bv 5, allt l Li lt' DC .r J'. love Silent l\' clll' cb
increa scs bv 2. sein a + 1 Il Oil O" o n lll e!L:L' att ack
roll,:: foes helm\' lH1 t ill'
Rope: The go61ino ill" llil\'\.' fa:'lelll' J 200 fel' l ,)!" IIl' lllpCn
rn pl' (2 bp ; DC 23 check tu lJ1' c"k) to t il l' miJdl ,. of
lill' t u n lle l ',:: flol}!" will, piton s. l ha t gra b onto
tile1'1) (1<:' h UIl1 an y ;;: quare next to it cai n a +2 6 1m u ;;: o n Ba l-
<1II CL' c1wcb i111J C<lU mo ve at t lwi r nor l11 a l spee d uphi ll. A
crea ture mu st 11a\'(' a free ],a llll l() bra sp rope i11i :' Wil y.
Laborator y inhabitan ts use th is steep tunnel as rhei r main
entrance. The tunnel is usually unoccup ied, but you migh t
need 10 ru n a battle here if the characters retreat and the
goblins pur sue. See the Tunnel in the features of the
Room section.
\X'hen the characters arc 60 feet in, warn th em that light
is di mini shing and establish what light sources they're
carrying, as well as what else they have in hand. Refer t he
players to PH 164 if they need to know how good th eir .
lights are.
The pe s know th ey're going into danger, so they mi ght
try to be stealthy as they descend through the tu nnel. No
monsters are here, but th is is a good opport unity for the
players to make Hide and Move Silently checks (basically
fa build some tension).
Encou nter Level 2
SETUP
As soon as a PC round s th e cor ne r, descr ibe the room,
but don't show the archer (A). He tr ies to hide from the
intruders (see Tact ics), If the character doesn't peek far
enough around the corner, don't show th e alcove or the
ladder yet.
The hobgoblins (H) attack anyone who isn't a memb er
of thei r hand.
When a PC re aches the end of the tunnel , read:
The twmel opens intoa roughlysq uurechambe r
shored upby timbers. Four similar posts hold lip IllY
ceiling, Atorch set in a sconce to the enst ofthedoors
lig/,Is the room. Twohobgoblins in heavy armor
lean On thefa r wall , guarding bllmis hed coppe r
doors engraved will, leering demonicfa ces. Unlil,e
Ihe eart hen walls in theother partsof Ihe room, the
wall s that flank thedoorsare made ofgray-grew
masonry, Ahaybale issel near theeastem wall ,
arrowss!icbng ali t of it.
If a pl ayer asks about t he ha y, read :
This bale of hay has tIme arrows sticking sideways
oul of iI, Iheir fletchingpointing west. At least two
others areon the floor nearby.
TACTICS
The impalers charge the nearest foe, or they move and
at tack if theycan't charge. They don't lise t he posts for cover
un ti l they sec' a PC do so (sec Posts in the Feat ures of the
Room). Then theygrunt (in Common),"Good idea!" They
then figh t from a square t hat has a post if possible.
The hobgoblin archer t ries to hi de until he has a chance
to shoot an arrow at someone who isn't in me lee. Shadowy
ill umination is required for hi m to make a Hide check. If
th e torch in this room is th e only light source, the alcove
is shadowy. !lut if the PCs bri ng a light that sheds br ight
ill umi nation on the alcove, he do esn't have th e necessar y
concealment to hide. He can't effectively hide from char-
acters who have da rkvi sion (PH 164).
2 HOBGOBLIN IMPALERS CR 1/ 2
MM 153
hp 6 each (1 HO)
Male hobgoblin warrior 1
LE Medium humanoid (gobli noid)
Init +1; Senses dar kvision 60 ft.; List en +2, Spot +2
Languages Common, Gobli n
AC 19, to uch 10, f lat-footed 19
Fort +4, Ref s-l, Will - l
Speed 20 ft. in half-plate (4 sq ua res, run at 3 x speed), base
speed 30 ft.
Mel ee heavy pick +2 (ld6+1/ x4)
Base Ar k +1; Grp +2
Abilit ies St r 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Feat s Ale rtn ess
Skills Hide - 7, Lis te n +2, Move Silently - 3, Spot +2
Posses s ions half-plate ar mor, heavy wooden shi e ld, he avy
pick
The archer prefers to shoot at foes not engaged in melee.
If li e makes melee attacks from the alcove against pe s on
the floor, he gets a +1 bonuson his attack rolls due to higher
ground, Conversely.t he lip of the alcove affords him cover
(+4 to AC, +2 on Reflex saves) against melee attacks [rom
t he ground.
The archer's best defense is to take a move action to kick
the ladder away from the alcove. He does that as soon as
he thi nks a foe might engage him in melee. If a character
is on the ladder, then the archer provokes an arrack of
opport unity as he ki cks th e ladder away.
Picki ng the kicked ladder up and sett ing it in place takes
two move act ions. Att acki ng [rom the ladder causes J PC
to lose his Dexterit y bonus to AC, and a cli mbing charac- :
tel' can't use a shield. If the character moves off the ladder
into the alcove, he provokes an attack of opport uni ty
from the archer for moving from one thre atened square
to anot her.
Climbing into' the alcove without the ladde r takes a DC
5 Cli mb check. \Vhile doing so, a'characrer loses his Dex-
ter ity bonus to AC and provokes an attack ofopport un ity
from the archer. .
" :.
,
HOBGOBLIN ARCHER CR 1/2
MM 153
hp 6
Male hobgoblin warrior 1
LEMediu m humanoid (goblinoi d)
lnit +2; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Commo n, Goblin
HD 1
AC 17, touch 12, flat-footed 15
Fort +4, Ref +2, Will -1
Speed 20 ft. in breastplate (4 sq ua res) , base speed 30 ft.
Melee ha ndaxe +1 (l d 6/ x 3)
Ran ged shortbow +4 (ld6/x3)
Base Atk +1; Grp +1
Abilities St r 11 , Dex 15, Con 14, Int 10, Wis 9, Cha 8
Feat s Weapon Focus (sho rtbow)
Skill s Hide - 1, Listen +0, Move Silent ly +3, Spot +0
Possessions breast plat e, handaxe, sHortbow with 12 a rrows
OF THE Rocm
The room has the folllHvino"t il'<llu fl' ;; ,
I ll u m i n at ion: Ton: ll ; 2b fed (,I f illumi nat ion ; 2 0
fed o f :-haclnw y ill uminat ion . The l orc-h is 0 11 a wil li
to th e ees t of tile 1lll d her n J oo!"s.
Ccil i n: r i., ben is 1U feet high.
Bll r n i,,!ll'l l Co ppe r Door;;: II arJ lle;;: ,: 5; 60 IIp (,-' ,11..:11. O pe n
:'Outll\\'ilnL ve r l iCil l l1<1l1 dl e:, 0 11 botl l si de;: of 60th door:, ne-a r
t hey meet. T he Jl}Or.;: are el l/sell bul un lockt' ll;
thl'Y IIu. ve 11 0 latell P )" Incl, .
If t llC gol,li n,; in L3 aren't aware o f
Jan,;;er , a DC 7 Li;;: t ell ch eck is to hea r till'
clin k o f co iu s and t h" i n Gl)Llill.
A DC 17 chl'ck allllw,;: till' li"lo.' ller In ad uallv Il ear
\\'11.11'.;: :,aid, a nd t1lO:'C that milke :,uclt a 'check
alltl s pec ie Gobli n I,,'IH IW arc t ulki11": ab l lut
the t lle;/r!.' -
1"0:' 1:': T im lwr pos ts hu ld up t ilt' or t he
chilmber's cc i l: 11 '[1. A t:ll <1t" i1d cr ca n ;:ta nd i ll t he same
"q uil1"e ns t he post , il +2 IWlItl:' t o Armo r
cia;:" ilnd a + 1 bOlltl:' on !,\ f]ex saves (a" i f it we-re
a tree, DMG 87).
E ilch pos t is AC 4 , llil rJ nc .;:" 5, a nJ 75 hp, I f
ou e po"t is destroyed . du;:t ilnd pelJhlcs fall from
til(> ilnd t hl' rema in ing t imlwr " \Creak
If a :,ecOIH1 post fan .;: , every sl/uare
aJja..:'l't1t t o a ll,l i ncl ud i ng a post is "tl bjed hI a
cave-in (D,\ fC{ (6). Till' room Leco nte" impas:,ab le
unt i l it '" out. Becau se or till' risk o f
c nvc - ms, it takes one per::on a n hou r t o cl ear
CONCLUSION
I f a hobgoblin is down to 1 hit point and can arri ve at the
copper doors in a Single move, that hobgoblin risks <macks
of opport unity to do so. Another move action is required
to ope n one of the doors, and the hobgoblin the n yells for
help at the goblins in D .
' ': . ..
eac h 5-foot se cti on of th e room. Doubl e tile t ime if
till' excavatnrs J {ln'tll<l VCpick" o r "hove l:;.
I fay Bal/.: A Iw r ma illille of 11ay is set next to the eastern
wall. S ix u::: ahle a r- rows a lHl l wLl hr llkl'l1 ones arc in { 1I" nea l"
tileIMy h.1Ie.
A r dlt!" ::: A I(.'o"c: An a l" llve i" 6 fee Lup on t he west ern
wall. TIll' Tact ic" sec tion J t;ta il" till' aJ\' a nta'oics of the 11001".
As millilaJ Jer mal". c:, it eMV t o climb int o . "
. . -.:. '-
.
Encou nt er Levell
When the r es can se e the corners, read: ' :';.
If the r e s surprise the goblins, the scroungers fight how-
ever they're forced to , ganging lip on a single opponent
to gain nankin g bonuses if possible. They like to target
whoever dealt them the most damage in the previous '
round, but t hey have a slight preference for taki ng out
other Small characters.
If t hey hid a;ld remain unseen, the goblins wait until
they think everyone's in the room before throwing their
javelins from cover of their hidi ng places (see Con-
tainers in t he Featu res of the Room). They keep th rowing
javelin s until the characters engage them in melee,
then they fight much as they would have had they been
surprised.
Abilit ies Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Fe at s Aler tn e ss
Skills Hi de +5, Liste n +2, Move Silently +5, Spot +2
Possessions studded lea the r armor, short sword, 3 javelins
One of th e goblins ha s a ca rd (the dru id) hidd e n in his
s leeve (Search DC 11 to find ). Anoth er goblin has the
key t hat o pe ns foot locker 2 in L7.
when the PCs see the gobli ns r ead:
Thesegoblinswear mismatched of/cather,
alld theycarry javeli ns alld notched short swords.
(Describe whether the goblins are attacking,
hiding, or playing cards.)
AC 15. touch 12. n at-footed 14
Fort +3, Ref +1. Will-l
Speed 30 ft. (6 squares )
Me lee short sword +2 (l d4j I9 -20)
Ranged jave lin +3 ranged (1d4)
Base Atk +1; Grp - 3
TACTICS
3 GOBLI N SCRO UNGERS CR 1/3
MM 133
hp 5 each (1 HD)
Male goblin warrior 1
NESmall hu manoid (gobl ino id)
lnit +1; Senses darkvision 60 ft.; Lis te n +2, Spot +2
Lan guages Gobl in
L
When the pes open the doors from L2, read:
Torchlight reveal sa wideand higl, chamberof
gray-green stone. Chains and manacl es hallgfrom
the wall s. ArOlllld wooden tabl esll rYOlmded by
fourchairssits ill the middl e, andcopper doors are
set in the northent wall beyond. Pai nted ill red
across those doors isa word of somesort. (The word
painted on the doors is skrlllln, which is Goblin
for "danger.")
Piled ill ti,e comers ofthe room are cratesalia
burlap bags, someof them marked with thesame
moon-and-sheaf sigil yOIl sawon the Sumberton
city pennants. To theeast and westiij-e passages;the
archesover them-are fash.ioned to1001, like demons'
gapmg maws.
SETUP
The goblins here (G) are wait ing [or some comrades to wake
li p and join th em on a raid down in th e valley. \\7hile th ey
wait, th ey're amusi ng themselves with a Three-Dragon
Ante card game.
If the goblin scrounge rs are aware of the pe s from a
battl e in L2, they're hiding in th e corners behind crates
and barr el s, as shown on the map. pe s who can see into
the room must make Spot checks opposed bythe gobli ns'
Hide chec ks. I f rhe pe sdon't see the scroungc rs. the gob-
lins can take one action each before the pe s can react (a
sur prise round)- seeTactics. Then roll init iative; each PC
is flat-foot ed until he acts.
If the goblin s aren't expe cti ng danger, they're playing
cards at the round table in the middle of the room. Sneaky
pes can pit the ir Move Silently checks against the gob-
tins' Listen checks. If the pe sopen the doors without the
scroungers hearing them, the characters are the ones who
receive a sur pr ise round, and the gobli ns are flat-footed
unti l they acr.
.Al op it <11" e ,1 fi llt' TIll' ee-Dragon <1 L' ck (10 gp) a ll tl
150 ::' p. T IlL' dcck 11 .1 5 si xty- ni ne Ctu J s, each pa i nt ell wit h a
rcprescnt ution of a a r agon, dragon de ity, or mortal -lhe
seve nti l'lh cil n l is in a iio bl in 's "lel'vI:'. PC", tile <l eck
a pll pu lil l' ga ll1l' in wll id1 pla yer;:' play t o
wi n l.acit roUIIJ '::, sbke::' <lna ult: i lll ill L,lv " 111 ,1",, til L'
Iw ard. T hese can i s \\'I:' I"l' I1' t 1l1.1Je 11
Y
goblin,;, hu t it ':" ' l IJVtou:"
tilL' scroungcrs kn ew 110\\' to play.
Bu ilt into tilL' fl uor nntlel' llL"1t11t Ill" t a ble is it box d Ial 11.1::'
a stone li d. A DC 15 Sl. ' arch c111' ck is 10 l iml it.
l\Jcl.:cd. T IlL' i.. is a nd lhL' litlll,]s see n a hu::,L' .
A DC 30 O p'L' n dl l'll suHic il' ll t ttl Ilpen l he Iill,
", Il ich 11iI s.hard ness 8 a li a 30 Ill" In side i" a iumbl L' of rllck
fr om wlwrL' P<1l"t ul til L' Iw x '.vas I' l::, t ilSSl ilugilt erganl e L'x pl uJ eJ
A si ng le (80 1ll,1t1 L' ()I (lark i r ' Hl li es ato p
lh L' rubbl e.
.-
-,
'.

t . ... \
0 1' Til E Rom!
TIl(' room Ita,; l he
I liumi nation: Ton: ]l ; 2<1 fl' d 'If i l1 uTll in nl ion, 20
fed I ll' illI1111illi1li otl. The tord 1 i'f. ( 111 a Willi sconce
t o t he wes t IAtil(' IhlrtlH'rn (Ioo r s.
BUl"Ili,; ll ccI COPIH-'I" Door" (I lOlh sct s]: 5; 60
hp caell. Open :'lH, l ll\vi1rtl; vedica l 011 hodl ,.iJL' "
of Loil, door" I1I.- ' a r wl H'!"c tlll'v meet. 1'111,.' (Lor" M I.- ' dn,; cJ
but u n [OI.:bc.l . t ill'\' b,w c no or lock.
,Vvri/Jem Do",;: S ince till'" lla \,e n't (lis<1l"l11cJ til l' t ra p
in L4, till: pai pLl'J Li;e war ning ilnd h.or reJ d1l' :'t'
{loo !" s. A woO<ll'l1 ha l' i,:: L11 1" 1' il Jl'll throudl till' IWl1tlle,; t ru
th e ';ll ul hcrll ;;ide. It a lTl O\' C a d i:l11 I II rcmove till'
bar (from till' ;::o ulh on ly) M a DC25 d ll'cL to
Ilfcakthe ba r. j
1) "' 1110 11 , \ r cl1l..'>1: Tbe over lll e cns l ern <I nti
west ern exi ts a rc 1...1r ved b:l look l ikl. ' til\.' '[a .:l;,":' ami o pe n
of J ell Hln s. T ll\.'v l(lok bul
t1H.'v' re Il il r'rn11.' '' -''' .
C ha i n s: On t il l' wall,. ll f tl1i s rornu arc pni rs o f
dark iron lll illlill::lcs altac111., a t o r ill tt" d r ivcn i nt o til l. '
::lLH1e. All ]1 <1\'0..' 11.1SP5 for ,1 pa J locb, Imt non e arc ucl.u-
all v ll.c ke d . J'- lo"t <He al ta c11cl I '16o ul 7 fcelll p lh e wall,
11iJ ;l gili g d own L'll ou gh [l lr <'- lcJiulll c rca l.urcs, But (b e
o ne:" 0 11 lite :<o ut bt,.r n wa l l a re se pil r'l le d nt o rc widL'!Y
.llltl a re iltt ilchcd II fcd u p ll ll' \\'ill l.
The .... Ilains are 8 led lon
5
, <lntlcuc b li nk 11 u,:: It.trtlno..' :'' s 10
'lll J 5 hp. A DC 26 S t rcll gtll is I"L' LJu il"eJ to IHlrst
l lteTll.
C cm t a i ll(:1'5: Thc bur rel s, s<lck:", ilnJ cret es in l he cornc rs
are pil ed hi gll ellougl1 t<1 pr o vi J e covcr (+.... t o AC, +2 o n
save s] [ (1 1' Sma ll c r ca l urc s. T IlL' sq ua res dll' Yoccupy
cos t 2 sq uare::, ll f 111 , I\"el11\.' nt ttl cn tcr.
TInct,.. of tl te III i::;:i e ll icone G ui III c rnh-s arc IlCrl" Eadl
con Lli ns spi c es ami 30 ptHllltl;:-a DC 20 App rais l'
cltec k i;: :" l1ff i.:i t,.'nl l o tL' 1I t ilL' are wo rt h 2 0 pl?r
pound.
TI lL' ot lH.: r co ut a i ncrs hoi alIl u nd<1l Je traJe incluJ i ng
wlll' al herr ie::" clot h, ll:' atl1er O' , l ll b<l CL<(l, raw coppe r o re, a nd
ti ll' like. If t ill' PC.., went lo l ake a ny o r all o f i t. they IH'L' J a
t obl, lhl' C(lt1tililler;: co mpri:"L' ,1bllUt 800 pound"
of (Tilde \\'lld h 80
",:.,blc:TIll' table is n- ,;: izl'll-atllHll 2 ll'l'I l nJI. Square,;:
tll a l in cluJL' t he taIJIl" "o:,l 2 :'tjuarl?:' t, f nlll Vl?lllelll t o L'n l el'.
r\ .:re atllre call jUlll P a top till.-' l il6Il', ga i n ing a + 1 bunus lJll
1lll'lee ill t ack rolls tlHl O'c O il til l' fl oor. Sll i::,
au lo t1l ,ll i.... for who "l kc,;: a 1110ve act ill t1 froln-'l ny ' lf
thL' t a hlc's squares, or il L'an lll' tll 'll L' a s part ll f a 111(1 ve
aclill tl with a DC 16 Jump check (DC 8 wi t h a 2 o - flll ll r un-
ning ,::1.HI).
SETUP
\Xlhen you provide th e players a map, don' t pu t 't he nu m-
ber s shown on your map on the players' map. Descr ibe
th e roo m, then wait for the pe s to move i n. It's important
that you know where th e pe s are standing whe n th ey're
deali ng wit h th e trap in t his chamber.
Thi s area is pict ured in the illu st rat ion handout s. Show
the ill ustrat ion when the pe s tri gger the trap.
The PCs have lots of opt ions at the ir disposal to foil the
tr ap.
Disable Device: Someo ne that knows thi s skill can
use mat erials from L3 to improvi se shims to place in
the cracks in the floor masonry. That keeps the pressure
plates beneath the floor from activat ing. One check take s
2d+ rounds and is sufficient to di sarm th e triggers along
a singlc path to the northern door s.
Lu ck i ng Out: Th e PCs might jus t decide to brave th e
blades. Th is isn't too risky except th at ilie no rt her n door s
are barred from th e other side, so th echaracters have to
break th em open.
Cei li ng Slots: A permanent image ofblack clouds blocks
the PCs' viewof the scythe mechani sm, and simply poking
up into [he slots won't damage the machi nery. The slots
have a moderate aura if viewed us ing dctccl lJl agic (DC 21
Spel lcraft check to det ermine it's illusion).
Attacking Scythes: Jfre s want to attack the scythes
when the blades swoop down , [hey can ready an act ion to
do so. Those th at do can make a Single attack agains t one
scythe whose path takes it adjacent to thar I'C. The scythes
have AC S, hardness to , and 5 hi t points.
Blocking Scythes : The PCs can scrou nge debris to
place th e path of a scyt he. Thi s is tr ickier than it sounds.
because the scythes don't arc downward along exactly the
same pat h each time, as the scratches on the floor demon-
strate. It takes abo ut 400 pounds of solid material to catch
a scythe, preventing it from continuing along or
retract ing back into the ceili ng. If the pe s all th e
contents of they've got enough to block two 'scyt hes
in thi s way.
Each square of the floor is J pressure plate th ur ca n
activate the trap independently, and each plate reset s auto-
mati call y whe n weight is taken off it. If a PC steps into
the room and tr iggers th e t rap, that square won' t tri gger
the tr ap again until th e character steps out of that squa re
and someone steps back into it. However.t he trap can't be
tri ggered more th an once pec round.
Scyt hing Blade Trap: CR 1; mechanical; location trig-
ger; automatic reset; Atk +Smelee (l ds/x 3); Search DC 21,
Disable Device DC 20 .
BEATI NGTHE TifAP
o
CYT
Encounter Levell
When t he pes open t he doors, read:
As thedoors open, flame ignilesatopsix tiny
copperbraziers resting in holeswt il1t Oandequal
number ofshor! partitionsjutting frolll the eastem
and tveslern wallsof thisdusty room. In the
illulllination they provide, you sec that roughly
parallel scratcl1CS nllt along four sect ions ofthefloor,
perpendicular to sets of co ppe rdoors- one you
entered through andanotheracrossthe rooll!. The
ceiling has four dark 51015 wt into it along matching
paths. You wn't sec into theslots, which arcabout 3
inches til ide and run thelengtl, of the room,
SCYTHE TRAP
The trap tr iggers when someone steps into the room. \'\/ hCI1
that happens, rol l tdathree rimes and compare the result-
ing numbers to th ose on the map. Scythe bl ades drop out
of the slots in the indicated columns and sweep through
those columns.
The scvthcs sweep from nort h to sout h. If two or mor e
PCs- are in path of th e same scythe, t hen the scythe
at tacks t he 'first one no rmally. If the firs t takes
damage, pes farther down that path gain a +4 bon us to
Armor Class. The nor th ernmost character soaked up
some of the scythe's momentum, providing cover to the
others.
Ifth e same number comes up twice or three times, then
just send th e scythe along that path once. For exampl e,
if all the di ce come up 1, a si ngle scythe swings through
the three squares along th e wester n wall-the column of
squa res marked wi th a 1.
Bypass Switch: Beh ind a concealed panel (Search DC
25) to the west of th e northern doors is a simple lever in
the up position. If it's moved to th e down position, all the
floor tr iggers are disabled.The pe sneed to find the switch,
and they mu st open th e panel to flip t he lever.
CONCLUSION
If th e pe s set off thi s trap, the hobgobli ns in L6 hear it ,
and it mig ht awaken th e goblins in L7 (Listen DC 16;
Listen +2), but anyone who hears just continues to li sten.
Subse quently breaking open the northern door s in thi s
room alerts goblmoids that are awake, and they prepare for
.
..
0 1: Ti lE R()(m
Ti le room 11<1 ::1 lhc [,-,atun.'''''
Il lulIli llol l ion: If citlwr set uf (loor" is op ened, the equivalent
of iI cOI/{i/l ua/Jlmllc spe ll spr ings fortll fro m cilch l)[ the si x t iny
bra zier s set inhl t bl' wall portitions, fill ing Lilt' room
wit ll li
12
ht. Edch lJrazier a faint aura if
dcf.::cf 16 Sp ellcralt check to J et erminc it ';:L'V{ lca=
l iou] , buI it ceases to flllleti pll if renwvcJ f rolll its r... stinq
pla ce. T ile bra.zi er;: ca n ca,::i ly he picb J up, dnJ each pi ece of
ancicnt cralt - ma ns hip is wort h 50 to a collec to r.
Part ition ,;: The wall pa rti tio ns tll<1t co nta in til e braz iers
a rc 6 indlcs t lli cb anJ alwl1t 2 feet wi,l e. They (Ion' t bamper
movement or provid e cover fr om lile ;:cy l h (. ,::.
I)lI sl : A DC 10 Sean':!l clwcb n veals l1wt tile (lus t n c nr
th e Joor Iwcllll i,::t urbed a nd t llilt tlwcent er two scrillch e,::
htl VC a browll slain near lhem. A ..:: h,u <1.:: t L r ca n m,l].'c t h is
cllCCk frtl m til l' h'lllw<1V.
So/llL' on e t hat has th e Track feat call ICilr ll cvcn mor e IJ Y
ma ki a DC 20 s, ry iY<11 cIH.'c k. A Sm all lllll lli1 lwiJ wcar i ng
[){Jub took a fewsteps in lo tbe room. \\ ;<1S k nock ed prone, 'l nd
was t lH' n Jragged ha c];" o u t tilt' so ut bCt'1l doors by it s feet .
TIlt' Irt1 Cker's c s-cssmcnt is acc u rate. F,nn dav,: ace, o ne
Ill' lil e gobl ins carne ill on a (!;] J'e, was ,,!iceJ t o rilliltln;llV tIle
trap, <1 :1d wa s out by b is Iwels. .
Bu mi ;;lleJ Co pper Doors (bod. se ts]: Hartlne::; ,:: 5; 60
hI' cac ho Vert ica l hamil l';; on k ltll ;;ides of bl lth dl)OrS ncar
where t lll'Y rncct . Ti lc J our::' ar e c1o;;c(1 anJ un lockl'(}; tll\,;' V
Ihlvc no btch I l f lock, hut they t1fellarred {see helll\V) . .
SOll d /I' m [Loors: Open slludl\vard. If t il t.' PCs e nter lwm
the lwrt h Witllllut ope ne d or unbarred t hese duors
wh ile in L3,;] \\'(lod('n b;]r is dlrC'ld ct ! til l' h;]udl es
on til(' so ut he r n ;;ide . It take,: ,1 I110Ve a.. ,t ioll -t o ro.'movL' t he
battle. If the goblins in L7 didn 't awake n to the sounds of
the trap, th ey do when th e nor th ern doors break open.
It takes the gobli ns in L7 6 rounds to ready for a fight- S
rounds to don ar mor hastily and 1 round to ready the ir
weapons. If th ey wait ma rc [han a few minut es for i ntr ud-
ers to show up, they spend another 5 rou nds donning th eir
armor prop erl y.
. '- "

. ..

,
-
'"-'"...
1 .
.-:.
)
2
T"l
CJ
....
3
. lIJ
nJ

--
-
4
' ..
'" " .
Gnc Slf Uol '.C
- -...

5 fed
bar (from tlw ;;OU d l o n ly) or a DC25 SIrengtlll'heck t o
dlt:, bar.
NOltll.:: m D' hm;: Open 11, IrLilwanl. AWOOLlen hal' is threaJL,J
dlc handl e::, 0 11 th c n' lrtllerIl ,:iJe. It lakcs a move
ac t ion t o rernovc t ill' lhl c (fr um t be north only) or t1 DC25
Strength cllL'ck to br ea k till..' ku.
A DC 13 Li5k n c1ll' ck is :'u ffi ci enl to hear occ a::' ional
rnurmurinc fmm the hobg oblins in L6 . If till' ,:; peaks
Ooillin, t11tll c11at'ader Illighllt ear ;;niltc he s pf ,1 conversat io n
abuut arrows I)y r'l lling .:l 2 3 nr Oil thc chec k. T he
IltJbgolllins in L6 ar c Il ct d ling in t11 eir spa rc t ime.
Sc ra k llCs: TilL' sc ra tdws a rv ab llul a quarter-inch deep
at tllcir de cpc"t. Nil i lllli\,idllal scratdl r un" t he c nti rc
of t hc fl llori. 1ll 0::'t are IlCh\'l'en 5 ft'd an d 10 feet
. 0;
,
Encou nter Level l
SETUP
The goblins (G) <I re both distracted- one is sort ing th rough
goods, and the other is rolling dice- and they assume
battle sounds are result s of their comrades' mischie f. On ce
the party is at the borrorn of the stairs [ro m L3 or the far
side ofthe bridge in 19, each gobli n makes a Listen check
every rou nd agai ns t th e PCs' Move Silently chec ks +5,The
gobli n that is rolling dice can make a Spot chec k each
round again st th e pe s' Hide checks, but he sees anyone
carryi ng a light. In eith er case, De s[or the gobli ns increase
by 1 per 10 feet of distance from th e character s.
When the pe s can sec In to t he room, read:
Lit bya gently flicheringtorch, tl,e "carby chamber
is i"determinately widefrom your va"tage, You
call see a heavilyarmored goblin. He's crouched,
and J1e's piching upsomething and dropping it 0"
the floor infront of/,im near a batt/eaxe. (If the
pes continue to watch, tell the players that he's
rolling dice.)
When t he pe s reach a doorway, read:
Similarlyarmed, -anothergoblin stands near crates
and barrels on the southem wall. Arow offOllr
tripie-bulIiI beds lincs the "ortltcm wall .
O
-' = 3 {eel
Il l' sq ua r e
2 GOBLIN TROOPERS CR 1
MM 133
hp 12 eac h (1 HD)
Male goblin fighte r 1
NESma ll hum anoid (goblinoid)
Init +2; Senses dar kvision 60 ft.: Listen +4, Spot +4
Language s Gob lin
AC 19, touch 11, flat-footed 19
Fort +4, Ref +2, Will +1
Speed 20 ft . in half-plate (4 squares, run at 3 x speed), ase
s pee d 30 ft .
Melee battl eaxe +4 (ld6+1Jx3)
Bas e Atk +1; Grp - 2
Abilities Str 13. Dex 15, Con 14, Int 10, Wis 12. Cha 6
Feats Alertness , Weapon Focus" (batt leaxe)
Skills Hide - 1, Listen +4, Move Silent ly- 1, Spot +4
Possess ions half-plate armor, light steel shield, batt leaxe
(one has dice)
CONCLUSION
If eit her gobli n is reduced to I hit point , he flees int o L9
and then L1 1. All the remaini ng troopers make a stand
i nLll. ;.,
OF r us Rom!
TIll' room h,,::, t hl' fnllowing fl'"lu n.':::: .
Illuminal ion: Torch
i
20 fl'd Ll f bri ght. illu lll ina t illl1; 20
[cd of ;::!tallowy'illuminalion. TIle tnrdl i:::: 0 11 a w<l ll ::'CO!1Cl'
to the nurt h of lh e ea s te r n arclnva\'.
IJc mon A re I,: ;rhearch over t ile' cns te r n ll no rway i::, c,lfvcli
t o look likc t.he fa ce alHl l)pe n mout. h of a f.'lngeJ J emon.
He ll ,,: memlJe r :;: of die ;::( e:' p Ih' r e.
be<i ,:: a rc a fl)r J\ \ l,J iu lll c re at urcs ami roomv fOI"
Small one" . s ll, d iulll c rca tures mu st spe nd a 1l1O\,e t o
crawl 5 fe el lJlJ ':: qua re :;:, provobin g al.tac1/)i' ,jf dp -
portuni l y f'H" J oing so. Sma ll crea tures can w''lll".
CO il t ai nc rs: It Cll;:: l s 2 rua res of movcment l o euler t1 ;::q th1l'e
wl1l' re tile bdrrcl", :;:a ck,;, allli cretce arc pi ](,J i n ll i,:: a rray.
Oneo pe n Lox t wo ", I1O\' cl ;:: anJ two picles. Asma ll
,:: t.ronglhlx tlwt. k l S a Ilfokcn paJl ock on it lwlJs 225 gpo
Tl lI'l-e .r t.Ile Cl, icane Guild crates nrc ., 1:;:0 herl-.
Each cont.nns sp ices all .J \\'l'igh:;: 3 0 pouudsc--c DC 20 Ap-
pr ai se chec k is suH icililt to \.ell the spi ces are wortl1 2 0 gp
pe r po u n d. I n tllt. al, allllle oth er conf ni nc r s co mpr ise about
500 pound" of t.r<l J e worl h only 50
. ':. .

