TEXT: Frog God 
  Games
  Necromancer 
  Games
  
  Concept and Design: Bill Webb 
  Authors: Bill Webb, Clark Peterson, WDB Kenower, Gabor Lux,  
  Greg Ragland, Matt Finch, Greg Vaughan, John B. Webb, and Skeeter Green 
  Developer: Bill Webb and Skeeter Green 
  Producers: Bill Webb and Charles A. Wright 
  Editors: Patrick Lawinger, Bill Webb, Dawn Fischer,  
  Skeeter Green, and Aaron Zirkelbach 
  Ruleset Conversion: Skeeter Green, John Stater, Matt Finch, John Ling, 
  Stefen Styrsky, Erica Balsley, Greg Ragland, Liz Courts 
  Electronic File conversions: Karen McDonald (God-Empress of the 
  Universe), Vance Ludemann (Bigkilla), and Robb Lukasik 
  Layout and Graphic Design: Charles A. Wright 
  Interior Art: Rowena Aitken, Brian LeBlanc, Jason Sholtis
  Cartography: Ed Bourelle and Rick Sardinha 
  Playtesters: Richard (Bixby) Oliver, Eric (Elision) Lillywhite,  
  Fraser (Alickthron) McKay, Dale (Flail the Great) Haines,  
  John (Speigel) Murdoch, Ian (Helman)Thompson, Pearson (Frac) Keyes, 
  J.P. (They/Them) Johnston, Louis (The Berserker) Roberts, 
  Jennifer (Lydia Deets) Chalfan,  Brian (I AM a Wizard) Wilson,  
  Mike (Bofred) Tierney, Dean (Vorpal Bunny) Yasuda, 
  Alan (Ho-chi-Mihn) Belardinelli, Lisa (but I like druids) Brown, 
  Scott Ragland, Janet Kirkland, Skeeter Green, Bob Sarvas, 
  Dan “Frost” Corwin, Ken McKinney, Adam Grim,  
  Fred Clevenger, Richard Hughes, Kyle Haberman, James Serra, 
  Robert Geiger, Jeremy Foglesong, Stephanie Christianson, Jon Bursch,  
  Kristine Bryan, Rick Bulpin, Scott Harlen, Garrett Mercier, Zeb Corey, 
  Karl Johnson, C.J. Land, David Peterson, John Ackerman,  
  Mike Weber, Chip Schweiger, Joe Weimortz, Christopher Laurent, 
  Conrad Claus, Timothy Laurent, Karl Harden, Nicolas Laurent,  
  the GenCon 2001, 2002, 2003, 2004, and 2005 Demo Teams, Ainsley 
  Christofferson, Kathy Christofferson, Donna and Emily Peterson, 
  and Jillian (Demon-Baby), John B. and Krista Webb. 
  Special Thanks: Gary Gygax, Bob Bledsaw, Dave Arneson, and  
  Robert J. Kuntz for giving us “first edition feel” in the first place.  
  Most of all we want to thank our fans who have supported Necromancer 
  in its quest to get “back to the dungeon”. Bill also wants to thank  
  Scott Stabbert Victor Armer, and Richard for inspiring that “little kid” to 
  learn how to kill their PCs way back in 1977. At last count, there have 
  been 446 characters killed since I first conceived this place. 
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  Staff Editor
  Dawn Fischer
  V. P. of Marketing & Sales
  Rachel Ventura
  Art Director
  Charles A. Wright
  Mr. Wolf
  Skeeter Green
  Frog God 
  Games
  Necromancer 
  Games
  ©2012 Bill Webb, Frog God Games & Necromancer Games. All rights reserved.   
  Reproduction without the written permission of the publisher is expressly forbidden. Frog God Games and the  
  Frog God Games logo is a trademark of Frog God Games. Necromancer Games and the Necromancer Games  
  logo is a trademark of Necromancer Games. All rights reserved. All characters, names, places, items, art and  
  text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product  
  in these pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game.
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  FrOg gOD gAMES iS
  1
  ISBN 978-1-62283-002-2
  
  Table of Contents
  Tribute ............................................................................................. p. 4
  introduction ....................................................................................... p. 6
  Wilderness Areas: Dying Outside the Dungeon ........................................... p. 12
  ground Level: The Sunken graveyard and the Mausoleum .............................p. 50
  Level 0A: The Cavern of the Kraken ....................................................... p. 56
  Level 0B: The Cloister of the Frog-god .................................................... p. 62
  Level 0C: Zelkor’s Ferry ....................................................................... p. 95
  Level 1: The Lair of the “Dung Monster” ................................................p. 107
  Level 1A: The Temple of Final Sacrament ................................................. p. 114
  Level 1B: The Bastion.......................................................................... p. 122
  Level 1C: The Mouth of Doom ............................................................. p. 130
  Level 2: Marthek’s Place and Ambro’s Base ............................................... p. 139
  Level 2A: Teleportals ..........................................................................p. 147
  Level 2B: The Demon’s gullet ...............................................................p. 151
  Level 3: “Beware of Purple Worms!” ...................................................... p. 159
  Level 3A: “The Well”—Zelkor’s Lair .................................................... p. 168
  Level 3B: Down the Well ..................................................................... p. 177
  Level 3C: Fountain of Pestilence ............................................................. p. 193
  Level 4: The Upper Temple of Orcus ..................................................... p. 202
  Level 4A: The Basilisk Caverns ..............................................................p. 210
  Level 4B: The gut ............................................................................. p. 218
  Level 5: Banth’s Lair and the Wight Catacombs .........................................p. 228
  Level 5A: The Prison of Time ............................................................... p. 236
  Level 5B: Alladin’s Torment .................................................................p. 241
  Level 6: The Maze ..............................................................................p. 245
  Level 6A: Caves and Caverns—The Lair of the Spider Queen .........................p. 257
  Level 7: The gates of Hell ....................................................................p. 264
  Level 7A: The Hall of Kazleth, the Phase Minotaur King ............................ p. 273
  Level 8: Caves and Caverns—The Tomb of the Evil King .............................p. 279
  Level 8A: The Tomb of the Beacon ........................................................p. 286
  2
  
  Level 8B: The Steam Jungles ................................................................ p. 299
  Level 9: The Lower Temple of Orcus ......................................................p. 304
  Level 9A: Caves and Caverns—The Hydra’s Lair .........................................p. 311
  Level 9B: The Well of Agamemnon—Upper Level ..................................... p. 322
  Level 9C: The Well of Agamemnon—Lower Level ..................................... p. 329
  Level 9D: The Bloodways (4 sublevels) .....................................................p. 335
  Level 10: The Lava Pit ......................................................................... p. 365
  Level 10A: The giant Cavern ................................................................ p. 372
  Level 10B: The goblin Outpost ............................................................. p. 389
  Level 10C: The Talon of Orcus ............................................................. p. 396
  Level 11: The Waterfall and Akbeth’s grave ............................................. p. 406
  Level 11A: The gates to the goblin City and the Vampire Lair ......................p. 412
  Level 12: The Slave Pits........................................................................ p. 418
  Level 12A: The goblin City and the Hall of the Titan Cyclops ...................... p. 432
  Level 12B: Tiamat’s Puzzle ...................................................................p. 454
  Level 12C: Beetle-Juice? ...................................................................... p. 460
  Level 13: The Portal of Darkness ............................................................p. 467
  Level 13A: The goblin Barracks .............................................................p. 471
  Level 13B: The Dark river ...................................................................p. 477
  Level 13C: Zombieland ........................................................................ p. 483
  Level 14: The Chapel of Orcus .............................................................. p. 496
  Level 14A: The refugees of Tsar ...........................................................p. 502
  Level 14B: The grand Cornu of Orcus .................................................... p. 512
  Level 14C: The Architect’s Workshop ..................................................... p. 523
  Level 15: The Den of the Master ............................................................. p. 543
  Appendix A: New Monsters  .................................................................. p. 551
  Appendix B: New Classes  .....................................................................p. 572
  Appendix C: New Magic items  ..............................................................p. 576
  Appendix D: gods and Demons of Stoneheart Valley  .................................. p. 585
  Appendix E: Pre-gens  ........................................................................ p. 590
  Appendix F: Battle Maps  ..................................................................... p. 600
  Appendix g: The Faithful Orcus and Tsathogga  ........................................ p. 638
  Legal Appendix  .................................................................................p. 648
  3
  
  When I first started writing this material, it was 1977. Giants of the industry were alive and well, and the 
  roleplaying game industry was a fast-growing and new idea. Names like Gygax, Arneson, Bledsaw and Barker 
  became my boyhood heroes, almost mythical beings that somehow were able to capture the hearts and minds of 
  young people (mostly male) all over the world. Little did I know that 35 years later, I would be penning this work 
  for thousands to read. This book is dedicated to four of those giants, all of whom have (sadly) passed to the next 
  dimension since I last published my own work.
  Over the years, it was my pleasure and privilege to get to know and even work with those heroes of my 
  childhood. While I never met Professor Barker, he was kind enough to answer my emails and questions about the 
  Empire of the Petal Throne setting. His faithful are just that, faithful. I have never seen a more dedicated and loyal 
  pack of fans than the Tekumel crowd. Nice folks too. People should remember that this gentleman had created 
  an entire alternate universe (and a complete language!) long before any notion of tabletop roleplaying games had 
  been invented. The original box set (which sold for $25 in 1975, or $106.38 today!) is the standard of quality that 
  my company tries to replicate today. M.A.R Barker was what I term the “cultural” creator of this game, he allowed 
  us to see an alternate race and culture as ourselves.
  Dave Arneson and I met on several occasions. Mostly at Gencon and mostly with other folks we both knew. 
  People will, I hope, realize that he was the rules behind all this madness, and without his insight, no one would 
  have turned tabletop miniature battle rules into a roleplaying game. His Blackmoor setting was the “first fantasy 
  campaign”, and his Temple of the Frog inspired well, me. Dave turned mass battle rules into man on man, and 
  later man on monster combat, then personalized the idea so that each player was playing a character with a name 
  and the ability to advance in power (from man at arms to hero and later superhero), creating a continuous role for 
  each player. This was the foundation of the games we all play, and have played for the last 40 or so years. Dave 
  was what I term the “method” creator of the game, he allowed us to turn imagination into a game that we all could 
  play, using a set of mutually agreed mechanics.
  Bob Bledsaw was a visionary. Bob took what all his contemporaries were doing, and made it big. He defined 
  “Go big or go home”. No other company in the history of the industry produced so much material in so short a 
  timeframe. Darn useful stuff too. When many had taken bits of game worlds and put them into play, Bob created 
  an entire world and detailed every 5 mile hexagon of it. When TSR was producing 5-7 products a year, Bob was 
  producing 30. When others wrote a paragraph or two about a city, Bob created a city and detailed every shop in it, 
  creating enough backstory to run entire game sessions out of a random trip to the blacksmith to get a shield. Bob 
  made cities real, rather than some place that players “went to discuss the next dungeon delve or get Joe Platemail 
  III raised from the dead”.
  I had the pleasure of getting to know Bob in 2002. In my writing career, the work of which I am most proud of 
  is still the boxed set known as Wilderlands of High Fantasy that Clark Peterson and I produced in 2005. It took 
  Bob’s grand world and expanded the level of detail of his prior work from the later 1970’s, using his same game 
  maps and content. 
  The team that created this detail was vast, and I still contend that one could run a continuous game for 9 
  centuries using nothing but this set. Bob reviewed and approved each section in turn. I spent many hours on the 
  phone with him, listening in quiet fascination while he told me about the Holy Cities of the Desert Lands, and how 
  his game group had spent hundreds of hours dealing with the intrigue and factions of those cities, of the radiation 
  filled dungeons below them, and many, many other stories. This guy had an imagination the likes of which I have 
  never before or since encountered. Bob was what I call the “creator of worlds”, who made us see a completely 
  alternate universe and imagine it was our own. I still run my game (35 years later) in this setting.
  So now we have discussed culture, mechanics and the world. What is left is adventure.
  Tribute
  4
  
  One time at Gencon (I think in 1999), I was out back smoking a cigarette, when a gentleman approached me for 
  a light. We sat there and smoked several, having perhaps a 15 minute conversation about the advent of D&D 3.0 
  and what effect it was going to have on the industry. After I left, another stranger said to me, “Oh my God. That 
  is Gary Gygax”. I had no idea. What a nice guy he was too.
  Two years later, I got to know Gary through his relationship with Steve Chenault at Troll Lord Games (Steve was 
  and is a regular drinking buddy of mine at conventions). We had just obtained the rights to republish Necropolis 
  from Wizards of the Coast and I asked for an introduction to see if we could get Gary’s input and assistance on 
  making the book right. Gary immediately agreed, and really helped us do this right. He did not even ask to be paid 
  (we paid him anyway). The book was (and is) nothing short of spectacular, even if it is (now) nearly impossible 
  to find a copy. 
  Gary had great stories. His stories were the foundation of what I call adventure. He regaled me with tales of how 
  as a teen he and his friends used to explore an old abandoned insane asylum near Lake Geneva (creepy place—
  think “House on Haunted Hill”). Many think that Moria defined dungeons. I bet that while it inspired them, Gary’s 
  exploits into the dark and creepy asylum may have had something to do with it.
  Where Bob was the world guy, Gary was the dungeon guy. No one I have ever read has ever created the fiendish 
  traps (you just die), nasty monsters and tricks that Gary did. Anyone who has ever read Tomb of Horrors knows 
  Gygax. The sleep gas and juggernaut, the golden crown and scepter, the sphere of annihilation in the demon’s 
  mouth…wow. Dungeons didn’t do this. Gary was not afraid to kill characters. Heck, the Village of Hommlet was 
  super deadly. His stories of Castle Greyhawk were inspired. The guy knew how to write an adventure. Necropolis 
  was in my humble opinion, his crowning achievement. It took Hommlet and added Tomb of Horrors. His stuff is 
  just epic. Anyone who finished a Gygax module felt a certain pride in the accomplishment. Certainly the words “I 
  am the Set Rahotep” will be etched forever in my memory.
  I continued to correspond with Gary until just before he died. He offered great advice, and always took the time 
  to help me get over my writer’s block or just chat a bit about anything I’ll always remember drinking $500 bottles 
  of wine with him at a steakhouse in Milwaukie, and my daughter shyly flirting with him while he and I were 
  signing books together. . I hope they do get that statue of him built in Lake Geneva, he was a great man.
  This book was inspired by these giants. I hope you all enjoy it as much as I have enjoyed writing it over the past 
  35 years. I will continue to add levels and side treks that are inspired by play in years to come, and this iteration 
  reflects everything I have added in the last 10 years. 
  — Bill Webb
  Poulsbo WA, 2012
  Bill rarely gets the thanks he deserves. While many, many people have contributed to this dungeon over the  
  decades, we all owe Bill a big “thank you” for compiling this monstrosity and putting it down on paper. We, the 
  many who have died in its halls over the years, give our heartfelt thanks.
  — Rappan Athuk Victims 
  From Beyond the Dungeon of Graves, 2012
  5
  
  Once upon a time, there was an idea—an idea formulated by Gary 
  Gygax and Dave Arneson in 1974 and published in a little paperback book 
  called Underworld Adventures. The idea was simple: it is a lot of fun 
  to go into a dungeon and kill evil monsters. Why is the dungeon there? 
  No one knows. Why do the monsters usually fight rather than talk? We 
  aren’t really sure. Why are there 16 trolls in a cave with a jug of alchemy? 
  No one cares. What do all the monsters eat? We don’t know that either 
  (although “adventurer” probably tops the list). And we don’t have to 
  know these things. This isn’t an ecology experiment, it’s a dungeon—the 
  quintessential setting for pure swords and sorcery adventuring.
  This adventure pays homage to that original idea. True, there are 
  opportunities for role playing, but most of this module is dedicated to 
  “roll playing.” Hopefully, while exploring the halls of Rappan Athuk, you 
  will recall the thrill of discovery, the terror in your heart when you fought 
  your first skeleton, the joy of rolling your first natural 20 and the despair 
  you felt when that 1 came up for your poison save.
  This module, Rappan Athuk—The Dungeon of Graves, is nothing more 
  and nothing less than a good, old–fashioned, First Edition dungeon crawl 
  updated for the Pathfinder Roleplaying Game. Very difficult, it should 
  strike fear into the hearts of the most stalwart adventurers. It offers an 
  abundance of traps, tricks and monsters. 
  We hope that you find this module as fun and exciting as those hundreds 
  of players who have ventured into (and not as often out of) the endless 
  caverns and mazes of Rappan Athuk—The Dungeon of Graves.
  Rappan Athuk is a difficult dungeon. Even the upper dungeon levels 
  should not be attempted by a party of less than six characters of 4th 
  level. Only truly veteran players should attempt this dungeon with lower 
  level characters. Parties delving deeper than the 1st or 2nd levels of the 
  dungeon should be of 5th level or higher. Entering the dungeon through 
  “The Well” (which leads to level 3A) is dangerous, best avoided by parties 
  of less than 7th level.
  Why did we do this 
  revision (again)?
  Rappan Athuk is the granddaddy of all dungeons, conceived when the 
  game was new, renowned as the “real deal” by GMs and players alike. 
  Perhaps the greatest statement a player can make about sheer terror his 
  character is feeling is to say: “I was more scared than when we were in 
  Rappan Athuk.”
  Rappan Athuk was originally released under the 3.0 rules in 2000. 
  Two additional tomes of material were released in 2001. The areas of 
  wilderness surrounding the dungeon and several other nifty tidbits were 
  released as web-support over time as well. It was revised for the 3.5 ruleset 
  in 2006 and expanded upon. Now updated to the Pathfinder system, the 
  original dungeon has been expanded even further to excite and torture a 
  new generation of PCs!
  This book contains 19 never-before seen levels and an even more 
  detailed wilderness section. It also has revised and amended statistics and 
  tactic of the various NPCs and monsters that replace our earlier efforts.
  This book is simply bigger, better and more complete than its 
  predecessors. With a little effort, it’s the only dungeon you will ever need, 
  even if it doesn’t use all the monsters ever created. Oh, and yes, Level 
  15 is still just intended for the GM to read—Orcus is still supposed to be 
  unbeatable. After all, we can’t let an icon get killed!
  The Legend of 
  rappan Athuk
  The Legend of Rappan Athuk is well known, having been told numerous 
  times by bards, adventurers, sages and loremasters. Read the following 
  information in the text box to your players.
  introduction
  Many hundreds of years ago, the forces of good allied to destroy 
  the main Temple of Orcus in the ancient city of Tsar. With their 
  temple in ruins, the surviving high priests of this accursed demon-
  god fled the city with an army of enemies on their trail—an army 
  of heroic fighters, clerics and paladins—led by Zelkor, a powerful 
  wizard. The exact fate of these evil priests was then unknown, for 
  not only did the remnants of the followers of Orcus disappear from 
  all human reckoning, but so did the army of light that followed after 
  them disappear as well. Some said that in the eternal scales the loss 
  of so many good men was a fair price to pay to rid the world of so 
  much evil.
  The evil cult, however, had not been destroyed. The surviving 
  priests and their followers instead settled on a hill near the Forest 
  of Hope, a sylvan woodland near the Coast Road. There they found 
  a vast underground complex of caverns and mazes, carving out a 
  volcanic intrusion beneath the hill. There, the priests of Orcus found 
  the perfect lair to continue their vile rituals. For many years, they 
  carried on in secret, hidden from the light and from the knowledge 
  of men.
  Many years later, their underground delving completed, the evil 
  priests erected a hideous mausoleum and a sunken graveyard atop 
  the hill. It is believed that these graves are in fact the final resting 
  place of the pursuing army of heroes that had been destroyed to a 
  man. Soon after the mausoleum was erected the peaceful creatures 
  of the wood began to disappear. Though many rangers and 
  druids investigated these happenings, the cause of the creatures’ 
  disappearance was not immediately determined. Some years later a 
  powerful group of adventurers, led by Bofred, a high priest of Thyr, 
  investigated the evil happenings and found the sunken graveyard 
  leading to a labyrinthine complex. Bofred and his companions 
  found great hordes of evil creatures in the complex. Though some 
  of his companions returned from their expedition, telling tales of 
  fantastic treasure and ferocious monsters, Bofred was never seen 
  again—lost in the catacombs beneath the cursed mausoleum.
  For the last one hundred years, ranks of adventurers have ventured 
  to the newfound dungeon. Many fell prey to bandits and monsters 
  in the surrounding wilderness. Rumors suggest that of those who 
  survived to reach the mausoleum and sunken graveyard, most were 
  slain by guardians of green stone or perished on the very first level. 
  Those rare few who return from deeper treks speak of horrible 
  undead and creatures that cannot be slain. All who have explored 
  Rappan Athuk offer this one universal piece of advice: “Don’t go 
  down the Well.”
  6
  
  In addition to the above Legend of Rappan Athuk, each character has 
  a chance of knowing up to two rumors about the complex from common 
  legends. Each character can make two DC 13 Intelligence checks. Each 
  success earns the character a rumor. Wizards, clerics and bards (but not 
  sorcerers) may another DC 20 attribute check, basing it upon the higher 
  of their Intelligence, Wisdom, or Charisma characteristics; a success earns 
  the an additional rumor. Bards may add 1/2 their bard levels to this roll, to 
  account for their Bardic Knowledge class ability. Roll each rumor randomly 
  on 1d100 on the table below or select an appropriate rumor as you see fit.
   
  1 
  Zelkor, the good wizard of old, is now an evil lich living 
   
   
  in the upper levels protecting the evil temple and descent 
   
   
  into it. (Partially true)
   
  2 
  A high priestess of Hecate, the goddess of magic, was turned 
   
   
  into a statue of living rock, and is entombed in the dungeon. 
   
   
  She had a magic ring that allowed her to shape change. Her 
   
   
  name is Akbeth. (True)
   
  3 
  A rich gold mine can be found if one can find a cavern with a 
   
   
  man-made river channel and defeat the monsters there. 
   
   
  (Mostly true)
   
  4 
  The temple of Orcus no longer exists within the dungeon. Its 
   
   
  existence is a lie told by adventurers to keep others away. 
   
   
  (False)
   
  5 
  A great oracle can be found beyond a massive cavern. 
   
   
  He can tell all to anyone willing to pay his price. 
   
   
  (Mostly true)
   
  6 
  A company of dwarves recently went to look for a gold 
   
   
  mine said to be in the dungeon. None of them returned. 
   
   
  (True)
   
  7 
  Orcus put a curse on the complex when he built it.  Any 
   
   
  that disturb his temple will become slaves of darkness, 
   
   
  never to return (False)
   
  8 
  A great city of goblins lies deep in the complex, and they are 
   
   
  followers of Orcus. (True)
   
  9 
  The entrance to Hell lies deep in a maze complex. It can be 
   
   
  found only by swimming through a pool of water. 
   
   
  (True, though only in a figurative sense. The level is called 
   
   
  Hell by any that have been in it.)
   10 
  A great priest was entombed within the complex behind a 
   
   
  door sealed with seven seals. If released, the powers of good 
   
   
  would be greatly aided. (True)
   11 
  The dungeon was originally a good fortress built to protect 
   
   
  the advancing hordes of evil. Evil overcame its defenders. 
   
   
  (False)
   12 
  Magical black skeletons inhabit the dungeon. They are 
   
   
  greatly feared, as clerics cannot turn them. (Partially true. 
   
   
  Clerics have a substantially reduced chance to turn them.)
   13 
  A powerful illusionist lives near the surface. Do not believe 
   
   
  everything you see. He is cannibalistic and possesses great 
   
   
  powers. (Mostly true. The “illusionist” is actually Scramge 
   
   
  the rakshasa.)
   14 
  There is a monster immune to everything on the first level. 
   
   
  It is amorphous, and smells terrible. A wise man flees from 
   
   
  it. (As your party will see, this is very true.)
   15 
  Inside a great labyrinth lies a strange mushroom that can 
   
   
  restore youth to a human. They are blue with red spots, and 
   
   
  lie under a bridge. (Partially True. The mushrooms resets 
   
   
  your age to a random age, which for most means youth.)
   16 
  Some of the tunnels dug by the giant rats of the complex lead 
   
   
  to interesting places. Some lead nowhere. (Very True)
   17 
  A wise man uses the rivers to travel in this place. They 
   
   
  are dangerous, though.  Many men who did not know the 
   
   
  correct paths have drowned. (True)
   18 
  Deep in the dungeon lies a vast cavern with monsters of 
   
   
  gigantic size. (True.)
   19 
  A magical pool leads to a wishing well. If one casts a magic 
   
   
  item into it, he would get a wish. (False)
   20 
  There is a corridor of solid white stone, which is cursed. 
   
   
  Anyone who walks its length is lost forever. (Almost True. 
   
   
  Most, but not all, who walk the corridor will die.)
   21 
  On the fourth level, there are no monsters, but wondrous 
   
   
  amounts of gems. (False. Give us a break.)
   22 
  The caves are safer than the carved passages. The upper 
   
   
  levels are also very tough in the carved areas. (False. The 
   
   
  caves are no safer than the carved passages. Both are 
   
   
  dangerous.)
   23 
  As the great mage Speigle said, “Beware of purple worms.” 
   
   
  A wise man heeds his advice. (So true it’s written on the 
   
   
  wall on Level 3)
   24 
  In the lower levels, spells cannot be regained due to 
   
   
  the evil powers in this place. Conserve spells on deep treks. 
   
   
  (True)
   25 
  Solid mithral gates bar the way into a great treasure horde 
   
   
  guarded by a lich in the great cavern. If one can access them, 
   
   
  they would be richer than an emperor. (Partially true)
   26 
  Deep within the hill lies a pool of lava guarded by demonic 
   
   
  lizards. If one can defeat them, pure gold can be distilled 
   
   
  from  the liquid rock. (Partially true—there are 
   
   
  salamanders but no gold)
   27 
  Giant scorpions guard the way to the tomb of a fell king. 
   
   
  (True)
   28 
  It is said that the great paladin Bannor was overcome 
   
   
  by a horde of enemies in the dungeon. His mighty holy 
   
   
  sword, Gurthdurial, is rumored to have been lost in the Hall 
   
   
  of the Cyclops King. (Completely False)
   29 
  A new form of troll, a “swimmer,” was seen to aid goblin 
   
   
  miners in a deep cavern complex. (True; this sighting 
   
   
  confirms the existence of river trolls [Level 8].)
   30 
  The tomb of a fallen paladin is hidden near the goblin city.  
   
   
  The paladin was corrupted by the sorceress Deserach. (True. 
   
   
  Referees should make the tomb on Level 9A very hard to 
   
   
  find, as it is one of the most challenging encounters in 
   
   
  the dungeon.)
   31 
  Prayers to Hecate can sometimes be used to defeat guardians 
   
   
  sacred to her. (True. This rumor offers a means to defeat a 
   
   
  Lernaean pyrohydra, if wisely employed.)
   32 
  Kazleth rules as Lord of the Maze.  He is a titanspawn 
   
   
  abomination, with the head of a bull atop the body of an ogre. 
   
   
  (True; he is the phase minotaur king of Level 7A.)
   33 
  A demonic spider queen lurks near her pets. (Partially true; 
   
   
  she is a wizard, not a demon.)
   34 
  The goblin city’s entrance lies unguarded. The goblins allow 
   
   
  free trade with anyone who visits them. (False. Two shadow 
   
   
  dragons guard the entrance and prevent the passage of 
   
   
  non-goblins.)
   35 
  A benevolent old wizard lives near the temple of Orcus. He 
   
   
  reportedly offers refuge to those who kill the servants of the 
   
   
  evil one. (False. Banth is possibly more evil than the 
   
   
  priests of Orcus. Banth will slay or transmute any PC 
   
   
  who crosses his path).
   36 
  There are caverns inhabited by living statues; one-time 
   
   
  explorers transformed by evil, they ambush the unsuspecting. 
   
   
  (False)
   37 
  A terrible dragon called Gath the Ravager was sealed long 
   
   
  ago deep within the dungeon by powerful priests, whose 
   
   
  spirits still guard his restless sleep. (False)
  rumors About rappan Athuk
  7
  introduction
  
   38 
  A great library, once the property of the followers of Orcus, 
   
   
  lies forgotten in a hidden level. Though it contains works of 
   
   
  great evil, it also holds books that could be of great value to 
   
   
  sages and adventurers as well. (True)
   39 
  A powerful adventuring group called the Dancing Blades 
   
   
  were slain in the dungeon.  Their restless spirits now wander 
   
   
  its halls, attacking anyone they come across with their 
   
   
  phantom weapons. (False)
   40 
  There is a level of flooded passages ruled by evil, lenticular, 
   
   
  fishlike things who can take over your mind. They are the 
   
   
  secret rulers of the dungeon. (False)
   41 
  A potent artifact called the Seal of Power was carried into 
   
   
  the dungeon long ago by the mage-priest Donov.  He hoped 
   
   
  to use it to seal away the evil, restless spirits of the dungeon.
   
   
  (False)
   42 
  The skeletons violently explode when they are brought 
   
   
  down.  The zombies dissolve into foul greenish goo that 
   
   
  will eat your flesh and turn you into one of them! 
   
   
  (False)
   43 
  There is an insane blackguard named Ian the All-Seeing 
   
   
  who collects the eyes of all he meets. He is said to have 
   
   
  thousands of eyeballs in his collection now. He can control 
   
   
  them, make them move about, and see things for him. 
   
   
  (False)
   44 
  The goblins of the dungeon are actually mutated giants.  
   
   
  Although they are small and stunted in appearance, they are 
   
   
  incredibly strong. (False)
   45 
  Recently the champion Corondel fought and defeated 
   
   
  the green dragon Springdread in the Forest of Hope. 
   
   
  Corondel  subsequently disappeared.  It is rumored that the 
   
   
  dragon was merely badly wounded, and now lurks deep 
   
   
  within the forest, killing all who stray too deep. 
   
   
  (Partly true; Corondel did fight and kill a green dragon 
   
   
  and then disappear)
   46 
  Gnolls have been spotted along the caravan route south of the 
   
   
  Foothills. They are said to be holed up in a ruined keep 
   
   
  overlooking the caravan route. (Partly true; the bugbears 
   
   
  have been mistaken for gnolls)
   47 
  Pirates sometimes hazard the reefs along the coast to land 
   
   
  at secret inlets and bays and stash great treasure; woe betide 
   
   
  the adventurer caught spying upon them! (True)
   48 
  Outlaws sometimes hazard the dangers of the wilderness, 
   
   
  seeking refuge from the law. It is said that some have even 
   
   
  banded together, to start their own community. (True)
   49 
  Though some brigands attack caravans that pass through the 
   
   
  area, others specialize in taking on adventurers exiting 
   
   
  dungeons and lairs, weakened but fat with loot. (True)
   50 
  A great red dragon has been seen flying about the region. It is 
   
   
  said to lair somewhere to the south. (True)
   51 
  The Troll Fens are aptly named. They are brimming 
   
   
  with trolls, poisonous snakes, quicksand, and other hazards. 
   
   
  (True)
   52 
  A druid is said to live within the Forest of Hope, and she is 
   
   
  hostile to any who invade its bowers uninvited. (True)
   53 
  Three old crones are said to live along the coast, and for a 
   
   
  price of gold and blood, they can let you see into the past and 
   
   
  future. (True)
   54 
  A jet black temple is said to be hidden somewhere in the hills; 
   
   
  those who enter its dark confines never return. (True)
   55 
  Many back entrances to the most famous of dungeons are 
   
   
  said to lie in the wilderness, but the hills are so riddled with 
   
   
  caves that finding these entrances is all but impossible if one 
   
   
  knows not where to look. (True)
   56 
  A shrine to a foul god or demon is said to lie beneath the hills; 
   
   
  its corridors are a gauntlet of terror and gruesome death. (True)
   57 
  One hot, sticky summer a score of years ago, a terrible beast 
   
   
  came out of the wilderness and fell upon the surrounding 
   
   
  lands, razing towns and ravaging farms. It killed many of the 
   
   
  finest warriors and baffled the most potent wizardries 
   
   
  before finally being slain by the adventurer Mailliw Catspar 
   
   
  and his comrades. Triumphant, these brave souls tracked it 
   
   
  back to the Dungeon of Graves—and were never seen again. 
   
   
  (True)
   58 
  Deep within the dungeon there is said to be a place where the 
   
   
  light of the noonday sun still shines; this place is abhorred by 
   
   
  the foul creatures that live within the caves and caverns. 
   
   
  (Partly true; there is a cave lit with sun by day, but it has 
   
   
  its share of dangerous creatures)
   59 
  When the craven armies of Orcus fled from Zelkor and his 
   
   
  army long ago, a great lieutenant was instrumental in holding 
   
   
  off the pursuers. He bought time for the priests to enter the 
   
   
  dungeon and lick their wounds. For his valor, the dark 
   
   
  champion was entombed. The halls around his burial chamber 
   
   
  are filled with terrible creatures, red mist, and visions of 
   
   
  ancient sins, long forgotten. (True)
   60 
  A group of adventurers calling themselves the Fire Hawks 
   
   
  recently left on an expedition to Rappan Athuk and have not 
   
   
  returned. It is said their leader carried with him an artifact 
   
   
  of great power. (True about the adventurers; the fate of 
   
   
  the leader and whether he carried an artifact is for the 
   
   
  GM to determine)
   61  
  A great wizard tried to build a tomb in the wilderness, 
   
   
  but couldn’t manage the effort. (False; Rappan Athuk was 
   
   
  built by Glazerel)
   62 
  The monks of the small shrine of the Coast Road are helpful 
   
   
  to passersby. (Partially True; The monks of the Cloister of 
   
   
  the Frog God are not immediately hostile)
   63 
  Beware of the coastline! A great and powerful sea serpent 
   
   
  roams the coast, seeking to sink ships and hoard their gold. 
   
   
  (False; the beast on the coast is a kraken)
   64 
  The lost army of Tsar is still in the Forest of Hope, somewhere. 
   
   
  (False; they are on Level 14A of Rappan Athuk)
   65 
  There is a vast underground cavern system populated by 
   
   
  hideous beasts under the Forest of Hope called “The 
   
   
  Barrows”. (Partially True; it’s called “The Gut” or the 
   
   
  “Cyclopean Deeps”)
   66-100 “Rappan Athuk? Bah! No one ever gets out of that place 
   
   
  alive! (Partially True)
  rumors About rappan Athuk
  8
  introduction
  
  room and Level Numbering
  Because Rappan Athuk is a complex dungeon with numerous levels, 
  rooms are numbered by level prefix with a following room number for that 
  level. For example, Zelkor’s lair is Room 3A–8, meaning room number 
  8 on Level 3A. Rappan Athuk also uses an old-style level numbering 
  convention with “main” levels and “side” levels. The “main” levels 
  are numbered consecutively, indicating relative depth below ground. 
  The “side” levels (those marked with A or B), often skip numbers. The 
  numbers of the side levels indicate depth relative to the main levels. For 
  example, Level 3A (beneath “the Well”) is approximately the same depth 
  underground as Level 3. A cross-sectional view of the levels of Rappan 
  Athuk is shown in Map RA Cross-section. This map also details the 
  entrances and exits from and to various parts of the dungeon.
  Monsters and NPCs
  Monster statistics for all monsters not found in the Pathfinder 
  Roleplaying Game Bestiaries or the Frog God Games The Tome of 
  Horrors Complete are detailed fully in the Monster Appendix at the end 
  of this module.
  The Wilderness Surrounding 
  rappan Athuk
  As with any major entrance to the underworld, the wilderness around 
  Rappan Athuk is a dangerous place—popular with bandits, marauding 
  monster bands and worse. Merchants and patrols are quite rare. The 
  woods and hills surrounding the area are untamed. The area surrounding 
  Rappan Athuk has attracted various bandit groups. Several of these groups 
  spy on parties entering Rappan Athuk, only to strike them on the way 
  out of the underworld. In addition to bandits, there are a large number of 
  more standard monster lairs and encounter areas in the wilderness area 
  surrounding the dungeon. These bandits and other important lairs are 
  detailed in the Wilderness chapter.
  You are free to place Rappan Athuk in any appropriate area of your 
  game world and create the bandit encounters and monster lairs to reflect 
  the particular flavor of your campaign.
  Now, with no further ado, welcome back to the Granddaddy of all 
  Dungeons!!!
  introductory Characteristics
  Each level of the dungeon has a sidebar that details the following basic 
  information:
  Difficulty Level: Details the average level of difficulty of the dungeon 
  level. A party of six player characters (PCs) with the suggested experience 
  level should be properly challenged by this level of the dungeon.
  Entrances: Details the various entryways into the level.
  Exits: Details the various exits from the level.
  Wandering Monsters: Details the frequency of encounters, including 
  a table of encounter results.
  Shielding: Details any material or magical barriers or shielding which 
  prevents divination or other spells and effects from functioning. Not listed 
  if there is no shielding on the level.
  Detections: Details results of general divination spells on the level.
  Spell Function and Recovery: Details any interference with spell 
  function and recovery due to magnetic influences or sheer evil detachment 
  from the gods. Not listed if function and recovery are normal on the level.
  Continuous Effects: Details any effects that apply throughout the 
  dungeon level, such as fear or extreme heat as though a heat metal spell 
  were in effect throughout the level. Not listed if there are no continuous 
  effects on the level.
  Standard Features: Details standard door type and quality generally 
  encountered throughout the level, as well as any other recurring features, 
  such as color of stone or carved motifs. If there are no standard features 
  on a particular level this characteristic is not be detailed.
  Ground Level: The Sunken Graveyard and the Mausoleum
  Level 0A: The Cavern of the Kraken
  Level 0B: The Cloister of the Frog-God
  Level 0C: Zelkor’s Ferry
  Level 1: The Lair of the “Dung Monster”
  Level 1A: The Temple of Final Sacrament
  Level 1B: The Bastion
  Level 1C: The Mouth of Doom
  Level 2: Marthek’s Place and Ambro’s Base
  Level 2A: Teleportals
  Level 2B: The Demon’s Gullet
  Level 3: “Beware of Purple Worms!”
  Level 3A: “The Well”—Zelkor’s Lair
  Level 3B: Down the Well
  Level 3C: Fountain of Pestilence
  Level 4: The Upper Temple of Orcus
  Level 4A: The Basilisk Caverns
  Level 4B: The Gut
  Level 5: Banth’s Lair and the Wight Catacombs
  Level 5A: The Prison of Time
  Level 5B: Alladin’s Torment
  Level 6: The Maze
  Level 6A: Caves and Caverns—The Lair of the Spider Queen
  Level 7: The Gates of Hell
  Level 7A: The Hall of Kazleth, the Phase Minotaur King
  Level 8: Caves and Caverns—The Tomb of the Evil King
  Level 8A: The Tomb of the Beacon
  Level 8B: The Steam Jungles
  Level 9: The Lower Temple of Orcus
  Level 9A: Caves and Caverns—The Hydra’s Lair
  Level 9B: The Well of Agamemnon—Upper Level
  Level 9C: The Well of Agamemnon—Lower Level
  Level 9D: The Bloodways (4 sublevels)
  Level 10: The Lava Pit
  Level 10A: The Giant Cavern
  Level 10B: The Goblin Outpost
  Level 10C: The Talon of Orcus
  Level 11: The Waterfall and Akbeth’s Grave
  Level 11A: The Gates to the Goblin City and the Vampire Lair
  Level 12: The Slave Pits
  Level 12A: The Goblin City and the Hall of the Titan Cyclops
  Level 12B: Tiamat’s Puzzle
  Level 12C: Beetle-Juice?
  Level 13: The Portal of Darkness
  Level 13A: The Goblin Barracks
  Level 13B: The Dark River
  Level 13C: Zombieland
  Level 14: The Chapel of Orcus
  Level 14A: The Refugees of Tsar
  Level 14B: The Grand Cornu of Orcus
  Level 14C: The Architect’s Workshop
  Level 15: The Den of the Master
  The Levels of rappan Athuk
  9
  introduction
  
  10
  introduction
  
  11
  introduction
  
  Rappan Athuk is designed to be easily transplanted into any fantasy 
  campaign. You are free to place Rappan Athuk in any appropriate area 
  of your game world and create the bandit encounters and monster lairs 
  discussed below to reflect the particular flavor of your campaign. The 
  Wilderness Areas are shown on Maps RA–1 through 9.
  The Wilderness Area 
  Surrounding the 
  Dungeon of graves 
  Rappan Athuk is a dungeon of legend. As such, most know where the 
  dungeon is located — off the Sea Coast Road, in the hills east of the Forest 
  of Hope. Prior adventuring bands (and some local bandits) have marked 
  the general area with several signs indicating the way to the dungeon (and 
  to their ambush). The difficulty of Rappan Athuk has never been locating 
  it. Getting home alive is another matter entirely…
  As with any major entrance to the underworld, the wilderness 
  around Rappan Athuk is a dangerous place—popular with bandits, 
  marauding monster bands and worse. Merchants and patrols are quite 
  rare and stay entirely on the road, as the woods and hills surrounding 
  the area are untamed. This is not to say that the area is unpopular with 
  adventurers. Legends of great treasure and glory abound for hundreds 
  of miles, and the draw is too great for many to resist. So, off they go 
  in search of the proverbial fortune and glory. Most find only death and 
  despair.
  Wilderness Areas and 
  Wandering Monster Tables 
  For gaming purposes, the wilderness area surrounding the dungeon can 
  be divided into five regions: the Sea Coast Road, the Forest of Hope, the 
  Dragonmarsh Lowlands, the Foothills and the Beach. Each is detailed 
  below.
  Each of the above regions has its own wandering monster table. The 
  GM should use these encounters with some forethought. For example, 
  Drusilla the Druid or Simrath the Vampire could annihilate many parties if 
  used unadvisedly. These encounters can provide roleplaying opportunities 
  as desired instead of being yet another monster-slugfest. Some of the 
  personalities lead to new and exciting adventures, well beyond the 
  original scope of the dungeon of Rappan Athuk. Also note that there is 
  only one of each of the specialty NPCs such as the Simrath, Drusilla, or 
  the specific bandit leaders. Once slain, they are no longer available as an 
  encounter. This is not to say that they could not be replaced by something 
  else, possibly worse.
  The Sea Coast road
  This area serves as the primary trade route for commerce along the 
  coast. Coastal patrols from nearby cities attempt to keep bandits and other 
  malicious creatures clear of the road by day; by night is a different matter. 
  Certainly the safest of the wilderness areas, this road is still plagued with 
  bandits and other robber creatures, eager to prey on the daring merchants 
  traveling the road.
  Merchant Caravan: A merchant caravan is encountered making its way 
  along the road. The caravan contains 1d8 wagons or carts, with an appropriate 
  number of accompanying pack animals per cart as well as 1d6 caravan guards 
  per cart or wagon. There are 1d3 merchants per cart as well. Merchants on this 
  route are on guard and want little to do with adventurers; they start with an initial 
  attitude of unfriendly. If the characters can improve their attitude to friendly, 
  they would be willing to provide general information about road conditions; if 
  their attitude is improved to helpful they would be willing to allow the PCs to 
  travel with them. They do not otherwise offer any aid to the party.
  CARAVAN GUARD 
   
   
  CR 1
  XP 400
  Male or female human fighter 2
  N Medium humanoid (human)
  Init +5; Perception +4
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge, 
  +1 shield)
  hp 16 (2d10+2 plus 2) 
  Fort +4; Ref +1; Will +0 (+1 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Wilderness Areas: 
  Dying Outside the Dungeon
  Sea Coast road  
  Wandering Monsters
  Check for encounters at 4 a.m. (just before dawn), 9 a.m., noon, 
  dusk, 9 p.m., and midnight. Encounters occur on a roll of 1 on 1d10. 
  If an encounter is indicated, roll 1d10 using the table below. The 
  following cumulative modifiers apply: +2 if more than one mile off 
  the main merchant road; +2 if the encounter occurs at night.
   1–2 
  Merchant Caravan 
   3–5 
  Foot Patrol (8 footmen, 2 knights, 1 sheriff)
   6–7 
  Brigands (2d4 brigands, 1 brigand leader)
   8–9 
  Cavalry Patrol (6 knights, 1 sheriff)
   10–11 
  1d3 worgs and 1d12 wolves
   12 
  Ogre and 2d4 bugbears
   13 
  2d6 shadows
   14 
  Simrath the Vampire and 2d6 worgs
  12
  
  13
  Wilderness Areas
  
  Melee longspear +4 (1d8+1/x3), or short sword +3 (1d6+1/19–20)
  Ranged light crossbow +3 (1d8/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
   
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
  Base Atk +2; CMB +3; CMD 15 
  Feats Alertness, Dodge, Improved Initiative, Weapon Focus 
  (longspear)
  Skills Handle Animal +4, Intimidate +4, Perception +4, Sense 
  Motive +2
  Languages Common
  Gear studded leather armor, buckler, longspear, short 
  sword, light crossbow, 20 bolts, 1d12 gp, 2d12 sp, 3d12 cp.
  MERCHANT 
   
   
   
   
  CR 2
  XP 600
  Male or female human expert 4
  N Medium humanoid (human)
  Init +1; Perception +4
   
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 22 (4d8 plus 4) 
  Fort +1; Ref +1; Will +4 
   
  Speed 30 ft.
  Melee dagger +2 (1d4–1/19–20)
  Ranged light crossbow +3 (1d8/19–20)
   
  Str 8, Dex 10, Con 11, Int 12, Wis 11, Cha 13
  Base Atk +3; CMB +2; CMD 11 
  Feats Alertness, Skill Focus (Appraise), Skill Focus (Sense 
  Motive)
  Skills Appraise +11, Bluff +8, Diplomacy +8, Handle Animal 
  +8, Linguistics +8, Perception +9, Profession (merchant) +7, 
  Sense Motive +12
  Languages Common, Dwarven, Elven, Gnome, Goblin, 
  Halfling
  Combat Gear 1d4 of the following potions (roll 1d6): (1) 
  cat’s grace, (2) eagle’s splendor, (3) invisibility, (4) cure 
  light wounds, (5) cure moderate wounds, (6) longstrider; 
  Other Gear masterwork leather armor, buckler, masterwork 
  dagger, light crossbow, 10 bolts, 2d10 gp; additional coffer 
  of coins hidden in wagon, total value of approximately 10 x 
  total HD of all NPCs in caravan.
  Foot Patrol: These patrols consist of eight footmen, two knights, 
  and a sheriff. They travel the coast road in search of brigands and other 
  outlaws. They approach the party in a hostile fashion, expecting the worst. 
  If the party is cooperative and answers questions reasonably, they do not 
  trouble the players further and leave them to their business. Likewise, if 
  the party engages in banditry, they take no prisoners. Once the PCs are 
  well known (as good guys presumably), these patrols are friendly. The 
  GM should use this as an opportunity to roleplay with the PCs and build 
  their egos about their fame (or infamy) in the local region. The knights and 
  sheriff ride warhorses, while the footmen walk.
  FOOTMAN 
   
   
   
   
  CR 1
  XP 400
  Male human fighter 2
  LN Medium humanoid (human)
  14
  Wilderness Areas
  
  Init +5; Perception +4
   
  AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
  hp 19 (2d10+2 plus 2) 
  Fort +4; Ref +1; Will +0 (+1 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee longspear +4 (1d8+1/x3), or longsword +3 (1d8+1/19–20)
  Ranged light crossbow +3 (1d8/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
   
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
  Base Atk +2; CMB +3; CMD 14 
  Feats Improved Initiative, Quick-Draw, Run, Weapon Focus 
  (longspear)
  Skills Intimidate +5, Perception +4, Sense Motive +2 
  Languages Common
  Gear studded leather armor, buckler, longspear, longsword, 
  light crossbow, 20 bolts, 2d12 gp.
  KNIGHT  
   
   
  CR 3
  XP 800
  Male or female human fighter 4
  LN Medium humanoid (human)
  Init +6; Perception +5
   
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 34 (4d10+8 plus 4) 
  Fort +6; Ref +3; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 20 ft. (base 30 ft.)
  Melee lance +8 (1d8+3/x3), or longsword +8 (1d8+3/19–20)
  Space 5 ft., Reach 5 ft. (10 ft. with lance)
   
  Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 12
  Base Atk +4; CMB +7; CMD 19 
  Feats Improved Initiative, Mounted Combat, Ride-By Attack, 
  Spirited Charge, Weapon Focus (lance), Weapon Focus 
  (longsword)
  Skills Handle Animal +8, Perception +5, Ride +9 
  Languages Common
  Gear chainmail, heavy wood shield, lance, longsword, 2d10 
  gp, 40+2d10 sp.
  SHERIFF  
  CR 3
  XP 800
  Male human aristocrat 2/fighter 3
  LN Medium humanoid (human)
  Init +6; Perception +10
   
  AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, 
  +1 shield)
  hp 36 (2d8+3d10+5 plus 2) 
  Fort +4; Ref +3; Will +5 
   
  Speed 30 ft.
  Melee longsword +5 (1d8+1/19–20)
   
  Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 14
  Base Atk +4; CMB +5; CMD 18 
  Feats Alertness, Dodge, Combat Expertise, Improved 
  Initiative, Mounted Combat, Skill Focus (Diplomacy)
  Skills Diplomacy +13, Handle Animal +10, Knowledge (local) 
  +10, Perception +10, Ride +10, Sense Motive +11 
  Languages Common, Giant, Goblin
  Combat Gear 2 potions of cure serious wounds; Other 
  Gear masterwork chain shirt, masterwork light steel shield, 
  masterwork longsword, surcoat bearing the insignia of their 
  ruler, writ of authority, five 20 gp gems, 2d10 gp, 2d10 sp.
  WARHORSE 
   
   
  CR 2
  XP 600
  N Large animal
  Init +4; Senses low-light vision; Perception +8
   
  AC 18, touch 13, flat-footed 14 (+3 armor, +4 Dex, +2 natural, –1 
  size)
  hp 24 (2d8+10) 
  Fort +8; Ref +7; Will +3 
   
  Speed 50 ft.
  Melee 2 hooves +6 (1d4+5)
  Space 10 ft., Reach 5 ft.
   
  Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
  Base Atk +1; CMB +7; CMD 21 (25 vs. trip) 
  Feats Endurance, RunB
  Skills Perception +8 
  Gear studded leather barding, saddle, saddlebags, bedroll 
  and food for itself and its rider for one week.
   
  Trained for Combat (Ex) The warhorse treats its hoof attacks 
  as primary attacks. It knows the tricks attack, come, defend, 
  down, guard, and heel.
  Cavalry Patrol: These patrols consist of 6 knights and a sheriff, all 
  mounted on warhorses. They keep to the road for the most part, riding down 
  fleet enemies and moving quickly in pursuit of recently sighted fugitives. If 
  they suspect the PCs of malfeasance, they make a pass with lances, and 
  then return with longswords, attacking from all directions. Otherwise, they 
  behave much like the foot patrol with regard to cooperative PCs.
  KNIGHT  
   
  CR 3
  XP 800
  hp 34 (see Foot Patrol, above)
  SHERIFF   
   
  CR 3
  XP 800
  hp 36 (see Foot Patrol, above)
  WARHORSE 
   
   
  CR 2
  XP 600
  hp 24 (see Foot Patrol, above)
  Brigands: These bandits consist of 2d4 brigands led by a brigand 
  leader. They attempt to ambush the party from the roadside, seeking to 
  slay mounts and lightly armored individuals with sneak attacks from their 
  bows. They run if their leader or 25% or more of their company is slain.
  BRIGAND 
   
   
  CR 2
  XP 600
  Male or female human rogue (thug) 3(Pathfinder 
  Roleplaying Game Advanced Player’s Guide “Thug”)
  NE Medium humanoid (human)
  Init +1; Perception +6
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge, 
  +1 shield)
  hp 16 (3d8 plus 3) 
  Defensive Abilities evasion
  Fort +1; Ref +4; Will +1 
   
  Speed 30 ft.
  Melee rapier +3 (1d6/18–20) or dagger +3 (1d4/19–20)
  Ranged shortbow +3 (1d6/x3)
  Special Attacks brutal beating, frightening, rogue talent 
  15
  Wilderness Areas
  
  (slow reactions), sneak attack +2d6
   
  Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8
  Base Atk +2; CMB +2; CMD 14 
  Feats Dodge, Mobility, Weapon Finesse
  Skills Acrobatics +6, Appraise +6, Bluff +5, Climb +4, Disable 
  Device +4, Escape Artist +5, Intimidate +5, Knowledge 
  (local) +4, Perception +6, Sleight of Hand +6, Stealth +6 
  Languages Common
  Gear studded leather armor, buckler, rapier, dagger, 
  shortbow, 40 arrows, 1d4 sp, 2d4 cp.
  BRIGAND LEADER  
   
   
  CR 4
  XP 1,200
  Male or female human rogue (thug) 5 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide, “Thug”)
  NE Medium humanoid (human)
  Init +6; Perception +8
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge, 
  +1 shield)
  hp 35 (5d8+5 plus 5) 
  Defensive Abilities evasion
  Fort +2; Ref +6; Will +1 
   
  Speed 30 ft.
  Melee rapier +3 (1d6/18–20) or dagger +3 (1d4/19–20)
  Ranged shortbow +3 (1d6/x3)
  Special Attacks brutal beating, frightening, rogue talent 
  (bleeding attack), rogue talent (slow reactions), sneak 
  attack +3d6
   
  Str 10, Dex 14, Con 12, Int 11, Wis 11, Cha 10
  Base Atk +3; CMB +3; CMD 16 
  Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
  Skills Acrobatics +10, Appraise +8, Bluff +8, Climb +5, 
  Diplomacy +4, Disable Device +6, Escape Artist +9, 
  Intimidate +8, Knowledge (local) +5, Linguistics +4, 
  Perception +8, Sleight of Hand +7, Stealth +9,Swim +4
  Languages Common, Goblin
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork studded leather armor, buckler, rapier, dagger, 
  shortbow, 10 +1 arrows, 40 arrows, 1d4 gp, 2d4 sp.
  Wolves and Worgs: These beasts follow the PCs and attack as they set 
  their camp, or attack at night if encountered then. They seek to kill and drag 
  off one or two lightly armored individuals, and may focus on attacking and 
  killing mounts if they can do so. They attack from all directions, coming in 
  from one direction as a distraction to draw out their opponents (attacking on 
  the defensive), while others attack from behind. They prefer easy prey — 
  sleeping PCs and mounts in particular — over those that put up a fight. They 
  do not attack if they are outnumbered and fail to achieve surprise.
  WOLF 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
  WORG  
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  Ogre and Bugbears: The ogre charges into combat while the bugbears 
  attempt to sneak in behind the party, then cast javelins and charge. Once 
  fully engaged they prefer simple toe-to-toe fighting, with little finesse or 
  tactical thought. They fight to the death.
  BUGBEAR 
   
   
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Bugbear”)
  OGRE 
   
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  Shadows: These beings only attack at night, or may be encountered 
  in caves or densely wooded areas. They attack as soon as they sense 
  intelligent beings nearby, using no tactics, and fight until destroyed.
  SHADOW 
   
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  Simrath the Vampire: See Wilderness Area 17 for details. If encountered 
  in this fashion, Simrath has ventured forth from his lair and haunts the night, 
  perhaps in bat or dire wolf form, accompanied by a pack of 2d6 worgs. The 
  GM may decide he simply passes the PCs by on some other errand. If he 
  attacks, he does so to his fullest ability, summoning companions to aid him. 
  It is best to have him ignore low-level parties. Simrath normally preys on 
  merchant caravans, slipping in and taking one guardsman on night watch, 
  without a sound. He always destroys the bodies of those he sucks dry, 
  usually weighting them with rocks and throwing them in a nearby stream or 
  river, as he has no desire for other vampires in his service.
  SIMRATH THE VAMPIRE 
   
   
  CR 10
  XP 9,600
  hp 88 (see Wilderness Area 17)
  WORG  
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  The Forest of Hope
  Thick and overgrown, the Forest of Hope provides shelter from winter 
  storms that batter the coast. Named for a local princess by her father, this 
  forest is better known by its original name: the Forest of Horrors. Thick dens 
  of spiders and other fell creatures are known to dwell within its bowers; only 
  recently, a green dragon was discovered and slain by the hero Corondel. 
  Common folk avoid the trees, though adventurers and bandits often hide here. 
  The patrols avoid the forest unless they are in pursuit of some villain. Water 
  Forest of Hope  
  Wandering Monsters
  Check for encounters at 4 a.m. (just before dawn), 9 a.m., noon, 
  dusk, 9 p.m., and midnight. Encounters occur on a roll of 1 on 
  1d10. If an encounter is indicated, roll 1d10 using the table below. 
  The following cumulative modifiers apply: +2 if more than three 
  miles off the main merchant road; +4 if the encounter occurs at 
  night.
   
   1–2 
  Foot Patrol (8 footmen, 2 knights, 1 sheriff)
   3–5 
  Outlaws (2d6 Commoner 1–3 outlaws, hiding from 
   
   
  patrols)
   6–7 
  1d6 large monstrous hunting spiders
   8–9 
  Brigands (6d4 brigands and 3 brigand leaders, led by
   
   
  a brigand warlock)
   10–11 
  1d3 worgs and 1d12 wolves
   12 
  Drusilla the Druid and her pack of 30 wolves
   13 
  1d3 trolls
   14 
  3d6 stirges
   15–16 
  Nest of 3d6 large monstrous web-spinning spiders
  16
  Wilderness Areas
  
  and game are abundant, and a xenophobic druid lives within the woods.
  Foot Patrol: These patrols are searching the forest for outlaws, and are 
  not happy about it. They question the party about this, and leave them alone 
  (or incite their aid) depending on circumstance. If the party members are 
  themselves outlaws, the patrol attacks and takes no prisoners. Otherwise, 
  they are treated as the same encounter on the Coast Road. 
  Outlaws: This is a group of 2d6 1st to 3rd level commoner criminals 
  hiding from the law. Mostly, they have committed offenses such as 
  poaching or murder of a love rival. They often band together for safety, 
  though their life expectancy in these woods is not much longer than a few 
  weeks. They avoid the PCs unless cornered, in which case they may ask for 
  help, beg for protection from a patrol, etc. This encounter should provide a 
  great opportunity for roleplaying. Either the PCs can hunt down a wanted 
  man, only to find clues that he is innocent, or they can be put in an alliance 
  situation where they themselves must fight a patrol and become outlaws. 
  Some have banded together into an outlaw camp (see Wilderness Area 21).
  COMMONER OUTLAWS 
   
   
  CR 1/3
  XP 135
  Male and female human commoner 1
  N Medium humanoid (human)
  Init +0; Perception +3
   
  AC 10, touch 10, flat-footed 10
  hp 6 (1d6+3)
  Fort +2; Ref +0; Will –1
   
  Speed 30 ft.
  Melee improvised club +1 (1d4+1)
  Ranged sling –1 (1d3+1)
   
  Str 12, Dex 11, Con 15, Int 9, Wis 9, Cha 10
  Base Atk +0; CMB +1; CMD 11
  Feats Catch Off-Guard, Endurance
  Skills Climb +5, Perception +3
  Languages Common
  Gear improvised club, sling, 10 stones
  Stirges: During the day, these creatures rest and do not attack unless 
  disturbed. At night, they fly in and attempt to feast on sleeping opponents 
  first; up to four may attack a single Medium creature. They favor sleeping 
  and immobile targets over moving or attacking ones. Once engaged, the 
  stirges fight until sated or slain.
  STIRGE  
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  Brigands: This is a group of 6d4 brigands, with 3 brigand leaders 
  and a brigand warlock. Much more numerous in their forest home, a 
  couple of these brigands try to act friendly, while the rest surround the 
  party and fill them with arrows. They attack spellcasters first. These men 
  are quite cunning, and the GM should allow them a chance to build up 
  some trust with the PCs before they attack in full, perhaps the next day. 
  Once they engage, they use flanking, cover, and surprise as best they can 
  to gain an advantage over their opponents.
  BRIGAND 
   
   
  CR 2
  XP 600
  hp 16 (see Brigands, above)
  BRIGAND LEADER 
   
   
  CR 4
  XP 1,200
  hp 35 (see Brigands, above)
  BRIGAND WARLOCK 
   
   
  CR 8
  XP 4,800
  Male or female human sorcerer 9
  NE Medium humanoid (human)
  Init +6; Perception +5
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 67 (9d6+18 plus 18) 
  Fort +7; Ref +5; Will +10; +4 bonus on saves against poison 
  and sleep effects*
   
  Speed 30 ft.
  Melee quarterstaff +5 (1d6+1) or dagger +5 (1d4+1/19–20)
  Ranged shortbow +6 (1d6/x3) 
  Bloodline Spell-Like Abilities (CL 9th)
  6/day—tanglevine* (+12 CMB)
  1/day—massmorph*
  Spells Known (CL 9th; ranged touch +6) 
  4th (4/day)—command plantsB (DC 17), dimension door, 
  greater invisibility
  3rd (7/day)—dispel magic, lightning bolt (DC 16), slow (DC 
  16), speak with plantsB
  2nd (7/day)—barkskinB, blindness/deafness (DC 15), mirror 
  image, protection from arrows, see invisibility
  1st (7/day)—color spray (DC 14), entangleB (DC 14), 
  expeditious retreat, mage armor, magic missile, ray of 
  enfeeblement (DC 14)
  0 (at will)—detect magic, dancing lights, ghost sound, mage 
  hand, mending, message, ray of frost, read magic
  Bloodline Verdant*
   
  Str 13, Dex 15, Con 15, Int 13, Wis 14, Cha 16
  Base Atk +4; CMB +5; CMD 22 
  Feats Combat Casting, Defensive Combat Training, Eschew 
  MaterialsB, Extend SpellB, Great Fortitude, Improved Initiative, 
  Iron Will, Silent Spell
  Skills Bluff +8, Intimidate +10, Knowledge (arcana) +8, 
  Knowledge (nature) +9, Linguistics +2, Perception +5, 
  Spellcraft +10, Stealth +5, Use Magic Device +15 
  Languages Common, Draconic, Goblin
  SQ bloodline arcana, photosynthesis*
  Combat Gear potion of cure serious wounds, potion of 
  eagle’s splendor, scroll of resist energy (CL 9th),wand of cure 
  light wounds (10+1d20 charges); Other Gear robes, dagger, 
  light crossbow, 20 bolts, 4d10 pp, 5d10 gp, 3d10 sp.
  *See Pathfinder Roleplaying Game Advanced Player’s Guide
  Worgs and Wolves: Treat these encounters exactly like encounters of 
  the same type on the Coast Road.
  WORG  
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  WOLF 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
  Drusilla the Druid: See Wilderness Area 14, below. If met as a 
  random encounter, Drusilla is on some errand and even less inclined 
  to tolerate the presence of the PCs. She may ignore the PCs because 
  of the pressing nature of her errand. If the PCs attempt to speak with 
  her persuasively (and succeed at a DC 20 Diplomacy check), she may 
  assign them an errand such as clearing out the den of monstrous spiders 
  (Wilderness Area 16), as they have grown too numerous and are 
  disrupting the balance. If diplomacy fails, she dispatches some of her 
  wolves to kill the party.
  DRUSILLA THE DRUID 
   
   
  CR 12
  XP 19,200
  hp 145 (see Wilderness Area 14)
  17
  Wilderness Areas
  
  SHEIJU, WOLF ANIMAL COMPANION 
   
  CR –
  XP 0
  hp 88 (see Wilderness Area 14)
  WOLVES (30) 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
  Trolls: These beasts are stupid and fearless. They charge into combat, 
  only retreating if seriously damaged by fire or acid. They ask for and give 
  no quarter, though if they drop an opponent or two, they may content 
  themselves with hauling it off to eat if the surviving party members retreat.
  TROLL 
   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  Spiders (small group): These large monstrous hunting spiders are out 
  seeking prey. They drop from trees or leap from holes and try to kill one 
  or two victims; hoping that the rest of the party leave their dead behind. 
  They are not intelligent, and fight until slain, unless presented with fire or 
  spectacular dazzling magic (even dancing lights spooks them).
  MONSTROUS SPIDER (PROMETHEAN JUMPING SPIDER)       CR 3
  XP 800
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Spider, Giant 
  Black Widow,” with the following changes: add hunter 
  variation)
  Spider Nest: This is a nest of large monstrous web-spinning spiders. 
  The react just like the hunting spiders except that they get a DC 15 Will 
  save for the fire and visual effects scenario. If they save, they continue 
  fighting instead of retreating.
  MONSTROUS SPIDER (GIANT BLACK WIDOW) 
  CR 3
  XP 800
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Spider, Giant 
  Black Widow”)
  The Dragonmarsh 
  Lowlands
  This area, dotted with copses of trees, serves as a perfect hiding place 
  for the bandits and outlaws that prey on the unwary. The drier portion 
  of the lowlands contains numerous limestone caves and box canyons. 
  Bandits frequently use these natural terrain features to set traps for the 
  unwary. Several marshy areas exist in the lowlands. One of these (known 
  as the “Troll Fens”) is well known and avoided by those not seeking death. 
  It is said that the quicksand and venomous snakes make this area unsafe 
  even without the monsters. Thick clouds of mosquitoes make any travel 
  here unpleasant at best.
  Foot Patrol: These patrols are searching the lowlands for outlaws, 
  and are not happy about it. They avoid the swamps in all cases. They 
  question the party and leave them alone (or enlist their aid) depending 
  on circumstance. If the party engages in banditry, they take no prisoners. 
  Once the PCs are well known (as good guys presumably), these patrols 
  become friendly. The GM should use this as an opportunity to role-play 
  with the players and to let them get their egos built up about their fame in 
  the local region. Statistics for the patrol is the same as noted above.
  Outlaws: This encounter is treated exactly like the encounter of the 
  same name in the Forest of Hope. If the encounter occurs in the swamps, 
  there should be a medium level fighter NPC leading the outlaws. This 
  could eventually become a henchman of the PCs depending on the GM’s 
  wishes.
  Brigands: Treat these encounters exactly like encounters of the same 
  type on the Coast Road, though they are more desperate and may be 
  willing to barter with the PCs.
  Vipers: The swamps and surrounding lowlands are notorious for their 
  Dragonmarsh Lowlands 
  Wandering Monsters
  Check for encounters at 4 a.m. (just before dawn), 9 a.m., noon, 
  dusk, 9 p.m., and midnight. Encounters occur on a roll of 1 on 
  1d10. If an encounter is indicated, roll 1d10 using the table below. 
  The following non-cumulative modifiers apply: +2 if more than 
  three miles off the main merchant road; +3 if in the swamp. Add 
  an additional +4 modifier if the encounter occurs at night.
   
  1 
  Foot Patrol (8 footmen, 2 knights, 1 sheriff) — 
   
   
  non-swamp only
   2–3 
  Outlaws (2d6 commoner 1–3 outlaws, hiding from 
   
   
  patrols)
   4–5 
  Brigands (2d4 brigands and 1 brigand leader)
   6–7 
  2d4 medium vipers —  —swamp only; otherwise 2d6 
   
   
  dire wolves
   
  8 
  2d4 trolls
   9–10 
  4d6 dire rats
   11–13 
  Quicksand — swamp only; otherwise 4d6 dire rats
   14 
  1 Froghemoth — swamp only; otherwise 2d4 trolls
   15 
  1 Shambling mound — swamp only; otherwise 
   
   
  2d4 trolls
   16 
  1d6+2 swamp lions
   17+ 
  1d3 will-o’-wisps — swamp only; otherwise 
   
   
  2d6 worgs
  18
  Wilderness Areas
  
  many venomous snakes — cottonmouths and rattlesnakes primarily. While 
  not aggressive, they resent being disturbed.  Rattlesnakes like to lurk 
  among rocks and in underbrush.  Cottonmouths prefer to lounge on rocks 
  or in tree branches on swamp shores, and may drop on those passing 
  beneath. For some reason, the local snakes are often encountered in clusters.
  COTTONMOUTH SNAKE  
   
  CR 1
  XP 400
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Snake, 
  Venomous,” with the following changes: add Necrosis 
  (Ex) When a victim takes ability damage from the poison, 
  he must succeed on another Fortitude save (same DC) 
  or 1 point of damage is actually permanent ability drain 
  instead).
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1d2 Con and necrosis; cure 1 save)
  DRAGONMARSH RATTLESNAKE 
   
   
  CR 1
  XP 400
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Snake, 
  Venomous,” with the following changes: add Necrosis (Ex) 
  When a victim takes ability damage from the poison, he must 
  succeed on another Fortitude save (same DC) or 1 point of 
  damage is actually permanent ability drain instead).
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d2 Con and necrosis; cure 1 save
  Trolls: Treat these encounters exactly like encounters of the same type 
  on the Forest of Hope. In the swamp, they can be tracked to the Troll 
  Mound (Wilderness Area 4).
  Dire Rats: Rats swarm like a carpeting mass, fighting until slain unless 
  confronted by scary visual magic (see spiders, above).
  DIRE RAT 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  Quicksand: The party stumbles into a patch of quicksand or deep mud 
  1d8 x 5 ft. in diameter. See the Pathfinder Roleplaying Game Core Rulebook, 
  “Environment,” for the effects of quicksand. Trolls and other swamp 
  predators like to stake out quicksand patches and wait for prey to wander in. 
  If a quicksand encounter is rolled, make another random encounter check; if 
  an outlaw, troll, dire rat, shambling mound, or swamp lion encounter is rolled, 
  these creatures are lurking nearby, and attack if the party looks vulnerable. 
  Outlaws may attempt to bull-rush PCs into the quicksand, and trolls may 
  simply pick them up and throw them in; dire rats, the swamp lions, and the 
  shambling mound only attack if someone falls in or the party otherwise looks 
  vulnerable. Be sure to raise the CR of any such encounter by 1.
  Froghemoth: There is only one froghemoth in the swamp. It lairs in a 
  deep bog at Wilderness Area 1. If encountered as a random encounter, 
  the froghemoth is hunting for food. This is a potentially deadly encounter, 
  and it is advised with lower-level groups to provide some foreshadowing 
  of this creature’s arrival rather than simply springing it upon them. The 
  froghemoth always sticks close to swamps and pools, so it has a place to 
  escape to if badly injured.
  THE DRAGONMARSH FROGHEMOTH 
   
  CR 13
  XP 25,600
  hp 184 (Pathfinder Roleplaying Game Bestiary, 
  “Froghemoth”)
  Shambling Mound: This creature appears to be no more than another 
  pile of muck until it attacks. When it attacks, it uses its Stealth skill to 
  sneak up on the PCs, staying still until they get close. Once the PCs are 
  within 20 ft., a Perception check (opposed by a +16 Stealth check) can be 
  made to detect the beast. This is when it attacks. It is a plant, and as such 
  fights until slain.
  SHAMBLING MOUND 
   
   
  CR 6
  XP 2,400
  hp 67 (Pathfinder Roleplaying Game Bestiary, “Shambling 
  Mound”)
  Swamp Lions: These great cats stalk the PCs, and attack under cover 
  of night. They are horrible, evil creatures that do not retreat until wounded 
  to fewer than 15 hit points. They attack sleeping opponents and mounts 
  over alert defenders if they can. Swamp lions are larger than most lions, 
  and have the same statistics as tigers.
  SWAMP LION 
   
   
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary, “Tiger”)
  Will-o’-Wisps: These evil beings attempt to draw the PCs into another 
  wandering encounter, or into deep water or quicksand. They only attack 
  directly if harmed. They follow the PCs for up to a day if left alone, 
  waiting for another monster to cause trouble.
  WILL-O’-WISP  
   
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o’-wisp”)
  The Foothills
  In these hills, which lie east of the Coast Road, can be found the dungeon 
  of Rappan Athuk. The hills provide a buffer zone between the Beach and the 
  Forest of Hope. The hills themselves are sparsely forested and rather idyllic in 
  appearance. Berries grow in abundance and cool, clear streams flow to the sea. 
  Some of the most beautiful sunsets can be seen from their tops. Their beauty, of 
  course, is but a mask hiding the foul corruption that lies beneath their verdant 
  slopes, as the Foothills also house some of the nastiest denizens in any portion of 
  the world. Only the very foolish or very brave reside here longer than absolutely 
  necessary. Many small, natural caves and caverns can be found riddling the 
  foothills, and quite a few of these have been used in the past or presently by 
  outlaws, brigands, animals, and other fell creatures as lairs.
  Outlaws: As described in the Forest of Hope encounter, except that 
  these outlaws must be incredibly desperate or suicidal to hide here.
  Brigands: Treat these encounters exactly like encounters of the same 
  Foothills Wandering Monsters
  Check for encounters at 4 a.m. (just before dawn), 9 a.m., noon, 
  dusk, 9 p.m., and midnight. Encounters occur on a roll of 1 or 2 on 
  1d10. If an encounter is indicated, roll 1d10 using the table below, 
  adding +6 if the encounter occurs at night.
   
   1 
  Outlaws (2d6 commoner 1–3 outlaws, hiding  
   
   
  from patrols)
   2–3 
  Brigands (6d4 brigands and 3 brigand leaders, led by a 
   
   
  brigand warlock)
   4–5 
  4d6 goblins and 2d3 goblin leaders
   6 
  1d4+1 giant bees
   7 
  Aragnak the Red Dragon
   8–9 
  1d3 worgs and 1d12 wolves
   10–11 
  3d6 dire rats
   12 
  3d6 stirges
   13 
  1d3 trolls
   14–15 
  2d6 ogres
   16 
  2d6 wraiths
  19
  Wilderness Areas
  
  type in the Forest of Hope, though they too are more desperate and may 
  be willing to barter with the PCs.
  Worgs and Wolves: Treat these encounters exactly like encounters of 
  the same type on the Coast Road.
  Trolls: Treat these encounters exactly like encounters of the same type 
  in the Forest of Hope.
  Ogres: These vicious giants attack immediately and with very little 
  coordination.
  OGRE 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  Giant Bees: The hills contain a number of giant beehives that nest 
  within the many caves found in the area. Giant bees are not generally 
  aggressive unless provoked. If followed back to their hive, there is a 10% 
  chance that the bees lead to Wilderness Area 13.
  GIANT BEE 
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary 2, “Bee, 
  Giant”)
  Stirges: Treat these encounters exactly like encounters of the same type 
  on the Forest of Hope.
  Aragnak the Dragon: This encounter is described in the Bandit Groups 
  chapter, below. Aragnak patrols the region on the wing, looking for PCs to 
  frighten into surrendering their treasure. There is a high probability that he 
  does not attack PCs entering the dungeon, but instead waits for them to exit 
  before making himself known. This encounter is best played as the PCs 
  sighting the dragon overhead, but not actually fighting him (until later). 
  ARAGNAK  
   
   
  CR 14
  XP 38,400
  hp 212 (Pathfinder Roleplaying Game Bestiary, “Dragon, 
  Red—Adult Red Dragon”)
  Dire Rats: Treat these encounters exactly like encounters of the same 
  type on the Lowlands.
  Goblins: These goblins are scouts from the dungeon itself, and are 
  looking for game. They do not seek combat with the PCs, though may fire 
  arrows and flee.
  Wraiths: This encounter occurs only at night. The wraiths are the 
  restless spirits of those slain in the dungeon, out to seek revenge on all 
  living things. They fight until slain; draining sleeping creatures first. 
  WRAITH  
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)
  The Beach
  The beach itself is safer than the hills, but is too removed from the 
  road to be patrolled. Food supplies are abundant here, and the beach can 
  be a great source of survival for the lost. This food supply also attracts 
  others, however. Pirates frequent this beach, as the intervening wilderness 
  prevents assault by soldiers from nearby cities. The waters contain 
  shoals and reefs, as well as an abundance of sharks, which prevents most 
  mariners from approaching the shores. Numerous ships have wrecked in 
  the area, and treasure diving could be profitable for anyone brave enough 
  to deal with the sharks.
  Merchant Ship: Treat these encounters exactly like encounters of 
  Merchants on the Coast Road, with the exception that they do not bother 
  with the PCs unless hailed or approached.
  Pirate Ship: A pirate ship is sighted off the coast. The pirate vessel 
  is crewed by a pirate captain, a pirate priest, 1d3 pirate mates, and 
  10+3d6 pirate ruffians. They may land a raiding/foraging party at night 
  within 5 miles of where they were spotted (see below).
  Tactics: If morale is good, the captain has his pirate ruffians charge into battle, 
  followed by the pirate mates, who go after particularly juicy or troublesome 
  targets. The captain usually takes on the biggest threat remaining. The pirates 
  have no compunction against ganging up to take out a foe to maximize their 
  sneak attacks. If morale is bad, then instead the captain and the mates charge 
  first, to inspire the remaining pirates to enter the fray the following round. In 
  any case, the pirate priest always hangs back and supports the crew with spells.
  Dirty Tricks: The pirate mates and captains are fond of an assortment of 
  nasty tricks in combat to gain them an advantage. Typically, pulling off a trick 
  requires a CMB check; if successful, it produces an effect that lasts one round, 
  plus one round for every 5 points by which the opponent’s CMD was beaten. 
  Removing condition generally requires a move action. Pirates with the Improved 
  Dirty Trick feat do not provoke attacks of opportunity when attempting such a 
  maneuver; those with the Greater Dirty Trick feat have the duration of the effect 
  extended to a base 1d4 rounds, and removing the condition generally requires a 
  standard action. For further details on performing dirty tricks, see the Pathfinder 
  Roleplaying Game Advanced Player’s Guide. Common tricks include:
  • Kicking or flinging sand in the face of opponents (blinds)
  • Grabbing nearby ropes, vines, or other objects and trying to trip up the 
  foe (entangles)
  • Spraying rancid fish oil or foul beer into the faces of opponents (sickens)
  • Yanking back clothing to expose a particularly appalling wound from a 
  past battle (shaken)
  • Screaming into the ears of their opponent point-blank (deafens)
  • The ever-popular knee to the groin (sickens)
  PIRATE RUFFIAN  
   
  CR 2
  XP 600
  Male human rogue (pirate) 3 (Pathfinder Roleplaying Game 
  Ultimate Combat, “Pirate”)
  CE Medium humanoid (human)
  Init +1; Perception +6
   
  AC 15, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 dodge, 
  +1 shield)
  hp 16 (3d8 plus 3) 
  Fort +1; Ref +4; Will +1 (+2 vs. fear and mind-affecting 
  effects)
  Defensive Abilities evasion, unflinching
   
  Speed 30 ft.
  Beach Wandering Monsters
  Check for encounters at 4 a.m. (just before dawn), 9 a.m., noon, 
  dusk, 9 p.m., and midnight. Encounters occur on a roll of 1 on 
  1d20. If an encounter is indicated, roll 1d10 using the table below.
   