!fl ,, '""
1'1/' " .
.;
F EXr!I I< I:S OF T i lE
. Tlle wpm lIH.' [tature,:.
I1lulllin'1Li on: Torch; 20 feet ()f br ii1 ht illtl lllinilt ion ; 20
red of Al.1Jtmy illuminat ion . j " (JIl a w<1 II .::,c ol h.'('
OIl li lt eas tern \\'alJ. jusf S\ lutllll r l he stei r e.
Cei lin: TIll.' Ill'rl> is 25 feet
HUI"lIi ,d, cd Coppt-r )) oo r ;:: I brJIH';:;: 5; 60 I' jl L a..: ], .
Opell l'<1"Lw.:I n!; vert ical handl..;: on Ltl Lh",ide" of both door"
ncar when- t IH'Y mccl . TIll' d oo r ;; arc c1osltl hut IItllockl'll
they 110 latch or J(le k .
BalcollY; The ba!cL)IlV is 10 feet l,idl " nJ IlaS" ,:lunl",
w,}olicil A fa ll from ti l l' l o p Jeal ;: l lle) points (;[
damage. DC 2 0 Cli lll ]l dlCCb"are reqnir ed to scale t he wall;
DC 15 ill till' Iw rt!1\Vc"ter n corner.
S Ll..L' P S ta i r;;: Il l ake;: 2 ;:'I U<ln:, ::, ll f 111oVl'IlH.'1I1 to a ;:Cl' ml
each square. Crcot u res runn in g or dlargi ng J,iwn stee p
rnust :-llCl.:eeJ ou a DC 10 Bala lll.: e clwl.: k, ellJin \t l heir move-
mcnl lJ2x5 feet lall' l" i f tll l' V fai l. Tl111 :;: e l11 ilt !".l illlV 5 or
mrn-c fall P nJ1H:' ami l a ke Iw i n l :- of a l end
of t11al1Jl oVCllwll l. T[ll' DC of Tum],I,: chl'l.:k:< i ncrcases by
5. C reat urc::, cain a +1 bOllll :' on llle lee a tt ack wI]:;: acains t
rO t';: helow th:'1ll llll till:' stairs.
Ta l,l,,-,: 1\ creatu rc CMl jump on to tlle l aI, [e, but t he l abl e
br ea k" if someone d,llS (UC J5 J\. cfl...-x suvc ,'l" fall p ro ne ) ,
WilY automn tic as a fmlll an
aJjacent or it cnn be JonI,.' a" parl of a la rger llI 'IV('
netion wil l, a DC2.+ lump d 1l'ck,
.A l o p l !' c t able a re a IllllHl rl'l l fund ilmal a IT, II" '; .
J) l'lI lOni l ' I I1:,t n l lll l' n ls: '\ l'lunlell 011 the wall:;: a rc ll i n.c
scalpels, [o llr J agg l'r:" two [c reep s <1 mI t lm.:e Iigh t
1\ II an- ma;: l c r wo rk, but till' ,;ca lpl'!" (2 5 0 gp cacb) .1ll J
{c reep s (15 0 gp l' ileh ) aren' t Wl' apOI1;: .
Thc;:e im plements sc...r .1 few drops of IllooJ eiH:ll l1\1ur,
so the gobIi1l0 ill,; til ink they're cu I" "...J, If vil' wetl ddl'C/
IIWg;C, eachlia;: a fai nt aura (DC20 S pl' Il... ra [t c1lt'ckto lle-
ter-min c i t's c onjumt ion}.
CR 1/2
I
AC 19, touch 10, flat-footed 19
Fort +4. Ref +1, Will - 1
Abilities Str 13, Dex 13, Con 14, Int 10; Wis 9, Cha 8
Feat s Alertness
Skills Hide - 7, Listen +2, Move Silen tly- 3, Spot +2
(one has Hide - 8 an d Craft [fletch ing] +1)
Possession s half plate armor , heavy woode n sh ield,
heavy pick
When the pe s can see the roomvread:
Two hobgobli ns, each wearing half-pl ateand
carryingashieldal1d pick, occupythis torchlit room.
Atable herehasa stool at either end, as well as a
pileofarrows atop it. Ull usual tools are ,nolHl ted
all the walls, a bi oodstai'l Y1 11111i ngfromeach to the
floor. Channels arOl Hl d theedges ofthe room leadto
a drainin the center. Arailed balcony overlooks the
1I 0rtinvesteril comer, explainingthe I, igh ceiling.
Speed 20 ft. in half-plate (4 squares, run at 3 x spe ed). base
s peed 30 ft .
Melee heavy pick +2 (ld6+l / x4)
Base Atk +1; Crp +2
Encount er Level l
If a bat tle occurs here, t he goblins in L7 wake
and ready [or banIe. It takes th em 6 rounds to do
tha l- 5 rounds to don armor hasti ly and 1 rou nd
to ready (heir weapons. Once they're ready, they
th row javelins from the balcony.
( )"l ' !c' t] lI a ' l'
SETUP
Abatt le in L7, LS, or Lt 7, or the sound ofa break ing door i n
L4, alert s th e hobgobli n impalers (H) . Otherwise, they're
sitt ing 10 feet from the closed doors, increasing thei r
List en De s for heari ng sounds from beyond those doors
by 6. Goblins in L7 become involved in th is fight
(see Conclusion).
CONCLUSION
2 H OBGOBLIN IMPALERS
MM 153
hp 6 eac h (1 HD)
Male hobgobl in war rior 1
LE Medium humanoid (goblinoid)
Init +1; Sen ses darkvis ion 60 ft.: Li sten +2, Spot +2
Languages Comm on, Goblin
f
If-.'
..
..
I 1

'. '<1
- 0':- L,

tv " .
'frJ-I;
m I " 'fl/ '."
v: c
F EATURES OF T i l E Rooxt
T Ilt>r oom kl O' the feat u res .
Ill umi nat io n: SllilJ tJI\; ill ullll llali un frum lilt: tore!, ill
L6 . 11':, dark if Liwl is out. Dar kn ess per vad e:, tile
1l0 r t I1l1' c sl l' r n cor ncr 1)1" t11i:,; ro om o f lordl.
Bl1rnis llCti C o p per Doors: HarJ n cs:o: 0 ; 60 [ip l' a e]"
O pe lll' a slwa rJ; Vl'd i'; ;l l h,Indl,>;:. O Il LotlI side." o f IHJt h door,:
ncar ", IJere"they rucct. Tlw {loo r" are c105ctl lHi t lI11 locb..,1;
tIle\! 110ve no latdt or I( l<.:k.
i{'l lconics: 1('" a lO-foot drop (lJ6 points of
dCl\\'n j nt.;> L8ami L6 . DC2 0 cl j mil cheeL are require,1to
climb down; D.C 15 in room's em-nc r.
TIle provides a +2 ci rc ums tence bon us ( )II the
c11cc k lo rcs jst Lu lll'L1shl,J off ti, e ba lc'-lIlY
(PI1 15 4-). Cn'a t ll res pll -;;lt ed o(rLi ll' 6a lcou y br eak the ra i l ing
for t ha l 5 -fonl ;:qua re.
Foot!od-l: c,';: : The fou Llnckers ar c ail lockccl (01' ('11 Luck
DC 15). TIH' y c'l n lw op en (haflln e!',;. 5, 20 IIp), but
so Lo foo tlocl' l'r 3 ruins tll <'" plate
Fvotlockl!r I: G 'lblin c1otl,i ng amI a u ivor y figuri nc
(50 , 1') '
Footl,lCkl! r 2: G,) hlin (lao gp},
and L2 .
Footlocker 3: G oblin cl othin g anti a porcel ain pl nl.c
(350 ,1' )'
r:;ootlocker G' lhl i n c10tlling an d 3 3 gpoThis lucker's
owner is no t i n tbe co mplex .
ALCONY
If a battle occurs here, the hobgoblins in L6 hear
it if they're st ill alive, and they join the battl e
immedi ately.
Abilities St r 11, De' 13, Con 12, Int l O, Wis 9, Cha 6
Feats Alertness
Skill s Hide +4 (+5, +6 unarmored), Listen +2, Move
Silent ly+4 (+5, +6 unarmor ed), Spot +2
Posses sions stu dded leather ar mo r, short sword, 3
javelins (one has a key to foot locker 1)
AC 14 (15, 12 una rmored) , touch 12, flat -foot ed 13
(14, 11 una rmo red)
Fort +3, Ref s-l , Will - l
Speed 30 ft. (6 squa res)
Melee s ho rt sword +2 (l d4j 19-20)
Ran ged javelin +3 ranged (ld4)
Bas eAtk +l ;Grp - 3
Encounter Level 1
When the pes can see onto the balcony, read:
A dozel1 simplebedrollsarcspread 011 the floor.
Woodel1 railsguard balcol1 ies tothe l10rthwest al1d
sout/lCast. Four small footlockers are hereaswell.
(Add the goblins, sleeping or otherwise, if
they're still here.)
SETUP
The goblins here (G) are sleeping. Thei r statistics assume
they don ned their armor hastil y af ter being awakened by
a nearbydisturbance, but init ial parent hetical values show
the same stat istics if t he goblins had plenty of time.
An except ionally ste alt hy party migh t surpr ise the gob-
li ns in their sleep. In thi s case, th e goblins aren't wearing
armor (use unarmored AC).They surrender and acquiesce
to reasonable demands.
3 GOBLIN SCROUNGERS CR 1/3
MM 133
hp 5 ea ch (1 HD)
Male gob lin warrior 1
NE Small humano id (gob lino id)
Init +1; Senses darkv ision 60 ft.: Listen +2, Spot +2
Languages Gobli n
CONCLUSION
TACTICS
The gobli ns prefer to th rowjavelins from rhe balcony.
Ifforced int o melee, they flank enemies to bring down
one at a ti me. They avoid putt ing their backs to the
balcon ies' railin g wh ile fighting.
... .
{
I
0 11<-' "' ( 11l.1 /"" ..::: / .
... -' cct
FEATURES OF r un
TI1l' room has t ile
. Illumi ll;11io n : SI1<1elo \\')-: illumination thl' squa res
til e 11O\\'1er tr ap louches. It ';; J ark ot! lCrwi;:e.
Cei ling: TIle he re is 25 fcet lligh .
Steep Sta i r,;: Il takcs 2 squa rcs l)f movement to a;;.:cnJ
l'ilch square. Creatu res run ning or cha rgi down stee p stairs
mu st slIccl'ed on il DC 10 Ihla l1 Cl..' c1ll'ck, l' nJi pg t llCir move-
mcnt Id2x 5 fed b tc r if t hey fai l. TIH,se that fai l by 5 or
more fa ll pro lll' ilnJ [-ake I J6 poin ts of at t he elill
o f t hat mo vorn cn l. The DC o f Tumble checks iucrcescs by
5 . Creatures a + 1 IHHlUs on a ttilcL roll s ag'l l nst
focs below t llc lUon t he stoi rs.
H o wle r T ra p: The magic patter n lrnps the bowler. If
viewl, J using cldcd mi.l9ic, tll Cpattern has a ..lTon g aura (DC
2 1 Spl llc raft c11l'ckto determ i ne it 's a bju rat ion) .
Bal<-'(lI1Y: The bal cony tll at lealls 10 L7 is 10 feet up an J
has a ;;tll rJ
y
\\'ond cn ra il i ng. A fa ll f ro m tlll' lo p J eal s I d6
po i nt " of DC 20 Climbchecks a re req ui re J t o scale
tile wall; DC 15 illllll' sOllt lleas ter n co rner.
Precipi ce: It's a 2o-fool drop t o L12- .1 fall fwm tile
top ,lea l" 2 J6 poi nts of dama,ge. Cl1ar,lder s at tlH' bott om
fact' DC 20 Cli mb d lCll:s to sc rarn bll;' np . A b dJ er
leads dowlI l o L I 2 . Goin'g li p or down t he lad eler t ake;; a
DC 0 Cli mb .': .....
Characters can peer lloWI1 in to L I 2 fro m Ilere.
Speed 60 ft. (12 squ ares)
Mele e bite +10 (2d8+5) and 1d4 quills +5 (1d6+2 plus qu ills)
Base Atk +6; Grp +15
Speci al Actions how l (free act ion )
Quills (Ex) Those hit by quills must succee d on a DC
16 Refle x save or a quill sticks in t he vict im's flesh ,
imposin g a - 1 pena lty on atta cks , saves, a nd c hec ks pe r
quill. A DC 20 Hea l che ck re moves t he qu ill wit hout it
dealing an other 1d6 point s of damage as it ' s removed .
Howl lEx) 1 point of Wis damage (Will DC 12 ne gates) if
heard for an ho ur or longe r. Save required each hour .
AC 17, to uc h 12, flat -footed 14
Fort +7, Ref +8, Will +7
\X!hen th e howler moves, the center point of irs miniature
must follow th e path of the howler trap on the map exactly.
Constrained byth e patt ern, the howler tr ies to maneuver
so it's adjacent to as m.my pe sas possible. If th e pe sret rea t
and use ranged weapons, the howler flees as far as it can.
Whe n the pes can sec most of the room, re ad:
Tltis i,mllcllsc cltambcr's f loo r is inscri bcd with
a maze/i kc pattcrn, tltc lillcs of wlticlt glow
purplc. Alargcdoglikc mOll stcr that/lOSa manc
of IOll gquills paccsj ll tltc cClltcr of t/,c pattcrn.
ovcrtoobllgtltcSO IJt ltcas tcrn portioll of thc rOo m
is a ro ilcd baicoll Y.
Abilit ies St r 21, Dex 17, Ca n 15, Int 6, Wis 14, Cha 8
Feats Alert ness , Comb at Reflexes , Improve d Initiative
Skills Climb +14, Hide +8, Liste n +13, Move Sile ntly +12,
Search +7, Spo t +13, Survival +2
If a battle occurs here, the hobgoblins in L6 are aler ted,
and the gobli ns i n L7 wake and ready for battle. It takes
th em 5 rounds to don ar mor hastil y and 1 round to ready
their weapons. Once they're ready, they th rowjavel ins at
PCs h er e.
Encounter Level 3
SETUP
If the PCs are carr y i ng a ligh , or the howler (1-1) becomes
aware of th em, it att acks, howling as it goes. The goblins in
1 7 mi gh t become i nvolved in this fight (see Concl usion).
This area is pictu red in th e illustration handouts. Show
the illu strati on whe,n'.!b e howler attacks.
HOWLER CR3
MM 154
hp 39 (6 HD)
CE Lar ge o ut si der (chaotic, evil, extr aplanar )
Init +7; Senses darkvis ion 60 ft.; Listen +13, Spot +13
Lan guages under st and s Abyssa l
CONCLUSION
TACTICS
-
Encounter Levcl t
SETUP
This is the norther n sec tion of a big chamber (Liudescribes
the sout hern area). Show onl y as much of the room as
the pe s CJn sec. If they head north, roll a Listen check
every round for the dire rats (R), adding 1 to the DC for
every 10 feet th e cha racters are from the rats. Once th e
di re rats hear someone comi ng, they climb the cliff and
atta ck nongoblinoids.
When t h e pes en te r, read:
Awoodell plaHl1 bridge suspellded from posts leads
iHtOthis Il atl/ral cavern. YOI/ call see rocks allddirt
about 20 feet below thebridge. It looks likethis
caverl1 stretches Ilorth and sOl/ th. RI/nnillg throl/gh
the middle is araisedeartheHpathway.
CONCLUSION
pe smight decide to over night here, since th is is one ofthe
most defen sible rooms avai lable. A DC 15 Survival check
is sufficient to dete rmine that removing the bridges ma kes
this room a good place to rest.
If the PCs wreck the bridges, then the gobli ns don't
. attempt ro reclaim t his room. Th ey post guards in i s
F EATURES OF Ti lE Rocm
The roomh.1 ':: thc fcalun'".
I llu minat io n : Sl wJ Llw\: f ro m t he tore!' i n
L5 exhmJ " to III "t 1JL' )'omlt he"outlll'.1:;lcl"ll suspens io n IJr iJ gc.
Il 's d.1r kLll herwi,::c. .:
S u" pl' n "ioll Ih idgt'''; : The hr idges Me sturdy ej hJugll "; l )
thal t hey impos e no movement penal t y,
3 DIRE RATS CR'/3
MM64
hp 5 each (l HD)
N Sma ll anima l
Init +3; Sen ses low-Hght vision , scent; Listen +4, Spot +4
languages -
AC 15, touch 14, flat-footed 12
For t +3, Ref +5, Will +3
Sp eed 40 ft. (8 squares) , climb 20 ft.
Me lee bi te +4 (ld4 plus disease)
Base Atk +0; Grp - 4
Atk Opt ion s d isease
Abilit ies Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Fe at s Aler t ness , Weapon Finesse"
Skills Climb +11, Hide +8, Liste n +4, Move Sile nt ly +4,
Spot +4, Swim +11
Dise as e (Su) Filth feve r; bite , Forti tude DC 11, incubat ion
1dJ da ys, 1dJ Dexand 1dJ Con.
if th e goblins in that room wer e kill ed. 'The gua rds are
three goblin scroungers, much li ke those in L3. Due to
th e howler and the rn aug, they don't reinforce Lit even if
the goblins there were slain. :: '
If the PCs wreck the br idges bu t leave rope, the goblins
wait severa l hours th en send three goblin scroungcrs ro
cli mb acro ss the rope and attack th e PCs.
th cv swav \\,Ill' lle\,cf someone steps on them. T he
O f tk,jr-foc; Ir v to a Doins " ' I
111 L' ilns J iSC01l 11 l' d i n;: 'h \'l) n;{ll's ei lit er bytl utv i l llCtl l (I wo .
fu ll- r(l unJ octi o ns th ai provoke attack" llf opport nnit y] or
cut t ins tllL'1ll .:3 point s llf wi d l a n attack
f rolll a- WCil P:l l1). a ro pe i"ou l oma tic: ius t
ro ll
If r,l!)(' i " J isLllI1 lledeJ , it labe" a DC
13 I-h lancL' chec k 10 CCPSS ,1 E:acll success
allo\\',,; a dlar.lder to mo ve ill haIr speed a" il full -
ro und ac'l illl\ (' I' a l quart cr "pee d as a lllllVL' aclion.
1\ fai l...,J cl lL'c k rucan e lIU by5 OJ'
rnorc mean" ,1 fa ll int n t Ill' dl' pt k" of tll L' caver-n fo r
2J6 poi n t :.< of (lamagc.
Cliff,, : It'.;: a 20-fl1ot J rop(Iff l llL' r ui scli e arthe ll
ll.ltlHV.1Y. A fa ll fwm till' t op dea ls 2d6 poi nt s (If
Cllaradefs in t ile Iw UOl11 filCL' DC 10
Cli m ll checks t o cla ml)L'f back up.
r
a
Encounter Level 3
SETUP
This encounte r occ urs in part of the same cha mber as L9.
L9's dire rats fear t he ankheg (A), and they won't come
near the midd en heap.
The ankheg has rrcmor scn se (AI M 316), so it senses any
PC in contact wit h the, ground who's wi thin 60 fe et . It 's
used to gobli ns throwin g garbage here, so it doesn't attack
those on the raised path unt il it's attac ked or someone .
comes too close.
When the pe s pe er over the cliff t o t he south, read:
Abou! 2'0 feet below.yoH isall illseclile creature that's
10feet IOllg, olld it haspillccrs as large as a l11m 101l
ann. Thecreohtre sits half-buried ill a massive pile of
debris-lots of rotted food, smoslled cmtcs, ollda few
corpses. Aladderlies all the groulld nenr the edge of
thecliff
TACTICS
The ankheg prefers to bi te, so it doesn't spi t un less it has
fewer than 15 hit poi nts left or can'r reach anyone to bi te.
If the PCs stay atop the ledge and make ranged attac ks,
the ank hcg spits acid then burrows into th e base of th e
ear the n pathway and lip to the pe s. It- rakes a round for
the nnkhcg to accomplish this. \X/h en it reaches the rap,
it eme rges and attacks.
OF T i l E
The room Ita :" t he fl' at urc s.
Illuminat ion : IL ',,: ,la rk Iwre.
Cl i ff ::: : It'" a 2o- fooLdrop off tl,.., l'ili:"ed earl llL' l1 1)<\ 11I\\'<1 Y.
1\ iall fro m ti, l'lnp tll'<'!;; 2 t1 c> po in t :" ll f d<llll <1 gl'. Cba ra d l' l":J in
tll"'!hlt! OIll face DC 10 Climb c1ll'd,st o clamber back up.
It take,,: a move act ion hI the IaJtll' r a nti arwtller 111, ),,0.'
aclion t o set it in place. tI,,,t',, J Olle, u p or down
the IaJllL'r takl':" a DC 0 Climh dH' ck.
;\ \ id (lcll l lca p: T I' i:" i:" a na st y, :JnH,IIy pil l' o f tr il"ll. It
cos ts 2 :" q lla re:" llf moveme n t t o enter a :" (juarL' in Li lt' heap .
TI, e llave a c,: u 111 ll la k J W' lrlhl t.,,.,, junl, their
anJ ti l L' )' put anyl hin;:1 tllt' Ycan' t U :' ( ' or e" el: t uillly
trilJe 110.' 1'0.'. i\'lIL-ll il1 ,;:! of valuL' ':,' 11 be fOllnd l,eIT) and all '1f
tbe bo,k,:" ar c Inllti- tleaJ
ANKHEG CR3
MM 14
hp 28 (3 HD)
N'Large magical beas t
Init +0; Sen ses darkvl sfon 60 ft ., low-light vision,
tremorsense 60 Ft.: Listen +6, Sp ot +3
Langu ages -
AC 18, to uch 9, flat- foote d 18
For t +6, Ref +3, Will +2
Sp eed 30 ft. (6 sq uares), bur row 20 ft.
Melee bite +7 (2d6+7 plu s l d4 acid [if it hasn't s pit ac idJ)
Base At k +3; Grp +12
At k Options impro ved grab
Sp eci al Act ions spit ac id
Abiliti es Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6
Feat s Aler tn ess, Toughness
Skills Climb +8, Liste n +6, Spot +3
Improved Grab (Ex) To use t his ability, an a nkhe g mu st
hit a Med ium or sma lle r oppo nen t wit h a bite . It can
then attempt to st art a grapple as a free action without
provoking an at ta ck of op po rtun ity.
Sp it Acid (Ex) 30ft. line, 1/ 6 ho urs; 4d 4 acid (Reflex DC 14
half). Bite doesn't deal ac id da mage for 6 hour s after spit.
It can't occupy enemy squares , so it squeezes into a
sma ller space if it mu st (PH 148). It can occupy a space 2
squares long and t wide, but doing sof orces itto rake a - 4
penalty to AC and on att ack rolls. If it can't find a suitable
space, it continues to burrow until it can.
Th e ankheg doesn't chase fleeing PCs_If it drops to 5
hit points or fewer, it bu rr ows into the ground and flees.
-
-
.
Encou nter Level 2
SETUP
Th e gob lins here only react to sounds such as footsteps on
the stai rs (or a fleeing fellow trooper from L5). A batt le i n
L9 caus es th em to assume their comrades arc up to misch ief
with th e dire rats. They're assigned to make sure th e maug
down in L1 2 doesn't leave that area, so th ey're focused on
doing just that.
1[1' C5enter i12 and in teract with the maug, make Move
Silen tly che cks for th e gobli n troopers and positi on them
in th e squares ma rked 13 on th e ma p. Make Hide checks for
them ther e. If the PCs don't beat the goblins' Move Silent ly
and Hide checks with respective li sten an d Spot checks,
th e gobli ns receive a surp rise round when th e characters
climb the prec ipice from L12 to Ll 1.
If the pe ssneak up th e stairs after fighting the dire rats
in L9, pit th ei r Move Silen tly chec ks against the gobli ns '
Listen checks. If the troopers don' t hear the pCs, place th e
gobli ns in the squares marked Aon the map. Give the pe s
a surprise rou nd.
If the gobli ns hear someo ne comi ng up th e stairs, they
become suspicious. They know other goblins aren't sup-
posed to come here any t ime soon, so [hey t ry to hi de and
ambush intruder s as descri bed above. If the "intr uder"
. turns out to be a trooper from Ls. all th e goblins that are
here pr epare an ambush in the areas marked B.
When pes re ach t he room, read:
FOllr mirrors thai have grecll, glOlvillgfmmes arc
mOlllltea all Ih e lVeltem alla Ilorlhem walls. Most
are cmclwa. The caslerll portioll ofthe room has no
wall . IllSlcaa, Il,e precipice there apparelltly !.e,aas
10 a much larger room. A 10llg ladder liesflal Ileal'
the edge. .
When PCs see the gobli n s, read:
Two goblills ill half-plate ar1110r moue IowaI'd yOll
witl1 grim resolve.
TACTICS
\\{hether th e goblins wer e able to ambush [he pe s or not,
they flank th eir foes whenever possible, try ing to br ing
down one enemy at a time. A trooper might try to bull
ru sh a Small opponent off t he pr ecipice (PH 154) into L12,
hoping the maug kill s t hat I'C. The mau g won 't.
2 GOBLI N TROOPERS CR1
MM 133
hp 12 each (1 HD)
Male goblin fighter 1
NE Small humanoid (goblinoid)
Init +2; Se nse s darkvision 60 ft.: Listen +4, Spot +4
l an guages Goblin
AC19, touch 11 , flat-footed 19
Fort +4, Ref +2, Will +1
Speed 20 ft. in half-plat e (4 squares, run at 3 x spe ed ), bas e
spee d 30 ft.
Melee batt leaxe +4 (l d6+1/x3)
Base Atk +1; Grp - 2
Abilities Str 13, De' 15, Can 14, Int 10, Wis 12, Cha 6
Feat s Alert ness , Weap on Focus" (bat tl eaxe)
Skills Hide - 1, li sten +4, Move Silent ly- 1, Spot +4
Posses s ions hal f-plate armo r, light st ee l shield, batt leaxe
(one has t he key that o pens footlocker 3 in L7 )
If a trooper is knocked down in to L12 and survives the
fall, he cowers at the bottom of the precipice, awaiti ng his
doom at the hand s of th e ma ug. Heavy armor prevents th e
trooper from climbing out of LL2. Th e.maug does indeed
arrack and kill the fallen gobli n, subseque ntly tossi ng the
tro oper's body back tip into L l 1.
Unless they can retreat toward 1 9, the goblin s fight to
the death . They fear the maug more than anything, so th ey
won't ret reat th rough Lt Z. Jf they make it to L9, they try to
cover their escape by cutt ing th e suspens ion bridge there
(see L9).
CONCLUSION
If a goblin actu ally escapes [his chamber, he r uns all the
,vay to Nambrakh in L1 6. The hobgobli n cleric then warns
the emissary in L18. A dark creeper then bars th e door to
LI B, and Nambrakh takes his skeletons to L7. Ifhe doesn't
find th e pe s there. he exits th rou gh Li S, reenters th e
complex through Ll , and heads for Lll , tr ying to find th e
characters and rousing his min ions along t he way.
\'V' hen th is enco unter ends, flip ahead to T25 and make
a nore of th e condition the PCs leave 1 11 i n. When they
reach T15, they have the chance to peer back i? to this
room.
B
au ra .
ill the center is a metallic beelle thesize of a dog.
Clowillgmirrors lim the walls. Acorridor lcads
to your right, alld a bright light comes from
somewhere dowll thatpassage.
I [ a creat .urc lJt' [ol'c tl li ,:; mir;: ,!' a't the same lirnc
alwtllCr "la nas bef or e mirror 1 i n T25, each is ahle t o sec
a llJ tall" b , the L1t!lCr. T Ill' mir ror 1" , :;: a st rong aura ifvie wcJ
usinc Jdcet lIla" ic (DC 20 Spell.::rafl check t nlldcl'lnine il's
. ;
,\ firror 2 : Tbi,;: m i rror was al so a commuuicali on J e \' ice.
T be room it CI Jll l1l'C\(' LI to wa.s J e,;: ! ro ved wit l, t he rcs l ,o f
Slaugl'b;'rgal'(le, hilt t 1H.' mir ror r<.lpL, y;: c1i ,.l l1J' t cll images o f
til('Ia", t th n' c crca t urcs 10 use it. T hlECwho watc h th e mi rr or
fo r alwu t cl m i nut e se-ca "eaul i f ul, black-Itair l,d woma n (DC
13 Spul clwcL to tell site';: nut- IHlln<1n; suIl"eq nent DC J6
KnowleLi ge lt he pl.l1l l's] check t o t ell she',; <1 sllcc u lll l"), a
ltl'llll ikc c rca lu re whos e ma::s ivc llI a", lll'<lf ly fill ", th c lI1 irrnr
image (a Ill.'zrou, pidureLI on MM ..J. 3; DC 2 1 Knowletlgl'
[dll' pla nL':; 1c11ecbt LJ tell), amI a Ill'a rJelllll<ln wlulsL' eyc,; a nJ
110 5 C arc u6scurcdby a blackcl lMk. Eacll appea rs in tlw mirror
for i1 few seconJs anJ 5eL' I11:" tn k , sllLlll t i ng an gr i ly, ah hollgl,
no frlHll the 111i rrOL
i\ \ i nor 2, like l be " ruken III 11' ror:;, Ita ,;: il fa inl illu"i o n Looking into the mirror, you don't sec yOHr
reflection, bHt instead yaH see a square room that
has piles of rHilled armor 011 the floor. Sqllattillg
f EATlJlH: S OF Ti lE Rori
rt, mum hil;; lite follo", in;;:
IlIulI1i n al ion: O lowi ng frnmes ;
illuminati on fill ... t he 1'00 111. Da rlm c s;: pt rv<l tlt.'.:'
L12 ( u the east, exce pt for lh e faint of tlll.'
summoninc ci rcles t l1erc.
The hen.' is 2 5 fee!
P r cljpi cc; ll ';;it d rl1p lo L12- a fall
[mill tilL' t op lltal s 2tl 6 poi nts of J am agc. Char-
octere at tlwbott om f., ce DC 20 Clim b ch<,'cb
t o sc ramble back up.
It Lakcs a mO\'L' a c ti o n 10 ra h til(> lad der at
t he cllgc a nJ .;ction to se ] it in
plac e. O nce t11ill';; go i n! up o r down the
l.ul,lcl" tabc;: a DC 0 Climb check.
Cl1" ra dl' l':' can pel'[ J ow n i nt o t 12 [rtltll

Slt.-'c p Stei rs: It '2 ;,:qL1 a r c ,: of IlWVC-
rucut 1:0asce nd cac h 'squ a re. C rcat UJ'L'''' run 11 i n g
or cba rgi ng down ste ep "bir,;: must :;ucl,;l'ed 0 11
a DC 10 B.,bIH.:e Chl'ck, elltl ing l11l'ir mo ve-
rucnl l d2x S [cet lat er if t ltev fail. tlt " t
faillJY5 or more fall iHlll take IJ6
points ll[ ot th e ellll of tllilt movement. Tlte DC o(
Tlllll IJlc- check" incrce scs by 5. Creat ures gein ,1 + 1 I, onu ,;:
o n IIwlc c at tack roll" e ceinst [0 (' ';: bl, lnw tl ll' 111 on th e
"tai f S.
Bro ke n ;"li rror,,: Each mirror ha s a faint nur.i i f view(, d
Jct<yl magic (DC 18 S pe llc ra ft d 'L' ck to deter mine it'"
i lIu5ion), Tl'l'Yo nce ena bleJ couuuu n ica tion with ot her parts
(If bu t tl lev Wl.'H' J e:> t ro veJ wI,en tile fl1rl res s
" 'M tl lf :l apa; \' Ot hcr tI,an'l1wi r glow, llo n' t {Io anydl ing.
(If yo u wisll, ylJlI cnn mal... e n1l1 1'L' mi rrors here fUl1 ct io na l to
for csl, ad o\\' other eve nt s i n yo ur enmpai gn O f to si mply show
,.OI11L' i ut crcsti ug sccnc.]
Intold 1-1i r rl, r:;:: T wn rn ir ro rs are Ja m" ge(l bllt ,;: til1func-
tional. If d,aracl e!'s spend <lil y time in till' ro om when tlrcy
Mcn 't (l ish acl L, J L
y
comb., t, have th c111 mak e DC 15 SP l1t
chec k,.. S ucce;;s means t ha t a t he moving
in mi nor 2, :" 0 tl wv k- no", at lea ,;:! onc pf t Ilt.' mirrc rs
i,. fl ; ndio ll al. .
Mirror I: T I,i " mirror re tai ns " connection t o T25. The
Jfl)'" wnultl knnw t h., l t1J e min or ,;: in till' le mpl e ,;:ed ioll work,
but they ),'11'e n ' t ned cont rol of T25. BeCil tlSL' till' elcdrum
hor ro-r tl lCr c never movc:;, ti,egobli n,. don't k no\\'
11ll Wlhi,;: !Hir r,, !" Wl1J' I... ", . \\7hcn oJ PC :,tan tl s a J jacln t l o tlll'
nl i rror a lll i pl'crs in, reall:
UMMONING
Encounter Level 3
SETUP
Th e enco unte r begins wit h the pe s standi ng above th e
summoni ng pi t on a ledge, eith er to the nort h (if th ey're
in Ls) or the west (if they're in lit). Place the m,ug (M)
as indicated all the tactical map. \Vhen it is not otherw ise
engaged , the maug slowly walks a patrol in this room,
ci rcl ing clockwise and always avoiding t he summo ning
circles , not pausi ng even wh ile it tal ks to th e pe s.
The maug fights only if resattac k it first or it has reason
to believe that the parry is in league with demons. It thinks
th e goblins are allies of demons, so it's suspicious ofa nyone
who cooperates with them.
This area is pict ured i n the illu st rati on handouts. Show
th e ill ustration wh en t he at tacks.
\Vhcn the chara cte rs can see the chamber, r ead:
Four circles of glowing red sigils arc carved on
Ih ef loor of the large chamber 20 fee l belowyotl.
A massivecreattlre seeminglyfor med of stolle
walks arotllld Ih em, a two-bladed sword hel d ill
its rocky gatmtlet. It patlses alld tllrns ils head
to look at you, Ihen rcsurnes its walk amollg the
glo wing circl es. 0 11 thefa r stde of thechamber
(speci fy "to the north" or "to the west," as
appropria te) is all other ledge IiI,eIhe oneYOll're
slalldillg011.
\'(111\; Is TIIE i'1,\ UG H EI, E? .,.
This mall': is a mcrccuarv from tl le plane (If Aclwnm, hired
bv tlle army fOf'tll CIMUk, witll 'Slalld l-
dei! trueti :Jll. (n d w middle of the battl c, ti ll.'
ll r Jer c J t o gu a rd thi s agai n:'t :.: Ull1t11 0 Ile rS lh.; t
rnid lt a r ri ve <l illl call demo ll s l-i r dcs.
was cen t uries ago . T lte. tll<ll:g is waiting, 'l m l it
co nt i nue s t o foll (ll\' its O f l i ef:': u nti l a super-ior o ff icer - llll W
lllllg !'10 IlC t o Ac!wron-rl'lic" c:;; it of Jut y.
No t a m i rll lll' ::"i' automaton, t he 1t1<lug is co nscious l bat
cc ut ur ics l1<l vCpMsed, an d it ';: ke cn ly aware thal no hat ti e
:;: celll:' to 6e afoot. BIl t it ':, l'n J ll's:::ly patient, and recent d a"lw::"
witll the g()blin:;: have Il' ll it to i'lls(lccl l hat lh e d Clllon::' a re
re l.urnin s .
ou Y{)\lr sen se of t he dr ama l ic, you can play
t ll<') ma ug as a pati e n t if ::' o llll'w il at w(n ill-wea r y ::, oI J ie r, a:' a
machineli ke c reat ure ll r ivcll mil d Il\' it " wail in t ilt'
Cll.l lll bcr/ o r 5(11llelh i ng i ll IJcl wl-clI. .
IT
MAUG CR3
Fiend Folio 121
hp 41 (2 HD); rapid repair
LN Large const ruct (extraplanar)
lnit +2; Senses da rkvision 60 ft.. low-light vision; Listen +7,
Spot +7
Languages Common, Draconic, Giant
AC 25, touch 10. flat-footed 24
Immune abi lity damage and drain, critical hits, death
effects, disease, energy drain, exhaust ion and fat igue ,
For t save effects t hat don' t affect obje cts , mind -
affecti ng spells and abilities , necromancy effects,
non let hal damage, paralysis, pois on , s leep, st unn ing
SR14 .
For t +0, Ref +2, Will +0
Speed 40 ft. (8 squares, can't run)
Melee mwk two-bladed sword +\ (2d6+S/ 19-20) or
Melee mwk two-bladed sword +3/ +3 (2d6+\ / 19-20) or
Melee slam +6 (l d8+7)
Space 10 ft. ; Reach 10 ft.
Bas e At k +1; Grp +10
Atk Options locking hand
Abilities St r 20, Dex 15, Can - , Int 13, Wis 11 , Cha 12
SQ co nstruct t raits
Feats Alertness", TWO-Weapon Fight ing
Skills Intimidate +6, Listen +7, Profession (soldier) +S,
Spot +7, Survival +S
Poss essions masterwork full plate armo r, masterwork two-
bladed swo rd
Rapid Repair [Ex] Repair 1 hp per hour when rest ing.
Locking Hand (Ex) Ama ug gets a +S bonus on rolls to avoid
being di sarm ed and catch it self whe n falling, on grapple
checks to maintain the grapple, and on Climb checks to
han g on when damaged while climbing.
NEGOTIATION
The maug is focu sed on its dut yofguarding the summon-
ing circles, but ifthe PCs want TO negot iate, it tal ks to those
who aren't overtly th reatening. Let the conversation run as
long as everyone seems int erested, then call for the relevant
skill chec k (usually Diplomacy), applying cir cumstance
modifiers and results from the following informat ion.
Starting At titude: Indi ffercnt. . ,.
Modifi er s: PC is obviously a paladin or cleric a neu-
tra l good, lawful goo d, or lawful neu tr al dcitY' (+2); th e
PCs fought t he gobli ns in LL 1 (+2); PCs tell maug about
the howler in L8 (+8); PCs demonstrate that the circl es are
harmless (+2); PCi s obviously a cleric of a chaotic neutral,
chaotic evil, or neutra l evil deity (-4); PCs threaten th e
maug (-2); PCs urge I11Ju g to desert its post (- 2); pes don't
seem concerned about demonic invasion (- 2); pes deface
the summoning ci rcl4s (- 4); maug sees the PCs coo perur-
ing wirh gobli ns (- 8).!
11 11 1/ 11 1/ 1/1/ II
0 1' T HIi Ro ml
T il e ro o m hit>' tbt, fe a ture ,,:.
Illultli n.l 1ion: illumi nat iml"filis: tlw sunuuoninc
ci rcle,,; witllin tll ci r hOll l1 j". It ';: d i1 rk ol h..-rwi sc.
Cci lillg: Thl' ceiling heft i s 45 f('d [ Will til e f1l}Or.
Precipice,;: It';:: a 2 ()- fool clilll h rrll lll L1 2 to L8 or to
LI ] . A fall f n l l1l dlCtop deal"2 16 poi nt s of Cl
1ar-
actc rs i IJ t l,e bot tom la ce DC 20 cii III b checks Lo ;,;(' " Ie; t Ill'
W<111.
1\ ladtlellieii at dh.' lop dll' wall in L11 (see Prt-c,ip;'e
i ll Ll1 L <1 11( 1 ladder leatl" from L1 2 to L8 . Goin!
up or down a laJtler ta kes <l DC 0 Climh Ch,ck. .
Sununouing Ci rcle,;: Al l], !.' Iwiglll l1f
power, dWt'e ci l'clet' wen' llt'"d t o call de mon ,;, T lwv J n n'l
w\JI'k anvmorc, btlt each,::( ill hilS a fa inl aura if
deted (DC 2 1 Spt' l1crafl dlCCk to det ermi ne il ':
co nju ret.iou}.
If Unf r ien dly (l or lower): Warn s pe s to leave the
chamber immediately. If th ey tarr y, it att acks.
IfI nd if ferent (2-14): Says, "Do not interfere with my
mission. Your presen ce wil l be reporr ed."Then it resu mes
its circ ui t aro und the chamber an d ignores further dia-
logue. The pe s ca n move abo ut the c hamber fre ely. ,.
I f Frien d ly (15- 29): Explains, " I was ordered by
the Thu lkarr to guard th is chamber against int rusion
du ring the bat tle th at dest royed most ofSlaughre rgardc.
I remain here unt il t he Thulkarrorders me ot he r wise "
The 111 3Ug can also answer basic ques tions abou t the
hi story of Slaughte rgar de .
If Helpful (30 or more): Regards the pe s as all ies
in th e war agains t demons. \Xlillin g to ass ist in a
batt le agai nst the ho wler in L8 or the goblins in U1,
but it won't move an y farther away from t he su mmon-
ing ci rcles.
'/.. .:\
M
iWT' "= , -j1l-t-- J-- L-
The maug atta ck s a single foe unt il [ha t ene my goes :J
down , then moves on to the next. Given a choice, it
attacks arche rs first , melee combata nt s second, and
spelleasrers last. l;;:t
Believin g that the cir cles might still func ti on , th e ll' 'N
maug won't enter any squa re thar has a su mmo ning L: r '/
ci rcle in it , even i f ir sees others do so. lt doe sn't chase toes I
beyond L12 , mindful of it s orders.
If th e pe s improve the rnaug's atti t ude to friendly or
helpful, or they defeat it in combat, then they earn full
expe r ience, I f rhey otherwise bypa ss t he en counter wi th -
out defeat i ng the maug, th en th ey earn no exper ience,
CONCLUSION
TACTICS
.
AC 15, touch 12, flat -foot ed 13
Fort +8, Ref +5, Will +2
Speed 30 ft . (6 squares) , swim 30 ft.
Melee bite +5 (l d8+4)
Base Atk +2; Grp +5
Abilities 5tr 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Feat s Aler tn ess, Great Fort it ude
Skills Climb +7, Hide +6, Listen +4, Move Sil ently +6,
Spot +4, Swim +11
.-'
Deep Mud:TIle squarcs ll1arkl' ({,1;: d ee jl mudcost 2 sq uares
ll r rno voment Lo enl c r , ami t ill' DC o f Tumble checJ...s ill :'llch
Sq ll ilrC:" i ncreascs by 2. '\ :" a mov e acti on, a PC ca ll prod all
adja ccn t ::, q ua re wi d l a i mpll' llll' ll t l o se t' wlll' l1ll'Y il lJi15
J ee p IllUlI. in to lill' SqlliHC gives till' S,I Ill C i nfn rma-
tio n , Ma rL.l'<1c h ,,:q ua re l.l f IJcep llIUlI ,1;' till' PC" it.
M ON ITO R LIZARD CR2
MM 275
hp 22 (3 HD)
N Medium animal
l nit +2; Senses low-light vision; Listen +4, Spot +4
Languages -
AI IZA 0
Encounter Level 2
When the pe s can see t he room, r ead:
The flagstonesflooring the passage give way to a
natural cavern that hasa muddyfloor. Afat green
lizard almostfivefeet longrests in the mud10 the
west. Three timbers brace theceiling. Apair of
copper doors is sci intotheso ulhem !Vall near Ihe
so utheas tem co rner.
SETUP
The monitor lizard (L) is ready for intruder s unless t he pe s
approach stea lthily and wi t hout light . When you descr ibe
the room, don't show th e player s t he Jeep mud squa res.
F I' X r URES or- THE Roml
TIlem om hi! :: tilt' fc,11u res.
Illu min at ion : It ';,; dt1rk Iwrc.
Till' 11e re i " 10 fed hig ]l .
G"a" Tru ff le A successful DC 20 Search
l ]WC].;. su ff ici en t to noti ce t he hutt on- si zed rlI11 SJ. lrll ll1ll 3
i ll the lllud n ear the llo (wwtl\,s. T he mon it or lizard
d w smell o f t hc so i t wnn 't .. : m >, s c itl 1l'r
thrcshold illlli leavc l hl:' mom.
C l ipp e r Door,;;: Ha nl llc ss 5 ; 6 0 IIp ca cll . Ope n
;;puth\\'a rd; vcrt ica l ha ndles on IJOth ,::i dcs of bot h ,Iuor" near
where t he y mccl . TIlt' door ,;; a rc do.:'cl! but unloa':e',!; t lll'v
kWl' nl! L:tch or lock. .
Po "t :1- : T imll cr IHB t ,:: Ill,ld up t ill.' ccuter nf thc
c l' i l i n ?:. i\ ch a ra.::: tt.'r c a ll :=: lanJ i ll I he snmc sq uare a s a po si ,
gaini ng a + 2 bmw ,:: hl Ar lll o r C la::'s ant! a +,;L bon us on I\ cflex
e- aves (as if it wer e a l rcc , OMG 8 7 ).
Gad1 pos t i s AC +,11aI'lLu.: s,:: 5 , atHl 75 hp. l f one pl),;t is
destrnYl>J, dmt and pebbles fall fr om till' t:l:'iling, and t he
rcmoininc t im be r ,;; c re a k omino usly. If a sccontl post [,, 11;;,
cvcrv :,quare aJ j,1 centio ilnd i nd tll i i ng a post is :m ll jed t o
a cove- in (l),\'G (6). The room l.ccomce impas:.> abl e unt il
it' :.> tlug out. of th c r isk of fut urc cave-jn s, it bkl..' ';
one a n 110 11 1' to clear eadl 5 - fol,t sec tion Ill' dlL'
room. D,lu J,le ti me if I lll' excnvetors llon' l have
piclcs ands lw\'t' ls.
TACTICS
The lizard at tacks anyone not beat ing gr ay truffle mush-
rooms, fighting un ti l slai n. It knows of and avoids th e
dee p mud.
.
, .
FE,\TURES or TilE ROmI
T I1 \;.' room b as tilL' fcal ures.
Ill umi nat ion: It 's J <11"k Ill'l"c.
Steep Slope: T he silu ther n i:;: st ee ply :;:l opeJ It
lakes 2 squares of mnvemenl Io <l scenJ cach square. Crea t ures
ru nni ng o r cll ar gi ug dow nhi ll must 5uccec,1 0 11 a DC. !O
Bal a nce d llo-d -: , \;,' Il di n g t ll1:'ir rrrovemen l Id2x5 feel if
LI leYfa il. Those thal (ail by5 (lr more fall prone al ti l e 'e ml
of t k it move me nt. T hc DC of Tu mbl e c hec ks in c rccs es hy
2. Creat u res coin a + I hOlll ]s O il 1111.'leL' aH ilck roll s
foes twlnw t[1c m o n t lH-' ;:.I ope.
C l ' iHlll i l l Slope : TI le IHJrtll ef n pa ssage i;:. ", IIlIHo- J h ut n ot
cnou d llo <l Hed moveme n t . C rea l u re s sti ll a + 1 hO"U5
c u m:.lcc attack ro l l;:. foc;:. l,l:'l l)\v Ull tile slope.
If th e PCs head roward L1 6, and Narnbrakh is stil l there,
they hear ch ant ing. It 's a repe t itious intonation ofa couple
sraremcnts. PCs who make DC 10 Listen checks and speak
Gobli n understand it as, "o h, Maglub iyet ! Great Maglu-
liiver!"Any PC who makes th e l isten chec k and a DC 10
Knowledge (religion) check can pick out "Maglubiyct"and
recall that Maglubiyet is the evi l deit y of all gobli no ids.
CONCLUSION
Rescuing whil e standing on the plank bridge takes a DC
20 Balance check. If the check fails by 1 to 4, the rescuer
.':. ('!n't attempt the rescue th at round. Failure by 5 or mor e
means the resc uer falls in too.
Encou nter Level 2
When the pes reach the edge of t he r oom, r ead:
Little more thall a wiacspot ill thc'll arrow tU/lllel,
this room's floor is nothing but watcry mud.
Rivilicis of water t l Hl dowll the wall s, Ase rics
of /larrow' plallb stretchcs across the mud to
allothcr passagcway.
Wi th it s steeply slopi ng souther n ingr ess, thi s room is a
dangerous obstacle. A DC 8 Surv ival chec k is sufficient to
tell that th e water y mud here is li ke quicksand. When the
pe s start headi ng over th e planks, have th em roll ini tia-
ti ve so everyone inrurn. \X'here peopl e are standing
is importa nt.
Rickety planks cross this sinkhole.
Tools: Three shovels, three un lit tor ch es, and 20 feet of
muddy rope lie near the sout her n entrance.
Plank Bridge: t\ DC 15 Balance check is requi red to
wal k along th e planks across th e mud; each successful
chec k let s a PC move at half spee d for 1 round. PCs who
ger a result between 11 and 14 teeter preca riously and don't
make any progress that round. Tho se who fail by 5 or more
fall into one of the si nking pit squares. Det ermine wh ich
011e by roll ing Id6 and consulting the map .
Falling In: f\ character wh o falls into th e sin king pit
can atte mpt J DC 10Swi m chec k ever y roun d to stay at the
surface or a DC 15 Swim check to move 5 feet. Someo ne
who fail s the chec k by 1 to 4 makes no progress, bur a PC
who fail s by5 or marc sinks below the surface and begins
to drown (see the Swim skill, PH 84).
Rescuing: A rescuer needs a long tool that
can reach the victim. A DC 15 Streng th chec k
is sufficient to pull an adjacent victi m out, but
the victi m must succeed on a DC 10 Streng th
check to hang on. If th e Pc 's use a rope , othe rs
ca n assist using th e aid anoth er action (DC to
Strength ch eck, +2 on the rescuer's chec k for
each successful helper). If both rescuer and
victim succeed, the victi m moves 5 feet toward
safety. If either check fails, the victim is still
at the same place in the mud.
SETUP
SINKING PIT
A
Encounter Level 2
SETUP
Ran king members of th e goblin band live in rhi schamber,
but only the gobli n underboss, Brunralgoik (B), is her e now.
Btunrnlgoik answers solely to Nambrukh , the hobgobl in
cleric currently in L16. The ot hers respect th e underboss
because he has a knack [or leading successful raid s.
If he heard a battle in U 3 or a com mot ion in 114, he's
standing in th e middl e of th e room with hi s hyen a (H)
at hi s side. He's expect ing an opportun ity to ridicule hi s
und erlings for bumbling about in the si nki ng pit or fun-
ning afoul of the monitor lizard . However, ifhe recogni zed
th e sounds he heard as com ing from non goblinoids, he's
instead ready for battl e. In either case, he's armed with hi s
sci mitar and carrying his shield.
Otherwise, he's lounging in a hammock, amusing
himself with the pictu res on some of the papers here. Hi s
hyena is resti ng underneath the hammock. In thi s latt er
case, th e underboss and th e hyen a are surprised if th e pe s
arri ve in th e room unheard.
When t he pe s en t er, r ead:
Massi vebookshel ves and bfl rgllndycarpet
distinguish this c(wmberfro m othersYOII'vesee n.
AfelV books lieon theshel ves, and 1'0 11 spya couple
boxes lVlth theSumberlon sigil on them. Papers arc
scatlered acrossthefloor, alld the carpet has muddy
tracks OJl it thai from a path through theroom.
Hammocks hl1J1g be tlVceu tllc bookshelves. (Based
on their location, describe Brunralgoik, a stout
goblin clad in chain and armed with a scimitar
and shi eld, and his hyena.) ,: '

A prol1t: .1tta...-:kt:r a -4 llt.'ll illt y on mel t;t: al b ..-l,
<lnd cn u o n lv us c '.1 c ro s"hlHVo r sh urike n [llr ran12 ed at-
l a ...-: b . r\ Jc-temler a - ..J. pen al t y t o
acain st melee a l l acb, IJul cains a +4 h..H111S to AC
albck s. is a move act.ion lilal
pro volccs <Ill allad, n f opporLun it y. A c1wra...-: l er call i Ilst ead
cr.1\\' \ inl.o a ll adj ace nl square- <1 0' <1 IlH1V e octiou, whi ch 01;:0
p rovokes ,1 11 al t ack o f o pporbun il .y.
BRUNTAlCOI K, GOBLIN UNDERBOS S CR1
MM 133
hp 9 (1 HOI
Male goblin ra nger 1
NE Small hu manoid (gobl inoid)
Init +3; Senses darkvision 60 ft.: Li ste n +5, Spot +5
Lan gu ages Goblin
AC 19, to uch 14, flat- foote d 16
For t +3, Ref +5, Will +1
Speed 30 ft. (6 squares)
Melee mwk scimita r +5 (ld4+1/18 -20)
Ranged mwk sho rtbow +6 (ld6/ x3 )
Base Atk +1; Grp -2
Atk Options favored en e my humans +2
Abilities SIr 13, Dex 16, Con 13, Int 10, Wis 12, Cha 6
SQ wild em pathy - 1 (-5 magical beasts)
Feats Track", Weapon Focus (scimit ar)
Skills Ha ndle Animal +2, Hide +9, Liste n +5, Move
Silent ly +9, Spot +5, Survival +5
Pos ses sions masterwork cha in sh irt , light steel shield,
maste rwork scimita r, masterwo rk shortbow with 15
a rrows , pouch with gray t ruffle mus hrooms (whic h repel
the liza rd in 113)
H YE NA CR1
MM 274
hp 13 (2 HD)
N Medi um anima l
Init +2; Sen ses low-light vision, scent; Liste n +6, Spot +4
Langu ages -
AC 14, to uch 12, flat-footed 12
Fo rt +5, Ref +5, Will +1
Speed 50 ft. (10 squares)
Melee bite +3 (ld6+3 plus free trip)
Base Atk +1; Gr p +3
Abilities Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Feat s Alertness
Skills Hide +3, Listen +6, Spot +4
Tricks (Ex) This hyena understands the attack, defend ,
down, guard , and track commands (PH 74).
. :..
'"
' I', " I '"
''' ' ''' ,
T he parl y cnn in:'k ad <:nrty a1150 p O ll n"", of realli ng mat erial
a wa v to sort il [a tc r.
;\ moue till' w,lrl h Ie;:; ,. a n d menu i nde,. s bit;; are ei;;:\l l r are
h i,.l"ry text:, (50 cach) uml ,1 :,pelIbook. TI, e
co u tains 11<111}", cause [..'<:1r, C/ 1. 1I"1II pC/" ;5QII , e/1i/l taue/l,
cum f.:m:l,C'".ll IJl9/1lI9CS, cndure c/elllcllt:", U'C, l{JOII, protection
[romgU()J. protection /mllllau:, my 0/L'II!cc[,fcmelll, I' educe pl! r 30H,
<lil t! :" 111I111/011 lII ..m;;:[,,; I. It ',; wort h 6 15 uila a \\'iz<11"l1 can
tty to lcarll th e :"pells Ividlill (PrJ 179 )'.
COll l.. i nc r,;: TWll (I f tIll' rnissinc Chi c<1neG ui lJ c rn tcs are
Ill'rcon l hl' I,)\\'(>r shelvc:> of it Eaell co ntai ns spicl:'''
ilm! 3 0 IlllulH!,,-a DC 2 0 Approi s... dwekis ", u HicJcllt
to tell ti, e spices Me wo r d l 20 gp per pound. ;
The hyena at tacks once Bruntalgoik successfully handles
It. bur it figh ts back if it takes damage before it's success-
fully hand led, It [hen engages whoever inj ure d it.
I f the hyena hits with a bite, it dea ls nor mal damage
and makes a free trip arrack (PH 158), To do so, it make s a
Str eng t h check opposed by its target's choice ofa St rengrh
or Dext er it y check. Ifthe hyena wins rhe op pos ed check
-its target fall s prone.
His reputat ion at sta ke, Br unt algoi k gri mly fights to the
death i f he must. Th e hyena won't leave it s mast er 's side.

..
PE,IT URES OF Til E Roo
Till' room 11<1;;: t he fent u n.' ,:: .
11I1l11lill. l t l 01l : 2 0 red (If brio;ll t ill umillill ill ll ; 20
ft' l,t o f ,,]l illl,l \\'V illumina tion. Tile t nn.:'ll is 'i ll a wall sconc e
ILl tllC l'a"l of t1lC Ilo d llcr ll
R., m p : TIll' wes ter-n po ssncc woy i s ,1 romp that isn't st eep
to a ffed move me n t. Cn'at ure;:; sain a + 1 6,Hll1;:; on
lllel C' e ,' Hack mils against fo..:s be low t llt. 'm on tl ll' slo pe,
Ca qJct : T he lihr<1r Yhas wal1-lo-wil ll bu rgu ndy ca rpel t hat
t he k w c t ra.:kelllllllt[ ac ross, IlltJstl v bct wct' ll t Ill' 111' 0
d Oll:ways, A PC who h,,,, t Ill' Track fCilt ;:;uceet" !" on a
Surv i \' <1 [ clwck ca ll learu till' fol ltJwi in ror lll <1 1ion, i lle lllli i1l
t hal fW ill Imvcr DCs.
DC /0: Lnt" or Small a nd l\le Jiulll erect urcs
puss t h i;:; way. It looks dH.'i r Imot " a re llllllitly
f rol ll sourccs ill bodJ ,lirl'ct illl1;:;.
DC /5:" 1J<l:;;;:; C5 Ihr\l ugll ht;r t' t oo.
DC20: SOIllCo r j\ lelliulTl crcetu res arc
thc ir red ,1'" if thcy' t" li r"J or wouncleJ . (lJ:Jt1'l
te ll till" PCs, bu t t ill' se arc zombie trucks).
Boo!..! ,;.,ml Paper,;: TIl l' li brary W,H loot eJ
6ef o rl' t llc gobli n:;; arrived, hut some valuables
rema i n. o.t, t[w"e wlto ca ll feuJ li lt.' A IJ\'"sa[
tell v,,[uu hle ti,e
lllUllll aI ll' hoo k:;; allli pa pe r", Iltd a llY wi zanI can
telll h.,l till' spell b,)ok i" pot cl1 l: i" l1 y lbL, ful. It
tab:;; on c PC 2 htl ur" to check out tbe 1l1ateriaL:
tlHlltld lUUt l ilt:' li lwa rv. Divide tIlL' l ime bv till'
of abk PCs takl' pert i n the :,o; t ing.

.: .
TACTICS
Speaking in Gobl in and at rem pri ng a DC 10 Handle
Ani mal check mad e as J move acti on, Bru ntalgoi k orders
the hyena to attack. The hyena does so if the check is SlIC-
ccssful. Bruutalgoik conr inues to use move act ions to order
the hyena to attack until he succee ds.
1f he goes first in the in it iative ord er, the undcrboss uses
a standard action to ready an at tack agai nst the fir st PC
to app roach him. If hi s readied at tack happens, his new
place i n the initiati ve order becomes the count on which
his att ack occurr ed. Bru nralgoik prefer s human targets
for himself and hi s hyena. He also pre fer s to atta ck pe s
whom the hyena has t ripped (see below).
I
Encou nt er Level 4
SETUP
Nambrakh (N) , the bandit gang's leader and ' priest, is
chanting and praying loudly and ecstat ically, so he isn't
making effective List en chec ks. The embalming strips
hangi ng f rom the ceiling mi ght obstruc t his sight enough
to allow th e pes to snea k very close (and the str ips mi ght
affect combat as detailed in Features of the Room). Ordered
to attend hi m, the skeletons (S) aren't paying att enti on
to th eir surroundi ngs either. Even i f a battle occurr ed
in 1 17 or a commotion went on in L14, th e cleric didn't
hear it . pe s receive a +10 bonus on their Move Silent ly
chec ks against the creat ures here, but Nambrak h and hi s
skeletons readily notice any' new light sou rces. I f the pe s
arrive in the room without drawing attent ion , they receive
a surprise round.
When the PCs enter the room, re ad:
Tile clwnt il1g you've been hearillgcomesfrom
tilis largechamber, whicll appears to be rougilly
octagoll al all d wall ed with worked red sto lle. A
di", light issuesfrom Ihecas t. Stnps ofgauzycl olh
Ihat look like balldages hallgfro m rowsof iroll reel s
on ti,e ceiling, drapil1gdown 10thefloor in places.
Theyform veritabl eCtI rtaim
If embalming st ri ps block line of sight to Nambrakh,
read: '
The curtaills ofbandages bl ock yo w' viewof
whoever is chall tillg here.
When any PC can see Nambrakh, re ad:
, ',:.
AJlObgoblill III a chain shirt isti,echal1t's sOlirce;
he holds a nmcealoft illfronl ofa black altai' as
he sways al1 d intones. Blacl, candles all ti,e altar
fliclwr in ul1i son with his hobgoblin
sl,el elons in clwill shirts SlIITO,,"d Ii i"" holding
spearsupalld sile lltlymoving tileir jawsas if
joinillgil1 the IInholypraise. Apil eofcoim li esat
the base of the altar.
N AMBRAKH CR 3
MM 153
hp 23 (3 HD)
Male hobgobl in cler ic 3
LE Medium huma noi d (go blinoid)
Init +1; Sen ses dar kvision 60 ft.: Listen +2, Spo t +2
Lang uages Com mon , Gob lin
AC 15, touch 11, flat-foot ed 14
Fort +5, Ref +2, Will +5
Speed 30 ft. (6 sq ua res )
Melee spontaneous inflict moderate wounds +4 touch
(2d8+ 3, Will DC 14 ha lf)
Melee mwk heavy mace +5 (l d8+ 3 [used twc -handedj)
Base Atk +2; Grp +4
Special Act ions re bu ke undead 4/d ay (+1, 2d6 +4, 3rd),
spontan eous casti ng (inflict spells)
Cleric Spell s Prepar ed (CL 3rd; 4t h with evil spe lls):
2nd-animate dead, hold person (DC 14), invisibilityD
l st- causef ear (DC 13), cure light wounds, protec tion
from good', shield offaith
O-cure mi nor wounds (3), guidance
D: Doma in s pell. Domains : Evil, Trickery
Abilities St r 14, Dex 12, Con 15, Int 8, Wis 15, Cha 12
Feat s Combat Cast ing , Skill Focus (Concent rat ion)
Skills Concent rat ion +9 (+13 cast ing defens ively), Li st en +2,
Move Silent ly+4, Spot +2
Possess ion s chai n shirt , masterwo rk heav y ma ce
3 HOBGOBLI N SK ELETONS CR '/3
MM 225
hp 6 ea ch (1 HD); DR 5/bludgeoning
NE Mediu m undead
Jnit +6; Se nses da rkvisio n 60 ft.: Li sten +0, Spot +0
La nguages unde rst ands cre ator 's comma nd s
AC 19. to uch 12, Fl at-foote d 17
Immune abi lity da mage to physical ability sco res , a bilit y
dra in, co ld, cr itical hits , death effects, disea se, e ne rgy
dra in, exhaust ion an d fatigue, Fort save ef fect s tha t
don' t affect object s , mind- affect ing spells a nd a bilities,
nonletha l da mage , par alysis, po ison, sleep, stunn ing
Fort +0, Ref +2, Will +2
Speed 30 ft. (6 squa res)
Melee spear +1 (ld6+1/ x 3)
Base Atk +0; Grp +1
Abilities Str 13, Dex 15, Con - , Int - , Wis 10, Cha 1
SQ undead t raits
Feat s Improved Initi ative
Skills List e n +0, Spot +0
Possessions chain sh irt , light st ee l s hield, s pear
\xr hen he has taken 13 or mor e poi nts ofdamage, Nam-
brakh casts CUrt ' Jig/lt wou"dson himself. If reduced to 10
hi t points or fewer after that, he casts invisibilityand makes
his escape. He sneaks out of Slaughrergarde and does n't
return. You can have him make an appearance in a later
advent ure if you wish.
DC 20 \Y'i ll "ave is rcquireJ widl I'a cb u sc. Fa illir e PIl the
savc sconts til(' cl eri c <1 ne cati vc level tlhl.t .,way .,her 2.+
huur".
A s tc t uct rc i s jus t nod], of til(' a tta r. By takin; a
minute to piece till' statue t te t o gctjrc r, a PC d i::covers tl1il t
it wn s a rolll'J figure wilh [nul' arms lui"
litis stetuct t e mate], c:" t1,e"t alue on a ll. a ttar in T 11 in til e
sLHl glltergaHle temple. .: -
Jn a piIe at til(' foot of the altar arc 355 82 pp, 6 ],J.,ck
candle", a jaJ e br acelet (2 0 0 gp). and th ree decora l ive silver
arrowllcaJ;; (not weap on s, 50-gp ea ell ). U nd e r tIl e e, lin" i s a
J ivine ,::crllll t l,.:ll llas Jl,1.1Yplliselll ami fo'! s;sl cnefgy on i l (cah er
leveI3,J). ;
:, GONCLUSION
Ira battl e occurs here, the dark cree pers in U Shear it. One
bars th e copper door s [rom the western side on in iti ative
count 0 during the th ird round ofcombat. Once th e doors
are barred, a PC must make a DC 25 Stre ngth check to
break the bar and open t hem from th e east.
( ) n c ;;q llare =: 5 {(.' cl
F EATUI<ES OF TilE Rom!
T l1l' rllLJI11 h a,:: the fe a t ure".
Ill umin at ion: C<lIHUe,::;' 5 [c d of sk Hlnwv illuminalion.
Th e ca nd les a rc nn t ilt' illtar. .
Embalmiug 5t r ips: St rip" III dntll Fl'IJm the Clilin g
when imli c"led a ll till' map. T]H:Yprovid e wllc..:a lmcnt (2 0 %
mi ss chanc e} for ilI1yone behind t hem, b ut tlle y do n' t o b'::l r uet
IlIOVl'IllCllL
Bu r n i,:: I1l'J Copper Door,:: : l-IarJ ne;;: ,:: 5 ; 60 bp cacho Open
wl.' st want; vcrt ica l k lml16 ou bot h ,:: idc,:: llf 11011, Illl Ors. ncar
wllt'rt:' tlll:'V meet. The door,:: <1rI' dosl, d but ulll ucL..,d ; they
lli1vC no 'Iatell or loeb , Illil l1wy migllt be barrtd
Conclusion].
DClllon AreI, : The ar.. :h ove r th e nort lwrn do or wa y
i" Caf\'l,J t o look Ji].;.c til e fan., amI open mo ut h o f a
f.:1I1 gcd llenwll.
AIt.u : Atop l he alta r ar c two ca nd le,:: and a clay
a lllu,:: de-llUullll T I, e alton ha;;:
a st ron g aura i[ vicwc(l usi ng Jcfl!d 111<19;'- (DC 22
SpIlt:,'r "h che ck to determine it's ue crorna ncy} , a mi
it Ila s a st ronc (vi l a u ra i f viewe d us in s .. -IettY{ .:ril.
Ti,e altM Je,::l rn y0d (hardn e,;; ::: e:, 250 hp).
Deal i ng it halfthi ,;; Illudl Jefacc::: it
to ruin it s lll.1?l ic.
An y evil .:.:J eri c wl10 prep.HI':: spel l::: in front of
till' a lt a r ca n pr epan.. ll e enJIlWUCY ,:: pell" a" if lhe y
were on e le\ el lo\\, lr. Usi ng till' power of tlH.' altar,
Nillllbrakh pHIMrc s .. ininiatc JC<I,j a" a 2 mt-le\'l' 1
::pel l. But til(' altar',; pl1\\'er C0 111\. .' ':: at ,1 pr i c e - a
TACTICS
Skeletons int erpose themselves between the pe s and
Nambrakh, whom they're instr ucted to gua rd. They att ack
the closest enemy and provide th e cleric wit h flanks.
Nambrak h casts shield of fililh, defensively if opponents
beset him in melee, th en protect ioll fromgoodifhe thinks h
r
has t ime. If he sees J good cleric amo ng th e pe s, he casts
/wld person on tha t character. Hoping to 'prevent turning
atte mpts, he subsequently orders hi s skeletons to dest roy
the enemy cleric. He uses cause{l'ar on the most threatening
melee combatant or a cleric against whom hold person failed.
After spontaneously exchanging nnunntr dead for inpicl
moderl1/(' uo unds, he rcuches a foe in melee with him. He
spends the rest of rhe'fighr using hi s mace two-hand ed.
F EATURES OF THE Roml
The I:"'''' I"" the r"lIuwin, rea""e,.
IlIulIlinal1oJl: It 's d<lfk llef t:.
D lo'lIIo n 1\ rdlc;;: The arell (H'CI"each ;iout lwr n
J ool'\vav i..ca rved l o I'lllk li ke Li wface a nd ope n
mout ll a dClllll n . .:,
. Slhlftcretl G a l c: Tll i;; is a is irrt-'fricvabl y
r uined. I t '::, ::' i mi lar to t he i ll "f24 and
A 19. Des pite lwing bmkell , it <1 faint <l u ra
if vicwc ll usi ngdetect 1J 1d9ic (DC 24 Sjw!lcraft
c hec k t o l! etc r m i llL' i t';; conjm-ation} .
Speed 30 ft. (6 squares, can' t run)
Melee batt leaxe +3 (ld8+2 / x3)
Base Atk +1; Grp +3
Single Acti ons (Ex) One move or attack action per round .
Can move it s speed and attack if charging.
AC 14, touch lo, flat-footed 14
Immune abili ty damage to physical ability scores, ability
drai n, critical hits, death effects, disease , en e rgy dra in,
exhau stion and fatigue , Fo rt save effects that don 't
affect ob jec t s, mind -affe ct ing s pe lls and ab ilities,
no nlet hal damage, paralysis, poison, sleep , st un ning
Fort +0, Ref +0, Will +2
Abilities Str 15, Dex 11, Con - , Int - , Wis 10, Cha 1
SQ sing le actions, undead t rait s
Feat s Tou ghn ess
Skills Li ste n +0, Spot +0
Pos ses sion s leather armor, battleaxe
AT
4 HOBGOBLIN ZOMBIES CR 1/2
MM 265
hp 16 each (2 HD); DR 5/slash ing
NE Medium undead
lnit +0; Senses dar kvision 60 ft.; Listen +0, Spot +0
Languages underst ands creator 's commands
z
z
'--
.--
\
o HAT
When t he pe s re ach the room, read:
Four zombies, all obviollsly onrc hobgobhl1s,
sllllffle listlessly across the f loor of this mom. An
omatelycarved arch takes up tl1 eel1 tire westen!
wall. It's a larger, 111 0re detailed versiol1 of the
demoll archesYOH've see'l1 , but this arch doem'!
jlls! has a bl ank wall beyond it. Twoof the SII lll ller
demol1 arel,es, ol1 e yOH came tl,rollgh, pierce the
southern wall.
Encounter Level 2
Oue ;;q uare
pare as indicated in that encounter.
in L7 might hear it (List en DC 12; r ' ," .;....
Listen +2), awakeni ng and preparing -,' .. .""-,;
. for bat de if they do. It takes th em 6 I'
rounds to prepare-5 rounds todon w".
li d d d
.".\ '!.
armor iasr! yan 1 roun to rea Y __+-+--r-1
their weapons. Once th ey're ready, 'I.::g;......
they hun ker down and await intrud- ,
ers , If they wait for more than few I:"
mi nut es, they take another 5 rounds
to don their armor properly.
If the PCs head toward 116, and
Nambrakh is st ill there, they hear
chanting. It's arepetitious intonation of
a couple of statements. pe s who make
DC 10Listen checks and speak Gobli n __
understand it as,"oh,Maglubiyet!Great
Maglubiyer!"A PCwho makes Listen
check and a DC 10Knowledge (religion)
check can pick out "Maglubiyet" and
recall that Maglubiyet is the evil deity
of all goblinoids.
SETUP
The zombies here (Z) serve Nambrakh, and they attack
anyone who isn't a goblinoid. Nambrakh suspec ts that the
shattered gate is import ant , so he keeps it under guard.
Th e gate is pictured in the illu stration handouts. Show
the illustration whe n the howler attacks.
CONCLUSION
If a barrle occurs here, the hobgoblins in L6 hear it and pre-
TACTICS
.
.-
I'
F I:,\'l'lm ES 01' T i l E Rocm
Til e room Ila;; til e fealure;;.
Ill umill a t ion : Cand le; '5 feet o f ;;IWLlowy i ll uminat ion.
TIK' canJle is 0 11 tilt.' 1r n Jarb crcc pcr dOll 5eJ the ce ud]c,
it ';; ,Ia rb he re.
De,:; I-: ; Squar e;; t ha t inc ludL' t he Je;;k cost 2 "quar e:: o r
mu vcrucn t [ o ente r, A crea t ure ca n jump at op lI w,Le"k,
i1 + 1 bu nu ;; 011 Illelee 'l llacb roll ;; on
till' f1l1o r. Doi ,,0 is autom ot.ic for ;;Oll1 L' L;lIe wlto ta bet' a
move acti on fr om allY'J f till' de"b';;squc rcs, { JI" it call be don e
as pa rt or a larger move netio n wi t h a DC 16 Jump check
(DC 8 with a 2 0 - fnot run ni n g sta rt}.
Im ide t ile dc::k arc th irl L' : n parchme nt a pen,
chalk a mi (l)f1 12 8 )..t\ lTl o ll ti t ile par,::lll11Cn b: a re two
note". O ne is a ;;kel ch of th e ;;hal tel"eq.i: at l' in L 17, wilh a
no te th at rea(\':' ]\,I() The lld lL' r
is it Illap ma rkeJ I sl10w;;
a pa dl lhe 10 a :oquare Illar ked u ca6in," th en
it "cr,1\\l,a "t rapdoor hearthdon e,n sta ir s lei1 Llin g d,l\Vn, and
a tlelll on an.:ll. Bllt ll not cs ar e in UULlt.' rC() 1ll1ll 0;1. ;
"!"unllt- I: T he ,::o utll\Ve" t L' r n t un nel is allout 3 feet Wi JL',
ami gra Jually "lope s, winJing its way up wa rd for 600 fed ,
wli e re it emerges ill allOllow t rcc on llw ;;urLce. in
tllCtunnel is unwise allLI requires squ eezing [or a nJ
Small creatu res (PH 1'+8). Cr ea tures "t i ll g,l in a +1 Imlltls
oll ltlell'e aHack roll" again st foe;; helow on the slope.