   1–2 
  Merchant ship
   3 
  Pirate ship
   4–6 
  Pirate raiding/foraging party
   7–8 
  2d6 ogres
   9 
  1d3 sirens
   10 
  Marty the Imp
  20
  Wilderness Areas
  
  Melee cutlass +3 (1d6+1/19–20) or dagger +3 (1d4+1/19–20)
  Ranged light crossbow +3 (1d8/19–20)
  Special Attacks sneak attack +2d6
   
  Str 12, Dex 12, Con 10, Int 10, Wis 11, Cha 8
  Base Atk +2; CMB +3; CMD 15 
  Feats Dodge, Sea LegsB, Skill Focus (Acrobatics), Weapon 
  Finesse
  Skills Acrobatics +12, Appraise +6, Bluff +5, Climb +9, Escape 
  Artist +5, Intimidate +5, Perception +6, Profession (sailor) +6, 
  Stealth +6, Swim +9 
  Languages Common
  SQ swinging reposition
  Gear leather armor, buckler, cutlass (treat as a short sword), 
  dagger, light crossbow, 40 bolts, 1d4 sp, 2d4 cp.
  PIRATE MATE 
   
   
  CR 4
  XP 1,200
  Male human fighter (cad) 2/rogue (pirate) 3 (Pathfinder 
  Roleplaying Game Ultimate Combat, “Cad,” “Pirate”)
  CE Medium humanoid (human)
  Init +2; Perception +6
   
  AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, 
  +1 shield)
  hp 34 (3d8+2d10+5 plus 3) 
  Fort +5; Ref +5; Will +1 (+2 vs. fear and mind-affecting 
  effects)
  Defensive Abilities bravery +1, evasion, unflinching
   
  Speed 30 ft.
  Melee cutlass +6 (1d6+2/19–20) or dagger +6 (1d4+2/19–20)
  Ranged heavy crossbow +6 (1d10/19–20)
  Special Attacks dirty maneuvers*, sneak attack +2d6
   
  Str 15, Dex 14, Con 12, Int 13, Wis 11, Cha 8
  Base Atk +4; CMB +6 (+7 to steal, +9 to dirty trick and 
  disarm); CMD 19 (20 vs. steal, 22 vs. dirty trick and disarm) 
  Feats Combat Expertise, Dodge, Improved Dirty Trick**, 
  Improved Disarm, Sea LegsB, Skill Focus (Acrobatics), 
  Weapon Finesse
  Skills Acrobatics +14, Appraise +7, Bluff +6, Climb +10, 
  Escape Artist +6, Intimidate +7, Perception +6, Profession 
  (sailor) +7, Stealth +7, Swim +11 
  Languages Common
  Combat Gear potion of bull’s strength; Other Gear 
  masterwork studded leather armor, buckler, cutlass (treat as 
  short sword), dagger, heavy crossbow, 40 bolts, 2d4 gp, 3d4 
  sp, 2d4 cp.
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  PIRATE PRIEST 
   
   
  CR 5
  XP 1,600
  Male human cleric 6
  CE Medium humanoid (human)
  Init +1; Perception +3
   
  AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)
  hp 48 (6d8+12 plus 6) 
  Fort +7; Ref +3; Will +7 
  Resist cold 10 
   
  Speed 30 ft.
  Melee +1 returning harpoon* +6 (1d8+2/x3) or mwk 
  punching dagger +6 (1d4+2/x3)
  Ranged +1 returning harpoon* +6 (1d8+2/x3)
  Special Attacks channel energy (4/day, 3d6, DC 14), gale 
  aura*, surge*
  Domain Spell-Like Abilities (CL 6th)
  5/day—stormburst
  Spells Prepared (CL 6th; ranged touch +5)
  3rd—call lightning D (DC 15), cure serious wounds, prayer
  2nd—calm emotions (DC 14), cure moderate wounds, fog 
  cloudD, hold person (DC 14), make whole
  1st—bane (DC 15), bless, command (DC 13), cure light 
  wounds, divine favor, obscuring mistD
  0 (at will)—create water, detect magic, guidance, 
  resistance
  D Domain spell Domains Oceans*, Storms*
   
  Str 12, Dex 13, Con 14, Int 10, Wis 15, Cha 12
  Base Atk +4; CMB +5; CMD 16 
  Feats Combat Casting, Dodge, Exotic Weapon Proficiency 
  (harpoon*), Selective Channeling
  Skills Appraise +4, Diplomacy +4, Heal +8, Intimidate +1, 
  Knowledge (religion) +7, Perception +3, Profession (sailor) +8, 
  Sense Motive +7, Spellcraft +4, Swim +2 
  Languages Common
  Combat Gear 4 vials holy water; Other Gear masterwork 
  studded leather armor, +1 returning harpoon, masterwork 
  punching dagger, 50 ft. hemp rope, silver holy symbol, 3d6 
  gp, 3d6 sp
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  PIRATE CAPTAIN  
   
  CR 8
  XP 4,800
  Male human fighter (cad) 4/rogue (pirate) 5 (Pathfinder 
  Roleplaying Game Ultimate Combat, “Cad,” “Pirate”)
  CE Medium humanoid (human)
  Init +7; Perception +7
   
  AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
  hp 68 (5d8+4d10+9 plus 5) 
  Fort +6; Ref +8; Will +3 (+4 vs. fear and mind-affecting 
  effects)
  Defensive Abilities bravery +1, evasion, uncanny dodge
   
  Speed 30 ft.
  Melee +1 rapier +9/+4 (1d6+3/18–20) and mwk cutlass +9 
  (1d6+2/19–20)
  Ranged heavy crossbow +10 (1d10/19–20)
  Special Attacks dirty maneuvers*, sneak attack +2d6
   
  Str 15, Dex 17, Con 12, Int 14, Wis 12, Cha 13
  Base Atk +7; CMB +9 (+10 to steal, +12 to disarm, +14 to dirty 
  trick); CMD 23 (24 vs. steal, 26 vs. disarm, 28 vs. dirty trick) 
  Feats Catch Off-GuardB, Combat Expertise, Dodge, Greater 
  Dirty Trick*, Improved Dirty Trick*, Improved Disarm, Improved 
  FeintB, Leadership, Sea LegsB, Skill Focus (Acrobatics), Two-
  Weapon Fighting, Weapon Finesse
  Skills Acrobatics +19, Appraise +7, Bluff +13, Climb +9, 
  Escape Artist +6, Intimidate +13, Perception +7, Profession 
  (sailor) +13, Stealth +8, Swim +12 
  Languages Common
  SQ swinging reposition
  Combat Gear 2 potions of cure moderate wounds, potion of 
  invisibility, thunderstone; Other Gear +1 chain shirt,+1 rapier, 
  masterwork cutlass (treat as a short sword), heavy crossbow, 
  20 bolts, 4d6 gp, 2d6 sp.
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  Pirate raiding/foraging party: This group is 90% likely to be 
  provisioning their ship with fresh water, fruit, and small game, in which 
  case the party is composed of a pirate mate and 5+2d6 pirate ruffians. 
  However, the other 10% of the time it is either a raid in force against the 
  21
  Wilderness Areas
  
  PCs, or a group seeking to bury or uncover ill-gotten pirate booty. Such 
  groups consist of the entire complement of the pirate ship (see above), 
  minus a skeleton crew of 1 pirate mate and 6 pirate ruffians, who remain 
  aboard the ship.
  Ogres: Treat these encounters exactly like encounters of the same type 
  in The Foothills.
  Sirens: These creatures closely resemble mermaids, and enjoy 
  lounging on coastal rock formations, singing their enthralling songs 
  and luring sailors and travelers to their doom. They use their siren song 
  ability to captivate as many as they can, and draw them into deep water 
  where they unfortunate victims drown and are eaten. Occasionally a 
  siren may find a land-dweller particularly appealing and spare him, to 
  bring him down to their underwater grottoes to dwell with them…until 
  they tire of him.
  SIREN 
   
   
  CR 5
  XP 1,600
  hp 52 (Pathfinder Roleplaying Game Bestiary 2,“ Siren,” with 
  the following changes; add [aquatic] subtype; remove 
  Speed fly 60 ft., add swim 40 ft.; add Spell-Like Abilities 3/
  day—water breathing
  Marty the Imp: If Marty is encountered, the characters likely never 
  notice him, as he does not engage with them, instead preferring to follow 
  them, using Stealth and invisibility to remain unobserved while noting the 
  exploits of the PCs. The three sea hags he serves often send him out on 
  such missions to keep tabs on activities in the region. 
  If the characters have started making a reputation for themselves as 
  people the hags might wish to meet, they may arrange to have Marty 
  lure them to their lair with subtle hints and clues, like treasure maps 
  placed amid the possessions of enemies the party has just defeated. This 
  might be done if the hags wish to employ the PCs or desire an item or 
  knowledge the PCs possess. Should the PCs detect Marty, he does his 
  best to evade capture or attack. If they should manage to kill him, they 
  earn the eternal enmity of the sea hags, who stop at nothing to avenge 
  their loss.
  MARTY THE IMP  
   
  CR 5
  XP 1,600
  hp 108 (see Wilderness Area 19)
  Bandit groups
  The area surrounding Rappan Athuk has attracted various 
  intelligent denizens — parasites intent on relieving a dungeon-weary 
  party of their hard-earned treasure. Several of these groups spy on 
  parties entering Rappan Athuk, only to strike them on the way out 
  of the underworld. The GM should use these encounters as he or she 
  sees fit, based on the relative difficulty and commensurate amount of 
  treasure gained by the party. If the party has a reputation in the local 
  area for being very powerful, many of these would-be brigands only 
  attack if the party appears severely weakened. By contrast, some of 
  the more powerful monsters attack more famous groups in preference 
  to a weaker party, as they believe them to be more likely to have 
  items worth liberating.
  It is also a strong possibility that one or more of the following bandit 
  groups are at war with another group, allowing the PCs to possibly roleplay 
  their way out of conflict by agreeing to work for one group against another. 
  If the PCs are having a bad go with one of the bandit groups the GM could 
  have an enemy group arrive, giving the PCs a chance to escape as the two 
  groups fight each other
  Likewise, each of these bandit groups has a lair or hideout near the 
  dungeon, as indicated in their descriptions. You should feel free to expand 
  on the bandit groups and make them unique to your game world.
  Bandit group 1. Vorlak and His 
  Kobold gang (Cr 11)
  This encounter can be used when the party first exits the dungeon with 
  a load of treasure. The purpose (other than a lot of fun for the GM) is to 
  teach them a lesson about overextending themselves. If they survive this 
  encounter, then they prepare for the more dangerous robber-opponents to 
  be faced later on. This encounter starts when the kobolds on watch over 
  the entrance of the dungeon run back to warn the others, and ten rounds 
  later the party finds themselves surrounded by a veritable army of spears 
  and arrows.
  The bandit group consists of a horde of 112 kobolds, led by an ogre 
  named Vorlak. Their lair is detailed in Wilderness Area 18.
  VORLAK THE OGRE 
   
   
  CR 3
  XP 800
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  KOBOLDS (112)  
   
   
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Kobold”)
  Tactics: These bandits are neither intelligent nor brave, and are happy if 
  they can scare the party into compliance. They flee from direct assault, but 
  shower the party with sling stones if the group seems intent on hostility. 
  Though Vorlak demands that the PCs drop all they carry, he allows them 
  to wear their armor. Anything concealed escapes their attention. Weapons, 
  22
  Wilderness Areas
  
  packs, sacks and all else carried are forfeit. If they are stripped of equipment, 
  the GM should avoid really nasty encounters until the group has a chance 
  to re-equip itself. If the party refuses, the kobolds hurl a volley of stones. If 
  Vorlak is killed or if the party charges, they hurl a volley and scatter. Many 
  kobolds continue to hurl sling stones even if some are attacked as they are 
  spread out over a wide area. Only those directly charged flee. Spectacular 
  magical effects (e.g. a fireball spell) cause them to simply turn tail and run. 
  Bandit group 2.  
  Corrak the Doppelganger and  
  Her Brigands (Cr 12)
  This group consists of 12 brigands, led by a doppelganger named 
  Corrak, a dwarven rogue named Grawlic, a half-elf wizard named 
  Zanaphia, and a half-orc fighter named Jel. This bandit group is also a 
  good one to use against lower-level parties.
  CORRAK 
   
   
  CR 10
  XP 9,600
  Male doppelganger rogue (thug) 8 (Pathfinder Roleplaying 
  Game Bestiary, “Doppelganger,” Pathfinder Roleplaying 
  Game Advanced Player’s Guide, “Thug”)
  NE Medium monstrous humanoid (shapechanger)
  Init +8; Senses darkvision 60 ft.; Perception +18
   
  AC 20, touch 14, flat-footed 16 (+2 armor, +3 Dex, +1 dodge, 
  +4 natural)
  hp 80 (4d10+8d8+12 plus 8) 
  Fort +6; Ref +14; Will +6 
  Defensive Abilities evasion; Immune sleep, charm
   
  Speed 30 ft.
  Melee rapier +16/+10 (1d6+5/15–20) or 2 claws +14 (1d8+4)
  Ranged light crossbow +14 (1d8/19–20)
  Special Attacks brutal beating, fearsome strike, rogue talent 
  (bleeding attack), rogue talent (slow reactions), sneak 
  attack +4d6
  Spell-Like Abilities (CL 18th)
  At will—detect thoughts (DC 16)
   
  Str 18, Dex 18, Con 12, Int 17, Wis 16, Cha 18
  Base Atk +10; CMB +14; CMD 29 
  Feats Dazzling Display, Dodge, Great Fortitude, Improved 
  Initiative, Intimidating ProwessB, Skill Focus (Disguise), 
  Weapon Focus (rapier)B
  Skills Acrobatics +17, Appraise +10, Bluff +15, Climb +13, 
  Diplomacy +11, Disable Device +11, Disguise +32, Escape Artist 
  +8, Intimidate +23, Knowledge (dungeoneering) +8, Knowledge 
  (local) +16, Perception +18, Perform (string instruments) +17, 
  Sense Motive +12, Sleight of Hand +10, Stealth +19 
  Languages Common, Giant, Orc, Undercommon
  SQ change shape (alter self), perfect copy, mimicry
  Combat Gear potion of cat’s grace, 3 flasks acid, tanglefoot 
  bag, 3 thunderstones; Other Gear leather armor, +1 keen 
  rapier, light crossbow, 8 +1 bolts, 40 bolts, lyre of building, 
  backpack, thieves’ tools, 50 ft. silk rope, grappling hook, 129 
  gp, 308 sp, 12 gems (worth 1,650 gp total)
  GRAWLIC 
   
   
  CR 5
  XP 1,600
  Male dwarf rogue 6
  LN Medium humanoid (dwarf)
  Init +4; Senses darkvision 60 ft.; Perception +7
   
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 42 (6d8+12 plus 6) 
  Fort +4; Ref +9; Will +2; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities evasion, trap sense +2, uncanny dodge
   
  Speed 25 ft.
  Melee light mace +8 (1d6)
  Ranged mwk light crossbow +9 (1d8/19–20)
  Special Attacks rogue talent (bleeding attack), rogue talent 
  (slow reactions), sneak attack +3d6
   
  Str 10, Dex 18, Con 14, Int 11, Wis 11, Cha 6
  Base Atk +4; CMB +4; CMD 18 (22 vs. bull rush and trip) 
  Feats Fleet, Rapid Reload, Weapon Finesse
  Skills Acrobatics +12, Appraise +9, Climb +4, Disable 
  Device +10, Intimidate +7, Knowledge (dungeoneering) +7, 
  Knowledge (local) +5, Perception +7, Stealth +12, Survival 
  +4, Swim +6 
  Languages Common, Dwarven
  SQ greed, hatred, rogue talent (fast stealth), stonecunning, 
  trapfinding (+3)
  Combat Gear potion of cat’s grace, potion of delay 
  poison, 10 bolts coated with shadow essence poison; Other 
  Gear masterwork chain shirt, light mace, masterwork light 
  crossbow, 40 bolts, backpack, small sack, thieves’ tools, 303 
  gp, 5 gems worth 50 gp each.
  SHADOW ESSENCE POISON—injury; save Fort DC 17, 
  frequency 1/round for 6 rounds, initial effect 1 Str drain, 
  secondary effect 1d2 Str damage; cure 1 save
  ZANAPHIA 
   
   
  CR 5 
  XP 1,600
  Female half-elf illusionist 6 
  CN Medium humanoid (human, elf)
  Init +0; Senses low-light vision; Perception +10
   
  AC 14, touch 10, flat-footed 14 (+4 armor) 
  hp 42 (6d6+18 plus 6) 
  Fort +5; Ref +4; Will +5 (+7 vs. enchantment)
  Immune sleep 
   
  Speed 30 ft.
  Melee club +4 (1d6+1)
  Illusionist Spell-Like Abilities (CL 6th)
  5/day—blinding ray
  Spells Prepared (CL 6th; ranged touch +3)
  3rd—displacementB, fireball (DC 15), haste 
  2nd—alter self, invisibilityB, extended mage armor, minor 
  image (DC 15), mirror image
  1st—color spray B (DC 14), floating disk, identify, shield, silent 
  image (DC 14) 
  0—acid splash, detect magic, ghost sound, mage hand, 
  mending, message 
  Arcane School illusion Opposition Schools enchantment, 
  necromancy
   
  Str 13, Dex 11, Con 16, Int 15, Wis 10, Cha 7
  Base Atk +3; CMB +4; CMD 14 
  Feats Combat Casting, Extend SpellB, Lightning Reflexes, 
  Scribe ScrollB, Skill Focus (Perception), Spell Focus (illusion)
  Skills Appraise +6, Diplomacy +0, Knowledge (arcana) +11, 
  Knowledge (local) +6, Knowledge (nature) +6, Knowledge 
  (nobility) +6, Linguistics +6, Perception +10, Spellcraft +11 
  Languages Common, Draconic, Elven, Giant, Goblin
  SQ arcane bond (amulet), extended illusions
  Combat Gear potion of delay poison, wand of charm 
  person (16 charges), ring of wizardry 0 (unique item; adds +2 
  to the number of cantrips prepared each day; has magic 
  23
  Wilderness Areas
  
  aura cast on it to look non-magical); Other Gear club, robes, 
  leather pendant (arcane focus; has magic aura cast on 
  it to appear non-magical), platinum ring worth 50 gp (has 
  magic aura cast on it to appear magical, with moderate 
  transmutation aura), spell component pouch, backpack, 
  295 gp.
  Spellbook: All spells prepared above plus: 1st—alarm, 
  detect secret doors, disguise self, endure elements, 
  expeditious retreat, feather fall, grease, magic aura, mount, 
  obscuring mist, ventriloquism; 2nd—arcane lock, knock, resist 
  energy, see invisibility, and web; 3rd—daylight, dispel magic, 
  invisibility sphere, major image, tongues.
  JEL 
   
   
  CR 5
  XP 1,600
  Male half-orc ranger (guide) 6 (Pathfinder Roleplaying 
  Game Advanced Player’s Guide, “Guide”)
  CE Medium humanoid (human, orc)
  Init +2; Senses darkvision 60 ft.; Perception +8
   
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 
  natural)
  hp 45 (6d10+6 plus 6) 
  Fort +6; Ref +4; Will +1 
  Defensive Abilities orc ferocity
   
  Speed 30 ft.
  Melee mwk orc double axe +8/+8/+2/+2 (1d8+2/x3)
  Ranged +1 shortbow +8 (1d6+1/x3)
  Special Attacks ranger’s focus (+4, 2/day)
   
  Str 15, Dex 14, Con 12, Int 10, Wis 9, Cha 10
  Base Atk +6; CMB +8; CMD 20 
  Feats EnduranceB, Improved Two-Weapon FightingB, Power 
  Attack, Two-Weapon FightingB, Weapon Focus (orc double 
  axe)
  Skills Climb +7, Handle Animal +4, Heal +4, Intimidate 
  +11, Knowledge (geography) +5, Knowledge (nature) +5, 
  Perception +8, Stealth +9, Survival +8, Swim +4 
  Languages Common, Orc
  SQ favored terrain (mountain), terrain bond, track, wild 
  empathy (+6)
  Combat Gear potion of cure light wounds; Other Gear chain 
  shirt armor, amulet of natural armor +2, masterwork orc 
  double axe, +1 shortbow, 3 +2 arrows, 40 arrows, backpack, 
  30 ft. hemp rope, 3 torches, flint and steel, bedroll, 3 small 
  sacks, 3 gems (worth 10, 50, and 125 gp)
  BRIGANDS (12)  
   
  CR 2
  XP 600
  Male human rogue (thug) 3 (Pathfinder Roleplaying Game 
  Advanced Player’s Guide, “Thug”)
  NE medium humanoid (human)
  Init +1; Perception +6
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge, 
  +1 shield)
  hp 16 (3d8 plus 3) 
  Defensive Abilities evasion
  Fort +1; Ref +4; Will +1 
   
  Speed 30 ft.
  Melee rapier +3 (1d6/18–20) or dagger +3 (1d4/19–20)
  Ranged shortbow +3 (1d6/x3)
  Special Attacks brutal beating, frightening, rogue talent 
  (slow reactions), sneak attack +2d6
   
  Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8
  Base Atk +2; CMB +2; CMD 14 
  Feats Dodge, Mobility, Weapon FinesseB
  Skills Acrobatics +6, Appraise +6, Bluff +5, Climb +4, Disable 
  Device +4, Escape Artist +5, Intimidate +5, Knowledge 
  (local) +4, Perception +6, Sleight of Hand +6, Stealth +6 
  Languages Common
  Gear studded leather armor, buckler, rapier, dagger, 
  shortbow, 40 arrows, 1d4 sp, 2d4 cp.
  Tactics: This gang captures the party’s horses after they descend into 
  the dungeon and “ransom” them back to the party once they exit for an 
  exorbitant amount of gold. If the party never returns, they keep the horses. 
  If the bandits feel the need to attack, they use classic tactics — Zanaphia 
  stays back and hurls spells, while the brigands box in the party and Corrak, 
  Grawlic, and Jel try taking down one PC at a time. This bandit group’s lair 
  is detailed in Wilderness Area 15.
  Bandit group 3.  
  Daarog’s ruffians (Cr 12)
  This band of 42 hobgoblins is led by a half-orc barbarian named 
  Daarog, and Zorzunar, a half-orc cleric of the Orc god. Despite being 
  led by a barbarian, this group is remarkably disciplined.
  DAAROG 
   
   
  CR 7
  XP 3,200
  hp 77 (see Wilderness Area 7)
  CRUSHER, HEAVY WARHORSE 
   
   
  CR 2
  XP 600
  hp 24 (see Wilderness Area 7)
  ZORZUNAR 
   
   
  CR 7
  XP 3,200
  hp 38 (see Wilderness Area 7)
  HOBGOBLINS (42) 
   
   
  CR 1/2
  XP 200
  hp 11 (see the Pathfinder Roleplaying Game Bestiary, 
  “Hobgoblin,” with the following changes; each carries 2d12 
  gp in addition to their weapons and armor).
  Tactics: Unlike the more chaotic groups, these spy on the PCs as they 
  enter the dungeon and then set an elaborate ambush for them as they exit, 
  using well-planned military tactics such as “L” shaped ambushes with 
  pits or punji stakes on the open end of the ambush. Daarog likes to remain 
  mounted on Crusher, his heavy warhorse, and charge back and forth 
  through melee with his superior mobility. This is probably not a good 
  ambush to use on PCs on their first trip to Rappan Athuk. Their lair is 
  detailed in Wilderness Area 7.
  Bandit group 4.  
  Aragnak the red Dragon (Cr 14)
  This encounter can occur either at the exit of the dungeon or on the island 
  lair of Aragnak (Wilderness Area 24). Depending on where it happens, 
  different situations apply. Aragnak is a male adult red dragon. He flies over 
  the wilderness area looking for only the most notable and important PCs. 
  If the PCs aren’t famous enough for him to know who they are he does not 
  bother with them. This encounter should not be used on lower level PCs.
  ARAGNAK 
   
   
  CR 14
  XP 38,400
  hp 212 (Pathfinder Roleplaying Game Bestiary, “Dragon, 
  Red — Adult Red Dragon”)
  24
  Wilderness Areas
  
  Tactics: If Aragnak is encountered as a bandit encounter, he lies in 
  wait as the PCs are exiting the dungeon. Aragnak is well aware that Joe 
  Platemail III, if strong enough to survive the depths of Rappan Athuk, is a 
  fearsome opponent. Aragnak reveals himself 100 ft. away from the party, 
  with a fierce roar and flapping of wings. In a booming voice, he demands 
  that the players strip and leave everything they have on them in a pile. If 
  they refuse, he flames them once and makes his demand again. If they 
  charge him, he flies up and attacks from the air, using his breath weapon 
  and snatch attacks. Only once they are mostly (or all) dead or incapacitated 
  he lands and pick through the remains. If Aragnak is seriously wounded 
  (over 50% HPs lost), he retreats and flies off to his island lair.
  Bandit group 5.  
  Turane and his Trolls (Cr 11)
  Turane, an evil human wizard, and his band of 5 trolls patrol the 
  area to the south of the Troll Fens and the west of the Coast Road. They 
  specifically target arcane casters, looking to relieve them of any magical 
  items recovered from the dungeon. By a prior agreement to aid the trolls 
  of the Troll Mound (Wilderness Area 4) with magic, the trolls are under 
  orders from their leader not to kill Turane. In fact, many desire to serve 
  him since he is known as a friend of trolls. Because of the chaotic nature 
  of the trolls, however, Turane worries that the next leader of the Troll 
  Mound may not be as desirous of his services. Turane’s cave is detailed in 
  Wilderness Area 5.
  TURANE  
   
  CR 8
  XP 4,800
  hp 61 (see Wilderness Area 5)
  TROLLS (5) 
   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  Tactics: Turane watches any PC parties containing potential arcane 
  spell casters using his various magic spells. Once he finds such a PC group, 
  he keeps an eye on them until they enter and return from the dungeon. He 
  then sends his trolls to attack the party, using his spells to support them, 
  while he remains invisible. He watches and identifies the lead character 
  of the PCs and holds him or her using his wand of hold person. He then 
  appears and agrees to call off his trolls (and free the held PC) if the party 
  agrees to surrender to him all the magic items they recovered from the 
  dungeon. He notes that he is being “reasonable” by only requiring them 
  to turn over the items they recovered from the dungeon rather than all 
  their items, commenting that he could simply allow his trolls to kill the 
  PCs and take all their items. He casts dominate person on the held PC and 
  forces that PC to tell if the party is properly revealing to him their newly 
  acquired magic items. If the PCs did not recover any magic items from the 
  dungeon he requires them to surrender one of their current magic items 
  of his choosing. If the PCs do not agree, he orders the trolls to slaughter 
  them. He casts greater invisibility and uses his spells to attack the PCs. If 
  harried he casts dimension door to escape and flies away to his lair.
  Bandit group 6. The Dishonest 
  Patrol (Cr 10)
  This is a dishonest group of the Coastal Patrol, led by the Sheriff 
  Ostland and his captain Felrara, and includes two sergeants, Erlin and 
  Gortizin, and 14 footmen. Felrara is in fact the motivating force behind 
  the corruption of this patrol and is the actual leader, though she makes it 
  appear that Ostland is in charge. These soldiers ostensibly patrol the Coast 
  Road, but they have turned corrupt and now pick up an extra “tax” from 
  adventurers coming out of the dungeon. The bandits maintain a hideout in 
  the Forest of Hope at Wilderness Area 6.
  SHERIFF OSTLAND 
   
  CR 4
  XP 1,200
  Male half-elf aristocrat 2/fighter (roughrider) 4 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide, “Roughrider”)
  LE Medium humanoid (human)
  Init +6; Perception +10
   
  AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, 
  +1 shield)
  hp 46 (2d8+4d10+6 plus 2) 
  Fort +5; Ref +3; Will +5
   
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+1/19–20)
  Special Attacks steadfast mount
   
  Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 14
  Base Atk +5; CMB +6; CMD 19 
  Feats Alertness, Dodge, Combat Expertise, Improved 
  Initiative, Mounted Combat, Skill Focus (diplomacy), Trample
  Skills Diplomacy +13, Handle Animal +10, Knowledge (local) 
  +10, Perception +10, Ride +11, Sense Motive +11 
  Languages Common, Elven, Giant, Goblin
  SQ armored charger
  Combat Gear 2 potions of cure serious wounds; Other 
  Gear masterwork chain shirt, masterwork light steel shield, 
  masterwork longsword, surcoat bearing the insignia of his 
  ruler, writ of authority, five 20 gp gems, 134 gp, 12 sp.
  FELRARA  
   
   
   
  CR 5
  XP 1,600
  Female human fighter 6
  NE Medium humanoid (human)
  Init +6; Perception +5
   
  AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
  hp 66 (6d10+12 plus 6) 
  Fort +7; Ref +3; Will +1 (+3 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 20 ft. (base 30 ft.)
  Melee +1 keen greataxe +12/+7 (1d12+8/19–20/x3)
  Ranged +1 composite shortbow +8/+3 (1d6+3/x3)
  Special Attacks weapon training (axes +1)
   
  Str 17, Dex 12, Con 14, Int 15, Wis 8, Cha 9
  Base Atk +6; CMB +9; CMD 20 
  Feats Blind-Fight, Improved Initiative, Mounted Combat, 
  Point-Blank Shot, Precise Shot, Quick-Draw, Weapon Focus 
  (greataxe), Weapon Specialization (greataxe)
  Skills Climb +8, Handle Animal +8, Perception +5, Ride +6, 
  Swim +8 
  Languages Common, Giant, Halfling
  SQ armor training 1
  Combat Gear potion of cure serious wounds, potion of 
  enlarge person, potion of lesser restoration; Other Gear 
  masterwork banded mail armor, +1 keen greataxe, +1 
  composite shortbow[Str +2], five +1 flaming burst arrows, 40 
  arrows, surcoat bearing the insignia of her ruler, 303 gp, 106 
  sp.
  ERLIN & GORITIZEN 
   
   
  CR 2
  XP 600
  Male half-orc fighter 3
  NE Medium humanoid (human, orc)
  Init +5; Senses darkvision 60 ft.; Perception +1
   
  AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
  hp 36, 34 (3d10+9 plus 3) 
  25
  Wilderness Areas
  
  Fort +6; Ref +2; Will +0 (+1 vs. fear)
  Defensive Abilities bravery +1, orc ferocity
   
  Speed 20 ft. (base 30 ft.)
  Melee longsword +8 (1d8+4/19–20)
  Ranged light crossbow +4 (1d8/19–20)
   
  Str 18, Dex 12, Con 16, Int 10, Wis 9, Cha 12
  Base Atk +3; CMB +7; CMD 18 
  Feats Improved Initiative, Mounted Combat, Power Attack, 
  Weapon Focus (longsword)
  Skills Handle Animal +6, Intimidate +7, Perception +1, Ride +1 
  Languages Common, Orc
  SQ armor training 1
  Combat Gear potion of cure light wounds; Other Gear scale 
  mail, heavy steel shield, longsword, light crossbow, 40 bolts, 
  3d20 gp
  WARHORSES (4)  
   
  CR 2
  XP 600
  hp 24 (see The Sea Coast Road, above) 
  FOOTMAN (14)  
   
  CR 1
  XP 400
  hp 19 (see The Sea Coast Road, above) 
  Tactics: The group lurks near the entrance to Rappan Athuk, and demand 
  that the PCs surrender half of all coins and gems brought up from the 
  dungeon as soon as they emerge. They allow the PCs to keep magic items. 
  If your party is relatively low-level, this is a good bandit group to confront 
  them with after their first foray into the dungeon. Should battle ensue, they 
  close and engage in melee as soon as possible, only retreating if one of the 
  two leaders, both lieutenants, or at least half the footmen are slain.
  Bandit group 7.  
  ghotan’s ravagers (Cr 13)
  Ghotan, a bugbear fighter/barbarian, leads a squad of 10 bugbear 
  ravagers, and is assisted by Scarl, a bugbear priest of Orcus. They have 
  recently moved into a crumbling fortress to the south, and are engaged 
  primarily in scouting out the region, determining the location and strength 
  of other natives, and observing the traffic along the Coast Road. They only 
  engage in battle if backed into a corner or they think their target is weak; 
  otherwise they are content to observe for the time being. Ghotan’s base is 
  detailed in Wilderness Area 23.
  GHOTAN 
   
   
  CR 10
  XP 9,600
  hp 125 (see Wilderness Area 23)
  SCARL  
   
  CR 6
  XP 2,400
  hp 73 (see Wilderness Area 23)
  BUGBEAR RAVAGERS (10) 
   
  CR 5
  XP 1,600
  hp 52 (64 raging) (see Wilderness Area 23)
  Tactics: If they do decide to fight, four ravagers lead an attack from 
  one direction to provide a distraction, then Ghotan, Scarl, and the other 
  six attack from the opposite side. They seek to close with their prey as 
  quickly as possible, cut down any defenders in melee, and make off with 
  their booty. They only rage if wounded below 50% of their hit points or 
  if Ghotan or Scarl call for it. If they lose more than half their numbers 
  Ghotan sounds a retreat, but should either leader fall, the remaining 
  bugbears fight to the death.
  Due to the lethality of this encounter, it is recommended that it be used 
  initially as a harbinger of things to come — the bugbears may be spotted 
  observing the PCs and retreating, only to strike when they have become 
  a bit more seasoned.
  Monster Lairs and 
  Encounter Areas
  In addition to the bandits, there are a large number of creature lairs and 
  encounter areas in the wilderness area surrounding the dungeon that do 
  not exist specifically to prey on adventurers. These are more “traditional” 
  monster lairs.
  Area 1. Bog of the Dragonmarsh 
  Froghemoth (Cr 13)
  There is only one froghemoth in the swamp. It dwells in a particularly 
  fetid bog deep in the heart of the Dragonmarsh mires, although it often 
  slithers out into the surrounding wetlands, looking to feed its voracious 
  appetite. Although it is not intelligent or avaricious, its penchant for dragging 
  kills back to its lair for later consumption has resulted in a fair collection of 
  valuable items, although finding them may be difficult in the boggy water. 
  The froghemoth’s pool is roughly 50 ft. in diameter and 40 ft. deep; its 
  murky water blocks visibility more than five feet. Scattered in the muck at 
  the bottom of this pool is the froghemoth’s treasure: 800 gp in loose coin, a 
  suit of +1 full plate armor, a +1 battle axe of speed, and a rod of splendor.
  THE DRAGONMARSH FROGHEMOTH 
   
  CR 13
  XP 25,600
  hp 184 (Pathfinder Roleplaying Game Bestiary, 
  “Froghemoth”)
  Area 2. grove of the Fethine (Cr 15)
  The Fethine is a clan of 36 pixies and 23 grigs, along with innumerable 
  softly glowing balls of light produced by a creature called a witchlight. 
  The clan is ruled by King Elmander and Queen Kaja, along with their 
  children, Erika and Willow; the leader of the grigs is a musician and 
  composer named Krrk’a Tink. See “Who’s Who in the Fethine” for 
  further details on the members of the Fethine.
  The clan dwells in a clearing in the midst of a small wooded valley. PCs 
  may notice this area in one of two ways: by night, they may see witchlights 
  disporting above the woods, which could attract their curiosity, and by 
  day, they may be approached by Erika Thistledown, a pixie fascinated by 
  humans and other “Big Folk”; she sometimes goes on excursions to the 
  Coast Road to spy on them as they pass.
  The clearing is a flat, level sward 60 ft. in diameter, with a stream 
  running along it to the west and a rock formation that serves as the king’s 
  throne at the southern end. The pixies live in small nests in the surrounding 
  trees, while the grigs favor cozy burrows along the stream bank. The 
  fey spend much of their time in the clearing, flitting about and playing. 
  Badger racing (with the cooperation of the local badgers) is a common 
  entertainment. They run a complete circuit of the clearing while the pixies 
  flutter overhead cheering them on, and then the winner is decorated and 
  fawned over. The current champion is a honey-furred fellow marked with 
  dark streaks, which they have named Sir Buzzlebum.
  Though a carefree and insular people, the Fethine do have one persistent 
  thorn in their collective side — a fearsome beast called a bone crawler, 
  that dwells beneath a nearby temple (see Wilderness Area 3). On those 
  occasions that the Fethine attract worthy guests, they arrange a meeting 
  with this beast, in the hopes that their guests can weaken it, then follow it 
  into the temple and finish it off.
  26
  Wilderness Areas
  
  Who’s Who in the Fethine
  King Elmander: Ruler of the Fethine, the king is a wizened old pixie 
  with skin the color of burnished wood. He speaks and moves seldom, 
  but when he does talk his words are unquestioned laws. Elmander spends 
  most of the evening watching the PCs and gauging their attitudes.
  Queen Kaja: Elmander’s wife, Kaja is still a great beauty for a pixie, 
  and knows it. She delights in compliments, courtly manners and flattery, 
  but is not particularly vindictive or cruel if she does not receive these. 
  A half dozen fluttery pixie handmaidens form her entourage; they spend 
  much of their time giggling and whispering to each other while studying 
  the PCs. Queen Kaja also keeps a trio of elder witchlights at her side as 
  pets, which she has named Ebb, Flow, and Dropsy.
  Erika Thistledown: Erika is the youngest daughter of Elmander and 
  Kaja, and harbors an unusual fascination for outsiders. Though most of 
  her kind enjoys playing pranks or taunting humanoids, she is genuinely 
  curious, and flutters about, asking them questions like, how do they avoid 
  tripping with their huge ft.? Why doesn’t the ground shake when they 
  fall? Isn’t all that hair growing on their chins itchy? If driven off, she may 
  continue to observe them at a distance, to see what they do.
  Thub Dourberry: Every tribe of sprites has to have one master of 
  pranks, or Puck, and Thub is the duly appointed prankster of the Fethine. 
  He was given this duty because, according to Kaja, he’s “as uptight as 
  a sprig-tick,” and she thought this would help loosen him up. In fact, 
  Thub hates his position, as he is unusually scholarly for a pixie and would 
  much rather spend his time observing the breeding habits of mayflies or 
  charting the ripening times of spring strawberries. Unfortunately for him, 
  on occasions such as parties involving non-sprites, he is honor-bound to 
  try a few good pratfalls at the expense of the guests.
  Willow Clouddancer: Willow is the king and queen’s eldest son. He 
  has a sour, cruel-hearted disposition that makes him ideal for the position 
  Thub currently occupies. Willow was actually the tribe’s Puck until Kaja 
  appointed Thub to it, and he is now quite jealous. He spends much of his 
  time these days sulking.
  Krrk’a Tink: Krrk’a is the leader of the grig musicians, and their 
  conductor. She is very shy and does not speak to non-sprites if she can help it.
  KING ELMANDER  
   
  CR 6
  XP 1,600
  Male pixie aristocrat 5 (Pathfinder Roleplaying Game 
  Bestiary, “Pixie”)
  NG Small fey
  Init +5; Senses low-light vision; Perception +15
   
  AC 22, touch 21, flat-footed 16 (+5 Dex, +1 dodge, +4 luck, 
  +1 natural, +1 size)
  hp 65 (4d6+5d8+18 plus 14) 
  Fort +8; Ref +14; Will +15 
  Defensive Abilities invisibility; DR 10/cold iron; SR 25
   
  Speed 20 ft., fly 60 ft. (good)
  Melee +3 mithral short sword (1d4+2/19–20)
  Ranged longbow +10 (1d6–1/x3)
  Special Attacks special arrows
  Spell-Like Abilities (CL 8th)
  Constant—detect chaos, detect evil, detect good, detect law
  1/day—dancing lights, detect thoughts (DC 15), dispel 
  magic, entangle (DC 15), lesser confusion (DC 15), 
  permanent image (DC 20, visual and auditory elements 
  only), shield
   
  Str 8, Dex 20, Con 14, Int 16, Wis 16, Cha 18
  Base Atk +4; CMB +2; CMD 18 
  Feats Dodge, Ability Focus (special arrows), Leadership, 
  Toughness, Weapon Finesse
  Skills Acrobatics +12, Bluff +10, Diplomacy +16, Escape Artist 
  +12, Fly +19, Knowledge (nature) +15, Perception +15, Sense 
  Motive +15, Stealth +21, Use Magic Device +16 
  Languages Common, Sylvan
  Combat Gear scepter of the fey kings (50 charges; as rod of 
  wonder, but an established ruler of the fey type can choose 
  which effect it generates with each charge, and it regains 
  1 charge every night at midnight while in the possession of 
  a fey king); Other Gear mothwing cloak (+4 luck bonus on 
  all saves and to AC, but only when worn by a pixie; if taken 
  from an unwilling owner it dissolves within 1 hour), +3 mithral 
  short sword, longbow, 15 arrows
   
  Special Arrows (Ex) A pixie can sprinkle his arrows with pixie 
  dust before shooting them as a free action as long as it is 
  then fired by that same pixie. King Elmander can generate 
  20 uses of dust per day. Once applied to an arrow, it persists 
  on that missile for one round. A pixie can choose from the 
  following three effects; save DCs are Charisma-based. 
  Charm: Succeed on DC 18 Will save or be affected as 
  though by charm monster for 10 minutes.
  Memory Loss: Succeed on a DC 18 Will save or be affected 
  by a modify memory spell (this effect can only eliminate the 
  previous 5 minutes of memory).
  Sleep: Succeed on a DC 18 Will save or fall asleep for 5 
  minutes.
  QUEEN KAJA 
   
  CR 6
  XP 1,600
  Female pixie aristocrat 5 (Pathfinder Roleplaying Game 
  Bestiary, “Pixie”)
  NG Small fey
  Init +9; Senses low-light vision; Perception +9
   
  AC 22, touch 21, flat-footed 16 (+5 Dex, +1 dodge, +4 luck, 
  +1 natural, +1 size)
  hp 52 (4d6+5d8+19 plus 5) 
  Fort +8; Ref +14; Will +14 
  Defensive Abilities invisibility; DR 10/cold iron; SR 25
   
  Speed 20 ft., fly 60 ft. (good)
  Melee mithral short sword +11 (1d4–2/19–20)
  Ranged +3 longbow +13 (1d6+1/x3)
  Special Attacks special arrows
  Spell-Like Abilities (CL 8th)
  Constant—detect chaos, detect evil, detect good, detect law
  1/day—dancing lights, detect thoughts (DC 15), dispel 
  magic, entangle (DC 15), lesser confusion (DC 15), 
  permanent image (DC 20, visual and auditory elements 
  only), shield
   
  Str 7, Dex 21, Con 14, Int 16, Wis 14, Cha 18
  Base Atk +4; CMB +2; CMD 18 
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Leadership, Weapon Finesse
  Skills Acrobatics +12, Bluff +13, Diplomacy +12, Escape 
  Artist +12, Fly +19, Knowledge (nature) +15, Perception +9, 
  Perform (dance) +17, Sense Motive +11, Stealth +21, Use 
  Magic Device +16 
  Languages Common, Sylvan
  Combat Gear butterfly pendant (at will, swift action, allows 
  wearer to take on the illusory appearance of a butterfly; 
  functions only for pixies); Other Gear mothwing cloak (+4 
  luck bonus on all saves and to AC, but only when worn by 
  a pixie; if taken from an unwilling owner it dissolves within 1 
  hour), +3 longbow, 20 arrows, mithral short sword
   
  Special Arrows (Ex) A pixie can sprinkle his arrows with pixie 
  dust before shooting them as a free action as long as it is 
  then fired by that same pixie. Queen Kaja can generate 20 
  uses of dust per day. Once applied to an arrow, it persists 
  on that missile for one round. A pixie can choose from the 
  27
  Wilderness Areas
  
  following three effects; save DCs are Charisma-based. 
  Charm: Succeed on DC 16 Will save or be affected as 
  though by charm monster for 10 minutes.
  Memory Loss: Succeed on a DC 16 Will save or be affected 
  by a modify memory spell (this effect can only eliminate the 
  previous 5 minutes of memory).
  Sleep: Succeed on a DC 16 Will save or fall asleep for 5 
  minutes.
  ERIKA THISTLEDOWN, FEMALE PIXIE 
  CR 4
  XP 1,200
  hp 18 (see the Pathfinder Roleplaying Game Bestiary, 
  “Pixie,” with the following changes: add Int 18, Cha 18; add 
  Skills Knowledge (local) +10, Linguistics +6; add Languages 
  Elven, Goblin, and Gnome)
  WILLOW CLOUDDANCER, MALE PIXIE 
  CR 4
  XP 1,200
  hp 24 (Pathfinder Roleplaying Game Bestiary, “Pixie”)
  THUB DOURBERRY, MALE PIXIE 
   
   
  CR 4
  XP 1,200
  hp 15(see the Pathfinder Roleplaying Game Bestiary, “Pixie,” 
  with the following changes: add Int 18, Cha 14; add Skills 
  Knowledge (nature) +10, Knowledge (geography) +9)
  KRRK’A TINK, MALE GRIG FIDDLER  
   
  CR 4
  XP 1,200
  hp 28 (see Grig Fiddlers, below)
  PIXIES (31) 
   
   
   
  CR 4
  XP 1,200
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Pixie”)
  GRIGS (20) 
   
   
   
  CR 1
  XP 400
  hp 4 (Pathfinder Roleplaying Game Bestiary 2, “Grig”)
  GRIG FIDDLERS (2) 
   
  CR 4
  XP 1,200
  N Tiny fey
  Init +4; Senses low-light vision; Perception +5
   
  AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
  hp 23 (5d6+5)
  DR 5/cold iron; SR 20
  Fort +2; Ref +6; Will +1 
   
  Speed 30 ft., fly 40 ft. (average)
  Melee short sword +2 (1d3–2/19–20)
  Ranged longbow +8 (1d4–2/x3)
  Space 2–1/2 ft.; Reach 0 ft.
  Special Attacks fiddle
  Spell-Like Abilities (CL 9th)
  3/day—disguise self, entangle (DC 15), invisibility (self only), 
  pyrotechnics (DC 16)
   
  Str 6, Dex 18, Con 13, Int 10, Wis 13, Cha 18
  Base Atk +2; CMB +6; CMD 14 (20 vs. trip) 
  Feats Dodge, Ability Focus (fiddle), Skill Focus (Perform)
  Skills Acrobatics +12 (+16 jump), Escape Artist +12, Fly +16, 
  Perception +9, Perform (string) +15, Stealth +20 
  Languages Common, Sylvan
  Gear short sword, longbow, 20 arrows
   
  Fiddle (Su) Grigs are capable of rubbing their legs together 
  like a cricket to create a surprisingly pleasant sound not 
  unlike that of a tiny fiddle. As a standard action, a grig can 
  create a catchy tune that compels any creature within a 
  20 ft. spread to dance and caper. A creature can resist this 
  compulsion by making a DC 12 Will save. Creatures that 
  fail are compelled to dance and shuffle their feet, and are 
  effectively staggered as long as the grig continues to fiddle. 
  A grig can maintain this effect for up to 10 rounds per day 
  by concentrating. Once a creature makes the save against 
  a grig’s fiddle, it is immune to further fiddle effects from that 
  grig for 24 hours. This is a sonic mind-affecting effect. The 
  save DC is Charisma-based.
  ELDER WITCHLIGHTS (3) 
   
   
  CR 1/4
  XP 100
  N Fine fey
  Init +4; Senses low-light vision; Perception +4
   
  AC 21, touch 21, flat-footed 18 (+3 Dex, +8 size)
  hp 4 (1d6–2)
  Fort –2; Ref +5; Will +3 
   
  Speed fly 30 ft. (perfect)
  Melee none
  Spell-Like Abilities (CL 1st)
  At will—daze (DC 11), ghost sound (DC 11), virtue (elder #1)
  At will—dancing lights, flare (DC 11), purify food and drink 
  (1/hour) (elder #2)
  At will—daze (DC 11), light, prestidigitation (elder #3)
   
  Str 1, Dex 16, Con 6, Int 3, Wis 13, Cha 12
  Base Atk +0; CMB –5; CMD 0 
  Feats Skill Focus (Perception)
  Skills Acrobatics +7, Fly +19, Perception +8, Stealth +19 
  Languages Sylvan (limited)
   
  Glimmer (Su) Witchlights produce a luminance in their larval 
  stage equal to a candle in brightness. In their adult and 
  elder stage the light is up to half torchlight intensity (bright 
  light in a 10 ft. radius). They can change the intensity or 
  extinguish this light as a free action. The glimmer is a steady, 
  soft glow, and may be silvery-white or just about any color, 
  though the fey that raise them favor pastel shades. Each 
  witchlight has its own unique color which it cannot change.
  WITCHLIGHTS 
   
   
  CR —
  XP 0
  N Fine fey
  hp 1 (common witchlights have no combat capabilities; see 
  the stats above for elder witchlights and the Appendix for 
  further details).
  BADGERS (5) 
   
   
  CR 1/2
  XP 200
  hp 9 (Pathfinder Roleplaying Game Bestiary 2, “Badger”)
  Tactics: Though not warlike, should the Fethine be attacked, they 
  are quite capable of defending themselves. The grig musicians use their 
  fiddle ability to cause their attackers to start dancing, while the pixies turn 
  invisible and riddle their opponents with sleep and memory loss arrows, 
  using the trees as cover. They fight to the death to defend their home. The 
  Fethine are also on good terms with Drusilla, the druidess of the Forest 
  of Hope (see Wilderness Area 14), and if need be can call upon her for 
  assistance or vengeance against aggressors.
  A Fethine Party
  Unlike many fey, the Fethine are not entirely xenophobic when it comes to 
  other races, and once every few weeks they attract company, either through an 
  invitation by the gregarious Erika Thistledown on one of her jaunts, or when 
  some group of bandits or adventures stumbles upon their valley.
  28
  Wilderness Areas
  
  The Sprite Festival
  The encounter begins when the party is approached by Erika 
  Thistledown, either while they travel the Coast Road or in their expeditions 
  in the northern Foothills region (within 10 miles of their home). Assuming 
  the characters treat her diplomatically, Erika invites them to a “little party” 
  the Fethine are having. If asked about Rappan Athuk or about the local 
  area, she hints and teases that she knows valuable information (which she 
  does), using this as a lure to get them to come to the festival.
  The Fethine have parties every night, and this night would have been 
  no exception. However, upon learning of the arrival of outsiders, the tribe 
  intends to go out of its way to make this a memorable occasion for all 
  concerned — and perhaps deal with a nasty threat in the process.
  Assuming the PCs agree to Erika’s proposal to join them for a party, she 
  eagerly leads them back to the Fethine grove, where word has preceded 
  her and preparations are already underway for the party. Spider silk is 
  being strung from tree to tree, where witchlights can perch and glimmer at 
  night. Flat stones are lugged out to serve as banquet tables, and pixie lads 
  and maidens busily prepare thimble-sized leaf cups to hold berry wine, 
  nuts, and other tasty party treats.
  The festival should take place over several stages, as follows:
  A. Meet the Court — The PCs are escorted to the King and Queen, 
  to make the usual courtesies, and to get a look at the faerie court. How 
  diplomatic they are, and how much in particular they flatter the Queen, go a 
  long way toward how they are regarded by the rest of the court that evening.
  B. The Puck — At some point, Thub approaches a PC when the other 
  fey are distracted and begs a favor of them. He explains that it is his job to 
  play pranks on them, but he’s not very good at it, and he would be grateful 
  for any cooperation they could show — maybe by acting surprised and 
  dismayed when he pulls one off. He looks woefully unhappy, peering at 
  the ground from behind tiny spectacles.
  As the night continues, he plays a few pranks on the characters, but 
  they are all particularly lame, clichéd things, like tying bootlaces together, 
  putting weevils in their wine, setting off an anemic stink bomb that 
  produces a not-unpleasant odor, or even (if desperate enough) flying up 
  behind one invisibly and yelling “Boo!” If PCs react suitably scared and 
  chagrined, Thub is happy, though the Queen a bit upset at the weak pranks 
  and the fact that the PCs are falling for them. If they fail to fall for them, 
  the Queen berates Thub, and he becomes even more miserable. However, 
  if they were to help him come up with some better pranks without the 
  Queen’s knowledge, she would be impressed and Thub eternally grateful.
  C. Erika and Willow — Erika spends quite a bit of time with the PCs, 
  twittering and observing everything they do. If there’s time before the 
  party, she offers to take them to meet the local badgers. She does not 
  answer questions about the region or Rappan Athuk except to say that the 
  King shall answer their questions later on.
  Willow, her brother, has been sulking since he lost his position as 
  Puck, and is further jealous of all the attention Erika is receiving from the 
  PCs. He becomes increasingly acrid and petulant in his comments as the 
  party progresses. There is little the PCs can do to assuage him, short of 
  humiliating Erika or the king and queen.
  D. Early Evening — The party begins as dusk ends and night falls. 
  The witchlights all start to glow in beautiful pastel hues, and millions of 
  tiny pinpricks of light gleam on foliage throughout the clearing. The grig 
  musicians play a merry jig, which immediately gets the pixies out dancing 
  through the air in the clearing. Several of the pixies fly up to the PCs and 
  invite them to go out and dance with them. If the party does so and dances 
  very well (DC 15 Perform [dance] or DC 20 Acrobatics) they earn some 
  measure of esteem from the Fethine.
  As the evening continues, Thub begins playing his sorry excuses for 
  pranks on the PCs, and the queen gauges his success. Willow refuses to 
  dance, even with the comeliest of the pixie maidens, though a female 
  PC may lure him out to dance with an exceptionally good Diplomacy or 
  Charisma check (DC 25, 23 if made by an elf).
  E. Mid-Evening and the Fight! — At about 10 PM, at the height of 
  the festivities, the witchlights to the north of the clearing wink out, and a 
  whisper of unease passes through the celebration. King Elmander makes 
  a gesture to the grigs, and they begin playing a rhythmic, throbbing tune. 
  Erika flutters up to the PCs and tells them not to fight the beat, but to use 
  it to their advantage. Moments later, the pixie dancers squeak in terror and 
  flee the clearing, as a shambling horror lurches into the clearing.
  This creature, apparently a mass of fused bones with lenticular limbs 
  writhing forth, is the bone crawler that guards the entrance to the Tomb 
  of Final Sacrament, Level 1A of Rappan Athuk. The Fethine, by King 
  Elmander’s quiet instruction, deliberately played loudly enough to attract its 
  attention. Once it enters the clearing, the grig music forms a pulse-pounding 
  beat. Those within the clearing feel seized by its rhythm, and start dancing to 
  the beat. A DC 22 Will save is allowed to resist the effect (the bone crawler 
  automatically fails this save), but any PC who does so and then breaks the 
  rhythm of the dance disrupts the grig’s music, and everyone can act normally.
  While the music plays all those affected gain the staggered condition, 
  including the bone crawler. So long as the beat continues unhindered, the 
  bone crawler suffers a serious disadvantage in this battle. 
  Should the music be disrupted, the bone crawler immediately launches 
  into a full-scale assault, attacking with all its limbs. When its bone armor 
  hit points have been reduced to half, it retreats, whether or not the music 
  still plays.
  Assuming the PCs do not deliberately disrupt the rhythm of the 
  music, this should allow them to gang up and weaken the bone crawler 
  in an environment where they have an advantage, which should make an 
  encounter with it at the Temple of Final Sacrament somewhat easier, should 
  they not delay long enough for it to heal naturally and repair its armor.
  F. The King Speaks — Once the bone crawler has departed, the pixies 
  reemerge. The grigs strike up a more traditional tune, while the pixies 
  flutter around the PCs, complimenting them for their bravery. Then 
  King Elmander addresses them, and all the Fethine fall into a hush. He 
  compliments their fighting skill, assuming they acquitted themselves 
  well, and informs them that they just fought with the guardian of a nearby 
  temple of darkness. He tells them of the location of the temple, and that 
  few who have entered ever return. The PCs may ask questions of him 
  at this time; how he answers these depends on how courteous the PCs 
  have been (you may allow a DC 20 Diplomacy check for this, though it 
  is recommend you base the decision on actual roleplay). When the Q&A 
  session is concluded, King Elmander commands the festivities to resume.
  G. After the Party — Barring PC intervention, the dance ends a few 
  hours later. The Fethine all bed down for the night, and invite the PCs to 
  rest in their clearing, where they will be safe from further harm. They 
  are free to do so or not as they please. The next morning, Erika once 
  again brings them before the King and Queen of the Fethine, with the full 
  court in attendance. The King thanks them for their participation in the 
  party (or castigates them if the PCs were boors), and sends them on their 
  way. Depending on how the PCs behaved the night before, they may be 
  presented with a number of rewards to aid them in their quest:
  • If the bone crawler is defeated, and the PCs generally are courteous 
  and acquit themselves well, the king presents them with a ceramic jar 
  holding five applications of restorative ointment.
  • If the queen is flattered and praised by the PCs, and she is not unduly 
  disappointed by their being “duped” by dumb pranks, she offers them a 
  magical hair comb that effortlessly untangles any hair combed with it. 
  This comb would be worth 500 gp on the open market.
  • Erika offers them each a kiss on the cheek or nose to those PCs who 
  are kind and hospitable to her. This grants them a +2 luck bonus on their 
  next single saving throw to avoid danger or a malign effect.
  • If the PCs helped Thub, particularly with coming up with better pranks 
  than his own, he has nothing tangible to offer them, but does promise his 
  friendship, and that he would be happy if they should call on him in the 
  future to perform a service for them.
  • If a PC performed exceptionally well dancing, or joined the grig 
  musicians in performing and did very well, Krrk’a Tink offers them a reed 
  whistle that, when blown, acts as a confusion spell (CL 7th, DC 16), which 
  the whistle blower can direct as if he were the spellcaster. The whistle can 
  only be used once.
  • Finally, if Willow is somehow befriended without the aid of magic, 
  he offers the person who performed this unlikely task an azure gemstone. 
  This is a dark blue rhomboid ioun stone that grants Alertness (as the feat) 
  to whoever uses it.
  29
  Wilderness Areas
  
  Area 3. The Black Fane
  At the center of a clearing, surrounded by stunted pine trees, stands 
  a weathered building constructed of pure black marble. It has a gently 
  peaked roof protecting a single central chamber. The roof is supported 
  along its periphery by black, Parthenon-style pillars. No flora grows 
  within 15 ft. of the structure, and the ground bears a dark reddish taint, as 
  if it has soaked up countless gallons of blood.
  The fane is 30 ft. wide and 40 ft. deep. The opening to the central 
  chamber is 20 ft. wide and 18 ft. high. The entire structure seems to drink 
  in all light that shines upon it.
  A large memorial plaque similar to a gravestone is set into the ground 
  before the entrance, made of the same black marble as the rest of the 
  structure, inscribed with the Epitaph of Final Sacrament (see sidebar).
  The vaulted interior is empty save for a ramp 20 ft. wide that gently 
  descends 50 ft. to Area 1A–1 of Rappan Athuk. Close inspection of the 
  floor inside the temple reveals numerous scratch marks, as if bladed 
  weapons had been drawn across the stone repeatedly, particularly on the 
  ramp. Splinters and shards of bone also litter the ground in and near the 
  fane.
  If the bone crawler has been tracked here after an encounter at 
  Wilderness Area 2, the tracks lead directly up to the fane and down the 
  ramp.
  Area 4. The Troll Mound  
  (Cr varies, 14-plus)
  This lair contains a large tribe of 42 trolls, led by a matriarch troll 
  priestess. These trolls are loosely aligned with the evil wizard Turane 
  (see Wilderness Area 5, below), and provide him safe haven in return 
  for gold, gems, and arcane potions. Several particularly adventurous trolls 
  actually serve the wizard as bodyguards. The troll mound consists of a 
  large troll-made hill, connected to many entrances via a series of tunnels, 
  both dry and water filled. There are 11 such entrances (see Wilderness 
  Map 2). All movement in the swamp is at 3/4 normal, and running or 
  charging requires a DC 12 Acrobatics check. Failure indicates that the 
  individual in question has rather unceremoniously fallen into a pool of 
  muck. Trolls are unaffected.
  While the trolls are quite aggressive, they have also become the 
  masters of this swamp, and as such, have become quite lethargic about 
  keeping watch on their domain. Hence, there is only a 50% chance per 10 
  minutes spent within one mile of the mound that an encounter with 1d6+1 
  trolls occurs. Each minute of combat draws an additional check for 1d4 
  additional trolls, arriving 50% of the time until 20 have been vanquished.
  Tactics: Trolls encountered in the swamps operate at an advantage over 
  their foes. If faced by fire, there is a 50% chance that a troll that has been 
  reduced to 25% or less hit points simply jumps into a nearby pool of water 
  to avoid destruction. Another tactic is for two trolls to grapple anyone 
  wearing heavy armor, and dive into a nearby pool in an effort to drown 
  their victim rather than face a stand-up fight. While chaotic and stupid, 
  these trolls use the local terrain to the best of their abilities, gaining a 
  +2 circumstance bonus to Stealth checks while in the swamp. The trolls 
  are too dumb and cocky to get help, and they do not retreat to warn their 
  fellows in any case.
  The Entrance Tunnels: Of the 11 tunnels shown, 1–5 are dry, 6–9 
  are partially water-filled, and 10–11 are completely submerged beneath 
  the fetid marsh water. The dry tunnels may be crossed with ease, the 
  partially water-filled tunnels require any creature less than 3 ft. tall to 
  make DC 12 Swim check, and the water filled tunnels require DC 10 
  Swim checks to pass. Failure to make the checks may result in drowning 
  (see the Pathfinder Roleplaying Game Core Rulebook, Environment, 
  “Drowning”, for additional information)
  Within the Mound: At any given time, there are 4d6 regular trolls and 
  the troll matriarch, Fedorla in the mound. Fedorla is also a cleric. These 
  creatures are randomly distributed throughout the mound, going about 
  their daily business, though Fedorla keeps to the center of the mound. 
  The interior of the mound is 100 ft. in diameter, the ceiling supported by 
  the natural high points of the land, with three water pools (each leading 
  to an underwater tunnel). The roof itself is made of wet grass and hides, 
  stretched over a framework of sturdy wooden poles. Sleeping areas are 
  The Epitaph of Final Sacrament
  Where for the glory of the Horned One does the true essence lie?
  Not in the skin, that tattered rag that clothes us; strip it away.
  Not in the flesh, mere meat to rot to nothing; let the worms 
  feast upon it.
  Not in the brain, for thought is fleeting, ever changing; crack 
  the skull and suck it forth.
  Not in breath, that most fragile of sighs so easily stolen; drown 
  it in tears and pain.
  Not in the belly, that furnace of power, for it so easily turns; 
  dissolve it in acids of its own creation.
  Not in the seed of man and woman, the agent but not  
  the source of the spark; it shall waste away in the shadow of 
  false hope.
  Not in the bones, the final dancing relic of the dead; crush 
  them to dust and let the wind take them.
  Where then does the true spark hide?
  (The final line of the Epitaph has been chiseled away.)
  30
  Wilderness Areas
  
  scattered about, no more than rough piles of bones, grass, and hides. In the 
  center of the chamber is an unholy shrine to some bizarre, primitive troll 
  god (an evil form of the barbarian god, Bowbe), upon which are littered 
  piles of gold and gems, torn and shredded armor bits, and rusted weapons. 
  No other treasure is present in the mound.
  FEDORLA 
   
   
  CR 13
  XP 25,600
  Female troll cleric of Bowbe 9 (Pathfinder Roleplaying Game 
  Bestiary, “Troll”)
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +15
   
  AC 20, touch 11, flat-footed 18 (+4 armor, +2 Dex, +5 natural, 
  –1 size)
  hp 166 (6d8+9d8+90 plus 9); regeneration 5 (acid or fire)
  Defensive Abilities death’s embrace
  Fort +17; Ref +9; Will +13 
   
  Speed 30 ft.
  Melee bite +15 (1d8+6), 2 claws +15 (1d6+5); or +1 
  morningstar (wielded 2-handed) +16/+8 (2d6+10) and bite 
  +9 (1d8+6) 
  Special Attacks channel energy (4/day, 5d6, DC 15), rend (2 
  claws, 1d6+9), weapon master (9 rounds/day)
  Domain Spell-Like Abilities (CL 9th; melee touch +16)
  6/day—battle rage (+4), bleeding touch (4 rounds)
  Spells Prepared (CL 9th; ranged touch +12)
  5th—flame strike (DC 18), slay livingD (DC 18)
  4th—divine powerD, freedom of movement, spell immunity
  3rd—animate deadD, blindness/deafness (DC 16), dispel 
  magic, prayer, protection from energy
  2nd—death knellD (DC 15), cure moderate wounds, 
  desecrate, hold person (DC 15), resist energy (x2)
  1st—bless, cause fearD (DC 14), command (DC 14), divine 
  favor, entropic shield, shield of faith
  0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell Domains Death, War
   
  Str 23, Dex 14, Con 23, Int 10, Wis 16, Cha 12
  Base Atk +10; CMB +17; CMD 29 
  Feats Brew Potion, Combat Casting, Critical Focus, 
  Intimidating Prowess, Iron Will, Lightning Reflexes, Selective 
  Channeling, Skill Focus (Perception)
  Skills Intimidate +16, Knowledge (religion) +12, Perception 
  +15, Spellcraft +12 
  Languages Giant
  Combat Gear 3 potions of lesser restoration, potion of invisibility, 
  potion of fly, potion of mirror image, scroll of ethereal jaunt and 
  silence (CL 14th); Other Gear masterwork chain shirt armor, 
  large +1 morningstar, wooden holy symbol of Bowbe, spell 
  component pouch, silver bracelet (50 gp), sack holding 300 
  gp, twenty 25 gp onyx gems, fish bones, and a chunk of meat.
  ELITE TROLLS (4)  
   
  CR 5
  XP 1,600
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  31
  Wilderness Areas
  
  TROLL   
   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  Tactics: In a direct fight, the trolls, being simple minded and fearless, 
  charge and attack. They may try to grapple as described above. They 
  never retreat from this “holy” ground, and fight to the death. Fedorla is no 
  fool. She is an old, wise troll, and as such, directs the battle from the rear, 
  guarded from direct assault by four elite trolls with maximum hit points. 
  All trolls present obey her without question. She casts protection from 
  energy (fire) on herself as her first action, followed by prayer, bless, and 
  slay living (cast at the biggest fighter). The GM is encouraged to use her 
  other spells as he sees fit, keeping in mind that she is cunning and wise.
  It is possible that a wise party of adventurers decide to burn the mound 
  from outside. This method works, though due to the dampness of the roof 
  and surrounding environment, it burns slowly and produces a towering 
  column of smoke. Should the mound be set alight, all of the trolls present 
  inside emerge and attack, enraged as never before. They come out of each 
  entrance in equal numbers, and then converge on the party from all sides. 
  The vast amount of smoke generated by the fire also draws all remaining 
  trolls in the swamp to the fray in 1d4 minutes.
  Treasure: As the price of alliance, Turane the wizard supplies these 
  trolls with a steady supply of gold and gems. This material is left on the 
  altar as sacrifice to the trolls’ god. Turane also exchanges arcane potions 
  he brews with Fedorla, receiving in return curative potions that she mixes 
  up in a battered still standing in one corner of the center chamber. Besides 
  Turane’s offerings, items taken in battle by the trolls end up in a mound 
  before the altar. This pile currently contains over a dozen sets of light 
  and medium armor, perhaps 20 simple and martial weapons, other skulls 
  offered as trophies, 13,200 gp, 9,620 sp, and 31 assorted gems (determine 
  randomly). Amid the weapons in the pile, one plain, unadorned blade is 
  actually a +2 flaming short sword of speed.
  Area 5. Cave of Turane and his 
  Trolls (Bandit group 5)  
  (Cr 0 or 11)
  This group makes its home near the Troll Mound in the Troll Fens (see 
  Wilderness Area 4, above). The lair consists of a cave with an iron door 
  that Turane has sealed with an arcane lock, behind which is a series of 
  five smaller caverns. The first four caverns are occupied by Turane’s 
  trolls. The final cavern contains the living quarters of Turane. 
  Tactics: Whether encountered inside the lair or outside, Turane’s tactics 
  remain similar: have the trolls swarm his enemies from several directions if 
  possible, setting up flanks if they can. Meanwhile, he stays behind their front line, 
  sniping at the enemy with spells. If he has time before battle, he buffs himself 
  with invisibility, mage armor, mirror image, see invisibility, displacement, 
  and fly. Once battle is joined he casts greater invisibility on himself and starts 
  casting offensive spells on his opponents, beginning with dominate person 
  and confusion. He saves his silent dimension door and silent still fly spells for 
  escape. Turane views the trolls as expendable, but he is not willing to risk his 
  own neck needlessly, and flees if badly injured or clearly outmatched.
  Treasure: Turane’s cavern holds a cot, several bookcases containing 
  Turane’s spellbooks, as well as a limited wizard’s laboratory. Also in his 
  chamber is a locked and trapped chest that activates if anyone other than 
  Turane handles it. The chest contains a helm of underwater action as well 
  as 3,059 gp, 403 sp and 21 gems (10–250 gp value each). 
  TURANE  
   
  CR 8
  XP 4,800
  Male human enchanter 9
  NE Medium humanoid (human)
  Init +2; Perception +7
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 61 (9d6+18 plus 9) 
  Fort +5; Ref +5; Will +8 
   
  Speed 30 ft.
  Melee dagger +5 (1d4+1/19–20)
  Special Attacks aura of despair (30 ft., 9 rounds/day)
  Enchanter Spell-Like Abilities (CL 9th; melee touch +5)
  8/day—dazing touch
  Spells Prepared (CL 9th; ranged touch +6)
  5th—dominate personB (DC 21), silent dimension door, silent still fly
  4th—charm monsterB (DC 20), confusion (DC 20), dimension 
  door, greater invisibility
  3rd—deep slumberB (DC 19), displacement, fly, lightning bolt 
  (DC 18), stinking cloud (DC 18)
  2nd—acid arrow, hideous laughterB (DC 18), fog cloud, 
  invisibility (x2), mirror image, see invisibility
  1st—color spray (DC 16), mage armor, magic missile (x2), 
  sleepB (DC 17)
  0—detect magic, ghost sound, mage hand, read magic
  Arcane School enchantment Opposition Schools abjuration, 
  necromancy
   
  Str 13, Dex 15, Con 15, Int 20, Wis 14, Cha 13
  Base Atk +4; CMB +5; CMD 22 
  Feats Brew PotionB, Combat Casting, Defensive Combat 
  Training, Scribe ScrollB, Spell Focus (enchantment), Silent 
  Spell, Still Spell, Toughness
  Skills Acrobatics +7, Appraise +13, Escape Artist +4, Fly +9, 
  Knowledge (arcana) +17, Knowledge (dungeoneering) +11, 
  Knowledge (engineering) +12, Knowledge (geography) +11, 
  Knowledge (history) +9, Knowledge (local) +11, Knowledge 
  (nature) +11, Knowledge (planes) +9, Linguistics +9, 
  Perception +7, Spellcraft +17, Stealth +7 
  Languages Common, Draconic, Giant, Goblin, Infernal
  SQ arcane bond (ring)
  Combat Gear wand of hold person (CL 7th, DC 16, 12 
  charges remain), 2 potions of cure serious wounds, 2 potions 
  of invisibility, potion of fly, potion of mage armor, potion 
  of protection from arrows, oil of resist energy, 4 scrolls of 
  stoneskin; Other Gear dagger, headband of vast intellect 
  +2, ring of protection +3, robes, spellbook, platinum ring 
  (arcane bond, 500 gp value), map to hidden treasure chest 
  where he keeps a backup spellbook and cache of treasure 
  somewhere in the region (GM’s discretion as to specific 
  contents and what traps and tricks protect it; the map may 
  also be coded or otherwise difficult to decipher as well.)
  Spellbook: Turane’s spellbook contains all spells listed above 
  plus the following: 1st—alarm, comprehend languages, ray of 
  enfeeblement; 2nd—arcane lock, fox’s cunning, knock; 3rd—
  dispel magic, fireball, heroism; 4th—fire trap, phantasmal 
  killer, stoneskin; 5th—cone of cold, waves of fatigue.
  TROLLS (5) 
   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  Wooden Chest: 1 in. thick; hardness 5; hp 10; Break DC 15; 
  Disable Device DC 28.
  PHANTASMAL KILLER TRAP 
   
   
  CR 5
  XP 1,600
  Type magic; Perception DC 29; Disable Device DC 28 
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (phantasmal killer, DC 16 Will disbelief, 
  then DC 16 Fortitude partial)
  32
  Wilderness Areas
  
  Area 6. Hideout of the  
  Dishonest Patrol (Bandit group 6) 
  (Cr 0 or 9)
  This group does not have a traditional lair. They travel the Coast Road 
  alongside the legitimate patrols, even returning to their respective cities when 
  their patrol stint is completed. It is possible that the PCs could meet up with 
  the members of this group back in a nearby city once the PCs return from the 
  dungeon. The patrol does, however, maintain this small hideout in the Forest 
  of Hope with additional supplies and provisions. This hideout is not detailed 
  here, for it does not contain guards or treasure, only supplies and cots.
  Area 7. Lair of Daarog’s ruffians 
  (Bandit group 3) (Cr 8 or 11)
  These bandits make their lair in a cave beneath the ruined remains of 
  an ancient village. See Wilderness Map 3 for a layout of the cave. The 
  cave is very defensible and well-guarded by an additional 20 hobgoblins. 
  Deeper within the cave complex are 26 more male hobgoblins, 31 
  beaten down and oppressed hobgoblin females and 16 hobgoblin young. 
  The females only fight to defend themselves if directly attacked, using 
  unarmed attacks; the young do not defend themselves. Killing the females 
  and young earns no experience, and might involve a penalty depending on 
  the alignment and ethos of the party members.
  A few notes on the layout of the lair:
  Arrow slits: These provide improved cover for those using them (+8 
  bonus to AC, +4 bonus on Reflex saves, and the benefits of the improved 
  evasion class feature).
  Pits and earthen walls: The walls slope directly down into the pits; 
  those attempting to leap the pits and clear the wall must make a DC 20 
  Acrobatics check (doubled without a running start). Failure by 10 or less 
  means they have cleared the pit but not the wall, and must make a DC 20 
  Reflex save or slip off the wall into the pit. The hobgoblins keep wooden 
  planks behind their three-foot walls to extend out as bridges to span the 
  gaps. If forced to retreat from the second pit, fleeing hobgoblins grab these 
  planks if possible to deny them to their enemies.
  The secret passage: The hobgoblins are aware of the passage behind 
  the secret doors. They may use it to circle behind intruders or flee the lair 
  if they are being decimated. Both secret doors have locks in the form of 
  small natural-looking depressions that must have a small stone skull key 
  pressed firmly into place to unlock. The same key opens unlocks both 
  doors, and both Zorzunar and Daarog each possess a copy of the only key.
  Secret Stone Doors: 4 in. thick; hardness 8; hp 60; Break DC 28; 
  Perception DC 25; Disable Device DC 30.
  Treasure: Daarog keeps his treasure in a coffer in the back of his chamber, 
  half-buried by tattered animal hides and other rubbish, requiring a DC 20 
  Perception check to find. The coffer is 6 ft. x 1 ft. x. 2 ft., made of ivory 
  sheets, and carved on top and sides with battle scenes. The hinges and locking 
  mechanism are made of adamantine, and the entire coffer is worth 1,000 gp 
  undamaged. The coffer is unlocked (Daarog having long since lost the key), 
  but it is trapped with a nasty glyph of warding that activates if the coffer is 
  33
  Wilderness Areas
  
  touched by anyone other than Daarog or Zorzunar. Inside are 649 gp, 12,692 
  sp, a ring of carved and beaten gold in curlicue designs holding a large 
  spherical aquamarine (1,000 gp value), a gold dragon comb set with a red 
  garnet for its eye (500 gp value), and an anklet made of 12 tiny gold plates 
  linked with gilded wire and fastened by a hook and eye (500 gp value).
  GLYPH OF WARDING CONTAGION TRAP 
   
  CR 4
  XP 1,200
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (contagion; all targets in a 10 ft. radius; 
  cackle fever—onset immediate, damage 1d6 Wisdom, save 
  DC 16 Fortitude 1/day, cure 2 consecutive saves)
  DAAROG 
   
   
  CR 7
  XP 3,200
  Male half-orc barbarian 8
  NE Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +2
   
  AC 15, touch 9, flat-footed 15 (+4 armor, +1 Dex, +2 shield, 
  –2 rage)
  hp 92 (8d12+32 plus 8) 
  Fort +10; Ref +3; Will +2 
  Defensive Abilities improved uncanny dodge, orc ferocity, 
  trap sense +2; DR 2/—
   
  Speed 45 ft.
  Melee mwk spiked gauntlet +15 (1d4+6), or mwk shortspear 
  +15 (1d6+6)
  Ranged mwk shortspear +10 (1d6+6), or composite longbow 
  [+4 Str] +9 (1d8+4/x3)
  Special Attack rage (26 rounds/day), rage power (ferocious 
  mount)*
   
  Str 23, Dex 12, Con 18, Int 6, Wis 7, Cha 13
  Base Atk +8; CMB +14; CMD 25 
  Feats Extra Rage, Mounted Combat, Power Attack, Quick-
  Draw
  Skills Intimidate +11, Linguistics –2, Perception +2, Ride +7 
  Languages Common, Goblin, Orc
  SQ fast movement, rage power (no escape), rage power 
  (swift foot)
  Combat Gear 3 flasks alchemist’s fire, 2 tanglefoot bags, 
  potion of enlarge person (CL 5th); Other Gear masterwork 
  chain shirt, masterwork heavy steel shield, masterwork spiked 
  gauntlet, masterwork shortspear, composite longbow [+4 
  Str], 6 +2 arrows, 40 arrows, heavy warhorse “Crusher,” 211 
  pp, 4,817 gp, pink pearl worth 700 gp, 5 gems (325 gp total 
  value)
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  Base Statistics When not raging, Daarog’s stats are AC 17, 
  touch 11, flat-footed 17; hp 77; Fort +8; Will +0; DR 1/—; 
  Speed 40 ft.; Melee mwk spiked gauntlet +13 (1d4+4), or 
  mwk shortspear +13 (1d6+4); Ranged mwk shortspear +10 
  34
  Wilderness Areas
  
  (1d6+4), or composite longbow [+4 Str]+9 (1d8+4/x3); Str 19, 
  Con 14; CMB +12; CMD 23
  CRUSHER, HEAVY WARHORSE 
   
   
  CR 2
  XP 600
  N large animal
  Init +4; Senses low-light vision; Perception +8
   
  AC 18, touch 13, flat-footed 14 (+3 armor, +4 Dex, +2 natural, 
  –1 size)
  hp 24 (2d8+10) 
  Fort +8, Ref +7, Will +3 
   
  Speed 50 ft.
  Melee 2 hooves +6 (1d4+5)
  Space 10 ft., Reach 5 ft.
   
  Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
  Base Atk +1; CMB +7; CMD 21 (25 vs. trip) 
  Feats Endurance, RunB
  Skills Perception +8 
  Gear studded leather barding, saddle, saddlebags, bedroll 
  and food for itself and its rider for one week.
   
  Trained for Combat (Ex) The warhorse treats its hoof attacks 
  as primary attacks. It knows the tricks attack, come, defend, 
  down, guard, and heel.
  ZORZUNAR 
   
   
  CR 7
  XP 3,200
  Male half-orc cleric 8
  LE Medium humanoid (human, orc)
  Init +3; Senses darkvision 60 ft.; Perception +4
   
  AC 18, touch 9, flat-footed 18 (+9 armor, –1 Dex)
  hp 36 (8d8–8 plus 8) 
  Fort +5; Ref +1; Will +10 
  Defensive Abilities orc ferocity
   
  Speed 20 ft. (base 30 ft.)
  Melee +1 longspear +10/+5 (1d8+4/x3)
  Ranged heavy crossbow +5 (1d10/19–20)
  Special Attacks channel energy (3/day, 4d6, DC 14), might 
  of the gods (8 rounds/day), weapon master (8 rounds/day)
  Domain Spell-Like Abilities (CL 8th)
  7/day—battle rage, strength surge
  Spells Prepared (CL 8th; ranged touch +5)
  4th—air walk, cure critical wounds, divine powerD, greater 
  magic weapon
  3rd—cure serious wounds, dispel magic, prayer, searing 
  lightD, speak with dead
  2nd—bull’s strength, cure moderate wounds, hold person 
  (DC 16), silence (DC 16), spiritual weaponD
  1st—bane (DC 15), bless, command (DC 15), cure light 
  wounds, enlarge personD, divine favor
  0 (at will)—create water, detect magic, guidance, 
  resistance
  D Domain spell Domains Strength, War
   
  Str 15, Dex 8, Con 9, Int 9, Wis 19, Cha 10
  Base Atk +6; CMB +8; CMD 17 
  Feats Combat Casting, Improved Initiative, Scribe Scroll, 
  Weapon Focus (longspear)
  Skills Heal +9, Knowledge (religion) +6, Linguistics +3, 
  Perception +4, Spellcraft +3 
  Languages Common, Orc, Goblin
  Combat Gear potion of delay poison, scroll of flame strike 
  (CL 10th), scroll of spiritual weapon, inflict moderate wounds, 
  and remove curse (CL 5th), 12 vials unholy water; Other 
  Gear +1 half-plate armor, +1 longspear, heavy crossbow, 20 
  bolts, headband of inspired wisdom +2, silver holy symbol, 
  priestly vestments, 12 gp, 1 gem worth 12 gp
  HOBGOBLINS (46) 
   
   
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”)
  HOBGOBLIN FEMALES (31) 
   
   
  CR 1/3
  XP 100
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin,” 
  with the following changes: add Melee dagger +1 
  (1d4+1/19–20); –2 on Strength, Dexterity and Constitution 
  due to mistreatment and malnutrition)
  HOBGOBLIN YOUNG (NON-COMBATANT) (16) 
  CR 0
  XP —
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”)
  Area 8. “Damsels in Distress”  
  (Cr 11)
  This is the lair of 2 harpies who have set up a nest in a large, dead, tree. 
  This tree stands in the center of a 60 ft. diameter clearing, located in an 
  area of heavy undergrowth and thick-boled trees. A wide game trail leads 
  into the clearing. The wicked sisters have had good luck with their lair 
  until recently, when a pride of 6 dire lions moved in. These lions appear 
  to be immune to the effects of the harpy’s charm ability. Much to the 
  annoyance of the harpies, the newly arrived lions have been eating all the 
  creatures the harpies lure to their lair. The lions, on the other hand, find 
  this to be a wonderful home because the harpies attract lots of “game” for 
  them.
  The encounter begins with one of the harpies spotting the PCs while she 
  is out looking for food. She realizes that the PC group can probably kill or 
  weaken the lions and that she and her sister can swoop in after the battle 
  and deal with the survivors. Thus, she begins her song and draws the PCs 
  into the area of the lair. She then retreats into her tree and, with her sister, 
  watches the battle.
  DIRE LIONS (6) 
   
   
  CR 5
  XP 1,600
  hp 60 (Pathfinder Roleplaying Game Bestiary, “Lion, Dire”)
  HARPIES (2) 
   
   
   
  CR 4
  XP 1,200
  hp 38 (Pathfinder Roleplaying Game Bestiary, “Harpy”)
  Tactics: The lions consider the harpies’ charm song to be a dinner 
  bell, and have gathered in the bushes near the lair to await their meal. 
  They attack the PCs as soon as they enter the clearing. If either group is 
  obviously weakened to the point that the harpies believe they can win the 
  fight, they attack.
  The harpies’ tree can be climbed with a DC 15 Climb check. A human 
  sized entrance is present 15 ft. up. Anyone fighting inside the tree suffers 
  a –4 circumstance penalty to attack and damage rolls when using Medium 
  weapons, and cannot wield larger weapons, due to the narrow confines of 
  the interior.
  Treasure: In the bottom of the tree in the nesting material (requiring 20 
  minutes to search and a DC 20 Perception check) are several gems: a 50 
  gp chalcedony, 100 gp garnet, 12 gp lapis lazuli, 10 gp turquoise, 50 gp 
  chrysoprase and a gem of brightness (36 charges). The lions do not have 
  any treasure.
  35
  Wilderness Areas
  
  Area 9. rappan Athuk: The 
  Mausoleum
  This is the location of the ground level of Rappan Athuk, the primary 
  point of entry into the great dungeon complex. Located atop a hill, this 
  area is fully detailed on Level G.
  Area 10. Canyon river Entry
  The river south of the Troll Fens narrows and flows through a 60 ft. 
  deep gorge. At this point, a subterranean river flows out through a crack 
  in the rock and joins the river’s eastward course to the sea. Due to the 
  narrowness of the gorge and an overhanging rock ledge, this outlet is 
  nearly impossible to spot from above, though individuals traveling up 
  or down the river itself through its turbulent rapids have a much better 
  chance of locating it with a DC 20 Perception check.
  If the underground river is followed upstream, it eventually leads to 
  Area 10A–41 on Level 10A: The Giant Cavern in Rappan Athuk.
  Area 11. The goblins’ Back Door
  The hills around Rappan Athuk are riddled with caves, most no more 
  than a single chamber deep. However, at this point a narrow cave opening 
  partly choked by brush leads back and downwards to the southwest, 
  eventually coming to Area 1B–1 in Level 1B: The Abandoned Bastion 
  in Rappan Athuk. The goblins use this as a secret way out into the 
  countryside, and are very careful to mask it with thorn bushes and avoid 
  making a trail leading to it. However, should a goblin patrol be followed, 
  there is a good chance it leads back here, and can be followed deep into 
  the heart of the dungeon.
  Area 12. Small grove Entry
  In a small, wooded grove, at the base of a large oak tree, a crack 
  between a thick pair of roots leads downward into a narrow passage that 
  looks in several places as if it may dead end. Perseverance, however, leads 
  one eventually to Area 11–8C on Level 11: The Waterfall and Akbeth’s 
  Grave in Rappan Athuk.
  As this passage sees no traffic by adventurers or dungeon residents, it is 
  nearly impossible to locate accidentally — unless you wish for the PCs to 
  travel immediately into the depths of Rappan Athuk, that is!
  Area 13. giant Honeybee Entry 
  (Cr 4)
  A rocky cleft at the top of a rugged hill occasionally disgorges giant 
  honeybees, which search the surrounding area for food for their nest. If 
  the cleft is investigated, it reveals a tunnel which descends northeast, 
  eventually terminating at their nest in Area 5–9 on Level 5: Banth’s 
  Lair and the Wight Catacombs in Rappan Athuk. Of course, anyone 
  descending the passage has to deal with all the giant bees. At any time, 
  1d4 giant bees can be encountered here, and a check for an additional 
  1d4–1 bees should be made three times when descending into their lair. 
  Angry bees do not pursue PCs more than 100 ft. from the entrance to their 
  hive.
  GIANT BEES 
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary 2, “Bee, 
  Giant”)
  Area 14. Drusilla’s grove (Cr 13)
  Drusilla is a vengeful druid, her original animal companion having 
  been slain by humans 20-some years ago. She lives in a small grove. She 
  harasses anyone within 20 miles of her lair. She does not want the PCs 
  here, does not want to be friends, and does not want to negotiate. If she 
  encounters PCs, she provides them with a simple choice: leave or die. She 
  is accompanied by her animal companion, Sheiju, along with a pack of 30 
  wolves that obey her commands (the wolves know the tricks attack, come, 
  defend, down, and guard; further, they regard Sheiju as their pack leader, 
  and follow his lead if in doubt). Drusilla’s wolves would die to protect 
  her, and they intercept anyone who approaches her. If and only if the PC 
  party contains a druid, she may negotiate, or even let the party stay in her 
  territory. This requires a DC 22 Diplomacy check. (she is Unfriendly) If 
  Drusilla’s wolf companions have been slain by the party, she is Hostile; 
  increase the Diplomacy check DC to 27, +1 per 3 wolves killed. Drusilla 
  is an equal opportunity bitch, and kills local monsters as well as PCs. 
  They do not know what she is, but they fear her. If the Diplomacy check 
  is successful, she may (50%) request that the PCs clear out the den of 
  giant spiders (see Wilderness Area 16 below), as they have grown too 
  numerous and are disrupting the balance.
  DRUSILLA 
   
   
  CR 12
  XP 19,200
  Female human druid 13
  N Medium humanoid (human)
  Init +7; Senses low-light vision; Perception +26
   
  AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +3 
  Dex)
  hp 145 (13d8+39 plus 26) 
  Fort +5; Ref +7; Will +12
  Defensive Abilities resist nature’s lure; Immune poison
   
  Speed 30 ft.
  Melee +3 flaming club +15/+10 (1d6+3 plus 1d6 fire)
  Spells Prepared (CL 13th; ranged touch +12)
  7th—creeping doom (DC 21)
  6th—antilife shell, silent call lightning storm (DC 19)
  5th—animal growth, cure critical wounds, insect plague 
  4th—air walk, flame strike (DC 18), freedom of movement, 
  ice storm, spike stones (DC 18)
  3rd—call lightning (DC 17), quench (DC 17), speak with 
  plants, spike growth (DC 17), water breathing
  2nd—barkskin, heat metal (DC 16), hold animal (DC 16), 
  owl’s wisdom, summon swarm, tree shape
  1st—calm animals (DC 15), cure light wounds, entangle, 
  faerie fire, obscuring mist
  0 (at will)—create water, detect poison, flare (DC 14), 
  stabilize
   
  Str 16, Dex 16, Con 16, Int 14, Wis 18, Cha 15
  Base Atk +9; CMB +12; CMD 25 
  Feats Aspect of the Beast (night senses)*, Brew Potion, 
  Combat Casting, Improved Initiative, Natural Spell, Silent 
  Spell, Spell Penetration, Toughness
  Skills Climb +12, Fly +10, Handle Animal +18, Heal +20, 
  Knowledge (geography) +15, Knowledge (nature) +20, 
  Perception +26, Survival +22, Swim +12 
  Languages Common, Aquan, Druidic, Sylvan
  SQ a thousand faces, nature bond (animal companion); 
  nature sense, trackless step, wild empathy (+15), wild shape 
  (5/day, beast shape III, elemental body IV, plant shape III), 
  woodland stride 
  Combat Gear staff of control weather (10 charges; casts 
  control weather for 1 charge), scroll of greater dispel magic 
  (CL 13th); Other Gear leather armor, +3 flaming club, ring of 
  36
  Wilderness Areas
  
  protection +1, ring of regeneration, cube of force, holy 
  symbol, spell component pouch
  *Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  SHEIJU (ANIMAL COMPANION) 
   
  CR —
  XP —
  N Large animal
  Init +3; Senses low-light vision, scent; Perception +14
   
  AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 
  natural, –1 size)
  hp 100 (11d8+44) 
  Fort +11; Ref +10; Will +6 
  Defensive Abilities evasion
   
  Speed 50 ft.
  Melee bite +15/+10 (2d6+12 plus trip)
   
  Str 26, Dex 17, Con 19, Int 3, Wis 12, Cha 6
  Base Atk +8; CMB +17; CMD 31 (34 vs. trip) 
  Feats Dodge, Improved Natural Attack, Iron Will, 
  Mobility, Skill Focus (Perception), Spring Attack
  Skills Perception +14, Stealth +5, Survival +8 (+12 scent 
  tracking) 
  SQ link, share spells, devotion
  WOLVES (30) 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
  Tactics: Drusilla has several possible battle tactics. She may 
  prepare with antilife shell, freedom of movement, and air walk, and 
  cast barkskin on Sheiju, then target her enemies with insect plagues, 
  creeping doom, and call lightning spells, possibly preparing 
  beforehand with her staff of control weather to boost the damage 
  of her lightning bolts. Or she may buff herself, wild shape into 
  a powerful form like a Huge earth elemental, and work with her 
  wolves to surround and take down her opponents. She uses the cube 
  of force in reserve as backup protection if her antilife shell should 
  fall or she is confronted by serious spellcasting. Drusilla retreats if 
  reduced to less than 50 hit points, and henceforth is an implacable 
  enemy of those who defeated her. She is also merciless against 
  anyone who would dare to slay her animal companion.
  Area 15. Lair of Corrak and her 
  Brigands (Bandit group 2)
  Corrak has a lyre of building which she extorted from a group of 
  adventurers she and her cohorts waylaid coming from the dungeon. 
  Once a week they move their encampment, tearing down the walls 
  and filling in the ditches of their old one (so as not to be used by 
  enemies), then moving 5-15 miles away and using the lyre to build 
  a new encampment. Thus, the location of their lair on the wilderness 
  map is only an estimate, in general, however, they prefer to build 
  their encampments somewhere along the outskirts of the Forest of 
  Hope. The exact layout of the fortified camp is left to the GM’s 
  discretion, but typically includes a ditch lined with spikes, a low 
  wall from which brigands with bows can shoot with cover, and a low 
  stone building to shelter in, complete with arrow slits in the walls 
  and a door that can be triple-barred. However, if an unusual terrain 
  feature presents itself, they may incorporate it into their defense. 
  Usually they seek a hidden location over one that is defensible, and 
  so avoid camping on open hilltops.
  37
  Wilderness Areas
  
  Area 16. The giant Spider Colony 
  (Cr varies, 11 to 14)
  This is the lair of a vast colony of 63 giant black widow spiders. The 
  spiders have set up nests over several acres of woodland, and occasionally 
  forage out in search of prey. Spiders lost through attrition are replaced 
  at a rate of 20 per week unless the colony is completely wiped out. The 
  colony does not grow, as it has reached its numerical capacity based on 
  food and space.
  PCs traveling south on the Coast Road may spot a wrecked merchant 
  wagon. Webs cover everything, and a sign of a struggle (weapons on 
  ground, overturned barrels, etc.) is apparent. One dead spider is found a 
  few yards from the wagon, curled up in some bushes (DC 10 Perception 
  to locate). It has several arrows in it, and a broken sword blade in its 
  abdomen. Inside a wooden barrel is a very frightened little girl; the only 
  survivor of the 20 or so merchants and guards. She hides unless the party 
  opens the barrels or until they have been talking for 5 or more rounds. 
  The PCs can make a DC 15 Perception check to hear her at this time. Her 
  name is Leah. Leah is terrified and tells the party that the spiders came last 
  night (they come mostly at night, mostly) and carried off her father and 
  all of the others. A guard named Larek put her in the barrel and told her to 
  hide and be very quiet. She begs the PCs to rescue her friends, and tells 
  them how rich her daddy is to sweeten the deal. She whines incessantly 
  if they refuse.
  The party can track the spiders to their lair relatively easily. If a DC 25 
  Perception check is made, they can even avoid the ambush that has been 
  set for them.
  The Ambush (CR 11): Near the entrance to the lair, 18 spiders wait in 
  ambush. They have laid thin layers of webs across the trails in the woods 
  to warn of approaching prey. This encounter occurs about 100 yards from 
  the main lair, and is not reinforced from the lair. Astute PCs notice that 
  no tree-borne webs are present, and that no nests or human bodies are in 
  this area.
  GIANT BLACK WIDOW SPIDERS (18) 
   
  CR 3
  XP 800
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Spider, Giant 
  Black Widow”)
  Tactics: Ten spiders surround the party (DC 20 Perception to notice 
  them moving into place) while the remaining eight shoot webs at the PCs 
  from above. After 2 rounds of web shooting, all 18 attack (divide equally 
  among all PCs, NPCs, and companion creatures, as the spiders do not 
  discriminate) and fight until slain. The spiders are not really smart, nor 
  easily frightened. Fire, if strongly presented (hit in face, burning hands 
  spell, etc.), requires the spiders to make a DC 15 Will save or recoil and 
  go after a different victim.
  The Lair (EL 14): In a large clearing in the trees, it grows very quiet. 
  PCs looking up notice the presence of dozens of web nests, cocooned 
  bodies, and spiders. The PCs have two full rounds of action before the 45 
  spiders react, as nothing ever enters the nest, and the presence of intruders 
  is unexpected. If the nests are set aflame, 3d6+2 spiders perish in the 
  blaze, leaving the remaining spiders to fight intruders. This also kills all of 
  the cocooned prisoners, who die screaming and falling the 30+ ft. to the 
  ground, possibly destroying much of the treasure in the nests. Before a PC 
  sets fire to the nest, tell them that they see human arms and legs protruding 
  from several of the cocoons, and some of them are moving about wildly.
  GIANT BLACK WIDOW SPIDERS (45) 
   
  CR 3
  XP 800
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Spider, Giant 
  Black Widow”)
  Tactics: The spiders in the lair are a little less organized than the 
  ambush party. Only 1d6 attack each round, starting on round 3 until a total 
  of 45 is reached. Each spider has a 2 in 6 chance of using its web ability; 
  otherwise it descends and bites. The spiders are defending their nest, and 
  do not flee. Fire rules apply as described above. Webs burn at a rate of 5 
  ft. per round.
  The Victims: Eleven victims from the merchant wagons are still 
  alive. All are sick from spider poison and incapable of doing anything 
  but moaning and lying in a fetal position. They are wrapped in spider 
  silk, which must be cut free before they can be healed. They have to be 
  physically carried the 400 yards to the wagons. They recover in one week 
  if attended by a healer. PCs make a DC 20 Heal check to reduce this 
  time to half. An experience award of 200 XP per victim saved should be 
  awarded to non-evil PCs.
  Nine of the victims are caravan guardsmen (use Caravan Guard 
  stats from the Sea Coast wandering monster tables, if necessary), who 
  are grateful, and become loyal hirelings of the PCs if that is desired. The 
  remaining two are merchants: Antony and Greelin (Com 5). Antony 
  is Leah’s father. These merchants are also grateful, and assist the PCs 
  in purchase of mundane gear for 15% off for life in the marketplace of 
  whatever city you decide they operate out of.
  Treasure: As might be expected, a huge lair of spiders has accumulated 
  a number of items of interest from its victims. Careful search (requires 3 
  days) of the webs and nests reveals the following: 2,100 gp in seven sacks; 
  4,200 sp in 11 sacks; 42 assorted gemstones worth 1d20 x 10 gp each; 2 
  suits of full plate armor; 8 suits of chainmail; 2 dozen assorted weapons of 
  mundane nature; a masterwork bastard sword with a gilded handle and a 
  jeweled pommel (worth 900 gp); potions of blur, water breathing, remove 
  disease, fly, darkvision, swimming, cat’s grace, and haste; a cursed robe 
  of powerlessness; a gem-studded collar of moderate fortification (as the 
  armor property, but with no armor bonus added to AC, and takes up the 
  neck body slot); a horn of blasting; and a +2 light steel shield.
  If the webs are burned, a check should be made for certain items to 
  determine if they survived the fire, as follows: the potions have a 75% 
  chance of destruction (roll individually for each), 60% for the cursed robe, 
  50% for the collar, 40% for the horn, 20% for the light steel shield, and 
  15% for the masterwork bastard sword.
  Area 17. Simrath’s Tomb (Cr 12)
  Simrath the vampire is the long-undead lord of a small barony in the 
  foothills. He was once a great general of good, and was much loved by 
  his troops. Like many other heroes of the region, Simrath rode off against 
  the forces of Orcus. He was slain in a nighttime battle at the field east of 
  the ford of the Wild Edge River by a vampire serving the evil priests. That 
  vampire was slain by the holy light of a sun priest. Simrath’s companions 
  were unaware of his fate (being turned to a vampire), and buried him with 
  full honors in the foothills near the battlefield, in a wild grove of great 
  beauty. There he rests by day.
  The tomb itself is an ancient stone structure 30 ft. square shrouded in 
  the shadow of a stand of 100 ft. tall trees. The interior and exterior of 
  this tomb are depicted in Wilderness Map 4. The door is made of thick 
  iron, in surprisingly good shape and barred from within during the day. 
  Simrath’s coat of arms, a pair of stags facing each other with the horns 
  interlocked, is carved in the stone over the door. Anyone forcing the door 
  has a chance of waking Simrath if the attempt is made by day (see below).
  Thick Barred Iron Door: 3 in. thick; hardness 10; hp 90; Break 
  DC 32.
  Within, a single stone crypt rests against the far wall, with Simrath’s 
  coat of arms again carved into the wall above it. Rusted sconces are bolted 
  into the side walls, and the floor is covered with rubble, twigs, and other 
  debris.
  Should the tomb be approached by day, Simrath has three chances to 
  notice intruders: first, if the door is forced open in a loud manner, he is 
  allowed a DC 20 Perception check to awaken; second, he is allowed another 
  Perception check against the Stealth checks of anyone moving through the 
  38
  Wilderness Areas
  
  room, as they kick rocks and snap twigs underfoot, though Simrath suffers 
  a –4 circumstance penalty to this check; third, opening the lid to the crypt 
  (which requires a DC 22 Strength check to accomplish) allows a final DC 15 
  Perception check. Should he make any of these checks, Simrath awakens, 
  immediately aware that intruders have breached his tomb.
  If Simrath is exposed without awakening him, enemies hoping to stake 
  him still have to deal with getting him out of his masterwork full plate 
  armor. Attempting this, or trying to carry Simrath out into the sunlight, 
  certainly awakens him.
  Note that due to grove of trees around his tomb, the ground is perpetually 
  shaded from direct sunlight for 100 ft. in all directions.
  SIMRATH 
   
  CR 9
  XP 6,400
  Male human vampire fighter 8 (Pathfinder Roleplaying 
  Game Bestiary, “Vampire”)
  LE medium undead (augmented human)
  Init +9; Senses darkvision 60 ft.; Perception +21
   
  AC 28, touch 13, flat-footed 25 (+9 armor, +3 Dex, +6 
  natural)
  hp 76 (8d10+16 plus 16) favored class plus Toughness 
  Fort +10; Ref +9; Will +7 (+9 vs. fear)
  Defensive Abilities bravery +2, channel resistance +4; DR 
  10/magic and silver; Immune undead traits; Resist cold 10, 
  electricity 10
  Weaknesses vampire weaknesses
   
  Speed 20 ft. (base 30 ft.)
  Melee +2 bastard sword +18/+13 (1d10+14/17–20), or slam 
  +14 (1d6+6 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 16), energy drain (2 levels, DC 16), 
  weapon training +1 (heavy blades)
   
  Str 22, Dex 20, Con —, Int 12, Wis 16, Cha 15
  Base Atk +8; CMB +14; CMD 30 
  Feats AlertnessB, Blind-Fight, Combat ReflexesB, DodgeB, 
  Exotic Weapon Proficiency (bastard sword), Flanking 
  Foil*, Great Fortitude, Improved Critical (bastard sword), 
  Improved InitiativeB, Iron Will, Lightning ReflexesB, Mobility, 
  Power Attack, ToughnessB, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword)
  Skills Bluff +10, Handle Animal +9, Knowledge (history) +3, 
  Knowledge (local) +5, Knowledge (nobility) +5, Perception 
  +21, Ride +13, Sense Motive +15, Stealth +10 
  Languages Common (archaic), Celestial
  SQ armor training +2
  Gear masterwork full plate armor, +2 bastard sword.
  *Pathfinder Roleplaying Game Ultimate Combat
  WORGS (12) 
   
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  Tactics: If awakened in his tomb, Simrath calls 12 worgs that are 
  utterly loyal to him, and den nearby. They arrive in 1d6+4 rounds after he 
  sends out the mental summons. He may then attempt to parley, allowing 
  39
  Wilderness Areas
  
  them a chance to arrive, before he attacks the intruders. However, Simrath 
  accepts challenges of single combat if offered, using only his bastard 
  sword. If his foe displays cowardice, he uses his energy drain ability to 
  full effect.
  Treasure: His tomb contains no treasure. Aside from his armor and 
  weapons, all his wealth passed to his heirs, and he has no interest in the 
  spoils of those slain from his attacks.
  Area 18. Lair of Vorlak and his 
  Kobold gang (Bandit group 1) 
  (Cr 10)
  This cave is located in wooded lowlands. Wilderness Map 5 details 
  this location. The kobold lair contains any kidnapped survivors from 
  encounters with the bandit group, as well as 43 additional male kobolds, 
  165 noncombatant females and young, and 8 giant porcupine pets.
  VORLAK THE OGRE 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  KOBOLDS (43) 
   
   
   
  CR 1/4
  XP 100
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Kobold”) 
  KOBOLD FEMALES & YOUNG (165) 
   
  CR 1/4
  XP 100
  hp 2 (Pathfinder Roleplaying Game Bestiary, “Kobold”); 
  these are unarmed noncombatants with no gear or 
  treasure.
  GIANT PORCUPINES (8) 
   
   
   
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary 3, “Porcupine, 
  Giant”)
  Tactics: The kobolds use the same hit and run tactics as in the 
  wilderness, utilizing their small size to duck and dodge through narrow 
  passages that creatures larger than Small size cannot pass through, and 
  finally flee after they evacuate the females and young. The porcupines are 
  used as shock troops.
  Traps: A series of pit traps are in the lair. The kobolds know they are 
  there and avoid them without a check. A successful DC 12 Perception or 
  tracking check allows the characters to notice that the kobolds are clearly 
  avoiding certain sections of the floor. This does not tell the party where all 
  the pits are, but merely alerts them that such traps might exist.
  PIT TRAP  
   
  CR 1
  XP 400
  Type mechanical; Perception DC 24; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 10 ft. deep pit (1d6 falling damage); DC 20 Reflex avoids
  40
  Wilderness Areas
  
  Treasure: Treasure can be found in Vorlak’s chamber, and 
  includes 2,700 sp, three 100 gp topaz gems, a jeweled 
  necklace composed of platinum and rubies (worth 5,000 
  gp), two suits of half-plate armor, five suits of chainmail (4 
  Medium size, 1 Small), assorted weapons and lesser armor 
  (all in need of repair, but serviceable), a spyglass, and a +3 
  spear which sheds golden light in a 20 ft. radius when held in 
  hand.
  Area 19. The Coven of Sea Hags 
  (Cr 11)
  This encounter can be played in one of two ways, either as a straight 
  up fight, or (better) as a roleplaying opportunity. Three sea hag sisters 
  (Rylshna, Shralynn and Marmtroth) live along the coast in a cave. 
  They possess a powerful artifact, known as the cauldron of blood that 
  allows them to gaze across the boundaries of time, seeing either the past 
  or the future. These hags have developed skill as witches in addition to 
  their innate powers. The PCs most likely encounter Marty the Imp, the 
  sisters’ familiar, before they ever meet the hags. Marty spies for the ladies 
  and keeps them informed as to the comings and goings near their lair. 
  He never fights, and always runs if confronted. If the lair is approached, 
  Rylshna covers her face and approaches the party. She asks what they 
  seek, and is friendly, if distant in her conversation. She would much rather 
  bargain than fight. Layout of their cave is shown as Wilderness Map 6.
  Suggested fees for using the cauldron of blood to see past or future are 
  given in the side bar. In addition to its use, the three hags are capable of 
  crafting wands, wondrous items, and scribing scrolls, particularly in the 
  case of devices that cause harm or are to be used for evil. Bargains that can 
  be made with PCs are left to the discretion of the GM.
  MARTY THE IMP  
   
  CR –
  XP 0
  LE Tiny outsider familiar (devil, evil, extraplanar, lawful) 
  (Pathfinder Roleplaying Game Bestiary, “Devil, Imp”)
  Init +3; Senses darkvision 60 ft., detect good, detect magic, 
  see in darkness; Perception +11
   
  AC 24, touch 16, flat-footed 20 (+3 Dex, +1 dodge, +8 
  natural, +2 size)
  hp 108 (1/2 combined total hp of the three witches; 
  effective HD 15)
  Fort +1; Ref +6; Will +4 
  DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 
  10
   
  Speed 20 ft., fly 50 ft. (perfect)
  Melee sting +11 (1d4 plus poison)
  Space 2–1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 6th)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  1/day—augury, suggestion (DC 15)
  1/week—commune (6 questions, CL 12th)
   
  Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
  41
  Wilderness Areas
  
  Base Atk +6; CMB +4; CMD 18 
  Feats Dodge, Weapon Finesse
  Skills Acrobatics +9, Appraise +5, Bluff +8], Craft (alchemy) 
  +13, Diplomacy +4, Fly +21, Heal +4, Knowledge (arcana) 
  +10, Knowledge (geography) +2, Knowledge (history) +8, 
  Knowledge (local) +2, Knowledge (nature) +8, Knowledge 
  (planes) +13, Knowledge (religion) +2, Perception +11, Sense 
  Motive +7, Spellcraft +10, Stealth +13, Survival +2, Swim +4, 
  Use Magic Device +9 
  Languages Common, Infernal
  SQ change shape (boar, giant spider, shark or vulture, beast 
  shape I)
   
  Coven Familiar (Ex) Marty is treated as a familiar of a 
  15th-level master, and uses this number for the purpose 
  of effects related to Hit Dice. Marty uses the best skill 
  bonus from the three witches. His hit points are based 
  on half the hit points of each of the three witches 
  combined. He uses the best base attack bonus from 
  his masters (Rylshna’s), and uses the best save bonus 
  available (again, Rylshna’s). 
  Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is 
  Constitution-based, and includes a +2 racial bonus.
  Spells Known Marty knows the following Witch spells. The 
  three sea hags can prepare any of these spells known 
  (Marty himself is unable to use them).
  3rd—arcane sight, bestow curse, deep slumber, dispel 
  magic, fly, glyph of warding, lightning bolt, locate object, 
  ray of exhaustion, remove blindness/deafness, remove 
  curse, remove disease, screech, seek thoughts, speak with 
  dead, stinking cloud, suggestion, tongues, vampiric touch
  2nd—alter self, augury, blindness/deafness, cure moderate 
  wounds, daze monster, death knell, delay poison, detect 
  thoughts, false life, find traps, fog cloud, glide, glitterdust, 
  hidden speech, hold person, inflict moderate wounds, 
  levitate, perceive cues, pox pustules, scare, see invisibility, 
  spectral hand, status, summon monster II, touch of idiocy, 
  web, zone of truth
  1st—beguiling gift, burning hands, cause fear, charm 
  person, chill touch, command, comprehend languages, 
  cure light wounds, dancing lantern, detect secret doors, 
  enlarge person, hypnotism, identify, ill omen, inflict light 
  wounds, mage armor, mask dweomer, mount, obscuring 
  mist, ray of enfeeblement, reduce person, sleep, summon 
  monster I, unseen servant.
  0—bleed, dancing lights, daze, detect magic, detect 
  poison, guidance, light, mending, message, putrefy food 
  and drink, read magic, resistance, spark, stabilize, touch of 
  fatigue.
  RYLSHNA 
   
   
  CR 9
  XP 6,400
  Female sea hag witch 5(Pathfinder Roleplaying Game 
  Bestiary, “Sea Hag,” Pathfinder Roleplaying Game 
  Advanced Player’s Guide)
  NE Medium monstrous humanoid (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +15
  Aura horrific appearance (60 ft.)
   
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 80 (4d10+5d6+36) 
  Fort +6; Ref +8; Will +9 
  SR 15
   
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +10 (1d6+4),
  Ranged mwk light crossbow +8 (1d8/19–20) 
  Special Attacks coven spells, hex (evil eye, DC 17)
  Spells Prepared (CL 5th; ranged touch +9)
  3rd—fly, stinking cloud (DC 18)
  2nd—blindness/deafness (DC 17), detect thoughts (DC 17), 
  web (DC 17)
  1st—charm person (DC 16), identify, mage armor, ray of 
  enfeeblement (DC 16) (x2)
  0 (at will)—dancing lights, detect magic, guidance, 
  mending
   
  Str 19, Dex 16, Con 18, Int 20, Wis 14, Cha 15
  Base Atk +6; CMB +10; CMD 23 
  Feats Allied Spellcaster*, Brew PotionB, Craft Wondrous 
  Item, Improved Familiar, Scribe Scroll, Skill Focus 
  (Perception)
  Skills Appraise +9, Craft (alchemy) +21, Diplomacy +4, 
  Fly +9, Heal +8, Knowledge (arcana) +17, Knowledge 
  (geography) +6, Knowledge (history) +9, Knowledge (local) 
  +6, Knowledge (nature) +9, Knowledge (planes) +17, 
  Knowledge (religion) +6, Perception +15, Spellcraft +17, 
  Stealth +8, Survival +6, Swim +19 
  Languages Aquan, Common, Giant, Goblin, Infernal, 
  Undercommon
  SQ alertness, coven familiar, empathic link, hex (cauldron), 
  hex (coven), hex (tongues, 5 min./day), share spells
  Combat Gear 2 scrolls of dispel magic, scroll of fly,  
  scroll of speak with dead (all scrolls CL 5th), wand of 
  levitate (CL 5th, 18 charges); Other Gear amulet of 
  natural armor +3, headband of vast intelligence +2, 
  masterwork light crossbow, 20 bolts, spell component 
  pouch
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  SHRALYNN 
   
   
  CR 7
  XP 3,200
  Female sea hag witch 3 (Pathfinder Roleplaying Game 
  Bestiary, “Sea Hag,” Pathfinder Roleplaying Game 
  Advanced Player’s Guide)
  NE Medium monstrous humanoid (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +12
  Aura horrific appearance (60 ft.)
   
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 66 (4d10+3d6+28) 
  Fort +6; Ref +8, Will +8 
  SR 15
   
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +9 (1d6+4), or mwk dagger +10 (1d4+4)
  Special Attacks coven spells, hex (evil eye, DC 14)
  Spells Prepared (CL 3rd; ranged touch +8)
  2nd—blindness/deafness (DC 14), glitterdust (DC 14)
  1st—charm person (DC 13), identify, mage armor
  0 (at will)—guidance, message, read magic, touch of 
  fatigue (DC 12)
   
  Str 19, Dex 16, Con 18, Int 14, Wis 13, Cha 19
  Base Atk +5; CMB +9; CMD 22 
  Feats Allied Spellcaster*, Brew PotionB, Improved Familiar, Skill 
  Focus (Perception), Skill Focus (use magic device) 
  Skills Bluff +5, Craft (alchemy) +11, Knowledge (arcana) +12, 
  Knowledge (nature) +12, Perception +12, Sense Motive +2, 
  Spellcraft +12, Stealth +7, Swim +16, Use Magic Device +17 
  Languages Aquan, Common, Giant, Infernal
  SQ alertness, coven familiar, empathic link, hex (cauldron), 
  hex (coven), share spells
  Combat Gear wand of burning hands (CL 5th, 22 charges), 
  wand of cure light wounds (CL 1st, 36 charges); Other Gear 
  masterwork dagger, spell component pouch
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  42
  Wilderness Areas
  
  MARMTROTH 
   
   
  CR 7
  XP 3,200
  Female sea hag witch 3 (Pathfinder Roleplaying Game 
  Bestiary, “Sea Hag,” Pathfinder Roleplaying Game 
  Advanced Player’s Guide)
  NE Medium monstrous humanoid (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +12
  Aura horrific appearance (60 ft.)
   
  AC 17, touch 14, flat-footed 14 (+1 deflection, +3 Dex, +3 
  natural)
  hp 63 (4d10+3d6+28 plus 3) 
  Fort +6; Ref +8; Will +8 
  SR 15
   
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +9 (1d6+4), or mwk dagger +10 (1d4+4)
  Ranged touch +6 (by spell)
  Special Attacks coven spells, hex (evil eye, DC 14)
  Spells Prepared (CL 3rd)
  2nd—blindness/deafness (DC 15), web (DC 15)
  1st—charm person (DC 14), mage armor, ray of 
  enfeeblement (DC 14)
  0 (at will)—detect magic, guidance, message, stabilize
   
  Str 19, Dex 16, Con 18, Int 16, Wis 13, Cha 15
  Base Atk +5; CMB +9; CMD 22 
  Feats Allied Spellcaster*, Brew PotionB, Improved Familiar, Skill 
  Focus (knowledge [history]), Skill Focus (Perception) 
  Skills Appraise +4, Bluff +6, Craft (alchemy) +13, Knowledge 
  (arcana) +13, Knowledge (history) +16, Perception +12, 
  Sense Motive +4, Spellcraft +13, Stealth +7, Swim +18, Use 
  Magic Device +10 
  Languages Aquan, Common, Giant, Goblin, Infernal
  SQ alertness, coven familiar, empathic link, hex (cauldron), 
  hex (coven), share spells
  Combat Gear potion of cure serious wounds; Other Gear 
  ring of protection +1, masterwork dagger, spell component 
  pouch
   
  Coven Familiar (Ex) Because of their unity in a coven, the 
  three hags have pooled their ability and knowledge to 
  share a single more powerful familiar than any can control 
  alone. The abilities of the familiar are based on the highest-
  level witch’s witch level, plus half the witch levels of the 
  other coven members (rounded down). Because of their 
  hag affinity for witch magic, their racial hit dice also count 
  toward these totals. The familiar’s hit points are determined 
  from the hit points of all three hags, and it uses whichever 
  skill bonus is best. The familiar stores the spells of all three 
  hags, and all three can share in each other’s spell lists. The 
  trade-off: should their familiar Marty the Imp be captured or 
  slain, the spellcasting of all three hags will be crippled.
  Horrific Appearance (Su) The sight of a sea hag is so 
  revolting that anyone within 60 ft. (other than another hag) 
  who sets eyes upon one must succeed on a DC 14 Fortitude 
  save (DC 16 for Shralynn) or be instantly weakened, taking 
  1d6 points of Strength damage. Creatures that are affected 
  by this power or that successfully save against it cannot 
  be affected again by the same hag’s horrific appearance 
  for 24 hours. This is a mind-affecting effect. The save DC is 
  Charisma-based.
  Hag Coven (Sp) When all three hags are within 10 ft. of one 
  another, they can work together as a group to generate 
  one of the following spell-like abilities as a full-round action. 
  All coven spell-like abilities function at CL 9th (or at the 
  highest CL available to the most powerful hag in the coven). 
  The save DCs are Charisma-based, and function as if with a 
  Charisma score of 18.
   Coven Spells: At will—animate dead, baleful polymorph 
  (DC 19), blight (DC 18), bestow curse (DC 18), 
  clairaudience/clairvoyance, charm monster (DC 18), 
  commune, control weather, dream, forcecage, mind blank, 
  Minor Artifact
  Cauldron of Blood
  Aura strong (divination); CL 20th
  Slot none; Weight 100 lbs. (800 lbs. when filled with 
  liquid)
   
  DESCRIPTION
  The cauldron of blood appears to be a normal 
  cauldron forged of blackish-red iron. The true origins 
  of this artifact have been lost over time.
  The cauldron of blood allows the user to view past 
  or future events (similar to a divination or legend 
  lore spell) by donating blood from his body to the 
  boiling waters of the cauldron. To use this device, 
  the user must bring water in the cauldron to a boil, 
  and then bleed himself; allowing his fresh blood 
  to drip into the boiling water. (This deals normal 
  damage and temporary Constitution damage 
  to the user based on how far in the past or future 
  he wishes to look.) At this time, the user decides 
  whether to view past or future events. The events 
  can concern a person, place, or thing; they can be 
  current or forgotten, or even information that is not 
  yet known (see the divination spell). The cauldron 
  functions for a maximum of 10 minutes before the 
  visions disappear.
   
   
   
  VIEWABLE TIME
   DAMAGE* FUTURE/PAST 
  FEE**
   
  2 
  30 minutes/6 months 50 gp
   
  4 
  1 hour/1 year 
  100 gp
   
  6 
  12 hours/20 years 
  500 gp
   
  8 
  1 day/50 years 
  2000 gp
   
  12 
  1 week/100 years 
  5000 gp in magic  
   
   
   
  items
   
  16 
  1 month/300 years 
  10,000 gp in magic  
   
   
   
  items
   
  20 
  1 year/500 years 
  20,000 gp in magic  
   
   
   
  items
   
  *Damage is applied to both current hit points and 
  Constitution. Both heal at the normal rate. Note that 
  a user cannot bring his Constitution below 1 using 
  the cauldron. The damage lost also represents the 
  effective caster level of the cauldron to penetrate 
  any magical wards against such scrying.
  **This base price excludes the blood/Con loss required 
  to fuel the cauldron; the value listed is suggested as 
  a starting point for bargaining. They go as low as 75% 
  of this value if the negotiation is sufficiently skillful. 
  Alternately, they may require in lieu of this fee that 
  the PC fetch them a particular item, such as a lock of 
  hair from a king’s daughter, an enchanted lyre in the 
  keeping of an ogre mage, or the skull of the Oracle of 
  Rappan Athuk (see Level 3, Area 3–7).
   
  DESTRUCTION
  The cauldron of blood is destroyed if it is filled with 500 
  flasks worth of holy water that is brought to a boil and 
  allowed to boil away over a period of 24 hours.
  43
  Wilderness Areas
  
  mirage arcana (DC 19), reincarnate, speak with dead, veil 
  (DC 20), vision.
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  Tactics: Before battle, if they detect visitors, the witches cast mage 
  armor on themselves. Marmtroth also casts message and detect magic 
  and, while Rylshna negotiates, studies the interlopers and reports what 
  she sees to the others. Marmtroth and Shralynn remain huddled around the 
  cauldron while Rylshna speaks, shrouded in tattered robes; this conceals 
  their appearance, preventing the use of their horrid appearance ability — 
  though if combat should begin, they certainly reveal themselves in all 
  their hideous glory to the dismay of their assailants. 
  Once combat has started, the witches prefer to stay close together 
  to make use of their Allied Spellcaster feat to boost their casting. They 
  prefer to start with area spells to slow and weaken intruders coupled with 
  their horrifying appearance. They follow this up with targeted effects to 
  further weaken specific targets, such as ray of enfeeblement or blindness/
  deafness. Any badly wounded hag attempts to flee into the sea. Should all 
  three be routed, they shall bend all their powers and evil cunning toward 
  hurting and finally killing their attackers, including using the cauldron to 
  learn about their loved ones and going after them. 
  Treasure: In addition to the hag’s personal magic items, the cave 
  contains three large wooden chests, filled with silver (total of 2,260 sp) 
  and gold (total of 5,340 gp), tribute from adventurers seeking fortunes. 
  The chests are neither locked nor trapped. In the center of the cavern is a 
  huge bubbling cauldron, filled with blood. This is the cauldron of blood, 
  a powerful artifact of divination, created many centuries ago. Use of the 
  cauldron requires blood from any who would know the future or view the 
  past. Only one who donates blood can scry using the cauldron.
  Area 20. The Wasp Nest (Cr 14)
  A sizable giant wasp nest can be found at this location in the Foothills, 
  in a cave filled in with paper. The lair has five exits of various sizes 
  allowing the wasps to fly in and out. The trees surrounding the cave for 
  about 100 yards in all directions show signs of infestation by the giant 
  vermin, tipping the PCs off to the presence of the wasps on a successful 
  DC 20 Survival or Knowledge (nature) check. Inside the lair are a total of 
  40 giant wasps. PCs wandering near the lair encounter small groups of 
  1d4+1 wasps who aggressively defend their territory. If the PCs actually 
  enter the lair they are attacked by all remaining wasps within the hive 
  except the queen, 1d4+1 appearing each round as soon as the nest is 
  disturbed. If fire is introduced to the nest, the paper within ignites quickly, 
  burning for three rounds and inflicting 2d6 points of damage per round 
  to all creatures in the nest (including the queen). Additionally, all wasps 
  burned in this manner lose the ability to fly. While this is an efficient 
  method to clear the hive, burning it automatically destroys the treasure 
  hidden within.
  GIANT WASPS (40) 
   
   
  CR 3
  XP 800
  hp 34 (Pathfinder Roleplaying Game Bestiary, “Wasp, 
  Giant”)
  QUEEN WASP  
   
   
  CR 0
  XP—
  hp 80; AC 6 (–4 Dex); Fort +4, Ref –3, Will +2; Speed 5 ft.; the 
  queen wasp is a Large, nearly immobile, wingless worm-like 
  creature with no ability to attack or effectively defend itself.
  Treasure: In the lair, amidst the paper castings, requiring three days of 
  clearing and searching (DC 30 Perception check to locate after the three 
  days of searching are up) is a scroll of wish, gate and weird (CL 20th). 
  This scroll was placed here long ago by a powerful wizard. Knowing no 
  one could retrieve the scroll and possessing a ward against poison, the 
  wizard used this wasp lair as a location to which he could teleport in times 
  of trouble. He may return at any time and is not detailed here.
  Area 21. Outlaw Camp  
  (Cr varies, 3-plus)
  This lair is a rag-tag amalgamation of tents, lean-tos and bedrolls set 
  within the wilderness where outlaws from various towns and countries 
  have banded together for mutual defense. At any given time there are 
  6d8 outlaws here (commoner 1–3s, see the Forest of Hope, Wandering 
  Monsters, above) as well as 1d8 more skilled persons (treat at brigands, 
  above). Their current leader is a female barbarian named Bugjuice. She 
  speaks little, but has a keen sense of honor and justice.  The joyful glow 
  that fills her eyes when she is crossed keeps all but the most unobservant 
  and foolish from annoying her.
  It should be noted that in many instances these outlaws are not evil. 
  They may have committed crimes in their homeland, and they are on the 
  run from the justice accompanying those crimes, but this is not a den of 
  murderers. Those types of criminals are not allowed in this camp which 
  possesses a strange morality of its own. Though the outlaws can certainly 
  be brought to justice, as they are fugitives, GMs are encouraged to use this 
  camp as a chance for roleplaying. Possibly, if the PCs assist the outlaws 
  they may become outlaws themselves.
  BUGJUICE 
   
   
  CR 3
  XP 800
  Female human barbarian 3
  CG Medium humanoid (human)
  Init +3; Perception +7
   
  AC 11, touch 11, flat-footed 8 (+3 Dex, –2 rage) 
  hp 37 (3d12+66 plus 3) 
  Fort +10; Ref +4; Will +3
  Defensive Abilities trap sense +1
   
  Speed 40 ft.
  Melee greatsword +9 (2d6+9/19–20) 
  Ranged composite longbow +6 (1d8+4/x3)
  Special Attacks rage (10 rounds/day), rage powers (surprise 
  accuracy, +1)
   
  Str 22, Dex 16, Con 18, Int 10, Wis 12, Cha 16
  Base Atk +3; CMB +9; CMD 22 
  Feats Point-Blank Shot, Precise Shot, Rapid Shot 
  Skills Acrobatics +6, Climb +8, Intimidate +9, Perception +7, 
  Survival +7, Swim +7
  Languages Common
  SQ fast movement, 
  Gear greatsword, polished composite longbow [+4 Str], 
  locket with sketch of her 2 children, 6 sp, 12 cp
  Base Statistics When not raging, Bugjuice’s stats are AC 
  11, touch 11, flat-footed 10; hp 31; Fort +8; Will +3; Melee 
  greatsword +7 (2d6+6/19–20); Str 18, Con 14; CMB +7; CMD 
  20; Climb +6, Swim +5
  Tactics: Should the encampment be threatened by agents of the law, 
  Bugjuice seeks first to drive them off with precisely placed arrows from 
  her bow. If open battle is joined, however, she soon exchanges bow for 
  greatsword and charges into battle in full rage. For their part, the outlaws 
  have little loyalty to one another.  They scatter at the first opportunity, 
  fleeing into the surrounding wilds if they see an opening.
  44
  Wilderness Areas
  
  Area 22. The Wrecked Pirate Ship 
  (Cr 8-plus)
  This lair consists of the sunken remains of the pirate ship Scarfist, 
  which ran aground on the reefs during a stormy night thirty years past. The 
  water around the wreck is fairly shallow (40 ft.), but the reefs and riptides 
  make approach to this lair impossible for any craft larger than a dinghy. 
  Sea life is abundant around the wreck; small brightly colored fish swim in 
  and around the ship. The site of the wreck cannot be seen from land, but 
  is easily spotted from the air. Sharks roam the area freely, and in great 
  numbers. Swimming in the water draws attack from 2d6 Medium sharks 
  20% of the time; this chance increases to 50% if there is a lot of splashing 
  or noise. Blood in the water; from combat or other means, brings 3d6 
  sharks, which immediately attack anything that moves.
  The ship was a great galley and is over 80 ft. in length. It sunk in 
  a storm, with the loss of all hands. A map of the pirate ship interior is 
  provided as Wilderness Map 7. While most of the crew died, the captain 
  and his most ruthless pirates rose again in undeath. The crew now consists 
  of 12 brine zombies, and Captain Killbessa, a mummy of the deep. They 
  attack any who enter the lower levels of the wreck.
  SHARKS  
   
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Shark”)
  The first three chambers of the inside are fairly typical of a 40 year old 
  shipwreck. Barnacles and coral have grown along the walls and floors. 
  Old rotten wood debris floats along the ceiling of the roof of the second 
  chamber. Within this debris are four brine zombies. These beasties hide 
  in the debris, only making their presence known if they are physically 
  found, or if they are spotted (DC 20 Perception check — looking up only). 
  Otherwise, they remain here to block the exit and attack from behind. 
  Brine zombies look like the bloated corpses of drowned sailors.
  The rear of the Scarfist (Wilderness Map 7) holds Captain Killbessa’s 
  quarters, which also act as his stateroom. He is still here, along with the 
  remaining eight brine zombies. He appears as a rotted, fish-eaten human 
  body still clad in the tatters of a ship captain’s garb, complete with 
  waterlogged tri-corner captain’s hat. Tendrils of seaweed curl around his 
  frame and grow from his bones, though not enough to obscure a clear view 
  of the horrid creature. His leather armor is decayed and provides no bonus. 
  The cutlass sheathed at his side is still in good shape, though Killbessa uses 
  slam attacks and grappling, and does not bother with the cutlass.
  CAPTAIN KILLBESSA 
   
   
  CR 4
  XP 1,200
  hp 40 (Frog God Games The Tome of Horrors Complete, 
  “Mummy of the Deep”)
  BRINE ZOMBIES (12) 
   
   
  CR 1
  XP 400
  hp 22 (Frog God Games The Tome of Horrors Complete, 
  “Zombie, Brine”)
  Tactics: These creatures rise and attack as soon as the chamber is 
  entered, fighting till destroyed or until the PCs flee the ship. If not already 
  encountered, the four brine zombies from chamber 2 try to block the way 
  45
  Wilderness Areas
  
  out. None of the undead leaves the ship, nor can they be turned while 
  inside it.
  Treasure: The captain’s stateroom holds a locked but rotted chest, 
  which falls apart when lifted from the water (spilling all contents over the 
  ocean floor below). Inside are 3 bottles of fine rum, 250 gp, and a silver 
  horn of Valhalla. Also within the chamber, requiring a DC 30 Perception 
  check to locate, is an ivory scroll tube sealed with wax; within is a chart 
  providing directions to the Isle of Bonjo Tombo. For more details on 
  this perilous island, see Dead Man’s Chest by Necromancer Games. 
  Alternately, the GM may replace this map with a treasure map or scroll of 
  his own choosing.
  Development: Should any of his treasure be stolen yet Killbessa 
  survive the encounter, he seeks the thieves, tracking them through the 
  sea and to land if need be. He never travels more than 500 ft. from the 
  sea.
  Area 23. ruined Fort  
  (Bandit group 7) (Cr 14 or 15)
  This crumbling ruin of a fortress stands perched on a spur overlooking 
  the Coast Road. Wilderness Map 8 shows the layout of this keep. Once 
  it provided a defense against bandits and hostile warbands. Time and the 
  depredations of Aragnak conspired to reduce it to a crumbling relic of a 
  better time, hunched above the road like an old man beaten down by the 
  rain.
  Due to Aragnak’s nearby island lair (Wilderness Area 24), the fortress 
  has long gone untenanted, but recently a group of 26 elite bugbears 
  have taken charge of the fortress. They hope to negotiate a truce with the 
  dragon, and use it as a base for additional banditry.
  The bugbears are led by Ghotan and Scarl. At any time, both leaders 
  are 25% likely to be gone from the lair, off on patrol with 10 of their 
  ravagers. The remaining 14 stay behind to defend the lair from attack. The 
  encounter is much deadlier should Ghotan and his patrol be in residence.
  GHOTAN 
   
   
  CR 10
  XP 9,600
  Male bugbear barbarian 4/fighter 4 (Pathfinder Roleplaying 
  Game Bestiary, “Bugbear”, Pathfinder Roleplaying Game 
  Advanced Player’s Guide, “Weapon Master”)
  CE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft., scent; Perception +16
   
  AC 18, touch 10, flat-footed 16 (+4 armor, +2 Dex, +3 natural, 
  +1 shield,–2 rage) 
  hp 147 (3d8+4d10+4d12+66 plus 4) 
  Fort +15; Ref +7; Will +8 
  Defensive Abilities trap sense +1, uncanny dodge, weapon 
  guard
   
  Speed 40 ft.
  Melee +1 morningstar of speed +20/+20/+15 (1d8+11) 
  Ranged javelin +12/+7 (1d8+7) 
  Special Attacks rage (20 rounds/day), rage power 
  (intimidating glare), rage power (knockdown), weapon 
  46
  Wilderness Areas
  
  training
   
  Str 24, Dex 14, Con 22, Int 13, Wis 13, Cha 11
  Base Atk +10; CMB +17; CMD 32 
  Feats Extra Rage, Quick-Draw, Intimidating Prowess, Iron 
  Will, Power Attack, Skill Focus (Perception), Weapon Focus 
  (morningstar) Weapon Specialization (morningstar)
  Skills Acrobatics +8, Climb +14 (+16 raging), Intimidate +17 
  (+19 raging), Knowledge (engineering) +8, Perception +16, 
  Stealth +14, Survival +6; Racial Modifiers +4 Intimidate, +4 
  Stealth
  Languages Common, Draconic, Goblin
  SQ fast movement, stalker
  Combat Gear necklace of fireballs (type IV), 2 potions of 
  shield of faith (+5 deflection AC); Other Gear +2 leather 
  armor, light wood shield,+1 morningstar of speed, 38 gp, 23 
  sp
  *Base Statistics When not raging, Ghotan’s stats are AC 18, 
  touch 10, flat-footed 16; hp 125; Fort +13; Will +6; Melee +1 
  morningstar of speed +18/+18/+13 (1d8+9); Ranged javelin 
  +12/+7 (1d8+5); Str 20, Con 18; CMB +15; CMD 27; Climb +14
  SCARL  
  CR 6
  XP 3,200
  Male bugbear oracle 6 (Pathfinder Roleplaying Game 
  Bestiary, “Bugbear”, Pathfinder Roleplaying Game 
  Advanced Player’s Guide)
  CE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft., scent; Perception +9
   
  AC 16, touch 12, flat-footed 16 (+2 deflection, +3 natural, +1 
  shield)
  hp 73 (9d8+27 plus 6) 
  Fort +6 (+10 vs. disease); Ref +5; Will +6
  Defensive Abilities armor of bones; Immune sickened 
  condition
   
  Speed 30 ft.
  Melee mwk morningstar +10/+5 (1d8+3)
  Ranged javelin +6 (1d6+3)
  Special Attacks bleeding wounds
  Spells Known (CL 6th; melee touch +9, ranged touch +6)
  3rd (4/day)—animate dead, cure serious wounds, prayer
  2nd (6/day)—cure moderate wounds, eagle’s splendor, 
  false life, hold person (DC 15), inflict moderate wounds (DC 
  15), resist energy
  1st (7/day)—cause fear (DC 14), command (DC 14), cure 
  light wounds, divine favor, inflict light wounds (DC 14), magic 
  weapon
  0 (at will)—bleed (DC 13), create water, detect magic, 
  guidance, mending, resistance, stabilize
  Mystery Bones Oracle’s Curse Wasting
   
  Str 17, Dex 10, Con 16, Int 10, Wis 11, Cha 17
  Base Atk +6; CMB +9; CMD 21 
  Feats Combat Casting, Expanded Arcana (eagle’s 
  splendor, resist energy)*, Extra Revelation (armor of bones)*, 
  Intimidating Prowess, Skill Focus (Perception)
  Skills Bluff +7, Diplomacy +8, Heal +8, Intimidate +14, 
  Knowledge (history) +4, Knowledge (planes) +4, Knowledge 
  (religion) +9, Linguistics +1, Perception +9, Sense Motive +5, 
  Spellcraft +6, Stealth +6; Racial Modifiers +4 Intimidate, +4 
  Stealth
  Languages Common, Draconic, Goblin
  SQ stalker, voice of the grave
  Combat Gear wand of cure light wounds (33 charges), 
  potion of owl’s wisdom; Other Gear ring of protection +2, 
  buckler, masterwork morningstar, steel holy symbol of Orcus, 
  3 pp, 17 gp, 29 sp.
   
  Wasting (Ex) Oracle’s Curse. Scarl’s body appears to be 
  slowly rotting, with patches of fur missing and decayed-
  looking skin. He has a –4 penalty on Charisma-based skill 
  checks, except Intimidate, gets a +4 competence bonus 
  on saves against disease, and is immune to the sickened 
  condition.
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  BUGBEAR RAVAGERS (26) 
   
   
  CR 5
  XP 1,600
  Male bugbear barbarian 3 (Pathfinder Roleplaying Game 
  Bestiary, “Bugbear”)
  CE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft., scent; Perception +9
   
  AC 16, touch 10, flat-footed 16 (+2 armor, +2 Dex, +3 natural, 
  +1 shield, –2 rage)
  hp 67 (3d8+3d12+30 plus 6) 
  Fort +9; Ref +6; Will +5 
  Defensive Abilities trap sense +1, uncanny dodge
   
  Speed 40 ft.
  Melee mwk morningstar +13 (1d8+7) 
  Ranged javelin +7 (1d8+7) 
  Special Attacks rage (11 rounds/day), rage power 
  (intimidating glare)
   
  Str 24, Dex 14, Con 21, Int 8, Wis 13, Cha 8
  Base Atk +5; CMB +12; CMD 24 
  Feats Intimidating Prowess, Skill Focus (Perception), Weapon 
  Focus (morningstar) 
  Skills Intimidate +10, Perception +9, Stealth +9; Racial 
  Modifiers +4 Intimidate, +4 Stealth
  Languages Common, Goblin
  SQ fast movement, stalker
  Gear masterwork morningstar, leather armor, light wood 
  shield, 2d6 gp, 3d6 sp
  Base Statistics When not raging, the bugbear ravager’s stats 
  are AC 16, touch 10, flat-footed 14; hp 52; Fort +7;Will +3; 
  Melee morningstar +11 (1d8+5); Ranged javelin +7 (1d8+5); 
  Str 20, Con 17; CMB +10; CMD 22; Intimidate +8
  Tactics: When encountered outside their lair, Ghotan and his bugbears 
  attempt using Stealth and their good Perception to stage an ambush. 
  While on the move Scarl has his armor of bones active, boosting his AC 
  to 20, as well as a casting of false life, granting him 1d10+6 temporary hit 
  points. Battle typically starts with a volley of javelins, followed by Ghotan 
  and the ravagers charging into melee while Scarl supports them with a 
  prayer spell. In subsequent rounds the barbarians attempt to surround and 
  eliminate opponents while Scarl supports them with offensive spells such 
  as hold person and command. If Scarl should get into melee he enjoys 
  causing bleeding wounds on his opponents with his inflict wounds spells. 
  If the bugbears are encountered within the fort, they fight to the death. The 
  walls of the fortress have long crumbled or been rent apart by Aragnak’s claws, 
  leaving the fortress little more than a square shell, open to the sky. Nonetheless, 
  the bugbears attempt to use the walls as best they can to defend themselves.
  Treasure: Hoping to appease Aragnak with gold and a share of the spoils 
  from future raids, Ghotan has brought along a sizeable treasure to give to the 
  dragon as an offering. It is located in a locked (DC 25 Disable Device check 
  to unlock) but untrapped wooden chest in the fortress’s ruined cellars and 
  dungeon, safe from prying eyes. The chest contains the following: 8,763 
  gp, 200 pp, five potions of cure serious wounds (which the bugbears do not 
  hesitate to use if need be), and — their prize offering — an unhatched brass 
  dragon egg in an ornate golden casket. The casket is worth 500 gp; the egg 
  is worth much more to its mother should she be found.
  47
  Wilderness Areas
  
  Area 24. The island Lair of 
  Aragnak (Bandit group 4) 
  (Cr 14-plus)
  Thirty miles offshore is the remains of an old pirate stronghold. This 
  island controls a narrow stretch of safe water in the otherwise reef-filled 
  waters surrounding this coastal area. The island is about two miles in 
  diameter, of reasonably flat relief, and features a small harbor, a good 
  supply of spring-fed fresh water, and dozens of wild goats, left behind by 
  pirates when they were rather rudely evicted from the island by Aragnak. 
  The island is heavily wooded, and underbrush grows thickly to within 
  a few feet of the shore. Near the harbor is a small wood and stone fort, 
  partially wrecked and caved in, wherein lairs the dragon.
  Sailing to the island: If the PCs attempt to reach the island by boat, 
  they encounter the dangerous reefs and sandbars that made this location 
  desirable as a base to the former inhabitants. Sharks and other natural 
  creatures frequent these reefs, as they provide an abundant source of fish 
  and other prey animals. The only safe passage through the reefs for any 
  craft larger than a small boat leads directly into the harbor. Attempts to 
  land at any other point with a larger vessel requires a DC 30 Profession 
  (sailor) check. Navigation into the harbor itself requires a similar test (DC 
  20) to avoid destroying the ship. If this test fails, they ship is destroyed 1d6 
  miles from the island. If a ship is destroyed, it sinks 2d10 ft. in the shallow 
  waters, and all aboard take 2d10 points of damage in the wreck. There is 
  a 40% chance per hour that 2d8 sharks are attracted to any wreck. They 
  attack anyone they can reach if blood is in the water (indicated by anyone 
  taking over 5 points of damage). Additionally, there is a 10% chance per 
  day that Aragnak notices the foundering vessel and investigates.
  SHARKS (12) 
   
   
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Shark”)
  Going swimming: It is possible that the PCs are forced to swim to the 
  island. If they do, they find the waters fairly calm and easy to navigate, 
  without any armor or encumbrances of course. For each mile, a DC 12 
  Swim check must be made, with +2 on the DC per mile previously swum. 
  Failure indicates that the PC is drowned (see the Pathfinder Roleplaying 
  Game Core Rulebook, Environment, “Drowning”, for additional 
  information). Additionally, there is a 20% chance per mile of encountering 
  1d6 sharks, with a 40% chance that they attack (automatic if anyone is 
  wounded).
  Arriving on the Island: If the PCs arrive by swimming, they may hide 
  in the foliage and rest, relatively unmolested. If they arrive by boat, they 
  must land in the harbor, directly in front of the old fort. At any given time, 
  there is a 70% chance that Aragnak is present. If he is home, there is a 70% 
  chance that he is asleep as well. If he is in his lair, he cannot be seen from 
  aboard a ship. A DC 15 Perception check notes a steady stream of smoke 
  issuing from the fort’s center (from the snoring red dragon’s snout!).
  Look! A Dragon!: If Aragnak is awake, he waits for the PCs to arrive 
  onshore before destroying their ship and attacking them on land. His 
  tactics are similar to those described on the mainland, however, he will not 
  48
  Wilderness Areas
  
  flame his own nest, nor retreat if wounded. Any battle on this island with 
  the dragon is to the death! Only after he is killed may they PCs investigate 
  the fort (see below).
  Sleepin’ Like a Baby: If Aragnak is asleep, he can be found nestled on 
  top of his vast hoard of treasure, carefully placed and arranged inside the 
  fort. A detailed map of the fort is provided as Wilderness Map 9. Entry 
  into the fort can only be made by climbing its 8 ft. walls, as all entrances 
  at ground level have been blocked by debris. The inside of the fort is 100 
  ft. square, with the last 65 ft. having a collapsed roof. Anyone climbing 
  the walls must make a Stealth check opposed by Aragnak’s Perception 
  skill or awaken the sleeping dragon. Otherwise, the dragon sleeps until 
  approached within 10 ft., is disturbed or is attacked.
  Loose bones, rusted armor and weapons, and other debris litter the 
  ground around the lair of Aragnak, rendering it difficult terrain for any 
  creature of Large size or smaller. Aragnak fights to the death to defend 
  his lair.
  ARAGNAK 
   
   
  CR 14
  XP 38,400
  hp 212 (Pathfinder Roleplaying Game Bestiary, “Dragon, 
  Red — Adult Red Dragon”)
  Treasure: The dragon’s lair contains a vast hoard of wealth, stolen from 
  the pirates and from dozens of adventuring parties over the years. The 
  hoard contains numerous suits of mundane armor, mundane weapons and 
  the following: 26,000 gp, 173,000 sp, 42 gems of various values (1d100 x 
  1d6 gp value each), 26 pieces of jewelry of various values (1d1000 x 1d8 
  gp value each), a fancy cloak of silver wolf fur (300 gp), a fancy cloak of 
  winter wolf fur (875 gp), an ancient calendar embellished with turquoise 
  (800 gp), an oaken staff shod with meteoric iron and smoky quartz gems 
  set in the head (1,000 gp), a silver flask etched with snowflake patterns 
  (700 gp), a silver-plated steel gorget chased with stellar designs (75 gp), 
  a simple platinum ring with a vine motif (60 gp), a set of spice jars made 
  from hammered gold (4000 gp), a suit of +3 full plate of spell resistance 13 
  that is actually cursed so that any hostile spell that penetrates the armor’s 
  spell resistance is treated as being maximized (as the feat) if applicable, 
  a +5 sickle, a +1 icy burst heavy flail that sheds pale silvery in a 20 ft. 
  radius, a +1 heavy steel shield, a rod of negation, and a rod of the viper. 
  All of these items are mixed in with literally thousands of mundane items. 
  Days or even weeks would be needed to inventory everything.
  Area 25. The Cloister of the Frog-
  god (Cr 8-plus)
  See Chapter 0B: The Cloister of the Frog-God.
  Area 26. The Cavern of the Kraken 
  (Cr 9-plus)
  See Chapter 0A: The Cavern of the Kraken.
  Area 27. Zelkor’s Ferry (Cr 
  1-plus)
  See Chapter 0C: Zelkor’s Ferry.
  Area 28. The refugees of Tsar 
  (Cr 15-plus)
  See Chapter 14A: The Refugees of Tsar.
  49
  Wilderness Areas
  
  Arriving at rappan Athuk
  As your PCs approach Rappan Athuk for the first time, read the 
  following text:
  There are two primary points of entry into the dungeon. The main 
  entrance to the dungeon is through the crypt structure itself (Area G–6 
  and G–7), leading to Level 1. The secondary entrance to the dungeon is 
  through “the Well” at Area G–4, leading to Level 3A. PCs can also enter 
  through the rat tunnels at Area G–3. The area is shown on Map “Ground 
  Level.”
  g–1. Tombstone and Key
  In the courtyard is a life-sized statue of a dwarf on a 4 ft. by 4 ft. stone 
  block. He looks to have been a great warrior, and dwarven runes adorn the 
  front of the pedestal. This rather large tombstone, crested with the statue 
  of a dwarf, seems to have been visited frequently. The dwarven runes 
  read “Blessed is he who spares these stones/And cursed be the man who 
  moves my bones.” Examination of the base of the statue (DC 8 Perception) 
  reveals a small compartment that is easily opened. It is not trapped. Inside 
  is the magical iron key to Rappan Athuk that opens the doors to the Main 
  Mausoleum at Area G–6 below. Once used to unlock the doors of the 
  mausoleum, it teleports back to this compartment.
  DIRE RATS 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  WERERATS 
   
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  RAT 
   
   
   
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Familiar, Rat”)
  GHOUL  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  GHAST  
   
  CR 2
  XP 600
  hp 17 (Pathfinder Roleplaying Game Bestiary, ”Ghoul”, with 
  the following changes; add +2 on all rolls [including damage 
  rolls] and special ability DCs; AC 18, touch 14, flat-footed 14 
  [+4 Dex, +4 natural]; CMD 18)
  ground Level: 
  The graveyard and 
  Mausoleum
  You crest the last hill and finally the complex comes into view. 
  In stark contrast to the lush greenery of the hills lies a large sunken 
  graveyard laid out in the shape of a cross. Rather than towering 
  above the ground, the graves have settled into depressions, and the 
  main mausoleum, a building of strange green stone, rests in the 
  deepest depression some 40 ft. below the ground on which you 
  now stand. At the other end of the grave-filled hollow stands what 
  appears to be a stone well. There are no gravestones near it. The 
  normal sounds of wildlife are gone, and large carrion birds circle 
  overhead. An ominous silence rests about the place. Each of you 
  knows in your heart that you have found the legendary dungeon of 
  Rappan Athuk. And though none dare speak it, you wonder if you 
  will live to return to the warmth of hearth and home.
  ground Level
  Difficulty Level: 7
  Entrances: This area is above ground
  Exits: Mausoleum to Level 1;”the Well” to Level 3A; Rat 
  tunnels to Level 1, Area 1–10, Level 2, Areas 2–10 and 
  2–10
  Wandering Monsters: Check once every 30 minutes 
  on 1d20:
   
   1 
  3d6 dire rats with 1d2 wererats (these 
   
   
  creatures dig their way to the Ground Level 
   
   
  from Area G–3 below. If wererats are 
   
   
  encountered, there is a 75% chance that they 
   
   
  simply spy on the party rather than attack and 
   
   
  report their observations to the wererats 
   
   
  Level 1, Areas 1–12 and 1–13)
   2 
  2d6 ghouls and 25% chance of 1d3 ghasts
   3 
  3d6 normal rats
   4 
  1d3 green guardian gargoyles animate and 
   
   
  attack (see Area G–6)
   5–20 
  No encounter
   
  Detections: The entire level detects faintly of evil.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of iron-reinforced wood (2 in. 
  thick; hardness 5; hp 20; Break DC 23). If doors are 
  described as “locked” add Disable Device DC 20.
  50
  