Maneuvering to provide each other flanki ng, t he dark


c"[eepel'scontinue to figh t as long as they can ma ke sneak
attacks. \Xfhen both are wounded, they flee up the south-
west ern tunnel , withdrawing i f possible (PH 143)." 1one
dies, th e other tr ies to escape in the same manner.
,
\Vh en t he pes bur st i n', read :
The doon fly o!,en. to reveal a small, block-
cloaked humanoid with !,o/lid Sb'l and sinister
features. Next to him is a similar creature that
appears to be female. Beyolld them is a room that
contains a wooden desk olld a sillgle wide bedroll.
IJI the southwestern comer is a narrowtUllnel
that leads upwani. Bythe smell of tile room,
which is fresher tholl other areas of this fa rsolletl
ruin, and the sl ight draft, you'd guess that tunllel
leads to the surface.
One of the dark creepers (D) is an emissary from the draw
in the Slaughrergar de temple, sent to lear n about this part
of Slaughtergarde. The other is hi s companio n and body-
guard. Thei r work is;l '[ done, so they don 't i mmediately
flee. When they hear.a.b att le in l16, one bars th e door s
and t he ot he r douses t il e candle on the desk. Th ey're cur i-
OllS as to what's goi ng on, but they know the darkness is
to their advantage.
AC 17, touch 14, flat-footed 14
Miss Chance sha dow cloak
Resist evasion
Fort +1, Ref +7, Will +2
Wea kness light sensit ivity
Abilities Str 12, Dex 17, Con 13, Int 10, Wis 15, Cha 10
Feats Lightning Reflexes
Skills Hide +8 (+1 6 in shadows), Listen +3, Move Silently +4
(+8 in shadows), Sleight of Hand +4, Speak Language
(Gob lin), Spot +3. Tumble +4
Possessions leather armor, 6 daggers
The female has a filigreed gold ring (50 gp) and a naga
bone ring (snake biting its tai l, 250 gp): the male has a
plat inum ring set with a ruby (800 gp).
Speed 30 ft. (6 squa res)
Melee dagger +2 (l d3+1)
Ranged dagge r +4 (ld3 +1)
Base Atk +0; Grp - 3
At k Options snea k attack +2d6
Special Act ions sha dow cloak
Encounter Level s
Shadow Cloak (Sui 3/day for 1 minute; provides 20% miss
chan ce in bright light and 40% miss chance in shadows.
Li ght Sensitivity (Exl - 2 morale penalty on at tacks, damage,
saves, and checks within sunlight or a daylight spell.
SETUP
2 DARK CREEPERS CR 3
Fiend Folio 38
hp S each (1 HD)
eN Small huma noid
Init +3; Sens es blindsight 60 It.: Listen +3, Spot +3
Languages Dar kOne, Goblin, Unde rcommon
SLAUGHTERGARDE
_ ______IEMlll.
In a copse about 5 miles from Castle Sur ri nak is a simple
hunt ing lodge t hat t he Surri nak family uses each aut umn.
Afew nobles used to come here to brave the demonic ru in
of Slaughrergarde's temple section, but now that the d raw
hJVCcome, the Surri naks stay away unless they're called.
A few young Surr ina ks are working wi th the drew, and
once a week, a Sur rinak gu ard and a care taker check on
the lodge, but it's otherwise unvi sited.
The lodge's front door is unlocked, and t he ins ide is
bare except for J stone heart h an d ch imney. It's clean and
mai ntained, bu t it feels creepy. Sur ri nak hu nt ers br i ng
their gear and furn iture wi t h t hem when they plan on
staying in the lodge for a sign ifica nt amo un t of time.
Access to the temple is simple. The lodge's he arth is
made ofan old mil lstone tha t's hin ged and opens ro reveal
a st air way down to Tt . A DC 15 Search check is su fficienr
to no tice the unusual plac emen t of the mill stone, but the
PCs probably al ready know it's t here from the information
found in L18.
Th e staircase down is act ually 50 feet long; the last 15
feet are in T1. ligh t from the demon arch in Tl can be see n
from the top of t he sta irs as a di m glow, but the stai rcase
is dark unt il the pes enter Tt.
Further, these stair s are steep. Tr takes 2 squares ofmove-
ment to ascend each squ are. Creat ures ru nning or cha rging
down steep stairs must succeed on a DC 10 Balance chec k,
ending th eir movement 1d2X5 feet later ift hey fail. Those
that fail by 5 or more fall prone and take 1d6 points of
damage at t he end of th at movement . The DC of Tumble
checks increases by 5. Creat ures gain a +1 bonus on melee
at tack roll s against foes below t hem on th e stai rs.
DUNGEON FEATURES
When the PCs delve into Slnughtcrgarde's temple sec-
tion, some ofth e arch itectu ral features seem familiar. Bur
player s who exp ect the same exp erience are in for some
surprises. Changes from t hese norms are found in specific
room des cr ipti ons.
Illumination: Light chang es as descr ibed in each
room. H<lll s are unlit , except by ambien t light from ot he r
areas.
Ce ilings: Cei lings are 15 feet high. They're made of
smooth gray or gray-gre en stone, Ceil in gs here are not
cracke d, and they're impossible to cli mb wit hout a natu ral
cl imb spe ed or the aid of magic. Only TlO has a ceili ng of
ear th and stone i n part of th e room.
Wall s: Fin ished masonr y (Climb DC 20) makes lip the
wall s. The wall s are 1 foot thick (break DC 35, hardness
8, 90 hit point s), but beyond t he ma sonr y is sol id dirt . A
few of t he "wal ls" arc act ually cave-i ns.
Doors: Bur ni shed copper door s are commo n in t he
temple, as are demon arches. Most oft he arc hes here have
acti ve magic, however. Demon arches wi th in the temp le
come in t \VO varieties-ill usory curta ins and fiery curt ai ns.
The arche s are descr ibed i n det ail where they appear.
A fiery demon arch is pictu red in the ill ustr at ion hand-
outs. Show th e illustration when t he pe s firs t see an act ive
fiery arc h.
Fl oors: The temple sect ion uses the same sort of fL.g-
sronc floors th at t he PCs saw in t he labo rato ry section.
Some chamber s and corr idors have an inlaid mosaic of
cl awed footprints. \"'{' hen the temp le WJS an acti ve par t of
t he mounruin-fortress. t he mosaic was intended ro guide
wo rshiper s from shr ine to shrine and direct them away
fro m off-limits sections of the temple.
lingering Magic: As with t he laboratory, livin g crea-
tures don' t need to eat or drink within the Slaughtergar de
temple. The spiders in T19, T20, and T21 still kill and eat
pr ey.
ORGANIZATION
Th e d rew t hink they have t he run of the place. They no w
pr efer static gu ard s. and Lan rhurra e. th eir pr iestess and
leader , has direc ted t hem to protect cert ai n sect ions fro m
int ru de rs. They reac t to ne arby batt les by preparing for
battl e themsel ves, but t hey don' t us ua lly leave th eir post s.
Th e penalt y for failur e is too dire.
The temple section radiates outward from a centra l point.
I f you want ro tailor t he temple, be carefu l to keep tougher
enco unters on t he outer edges of t he map. You don't want
the PCs st umbli ng into suc h encounters before they're
ready. I f you want to ti nker with the dungeon, cons ider
t he fol lowin g opti ons .
Add a Pa trol: If you want to keep the PCs from camp-
ing out in t he temple, add a patrol tha t walks through the
rooms under d rew control. Agroup of two arca ne guard s
or of three Lolrh 's stings (both EL 3) makes a goo d pat rol.
The PCs have a 10% cha nce to meet t he patrol every 10
minut es t he characters spend in a roo m that the drew
co ntrol. I f t he patrol runs across evidence of int rusion,
th ey war n Lant hurr ae fir st, and she sends th em to fi nd
t he invaders.
Add More.Rooms: If you want to add mo re drew, the
easiest place to do so is among the ba rr acks in t he sout h-
eastern cor ner ofi he map. Ityou want to add more demonic
strangenes s, anythi ng sour h of th e magma hurle r in T22
is fair game.
Cu st om i ze t he Shri nes: Int ent ional vagueness exists
about j ust whom the shri nes in th is temple are devoted
ro. They could be dedicated to obscure de mon-pri nc es,
demi gods, or forgot ten aspects of existi ng gods. The altars
mi ght be places of worship, or they might j ust be monu-
men ts to champ ions of evi l. It 's up to you. Change the
sh ri ne decorat ion s to match the chaot ic evil enti ties in
your camp aign . Youcou ld even invent a ri t ual that activates
the crone statues in T16 and place t hat ritual in anot he r
adven t ure-or t hi s one.
. ':0
_ . - -v- , : i
,.'
in ambush if t hey see intr uders. However, th e pe s might
meet them in the hall. .
PEX !"lmES OF THE Roml
T he room 11<1.;: t he [c'l t un.'",. .
Illumination : Demon eyes); 2 0 [:l' d of
illulll inat ion ; 2 0 fed of il lum in ation.
DeIlloll A r d l : TIle <Hell ove r t Ile cloo rwny i s
carvc,l to look like t.he Ll ce and o pl' n mouth of a fang ed
(letllll l1. Ey,'S i n tlte face glow rcd-o rencc, and 01 glillllc r of
dar k vi nlet enercy fil l" the mout h. The <1l"ch has a
moJ erah>aura if viewcd u"i ng L/dcd (DC 2 1 S pel lcra h
chec k to dd,'rlnim' il's illu sion). A low IWIll e mittcd by t he
<1n.- I1in crco ees Li sten lo llear an yth ing bey,m(l it hy ]0,
but a DC 13 Li"tCIl c1lCck i:.= .i' u Hic il' n t t o IlcC,)::,i ,JIMI
crunts and from t ill' liz.1nl5 in T-t.
BUl'ui,dlCd Copper Door::: (h:)l h sets]: 5 ; 60
11P Col e1l. Verti c<1111 <l.lHlI ci!- onboth ;:;idl' s of Iwt h '! llor::, Ileal'
they meet. T ile dnon an' closeJ but un locked; 1I1l'
Y
!J.we n o latch o r I'l ck .
"".}dlu!rll DLlcJI''' : O pen nort ll'i\' .1 rd.
SOUtl'.:!rJI Doors: O pen S,.oulhw<1rcl. Tlwsc dlwr" Le
IJ<1 1Tc(1 f rom til e 50l,lt ll (;;CC C,' ndu"iOl"0.
A DC 8 Listen check is :" uffi cienl ' t o occ<15 i,)tl<1 1
gr ll nh< f rom t ill' griml ocb in T2, wll eth<..'r a fight. i n t. hi"
room hil5 aleded lhclTl o r not . A DC 1 1 Li st en chec k is
5uHicieut to la'ar tl1(' qll ag go l h in a rp<: k cvcrv
ot he r m um!, bullh i:" :"ou;l d is hurd to
Ta pc;;l r ic,;;: Eight tope st ries mens ure 15 reel higll
and 8 r,et ncross; 1'<1 c11 is \\,(wt h 100 gp. Tlll' tapcetri cs weigll
100 pound",. each <ll1J a rt' qui te cumLl'r,:;o1l1'.
".
- ,..,- -
0
11
(, .. ' =: 5 {c.. .l'f
.
When t he pes near the bottom of the stai rs, read:
About 15 fee t frolll the bottolll of thestairs, you pass
beneath theceilingofa roOIll ofgray stone. Two
dusky-skinncd warriors with longbowsguard a
dcmol1 arch that hasglowingeyes al1d a violet gas
swirling in its mOl/ th. Burnishcd coppcr double
doors are set intothe walls tothe north 0I1d soutlL
Tapestries JlOngillgfrom thewalls in this roorn
dcpict horncd, crimson-skil1ncd l",mol1oid warri ors
1ll0rchil1g across volco nic111OlII ltoins.
AC 17. tou ch 12, flat -footed 15
Immune s leep
Fort +3, Ref +4, Will +1
SETUP
Sp eed 20 ft. in breastplate (4 squa res) , base speed 30 ft.
Melee mwk lo ngswor d +5 (l d8+2j 19-20)
Ranged composite longbow +3 (ld8+2 j x3)
Base At k +1; Grp +3
Atk Opti ons favored enemy e lves +2
Abilities St r 14, Dex 15. Can 13, Int 10, Wis 12. Cha 8
SQ wild empathy +0 (- 4 magica l beast s)
Feats Track", Weapon Focus (Iongsword)
Skills Diplomacy +3, Gather Info rmation +1, Hide +3,
Lis ten +6, Move Silently+3, Sea rch +1, Spot +6 , Survival +5
Possessions maste rwo rk breastplate, masterwork long-
sword, composite longbow (+2 Str bonus) with 20 arrows
Encou nter Level 2
AP
The pe s can see T1 [rom the fi nal 15 feet of t he stai rs. I f
th e guards (G) hear int rud ers, th ey load their bows to shoot
as soo n as they sec enemies.
A th at has violet energy in its archway is
picture d in the illustration handou ts. Show the illustration
when th e pe scan '"this room.
CONCLUSION
If a battl e occ urs here, the gri mlocks in T2 hear it. On
init iative count 0 dur ing the th ird rou nd, one gri mlock
bar s the sout he rn doors. A PC must the n make a DC 30
Stre ngth check to break the bar and ope n th e doors.
Th e Lolrh's stings in T15 might hear (l isten DC 17;
List en +7). If t hey do, they sneak into th e hall toward T1
(Hide +7, Move Silently +7), ret reat ing to 1'15 and waiti ng
2 SURRINAK HOUSE GUARDS CR 1
Races of FaerQn 62
hp 9 each (1 HD)
Male ha lf-draw ran ge r 1
CE Medium humanoid (e lf)
[nit +2; Senses darkvision 60 ft., low-light vision; Listen +6,
Spot +6
Languages Common, Elven
Encoun ter Level 2
SETUP
The gr imlocks here (G) are filling conta iners for a upcom-
ing expedition. If the pe s battled in Tt, T6, or T22, the
grimlocks expect tr ouble.
from the doors exit ing T1 or1'22, a DC 6 listen chec k
is sufficient hear th e quaggoth in T6 break a rock every
other rou nd.
When the pes can see the cent er of the roo m, read:
111 thecel1 terof this wide il1 tersection stand two
muscular, gray-skil1ned humanoidsill loincloths,
They have blank sockets wlt eretheir eyes should be,
and theycarrygreataxes:
F L\TLJR ES 01' TH E Roml
Ti,e momha:' till' fe ilhtr c:,.
11I1iITl ill .ll ion: Demo n : rd, (glowing eves]: 2 0 feet o f
IHid,l i llulIli nali nn; 2 0 f l' el uf "h'llltHn' ill uJ1I inatill l\-ju,;: t
t o tile po ol in ti ll.' o f tI' l' i n l.cr-scc tion .
Hurn i ..hcd Co p pl-' r Doo rs (llOl h scts]: I Iar Jnc;:" 5; 60
. 11[1 each. Vert ic'll k\llJles .m1)011, "ide,:: of bCO t!, L! oor" ncar
\\I, cI" (, they meet. Th(' ,Ioor" arc lJl1l un locked; t lH.' Y
kwl' n o lak bu r lo ..-: k .
,Vllrtll.:!rI/ Door,,: O pen ;:ol1l hwu n l . All iron IJa r j ,. c it llcr
lea n i ng aga i ns t t ], Cwall to tIlewest II Itile doo r;: (i f tile
Ilh:k" a rc u nawa re ] o r dHl' a J lJ through the
2 GRI MLOCKS CR 1
MM 140
hp 11 each (2 HD)
NE Medium monstrous hum anoid
Init +1; Senses blind sight 40 ft. , scent; Liste n +5, Spot +3
Languages Common, Gr iml ock
AC 15, touch 11, flat -footed 14
Immun e gaze attacks , visua l effect s, illusi ons
For t +1, Ref +4, Will +2
Speed 30 ft. (6 squares)
Me lee greataxe +4 (l d12+3j x 3)
Base Ark +2; Grp +4
Abilities Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Fe at s Aler t ness, Trac k"
Skills Climb +4, Hide +3, Listen +5, Spot +3
Possessi ons greataxe
Amosaicofclawed footprints rullS IhrouglJ the
Italhvay from east towest. Thefloor in the middle of
tlteintersect ioll slopes gel1tlydowl1ward to a pool of
waterthat bubbles softly.
l' <l lHlle;; (if lhe heart! a fid,! in T l ). It takes a IllOV{.'
action ttl pick 6a r .1J1l1 allod lC;to threaJ ti le b.1r tll rtlug ll
t IlL'handle". If til l' dUM"are ll<1 lTcll. it a DC3UShell,:tll
check hJ brea k- the l1ar ilJ1l1open tl l em.
\\?c"i.?nl Open "AII1U rial1l-T rua' ll i l V<l I1-
lIile511" is wri tten ill olll!,c eastern side of one door . That '"
Unlle rcol1l m<.Hl for, "l)angcr-unc{Jl1trol leJ elemental."
A n i ron 11ilr is t b rea deJ t llC 0 11 t hl' easter n
[I l ilke:, a IlW VC action t o re-lI1llve till' llUr (f rom t ilL' cnst
on lv) o r a DC 30 c1H.'c k to bn ' ak thl' bill'.
:\ DC 8 Lis t en c1lL'ck is suffic ien t t o til l'
of ti l e ill T22. '
D{. llIo!l , \ rell : T il l' Md l over lill' s, Hltlll' rn pil:'sil,-te is '
c a l'wJ t o lonk die r,1('l' a nJ open mouth o f a
tll' mo n. Eyes in tile face f lo\\' rc,l - or a ngl" anJ a gbmc; of
swi r li ng J Mb viLllet energy ri ll s t he muutl l. Til e a rcll 1, <1 :' a
llwJeriltl' au ra i viewcd using Jet('cf magi,' (DC 2 1Spe llc ra ft
che.:];,. t o it's illmio n), A low llll lll l' miHeJ 11
Y
til e arch incrce scs Li s t en to Iwill' ully l1ling beyond it
bv 10.
. Spring': Tl w lI ag:'ltJIlL' ll hH' ill thi" room ha;;: se Hle,1
by severa l rlet and water up t ln ' lugll t h Z: cracks,
c rcating a n,l t u ra l At its point, till'
i , a bou t ,1 fo o t lle<:p. It costs 2 squa res o j movement to
move in t o a. pool amI tile DCo f Turn lJll' cl lc d,;;;
i n increases by 2. Four cenlccue .lnJ two
';'111a ll c<1;; b sCilll creJ 'lboul ti ll' .... d gl',:. u r l hl' poo l.
Encounter Level 2
SETUP
Fight ing in 1'2 alert ed th e guards here (G bu t they don 't
leave their pos t.
\X!hen the pes come through the demon arch, read:
Cuarding thisrooll;:are two dllsky-sbl1l1ed rncn
wearil1g breastplaiesal1d carryillg lO>Jgswords.
Crat eslil1e the eastem wall, al1 da rOlll1d tableal1d
fOllr chairssit ill themiddle ofil, e'roOIl1 . 111 ihe
sOll ihwesiem cornerisml irollbolll1dchest il1l1t hasa
glowil1g rWleall its top.
TACTICS
If one guard goes down and th e situation look s hopeless)
the other maneuvers toward the warded chest. If he arr ives
at the chest before the pessrop him, he opens it and shouts,
"I'm taki ng you with me !" His openi ng the chest provokes
nil attac k ofopporruni ty-the glyph doesn't go off if such
an attack kn ocks out or ki lls the gua rd.
2 SURRINAK HOUSE GUARDS CR 1
Races of FaerQn 62
hp 9 each (1 HD)
Male half-draw ranger 1
CE Medium huma noid (elf)
Init +2; Senses darkvision 60 ft.. low-light vision; List en +6,
Sp ot +6
Languages Common, Elven
AC 17, to uc h 12. flat-footed 15
Immune sleep
Fort +3, Ref +4, Will +1
Speed 20 ft. in breastplate (4 squares) , base speed 30 ft.
Melee mwk lo ngsword +5 (l d8+2/ 19-20)
Ranged compos ite longbow +3 (ld8+2/ x3)
Base Atk +1; Grp +3
Atk Options favored e nemy elves +2
Abilities St r 14, De, 15, Can 13. Int f O, Wis 12, Cha 8
SQ wild empathy +0 (-4 magica l beasts)
Feats Track ", Weapon Focus (Iongs word)
Skills Diplomacy +3, Gather Information +1, Hide +3,
List en +6, Move Silent ly +3, Search +1, Spot +6,
Surv ival +5
Possessions masterwork breastplate, mas terwork
longsword, compos ite lo ngbow (+2 Str bonus) with
20 a rrows
0 1: T il E Roo
The mom k l,; til l' featu re,;
I (Iu lllill <l l ion: Denlll n 20 fl'el of
bridl t illutllin.l1ion; 20 fed (I f il luminatil ;n.
])e mo l1 Arel t: Sec T2. .
C rit Les : 01o s1 o f t h ese crc te e arL'1l11111J'1llL'
ckJ i n Ii11k,;: for a rmor rc pai r, har nesses fo r hca-sLs l)f burd cn,
ami cxce vcti ou 1001:::. None l)f tIll' fond 11 .1 " or
ea te n, Iw l il ',:: a ll preserved "'0 it '", st ill
All told, the,:: c .l hou t 200 pounJs anJ Me
wortb .+0 0 A L)C 12 check is :il"fici enl t l;
dder llli ne ti l is, hut tIl at t.lkes 3 0 m inutes and rcqui res Sl)HIe
of t be c re t e s 10 be o pene d.
TaiJl l' : SquuH' S t lhlt i ncluJ l' lbe ta ble cost 2 squares of
mo vement II) en t er. A creat ure ca n jump alop tile I.lble!
a + 1 b l ll l1,; o ll llle lce atta ck roll,; agnins lLho,;c 0 11
th t. [JOll r. Doins so is nuhuuutic for sornc o nc WllO I'lbl''; .1
move act io n fr o;n any of the tabll.''' squares, or it ca ll he done
ns pa d of a lar ger move act ion with a DC 24 [ ump
I w n llOu lHl Cltesl : T he clll',;t is 11nIOl" k,d; it lIa:" lwrdne ss
10 ilnd 60 IIp. It' s warJed with a o! tc.1rdilJ!J t hai gllCS
off if anyllnc lltl ll'r t ha n Llnl hur rae lJpCm it. nview(',lming
deted may;e, the 11.1:' a bini .1ura . (DC 18 Spell cra ft
to dd ef minc it's ahjurati on) . I f.:'"Sl onwolll' uses r(,.'a J
O il tIlt. 9/YP/" a DC 13 Spellcra ft chec k is suffil"icllL
to illt>lll ifv it and its effed (a ciJ IJ]. ",I ). 1l1::ii llc the che s t arc
<l ::iCfoll,J{restoration (caste r level 71h, 800 gp), 20 Pl', and
a sepphire neclJa..:e (450 gp) .
Olypl, 0/ \Fl1rjill9 rULE.f): CR ..1- ; ,:: pell; spell tr igger;' no
reset: spell e ffed (g/yp/, o/ u' an/iI/9 Ibbslj, 5tll -l c vel deril"!
2aS aci d, Rcf le'x DC 14 1lUlf); l11 ull ipll' ta rs ct s (all targets
wit hin 5 f l.); Sear el1 DC 28; J) jsai lle Devic e DC 28.
G
,
O IlC H J II.1I'C - 5 f
Encounter Level 4
SETUP
If the drew rider (D) hears battle in Ti or T6, he rakes 3
rounds to saddle up and take a pos ition where he can charge
t hose who enter t he roo m. He rema ins battle ready, hi s
mount saddled, but he dismounts after 10 minutes ofsilence.
He cares about the lizards (L), so he does n't leave them.
If the characte rs manage to sneak into this room, the
rider is adjusti ng the saddle on the riding li zard. It takes
him a full-round action that provokes attacks ofopportu -
niry to buckle rhe saddle down. On rhe following round ,
he attempts a fast mount as a free action (Ride DC 20), then
moves to attac k. Ifhe fails the Ride check, he has to lise a
move acti on to mount up. .
When the pe s enter the room, read:
Thcc uprighl lizards thcsizc of lwrscs are tied to
the northern wall , each nosing a pile of l11 usl,rooms
on tile floor there. Anotl1 cr sta nds 11 en rby on ils
powcrful hind legs, ridde" by adrow in henvy
armor who'scarryinga lancc.
A mosaic depictingclawcd foo tprints cmerges
fro m wIder copper dOl/ble doors to Ihc cas l, 11 cads
into the middlc of theroom, thcn tl/nl SsOl/lh, where
it disa ppears l/l1der dOl/ bledoors there.
DROW RIDER C R 3
MM 103
hp 15 (2 HD)
Ma le dr a w fighte r 2
NEMedium humanoid (elf)
Init +3; Senses darkvi sion 120 ft.; List en +3, Spot +3
Languages Abyssal , Common, Elven, Undercommon
AC 19, to uch 11 , f lat-footed 1S
Immune sleep
SR 13
Fort +3, Ref +3, Will +1; +2 against spells and spel l-like
abilit ies
Weakness light blindness
Sp e ed 20 feet in full plate (4 sq ua res , run at 3 x speed),
base speed 30 ft.: Ride-By-Attack
Melee mwk la nce +6 (1dS+2Jx3) o r
Melee mwk longsword +5 (ldS+2J19- 20)
Reach 10 ft. with lance
Base At k +2; Gr p +4
At k Options Mounted Combat
Comb at Gea r potion of cure light wounds
Sp ell-Li ke Abilities (CL2nd):
1jday-dancing lights, darkness, faeriefire
Abilit ies 5t r 15, Dex 16, Con 11 , Int 12, Wis 12, Cha 10
Feat s Mou nted Comb at ", Ride-By At t ack", Wea pon Focu s
(lance)
Skills Handle Animal +5, Int imidat e + 5, Listen +3, Ride +10,
Search +3, Spot +3
Possessi on s co mbat gea r plus masterwork full plat e,
ma sterwork lance, masterwork longsword, key
(to foot locker 1 in Tl )
light Blindn ess [Ex] Blinded for 1 round in daylight, then
dazzled while sti ll in daylight.
4 RIDI NG LI Z ARDS C R 2
Forgott en Realms Campaign Setting 308
hp 30 ea ch (4 HD)
N Large animal
Init +2; Sen ses low-ligh t visio n, scent ; list e n +3, Spot +3
l anguag es - .
AC 14, touch 11, flat-footed 12
Fort +7, Ref +6, Will +2
Spe ed 40 ft . (S sq ua res), climb 40 ft.
Melee bite +6 (2d4 +4) and
2 claws +1 ea ch (1d3 +2)
Sp ace 10 ft. ; Re ac h 5 ft.
Base Atk +3; Grp +11
Abilities Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats Ale rt ness , Endurance
Skills Climb +14, Hide +0, Jump +11, Li ste n +3, Spo t +3
TACTICS The other three riding lizards are tied to spi kes dri ven
The d raw rider prefers to in it iate combat by charging into the northern wall , and they ign ore t he fight unless
and thereby dealing double damage wit h hi s lance. He one of them is attacked. In that case, the lizards attack
can charge while mount ed and move hi s mount's speed their attacker if they can reach. The lends around their
after making the arrack , taking no attacks of opportunity necks prevent them from moving but don't impede them
from the foc at tacked (Ride-By-Arrack). On ce per round, in combat again st adjacent foes. A li zard can pull its lead
the rider can try to beat the attac k roll of someone who' loose by succeeding on a DC15 Strength check. If that
att acke d hi s mount bymak ing a Ride check, negati ng th e happen s, th e free li zard moves to keep fighting th ose who
hit if he succeeds (Mounted Combat). \X'hile he's mounted, attacked it.
lie gains a +1 bonu s on melee attack rolls against Medi um Th e r ider fights to t he death to prot ect the li zard s from
and smaller foes on the ground. He reserves his longsword in tr uders. If reduc ed to 10 hit poi nt s or fewe r, a riding
for fighting adjace nt foes. li zard th at has no rider instinc tively flees sout h to 1'6 and
Hi s riding lizar d i;' trained for war , and it att acks any into t he Underda rk through the t unnel there.
enemy wit h in It attacks on t he same initi ative
count as but after the r ider, favoring th e target the ride r
att acked.
:"
#
J <.
.0:.
r
r