  51
  ground level
  
  g–2. A Dire Warning
  Nine graves lie filled with fresh earth and makeshift markers. Some 
  of you recognize a few of the famous names, those legends of your own 
  time — a grim foreshadowing of things to come. A tenth grave is present 
  as well, only it is empty and freshly dug. Towering over it, a marble 
  gravestone bears a PCs name.
  g–3. rat Tunnels 
  (Cr varies, 1/4-plus)
  There is a 3 ft. diameter hole leading down into darkness; bits of cloth 
  and bone lie about the entrance to the hole. There is a 10% chance every 
  10 minutes the PCs spend in this area that they encounter some form of 
  rat (roll 1d20): 1–5 = 1d10 normal rats; 6–19 = 1d6 dire rats; 20 = 1d2 
  wererats. Any wererats encountered are spies for the many creatures in 
  the dungeon. They rarely attack a large party. Instead they retreat to report 
  to their superiors on level one below. They may serve more nefarious 
  masters who reside deeper in the dungeon.
  DIRE RATS 
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  WERERATS 
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  GHOUL  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  GHAST  
   
  CR 2
  XP 600
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Ghoul,” with 
  the following changes; add +2 on all rolls [including damage 
  rolls] and special ability DCs; AC 18, touch 14, flat-footed 14 
  (+4 Dex, +4 natural), CMD 18)
  RATS 
   
   
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Familiar, Rat”)
  Traveling the Rat Tunnels: These tunnels twist and turn, with 
  numerous dead ends and side passages. Only Small characters can use 
  the tunnels. Anyone doing so has a 1–8 on 1d20 chance of encountering 
  2d6 dire rats during the course of their journey. Because of the number of 
  twists and turns, these passages do not lead to the same place reliably. Each 
  time a person travels these tunnels, he winds up in one of the following 
  locations after 10 minutes (roll 1d20): 1–3 = back where he started; 4–8 = 
  at another area marked G–3, different from the tunnel he entered; 9–14 = 
  52
  ground level
  
  Ben Bullock, That is not dead  
  which can lie eternal
  Willgar, Shed not for her the bitter tear,  
  Tis but mere ashes that lie here
  Beneath this simple stone, That marks his 
  resting place, Aaron F Stanton sleeps 
  alone, In the ground’s long embrace
  No pain, no grief, no gripping fear, can 
  reach Aidan Domogalla, sleeping here
  Eternal Artificer Crux, the Mad Captive, 
  Don’t mourn my loss, I am home
  Alex Bianchi, We miss you very much  
  and love you dearly
  Alex Hoggett, Earth has no sorrow  
  that the heavens cannot heal
   Andrew Daley, Gone, but not forgotten
  Lee Darby, Entered into rest
  thaumaturgan, The song is ended, but the 
  melody lingers on
  Stefen Styrsky, Quick of Foot,  
  the Arrow was faster
  Adam Graham, Step softly,  
  a dream lies buried here
  Derrick A. Landwehr, His true wealth  
  was in his generous heart
  Andreas Lenhart, In Sacred Memory
  Here lies Edmond Courtroul,  
  His Luck Ran Out Before He Did
  Henrik Landervik, Until We Meet Again
  James Johnson, Hero, Legend, Friend
  Lyle LaRue, One Man  
  Who Fought Like Two
  Scott Kehl, Favored Son
  Boodro H Viperion, He did it His way
  Nidor Dacson, The good die young
  Here lies Cheragh Ali, And there lies 
  Cheragh Ali, And there . . . 
  Jakk, He bit off more than he could chew
  Sykoholic, “I told you I was sick!”
  dafaddu, Once I wasn’t, Then I was,  
  Now I ain’t again
  James Douglas IV, Any day  
  above ground Is a good day
  DaemonSlye, While living men my tomb do 
  view, Remember well, there’s room for you
  Greg Ragland, Feaster of Blood
  Jason “Hierax” Verbitsky,  
  Stop by here my friends, As you pass by,  
  As you are now, So once was I
  Liz Courts, Sweet Soul
  IN MEMORY OF OUR PATRIARCH,  
  James Redmon
  JMEP Cornelius,  
  AT PEACEFUL REST LIES 
  In Memory of Sterno, Whom I Loved,  
  Now He Resides in the Realms Up Above
  Lordan Ironwolf, OUR FRIEND  
  UNTIL THE END
  SolitonMan, What we gave, we have,  
  What we left, we lost 
  DaveMage, Good friend laid low,  
  He gave many a killing blow 
  James Van Horn, Sad cause of  
  grief for here in dust lies a  
  dear friend, good, virtuous, and just
  Erica Balsley, Our Angel
  Phage Neurospora, A loved one sleeping 
  David W. Kaufman II,  
  “He died rejoicing in hope.” 
  Marshall “leadjunkie” Mahurin,  
  A Man amongst men 
  Robb Lukasik, He stood his ground 
  Johon De the One-Handed Archer,  
  One miss was Enough 
  John Ling, Rolled Down the River 
  Terry Demeter / Lord Metal-Demon,  
  His soul is Spoken for 
  Tom and Donna Harvey, Stood Close 
  Together To the Bitter End 
  Dragnmoon, A crack shot And a Good Man 
  Aarok Hawethorne,  
  Our Love knows No bounds 
  Ryan Simm, Gave it his All
  Jerry Ward, Lived and Died by the Sword 
  Jim O’Sullivan, A finer man was never 
  buried; John K Morris, Who traps a book? 
  John N. Caparso, Nothing but the Best 
  Johnathan L Bingham, Trollfood
  Andy Reynolds, Attacked by a Toilet 
  Joseph C. Fox, Don’t go down the Well! 
  Awsomer Lockwood,  
  Cookies for you in heaven 
  Thark, Couldn’t outrun Fate 
  Mark Basgall, Saved Soul 
  Bracton, Sings the Song of Sleeping 
  Mark W. H. Lambe,  
  Saved all naught himself 
  Martin Britt, Did not see that Coming!
  Scantrontb, Until we meet in the Heavens
  Mainspur, Our Silver Lining 
  Zomblebees, ‘ware the gargoyles! 
  Michael Salt, The Best among Us 
  Michael David, A Poor man, Rich of Soul 
  drnate29, You drank what? 
  Aelrik Ravenmane, One room too many
  beasterbrook,  
  We never saw anything like it 
  Napoleon Einstein von Smith,  
  The prettiest Man I ever Saw 
  Scathaigh, A song of heaven plays for you
  Paulon, Mitra have Mercy 
  Ralph Kelleners,  
  NEVER SWIM UNDERGROUND 
  Bob Keller, One wish too many 
  Thalendar, One Step Too Slow 
  Shawn Hibbs, At Rest in the  
  Hands of our Lord Thyr 
  Tholwon, Doubled Down and Lost 
  Kerion “Guppy” D’Archangeli,  
  How Big Was that Thing? 
  Mirth Mristar, Still Smiling 
  EOTB,  
  RIP DOA WTF 
  Sara Garda - daughter of Arlen,  
  Her Soul Is Eternal 
  Darien Reswald,  
  Stood Tall And Lost His Head 
  ‘Awsomer Lockwood’,  
  God-Emperor of the Universe 
  Lisa Kellogg, Loved One Lost 
  David Caldwell,  
  Embraced by the Higher Planes 
  Mark ‘Mars’ Petrick,  
  the Hand of Vengeance Shall Redeem 
  The Death Tribble,  
  In his Furry Embrace We find Warmth
  rappan Athuk graveyard — The grave Markers
  Littering the sunken landscape surrounding the three mausoleums above Rappan Athuk are an abundance of grave markers, noting the gone 
  but not forgotten; some formal headstones, some half-buried shields, a few basic stick-markers. In all, a sad reminder of the souls lost in and 
  around the Dungeon of Graves. 
  Some of the more famous markers are as follows: 
  53
  ground level
  
  Level 1 in Room 1–11; 15–18 = Level 2 in Room 2–10; 19–20 = Level 
  2 in Room 2–20.
  g–4. The Well
  An ornately-carved well is located on the other end of the sunken 
  graveyard, opposite the mausoleum. The finely crafted artwork of the well 
  is diminished only by the horrific images of demons, devils, and undead 
  things that form the bas-relief carvings. Runes and scribbling adorn the 
  spaces empty of these carvings. Anyone gazing down inside sees large, 
  grooved scratches along the interior stones, as if something tried to claw 
  its way up the sides. The well ends in water some 90 ft. below. The well 
  opens up into a larger cavern at the bottom. This well is the entrance to 
  Level 3A of the dungeon. See Level 3A, Area 3A–1.
  g–5. Empty Mausoleums
  Both of these buildings are made of the same green stone as the main 
  mausoleum, detailed below. They lack the intricate carvings and the green 
  stone gargoyles of that building. The doors on each of these buildings are 
  standard locked iron doors. The buildings themselves contain numerous 
  destroyed sarcophagi. Roll for a wandering monster when the party enters 
  one of these buildings, ignoring the “gargoyle” result. There is no treasure.
  Locked Iron Doors: 2 in. thick; hardness 10; hp 60; Break DC 
  28; Disable Device DC 20.
  g–6. The Main Mausoleum (Cr 10)
  This is a huge stone building, its outer side carved in a grisly bas-relief of 
  demons, devils and other creatures of the underworld. Hundreds of skulls 
  have been carved into the stone. The building extends fully 60 ft. long and is 
  over 40 ft. wide. There is a set of carved stairs leading down to a set of huge 
  iron doors. Ringing the top of the building are numerous demonic statues 
  made of a strange green stone. They seem to stare at the PCs.
  This structure is the main mausoleum within the graveyard. It is made of 
  solid granite construction with 4 ft. thick walls, 20 ft. tall. The mausoleum 
  itself radiates magic. The walls of the place seem alive. Enchanted, they 
  repair any damage done to it in one day, with stones crawling back into 
  place of their own volition. Stairs carved into the outside earth descend 20 
  ft. to the foot of the mausoleum wall. At the terminus of the stairs, set within 
  the mausoleum wall, is a set of ornately worked iron doors. Ringing the top 
  of the mausoleum are 8 green guardian gargoyles of Rappan Athuk. They 
  animate and attack when approached or whenever they are touched.
  GARGOYLE, GREEN GUARDIAN (8) 
  CR 4
  XP 1,200
  hp 38 (Frog God Games The Tome of Horrors Complete, 
  “Gargoyle, Green Guardian”)
  The gargoyles are carved of a strange green stone and each gargoyle 
  has two eyes of jet which a DC 15 Appraise check reveals to be worth 
  500 gp each. The eye gems radiate magic and evil. Unless the gems are 
  crushed, both dispel magic and remove curse spells cast over them and the 
  fragments scattered, they reform as gargoyles of the same type in 1d8+2 
  days. Even if the gem eyes are carried away, any gargoyles killed are 
  replaced within 1d8 days.
  Tactics: The gargoyles animate and attack, attempting to grapple 
  victims. Once held, the gargoyle attempts to fly off with the victim. One 
  gargoyle can lift a grappled opponent weighing 150 pounds or less. Two 
  gargoyles working together can lift a held opponent weighing up to 300 
  pounds. If the party is of very low level, simply have one of the gargoyles 
  animate and fly off to report to some unknown master or have less than the 
  full 8 gargoyles animate.
  The Front Doors of the Mausoleum 
  The stairs descend to a set of huge steel doors. No rust is present on the 
  metal, as if time itself stands still here. Built into the doors is an intricate 
  lock, which looks worthy of the most legendary dwarven smith.
  The ornate iron doors are locked with a complex lock of superior 
  quality. The doors may be unlocked easily with the key from Area G–1 
  above. The doors open inward. If the doors are opened in any way other 
  than the magical iron key, the trap is triggered (see Area G–7, below).
  Locked Magical Iron Double Doors: 2 in. thick; hardness 15; 
  hp 80; SR 20; Break DC 50; Disable Device DC 35.
  Magical Stone Walls: 4 ft. thick; hardness 12; hp 240 per ft. of 
  thickness; SR 20; Break DC 60; the walls magically self-repair 
  5 points of damage per round for each damaged section, 
  even if totally destroyed.
  g–7. inside the Main Mausoleum 
  (Cr 9)
  The mausoleum itself is filled with damp, musty air. Dust covers most 
  of this barren room of solid stone. Several broken and rusted weapons lie 
  on the floor along with the butt-ends of several used torches. The room’s 
  sole feature is a large stone sarcophagus, on top of which stand two brass 
  candelabras, each holding a black candle.
  The candles radiate magical evil. They are lit with heightened continual 
  light spells and are impossible to extinguish. An astute character may notice 
  with a successful DC 18 Perception check that there is an indentation in the 
  ceiling of the mausoleum identical in dimension to the stone sarcophagus. 
  The candles are effectively minor artifacts; if destroyed or removed from 
  the mausoleum, they reappear here, lit and fully intact, at the next sunset.
  Inside the sarcophagus is a black skeleton. It animates only if the 
  sarcophagus is disturbed (DC 23 Strength check to open). If the floor trap 
  is triggered (see below), the skeleton shrieks hideously and laughs at the 
  players as they meet their doom. It is gladly destroyed along with them, 
  as it reforms in a week.
  BLACK SKELETON 
   
   
  CR 5
  XP 1,600
  hp 45 (Frog God Games The Tome of Horrors Complete, 
  “Skeleton, Black”)
  Trap: If the front doors’ lock is picked or opened in any manner other 
  than with the magical iron key from Area G–1, including using a knock 
  spell, the trap is activated. One minute after being opened, the doors 
  slam shut and the stone floor of the mausoleum slowly begins to rise. 
  The doors close even if spiked or propped open—only total destruction 
  or removal keeps them from closing. If not disabled, after 5 minutes the 
  floor reaches the level of the ceiling, crushing all within the mausoleum to 
  a pulp. Because the doors open inward, when the floor starts to rise they 
  cannot be reopened as the rising floor bars them. Exit can only be made 
  by teleporting, by somehow tunneling through the 4 ft. thick walls, or 
  by finding the secret door in the floor before it locks. There is no other 
  means of escape. (That’s right; the very first trap is an instant-kill trap. 
  Rappan Athuk isn’t a dungeon of legend for nothing.) Characters with the 
  stonecunning ability should be given a DC 18 Perception after one round 
  to notice the shifting floor even if they are not actively looking for it. Even 
  if they fail, the roll should indicate that all is not well. Be sure to keep 
  track of time because after one minute of the floor rising, the secret door is 
  blocked (see below). This mechanism resets itself in 2 days.
  South of the sarcophagus, between it and the south wall, is a secret door. 
  This is a 10 ft. slab of stone, which may be removed by pulling upwards 
  (DC 22 Strength check). Beneath is a ladder leading downward, set in the 
  wall of a circular shaft which leads to a small hallway described at Area 
  54
  ground level
  
  G–8 below, which itself leads to Level 1 of the dungeon. If more than one 
  minute has passed since the floor started to rise, the mechanism that raises 
  the floor has also inserted a 2 inch thick iron slab over the opening to the 
  shaft, thus barring exit from the room even if the secret door is found.
  MAUSOLEUM DEATH TRAP 
   
   
  CR 8
  XP 4,800
  Type mechanical; Perception DC 35; Disable Device DC 40
   
  Trigger location; Reset automatic (2 days)
  Effect death; multiple targets (all in room); onset delay (1 
  minute); DC 40 Fortitude to resist dying; the CR of this trap is 
  lower than the effect would indicate due to the easy means 
  to bypass the trap via the magic key, as well as the length of 
  time granted to those trapped to attempt to circumvent it.
  Secret Magical Stone Door: 4 in. thickness; hardness 12; 
  hp 80; SR 20; Perception DC 18; Break DC 22; the door 
  magically self-repairs 5 points of damage per round, even if 
  totally destroyed.
  Iron Slab: 2 in. thick; hardness 10; hp 60; Perception DC 20; 
  Break DC 60; Disable Device DC 30; this slab can only be 
  disabled prior to its activation. 
  Magical Stone Walls: 4 ft. thick; hardness 12; hp 240 per ft. of 
  thickness; SR 20; Break DC 60; the walls magically self-repair 
  5 points of damage per round for each damaged section, 
  even if totally destroyed.
  g–8 Hallway to Level One 
  This is a circular shaft descending into the darkness below. The smell of 
  death radiates from the pit as it descends down into oblivion. The circular 
  shaft descends 30 ft. below the floor of the mausoleum above to a dirt-
  floored hallway. There are some blood stains and smears on the walls of 
  the hallway, which are made of roughly worked stone, including one rather 
  recent large hand smear of blood on the north wall. The passage leads east 
  and comes to a dead end some 100 ft. later. At the end of the passage is an 
  obvious ten-foot deep 5 ft. by 5 ft. pit. There is a rope pegged into the wall 
  that descends into the pit. At the bottom of the pit is a poorly hidden (DC 
  10 Perception) man-sized secret door, which leads to Area 1–1. The door 
  begins 3 ft. off the ground from the floor of the pit and opens by pulling 
  up and out on a small knob on the bottom of the door.
  55
  ground level
  
  This sea cavern is a long lost entrance point into the deep levels of Rappan 
  Athuk. Located over 12 miles from the main dungeon entrance, it connects to 
  the depths of the dungeon via a series of winding tunnels and hidden ways. That 
  being said, this lost entrance is no easy way to bypass the normal method of 
  delving, for it is the lair of a fearsome, evil sea monster known as “The Kraken.” 
  Even the dread red worm living to the south gives this area a wide berth, having 
  once almost been dragged down to the surf in one encounter near the shore. 
  Fortunately, the wise adventurer can avoid this many-tentacled horror if he 
  knows the way. This map of this area is shown on Map RA–0A, part 1 and 2. 
  OTYUGH 
   
   
  CR 4
  XP 1,200
  hp 39 (Pathfinder Roleplaying Game Bestiary, “Otyugh”)
  DIRE RATS 
   
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  TROLL 
   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  GRAY OOZE 
   
   
  CR 4
  XP 1,200
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gray Ooze”)
  PIERCER  
   
  CR 1/4
  XP 100 (Frog God Games The Tome of Horrors Complete, 
  “Hazards”)
  Piercers resemble 1 ft. long stalactites and are found underground in 
  caves and caverns hanging from the ceiling waiting for living creatures 
  to pass underneath.
  Those viewing a piercer must make a DC 20 Perception check to 
  discern its true nature; else it is overlooked and mistaken for a normal 
  stalactite. Piercers gather in clusters of up to 20 creatures.
  When a living creature stands in a square directly below a piercer, it 
  drops and attempts to impale the unsuspecting foe. The creature can make 
  a DC 15 Reflex save to avoid the piercer’s attack. If the save fails, the 
  target sustains 1d6 points of piercing damage. If the save succeeds, the 
  piercer misses its target and may not attack again until it climbs back 
  into position. (Piercers move 5 ft. per round). A piercer on the ground is 
  easily dispatched, though touching or attacking it unarmed or with natural 
  weapons causes it to secrete an acid that deals 1d4 points of acid damage 
  to the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 ft. Those of 2 to 4 ft. in length are 
  CR 1 and deal 2d6 points of damage if they hit a foe. Their acid deals 1d6 
  points of acid damage. Those of 5 to 6 ft. in length are CR 2 and deal 3d6 
  points of damage if they hit. Their acid deals 1d6 points of acid damage. 
  The DC to avoid a piercer’s attack is 15, regardless of its size.
  0A–1. Secret Entrance (Cr 1)
  Hidden beneath the waves on the side of a near shore (40 ft. from shore) 
  coral reef is a tunnel (DC 20 Perception check to notice). The entrance is 
  approximately 6 ft. in diameter and roughly circular, at a slight angle cut 
  into the pink coral. The entrance teems with marine life, and dozens of sea 
  anemones and fish play near the entrance. For some reason, the entrance 
  itself is lined with peppermint shrimp in a large colony. A small octopus 
  (shades of things to come) lairs in the roof 5 ft. inside (harmless). At low 
  Level 0A: 
  The Cavern of the Kraken
  Level 0A
  Difficulty Level: 9 or 15+ (if the secret path is 
  discovered 8, if Kraken is encountered 15+)
  Entrances: Ocean Cave from surface, secret 
  underwater tunnel from surface
  Exits: Tunnel to Level 12C from Room 0A–6; tunnel to 
  Level 10A in Area 0A–9, waterfall cliff to Level 10D in 
  Area 0A–12; tunnel from Area 0A–11 to Level 13C.
  Wandering Monsters: Check once per hour on 1d20:
   1 
  1 otyugh 
   2 
  1 roper (see Area 0A–4)
   3 
  3d6 dire rats
   4 
  1d3 trolls
   5 
  1 black pudding (see Area 0A–7)
   6 
  1 gray ooze
   7 
  1 will-o’-wisp (see Area 0A–8)
   8 
  2d6 stirges (see Area 0A–5)
   9 
  1d3 piercers
   10–20 
  No encounter
  Detections: Strong evil emanates from the water at 
  Area 0A–3. 
  Shielding: None, however all treasure in Area 0A–3 is 
  buried under several ft. of muck, requiring a locate 
  object, potion of treasure finding or other means to 
  effectively locate it.
  Standard Features: The floors and ceilings are covered 
  with stalagmites and stalactites. The sound of the 
  waterfall makes hearing most noises impossible in 
  Area 12. Walls, columns and other features on this 
  level are wet and slippery. Climbing all features 
  requires a DC 15 Climb check unless otherwise noted. 
  Light sources used by PCs result in automatic surprise 
  for most monsters. This area is fungus-filled. 20% of the 
  fungus is edible while 10% is poisonous.
  POISONOUS FUNGUS
  Type poison, ingested; save Fortitude DC 16 
  onset 10 min; frequency 1/min for 5 min 
  effect 1d6 Con; cure 1 save
  A DC 20 Knowledge (nature) or Survival check (DC 14 
  for dwarves, gnomes and other underground-dwelling 
  creatures) lets the characters tell which are edible.
  56
  
  57
  level 0a
  
  58
  level 0a
  
  tide, the tunnel entrance can be seen from the surface of the water, and 
  is 12 ft. down. At high tide, the water above the entrance is over 20 ft. 
  deep, and cannot be seen except by a diver. The problem is that the tunnel 
  works like a siphon. At low tide, one must swim against the current to 
  move towards the beach (DC 40 Swim check). At high tide, the water 
  pulls one in towards the air-filled pockets and exit, and anyone who can 
  swim makes it easily inside (DC 5 Swim check). 
  The tunnel runs for 200 ft. underwater towards the shore, with breathing 
  space after 100 ft. at low tide, and 140 ft. at high tide. The tunnel daylights 
  in a sandy-beached cavern at this point, and winds for another 300 ft. until 
  it opens into the side wall of a vast cavern, 60 ft. above the surface of Area 
  0A–3. Stalactites and stalagmites grow from the roof and ceiling of the 
  cave in great numbers. The roof of the cave is over 80 ft. higher, and bats 
  swarm about in the torchlight. The way is smooth and slippery, running 
  water can be heard from somewhere out in the distance, as can the tidal 
  surge washing out Area 0A–2. The water below is filled with wrecked 
  ships and flotsam, and has an eerie stillness to it. The tunnel continues up 
  the side of the cavern, terminating in Area 0A–4.
  0A–2. Empty Caverns
  Self-explanatory, although this is a good time to roll for wandering 
  monsters. The GM should also fill these areas with whatever dungeon 
  dressing they feel is appropriate, perhaps noting the abundance of stalactites 
  (setup for a later roper of piercer encounter), an inside-out rat corpse, or the 
  presence of evil-looking green pools of water (all harmless of course). 
  0A–3. Cavern of the Kraken 
  (Cr 18)
  Open to the ocean at high tide, and to a 40 ft. stretch of beach at low 
  tide, is a vast cavern. The entrance itself is shielded by a rocky outcrop of 
  5–7 ft. boulders spaced every few feet. The entrance is approximately 100 
  ft. across in a semi-circle with a peak height approximately 50 ft. above 
  the beach surface. At high tide, the entrance is 10 ft. underwater (DC 15 
  Perception check to notice the entrance). A few feet past the entrance, the 
  land drops off to a deep tide pool inside the cave.
  The cave itself is over 400 ft. in diameter, and roughly oval shaped. Along 
  the edges, a sandy beach runs from 10 to 40 ft. from the water’s edge (no beach 
  at high tide, although the edge is very shallow), terminating in steep walls that 
  gently slope to the roof apex, giving the whole a strange “egg” shape. At the far 
  end of the cavern, a rough-cut tunnel leads up into Area 0A–5. 
  The water surface is filled with wood and other debris, with this area 
  acting like a sump, and retaining floating material as well as fine grained 
  sand and silt. The water inside the pool is dark and silty, and visibility is 
  limited to ten feet underwater. There are the remains of several (7 total; 2 
  large and 2 small galleys, a caravel, and two merchantmen) crushed ships, 
  some broken in two, others with sides dashed in, partially submerged. 
  Within the hull of one large galley resides an evil horror.
  If the water is disturbed in any way, a kraken knows there are intruders 
  and attacks. A careful (read: stealthy) group can avoid the encounter if 
  they work their way around the beach at low tide, but even the slightest 
  amount of noise of rippling of the water is noticed.
  KRAKEN  
   
   
  CR 18
  XP 153,600
  hp 290 (Pathfinder Roleplaying Game Bestiary, “Kraken”)
  Tactics: If the kraken attacks (it can reach 60 ft.!), all that can be seen 
  initially is grasping tentacles. Two rounds after it attacks, its body crests 
  the surface. It attacks primarily with its tentacles, dropping its poisonous 
  ink cloud into the water two rounds after it attacks. If it loses half its 
  tentacles, it closes to crush and bite prey and presses them against the 
  walls of the cave. In doing this, it attempts to block the exit. If its body 
  (tentacle damage does not affect the Kraken’s hit point total) takes over 
  50% damage, it retreats to its lair and hides beneath the pool (effectively 
  invisible due to the ink cloud). Anyone incapacitated by an active tentacle 
  is dragged beneath the pool and eaten later.
  Treasure: A great deal of treasure is present beneath the much silt 
  and sand of the pool. The problem is that hundreds of tons of material 
  must be moved to locate it, and detect magic is baffled by the thickness 
  of the overburden. If a locate object is used on “gold coin,” “gold bar,” 
  “necklace,” “scroll” or “sword,” several treasures can be found. Digging 
  them up takes several hours. The following treasure “piles” exist within 
  the pool:
  Cache 1 — In 10 ft. deep water, buried under 4 ft. of silt and sand, is a 
  merchant ship’s hull.  Within the hull is a locked copper chest (dulled green 
  with verdigris, DC 20 Disable Device) in the shape of a cat with opals for 
  eyes. The chest itself is worth 3,000 gp if undamaged and polished, and 
  weighs 80 pounds (it is 3 ft. x 2 ft.). Inside this chest are 11 gold bars (worth 
  1,000 gp each), a silver necklace set with a dozen black pearls (worth 5,500 
  gp), and a matched pair of jeweled cups set with a variety of semi-precious 
  stones in silver and gold filigree (worth 2,500 gp as a set).
  Cache 2 — In 4 ft. deep water, buried under 2 ft. of silt and sand, is the 
  rotted remains of a wooden chest.  An obvious but non-functional scythe 
  blade trap is set on its interior. Careful removal of the chest, or mass-
  excavation of the silt, reveals a total of 4,000 sp and 2,200 gp. 
  Cache 3 — In 40 ft. deep water, buried under 6 ft. of silt and sand, is 
  a pile of rusted metal. Wrapped up in this pile is a single intact sword, 
  seemingly untarnished by the saltwater. Its scabbard is long since rotted 
  away, and it glows with a dull (10 ft. radius) light once exposed. This 
  sword, “Grindor,” is a +2 dragon bane longsword. It has an Int, Wis 
  and Cha of 14 and an Ego of 21. It’s alignment is NG, and it can speak 
  the Common tongue. The sword casts heroism, protection from evil, and 
  protection from energy each 3/day. 
  Cache 4 — In the heart of the Kraken’s lair (30 ft. deep water), buried 
  under 4 ft. of silt and sand is a grey stone sarcophagus shaped like a 
  man. It has retained its watertight seal, and floats in the water if uncovered 
  (the stone is pumice, and sarcophagus is filled with air). It is sealed with 
  a deep purple wax and can be opened easily by removing the wax seal. 
  This should be played up to freak the PCs out (stone floating in water! 
  Oh no, a lich!). Inside the vessel (worth 2,500 gp in its own right) are 
  the (inanimate) mummified remains of a man. Beneath the wrappings 
  are three scrolls: scroll #1 (airy water, tongues, animate dead), scroll 
  #2 (passwall, delayed blast fireball, mind blank, cone of cold), scroll 
  #3(summon monster V, contact higher plane, wish), and a spellbook 
  containing all 1st and 2nd level spells, 7 x 3rd level, 5 x 4th level, and 3 
  x 5th level random wizard spells. These treasures are all lost if the coffin 
  gets wet or is burned. 
  0A–4. The Back Door (Cr 12)
  The corridor stone changes color from slate gray to reddish brown as the 
  PCs enter this chamber. Torchlight gleams off of the calcite and halite that 
  line the corridor and ceiling, and drops of water ping on the ground as they 
  drip from above. The temperature of the room is noticeably warmer, and the 
  air feels humid. Hiding among the columns and stalagmites that cover the 
  floor is a single roper that attacks as soon as the party moves to the exit. 
  Due to the uneven and rock-cluttered floor, no more than 3 characters can 
  melee the roper at any given time. All targets in the room greater than 10 ft. 
  away from each other are considered to have 50% cover (+4 to AC). 
  59
  level 0a
  
  ROPER  
   
  CR 12
  XP 19,200
  hp 162 (Pathfinder Roleplaying Game Bestiary, “Roper”)
  Tactics: Using the pillars and columns as cover, the roper attempts to 
  attack 1–2 characters at a time, using its strands to incapacitate them prior 
  to choosing a second target. If possible, all of its attacks are focused on a 
  single character each round, trying to reduce the number of opponents to 
  be faced. If any PCs are abandoned, or if all are incapacitated, the roper 
  eats them once per hour, after first biting their heads off to prevent any 
  from being rescued. 
  Treasure: Inside the roper’s gullet are 22 platinum pieces and 4 x 100 
  gp beryls.
  0A–5. The Way is Up! (Cr 12)
  This tunnel leads out of the Kraken’s lair in a steep (30 degree) climb 
  up loose, wet rock. Inside this 200 ft. tunnel are 20 stirges, who attack 
  at the 100 ft. point. Importantly, each melee round that someone actually 
  swings a weapon or tries to move at greater than one-half speed, the PC in 
  question must make a DC 15 Acrobatics check or slip and fall down the 
  slippery slope and land in the pool below (possibly waking the kraken). 
  If a PC slides into a comrade downslope of him, that PC must in turn roll 
  a DC 20 Acrobatics check or both will slide. Each further save (cascade 
  effect) is made at a penalty of 2 over the previous save, hence if the 5th 
  character in line (with the first 4 sliding) must save with a penalty of +8 on 
  his save (DC 28). Damage from the slide is 1d2 per 10 ft. slid. They have 
  no treasure. The top of the tunnel the stirges come from daylights in an 
  empty cave on the top. The cave has sunlight shining through at its apex, 
  and holes big enough for the stirges to pass through. Just outside this hole 
  in the ceiling is a patch of twilight mushrooms (inactive in daylight), that 
  affect any that climb through the 4 ft. wide exit at night. 
  STIRGES (20) 
   
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”) 
  TWILIGHT MUSHROOMS  
  CR 7
  XP 3,200 (Frog God Games The Tome of Horrors Complete, 
  “Hazards”)
  Twilight mushrooms are purplish-black mushrooms about 4 to 6 inches 
  in height. They grow in patches of 5–10 mushrooms and are only found 
  in damp, dark underground areas. Twilight mushrooms sense vibrations 
  and burst forth a cloud of noxious and choking dust when a living creature 
  comes within 10 feet of a patch. Creatures within the area must succeed 
  on a DC 15 Fortitude save or take 2d6 points of Constitution damage. One 
  minute later another Fortitude save (same DC) must be made — even by 
  those who succeeded on the first one — to avoid another 1d6 points of 
  Constitution damage. Whether or not the saves are successful, a creature 
  is disabled for 2d4 rounds from fits of choking and coughing. Such a 
  creature can take no action other than to defend itself.
  Sunlight renders twilight mushrooms dormant, and cold instantly 
  destroys them.
  Tactics: The stirges are hungry. They are tired of rats, and they wanna 
  eat! They attack in swarms of up to 5 per PC (then they crowd the rest 
  out). They avoid the pool of course, and will not attack a PC within 40 ft., 
  even abandoning a PC they are attached to as soon as possible if they get 
  within that range.
  0A–6. The Hot Springs (Cr 1)
  Clouds of steam billow from the ground ahead, and gurgling water 
  noises can be heard. The air smells of sulfur, and gets warmer as the pools 
  are approached. Steam fills the air, and vision is limited to 10 ft. Anyone 
  running through the room has a 1 in 3 chance of falling into a pool (and 
  suffering 6d6 damage).
  This area contains a series of pools of water fed by a geothermal 
  pipe from Level 10. The water is hot (180 degrees Fahrenheit) and full 
  of minerals. Pools range from 5 to 25 ft. deep. The pools contain large 
  colonies of bacteria (harmless), and fungus grows in abundance near the 
  hot springs. Bats, rats and other small inhabitants of the cavern frequent 
  this area, as the abundant fungus provides a large supply of food. There is 
  a 50% chance of a wandering monster here due to the abundance of “easy 
  to catch” food.
  The left tunnel leads back 50 ft. and then drops off a cliff 80 ft. to Area 
  0A–7. The right tunnel leads to Level 12C, Area 12C–1.
  0A–7. The Slippery Slope (Cr 7)
  Torchlight seems to lose some of its vigor, and the swirling mists of 
  the hot springs create a surreal effect of shimmering colors as light is 
  reflected back by the mists. One can see there is a pit into an abyss, but 
  cannot tell if its ten feet down or a hundred. Water spills down the cliff, 
  creating a slimy, slippery climbing surface (DC 25 Climb check. The cliff 
  to the bottom drops from 80 ft. above into a shallow 40 ft. diameter pool 
  of warm, mineral rich (and slippery) water. Any movement beyond half 
  speed, or combat, requires a DC 18 Reflex check or the PC in question 
  slips and falls (no damage). At the center of the pool, 20 ft. away from the 
  bottom of the cliff is a black pudding. It is surprised by anyone entering 
  the pool, and fails to react for 2 full rounds. The PCs may not notice it 
  due to the steamy mists unless they approach within 10 ft. before it reacts 
  (DC 30 Perception check to notice the pudding in the steam). The tunnel 
  leading past the pool and chamber leads to Area 0A–8. Sounds of combat 
  in this area (splashing and shouting) draw the will-o’-wisp from that area. 
  Behind the waterfall is a second tunnel leading to Area 0A–10. 
  BLACK PUDDING  
   
  CR 7
  XP 3,200
  hp 105 (Pathfinder Roleplaying Game Bestiary, “Black Pudding”)
  Tactics: The black pudding preferentially attacks PCs in the pool, 
  avoiding fire by staying submerged. It is unaffected by the slimy pool 
  bottom. If the pudding is slain and the party looks hurt, the will-o’-wisp 
  appears and starts shocking the pool (damage affects all within the water 
  area).
  Treasure: In the bottom of the pool are 3 mithral nuggets (worth 500 gp 
  each) mixed with the bits of limestone detritus. They are fairly easy to spot 
  if the pool is illuminated in any way (DC 10 Perception check to notice 
  with light, DC 30 without). 
  0A-8. The Will-o’-Wisp Lair 
  (Cr 7) 
  The tunnel from Area 0A–7 leads 20 ft. down to another mist-filled 100 
  ft. diameter cave of hydrothermal pools and cluttered debris. Movement 
  through the area is at half speed at best. Combat or movement over 1/4 
  speed requires a DC 20 Reflex or the PC falls prone (25% chance of 
  falling into a pool). These pools are far more acidic than those in other 
  areas. Sulfuric acid in the pools causes 1 point of damage if touched, and 
  60
  level 0a
  
  2d4 per round if a player falls or slips into one of the pools, with 1d4 
  residual damage the round after exiting it. 
  Further, each PC must make a successful DC 18 Perception check upon 
  entering the room to realize the air is poisonous (each round make a DC 15 
  Fortitude save or lose 1d3 hp from the sulfur dioxide gas present, roll but 
  don’t tell the players until they exit the gas or collapse, see text below). The 
  gas is only toxic in this low cave (it is heavier than air). Once back in Area 
  0A–7 or through the Area in 0A–9, the gas ceases to affect the players. Note, 
  one of the properties of this gas is to deaden the senses to its presence — one 
  may be poisoned and not realize it until they feel weak to the point of collapse. 
  This gas is precisely why this cave’s inhabitant, a will-o’-wisp decided 
  to stay here, feeding off the dead and dying vermin that pass through 
  the area. It of course sees a party of adventurers as an even greater food 
  source, feeding off their emotions as they die slowly of gas poisoning. 
  WILL-O’-WISP 
   
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o’-Wisp”)
  Tactics: Unless it is encountered in Area 0A–7, the wisp is in this 
  room. If it shocks the party in the pool in 0A–7, it then retreats here if it 
  encounters resistance. The wisp does everything in its power to keep the 
  PCs in the poison air, attacking any who tries to escape, and avoiding all 
  others. It tries to bait the PCs into the area, only to fly away once the wisp 
  is reached. The wisp feeds more heartily on creatures that die from the 
  poison air than creatures it kills. If reduced below 5 hp, a wisp burns out, 
  not returning to the fightt.
  0A–9. Out of gas (Cr varies)
  This 120 ft. tunnel leads up 40 ft. at a 30 degree slope out of the poison 
  gas area. The mists are heavy, and end at the 40 ft. mark (players still on 
  their feet take damage now). The room has no denizens unless the PCs are 
  still in combat with the wisp. A cool, clear stream of water flows down the 
  far side of this chamber, pooling at the end and running down the 30 ft. 
  wide tunnel leading out to Area 0A–10. The water is potable. 
  This passage leads for about a mile into Level 10A, Area 10A–43. 
  Occasional wandering monsters come up from that level to hunt or head 
  out to the ocean. Trolls are particularly common in this passage (50% 
  chance an encounter is 1d3 trolls, otherwise roll as usual).
  0A–10. Behind the Falls (Cr 1)
  This narrow passageway is 6 ft. off the ground (noticeable with a 
  DC 15 Perception check) and travels in a winding pattern for over  
  200 ft. before leading into Area 0A–11. The passage is only 3–4 ft. wide 
  in places, and varies in height between 3 and 8 ft. After the 100 ft. mark, 
  the tunnel becomes very noisy, and the sound of the waterfall in Area 
  0A–11 drowns out normal speech. After 175 ft., verbal communication 
  becomes impossible except by shouting. In some areas, Medium creatures 
  must crawl and squeeze. The end of the passage is 20 ft. off the floor of 
  a large (200 ft. diameter) cavern. Due to limited visibility, unless care is 
  taken to move slowly and carefully, a DC 10 Acrobatics check must be 
  made to avoid falling out of the end and taking 2d6 damage.
  0A–11. The Loud Cave
  This cavern is over 200 ft. across, with a floor almost completely 
  covered with water. In most places, the water is only inches deep, but 
  there are randomly spaced holes, ranging in size for a few inches to several 
  feet across. None of these is particularly dangerous, though characters 
  could get wet if they are not careful. At the far end of the cavern, opposite 
  the entrance from Area 0A–10, the floor of the cave drops off sharply 
  in a waterfall. This has the effect of creating a loud, crashing waterfall, 
  completely drowning out any other sound in the room. Speech, even 
  yelling, is overwhelmed by the sound of the waterfall. Due to the shallow 
  water, there is no real risk of anyone being swept over the side (unless they 
  are foolish). It is an easy task to secure ropes of other means of descent 
  down the falls to the bottom. 
  At the bottom of the falls is a 6 ft. deep pool of water, 70 ft. across, 
  and filled with hundreds of small blind crawfish. Careful search of the area 
  (DC 25 Perception check) reveals a few rusted links of iron chain, the links 
  themselves being 2 in. or so in length. Two of the links appear to have been 
  torn apart. The chained gorgimera, the guardian of Area 0A–13, has since 
  left its post, and wandered to Level 13C (down the left passage). Grubbing 
  around in the pool reveals dozens of pieces of what appear to be chunks of 
  broken statues (people turned to stone and smashed by the gorgimera). 
  Intelligent players look for something that a chain was hooked to. 
  Careful searching (DC 28 Perception check) of the far wall reveals an 
  iron ring set in the mineral encrusted wall. Encrustations cover the spike 
  that holds the ring in place. If the calcite and halite crust is broken away, 
  one can see a mural painted on the cave wall, and a faint crack running 
  along the floor. If this crack is traced, it can be discovered that additional 
  cracks run at right angles on both sides of the floor crack, and along the 
  wall at 7 ft., in a roughly rectangular pattern. Basically, a large stone block 
  or door has been placed to look like a natural part of the cave wall. The 
  block cannot be moved by brute force. It is 12 ft. x 12 ft. x 20 ft. in size. 
  A passwall, stone to flesh, rock to mud or stone shape spell with sufficient 
  capacity can bypass the block. An easier way is to solve the riddle. 
  The mural contains a series of runes, a picture of a man-headed 
  snake, and a symbol of the god Muir. Careful examination of the runes 
  by someone skilled in Linguistics (DC 25 to decipher), or a comprehend 
  languages spell reveals the following:
  “My step is slow / the snow’s my breath
  I give the ground / a grinding death
  My marching / makes an end of me
  Slain by sun / or drowned in sea.”
  The answer to this of course, is “glacier” or “ice,” and is precisely the 
  way the block can be moved. Water in the cracks of the wall expand when 
  frozen, pushing the v-shaped 120-ton block of stone free, and allowing 
  passage beyond to Area 0A–12. Any source of magical cold serves this 
  purpose. If the water in the cracks is frozen, the block moves forward 4 ft., 
  allowing passage beyond.
  0A–12. Stasis Chamber  
  (Cr 10 if Naga is freed)
  This cut-stone room is adorned with symbols of Thyr and Muir, and 
  appears for all intents to have once been a holy shrine of some sort. In 
  the center of the room, cast in a bluish force field is a guardian naga. 
  All wealth and other matter has long-since been removed by the evil that 
  trapped it. This naga is in temporal stasis, the result of a spell cast upon 
  him. If this can somehow be reversed (dispelled, disjoined, etc.), a good 
  aligned party gains a powerful new ally. The naga serves any PC with the 
  Leadership feat as a cohort, regardless of the PCs Leadership score (see 
  the Pathfinder Roleplaying Game Core Rulebook, Feats, “Leadership,” 
  for more information). If no PC has the Leadership feat, the naga serves 
  the PC with the highest Charisma modifier for 1d6 days, or until the party 
  leaves the area of Rappan Athuk.
  GUARDIAN NAGA 
   
   
   
  CR 10
  XP 9,600
  hp 114 (Pathfinder Roleplaying Game Bestiary, “Naga, Guardian”)
  61
  level 0a
  
  Background
  The Cloister of the Frog-God has stood on a desolate ridge 
  overlooking vast swampland since time immemorial. Dedicated to 
  the great and terrible demon lord Tsathogga, the original sanctuary 
  was erected in a distant and forgotten past, long before the survivors 
  of Tsar built their fell abode.  While the cyclopean standing stones 
  have been thrown down with the coming of Man, the underground 
  sanctuaries and stone grottoes have survived. Eons ago, malignant men 
  came to learn from the graven idols, and joined as brothers of the cloth.  
  Fearful for their lives, innocents attended sermons and offered gifts.  The 
  barges of the frog-cult visited their villages with fire and sword. That was 
  long ago, and the might of the order is no more. Yet still, half-broken 
  evil lingers in the ruins of the cloister and its underground passages. 
  The hopping masses hold their vigils in the remaining section as their 
  ancestors have, guarding a nightmare that refuses to die. The cloister and 
  grounds, as well as the under-levels, are shown on the “Cloister of the 
  Frog God” maps.
  The green-robed Men (Cr 9, 11 
  if Abbot grosso is involved)
  Greatly diminished, the order of Tsathogga now counts 8 acolytes 
  (all heavily armed ruffians), and 4 under-clerics, who in turn control 
  16 zombies raised in the under-temple. The leader of the congregation 
  is Abbot Grosso, a grossly obese, graying man with a tonsure, an 
  unnaturally wide smile, and bulging eyes. The Abbot is awake day and 
  night, concocting witching brews and performing unwholesome rituals 
  beneath the ground.
  Normally (during the daytime), the cultists aren’t hostile. If a group 
  of characters approaches their temple and don’t display obvious holy 
  symbols or signs typical of do-gooders, they are welcomed as pilgrims, 
  and admitted if they agree to lay down their arms at the entrance and 
  offer tokens of their goodwill. Significant material contributions (over 
  120 gp) earn a blessing and probably an audience with the Abbot (DC 16 
  Diplomacy check). A chaotic evil character may even accept Tsathogga as 
  a patron and become his champion if proven worthy. 
  The “good” brothers sell unholy water for a mere 10 gp per vial, 
  deathblade poison for 1,500 gp (a bargain!) and potions of foul water 
  for 60 gp (this non-magical concoction renders 1,000 cubic feet of water 
  undrinkable and immediately desecrates a font of holy water). Worthy 
  servants may gain additional gifts—mostly potions—for their services. 
  Possible missions include recovering items from dangerous locales, 
  furthering the cause of Tsathogga, assassinating undesirables or anything 
  the GM can think up.
  During the night, there is a 50% chance a sermon is in progress. 
  In this case, all doors to the temple are locked save the front one 
  (where six zombies and an acolyte stand guard), and the whole 
  congregation is down in Area DL1A. Visiting worshippers who wear 
  dark, hooded robes may be admitted if they don’t behave out of order 
  (or don’t look heavily armed!). Otherwise, it is assumed that half 
  of the acolytes and under-clerics are asleep in their cells while the 
  others hold vigil in the upper temple. Abbot Grosso and the zombies, 
  of course, are ever vigilant: the former experiments in the laboratory 
  (Area DL1C), and the latter stand by his door to make sure he isn’t 
  bothered.
  In case of an assault, the acolytes and the under-clerics attack 
  immediately, making a fighting retreat into the dungeons if their foes 
  prove superior. Abbot Grosso is informed by an acolyte if he isn’t present, 
  and sends all zombies against the invaders. He only joins the fight from 
  behind, and flees if things go badly, retreating through the catacombs to 
  seek allies and vengeance against the defilers.
  ZOMBIES (16) 
   
  CR 1/2
  XP 200
  hp 12 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  ACOLYTES OF TSATHOGGA (8) 
   CR 1
  XP 400
  Male human fighter 2
  CE Medium humanoid (human)
  Init +0; Perception +2
   
  AC 10, touch 10, flat-footed 10 
  hp 19 (2d10+4 plus 4)
  Fort +7; Ref +0; Will +0 (+1 vs. fear, +4 vs. mind-affecting 
  effects)
  Defensive Abilities bravery +1, fanatical
   
  Speed 30 ft. 
  Melee flail +5 (1d8+2)
   
  Str 14, Dex 10, Con 14, Int 8, Wis 10, Cha 6
  Base Atk +2; CMB +4; CMD +14
  Feats Great Fortitude, Power Attack, Toughness, Weapon 
  Focus (flail)
  Level 0B: 
  The Cloister of the Frog-god
  Level 0B
  Difficulty Level: 8
  Entrances: Entry at Area CL1 (Outer Cloister), Entry at 
  Area CL12 (Inner Cloister)
  Exits: Area CL7 to outside (Outer Cloister)
  Detections: Faint evil everywhere.
  Continuous Effects: The entire building as well as Area 
  DL1A are under the effects of a permanent desecrate 
  spell (CL 9th). Area DL1A gains the benefits of a 
  permanent bless spell, only affecting worshippers of 
  Tsathogga.
  Standard Features: Unless otherwise noted, all doors 
  are made of wood (1 1/2 in. thick; hardness 5; hp 10; 
  Break DC 23) and all secret doors are made of stone 
  (2 in. thick; hardness 8; hp 30; Break DC 28; Perception 
  DC 20). If a door is described as “locked” add DC 20 
  Disable Device.
  62
  
  63
  level 0b
  
  64
  level 0b
  
  Skills Intimidate +3, Perception +2
  Languages Common
  Gear flail, dark green felt robes with face-covering cowls, 
  symbol of Tsathogga
   
  Fanatical (Ex) Due to dogmatic brainwashing, acolytes 
  of Tsathogga gain a +4 on their Will saves against mind-
  affecting spells.
  TSATHOGGAN UNDER-PRIESTS (4)  
   CR 2
  XP 600
  Male human cleric of Tsathogga 3
  CE Medium humanoid (human)
  Init–1; Perception +4
   
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 22 (3d8+3 plus 6)
  Fort +6, Ref +0, Will +5 (+9 vs. mind-affecting effects)
  Defensive Abilities fanatical
   
  Speed 30 ft.
  Melee sickle +3 (1d6+1) 
  Special Attacks channel negative energy (2/day, 2d6, DC 
  10)
  Domain Spell-Like Abilities (CL 3rd; melee touch +3)
  5/day—icicle (1d6+1), touch of evil
  Spells Prepared (CL 3rd)
  2nd—fog cloudB, hold person (DC 14), spiritual weapon
  1st command (DC 13), bless, curse water, protection from 
  goodB
  0—detect magic, detect poison, create water, read magic
  D Domain spell Domains Evil, Water
   
  Str 12, Dex 8, Con 12, Int 8, Wis 14, Cha 8
  Base Atk +2; CMB +3; CMD 12 
  Feats Combat Casting, Great Fortitude, Toughness
  Skills Knowledge (religion) +2, Perception +4, Spellcraft +1 
  Languages Common
  Combat Gear potion of gaseous form, 3 doses of unholy 
  water; Other Gear sickle, dark green felt robes with face-
  covering cowls, symbol of Tsathogga, spell component 
  pouch, key (cells; one also has a key to the entrances)
   
  Fanatical (Ex) Due to dogmatic brainwashing, acolytes 
  of Tsathogga gain a +4 on their Will saves against mind-
  affecting spells.
  ABBOT GROSSO  
  CR 8
  XP 4,800
  Male human cleric of Tsathogga 9
  NE Medium humanoid (human)
  Init–3; Perception +8
   
  AC 10, touch 7, flat-footed 10 (+3 armor, –3 Dex)
  hp 70 (9d8+18 plus 9)
  Fort +10; Ref +0; Will +9
  Resist cold 10
   
  Speed 30 ft.
  Melee +2 sickle +8/+3 (1d6+2) 
  Special Attacks channel negative energy (5d6, DC 17, 6/
  day), destructive aura (30 ft., +4 to damage, 9 rounds/day), 
  destructive smite (+3 to damage, 6/day) 
  Domain Spell-Like Abilities (CL 9th; ranged touch +3)
  6/day—icicle (1d6+1)
  Spells Prepared (CL 9th; melee touch +6, ranged touch +3) 
  5th—ice storm, slay livingB (DC 18)
  4th—divination (DC 17), inflict critical woundsB(DC 17), 
  poison (DC 17)
  3rd—animate dead, bestow curse (painful warts, –4 on 
  attack rolls, saves and checks), locate object, prayer, water 
  breathingB
  2nd—augury, cure moderate wounds, enthrall (DC 15), hold 
  person (DC 15), shatterB (DC 15), spiritual weapon
  1st—bane (DC 14), cure light wounds, curse water, detect 
  good, sanctuary (DC 14), true strikeB
  0—detect magic, detect poison, read magic, resistance
  D Domain spell Domains Destruction, Water
   
  Str 10, Dex 5, Con 14, Int 12, Wis 16, Cha 17
  Base Atk +6; CMB +6; CMD 13
  Feats Brew Potion, Combat Casting, Craft Wondrous 
  Item, Great Fortitude, Skill Focus (Craft [Alchemy]), Spell 
  Penetration
  Skills Craft (alchemy) +12, Knowledge (arcana) +9, 
  Knowledge (nature) +10, Knowledge (religion) +10, 
  Perception +8, Sense Motive +8, Spellcraft +9
  Languages Abyssal, Common
  Combat Gear 6 doses of unholy water, potion of cure serious 
  wounds, potion of remove disease; Other Gear+2 sickle, +3 
  bracers of armor, dark green felt robe with face-covering 
  cowl (richly embroidered), unholy symbol of Tsathogga, spell 
  component pouch, key ring (all doors), as well as any item 
  found in the temple or below it.
  The Cloister
  CL1—CL7 Outer Cloister
  CL1. Entrance
  Leering, grotesque statuettes squat in small niches around the iron-
  reinforced oak portal. Even the metal bands are of a strange shape, and 
  they seem to wriggle and twist at night. The door may be locked and 
  barred from inside (DC 16 Disable Device, Break DC 35) if the monks 
  anticipate an attack.
  CL2. Upper Temple (Cr 10)
  Aside from the frog motifs on the stone columns and the small soapstone 
  idol opposite the entrance, this place could be the temple of any other 
  deity. The interior is spacious and clean, and the scent of incense floats in 
  the air. Stairs lead up to the belfry, and curtained exits lead to other parts 
  of the cloister. Usually, there are 5 or 6 brothers here in meditation, who 
  greet travelers and administer to their needs.
  On a closer examination, or at night, it becomes obvious that things 
  are not as they seem. The frogs on the columns are animate—now 
  and then, one can be seen moving (and at night, they leap down on 
  intruders, going straight for the throat!). The incense is calming, 
  a bit too calming: it dulls the mind and makes it susceptible to 
  subtle enchantments (DC 14 Fortitude save; –2 to Will saves and 
  Concentration checks if failed). The flames of the candelabra on the 
  two sides of the altar are unnaturally greenish and their radiance makes 
  everyone look cadaverous. Should a hostile intruder go near them, 
  the flames leap on them and burn like the flames of the Netherworld  
  (+6 ranged touch attack, damage 1d6+5)! 
  The idol shows the bloated, perverted shape of the demonic frog-god. 
  Even being near the figure awakes a sense of wrongness, and any good or 
  neutral character touching it must roll a DC 14 Fortitude save or contract 
  slimy doom. Evil characters are unaffected by this filth. In fact, kissing the 
  idol heals them as a cure light wounds spell would (once per day). At least 
  20 points of holy or fire damage or 40 points of regular damage destroys 
  the idol, but in the case of fire damage, the resulting noxious vapors affect 
  everyone in a 10 ft. radius just like its touch. If the idol is destroyed, the 
  desecrate spell ceases to function in the temple area.
  65
  level 0b
  
  66
  level 0b
  
  67
  level 0b
  
  68
  level 0b
  
  69
  level 0b
  
  TSATHOGGAN UNDER-PRIESTS 
   
  CR 2
  XP 600
  hp 22 (see The Green-Robed Men)
  KILLER FROGS (18) 
   
   
  CR 1
  XP 400
  hp 15 (Pathfinder Roleplaying Game Bestiary, “Frog, Giant”)
  CL3. refectory
  This barren room has a long wooden table and sixteen wooden stools. 
  Acolytes and pilgrims consume their meals in silent contemplation, 
  mostly simple porridge and stale bread with water. The northern staircase 
  leads down to a hallway to Areas DL1A and DL1B.
  CL4. Dormitories
  This is where the brothers sleep and meditate when they are not on 
  temple service. The smallest room belongs to the four under-priests, while 
  the rest have simple beds for the acolytes, six per room. There are no other 
  furnishings or items of comfort.
  CL5. Anteroom (Cr 2)
  Cold air and stale dust fills this short corridor, cobwebs hang from the 
  ceiling. The southern door is locked (DC 24 Disable Device). To the east, 
  an old wooden carving of a hooded priest, mostly worm-eaten, stares at 
  visitors. Pilgrims who wish to see Abbot Grosso must kneel for at least 
  half an hour in this uncomfortable hole before they are admitted before 
  him. If danger is afoot, 4 zombies are stationed here.
  ZOMBIES (4) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  CL6. Bedroom
  Not at all like the cold and damp dormitories, the room of the Abbot 
  hints at a level of luxury. Rich carpets cover the floor and precious 
  tapestries hang on the walls. To the south, by the sole window, is a small 
  reading stand. A brazier filled with hot coals stands by the north wall, next 
  to two bookshelves full of folios, codices and scroll cases. A lantern with 
  colorful glass panes sheds a soft light on the scene in the evening.
  Unless expecting visitors, the room is empty most of the time. Abbot 
  Grosso occasionally reads the works in his library, but he never sleeps or 
  rests, preferring to spend time in study and experimentation in his dungeon.
  The bookshelves hold mundane works concerned with herbalism, 
  metallurgy, alchemy and religious philosophy, with the occasional work 
  on geometry and construction (worth 1,100 gp total). The northern 
  bookshelf conceals a secret door (DC 20 Perception check) leading down 
  to Area DL1C. Both of the regular doors are locked at all times, and the 
  one leading outside is barred as well (Break DC 30).
  CL7. Peaceful Pond (Cr 8)
  Water lilies float on the calm surface of this clear little pond in the shade 
  of ancient trees; occasionally, concentric ripples break the surface as small 
  frogs jump out to hunt their insect prey. Mossy stepping stones lead to the 
  Abbot’s room, and a stone bench in the shade offers a place to daydream 
  and meditate. A lifelike, moss-covered statuette of a frog, sitting on a large 
  boulder, feeds the pond with a steady stream of water. Its eyes are large 
  gemstones of moss agate, fancy and valuable (160 gp for the pair).
  Unless the party does something wrong, this place poses no risk. On 
  the other hand, a character touching the eyes of the frog is affected by a 
  baleful polymorph spell (DC 18 Fortitude save negates) which turns him 
  into a mundane frog. In this case, the 15 killer frogs lurking underwater 
  emerge at once to drag the poor fellow down and tear him to shreds!
  KILLER FROGS (15) 
   
   
  CR 1
  XP 400
  hp 15 (Pathfinder Roleplaying Game Bestiary, “Frog, Giant”)
  CL8. Old ruins
  Here on the windswept plateau stood other buildings of the cloister. 
  Razed by the superstitious village-folk and further ruined by time, only a 
  few walls and the stump of a bell tower remain among the hardy shrubs. 
  One of the ruined structures to the west, a small rectangular building, 
  hides a barred shaft under a pile of planks. The shaft leads down to the 
  catacombs at Area DL1M.
  CL9. Cave Entrances 
  Three dark cave entrances at the base of the cliffs. The western entrance 
  leads to the ogre lair at Area DL2B and the pool of the harpies at Area 
  DL2C; the central one to the giant rats at Area DL2G and the third, which 
  is always hazy with escaping steam, to the springs and sinkhole at Area 
  DL2H.
  CL10A–C. Vineyards (Cr 7)
  The distended vineyards of the cloister are overgrown with briar and 
  thistle; mossy, ancient trees grow stunted and monstrous. There are 
  bunches of wild grapes on the vines, but theirs is a sour vintage, and four 
  of the plants are assassin vines. The Area CL10A leads down into Area 
  DL1I. CL10B leads to Area DL1J, and CL10C leads to Area DL1K.
  ASSASSIN VINES (4) 
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Assassin Vine”)
  CL11—17 inner Cloister (Cr 11)
  Silence mixed with an area of dread desolation shrouds the inner cloister, 
  battered by constant winds. This is a place of decay and abandonment. Due 
  to a conjuration gone wrong, 4 invisible stalkers were set free by the former 
  abbot, and they proceeded to slay all within the walls. Those who investigated 
  from the outer cloister were “attacked by the thin air itself,” which tore a few 
  hapless acolytes to bloody bits. Nobody dares bother this place now.
  The extraplanar monsters still roam the empty halls looking for live 
  prey. They may be encountered anywhere within the inner cloister, but 
  usually remain inside the building (except one, which likes to grind 
  human bones in the mill). They attack from surprise and retreat for a while 
  if heavily wounded.
  INVISIBLE STALKERS (4) 
   
   
  CR 7
  XP 3,200
  hp 80 (Pathfinder Roleplaying Game Bestiary, “Invisible Stalker”)
  CL11. Harbor 
  A half-sunken barge rests next to the rotted pier. Before the serpentine 
  climb, a statue depicting a bowing, hooded monk faces the road. His 
  hands bear a stone begging bowl with 2d10 cp and 1d10 sp/gp.
  CL12. gates and Courtyard 
  The oak gates are open, their hinges rusted. Tall, dry grass grows in the 
  courtyard. A pile of sacks full of rotted grain is stacked by the northwest tower.
  CL13. Skeletons 
  A group of monks who had tried to flee were discovered and killed here. 
  One of the skeletons, concealed by a small bush (DC 12 Perception check 
  to discover), is still intact, and carries a key ring with keys to all locked 
  doors in the outer and inner cloister save Area CL6 and Area CL21.
  CL14. Northwest Tower 
  Ruined grain lies here in large sacks. A small hand-operated mill stands 
  in the middle. It is jammed with chips of human bone, which is also 
  collected in a wooden bowl at the base of the contraption.
  70
  level 0b
  
  CL15. Northeast Tower
  This tower is a burned-out, hollow shell. Only the outer walls stand 
  intact. Black, charred beams, ashes and molten metal items remain. A 
  character investigating the rubble must roll a DC 12 Reflex save or suffer 
  1d12 points of damage due to falling rubble.
  CL16. inner garden (Cr 5)
  A few fruit trees, a well, and untended vegetable beds are found in the 
  miniature garden. Thick grape vines growing on the stone surface block 
  the door to the southwest tower. They are assassin vines.
  ASSASSIN VINES (2) 
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Assassin Vine”)
  CL17. Southwest Tower
  The lower level of the tower is reasonably intact. It contains three 
  barrels of fine wine, smoked meats (rotten), glass bottles (distilled spirits 
  worth 50 gp per bottle, ten bottles) and chopped firewood, all of it stored 
  neatly. Someone has hidden a small package between two barrels (DC 14 
  Perception locates). The oilskin bundle (see sidebox) holds a parchment 
  and three potions of cure light wounds. The hastily scribed script reads: 
  “Having secured the cross in the observatory with the unblessed oil-skin, 
  I now depart this sorrowful demesne and hide this message so [smudged 
  lines] …mercy, for the malevolent unseen remain about, waiting, ever 
  waiting—for me, the last monk of Abbot Thum.”
  CL18. Common room 
  Used for meditation and meals, this chamber is a wreck. Two long tables 
  lay in ruin. Splintered chairs, broken bones, a fallen chandelier and the 
  fresh, torn body of a young man in studded leather armor, his longsword 
  still in the scabbard, bear testament to the strength of the devastators.
  CL19. Kitchen 
  Pots, pans, broken and scattered dishes. Spiral stairs lead down to the 
  catacombs (Area DL1S), and a sturdy staircase lead up to Area CL22.
  CL20. Carnage Site
  Five recently slain bodies, all mangled beyond recognition, litter the 
  floors. They bear minor arms—maces, daggers and the like. One also 
  possesses a finely engraved horn (125 gp) and a money pouch (18 sp). 
  The iron door to the southeast tower is locked securely (DC 24 Disable 
  Device).
  CL21. Southeast Tower Basement 
  (Cr varies)
  This chamber was emptied by the monks to hold an evil magic item 
  once possessed by a rival order, the horn of flies. The monks, finding it 
  impossible to destroy the foul item, locked it in an iron chest (DC 18 
  Disable Device), which was in turn placed within a magical warding circle. 
  The silver tracings of the circle are still here, as is the chest. Additionally, 
  a small wooden stand holds eight flasks of unholy water and a chest with 
  200 gp worth of pure silver dust.
  If the outline of the circle is broken or disturbed without first being 
  dispelled, an unhallowed aura of red light descends on the chamber, and 
  all must make a DC 14 Will save or attack their companions. A new save 
  is possible every three rounds.
  CL22. Prayer rooms 
  The adjoining rooms were used by the brothers to hold vigil, with 
  wooden pews by the walls. There is evidence of heavy fighting: scorched 
  walls, dropped maces, smashed furniture and broken candles.
  CL23. Cells
  Each cell used to be inhabited by three monks. Their possessions are 
  broken and useless. Four bodies lie in the corridor.
  CL24. Abbot’s Cell
  Somewhat more spacious, the abbot’s cell was where the invisible stalkers 
  got loose, as evident from the broken conjuration circle in the inner room. 
  Both doors are smashed, broken in two by forceful blows. Pages ripped from 
  torn books litter the floor. Beneath the mound of rubble, wrecked furniture 
  and destroyed items, the dismembered corpse of the abbot still bears a +2 
  ring of protection, a +2 sickle and a ruby-studded unholy symbol (1,400 gp).
  Unholy Oilkskin
  Aura moderate transmutation; CL 9th
  Slot —; Weight 1 lb.; Price 20,000 gp 
   
  DESCRIPTION
  This piece of cloth has been impregnated with unholy 
  oils and sanctified with dark blessings. It allows the 
  handling of holy (or cursed) items without a risk to an 
  evil character.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, unhallow;  
  Cost 10,000 gp
  Horn of Flies
  Aura moderate conjuration; CL 12th
  Slot —; Price 70,000 gp; Weight 1 lb.
   
  DESCRIPTION
  Made of wrought brass, this object is sacred to the 
  worshippers of The Lord of Flies. The pitted, corroded 
  and singed surface of the horn is covered by 
  ornaments depicting swarming flies. 
  When blown by a non-believer, the horn casts bane 
  (the wielder chooses a target within 60 ft., DC 17 Will 
  save negates) and summons a swarm of flies, 1/day. 
  A follower of The Lord of Flies may draw forth swarms 
  7/day and cast desecrate, 3/day. A good or neutral 
  character in possession of the horn risks spiritual taint, 
  and must roll a DC 14 Will save every week or move 
  one step towards lawful evil alignment. Even on a 
  touch, the horn leaves an indelible blackness on the 
  member or lips touching it—only remove curse or the 
  equivalent can remove it.
  If the horn is attacked (a futile effort trying to harm 
  it—hardness 20 and 70 hp), it sounds on its own and 
  summons 1d4 swarms (Pathfinder Roleplaying Game 
  Bestiary, “Wasp Swarm,” with the following changes: 
  remove Melee and Special Attack poison).
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, bane, insect 
  plague, unhallow, follower of the Lord of Flies; Cost 
  35,000 gp
  71
  level 0b
  
  72
  level 0b
  
  CL25. Southwest Tower, Upper Floor
  A storeroom like the lower level, this place wasn’t spared by the wrath 
  of the invisible stalkers. Nothing of value remains.
  CL26. Southeast Tower Armory
  Weapon racks hold 45 maces, 11 morningstars, six heavy crossbows, 
  55 bolts, 7 halberds, 2 glaive-guisarmes, 3 guisarme-voulges and 4 
  longswords. 50% of the weapons are too old to be usable. Two chests 
  contain seven well-oiled chain shirts and a suit of +1 chainmail. A spiral 
  staircase in the southwest corner leads to a trapdoor in the roof.
  CL27. Observatory
  Three star charts depicting the major heavenly bodies hang on the 
  walls. The roof may be pushed aside with a pulley system to observe the 
  sky with a spyglass mounted on a tripod.
  A brother (see Area CL17) has hidden a captured holy relic, the silver 
  cross of St. Yora on a small ledge outside the southern window (DC 28 
  Perception to notice). Only good characters may employ the cross: others 
  find it too weighty to even lift, unless they possess the unholy oilskin from 
  Area CL17. A spiral staircase in the SW corner leads to a trapdoor in the 
  roof.
  Within the Vaults
  The catacombs and caverns beneath the cloister are damp and moldy, 
  exhaling an unpleasant, sickly smell that is always mixed with the stench 
  of the grave. It is perpetually cold down there. The silence is occasionally 
  broken by the sound of dripping water or a gust of wind racing down long 
  halls and blowing out unshielded light sources (accompanied by a quick 
  random encounter check, of course). Each dungeon level lies 30 ft. below 
  the previous one—Level One, Area DL1, at 30 ft. below the cloister, 
  Level Two, DL2 at 60 ft., and Level Three, DL3 at 90 ft.
  SKELETONS  
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  ZOMBIES  
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  Gray OOZE 
  CR 4
  XP 1,200
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gray Ooze”)
  GELATINOUS CUBE  
   
  CR 3
  XP 800
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gelatinous 
  Cube”)
  Minor Artifact
  Silver Cross of St. Yora
  Aura moderate necromancy [good]; CL 12th
  Slot none; Weight 1 lb. 
   
  DESCRIPTION
  This magic item functions as a phylactery of 
  positive channeling, and allows its bearer to also turn 
  lycanthropes (as the Turn Undead feat, DC 20 Will 
  save to avoid). Only good characters may employ 
  the cross; evil characters must succeed on a DC 20 
  Fortitude save to even touch it, and suffer 2 negative 
  levels doing so (DC 22 Fortitude save to remove the 
  level drain)
   
  DESTRUCTION
  To destroy the silver cross, it must be melted down in 
  the forges of the Abyss.
  Within the Vaults
  Difficulty Level: 8
  Entrances: Stairs down at Area CL3
  Exits: Stairs down to Area DL2A, stairs down to Area 
  DL2I, stairs down to Area DL2K,
  Wandering Monsters: Check three times per hour on 
  1d20:
   1–2 
  2d10 skeletons 
   3 
  2d6 zombies 
   4–5 
  Gray Ooze
   5 
  Gelatinous Cube
   6 
  Frog-priest (see Area DL2T) and 2d6 zombies
   7–20 
  No encounter
  If the party finds a reasonably out of the way retreat, 
  they may rest peacefully without worrying about 
  interruptions, and the undead never venture into the 
  caverns or the Lower Temple of Tsathogga (DL1A). 
  Zombies wear the dark green habits of the frog-
  worshippers. There are a total of three gray oozes and 
  only one gelatinous cube in the catacombs.
  Detections: Faint Chaos and Evil everywhere
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 18, 
  Disable Device DC 20). All secret doors are made of 
  stone (2 in. thick; hardness 8; hp 30; Perception DC 20; 
  Break DC 22, Disable Device DC 20).
  73
  level 0b
  
  DL1A. The Lower Temple of 
  Tsathogga (Cr varies, 4-plus)
  Unless a sermon is in progress, there are 8 zombies in the room. At night, 
  there is a 50% chance the whole congregation (except 6 zombies and an acolyte 
  guarding the cloister) is present along with Abbot Grosso himself! The area 
  gains the benefits of a permanent bless spell affecting worshippers of Tsathogga.
  This sinister worship-room presents a scene straight out of some 
  Stygian hell. Squat columns support the ceiling, while heavy smells of 
  burning tallow and boiling fat mingle as candles burn in wrought-iron 
  sockets and a grotesquely large cauldron bubbles with foul steam. The 
  peering gemstone eyes of a gross idol—the demon-lord Tsathogga—gaze 
  at the scene with morbid indifference. Stairs of slick olive stone climb to 
  the altar and the cauldron, then the idol.
  The altar is a simple soapstone block, vile and venomous (as per the 
  idol in Area CL2). Upon its surface are several carved eyes that resemble 
  warts. Yet the worst is the cauldron behind. Enchanted fire burns 
  constantly, heating the vile broth it contains. The stew is viscous, smelling 
  of molten fat and waste. Occasionally, a cooked limb or head bounces 
  up to the surface before sinking back. Just above the cauldron is an iron 
  hook connected to a pulley system by the side… used for lowering hapless 
  sacrificial victims, bit by bit, into their most unpleasant demise. The 
  cauldron is hot to the touch (1d4 points of fire damage) and its contents 
  are scalding (6d6 points of damage in the case of full immersion). The 
  broth causes four different kinds of disease if sampled: blinding sickness 
  (DC 16), filth fever (DC 13), red ache (DC 15) and slimy doom (DC 14).
  The idol’s gemstone eyes (emeralds worth 3,000 gp each) bear a potent 
  curse: they induce a plague equivalent to mummy rot if possessed for 
  more than a day. A well hidden secret door behind the idol leads to the 
  catacombs. It may be opened by pulling a lever hidden behind the statue. 
  Pushing it upwards releases a cloud of acidic gas from the idol’s mouth; 
  triggering the trap requires a DC 14 Acrobatics check or anyone standing 
  in front of the statue is knocked into the cauldron. Determining the right 
  direction requires a DC 18 Disable Device check.
  ACIDIC GAS TRAP  
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 24; Disable Device DC 24
   
  Trigger touch; Reset repair
  Effect acid blast (3d6 damage); never miss; multiple targets 
  (all targets in the 5 ft. space before the idol)
  ZOMBIES (8) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  DL1B. Holding Cells 
  (Cr varies, 3-plus)
  As Tsathogga needs a steady stream of sacrifices, these rooms hold 
  abducted travelers awaiting their dreadful fate. They are locked behind 
  barred doors; the keys being held by the ogre on Level Two, Area DL2B. 
  Of the captives, three are insane wrecks, another three common farmers, 
  while six are adventurers: 
  Bithan of Un, an evil fighter. If freed and armed, he fights by the 
  party’s side and may even convert to a good alignment if treated well. He 
  is distrustful of Xor, his distant cousin.
  Morton the Elf, better known as “the Hand” for the member he displays 
  on his (fake) coat of arms. Morton is wanted in three towns for forgery and 
  fraud. He denies all rumors as fabrications and slander.
  Frederik and Carolus, seasoned veterans looking for adventure. Both 
  are rather dim, but likable that way.
  Xor of Un, a thoroughly chaotic evil swordsman and a distant cousin 
  of Bithan; speaks about himself in the third person, and has a hollow, 
  menacing voice. Predictably, his first deed once freed is betraying the PCs 
  to whoever is most convenient.
  Vilis Mil, Amazon worshipper of Athena. She has a concealed dagger in one 
  of her leather boots, and isn’t afraid to use it if a good opportunity presents itself.
  BITHAN OF UN 
   
  CR 5
  XP 1,600
  Male human fighter 6
  LE(N) Medium humanoid (human)
  Init +2; Perception +5
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 41 (6d10); currently 5
  Fort +5; Ref +6; Will +1 (+3 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft. 
  Melee unarmed strike +6/+1 (1d3) 
  Special Attacks weapon training 1 (bows +1)
   
  Str 11, Dex 14, Con 11, Int 12, Wis 9, Cha 12
  Base Atk +6; CMB +6; CMD +18
  Feats Far Shot, Lightning Reflexes, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (heavy mace), Weapon 
  Focus (longbow), Weapon Specialization (longbow)
  Skills Climb +9, Perception +5, Stealth +8, Survival +5, Swim +6
  Languages Common, Goblin
  SQ armor training 1
  MORTON 
   
  CR 2
  XP 600
  Male elf fighter 3
  N Medium humanoid (elf)
  Init –1; Senses low-light vision; Perception +4
   
  AC 10, touch 10, flat-footed 9 (+1 Dex, +1 dodge)
  hp 17 (3d10–3 plus 3)
  Fort +2; Ref +1; Will +1 (+3 vs. enchantment, +2 vs. fear)
  Defensive Abilities bravery +1; Immune sleep
   
  Speed 30 ft.
  Melee improvised club +1 (1d6+2) 
   
  Str 15, Dex 13, Con 8, Int 14, Wis 11, Cha 13
  Base Atk +3; CMB +5; CMD 16
  Feats Deceitful, Dodge, Skill Focus (Linguistics), Weapon 
  Focus (longsword)
  Skills Bluff +5, Disguise +5, Linguistics +7, Perception +4, Ride 
  +4, Stealth +1
  Languages Common, Draconic, Elf, Giant, Goblin, Sylvan
  SQ armor training 1
  FREDERIK and CAROLUS  
  CR 2
  XP 600
  Male human fighter 3
  N Medium humanoid (human)
  Init +1; Perception–2
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 25 (3d10+3 plus 6)
  Fort +6; Ref +2; Will –1 (+0 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee unarmed strike +5 (1d3+2)
   
  Str 14, Dex 12, Con 13, Int 8, Wis 7, Cha 8
  74
  level 0b
  
  75
  level 0b
  
  Base Atk +3; CMB +5; CMD 16
  Feats Endurance, Great Fortitude, Power AttackB, Toughness, 
  Weapon Focus (longsword)B
  Skills Intimidate +4, Perception –2, Ride +6, Swim +7
  Languages Common
  SQ armor training 1
  XOR OF UN  
   
   
   CR 2
  XP 600
  Male human fighter 3
  CE Medium humanoid (human)
  Init +4; Perception +1
   
  AC 10, touch 10, flat-footed 10
  hp 27 (3d10+3 plus 3)
  Fort +4; Ref +1; Will –1 (+0 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee unarmed strike +5 (1d3+2)
   
  Str 14, Dex 11, Con 12, Int 10, Wis 7, Cha 10
  Base Atk +3; CMB +5; CMD 15
  Feats Blind-Fight, Improved Initiative, Power Attack, Quick 
  Draw, Weapon Focus (longsword)
  Skills Intimidate +5, Perception +1, Ride +5, Swim +7
  Languages Common
  SQ armor training 1
  VILIS MIL 
   
  CR 2
  XP 600
  Female human ranger 3
  LG Medium humanoid (human)
  Init +1; Perception +6
   
  AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
  hp 24 (3d10+3 plus 3)
  Fort +4; Ref +6; Will +1 
   
  Speed 30 ft.
  Melee dagger +4 (1d4/19–20)
  Special Attacks favored enemy (monstrous humanoid +1)
   
  Str 11, Dex 13, Con 13, Int 12, Wis 11, Cha 16
  Base Atk +3; CMB +3; CMD 15
  Feats Dodge, EnduranceB, Lightning Reflexes, Two-Weapon 
  FightingB, Weapon Finesse
  Skills Acrobatics +3,Climb +5, Handle Animal +8, Knowledge 
  (local) +4, Knowledge (nature) +7, Perception +6, Sense 
  Motive +3, Stealth +7, Survival +6
  Languages Aklo, Common
  SQ favored terrain (swamp +1), track, wild empathy (+6)
  Gear dagger
  DL1C. Laboratory 
  (Cr varies, 9-plus)
  Unless reading upstairs or preaching, Abbot Grosso is found in his 
  subterranean lair (accessed from Area CL6), mixing strange alchemical 
  salts with poisonous herbs, acids and other substances. The Abbot is 
  guarded by 8 zombies, who may be summoned from the lower temple 
  with a yell.
  The items in the laboratory are worth 700 gp for the tools and glassware, 
  and 400 gp for the chemicals—stored neatly in heavy chests, on shelves 
  and acid-scarred tables. In addition, there are a great many extraordinary 
  items as well. A locked (DC 14 Disable Device) metal box holds 10 
  flasks of acid, each vial wrapped in fine cloth, along with a bundle of six 
  sunrods and four tindertwigs. A rune-etched silver flask holds three doses 
  of unholy water. Finally, there are 2 chests by the western wall, holding 
  much of the Abbot’s wealth.
  Chest #1 is trapped with a glyph of warding which goes off unless the 
  chest is opened by a chaotic evil being. It contains a leather sack with 700 gp, 
  six small sapphires (150 gp each), a mummified hand, two blocks of an orange 
  wax-like substance and a round leather case with handwritten documents. 
  • The mummified hand is a hand of the revenant (see sidebox).
  • The orange substance is meant to be burnt and its fumes inhaled. They 
  allow their user to commune, but only evil deities may be reached this 
  way. Each block is good for one use only. 
  • The documents in the leather case reveal the procedure to create 
  specially enchanted zombies. This method requires 250 gp worth of 
  material components per zombie, a fully equipped laboratory and a DC 22 
  Craft (Alchemy) check. The resulting zombies have maximum hit points. 
  The papers are written in a very unclear shorthand (Alchemy DC 24 to 
  figure out). The GM should award experience to a good character who 
  destroys them.
  Chest #2 (much smaller than the first) is trapped with another glyph 
  of warding. It is divided into sixteen small compartments with a potion in 
  each one. 
  • #1 to #9 hold potions of cure light wounds. 
  • #10 and #11 hold cursed potions of cure serious wounds (their healing 
  effects only last for 1d10 minutes). 
  • #12 holds a dose of sassone leaf residue. 
  • #13 is a super-potent acidic concentration (damage 10d6 hp). 
  • #14 is a potion of haste. 
  • #15 is a potion of contagion (slimy doom). 
  • #16 is an elixir of all-seeing doom, created under the specific 
  instructions of Tsathogga’s demonic minions (see SIDE BOX).
  GLYPH OF WARDING TRAP 
   
  CR 4
  XP 1,200
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (glyph of warding, CL 9th, contagion [slimy 
  doom], DC 16 Fort save avoids)
  GLYPH OF WARDING TRAP 
   
  CR 4
  XP 1,200
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (glyph of warding, CL 9th, inflict serious 
  wounds [3d8+9 damage], DC 16 Will save negates)
  Hand of the revenant
  Aura moderate necromancy; CL 7th
  Slot neck; Price 21,000 gp; Weight 2 lbs.
   