...
I
, J
,
,
"
II
arc barr ed, it t ab e,: ,1 DC 30 check LI lt" ba r
an ll o pen tl1t'11l.
A DC 3 Li ,:; t ell chec k is "; lIf[ icient 1n llL' ill' till'
in T6 brL' ilk a cvery olhe r ro u lltL
i\ \on. I;;:T IH'5e l,t!ihle Illu;:!m,lom" are a staple
(If till' l izanl di d , at; t1 two da y;: wort hof fecd is here
(ei ght day,. for a lizMJ). The
becau,;e l hey' re within bllt t hey idly nuzz I..,
t ill' Ill USIH Olllll ;; . They enjoy tlle ,;mell, and it givos tl1em
"'JIlldll i ll g to J o.
, I
I
FEx r URES OF r ur Roon
TIle room the fe'l l urc;;.
Ill umi nal ion: De mon :lrc! l eves ]: 2 0 fcd 'Jf
bri d 1t ill uminat ion; 2 0 fect PI' ,.11<1dowv i]]umi llal ion .
I)elll on A rell : TIle 'Hcb over t ill' J onrwav is Guved
t o louk li ke the face 'lIl d 0l wn mouth ,11a dL':non.
in the fa ce glo\\' JIltI a llf swirlitll2 llark
violet en crzv fi ll ,. t Ile llHlI:1h. The, JI:L,11 11,1" a Illolleratl' aura
if viewed u',,'ing Jdcel maaic (DC 2 ] Sp ell cr ufl chec k t o de-
te rmi ne it '" illu,::ion). ,\ 1,,'0\' l1tlll1ellli t ted by dlearch increases
Li ",tl'll DC:, i (, an ytil ill g' beyond it hy lO.
BUl"lli..Iu.d Co pper lI oors (fwd} sel s]: Hardnl'.'.' ;; 5;
60 IIp eal' h. Veri ical lhl llliles llll llOtll side" of lJ01h J lwr,.
near wl1(' re t hey mcel. TIlL' dO' Jr" ar e cl' J"ClI but II 11lo..:kl'll;
t lley hav e no bleh or I' Kk.
Easf.:!r11 Doors: O pell lVe"l wi'l nL If t Ill' PC" "omellOw
arr ive at lhi" doorway wit llOut tho::c in '1'5 heari ng
t hclll, a DC 24 Li..t cn chec k i" wHicicllt to Ileal' th e
arcane guard an J doom fi"b tll ilt
chec k bv10 Il r more a]]ows a PC t tl (l il t a t11LlIl-
llane co'n\ >ersat ill n in Co mmo n nil tbe te dio u'::lll' ::" of
ttuanl aut y. If a right o,,:,,: ul"l'l, d hl'f l>ill T4, Iw wl'ver ,
the J l>nizellSof '1' 5 are "ill>nl.
Do.Jr.;::; O pe n ,:uu tll ward. ' \ 11 iron ba r
Icam ali;!a in"t dll' wall t o tlH' wes l of t he It
t ak c", a -move act.ion t o ri cb up the!J<1 r amI at illd ll'f
lo t h r"'all t Ill' bur llle Il ,lmlle,,;. If till' dllcJ l'''
eTO
Light Blind ness (Ex) Blinded for 1 round in daylight, then
dazzled While still in daylight.
. :. '
AC15. touch 1" flat -footed 14
Imm une sleep
SR 13
Fort +3, Ref +1, Will +3; +2 against spells and spell-l ike
ab ilities
Weakness light bl indness
Speed 30 ft. (6 squares)
Melee mwk spiked chain +5 (2d4+3)
Reach 10 ft . with chain (can attack adjacent)
Base Atk +1; Grp +3
Combat Gear potion of cure moderate wounds, scroll of
fi reball
Wizard Spells Pre pared (Cl 1st ; 10% spell fai lure chance):
1st-expeditious retreat, rayof enfeeblement (+2 ranged
touch), shield
O-detect magic (3)
Spell- Like Abilities (CL2nd) :
1jday- dancing fights , darkness, faeriefire
Abilit ies Str 15, Dex 12, Con 12, Int 15, Wis 12, Cha 10
Feats Exot ic Weapon Profic iency (sp iked chain), Scribe
Scroll", Weapon Focus (spiked chain)"
Skills Concentration +5, Listen +5, Sea rch +4, Spe llcraft +6,
Spot +5
Possess ions combat gea r plus mit hral chain shirt ,
masterwork sp iked chai n, key (to broke n foot locker in
T8, where his spellboo k is stored)
Spell book spe lls prepa red plus O-mending, message,
prestidigitation, readmagic: 1st- causefear, Tenser's
fl oating disk
AR CAN E G UARD CR 3
MM 103
hp 14 (2 HD)
Male draw fighter l jwiza rd 1
CE Med ium humanoid (elf)
Init +1; Senses dar kvision 120 ft .; Listen +5, Spot +5
l a nguages Abyssal, Common, Draw Sign Language, Elven,
Undercommon
T ASTE
Encou nt er Level 4
AC14, touch 14, flat-footed 11
Fort +4, Ref +5, Will +3
Speed 30 ft. (6 squar es)
Melee una rmed +2 (ld6+2) or
Melee una rmed +0/ +0 (ld6+2)
Ranged mwk dagger +4 (ld4+2) o r
Ranged dagger +3 (ld4+2)
Base Atk +0; Grp +2
Atk Options Stu nning Fist l / day (DC 11)
Combat Gear potion of cure light wounds, potion of mae
armor
When the pes open the 400rs from T4, r ead:
Twocorridors crass ahcad of you. Standingill thc
illtcrsed ion are two burly hobgoblill s ill simplcrcd
breeches all d tUll ics. Beyond thcm is n mal edra w ill
a shillillgel1t1in shirt. He 11t11a spiked chaill ill OIl C
Iwnd all d a pi eccof parchmcllt ill tI, eother.
Mosaicfootprill ts lead from tl, e Ilorthcm
passagcway into the illtcrlcction, wherc they t",."
wcst alld hcad toward you.
Abilities Str 15, Dex 16, Con 15, Int 10, Wis 12, Cha 8
Feat s Improved Initiat ive, Stunning Fist"
Skills Hide +7, Liste n +5, Move Silently +11, Spot +1,
Tumble +7
Possessions combat gear plus masterwork dagger,
3 daggers
SETUP
Unless the pe s were quie t in T4, the drew arid hobgobli ns
stationed here are readyfor them. They prepare as described
i n Tact ics and stand in the center of the in tersection. The
read-aloud text assumes this.
If the pes can catch the guards un aware, the arcane
g uard (A) is standing along t he northeastern wa ll of t he
int ersection, and the doom fist mon ks (D) are standing
along the northwester n and southwes ter n walls. Thi s
means t hat pes com ing from T4 probably don't sec the
monks from their initi al vantage.
2 DOOM FIST M ONKS CR 1
MM 153
hp 10 each (1 HD)
Male ho bgobl in monk 1
LEMedium humanoid (goblino id)
Init +7; Senses da rkvisio n 60 ft.; Listen +5, Spot +1
Langu ages Com mon, Go blin
. ':. .
If two of th e th ree NPCs here fall in batt le, the third
one withdraws to t he south, kicking away t he melted wax
unde r t he demon arch as a free action. This rei gnites th e
fier y curtain in the arch. Then th at NPC joins t he arcane
gua rds in T7.
explo re th i;; part {)j" Siaught ergartle, I\I'l) of t he Melll' ::- are
t1 is'lbl c,!: t his o ne ,lilt! t he one in T 13 .
Ifsorncone react ivate s th is ' JIlt' , of fl ame "wadle the
t1 oarway, block in g lin c or sight, anti adeal:, 2l (6 poin ts of fi re
(la ma ge to an)'OI1 '" jlas,:: ill g thrnugh it (Di,::a ble Device DC 14 ).
T Ill:' act iva tcJ arell 's flames.e mit cr ackli th'lt iucrcoscs ti ll'
Li sten De s t o hear a nytiling bCYOllll by) o.
A PC wl10 mabe,:: a SeMell P I' Devi ce on
OIlC of t ltl' ar ch es automat icall y not ices if a ll otl lCr see ms
110tt er or cP o!l r.
Xfl Nl){": \,\' hcl1 <:, vcr t ill' PC;; disa.ble or t<lke tl amaite F(o m
,1sp ecifi c fiery t1 t'!Bun a rch f(lrt ill' Firsl t ime to pass d nott gll
it, tlw<1n! XP as if tlll' Yove rcame a cr\ 3 hap .
If a battl e occu rs here, t he wererats in Tt l hear it. Th ey
observe the bat tle while hiding in t he in tersection nor th
of TS (Hide +5), but they're too cowa rdly to aid the guar ds.
If the pe s th en head nort h, t he wer erars shoot crossbows
down t he hall , then flee into Tl1.
FE,\TURES OF TilE
Ti l l' room 11 ,1 ", dH:' fo lluwinit feat ur e", .
JIIU lll ill <1.li o n : It '", Jarb flcl'e. rrtill' s o u d1l'1'11 f iery tll' mo n
,u cb is rea ct i vated, it provides 20 feel of illu mi Jla t il)ll
alll120 fed of ", baJ owv illumin'llion.
F rom the inle r"l.ctioll, till' glo\\' of t hc Ficr y a rch a l. T ID
is vis ible in t Ile llodl1t:'rIl l'll rrid or. It provit le:, shadowy illu -
m iu a lion almost to tJ1Cintur -cc t ion.
Bn rn isIH"ll Cop pe r 1)001"';: (hod l se ts ]: Hartlnes:, 5 ; 60
11Jl ea ch. Open we"l wa rJ; vert ica l han dle ,;: on bodl s iJes of
hoth d oor ,;: n ea r whe re tl le Vmeet. Tile ll l1\) rs a n : dO;;ltl lml
unl ockl'll ; th ev l,.1\'e n, ' or lock.
Fil' ry r\ rch (I) isa !l!ell): T he ar ch ove r tile "outhern
door way i,;: ca r ved to IlhlL like t he bce <lnJ open lllou t h of <I
fanged denlllll. to Imr n t1ll):'c who pil;;:;: tlHough,
i l ha;; been di "a bletI bv the tl rllw, wlw carefu llv mc hcd
a canJle over sonic r ;l!H.,:: ill t ill.:' t11l' ; ,::lwltI. "I-Ill' ar cll
hilS a llw derat e a u ra .f viewel! usi ng )ekcf 1I1<1<)i c (DC
2 1 Spellcraft check t o {! d ermi ne it '" cvocntion}.
Tile fi er y ll",mull a rclu:;; ill t11 i" par i d j" :::lauglltcr-
all co uu cct to t ilt' same ll imini slletI encrc v
; ource-wlle n lll l';.... re all worlci ng. eadl tIca! ;; Il h
poi uts of Fir e t o nn yon c who puss es dll ough .
Au ar ch ca n be J isabled bv some of t ilt' fa in t
runc s on tile floor ilt its th;e511Old Dev ice
DC 12). \\7h e n a ll a rcll is however, more
en ergy e nte rs t ill' ()t he r o nes . For cad l t1i ':: 'l bleJ arc'"
,ula l l16 fir,' Ja l1l alte t o t he ot llt'r a rel ll' ':: and increase
ti l l' Di sa ble Devic-e DC l,y2. \\'7 llC11 the r c s Fir:-t
TACTICS
I f th e drew and hobgoblins hear a bat tle in T4, they pre-
p'l re as follows.
Ro und 1: The arcane guard casts Sllid cl . Mon ks take our
and dr ink potions of lJ1(Jgc r muor,
Rou nd 2: Mon ks draw masterwork daggers. The
guard takes out his scroll offireblili. CONCLUSION
when the pe s appear, the hobgoblin s throw their
daggers if they must wait for th e arcane guard to use the
scroll Safely usi ng the scroll requ ires the guard
to ma ke a DC 6 level check, followed by a DC 5 Wisdom
check i f lie fail s. f aili ng the \'{Tisdam check causes a bu rst
of il lusor y blue fire to:eng ulf the intersec tion harmlessly.
When the fireball the monks r ush int o melee.
On rou nd 2of batt le, the arcane guard casts r(l Yo! e"fccble-
mellt on a strong Pc. After [hat, he joi ns the melee, tr yi ng
to disa rm capable melee combatants.' He has J +11 bonu s
for the opposed at tack roll to di sarm a foe.
E P us u
Rage (Ex) Aquaggoth has a 1 in 6 chance to rage at the start of
its next turn when wounded. lfit does , it drops its greatclub
and uses it s "if raging" stat istics. It can' t voluntarilyend the
rage; the rage ends when all foes are slain.
AC14 (10 if raging). touch 10, flat-foote d 14
Immune fear
Fort +3, Ref +3, Will +4
Speed 30 ft. (6 squares). climb 30 ft.
Melee greatcl ub +7 (l dlO+6) or
Melee 2 claws +7 each (+9 if raging) (ld4+4 [+6 if ragingJ)
and
bite +2 (+4 if raging) (ld 4+2 [+3 if ragingJ)
Special Actions rage
Base Atk +3; Grp +7 (+9 if raging)
Abilities St r 18 (22 if raging), De, 11. Can 1S. Int 7. Wis 12,
Cha 10
Feat s Ale rt ness, Improved Init iative
Skills Climb +12. Hide +2 (+4 in shadows), Liste n +S.
Spot +3, Survival +3
Possessions grea td ub
QUAGGOTH CR3
Monsters of FaerCm 7S
hp 19 (3 HD)
NE Medium mon st rous humanoid
Init +4; Senses darkvision 60 ft ., scent ; List en +5, Spot +3
Languages Undercommon
E
,
,
,
011 t he w ut lnvc,;tern albr. Tlte ,:: l' l)bk ct " arc \Vorl l, 100 gp
eac h (5 00 a s a "d) .
TIll) <I ll..rs 11<1 \'" <I J i III cvi I au fa if v usi ,I.::lccf cl,il. illll!

if using Jd ed
Spt.,llcraft
clwck tt l determine it',,
divination). Ea ch altar
can be lll.' st roYl,d (kud-
nes s 8, 250 11p).
Di Sil e: E,:'! Cll SgU,Ho.'
lllarbeJ wit ll ruhhle cos I"
2 :"quare" of mo ve ment
t tl en ter. Balance ,1I1lt
TUlll Ilie DC" increase by
6,alllI j\ l tlve Silei.l tlvDes
incrcnsc by 2. , .
"lilllnel lo UJllI", nLul :
Af tt.'r a lo- foot dro p, til e
,;o ut her n t \l111lel descl" Hl"
in to lh l' L' ll lll' Hla rk . Hl.'re
t ile drow:"CL up a Illakl',:;hif1
eleva tor ma de of rupc:! ilod
a sto ne pla t fll]" m to ait.! i n
;\ bnut 40 m i les
awa y, lllilZl,like
cavc'f lls/ [s t hc'- drowo ut pos t
K'lrk.11l11a Amon.
INE 0
When the pe s ent er the room, rea d:
A tall gray-furrcd humanoidthat hasan ursinc
hcad alld rrrtes alwmmcrlikcclub is tl,i s
octagonal room'solilyinhabitall !. It stallds amid
crushed rock.
lntcrtwinillgsnakcs ofdiffcri ngsizes arccarvcd
in relicf 011 thc walls and cei ling. A black lIl arble
llltar is set agai nst eachof thc room's rcmaining
walls. Each altai' has" strallgcobject on it.
Mosaiccll11l!cd footprint s lead from thc northern
passagcway totl1C ccntcr of thcchambcr, whcrc tllCy
tUI'/1 wcst andhead out of the1' 0 0 111 .
Encounter Level 3
SETUP
If the PCs bat tled in T2 or n ,or t hey approach with a ligh t
source, the quaggorh (Q) expects them. It 's breaking rocks,
so it hears only the noise of its work every other round.
F EAT lJRI: S OF T HE R OO,\I
The roo m has t he featu res .
Il lu mi n ati o n: It'" here-,
Cci lin: TIle lwre is 2 0 ieet
hidt.
-Bu rJl i"llct l C( lpper Door,,: f lar,lne:':'
5; 6,0 hp ca c!" Open :,out hward; vcrti-
.:al il andll'::' 011 lwtll "ide,. of hot l, a lh lr E'
nea r wlll' rc t hey meet. Tl- a onf:' ar e
cln:'ed but IInlocl... ea; tllL' YI,.we 110
la tch or lock.
1\ DC9 Lis te ll ...J1C.: ki,; :,uff ic ient
t o hear occa5 iona l anall issl' s
f rolll tilt" ritling l iz<m l5 ill T4:
AIL<Hs: Ead, altar pay,; lH)magl'
pad of a 511 a ke's life. Tile llll rt ll-
wcstcrn altar 11<1s t11 H' t;' fi,,: l- sizeJ
"i lver cscs. 0 11 the Ill1r t lH.'Mt crn
a l br i s ca rvius {)f ,1 ta nde
of ti ny snake;; inahall ll,at
r c,,:em llle,; <1 humanoid 11l'<1 <l . TIl\.'
"outIH'astcrn alb r llil s t wo ru by -
eyed :,na kes ca rved in gra nik/ l'a cll
ti le ll l lll' r ',:; tai l. A n
ivory,:;tat uc(I f il snake skeletoll,
coi ll.'ll as if ready 10 :,l r ikl' , sits
.0:. A
TACTICS
..
Tl, l' roorn has t he followin g fea t ures.
Illu mi nati on: It- ',, dark
Bnrn isllCa Copper nom: H ar d ne >' 5 5 ; 60 [ip . Opens
l'iH'twunl; Vl., rt iICil l ha ndl es ;m t he : lll ltl wrn ,;: ide of both ,;: ide:'
of t ill' doo r. Till>do:)r is clo>'l' cl a nd un llickeJ; i t bas n o btch
'H' lo,;k.
Footloc!.. crs: The [oo d,lc kl'r " are lo,;L... J (O pen Loci..
DC20). T!t"y can be!Ji\ t-l lCdlJpe ll (ililnlnl':''' 5 , 2 0 IIp) ,
F..k,t/ocka I: Drl. HV cll)t hi llg and 170 gpo ,
poot/ocker 2: Dwwd ,)t hing and,1Il ivor y bru:-], (30
PEATlJ l<ES or- TH E I<oWI
_: . Tf (heyhave warn ing, the guards cast shield.Guard 1 moves
to cover the door with his chain.
\\7hen the pes enter, guard 2 unleashes the scroll ofdeep
sJwIlbcr as soon as possible. Safelyusing the scroll requires
t he guard to make a DC 4 level check, followed by a DC
5 W isdom check if he fa i ls. Faili ng the Wisd om check
mea ns the spell's burst is centere d on him.
In subsequent rounds, guard 1 fights at'the door, di s-
arming opponent s if he can (+11 on the opposed arrack
roll). Guard 2 casts spells or uses hi s wand, only joining
the melee when he has to. If the situation looks hopeless,
guard 1 uses hi s sc ro ll offircbaJl to engul f t he whole room.
He must make a level check (as above ) to do so. Faili ng
the \X' isdom check deals him 3d6 point s of fire damage.
H
Speed 30 ft . (6 squares)
Melee mwk sp iked cha in +5 (2d4 +3)
Reach 10 ft. with chain (can attack adjacent)
Base Atk +1; Grp +3
Co mbat Gear potion of cure moderate wounds
Guard 1: scroll of fi reball
Guard2: scroll of deep slumber, wand of magic missile (25
charges)
Wizard Spells Prepared (CL 1st; 10% spe ll failure chance):
1st-expeditious retreat, rayof enfeeblement (+2 ranged
touch), shield
a-detect magic (3)
Spell-Like Abilities (CL2nd):
1jday- dancing lights , darkness ,faeriefire
Encou nt er Level s
Abilit ies Str 15, Dex 12, Con 12, lnt 15, Wis 12, Cha 10
Feats Exoti c Weapon Proficiency (spiked chain), Scribe
Scroll", Weapon Focus (spiked chain] "
Skills Concentration +5, Listen +5, Search +4, Spellcraft +6,
Spot +5
Possessions combat gear plus mithral cha in shirt ,
masterwork spiked chain, travel spell book
Spellbook spells pre pared plus a-mending. message.
prestidigitation, readmagic; 1st-cause fear, Tenser's
flaating disk
Light Blindness (Exl Blinded for 1 round in daylight , then
dazz led while still in daylight.
AC15, touch 11 , flat-footed 14
Immune sleep
SR 13
Fort +3, Ref +1. Will +3; +2 against spells and spell-like
abilities
Weakness light blindness
When the pe s op en.the door, read:
Two male draw in chai/1 shirts glare at you, spiked
chai/1s at the ready. Six heds take up 111 0st of the
ro0111, alld twofootlockers areset'agaimt the
eas te nl wall .
Two arca ne guards (A) here are preparing [or all expedit ion
out of the complex. They're ready for battle anyway, but
they're awaiti ng trou?le if a battl e occurred in T5.
SETUP
2 A RCAN E G UARDS CR3
MM 103
hp 14 each (2 HD)
Male draw fighter l /wizard ,
CE Med ium humanoid (elf)
lni t +1; Senses darkvision 120 ft.: Listen +5, Spot +5
Languages Abyssal, Commo n, Draw Sign Language, Elven,
Undercommon
.;-
Abilities St r 15, De x 14, Con 18, Int 6, Wis 11, Ch a 7
SQ freeze
Feat s Multiattack, Toughne ss
Ski lls Hid e +7 (+15 near stone), List en +4, Spo t +4
Pos sessi ons satche l (content s descr ibed in Co ncl us ion)
Freeze (Ex) A ga rgoyle can appea r to be a s tat ue; DC 20
Spot check to te ll it' s not.
AC 16, touch 12, flat-footed 14
For t +5, Ref +6, Will +4
Speed 40 ft. (8 squares), fly 60 ft. (average)
Melee 2 claws +6 each (1 d4+2) and
bite +4 (l d6+1) and
gore +4 (ld6+1 )
Base Atk +4; Grp +6
<
If the gargoyle flees to TlO, it once agai n braves the fiery
arch, flees from the dire bats, and heads to the surface.
If t he PCs take th e gargoyle's sat chel, th ey d iscover
it contains two kr ts daggers (each has a J im evil aur a if
viewed using delcd cvil), an arcane guard's travel spellbook
(see th e stati stics in T7 for t he spells wi thin), and 66 gpo
GARGOYLE CR4
MM 113
hp 30 (full nor ma l 37) (4 HD); DR10/magic
CE Med ium monstrous humano id (earth)
l nit +2; Senses darkvis ion 60 ft.: Listen +4 , Spot +4
La ngu ages Common , Te rran
CONCLUSION
N
The gargoyle prefers to attac k pe swho are blockinga clear
path out of th e room . It kee ps fighting un til it can flee,
making for Ttu wheni tcan. It doesn't fly while in T8, but
as soon as i t gets into the hall , it starts flying. .
When the pes open the door, read:
Two beds are set against the northern wall of this
small chamber, footlocliers at theirfeet, while three
beds are set against thesouthern wall with no
accompanyillg lockers. Arotmd table sits ill the
northeastern corner. Time places all it are set with
pewter j1atware.
If the PCs surprise the gargoyle, read:
Agrotesque, winged 11lImanoid that has stollY shill,
claws, and horns stands next to the table. Over its
shoulderisa leather satchel.
Encou nt er Level 4
.:
SETUP
A gargoyle (G) recen tl y slipped in through the t unnel in
no, an d it was slightly burned by the fier y arc h ther e. It
has since been sneaking around, taking whatever it can.
The ga rgoy le might have heard a battle in T5 (Listen DC
6), and it certa inly heard one in T7. If so, it's hidi ng behind
the table in the nor theaster n corner (use the higher Hide
bonus). If not , th e pes might su rprise it pilfer i ng the
pewter flatware.
P EATUI,ES OF TH E Roo
The room has th l: fnll owing fea!. u rl:s.
Illumin<ll ion : It' " {la rk Ill'rl'.
Bl1fJl i.. :ll ed Cop per Door : O pe ns see T9.
Table: Squa re" l1w t indtille t hc b ille cos L2 ,;quarc;;. o f
movement t o ent cr.. A cr eat u re ca ll jump atop thl' l.1ble ,
o1 a ill i ng a + 1 ho nu:; o n melec' atlac k rolls ac oinst t ho;::e 011
till' flo:)r. so is eutomctic for ;wmco;lc who t.:l ke;,; a
move a ction from a ny o f t he table',; sq uare,; , o r it ca n be done
as part l)f a l ar ger move nc lion wilb a DC 24 Jum p 'dlCck
(DC 12 wi dl a 2 0 - foo l. running " t a rt) .
Atop it are t11ree plece sel t i ng;; of pewter f1ilhvarc wortl1
5 ;;p c adI.
One i s unlocke d and em pty. Tltc od lCr ha:'
a broken lock and co nta ins J ro w d ut hes.
TACTICS
..':.. A
cc
ell' T I l E Rocm
-.r. ' T he room h as th l' foll owin g
'1IIu m i n a t ion : It' s dark Iler e.
Burn ished Copper Door: Ha rdness 5; 60 IIp. O pe ns
slluthwil I'd; vedicill hil llClle,; on tIll' western side of lwtll sid es
of th e door. T Ile door is d osed and Ill1lo...: keJ ; it Ilas no lat...:h
or Illek,
I) cscl' rat cd: T h is roo m once IHlust'J J elllo n ic pr iests
an d lh e l' vil hl'J'(' i s pa lpilbl e. Ch ari ,., rna m,ul e !L)
turn lltltle,:ttII'lkl>a -3 pr Dfill1e penalty, 'llHl ulldead ga i n
,1 + 1 pror,1 1le bOll u::, on aHa ck ro lk da mage . roll s, um!
t ll row,; (inc luclcd in til e zo m bie;;' st et.is ti cs}. UnJl'a J
her e, a s lh e rlHltll'S gll<lnlian", gai n +1 IIp per
I-fil Die, The ro om 11<1::' a f.linl e" i l a ura if vi ewc d nei ng
(;>.'led clil.
Tilhlc: T ll islalJll' fun ct ions lik- e till' onc in T8.
Alo
p
till' taI ,le is a jewelry ]w x witll a puzzle cla sp tbat
in volv es prcssinc til e ,;l wl " on t he l id in a s pcci j ic
orJer. A DC 20 Open Lock e1wck is su ffic ienl to oJlen it,
or it ca n !'l' s1l1 a;;lll' J 5 , 10 IIp). Tr yi ng all til l'
Jlos sible co rn6ina tipll s <lIsp ' \'lHk,:, but it takes 3 to
\)pc n I-he IlOXtk1l way. I ns iJ e til eboxare a set of -aiLer
ecting utensi ls (5 0 gp). ,1 si lve r neckla..:e wit h a spide r
penJant (150 gp), amI th ne uncut Ji aq\onJ,: (l 00 gp each ].
... ..
ri., boxal on e is worl l1 3 0 gpo
55 I 5
Encounter Level 2
The zombies just attack anyone that enters other than
Lauthurrne or her acolytes. If they're atta cked from t he
hallway, they fight back. They fight until slain , but they
don't leave the room to purs ue retreati ng pes. A zombie
closes the door behind fleeing chara cters.
Speed 20 ft. in half-plate (4 sq uares, can't run), base speed
30 ft.
Melee longsword +4 (ld8+3j19-20)
Base Atk +1; Grp +3
AC 20, touch 10, flat -footed 20
Immune ab ility da mage to phys ical ability scores, ab ility
drain, critical hits , death effects, disease, ene rgy drain,
exhaus tion and fatigue, Fort save effects that don' t
affect objects, mind -affecting spells and abi lit ies ,
no nlethal damage, paralysis , poison, s leep, stunning
Fort +1, Ref+l , Will +3
Abilities Str 15, Dex 11, Can -, Int -, Wis 10, Cha 1
SQ single act ions , undead traits
Feats Toughness
Skills Listen +0, Spot +0
Possessions ha lf-plate armor, ligh t steel sh ield, longsword
Single Actions (EX) One move or attack action per round.
Can move it s speed and attack if cha rging.
When t he PCs op en the door, read:
Two draw "' i1 eavy armor, eacil caHyi ng a
silield alld langslllord, guard til is cilamber. Tileir
slllIffliligga it aIldJ il l se ltling pallor 111 ark tilem
clearly as ulldead. Beyond tilelll arefive beds
alollgtile sautilern wall and a 511I011 table tilot
i10s a box on it.
Thi s room contai ns two zombies (Z) that don't react to
occurrences out side this chamber un less they' re attacke d
from the hallway- see Tactics. Since they 're better armed
than typical zombies ; nd thi s unh oly room duplica tes the
effec ts ofa desecrate spell(see Features of the Room), these
zombies are more of achallenge.
SETUP
2 DROW ZOMBIES CR1
MM 265
hp 18 each (2 HD); DR5jslashing
NE Med ium undead
Init +0; Senses darkvision 60 ft .: Listen +0, Spot +0
Languages under stands creator's commands
TACTICS
. 't
o
AI
Encounter Level 4
SETUP
Noi se made near the arch might alert the dire bats (D).
They pay no att ent ion to sounds that are farth er away
than rhar,
When the pes come through the fi ery ar ch, read:
Clea rlysubject toa caue- ill, the eastern part of the
room is cauc1ike. Twohorse-sized bots hOllg tJure.
TACTICS
The bats hover (DMG 20) to fight.
OF ru n Roo
The rooml]il'" lite fnlllHving
Illumi nation: Demon an.:I, ; 20 fl,et uf hr id l t illum i n,,-
li on; 2 0 ((,locl of s [, aJlHvv iIl ullIin a( inn. I rtilL' is lli;:: al11 ea,
the area is Jurk.
l::jcry De mo n i \ fCIt: T he arch o ve r till' d oo rway is ca rved
It) 1001..' like Li te face illH I open mout h of " tle mo n . EYl' "
0 11 tlH.' filec 11..1\, > If nonc ,)f ti, e otl1t. 1" fier v
arches have- been iH:ti vall'-J M Ji s,tblttl (sec bel l)w), ;l,cd" ,)f
f1all H.-' ::i wat hc th is dod!"wa v, hlock' i11;: li ne (If:- igllt and deali
. 3d6 po int s o f u., to a l1 ; ol1e pa ss: ng th ruugll
Crad d i ng h llmt ile f l.1Il1t..' S increases lIleLi ;,: t e n DC:;: t o IteM
illlvt l, in bl:v(md th em bv 10. Ti,l' arch 11M a modera te <l ura
if J.:f cd (DC 21 :3pell craf l chcc h
to det ermi Il l' it' s evocat ion).
2 D IRE BATS CR 2
MM62
hp 30 each (4 HD)
N Large animal
Init +6; Senses blindsense 40 ft.; List en +12, Spot +8
AC20, touch 15, flat-footed 14
Fort +7, Ref +10, Will +6
Speed 20 ft. (4 squa res). fly 40 ft. (good)
Melee bite +5 (ld8+4)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Gr p +10
Abiliti es Str 17, Dex 22, Con 17, l nt 2, Wis 14, Cha 6
Feat s Alertness, Stealthy
Skill s Hide +4, Listen +12, Move Silent ly +11, Spot +8
CONCLUSION
If 3 dir e bat is. reduced to 10 hit points or fewer, it flee s
t h ro ugh the t unnel, revealing t he fi ssure's presence.
A DC 16 Di :;: able Dl' \'ice c1wck disabl cs tl1i; iln:k subsequently
in crce sinc the posed by t lte rcmoiuin g ocf ivc 01".':;:.
The fiery d emo n ardll' s i ll thi s pa d uf a ll
connec t to tlu.' sa me di m i ni slll'J cnercy sourn-wlllt1 tlwy'rl'
allwur ki ng, l'a dl de al :- Id6 poi nts of fife llamage In a nyon e
wl10 PMH' S. "A n a rel, cnn I)..: Ji!'ilbleJ by co vcriug
SO Ill C of th e fa i nt ruucs on th c lllor at: ils t1u l' shoIJ (k l H'
Di,;:a l)ll' Device DC 12 ). \,\'hen all arcll disabl l" l, IHl wcw r,
rnorc enters t llc 0111('1' ones. F or cacl l d isabled (uclt.
ad ,1 Id 6 fitl' Jam.lCe to llll' ot her .lrdll'O' amI in crce sc lIle
Di,;: a blc Dt..' vic e Dc'-by 2 . \\711<..'11 tk r cs fir sl explore d l is
pa d o f t wo o f l hc archl'';: nrc J iS., blcll: Pill'
in T 5 andon c ill T 13 .
A PC who lll<1 kl's a S earell or Disa6l l' O('vicl' dll'...-: b on
one of tI,l' a rcll cs aut oma ti ca lly not ices if anntlwr '::(' CllI S
l,oUe r o r coole r. .
XPNllte : w lll'l1cVCI" t hl' PCs disable (If take dall1cli!e f rolll
a :-pcl: i fic fiery,lemon arch lor tilL' fir:;:t tirno t o pa:o: s
it, awanl XP a" if tlic y ovcrc nmc a CR 3 trap.
Cli ff: I t ',;: ,1 20-f{lol dr op ln th e east ern pnrl of tl lC m om .
A fa ll frlllnthe deal" 2 J 6 poi nt s ll f damage. Charad er,;
i n tIle Ih)Hom L,I:C DC 15 Clim!' clll' cbs [ 0 cl imb bach
lip.
1\ lll, hle: ThL' a rea e" st of ti ll' clif f is a fie ld of J cu,:: e f ubble.
Each ,;quare l',l s1()f thc cliff costs 2 "qlhll"l' :> o f
to enter. 13alal1...-: l' ami Tumbl... DC", i nc re as e by5, dlHl Move
Sill' ntl y DC,:: incrcesc hy 2 .
TUIIIll, l : ,\ l"lrc (I f a natura l fi:;su re, till' I1 nrt k 'rn tunnel
i ;; about [5 fed wide in most pieces -c-i t was "qu cl'ze
for lh.. cl i n b.,b. FillJ in g it fromllJe fl oor requ ire" a DC
25 S earcll clwck. Sca l ing tbe 30 feel lip 1:0 till' tUl1nel
c ut renee requi res DC 15 Climh d Jecks. A lall fromlll at
11 l' igll l J ed L. 3 d6 po i nf" of O nce i n t-llC tll n Hel,
chc1l"c1ders 11111 :'" DC 10 Clim b d lCCk:=: to l'l'c1 ch
die "urface aflc r 20 0 feeL Falls ill d1e lUIlI1 t' I.1I"t.' fo r
I d.+ x lOfed .
If a battle occurs here, Caranaach in Ti2 watches around
the corner with glee (Hide +8) so the pes mi gh t see her.
Sec Se t up for T12.
If the wererats r un> the y flee t hrough 1'5, T4, and Tt to
T1S. At T1S, th ey either joi n the Lolrh's st ings or make"
last stand by themselves.
F i:AT LJ RI'S 0 1' r un Roost
TI,l' room h'h tl1\.' following fea lu re:;: .
Ill u llIi nat ion: Filigrt.'l. J lamp (10 0 ;ip) ; 15 f eel of br igh t
ill llmi n'l l ion i 30 fl.-,c l orshaJ (lwy ill u mi na l ion . It' s on t ill'
tl Hlr ncnr tlle llebris.
Cl'i lin: T Ill' hl'r e i,. 2 0 feet
BlIl'llishe(J Co ppl'r Do or,,: Set.' T5.
Doors: Set T 12.
I)cI Jl j,,: T h i:;: fort sivcs ti, e we r e ra l.ecove r (+4
10 AC. +2 o n Reflex "aves) tilt' north.
DeLr i;: squa re ,. l u ndi l)1J like'rubble ill T I D.
A h .n: A mar hlc stat ue l)f a c1 nakt.'(l, four -armed
.'!l an d;; on t11 i;: alt.u, wielJill g a kr is J aggl'r il1l'acll hand. T ile
altar ,1J imevil aura if viewN! us in g JdlJl:1o!vil. ru, figure
is similar to tl , c 1Jl"oke n st at ue in L16 (DC 15 Int ell igJ lll:e
clwd... ). Tile alt ar can be J e;:lw ycd (11anlnc 8,250 hpj.
CONCLUSION
TACTICS
If a wererat takes any damage, he tries to withdraw through
-: . the eastern doors, att acking anyone in the way rather than
taking attac ks of opportunity.
FT E
Speed 30 ft . (6 squa res)
Me lee ra pie r +4 (l d6+1/ 18-20) an d
bite - 1 (l d 6 plus disease and cur se of lycanthropy)
Ranged light cross bow +4 (1d8/19-20)
Base At k +1; Grp +2
Atk Options curse of lycant hropy, disease
Abilities Str 13, Dex 17, Con 14, Int 10, Wis 11 , Cha 8
SQ alternate form
Feat s Aler tness, Dodge, Iron WiII B, Weapon Finesse"
Skills Climb +3, Handle Animal +3, Hide +5, Li sten +4,
Move Silently +4, Spot +4, Swim +11
Pos sessions rapier, light cross bowwith 10 bolts
Rat Empathy (Ex) Communicate with rats and dire
rats. +4 on Char isma checks against t hem.
Curse of tycant hropy (Su) Ahumanoid or giant bitt en
by a wererat must make a DC15 For t it ude save or
contract lycant hropy (wererat).
Disease (Su) Filth fever ; bite, Fortitude DC 13,
incubati on 1d3 days, 1d3 Dexand 1d3 Con.
Alternate Form (Su) Can assume human form, hybrid
form, and dire rat form (MM 173) .
AC 16, tou ch 13, Fl at-footed 13; Dod ge
Fort +6, Ref +5, Will +4

t . ;
When the pe s enter, read:
Two furry, rat-headed IHll nalloids armed with
crossbows are here. Turned on it; siae ill the
middle of the roOll1 isa table surro11llaea by
broken chairs alld other debris. Nearb y, a small
lamp provides soft l ight. A red stone altar is
set against the westerII wall, topped by afour-
armea statue that 11aswavy daggers. Red sto ne
streaked with pllrplemakes up the wall s, lookil1g
disturbill gly like flesh.
Mosaicfootprillts emergefrom the 1I0rthem
hallway, passIIl1der thedebri spile, alld head Oll t the
door where yo u arc.
Encou nt er Level 4
Th e wcr crar s (W) have been pressed into guard ing T12. If
they're somehowun aware of the pes, they're watching Tt l ,
and the east ern doors are open . Otherwise, the doors are

closed and the wcrcra rs are aiming cross bows at' them.
SETUP
2 WERERATS CR 2
MM 171
hp 12 each (2 HD); DR 10/ silver
Male wererat warrior 1
LE Medium humanoid (human, shapechanger)
Init +3; Senses low-Hght vision, scent ; Listen +4, Spot +4
Langua ges Common. rat emp athy
AC 17, touch 11, flat-footed 17
Immune acid, par alys is, s lee p
Fort +6 , Ref +5, Will +5
On the wing, Caranaach can't hover and she mu st fly 50
feet per round to stay aloft. s he can make 4S-degree t urns
every 5 feet; s o-deg ree tu rn s cos t her 5 feet of movement.
She must fly level [or 5 feet before she can asce nd, and vice
ver sa. She flies at hal f speed wh en ascendi ng.
She rin in T13 certainl y hear s t he banlc. Roll ini tia tive
for him. Starring in the seco nd round, Shenn obser ves
from around th e corner, fir st usi ng th e chameleoll pOllia
spell-like ability to receive, Hide bonus of +20.
IfCaranaach is 'reduced to 20 hit points or fewer , She ri n
begin s cas ti ng ({lusefmr on his next nu-n, targeti ng thos e
who look li ke t hey' re hur ting Caranaach the most . He uses
C(il/Sf fea r three ti mes before joining the melee.
If reduced to 10 hit poi nt s or [ewer, Carana ach flees into
Tt 3. There she fights alongside Shenn. .
Breath Wea pon (Su) an-Ft. line , once eve ry l d4 rou nd s , 4d4
acid, Reftex DC16 ha lf.
Water Breathing lEx) A black dragon can brea t he
underwater indefinitely.
Abilities St r 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8
SQ water breath ing
Feats Ability Focus (breath wea pon), Flyby Att ack,
Multiat taek
Ski lls Hide +8, Int imidate +7, Lis ten +6, Move Silently +6,
Sea rch +5, Sense Mot ive +6, Spot +8, Swim +15
Sp eed 60 ft. (12 sq ua res ), fty 100 ft. (ave rage), swim 60 ft .
Me lee bite +9 (l d 6+1) an d
2 cl aws +7 each (l d4)
Base Atk +7; Grp +4
Atk Options Flyby Att ack
Special Act ions breath wea po n
GARANAACH CR 4
MM 70
hp 52 (7 HD)
Female very young black dragon
CESmall dr ago n (water)
l nit +0; Se nses blind se ns e 60 ft., da rkvision 120 ft. , kee n
senses; Lis te n +6, Spot +8
Langu age s Draconic
,
S AG
Encounter Level 4
When the pes are about toent er, read:
From thegloomcomesa black dragon almost the
size ofa man, itsgullet wide open. Beyond the
dragon is a room that hassuffe reda ca ve-inalong
the northeYll wall. Apassageway leaves tJ,e room
tothecast, passingunder a demon arch that has
neither dark energ)' nor f lames in it.
The westeYl l wall 11a s a f resco of a ziggtlrat, a
starr)' 511 )' is pai nted on tlte so uthern !Vall, and
roiliJig clotlds a'ld liglttning adam the eastem
!Vall. To tlte north, mosaicfoot pri'lts emerge
from u11de r tons of rocl< and dirt, lt eadi11 g soutlt
~ ~ ~ ~ .
SETUP
Ca ranaa ch t he dragon (D) and her adoptive Either, th e
yuan-ti Sherin (see T13), di scovered t he temple sec t ion of
Slaught ergarde before the draw"arr ived. They spent two
months in bli ssful supplication in T6 before She ri n decided
to wi thdraw to thi s area rather than face [he enc roac hing
draw and thei r spiders.
Garana ach watches the battle in T11, bur when the battle
ends, she moves to a spot along the northern wall where the
corners ncar th e southern entra nce provide enough cover
to enable a Hide check. The pe s might hear her mo ve, so
make a Move Silemly check for her 35 she docs.
TACTICS
Ca ranaach ini t iates combat as SOOI1 as the first pes reach
the broken doors (see the f eatures oft he Room). SHe starts
bybrea thing a li ne of acid at th em, and she uses her breath
weapon again whenever it 's ready and she can hit t wo or
more foes wit h the line. I f Caranaach aims the line along
the border between t wo squares (due south, for example),
she effect ively makes a li ne t hat's 10 feet wide- the li ne
affects ever y squa re' it touche s.
Caranaach uses Flyby Att ack to maneuver i nt o good
posi tions for using her breath weapo n. The teat allows her
to rake a sta ndard action anywhere along the co urse of a
move.
SOl/diem \f"..tI/: A st.a rr y, clo tltll e:'::' "by is painb:.oJ on thi"
wall, ami som e of the sto rs "..'e m t o l winkle or pulsc, A DC
25 (arcene] clJet:k is ,:uHic ienl l l) reveal t llattbi"
of st ar s la ::t o.. ;c u r rt,d IlunJretl.:: of vca rs neo
,:Ilo d f" be for t, L1 H' Balli.." of :r111' jre,: ; o
a L i nt a ura if vil>weJ usin g .Iet,,';f 1I1<1;;le (DC 18 Spell crafl
CllL'ck to J et ermine it '" i l1u;;ioll) ,
U'::-"./CrIl A mn ss jvc z iggu ra t "t ,lll tis in til l' miJ dle of
.1 creon pla in , '1ml t1wu"and,; o f IHl tTldlls IJOW bt' fo r..:- it or
t o move its final block s into pla ce. Nex t to tbt' zis-
gur.1t is a rellantl "t:aly hipl,J.1::' Lall a"
;o cvL' ra l hUlldr L,J fed, from L1ll>size nf the human s.
It 1,,\,:: win g::, ,lOti a ta il, am\ it '::, Iwl,ling a
c.ips tonc iust above dle st r ucturc. The wa ll ha,; bl't'll
a\Val,' \\'111.' 1" 1.' tile t:r eal ure'" beat! would be.
l it is' ':: l'dillll or lh1inl i n;;: is'- ::,t i II 0 11 tIll' (Joor-Gt1fa nda ch
Jef'll:etl i rc ,:: co. -
CavcMl n: T ll i,. rO,}l11 W<1::' once Illudl hut it IVa;; cut
in Il a lf Wlll.'l1 3lauglllt'rgt1fJ e wa,:: TI le nort her n
wall i;o a mi x o f llatu ra l rock ami (l id ((limIJ DC 15) ,
[

,, :
.... " ..
...... , .\

'"
0 11(.' l" q ua n.' = :5 f(. 'd
FEATURES 0 1' TilE Roml
The room dle
Illu mi n a t ion: It ':; d.ul,, '-Iwfc. I f til e licr v
demoll is readiviltcd, it provi( lc,:: 20 ft-.et
,Ahridlt il lumi nalilll1clnd 20 fed of"hadowy
illum-ination. .
Dool 's: Two 11Ilr n i;;hcll coppa
J ll l1r,; lie in til(' ;;llll tl,ern tl l lOfWilV.
1l11L'VI..'ll ly and ;:Ilwotl , Je=,p il,' tile
on them, :'0 moviuc
dl cy n,,"juirc,,'a DC 1213,,1-
a nee
I:i er y I)em o n A rd 1
4
(I)i,:.,bl.. .. d): Till' ar ch
over tile i,:: ca f vL' , l lo !()(lk
like the fa ce <lntl llp e n mouth of ., fa nlt ed
(lelllon. ShL'I111 , l ite yuan -l i i ll T13,
lhi"arel, 1)Y ...: anfullv WIlW (i llH'
rum-s ca n'l.,l .in f1l lor .; 1 lilt: tlHes ll'l)/J It ,;t ill a
llhl d crate nurn j rvi "'weJ usi Ilg Jch' .-l1ll(/!lic (DC 2 1:::',wl luaft
check it ',,: evocat io n ].
Till fil' ry J elll o n ill tll i:, part of all
connec t t, l the sa me ..Iimini :,lwd cncrcv sou rcc --=-whc"n t1wvre
nil e'1l:h dea l:, 1,16 po int s n{f irc t o all Y:J1l l'
who pas ses An .ll'l,II call hc "!i,:abll'''! Iw
."OIl W ll f the fa i nt-ru m' ,: on tIl ..' fl oor at it:' tlln.:::lwl..!
Di,:a lJle Device DC 12 ). \,!bcll all Mch is di :,allictl, howcver,
more enter:' Li ICot tll' r 0 111.';; , 1"=(1 1' ..'adl di :,allletl an:1t,
itdJ I t16 fin' to th e L)t!l cr arcl te ;; a mi incrcnsc tIll'
Di::ilhle Devi.:e DC-by 2, \\711t'1l tilt' PC", fir::'t cx plo re tlli"
part of two of t ill.' arch c::, arv J i"nhl ed: thi,;
..me <llH1 the one in T 5 .
If so rnc- on e ree ctive toe Li li ,: one, "Iwd::' of flame ,:wathe
tile J O(l\"way, hl ocking l i nl.' of ,:i gll t , and i t deal s: 2116 poi nt s
(1f fi 1"(' ( 0 nll)'t)lH' pcssing l l, it ( Di"a IlIL' De v icc
DC 1+ ) . TI ll: aeti valeJ Meh'" flame,;: cmit t hat in-
",re a,;t' !' th e Li" len DC" t o Iwar anytilin g hl'ynlltl tl lI.'llI by
10.
A PC who lllilbe:- a SL'Meh or Di ,;abl t' Dev i"::l' check nn
o ne o f lh e ardll''' tl11l omat icall v lIo ti ee,;: if anot be r "e em,;
110tter t ll' co{)le r. .
xr Not..:; : W'henl' vcr lhe pe s tli "abl c or from
a spe cif ic fier y l!l'11I0n arch fl1r tlwfirst t ime t o pa s" thwugh
it, 'lw,Htl Xl' <1 " if t hey ()Vercatnl' a C R 3 lrap,
\Va ll T he ea"te rn , ;;outhern, ami we ste rn wil l1,;
have el.1611ral e f re scoL' s on l lll'lll,
E lsfcm \\7,.111: Dark cl oml;; 'Hlorn tbe wa ll f WIll fl llor
t n ce i l i llg, a nd jtl gged arc ,; outwtlr tl fl"ll lll tilt:'
ll emon a rell. 111,,\ 1.' '' acros,. t ile wa l1ami tlw cloml,:
r, Jil Wl lL'll tlw is ildi vL' . T he f res co ha ,;: a fainl
aura if v ie \\'..'.J usi ng J etecf lI1<l!;1ic ( DC 18 S pe ll cr tlft t:1ll't: b l o
determin e illu sion).
. .
Produ ce Acid (Sp) Sherin has the ability to psio nically exud e
aci d from his bod y, dealing 3d6 point s of acid damage
to the next creature he touches , includ ing a creat ure hit
by his bite att ack. lf Shen n is gra ppling or pinn ing a foe
whe n he use s this power , his grasp de als 5d 6 point s of
add dam age. The acid becomes ine rt when it leaves
Sherin's bo dy, and Shen n is immune to its effe ct s.
Alte rna te Form (Spi Shenn ca n assume the form of a Tiny,
Small, Medi um,' o r Large vipe r.
Chameleon Power (Sp) Shen n ca n psion ically change the
co lor of his equipment and skin, grant ing him a +10
circums ta nce bo nus on Hide chec ks.
Abilities Str 15, Dex 13, Con 13, Int 18, Wis 18, Cha 16
SQ alternate form, chameleon power, detect poison
Feat s Alert ness", Blind-Fight ", Combat Expertise, Dod ge,
Improved Initiative
Skills Concentration +11, Disable Device +9, Hide +10,
Knowledge (arcana) +14, Listen +16, Spot +16
Possess ion s master work studded leather, mast er wor k
heavy stee l sh ield , ma st erwor k scimita r, ma sterwork
composite longbow (+2 St r bo nus) with 20 ar rows
AC 20, tou ch 11, f lat-footed 19; Dodge
SR 16
Fort +3, Ref +6, Will +9
Speed 30 ft. (6 sq uares)
Melee mwk sci mita r +10/ +5 (ld6+2/ 18- 20) and
bite +4 (ld4+1 plus poison)
Ran ged mwk composite lo ngbow +9 (ld8+2/ x3 )
Base Atk +7; Grp +9
Atk Option s po iso n (DC 14; l d6 Confld6 Con)
Special Act ion s produceacid
Spell- Li ke Abilit ies (Cl 8th ):
3/d ay-animal trance (DC 15), cause fe ar (DC 14),
entangle (DC 14)
1jday- deeper darkness, neutralize poison, suggestion
(DC 16)
SHENN CR5
MM 264
hp 38 (7 HD)
Male yuan-ti halfbl ood
CE Med ium mo nst rous hu manoid
Init +5; Sen se s da rkvision 60 ft., sce nt; Listen +16, Spot +16
Langu ages Abyssal, Common , Draconic, Yuan-Ti
SHENN'S TERMS
Sheri n negoti ate in the traditional sense. 13m he
has no love for the drew, and he's smart enough to reali ze
t hat the pe s might be able to break the dark elves' grip on
Slaughrergardes temple sect ion. He wants the characters
to leave him alone and kill the drew, If Caranaach is st ill
alive, the yunn-ti even offer s to use neutra lize poison on a
PC he poisoned . .
Encou nter Level s
When pes arrive at the door way, read:
Beyond thedemon arch is 11 snahe-headed man
witha scimilar andshield, appearing seeminglyout
of nowhere. The roo m hegliards hasa lectem allhe
11 0rlhem el1 d all dfO li r 10l1g pews. Atllnllclleads
lipward from thenorthtastem comerof theroom,
which apparell tly collapsed in tl'epast.
SETUP
Sherin t he yuan- n (Y) has been spendi ng his rime here
plotting what to do about the wererat s and draw. He
probably enrers t he fig h t in 1'13, but he co ns iders the
pes possible tools, so he mi gh t not kill the m if it co mes
down to that.
TACTICS
It 's likely Shenn used tnsc [Cal' during the battle in 1'12. If
he has some tusc fear uses left, he employs them as soon
as possible to split th e pe sup and attack them piecemeal.
Then he take s a turn to acti vate product'acid. Once engaged,
Sherin makes J full attack every round he can, trying to
poison all hi s foes. .
If Curana ach fled here , she prefers to keep her di stan ce
and use her breath weapon. Shen n orders her to escap e as
soon as he th inks he's going to lose the battl e. She retreats
through the tunnel to the surface.
When redu ced to 10 hit points or fewer) shenn with-
draws out the tunnel to the northeast. As he leaves, if he
believes one of the poi soned or severely injured character s
has a poor \XTill save)he uses suggestion on tha t PC)saying)
"You mus t s'ave yourself Go back and surrender t he first
drow you can find." Shenn hopes that the characters wor r y
abou t thei r comrade rather than pu rsuin g him.
Jf Shenn doesn't thi nk that mggcslioll can work , he casts
tlccpcr dar/messon hi s shi eld, hopi ng the 20% miss chance
provided by th e shadowy ill umi nation improves hi s odds
of surviving un til he can reach the surface. His Blind-
fight feat mea ns he can reroll h is mi ss chance, givi ng him
an advantage against pu rsuers. If tha t doesn't seem to be
working, he transforms int o aTi r ry viper whi lc within the
darkness and slithers away.
If Shenn believes he can wi n, he offers (he PCs terms.
If Cnrananch [tas been killed, he onl y does so afte r taking
at least oJ:1e PC down.
Sherin doesn't kn ow anyt hing about Slaughrergarde's
histor y, nor does he care over much. He j ust wants to pray
with Caranaach at the snake shri ne in T6 unt il he learns
where mor e dra gon eggs are located. She nn does kn ow or
believe th e followi ng.
"Roughly twent y draw now occupy th is ruin. There
used to be more, but we have ki lled man y a foolish dark
elf!"(This is an exaggeration; Sheri n and Caranaach killed
a few.)
'T he drew hi gh priestess is named Lanthur rae. She has
recentl y used her dark power ro create undead guardians .
She also travels wi th a fiery-eyed und ead creatu re."
"Most of the dro \y are war riors, but a few clerics and
wizards arc among t hem. A couple hobgoblins recently
ar rived , and you've seen th at the drew have other allies."
"Spiders, accursed pet s of the accursed draw, occupy
chambe rs to th e west. One among them is of immense
size and supernatu ral origin."
"At least th ree shrines remain in the temple section,
and they all retain a mt;asure of their power from a bygone
age."
F EATURES ()I' Ti l E
T IlL' 1" ')OIll Il a" tile fcat llre.;:.
Ili u m i na l ion: It' .;: If the fil' rv J enw n arch is
re'1d i valell. it provides 20 tel't pf illu mi llation a THI
20 feel of sll aJowy ill ulllinat ion.
1) \,' lIlon A rc h (I) isa bll'll): Sl' l' T 12.
Pews: The:-e wI")lle n pews provide cover (+4 t o AC, +2
0 11 Rl, fl ex saves) for S ma ll PCs, but til l' \' lIlaL:l' mancuvc-riuc
diffi.:: ult. It 2 squares of move
pew "q ua re. o move netion, a creatu re ca ll st e p up aud
stanJ o tt a pl' W. Creatures O il til l' pew" a +1 IH ' Il US 1111
me lee attacb !"Oil" ou tIl e fl.,pr.
Lcc l ern : T Il(' ca;"ccl \\'onJell Ilder n has a 11iJ J l' ll drawel"
(Sca n:ll DC 10 ) . T Ill' drawer is e mpty llnless yL)ll wa nt to
pl a ce so me c r yplic n otes 5111.'11 11 Ilas on a ragon:;: liv ing in tli o
Vaat l1\"IIt JlL Laughi ng \Y'OI, J ", or Blackl" l'ach '\ lou nlai 11;; l,e rl"
f-Iayltl' tll(' yuan-t i i;; involveJ wi l h t he d<11" k presence ill 1Ill'
Vaa l hwonJ, or knows about it.
0 11 t il e It..' d el"n is uicc e lloll ,dl a nJ t Ile WOllJ
exotic l'noug h tI;a l th e wllll ll' p iec e is worl ll cp, lm t th l'
J l'lll nn ic icoll ogrilpl,y mi ghlmake it llilnl to ;;ell. Il 's hulky
a nJ weighs 75 po un ds.
Rul'!Jlc: Squercs llla rke (! 0 11 til(' 111<1 p and the l UHllel to
lI l l ' 1I'H"thl'ast kwe lnose mck" Stl"l'WI1 on the flonr. E.lcl,
square wi tl , I" ubble cos ts 2 squarcs o f movement t o
0;:
Even ift he PCs agree to leave s henn be and drive out the
draw, the yuan-ti uses sllggcstioll to rei nforce his desires ,
saying, 'T his is a good deal for you, and you should fulfill
it to the letter by killing all the draw and leaving th is place
to me."
CONCLUSION
iTShenn escapes, he doesn't come back to Slaughtergarde.
obsessed wit h dra gons and dragon eggs. Unl ess the
PCs kill ed Caranaac h, he doesn't let hi s personal desire s
for revenge inte rfere wi th hi s obsess ion. But if your cam-
paign needs J recur ri ng villain, Sherin has the power and
motivation to make a good one.
en ter. l3alance ilnd De s i ncrease In' 5, ilnJ f-l uve
Si lentl y DC" in crea se by2. .
TUllllel: This tu n nel stretc1le:i about ..1 quar t er -mil l' to
tlw su rf ace. lt S! llpt>S up\ \'<1rJ'gentl y, ",,0 no d imbing is rcq ui reJ.
Ahollt 5 fl'et in in most place;:-, the- t un nel so metimc s
lt o wn t o 2 teet wiJe Il l" tall.
. 'l.
AMBE
Rat Empathy (Ex) Communicate with rats and d ire rats. +4
on Charisma checks against them.
Cur se of Lycan thropy [Su] A huma noid or giant bitten by a
we re rat must make a DC 15 Fortit ude save or contract
lyca nthropy (wererat) .
Disease (Su) Filth fever ; bite, Fort itude DC 13, incubation
l d3 days, l dJ Dexand ld3 Con.
Alternat e Form (Su) Can ass ume hu man fo rm , hybrid form,
and dire rat form (MM 173).
AC 16, touc h 13, flat-footed 13; Dodge
Fort +6, Ref +5, Will +4
2 WERERATS CR 2
MM 171
hp 12 each (2 HD); DR lOl silver
Male we rerat wa rrior 1
LE Medi um humanoid (human, sh apechanger)
lnit +3; Senses low-lig ht vision, scent: Listen +4, Spot +4
Langu ages Com mon, rat empathy
Speed 30 ft. (6 squares)
Melee rapier +4 and
bite - 1 (1d6 plus disease and cu rse of lycanth ropy)
Ranged light crossbow +4
Base Atk +1; Grp +2
At k Opti on s curse of lycant hropy, disease
Combat Ge ar potion of res ist energy (fire)
Abilit ies Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
SQ alternate form
Feat s Alertness, Dodge, Iron WiliB, Wea po n Finesse"
Skills Climb +3, Ha nd le Animal +3, Hide +5, listen +4,
Move Silently +4, Spot +4, Swim +11
Posses si on s co mbat gear plus rap ier, ligh t crossbow wit h
10 bolts
CONCLUSION
If the bel ls reverberate (just ri nging them isn't enough), the
sound alerts other inte lligent deni zens in Slaughrergardc.
The guards in T3check on the grimlocks in T2, then return
to1'3 and anxiously await orders. In T4, the rider saddles tip
and remains on alert for 10 mi nu tes. Guards from 1'5 do a
quick walki ng patrol of rooms T4, 1'11, and the ope n area
outside T7 before returning to their post. The rog ues in
1'15 snea k toward T14 (Hide +7, Move Silently +7). If th ey
see intr uders, they sneak back and tr y to ambus}{:a'nyone
who comes into T15.
,
These wererars stay in hybrid form-c- rhei r best for m [or
combat. One wererat rushes the PCs whilethe other shoots.
]f the wererats see a spell being cast, the one hanging back
star ts pu lling levers, n-yiug to deafen th e PCs (see Bell
Mechan ism in Features of the Room).
If reduced to 6 hit point s or fewer, a wererat withdraws
through the fiery arch to 1'1, then east toward his brethre n
in 1'1L If th e PCs disabled the demon arch, the retreat is
stra ightforward . Bur if th e arch is active, the wounded
werer ar must take our and quaff his potion (a move action
and a standard action, both of which provoke at tacks of
opport unity) and make for the arch on the following
round.
Encou nter Level 4
When t h e PCs reach the arch , read :
Youface ademon arch , its cracklingcurtain of
flamecascading to the floor. Two emptyglassvials
lieabandoned on ti,e floor nearby.
When the PCs pass t hrough the arch , read:
Two furred humanoidsthat have the headsof
rat sare using rapiers topoke ul'lvard at massive
bells!rangingfrom tworacks about 10 feet off the
chamberfloor. Woodell strutsconnect each bell to
adu ster of levers on the far endof each rack. The
northem end of the room angl es to thenortJreast.
SETUP
The wererats here (\X') are trying to figure out how the
bells work, so their Listen chec k Desincrease by 5. If the y
heard a bat tle in 1'1 (listen DC 16) or Tl 5 (Listen DC 20),
or they hear noise near the <I tc h, they can't be sur prised.
Th ey don't leave this room to i nvestigate.
The PCs see the empty vials in front of th e arch. A DC
5 Listen chec k at the arch is sufficient to hear spor adic
chimes from the bells, and a DC 25 Listen check is enough
to hear rhewererats whisperingMakmg th at chec k by10
or morc all ows a character to hear that they're conversing
about the bell mechan ism.
The numberi ng on th e m,ap is for your reference wh en
bell s star t to fall off the bell mech anism du ring combat in
this room (see Bell Mechanism in fea tures of the Room).
Don't put those numbers on J map the player s can see.
This area is pictured in the illustr ation ha ndouts. Show
the illust rat ion when the pe s pass t hrough t he fiery arch
and into th e room.
TACTICS
w h iIe 1,,-,11;; revc rbl..ra tl' , anJ ] J-t. rlJtllHI;: t1lCre<1fter,
a ll crcaturcs in T I-t. Me deafellcJ .
At tllC eml of thc ri nccr's tu rn, be ll" fa ll of f: t hc rack.
O nc bell (all" lhe fi r ,,' round tbe l)eIL, re\'l'rbl'ralc ,
a mi t wo bell s fa ll n llllul afl er t ha l. \\'7hCll a Iwl[ fall;:,
roll III12 aIlll c!J1l su it th e nu III hl'ri n on till' map t o J et er tll i11("
wil idl bell fa ll s. r\ crca l ur c in lI, a t "quare t ake;: 3dnpoint s
of llama,;:e fr olll th e heil vv irou 1,(. ,11 DC 15 ha lf ).
.... O nc('-six bells raill'll (1(( a .:i,'e n raeL- , till' rl' verb l'l'a -
l' lUI". Tlw bell ;: ca n :::t ill toll :,(ter t hat , hut tlH:, v'rc n o
1011 er l<lllJ to deafen o r furt her l he
<=<1 n, . III: T he passageway used to to ,) :'[1ecial
chambe r wl1l'l'l' tb c deni zen;: l)f cou ld l il't en
I II the bcll s, but til\.' lwll way brokl' in l wo ",lw11
ex plodl' tI. TIll' l1llrth ern wall is a m i x l1f natlll'il l rock ami dir t
(cl;",\' DC 15).
FEXn J f( I:S OF run Rom!
TIlL' m om ha;: lI lt.'" feat u r e :" .
Il lu m i n at ion : Dl'tl Wll <1l"c h ; 2 0 f<.' I.-l o[ bri .;:ht i ll um i na-
ti on; 20 [ (,:' \"'1 Llf :;h.l Jowv ill umi nati on. utile is tli sabletl,
til(' a rea i;: Ja rk. .
TIll' ceili ng her e is 2 5 fed higl] to acconunodefc
l he massive 1,\,..1\ medlil ni':' lll bpiLccl lo it.
Fi e rv Demo n t\ n: lt : TI lt.'" a n::ll ovcr the soUtlll' f n ,l oor wilv
i s ]' 10],.. Jibe l he bel' a mi opc-n moutll .r a fanged
J emon. Evei' Oil tilt.' la cl.-' dowr,>ll- ll r a l1 >1e. I f none o f till' ntlH:' 1"
fi"I'VJ C1I1 :J11 ardw" haveGcel1 ,K ti\'ale J ., ,li"aL1<.J (sec b,I,)\\'),
"Iwets of flame "watlH-' t llj ;;: J ' h lrlVaV, 1,Iocbing line of ",i d l l
a lHI 3,16 poi ri l s o f f ire 10 pa ;:;:;ng
i t. l rolll till' 11 a rues increa -cs L1 le Listen
DCs lo heM anyt il in g beyoml tbem by 10. Thl' arell k1 :-.:J.
lllo ,ler ale aur a if viewcd usi uc ./etccf IIwgic (DC 21 S pd lcra ft .
c\,eck to ddcrmilll' it's cvocctiou] . A nc 16 Devi n '
check tll is ar ch, $uh ;:"quent ly incrcesing till' danger
pO;:l' d !)y t ile r"'maini ng a:tive 111ll' ::: .
The fi er y demon a rclw:o in LiIi ;; pad of all
councc t lo tlIe ;;aml' d iIII ini slwd cucrcv source-when l hl' v're
.1 11 workin g, ca d1 J""l l:.- Ill6 jh)int s lX fi re Jalll 'l ge lo "nY:Hll'
,,ho pas scs tluou gh. A n arcll ca n be lli;;ahled by covcrinc
;;0111 1.' o f Lhe fai nt r-unes ou t ill' fl OM at i t s thn:;:hoIJ (6a ;:e
Disa ble Device DC 12). Whe n an Mch ., ll isah ll'J, ]"IWCVl' J' ,
rnorc c ucr cv errl.ers lIl l' lither oucs. r or ea l,II Ji sab led a rch ,
,Hid 1J6 fi;(, J am" itl' [ 0 tl1 e (ltller ar ch " s a mi in crea sc till'
Disal1 le Device by 2. When tbe PC;; fil':::t explore tlli ,;:
part of two of tile arche ;: nrc di,;:aI11(. J: <)IlC
in T5 <1 ml nne in T13.
A PC will) mak e::: a S"arcb llf Di:::abl e Dl' vi ,"e clwck O tT
olle of tile ar ch e>, aUl omat icall y ]JIll ice;; if a llotllCr ;:Cl'lllS
hOUl' r <If co"I(r.
XP i\'olc: \,\' llctl l' v('1' l he PC" Ji ;:,,11I c or take L'<ml
a i'pl'cifi c f ie ry J l'moll Mell f,H lh e fir:::t t im c to pa;;,;: l-hwugh
ii, awa rd XP a;; if lh ey OVl' l" (;al1l1. il C l\. 3 trap.
Bell ;\l(.(. ll ill1 is JlI: The bel lo;; we re OIKC a n import anl pMI
of ce fl.-moni cs , a nd tl l"Y ;:Li ll fun cti on. But dl t'l11 is
ficmli sIll y co mpll'x ,
Pull in ;: cac h rill SsOIlH:' I,f lli..bell ;:, Imt ", lli '.:!l bell s
rin g i", a f:ln di..1Jl of ti ll' I-JOsiti on of ai l til l' ot h"'1" leve r;:. r OI'
e Xillll plc, the Icf tmosL Icv,,'r ring Iwll s 3, 6 , a nJ 7 i f
th c IllJxl I",' ver i,;: in lh e Ill' pn;:iti oll, hut bell s 3. 8, 9 , <l nJ I I
if tll C nl'xt level' i.= lll)inlt.d , tOWI1. Un less .1 bell - ri ne l' hili'
sp,-'c i fic tra i n in .t on thi s it t.lk l' s .llltllf- Iwur PI'
trial anJ l'!T<Il' <1:1" a DC 30 F\ , rf orlll cll ecb [0 l11<lkc th e llel! "
play an y sor l of t u ne.
tlle bl,ll::: l oo ' vi lJH'l lslv ha s ll l1ll' t" ri "k.;: . If <1
crl'alur:' a f ul l- nHllllf act io, : jllst ya n ki ng U ll [ever:::
a,.; fast as po ;:,.ibl e, wl,i d l pro\'ok l';: att ac k" ld' 'l plhHtutl ily,
th l' I'c verberatl llll o f t ill' bell ", reaches a painfu l volu lllc, amI
tbe bell ra ck ,;:ta rt;: to fall ajhll' l.
-.
.. ; : ,. . .
:,1 :i ;:'2 "
-; .. ,.' i : .,.,'
(s"-..i 1:'6""
'. ,': ; , :
: : ..

I
0 ,,(., = 5
:'1.,; f"2' -"
I ':" I
f ...
"3"" ii,, ,
: ;; :/4 "
.. ,.': f . ,.,'
.': .
PTISMAL
Encounter Level 4
SETUP
The drow rogues here (R) are carefully searching th e
room, event ually int ending to di sable the fiery arch, so
th ey take a - 5 penalty on thei r Listen checks in addit ion to
the penalty from the arches. If they're expecting trouble,
they have their hand crossbows out and are waiting to
ambush t he PCs. If they're st ill wor ki ng, a DC 26 Listen
check (from beyond the southe r n arch) or a DC 25 Listen
check (from beyond th e wes tern arch) is sufficient to hear
them whispering. Succeeding on the check by 10 or more
allows a PC to discern that the rogues are conversing in
Elven about their work and the room.
Whe n the pe s ente r the room, read:
Two dyow ill studded leatft er armor CYOIICft ncar
a delll oll arcft ill tfte sOll tft westem come r of this
yoo m. Tft ey ft ave rapiersalld flalld crossbows. 1n tfte
middle of the roo m isa pool of still liqll id. The pool
ft asan iridescent, oily sft een on tft eslIrface, andyOIl
can't tell ft OIl' deep it is.
In tft e northeastem and nort hlVestem co rners
of tft e room arc massivestatues of sinisterel ephants.
Their tn"' ks poillt downward, endingjllst above
the sll rfaceof tft ewater. They ft avespiked collars
ca rved arollnd their Il ecb.
TACTICS
On the first round, these two rogues use their hand cross-
bows against flat-foot ed PCs if possible, dea li ng bot h , dose
of poison and Id6 poin ts of sneak attack damage. Then
the) flank a foe and attack with their rapiers, maneuver-
ing as necessary to maintain flanking positions ~ long as
po ssible. When one can' t flank, she might Bluff tsrandnrd
action agains t an opponent's Sense Motive) to deny her
opponent hi s Dexterity modifier to AC If she succeeds,
she sneak attacks that foe on her next ti-ii-n.
If reduced to 2 hit poi nts or fewer, a rogue shouts (in
Blven), "Aid us, oh favored of lolt h!"Due to the proximity
of Lanthurr ae, bot h rogues fight until slain.
T
2 LOLTH'S STINGS CR 2
MM 103
hp 7 each (1 HD)
Femal e drow rogue 1
CE Medium humanoid (elf)
Init +7; Senses darkvision 120 ft .; Listen +7, Spot +7
Languages Abyssal, Common , Elven , Undercommon
AC 16, touch 13, flat-footed 13
Immune sleep
SR 12
Fort +1, Ref +5, Will +1; +2 aga inst spells a nd spell -like
abil ities
Weakness light blindness
Speed 30 ft . (6 squa res)
Melee mwk rapier +2 (ld6+1/18- 20)
Ranged ha nd cross bow +3 (ld4 plus poison)
Base Atk +0; Grp +1
Atk Options poison (drow sleep poison, DC 13,
un consc iou sn ess/unco nscio usness for 2d4 ho urs) ,
sneak attack +l d6
Spell-Like Abilities (CL1st):
1/day- dancing lights, darkness, faeriefi re
Abilities Str 13, Dex 17, Can 12, Int 12, Wis 12, Cha 10
Feat s Improved Init iat ive
Skills Balance +7, Bluff +4, Disable Device +5, Hide +7,
Jum p +5, Listen +7, Move Silen t ly +7, Sea rch +3, Spot +7,
Tumble +7
Posses sion s maste rwork studded leat her, mas te rwo rk
rapier, han d cr ossb ow with 4 po isoned bo lts
light Blindness (Ex) Blinded for 1 round in daylight, t hen
dazzled while sti ll in daylight.
CONCLUSION
If a batt le occurs here, Lanrhur rue hears it from 1'16. She '
casts sllidd of fa ith the next round . If the battl e is over, a
DC 12 l isten check from near the fiery demon arch is
sufficient to ~ r her doing so. A DC 22 Listcn check, fol-
lowed by a successful DC t 6 Spel lcrafr check, is enough
to know she cast sh ield offaith.
.:..
.,
I hour
I week
I week
1- mondl
1 week
1 mo ill h
I weel.
1 month
1 wl'ek
Durali oll
1 Illl ur
l
EHed
- 6 decrease to a random ab ili t y
sco re {miu im nm 1)
CbMacter'" ha ir t ur ns wh ite
Charader's sb i n t u r lll' lHid ll red
c I1aJ"act,' r'" eves turn
Charadl' r Abys,;al
ll f Commo n
Cl1arader grows a "ixlh fi ngt. r
lH I e'le h 11all,1
Clla ra.:: le r'::: ca rs occasiona jly emit
wisps of st ea m
Cll a racter leaves wet fl1 0tprinh
c haract er drool;:. alltl
spits c"ll1st a ntl y
--+ penalty 0 11 illl 'lCk.." saves ,
amI check;:.
" ..
, .. R
\." ,
.... ..
: .. ..
.::.-:.-
r:l e
plt
.llll S tat ues: \X'hen Siau gbter ganl" was a fUlldi oni ng
fortress, th e ll'u nbs on tbe slatucs c i rc u late d tI, e
wa te r ill 1I1l' bapti smal I'l10\. T],,,, fade'J sincc Siaugh-
ter garJ e wa s lle" t rl1ye J, ,.0 tilt.' water i ll dlC pool is
st acn cnl..
76- 85
tI%
bl-05
86-90
91-95
96 -100
Dl' in!.inloi f rom the pooll1<1s t l, e salli e effeel a" wi llindv
cul cring it , 'a ml th os e who are forcc,l to ,Ir ink ca n
;:.a ving thw\\' a" illlli cat l,{1 la r lier. The water tastes foul.
A nyo ne who t1rinb" it is IhHIH' alcd for L mi u ut o an ,l ::;i t.'kened
for all otllt'r. \Va ter t akLn f n H II till' 6apti,.mal pool is no lon ger