  DESCRIPTION
  This mummified member casts spectral hand 3/day 
  (CL 7th). If affixed to the stump of a severed hand, its 
  “wielder” can use chill touch at will, but every time 
  the hand drains a point of Strength, they have to 
  succeed at a DC 16 Will save or move one step closer 
  to chaotic evil alignment. On chaotic evil characters, 
  the hand grants +2 natural AC bonus.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, chill touch, 
  spectral hand; Cost 10,500 gp
  76
  level 0b
  
  DL1D. Lost Catacombs
  Moldering coffins lay along the walls, each with a decayed corpse 
  inside. At Area DL1DA, a spiral staircase leads to Area CL19, above.
  DL1E. graves of the Lower 
  Priesthood (Cr 7)
  Letters carved into the floor of this gray and cobwebbed burial chamber 
  identify it as “THE GRAVES OF THE LOWER PRIESTHOOD.” Each of 
  the side rooms contains sixteen wooden sarcophagi surrounding a round 
  stone table, illuminated by a single everburning lantern glowing with 
  greenish-blue light. A small dais on the northern end of the hall holds 
  a stone statuette of a man clad in monastic robes. This statuette wears a 
  golden diadem on its head (240 gp worth).
  If the characters disturb the sarcophagi, the lanterns or the diadem, the 
  statue emits a loud croak and 6 zombies from the burial chambers spring 
  to attack! They are blackish, with unnaturally thin limbs, and move with 
  dreadful speed (as if hasted).
  PUTRID ZOMBIES (6) 
   
  CR 2
  XP 600
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie,” 
  with the following changes; add Special Attack disease [filth 
  fever]; add Spell Like Ability Constant—haste)
  DL1F. Pit (Cr 2)
  A covered pit trap leads down to the pool at Area DL2C.
  COVERED PIT TRAP 
   
  CR 2
  XP 600
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 40-ft.-deep pit (4d6 falling damage, DC 14 Reflex avoids)
  DL1g. Chthonic Crypts (Cr 6)
  Faint, dissonant music resonates within the hall. Letters in the floor 
  identify the place as “THE CHTHONIC CRYPTS.” The side chambers are 
  laden with stone caskets, each containing miscellaneous bones of human 
  and animal (?) origin. Horned heads, hooves and bent bones are common.
  On a dais to the east stands the statue of a goat-legged shepherd playing 
  a set of metal panpipes. The music is coming from the statue as the wind 
  blows through the instrument. Characters who stop and listen must make 
  a DC 14 Will save or start dancing a tarantella in the crypt. A new save can 
  be attempted every three rounds to break the effect. 
  If they dance, bizarre goat-human skeletons emerge from the stone 
  caskets at a rate of 3 every round to join them, up to a maximum of 
  24. They do not attack until the characters attempt to leave, or they are 
  themselves attacked. Dancing characters have a –3 to hit. Characters who 
  dance for a full hour (DC 16 Fortitude) receive a dark blessing which 
  gives them a permanent +6 to Acrobatics checks to jump, but turns their 
  feet into hooves. A character collapsing from exhaustion may crawl away 
  without being attacked, but may be trod upon (DC 12 Escape Artist, 1d6 
  damage per 3 points of failure).
  The pipes do not function outside this place, but they are made of a rare 
  alloy that makes them worth 900 gp. It takes a DC 20 Strength check to 
  dislodge them.
  SKELETONS (24) 
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  DL1H. Hall of Entombment (Cr 5)
  A sign on the stone door reads: “THE HALL OF ENTOMBMENT. 
  THEY WHO HAVE RISEN ‘GAINST THE GREAT FROG-GOD, THEY 
  SHALL SEE NO REST.” The portal is locked (DC 18 Disable Device) 
  and secured with chains. Inside are the gnawed-on skeletons of some 
  thirty frog-cultists who had rebelled against a long-dead abbot, but were 
  put down to face live entombment. Five of them remain as ghouls inside 
  the room, envious of the living. One of the skeletons has a wand of cure 
  moderate wounds (20 charges).
  GHOULS (5) 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  DL1i. First Wine Cellar (Cr 4)
  Casks of sour wine stand in the recesses of this vaulted, moldy cellar. The place 
  has been ransacked and there are no valuables; however, 8 stirges lair here.
  STIRGES (8) 
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  This cellar is accessed through Area CL10A.
  Elixir of All-Seeing Doom
  Aura moderate necromancy [evil]; CL 12th
  Slot –; Weight –; Price 13,332 gp 
   
  DESCRIPTION
  This potion radiates evil if detected for. It was 
  created from strong venoms, infused with disease 
  and buried under the earth for six years. Bits of dried 
  earth still cling to the black glass. Drinking the elixir 
  initiates a terrible transformation unless the imbiber 
  succeeds at a DC 28 Fortitude save. In 1d6 days, 
  small warts and boils start to appear on the body. 
  At this stage, a cure disease and a remove curse 
  spell cast by a 7th or higher level cleric gets rid of the 
  infection. After this time has passed, the boils grow 
  and pop open, revealing hundreds of tiny frog eyes. 
  The imbiber may see with them as per a robe of eyes, 
  but the horrendous pain causes 1 point of Con and Str 
  damage each day (DC 18 Fortitude save or damage 
  is permanent). At this stage, a heal spell is also 
  necessary for recovery. Once the victim is reduced 
  to 1 Con/Str or a month elapses, he dissolves into a 
  vile mass that generates 666 killer frogs (Pathfinder 
  Roleplaying Game Bestiary, “Frog, Giant”). Cutting 
  off, burning or otherwise removing eyes is of no use, 
  as they regrow in a day with double ability damage 
  caused.
   
  CONSTRUCTION
  Requirements Brew Potion, bestow curse, polymorph 
  any object, cleric of Tsathogga; Cost 6,666 gp
  77
  level 0b
  
  78
  level 0b
  
  79
  level 0b
  
  DL1J. Second Wine Cellar (Cr 3)
  Accessible from the upper reaches through Area CL10B, this looted 
  wine cellar is clearly inhabited by an intelligent being. There is a smell of 
  human presence, and the western tunnel of the cellar has been turned into 
  living quarters with a bed made of rags, a small fireplace with a kettle, a 
  lantern and a drinking cup. 
  There is a 60% chance the wererat Smir is present. If encountered, he 
  poses as an insane hermit ranting about undead, and tries to lead the party 
  away from his lair and his treasure behind one of the casks. The treasure 
  consists of 680 gp, a silver mirror wrapped in black velvet (22 gp), a 
  potion of cure serious wounds and a short sword.
  SMIR 
   
   
  CR 3
  XP 800
  Human natural wererat rogue 3 (Pathfinder Roleplaying 
  Game Bestiary, “Lycanthrope, Wererat”)
  LE Medium humanoid (human, shapechanger)
  Init +3; Senses low-light vision, scent; Perception +7 
   
  AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
  hp 24 (3d8+6 plus 3)
  Fort +3; Ref +6; Will +2
  Defensive Abilities evasion, trap sense +1 
   
  Speed 30 ft.
  Melee +2 dagger +8 (1d4+3/19–20) 
  Ranged +2 dagger +8 (1d4+3/19–20)
  Special Attacks sneak attack +2d6 
   
  Str 13, Dex 17, Con 14, Int 10, Wis 13, Cha 8
  Base Atk +2; CMB +3; CMD 17
  Feats Dodge, Weapon Finesse, Weapon Focus (dagger)
  Skills Acrobatics +9, Bluff +5, Climb +7, Intimidate +5, 
  Knowledge (local) +6, Perception +7, Sense Motive +7, 
  Stealth +9, Swim +7
  Languages Common
  SQ change shape (human, hybrid, and dire rat; polymorph), 
  rogue talent (fast stealth), lycanthropic empathy (rats and 
  dire rats), trapfinding (+1)
  Gear +2 dagger
  SMIR (HYBRID FORM) 
   
   CR 3
  XP 800
  Human natural wererat rogue 3 (augmented humanoid) 
  (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  LE Medium humanoid (human, shapechanger)
  Init +3; Senses low-light vision, scent; Perception +7 
   
  AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, 
  +2 natural)
  hp 20 (2d8+8)
  Fort +4; Ref +6; Will +2
  Defensive Abilities evasion, trap sense +1; DR 10/silver
   
  Speed 30 ft.
  Melee +2 dagger +8 (1d4+4/19–20) or bite +0 (1d4+2 plus 
  disease and curse of lycanthropy; DC 15)
  Ranged +2 dagger +8 (1d4+4/19–20)
  Special Attacks sneak attack +2d6
   
  Str 15, Dex 17, Con 16, Int 10, Wis 13, Cha 8
  Base Atk +2; CMB +4; CMD 18
  Feats Dodge, Weapon Finesse, Weapon Focus (dagger)
  Skills Acrobatics +9, Bluff +5, Climb +7, Intimidate +5, 
  Knowledge (local) +6, Perception +7, Sense Motive +7, 
  Stealth +9, Swim +7
  Languages Common
  SQ change shape (human, hybrid, and dire rat; polymorph), 
  rogue talent (fast stealth), lycanthropic empathy (rats and 
  dire rats), trapfinding (+1) 
  Gear +2 dagger
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  DL1K. Third Wine Cellar 
  This cellar has been looted like the others (through Area CL10C). 
  Grotesque skeletons with gnarled limbs and half-dissolved bones lie 
  everywhere, and there is a glistening trail over them and all over the floor, 
  walls and ceiling. However, the mysterious assailant is long gone.
  DL1L. The Vault of Abbot 
  Cyngamon (Cr 9)
  A circular corridor with stone slabs set in the walls sealing burial niches. 
  Each slab depicts a mailed warrior; they do not open normally.
  The entrance to the vault is a brass-inlaid iron door flanked by large, sooty 
  copper braziers still burning with flames. Letters on the door read: “THE 
  VAULT OF ABBOT CYNGAMON. HE LIT THE SCENTED OIL BEFORE 
  THE GREAT FROG-GOD, AND THE FROG-GOD WAS PLEASED 
  THEREBY.” The door is locked (DC 24 Disable Device); however, burning 
  some scented oil, perfume or oil mixed with incense in the braziers allows 
  passage. On a failed lock picking attempt, the flames leap at the offender! 
  (Equivalent to produce flame, +6 ranged touch attack, damage 1d6+5.)
  The gray vault is inlaid with carved stones, and an arched canopy with blue 
  stucco. All is very old, and smells faintly of scented oils. A font by the western 
  wall has clear water inside, healing 1d6 damage each time it is sampled (there is 
  water for four quaffs). A metal hatch in the floor can be opened to descend to Area 
  DL2M; the way is barred by a metal grille on the bottom (DC 18 Strength check).
  In the northern chamber, the mummified frame of Abbot Cyngamon 
  still slumbers atop a stone bier, surrounded by 62 vials of perfume worth 
  15 gp each. His scepter is worth 1,300 gp, and he has a ring of mind 
  shielding. However, he is also a wight, and if he attacks, the burial niches 
  in the outside corridor also open to release his guardians, 8 undead 
  swordsmen in mail and coif. The swordsmen first attempt to come 
  through the northeastern door. If they find it blocked, four stand guard and 
  four go around through the secret doors to finish the interlopers.
  ABBOT CYNGAMON 
   
  CR 3
  XP 800
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight”)
  THE GUARDIANS OF CYNGAMON (8) 
   
  CR 3
  XP 800
  Human skeletal champion fighter 2 (Pathfinder Roleplaying 
  Game Bestiary, “Skeletal Champion”)
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +4
   
  AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +2 natural, 
  +2 shield)
  hp 29 (2d8+2d10+4)
  Fort +4; Ref +2; Will +5 (+6 vs. fear)
  Defensive Abilities bravery +1, channel resistance +4; DR 5/
  bludgeoning; Immune cold, undead traits
   
  Speed 25 ft. (35 ft. base)
  80
  level 0b
  
  Melee longsword +7 (1d8+3/19–20)
   
  Str 17, Dex 14, Con —, Int 13, Wis 14, Cha 12
  Base Atk +3; CMB +6; CMD 18
  Feats Cleave, Improved InitiativeB, Fleet, Power Attack, 
  Weapon Focus (longsword)
  Skills Climb +8, Intimidate +6, Perception +4, Sense Motive 
  +4, Stealth +4, Survival +7
  Languages Common
  Gear Chainmail, heavy steel shield, longsword
  DL1M. Looted Crypt
  Slime and mold coat the walls of the crypt, creating an atmosphere of 
  wet miasma. The sarcophagi in the room have all been looted. What at 
  first sounds like faint whispering turns out to be an air current—it comes 
  from the cobweb-concealed shaft above, which climbs 30 ft. and opens 
  onto the plateau at Area CL8.
  DL1N. Collapse
  Letters in the floor read: “THE CRYPT OF CALLIXT.” The way is 
  choked with rubble and impassable.
  DL1O. The Tomb of Kynos (Cr 5)
  A sign above the iron door reads, “THE TOMB OF KYNOS.” The 
  growling heard before entering the chamber turns out to come from a hell 
  hound; the monster is accompanied by a solitary wight. 
  In the middle of the tomb is a statue depicting Kynos in his life, with 
  his faithful pet hound. At the base of the statue is a sign reading KYNOS; 
  behind the sign is a secret compartment with the wooden statuette of a dog 
  and two potions of fire resistance. 
  Standing by the walls are ten unmarked stone coffins. The bones inside are 
  gnarled and twisted. Some skulls have more than two eye sockets; others have 
  small horns or bumpy protrusions. One of the coffins contains diseased grave 
  dust: DC 20 Fortitude save or contract mummy rot. This rot is extremely fast, 
  with a mere 1 hour incubation period and ability loss every two hours thereafter.
  WIGHT  
  CR 3
  XP 800
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight”)
  HELL HOUND 
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Hell Hound”)
  DL1P. The Tomb of gwoth (Cr 3)
  A sign above the iron door reads, “THE TOMB OF GWOTH-WHO-IS-
  TWO.” The bricks of the decaying wall in this domed chamber have started 
  to fall and the whole structure is on the brink of collapse: 50% probability 
  every time the walls are disturbed, 6d6 damage, DC 18 Reflex save for half. 
  Hidden behind beardlike growths of putrid mold, 3 ghouls wait 
  patiently to leap at intruders. They are covered in the stuff—hopefully, 
  none of the PCs are allergic! In addition to the ghouls, there is a grotesque 
  skeleton in the middle of the room suspended in a murky liquid in a thick 
  glass tube. This strange, deformed being was some sort of human-frog 
  hybrid, and while no traces of flesh remain, the wide jaws, bent spine and 
  muscular legs are still apparent.
  GHOULS (3) 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  DL1Q. Webbed Chamber
  Yet more webs and mold fill this chamber. A bricked up niche 
  concealed by a layer of wispy and mold-shot webs (DC 14 Perception 
  check to notice) is the source of shuffling noises and occasional coughing. 
  Walled in is a moldering corpse who falls outward with a dull thud if the 
  brickwork is removed. It still grasps a sizable bundle of rotted parchment 
  maps describing a multi-level dungeon complex, complete with key and 
  notations. The parchments crumble into filth no matter how delicately 
  they are handled, but the players should be given the opportunity to leaf 
  through the Rappan Athuk maps for a total of fifteen seconds. In pace 
  requiescat!
  DL1r. Tomb of the red Death 
  (Cr 6)
  This crypt has never been broken into, as intact seals on the door 
  indicate (DC 16 Disable Device). The seals also warn the living: “HERE 
  BE THEY WHO WERE CLAIMED BY THE RED DEATH. DISTURB 
  THEM NOT, FOR THEY ARE LOST.”
  Beyond the grim reminder lies a corridor and a chamber with ten simple, 
  hastily constructed sarcophagi. Four of them contain mere corpses; the 
  others are occupied by 4 skeletons and 2 wights, who animate when any 
  of the lids are raised. These undead possess a skeletal visage mottled with 
  patches of reddish mold, and cackle madly as they join the fray. They have 
  no treasure, save for clothes suggestive of minor nobility.
  SKELETONS (4) 
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  WIGHTS (2) 
   
  CR 3
  XP 800
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight”)
  DL2A. Empty Chamber
  This rough-hewn room looks half finished, as if construction had been 
  abandoned and never resumed. A deep, narrow crack spans the stone floor. 
  Wedged into the crack is a rusty chisel.
  Dungeon Level Two
  Difficulty Level: 5
  Entrances: Downstairs from Area DL1M, Area DL2C, 
  Area DL1G, outside cave between Area DL2B and 
  Area DL2C.
  Exits: Natural caverns between Area DL2B and Area 
  DL2C, Area DL2V to Rappan Athuk, Area DL3A to 
  Level 3
  Detections: Faint chaos and evil everywhere
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 18, 
  Disable Device DC 20). All secret doors are made of 
  stone (2 in. thick; hardness 8; hp 30; Perception DC 20; 
  Break DC 22, Disable Device DC 20).
  81
  level 0b
  
  82
  level 0b
  
  83
  level 0b
  
  DL2B. Ogre Lair (Cr 3)
  The jailer, a hunchbacked, nameless ogre lairs here. As he has received 
  no victims for a while, he is hungry and irritated. The chamber is cold 
  and empty, and its only furnishings are a bed of flea-ridden furs, a bucket 
  of water, and a shelf of goblin and human skulls. A key ring opening all 
  cells at Area DL1B hangs on a nail. The way to the caverns has been 
  barricaded with a barrier of nailed-together planks.
  OGRE 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  DL2C. Amber Death (Cr 6)
  Enchanted phosphorescence glows in a 6 ft. deep pool of hazy amber 
  liquid. It illuminates a haggard, mossy tree, and ten moss-covered statues 
  along the walls. The statues are humanoid, being from 10 ft. to 18 ft. tall. 
  The centermost is a figure of a six-armed human, pointing to the east.
  The inhabitants of the strange shrine are 4 harpies. They usually perch 
  on the statues if they hear someone approach, and start singing to lure 
  unsuspecting PCs into the amber pool. The thick liquid therein is paralytic 
  (DC 14 Fortitude save negates, lasts 2d6 rounds) and dissolves flesh at 
  the rate of 1d12 points of damage per round. Inorganic materials are 
  unaffected. Once a sufficient number of PCs are in the pool, the harpies 
  rush the remaining heroes to tear them limb from limb.
  Lying on the bottom of the pool are an iron flask, a masterwork dagger 
  and 70 gold coins. The flask contains rough brandy. Above the pool, there 
  is a chute leading up to the pit trap at Area DL1F.
  WEAKENED HARPIES (4)  
  CR 2
  XP 600
  CE Medium monstrous humanoid (Pathfinder Roleplaying 
  Game Bestiary, “Harpy”)
  Init +2; Senses darkvision 60 ft.; Perception +7
   
  AC 16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, 
  +1 natural)
  hp 18 (3d10)
  Fort +1; Ref +5; Will +4
   
  Speed 20 ft., fly 80 ft. (average)
  Melee club +3 (1d6), 2 talons +3 (1d3)
  Special Attacks captivating song (DC 14)
   
  Str 11, Dex 15, Con 10, Int 7, Wis 12, Cha 17
  Base Atk +3; CMB +3; CMD 16
  Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
  Skills Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform 
  (song) +5
  Languages Common
   
  Captivating Song (Su) A harpy’s’ song has the power to infect 
  the minds of those that hear it, calling them to the harpy’s’ 
  side. When a harpy sings, all creatures aside from other harpies 
  within a 300 ft. spread must succeed on a DC16 Will saving 
  throw or become captivated. A creature that successfully 
  saves is not subject to the same harpy’s’ song for 24 hours. A 
  victim under the effects of the captivating song moves toward 
  the harpy using the most direct means available. If the path 
  leads them into a dangerous area such as through fire or off a 
  cliff, that creature receives a second saving throw to end the 
  effect before moving into peril. Captivated creatures can take 
  no actions other than to defend themselves. A victim within 5 
  feet of the harpy simply stands and offers no resistance to the 
  harpy’s’ attacks. This effect continues for as long as the harpy 
  sings and for 1 round thereafter. This is a sonic mind-affecting 
  charm effect. The save DC is Charisma-based.
  DL2D. Walled-up Archway 
  This doorway has been bricked up. The construction is ancient, and 
  easy to knock down (DC 14 Strength check).
  DL2E. The imprisoned
  An observant character (DC 24 Perception check) may notice odd 
  fissures in the northern wall with something gleaming within. Excavation 
  reveals that the objects in question are sizable slabs of sea-green glass, with 
  shadowy, humanoid skeletal forms frozen under their smooth surface. There 
  are five slabs in all and they radiate magic and evil. No magic or weapon 
  can penetrate the glass, but “listening” to the thoughts of the skeletons with 
  detect thoughts or similar powers broadcasts such fear and shrieking pain 
  that the character has to make a DC 14 Will save or go permanently insane.
  DL2F. rubble Hall
  Large mounds of crushed stone fill this chamber, a building half 
  inside the caverns. It was once used for religious purposes— a group of 
  supplicants in hooded robes is still visible on a faded fresco. The space has 
  been filled in so thoroughly that crawling through is no easy feat in bulky 
  equipment— DC 12 Escape Artist or get stuck.
  DL2g. Small grotto (Cr 4)
  In this single grotto live 2 giant rats, attracted to a half-buried copper 
  ball that radiates a pleasant warmth and glows with a faint coppery light. 
  They protect their lair ferociously.
  GIANT DIRE RATS (2) 
   
  CR 2
  XP 600
  Advanced dire rat (Pathfinder Roleplaying Game Bestiary, 
  “Rat, Dire”)
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +5 
   
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
  hp 26 (4d8+4)
  Fort +5; Ref +7; Will +2 
   
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +7 (1d4 plus disease)
  Special Attacks disease 
   
  Str 10, Dex 17, Con 13, Int 3, Wis 12, Cha 4
  Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
  Feats Skill Focus (Perception), Weapon Finesse
  Skills Climb +12, Perception +5, Stealth +12, Swim +12; Racial 
  Modifiers uses Dex to modify Climb and Swim 
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 13; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  DL2H. Steam-filled grotto
  Hot water flows from the cracks of the wall to the central sinkhole, 
  vanishing to level three. The ground around the sinkhole is slippery; DC 
  12 Acrobatics check or fall (cushioned by the pool below, 2d6 damage).
  84
  level 0b
  
  85
  level 0b
  
  DL2i. graves of the Upper 
  Priesthood (Cr 4)
  Letters carved into the floor of this gray and cobwebbed burial vault 
  identify it as “THE GRAVES OF THE UPPER PRIESTHOOD.” The place 
  has been ransacked and defiled. Bones lay strewn about; rubble covers 
  an empty dais. A clump of green slime hangs above. Unless checked for, 
  there is a 40% probability it falls on an investigating PC.
  GREEN SLIME 
   
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazard”)
  This dungeon peril is a dangerous variety of normal slime. Green slime 
  devours flesh and organic materials on contact and is even capable of 
  dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and 
  ceilings in patches, reproducing as it consumes organic matter. It drops from 
  walls and ceilings when it detects movement (and possible food) below.
  A single 5 ft. square of green slime deals 1d6 points of Constitution 
  damage per round while it devours flesh. On the first round of contact, 
  the slime can be scraped off a creature (destroying the scraping device), 
  but after that it must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, sunlight, or 
  a remove disease spell destroys a patch of green slime. Against wood or 
  metal, green slime deals 2d6 points of damage per round, ignoring metal’s’ 
  hardness but not that of wood. It does not harm stone.
  The starway in the west leads to Area DL1E.
  DL2J. The Crypt of  
  Monos Diarmos
  Carved letters above the entrance read, “THE CRYPT OF MONOS 
  DIARMOS. MAGIC AND ENCHANTMENT GUARD HIS WAY.” Two 
  barriers consisting of thick iron bars separate this crypt into three sections, 
  although the doors allowing passage through them are both unlocked. 
  There are signs of a previous battle: soot-blackened stones, broken arrows 
  and weapons, smashed bones and split shields. 
  If the PCs enter the middle area, both doors slam and lock (DC 18 
  Disable Device), while an evil voice chuckles in glee. Beyond the bars, 
  a faint apparition of a wild-eyed phantom in billowing robes, clutching 
  an ebon staff and displaying a gem-set ring murmurs unknown words of 
  power as the lights dim and an unnatural silence falls on the scene. The 
  phantom is a mere illusion of no substance; however, the iron bars have 
  been enchanted to reflect 50% of the spells cast at, or through them.
  Various tombs are found in the vault: sarcophagi, niches in the walls 
  and slabs of stone in the floor. Many have been looted and broken into, 
  but one (DC 16 Perception check) still contains the intact body of a young 
  lady—but that, too, falls apart with a moan in a shower of dust if touched.
  DL2K. Lower Cellar
  The walls of the damp cellar are black with mold. Ancient oak barrels 
  full of wine stand in wall niches and orderly stacks. Some of them are 
  still full, and three crystal bottles—worth 105 gp for their antiquity and 
  workmanship—in a small, locked wooden case contain an excellent 
  vintage equivalent to potions of cure light wounds.
  DL2L. Abandoned Vampire Lair
  A corroded brass lantern suspended from the ceiling burns with a magical 
  flame. Four suits of rusted armor with bardiches guard a dirt filled coffin. The 
  coffin has not been used in ages, as its inhabitant was slain by adventurers. If 
  the lantern-light is extinguished, continual darkness falls on the room—this 
  inky black veil may not be removed short of a break enchantment.
  DL2M. The Hall of the Brothers 
  A plaque at both ends of the vaulted hallway reads: “THE HALL OF 
  THE BROTHERS.” Standing coffins flank the way on both sides; many 
  looted, the others nailed shut and containing corpses in dark green habits. 
  A barred shaft above the north-eastern segment of the passage leads up to 
  the vault of Abbot Cyngamon (Area DL1L).
  DL2N. Looted Crypt (Cr 2)
  The coffins in the room have been broken open and their contents 
  despoiled. Soot and ashes cover the floor. A bent brass plaque, discarded 
  in a corner reads: “WIZARD’S LIGHT, WIZARD MIGHT, LIGHT OF 
  FIRE, FUNERAL PYRE.” The secret door in the wall is relatively easy 
  to find (DC 12 Perception check), and the operating mechanism is hidden 
  under a loose flagstone (DC 20 Perception check): a brass valve with the 
  relief of a grinning skull, its mouth open, must be rotated. This also opens 
  reserves of flammable gas; the mouth of the skull itself is the release pipe. 
  If there are open lights nearby, the gust of flame ignites as burning hands 
  (DC 14 Reflex, 4d4 damage), and burns for three rounds before the valve 
  automatically shuts itself. There is sufficient gas for six operations.
  DL2O. Secret Passage 
  The walls of the passage are laden with a thick layer of mold. Any 
  movement disturbs a huge cloud of spores (DC 16 Fortitude or –1 to rolls 
  as long as they remain in this place and for 1d3 x 10 minutes afterwards 
  due to coughing). Three skeletons lie in the passage, having fallen prey 
  to now defunct spear traps in the walls. They are covered with a thick 
  crust of growth, and still seem to be somewhat alive, emitting wheezing, 
  gasping noises if they are moved or disturbed.
  DL2P. Crypt
  A niche in the east wall contains a mound of glistening, slime covered 
  skulls flanked by four tallow candles. If the candles are lit, fire flares in the 
  hollow eye sockets and the skulls shriek, possibly attracting more undead 
  (roll three random encounter checks).
  DL2Q. Storage
  Dust covers the religious paraphernalia left here: sooty braziers, velvet 
  drapes, incense burners and a collapsed podium. 
  DL2r. The Circle of Exchanges
  A magical enigma, named “THE CIRCLE OF EXCHANGES. 
  BROTHER ARN SEES TO HIS AMUSEMENT” in a mosaic circle on the 
  floor. The statue of a hooded monk watches over a domed chamber with 
  four pedestals. Clockwise, from the northwest, the following objects rest 
  on top of them: a nugget of molten iron, a skull, a dagger and a potion 
  of cure serious wounds. Approaching any object, they are immediately 
  exchanged with (1d3):
  1—the one across them
  2—the one to their left
  3—the one to their right
  The speed of exchange is such that it is almost impossible to capture 
  an object (DC 24 Sleight of Hand check). However, the pedestals can be 
  loaded with extra objects, in which case only a random object moves and 
  the rest remain dormant, possible to remove from their place.
  86
  level 0b
  
  87
  level 0b
  
  DL2S. Chambers of the Frog-Men 
  (Cr 8)
  Slime and glowing fungus covers the floor and walls, thriving on the 
  wet rot. Rough stone pillars support the low ceiling of these irregularly 
  hewn chambers.
  The inhabitants of this place are 5 frog-man monks. Lurking 
  beneath the overworld, these ancient, wrinkled pilgrims still tend their 
  ancient shrine after their human disciples have fallen. They move with a 
  shambling gait and like to capture victims with nets. They obey their high 
  priest (Area DL3T) and come to his aid if they are needed.
  TSATHAR SCOURGES (5)  
  CR 3
  XP 800
  hp 26 (Frog God Games The Tome of Horrors Complete, 
  “Tsathar”)
  DL2T. The Secret Temple (Cr 6)
  Slimy, green-gray clumps of mold cling to the ceiling. The walls 
  are adorned with an endless throng of dancing figures, contorted and 
  repulsive. The procession ends in the inner shrine to the west, where two 
  hunched statues of hooded frog-men flank a great, bloated idol seated on a 
  slab of translucent lime-green glass. The frog-idol of Tsathogga is flanked 
  by two heavy golden candelabra (800 gp each, but tainted and evil). There 
  is a continuous desecrate radiating from the idol. 
  Fortunately, the place is mostly abandoned. Its only caretaker is a frog-
  man priest. This misshapen mongrel is clad in the grotesque garments 
  of a High Priest and clutches the symbol of its station, a heavy brass 
  staff studded with green glass “eyes” and “warts.” The high priest may 
  summon its companions from Area DL2T with a bellowing croak. 
  The high priest and his cohorts occasionally emerge to the surface 
  world to hunt for new captives to sacrifice; at other times, they travel deep 
  underground to Rappan Athuk to consort with the darkest powers.
  TSATHAR SCOURGE HIGH PRIEST  
  CR 6
  XP 2,400
  Advanced tsathar scourge (Frog God Games The Tome of 
  Horrors Complete, “Tsathar”)
  CE Medium monstrous humanoid (aquatic)
  Init +7; Senses darkvision 90 ft., scent; Perception +12
   
  AC 26, touch 16, flat-footed 23 (+4 armor, +3 deflection, +3 
  Dex, +6 natural)
  hp 73 (6d10+24 plus 6)
  Fort +6; Ref +8; Will +7
  Defensive Abilities slimy
  Weaknesses light blindness
   
  Speed 30 ft., swim 30 ft.
  Melee staff of the Batrachian +10/+5 (1d6+3) or 2 claws +9 
  (1d6+3) and bite +9 (1d4+3)
  Special Attacks leap
   
  Str 16, Dex 16, Con 18, Int 12, Wis 15, Cha 14
  Base Atk +6; CMB +9; CMD 25 (37 vs. grapple)
  Feats Skill Focus (Perception)B, Improved Initiative, 
  Toughness, Weapon Focus (quarterstaff)
  Skills Acrobatics +7 (+21 long jumping, +31 high jumping), 
  Climb +10, Escape Artist +33, Handle Animal +9 (+17 with 
  amphibians), Knowledge (religion) +9, Perception +12, 
  Stealth +10, Swim +18; Racial Modifiers +14 Acrobatics when 
  long jumping or +24 Acrobatics when high jumping, +12 
  Escape Artist, +8 Handle Animal (amphibians only)
  Languages Abyssal, Tsathar
  SQ amphibious, implant (DC 25)
  Gear+2 leather armor, ring of protection +3, staff of the 
  Batrachian
   
  Implant (Ex) Tsathar are sexless, reproducing by injecting 
  eggs into living hosts. An egg can be implanted only into 
  a helpless host creature. The host must be of Small size or 
  larger. Giant frogs, bred for this very purpose, are the most 
  common host. Implanting an egg requires one minute to 
  perform.
  Accompanying the egg is an anaesthetizing poison 
  that causes the host to fall unconscious for the two-week 
  gestation period of the egg unless the host succeeds on a 
  Fortitude saving throw; this save is Constitution based and 
  includes a +8 racial bonus. If the save succeeds, the host 
  remains conscious, but is violently ill (–10 penalty on attack 
  rolls, saving throws, ability checks, and skill checks) 24 hours 
  before the eggs hatch. When the eggs mature, the young 
  tsathar emerges from the host, killing it in the process.
  A remove disease spell rids the victim any implanted 
  eggs. A Heal check (same DC as the original save) can be 
  attempted to surgically extract an egg from a host. If the 
  check fails, the healer can try again, but each attempt 
  (successful or not) deals 1d6 points of damage to the 
  patient.
  Leap (Ex) Tsathar are incredible jumpers, able to leap up to 
  30 feet horizontally or 10 ft. vertically. They have a +14 racial 
  bonus on horizontal jumps, or +24 on vertical jumps, and 
  they do not need to make a 10 ft. minimum running start 
  before jumping to avoid doubling the jumping DCs. Tsathar 
  can always take 10 when making an Acrobatics check to 
  jump.
  Staff of the Batrachian
  Aura strong necromancy; CL 13th 
  Slot none; Price 25,000 gp; Weight 5 lbs. 
   
  DESCRIPTION
  This quarterstaff-length rod, appearing as a 
  grotesque amalgamation of toads, tadpoles, and 
  less savory things, is in fact a cursed rod of withering, 
  worth at least 6,000 gp as a bizarre curiosity in itself 
  (not to mention its value to frog-cultists). 
  Alas, if an unbeliever holds the staff for even a 
  moment, the touch of Tsathogga is upon them. The 
  bearer of the staff contracts slimy doom with no save; 
  such is the power of the rod that the wasting disease 
  incubates in a minute and causes ability damage every 
  hour thereafter! A character immediately renouncing 
  the staff after the disease manifests may roll a DC 16 
  Fortitude save to avoid further harm. Wrapping the staff 
  in blessed or holy water-soaked cloth grants resistance 
  for 24 hours, but not a minute more.
  Tsathogga’s Touch (Slimy Doom)
  Type disease, contact; save initial none; continued 
  contact requires a DC 17 Fortitude save 
  onset 1 minute; frequency 1/hour; effect 1d4 Str and 
  Con damage, target must make a second Fort save or 
  1 point of the damage is drain instead, on a critical hit 
  the damage is permanent; cure 2 consecutive saves
   
  CONSTRUCTION 
  Requirements Craft Rod, contagion, creator must be 
  the reigning high priest of Tsathogga; Cost 12,500 gp 
  88
  level 0b
  
  When a tsathar begins its round by jumping next to an 
  opponent it can make a full attack in the same round. 
  A tsathar wearing medium or heavy armor or carrying a 
  medium or heavy load cannot use this ability.
  Slimy (Ex) Because tsathar continuously cover themselves 
  with muck and slime, they are difficult to grapple. Webs, 
  magic or otherwise, do not affect tsathar, and they usually 
  can wriggle free from most other forms of confinement. 
  This grants them a +12 racial bonus to their CMD to escape 
  grapples, and to their Escape Artist checks.
  DL2U Laboratory (Cr 5, 11 if the 
  trap is triggered)
  The door to the east is locked (DC 24 Disable Device). This chamber, 
  resembling a cluttered storeroom, is an abandoned laboratory once used 
  by the priests, both frog-man and human, but now avoided by both. One 
  of three sarcophagi contains an animated mummy wearing a ring of spell 
  turning and wielding a +3 anarchic longsword. It emerges from its resting 
  place if any of the doors into the laboratory are opened, and defends the 
  place vigorously.
  Everywhere one turns, there are shelves of dusty glass implements, 
  ceramic containers, boxes, dried homunculi, mummy wrappings, spices 
  and so forth. There are also great trunks full of crumbling garments, 
  heavy laboratory equipment, ruined components and bottles of barely 
  potent acid. Six heavy bars of a silvery metal (mithral) are hidden under 
  moldering rags in one of the trunks (DC 18 Perception check). The mithral 
  is sufficient for one suit of Medium armor.
  The entrance to the southern closet is concealed behind one of the 
  shelves (DC 24 Perception check). The shelf turns on hinges to reveal 
  a wall of swirling blue mist obscuring the entrance. The mist radiates 
  extreme cold, and even being near it (within 10 ft.) inflicts 1 point of 
  damage. Anyone passing through suffers the full chilling effects (see 
  below).
  The closet beyond the wall contains a number of enchanted items, 
  including two spellbooks. The items are: a +2 heavy mace, a ring of 
  telekinesis, a globe of devious entrapment, and a prism of separation. The 
  spellbooks contain the following spells:
  Book #1: 0–detect magic, dancing lights, light, mage hand, ray of frost, 
  arcane mark; 1st–burning hands, charm person, identify, mage armor, 
  magic missile, shocking grasp; 2nd–detect thoughts, levitate, locate object, 
  mirror image, web; 3rd–fireball, hold person, lightning bolt, suggestion; 
  4th–arcane eye, charm monster, dimension door, fear, wall of fire.
  Book #2: 0–detect magic, read magic; 1st–cause fear, floating disk, 
  unseen servant; 2nd–arcane lock, command undead, pyrotechnics; 
  3rd–explosive runes, clairaudience/clairvoyance, fly, lightning bolt, wind 
  wall; 4th–animate dead, bestow curse, minor globe of invulnerability, 
  phantasmal killer; 5th–break enchantment, dismissal, lesser planar 
  binding, teleport.
  MUMMY  
   
  CR 5
  XP 1,600
  LE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Mummy”)
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 
  negates)
   
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 81 (8d8+24)
  Fort +4; Ref +2; Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
   
  Speed 20 ft.
  Melee +3 anarchic longsword +12/+7 (1d8+10 plus 2d6 vs. 
  lawful/19–20) or slam +14 (1d8+10 plus mummy rot)
   
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Skill Focus (Perception), Toughness, 
  Weapon Focus (longsword)
  Skills Climb +10, Perception +16, Stealth +11
  Languages Common
  Gear +3 anarchic longsword, ring of spell turning
  FREEZING WALL TRAP 
   
  CR 11
  XP 12,800
  Type magic; Perception DC —; Disable Device DC 28
   
  Trigger location; Reset none
  Effect spell effect (damage as maximized cone of cold, 90 
  points of cold damage to anything passing through, save 
  DC 19 Ref for half; 50 points of fire damage in one round 
  brings it down for 2d6 rounds)
  globe of Devious Entrapment
  Aura strong conjuration; CL 17th
  Slot none; Weight 3 lb.; Price 81,000 gp 
   
  DESCRIPTION
  This item looks like a 1 ft. diameter glass orb filled with 
  water. Its surface is cool to the touch. Maintaining 
  contact for more than a round shrinks and draws the 
  individual into the orb unless he succeeds at a DC 
  18 Will save. The water inside the orb is a gate to the 
  Plane of Water, where the character is imprisoned 
  (unless rescued by an expedition). The globe has 
  hardness 10 and takes 30 hit points to crack. If it is 
  cracked within 2d6 rounds of trapping a character, 
  the character within may escape from imprisonment.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, gate; Cost 40,500 gp
  Prism of Seperation
  Aura strong abjuration; CL 12th
  Slot neck; Weight 2 lb.; Price 36,000 gp 
   
  DESCRIPTION
  This glass object separates light like any other prism, 
  but may also be used to reduce the effectiveness 
  of ray spells if worn openly. All such spells are safely 
  dispersed (90%) or turned into color spray (10%). 
  Prismatic spray, however, is amplified twofold (double 
  damage or add +6 to DC). Hurled through a prismatic 
  wall or sphere, the prism brings it down but loses its 
  powers permanently, turning into a 6,000 gp gem.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, greater dispel 
  magic; Cost 18,000 gp
  89
  level 0b
  
  DL2V. Frog-pit (Cr 4)
  Those unfortunates who died before the loathsome idol of Tsathogga 
  were disposed of in the deep pit in this rock grotto. At other times, they 
  were thrown alive among the carnivorous giant frogs to be devoured 
  screaming. The frogs are all dead, but the pit is still a peril for the curious 
  and the foolhardy.
  The chamber above the pit is a bare, simple place. A set of irregular 
  stairs descends to the east, and, as the letters above the portal declare, they 
  go “TO RAPPAN ATHUK, THE DUNGEON OF GRAVES— BE WARE, 
  O PILGRIM, OF THIS JOURNEY.” After many hours of travel (possibly 
  a few days, roughly 25–30 miles underground), the passage terminates at 
  Level 4A-1 in Rappan Athuk.
  The round opening is covered with a corroded iron grille (50% 
  probability of breaking under a heavy weight). A system of winches and 
  pulleys used to lower victims is in the same sorry state: it appears sturdy 
  on a casual observation (sturdy enough to climb down on its chains), but 
  a more careful study (DC 14 Perception check) reveals the weaknesses 
  which would send any foolhardy character down into the depths.
  The pit is 50 ft. deep and contains several rotted corpses. The corpses 
  are covered by a 4 ft. thick layer of green slime which forms a gelatinous 
  plug above the mass of bodies, which in turn rests below 4 ft. of water. 
  Anyone falling in the pit gets stuck in the slime, suffering Constitution 
  loss every round until (and if) rescued or turned into green slime, and 
  almost certainly meets a most unpleasant demise. There is, predictably, no 
  treasure to be had here.
  GREEN SLIME 
   
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazard”)
  This dungeon peril is a dangerous variety of normal slime. Green slime 
  devours flesh and organic materials on contact and is even capable of 
  dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and 
  ceilings in patches, reproducing as it consumes organic matter. It drops from 
  walls and ceilings when it detects movement (and possible food) below.
  A single 5 ft. square of green slime deals 1d6 points of Constitution 
  damage per round while it devours flesh. On the first round of contact, 
  the slime can be scraped off a creature (destroying the scraping device), 
  but after that it must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, sunlight, or 
  a remove disease spell destroys a patch of green slime. Against wood or 
  metal, green slime deals 2d6 points of damage per round, ignoring metal’s 
  hardness but not that of wood. It does not harm stone.
  DL3A. room of the Stone Head
  The walls are inlaid with semi-precious stones. A huge stone head 
  wearing a diadem rests on a marble slab. Spells cast at the image either 
  prove ineffective or are reflected back on the caster (GM’s discretion).
  DL3B. Catacombs
  Thick sheets of cobwebs hang from the ceiling, their white shot through 
  with filaments of sickly gray-green mold. Characters who fail a DC 12 
  Fortitude save gain a –1 penalty to all rolls due to coughing as long as 
  they remain in this place and for 1d3 x 10 minutes afterwards. The coffins 
  here are rotted, and the dead inside covered in mold.
  DL3C. Caverns (Cr 5)
  Rough, irregular chambers make up this section of the level. No undead 
  visit its solitude, and only the dripping of water and the sound of the 
  waterfall to the northeast breaks the silence.
  Nest to a deep pool of water, there is a motley collection of five statues, 
  three adventurers and two zombies who have strayed into this place. This 
  is the work of a basilisk. The beast’s hide, a sparkling shield of gemstones, 
  is worth 1,600 gp; its blood imbues normal gems with a rainbow radiance.
  BASILISK  
   
   
  CR 5
  XP 1,600
  hp 52 (Pathfinder Roleplaying Game Bestiary, “Basilisk”)
  DL3D. Tomb Entrance
  This part of the caverns is unlike the rest of the dungeon: from the 
  cyclopean stone blocks used in its construction to the bizarre abstract 
  patterns adorning its walls, it looks like a relic from an eldritch past. This 
  vault (along with Areas DL3E–F) is the tomb of Prince Koshag. 
  The false stone doors leading to the west bear the markings of several 
  pickaxes. The true entrance, however, is out of sight: to the south, a layer 
  of stones are more shallow than usual (DC 26 Perception check to notice), 
  and the stucco can be removed to reveal the outlines of a stone door with 
  ancient glyphs (DC 18 Linguistics or comprehend languages) declare: 
  “THIS IS THE [GOING UNDER] OF PRINCE KOSHAG XANTOLLAN 
  / HE WAS THE [FINAL ONE] / SAILED THREE TIMES SIX, SAILED 
  FOUR TIMES FOUR [GREAT WATER] / ALAS, THE WORLD IS NO 
  MORE / [UNWORTHY] LIVE NOW AND FOREVER.”
  DL3E. Shadow gallery (Cr 5)
  This room is crisscrossed with several shadows forming a sort of web 
  that fills the entire area. A character crossing the room must make a DC 16 
  Acrobatics check, Escape Artist check or a Reflex save to avoid touching 
  the shadows 1d3 times. Gaseous form provides a +4 on the checks. Each 
  touch is like the touch of a shadow (Atk +3 incorporeal touch, damage 
  1d6 Str). A character reduced to 0 Str becomes a part of the shadowy web 
  himself (add +1 to all DCs).
  Characters accompanied by daylight or its equivalent are unaffected; 
  a successful break enchantment, dispel evil or holy word destroys them 
  permanently (along with all absorbed characters).
  DL3F. The Hidden Tomb of 
  Prince Koshag Xantollan (Cr 3)
  This is the final resting place of Prince Koshag Xantollan, ancient 
  warlord and conqueror. Neither the frog-men nor their human followers 
  have discovered the place. The tomb is a simple room, decorated with 
  a few ornamental patterns on its walls, and the following glyphs (DC 
  18 Linguistics): “THIEF, DEFILER / GREAT WRATH / RUN FAST / 
  [ILLEGIBLE LINE] / KOSHAG IS HERE.” There are six desiccated 
  corpses in antique bronze banded mail propped against the wall here. 
  They are zombies who animate if the tomb’s contents are disturbed. They 
  Dungeon Level Three
  Difficulty Level: 8
  Entrances: Area DL3A
  Exits: None
  Detections: Moderate Chaos and Evil everywhere
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 18, 
  Disable Device DC 20). All secret doors are made of 
  stone (2 in. thick; hardness 8; hp 30; Perception DC 20; 
  Break DC 22, Disable Device DC 20).
  90
  level 0b
  
  surround a stone bier where a mummy in bronze half-plate slumbers. 
  The mummy holds a heavy bastard sword made of some unknown bluish 
  metal. It is inanimate, although it has been treated with enchanted oils, 
  making it resistant to age. Next to Koshag Xantollan’s stone bier lies a 
  great cauldron filled with 4,000 ancient gold coins.
  ZOMBIES (6) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  DL3g. Storage (Cr 7)
  The cramped room is a well-stocked storehouse of weapons. There are 
  10 short swords, 60 scimitars, 40 light maces, 20 heavy maces, 10 flails, 
  18 longswords, 30 battleaxes and 70 shortspears in unruly stacks. Three 
  extraordinarily ugly stone statues; gargoyles slumber in wall niches. The 
  monsters activate to attack from surprise.
  In one of the niches (hidden behind a gargoyle) is a larger stone slab 
  engraved with an open eye (DC 26 Perception check). The slab turns on 
  hinges to reveal a cavity containing a black iron box, containing a slightly 
  mold-eaten black tome of weird dweomer:
  Spellbook: 3rd–clairaudience/clairvoyance, fireball, lightning bolt; 
  4th–animate dead, wall of ice, wall of fire; 5th–baleful polymorph, 
  cloudkill, dominate person, feeblemind, magic jar, permanency, teleport, 
  wall of stone; 6th–acid fog, create undead, disintegrate, symbol of fear.
  GARGOYLES (3)  
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary, “Gargoyle”)
  DL3H. Sword Tomb (Cr 11)
  Hundreds of rusty swords hang from the walls in a neat order. They all 
  point towards a gate in a wrought iron fence to the north (DC 24 Disable 
  Device). This is the tomb of a vampire and his 10 zombie minions. The 
  vampire used to be a great lord, and is still clad in the full plate of his 
  station. The zombies simply wear blackened chain and brandish halberds, 
  and slumber to the side of the tomb, standing guard. Beyond the gate lies 
  the iron coffin of the vampire on a round podium. If the gate is opened, the 
  podium rotates, the coffin opens, and the zombies animate. 
  In the coffin, there are ashes mixed with earth, and a gold-and-diamond 
  diadem (worth 1,200 gp). Next to the podium, there are also two large iron 
  chests with 2,000 gp each.
  VAMPIRE LORD  
   
  CR 9
  XP 6,400
  Male human vampire fighter 8 (Pathfinder Roleplaying 
  Game Bestiary, “Vampire”)
  CE Medium undead (augmented human)
  Init +7; Senses darkvision 60 ft.; Perception +14
   
  AC 30, touch 14, flat-footed 26 (+10 armor, +3 Dex, +1 
  dodge, +6 natural)
  hp 86 (8d10+16 plus 16); fast healing 5
  Fort +8; Ref +7; Will +4 (+6 vs. fear) 
  Defensive Abilities bravery +2, channel resistance +4; DR 10/
  magic and silver; Immune undead traits; Resistance cold 10, 
  electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft. 
  Melee +1 lifedrinker longsword +15/+10 (1d8+8 plus 2 
  negative levels/17–20) or slam +12 (1d4+4 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 16), energy drain (DC 16), weapon 
  training (heavy blades +1) 
   
  Str 18, Dex 17, Con —, Int 15, Wis 14, Cha 15
  Base Atk +8; CMB +12; CMD 26
  Feats AlertnessB, Blind-Fight, Cleave, Combat Expertise, 
  Combat ReflexesB, DodgeB, Improved Critical, Improved 
  Disarm, Improved InitiativeB, Lightning ReflexesB, Power 
  Attack, Quick-Draw, ToughnessB, Vital Strike, Weapon Focus 
  (longsword), Weapon Specialization (longsword)
  Skills Bluff +14, Climb +14, Craft (poisonmaking) +10, 
  Diplomacy +6, Intimidate +7, Knowledge (nobility) +7, 
  Perception +14, Ride +11, Sense Motive +14, Stealth +13; 
  Racial Modifiers +8 to Bluff, Perception, Sense Motive, Stealth
  Languages Abyssal, Common, Tsathar 
  SQ armor training 2, change shape (dire bat or giant frog, 
  beast shape II), gaseous form, shadowless, spider climb
  Gear +1 full plate, +1 lifedrinker longsword
  ZOMBIES (10) 
   
  CR 2
  XP 600
  CE Medium humanoid (human) (Pathfinder Roleplaying 
  Game Bestiary, “Zombie”)
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 16, touch 10, flat-footed 16 (+6 armor)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing; Immune undead traits
   
  Speed 30 ft. 
  Melee halberd +4 (1d10+4/x3)
   
  Str 17, Dex 10, Con–, Int–, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD +14
  Feats ToughnessB
  SQ staggered
  Gear fire-blackened chainmail, halberd
  Koshag’s Sword
  Aura moderate transmutation and divination; CL 9th
  Slot none; Weight 6 lbs.; Price 40,435 gp
   
  DESCRIPTION
  This intelligent +3 bastard sword is thoroughly and 
  completely chaotic evil. It has Int 14, Wis 12, Cha 15, 
  Ego 12, and speaks Abyssal and Common. Its special 
  abilities are hold person, 3/day, see invisibility in a 10 
  ft. range and levitate, 3/day. The sword is extremely 
  vain and vindictive, stopping at nothing to mercilessly 
  destroy the “thief” who took it from its rightful owner. 
  It forces an Ego check immediately upon being 
  acquired, and every chance afterwards. If the check 
  fails, the sword forces the wielder to enter a berserk 
  rage or commit suicide. It can only be truly mastered 
  by a character of superior willpower—someone who 
  matches the sword’s evil and egoism and succeeds 
  at least five consecutive Will saves against the 
  weapon’s mental assault. Thereafter, Koshag’s sword 
  allows the character to use its powers… as long as 
  the PC’s superiority remains unquestionable, and he 
  wields it as a harsh and merciless conqueror.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, hold person, 
  levitate, see invisibility; Cost 20,335 gp
  91
  level 0b
  
  92
  level 0b
  
  93
  level 0b
  
  DL3i. Antechamber
  A plaque above the portal to the south reads: “THE TOMB OF ZODMAR 
  ADATRES, CHAMPION OF TSATHOGGA. HE WOULD SEE ALL, AND 
  WAS THUS INTERRED HEREIN.”
  DL3J. Frog Tomb (Cr 18-plus)
  This sepulchral vault contains the mortal remains of Zodmar Adatres, 
  feared champion and disciple of Tsathogga, founder of the cloister. To 
  show dedication to his harsh master, Zodmar consumed an elixir of all-
  seeing doom when he grew old and frail (see Area DL1C). Thus, his awed 
  and fearful apprentices made sure he would get a hero’s burial… and a 
  place he couldn’t escape from once dead.
  The grand tomb is painted with colorful frescoes depicting Zodmar’s 
  deeds: his conversion at the altar of the frog-god, his crusade against the 
  innocent, his sacking of Tal Zun, a now-forgotten town, and finally his 
  self-sacrifice. Four everburning censers in the four corners of the outer 
  room provide illumination. Large clay jars once contained gold and silver 
  in abundance. Unfortunately, they have already been ransacked: only clay 
  shards and 7 gp remain. The great stone coffin is where Zodmar Adatres 
  was laid to his final rest. It is securely bound with sturdy iron chains 
  (DC 18 Disable Device, three locks). All three locks are sealed with lead 
  and bear the mark of an ancient seal. Even the crack between the lid and 
  the sarcophagus is filled with old, hardened beeswax, sealing the coffin 
  hermetically. Faint gurgling, bubbling sounds, cackling and croaks may 
  be heard from inside.
  Foolishly opening the sarcophagus reveals a gruesome horror: Zodmar 
  Adatres, now nothing more than a mindless mass of flesh, slime and 
  peering egg-eyes, has become an unnatural host to his lord’s minions. 
  A mere round after the lid is opened, the eyes “hatch” and killer frogs 
  come streaming out. Ten frogs emerge every round, up to a maximum 
  of six hundred sixty-six. Even replacing the lid is useless: the small 
  horrors push it open with surprising strength! Unless sealed inside the 
  tomb (by blocking the entrance with rubble, for example), they emerge 
  into the outside and march on the cloister, then the close villages, most 
  likely dealing a dreadful blow to civilization in the area. Together, the frog 
  swarm possesses a collective intelligence (Int 16), and is thus capable of 
  rational planning. There is no treasure in the sarcophagus.
  KILLER FROGS (666) 
   
   
  CR 1
  XP 400
  hp 15 (Pathfinder Roleplaying Game Bestiary, “Frog, Giant”)
  94
  level 0b
  
  Background
  Rumors about the Rappan Athuk dungeons will not always point 
  adventurers directly toward the Mausoleum (Wilderness Area 9), 
  but toward a remote, semi-fortified inn known as Zelkor’s Ferry. The 
  wilderness around the Mausoleum is known to be extremely dangerous, 
  and lower-level adventurers may very well choose to base themselves—at 
  least in the early stages of the expedition—in an outpost of civilization, 
  however small it might be. At the very least, Zelkor’s Ferry offers a 
  place to re-provision, to rest with some safety, and possibly even to hire 
  some men-at-arms or baggage carriers. These benefits might be of little 
  importance to a higher level party that has access to its own magic and 
  healing, but for a lower-level party the resources of a “home base” could 
  very easily mean the difference between life and death.
  One reason why there are more rumors about Zelkor’s Ferry than 
  about the Mausoleum is quite simple; most adventurers who enter the 
  Mausoleum never return to tell the tale. On the other hand, the cellars 
  and dungeons beneath the Mouth of Doom are not quite as lethal as the 
  central levels of Rappan Athuk where the catacombs beneath the Mouth 
  eventually lead. The citizens of Zelkor’s Ferry have seen, with their own 
  eyes, adventurers who have returned alive from this part of Rappan Athuk 
  with treasure and strange tales. These adventurers soon go to explore the 
  dungeons further—and generally never return—but their shiny gold and 
  mysterious tales remain behind, evidence of the dungeon’s riches and 
  actual existence.
  The Ferry is a small cluster of buildings surrounded by an old stone 
  wall that once served as a border fort. It is now an inn and a small 
  trading post for occasional river traffic and infrequent overland travelers 
  following the river trail to and from the Coast Road. The Ferry is the 
  last convenient place for downriver traffic to make a safe landing, so 
  although the settlement is small and the river traffic is infrequent, barges 
  and keelboats do arrive here from time to time, offloading cargoes bound 
  for the Coast Road. This last leg of the journey overland to the Coast 
  Road is quite dangerous, and requires guards; escorting one of these small 
  caravans is a possible side adventure for the player characters to undertake 
  if they choose to do so.
  The settlement itself is little more than the inn, a smithy, a merchant 
  trader, and a ferryboat for those who desire to cross the river. Nevertheless, 
  Zelkor’s Ferry is a place of comfort and safety compared to the hungry 
  wilderness that surrounds it on all sides. The area in and around Zelkor’s 
  Ferry is shown on Maps “Environs of Zelkor’s Ferry” and “Zelkor’s 
  Ferry.” 
  rumors in Zelkor’s Ferry
  Each member of the adventuring party automatically gains one rumor 
  about the Mouth of Doom or the area surrounding the Ferry, in addition to 
  the rumors listed in the Introduction.
   1 
  Don’t go down the well! (True; but that particular well is a long 
    
  way from the Mouth of Doom’s entrance to Rappan Athuk).
   2 
  The Mouth of Doom, which leads into the dungeons of Rappan 
    
  Athuk, can be found to the south of Zelkor’s Ferry. (True)
   3 
  They say that if you go adventuring in the Mouth of Doom, beware 
    
  the hand. (True).
   4 
  There are one or two places under the Mouth of Doom where 
    
  the air is bad; don’t sleep in those places if you want to wake up 
    
  again. (True).
   5 
  An adventurer went into the Mouth of Doom a year ago with a lucky 
    
  gemstone sewn into the heel of his boot. He never came back. I 
    
  guess the gem wasn’t so lucky after all. (True).
   6 
  A band of gnolls has been lurking around to the south of the Ferry 
    
  for the last several weeks. If you’re headed south, better watch out 
    
  for them. (True).
   7 
  Bristleback buys bearskins and panther skins for 50 gp, and wolf 
    
  pelts for 20 each. If you bring back a whole bear, the meat’s worth 
    
  10 gp to you as well. Wild boars aren’t worth anything to you, 
    
  though. (True).
   8 
  A couple of levels underneath the Mouth of Doom there is a long 
    
  passage—miles long—that connects up with the main levels of 
    
  Rappan Athuk. (True).
   9 
  Zelkor was a powerful wizard who led the army of Light into 
    
  Rappan Athuk to attack the high priests of Orcus. They say that he 
    
  didn’t die, and one day he’ll return. (Partly True).
   10 
  The Mouth of Doom is cursed: anyone who enters it will become 
    
  weaker and weaker over the course of ten days. (False).
  Level 0C: 
  Zelkor’s Ferry
  ZELKOR’S FERRY
  N Hamlet (Pathfinder Roleplaying Games 
  Gamemastery Guide, “Settlements”)
  Corruption –2; Crime –2; Economy –1; Law –2; Lore +0; 
  Society –2
  Qualities strategic location
  Danger –5
   
  Government autocracy
  Population 20+ humans
  Notable NPCs
  Gutmark, the ferryman (N male human commoner 1)
  Big Morgan, the blacksmith (LE male human expert 2/
  warrior 1)
  Rasmus Pye, the trader (N male human expert 2/
  wizard 2)
  Ulman Dark, the necromancer (NE male human 
  commoner 4)
  Skorma, captain of the guard (N male human warrior 4) 
  Odo Bristleback, the mayor-innkeeper (CN male 
  human natural wereboar barbarian 2)
   
  Base Value 220 gp; Purchase Limit 1,000 gp; 
  Spellcasting 2nd
  Minor Items 1d6 items; Medium Items —; Major Items —
  95
  
  Map Key
  1. Zelkor’s Ferry
  This is a small trading post and fortified inn, surrounded by an ancient 
  and crumbling stone curtain wall with wooden guard-towers that were 
  clearly built in later years for added defense. The gates of the fort are closed 
  and manned by two bowmen who scrutinize the adventurers closely, but 
  since most visitors to Zelkor’s Ferry are armed and dangerous-looking 
  they are unlikely to bar the party from entering unless the characters do or 
  say something extremely stupid. Ten kobold skulls have been nailed to the 
  gate as a mild warning to would-be attackers.
  guests and Arrivals
  In addition to the inn’s staff, there are some travelers staying at the inn. 
  Some of these are mercenaries hoping to pick up work as caravan guards 
  when the next river boat comes in, some are travelers waiting for upstream 
  passage when the next boat arrives, and some may even be adventurers 
  who are in the area for the same reason as the player characters. Roll twice 
  on the Travelers table below to see who is already staying at the inn.
  Travelers
   
   1 
  Solitary fighter (level 1d4)
   2 
  Solitary cleric (level 1d4)
   3 
  Solitary wizard (level 1d4)
   4 
  Solitary rogue (level 1d4)
   5 
  Adventuring party (1d4 NPC characters). Roll 1d4 on this table for 
    
  each NPC to determine class and level.
   6 
  Merchants (see below)
   7 
  1d4 fighters (level 1d2)
   8 
  1d6 outlaws (see below)
   9 
  Patrol (see below)
   10 
  2d6 mercenaries (see below)
  When there is an arrival at the Ferry, the Travelers table should be used 
  to determine who or what has arrived, although this step should be skipped 
  if new arrivals are not important to the party’s current activities. New 
  arrivals do not generally need to be detailed unless the party is trying to 
  hire non-player characters or to find missions other than an expedition into 
  Rappan Athuk. Roll on the Travelers Table to determine who arrives; if 
  the arrival is one of the three keelboats that dock at the Ferry, the travelers 
  rolled on the table are passengers on the riverboat. If you wish to keep 
  some kind of running tally of the Ferry’s transient population, assume that 
  each group (or individual, if solitary) plans to stay at the ferry for 1d10 
  days. This lets you track the departures as well as the arrivals. Obviously, 
  the actions of the characters might cause a group or an individual to delay 
  departure for a while if they are waiting for employment—or planning to 
  kill the characters and take their gold.
  Merchants: Merchants arriving by road have 1d8 wagons or carts, with 
  an appropriate number of accompanying pack animals per cart as well as 
  1d6 caravan guards and 1 sergeant-guard per cart or wagon. There are 
  1d3 merchants per cart as well, and a 5% chance per wagon that a single 
  wizard accompanies the group. Merchants arriving by boat bring wagons 
  and draft animals along since they know none are likely to be for hire 
  at the Ferry—only 1d2 wagons are loaded onto the riverboat. Whether 
  arriving by boat or on foot, if the merchants do not have at least 3 footmen 
  per wagon, they are seeking to hire more guards.
  CARAVAN GUARD 
   
   
  CR 1
  XP 400
  Male or female human fighter 2
  N Medium humanoid (human)
  Init +5; Perception +4
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge, 
  +1 shield)
  hp 16 (2d10+2 plus 2) 
  Fort +4; Ref +1; Will +0 (+1 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee longspear +4 (1d8+1/x3), or short sword +3 (1d6+1/19–
  20)
  Ranged light crossbow +3 (1d8/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
   
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
  Base Atk +2; CMB +3; CMD 15 
  Feats Alertness, Dodge, Improved Initiative, Weapon Focus 
  (longspear)
  Skills Handle Animal +4, Intimidate +4, Perception +4, Sense 
  Motive +2 
  Languages Common
  Gear studded leather armor, buckler, longspear, short 
  sword, light crossbow, 20 bolts, 1d12 gp, 2d12 sp, 3d12 cp.
  MERCHANT 
   
   
  CR 2
  XP 600
  Male or female human expert 4
  N Medium humanoid (human)
  Init +1; Perception +4
   
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 22 (4d8 plus 4) 
  Fort +1; Ref +1; Will +4 
   
  Speed 30 ft.
  Melee dagger +2 (1d4–1/19–20)
  Ranged light crossbow +3 (1d8/19–20)
   
  Str 8, Dex 10, Con 11, Int 12, Wis 11, Cha 13
  Base Atk +3; CMB +2; CMD 11 
  Feats Alertness, Skill Focus (Appraise), Skill Focus (Sense 
  Motive)
  Skills Appraise +11, Bluff +8, Diplomacy +8, Handle Animal 
  +8, Linguistics +8, Perception +9, Profession (merchant) +7, 
  Sense Motive +12 
  Languages Common, Dwarven, Elven, Gnome, Goblin, 
  Halfling
  New Arrivals in Zelkor’s Ferry
  In addition to the people who are already staying at Zelkor’s 
  Ferry, there is a chance each day that a new set of travelers arrive. 
  Roll 1d100 each day to check for arrivals. It is not necessary to 
  track these events closely unless they are of interest to a party 
  waiting for possible hirelings or waiting for passage on a boat.
   
   01–05 
  A keelboat (see list below) arrives at the Ferry from 
   
   
  the West
   
  06 
  Wayfarers arrive on foot from the West, along the 
   
   
  Old Path
   07–09 
  Wayfarers arrive on foot from the East, along the 
   
   
  Old Path
   10–00 
  No new arrivals
  96
  level 0c
  
  Combat Gear 1d4 of the following potions (roll 1d6): (1) 
  cat’s grace, (2) eagle’s splendor, (3) invisibility, (4) cure 
  light wounds, (5) cure moderate wounds, (6) longstrider; 
  Other Gear masterwork leather armor, buckler masterwork 
  dagger, light crossbow, 10 bolts, 2d10 gp; additional coffer 
  of coins hidden in wagon, total value of approximately 10 x 
  total HD of all NPCs in caravan.
  SERGEANT-GUARD 
   
  CR 3
  XP 800
  Male human fighter 4
  LN Medium humanoid (human)
  Init +6; Perception +5
   
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 34 (4d10+8 plus 4) 
  Fort +6; Ref +3; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 20 ft. (base 30 ft.)
  Melee longsword +8 (1d8+3/19–20)
   
  Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 12
  Base Atk +4; CMB +7; CMD 19 
  Feats Improved Initiative, Mounted Combat, Ride-By Attack, 
  Spirited Charge, Weapon Focus (longsword), Weapon Focus 
  (longsword)
  Skills Handle Animal +8, Perception +5, Ride +9 
  Languages Common
  SQ armor training 1
  Gear chainmail, heavy steel shield, longsword, 2d10 gp, 
  40+2d10 sp.
  WIZARD GUARD  
   
  CR 2
  XP 600
  Male human wizard 3
  LN Medium humanoid (human) 
  Init +1; Perception +0
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 13 (3d6+3)
  Fort +2; Ref +2; Will +3
   
  Speed 30 ft.
  Melee mwk dagger +1 (1d4–1/19–20)
  Ranged touch +5 (by spell)
  Special Attacks hand of the apprentice (+4, 6/day)
  Spells Prepared (CL 3rd)
  2nd—mirror image, summon monster II
  1st—charm person (DC 14), sleep (DC 14), unseen servant
  0 (at will)—arcane mark, light, resistance, prestidigitation
   
  Str 8, Dex 13, Con 12, Int 17, Wis 11, Cha 14
  Base Atk +1; CMB +0; CMD 11
  Feats Craft Wondrous Item, Scribe ScrollB, Self-Sufficient, Skill 
  Focus (Knowledge [arcana])
  Skills Appraise +8, Craft (alchemy) +9, Heal +5, Knowledge 
  (arcana) +9, Knowledge (engineering) +8, Knowledge 
  (history) +7, Knowledge (local) +7, Knowledge (nature) +7, 
  Profession (sage) +5, Spellcraft +9, Survival +0
  Languages Common, Goblin, Gnome, Orc
  SQ arcane bond (wand of silent image)
  Combat Gear scroll of magic circle against chaos, wand 
  of silent image (50 charges), wand of sleep (12 charges); 
  Other Gear masterwork dagger, traveler’s outfit, notebooks, 
  spellbook
  Each wagon contains 1d4 x 200 gp worth of trade goods, of various 
  types.
  Outlaws: Outlaws are simply peasants who are on the run from the law. 
  They are tolerated at the Ferry as long as they do not appear dangerous, 
  and if a patrol appears while outlaws are present, the citizens of the Ferry 
  hide the outlaws until the patrol has left. Outlaws can be hired, although 
  they are less reliable than mercenaries.
  COMMONER OUTLAWS 
   
   
  CR 1/3
  XP 135
  Male and female human commoner 1
  N Medium humanoid (human)
  Init +0; Perception +3
   
  AC 10, touch 10, flat-footed 10
  hp 6 (1d6+3)
  Fort +2; Ref +0; Will –1
   
  Speed 30 ft.
  Melee improvised club +1 (1d4+1)
  Ranged sling –1 (1d3+1)
   
  Str 12, Dex 11, Con 15, Int 9, Wis 9, Cha 10
  Base Atk +0; CMB +1; CMD 11
  Feats Catch Off-Guard, Endurance
  Skills Climb +5, Perception +3
  Languages Common
  Combat Gear improvised club, sling, 10 stones
  Patrol: Patrols consist of 8 footmen and a knight. The knight rides a 
  warhorse, and the footmen walk. 
  FOOTMAN 
   
   
  CR 1
  XP 400
  Male human fighter 2
  LN Medium humanoid (human)
  Init +5; Perception +4
   
  AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
  hp 19 (2d10+2 plus 2) 
  Fort +4; Ref +1; Will +0 (+1 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee longspear +4 (1d8+1/x3), or longsword +3 (1d8+1/19–
  20)
  Ranged light crossbow +3 (1d8/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
   
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
  Base Atk +2; CMB +3; CMD 14 
  Feats Improved Initiative, Quick-Draw, Run, Weapon Focus 
  (longspear)
  Skills Intimidate +5, Perception +4, Sense Motive +2 
  Languages Common
  Gear studded leather armor, buckler, longspear, longsword, 
  light crossbow, 20 bolts, 2d12 gp.
  KNIGHT  
   
  CR 3
  XP 800
  Male or female human fighter 4
  LN Medium humanoid (human)
  Init +6; Perception +5
   
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 34 (4d10+8 plus 4) 
  Fort +6; Ref +3; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 20 ft. (base 30 ft.)
  Melee lance +8 (1d8+3/x3), or longsword +8 (1d8+3/19–20)
  97
  level 0c
  
  98
  level 0c
  
  99
  level 0c
  
  Space 5 ft., Reach 5 ft. (10 ft. with lance)
   
  Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 12
  Base Atk +4; CMB +7; CMD 19 
  Feats Improved Initiative, Mounted Combat, Ride-By Attack, 
  Spirited Charge, Weapon Focus (lance), Weapon Focus 
  (longsword)
  Skills Handle Animal +8, Perception +5, Ride +10 
  Languages Common
  SQ armor training 1
  Gear chainmail, heavy wood shield, lance, longsword, 2d10 gp, 
  40+2d10 sp.
  WARHORSE 
   
   
  CR 2
  XP 600
  N Large animal
  Init +4; Senses low-light vision; Perception +8
   
  AC 18, touch 13, flat-footed 14 (+3 armor, +4 Dex, +2 natural, 
  –1 size)
  hp 24 (2d8+10) 
  Fort +8; Ref +7; Will +3 
   
  Speed 50 ft.
  Melee 2 hooves +6 (1d4+5)
  Space 10 ft., Reach 5 ft.
   
  Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
  Base Atk +1; CMB +7; CMD 21 (25 vs. trip) 
  Feats Endurance, RunB
  Skills Perception +8 
  Gear studded leather barding, saddle, saddlebags, bedroll 
  and food for itself and its rider for one week.
   
  Trained for Combat (Ex) The warhorse treats its hoof attacks 
  as primary attacks. It knows the tricks attack, come, defend, 
  down, guard, and heel.
  Mercenaries: Mercenaries are wandering soldiers looking for work.
  MERCENARIES 
   
   
  CR 1
  XP 400
  hp 19 (see Footmen, above)
  Keelboats
  There are three keelboats that carry almost all of the trade upriver to and 
  from Zelkor’s Ferry: the Yellow Dagger, the Lucky Oak, and the Brawler.
  The Yellow Dagger
  The Yellow Dagger is a fast riverboat that usually traffics in furs, ale, 
  and wool. The captain is Riko Jaskin, who travels with a crew of 3 sailors 
  and his guard, Orik. Riko also has a lynx named Ramakin, who attacks 
  anyone threatening Riko. Cargoes on the Yellow Dagger generally run 
  approximately 1d4 x 200 gp worth of trade goods, of various types.
  RIKO JASKIN 
   
   
  CR 2
  XP 600
  Male human fighter 3
  CN Medium humanoid (human)
  Init +2; Perception +1
   
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
  hp 24 (3d10+3)
  Fort +4; Ref +3; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk longsword +6 (1d8+3/19–20)
  Ranged mwk composite longbow [+2 Str] +8 (1d8+2/x3)
   
  Str 14, Dex 15, Con 13, Int 11, Wis 8, Cha 13
  Base Atk +3; CMB +5; CMD 17
  Feats Iron Will, Point-Blank Shot, Precise ShotB, Quick-DrawB, 
  Weapon Focus (longbow)
  Skills Bluff +3, Perception +1, Profession (sailor) +4, Swim +7
  Languages Common
  SQ armor training 1
  Gear masterwork chain shirt, masterwork longsword, 
  masterwork composite longbow [+2 Str], 20 arrows
  ORIK 
   
   
  CR 2
  XP 600
  Male human rogue 3
  NE Medium humanoid (human) 
  Init +1; Perception +7
   
  AC 15, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 Dodge, 
  +1 shield)
  hp 25 (3d8+9 plus 3)
  Fort +4; Ref +4; Will +2
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee short sword +4 (1d6+2/19–20)
  Ranged mwk hand crossbow +4 (1d4/19–20)
  Special Attacks sneak attack +2d6
   
  Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +2; CMB +4; CMD 16
  Feats Athletic, Dodge, Skill Focus (Acrobatics)
  Skills Acrobatics +10, Bluff +5, Climb +10, Intimidate +5, 
  Knowledge (local) +6, Perception +7, Profession (sailor) +7, 
  Stealth +7, Swim +10
  Languages Common
  SQ rogue talents (ledge walker), trapfinding (+1)
  Gear leather armor, masterwork buckler, masterwork hand 
  crossbow, 20 bolts, short sword
  SAILORS (3) 
   
   
  CR 1/2
  XP 200
  Male human expert 1/warrior 1
  N Medium humanoid
  Init +1; Perception +4
   
  AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)
  hp 13 (1d8+1d10+2 plus 1)
  Fort +3, Ref +1, Will +2
   
  Speed 30 ft.
  Melee scimitar +2 (1d6+1/18–20) or dagger +2 (1d4+1/19–20)
  Ranged composite longbow [+1 Str] +2 (1d8+1/x3)
   
  Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9
  Base Atk +1; CMB +2; CMD 14
  Feats Dodge, Skill Focus (Profession [sailor])
  Skills Acrobatics +5, Climb +5, Craft (ships) +3, Perception 
  +4, Profession (fisherman) +4, Profession (sailor) +8, Survival 
  +4, Swim +5
  Languages Common
  Gear masterwork studded leather, scimitar, 2 daggers, 
  composite longbow [+1 Str], 20 arrows 
  100
  level 0c
  
  RAMAKIN, LYNX  
   
  CR 2
  XP 600
  hp 13 (Frog God Games The Tome of Horrors Complete, “Lynx”)
  The Lucky Oak
  The Lucky Oak is a keelboat captained by Petrus Kolvio. It is manned by 4 
  sailors and 1 guard. The boat also keeps 2 guard dogs. Cargoes on the Lucky Oak 
  generally run approximately 1d4 x 200 gp worth of trade goods, of various types.
  PETRUS KOLVIO  
   
  CR 3
  XP 800
  Male human fighter 4
  N Medium humanoid (human)
  Init +7; Perception +5
   
  AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
  hp 34 (4d10+8) 
  Fort +6; Ref +4; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft. 
  Melee cutlass +8 (1d6+5/19–20)
  Ranged shortbow +7 (1d6/x3)
   
  Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 10
  Base Atk +4; CMB +7; CMD 21 
  Feats Dodge, Improved InitiativeB, MobilityB, Point-Blank 
  Shot, Precise ShotB, Weapon Focus (cutlass), Weapon 
  Specialization (cutlass)
  Skills Bluff +4, Perception +5, Profession (sailor) +8, Swim +9 
  Languages Common
  SQ armor training 1
  Gear chain shirt, cutlass (treat as short sword), shortbow, 20 
  arrows, 3d6 gp
  SAILORS (3) 
   
   
  CR 1/2
  XP 200
  hp 13 (see the Yellow Dagger, above)
  GUARD  
   
  CR 1
  XP 400
  Male human fighter 2
  N Medium humanoid (human)
  Init +5; Perception +4
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge, 
  +1 shield)
  hp 16 (2d10+2 plus 2) 
  Fort +4; Ref +1; Will +0 (+1 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee short sword +4 (1d6+1/19–20)
  Ranged light crossbow +3 (1d8/19–20)
   
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
  Base Atk +2; CMB +3; CMD 15 
  Feats Alertness, DodgeB, Improved InitiativeB, Weapon Focus 
  (short sword)
  Skills Intimidate +4, Perception +4, Sense Motive +2, Swim +5 
  Languages Common
  Gear studded leather armor, buckler, longspear, short 
  sword, light crossbow, 20 bolts, 1d4 gp, 2d4 sp, 3d8 cp.
  GUARD DOGS (2) 
   
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)
  The Brawler
  The Brawler is a very large keelboat that transports heavy cargo such as 
  ale, sheep, and even cows. It has a large crew of 10 sailors, and is captained 
  by the owner, Beoric the Whale. Cargos on the Brawler generally run 
  approximately 1d6 x 200 gp worth of trade goods, of various types.
  BEORIC THE WHALE 
   
   
  CR 4
  XP 1,200
  Male human fighter 5
  CN Medium humanoid (human)
  Init +0; Perception –1
  AC 14, touch 10, flat-footed 14 (+4 armor)
   
  hp 42 (5d10+10)
  Fort +6; Ref +1; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk battleaxe +10 (1d8+4/×3)
  Ranged+1 composite longbow [+4 Str] +7 (1d8+8/×3)
  Special Attacks weapon training (bows +1)
   
  Str 18, Dex 10, Con 14, Int 13, Wis 8, Cha 12
  Base Atk +5; CMB +9; CMD 19
  Feats Deadly AimB, Iron Will, Persuasive, Point-Blank Shot, 
  Precise ShotB, Weapon Focus (composite longbow), 
  Weapon Specialization (composite longbow)B
  Skills Craft (carpentry) +9, Intimidate +11, Profession (sailor) 
  +7, Sense Motive +4, Swim +12
  Languages Aquan, Common
  SQ armor training 1
  Gear +1 studded leather armor, masterwork battleaxe, +1 
  composite longbow [+4 Str], 15 arrows, spyglass, 3d12 gp
  SAILORS (10) 
   
   
  CR 1/2
  XP 200
  hp 13 (see the Yellow Dagger, above)
  Locations in Zelkor’s Ferry
  A. Bristleback’s inn
  Bristleback’s Inn is the sort of place one would expect to find in a 
  remote settlement. A cracked and peeling wooden sign creaks from its 
  iron bracket by the door, showing a picture of a wild boar in badly-faded 
  paint. It is an old building, small for an inn, and is not in the best of 
  repair. Room and board costs 1 gp per night, with an extra silver piece 
  charged for stabling a horse or mule. Odo Bristleback, the innkeeper, 
  owns and operates the entire settlement of Zelkor’s Ferry, a business that 
  has been in his family for generations. He hires the guards for the fort, 
  and collects rent from the smith, the merchants, and the necromancer. 
  Other members of the inn’s staff include Odo’s wife Amelia, two 
  serving wenches named Ysbel and Tallie, and Gumbel the Cook. With 
  the exception of Odo, all the inn’s staff are normal humans (Commoner 
  1; hp 3).
  Odo himself is the main reason why this small settlement is capable of 
  surviving in the middle of the howling wilderness. For many generations 
  his family bloodline has been stained with lycanthropy of the wereboar, 
  inherited from some long-forgotten ancestor. Most of the full-time 
  inhabitants of Zelkor’s Ferry are aware of this, but it is not discussed 
  with outsiders. Unless the party attacks the settlement they are unlikely to 
  learn Odo’s secret, although if they like bacon for breakfast they may be 
  irritated by the fact that the inn never seems to serve any pork. Needless 
  to say, once the various bandits and humanoids in the area realized that 
  they would need silver weapons to attack Odo’s inn, they decided to find 
  easier prey elsewhere.
  101
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  ODO BRISTLEBACK (WEREBOAR)  
   
  CR 2
  XP 600
  hp 31 (Pathfinder Roleplaying Game Bestiary 2, 
  “Lycanthrope, Wereboar”)
  B. The Stable
  The stable is a part of the inn; anyone wishing to keep horses here 
  can do so by talking to Odo Bristleback, the innkeeper. The daily charge 
  for keeping a horse or mule in the stable is 1 sp. From time to time Odo 
  may also have a horse or a mule for sale, although these are far from 
  thoroughbred quality. Odo almost always has a mule for sale, has a 65% 
  chance to actually have two mules rather than just one, and has a 50% 
  chance to have 1d3 riding horses available for the right price. Obviously, 
  replacement animals do not just appear magically in Odo’s stable; if the 
  party buys his stock and needs more, it takes at least a week before any 
  more would be traded here.
  IGOR AND VORT, STABLEHANDS  
   
  CR 2
  XP 400
  Male human commoner 4
  N(E) Medium humanoid (human)
  Init +1; Perception +5
   
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 18 (4d6+4)
  Fort +2; Ref +2; Will +2
   
  Speed 30 ft.
  Melee club +4 (1d3+2) 
   
  Str 13, Dex 12, Con 12, Int 6, Wis 13, Cha 8
  Base Atk +2; CMB +4; CMD 15
  Feats Skill Focus (Handle Animal), Skill Focus (Profession)
  Skills Handle Animal +8, Knowledge (local) +2, Perception 
  +5, Profession (stablehand) +10
  Gear leather armor, club, 3d4 cp
  GUARD DOGS (2) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)
  C. Blacksmith
  Big Morgan is a blacksmith who rents this building from Odo and 
  makes his living by repairing wagons, shoeing horses, and producing 
  simple iron tools for the wayfarers who stop at the inn.
  Morgan’s wife Deslena (Commoner 1; hp 3) makes the sturdy pottery 
  dishes used in the area as well as bottles and jugs in various sizes that she 
  sells at the Trading Post. Her kiln is built into the other side of the forge. 
  BIG MORGAN 
   
   
  CR 1
  XP 400
  Male human expert 2/warrior 1
  LE Medium humanoid (human)
  Init +1; Perception +7
   
  AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
  hp 17 (2d8+1d10+6)
  Fort +4; Ref +1; Will +4 
   
  Speed 20 ft.
  Melee warhammer +6 (1d8+3/×3)
  Ranged longbow +3 (1d8/×3)
   
  Str 17, Dex 12, Con 15, Int 10, Wis 13, Cha 9
  Base Atk +2; CMB +5; CMD 16
  Feats Skill Focus (Craft [blacksmithing]), Skill Focus (Profession 
  [blacksmith]), Weapon Focus (warhammer) 
  Skills Craft (blacksmithing) +10, Intimidate +5, Knowledge 
  (local) +6, Perception +7, Profession (blacksmith) +10
  Languages Common
  Gear leather armor, warhammer, longbow, 20 arrows, forge 
  hammer, keys to building, 2d6 sp
  D. Barracks
  This building is the residence for Odo’s guards, whom he has hand-
  picked over several years from traveling mercenaries and adventurers who 
  stopped here and were willing to stay. They are a loyal and experienced 
  group of veterans.
  ODO’S GUARDS (5) 
   
  CR 1
  XP 400
  Male human warrior 3
  LN Medium humanoid (human)
  Init +1; Perception +1 
   
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 25 (3d10+6 plus 3)
  Fort +4; Ref +2; Will +0 
   
  Speed 30 ft.
  Melee spear +4 (1d6+1/x3) or dagger +2 (1d4+1/19–20)
  Ranged shortbow +5 (1d6/×3) 
   
  Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
  Base Atk +3; CMB +4; CMD 15
  Feats Toughness, Weapon Focus (shortbow), Weapon Focus 
  (spear)
  Skills Handle Animal +5, Intimidate +5, Ride +7
  Languages Common
  Gear leather armor, spear, short bow, 20 arrows, long knife 
  (treat as dagger), woolen tunic, trousers
  CAPTAIN SKORMA 
   
  CR 2
  XP 600
  Male human warrior 4
  N Medium humanoid (human)
  Init +2; Perception –1
   
  AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 dodge)
  hp 30 (4d10)
  Fort +4; Ref +3; Will +0
   
  Speed 30 ft.
  Melee spear +7 (1d6+2/x3) or short sword +7 (1d6+2/19–20)
   
  Str 14, Dex 14, Con 11, Int 10, Wis 8, Cha 9
  Base Atk +4; CMB +6; CMD 19
  Feats Dodge, Weapon Focus (short sword), Weapon Focus 
  (spear)
  Skills Climb +7, Handle Animal +4, Intimidate +4, Ride +7, 
  Stealth +8
  Languages Common
  Gear leather armor, spear, short sword
  E. rasmus Pye’s Trading Post
  The trading post is run by Rasmus Pye, who buys, sells, and barters 
  anything that comes his way down the river, up the trail, or out of the 
  dungeon. The only thing he doesn’t sell is horses, since his landlord 
  owns the stables. Rasmus is a wizard of minor abilities, and his ability 
  to cast sleep spells was a nasty surprise for the last group of kobolds that 
  attempted to storm the walls.
  Most normal supplies, even including armor, can be purchased here at 
  normal prices.
  Pye is ably assisted by his wife Meregan (Commoner 1; hp 3) who also 
  102
  level 0c
  
  sews and does some light leatherwork. Common clothing items available 
  at the trading post may have been made by her, and she will make custom 
  items at 20% above the usual cost. The Pyes have a twelve-year-old son, 
  Verestin (Commoner 1; hp 2). 
  RASMUS PYE 
   
   
  CR 2
  XP 600
  Male human expert 2/wizard 2
  N Medium humanoid (human)
  Init +1; Perception +7 
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 14 (2d8+2d6+4 plus 2)
  Fort +1; Ref +1; Will +9 
   
  Speed 30 ft.
  Melee unarmed strike +2 (1d3)
  Special Attacks hand of the apprentice (+5, 6/day)
  Wizard Spells Prepared (CL 2nd; melee touch +2, ranged 
  touch +3)
  1st—charm person (DC 14), sleep (DC 14), unseen servant
  0—detect magic, mage hand, open/close
   
  Str 10, Dex 12, Con 12, Int 16, Wis 12, Cha 14
  Base Atk +2; CMB +2; CMD 13
  Feats Iron Will, Skill Focus (Bluff). Skill Focus (Profession), Scribe 
  ScrollB
  Skills Appraise +9, Bluff +11, Craft (alchemy) +9, Diplomacy 
  +8, Knowledge (arcana) +9, Knowledge (local) +9, 
  Perception +7, Profession (shopkeeper) +10, Spellcraft +9, 
  Use Magic Device +8
  Languages Common
  F. The Necromancer
  Ulman Dark is a necromancer with certain strange abilities derived 
  from his studies in black magic, astrology, and necromancy. Having been 
  exiled from a number of civilized communities, he has chosen to live in 
  the remote settlement of Zelkor’s Ferry, where his studies are tolerated—
  within limits—since he has significant abilities as a healer, no matter how 
  questionable the source of these abilities might be.
  Ulman is able to remove the effects of poison, and even has a certain 
  chance to bring the dead back to life if the stars are right and the expensive 
  materials are available. He can brew weak healing draughts, and has a 
  chance to cure diseases. These skills are based upon combinations 
  of alchemy and dark knowledge that have no connection to the rules 
  applicable to player characters; he should simply be treated as an NPC 
  with unusual abilities. His ability to succeed at one of these tasks is not 
  guaranteed, and he expects payment up front whether his attempt is 
  successful or not. 
  Removing Poison: A character that has been poisoned within the last 
  24 hours may be purged of the poison. The procedure involves replacing 
  the patient’s blood, using a quantity of goat’s blood as well as drawing 
  10 hit points worth of blood from humans to include in the transfusion. 
  Ulman requires payment of 800 gp to make the attempt, and there is a 20% 
  chance of failure.
  Curing Diseases: Ulman uses a combination of purging, leeching, and 
  medicinal concoctions to cure diseases, charging 500 gp for the attempt. 
  103
  level 0c
  
  His physic has a 20% chance to fail, and a 1% chance to kill the patient 
  outright.
  Brewing Potions: Ulman can brew healing concoctions that restore 1d4 
  hit points. The potion must not be taken more than once in a 24 hour 
  period, for the second draught is a deadly overdose (DC 25 Fortitude 
  negates). He charges 250 gp for one of these draughts.
  Raising the Dead: Ulman charges 3,000 gp to attempt this difficult 
  task, and has a 20% chance to fail in some way (see below). If he fails, 
  he weakens and is unable to do anything but lie abed for a period of one 
  month thereafter. If three gems worth 250 gp or more each are used in the 
  procedure, the chance of failure drops to 10%. Failure results are listed on 
  the table below:
   1 
  Character remains dead
   2 
  Character returns from the dead but with 1d2 lost 
    
  Constitution points and must rest for 2 weeks
   3 
  Character’s body turns into a grey ooze (not the monster, 
    
  just disgusting putrescence)
   4 
  Character returns from the dead, but grows to ogre size, gaining 
    
  4 extra hit points but losing 1d4 points of Intelligence
   5 
  Character’s body remains dead, character’s soul returns as a 
    
  wraith and attacks
   6 
  Character remains dead
  WRAITH  
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)
  ULMAN DARK, THE NECROMANCER 
   
  CR 2
  XP 600
  Male human commoner 4
  N(E) Medium humanoid (human)
  Init +1; Perception +3
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 18 (4d6+4)
  Fort +2; Ref +2; Will +2
   
  Speed 30 ft.
  Melee unarmed strike –3 (1d3–1) 
   
  Str 8, Dex 12, Con 12, Int 16, Wis 13, Cha 8
  Base Atk +2; CMB +1; CMD 12
  Feats Master Alchemist, Skill Focus (Knowledge [arcana]), 
  Skill Focus (Profession [necromantic scholar])
  Skills Craft (alchemy) +12, Knowledge (arcana) +10, 
  Perception +8, Profession (necromantic scholar) +11
  SQ necromantic healing (see above)
  Ulman is sometimes joined here by his wife. Kanndra Dark is a 
  successful bounty hunter and spends most of her time away from home, 
  which is one reason the pair get along as well as they do. She also picks 
  up various exotic herbs and ingredients on her travels, which Ulman can 
  then try in his potions and nostrums. 
  KANNDRA DARK 
  CR 3
  XP 800
  Female human ranger 4
  LN(E) Medium humanoid (human)
  Init +4; Perception +8
   
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 36 (4d10+8)
  Fort +6; Ref +8; Will +2
   
  Speed 30 ft.
  Melee mwk longsword +4 (1d8/19–20) or dagger +4 
  (1d4/19–20) or unarmed strike +0 (1d3)
  Ranged mwk light crossbow +9 (1d8/19–20)
  Special Attacks favored enemies (human, +2)
  Spells prepared (CL 1st)
  1/day—aspect of the falcon 
    
  Str 10, Dex 18, Con 14, Int 13, Wis 12, Cha 8
  Base Atk +4; CMB +4; CMD 17
  Feats Endurance, Fleet, Point Blank Shot, Precise Shot, Rapid 
  Reload
  Skills Acrobatics +5, Climb +3, Escape Artist +5, Handle 
  Animal +6, Heal +6, Knowledge (geography) +5, 
  Knowledge (local) +2, Knowledge (nature) +5, Perception 
  +8, Profession (trapper) +8, Ride +4, Sense Motive +5, 
  Stealth +11, Survival +8
  Languages Common, Goblin
  SQ animal companion link (currently none), favored terrain 
  (forest, +2), share spells, Track (+2), Wild Empathy (+3)
  Gear masterwork leather armor, masterwrok light crossbow, 
  5 +1 bolts, 35 bolts, masterwork longsword, 3 daggers, 
  backpack , bedroll, chain (10 ft.), good quality lock, 
  masterwork manacles, signal horn, spyglass, signal whistle
  Treasure: Ulman owns various alchemical devices worth a total of 
  1,000 gp, chemicals worth a total of 500 gp, and has 300 gp hidden in 
  a chest under one of the flagstones of his floor, protected with a poison 
  needle trap.
  POISON NEEDLE TRAP 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 15; Disable Device DC 25
   
  Trigger touch; Reset manual
  Effect Atk +13 melee (1 plus poison, needle); poison 
  MEDIUM SPIDER VENOM
  Type poison (injury); save Fortitude DC 14
  frequency 1/round for 4 rounds
  effect 1d2 Str damage; cure 1 save
  g. The Ferry
  The Ferry itself is no more than a wooden dock jutting out over the 
  water, with a stone building where Gutmark the Ferryman makes his 
  home. It costs 2 gp per person (and 1 gp per animal) to be ferried across 
  the water on Gutmark’s boat. Travelers are so infrequent that ferrying 
  passengers is only an occasional task for Gutmark; he makes his living by 
  fishing in the river (usually within sight of the dock).
  His wife Adebrin (Commoner 1; hp 3) smokes the fish and makes other 
  smoked meats and salted foods. 
  GUTMARK THE FERRYMAN 
   
   
  CR 1/4
  XP 100
  Male human commoner 1
  N Medium humanoid (human)
  Init +0; Perception +0
   
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 4 (1d6+1)
  Fort +1; Ref +0; Will +0
   
  Speed 30 ft.
  Melee club +1 (1d4+1)
   
  Str 12, Dex 11, Con 12, Int 11, Wis 10, Cha 9
  Base Atk +0; CMB +1; CMD 11
  Feats Skill Focus (Profession) x2
  Skills Profession (ferryman) +7, Profession (fisherman) +7, 
  Swim +1
  Languages Common
  Gear leather armor, club, fishing pole, 1d4 sp
  104
  level 0c
  
  H. gemcutter
  Kalgor is a retired wanderer, a dwarf who happens to prefer living on 
  the surface rather than underground. This may be related to the fact that 
  his vision is not as acute as it is for most dwarves; he uses spectacles even 
  in daylight, and can see no further than 10 ft. in the dark. Kalgor does not 
  under any circumstances agree to join an adventuring party. His income 
  mainly comes from occasional work as a gemcutter; rough gemstones 
  found in the area usually make their way to his worktable eventually 
  before they are sold upriver. Kalgor appraises a gem for payment of 10% 
  of its value (he is honest and accurate with his appraisals). He buys gems 
  for 90% of value (the appraisal still costs 10%, though), and sells a gem 
  for 110% of its value. At any given time, Kalgor has 1d4+6 gems available 
  for sale. Roll 1d10 for each gem to determine their value:
   
   1–5 20 gp gem (sells for 22 gp)
   6–7 50 gp gem (sells for 55 gp)
   8–9 100 gp gem (sells for 110 gp)
   10 
  250 gp gem (sells for 275 gp)
  If Kalgor is hired to re-cut a gem so as to increase its value, he charges 
  10% of the gem’s initial value to make the attempt, and tells the characters 
  up front that they run the risk of the gem being ruined. If they still want 
  him to re-cut the gem, roll 1d10 on the table below to determine the result:
   1 
  Gem is ruined and is now worthless.
   2–4 The gem is not ruined, but its value declines by 20%
   5 
  The gem is not ruined, but its value declines by 10%
   6–7 The gem’s value increases by 10%
   8 
  The gem’s value increases by 20%
   9 
  The gem’s value increases by 50%
   10 
  The gem’s value increases by 100%
  KALGOR 
  CR 3
  XP 800
  Male dwarf expert 5
  NG Medium humanoid (dwarf)
  Init –1; Senses darkvision 60 ft.; Perception +6
   
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 40 (5d8+15)
  Fort +4; Ref +0; Will +5
  Defensive Abilities defensive training
   
  Speed 20 ft.
  Melee unarmed strike +4 (1d3+1)
   
  Str 13, Dex 8, Con 16, Int 16, Wis 12, Cha 10
  Base Atk +3; CMB +4; CMD 13
  Feats Master Craftsman (Craft), Skill Focus (Craft), Skill Focus 
  (Profession)
  Skills Appraise +8, Bluff +5, Climb +5, Craft (gemcutting) 
  +15, Diplomacy +4, Intimidate +5, Perception +6, Profession 
  (merchant) +7, Sense Motive +6, Sleight of Hand +4, Survival +5
  Languages Common, Dwarven, Giant, Goblin, Orc
  SQ greed, hardy, hatred, slow and steady, stability, 
  stonecunning 
  Gear Masterwork gemcutting tools
  2. Old Path and the Milestone
  The Old Path runs along the southern bank of the river, eventually 
  joining the Coast Road on the far side of the river’s tributary, after one 
  crosses at Zelkor’s Ferry. At this point along the trail there is an ancient 
  stone marker with the number “50” carved into it, although the marks 
  of the chisel are almost faded away by time and weather. The stone is a 
  marker—approximately—of the fifty miles of distance remaining from 
  here to the Coast Road.
  3. Cave of the Stirges (Cr 3)
  When the characters approach this cave entrance, they immediately 
  notice the nasty smell wafting out from it. The cave entrance itself is too 
  narrow for more than one person to enter at a time. The area within is 
  small, and is the lair of 5 stirges.
  STIRGES (5) 
   
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  Treasure: A total of 2,000 cp, 125 sp, and 300 gp can be found scattered 
  amongst the various bones and rubbish in the stirge lair, in addition to 3 
  gems worth 50 gp each.
  4. Demon Statue
  A statue overlooks the river here; it is worn and weathered, but its 
  demonic shape, with bat wings and ram’s horns, can still be discerned. 
  The statue’s outstretched arm points to the southwest. There is nothing 
  magical or unusual about the statue.
  5. Ford
  The river can be forded safely here, but the gnolls at Area 6 keep a lookout 
  watching the ford, and the adventurers are likely to be spotted (see Area 6).
  6. gnoll Outpost (Cr 5)
  Gnolls from the Mouth of Doom have established a small camp on this 
  hill, which serves as a lookout point. At any given time there are 5 gnolls here.
  The gnolls notice anyone fording the river in Area 5, and track them 
  quietly until they have a chance to attack with surprise.
  GNOLLS (5) 
   
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Gnoll”)
  Treasure: Each of the gnolls carries a belt pouch containing 1d100 sp.
  7. Small Lake (Cr varies)
  Although the lake itself is not the lair of any unusual monsters, various 
  animals come here to drink. Any time the characters come into this area, 
  roll on the table below to find out what might be in the vicinity:
   
   1–7 
  1d4 deer 
   8 
  1 black bear
   9 
  1 panther 
   10 
  1d6 wolves 
   11–20 
  No animals present
  DEER 
   
   
  CR 1/4
  XP 100
  hp 11 (Frog God Games The Tome of Horrors Complete, 
  “Deer”)
  BLACK BEAR 
   
   
  CR 3
  XP 800
  N Medium animal
  Init +3; Senses low-light vision, scent; Perception +6
   
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  105
  level 0c
  
  hp 32 (5d8+10)
  Fort +6; Ref +7; Will +2
   
  Speed 40 ft.
  Melee 2 claws +6 (1d4+3 plus grab), bite +6 (1d4+3)
   
  Str 17, Dex 17, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +6 (+10 to grapple); CMD 19 (23 vs. trip)
  Feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +6, Survival +5, Swim +12; Racial Modifiers 
  +4 Swim
  PANTHER 
   
   
  CR 3
  XP 800
  hp 19 (Frog God Games The Tome of Horrors Complete, 
  “Lion, Mountain”)
  WOLF 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
  Treasure: Bearskins and panther skins can be sold at Zelkor’s Ferry for 
  50 gp; wolfskins can be sold for 20 gp each. The complete carcass of a 
  bear is worth an additional 10 gp for the meat.
  8. Weird Woods of 
  Yorgala the Ogress (Cr 3)
  Toward the middle of these woods, the trees begin to get darker and 
  stranger, some of them having octopus-like suckers on their trunks and 
  branches, others almost seem to have malevolent faces in the pattern of 
  their bark. Moving through this area becomes more and more difficult—
  the trees and the underbrush almost seem to be getting in the way of the 
  characters’ passage deliberately. Moreover, and perhaps most disturbing, 
  the forest becomes darker than it ought to be. By the time the characters 
  reach the center, if they go so far, they need to be carrying light sources 
  in order to see.
  At the center of the woods there is a stone cottage with a garden fenced 
  around with human bones and skulls. This is the abode of the female ogre 
  Yorgala. She is a normal ogre, but thinner and a bit less feral than most 
  male ogres. If she succeeds in capturing any humans with the sleep spell, 
  she cooks one of them for dinner (determine randomly) and sells the rest 
  to the gnolls (Area 6) as slaves, after tattooing a mystical marking on the 
  palms of their hands. The tattoos detect as magical, and their effect is to 
  weaken a person inside the ogress’s grove. Anyone entering the grove 
  with one of these tattoos must make a DC 15 Fortitude save or make all 
  attacks and damage rolls at –1 due to a strange weakness. The gnolls most 
  likely sell the captured party members to the people in Zelkor’s Ferry at 
  a price of 100 gp each. After the characters are ransomed in this way, the 
  people at the Ferry definitely expect to be reimbursed for their expense.
  YORGALA THE OGRESS 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, ”Ogre”, with 
  the following changes; add Spell-Like Abilities 1/day—sleep 
  [CL 4th])
  Treasure: Inside Yorgala’s hut there is a large cauldron, a selection of 
  knives, a wooden table, an ogre-sized bed, and a large and elaborate silver 
  mirror (1,000 gp total).
  9. Large Forest
  9A. Den of the red Bear (Cr 7)
  The bear that lives in this location has bright scarlet hair, and is 
  considerably larger than most forest-dwelling bears. It is quite fearless, 
  and stalks and attacks anyone who is following the river through the 
  woods, even if the group is quite large.
  THE RED BEAR 
   
   
  CR 7
  XP 3,200
  hp 95 (Pathfinder Roleplaying Game Bestiary, “Bear, Dire”)
  Treasure: The red bear’s den is in the hollow of a massive tree, which 
  is almost 20 ft. in diameter—although the tree itself is quite squat, being 
  only fifty feet in height. Over the course of time, the bear has dragged 
  several of its victims into this lair to eat them at leisure. Although most 
  of this equipment is clearly that of wandering humans, ruined and with 
  no particular value, some of the items are worth something. There are 
  two suits of plate mail that have been broken open to get at the tasty meat 
  inside, but the pieces have not been damaged and can be reassembled. 
  Additionally, there is a crushed skeletal hand tossed in with the other 
  bones and scraps in the tree hollow, and there is a ring of protection +1 
  remaining on one of the fingers.
  9B. ruined Hut (Cr 2)
  Deep in the trees there is a small hut in a state of disrepair and neglect. 
  The wooden walls are rotting, and the thatched roof is green with moss. 
  The hut is the lair of the lone worg who killed the original inhabitants.
  WORG  
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  Treasure: The worg does not keep treasure, but among the bones inside 
  the hut there is a belt pouch containing 5 gems worth 100 gp each.
  10. ruined Cottage
  This is a stone cottage that has been abandoned and fallen into disrepair. 
  The thatched roof is gone, and grass grows from the dirt floor of the 
  building.
  11. The Mouth of Doom
  The Mouth of Doom is a huge, stone demon face (the visage is that 
  of Orcus) carved into the side of the hill. Its open mouth is ten feet tall; 
  within the gaping stone maw, stairs of black stone lead downward into the 
  darkness. Descending the stairs will lead the party to Level 1C, the Mouth 
  of Doom, in Area 1C–1.
  106
  level 0c
  
  Level 1: The Lair of the 
  Dung Monster
  This dungeon level stinks. Literally. Between the dung monster, the 
  latrines, the rats and the ghast, the entire level is full of foul air. Make 
  this clear to the characters upon entering this level as you require them to 
  make the Fortitude saves described in “Continuous Effects” in the sidebar. 
  The map of this level is shown in Map RA–1.
  DIRE RATS 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  WERERATS 
   
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  GELATINOUS CUBE 
   
  CR 3
  XP 800
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gelatinous 
  Cube”)
  GHOUL  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  1–1. Entrance Chamber (Cr 4)
  The room is strewn with bits of bones and loose dirt. A cool breeze 
  blows by, and whispering can be heard off in the darkness. This room has 
  several small piles of bones looted from the graveyard above. The air is 
  drafty and rather fresh. A search of the bones (DC 5 Perception) reveals 
  a rat corpse that has been eaten as if by acid and has some residual green 
  slime.
  GREEN SLIME 
   
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This dungeon peril is a dangerous variety of normal slime. Green 
  slime devours flesh and organic materials on contact and is 
  even capable of dissolving metal. Bright green, wet, and sticky, 
  it clings to walls, floors, and ceilings in patches, reproducing as it 
  consumes organic matter. It drops from walls and ceilings when it 
  detects movement (and possible food) below.
  A single 5 ft. square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On the 
  first round of contact, the slime can be scraped off a creature 
  (destroying the scraping device), but after that it must be frozen, 
  burned, or cut away (dealing damage to the victim as well). 
  Anything that deals cold or fire damage, sunlight, or a remove 
  disease spell destroys a patch of green slime. Against wood or 
  metal, green slime deals 2d6 points of damage per round, ignoring 
  metal’s hardness but not that of wood. It does not harm stone.
  Treasure: Hidden in the pile of bones (DC 10 Perception) are 22 cp, 
  ignored by previous adventuring parties.
  1–2. Empty room
  The worked passage opens into a small room. On the far end, near an 
  archway leading to a passage beyond, rests a coffin without a lid. There is 
  nothing in the coffin, having been looted long ago.
  1–3. Collapsed room
  The passage ends in a cave-in. Unless the party desires to spend one week 
  digging, which draws a possible wandering monster with twice the normal 
  frequency, this is a dead end. If the party manages to find a way through 
  the rubble (which fills the room to the ceiling), they come to a section of 
  the room that has not collapsed. Inside this section of the room is an ornate 
  coffin, not yet stripped of its finery. The silver edging may be removed and 
  sold (10 gp). The wood of the casket is of fine quality. The coffin contains 
  an inanimate skeleton. Beneath the skeleton, recessed into the lining of the 
  coffin (DC 12 Perception check or automatically perceived if they move 
  the skeleton) is a +1 keen short sword and an ivory scroll case worth 25 gp 
  containing a scroll of 3 arcane spells: mage armor, enervation and levitate.
  Level 1
  Difficulty Level: 3
  Entrances: Hallway from ground level Area G–8.
  Exits: Stairs to Level 2; River to Level 9; Rat tunnel to 
  Level 2 and to G–3 on the Ground Level.
  Wandering Monsters: Check once per 30 minutes on 
  1d20:
   
   1 
  3d6 dire rats with 1d2 wererats. If wererats 
   
   
  are encountered, there is a 75% chance that 
   
   
  they simply spy on the party rather than attack 
   
   
  and report their observations to the wererats 
   
   
  at Area 1–12 and 1–13.
   2 
  2d6 ghouls and 25% chance of 1d3 ghasts
   3 
  1 gelatinous cube
   4 
  The “Dung monster”(see Room 1–9)
   5–20 
  No encounter
   
  Detections: Faint evil from the whole place; slightly 
  more to the south east.
  Continuous Effects: The stench of this level requires 
  all characters to make a DC 10 Fortitude save upon 
  entering the level and every 30 minutes thereafter or 
  all rolls are at –2 morale penalty due to the distraction 
  caused by the overpowering smell.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of iron-reinforced wood (2 in. 
  thick; hardness 5; hp 20; Break DC 23) and all secret 
  doors are made of stone (4 in. thick; hardness 8; 
  hp 60; Break DC 28; Perception DC 20). If a door is 
  described as “locked” add DC 20 Disable Device.
  107
  
  108
  level 1
  
  1–4. Viewing room
  Broken candelabras and a worm-ridden red carpet have been left long 
  ago by the undertaker in this viewing room. There is a wooden casket in 
  the center of the room that has had its once decorative silver trim rudely 
  pried off. There is nothing of interest in this room. The casket is empty.
  1–5. The Trapped Step (Cr 5)
  One stair within these stone steps is trapped to break away when 50 
  pounds of pressure or more is applied to it. Anyone of sufficient weight 
  has a 1 in 6 chance of stepping on the trapped stair. Beneath the false 
  breakaway stair are several downward-pointing spikes on the side wall 
  of the false stair which are coated with poison. These downward spikes 
  prevent removal of the trapped limb by any Medium or creature. Small 
  sized creatures may make a DC 15 Dexterity check to remove their 
  trapped limb. If trapped, the spikes must somehow be removed for the 
  foot to be rescued. If the trap is triggered or disabled it is reset by the evil 
  priests in 2 weeks.
  FOOT CATCHER TRAP WITH POISONED SPIKES 
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device 23
   
  Trigger location; Reset manual
  Effect downward-facing spikes catch ft. (no damage 
  initially, but 1d3 poisoned spikes automatically deal 1 
  damage each when trying to remove ft.); DC 20 Reflex 
  avoids.
  LARGE SCORPION VENOM
  Type injury; save Fort DC 17 
  frequency 1/rd. for 6 rds.; effect 1d2 Str; cure 1 save
  Note: When the trap is triggered immediately make a 
  wandering monster check.
  1–6. Poker room (Cr 1)
  Broken furniture is everywhere, and a skeleton sits in a large chair 
  facing you. Red, poisonous-looking ants crawl all over the skeleton and 
  chair. On the table with the skeleton is a deck of cards. A tapping sound 
  emanates from the hallway.
  On the lap of the skeleton is a trapped deck of cards. Water drips from 
  the ceiling into a tilted metal dish in the hallway area to Area 1–6, right 
  next to the pit at Area 1–5, making a tapping sound.
  Trap: The top card is the ace of spades. It is coated in contact poison.
  POISON CARD TRAP 
   
   
  CR 1
  XP 400
  Type touch; Perception DC 15; Disable Device DC 10 (wiping 
  off the poison)
   
  Effect poisoned cards
  STRISSIC EXTRACT POISON
  Type contact; save Fort DC 18
  frequency 1/rd. for 6 rds.; effect 1d2 Str; cure 1 save
  Treasure: A broken sculpture of a horse (DC 10 Appraise check 
  discovers its value would be 25 gp if mended) rests under some debris in 
  the corner of the room.
  1–7. The Pit (Cr 2)
  At this location is a covered pit that opens when 75 pounds of pressure 
  or more is applied to it. The lid resets itself in 4 minutes.
  PIT TRAP  
   
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic
  Effect 20 ft. deep pit (2d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10 ft. square area)
  1–8. Warning room
  Three broken arrows stick out of the wall in the entryway and a smashed 
  wooden door lies at the entrance of the room. Two human-sized skeletons 
  are here—one is headless and both show signs of extreme corrosion, as if 
  by acid. Everything in the room is smashed and corroded except for a small 
  desk in the north east corner. The room itself has walls of rough stone.
  Treasure: The top drawer of the desk contains six vials: three are full 
  of embalming fluid (DC 15 Intelligence or Heal or DC 10 Craft [alchemy] 
  to identify; Type ingested; save Fort DC 17; frequency 1/rd. for 6 rds.; 
  effect 1d4 Con; cure 2 saves), 4 and 5 are empty and 6 is a bottle of holy 
  water with a wax seal.
  Secret Door: The secret door on the north wall is very easy 
  to spot (DC 5 Perception) because it is open a crack. A 
  horrible smell issues from Area 1–9, below.
  1–9. The Lair of the “Dung 
  Monster” (Cr 10)
  As the PCs enter the room, the smell of waste is overpowering. Three holes 
  in the ground are regularly spaced in a line along one side of this room. They 
  are latrines, as is obvious from the smell. One of them has a toilet seat of white 
  stone, which appears to be very clean, installed over the hole.
  This seat is in fact one of the strangest denizens of Rappan Athuk. 
  Called “the dung monster” by those who have encountered it, this 
  creature was once a killer mimic. When it devoured an archmage with 
  a staff of the magi—who had stopped in response to the second highest 
  calling—the energies released from the destruction of the staff caused its 
  bizarre mutation. Though the dung monster is primarily found in its toilet 
  form in this room, it is also frequently encountered wandering the halls 
  of this level in its other form—a disgusting bubbling mass of vile feces 
  and gurgling fluids. There is basically no way to kill it. Rumor has it a 
  party once trapped it in a block of stone, but it somehow escaped. No 
  matter what trick the party comes up with to contain the monster, it always 
  somehow regrows or escapes within a few days.
  Dungie is slow, but cannot be killed. This monster should be played not 
  as a death-dealer, but instead as a nuisance. He is not really interested in 
  killing the PCs, but thrives on eating their weapons and shields. If they 
  persist in attacking him for a long period of time, so be it. He eats them. 
  The experience points awarded for this encounter should depend on how 
  the PCs handle the encounter, and is left to the discretion of the GM.
  MUTATED KILLER MIMIC (“THE DUNG MONSTER”) 
  CR 10
  XP 9,600
  NE Large aberration (shapechanger) (Pathfinder 
  Roleplaying Game Bestiary, “Mimic”)
  Init +1; Senses blindsight 90 ft., darkvision 60 ft.; Perception +20
   
  AC 18, touch 10, flat-footed 18 (+1 Dex, +8 natural, –1 size)
  109
  level 1
  
  hp 115 (10d8+60 plus 10); fast healing 25
  Fort +9; Ref +6; Will +8 
  Defensive Abilities rejuvenation; DR 15/epic; Immune ability 
  damage, ability drain, acid, cold, critical hits, electricity, 
  energy drain, exhaustion, fatigue, fire, magic, mind-
  affecting effects, nonlethal damage, paralysis, poison, 
  polymorph, sleep effects, sonic, stunning
  Weakness cannot run
   
  Speed 10 ft. (cannot run), climb 10 ft.
  Melee 2 slams +12 (1d8+5 plus 1d8 acid plus adhesive)
  Space 10 ft.; Reach 10 ft.
  Special Attacks acid, adhesive, constrict (slam, 1d8+5 plus 
  1d8 acid), engulf
   
  Str 21, Dex 12, Con 22, Int 10, Wis 13, Cha 10
  Base Atk +7; CMB +13; CMD 24 (can’t be tripped) 
  Feats Lightning Reflexes, Skill Focus (Perception), Step Up, 
  Toughness, Weapon Focus (slam)
  Skills Climb +26, Disguise +33, Escape Artist +14, Perception 
  +20; Racial Modifiers +20 Disguise 
  SQ creeping, mimic object
   
  Acid (Ex) The dung monster’s acid does 1d8 damage 
  with each successful hit and per round to any creature 
  engulfed.
  Adhesive (Ex) The dung monster exudes a thick slime that 
  acts as a powerful adhesive, holding fast any creatures 
  or items that touch it. The dung monster automatically 
  grapples any creature it hits with its slam attack. 
  Opponents so grappled cannot get free while the dung 
  monster is alive without removing the adhesive first. A 
  weapon that strikes the dung monster is stuck fast unless 
  the wielder succeeds on a DC 20 Reflex save. A successful 
  DC 20 Strength check is needed to pry off a stuck 
  weapon. Strong alcohol or universal solvent dissolves the 
  adhesive, but the dung monster can still grapple normally. 
  The dung monster can dissolve its adhesive at will, and 
  the substance breaks down 5 rounds after the creature 
  dies. The save DC is Strength-based.
  Creeping (Ex) The dung monster can climb any vertical 
  surface and can hang from the underside of any horizontal 
  surface as long as a third of its mass touches a vertical 
  surface. It can pass through any opening through which 
  water could pass.
  Engulf (Ex) Although it moves slowly, the dung monster 
  can simply engulf Large or smaller creatures in its path as 
  a standard action. It cannot make a slam attack during 
  a round in which it engulfs. The dung monster merely has 
  to move over the opponents, affecting as many as it 
  can cover. Opponents can make attacks of opportunity 
  against the dung monster, but if they do so they are not 
  entitled to a saving throw. Those who do not attempt 
  attacks of opportunity can attempt a DC 20 Reflex save 
  to avoid being engulfed—on a success, they are pushed 
  back or aside (opponent’s choice) as the dung monster 
  moves forward. Engulfed creatures are subject to the 
  dung monster’s acid, gain the pinned condition, are in 
  danger of suffocating, and are trapped within its body 
  until they are no longer pinned. The save DC is Strength-
  based.
  Immunity to Magic (Ex) The dung monster is immune to any 
  spell or spell-like ability that allows spell resistance.
  Mimic Object (Ex) The dung monster can assume the 
  general shape of any Large object, such as a massive chest, 
  a stout bed, or a door. The creature cannot substantially 
  alter its size, though. The dung monster’s body is hard and 
  has a rough texture, no matter what appearance it might 
  present. The dung monster gains a +20 racial bonus on 
  Disguise checks when imitating an object in this manner. 
  Disguise is a class skill for the dung monster.
  Rejuvenation (Ex) Even if the dung monster is somehow 
  destroyed, trapped, transported away, or otherwise 
  rendered inert, it returns to roam Level 1 (and any other level 
  the GM chooses) after 1d4 days.
  Beneath each of the holes in the floor is an 8 ft. x 8 ft. chamber. Two are 
  mostly empty, containing only a concentrated mass of waste.
  Treasure: Latrine number 3, the one covered by the monster in his toilet 
  guise, contains the remains of some of his victims. Halflings, gnomes or 
  small elves may descend into the latrine. The person descending must 
  succeed on a DC 26 Fortitude save or suffer the effects as per a stinking 
  cloud spell. They must attempt subsequent Fortitude saves every two 
  minutes they remain in the latrine. In the latrine under all the dung, 
  requiring a detect magic spell to locate, are the following: 417 gp in a 
  bag of holding of the smallest size, a +3 dagger and an efreeti bottle that 
  escaped destruction when the Dung Monster consumed their owners. The 
  person coming out of the latrine has a Charisma of 1 for reaction purposes 
  until thoroughly cleansed and the party never surprises any monster with 
  the scent special quality. Check for wandering monsters at twice the 
  normal frequency until the person is cleansed.
  1–10. The Trapped ghast (Cr 2)
  Secret Door: The secret door in the corridor is actually a false 
  stone door made of wood that slides up. It can be detected 
  by a DC 15 Perception check. It feels false when touched.
  The thin passage beyond leads to the often-neglected “horror” of this 
  level: a ghast. He is so overjoyed to be discovered by adventurers that he 
  shouts praises and congratulations to the party as he attacks them. He was 
  once a wealthy merchant who dabbled in magic.
  110
  level 1
  
  GHAST  
   
  CR 2
  XP 600
  hp 17 (Pathfinder Roleplaying Game Bestiary, ”Ghoul”, with 
  the following changes; add +2 on all rolls [including damage 
  rolls] and special ability DCs; AC 18, touch 14, flat-footed 14 
  [+4 Dex, +4 natural]; CMD 18)
  Treasure: In a small chest are 200 cp, 600 gold-covered lead coins. In 
  a secret compartment in the lid of the chest (DC 20 Perception) is a scroll 
  of three arcane spells: jump, stinking cloud, and ventriloquism (CL 4th).
  1–11. The rat Spies  
  (Cr varies, 1-plus)
  The passage opens into a large cavern. Rats are everywhere! A shrill 
  female voice is heard from inside the cavern, crying for help. A stream 
  runs through the room and leads two thirds of a mile through a fairly 
  passable channel (never deeper than 5 ft. and the ceiling never impossibly 
  low) to Level 9. Several rat tunnels lead from this room: one leads outside 
  to the graveyard above ground at G–3, the second leads nowhere, and the 
  third leads to Area 1–14. A pile of rubble blocks access to Area 1–12. 
  The far southern section of the room beyond the river is scorched, as if a 
  fireball spell had previously been cast here.
  This room is the advanced outpost for some wererats and their rat 
  servants. There are 4d10 normal rats, 2d10 dire rats and a 30% chance 
  for each wererat listed below at Area 1–12 to be present in rat form. If 
  wererats are present, they retreat to Area 1–12, except for Fiilaar, as noted 
  in the tactics discussion below.
  RATS 
   
   
   
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Familiar, Rat”)
  DIRE RATS 
   
   
  CR 1/3
  XP 135
  hp 5 ( Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  Tactics: If the party does not appear to be extremely powerful, Fiilaar 
  assumes humanoid form—that of a half-elf female in tattered and bloody 
  robes, appearing to be a rogue or a wizard. She pretends to be under attack 
  from the rats. She screams for help and flees over the rock wall at Area 
  1–12, where the other wererats and more dire rats ambush the party, as 
  described below.
  1–12. Stairs to Level 2 and the 
  Wererat Ambush (Cr 7)
  A large pile of rubble blocks access to the passage from the rat room. 
  Once the rubble is negotiated, it can quickly be seen that there are stairs 
  beyond. Past the rubble, the walls and floor are covered with spattering of 
  blood, several broken weapons and marrow-sucked bones.
  Jarvik the Wererat, 3 wererats in hybrid form as well as Fiilaar the 
  female Wererat are here along with 20 dire rats, which Fiilaar normally 
  commands to attack the party (see Encounter Modification, below). 
  They attack in 4 groups of 5 rats each. The wererats are perched in small 
  cubbyholes 10 ft. up in the wall, connected to each other by rat tunnels. 
  If they attack, they do so from positions of cover (see the Tactics section, 
  below).
  FIILAAR THE WERERAT (HUMAN FORM) 
   
  CR 2
  XP 600
  Female human afflicted wererat rogue 2 (Pathfinder 
  Roleplaying Game Bestiary, “Lycanthrope, Wererat”)
  NE Medium humanoid (human, shapechanger)
  Init +3; Senses low-light vision, scent; Perception +7
   
  AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
  hp 14 (2d8+2)
  Fort +1; Ref +6; Will +2 
  Defensive Abilities evasion
   
  Speed 30 ft.
  Melee rapier +4 (1d6+1/18–20)
  Ranged shortbow +4 (1d6/ x3)
  Special Attacks sneak attack +1d6
   
  Str 13, Dex 16, Con 12, Int 14, Wis 14, Cha 10
  Base Atk +1; CMB +2; CMD 16 
  Feats DodgeB, Weapon Finesse
  Skills Acrobatics +8, Bluff +2, Climb +6, Escape Artist +8, 
  Knowledge (dungeoneering) +7, Knowledge (local) +7, 
  Intimidate +2, Perception +7, Sense Motive +7, Sleight of 
  Hand +8, Stealth +8, Swim +6 
  Languages Common, Goblin, Orc
  SQ change shape (human, hybrid, and dire rat; polymorph), 
  rogue talents (fast stealth), lycanthropic empathy (rats and 
  dire rats), trapfinding (+1)
  Combat Gear pouch with 3 doses of dust of sneezing and 
  choking; Other Gear rapier, shortbow, 20 arrows, cloak of 
  elvenkind
  FIILAAR THE WERERAT (HYBRID FORM) 
   
  CR 2
  XP 600
  Female human afflicted wererat rogue 2 (Pathfinder 
  Roleplaying Game Bestiary, “Lycanthrope, Wererat”)
  NE Medium humanoid (human, shapechanger)
  Init +3; Senses low-light vision, scent; Perception +7
   
  AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 
  natural)
  hp 16 (2d8+4)
  Fort +2; Ref +6; Will +2 
  Defensive Abilities evasion; DR 5/silver
   
  Speed 30 ft.
  Melee rapier +4 (1d6+2/18–20), bite –1 (1d4+1 plus disease)
  Ranged shortbow +4 (1d6/ x3)
  Special Attacks sneak attack +1d6
   
  Str 15, Dex 16, Con 14, Int 14, Wis 14, Cha 10
  Base Atk +1; CMB +3; CMD 17 
  Feats DodgeB, Weapon Finesse
  Skills Acrobatics +8, Bluff +2, Climb +7, Escape Artist +8, 
  Knowledge (dungeoneering) +7, Knowledge (local) +7, 
  Intimidate +2, Perception +7, Sense Motive +7, Sleight of 
  Hand +8, Stealth +8, Swim +7 
  Languages Common, Goblin, Orc
  SQ change shape (human, hybrid, and dire rat; polymorph), 
  rogue talents (fast stealth), lycanthropic empathy (rats and 
  dire rats), trapfinding (+1)
  Combat Gear pouch with 3 doses of dust of sneezing and 
  choking; Other Gear rapier, shortbow, 20 arrows, cloak of 
  elvenkind
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 13; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  JARVIK THE WERERAT (HUMAN FORM) 
  CR 2
  XP 600
  Male human natural wererat fighter 2 (Pathfinder 
  Roleplaying Game Bestiary, “Lycanthrope, Wererat”)
  111
  level 1
  
  NE Medium humanoid (human, shapechanger)
  Init +4; Senses light vision, scent; Perception +3
   
  AC 10, touch 10, flat-footed 10
  hp 25 (2d10+8 plus 2)
  Fort +7; Ref +2; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee rapier +5 (1d6+2 plus poison/18–20)
  Ranged shortbow +2 (1d6 plus poison/x3)
   
  Str 15, Dex 11, Con 18, Int 12, Wis 12, Cha 10
  Base Atk +2; CMB +4; CMD 14 
  Feats Improved Initiative, Lightning ReflexesB, Power AttackB, 
  Weapon FocusB
  Skills Climb +5, Craft (carpentry) +5, Handle Animal +5, 
  Perception +3, Swim +6 
  Languages Common, Goblin
  SQ change shape (human, hybrid, and dire rat; polymorph), 
  lycanthropic empathy (rats and dire rats)
  Combat Gear rapier coated with purple worm poison, 2 
  doses of purple worm poison, 4 arrows coated with purple 
  worm poison; Other Gear shortbow, 20 arrows
  PURPLE WORM POISON
  Type injury; save Fort DC 24; frequency 1/round for 6 rounds; 
  effect 1d3 Strength damage; cure 2 consecutive saves
  JARVIK THE WERERAT (HYBRID FORM) 
   
  CR 2
  XP 600
  Male human natural wererat fighter 2 (Pathfinder 
  Roleplaying Game Bestiary, “Lycanthrope, Wererat”)
  NE Medium humanoid (human, shapechanger)
  Init +4; Senses light vision, scent; Perception +3
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 27 (2d10+10 plus 2)
  Fort +8; Ref +2; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1; DR 10/silver
   
  Speed 30 ft.
  Melee rapier +6 (1d6+3 plus poison/18–20), bite +1 (1d4+1 
  plus disease and curse of lycanthropy)
  Ranged shortbow +2 (1d6 plus poison/x3)
  Special Attacks curse of lycanthropy (DC 15)
   
  Str 17, Dex 11, Con 20, Int 12, Wis 12, Cha 10
  Base Atk +2; CMB +5; CMD 15 
  Feats Improved Initiative, Lightning ReflexesB, Power AttackB, 
  Weapon FocusB
  Skills Climb +6, Craft (carpentry) +5, Handle Animal +5, 
  Perception +3, Swim +7 
  Languages Common, Goblin
  SQ change shape (human, hybrid, and dire rat; polymorph), 
  lycanthropic empathy (rats and dire rats)
  Combat Gear rapier coated with purple worm poison, 2 
  doses of purple worm poison, 4 arrows coated with purple 
  worm poison; Other Gear shortbow, 20 arrows
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 13; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  PURPLE WORM POISON
  Type injury; save Fort DC 24; frequency 1/round for 6 rounds; 
  effect 1d3 Strength damage; cure 2 consecutive saves
  WERERAT WARRIOR (HYBRID FORM) 
  CR 1/2
  XP 200
  Male and female human natural wererat warrior 1 
  (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  NE Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +1
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 11 (1d10+2 plus 4)
  Fort +4; Ref +1; Will +1
  DR 10/silver
   
  Speed 30 ft.
  Melee rapier +4 (1d6+2/18–20), –1 bite (1d4+1 plus disease 
  and curse of lycanthropy)
  Ranged shortbow +2 (1d6/ x3)
  Special Attacks curse of lycanthropy (DC 15)
   
  Str 15, Dex 12, Con 14, Int 12, Wis 12, Cha 10
  Base Atk +1; CMB +3; CMD 14 
  Feats Toughness, Weapon Focus (rapier)B
  Skills Climb +6, Handle Animal +4, Intimidate +4, Stealth +2, 
  Survival +2
  Languages Common, Goblin
  SQ change shape (human, hybrid, and dire rat; polymorph), 
  lycanthropic empathy (rats and dire rats)
  Gear rapier, shortbow, 20 arrows, 2 gems (25 gp each), 3d12 
  cp, 2d6 sp, 1d8 gp
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 13; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  DIRE RATS (20) 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  Tactics: Fiilaar assumes hybrid form after passing over the rubble. She 
  takes up a position with the archers in the small cubbyholes overlooking 
  the passage and continues to call out as if in peril to draw the party across 
  the rubble. When the party crosses the pile of rubble, she throws one of 
  her pouches of dust of sneezing and choking in an attempt to incapacitate 
  the party. The wererat archers then rain their poisoned arrows down on 
  the party. Jarvick, to prove his love for Fiilaar (an emotion which, as a 
  rat, she does not understand), tries to impress her by demonstrating his 
  hatred for humans by attacking them with his poisoned sword after the 
  dust of sneezing and choking settles. The wererats scurry away through 
  the various rat tunnels to their lair at 1–13 if the battle turns against them.
  Encounter Modification: If the party is low level, this ambush will 
  destroy them. In that instance, the wererats simply spy on the party and 
  follow along behind them, hoping to loot their corpses when they meet 
  their untimely end in the dungeon. Fiilaar and Jarvik are intelligent enough 
  not to waste their dust and poison arrows on obviously weak parties. If 
  the party is low level but has a large number of humans, Fiilaar has the 
  wererats attack with normal arrows, saving their poisoned arrows and her 
  dust for more deserving targets, allowing the 20 dire rats to attack. Her 
  hatred for humans prevents her from allowing them to pass unharmed.
  1–13. Wererat Den
  This is the wererats’ nest. It is made of strips of cloth and dried grass 
  from the surface. It has the foul reek of vermin. The wererats keep their 
  treasure here.
  Treasure: Aside from their large collection of shiny objects and bits 
  112
  level 1
  
  of metal, they have 143 gp, 901 sp, 2,929 cp. They also have a scroll of 
  1 arcane spell: antimagic field (leftover from the corpse of the wizard 
  consumed by the dung monster), and goggles of minute seeing which the 
  wererats have mistaken for simple gems.
  1–14. The Dire rat Lair (Cr 4)
  The skeleton of a dwarf half blocks the tunnel into this place. He is 
  missing his skull. There are 12 dire rats here. Next to the corpse’s body is 
  a helm of comprehend languages and read magic with a broken chinstrap. 
  The only other contents of the nest are innumerable worthless shiny things.
  DIRE RATS (12) 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  113
  level 1
  
  Level 1A: The Temple of 
  Final Sacrament
  When the minions of Orcus were driven into the caves that became 
  Rappan Athuk long ago, some of their rearguard, led by a powerful if 
  insane warrior named Duke Aerim, entered the complex through this 
  secondary access way. The Duke subsequently turned on his allies and was 
  brought down by assassins, and the vault where he was buried eventually 
  became the Bloodways (see Level 9D).
  To protect this alternate point of entry, which leads deep into the 
  dungeon complex, the priests of Orcus erected a dark temple on the surface 
  (see Wilderness Area 3 for details), and installed a gauntlet of guardians 
  and deathtraps beneath it. Because of its obscure location in a dell north 
  of the more famous entrance, relatively few bands of adventurers have 
  come this way into Rappan Athuk—and of those that have, very few ever 
  returned. However, in recent times, the adventurer Corondel, responsible 
  for slaying a green dragon some years past in the Forest of Hope, led 
  a band of adventurers into the Temple of Final Sacrament and returned, 
  hollow-eyed, muttering about strange guardian creatures that devoured 
  his party one by one.
  Adventurers may discover this alternate entrance in one of several 
  ways: they may come upon the nearby community of the Fethine on 
  the surface (see Wilderness Area 2), who can inform them of it; they 
  may meet Corondel, or discover a journal or the like from him or one 
  of his men, that pinpoints its location; they may stumble upon it in their 
  ramblings; they may hear of it from local bandits or brigands; or they 
  may even enter it from below, through Level 9D. However they enter, the 
  Temple is harsh and unrelenting, and is not for the inexperienced delver. 
  The area is shown on Map RA–1A.
  1A–1. Exterior
  Beneath a black stone temple on the surface (see Wilderness Area 3), 
  a 20 ft. wide passage slants down into darkness, descending 50 ft. to an 
  intersection at Area 1A–2. Close inspection of the floor inside the temple 
  reveals numerous scratch marks, as if bladed weapons had been drawn 
  across the stone repeatedly, particularly on the ramp. Splinters of bone 
  also litter the floor.
  1A–2. Skin:  
  The First guardian (Cr 12)
  The 20 ft. wide passage from the surface temple comes to a T-intersection, 
  with passages leading off left and right into the darkness, each continuing 
  to descend in either direction at a 20 degree slope. The wall at the end of 
  the passage is carved with a depiction of humanoids being flayed alive 
  by bladed instruments; somehow, despite the unrelieved darkness of the 
  stone and the shadowy nature of the Temple, the details of this carving 
  stand out quite clearly. This section of carved wall is an illusion. Those 
  searching the wall are allowed a DC 20 Will save to discern its true nature. 
  Beyond the false wall is a 20 ft. square area holding the first guardian of 
  the Temple: a bone crawler.
  The characters may have already encountered this beast previously if 
  they attended the feast of the Fethine. If so, it will not have healed damage 
  to its armor. Within the 20 ft. lair is a small collection of items looted from 
  previous explorers. 
  BONE CRAWLER  
   
  CR 12
  XP 19,200
  N Huge aberration
  Init +3; Senses blindsight 60 ft.; Perception +15
   
  AC 11, touch 11, flat-footed 8 (+3 Dex, –2 size); or AC 18, 
  touch 8, flat-footed 18 (+10 natural armor, –2 size) in bone 
  armor
  hp 114 (12d8+60)
  Fort +13; Ref +9; Will +10
  Defensive Abilities bone armor, cannot be flanked; SR 23
   
  Speed 30 ft., or 20 ft. in bone armor; climb 10 ft.
  Melee up to 12 bone blades +16 (1d8+8/19–20) and/or up to 
  12 whipfronds +15 (1d4+8)
  Space 15 ft.; Reach 10 ft.
  Special Attacks bone blades, whipfronds, whirling frenzy
   
  Str 26, Dex 16, Con 21, Int 9, Wis 15, Cha 9
  Base Atk +9; CMB +19; CMD 32 
  Feats Cleave, Improved Critical (bone blade), Lightning 
  Reflexes, Lunge, Power Attack, Weapon Focus (bone blade)
  Skills Acrobatics +9, Climb +25 (+15 in bone armor), Disguise 
  +5 (+15 disguised as mound of bones), Perception +15, 
  Stealth +8; Racial Modifiers when in bone armor, a bone 
  crawler gains a +10 on disguise checks to resemble a 
  Level 1A
  Difficulty Level: 10
  Entrances: Passage to surface in 1A–1.
  Exits: Passage to Level 9D in Area 1A–15.
  Wandering Monsters: None.
  Detection: The entire temple radiates moderate 
  enchantment magic if checked for.
  Shielding: None.
  Continuous Effects: The interior of the Temple is 
  shrouded with perpetual gloom that limits all vision to 
  40 ft.; this is not a darkness effect, but a direct assault 
  on the visual senses of those within the temple. The 
  area within 40 ft. still seems to crawl with twitching 
  shadows, and all Perception checks suffer a –4 
  circumstance penalty.
  Standard Features: The Temple is constructed of black 
  marble three feet thick, built into the native limestone. 
  Ceiling height beneath the temple is 18 ft. The shrine’s 
  doors are constructed of black marble four inches 
  thick, with the following attributes unless otherwise 
  noted: hardness 8, 60 hp, Break DC 28 if locked. 
  Unless locked, all doors open smoothly and silently on 
  hidden hinges built within the stonework. 
  114
  
  mound of bones, and takes a –10 armor check penalty on 
  Climb checks
  Languages Aklo
   
  Bone Armor (Ex) The bone crawler is normally encountered 
  encased in a shell of iron-hard bones. This shell has a hardness 
  of 10, takes half damage from energy attacks (except sonic 
  attacks) and has hit points equal to 10 x (HD + 1). Bone armor 
  weighs 1 pound per hit point. It can take damage like any 
  object, though it receives the bone crawler’s saving throws 
  and spell resistance. Unlike carried objects, area of effect 
  attacks require the bone crawler to roll a separate saving 
  throw for its bone armor, even if it makes the saving throw 
  itself. Spell resistance is checked just once for the overall 
  creature and its armor, however. While it bears bone armor, 
  the bone crawler receives no bonus to AC for its Dexterity. 
  After the first 10 hit points of damage, every 10 hit points 
  worth of bone armor provides the bone crawler with one 
  bone blade that it can use in melee as described below. 
  As its armor receives damage, it likewise loses these bone 
  blades. The last 10 hit points of bone armor represent those 
  protecting the main body itself; until the armor is destroyed, 
  the central body is considered to have total cover.
  A bone crawler can repair its armor by absorbing new bones 
  into its mass. This requires a 24-hour period while enzymes 
  secreted by specialized tendrils harden the bone. The number 
  of hit points gained depends on the size of the skeleton or bone 
  collection absorbed: a Tiny skeleton repairs 1 hit point, a Small 
  skeleton 1d4 hit points, a Medium skeleton 2d4 hit points, and 
  Large and larger skeletons 4d4 hit points. Note that skeletons of 
  Huge size and larger contain many bones that are too large for 
  the bone crawler to absorb effectively into its mass, which is why 
  the hit points gained do not increase after Large size.
  Bone Blade (Ex) The bone crawler has a number of bony 
  limbs that it can manipulate with its whipfronds. When 
  attacking with these, it gains its full attack bonus as a 
  primary weapon attack. It can only attack a creature or 
  creatures in a single 5 ft. square with a maximum of 4 bone 
  blades at once. Sunder attacks directed at bone blades do 
  damage to the creature’s bone armor (see above).
  Whipfrond (Ex) The bone crawler’s primary attacking 
  tentacles are called whipfronds. It has one whipfrond per hit 
  die. A whipfrond can be severed with a successful Sunder 
  attack with a slashing weapon that inflicts, in a single blow, 
  a number of points of damage equal to or greater than the 
  bone crawler’s hit dice. Whipfronds cannot be sundered 
  while encased in bone armor; the armor must be destroyed 
  first. As with the bone blades, the bone crawler can only 
  attack a single 5 ft. square area with up to 4 whipfronds at a 
  time, no more.
  Whirling Frenzy (Ex) As a full round action the bone crawler 
  may whirl its bone blades around it in a swirling storm 
  of sharpened edges. This attack inflicts 1d8+4 points of 
  damage per three bone blades used (round down) on 
  anyone within the bone crawler’s reach. A DC 19 Reflex 
  save is allowed to take only half damage from this attack; 
  alternately, a targeted creature may opt instead to make 
  an attack of opportunity against the bone crawler instead. 
  The save DC is Dexterity-based. 
  Treasure: A pouch holding 23 gp and 8 pp, a lion’s shield, and a scroll 
  scribed by a paladin holding the spells heal mount, greater magic weapon, 
  and prayer (CL 12th).
  Tactics: The bone crawler waits until people come up to inspect the 
  wall more closely, and then lurches out with surprise. It retreats if it loses 
  its armor or is reduced to 30 hit points, and fights anyone to the death who 
  makes it past the illusory wall in pursuit. Victims of its slicing bone blades 
  soon come to resemble the flayed victims depicted on the wall.
  1A–3. Sloping Trap (Cr 11)
  At the 20 ft. mark of this passage, the ceiling of the passage is set with 
  an invisible magical sensor that detects body heat of creatures passing 
  beneath it. When body heat of a creature of at least Medium size (or two 
  Small creatures) passes beneath it, it triggers a trap. The entire passage 
  suddenly slams downward to an 80-degree angle, flinging those within it 
  forward to the corridor’s end, which now opens into a 30 ft. deep shaft 
  lined with barbed steel spikes at the base. If the trap is somehow not 
  tripped, the passage simply slopes downward gently for 70 ft. and then 
  ends.
  To make matters worse, a mordnaissant lurks within a small alcove at 
  the base of the pit.
  SLIDE AND PIT TRAP 
   
  CR 10
  XP 9,600
  Type mechanical; Perception DC 28; Disable Device DC 30
   
  Trigger proximity (alarm); Reset automatic (1 hour)
  Effect 110 ft. deep pit (up to 11d6 falling damage); pit spikes 
  (Atk +10 melee, 1d4 barbed spikes per target for 1d4+5 
  damage each; a DC 15 Heal check is needed to remove 
  one or the victim suffers an additional 1d4+5 damage as 
  the hooked blade is ripped free); DC 20 Reflex avoids (only 
  if within 10 ft. of the edge); multiple targets (all targets in 
  passage when trap activates)
  MORDNAISSANT  
   
  CR 7
  XP 3,200
  NE Tiny undead (see Appendix A) 
  Init +6; Senses darkvision 60 ft., lifesense; Perception +18
   
  AC 20, touch 20, flat-footed 18 (+6 deflection, +2 Dex, +2 
  size,)
  The Epitaph of Final Sacrament 
  Chiseled into a stone marker on the surface is a set of cryptic 
  writings, written in Abyssal. It is part of an obscure prayer liturgy 
  to Orcus, and reads as follows:
  “Where for the glory of the Horned One does the true essence 
  lie?
  Not in the skin, that tattered rag that clothes us; strip it away.
  Not in the flesh, mere meat to rot to nothing; let the worms feast 
  upon it.
  Not in the brain, for thought is fleeting, ever changing; crack 
  the skull and suck it forth.
  Not in breath, that most fragile of sighs so easily stolen; drown 
  it in tears and pain.
  Not in the belly, that furnace of power, for it so easily turns; 
  dissolve it in acids of its own creation.
  Not in the seed of man and woman, the agent but not the source 
  of the spark; it shall waste away in the shadow of false hope.
  Not in the bones, the final dancing relic of the dead; crush them 
  to dust and let the wind take them.
  Where then does the true spark hide?”
  The final line of the Epitaph has been chiseled away. This 
  message was not placed idly; it is designed to mock and taunt 
  intruders, while reminding the faithful of the dangers that lie 
  beneath the black fane. Each of the lines is reflected in a guardian 
  or challenge contained within the complex, and perspicacious 
  characters may realize this to their advantage.
  115
  level 1a
  
  116
  level 1a
  
  hp 94 (9d8+54)
  Fort +9; Ref +5; Will +10 
  Defensive Abilities channel resistance +2, shield of agony; 
  Immune undead traits
   
  Speed 5 ft. (cannot run), fly 50 ft. (perfect) 
  Melee 2 claws +10 (1d2–4)
  Ranged lash of fury +11/+6 
  Space 2–1/2 ft.; Reach 0 ft. (30 ft. with lash)
  Special Attacks death curse, lash of fury, pain wail
   
  Str 3, Dex 14, Con —, Int 7, Wis 18, Cha 23
  Base Atk +6; CMB +6; CMD 18 
  Feats Ability Focus (lash of fury), Improved Initiative, Skill 
  Focus (Perception), Weapon Finesse, Weapon Focus (ray)
  Skills Fly +19, Perception +18, Stealth +21 
   
  Lifesense (Su) A mordnaissant notices and locates living 
  creatures within 60 ft., just as if it possessed the blindsight ability.
  Death Curse (Su) As a final cruel jest to the individual that 
  puts a mordnaissant out of its misery, the slayer must make 
  a DC 20 Will save or suffer from a terrible curse that reduces 
  all subsequent experience points awarded by 50%. The save 
  DC is Charisma-based.
  Lash of Fury (Su) The mordnaissant can lash out with its 
  negative energy powers and directly attack the vitality of 
  living creatures, in the form of a twisting stream of black 
  energy. The mordnaissant must make a ranged touch attack 
  against its target as an attack action. If the ray hits, the 
  victim must make a DC 22 Fortitude save for half damage 
  or duration, depending on the specific effect chosen by the 
  mordnaissant. The save DC is Charisma-based. The lash of 
  fury has a range of 30 ft. with no range increment.
  The mordnaissant can pick from three possible lashes; it 
  must make its choice prior to rolling the attack. The three 
  options are: whip the flesh (as inflict moderate wounds, 
  2d8+9 damage), whip the mind (1d4 points of Intelligence 
  damage), or whip the soul (stun 1d4+1 rounds). A critical hit 
  doubles the damage rolled or the duration, in the case of 
  whip the soul. 
  Pain Wail (Su) As a swift action, the mordnaissant can 
  produce a terrible wailing sound that reflects the pain 
  it experiences every moment of its existence. All living 
  creatures within 20 ft. must make a DC 20 Will save or be 
  dazed for one round. For every 20 points of damage the 
  mordnaissant takes, the save DC increases by +1.
  Shield of Agony (Su) A mordnaissant harnesses the pain of 
  its existence to shield it. It adds its Charisma modifier as a 
  deflection bonus to its AC and CMD.
  1A–4. Bile:  
  The Second guardian (Cr 6)
  After descending 60 ft., the rightward passage ends at a stone door. 
  Beyond it is a foul-smelling, 20 ft. wide hallway filled with greenish-
  black liquid 3 ft. deep. A series of narrow walkways 10 inches wide run 
  just above the liquid’s surface, leading to a door to the left of the entry 
  (going to Area 1–4A, see below); and to a set of double doors at the far 
  end of the passage, 90 ft. away. Walking upon these walkways requires a 
  DC 10 Acrobatics check each round to avoid falling into the water.
  The air within this hall is incredibly foul, with an acrid, rotted smell. 
  Those breathing it for more than a minute must make a DC 15 Fortitude 
  save or become nauseated for as long as they are within the room and for 
  1d4+1 rounds after leaving. 
  The liquid is an acidic broth that is harmful to anyone entering it, 
  inflicting 1d6 points of acid damage per round. In addition, anyone 
  coming into contact with the liquid is potentially infected with the disease 
  slimy doom; roll a DC 14 Fortitude save secretly for each.
  Slimy Doom: save Fort DC 14; onset 1 day; frequency 1/day; 
  effect 1d4 Con damage, and second Fort save or 1 point of 
  the damage is Con drain instead; cure 2 consecutive saves.
  The two exit doors are both traps. If the door at 1–4A is opened, 
  the entire door and frame immediately swivels around its center point, 
  knocking victims into the chamber beyond which is empty of all but the 3 
  ft. thick layer of polluted water. The door immediately locks in place, and 
  does not unlock until disabled or a full day has passed.
  If someone attempts to open the double doors at the far end of the hall, 
  the walkways in the hall immediately sink into the water, immersing 
  anyone standing upon them. The walkways rise one minute after they 
  sink, and the trap resets. The double doors open out only an inch, no more; 
  tearing them from the wall reveals only blank stone.
  The northern wall near the end of the hall is an illusory wall, opening 
  into Area 1A–5. The fleshy creature beyond is likely to attack at an 
  opportune moment, perhaps when a PC has been knocked into the water 
  or one of the traps has been triggered.
  SWIVELING DOOR TRAP  
   
  CR 3
  XP 800
  Type mechanical; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset automatic (1 day)
  Effect knock those in front of the door into the chamber 
  beyond; DC 20 Reflex save avoids
  SINKING WALKWAY TRAP  
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 28; Disable Device DC 28
   