66- 75
06- 25
26--10
41-55
56-65
Pool: T ll is pooi llf demon ically tain teJ wale I' \ \ ' <1':: llse tl to
bapti ze Ilew dUilll s l)f ;\lll-Ta lll1 L1<1 , It ',. 3 ft.etllecp awl '::l i II
rad iat es il ,:: trong ev il aur,l if viewl'tl u"i ng detect eeil, a" well
as- a magic all ra if vil' wed usi ng del ecf mag iI-' (DC 2 1
S pllIe ra fl d wc k t o tlelcr mine it',. tr an.;:mulati o n) ,
If ,1 charad eI' s- tt ' ps inl o th e !wol, I'<JII ,)Jl tIle
foll'Hv ing table, Roll for a new effect ;",1,--1 1 m i nute PC
re ma i ns in the watel". A ,Tt.",tll rc t lla l unwill in gl y e nter,:: till'
pool III II st maJ... e a DC 20 \YTill ,:: ave oml unothe r thro w
l' ilch m i null.' t o ilv"iJ til(' effeds o f till' water. r\ Il V e ff"'d tile
pll ol ge nerale s ca n hl> cl lllnte reJ by r.:'JlIot" cur3e. '
OF Ti l E Ro ml
TIll' room has till'
JlluI11 ill ,l l ion: Both J.... archc,,; 20 feel o f brii:'! ht il-
lumin 'lti tm ; 2 0 feel of Shil JO\\'V illu minati on. If all is
lli;;a bletl, it stops ligllt.
Fier v Demon A n.. h: T Ilt." arch o ver the western do or wa y
. ..
i" car vl,J t o look Ji be L1w bel' il ntl (lIHm montll of a filllgLJ
tl tmoll. 011th e [ilce d ow If IW1Jeo f t he Otl H.f .';
fier y J emon arches hav\.' Gc"macti vat etl :)1" tli :;:abll'll {sec bclnw).
sheds o f fl ame ::,wtltI1(,.' l hi,; door way, block-i n! Ii llc oi ,;ighl
am! J t.'ul ill g 3d6 po i n t s o r f i r.. J allla ge t o illl y OlH' passin g
tlHl 'ugh it. C rac kli ng [ n u ll till.: fb1l1 c,; increases l1w Lisl cn
DCs til ]lear hl' volHl dlL'1ll In' 10. Tile <Hell hil S<l
modl'ra ll' i1 11 fa i i ng Jdcd (DC 21 S pell cra ft
t.' 1ll' t.' L ttl J d erllline it's cvoc ntiou}. A DC 16 Di sable Device
cl1(_'..: I.:- ,Ii""bl e;:. l hi ;:. a rcb, suh"e que llt ly i nc rca si I hl' da ngel' ,
po sed bythe re maini ng ecti vc on es,
T ile fi el'y demon a rches in d, is part ll r.S la ughle rgarde all
":OIlIlCd to tile same di mill'islH: J ene rgy "lllJrce -wlll'll they're
all wor ki ng, each tica ls Id6 poi nt s li fi l"l' dnruegc t o anY: ll1e
who passe s t1u ou gh, All <Hc h ca n he Ji:.<a bleJ Il\' co ve r i ng
some of till' fa in l-n lll e;:. on t he floM ,1l its tlU l' :,}1tlld
Di sabL.. , J)", vit.' e DC [ 2). Wilen an a rcl l is di :,-abl<., J, howcver ,
mo re ener gy e nters tIl e n li le r ouc s. Fllr eat.'h ,l i;;abllJ arch,
ad ,I 1tl6 n., to till' (, tller MeI' L' " "nJ in c rcosc till'
Di;;ahl e Dcvi ce DC-hy 2. w'11ctl 11ll' PCs f ir"l ex pll)fe thi "
!hlrt o f two of .Helle:' arc ,l isableJ: onc
ill T5 ami onc in T 13,
A PC who 1l1ake" a Sc,Hch o r Di s<,6Ic Device IC lll'ck all
one o f tile arches au lolll<,ti call y not ices if ano l he r secms
IlL1Hcr or cl}()lc r.
X P NlJfc: \X/hen ewr tile PCs disalJle n r Like (la llla!1efrom
a ;:. pec if ic f ier y t1 elll oll a n::h flll' lb ll fi r;:.t l im e t l) pas"
it , <J ward XP a s if tlwy OVl' I'Ca tlll' a CI\ 3 11', 'p,
Delll on A n ,ll: T lw a rcll o\'er the "ll ul l1cr n ,l onr way is
cMve,l to loob lik e t l,e L ce amI open Ilwulh " f a fan ged J e-
ITl OIl. Ey,,'l' ill th e race red - oran ge, and a f!la me r of
,::wi r linli tlark violet "Il(';,tV fi ll 'S t11 e TIll.> 11.15 a
at1!',1 if vieweJ defect 111I.1!} i c (DC 21Spell craf t
clll'ck il '" illu ,:: ion ). A11Iw hum em i t t eJ bv tJl l'
Mch i11l: rea"e,; List ell DCs [ 0 Ileal' lH'yoll,1 'it by
10.
AC 18, touch 12, f lat-footed 16
Immune s leep
SR 16
Fort +5, Ref +3, Will +7; +2 against spells and spell-like
a bilit ies
Weakness ligh t blindness
Light Blindness (Ex) Blinded for 1 round in daylight, then
dazzled while st ill in daylight.
Abilitie s St r 8, Dex 15, Con 12, Int 12, Wis 16, Cha 14
Feat s Combat Casting, Weapon Finesse
Skills Concentration +9 (+13 cas ting defens ively),
Knowledge (religion) +9, Liste n +5, Sea rch +3,
Spellcraft +9, Spot +S
Pos se ssi on s combat gea r plus +1chainmail, masterwo rk
dagger
Speed 20 ft. in chainmai l (4 squares), base speed 30 ft.
Mel ee spo ntaneous inflict sp ell +5 touch (3rd 3d8 +5, Will
DC 16 ha lf; 2nd 2d8 +S; Will DC 15 half; or 1st 1d8+S, Will
DC 14 ha lf) or
Melee mwk dagger +6 (1d4- 1/19-20)
Base At k +3; Grp +2
Atk Options smite l / day (melee attack, +4 attack, +5
damage)
Speci al Acti on s re buke undead S/day (+4, 2d6+7, 5t h),
spontaneous casting (inflict spells)
Combat Ge ar potion ofcure moderate wounds, pearl ofpower
(1st), 2 sc rolls of resist energy (fire), wand ofsound burst
(10 cha rges)
Cler ic Spells Prep a red (Cl Sth):
Jrd-bestow curse (DC 16), contagion
D
(DC 16), dispel
magic
2nd-hold person (2, DC 15), invisibilityD, spiritual
weapon
1st- causef ear (2; DC 14), curelight wounds, inflict light
wounds
D
, shieldoffaith
O-detect magic (2), cure minor wounds (3)
D: Domain spel l. Domains: Destruction, Trickery
Spell-Like Abilitie s (Cl Sth]:
l /day- dancing lights, darkness, faeriefi re
The gr imlocks (G) inter pose th emselves be tween the
pe s and the high priestess, protect ing he r as best rhey can.
If an enemy is out of commission from hold perSOIl, the y
.; prefer to arrack act ive foes. They fight as long as Lnnrhur-
rae does, then th ey cover her retrea t even i f it means their
death s.
HIGH PRIESTESS LANT H URRAE CR 6
MM 10J
hp n (5 HD)
Female drew cleric 5
CE Medium huma noid (elf)
Init +2; Sen ses da rkvision 120 ft.; Liste n +5, Spot +5
Languages Abyssal , Common, Elven, Unde rcomrno n
RI
Encounter Level 6
SETUP
Lanthu rrae (L),high priestess and leader ofth e drewexplor-
er s, is tr yin g to act ivate the alta rs here bypu tt in g offeri ngs
in the bowls. If anydi sturbance happened nearby, Lnruhur-
rae h as al ready cas t shield offoilh. Di sabli n g the fiery arc h
bet ween T1S and T16 also alerts the priest ess. Other wise,
stealthy PCs m ight surprise her.
When the pe s enter t he room, read:
A draw fel11a le wearingci",inl11ail and elaborate
robesstallds in the l11iddl eof thisoctagol1<l l roOI11.
Toeither side of herarc l11uswlargrayItumanoids
wearillg loillcloths and bearinggreataxes. These
creatures have 110 eyes.
Four altarsarceve ll ly spaced aroull d the walls.
Ea ch hasa statuedepictillg an elderl y woman
holdillg a crooked slaff Mosaicfoo lprill ts lead from
southern doors illto the middle of Ihe roOIll, thell
turn west and head tIIl de rlleall, doubledoors ill the
western wall.
TACTICS
. As soon as she sens es da nger is near, th e hig h pries tess cas ts
sJlicld offa ith. Th en she assesses her foes, cas ti ng contagioll
(bli n ding sick ness, DAIG 292) on so meone who seems to be
a rogue or afGIl1Cspe llcas ter, and hestowcurse on someone
who looks li ke a fighter. She follows up by cas t ing spiritl/al
tvcapoll (crea tes a whip), favor ing a spel lcasrer as t he target.
Her Ivalld of sot/lTd burst is reser ved for clustered pe s she
ca n hit without har mi ng her bodyguards. s he uses IlOld
persoll and cmse fC(l r to buy t ime and possibly c reate a good
gro upi ng [or her wand .
I n melee, Lant h urrae favo rs spontaneous ly cas ting in.Oiel
spells, and her stat ist ics show the damage she deals for
exc ha ngi ng a spell slot of th e indicated level for an illfIicl
spell. Her dagger attack is weak, and sheknows it. She can
lise her smite power on th e first touch attack she makes
to deli ver a n illfi ici spel l. ~ r h u r r e also l ikes to k il l held
en emi es using her inflict spells.
If reduced to 15 hit poi nts or fewer, th e high priestess
casts illvisibility. She the n takes out her potion ofcure;notf-
cratewounds and drinks it. Then she flees through T20 to
T21.
2 GRIMLOCKS CR 1
MM 140
hp 11 each (2 HD)
NE Medium monst rous humanoid
Init +1; Sen ses blindsight 40 ft., scent; Li s te n +5, Spot +3
Languages Common, Grimlock
AC 15, touch 11, flat-footed 14
Immune gaze attacks, visua l effects, illusions
Fort +1, Ref +4, Will +2
Speed 30 ft . (6 squares)
Melee greataxe +4 (1d12+3j x3)
Base Atk +2; Grp +4
Abilities St r 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Feats Aler t ness , Track"
Skills Climb +4, Hide +3, Listen +5, Spot +3
Possessi ons greataxe
F E,\Tl IRES 0 1' r tu: Roml
Tlwm um 11<1'; tlle fnlt ;\\' ing[,' altl re;:.
I llu mination: 0 " 11 1011 20 fed of hri ;;:ht ill u min a-
t ion; 20 {l'd of "lhlJo\Vv illumination. If ii' Ji "'lbl"J,
th e a rea is ,turk . .
The 1lL'1'1' is 20 fed
Pit.'ry Demo n ,\ rel l : Sec T15.
Copper Door,; (ho d l sc t s]: ll anlll es:" 5 ; 60
hp c.h: h. O pen :,ou t ll'.\'ard; ver tical lJ.l ncllc:" 0 11 IJlJlIl (I f
bll ll1 ,1'hl l'S ncar wiler,,' d le V I11c d. TIle d oor s a rc d o ,;cll b uL
unlnckeJ; tlll:'Y no <' 1' lock.
Sc1JlllII:'r11 An ir -o n k H 1t.. <l IH ti le \\,a[I Lo t he
WC:, tll f th t. ' lLot' :'. Il t ilLe:o ,1 111 0VC adi;l ll 10 pil:k up ti le h<H
ami nllotlH.'r t o t Ill' ba r t11ruu gh till.' h'lllJI l-s. If till-'
duor,; art.' barre,Lit lakl,; .l DC 3 0 I I) I)]'eab
tile ku ilm} open tll e lll . .
A DC 15 is :" u ffic ic nt lo Ill.-'a r tile lo\\' r- um-
of ti ll.' Ilhll1lll'l l111r ler i n T22.
I\Tle."lcrII D.ll1;.,,: A DC 22 Li5t l.' n is 5tl fficic nllo Ill.'ilr
fWlll l llc sp iders in T I 9 <H ili T20.
J\ liar:;: The f0tJr alt ar s kwestatue- t ba t c1t.' piet a j, iJl-'ou ,:: ,
benI el,lerly \\' 11111 .111 lea ni ng on a crollk. ' rl l<.-' oxacl pose of
till.' s t at ue varics fro m a lta r 10 tilLar. Each s t utuc 11<1 ':: a5i lvl.' r
bllWI (20 gp) at its 1,.1':: "' . W'ha l t"t. of till.-' alla n. J lle " is
lo,; l lu Il i"t or v. -
NtJrflllt ,z."l;m A ltar: T he crone is holdi 11 (']' ar m oul
wi tll hcr pa lm ti p. Her C)'l:''; ar e c1n,;e,( T lw \'l1 wl IwIJ ,;
25 pr .
N.ntl leas.l.:m j\lt.lr: TIl(:' crone is Iwlding11L' r nrm nul
wi t h he r pa lm nu l a n d f in ger:;; curle,l i n a p0 5e. ITe r
Ill O Utll i s O pl'll. TlwI)()wl a wo rd,
(400
S ll1ltll.>,1S/<-'n/ AIt<1r: The cronc 11Oltlill >1 llCr erol,k out
wi t l, boll, ha ml" a ]'{l '!. M e wide.
The bowlllOl ll,; a vial of pre:'5u rizetl J u:'1 (i),\IG 297;
in I1al(J poi son , DC 15, 1 poinll lf Chari:Jl1 hl'
secondary ,l.ll11<1gl' 1,16 po int :' nf CI1<1 ri ;:lll<1 plu s I poin t l1f
CONCLUSION
If a battle occurs here, the drew in 1'15 (i f they're still alive)
hear it and start to di sable the fiery arch. Doing so takes
th em 6 rounds. They then att ack intr uders still in thi s
room or try sneak aro und and find intr uders elsewhe re
in t he complex.
If Lanthur rae makes it to T21, she carefully moves past
-the floor webs and casts curt' fig/It tvounds on herself i f she
needs to. She h opes t h e H uge fie n d is h spider can kill
in truder s who chase her.
Cllar i"Ill,' ,Irain) lh at n il' :' into t ile C1Cl' .r ti ll' Iwltl l'r i f i t' "
opened.
Sl-ltItllIIcs.l..":m 51<111l c: TIl(: cr-nne i s ht'1" Crtlllk lo
Iwr d ws t witll bodl Ihlll,ls. Her ey,' "ocket:" a;e empt y. Tbl'
b<, ,,,llltJltl,, Lwo sapphi re r i ng" ( ISOgp eac h) .l llt! 50 gr.
Eadl o f til e a ltar" 11 .1:' a st ro n s a u ra ifvil..' wt.' c1 J d l'Cl
mag;c (DC22 S pel lcr ar t dll'cL: ne it' :"
l\ n aha l' ca ll IlL' destroyed (ll a r d ne::,:, 8, 250 II p). Dealing il
11 .1lf th i", l11ucb ll,face:" bJ ru in it s
. 't
Encounter Level 3
SETUP
Lanthur rae statione d a wigh t (W) here to watch T22. It
cert ain ly hea rd any nearby bat tles, but it doesn't leave irs
post. If pe s appr oach fro m the north, it can hide at the
nea rby cor ner, pot entia lly surpr ising t hem.
Th is area is pictured in the ill ustrat ion handout s. Show
t he ill ustrati on whe n the pe ssee the wight.
When the pes reach the alcove , read:
Apal edrat\! that has !> umillgred eyes mellaces yOll
fro m thecomerofa siza!>lealcove il1 thet\!cslem
wall. Beyolldthedrowarc three large frescoes
depictillg dislllr!>il1g images. AdemoII arcl1filled
with violet energy thrllms il1 Ihe wall 10 the casf.
Clawcd mosaicfootp rillis n lll dotll ll thehall's
cCl1lcr.
CONCLUSION
Ifa batt le occ urs here, the acolytes in T18 and Lanthur rac
in T16 hear it. They cast spells as shown in their Tact ics. A
DC 12 Listen check outside the demon arch is sufficient to
hear the acolytes pre paring for bat tle. A DC 221 isten check
is sufficient to actua lly make
out what they're casti ng, and
asubsequent DC 16 Spellcraft
check is enough to tell wh at
P E,ITLJ RES OF Tl1J:
Rom! ,
Tile room h 'l S t he
fe'11tlre". ' .
I1lumi nal ion: DCITl Oll 'll' c1 1
eves }: 2 0 feel ,,f
bridll 2 0 fcel
(If illuminati on .
Bll l' n i';;!l c d C o p pl.r
Door:;: (ho t Ii sct s]: Sce
1' 16.
Demon A'"l..' h: T lll:a]"ch
o ver tile e a ster n tl,ulrwa)'
is C<HVt J [0 look likt' till'
fa ..:: c a nd open mout ll o f a
fall!:iellJelHon" Ii ycs i n tlw
face glmv rcd -ore ug c, .111(1
WIGHT CR3
MM 2SS
hp 26 (4 HOI
LE Medi um undead
Init +1; Senses darkvision 60 ft.; Listen +10, Spot +10
Languages Common, Elven, Undercommon
AC 1S, la uch 11 , flat-footed 14
Immune ability da mage to phys ical ability scores, ab ility
d rain, cr itical hits, deat h effects, disease, energy dra in,
exhaustion an d fat igue, Fort save effects that don't
affect objects, mind-affect ing spe lls an d ab ilities ,
nonlet hal damage, pa ralysis , poison, sleep, st unning
Fort +1, Ref +2, Will +5
Speed 30 ft. (6 squares)
Melee slam +3 (1d4+1 plus energy drain)
Base Atk +2; Crp +3
Attack Options energy dra in
Special Actions create spawn
Abilities Str 12, Dex 12, Con - , Int 11 , Wis 13, Cha 15
SQ undead t ra its
Feats Ale rtn ess , Blind-Fight
Skills Hide +8, Liste n +10, Move Silently +16, Spot +10
Energy Drain (Su) Bestows 1 negative leve l; gran ts wight 5
te mpo ra ry hp .
Create Spawn (Su) Humano ids slain become wights in 1d4
roun ds.
,
spells are be ing cast on a given round.
A t the copper door, a DC 6 Listen check is sufficie nt to
hear Lanthu r rae's casting (DC 16 to be able to make t he
DC 16 Spellcrafr chec k).
<1 of swir lin g (la rk fills. till.-' lTHltJLiI. Tlw
a r"...:I1 Ita,: a ura i f ViCWl,J U,:i;Ig:Jdccf miloJic (DC 2 L
Spel 1. .:1',1 ft c1wck 10 tldl'rmi 111.-' it '" i Ilus ionl . A llUlll e mit-
t el t bylilt' arell increoscs Li st en DC,:: tIl Iwar a nylh iug beyond
il. Lv 10.
F rl.' sene,:: T he on Llll' llorl llWl >,::l t'r n wall J e pid s
red t{ra gon,: a nJ tll' lll o n s :;: ,.hlr ing ovcr a ci t y. O n l he
wes t e r n \\"all , two Jilar i l it ll J cnwl1 s (pict u re ou MM -1- 11IlilW
Lllei r arm" dllll t a ils interl win"J .
I' HVS ,1ml cha i ned t o to rt u re r a cks a rlo' ,: -Iw;vn ' to -t he
,:o ut ll\v,'':l.
\'flwll cve r blo od is spi lleJ wit hin 3 0 feet o f th e
the hrl.ltlle l irc o n t Ile cit y, 1T1 <1f i l il hs wri the i n
de ciJ(Jl y way,:, ,1nd till.-' angel" l wist i ll t11e i r
'nooslJ;; anJ st roina ga inst t ill!
Ea ..-: Il imacc h a s a st ro nc a ur.i if v ie wet l deled maq ic
(DC 18 S PCj lUilf t d lt' ck t"o Jekr milll' i t ',: .
r
.
EJ If!
tP
.11
"
T

-
S
EJ e
,
0
e
';)
IT

I '
I tJ& A

fi! , r ,
,
,
f
'I
TACTICS
. OF Ti l E Rom!
The room ha s lIw featll l"l.' '' .
I1lumi n al ion: Dcmon eves]: 2 0 fc('t of
illumi nal ion ; 20 feet . r illum i n'l t ioll .
'Dc mo n A loeb: Se e T 17. .
Scmll R'ld... s: Tile wulltlen IlOllt l1UlHl reJ s .r
uri gillilll y pLh"{'l1 here for lite nAer ence of til e llemon Ion]
lll'<lring petitions . Du ring l he l3cl u lc o f Slilught ergMd c, t hi s
]" (10111 W, l " "1) l he sc roll" a rc in llis'l r rav, some
O il lhe fl oor, otbe r,. a lHl ,.till othe rs ilpart. -
PC,. wlw cxmuino tIll' ilnd (';1) A byssal
dUll L1 le Vall li slll illlH"S-t1W c ul t is t.;;, rne rcc-
c\' ilJoer,,' wl1o f l l]" when
il was lra n,,;pl ls eJ t o the Plan e.
T IIIolle: Fashi oncJ for a creatu re, lhi,. .:: bai r retains
,1 J im allr a .J!" ('v il if viewe d usin g J ck el cl ,j/. t
ALL
If.the acolytes have forewarning of intruders, they cast
on themselves, li mited by th e ti me t hey have.
. Round 1: Sl,icldof failh.
Ro und 2: Divill c[cWO I'.
Round 3: Pri1 tecliOll from good.
I n a barrie, two rush forward and attack wit h daggers ,
using thei r smite power on th e f rst attac k. The thi rd one
hangs back, fir ing her hand crossbow. Desperate to impress
th e hi gh pri estess, they fight until slain.
c I
Encount er Levcl s
Abilities St r 13, Dex 14. Con 12. Int 12. Wis 15, Cha 10
Feat s Combat Cast ing
Skills Co ncent rati on +5 (+9 cast ing defens ively), Knowledge
(re ligion ) +5, Listen +4, Search +3, Sp ellcraft +5, Sp ot +4
Possessions mast e rwo rk chai nm ail. masterwork dagge r,
masterwo rk han d cross bow with 4 poison ed bo lts
AC17. touch 12. flat-footed 15
Imm une slee p
SR 12
Fort +3, Ref +2, Will +4; +2 aga inst spells an d spe ll. like
ab ilities
Wea kness light blind ne ss
If the pe s somehow arrive here without alert ing th e aco-
lytes, th e acolytes (A) are working on searching th e room's
papers for valuable information. In that case, a DC 12
Listen check at the <Itch is sufficient to hear them talking.
Those who make the check bv 10 or more can di scern that
the conversation is Elven about the scrolls and the
tedi ousness of the wor k.
When t he pe s ente r r-oom, r ead;
Three fema le drow in robes and chainmail
siand b'efore ihe rqcks of scrolls that line the
walls of this room. 0" the eastern wall is a
massive iron chair, bolted to the floor and
buttressed with thick beams. Loose pieces of
pardllnent litter thefloor.
Li ght Blindness (Ex) Blinded for 1 round in daylight, t hen
dazzled while st ill in daylight.
Speed 20 ft. in chainmail (4 squares), base speed 30 ft.
Melee mwk dagger +2 (1d4+1)
Ranged mwk han d crossbow +3 (l d4 plus poiso n)
Bas e Atk +0; Grp +1
Atk Options po iso n (drow slee p poison , DC 13,
unconsciousness/unconsciousness for 2d 4 ho urs),
smit e l / day (me lee at tack, +4 attack, +1 damag e)
Speci al Actions rebuke undead 3/d ay (+0. 2d6+1. 1st),
s po nta neous casti ng (inflict spells)
Cleric Spells Prepared (CL t st: 2nd with evil spe lls):
1st- divinef avor, protectionfrom goad
D
, shield affaith
a-cure minor wounds (2), message
D: Do ma in s pe ll. Do ma ins: Evil, Destr uct ion
Spell-Li ke Abilities (Cl 1st):
l/day-dancing lights, darkness, faerie fi re
SETUP
3 DROW ACOLYTES CR2
MM 103
hp 9 eac h (l HD)
Female dra w cleric 1
CE Medium humanoid (elf)
Init +2; Senses darkvi sion 120 ft. ; Listen +4, Spot +4
Languages Abyssal , Common, Elven, Und ercommon

-
O ne ;:qua re == :; reel

s
F L IT UI' ES 0 1' run ROml
T Ile room 11 .1 " tIlL' f(ll1owi n g featu res.
r1lu lllill clti on: It ',;: cLub l tert'.
C.wc. l ll : T l1i ,;: rtmm u"ed l (l be a lo t alld itl1aJ
mo re s tutucs . T he lhl rtl lCrn \\,,111i , a mix of nalural w eL a mI
,Ii,'[ (Cl imb DC 15).
St a llll' : T lt e stat ue in t l1(' ;:out ltea:::te fll pa rt (If LI l t' room
dep icts a bal J, elder ly hlllll <l lllll ale. l ie';: wear in g o r un tv mIle"
anJ si t tin c cro;; s- L:.'gec! on a car pet (till' el et 'l il " of Wl l iJl a re
ear n.,eI in t o (he stone n lhl r). A DC 15 Sl' arcll check- is ;:u[-
fi ci ellt ( 1,5l>(, t11<l tlllC is <HI c-x tru siou (Iflhe flll'H', not
a sc pe rotc p iece o[ "tone.
An in scri pti o n i ll 1\ hyssoI on t hl> cestcrn wa ll heh i ml till'
stat ue read;;, Ball bhllt L11l' A ro.:lti l ld of
S lau d l tergu
u-loke ;\ S l <l l ll l' : Tlli,;: st nt nc \\,.1 ", oncv d lat (I f a "uccu IHl';:
..:I ael i n n lbe", bu l it W.l:' c1 asht.'d into hll nJJ"lJ;: of piec es whe n
was de"tr llVet!. r-;lli h sho rl o f a wlwlc
;:pelf'H si ;n iLu rnecic \\"11011 . ::tatuc \\'o1 S:'IIPPosl,1
t o liLl>. Til l' ru bbll' lll'lrketl ol1 t ill' map in crca scs
DC of Ba lall ce ami TUlll hl... check-:: hy 2 .
A n in script io n in A hy:';;ill on t he wes l e ru wa ll Ileal' the
,leh r i;; read;:, t il t..' Br azell , t:'1' r r uplM of
In scr-ipt ion: C,u\' i.' (1i nt o lhe maso n til(' sl luth er n
Wil li i ll im po sing AIJy;:::<a l ld h-r;: i" a 1llt:' :,,,M e l lh1l rea ds,
a ll{l lw im pir t" l! TIt" champions i ll dl i:' ch amber have :,er\'l"J
Laa 'l nd wel l. Ti le Yh,w e been [otl lHl worl lty
in h i;: (iL' r y s axe. Trt'ill t1wir wllnl:, Mt Ile L'x IHe:,:,e,1 \\' i ll PI'
;.111-' /:11111 Lail . S t r ive [ic rccly [llr Sbughle rganle, t llat somcdev
jo in t hc cha mpill ll:' a;;"embl t..d


CR1
OLLA
AC 14, touch 13, flat-foote d 11
Immu ne mind-affecting spells and abilities
Fort +4, Ref +3, Will +0
Speed 40 ft. (8 squa res), climb 20 ft .
Melee bite +4 (l d6 plus poison)
Base Atk +1; Grp +1
Atk Opti ons poi son (DC 12, 1d4 Strfl d4 St r)
Abilities Str 11, Dex 17, Con 12, Int - , Wis 10, Cha 2
SQ vermin trait s
Feat s Wea pon Finesse"
Skills Climb +11, Hide +7, Jump +14, Li sten +0,
Spot +8
SETUP
Their tremorscnsc alerts the spiders (5) to the pe sright after
the characters come out ofTiG. They don't attac k draw, so
they wait to see who's coming.
Encou nter Level 3
\Vhell the pe s leave T16, read:
Mosaicfoo tpri nts depicting cl awedfcet run west toa
wide t-intersection . Theret/,ey turn soutll.
When the, pe s reach the door way, read:
Threespiders thesize oflIIolvescreep "long the
floor of thischamber, thenorthernC1I dofw/'ich
h"scl early coll apsed. Marbledebris litters the
southwestern corner, and astatue ofa robed Jllllrll1n
male sittingcross-legged is in thesOll theastern
wrllel: Carved intothesouthenl lIIa li arc
illScriptioits ill astrallge /allgll age.
3 HUNTING SPIDERS
MM 288
hp 11 ea ch (2 HD)
N Mediu m vermin
Ini t +3; Senses dar kvision 60 ft ., tremorsense 60
ft.; Listen +0, Spot +8
Languages -
CONCLUSION
If a batt le occurs he re, you call have the spiders from T20
join the fighr . Roll in itiative for them at th e start of the
third round, placing them in the hall jusr outs ide T20.
A
Encou nter Level 3
SETUP
Hiding among the cobwebs are web-spinni ng spiders. If
the pe s don't spot them, the spiders (S) receive a surprise
round. like their cousins in Tt 9, they wait until they see
int rud ers or sense a fight before att acking.
.
Whe n t he pes near ro om, read:
The hallway widens to reveal a roOm where
cobwebs lwngfrol/l the ceiling, ,;/ld slightly stichy
webbi l1g bl"nhets thefloor. To the arc pews
running north-south. Despite the webbing, you [tJn
sec that mosaic footprints conti"ue south through
this roOm toa set ofcopper doors.
When t he spide rs reveal t he mselves, add:
TIme spiders as big as dwarves sbtter out fro m
beh i nd the cobwebs.
3 WEB-SPINNI NG SPIDERS CR 1
MM288
hp 11 each (2 HD)
N Medium vermin
Init +3; Sen ses darkvision 60 ft., tremo rsense 60 ft.:
Listen +0, Spot +4
Langu ages -
AC 14, touch 13, flat -footed 11
Immun e mind-affecting spe lls and abilities
Fort +4, Ref +3, Will +0
Speed 30 ft . (6 squares), climb 20 ft.
Melee bite +4 (ld 6 plus poison)
Ran ged web +4 touch (entangle)
Base Ark +1; Grp +1
Atk Opt ion s poiso n (DC 12, 1d4 StrJ1d4 Str)
Abilit ies St r 11, Dex 17, Con 12, Int - , Wis 10, Cha 2
SQ vermin tra it s
Fe at s Weapon Finesse"
Skills Climb +11, Hide +7 (+11 in webs), Jump +0 , Lis te n +0 ,
Move Silently +3 (+11 in we bs) , Spot +4
Webs (Ex) A sp ide r can throw a we b up to eight ti mes per
day. This is similar to an attack with a net but has a
maximum range of 50 feet, with a range incre ment of
10 feet , a nd is effective agai nst targets of up to Small
s ize. The web anchors the target in place , a llowing no
moveme nt.
An entangled creatu re can esca pe with a DC 12
Esca pe Art ist check or burst t he web with a DC 16
St rength chec k. The web has 6 hp.
TACTICS
These spiders try to entangle Small pe s first, and then they
-.:. nlOve in to bite entangled enemies. They don't risk att acks
ot opporrunity to do so, however.
(IF TilE Rom!
Ti ll' room ha ,:: the fcat ure,;.
Illumi nat io n : IL':, d ar k ]w re.
I3I1J'ni::IIl. ,(1 Cop pt.')' Do o r::: Il.uJne,;,; 5 ; 6 0 li p e'1ch .
O pe n ,;ou t!lWilr ll i vl, rticat h amil l':' on bOl h ,::i JL'':: of boll,
(loor ::: Ileal' when' t lll'v m eet . The Jt), Jr;; a re c!o;;eJ bu t un-
lockel l; t1,1.:' Yh a ve 11\1 iat ch tHlock.
A DC 23 Listen check i ,:: su ff ici e nt to llear l he ra,::py
llf l he Huge ,;piJ er i ll T 2 1.
C Ollwc b::: T lw:::l' ::heel':: tlf well il i il rL' n ' l ,;ti ck y, hil t tl ll' Y
o h,;lr ud vi sion. TIH' y provi de cnncl'a l menl (20q/o m i ss
c h allce) ftH anyo nc lwll iml t h e m , but llll' y d Oll't ob:'lrucl
move ment . T hl' Ycrc n't ruagic we b,;,,.:o tlll'yd o n' l burn.
Pews : T hese pew,; pro vid e ,.-ovcr (+-+ t o AC, +2
on "t.'flt.'x saves] for SIll <1 11 PCs, lHll t h ey make mencuvcring
diffi c u lt. It 2 sq na re s llf movemen t to move
,1 pe w sq ua rc. As il t110VC ac t ion , a c reat u re (;,111 s te p up and
st a nJ ou ajlt.'w. C rea l u re:' o n t he a +1 bonu,; o n
JIILll-' !: ro l\ s fue,:; ou th e fl oor.
Co coon: I n::> iclc i:, ill\leJi1l 1l1 h UlllaJw id , upside
ltowll.If till' pc :: cnt open till' (611 p), t1wyf illl[ tlll'
co r pi't' of a druw llla lL-' wbo iln gL-'J' lJ L,111 t11l1 J'r ae. I-It.' a
llla'::lc r\\'o rk rapi er, s tmIJ(,J Il'a tl wr, allli a 'k l"' Y
tkl t nlWlls f{lo Ll ock.... r 2 i ll T7.
HRINE OF THE
Encounter Level 7
SETUP
The fiendish spider here (5) doesn't react to sounds out side
the doors. When you show pesthe map forthis roOID> don't
show them the floor webbing marked on the map. See the
Floor Webs sectio n,
When the PCs enter t h e room, read:
Arcd-eyed spider thesize of a small hut crouches
tothesouth. Beyond it, upon a black altar, an idol
of a hulkingfigure wea ringspii<ed armor and
wieldinga halberd glows with baleful green light.
Thewestcn! wall of theroom isan avalanche of
stone and dirt, and this lavemouschamber might
be natural. It's hardto mai<e out detai ls. Thic!, wcbs
that have bones among them c115hro'ld the room
and obscure thefloor, but it seems like somethingOn
thealtar isglittering in thegreen light.
FLOOR WEBS
Sticky webbing is spun across th e floor as marked on the
map. When a charac ter is about to step into a squa re that
has floor webs, have that PC make a DC 20 Spot check Sue-
. cess indicates the character catche s <I glimpse of webbing
on t he floor and can choose whether to proceed. Anyone
who doesn't spot the webbing walks right into it.
Walking into on e of th e webbed spaces ent ang les as
the spide r's web (see Web s in the statistics). In addition
to making Escape Artist or Strength checks to pull free ,
an entangled PC can atta ck the floor webs. Hitting (he m
is automatic; they have hardness 5 and 14 hit poi nt s.
Scanning the room for more webs takes a 'action
and a successful DC 20 Spot check. Success reveals t he
floor webs nearest the PC, and a character can describe
its location to allies as a free action. Put the floor web on
the map when tha t happens.
The fiendish spider can walk through its floor webs with
impu nity. .
EALE
H UGE FIENDISH SPI DER CR7
MM 107 and 289
hp 52 (8 HD); DR5jmagic
NE Huge magical be ast (au gmented vermin, ext rapla na r)
Init +3; Sen ses darkvision 60 ft.. tremorsens e 60 ft. ;
Li st en +0, Spot +4
Lan guages -
AC 16, touch 11, flat-footed 13
Immune mind -affecti ng spe lls a nd a bilities
Resist cold IO, fire 10; SR13
For t +8, Ref +5. Will +2
Speed 30 ft. (6 squares), climb 20 ft.
Melee bite +8 (2d6+6 plus poison)
Ranged web +7 touch (ent an gle)
Space 15 ft.; Reach 10 ft.
Base At k +6; Crp +18
AtkOptions poison (DC16, 1d8 St rjld8 Str), smite good
1jday (+8 damage against good foe)
Abilit ies Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2
SQ ve rmin traits
Fea t s -
Skills Climb +12, Hide - 1 (+7 in we bs) , Jump +4, Li st en +0,
Move Silent ly +3 (+11 in webs), Spot +4
We bs (Ex) A s pide r can t hrow a we b up to eight t imes per
day. This is si milar to an atta ck with a net but has a
maximu m ran ge of 50 feet , with a ra nge incr em en t of
10 fee t, a nd is effective agains t targets of up to Large
size . The web an c hors the t arget in place, allowing no
moveme nt.
An e nt angl ed creat ure can escape with a DC 16
Escap e Art ist ch eck or burst the we b with a DC 20
Strengt h check. The web has 14 hp.
TACTICS
Th e fiendi sh spider is a cunning ki ller. On the first round,
it skitt ers to one side of th e room, th en shoots an entan-
gling web at the nearest foe. During the seco nd round, it
moves to the ot her- side, hoping to draw it s attackers int o
ano ther sec tion floor web. Between th e floor webs and
the webs it slings, the spid errries to keep the PCs spli t li p.
It th en uses its super ior reach and poten t poi son to take
th em down one byone.
The spider is smart enough to fling the doorsopen or
slam them closed with its legs. .
F EATURES OF Til E Roml
TIle room ha;: lhe f,)l1nwin g L.alll res.
Illumination: 10 feet of IHigh t illll min'l -
lio n; 10 feet o f "kl ll(lwV ill um inat ion.
T he he re i s 20 feet
Bur n isllcll COPPc l:-I)oor.:: St.' c T20. v
Unlike till' rna son r y pro mi nent th i,;
pa d of Ihi" room is walle d wit h ;:nli,l slah"
that h<1 ve in tcnli olJall y hel'll c<1J"ve d to IO,lk like nat ura l sto ne.
A DC 20 Sea n.::ll Illilli e 011 a ny se ct. ion ll [ wa ll is :i' uf-
ficienl to t illli a sl rnv chi;:e l lll <1J'b (:r o Lhe r illllicati nn tlla l
tile wall,; aren' t as as Lhev appea r.
. .
j\l o;:a ic l:oolpr inL,l,; I f tIle plovers alHHll l hc moseic,
[ell th e m till' wl,blJillg ill lh e roorn obscu re:, t Ill' fl oor. The
IlJoo"'lic ac t utlll v tIoc,", cnntinuc l his roo 111, turniuq '
west ana under tile '
C.1W. l ll: Be for e ,1"3t.!" udion, lh i" "hr illl'
led to mor.... pa ';:i' ,l geways- -murl' ;:h ri nl'i', hu l thcy' rll I(lst
f,)rever. The wes te r- n w,lll is a mi x uf nat ural tln d a id
(CLml, DC 16).
A !tar: TI ll' 'l ltar ratlia lt::' a shonot aura if
.Ietcclllh19ic(DC22 SpclIcra ddl' r m iIll' it';: tl ivi
t ion]. TIH.' al t ar ca n bi.' d;"::, lroyeJ (harJ ne;:s 8, 2 50 hpj .
it halftll i:, Illucll J (J a.:e,;; it t o ruin
its Illtlgic.
A ny ev il cler ic wlw pr epa res spell,; ill f ront of tlle a lLar
can lli \,ina l ion :;: pell".)S if t hey wcrc nne le\'cll owcL
In tilelast few montll s, La llLllUrrae 11.1 " uSNI Lll e pm\'l'r of
til e 'l l tM In pr e pare dil;i ll<llitJl1 as a 3rJ- levc l "pel!. But
senses till' risk in vol ved with ll:,in g t be a lLar,:'ll ,,11("'; rc-
luda lll ll) do i t t oo ofte n.
A cl eri c must ;:,ucce('" on ,1 DC 20 \\'l ill save eve r v time
till' aIttll"',. powef is lise" tn "pel1s . Eacll fa ileJ sa'e
etlr llS till' c1eri L" a ncga Livc level thai ;;:0('" aw,1\' aut oma t i-
c,l l ly WIH.' 1l 2 4 Ilave ela p;:eJ. ' -
Tl le St,l tUc 0f th, llalbc n li l'r a lop till' a ltar ha;: ,1 di vi-
natory qlltllity <1 :1 w" ll . If a cre.l l llf .... places a ll il em o r
ilclll:' \\'o rt ll at lea;:l 50 gp on th e alla r, Ih e halb erdier
inlones i\ ,.cn lellec Of l wo of prnplll't ic wi,.J o m. \X'llil e
accu rate, tlw a Ita r (l,)e:111 ' I r",sl' (lnJ 10 spec i Fic 'IIH.'sl itJns.
II speab wit lwul fega rd to Liwse sla ntling ]Jcforl' it , and
il trea ls all ;.'l)llIers a" if tll ev ;:eek ev i l eu J;:.
' Lli lor pl"Opl ' l'ci,' i' 10 ;:peci'fic cvcnls in you!"
I f yOU Il<w e plan;;; for ewnb; llcyoJl(1 SI1<1tfl!reJ Gaks 0/
S!aug!,lag<1rJo.?, you call fo rc;:k Hlow dWlTl lle re. YOII ca ll
,l ,l,l !Ji nts about tile tlf lllor v ;eet i,)ll of
a;: well iT S 111call i ng lcs,;: /) 1" 11I JlTlorous for
eXtllllp lc:
"Beware t lte LuminOll", for tll CY see k t o
11 " Forever bu ri ed :
uBel1e,1 t ll til(' marb l,.Jt bv l hi" J rc;JlI mou n toiu, a JOOfwav
I II , l U I' IHllllCwill .
uWi Lllill Su m6e don, a ten eh mll '; ev il S eek .1llie;:

of tlH.' Scrcamin.i Sor.:c ref will one J av be
n' lIn itl'll, b: ,l o nly aft ef is reir iev,J f rom'lhe
de pt hs llf til e
' .. "Hi'waf e lh e fl,J po ppies t llat t ra vel on the
s'Hlgbi rJs fall fmm t he sky, sharpen your hL:Hle,
a nJ ] O O ;:Cll your 6" Ob ," '
Atop the a ltar are 300 anJ si lver br acers t hai ar e in laid
wit h jaJe (200 Jfthe takc t he it ems, the halbcrJi c r
,;ays, "Lcav,' t hl' lllll llage you 've pa iJ for fnf(. or facc the
f utu re withou t T h i" sc r ves a" .,. hint that the
statue can spe ak Lut t hc llal benli er won' t to th e speci f ic
PC wIll! tll Ct rea s ur e ull les" tlll' il ems a rc relurn cd t o
the a ltar. (t (lo c"I1't givc a prophecy when lh e it em s
r c t n !"Il <: ' l.
If alIJ r" sse ,l wit h a qu es tion about it s funct ion, lh e stat ue
j'e,,1i cs, "0 \y ,;: ight t ranscend s time, bu t my advic,' come" on ly
\\'itll sac r ific,""
.0:.
LL
. :. '
A DVAN CED MAGMA H UR LER CR 4
Miniatures Handbook 65
hp 69 (6 HD)
CE Medi um e leme ntal (ea rth , ext raplanar, fire)
Init +5; Se nses da rkvision 60 ft. ; Listen +6, Spot +5
Lan gu ages Igna n
Abilities St r 26, Dex 13, Con 24, Int 7, Wis 12, Cha 11
Feats Improved Initiative, Iron Will, Wea pon Focus
(magma ball)
Skills Liste n +6, Spo t +5
accompani ed by J scream of agon y. (f a ches t is opene d
and the coi ns within touch ed, all it's contents scream
and di sappear similarly in a cascade of screami ng and
light , creating an effect like a thunder sron c combined
wi th a gliUndllsJspell. Each character within a 1O,[00 t-
radi us spread must succeed on a DC 14 Will save or be
blinded and take a - 4 0 pen al t y on Hi de chec ks for 10
rou nd s. Further, every creature within a tu-foor radi us
must succeed on a DC 15 Fortitude save or be deafened .
for 1 hour. These chests radiate a fain t aura if viewed
using detect magic (DC 16 Spellcraft check to det ermi ne
it' s conjurat ion). No way exists to "disarm" the coins,
which do not reappear once they go off.
The chests are' ancient relics that might be wort h 50 gp
each to a collector once their noisy content s have been
removed.
AC 15, touch 11, flat -footed 14; can't be flanked
Immune critical hits, fire, paralysis, poison, s leep, stunni ng
For t +12, Ref +6 , Will +5
Weak ness vulne rab le to co ld (+50% da mage)
Magma Ball (Ex) A magma hu rler ca n sp it a ball of magma
into its hand as move action ; it can th row the ball as
sta ndard act ion. Range increme nt 30 feet (150 fee t
maxi mum).
Speed 20 ft. (4 squares)
Melee slam +12 (ld6+12)
Ranged magma ball +6 (Jd10+8 plus 1d6 fire)
Base Atk +4; Grp +12
If a battl e occurs here, or screams issue from the room's
strange treasure, the acolytes in TI S hear it and Laruh ur-
rae and her grimlocks might hear it (T16; listen DC 7;
Listen +5). Those -who hear cast their preparator y spells
as described in t heir Tact ics.
CONCLUSION
Encounter Level 4
FOUf chests of coins appear to be in th is room, two at the
base of the hczrou's statue 'in the northwestern corne r
and two in the southwe stern corner. Each is J lure for the
unwa ry that the ori ginal inhabitants of Slaughrergarde
knew to avoid.
Coins picked up off the fl oor (35 of th em are scat-
tered about) d isappear in a fl ash of baleful green li gh t
The magma hurler prefers to hurl its magma balls) so it
tak es 5-foo r steps to make it s ranged attack whil e avoiding
attacks of opport unity [rom melee combatants. l fi r would
take an arrack of opportunit y for making a fanged arrack,
it does so on ; 1 to 3 on a ds.
If the pe s Ilee beyond the room, the m a g l ~ a : hurler
doesn't chase them. It does keep hurl ing magmaballs at
them as long as it has line of sight ro do so.
\XThen the pes have a good view of the room, read:
Afigure made entirelyout of moitelllaua strides
amoJlg the statues in this room, leaving a pall
of smoke behilld it. In tire Ilorthern section is a
massivesarcophaglls witha marblestatue atop it
ofa cloaked figll re wieldillg a scythe and ridmg
a horse that hasfiery IlOOveS. In theso utllern
part is a collectioll of macabre statll es, most
depictingfie nds. Two fiery demon arches are ill tile
southwes te rn corner. Near theseappear to be ches ts
and scattered coins
The mosaicfootprilltslead fro m thedOll ble
doors ill the east past tile sarcophagusall d Il l' the
northern corridor.
SETUP
Thi s is a room beyond rhe control ofthe drew-c-it's home to
a m g m ~ hu rler (M) that has guarded it since the destru c-
tion of Slaughtergarde. The magma hurler doesn't react
to pe s until t hey enrer t he roo m or attack it. Stealthy pe s
migh t be able to surprise or sneak past the hu rler.
Thi s area is picrured in the illustra tion handout s. Show
th e illustration as you describe t he room.
FALSE TREASURE
TACTICS
..
t
f
"'; .

(J il l ' :i'l l tl<l n ! = 5 r


c
6 STIRGES CR 1/2
MM 236
hp 5 each (1 HD)
NTiny magical beast
Init +4; Senses darkvision 60 ft., low-light vision ; Listen +4,
Spot +4
Languages -
AC 16, touch 16, flat- footed 12 (AC 12 when attached)
Fort +2, Ref +6, Will +1
Speed 10 ft. (2 squa res ), fly 40 ft. (average)
Mele e pincer s +7 me lee to uc h (attach)
Space 2-1/ 2 ft.: Rea ch 0 ft.
Base Atk+1 ; Grp - 11 (+1 whe n attached)
Special Acti on s dr a in blood (see Tact ics)
Abilitie s Str 3, Dex 19, Con 10, lnt 1, Wis 12, Cha 6
Feats Alert ne ss, Weapo n Fine sse "
Skills Hide +14, List en +4, Spot +4
OF T I IE Roost
Ti,l-' r oom hIl s ti ll ' fe<1tl1rc s.
I llu mina tion: Denllll1 a-rch ; 2 0 i td o i il1lltTlitlil-
lion ; 20 feet of "haJowy illuminat ion. If ti,l.' is J isal,ll.'J,
tile a rea is J.:Ifk.
Fiery DCllIon A rcll: Set.>'1"22 .
Ctlve. l n : T I, i,; was a rnth:h room bef or e
wa s ren t as u nde r . The WCSl-l'f ll wall i" amix of n:1l ural
; l1cb il ntl did (Cllm)J DC 15).
LiI I L RulJ blc: T]Je l ight rubbl e 111 .:lfkeL! on til e Illop in -
c rease s tlte DC IA Bulan, ,' all J Tumble clll' .:-les bv2.
"!; lII llcl: Tl lis tunnel is <1 fllot ill ,!i'll1wt er. It
n.'ocllin g ti le s u r fac e in abmd 2 0 0 feeL
Bcd,; : TllC bo..'L! " were for L! w ::, c wait in..; l o be sac r i fice d at
one of Slaughlcrganlc '", .:l lLats. By Mu=Talll1 Lau's.unlet,
victims were kept co mfo r ta ble u nti l their t ur n. set s
lIf ;;; il L. s lH'(.'L,; 11('n' arc wo rLll 50 gp l'oeil, buLit Lak'cs a DC
2 0 A pprci se dlcck to r eal ize t hi s.
. , :=S [ ccL
() ue ::,qua\l,:
Encounter Level 4
SETUP
One st irge (5) is just insi de the t unnel shown on the
map , and if it notices the PCs, all t he srirgcs Oy i nto the
room. Stealt hy groups witho ut light sources might avoid
noti ce.
Whe n t he PCs enter the r o OID, r ead :
Neatly made bedslill e this room's Il ortl,em all d
southem walls_Apadi/ea mall acl ewith afo ur-foot
elwill baited to thef loor is at thefoa t ofeach bed_
The weste rn wall is all avalallcheof rock alld dirt
ullUke the maS0/1ry on the other walk
Strange creatll res that look like bats wilh
Il eedlel ike snouts suddell lyf lyfroma crevice
there_
TACTICS
The su rges split up among the PCs. Sti rges have no reach ,
so they have to ent er their target 's to arrack. PCs
who aren't Hat-footed can make attac ks of opportun ity
,
agai nst su rges th ar do so. Th e stirges can't hover, so they
have to fly at half speed each round to stay aloft , possibly
provoking attacks of op portu nity.
If a stirge starts its turn attac hed to a PC
I
it autom nt i-
cally deals 1d4 points of Const ituri on damage. Even if the
damage roll indicates asrtrge could deal more than 4 point s
of Cons titut ion damage, no single sri rge can deal more
th an that- it's full ofblood. Astirge that has con sumed 4
poi nts of Cons titu tion det aches and flies for the tunnel, '
wit hd rawing if possible.
RE,\IOI' I NG ,\ STIRGE
C h tlracL-c r;: can t1 l lachl' a sti r";c,, o r att acb Llr cm
witll 11 1c 1,, Wl' ill)(IIlS. T lh l;;Cwil lI Inabea: uccess f llllllla nne J
me],..'l' hHlcll at t ac.k a n a tlad lt" l ;:liq1l' Cilll llla ke ,1
check t o ga i n ,1 hold. Attac11l'J stirccs Cilll' t ma ke
all ac ks (I f opport uni t y. A PC w11l1 h a ;: n !wl,! on a stirce
ca n re move th ai s tirac bymabi nil ,1Ilo t!lt' r :.<lH:cc$::1f lll
d le ck t tl pi n it. l
.":. .
FI, xn:RES 01: rm: Ro m l
' Tlw room Il a :, the
11 111111 i lhl l inn: Sll ilHerea gate; 10 fed of Ilf i gllt i Ilu m ilhl-
tiou : 10 il' d o f shal lo wy ill umina ti on.
SllilLlerc d G .l fe: The catc o n till' westcrn wa ll is i rrcl ric v-
ab ly r u ill l'a, II', sun i1Mb-1tilL' i ll L17 ami A 19. Despi te
IJ l' in g Ilwlw n, it ha :, a fa inl aura i f vicweJ using Jd (!cf 1Il<19ic
(DC 2 -1. Spell cr aft ch eck ( 0 J ch>l"minc it's couj u rntion} .
T Il(' gilte has fOllr ,;tic king holl[wa y
out 'If it , C<l Ugll t Iwt wcen pla nes \\,llel1 th .. was
Tltey'n' pa ra lyzea wil e n PCs f ir;:t enter the. room, and
t hey stoy tklt way un til th e PC"an wh<lt':' requi rell to relea:'l'
them.
T Ill' [ai nle::,tamou nt o f ki nct ic energy frccs a whi l espa wn
hor llclini!. rf l ' Hlclll' s or aLlad"", d ne, it fullv cmcrcc s
[r oll1 lll e- alld a Uacks. - ,
P roximit y to o r :;; pcll -l i!..e 'lilil it y .11::: 0
l rcc s a Wll i llo;:pawn If a PC ste ps adj acent t o a
wl1itc"p<lwll Iwra e[ill g, liml out wJ1 e tllcr that PC 11.1;: any
o nsoi ns ma si c eHl' ch, II ::(1, d ll' ll th e "hatt ef eJ gak l1labl' :::
a lli:;pcl ec einst l'oeil l,Hed ill l urn (IJ 2C> + JOfIll"
the ,li 'l' ol check'; lhe DC is 11 + tile' ,poll ', ccsler level) .
Ea ch :'llcce,;,,[u l di;:pl'l ch.... ck l'ml" tile cUed itlli :;; pl'l1l'J and
on c wllit e"pawn
Thi::, sh altered gat l' 11,1::' si gil tbo:'a-t the cate ill A 19
b e!",;. It take:, a DC 10 C raf t chcct to remove
ti ll'
s lwldoll$; TIll' "keldom were all :,oldi l'r ,:: who ver i;:hc(1
in a l'x plll"ill ll wl1etl lhc gak "hilttl' J" \-,d. P C::, wIlt)
DC 15S pol- check" notice thatlhl' y'rc all
till' sante directi on and dw t m ull )' t l f t11e b\-HIt':' havc bee n
;:a wed apa rt (Il)' t ill' )., orr\-1r in T25) . ;\'on l' arc af n1eJ Of
'l r ll l\-1 rcd .
Ev ery "q UMl' is fi ll etl witll htlllc;:. T hey in crease t Ile DC
of 13.1bn..e alai Tu mhl e check:, hy 2, bul il lCy just cr umhle
\\,IWll ste pped on.
Speed 40 ft. (8 squares) , fly 20 ft. (clumsy)
Melee short swo rd +3 (ld4/ 19-20) an d
bite +1 (ld4) or
Melee shor t swo rd +1/+1 (ld4fl9-20) and
bite +1 (ld4)
Ranged dart +3 11d3)
Base Atk +2; Grp - 2
Speci al Actions breath weapon
Abilities St r 11, Dex 10, Con 14, Int 4, Wis 9, Cha 9
Feats Mult iatt ack, Two-Weapon Fighting "
Skills Balance +10, Climb +5, Hide +4, Jump +4,
Listen - 1, Spot - l
Possessions 2 short swords , 4 dart s
Breat h Wea po n (Su) Ju-ft. cone , once eve ry l d4
rounds , damage 1d6 cold, Reflex DC 13 ha lf.
The whitespawn hordelings are incapable of moving or
acti ng until the pe s free them. The Shatt ered Gate in Fea-
tures of the Room descr ibes how that migh t happen.
The gate is pictured in the ill ustrat ion handouts. Show
t he illus tra t ion as the room.
AC 13, tou ch 1" flat-footed 13
Immune col d
Fort +2, Ref +3, Will +2
Weakness vul ne rab ility to fire (+50% damage)
Encounter Level 5
\Vhen the pes enter t he rOOIn, rcad:
Amassivestonegate, like theolie youfOlilld among
thegoblins, domilllltes thewestem f lld of this
roo m. Partsof theII rch havesagged II lld crllmbled,
and elltlre bl ocksure missi ng. Thisgntc has II
shimmerjnggl'lly field. Blnck cracks mdiate alit
from thecenter, making it look likean immense
shattered mirror.
Four small figllres haveemerged Iwlfwa y fyom
whateverlies beyond thegray field. They have
dragOldike heads, whitesealyskill, and stll bby
wmgs.
Ti,ef loor is littered with CrII111blillg skele tOlls.
SETUP
4 WHITESPAWN H O RDELINGS CR 1
MM4 156
hp 13 each (2 HD)
CESmall monst rous huma noid (cold, dragonblood)
Init +0; Senses darkvision 60 ft.: Liste n - 1, Spot - 1
Languages Draconi c
cracl1ed mirrors are /1lOlIIl ted on the wall sof
a shadowy roan;, andeach mirror hasaframe
glowing with grew light. TIIat glow is theonly
ilillminotionforthechamber. The roomends
in a precipice fhat apparentlydrops il1toa much
larger room. Alongladder liesflat near the'eage.
(Remember toadd the condition in whi ch the
PCs left 111.)
1
- ' I' o.; "' (I' " - /.
- EAT UI\ ES OF T i lL:: - .1/ (' = :) l,.' L'!
Ti ll' room i . , tilt.' fl' altlre,..
IlIu l1I illal iol1 : Demon 20 fcel of 6r illt illtlllli na-
tion: 20 fl'd or "lladl)WVi Illlllli nnlion . If tIll' is (Ii ,.allled ,
it sto ps
'\ Iinnr Fraine,,; "kHlowvillulllindlioll fill"tIl l'
room if till: mirror framl'::' are tile
Fier\' Dl,.11l0 1l .\reb: See T2 2.
Corpse: The 11Orror killed tlli" (!ro w.
sllck1E- m<l:;ler\wlrk.slud{!eJ leather and 'lll<lnd cro""bow.
S(.- rap pill''': TIll' dockwMk Iw r ro r arms IWIll
till' fal len ", llIldl" af ter s lalldllc rt:al'l lc'J dl,,,t ru d io n . It cut
most ortilt.' into A l: reMt pldte, a l1Ia"ll' rworl"
ropier, a c!ta i n "birl, <ltHllwt) Ill'avy "tel,1"llil,leI" rcruein.
Square" ou till' Ilhl Jl "ho I\' till' pill'''' Eitell "quare 111.1rk(,l l
a,; <1 pi le cos ts 2 ,.quarc::, of rno vcmcnt to euler. Babnc,' ,111J
Tumble DC" incrcnse hy 5 , a lia j\ ll'VCSi lcllt ly DC" incrcn sc
I" 2,
. All mi rror:" Ildve a fainlalll'<1 i f vi,'weJ usinc
d.:te cL lII <1gi c (DC ] 8 Spllla alt ck'ck to delcrlllilH' i":
i ll u:"io ll ) .
Ill ia d The mi rror marbtJ wit h a 1 fundioll ';.
It In(l b i nt o L] 1. \\'7Ilt'1l someo ne IO(lb inlo it, read:
1ACTICS
The clockwork horr or continues firing press ure dan s until
the PCs engage it in melee. It prefers targets that have met al
armo r and weapons. !
ALL
IRRO
DUM, Hl:<S& DRAGO:<S, D&D, Dl ' l'( ;!,() :<.\ f ASTER, d20, J20 SY:'>lcm, Wn ARllSOF TIl E CO,IST, I'I"Y"'I Dlmg<'OliM. l\f a \ Gil '.!.' \I."" ta .\ [;,,,,,,,I.SI,,,tlr ml G,lIe1 ofs l"ugl,I''!l., nl",
all othn Wizar d, of t ile Coa:'>t l'rOOun name" and their respective logos arc l rademarks of Wizard, of the Coo..';t, Inc., in th e U.S,A. J ild ot her countri es.
Thi5 lllJt erial is protel'ted under t he copyright laws of the l'uit ed State;;of America. All)' reproduct ion or un" utl",rized u,e of t he material or artwork contai ned herein is prohi hitt d
without the u l'rcs.swritt en perm ission of Wi7..ard, of t he Coa,t , I nc.
Thi,; I'rOOlKt i, a work of fk tion. Any similar ky 10 actua l Jl<.'lll'lc, orh"'nizations, places , or cw nt, is purely coincidental. J'r illtc',] ill the US,,\ . @2006 Wizard, of t he Coast, l ,lt .
Encou nter Level 4
Speed 30 ft. (6 squares)
Melee razor saw +5 (ld8+1)
Ranged pressu re da rt +5 (2d 4+1)
Base Atk +3; Grp +1
Abilities St r 12, Dex 13, Con -, Int 5, Wis 14. Cha 5
SQ construct t rai ts
Feats Poi nt Blank Shot , Prec ise Sho t
Skills Climb +8, Listen +2, Spot +2
Possessi ons built-in Slaughtergarde me da llion (claw)
Tlli" rou nJ piece of e led r ll lll lt.3';; <1 "tylizeJ claw ,.igil o n it,
is wort h 75 i:P, amI 11 <1 ;: a fai nt an ra if Vi (;,Wl,J usin g del ed
lI/' l yic ( DC 18 Spe llcr aft chec k III J et eI'mi rn- it '" a bjurat ion).
If l he PC" take dIeme da ll ion, can usc i l i n t he SLlll g],-
a p n o j"Y. . -
AC 19. touch 12, flat -footed 18
Immune ability damage and drain, crit ical hits, death
effect s, dise ase. elect ricity, ene rgy d rain, exhaustion
and fat igue, Fort save effec ts t hat don't affect objects ,
min d-affecting spells an d ab ilities, nec romancy effects,
nonle thal damage, paralysis , poison , sleep, stu nning
SR17
Fort +1, Ref +2, Will +3
Weakness shatter blinds it fo r 1d4+1 rou nds
\Vh en the pes move into t he room, r ead:
III therenter of tne roo misa metallic sca ra blil1 e
creature the sizeofa dog. It squatsamoll gseveral
piles of metal. With a whi1; it lurcnes toli fe, a blade
btlZzillg IIIhereits mouth should be.
Tnecorpse of adrow femal e ill studded leat her
armor liesat yourfeet. Mirrors that havegreell
glolll illgfra mes lwllg fro m the 1110115,
SETUP
The elec rrum clockwork hor ror (E) was trapped here after
the fier y arch es stopped responding to its medalli on. It
shoots any creatu re that enters. It 's silent until it att acks,
so it probably surprises th e characters.
pe s who ma ke DC 15 Intelli gence checks realize they
saw thi s room th rough th e magic mir ror in I ll.
ELECTRU M CLOCKWOR K HORROR C R 4
MM247
hp 32 (4 HD)
LESma ll const ruct
Init +2; Se nses dar kvision 60 ft.: Listen +2, Sp ot +2
Lan guages Clockwork Horror
111101),\ LLI() 1'\
1A: Scytbe Room(A du nture Sites page 8)
\
L8: Honder Trap (A d venture Sirr:s pag!: is,
'Demon Arcb Sites page 29)
Fiery A rcb (A dw!!llure Sites page 28)
A19: N early Intact Gate (Campaig11 Guide page 60)
Slonbert o11, City of Bridges . . . fwd aiel (Campaign Guide page Jj
Er>:
Al0: Fang 'Dragon (Campaign Guide page ";'1)
Ark of tbe Resurgent Af ' ollntain (Campaign Guide page f O)
Ei\
Beti Ctmmier (A dve nture Sites page
T17: Li'L'iug Pi ctures Sites Pdf}' J2)
L12: Silmmoning 'Pit (A d
r
vet1lure Si tes pilge 18)
1.1;: Shattered Gate (A d-venll/ Ie Si tes pdf,' 26)
.' OO 'J57'l1i7"0 1)()4 U\
Al Blind Tr ol/(Campaig,'l Gllide page 10)
A-i: Etevator Room (Cil1J1ptligl1 GlIide page 12)
T22: Statue flail (A dw lIture Sites page f8)
TN: Shattered Gate (A dvell/ure Sit es page 61)
.1lWl-957
L
IX7-1lI-D(4 Er-.-
OREST ENCOUNTERS
Whi le traveling through the woodla nds in the Valley of Obelisks, characters have an 8%chance per hour of having an encounter.
Each forest has a selection of possible encount ers below. Roll d%to determine what the pe s me et
Andrall Fo rest
0 1- 20 l d 3 wolves
21-30 I krensh ar
31-40 I black bear
41-60 1 boar
61-70 I dire badger
71-80 1dire wol veri ne
81-90 1 dire wolf
91- 100 Id 3 rsr-level half-elf druids
Cha nce Forest
01- 10 Id 4+4 kobclds
11- 20 Id3 grigs
21-3 0 tJ 3 wol ves
31-40 1 krenshar
41- 70 td3 l st-leve l for est gno me bards
71- 801 black bear
81-90 1 boar
91-100 1 dryad
Cloudhoof Forest
01-10 1 pixie
11- 20 Id3 dire wo lves
21- 30 Id3 dire boars
31-40 t dj owlbears
41- 50 ld3 black bear s
51-70 103 centaurs (Srarnkasps)
71-90 Id3 centaurs (Curganl
91- 100 giant stag beet le
Dapplewood
01- 20 1d3 dire apes
21- 30104+2 wolves
31-40 Id 3 krenshars
41-50 Id 3 black bears
51- 60 I dire wolf
61-70 Id 3 boars
71-80 1 giant pra ying man tis
81- 100 I owlbear
Forest ofTurlek
01- 10 Id4+2 orc s
11- 20 t ogre
21-30 I allip
31-40 l d3ghouls
41-50 1 gargoyle
51-60 Id 3 worgs
61-70 Id4 +2 wolves
71-90 1 werewolf
91-100 Id3 we rewolves
Gr ove of Icicles
, 01- 10 Id3 grigs
J 1,- 30 I d3 albino wol ves
31-40 t krenshar
41-5 0 I black bear
5 1- 60 I boar
61-70 1 Large monstrous spide r
71-80 1 dryad
S1- 90 1 assassin vine
9 1-100 1 albino dire wo lf
Laughi ng Woods
0 1-10 f d j dire wol ves
11- 20 Id3 dire boars
21-30 103 wereboars
31-40 ld3 pixies
4 ~ 5 1 pixie (has Otto's rrrcmli/l/ct1iHJCC),
51-60 1 nymph
61- 90 1 treant
91- 100 1j uve nile green dragon
Oakwood
01-10 Id 3 grigs
11- 20 1t13 wolves
21-30 1 dire wolf
31-40 1 boar
41-60 103 t st-Ievel elf ranger s
61-80 Id3 Medium monstro us spide rs
81-90 Id 2 Large monstrou s spide rs
91- 100 l J3 unicorns
Red bar k Grove
01-10 Id 3 grigs
11- 20 Id4+2 wol ves
21-30 Id 3 kr en shars
31-40 Id3 black bears
41-50 I dire wolf
51-60 Id3 boars
6 I- 80 1 assassin vine
81- 100 1 dryad
Vaa t hwood
01-10 l d3 black bear s
11- 20 Id 3 dire wo lves
21-30 t tl3 dire boars
31-40 Id3 werewo lves
41-60 Id 4+2 t sr-Ievel elf ranger s
61-70 Id3 owlbears
7/-80 1 pixie
S/- 90 103 wyrm ling gree n dr agons
91- 100 1 young gree n dragon
Wes t Oakwood
01-10 Id 3 grigs
/1- 20 Id3 wolves
21-30 1 krenshar
31-40 I black bear
41-50 1boar
51-(, 0 I Large monst rous spide r
61-70 Id4+2 bandit s
'
71-80 ld3 1st-level half-elf dru ids
81-90 1 satyr (no pipes)
91- 100 1 satyr (with pipes)
1 Bandit s arc oft..n t cr-l..vel human or gohlinot d warriors,
hut the y're occasio nally orcs and half-orcs
HILL AND MOUNTAIN ENCOUNTERS
While tr aveling th rough th e hills and mou nta ins in the Valley of Obelisks, cha racter s have an 8%chance per hour of havi ng an
enco unter. In th e Slaugh terscar, this chance increases to 12%. Each region has a selec tion of possible encount ers det ailed below.
Roll d%to det er mine wha t th e pe s meet.
Ares h au Va lley
0 1-10 I J 4+2 dtsplaccr beasts
11- 20 ld4+2 gr iffons
21-30 1 bulene
31-40 1 chimera
41-50 1 ogre bar barian
51-60 Id 3 wyverns
61-70 I behir
71-80 l d3 gauths
81-90 t d3 cn ins
9 1- 100 IJ 3 ogre magi
Blackreach Mount ains
01- 10 l d3 bugbears
11- 20 Id3 giant eagles
21-40 I ogr e
41- 50 1 displacer beast
51-60 1 et t in
61-80 I young wh ite dragon
81- 100 I d3 trolls
Headwa t er H ills
0 1- 10 Id4+2 ogres
11- 20 l d3 displacer beasts
21-30 I d3 griffons
31-40 1 wyvern
4 1-50 1 gaut h
51- 60 I beh ir
61-70 t chime ra
71-90 I bulett e
9 1- 100 1 athach
Jurorakk Foothills
01- 10 Id3 h ipp ogriffs
11- 20 I displaccr beast
21-60 IJ 4+2 gnolls
61- 70 I d4+4 bandits'
71-80 I ogre
S1- 90 1 phase spide r
9 1- 100 1 rasr
Kurk le Ridge
01- 10 I hippogriff
11- 20 I d3 ghouls
21-30 I allip
31-40 Id3 di re weasel s
41-80 td4+2 ban dit s'
81-90 I d3 wo lves
91- 100 1 ogre
Painted Canyons
0 1- 10 Icl3 ogres
11- 20 Id3 hippognffs
21-30 I d3 disp laccr beasts
31-40 I phase spide r
41-50 1 rast
51- 60 1 wyvern
6 1-70 1 ert in
71- 80 t gaut h
81-90 tJ++2 ogres
91- 100 I d 3 wyvern s
Sardari an Hills
01- 10 I hi ppogrtff
11- 20 ld3 ghouls
21-30 I og re
31-60 1<1 4+2 bandits'
61-70 Id4+2 dwarves
71-80 I d3 dire weas els
81-90 1 shadow
9 1- 100 1 carr ion cr awler
Slaugh terscar
01- 10 I d3 allips
11- 20 1d++2 ghasts
21-30 Id 3 shado ws
31-50 l d3 wight s
51-70 Icl3 vampire spawn
71-80 td3 wra iths
81-90 1 spec tre
~ 1 1 1greater shadow
St r ezabo Foothills
01-10 Id 3 ogres
11- 20 Id 3 hippogriffs
2 1-30 t dtsplacer beast
31-4 0 1 phase spider
41-50 1 fast
51-60 1 wyve rn
61-70 1 CHin
71-80 Lga ut ]i
81-90 l d3 ogres
91- 100 1d3 displacer beasts
Tangletuft Moun tains
0 1-10 1 glan r eagle
11- 30 t ogr e
31-70 I d3+2 bugbears
71- 80 t displacer beast
81- 100 I c t ri n
Titania Foo th ills
01- 10 I d3 ogres
11- 20 Id 3 hi ppognffs
21-30 1 displacer beast
31-40 1 phase spider
41-50 1 fast
51-60 1 wyvern
61-70 I gauth
71-80 t ett in
81- 100 I hill giant
Verm ilion Ridge
01- 20 Id3 hippogriffs
21-30 I d3 ghouls
3 1-40 t03 dire weasels
41-80 Id4+2 bandits'
SI-90 1d3 wo}ves
91- 100 1 ogre
I Bandu s are ofte n ISI-!t.\,d h uman or gobhncid
war rior s, burt [",y"re occas ionally orcs and half-orcs.

SU9 Retail : U.S. 2495 CAN 32.95
Printed in the U.SA 957987400

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