  Trigger location; Reset automatic (1 minute)
  Effect walkways descend into floor, immersing those upon 
  them into the fluids coating the chamber; DC 20 Reflex save 
  only if within 10 ft. of a known and accessible exit
  1A–5. Flesh:  
  The Third guardian (Cr 9)
  The room beyond the illusory wall is the home of a huge black creature 
  formed of slime, with the embedded remains of past victims within it. This 
  undead ooze attacks anyone who challenges it in its lair, and may exit the 
  room to attack those struggling in Area 1A–4. The discarded bones of the 
  ebon ooze’s victims are harvested by the bone crawler to repair its armor. 
  The ebon ooze has no treasure.
  EBON OOZE 
  CR 6
  XP 2,400
  NE Huge ooze (see Appendix A)
  Init +2; Senses blindsight 60 ft.; Perception +2
   
  AC 6, touch 6, flat-footed 6 (–2 Dex, –2 size)
  hp 100 (8d8+56 plus 8)
  Fort +9; Ref +2; Will +4
  Defensive Abilities negative energy affinity; Immune acid, 
  disease, ooze traits, sonic
   
  Speed 20 ft., swim 20 ft.
  Melee slam +12 (3d6+10 plus 2d6 acid plus grab)
  Space 15 ft.; Reach 10 ft. 
  Special Attacks disease (slimy doom, DC 21)
   
  Str 24, Dex 7, Con 24, Int 8, Wis 14, Cha 3
  117
  level 1a
  
  Base Atk +6; CMB +15 (+19 to grapple); CMD 23 (can’t be 
  tripped) 
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Stealth), ToughnessB, Weapon Focus (slam)
  Skills Stealth +1  
   
  Negative Energy Affinity (Ex) An ebon ooze is healed by 
  negative energy attacks, and harmed by positive energy, 
  as if it were undead.
  Slimy Doom (Ex) Slam—injury; save Fort DC 21; onset 1 
  day; frequency 1 day; effect 1d4 Con damage; cure 2 
  consecutive saves.
  1A–6. Crypt of the Hallowed
  This large chamber is lined with rows of red marble sarcophagi—a total 
  of 20 each to the left and right. The tops of the sarcophagi have been 
  carved with representations of warriors and explorers at rest. Unnervingly, 
  several of these bear an uncanny resemblance to party members.
  This resemblance is due to a phantasm (CL 16th, DC 20 Will save 
  [disbelief]), that causes sarcophagi to shift appearance to match anyone 
  entering the room. Despite this ominous portent, the room holds no 
  dangers. Moving a sarcophagus lid requires a successful DC 20 Strength 
  check, and they are all completely empty. The sarcophagi lids have a 
  hardness of 8 and 60 hit points each. All radiate moderate illusory magic.
  At the far end of the room, an alcove in the north wall holds a circular 
  shaft leading downward, with an iron ladder still in excellent shape 
  descending along the side.
  1A–7. Seed:  
  The Fourth guardian (Cr 7)
  This room is bedecked in a manner suitable for the most opulent of 
  pleasure houses. Satin drapes line the walls, the floor is layered thickly 
  with carpeting, and dozens of pillows of all sizes litter the carpets in 
  comfortable mounds. Braziers burn fragrant oils that warm the chamber 
  and fill it with a scent of sandalwood and balsam. A hookah rests 
  comfortably near the center of the room. Lighting is provided by the 
  braziers, and by ornate brass lanterns hanging from hooks in the ceiling 
  that glow with warm flame.
  This is nearly all an illusion. The actual contents of the room are similar, 
  but in much worse shape: the lanterns are ancient and corroded; the carpets 
  rotted and filled with rat dung, the pillows moth-eaten, and the air cold. 
  Several corpses also lie amid the cushions, concealed by the illusion. The 
  light however is real, coming from continual flame spells cast within the 
  lanterns. The scent is also real, and poses the room’s true danger.
  Anyone entering the room must make a DC 20 Will save or succumb to 
  the scent’s intoxicating effect. Those who make their save are immune to 
  its effects for a day. It generates a feeling of pleasurable lassitude coupled 
  with heightened lust. This prompts those affected to copulate again and 
  again, exhausting themselves. Once they begin, victims sustain 1 point of 
  Constitution damage per ten minutes spent in this vigorous pursuit. When 
  their Constitution drops to 1 point, they become too weak to continue, 
  though the drive remains; victims typically die of thirst or starvation even 
  while they continue to feel the need to mate.
  Additional Will saves are allowed for failed victims once every 30 
  minutes for as long as they remain within the room, or once per minute if 
  they are removed from the chamber. The scent is produced by a specially 
  bred form of magical mold infesting the cushions and carpet, and a 
  thorough cleansing of the room with fire (at least 20 points of damage to 
  all surfaces) eliminates the mold and the threat.
  The bodies lying amid the cushions have been looted by past adventurers, 
  and bear only tattered robes or ancient, non-magical armor that is in too 
  poor of shape to function. Horribly, due to a necromantic taint on the 
  room, infants created through this chamber’s powers do not die if the 
  mother dies in the room; her womb continues to expand, and eventually 
  a mordnaissant bursts free. These creatures feel an instinctive urge to 
  descend, and pass through the heart of the Temple into the Bloodways, 
  where they may be encountered.
  The door progressing further into the complex is hidden behind several 
  layers of rotting tapestries, requiring a DC 15 Perception check to locate. 
  The door opens outward into a set of stairs that descend to Area 1A–8.
  INEXORABLE LUST MOLD  
   
  CR 7
  XP 3,200
  Type infestation; save Will DC 20
  onset Immediate; frequency 1/30 minutes (or 1/minute 
  outside chamber)
  effect intense need to copulate, 1 Con damage per 10 
  minutes spent doing so; see text
  1A–8. Bones:  
  The Fifth guardian (Cr 12)
  The base of the stairs open out onto a large, shadow-shrouded cavern 
  filled with toadstools and fungus of all types. Strange, fluted chirping 
  noises issue from the darkness deeper in the cavern, but no fauna can be 
  seen on inspection. These sounds come from the three strange creatures 
  known as bonesuckers that make their home here, and move to attack 
  anyone passing through the room. At first glance they resemble toadstools 
  ten ft. in height, with rubbery trunks and tentacles sprouting from their 
  crown. The trunk is actually composed of five sturdy tentacles with which 
  they can move around. They attack by grappling with their upper tentacles, 
  inserting the tip into their victims’ flesh, and liquefying and sucking out 
  the bones. Enemies killed by this attack reanimate within the Temple as 
  meat puppets 24 hours after dying.
  At any given time, one of the three is resting and digesting a meal, while 
  the other two are active. The room also holds 8 human meat puppets, the 
  118
  level 1a
  
  legacy of past bonesucker victims. These shamble out of the shadows to 
  throttle intruders, possibly fighting alongside the bonesuckers.
  The cavern is about 60–80 ft. wide and well over 100 ft. long. Against 
  the northern wall are several places where large and dire rats sometimes 
  come in to nibble at the fungus, but they are shy and retreat from any 
  loud noises or light, only attacking if their prey is helpless. The rest of the 
  fungus in the room is likewise harmless. At the western end of the cavern, 
  it divides into two 20 ft. wide passages that lead to Area 1A–9.
  BONESUCKERS (3) 
   
   
  CR 7
  XP 3,200
  hp 60 (Frog God Games The Tome of Horrors Complete, 
  “Bonesucker”)
  HUMAN MEAT PUPPETS (8) 
   
  CR 4
  XP 1,200
  NE Medium undead (see Appendix A)
  Init +6; Senses darkvision 60 ft.; Perception +9
   
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
  hp 21 (4d8+8 plus 4); regeneration 4 (cold iron or good)
  Fort +3, Ref +3, Will +6 
  Defensive Abilities channel resistance +4; DR 5/slashing or 
  piercing; Immune undead traits
   
  Speed 30 ft.
  Melee 2 slams +6 (1d6+3 plus grab)
  Special Attacks constrict (1d6+3)
   
  Str 17, Dex 14, Con —, Int 3, Wis 14, Cha 14
  Base Atk +3; CMB +6 (+10 to grapple); CMD 19
  Feats Dodge, Improved Initiative, ToughnessB
  Skills Perception +9 
  1A–9. Mind:  
  The Sixth guardian (Cr 9)
  The southwestern portion of the fungus caverns is carpeted with a 
  luxurious black moss which includes several patches of memory moss 
  in the eastern cave. Anyone coming within 60 ft. is immediately targeted. 
  There are four patches; each targets a different individual each round. The 
  effects of multiple patches targeting the same creature are not cumulative 
  (that is, only one save per round is needed for a particular PC). 
  Should a patch of moss successfully feed on an individual’s memories, 
  it goes quiescent for 24 hours. If the afflicted individual should eat that 
  patch of moss, they regain their lost memories. Should another creature 
  eat that patch of moss, they instead gain the memories absorbed by 
  the moss, including any spells prepared, though casting any requires a 
  successful caster level check (DC 10 + spell level). Any memories gained 
  from another creature fade after 24 hours, including spells. Anyone eating 
  a patch of memory moss must succeed on a DC 13 Fortitude save; if 
  they fail, they are nauseated for 1d6 minutes and suffer 1d4 points of 
  Constitution damage.
  At the southern end of the western cave is a stone door with a lock. The 
  key to this lock is in the hand of a corpse lying at the end of an offshoot 
  passage in the southeast corner of the eastern cave. The body also bears 
  three sunrods, a pouch holding 40 gp and four bloodstones worth 50 gp 
  each, a masterwork dagger, and a ring of protection +1.
  MEMORY MOSS (4) 
   
  CR 5
  XP 1,200 (Frog God Games The Tome of Horrors Complete, 
  “Hazards”)
  Type infestation; save Will DC 16
  onset Immediate; frequency 1/round
  effect lose all memories of last 24 hours, including prepared 
  spells prepared within the last 24 hours; those affected are 
  confused as by a confusion spell (CL 8th) for the next 1d4 
  hours.
  1A–10. Crypt of the Damned 
  (Cr 0 or 8)
  This chamber bears a great resemblance to Area 1A–6, the Crypt of the 
  Hallowed. It contains 20 red marble sarcophagi whose tops are carved to 
  resemble warriors and adventurers—the same ones as seen in the previous 
  crypt. However, this time they are depicted as suffering great agonies: 
  one seems to be screaming as its flesh is devoured by burrowing worms; 
  another stares out in madness while its skin has been stripped away in 
  patches, exposing flesh and organs; a third is a shriveled husk; and so on. 
  Those bearing images of PCs likewise show signs of torture and madness. 
  This again is caused by a phantasm (CL 16th, DC 20 Will save [disbelief]).
  Unlike the previous crypt, several of the sarcophagi in this room are 
  occupied. The bodies bear signs of having died in the manner depicted on 
  the lid—the sarcophagus depicted with a warrior being devoured alive by 
  worms bears obvious signs of worm holes throughout its flesh, and so on.
  The sarcophagi bear an additional enchantment that is only activated 
  if someone is teleported into one from Area 1A–14. When this occurs, 
  the person trapped within immediately undergoes the torture they were 
  depicted as suffering in the phantasm on the sarcophagus lid. No matter 
  the form of doom, the victim must make a DC 18 Fortitude save each round 
  or sustain 1d4 points of Constitution damage. When their Constitution 
  reaches zero they die, and the lid’s surface transforms, so the depiction is 
  no longer a phantasm. Those trapped within a sarcophagus may attempt 
  a DC 20 Strength check each round to move the lid and escape, though 
  there is a –2 circumstance penalty to this roll due to the tight confines of 
  the sarcophagus interior. The victim can also escape if the lid is destroyed 
  (hardness 8, hp 60).
  Beyond the crypt, another ladder descends through a circular shaft in 
  the floor, dropping 50 ft. to an antechamber facing a black marble door. 
  This door opens inward, toward the person pulling it.
  1A–11. Breath:  
  The Seventh guardian (Cr 8)
  Those passing through the doorway find themselves in a 30 ft. long hall 
  that ends at an oval archway. This archway is inscribed with curving lines 
  that suggest the movement of wind. The chamber beyond is surfaced with 
  polished white marble, and has a 30 ft. high ceiling. The archway bears 
  a moderate conjuration enchantment if detected for, and the trap in the 
  room beyond is triggered if the archway is passed through or if the magic 
  is dispelled, unless a command phrase (“garrald negg”) is first uttered.
  When triggered, a stone panel concealing the western alcove slides 
  away. This alcove is nearly filled with a thick slab of granite 20 ft. tall, 
  leaving only a six-inch gap between it and the walls. Resting atop this slab 
  on a small red velvet cushion is a glass bottle six inches in diameter. The 
  alcove is protected from entry by a forcecage, with bars of force set with 
  half inch gaps between them.
  The bottle is highly magical, as it draws air into itself and devours it. 
  As soon as the stone panel slides up, all air in the room is drawn into the 
  bottle and the stone door to the north slams closed and is sealed in place by 
  the vacuum. If it has been jammed open previously, air from the complex 
  beyond is pulled into this room, creating a constant gust of wind effect (CL 
  12th) forcing windblown objects against the forcecage.
  If the door slams shut, everyone breathing within the room must 
  immediately hold their breath or begin to suffocate (see the Pathfinder 
  Roleplaying Game Core Rulebook, Environment, ”Suffocation,” for rules 
  on suffocation). To escape, they have several options. They can attempt to 
  force the northern door open, requiring a DC 25 Strength check; they can 
  attempt a DC 28 Disable Device roll on the sliding stone partition, though 
  this requires the disabler to move to the ceiling 30 ft. up, as the mechanism 
  119
  level 1a
  
  can only be accessed there. If they can find the triggering mechanism for it 
  (DC 25 Perception), they can raise the stone block in the southeast corner, 
  allowing access further into the complex, though this does not stop the air 
  from being sucked away. They could also attempt to stopper the bottle or 
  shatter it; the bottle has AC 15 (–5 Dex, +4 size, +6 deflection), hardness 
  5, 10 hit points, and a body diameter of six inches, and the mouth diameter 
  is one inch. Remember, the gaps between bars are only one half inch wide.
  If the bottle is removed from its alcove it explodes in a blast of air, 
  inflicting 3d6 points of slashing damage to all within 30 ft. from the glass 
  fragments. A new bottle reforms inside the alcove in 1d3 days.
  BREATHSTEALING TRAP 
   
  CR 8
  XP 4,800
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset automatic (1 day)
  Effect seal chamber and remove all air, causing suffocation; 
  see text 
  1A–12. Deathwalk and riddles 
  (Cr 5)
  Once the stone block in the southwest end of Area 11 has been raised, 
  a 20 ft. wide hall is revealed, descending black marble steps to a set of 
  double doors, each of which is carved with a depiction of Orcus. These 
  doors are neither locked nor trapped. They swing open majestically into 
  a downward-sloping passage 20 ft. wide and 15 ft. tall that descends 
  to Area 1A–13. The walls of this grand hall are coated with a layer of 
  plaster upon which has been painted images of funerary rites. These rites 
  begin normally enough, but as one continues downward they become 
  increasingly morbid, until live interments, necrophilia, cannibalism, and 
  other even less savory images are depicted.
  Each section of the deathwalk (1A–12A, B, and C) is guarded by 
  invisible quasits that has the unique ability of being able to merge with 
  the depictions similar to a meld into stone spell. While so merged they can 
  see out into the corridor, and can stay in this state indefinitely. Melding 
  and emerging is a move-equivalent action for one of these quasits.
  The quasits normally spend their time melded with the walls, and only 
  emerge when intruders make themselves known. When this occurs, they 
  come forth invisibly and state a riddle. If the riddle is correctly answered, 
  they re-merge with the wall and allow the group to pass; if not, they fly at 
  top speed for Area 1A–13, where they merge with the demon depictions 
  there (see below). The three riddles are as follows:
  Quasit #1 (Thuxton): “Who is the greatest of all masters?” (answer 
  = Orcus)
  Quasit #2 (Virikkil): “What is the Third Sacrament?” (answer = 
  cracking open the skull and drawing forth the brains, as described in the 
  Epitaph of Final Sacrament)
  Quasit #3 (Umborit): “For whom is our lord’s mercy granted?” 
  (answer = this is a bit of a trick question; the answer is “for nobody.” 
  Orcus is not known for his mercy)
  Depending on how they answer these riddles, the characters may face 
  between zero and three demons in Area 13 beyond. Failing to answer the 
  question within 30 seconds (5 rounds) is considered a false answer, and 
  the quasit flies down to merge with the vrocks as described above. You 
  may wish to secretly time the players to see how long they come up with 
  an answer.
  QUASITS (3) 
   
   
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Quasit”)
  1A–13. Demonic guardians  
  (Cr 0, 9, 11, or 12)
  At the end of the Deathwalk, the hall widens into a 40 ft. wide, 50 ft. 
  long room with a vaulted ceiling that reaches up to a height of 30 ft. The 
  walls of this room are again coated with plaster, upon which is depicted 
  an incredible array of cavorting demons inflicting pain and suffering upon 
  screaming mortals. Sometimes the torturers are not demons, but humans 
  themselves with a demonic aspect, bearing symbols of Orcus upon them. 
  The entire wall radiates strong conjuration and transmutation magic if it 
  is detected for.
  Amid the paintings, a total of 3 vrocks are depicted. Each of these 
  images can be inhabited by one of the quasits of Area 1A–12, who bring 
  it forth to attack intruders. In addition, if the plaster walls of this room are 
  damaged in any way, all three demons step forth to do battle. Any plaster 
  damaged repairs itself within one day. Vrocks that are slain fade away, and 
  cannot return for 24 hours.
  VROCKS 
   
   
  CR 9
  XP 6,400
  hp 112 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Vrock”)
  In the center of the eastern wall, a secret door is cunningly concealed 
  within the plaster. This can be opened by pushing the eyes of four 
  nearby victims simultaneously. This door is specifically protected by an 
  abjuration spell against detection by spells and effects of 3rd level or less, 
  and must be found manually. The enchantment itself is shielded against 
  magical detection.
  Secret Door: hardness 8, hp 60; Perception DC 25; Break DC 30. Note 
  that if the plaster on the secret door is damaged, the vrocks animate as 
  described above; opening the secret door using the proper trigger does not 
  damage the plaster.
  1A–14. The Last respite  
  (Cr 0 or 10)
  Beyond the secret door, stairs descend steeply 20 ft. to a 20 ft. x 30 ft. 
  room. To the north is a large, circular steel vault door, while the southern 
  end of the room holds a red stone throne bearing a humanoid figure 
  swathed in a tattered black robe; skeletal hands protrude from the sleeves 
  of the robe, and its face has long since rotted away, save for the glossy hair 
  that cascades over its shoulders. This is Aaphia, a crypt thing and the final 
  guardian of the Temple.
  Aaphia does not move or act in any way unless the doors are touched, 
  she is addressed, or she is approached within 10 ft. She allows undead and 
  clerics of Orcus (who must present their holy symbols and expend one use 
  of their channel negative energy ability) to pass through the vault into the 
  shaft room beyond. For all others, she defends herself and the entrance to 
  the Shaft. She does not attack those leaving through the Shaft portal unless 
  attacked first.
  AAPHIA  
   
  CR 10
  XP 9,600
  Female crypt thing sorcerer 8 (Frog God Games The Tome of 
  Horrors Complete, “Crypt Thing”)
  N Medium undead
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +26
  Aura fear (10 ft., frightened for 1d4 rounds, Will DC 19 
  negates)
   
  AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
  hp 115 (8d8+8d6+80 plus 8) 
  120
  level 1a
  
  Fort +9; Ref +9; Will +16 
  Defensive Abilities channel resistance +2; DR 10/
  bludgeoning or magic; Immune undead traits
   
  Speed 30 ft.
  Melee 2 claws +14 (1d8+4)
  Special Attacks arcane bloodline arcana, teleporting burst
  Spell-Like Abilities (CL 8th)
  3/day—quickened dimension door
  Spells Known (CL 8th; ranged touch +14) 
  4th (4/day)—enervation
  3rd (6/day)—dispel magicB, ray of exhaustion (DC 19), slow 
  (DC 18)
  2nd (7/day)—hideous laughter (DC 17), invisibilityB, scorching 
  ray, see invisibility
  1st (8/day)—identifyB, magic missile, ray of enfeeblement 
  (DC 17), shield, silent image, unseen servant
  0 (at will)—daze (DC 15), detect magic, mage hand, 
  mending, open/close, ray of frost, read magic, resistance
  Bloodline Arcane
   
  Str 19, Dex 16, Con —, Int 15, Wis 18, Cha 21
  Base Atk +10; CMB +14; CMD 34 
  Feats Alertness, Combat CastingB, Defensive Combat 
  Training, Dodge, Eschew MaterialsB, Extend Spell, Improved 
  Initiative, Lightning Reflexes, Skill Focus (Perception), Spell 
  Focus (necromancy), Weapon Focus (ray)
  Skills Bluff +12, Diplomacy +10, Intimidate +12, Knowledge 
  (arcana) +10, Knowledge (dungeoneering) +10, Knowledge 
  (history) +10, Knowledge (religion) +10, Perception +26, 
  Sense Motive +21, Spellcraft +15, Stealth +10
  Languages Abyssal, Common, Draconic, Goblin
  SQ arcane bond (amulet), metamagic adept
  Gear Aaphia wears a magical amulet that allows its wearer 
  to cast inflict serious wounds (3d8+15, CL 15th, 3/day) on 
  its wearer as a swift action; she uses this heal damage to 
  herself. The amulet also serves as her bonded object (see 
  below). Further, the face of the amulet serves as the key to 
  the vault door she guards.
   
  Teleporting Burst (Su) Once per day, Aaphia can teleport 
  all creatures within 50 ft. of her to randomly determined 
  locations. She can only affect creatures she is aware of and 
  to which she has line of sight. A successful DC 19 Will save 
  negates this effect. An affected creature is teleported into 
  one of the sarcophagi in the Crypt of the Damned (Area 
  1A–10). A creature that succeeds on this save is immune to 
  Aaphia’s teleporting burst ability for 24 hours. The save DC is 
  Charisma-based.
  Tactics: If Aaphia senses the approach of guests, she prepares with 
  an extended shield spell. Once battle begins, Aaphia starts off using 
  her teleporting burst ability, then her offensive spells against those who 
  remain or return. She prefers to immobilize opponents first, then focusing 
  damaging spells on one foe at a time. She does not leave the throne 
  willingly. Common spell castings include casting slow or hideous laughter 
  augmented by Extend Spell using her metamagic adept ability to both cast 
  it quickly and increase the DC by 1. She also likes to use enervation, ray 
  of exhaustion, and ray of enfeeblement to weaken or incapacitate those 
  who threaten her. 
  Due to the magic of the throne, Aaphia reforms within 1d4 days even 
  if destroyed. The only way to truly end her existence is to slay her body 
  and then destroy the throne (hardness 8, hp 200) and cast a hallow spell on 
  the wreckage. The amulet she wears teleports back to her whenever she 
  reforms, but the items hidden within the throne do not.
  Treasure: The throne Aaphia sits upon is magical, and provides anyone 
  seated upon it with the benefits of a lesser globe of invulnerability and 
  true seeing, both at CL 15th. The throne is 10 ft. square, 6 ft. tall, and 
  weighs 2,500 pounds. It loses all its magic if removed from this room. In a 
  compartment on the inside left arm of the throne (DC 15 Perception check 
  to locate) there is a stash of four vials of unholy water and a platinum urn 
  (worth 5000 gp) holding the ashes of Aaphia’s long-dead lover.
  Development: It is possible for characters to enter into a discussion 
  with Aaphia. As long as they do not threaten her or attempt to pass into 
  the Shaft (Area 1A–15), she does not attack, and may return conversation 
  with a successful Diplomacy check. Her initial attitude is unfriendly, or 
  indifferent if she believes she is dealing with followers of Orcus. 
  Aaphia was once a sorceress of some repute who fell in love with a man 
  named Deggin Tar. Deggin, a charming mercenary, ended up working for 
  the forces of Orcus. When he fell in battle, she took up his cause, lashing 
  out at those who defeated him. Now, centuries later, she serves them still, 
  locked in eternal devotion to the memory of her dead love.
  The steel vault door is massive, with a large spoked wheel at its center, 
  and at the center of this a disc-shaped keyhole. The door opens when the 
  face of Aaphia’s amulet is set into the hole and turned counterclockwise, 
  and the wheel then spun clockwise. The door and the walls surrounding 
  Area 1A–15 have been enchanted to prevent entry by ethereal means, 
  though a gaseous creature could seep into the room beyond.
  Steel Vault Door: 2 ft. thick; hardness 10; hp 720; Disable 
  Device DC 50; Break DC 50.
  1A–15 The Shaft
  This 40 ft. square room lies at the nadir of the Temple of Final 
  Sacrament. It is filled nearly completely with a circular shaft 30 ft. wide 
  that descends into blackness. The stone beneath the floor’s black marble is 
  limestone, into which has been carved a series of footholds that allow one 
  to climb down the 400 ft. shaft into a passage leading to Level 9D: The 
  Bloodways. From this side, the vault door leading to Area 1A–14 can be 
  opened by rotating a wheel set in its center—no key is needed to unlock 
  it from the inside.
  Starting in this area, roll for wandering monsters using the random 
  encounter table for Level 9D, checking once every eight hours.
  121
  level 1a
  
  Level 1B:  
  The Abandoned Bastion
  The Abandoned Bastion was originally excavated as a fortification by 
  the priests of Orcus after the battle with the army of Light, intended as 
  an additional defense against possible future assaults. As years stretched 
  into decades, and decades stretched into a century without any significant 
  attacks against them, the priests eventually withdrew their forces from the 
  upper levels, abandoning the Bastion to any subterranean creatures that 
  might choose to occupy it. In later years, the Bastion has mainly served 
  the goblins of Greznek (Level 12A) as a staging area for raids beyond 
  the dungeon, since it is conveniently close to the surface. Goblin raiders, 
  usually led by hobgoblins, camp in the Bastion for long periods of time, 
  resting and raiding at intervals. The raiding force currently in residence 
  is led by a very strong hobgoblin by the name of War Leader Jang. The 
  Bastion is shown on Map RA–1B.
  PIT TRAP  
   
  CR 1/2
  XP 200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 10 ft. deep pit (1d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10 ft. square area)
  STRIGE  
   
  CR 1/2
  XP 200
  hp5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  1B–1. Entry Chamber  
  (Broken Defense Wall)
  The ceiling of this large chamber is quite high, rising thirty feet above the 
  floor. The shape of it causes footsteps to echo faintly in the heights of the room as 
  the characters move into the area. The western part of the ceiling is carved with 
  interlocking bas-reliefs of demons and skulls, but the stone over the rest of the 
  room is undecorated, as if the work had never been completed. The floor is strewn 
  with chunks of stone and rubble, centering on a U-shaped structure near the center 
  of the room, a low wall about one foot in height. From what the characters can tell, 
  the wall was once considerably taller, but has been broken apart.
  1B–2. Empty Alcove-room
  This deep alcove is empty, and the floor is deeply coated in a layer of 
  undisturbed dust.
  1B–3. Mist-Alcove of the 
  Otherworlds (Cr 1)
  If anyone steps into this deep alcove, the entire alcove suddenly fills 
  with mist, so thickly that the characters inside are not visible at all. The 
  character must make a DC 15 Reflex save or be swept into the alcove by 
  the force of the magic that forms the mists. The mist itself is a ghostly 
  otherworld in which the character wanders for 10 minutes before the mist 
  clears and the corridor is once again visible. While the character is inside 
  the mist, one of six possibilities occurs:
   1 
  Find an amulet floating in the mist (when worn, this amulet grants 
    
  +1 to hit for the next 3 attacks, then turns into mist)
   2 
  Find a giant gray spider in the mist (one round of combat will take 
    
  place, then the spider disappears)
   3 
  Find a skeleton in the mist (normal skeleton, not animated)
   4 
  Find a ghostly eyeball floating in the mist (it watches the character, 
    
  but does nothing and cannot be attacked)
   5 
  Find a bottle of liquid. It is either poison (50% chance) or a potion 
    
  of gaseous form that lasts 1d6+6 x 10 min. (50% chance)
   6 
  The character encounters a terrifying presence inside the mist that 
    
  cannot later be described or clearly remembered. The character’s 
    
  hair turns white, and he or she has a very strong sensation that 
    
  something very horrible has just drawn slightly closer to the world.*
  *The sensation that something very horrible has drawn closer to the world 
  is absolutely correct. This is a progressively dangerous encounter. If a second 
  character enters the mist and the result of the die roll is again a 6, the second 
  character must make a DC 15 Will save or permanently lose 1 hit point. A 
  third character with this encounter must make a DC 10 Fortitude save or die.
  GIANT GRAY SPIDER 
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, Giant”)
  Level 1B
  Difficulty Level: 4–6
  Entrances: Tunnel from Ground Level Area 11
  Exits: Tunnel to Level 5A, The Prison of Time in Area 
  1B–7; Stairs to Level 10B in Area 1B–21
  Wandering Monsters: Roll every 30 minutes on a d20
   
   1–2 
  3d6 goblins (see Area 1B–17)
   3–4 
  1d6+6 goblins, 1d6 hobgoblins, and 
   
   
  1 worg (see Area 1B–17)
   5–6 
  1d6 stirges
   7–20 
  No encounter
   
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of iron-reinforced wood (2 
  in. thick; hardness 5; hp 20; Break DC 18. If doors 
  are described as “locked” add Disable Device DC 
  20. Unless otherwise noted, all secret doors (6 in. 
  thickness; hardness 8; hp 90; Break 28; Disable Device 
  25) require a DC 20 Perception check. Pit traps are 
  covered and 10 ft. deep, but the covers do not lock 
  upon closing unless otherwise noted. Portcullises are 
  standard, and each has an opening lever on the far 
  side from the dungeon’s entrance at 1B–1. 
  122
  
  1B–4. Empty Alcove-room
  There is nothing of interest in this area.
  1B–5. Den of the Worg-Pack (Cr 7)
  Eight messy piles of torn bedding material are spaced widely apart 
  in this room, the floor of which is scattered with some skulls, shards of 
  cracked bone and other garbage. The figures of four huge wolves stand 
  ready to spring.
  This large room is the lair of 8 worgs, but only 4 of them are actually 
  here at any given time. The worgs of this level, unlike the goblins, are 
  permanent inhabitants of the upper level rather than visitors camping 
  here temporarily while raiding the surface. The worgs are led by the pack 
  leader Ohakaal Uo. Ohakaal is extremely intelligent and cunning—the 
  spirit behind this creature’s eyes is demonic and merciless. He responds 
  to threats creatively and intelligently, although he generally follows the 
  plans set out by War Leader Jang (see Area 1B–21). The worg leader 
  considers Jang to be the best raider-chief to seize control of this level in 
  quite a while, and is willing to cooperate with the burly hobgoblin as long 
  as his worg pack is not placed in unnecessary danger.
  Hanging on a low peg in the room is a strange suit of black plate armor 
  which is, upon inspection, a set of worg-sized barding. Ohakaal wears 
  this armor into pitched battles, although not on raids when speed is of the 
  essence. If the worgs are warned ahead of time, and a goblin is present to 
  help Ohakaal don the armor, Ohakaal is wearing it when he encounters 
  the party. He cannot put it on without help, however, so he is not armored 
  unless the goblins and the worgs have had a chance to prepare.
  WORGS (4) 
   
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  OHAKAAL THE PACK LEADER 
   
   
  CR 4
  XP 800
  NE Medium advanced magical beast (Pathfinder 
  Roleplaying Game Bestiary, “Worg”)
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
   
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural); AC 21, 
  touch 14, flat-footed 17 (while armored)
  hp 26 (5d10+4)
  Fort +7; Ref +8; Will +5
   
  Speed 50 ft. (30 ft. when armored)
  Melee bite +11 (1d6+5 plus trip) 
   
  Str 21, Dex 19, Con 17, Int 10, Wis 18, Cha 14
  Base Atk +5; CMB +10 (+12 to trip); CMD 24 (28 vs. trip)
  Feats Run, Skill Focus (Perception), Weapon Focus (bite)
  Skills Climb +12, Perception +13, Stealth +9 (+3 when 
  armored), Survival +9; Racial Modifiers +2 Perception, 
  +2 Stealth, +2 Survival
  Languages Common, Goblin
  Treasure: Although they are not highly motivated by treasure or 
  wealth, Ohakaal makes sure that his worgs take a share of the pillage 
  when they raid, predominantly to remind the goblins of how much their 
  success depends on Ohakaal’s pack. The contents of the first seven piles 
  of bedding may be determined as follows: 2d100 gp, 2d1000 sp, 1d6 gems 
  (1d6 x100 gp). Additionally, bed #2 contains a potion of energy resistance 
  (fire) and bed #6 contains a potion of heroism. The eighth pile of bedding 
  is that of Ohakaal himself, containing 400 gp, a gem worth 300 gp, and a 
  skeletal hand wearing a ring of protection +1.
  1B–6. Large Hallway
  The temperature in this wide hallway becomes perceptibly warmer 
  toward the southern end.
  1B–7. The gate of Cauldrons
  The wide hallway terminates here, blocked by a massive set of bronze 
  double doors. The doors are held together by a massive bronze plate 
  fashioned into the shape of a demon’s face. Ram’s horns curl around the 
  bestial, goat-like visage, which bears the mark of a skull etched deeply 
  into the center of its forehead. Along the top of the doors there is an 
  inscription (see side box). The doors are slightly warm to the touch.
  On the far side of the Gate of Cauldrons, the corridor wall is of natural 
  stone. This is where the excavations opened upon a pre-existing tunnel 
  through the stone, and when the priests discovered what was in the depths 
  below, they sealed off the area. The tunnel leads to Level 5A, The Prison 
  of Time, arriving in Area 5A–1.
  1B–8. The Horrible Smokehouse 
  (Cr 3)
  When the door of this room is opened, it is immediately obvious that 
  the room is filled with smoke; a tangy, savory smell fills the area as the 
  smoke drifts out of the room and up to the corridor ceiling. Visibility is 
  extremely poor inside the room, limited to only a couple of feet.
  This is where the goblins cure meat, much of which is their preferred 
  diet of human. A smoke mephit makes its lair beneath a grating in the 
  floor, producing the smoke which cures the meat. Because the smoke 
  mephit is aggressive and territorial, the goblins do not enter this room 
  without at least one of the worgs from Area 1B–5. The smoke mephit has 
  tangled with the worgs before, and learned that they are not to be trifled 
  with. It does not bother anyone who enters the area with a large dog, but 
  otherwise it attacks intruders when it deems the time to be right.
  The room contains six human and three pig bodies hung by hooks from 
  the ceiling. Since visibility in the room is limited to approximately 2 ft., 
  and it is likely that the characters find the bodies by bumping into one 
  of them—an unpleasant surprise. Once a party member has entered the 
  room, the mephit waits for the optimal time and then attack.
  SMOKE MEPHIT  
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, ”Mephit, 
  Dust,“ with the following changes: Immune fire; Fast Healing: 
  works only in smoky environments; Breath Weapon: cone of 
  fire that deals 2d4 points of fire damage; Spell-Like Abilities 
  burning hands 1/day, solid smoke [as solid fog], 1/day)
  The Inscription of the Gate of Cauldrons:
  “The Gate of Cauldrons is sealed and forbidden
  At the peril of life
  At the peril of soul
  At the peril of fire and eternal undeath
  Turn back before the Seal of the Great Goat
  Turn back before the Seal of the Master of Corpses
  Turn back before the Seal of the Great Prince of the Abyss”
  123
  level 1b
  
  124
  level 1b
  
  1B–9. Empty room
  This room contains nothing that would be of interest to a party of 
  adventurers.
  Treasure: The mephit has accumulated a small amount of treasure, 
  items that the goblins did not notice on bodies they placed in the room for 
  smoke-curing. Underneath the mephit’s grate there are 17 gp, 40 sp, and 
  a gem worth 200 gp.
  1B–10. Phase Spiders (Cr 7)
  The goblins avoid this room, which contains a pair of phase spiders 
  that has taken up residence here, occasionally sneaking through the 
  walls to browse through the goblins’ smokehouse in Area 1B–8. If the 
  characters make friendly contact with the goblins of this level, the goblins 
  may offer to pay them a small sum to destroy these predators.
  PHASE SPIDERS (2) 
   
  CR 5
  XP 1,600
  hp 51 (Pathfinder Roleplaying Game Bestiary, “Phase 
  Spiders”)
  Treasure: The phase spiders have accumulated a small amount of 
  treasure from prey they have brought back to their lair. Scattered on the 
  floor of the room, searchers find 57 gp, 70 sp, an opal set into a gold chain 
  (100 gp), and a small ivory statue of a demon (200 gp).
  1B–11. Empty room
  This room is empty.
  1B–12. refectory
  This room appears to have once been a dining area, for the remains of 
  three long tables can still be identified, although the wood is rotted and 
  the tables have collapsed to the floor. Tattered and faded tapestries still 
  hang from rusted bars on the walls, and a few broken earthenware plates 
  lie around on the flagstones. The only sign of life in the room is a fireplace 
  in the northern wall; a fire burns merrily inside it.
  The fireplace is an illusion, although it is a powerful one that produces both 
  light and warmth. Passing a hand through the illusionary fire does not inflict 
  damage, and makes it clear that this is nothing more than a magical phenomenon.
  1B–13. Kitchen (Cr 4)
  The large fireplace and stone countertops against the eastern walls of 
  this room immediately identify it as a kitchen; obviously, though, it has 
  not been in use for quite some time. There are a few bent or broken kitchen 
  implements lying on the countertops, and some rusted iron hooks hanging 
  from the ceiling. Light reflects off what appears to be a large puddle of 
  water in and surrounding the fireplace; this is actually a gray ooze. The 
  ooze does not generally hunt in the corridors of this level; it squeezes its 
  way up the chimney (rock falls have effectively blocked the chimney to 
  anything other than an ooze) and hunts by night on the surface.
  GRAY OOZE 
   
   
  CR 4
  XP 1,200
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gray Ooze”)
  Treasure: The gray ooze has no treasure in this room, but its presence 
  has prevented any treasure-seekers or scavengers from pillaging the 
  treasure of Room 1B–14.
  1B–14. Storeroom
  The walls of this room are lined with rotting wooden shelves; it 
  was obviously once the storage room for the adjacent kitchen. Almost 
  everything in the room has rotted away with age; scraps of molding burlap 
  and piles of dust indicate where sacks and food have decayed into bits. 
  The glass bottles that must once have stood upon shelves have fallen to 
  the floor where most of them lie in broken shards. There are only five 
  unbroken bottles in the entire room. Oddly, there is a shiny meat cleaver 
  lying near one of the walls, apparently unaffected by the passage of time.
  Three of the intact glass bottles contain nothing but dust, the dried 
  remains of whatever liquid they once held. The fourth bottle contains 
  whiskey that has aged to consummate perfection; it is worth as much as 
  500 gp to a connoisseur. The fifth intact bottle is made of thick glass and 
  has an ornate metal stopper; it was clearly designed to be sturdy, which 
  is why it survived a fall from the shelf. This bottle contains a yellowish 
  liquid: it is a potion of flying. The meat cleaver is an enchanted weapon, 
  treated as a +1 short sword.
  1B–15. Empty room
  This room is empty, but a direct path between the two doors is clearer 
  of dust than the rest of the room, indicating that some creature or creatures 
  pass through the room from time to time. An expert in tracking might be 
  able to tell that something has passed through here within the last four or 
  five hours.
  1B–16. The goblin Trap (Cr 4)
  The floor of this room has clearly been tampered with. It appears that all 
  of the flagstones in the floor have been pried out and then replaced; some 
  of them are higher than others, and most of them are tilted or lie unevenly. 
  In addition, the floor has been divided with lines of blue paint into squares 
  (and half squares) ten feet across. Three metal bowls are mounted at the 
  middle of the south wall, one above the other. They appear to be sconces 
  for holding short candles, but there are no candles in them.
  It is difficult, especially in bad light, to notice that the “candle sconces” 
  are actually mounted on metal rods that can rotate, so the first warning 
  about this trap is likely when the first mistake is made. However, if the 
  party has a flying familiar, or someone levitates over to the bowls, or some 
  other way is found to inspect the trap, it is clear that the bowls are filled 
  with liquid and that something in the wall can cause the bowls to turn 
  over, dumping their contents into the bowl below.
  The goblins have rigged this room with the sort of bizarre, complex trap 
  that goblins enjoy making. After digging up the flagstones, they installed a 
  system of metal pressure plates, rods, and gears underneath the floor, then 
  put the flagstones back. In order to avoid tripping the mechanisms beneath 
  the floor, anyone walking through the room must follow a particular path, 
  putting weight on only one “square” at a time and doing so in the proper 
  order. If the wrong square is pressed, a gear in the wall turns to dump the 
  contents of the top bowl into the one beneath it. At the second mistake, 
  the mixed contents are dumped in turn into the bottom bowl, creating an 
  explosion of poisonous gas through the entire room.
  Because the apparatus under the floor is quite crude (although 
  ingenious), a fair amount of weight has to be placed on the pressure plates 
  before the “click” that turns a bowl over. It is possible, if the players try 
  putting only a little weight at a time onto a square, that they are able to see 
  the bowl begin to turn, and stop putting pressure onto the plate quickly 
  enough to avoid having the bowl turn far enough to dump its contents. The 
  diagram shows the order in which the “squares” must be crossed in order 
  to avoid turning over the bowls.
  Obviously, if the characters are able to get to the bowls and make sure 
  the contents do not mix, the trap is completely disarmed and the floor can 
  be crossed any way at all without danger.
  125
  level 1b
  
  126
  level 1b
  
  THE GOBLIN TRAP 
   
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 10; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect poisonous gas (see above); multiple targets (all 
  targets in room); never miss (see above)
  GOBLIN GAS
  Type poison (inhaled); save Fortitude DC 14
  frequency 1/round for 8 rounds
  initial effect unconsciousness; secondary effect 1d3 Con 
  damage; cure 1 save
  1B–17. goblin guards (Cr 5)
  This room is guarded by 10 goblins, a hobgoblin, and a worg.
  GOBLINS (10) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
  HOBGOBLIN 
   
   
  CR 1/2
  XP 200
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”)
  WORG  
   
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  Treasure: Each goblin carries 1d10 gp; each hobgoblin carries 1d20 
  gp. The worg carries no treasure.
  1B–18. goblin guards (Cr 2)
  This room is guarded by 5 goblins. One of them has a bell to ring in 
  case of attack; if he has time to sound the alarm, the ringing of the bell 
  alerts the goblins in Room 1B–19. See the description of 1B–19 for a 
  description of the response.
  GOBLINS (5) 
   
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
  Treasure: Each goblin carries 1d10 gp in a belt pouch
  1B–19. goblin Strongpoint (Cr 6)
  If the goblins in this room hear an alarm from Room 1B–18, they send 
  their worg to cut off the attackers’ retreat (through Room 1B–20 to Room 
  1B–17 to Room 1B–15). If the worg comes tearing through Room 1B–17 
  and there are still any goblins alive in that room, they follow the worg. 
  One of them also runs to Room 1B–20 to alert the rest of the goblins 
  on this level. The remaining goblins proceed directly to Room 1B–18 to 
  join the defense, although it takes them 2 combat rounds to get ready and 
  arrive.
  GOBLINS (15) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
  HOBGOBLINS (5)  
   
  CR 1/2
  XP 200
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”)
  WORG  
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  Treasure: Each goblin carries 1d10 gp; each hobgoblin carries 1d20 
  gp. The worg carries no treasure.
  1B–20. The Unfinished idol
  The northern wall of this room is dominated by what appears to be 
  the half-completed idol of a demon, its outlines hacked roughly from the 
  stone to reveal a fat body with goat-legs and bat wings. The face has been 
  left featureless, and none of the statue bears any fine detail. Its crossed 
  legs are draped with a carpet of high quality, upon which a few gold coins 
  have been scattered.
  If anyone takes coins from the statue, the thief is affected with a minor 
  curse—the character must make a DC 15 Will save or flee in terror from 
  the room for a period of 1d3 x 10 minutes, the direction of flight being 
  randomly determined whenever a choice is offered. Even after the terror 
  has lifted, the character must make another save (DC 15 Will) when 
  trying to enter the room, or be similarly affected. Disposing of the coins 
  has no effect; this is a permanent curse unless it is magically removed 
  (CL 10th). Taking the carpet from the demon’s lap has no magical effect, 
  although it does reveal a rather prominent part of the statue that was 
  concealed before.
  1B–21. goblin Headquarters (Cr 10)
  This large room is the living quarters and common room for the 
  various goblins that inhabit this upper level of the dungeons. Because 
  the entrance is well-concealed (DC 20 Perception check to notice), the 
  goblins consider it more of a staging area for raids than a defensive 
  perimeter for the lower levels. Nevertheless, War Leader Jang is a 
  cagey veteran of many desperate battles in the deeps of Rappan Athuk, 
  and enforces a level of defensive organization unusual among goblin 
  hordes and raiding parties.
  Numerous bedrolls are scattered around the room in no particular 
  order, and the room is filthy with scraps of garbage and other refuse. 
  Total Mobilization
  When the Goblin Headquarters is alerted to a threat, there is a 
  general plan that all the goblins and worgs are supposed to follow 
  when the great bell is rung. Obviously not all of the goblins will 
  necessarily still be alive by the time the headquarters is warned, 
  but the survivors respond according to the plan unless they realize 
  that they are completely outmatched.
  1) One of the goblins from Room 1B–20 dashes to get the 
  worgs that live in Room 1B–5. All of the worgs except Okahaal 
  immediately heads for Room 1B–21; Okahaal waits until the 
  goblin helps him into his armor, which takes one turn, and then he 
  and the goblin follow the other worgs.
  2) All of the hobgoblins, goblins, and worgs from Rooms 1B–
  17, 1B–18 and 1B–19 converge in Room 1B–20, then enter Room 
  1B–21 to see what is happening. The only exception to this may 
  happen in the case of an alarm being sounded in Room 1B–18—
  this causes the goblins in Room 1B–19 to send a worg running 
  through Room 1B–17, and if this happens the goblins from 1B–17 
  follow the worg rather than heading directly to Room 1B–20.
  3) Any goblins that have assembled in Room 1B–21 then try 
  to stay together, responding according to what they know about 
  the assault and sending scouts ahead of the main force to find the 
  attackers.
  127
  level 1b
  
  Near the top of the stair, on the northern wall, a large bell hangs from 
  an iron mounting, with a hammer hanging from a chain beside it. If the 
  goblins ring this bell, it can be heard through the rest of the complex, 
  and it alerts the other goblins in the area (see “Total Mobilization,” 
  below).
  The goblin forces in the room are led by War Leader Jang, a massive 
  hobgoblin. Jang’s “pet” goblin witch-doctor, Harmek, provides good 
  luck to the raiders (but little in the way of spell power). Perhaps the most 
  dangerous inhabitant of the room is Kerberus the three-headed ogre, who 
  for some reason is fanatically loyal to Jang. In fact, Jang has learned to be 
  quiet and calm when speaking to anyone, because if Jang yells, Kerberus 
  kills whomever he yells at. Jang’s calm, measured tone of voice, even 
  when in combat, can be disconcerting to those who are familiar with 
  ordinary hobgoblin leaders.
  If the goblins are clearly being defeated, they flee down the stairs 
  toward the Goblin-City of Greznek, leaving Kerberus to delay any 
  pursuit. Once safely in Greznek, they have no interest in gaining a 
  reputation as losers and cowards. For this reason, they tell no one that 
  they were defeated in combat, and sound no alarm about the party’s 
  presence in the dungeon.
  WAR LEADER JANG 
   
   
  CR 3
  XP 800
  Male hobgoblin barbarian 4 (Pathfinder Roleplaying Game 
  Bestiary, “Hobgoblin”)
  NE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +7
   
  AC 14, touch 11, flat-footed 11 (+3 armor, +2 Dex, +1 
  Dodge,–2 rage)
  hp 48 (4d12+24)
  Fort +10; Ref +3; Will +1
  Defensive Abilities trap sense +1, uncanny dodge
   
  Speed 40 ft.
  Melee +1 halberd +11 (1d10+8)
  Special Attacks rage (14 rounds/day), rage power 
  (intimidating glare), rage power (roused anger)
   
  Str 20, Dex 15, Con 22, Int 8, Wis 10, Cha 12
  Base Atk +4; CMB +9; CMD 20
  Feats Dodge, Weapon Focus (halberd)
  Skills Acrobatics +6 (+10 Jump), Climb +9, Intimidate +8, 
  Perception +7, Ride +6, Stealth +10, Survival +5, Swim +10; 
  Racial Modifiers +4 Stealth
  Languages Common, Goblin
  SQ fast movement
  Gear masterwork studded leather, +1 halberd
  Base Statistics When not raging, Jang’s statistics are: AC 16, 
  touch 12, flat-footed 13; hp 38; Fort +8; Ref +3, Will +1; 
  Melee +1 halberd +9 (1d10+5); Str 16, Con 18; CMB +7; 
  Skills Climb +7, Swim +8
  HARMEK THE SHAMAN 
   
   
  CR 3
  XP 800
  Male hobgoblin adept 5 (Pathfinder Roleplaying Game 
  Bestiary, “Hobgoblin”)
  N Medium humanoid (goblinoid)
  Init–1; Senses darkvision 60 ft.; Perception +8
   
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 27 (5d6+5 plus 5) 
  Fort +1; Ref +0; Will +7
   
  Speed 30 ft.
  Melee light mace +3 (1d6+1)
  Spells Prepared (CL 5th; ranged touch +1)
  2nd—scorching ray (x2)
  1st—cure light wounds (x2), protection from good
  0—guidance, read magic, touch of fatigue (DC 13)
   
  Str 12, Dex 8, Con 11, Int 10, Wis 16, Cha 14
  Base Atk +2, CMB +3, CMD 12
  Feats Skill Focus (Knowledge [local]), Skill Focus (Survival), 
  Toughness
  Skills Handle Animal +7, Heal +7, Knowledge (local) +7, 
  Perception +8, Spellcraft +6, Stealth +3, Survival +12; Racial 
  Modifiers +4 Stealth
  Languages Common, Goblin
  Gear light mace, shamanic totems and fetishes
  GOBLINS (20) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
  HOBGOBLINS (5)  
   
  CR 1/2
  XP 200
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”)
  WORGS (2) 
   
   
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  KERBERUS 
   
   
   
  CR 5
  XP 800
  CE Large humanoid (giant) (Pathfinder Roleplaying Game 
  Bestiary, “Ogre”)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +7
   
  AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, 
  –1 size)
  hp 37 (4d8+12)
  Fort +6; Ref +0; Will +3
  Defensive Abilities bonus will save
   
  Speed 30 ft. (40 ft. base)
  Melee 2 greatclubs +7/+7 (2d8+5)
  Ranged 2 javelins +1/+1 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks superior two-weapon fighting
   
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Base Atk +3; CMB +9; CMD 18
  Feats Iron Will, Toughness
  Skills Climb +7, Perception +7; Racial Modifiers +2 Perception
  Languages Giant
  Gear hide armor, 2 greatclubs, 4 javelins
   
  Bonus Will Save (Ex) Because of his three heads, Kerberus 
  may make two Will saves against any kind of magic effect 
  or spell he encounters.
  Superior Two-Weapon Fighting (Ex) Kerberus fights with a 
  greatclub or javelin in each hand. Because of each of its 
  three heads, the bizarre ogre does not take a penalty on 
  attack or damage rolls for attacking with two weapons. 
  Obviously, there was some ettin in Kerberus’s lineage at 
  some point.
  Treasure: War leader Jang has a chest (locked and trapped with a 
  poison needle) that contains 3,000 gp, 8,000 sp, a necklace (1,000 gp), a 
  potion of cure moderate wounds and a potion of water breathing. A second 
  chest, belonging to Harmek the Shaman, contains 17 voodoo dolls, a 
  cluster of vulture feathers, a potion of levitation, a smoke bomb, six silver 
  knives (5 gp each), a dried human eyeball, a scroll of cure light wounds, 
  and five worthless but colorful rocks.
  128
  level 1b
  
  POISON NEEDLE TRAP 
   
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect Atk +10 ranged (poison needle; 1 plus poison)
  DEATHBLADE POISON
  Type poison (injury); save Fortitude DC 20
  frequency 1/round for 6 rounds
  effect 1d3 Con damage; cure 2 consecutive saves
  Each of the goblins carries 1d10 gp in a belt pouch; each hobgoblin 
  carries 1d20 gp. The worg carries no treasure.
  129
  level 1b
  
  Level 1C:  
  The Mouth of Doom
  The Mouth of Doom is a subterranean fortification connected at its 
  deepest level to the rest of Rappan Athuk by a miles-long tunnel. This 
  outlying entrance to the main dungeon was built by the Priests of Orcus 
  to be used as an escape tunnel or as a way of sneaking their troops to the 
  surface in case the main entrance were to fall under siege. Because of the 
  great distance between the Mouth of Doom and the central environs of 
  the dungeon’s vast catacombs, this is perhaps the least dangerous region 
  in Rappan Athuk—which isn’t saying much, but at least the chances of 
  survival for a low-level adventuring party are somewhat better here. With 
  a bit of luck, low-level adventurers will figure this out and begin their 
  explorations at the Mouth of Doom, rather than marching directly into the 
  core levels of Rappan Athuk… which represent almost certain death for 
  first or second level characters. If they don’t figure it out, that’s what dice 
  and blank character sheets are for. This area is shown on Map RA–1C.
  SKELETONS  
   
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  KOBOLDS  
   
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  ZOMBIES 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  GIANT RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  GIANT ANTS 
   
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Ant, Giant”)
  1C–1. The Chamber of Doors (Cr 3)
  Black stone stairs lead down to this room from the ruined tower above 
  in a staircase that the characters estimates has taken them about forty feet 
  underground. The room at the bottom of the staircase has six doors leading 
  out, each one set into the far end of a ten-foot-by-ten-foot alcove in the 
  wall. There is a faint smell of old rot in the air, like a graveyard, and any 
  torches carried by the characters gutter slightly in the stale air.
  A. Trapped False Door. In the stone over the top of this alcove, there 
  Level 1C
  Difficulty Level: 1–2
  Entrances and Exits: Stairs to Level 2B at Room 1C–33, 
  shafts to Level 2B at 1C–17and  1C–23, stairs to Level 
  3C at Room 1C–26, Zelkor’s Ferry map Area 11.
  Wandering Monsters: Roll on the table below every 30 
  minutes
   
   1 
  1d4 skeletons
   2 
  1d6 kobolds 
   3 
  1d2 zombies 
   4 
  2d4 giant rats
   5 
  1d6 bandits or 1d4 giant ants (50% chance of 
   
   
  each, see Area 1C–14)
   6–20 No Encounter
  Standard Features: Unless otherwise noted —,all doors 
  in the Mouth of Doom are made of iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 23) 
  and all secret doors are sliding stone unless otherwise 
  noted (4 in. thick; hardness 8; hp 60; Break DC 28; 
  Perception DC 25). If a door is described as “locked” 
  add DC 20 Disable Device.
  130
  
  131
  level 1c
  
  is a carving of a goat’s face, with curling horns, narrowed eyes and small 
  fangs visible at the corners of its mouth. The “door” at the back of this 
  alcove is fake, and anyone stepping into the alcove without probing the 
  floor first has an unpleasant surprise. A trapdoor in the floor opens when 
  weight is placed onto it, dropping any victims into a ten-foot deep pit.
  PIT TRAP  
  CR 1/2
  XP 200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 10 ft. deep pit (1d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10 ft. square area)
  B. Eastern Door. There is a skull carved into the stone over the top 
  of this alcove. The door has normal chances to open, but when it does, 
  the unoiled hinges make a loud, metallic squeal. Check immediately for 
  wandering monsters.
  C. Southern Door. There is a pentacle carved in the stone over the top 
  of this alcove. The door has the normal chances to be opened.
  D. Trapped False Door. There is a carving of a hand over the top of 
  this alcove. As with Alcove A, the door on the far side of the alcove is 
  false, and there is a covered pit trap in the floor. Unlike the pit trap in 
  Alcove A, there is a secret door in the western wall of the pit, leading 
  to a low-ceilinged tunnel (four feet high). The tunnel, as shown on the 
  map, proceeds roughly westward, crossing underneath one of the other 
  corridors, and then rises a short flight of steps into a normal corridor (Area 
  1C–27).
  PIT TRAP  
   
  CR 1/2
  XP 200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 10 ft. deep pit (1d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10 ft. square area)
  E. Portcullis Trap. There is a wolf’s head carved into the stone above 
  this alcove. The floor of the alcove is a very sensitive pressure plate. 
  After a person’s weight has pushed it down by stepping onto it, when it 
  rises again (because no one is still standing on it) a portcullis of iron bars 
  drop from the ceiling and lock, blocking passage through the alcove and 
  trapping the characters on the far side if they walked all the way through.
  FALLING PORTCULLIS 
   
   
  CR 2
  XP 600
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect falling portcullis (6d6 damage); DC 10 Reflex avoids
  Note: The portcullis is not designed to harm the party, just 
  separate them. Once the trap has been sprung, a DC 25 
  Strength check can lift the portcullis.
  F. Northern Door. Nothing is carved into the stone above this alcove, 
  but when the characters approach the alcove within about ten feet or so, 
  a magic mouth forms in the stone and speaks: “You stand at the threshold 
  of the Rappan Athuk, the Dungeon of Graves. Turn back, trespassers, for 
  you will find nothing but your death in these dark halls.” After delivering 
  its message, the mouth disappears once again into the stone.
  1C–2. Old Cobwebs
  The ceiling of this room is hung with abnormally large cobwebs, but 
  they crumble at the touch, being extremely old.
  1C–3. Empty room
  This room is featureless and empty, yielding no clues about its original 
  purpose.
  1C–4. The Abandoned Kitchenette
  This room contains a very rusted, iron fire-pit that is set beneath a small 
  hole in the ceiling. This was originally a small kitchen; the hole leads to 
  the surface and is well-ventilated, but it is too small to serve as an exit 
  from the dungeon.
  1C–5. The infested Mosaic  
  (Cr varies, 2-plus)
  The angled northwestern wall of this room is a mosaic depicting 
  numerous different kinds of plants and animals, most of which are 
  immediately recognizable to the characters. The central figure in the 
  mosaic is a dark, human-like figure that was once carrying something, but 
  the glass tiles of the carried object have all been broken away, revealing 
  the plaster behind them. Wet plaster has given way in several other places, 
  most of which are near the ceiling. There is nothing otherwise unusual 
  about the mosaic itself. 
  In the places where the plaster has begun to rot and fall away due to 
  seeping water, there are several nests of giant centipedes. They do not all 
  come out at once; in the course of a single combat only 1d6 centipedes 
  emerge initially, with an additional centipede emerging each round for 
  1d6 rounds. In total, however, if the party keeps returning to the room, 
  there are 50 centipedes. Once these are all killed in a series of combats, no 
  more appear in subsequent visits to the room.
  GIANT CENTIPEDES 
   
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Centipede, 
  Giant, Sewer”)
  Treasure: The centipedes do not have any treasure in this room, 
  although their presence has prevented adventurers from discovering the 
  treasure in Room 1C–6.
  1C–6. Tapestry room (Cr 1)
  This room is decorated with tapestries, although anyone looking at 
  them immediately realizes that the rough cloth and crude sewing makes 
  them worthless. The tapestries depict the outside of the dungeon—the 
  demon-mouth which conceals the stairway down into this level. Around 
  the demon-mouth, a battle appears to be raging between a small army of 
  human archers and a larger force made up of ogres, who are led by three 
  black-robed figures wearing helmets decorated with curling ram’s horns. 
  These leaders are apparently human, and each one carries a mace topped 
  with a metal skull.
  At the bottom of the concealed pit trap in the northeast corner of 
  the room, there is a skeleton wearing leather armor, which is pierced 
  in several places by arrows. The leather armor is worthless, and only 3 
  unbroken arrows can be recovered. The skeleton also has a good backpack 
  (containing 5 iron spikes, a lantern, a pint of oil, and 50 ft. of rope), a belt 
  pouch (200 gp), and a pair of extremely fashionable leather boots (10 gp).
  CONCEALED PIT TRAP 
   
   
  CR 1
  XP 400
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger location; Reset manual
  132
  level 1c
  
  Effect Concealed 20-ft.-deep pit (2d6 falling damage); DC 
  20 Reflex avoids; multiple targets (all targets in a 5-ft.-square 
  area)
  1C–7. Suffocated room (Cr 3)
  It is more difficult than normal to open the door of this room 
  (hardness 5; hp 20; Break DC 28), and once it is forced open the 
  reason is apparent; it was spiked shut from the inside, and a skeleton 
  was leaning with its back against the door. When the spike has been 
  knocked out and the skeleton toppled forward, the adventurers can 
  get into the room, where they find two more skeletons wrapped in 
  bedrolls. A burned-out lantern stands on the floor in the middle of the 
  room. The room also contains an old-looking wooden chest, which is 
  not locked. It contains ten sets of garments: eight of these appear to be 
  servants’ clothing, one of them is a silk gown (30 gp), and one of them 
  is a crimson wizard’s robe embroidered with stars and astrological 
  symbols (20 gp). There is also a backpack beside each of the two 
  bedrolls; these contain a large ball of twine, a bottle of holy water, 
  30 sp, and sketched map from Zelkor’s Ferry to the Mouth of Doom’s 
  entrance.
  This room has an extremely slow draft of poisonous air: falling asleep 
  in the room requires making a save against this poison or falling into a 
  deep sleep that may end in suffocation.
  COMATOSIAN REST GAS  
  CR 3
  XP 800
  Type poison (injury); save Fortitude DC 13
  frequency 1/minute while in area
  initial effect unconsciousness for 1 minute; secondary effect 
  unconsciousness for 2d4 hours, if more than 4 hours, DC 15 
  Fortitude save or the targets suffocate and die; cure 1 save
  1C–8. Abandoned Barracks
  This room has recently been used as a barracks for bandits, and all traces 
  of its original function have been cleared away. There are ten crudely-built 
  wooden beds in the room, each with a wooden footlocker underneath. All 
  of the footlockers are empty, with the exception of a candle stub, a mouse 
  skeleton, a needle and thread, and a bent copper piece. The blankets on 
  the beds are intact and can be used, although they are only worth a couple 
  of copper pieces each.
  1C–9. Collapsed room
  The southern portion of this room has collapsed, and is filled with 
  rubble and dirt. There is nothing of interest in the intact part of the room, 
  but if anyone enters there is a 1 in 6 chance that the movement causes the 
  rest of the room to collapse for 6d6 points of damage.
  1C–10. Beneath the  
  Slime Pocket (Cr 4)
  The entire ceiling of this room is coated with green slime — so 
  much so that it is immediately visible when the characters look into the 
  room. The room itself is located directly underneath a very large natural 
  reservoir-like pocket of living slime, and the slime seeps and drips into 
  the room below. Even if the characters burn away the ceiling slime, a 
  character who remains in the room (searching for secret doors being the 
  main issue here), the character has a 10% chance (per round) to be hit 
  by a falling droplet of slime that has oozed through the ceiling after the 
  original mass of it was burned away. These droplets cause 1 hit point of 
  damage immediately when they turn flesh into slime, and it only takes 
  1d2 points of damage from a torch or other fire source to kill the tissue 
  that is transforming to slime.
  The ceiling of this room is already under stress from the weight of 
  the green slime resting on it, which is the reason why there are enough 
  cracks to allow the dripping. If the alchemical bomb in Room 1C–
  11 explodes in that room, the shockwave causes the ceiling here to 
  become entirely unstable. Within 2d6+3 rounds, the ceiling collapses, 
  killing anyone inside the room. It is impossible for characters to escape 
  from Room 1C–11 without breaking through a wall into one of the 
  surrounding corridors, and the air supply in Room 1C–11 runs out in 1 
  hour. Hopefully, the party brought a tool such as a shovel or pick that can 
  be used to get out quickly.
  GREEN SLIME 
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This dungeon peril is a dangerous variety of normal slime. Green slime 
  devours flesh and organic materials on contact and is even capable of 
  dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, 
  and ceilings in patches, reproducing as it consumes organic matter. It 
  drops from walls and ceilings when it detects movement (and possible 
  food) below.
  A single 5 ft. square of green slime deals 1d6 points of Constitution 
  damage per round while it devours flesh. On the first round of contact, 
  the slime can be scraped off a creature (destroying the scraping device), 
  but after that it must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, sunlight, or 
  a remove disease spell destroys a patch of green slime. Against wood or 
  metal, green slime deals 2d6 points of damage per round, ignoring metal’s 
  hardness but not that of wood. It does not harm stone.
  1C–11. Hidden Treasure  
  Chests (Cr 5)
  This room was built long ago to conceal a small cache of treasure, and 
  the green slime in Room 10 has kept anyone from ever finding the secret 
  door that conceals it. There are three treasure chests in the room. Each one 
  is locked (DC 20 Disable Device to open).
  Chest #1: Poison needle trap on latch; contains 220 gp
  Chest #2: If the chest is hit hard, it explodes for 2d10 hit points of 
  damage; it contains a highly unstable alchemical bomb and nothing else. 
  If the chest explodes in this room, then Room 10 becomes unstable (see 
  description of Room 10).
  Chest #3: Contains a scroll of fly and a potion of cure light wounds.
  POISON NEEDLE TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect Atk +10 ranged (poison needle; 1 plus poison)
  DEATHBLADE POISON
  Type poison (injury); save Fortitude DC 20
  frequency 1/round for 6 rounds
  effect 1d3 Con damage; cure 2 consecutive saves
  ALCHEMICAL BOMB TRAP 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger touch; Reset none
  Effect explosion (2d10 fire damage; DC 20 Ref save for half); 
  multiple targets (all within 5 ft. of the chest)
  133
  level 1c
  
  1C–12. The Chapel of green Flame 
  (Cr 5)
  This large room contains three rows of pillars running north to south, 
  leading to two deep bronze fire pits that stand against the south wall. Each 
  fire pit contains a wide bronze bowl ten feet across, and these are both 
  blazing with eerie green flames that rise ten feet into the air, throwing 
  emerald sparks toward the chamber’s arching thirty-foot high ceiling. 
  Both bowls are decorated with leering gargoyle heads around the rims, 
  and have two massive handles at the sides. The pillars in the room are also 
  carved with a multitude of small gargoyles. Although the fire-bowls are 
  magical, they are immensely heavy, weighing many tons apiece.
  This room is the lair of a giant fire cobra, identical to a normal giant 
  cobra but immune to fire. It sleeps coiled in the pleasant warmth of the 
  blazing magical fire, but if anyone approaches the fire pit, it slithers out 
  like lightning to attack. 
  GIANT FIRE COBRA 
   
  CR 5
  XP 1,600
  hp 51 (Pathfinder Roleplaying Game Bestiary 2, “Snake, 
  Emperor Cobra,” with the following changes: add Immune 
  fire)
  Treasure: The snake is a brilliant emerald-green color, and its skin is 
  quite valuable both for its beauty and for its fire-resistant properties. If the 
  snakeskin is sold, it is worth 1,000 gp.
  1C–13. The Pile of Skulls
  There is a pile of 8 skulls in the northeast corner of this room, which 
  is otherwise completely empty and filled with dust and normal cobwebs. 
  The skulls are normal, but each one has a small hole bored into the top.
  1C–14. Small Bandit Hideout (Cr 4)
  This room is the lair of 4 bandits who hide out here between their 
  sorties to the surface. They are part of the group in Room 15, and if they 
  are faced with overwhelming odds they may try to trick the party into a 
  situation where the rest of the group can reinforce or rescue them.
  BANDITS (4) 
   
   
  CR 1/2
  XP 200
  Male human warrior 2
  CN Medium humanoid (human)
  Init +2; Perception –1
   
  AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, 
  +1 shield)
  hp 11 (2d10)
  Fort +3; Ref +2; Will –1
   
  Speed 30 ft.
  Melee short sword +3 (1d6+1/19–20) 
  Ranged composite longbow [+1 Str] +4 (1d8+1/x3)
   
  Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9
  Base Atk +2; CMB +3; CMD 16
  Feats Dodge, Point-Blank Shot
  Skills Climb +4, Handle Animal +3, Intimidate +3, Ride +5, 
  Stealth +2
  Languages Common
  Gear studded leather, buckler, composite longbow [+1 Str], 
  20 arrows, short sword
  Treasure: The bandits have no treasure other than their possessions, 
  but there is a 25 gp reward for them, dead or alive, that can be collected 
  in Zelkor’s Ferry if sufficient evidence of the bandit’s demise can be 
  provided.
  1C–15. Main Bandit Hideout (Cr 5)
  This room contains several bedrolls, a table made from a plank of wood 
  placed over a pair of dilapidated old barrels, and six rickety stools.
  This room is the main bandit hideout, the remnants of a much larger 
  band that no longer uses the dungeons as a base of operations. The small 
  troop includes 3 human bandits, 4 orc warriors, and their leader, Tall 
  Jack Ratt.
  BANDITS (3) 
   
   
  CR 1/2
  XP 200
  hp 11 (see Area 1C–14)
  ORCS (4) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Orc”) 
  TALL JACK RAT  
  CR 2
  XP 600
  Male human rogue 3 (Pathfinder Roleplaying Game 
  Advanced Player’s Guide, “Thug”)
  NE medium humanoid (human)
  Init +1; Perception +6
   
  AC 14, touch 12, flat-footed 12 (+2 armor, +1 Dex, +1 dodge)
  hp 16 (3d8+3) 
  Fort +1; Ref +4; Will +1
  Defensive Abilities evasion
   
  Speed 30 ft.
  Melee rapier +3 (1d6/18–20) or dagger +3 (1d4/19–20)
  Ranged shortbow +3 (1d6/x3)
  Special Attacks brutal beating, frightening, rogue talent 
  (slow reactions), sneak attack +2d6
   
  Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8
  Base Atk +2; CMB +2; CMD 15 
  Feats Dodge, Mobility, Weapon Finesse
  Skills Acrobatics +6, Appraise +6, Bluff +5, Climb +4, Disable 
  Device +4, Escape Artist +5, Intimidate +5, Knowledge 
  (local) +4, Perception +6, Sleight of Hand +6, Stealth +6 
  Languages Common
  Gear leather armor, rapier, dagger, shortbow, 40 arrows, 
  1d4 sp, 2d4 cp.
  Treasure: The bandits have, of course, accumulated some spoils by 
  robbing merchants on the surface, although as a small band they have not 
  been wildly successful. In addition to their weapons, the chainmail worn 
  by Tall Jack, the bandits have a total of 175 gold pieces stashed away in 
  one of the barrels that support the table.
  1C–16. Zombies (Cr 3)
  This room contains 4 zombies. They do not roam around the dungeon 
  because they were raised to protect the room’s treasure. The bandits in 
  Room 15 use this room as an ingenious way of guarding the back door of 
  their own lair, and as an escape route. The zombies are slow enough that a 
  person running through here at top speed can cross the room without being 
  attacked. To increase the zombies’ efficacy as a rearguard, and prevent 
  others from using their run-through-fast trick, the bandits spent several 
  quick excursions into the room to install a tripwire halfway through it. The 
  134
  level 1c
  
  tripwire runs north-south; anyone moving through this area has a 3 in 6 
  chance to trip on the wire (DC 20 Reflex avoids falling prone). Somehow, 
  the zombies do not get tangled up in the wire.
  ZOMBIES (4) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  Treasure: The zombies were placed in this room long ago to protect 
  a stone sarcophagus. The bandits have left it alone, preferring to keep 
  the zombies as gatekeepers rather than killing them just to find out the 
  contents of the stone coffin. The coffin contains a ghoul that wears a 
  necklace worth 1,000 gp. The ghoul does not awaken immediately; if the 
  party opens the sarcophagus, treat the ghoul as having been surprised.
  GHOUL  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  1C–17. The Chamber of Magic 
  Pools (Cr 2 or 6)
  This room contains 5 circular pools, each of which is 5 ft. in diameter 
  and has a 1 ft. tall stone lip. Once the characters have entered the room, 
  they notice a hole beside the north door of the room; it was obviously 
  once a much smaller murder hole used to guard the door, but it has been 
  partially battered away, and the opening is now about one foot by two 
  feet large.
  The stirges from Room 18 begin coming through this hole soon after 
  they perceive light or movement in the room, emerging one per round for 
  2d6 rounds. This does not account for all the stirges in Room 18 — some 
  do not come out at all, being asleep or full. If a stirge is wounded before 
  attaching, it goes back through the hole into Room 18.
  The water in each pool is 3 ft. deep.
  A. The Pool of Terror: Anyone coming within five feet of this pool 
  flees in a state of magical terror (fear) for 3 rounds (no save).
  B. The Pool of Descent: The water in this pool is illusionary, concealing 
  a shaft down into the darkness. Iron rungs are set into the stones to serve 
  as a ladder which leads all the way down to Room 2B–20 in the Demon’s 
  Gullet. One of the rungs is rusted almost all the way through, so each 
  person using the ladder has a 1 in 6 chance to fall if checking the rungs and 
  a 3 in 6 chance to fall if not checking. Anyone below the falling person 
  must make a DC 20 Reflex save to avoid falling also. The rung is almost 
  at the bottom of the ladder, so the fall is only 20 ft. (2d6), but it still has a 
  good chance to kill a low-level character.
  C. The Pool of Detection: Any magic item dunked into this pool glows 
  with a faint reddish light. The pool’s supply of divination magic is not 
  unlimited; each time it detects a magic item, the pool has a 1 in 10 chance 
  to run out of magic and it functions no more thereafter.
  D. The Pool of Prodigious Fortune: Anyone drinking the water of 
  this pool gains a +2 on all saves and attack rolls for a period of 24 hours. 
  Drinking from the pool a second time has no result; after the first sip the 
  character becomes immune to the pool’s magic.
  E. The Pool of Poison: The water of this pool is poisonous; it still 
  radiates a very, very faint aura of magic. In addition to possibly killing 
  anyone who drinks of it, the pool’s water causes the drinker to shrink in 
  height by one inch. The effect does not last more than 30 seconds.
  POISON WELL-WATER 
   
  CR 2
  XP 600
  Type poison (ingested); save Fortitude DC 18
  onset 10 minutes; frequency 1/minute for 6 minutes
  effect 1d6 Dex damage, creatures reduced to 0 Dexterity 
  suffocate; cure 2 consecutive saves
  1C–18. Stirge Nests (Cr 6)
  The floor of this room is scattered with what are obviously stirge 
  skeletons, most of them old and yellowed. Large nests made of mud and 
  bone fragments have been built on the walls near the ceiling, sticking to 
  the stone like wasp nests.
  This room contains a total of 15 stirges; they are more likely to be 
  encountered in Room 17 than here, since they fly from here into that room 
  to attack. In the southeastern “corner” of the room there is an old murder 
  hole that has been bashed inward to form a larger gap; the hole is now one 
  foot by two feet, and stirges fly out as described in Room 17. 
  There are twenty stirge nests in this room, although the mated pairs of 
  stirges occupy only 8 of these. The other 12 nests are dusty and crumbling.
  STIRGES (15) 
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  Treasure: Four of the nests contain some shiny treasure that attracted 
  the stirges’ attention: these are a necklace of small jade beads (100 gp), 
  a shiny silver piece, a shiny silver mirror (200 gp), and a glittering little 
  diamond (350 gp)
  1C–19. Broken Trap room
  This room is empty. At one time it contained a trap; one of the stones 
  directly in front of the door is a pressure plate, and if someone steps on it 
  there is a sudden very strong draft of air through the room. The draft has 
  a 1 in 20 chance to blow out any open flames (such as a torch) but has no 
  other effect.
  1C–20. rat Nest (Cr 5)
  Opening the door of this room activates a dart trap on the far wall; 4 
  darts launch, each one inflicting 1d4 points of damage each. The room is 
  the lair of 10 giant rats.
  DIRE RATS (10) 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  MULTI-DART TRAP 
   
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect Atk +10 ranged (×1d4) (1d4); multiple targets (all 
  targets in the doorway)
  Treasure: Along with a vast quantity of nesting material (mainly 
  scraps of cloth) there is some treasure in the room. Searching through the 
  rubbish uncovers 20 gp, 100 sp, 231 cp, a silver necklace (25 gp), a fork 
  (worthless), and a bottle containing half of a (now spoiled) potion.
  1C–21. Altar of the gods of 
  Chance (Cr varies)
  There are 11 alcoves in the room, ten of which contain statues that 
  appear to be idols or religious statues of gods. They are all quite different 
  in style and appearance, but they seem to have one characteristic in 
  common; all of them are depicted holding dice, cards, or some other sort 
  of gambling imagery. The one alcove that does not contain a statue is the 
  one at the middle of the north wall, directly across from the entrance. This 
  135
  level 1c
  
  alcove contains an altar with a bowl-shaped indentation in the top. 
  Each of the three alcoves in the room’s northern wall has the indented 
  impression of a hand pressed into the back wall of the alcove. If anyone 
  places a hand into the impression, a glowing rune appears in that alcove. 
  It is not necessary to place money in the bowl in order to make the runes 
  appear or to get magical effects from the altar, but most of the beneficial 
  results are based on how much money is in the altar bowl.
  Roll 1d6 to see which rune appears:
   
   1 
  Skull
   2 
  Sword
   3 
  Circle
   4 
  Pentagram
   5 
  Moon
   6 
  Demon
   
  There is no result until the handprints in all three of the alcoves have 
  been pressed, and three glowing runes have appeared. Once the runes 
  have appeared, the combination of them forms a magical effect, which 
  affects only the person who triggered the last rune in the sequence. The 
  dice must be rolled in order as shown (e.g., a roll of 6–1–6 is not Demon–
  Demon–Skull). A character may only attempt the game five times, after 
  which runes no longer appear for that character. Using dead goblin hands 
  and other attempts to bypass the system do not work.
   
  Major Combinations:
   1–1–1 
  Skull–Skull–Skull; Make a DC 15 Fortitude save or die
   1–2–3 
  Skull–Sword–Circle; The amount of money in the altar bowl 
    
  is doubled.
   2–2–2 
  Sword–Sword–Sword; A magic sword appears, with an 
    
  enchantment as follows (d100): 01–75 sword is +1; 
    
  76–95 sword is +2; 96–98 sword is +2 undead bane; 
    
  99–00 sword is +2 holy.
   3–3–3 
  Circle–Circle–Circle; The amount of money in the altar bowl 
    
  is multiplied by 10 and the character gains 100 XP.
   4–4–4 
  Pentagram–Pentagram–Pentagram; The amount of money in 
    
  the altar bowl is multiplied by 12 and the character gains 
    
  1d4 x100 XP.
   4–5–6 
  Pentagram–Moon–Demon; The amount of money in the altar 
    
  bowl is doubled.
   5–5–5 
  Moon–Moon–Moon; The amount of money in the altar bowl 
    
  is multiplied by 50 and the character gains 1d6 x100 XP.
   6–6–1 
  Demon–Demon–Skull; The amount of money in the altar 
    
  bowl is doubled.
   6–6–2 
  Demon–Demon–Sword; The amount of money in the altar 
    
  bowl is tripled.
   6–6–3 
  Demon–Demon–Circle; The amount of money in the altar 
    
  bowl is quadrupled.
   6–6–4 
  Demon–Demon–Pentagram; The amount of money in the altar 
    
  bowl is multiplied by 5.
   6–6–5 
  Demon–Demon–Moon; The amount of money in the altar 
    
  bowl is multiplied by 6
   6–6–6 
  Demon–Demon–Demon: A demon is summoned and attacks.
  For all other results, any money in the altar bowl disappears, and there is 
  no further effect. 
  VROCK  
   
  CR 9
  XP 6,400
  hp 112 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Vrock”)
  1C–22. Secret Treasure room (Cr 5)
  This heretofore-undiscovered room served as the hidey-hole for 
  the treasure of some long-dead inhabitant of the dungeon. There 
  is a treasure chest against the south wall of the room. The chest 
  contains 207 gp, 3,072 sp, and 5,184 cp, together with a +1 dagger. 
  It is trapped; the chest rests on a pressure plate that releases a heavy 
  stone block from the ceiling if a significant weight is removed from 
  the chest. The block falls directly in front of the chest (to the north). 
  The block is tremendously heavy: anyone failing the saving throw is 
  crushed into pulp.
  THIEF-CRUSHER TRAP 
   
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect Atk +15 melee (stone block; 6d6); multiple targets (all 
  targets in a 10 ft. square)
  1C–23. Pit-Shaft Chamber (Cr 1/2)
  This chamber is empty, but there is a covered pit trap in the middle 
  of the floor. The pit is 10 ft. deep; at the bottom there is a small side 
  chamber with another pit leading downward. The side-pit is not covered, 
  and has iron rungs set into the stone as a ladder. The shaft leads down to 
  the second level (Area 2B–36).
  PIT TRAP  
   
  CR 1/2
  XP 200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 5-ft.-square area)
  1C–24. Empty room
  This room is featureless and empty, yielding no clues about its original 
  purpose.
  1C–25. gelver the Lunatic (Cr 1/2)
  The door to this room is spiked shut from the inside, and it takes 
  quite a bit of effort to open (hardness 5; hp 20; Break DC 28). Inside, 
  the stone floor is scattered with human and goblin bones. A human is 
  crouched in one corner, holding a shield over his head in a vain attempt 
  to remain concealed. This is Gelver the Lunatic, the sole survivor of 
  an adventuring expedition that was wiped out here by goblins. Gelver 
  offers to remain with the party until they return to the surface, but he 
  has a tendency to shriek wildly if he is faced with combat, and his 
  screaming immediately causes a check for wandering monsters (highly 
  inconvenient since he does this when the party is already facing combat). 
  He also breaks out into screaming if anyone in the group is killed by a 
  trap or other such hazard.
  GELVER THE LUNATIC 
   
   
  CR 1/2
  XP 200
  Male human warrior 2
  NG Medium humanoid (human)
  Init +0; Perception –1
   
  AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
  hp 13 (2d10+2)
  136
  level 1c
  
  Fort +4; Ref +0; Will–3
   
  Speed 30 ft.
  Melee longsword +5 (1d8+2/19–20)
  Ranged longbow +2 (1d8/×3)
   
  Str 15, Dex 11, Con 12, Int 10, Wis 5, Cha 8
  Base Atk +2; CMB +4; CMD 14
  Feats Point-Blank Shot, Weapon Focus (longsword)
  Skills Climb +3, Perception –1, Swim +5
  Languages Common
  Gear chain shirt, light steel shield, longsword, longbow, 20 
  arrows
  Gelver is a bit evasive about how he has survived in the dungeons for 
  almost a month; he ate his companions rather than trying to find the exit by 
  himself. The adventuring equipment in the room includes five backpacks, 
  20 iron spikes, 4 spears, a longbow, 3 lanterns (no oil remains), 2 sets of 
  leather armor, a suit of chainmail, a wizard’s robe, a holy symbol, and a 
  crowbar.
  1C–26. Stairs and the great 
  Skeleton Statue (Cr 8)
  The immediately obvious features of this room are the stone stairs 
  leading downward and the huge statue against the western wall. The 
  statue is a ten-foot tall carving of a human skeleton with each hand resting 
  on the head of a stone wolf. It stands upon a stone dais five feet tall. The 
  stone dais is almost completely hollow, although it has a support pillar in 
  the middle to support the weight of the statue; there is a secret door in 
  the southern side of the dais, allowing entry into this small chamber under 
  the statue, and a second secret door inside the chamber allows entry into 
  Room 1C–12.
  This room is the lair of several (relatively small) giant leeches. There 
  is one leech in the chamber underneath the statue, three that lurk on the 
  ceiling of the stairs down, four that are stuck to the ceiling until they 
  choose to drop down, and one that is stuck to the inside of the eastern door.
  GIANT LEECHES (9) 
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Leech, 
  Giant”)
  Treasure: The skeleton of a dead adventurer lies in the chamber 
  underneath the statue. It wears chainmail and has a longsword and a short 
  bow, in addition to a belt pouch containing 30 gp and a gem worth 50 gp.
  The stairs in this room lead down to the third level of the dungeons; 
  a DC 15 Perception check reveals that the stairs must be going down by 
  more than just one level. Remember that a dwarf thatgains a +2 bonus on 
  this roll, and can take 10 on the check.
  1C–27. Sub-Tunnel Steps
  This short flight of wooden steps leads up from (or down into) the sub-
  tunnel between here and Area D of Room 1C–1. One of the steps creaks 
  loudly, but it is a normal creak due to age, and is not loud enough to alert 
  any monsters that might be wandering nearby.
  1C–28. Empty room
  This room is featureless and empty, yielding no clues about its original 
  purpose.
  1C–29. gelatinous Cube (Cr 3)
   
  This room is the lair of a gelatinous cube. It is immune to the glue in 
  Room 1C–31. The room is completely empty, with the exception of the 
  treasure still suspended in the cube’s gelatinous body.
  GELATINOUS CUBE 
   
   
  CR 3
  XP 800
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gelatinous 
  Cube”)
  Treasure: The gelatinous cube contains a suit of chainmail, a spearhead, 
  five arrows (one of which is +1), 40 gp, and a gem worth 250 gp.
  1C–30. Empty room
  This room is empty, and contains no clues about its original purposes 
  or use.
  1C–31. Woe Betide the Barefoot 
  Halfling (Cr 2)
  There is a pair of boots and a metal gauntlet lying in front of the door 
  to this room. Note that the party is almost certain to encounter the room’s 
  trap before actually entering. The floor directly in front of the door, the 
  door and its handle, and the floor and walls of the room itself are all coated 
  with an extremely adhesive alchemical glue. Anything touching the glue 
  sticks to it with an essentially unbreakable bond. After the glue has been 
  holding something for 3d6 x 10 min., it deteriorates and gives way to the 
  slightest pull. The glue can be washed off with lantern oil, but no other 
  liquid affects it. Note that the gauntlet and the boots outside the room are 
  now immune to the glue, since they have already been affected once.
  STICKY-ROOM TRAP 
   
   
  CR 2
  XP 800
  Type mechanical; Perception DC 12; Disable Device DC —
   
  Trigger touch; Reset none
  Effect touching any surface (see above room description; 
  unbreakable bond, Break DC 35; removed with lantern oil or 
  after 3d6 x 10 min 
  If the characters look into the room, they see a treasure chest on the 
  northern wall across from the door, and a skeleton’s hand lying on the 
  floor just next to the door, cut off at the wrist. The treasure chest is not 
  glued to the floor any more, but it is bolted in place. It contains 500 gp 
  and 1 silver piece.
  1C–32. room of the grim Fossils
  The walls of this room are made of mortared stones, but fossilized 
  human skeletons poke out from it to varying degrees. In one place, a 
  skeletal stone hand pokes out from the wall, in another place the skull 
  and ribcage of a stone skeleton protrudes from the wall along with one 
  arm holding a sword in its hand, and in a third place the entire left side of 
  the fossilized skeleton is visible, with the right side embedded in the wall.
  There is nothing magical about the skeletons; whatever bizarre event 
  happened here, it happened a long time ago. The sword is not magical, and 
  cannot be removed from the skeleton’s stone hand without breaking the 
  stone with a hammer or some other sturdy implement.
  137
  level 1c
  
  1C–33. The Cobra Stairs (Cr 4)
  This room is relatively featureless, but it is an important discovery. 
  In the southern part of the room, there is a stairway leading down into 
  the darkness, flanked on either side by iron statues of cobras. Both cobra 
  statues are coiled, but with the head raised and the hood out, as if ready 
  to bite. Each of the statues sits upon a short stone pedestal six inches in 
  height. One of the two “statues” is an iron cobra, a magical, machine-like 
  creation that has been placed here to guard the stairs from intruders.
  The stairs in this room lead down to the second level of the dungeon 
  (Level 2B: The Demon’s Gullet, Area 2B–1), and they are rigged with a 
  trap. Ten feet down, there is a stair that, if pressed, causes each step to 
  flip over into a smooth ramp, coated with an almost frictionless substance 
  that slides anyone down to the bottom of the stairs. There is no damage 
  from the descent, but the stairs do not reset for 24 hours, possibly trapping 
  the party on the lower level. The walls of the staircase remain normal, 
  and could be climbed even while the frictionless slide-floor of the stairs 
  is still face up. 
  FLIPPING STAIRS  
   
  CR 2
  XP 600
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset automatic
  Effect pivoting floor (see above)
  IRON COBRA 
   
   
  CR 2
  XP 600
  hp 15 (Pathfinder Roleplaying Game Bestiary, “Iron Cobra”)
  Treasure: The stone pedestal that supports the iron cobra has also been 
  used as concealment for a small amount of treasure (DC 15 Perception to 
  notice). The pedestal can be unscrewed from the floor to reveal a small 
  chamber beneath, containing three gems worth 100 gp each. 
  138
  level 1c
  
  Level 2: Marthek’s Place 
  & Ambros’ Base
  This level is the home of the madman, Marthek, and Ambro the ogre. 
  Marthek was placed on this level by the evil priests on Level 4. All evil 
  creatures on this level leave him in peace. The level has poor ventilation 
  and smells of smoke and ogre urine. If any characters are wounded and 
  left on this level, Marthek eats them within two days. The map of this 
  level is shown in Map RA–2.
  DIRE RATS 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  WERERATS 
   
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  GOBLIN LEADER  
  CR 5
  XP 1,600
  Male or female goblin rogue 6 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  LE Small humanoid (goblinoid)
  Init +9; Senses darkvision 60 ft.; Perception +8
   
  AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)
  hp 48 (6d8+18) 
  Fort +4; Ref +10; Will +1 
  Defensive Abilities evasion, trap sense +2, uncanny dodge
   
  Speed 30 ft.
  Melee +1 dagger +11 (1d3+1/19–20)
  Ranged shortbow +10 (1d4/x3)
  Special Attacks sneak attack +3d6
   
  Str 11, Dex 20, Con 14, Int 12, Wis 8, Cha 8 
  Base Atk +4; CMB +8; CMD 18 
  Feats Agile Maneuvers, Improved Initiative, Stealthy, 
  Weapon FinesseB
  Skills Acrobatics +14, Appraise +10, Bluff +8, Climb +6, 
  Disable Device +14, Escape Artist +10, Perception +8, Ride 
  +9, Sense Motive +8, Sleight of Hand +14, Stealth +22, Swim 
  +9; Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ rogue talents (fast stealth), rogue talents (finesse rogue), 
  rogue talents (slow reactions), trapfinding (+3)
  Combat Gear 2 potions of cure light wounds; Other Gear +1 
  studded leather, +1 dagger, shortbow, 40 arrows thieves’ 
  tools, 1d4 sp, 2d4 cp
  GOBLIN SCOUT  
  CR 3 
  XP 800
  Male or female goblin rogue 4 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Perception +9
   
  AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
  hp 29 each (4d8+8) 
  Fort +2; Ref +9; Will +1 
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee mwk dagger +10 (1d3+1/19–20)
  Ranged mwk shortbow +10 (1d4/x3)
  Special Attacks sneak attack +2d6
   
  Str 12, Dex 20, Con 13, Int 8, Wis 10, Cha 10 
  Base Atk +3; CMB +7; CMD 18 
  Feats Agile Maneuvers, Alertness, Weapon FinesseB
  Skills Acrobatics +12, Bluff +6, Climb +6, Disable Device +12, 
  Escape Artist +10, Perception +9, Ride +9, Sense Motive +9, 
  Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ rogue talents (fast stealth), rogue talents (finesse rogue), 
  trapfinding (+2)
  Combat Gear potion of cure light wounds, potion of 
  invisibility; Other Gear masterwork studded leather, 
  masterwork dagger, masterwork shortbow, 40 arrows, 1d4 
  sp, 2d4 cp
  Level 2
  Difficulty Level: 6
  Entrances: Stairs from Level 1, Room 1–12.
  Exits: Stairs to Level 3 from Room 2–7; Tunnels to the 
  surface from Rooms 2–10 and 2–20; Tunnel to Level 4 
  from Room 2–20.
  Wandering Monsters: Check once per 30 minutes on 
  1d20:
   
   1 
  3d6 dire rats and 1d2 wererats
   2 
  2d6 ghouls and 1d3 ghasts (see Area 2–22)
   3 
  1d3 ogres (see Area 2–18)
   4 
  A company of goblin scouts—2d4 goblin 
    
  scouts accompanied by 1d3 goblin leaders
   5 
  1d3 black skeletons (see Area 2–2)
   6 
  Marthek (see Area 2–5)
   7 
  2d6 ghouls (see Area 2–22)
   8–20 
  No encounter
  Detections: Faint evil from the whole place.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of iron-reinforced wood (2 in. 
  thick; hardness 5; hp 20; Break DC 23) and all secret 
  doors are made of stone (4 in. thick; hardness 8; 
  hp 60; Break DC 28; Perception DC 25). If a door is 
  described as “locked” add DC 20 Disable Device.
  139
  
  140
  level 2
  
  2–1. Entrance
  The air here is foul and eight giant rat corpses lay about, apparently torn 
  apart by some wild animal. Blood spatterings cover the entire area.
  The north door has been scratched and hacked with a handaxe that is 
  still embedded in it (DC 16 Strength check to remove). The key is in the 
  lock to the north door and it unlocks the other three doors in this room as 
  well. Otherwise they require and DC 15 Disable Device check. A loose tile 
  in the floor at “x” (DC 10 Perception to notice) hides a secret compartment 
  containing stagnant water and the bones of a small animal. This is one of 
  Marthek’s secret food hiding places. He forgot about this one.
  2–2. Skeleton Surprise (Cr 10)
  If the secret door to this room is opened, or 5 rounds after the door to 
  Room 2–3 is opened, 6 black skeletons emerge shrieking. One of the 
  black skeletons is further enchanted with a continuous deeper darkness 
  spell; all of them have blindsight instead of regular darkvision. If the head 
  of this skeleton is severed and cast upon the ground, it springs up and acts 
  as a servant to the caster, remaining for 2d6 days before falling to pieces 
  at which point it is utterly destroyed.
  BLACK SKELETONS (6) 
   
   
  CR 5
  XP 1,600
  hp 45 (Frog God Games The Tome of Horrors Complete, 
  “Skeleton, Black”)
  2–3. The Ball room (Cr 6)
  Dim firelight can be seen coming from south. The corridor beyond the 
  archway is filled with smashed bits of armor, bones, etc. A huge ball rolls 
  back and forth sporadically along this corridor. It is 3 ft. in diameter and 
  covered with sharp spikes. The corridor leaves enough room between 
  the wall and the spiked ball for the very brave to attempt to pass. The 
  attempt requires a DC 22 Reflex save (adjust for armor check penalties in 
  this specific case) to avoid being contacted by the spiked ball, and failing 
  this a Fortitude save to avoid being knocked down and taking another 
  1d3 rounds worth of punishment. Any Break check attempts subject the 
  instigator to the hazard’s affects. In addition, the west wall of the hallway 
  is covered in brown mold.
  ROLLING SPIKED IRON BALL 
   
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 1; Disable Device DC 30
   
  Trigger constantly on; Reset n/a
  Effect spiked ball (2d6 piercing and bludgeoning damage 
  and knocked prone for 1d3 rounds); DC 22 Reflex avoids, 
  DC 22 Fortitude to avoid being knocked prone if hit; 
  hardness 10; hp 90; Break DC 40.
  BROWN MOLD 
   
   
  CR 2
  XP 600 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  Brown mold feeds on warmth, drawing heat from anything 
  around it. It normally comes in patches 5 ft. in diameter, 
  and the temperature is always cold in a 30 ft. radius around 
  it. Living creatures within 5 feet of it take 3d6 points of 
  nonlethal cold damage. Fire brought within 5 ft. of brown 
  mold causes the mold to instantly double in size. Cold 
  damage, such as from a cone of cold, instantly destroys it.
  2–4. Crypt (Cr 4)
  This room contains a huge stone coffin and the moldering corpse of 
  a small humanoid next to it. The stone coffin itself contains the skeletal 
  remains of a human female clad in rusty chainmail. A sword lies over her 
  in a rusted scabbard, as does a rotted wooden shield.
  If the body or any of the items in the coffin are disturbed, rot grubs 
  attack. If the body next to the coffin is disturbed, more rot grubs attack. 
  The corpse appears to be that of a halfling or gnome.
  ROT GRUBS 
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  Type infestation; save Fortitude DC 17
   
  onset immediate; frequency 1/round
  effect 1d2 Con damage per grub
  Rot grubs are nauseating parasites that feed on flesh and 
  nest in corpses. Generally, a handful of the grubs infest a 
  single corpse at a time, and a DC 15 Perception check is 
  enough to notice and avoid the grubs. Otherwise, 1d6 grubs 
  swiftly burst from the carcass to burrow into the creature, 
  which can attempt a DC 15 Reflex save to avoid the grubs 
  (but only if the creature is aware of the grubs’ presence). 
  Any amount of damage reduction is enough to provide 
  immunity to infestation.
  Once rot grubs have infested a living body, they burrow 
  toward the host’s heart, brain, and other key internal organs, 
  eventually causing death. On the first round of infestation, 
  applying flame to the point of entry can kill the grubs and 
  save the host, but this inflicts 1d6 points of fire damage to 
  the victim. Cutting the grubs out also works, but the longer 
  the grubs remain in a host, the more damage this method 
  does. Cutting them out requires a slashing weapon and a 
  DC 20 Heal check, and inflicts 1d6 points of damage per 
  round that the host has been infested. If the Heal check is 
  successful, one grub is removed. Remove disease kills any 
  rot grubs in or on a host.
  Treasure: The body next to the coffin has 120 gp in a rotting pouch 
  inside of a rotting pack. None of the items on the corpse in the coffin are 
  salvageable.
  141
  level 2
  
  2–5. Marthek’s Lair  
  (Cr 5, or 7 if Marthek uses the 
  jars of green slime)
  This room appears to be a campsite of some sort. Bedding and bones 
  litter the floor. A metal spike covered with blood sticks out of the wall 
  near the corridor entrance, about four feet above the floor, indicating 
  something must have recently been impaled on it. Marthek the madman 
  is here 90% of the time. He is asleep on a 1–2 on 1d6. At “A” is a two-
  foot long metal spike protruding from the wall. Marthek’s nest of furs and 
  debris is located at “B.”
  MARTHEK, THE INSANE GUARD 
   
  CR 5
  XP 1,600
  Male human barbarian 6
  CE Medium humanoid (human)
  Init +3; Perception +11
   
  AC 15, touch 11, flat-footed 12 (+4 armor, +3 Dex, –2 rage)
  hp 80 (6d12+30 plus 6)
  Fort +10; Ref +5; Will +4
  Defensive Abilities improved uncanny dodge, uncanny 
  dodge; Immune mind affecting spells and effects
   
  Speed 30 ft. (base 40 ft.)
  Melee +2 greatclub +16/+11 (1d10+14) or unarmed strike 
  +14/+9 (1d3+8)
  Special Attacks rage (17 rounds), rage power (intimidating 
  glare), rage power (knockback), rage power (no escape)
   
  Str 27, Dex 16, Con 20, Int 10, Wis 11, Cha 10
  Base Atk +6; CMB +14; CMD 27
  Feats Alertness, Blindfight, Improved Unarmed Strike, Power 
  Attack
  Skills Acrobatics +10, Climb +12, Intimidate +9, Perception 
  +11, Sense Motive +6, Survival +9, Swim +12
  Languages Common
  SQ fast movement, trap sense (+2)
  Gear hide armor, +2 greatclub, loincloth, rat tooth necklace, 
  fleas, and the key to the storage room at Area 2–6
   
  Insane (Ex) Marthek is completely immune to all mind 
  affecting spells and effects. No saving roll need be made to 
  these types of effects. Likewise, he must always use his rage 
  ability at the start of any combat.
  Tactics: Marthek attacks wildly, using his unbelievable Strength to 
  great effect. He uses his club and attempts to grapple and throw or slam 
  any lightly armored characters onto the metal spike (treat as charge attack 
  against a set spear, base damage 1d12+6 [+8 when enraged]/17– 20/
  x3, plus Fortitude save [DC equal to damage done] or stunned for 2d6 
  rounds). If wounded for over half of his hit points, Marthek flees to his 
  nest at “B,” where he pretends to cower in fear, but then begins to throw 
  jars of green slime at armored characters.
  GREEN SLIME 
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This dungeon peril is a dangerous variety of normal slime. 
  Green slime devours flesh and organic materials on contact 
  and is even capable of dissolving metal. Bright green, wet, 
  and sticky, it clings to walls, floors, and ceilings in patches, 
  reproducing as it consumes organic matter. It drops from 
  walls and ceilings when it detects movement (and possible 
  food) below.
   A single 5 ft. square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (destroying the scraping device), but after that it 
  must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, 
  sunlight, or a remove disease spell destroys a patch of green 
  slime. Against wood or metal, green slime deals 2d6 points 
  of damage per round, ignoring metal’s hardness but not 
  that of wood. It does not harm stone.
  Note: Marthek is under a curse cast by the evil priests on Level 4. He 
  was once neutral good in alignment. He is now chaotic evil, and remains 
  so until healed of his affliction. Marthek was placed here as a guardian by 
  the evil priests, and serves them as his masters. None of the other denizens 
  controlled by them (the ghouls, ghasts and ogres) dare harm him, though 
  all fear him. If he is cured of his insanity by a heal, dispel evil, remove 
  curse or remove disease (CL 8th), he joins the party as a loyal member.
  Treasure: His nest contains 3 ceramic jars of green slime, various 
  bones, a beaver pelt worth 22 gp, a gold bar worth 400 gp, 62 cp and a 
  spell book with the following spells: flare, grease, mending, erase, hold 
  person, and a secret page containing cloud kill.
  2–6. Pantry (Cr 5)
  The outside door to this room has an excellent quality lock (DC 25 
  Disable Device to open). From within, the door may not be broken down 
  without magical aid (such as a knock spell). There are 16 dire rats here. 
  They have low hit points due to starvation. If any characters are taken 
  prisoner by Marthek, this is where he stores them until he decides to eat 
  them or forgets about them. A knife sticks out of the back of the door, 
  with the gnawed remains of a human arm attached to it. Marthek is still 
  wondering what happened to that human thief he captured.
  DIRE RATS (16) 
   
   
  CR 1/3
  XP 135
  hp 3 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  2–7. Forgotten Pantry
  The outside door to this room has an excellent quality lock (DC 25 
  Disable Device to open). Marthek has lost the key. The room contains 11 
  rat skeletons and smells horrible. The opposite door leads down to Level 
  3. There is also an old brass spittoon which contains a thick layer of vile 
  liquid. Inside the spittoon can be found (DC 8 Perception) a small gold 
  chain with a ruby on it worth 300 gp.
  2–8. Storage room
  The door to this room is locked (DC 20 Disable Device). The room 
  contains 20 smashed boxes and chests, though nothing of apparent value. 
  A detect magic reveals an elixir of stone to flesh (special wondrous item—
  as per the spell stone to flesh, CL 12th) with four doses under a pile of 
  rubble.
  142
  level 2
  
  2–9. The Dirt room
  Once the door to this room is opened, read the following:
  This whole room is made of dirt and appears to be very unstable. No 
  dwarf in his right mind would cross this room. With each step, bits of dirt 
  fall from the ceiling. Nevertheless, the room is actually completely stable 
  and can withstand even magical assault without collapsing.
  2–10. Fungus garden 
  (Cr varies, 11-plus)
  Sunlight penetrates the ceiling of this cavern. Innumerable fungi cover 
  the walls and floor. Bats can be seen flitting about the ceiling, and rat 
  squeaks can be heard within the cave. A rotted rat corpse lies a few feet 
  inside. Various mosses, plants and rat tunnels occupy this room. There is 
  a 1 in 10 chance per turn of 1d6 dire rats showing up if the characters are 
  using light or making noise in this room. The room is rather humid. Most 
  of the fungus is harmless, and can be eaten (1 in 10 chance it is poisonous).
  POISONOUS FUNGUS
  Type poison (ingested); save Fortitude DC 12
  onset 1 round; frequency 1/round for 4 rounds
  effect 1d6 Con damage; cure 1 save
  DIRE RATS 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  Patches marked “A” are shrieker colonies, each containing 2d6 
  shriekers, orange/red in color, streaked with white. They stand in 3 ft. 
  tall clumps. They shriek if approached with a light source within 30 ft. or 
  movement within 10 ft.
  Note: Their shrieks attracts both Marthek and the violet fungus at “C” below. 
  It scares away any rats in the room (they know and fear the violet fungi.)
  SHRIEKERS 
   
  CR —
  XP— (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This human-sized purple mushroom emits a piercing sound 
  that lasts for 1d3 rounds whenever there is movement or 
  a light source within 10 ft. This shriek makes it impossible to 
  hear any other sound within 50 ft. The sound attracts nearby 
  creatures that are disposed to investigate it. Some creatures 
  that live near shriekers learn that this noise means there is 
  food or an intruder nearby.
  The patches marked “B” are yellow mold, which erupt with deadly 
  spores if disturbed. Note that one patch is located right by the large rat 
  tunnel that leads to a cave outside.
  YELLOW MOLD 
   
   
  CR 6
  XP 2,400 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  If disturbed, a 5 ft. square of this mold bursts forth with 
  a cloud of poisonous spores. All within 10 ft. of the mold 
  must make a DC 15 Fortitude save or take 1d3 points of 
  Constitution damage. Another DC 15 Fortitude save is 
  required once per round for the next 5 rounds, to avoid 
  taking 1d3 points of Constitution damage each round. A 
  successful Fortitude save ends this effect. Fire destroys yellow 
  mold, and sunlight renders it dormant.
  The patches marked “C” contain 6 colonies of violet fungi.
  VIOLET FUNGI (12) 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Violet Fungi”)
  2–11. ice Box
  The secret door to this room can be detected rather easily because it 
  is noticeably cold (DC 15 Perception). It opens by pulling outwards. This 
  room seems to radiate cold. A silver sphere rotates slowly in midair in the 
  center of the room. Characters in the room can feel the heat from their 
  bodies being slowly drawn into it.
  Inside the room it is exceedingly cold due to the presence of a permanent 
  freezing sphere, as the spell, which hangs in midair. It cannot be moved. 
  Needless to say, the room makes an excellent meat locker.
  2–12. The Entrance Chamber to 
  the Tomb of Saracek (Cr 4)
  This door is different than all the others so far seen in the dungeon. It is 
  finely crafted, made of ebony wood and bound with gold. The door has an 
  obvious internal lock, also of fine quality. Strange runes are rudely carved 
  in the door. Simply looking at them makes one uneasy.
  The door itself is worth 500 gp intact. The carving on the door mockingly 
  uses the Infernal alphabet to spell out words in Celestial: “Saracek: In life 
  a deluded slave of blinding light; In death a dark warrior-king.” Unless 
  the characters can read both languages, the writing is indecipherable 
  without magical aid. This evil warning has kept the crypt beyond from 
  being disturbed by adventurers. It is not intended that a low level party 
  enter this crypt.
  Outer Locked Ebony Door: 2 in. thick; hardness 5; hp 30; Break DC 
  25; Disable Device DC 30.
  Once the characters bypass the exterior door, read the following text:
  This is the entrance to the tomb of an evil warrior. The small antechamber 
  contains ancient runic text (written in Infernal) along the walls of the room 
  indicating that the tomb of Saracek lies beyond and should not be entered. 
  A lengthy description is given of Saracek and his lineage.
  A character who succeeds on a DC 18 Knowledge (history) check may 
  recall that Saracek was a paladin of great renown and was one of the 
  heroes who went with the army of light in pursuit of the evil priests of 
  Orcus many years ago. 
  As with the outer door, the inner door is also worth 500 gp intact. In 
  addition, the inner door is trapped with a poison needle trap.
  Inner Locked Ebony Door: 2 in. thick; hardness 5; hp 30; 
  Break DC 25; Disable Device DC 30.
  POISON NEEDLE TRAP 
   
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 15; Disable Device DC 25
   
  Trigger touch; Reset manual
  Effect Atk +13 melee (1 plus poison, needle); poison 
  Strangely, the walls, ceiling and floor of this room are made of 
  hard-packed dirt. As you look up, a slight trickle of loose dirt falls 
  from the ceiling to the ground.
  Beyond the ebony door is a richly-appointed anteroom. Runes 
  and frescoes adorn the walls, depicting a heroic man in the prime 
  of life fighting evil creatures. The last frame of the fresco, however, 
  shows the same man kneeling before a black altar with a shadowy 
  demonic figure above him. An intricately locked door, similar to 
  the one just entered, appears to lead to a tomb beyond.
  143
  level 2
  
  MEDIUM SPIDER VENOM
  Type poison (injury); save Fortitude DC 14
  frequency 1/round for 4 rounds
  effect 1d2 Str damage; cure 1 save
  2–13. Saracek’s Tomb (Cr 10)
  This room is the tomb of a rich man who in life was a warrior. The main 
  tomb itself is richly appointed and has never been looted. Fine tapestries 
  hang on the walls, though now mostly in tatters. There are a number 
  of ornate funerary items worked of gold, including several censers of 
  incense. There is also an intricately-carved wooden chair here. Once rich 
  rugs lie one on top of the other on the floor. Evil runes cover the walls. 
  If Saracek the Fallen is here, he is seated on the great wooden chair is a 
  skeletal figure bearing a greatsword and wearing a bejeweled crown.
  The funerary items are worth a total of 500 gp. The rugs and tapestries 
  can be salvaged for a total of 250 gp, though they would require several 
  pack animals to transport out of the dungeon. The door to Area 2–16 is an 
  ebony door identical to the outer door to the anteroom above.
  If the shriekers in Room 2–10 have shrieked, if significant combat 
  has taken place on this level or if the party is using a great deal of light, 
  Saracek is in this room, seated on his chair. He attacks the party if they 
  are of good alignment. If they are evil, he may talk with them and offer 
  them some task. If not so alerted, Saracek molders in his crypt, at Area 
  2–14, below.
  SARACEK THE FALLEN 
   
   
  CR 10
  XP 9,600
  Male skeletal champion antipaladin 10 (Pathfinder 
  Roleplaying Game Bestiary, “Skeleton Champion,” 
  Pathfinder Roleplaying Game Advanced Player’s Guide, 
  “Antipaladin”)
  CE Medium undead 
  Init +7; Senses darkvision 60 ft.; Perception +15
  Aura cowardice (10 ft.), despair (10 ft.), evil, fear (30 ft., DC 
  19)
   
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 126 (10d10+2d8+48 plus 10)
  Fort +15; Ref +12; Will +16 
  Defensive Abilities unholy resilience; DR 10/bludgeoning; 
  Immune channel energy, cold, disease, undead traits; SR 26
   
  Speed 30 ft.
  Melee +2 unholy wounding greatsword +20/+15 (2d6+11 
  plus 1 bleed plus 2d6 to good targets/17–20), or 2 claws +17 
  (1d4+6)
  Special Attacks channel negative energy (7/day, 5d6, DC 
  19), cruelty (cursed as bestow curse CL10th, or shaken 10 
  rounds, or staggered 5 rounds, DC 19), smite good (4/day, 
  +4 to hit, +10/+20 damage, +4 AC), touch of corruption (9/
  day, 5d6)
  Spell-like Abilities (CL 10th)
  At will—detect good, discern location (circlet only)
  Spells Prepared (CL 7th) 
  144
  level 2
  
  3rd—magic circle against good
  2nd—desecrate (x2)
  1st—cause fear (DC 15), doom (DC 15), protection from 
  good
   
  Str 22, Dex 16, Con —, Int 13, Wis 14, Cha 18
  Base Atk +11; CMB +17; CMD 30 
  Feats Cleave, Combat Reflexes, Critical Focus, Improved 
  Critical (greatsword), Improved Initiative, Lightning Reflexes, 
  Power AttackB, Weapon Focus (greatsword)
  Skills Climb +12, Diplomacy +12, Intimidate +14, Knowledge 
  (religion) +14, Linguistics +2, Perception +15, Ride +11, Sense 
  Motive +8, Spellcraft +9, Stealth +13, Survival +3; Racial 
  Modifiers +8 Intimidate, +6 Perception, +6 Sense Motive
  Languages Abyssal, Celestial, Common
  SQ fiendish boon (2/day, 10 minutes, +2 bonus), find target
  Gear +2 unholy wounding greatsword, jeweled crown worth 
  250 gp (skeleton warrior’s circlet)
  Like many of the pursuing army of Light, Saracek joined the legions of 
  evil in worship of Orcus. When he converted, he became an antipaladin 
  skeletal warrior. He retains these abilities in death. His utter corruption 
  gives him abilities beyond those of normal skeletal undead. Saracek was 
  the guardian of this level prior to Marthek.
  2–14. Saracek’s Crypt (Cr 2)
  Beyond the locked entrance lies an ornate crypt. A bronze chest with 
  intricate designs lies in front of a large stone sarcophagus. Standing next 
  to the chest, leaning against the wall of the crypt is a steel shield. A large 
  chair sits to the left of the crypt. If Saracek was not encountered in the 
  tomb, he is here seated on his chair. Use the description and statistics 
  above.
  Locked Bronze Chest: 1 in. thickness; hardness 9; hp 25; 
  Break DC 20; Disable Device DC 25; poison dart trap.
  POISONED DART TRAP 
   
   
  CR 2
  XP 600
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect Atk +10 ranged (1d3 plus poison)
  GREENBLOOD OIL
  Type poison (injury); save Fortitude DC 13
  frequency 1/round for 4 rounds
  effect 1 Con damage; cure 1 save
  Treasure: Inside the chest are 2,500 cp, 3,219 sp and 982 gp as well as 
  12 50 gp gems. Also found inside the chest are an arcane scroll (protection 
  from energy, CL 10th), a +2 tome of understanding, and 16 +1 arrows 
  in a rotten quiver. Inside a hidden compartment in the lid of the chest 
  (DC 12 Perception check to discover) are 3 potions: reduce person, 
  delusionary cure light wounds (PC believes he is healed for 2d6 hp), and 
  cure serious wounds. Next to the chest is a +2 holy blinding heavy steel 
  shield (enchanted as both a weapon and shield) that Saracek can no longer 
  use due to his evil nature.
  2–15. rats Nest (Cr 1)
  There are 3 female dire rats here with 33 babies (hp 1 each), which do 
  not attack. The rat tunnel here leads to Level 1, but is too small for even a 
  halfling or a gnome to crawl into.
  DIRE RATS (3) 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  Treasure: In the nest are 66 cp and a blood-covered child’s doll with 2 
  pp sewn into the hem.
  2–16. Storage room
  Along the walls lie piles of wood and tools, neatly stacked. A large 
  box sits in the center of the Room. Various carpentry equipment used for 
  making coffins is stored here, including 120 8 ft. long 2x4s, 3 hammers, 
  2 saws, one axe, a chisel and 10,000 rusty but usable nails in an iron box.
  2–17. Broom Closet
  Everything is this room is smashed, but is kept in a neat pile by a 
  magical broom that sweeps everything into the center of the room. The 
  broom sweeps continuously and on command (“sweep”). It could be sold 
  to an upper-class housekeeper or to a curio collector for 750 gp.
  2–18. An Ogre and his Money (Cr 9)
  This room contains Ambro the ogre and his 4 ogre buddies. On the 
  floor of the room are 3 rows of 100 cp each. The first row is all heads, 
  the second is all tails, and the third all heads again. Unfortunately, before 
  the party can determine this unusual arrangement, they must deal with 
  the ogres who are intently sorting the coins, and who quickly grab their 
  weapons and attack.
  AMBRO THE OGRE 
   
  CR 7
  XP 3,200
  Male ogre fighter 4 (Pathfinder Roleplaying Game Bestiary, 
  “Ogre”)
  CE Large humanoid (giant)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +4
   
  AC 19, touch 11, flat-footed 17 (+3 armor, +2 Dex, +5 natural, 
  –1 size)
  hp 104 (4d8+4d10+48 plus 16)
  Fort +14; Ref +3; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft. (40 ft. base)
  Melee greatclub +14/+9 (2d8+12)
  Space 10 ft.; Reach 10 ft.
   
  Str 24, Dex 12, Con 23, Int 8, Wis 10, Cha 7
  Base Atk +7; CMB +15; CMD 26 
  Feats Cleave, Improved Initiative, Power Attack, Toughness, 
  Vital Strike, Weapon Focus (greatclub), Weapon 
  Specialization (greatclub)
  Skills Climb +11, Intimidate +4, Perception +4 
  Languages Common, Giant
  SQ armor training 1
  Gear hide armor, greatclub, sack with human skull and 
  hunk of uncooked meat, empty sack which previously 
  held his 300 cp, a 5 sp silver ring and a map to the 
  145
  level 2
  
  Stoneheart Mountain Dungeon where his brother Gorbash 
  lives (the Stoneheart Mountain Dungeon and Ambro’s 
  brother Gorbash are detailed in the Necromancer Games 
  adventure The Tomb of Abysthor)
  OGRES (4) 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  Treasure: Each of the normal ogres possesses 3d12 gp and 4d10 sp.
  2–19. Ambro’s Base
  This room is the den of the ogres. It consists of a 5 piles of skins 
  including a bearskin (300 gp). Buried in the soiled furs the PCs find (with 
  a DC 10 Perception check) a masterwork silver-edged two-handed sword, 
  several half-eaten rat corpses, a keg of wine, a bottle of brandy (which 
  Ambro thinks is magic because it makes him go to sleep), and a magic 
  potion of flying (which he thinks is poison because it tastes icky).
  2–20. Dirt Cave
  The walls, ceiling and floor of this Room are made of hard-packed dirt. 
  As you look up, a slight trickle of loose dirt falls from the ceiling to the 
  ground. Two large tunnels are present on the far wall.
  This room is a boring, featureless dirt cave. The tunnel to the outside is 
  nearly vertical (80 degree slope). Unless precautions are taken — such as 
  using a rope — navigating either the passage to the surface or the passage 
  to Level 4 requires a DC 12 Reflex save or the passage is treated as a slide, 
  with characters being rudely (and rather noisily) deposited in a cavern on 
  Level 4, or back in this room if they were attempting to use the passage 
  to the surface.
  2–21. ghouls and ghasts
  The secret door from the corridor that leads to this series of rooms is 
  not difficult to spot (DC 10 Perception to locate) and opens by being pulled 
  towards the opener. As the secret door opens, the PCs smell a horrible 
  stench, as if it were a hot summer day following a battle. Chattering can be 
  heard from down the corridor and see bits of bone and flesh litter the way.
  2–22. Star-Shaped room (Cr 10)
  This star-shaped room has a pentagram inscribed within a hexagon in 
  the center of the room. In each of the points of the star there are numerous 
  wooden coffins, some broken. Dozens of hunched humanoids move in 
  flickering torchlight.
  This room is the lair of 21 ghouls and 6 ghasts. The GM should subtract 
  any slain as wandering monsters from this total, though slain ghouls are 
  replaced within one week. These creatures were common soldiers of the 
  army of good, buried within the room and reanimated by the evil presence 
  of the priests of Orcus. They primarily remain in this room, only venturing 
  forth in search of food. They are prevented from attacking Marthek 
  due to the priest’s orders. These creatures are primarily responsible for 
  destroying most low-level parties that enter Rappan Athuk. As such, they 
  have a large amount of treasure.
  GHOULS (21) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  GHASTS (6) 
   
   
  CR 2
  XP 600
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Ghoul,” with 
  the following changes; add +2 on all rolls [including damage 
  rolls] and special ability DCs; AC 18, touch 14, flat-footed 14 
  (+4 Dex, +4 natural); CMD 18)
  Treasure: Scattered about the opened crypts are 2,301 gp, 4,204 sp, 
  2,910 cp, all manner of common weapons and armor, including several 
  suits of chainmail, a breastplate, a full suit of dwarf-sized half-plate, two 
  masterwork steel shields (one heavy and one light), a masterwork heavy 
  mace, a masterwork short sword, a masterwork morningstar, a silver 
  dagger, a composite short bow (+1 Str), 18 +1 arrows, a +1 keen dagger, 
  a +1 keen throwing axe and a +2 warhammer and three potions: 2 potions 
  of cure light wounds and a potion of remove disease (DC 20 Perception 
  for each item).
  146
  level 2
  
  Level 2A:  
  The Teleportal Maze
  This level is a group of unconnected rooms linked by a web of teleport 
  lines that ultimately join the Mouth of Doom levels with the Crypt. 
  Various monsters pass through the area, with intelligent beings using the 
  teleportals deliberately, and in the case of heavy-enough unintelligent 
  monsters, often entirely by accident. This are is shown on Map RA–2A.
  GHOUL  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  2A–1. Entrance from the 
  Pools of Pestilence 
  This room is a shadowy place filled with spiderwebs and the unpleasant 
  feeling that unspeakably evil things have been done here. The stones 
  of the wall are securely mortared into place, and the stones themselves 
  have been painted black, although so long ago that it has begun to chip 
  and peel slightly — the black flakes are all over the floor. If the party is 
  arriving from 3C–15, they materialize on the northern teleportal disk. This 
  room contains two large iron disks five feet in diameter, set into a circle 
  of mortared stones about a foot tall. On the top surface of each disk is the 
  image of an arrow, cut deeply into the iron. Around the circumference of 
  the disk there are four handles, as if the disk is intended to be lifted up.
  The disks are teleportation devices, as the party likely discovers. When the 
  arrow is directed to one of the appropriate directions, and sufficient weight is 
  placed onto the disk itself (200 pounds), the weight on the disk is teleported 
  to the location indicated by the arrow. As the arrow might suggest, the disk is 
  designed to operate like a dial, pointing to more than one possible target for 
  the teleportation. Dialing it around is a formidable task, for it must be lifted 
  upward before it turns. When it reaches one of the grooves that indicate a 
  teleportation target, the disk clanks down into place at the new position.
  North Teleporter: This disk has only one point where it can rest in 
  its groove (pointing north and leading to Room 3A–15). It can be dialed 
  around like the other teleporters; but it turns without clicking down, until 
  it returns to the northern position and drops back into place. It may be used 
  to teleport in between this level and 3A–15 in the Pools of Pestilence as 
  described in the descriptive text box for this level.
  South Teleporter: The first position (where the dial initially rests) 
  points southwest (to Room 2A–2). The other positions into which the 
  disk can be slotted are: south (to Room 2A–4), southeast (toward Room 
  2A–3) and east (to Room 2A–9A). The teleporter to Room 2A–2 causes 
  the characters to materialize on the northern teleporter of that room, into 
  the spider webs.
  2A–2. giant Spiders (Cr 4)
  Two giant spiders have filled this room with webs, concentrating on 
  the teleporters. Anyone teleporting into this room must immediately make 
  a DC 15 Reflex save or become caught in the spider webs that have been 
  spun from floor to ceiling over and around the teleportal.
  There are two large floor-dials in this room, identical to the ones in 
  2A–1 other than the number and direction of the stations where the dial 
  clanks down into place. 
  North Teleporter (all arrivals): The north teleporter only points north, 
  and goes to Room 2A–1 only. It can be turned like the other teleporters 
  in this level, but turns all the way around without clicking down until it 
  reaches the northern position again. 
  South Teleporter: The south teleporter can only be pointed in two 
  directions: southeast (to Room 2A–4) or due south (to Room 2A–7).
  GIANT SPIDERS (2) 
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, Giant”)
  Level 2A
  Difficulty Level: 
  Entrances and Exits: One-way teleportal exit to G-1; 
  two-way teleportal between 2A–1 and 3C-15.
  Wandering Monsters: Roll on the table below once 
  per hour
   
   01–10 
  Shadow (see Area 2A–3)
   11–20 
  Ghoul
   21–30 
  Dire Rat (see Area 2A–10)
   31–00 
  No encounter
   
  Detections: This entire level radiates faint magic, due 
  to the various teleportation pathways that cross and 
  crisscross it throughout. The teleporters themselves all 
  radiate magic.
  Standard Features: All of the rooms in this level, with 
  the exception of the natural cavern at Area 2A–12, 
  have flaking, black-painted walls as described in 
  Room 2A–1. Unlike Room 2A–1, the other rooms 
  are not filled with cobwebs, for creatures do move 
  through them from time to time using the teleporters.
  The Teleportals: The description of each teleporter has 
  its destination(s) in parentheses, and the pathways 
  are also marked on the map for quick reference. After 
  any of the teleportals in this level have been used, it 
  requires 3 rounds to recharge before it can be used 
  again. In order for one of the teleporters to be used 
  a second time, it is necessary to step off the disk and 
  then step back on again. Teleportation into a room 
  from anywhere else arrives at the same teleporter 
  each time, which is noted in the teleporter’s 
  description as “all arrivals.” The exception to this rule 
  is the two arrival points in Room 2A–9, which do not 
  have teleportal-dials at all.
  147
  
  148
  level 2a
  
  Treasure: The corpses of two bugbears lie in the eastern portion of the 
  room, entirely drained of blood but not dead for more than a week. Both 
  wear chainmail of dismal quality, but one of the bodies wears a belt pouch 
  with four diamonds in it (400 gp each) and the other’s pouch contains 
  112 gp.
  2A–3. Shadows (Cr 7)
  This room is the abode of three shadows, which are virtually invisible 
  against the black-painted stone of the walls and often lurk within the stone 
  itself. 
  North Teleporter: The north teleporter points only to the northwest 
  (Room 2A–1) or to the north (Room 2A–9A).
  South Teleporter (all arrivals): The south teleporter points only to the 
  south (Room 2A–5) or to the southeast (Room 2A–9B)
  SHADOWS (3) 
   
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  2A–4. Empty room
  This room contains nothing other than two teleport-dials, both in the 
  southern part of the room only two feet from each other, one slightly 
  further north than the other. 
  North Teleporter (all arrivals): The north teleporter only points to the 
  northwest (Room 2A–2).
  South Teleporter: The south teleporter only points to the northeast 
  (Room 2A–3) and the southeast (Room 2A–8).
  2A–5. Empty room
  There is one teleport-dial in the western half of this room, and a second 
  in the eastern half. Other than the teleport-dials, the room is empty.
  West Teleporter (all arrivals): The west teleporter only points to the 
  west (Room 2A–4)
  East Teleporter: The east teleporter only points to the southwest 
  (Room 2A–8) or to the southeast (Room 2A–6)
  2A–6. Empty room
  Other than the two teleporter-dials in this room (one in the north, one in 
  the south) this room is empty.
  North Teleporter (all arrivals): The northern teleporter points only to 
  the west (Room 2A–5).
  South Teleporter: The south teleporter points only to the south (Room 
  2A–11)
  2A–7. Stone Adventurers (Cr 9)
  This room contains ten statues, each of them extremely lifelike. Three 
  are humans dressed in leather armor, and carrying spears and backpacks 
  (male and female warrior 3). Four of them appear to be peasants (male and 
  female commoner 2): two of these are right next to each other, carrying a 
  stone treasure chest between them by the handles. The eighth statue is that 
  of a mule, carrying saddlebags. The ninth statue is of a man dressed in a 
  wizard’s robe and wearing a pointed hat (male human diviner 6), and the 
  tenth statue is a minstrel carrying a mandolin (male elf bard 5).
  This is a party of adventurers that was turned to stone elsewhere in the 
  dungeon. The statues were brought here as decorations by the ogre who once 
  inhabited this room, but who was later killed and eaten during the course of 
  his wanderings through the other levels. If the adventurers are turned back 
  from stone into flesh, it is found that they have entirely lost all memory of 
  who they are and what they were doing in the dungeon. This is a natural result 
  of having been transformed to stone, and cannot be undone except perhaps 
  by the use of some very powerful magic. The gear personally held by the 
  petrified adventurers is all turned to stone; however, the gold within the stone 
  chest held between the two baggage-carriers is not. If the stone chest itself is 
  broken open, 519 gp simply spills out onto the floor. Returning these stalwart 
  adventurers back to flesh is equivalent to overcoming a CR 9 challenge.
  There are two teleporters in the room, one in the northwest and one in 
  the southeast.
  Northwest Teleporter: This teleporter can only be pointed to the 
  southeast (Room 2A–8).
  Southeast Teleporter (all arrivals): This teleporter can also only be 
  pointed to the southeast, but it leads to Room 2A–12. There is no way to 
  backtrack northward from this room; neither of the teleporters allows a 
  return journey to Room 2A–2.
  2A–8. giant Ticks (Cr 4)
  This room has three teleporter-disks in it. Three giant ticks have 
  situated themselves over the arrival-teleporter in this room, where anyone 
  teleporting into the room materializes. These creatures teleport from room 
  to room (often accidentally), but they spend most of their time simply 
  waiting for other creatures to appear, as a convenient source of food. As 
  soon as anyone appears on the teleporter disk, the ticks drop down and 
  attack.
  Northwest Teleporter (all arrivals and the ticks are here): This 
  teleporter can only be pointed to the northeast (Room 2A–5).
  Northeast Teleporter: This teleporter can only be pointed to the east 
  (Room 2A–6) or to the southeast (Room 2A–11).
  South Teleporter: This teleporter turns all the way around without ever 
  dropping into a groove (it is not broken; it was simply never completed 
  and cannot be used for teleportation).
  GIANT TICKS (3)  
   
  CR 1
  XP 400
  hp 9 (Frog God Games The Tome of Horrors Complete, “Tick, 
  Giant”)
  Treasure: In various places scattered on the floor, the characters can 
  find a total of 122 gp and 900 sp.
  2A–9. Nexus room
  The Nexus Room has four corridors branching from it: one of them a 
  dead end, one of them leading to a door (Room 2A–10), and the other two 
  leading to sites into which characters may be teleported, but where there 
  is no teleporter-dial (these are noted as “A” and “B”). It is only possible to 
  leave this area (other than by using spells or other such resources) via the 
  teleporter in Room 2A–10.
  2A–10. giant rat Nest  
  (Cr varies, 7-plus)
  This room is crawling with dire rats, and the walls contain many rat-
  holes, although none of them are large enough for a character to enter. 
  There is one teleporter-disk in the middle of the room, which points to the 
  west (Room 2A–6) or to the southwest (Room 2A–11).
  There are 25 normal dire rats and 4 monstrously huge ones in the 
  room. An additional 1d3 dire rats (normal, not monstrously huge) enter 
  the room every second melee round after any combat begins.
  DIRE RATS (25) 
   
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  149
  level 2a
  
  MONSTOUSLY HUGE DIRE RATS (4)  
   
  CR 1/2
  XP 200
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 19 (3d8+6)
  Fort +5; Ref +5; Will +2 
   
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +4 (1d6+3 plus disease)
  Special Attacks disease
   
  Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 4
  BaseAtk+2; CMB +4; CMD 16 (20 vs. trip)
  Feats Ability Focus (filth fever), Skill Focus (Perception)
  Skills Climb +10, Perception +8, Stealth +7, Swim +10
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 15; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Treasure: The rubbish and filth in the room contains scattered coins 
  and treasure. It takes a full turn to collect it all, but the total amount is 40 
  gp, 300 sp, 900 cp, and 2 gems worth 50 gp each.
  2A–11. Death Bubbles (Cr 4)
  The narrow, central part of this room is filled with dark green bubbles 
  that are about 1 ft. in diameter, packed so closely that they have to be 
  pushed aside in order to get through. This also means that anyone entering 
  the room is not be aware that there is a southern half to the room at all; it 
  is clear that there is some sort of bubble-filled alcove, but neither the depth 
  nor the fact that it opens up on the far side is apparent. 
  In addition to the tightly packed bubbles in the room’s narrow center, 
  there are 1d4+1 bubbles floating around in each of the room’s northern 
  and southern chambers. They float between waist and head height. 
  It is easy to puncture one of the bubbles; the merest touch of an 
  unsheathed sword or spear point cause a bubble to explode. The blast is 
  quite minor, with only a 50% chance per individual to inflict 1 hit point of 
  damage within 10 ft. However, the chain reaction of an explosion in the 
  center of the room is absolutely devastating; everything in both chambers 
  of the room suffers 4d10 points of damage if the bubbles in the middle of 
  the room explode. The only safe way through is to push through the wall 
  of bubbles with all weapons sheathed or covered. Note: If the players 
  have already figured out the possibility of a chain reaction, and are about 
  to set off the bubbles from a distance in order to cause one, it is only 
  fair to point out to them that the range of a massive explosion would be 
  increased beyond the 10 ft. range of a single exploding bubble. There is no 
  way of estimating how far the shock wave of a large explosion would be. 
  Bypassing the bubbles is equivalent to defeating a CR 4 creature.
  The room has four teleporter-disks in it, located in the northwest, 
  northeast, southwest, and southeast corners.
  Northwest Teleporter (all arrivals): This teleporter can only be 
  pointed to the northwest (Room 2A–8)
  Northeast Teleporter: This teleporter can only be pointed to the 
  southwest (Room 2A–12)
  Southwest Teleporter: This teleporter can be pointed to the north 
  (causes arrival at the northwest teleporter of the same room) and south 
  (which does not function at all).
  Southeast Teleporter: This teleporter can only be pointed to the south 
  (Room 2A–13) and the northwest (Room 2A–8).
  2A–12. Crystal Lake of the Hydra 
  (Cr 4)
  The floor and ceiling of this natural cavern are very uneven and are 
  filled with stalagmites and stalactites. In the approximate center of the 
  chamber there is a lake of crystal-clear water. An island of rock rises from 
  the middle of the lake, and one of the teleportation disks can be seen at the 
  top of the island. A five-headed hydra makes its lair under the waters of 
  the lake, and attacks anyone attempting to reach its island.
  This room contains two teleporter-disks, one on the island in the middle 
  of the lake, and the other in the northeastern part of the cavern.
  HYDRA  
   
  CR 4
  XP 1,200
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Hydra”)
  Island Teleporter (all arrivals): This teleporter’s dial points only to 
  the east (Room 2A–11)
  Northeast Teleporter: This teleporter also points only to the east (and 
  also goes only to Room 2A–11).
  2A–13. The graveyard Express 
  (Exit to g–1)
  The walls of this room were once painted a bright yellow, but the paint 
  has faded and is peeling in strips from the damp stone walls. There are two 
  teleporter disks in the room.
  North Teleporter: This teleporter (all arrivals) points only to the north 
  (Room 2A–11).
  South Teleporter: This teleporter points north, south, east, and west. 
  However, any use of the teleporter, in any direction, is a one-way teleport 
  to the surface above the main levels of Rappan Athuk, many miles away 
  from Zelkor’s Ferry. The characters arrive standing in front of location 
  G–1.
  150
  level 2a
  
  Level 2B:  
  The Demon’s gullet
  The Demon’s Gullet is the second level of the Mouth of Doom, the 
  largest outlying region of Rappan Athuk outside the “central” levels. The 
  Gullet is a large level in terms of the numbers of chambers and the length 
  of its branching corridors; the corridors may be the reason that the level 
  took on the “Gullet” nickname at some time in the unknown past. The 
  Demon’s Gullet shares the general characteristics of the rest of this remote 
  entrance to the main dungeons: it is not currently controlled by any single 
  power, and its denizens are not usually as dangerous as those competing 
  for control and survival in the deadlier main levels of Rappan Athuk. 
  Since rulership of the Mouth of Doom levels has changed hands (claws?) 
  much more than in the more stable central levels, the Mouth of Doom 
  regions have a layering of strange architectural and magical features left 
  over from countless subterranean battles, marking of territorial borders, 
  dark cult-worship, and the other mysterious purposes for which these far-
  flung dungeons have been used over the centuries.
  The halls of the Demon’s Gullet, being deeper underground than the 
  first level of the Mouth of Doom, are somewhat more plagued with stirges 
  and dungeon vermin, as reflected in the wandering monster tables. The 
  level is shown on Map RA–2B.
  STIRGES (15) 
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”) 
  ZOMBIES 
   
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  GIANT RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  GIANT ANTS 
   
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Ant, Giant”)
  2B–1. Stairs Up
  These stairs lead upward from this level to Level 1C: The Mouth of 
  Doom. The stairs are trapped and can turn into a chute; see the description 
  of Room 1C–33.
  2B–2. The Taunting gate
  There is a pressure plate in the floor to the east of the portcullis (just 
  where the corridor turns southward). When a person’s weight depresses 
  the plate, the portcullis drops closed and locks itself in place. It unlocks 
  and rises again after 24 hours. In the center of the portcullis a demonic 
  looking face has been fashioned onto a disk of metal; when the portcullis 
  falls, the face issues a deep, amused chuckle before falling silent, although 
  any time an unsuccessful attempt is made to open the portcullis, the face 
  chuckles again. Any time that there is no one within 20 ft. of the portcullis 
  (to either direction), the lock at the bottom audibly clicks open but 
  remains unlocked for no more than a second before re-locking. By using 
  the right tools, the party might be able to take advantage of this annoying 
  behavior, but it would be difficult in the very short period during which 
  the portcullis is unlocked. Most likely they are simply be trapped on one 
  side of the corridor.
  The Taunting Gate: 1 in. thick iron; hardness 10; hp 30; Break 
  DC 24; Disable Device DC 25.
  2B–3. Statue and reflecting Pool 
  (Cr 2)
  The western alcove in this room is filled with a large stone statue of a 
  man in armor riding a dragon. The man’s helmet (or possibly his head; 
  it isn’t clear) is in the shape of a demonic-looking mountain goat with 
  large curved horns. He carries a heavy mace in his left hand, and bears a 
  shield with the device of a bat. There is a large, oval-shaped pool of water 
  directly in front of the statue, apparently intended as a reflecting pool. The 
  water in the pool is green and stagnant, covered in algae.
  If anyone touches the water in the pool, either directly or by using a tool 
  of some kind, the stone bat on the statue’s shield animates and detaches 
  itself from the statue, flying to the attack. Once it is killed, the fragments 
  of broken stone begin to skitter and bounce across the floor, back toward 
  the statue, where they eventually put themselves together again on the 
  shield exactly as before. It is clear from the speed at which the fragments 
  move that it will take an hour or so for the process to complete itself. No 
  further experience is gained from killing the bat more than once.
  Level 2B
  Difficulty Level: 1–3
  Entrances and Exits: Stairs to 1C: The Mouth of Doom 
  at 2B–1, shafts to level 1C at Rooms 2B–20 and 2B–38, 
  and stairs to Level 3C: The Fountain of Pestilence from 
  2B–23.
  Wandering Monsters: Roll on the table below every 30 
  minutes
   
   1 
  1d6 skeletons (see Area 2B–29)
   2 
  1d6 stirges 
   3 
  1d4 zombies
   4 
  2d4 giant rats
   5 
  1d4 giant ants
   6–20 
  No Encounter
   
  Standard Features: Unless otherwise noted, all doors in 
  the Demon’s Gullet are made of iron-reinforced wood 
  (2 in. thick; hardness 5; hp 20; Break DC 18. If doors are 
  described as “locked” add Disable Device DC 20. 
  Unless otherwise noted, all secret doors are sliding stone 
  (6 in. thickness; hardness 8; hp 90; Break 28; Disable 
  Device 25) and require a DC 20 Perception check.
  151
  
  152
  level 2b
  
  STONE BAT 
   
  CR 2
  XP 600
  N Small construct (Pathfinder Roleplaying Game Bestiary, 
  “Animated Object”)
  Init +2; Senses darkvision 60, low-light vision; Perception–5
   
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 31 (3d10+10); regeneration 1
  Fort +1; Ref +3; Will–4
  Defensive Abilities hardness 5; Immune construct traits
   
  Speed fly 20 ft. (poor)
  Melee bite +3 (1d6)
   
  Str 10, Dex 14, Con–, Int–, Wis 1, Cha 1
  Base Atk +3; CMB +2; CMD 14
  Skills Fly +0
  SQ 1 construction point (used for fly speed)
   
  Regeneration (Ex) No form of attack suppresses the stone 
  bat’s regeneration ability. It always reforms.
  Treasure: Raking the bottom of the reflecting pool to get below the scum 
  on its surface allows the characters to find 20 gp, 100 sp, a broken tooth, 
  and an old boot with a 100 gp gem sewn into the heel. The gem is easily 
  (automatically) found if the boot is closely inspected or if it is tried on; it is 
  unlikely to be detected by a casual glance (DC 20 Perception check).
  2B–4. Empty room
  This room has obviously been used recently by some unsavory characters, 
  for there are freshly gnawed bones scattered about the floor, a broken iron 
  cooking pot in one corner, and scorch marks where a campfire was built 
  directly on the stone floor. There is a large ventilation grill in the northern 
  part of the room’s eastern wall, an iron grate three feet in diameter. Note that 
  looking through the grille does not allow characters to see anything because 
  there is a permanent darkness spell (CL 12th) cast in the center of the short 
  passageway in between the grille here and the one in Room 2B–7.
  This room serves as a common room for the gnolls who lair in Rooms 
  2B–6 and 2B–7. Sounds in any of these three rooms can be heard in the 
  others.
  2B–5. Scrawled Message
  Scrawled on back wall of room: “Dam it is alive. Have to sleep, or die.”
  This message refers to the living dam in Room 22, but the word “Dam” 
  in this message might easily be taken as a swear word rather than a noun, 
  even though the spelling is actually correct as written. “Have to sleep” is 
  actually an instruction for handling the dam rather than a comment about 
  the author’s state of exhaustion. It is a good idea to write the message for 
  the players to see, so they have a chance to notice the strange spelling.
  Other than the message on the wall, the room is bare.
  2B–6. gnoll Den (Cr 6)
  This room is the lair of 5 gnolls, part of the same band as the ones 
  in Room 2B–7. They have not explored any of the dungeon other than 
  the hallway between here and the stairs at location 2B–1, for they use 
  this room as nothing more than an underground den—they do all their 
  prowling and hunting on the surface rather than in the dungeons. The 
  gnolls are accompanied by 2 pet hyenas.
  GNOLLS (5) 
   
   
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Gnoll”)
  HYENAS (2) 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Hyena”)
  Treasure: Each of the gnolls carries 1d10 gp in a belt pouch, and under 
  one of the flagstones in the room they keep a somewhat larger treasure; a 
  small wooden box containing five 100 gp gems (sapphires).
  2B–7. gnoll Den (Cr 5)
  This room is the second den inhabited by a gnoll band that lairs in this 
  part of the dungeon (the rest of the band sleeps in Room 2B–6). The room 
  is filthy and smells of rotting meat, a smell that probably rises from the 
  uncured hides the gnolls use as bedrolls.
  The secret door noted in this chamber is identical to that in Room 
  2B–4, a metal grate in the stone wall that appears to be for the purpose of 
  ventilation. The passageway in between the two rooms is obscured by a 
  permanent darkness spell, making it impossible to see any light shining 
  all the way through the passageway itself. Because of these grates, sound 
  travels easily between this room, Room 2B–4, and Room 2B–6; combat 
  in any of the rooms draws reinforcements in response to the noise.
  GNOLLS (6) 
   
   
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Gnoll”)
  Treasure: Each of the gnolls carries 1d10 gp in a belt pouch, and one 
  of the bedrolls has 300 gp sewn into it (heavy enough that if the bedroll is 
  even lifted, the extra weight is apparent).
  2B–8. Empty room
  2B–9. Trapped Door and Cells 
  (Cr 5)
  When the door into this corridor-room is opened, a poisoned dart 
  shoots from the far wall. 
  POISON DART TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect Atk +10 ranged (poison dart; 1d3 plus poison)
  WYVERN POISON
  Type poison (injury); save Fortitude DC 17
  frequency 1/round for 6 rounds
  effect 1d4 Con damage; cure 2 consecutive saves
  This corridor has three iron doors along its southern wall, each with a 
  small barred window in the center of the door.
  A. Empty, although there is a scattering of straw on the floor.
  B. Empty, also with some straw scattered about.
  C. This cell has straw on the floor like the others, but there is also another dart 
  trap directly across from the little barred window. Under one of the flagstones 
  of the floor of this small cell, there is a cache of items: 200 gp, a holy symbol, a 
  vial of holy water, and an ornate mirror in a gold frame (100 gp).
  DART TRAP 
   
   
  CR 1
  XP 200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  153
  level 2b
  
  Effect Atk +20 ranged (dart, 1d3; If anyone peers into the cell 
  through the barred window, the dart is aimed to specifically 
  hit the target; if the door is opened without casting a 
  shadow through the little grille, the dart most likely misses (+1 
  ranged) and simply sticks into the door as it opens.)
  2B–10. Teleportation Trap (Cr 5)
  This room is a trap (actually, two traps!), perhaps designed to protect 
  the treasure kept in Room 2B–11. 
  PIT TRAP  
   
  CR 1
  XP 400
  Type mechanical and magical; Perception DC 2; Disable 
  Device DC –
   
  Trigger location; Reset automatic
  Effect 20 ft. deep pit (2d6 falling damage); No save (if 
  eastern door touched); multiple targets (all targets touching 
  the door). Note: The pit trap in front of the western wall of 
  the room is not covered and is easily visible from the room’s 
  entrance. Anyone who touches the door in the eastern wall 
  of the room, whether directly or by using a tool of some 
  kind, is instantly teleported over the top of the pit (and then 
  fall into it). At the bottom of the pit, there is an iron button 
  shaped like a gargoyle’s face, recessed an inch deep into 
  the wall. If this button is pressed, a stone block falls from the 
  ceiling above, leading to the falling block trap.
  FALLING BLOCK  
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger location; Reset automatic
  Effect Atk +25 melee (10 ft. stone block; 3d6); multiple 
  targets (all targets in a 10 ft . square). Note: Anyone 
  leaning over the pit hears the block starting to slide, and 
  can withdraw without being damaged. The stone block is 
  attached to a chain, and automatically cranks back up 
  after an hour.
  When the button is pressed, the teleportation trap on the 
  door is deactivated, and the door may be opened normally.
  2B–11. Treasure room 
  Because of the trap in Room 2B–10, this treasure room has never been 
  looted. It contains a deep pool (30 ft. deep) filled with clear water. At 
  the bottom of the pool there is a golden skull with gems set into the eye 
  sockets (1,000 gp value).
  2B–12. Empty room
  2B–13. Yaza Mongro’s 
  Notes From the Void
  The walls of this room are covered in bizarre pictures and symbols, 
  hastily splashed on with messy, slashing brush-strokes. The words are in 
  the Common tongue, but they make no sense whatsoever. Any attempt 
  to magically comprehend the “language” requires that the caster of the 
  spell make a DC 20 Will save or fall into a catatonic state of insanity for 
  3d6 turns. These are the scrawlings of Yaza Mongro (see Room 2B–14), 
  attempts to record things that he hears in his head from the whispering of 
  the chaotic voids. If there is any unusual noise in this room, Yaza Mongro 
  may come to investigate. Moreover, if anyone becomes insane in the room 
  as a result of reading the writings on the wall, Yaza Mongro “hears” the 
  insanity and knows that there are intruders in his lair.
  2B–14. Yaza Mongro’s 
  Bedchamber (Cr 2)
  This room is comfortably furnished with a bed, chairs, a small table, 
  and a locked wooden chest.
  This is the home of Yaza Mongro, an insane evil cleric of Orcus who 
  hears the voices of the mad voids of space whispering in his head. He 
  wears a helmet fashioned to look like an array of curling tentacles, and the 
  irises of his eyes are a strange yellow color.
  YAZA MONGRO  
   
  CR 2
  XP 600 
  Male human disciple of Orcus 3 (see Appendix B)
  CE Medium humanoid (human)
  Init +0; Senses darkvision 60 ft.; Perception +6
   
  AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 29 (4d8+4 plus 4) 
  Fort +5; Ref +3; Will +7 
  Defensive Abilities death’s embrace
   
  Speed 20 ft.
  Melee +1 light mace +6 (1d6+3)
  Special Attacks channel negative energy (DC 13, 2d6, 4/
  day), death’s kiss (2 round, 6/day)
  Spells Prepared (CL 3rd)
  2nd—aid, darkness, ghoul touchD (DC 15), hold person (DC 15)
  1st—cause fearD (DC 14), doom (DC 14) (x2), endure 
  elements, summon monster I
  0 (at will)—create water, detect magic, read magic, virtue
  D Domain spell Domain Undead*
   
  Str 15, Dex 11, Con 12, Int 13, Wis 17, Cha 12
  Base Atk +3; CMB +5; CMD 15 
  Feats Alignment Channel, Command UndeadB, Extra 
  Channel, Lightning ReflexesB
  Skills Knowledge (planes) +7, Knowledge (religion) +9, 
  Perception +6, Spellcraft +7 
  Languages Abyssal, Common
  SQ aura, undead lord’s proxy, variant channeler
  Gear chainmail, +1 light mace, spell component pouch, 
  unholy symbol of Orcus
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  Treasure: In addition to Yaza’s +1 light mace, his locked wooden chest 
  contains 3 potions of cure light wounds and 200 gp, the gold stored in a 
  nicely embroidered bag (10 gp).
  2B–15. The Head of Steam
  There is a short, squat pillar in the middle of this room, standing five 
  feet tall and three feet in diameter. Eyes, a nose, and a mouth have been 
  carved into it to form a primitive face. When anyone enters the room, it 
  shoots out a jet of steam, to a maximum of three times per day. Regardless 
  of the nature of the steam, a character hit by it (Atk +10) must make a DC 
  15 Fortitude save or suffer one of the following effects (roll 1d4): 
   1 
  Shrink to one foot in height for 3d6 turns
   2 
  Coughing and paralyzed for 1d6 turns
   3 
  Become invisible for 1d6 turns
   4 
  See hallucinations for 1d6 turns (GM to describe, be creative!)
  154
  level 2b
  
  2B–16. Empty room
  2B–17. Shrieker room
  Water drips from the ceiling of this room, which is filled with 
  mushrooms and fungi of many kinds and colors. The room is the home 
  of 3 shriekers, and when the door is opened they immediately begin their 
  shrill screaming. The sound automatically causes wandering monsters to 
  appear in 1d2 turns, and the number of monsters indicated by the table is 
  doubled. If the shriekers continue to shriek for more than 4 more melee 
  rounds, add another wandering monster encounter to arrive in 1d2 turns.
  SHRIEKERS (3) 
   
   
  CR –
  XP— (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This human-sized purple mushroom emits a piercing sound 
  that lasts for 1d3 rounds whenever there is movement or 
  a light source within 10 ft. This shriek makes it impossible to 
  hear any other sound within 50 ft. The sound attracts nearby 
  creatures that are disposed to investigate it. Some creatures 
  that live near shriekers learn that this noise means there is 
  food or an intruder nearby.
  Treasure: Among the fungus growth in the room, the characters can 
  find two skeletons. One of these wears a tattered robe and carries a scroll 
  of web, fly, and invisibility along with a normal quarterstaff and a lantern. 
  The second skeleton wears full plate (normal), holds a longsword (normal) 
  in its bony hand, and has a belt pouch with 127 gp and a 250 gp gem. 
  There are also 3 gp, 248 sp, and 621 cp scattered about under mushrooms 
  and lichen. Many of these coins are badly crusted with clinging fungus 
  growths and strange-colored patinas.
  2B–18. gas-Trap room (Cr 10)
  Once three people have stepped into this room, the floor begins sinking 
  rapidly (10 ft. per round) until it has reached a depth 60 ft. below its 
  original level. From the ceiling, a luminescent yellow gas begins to drift 
  downward from three vents; the gas is poisonous if inhaled, is much 
  heavier than air, and does not begin to spread out until it hits the floor. The 
  gas fills the entire chamber up to the level of the door, far above. The floor 
  returns to its normal position after 24 hours.
  POISON GAS ROOM 
   
   
  CR 10
  XP 9,600
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger touch; Reset automatic
  Effect poison gas; never miss
  TOXIC FUMES
  Type poison (inhaled); save Fort DC 14; 
  frequency 1/round while in area
  effect 1d4 Con damage; cure 2 consecutive saves)
  2B–19. Empty room
  2B–20. Shaft to the Mouth of Doom
  A shaft leads upward through the ceiling of this room, with iron rungs 
  set into the side as a ladder. The shaft leads upward to Room 1C–17B, 
  and one of the rungs is dangerously rusted through (see description in 
  1C–17B).
  2B–21. Sunken Corridor
  Short flights of steps lead down into this corridor, which is ten feet 
  lower than the rest of the corridors in this dungeon level. The floor of the 
  corridor is dark and slick with water, but the corridor is not dangerous.
  2B–22. The Dam (Cr 8)
  Water trickles from a crack in the ceiling in the eastern side of this 
  room, where it gathers behind a thirty-foot long stone dam that is about a 
  foot in height. On the eastern wall, on the far side of the gathered water, 
  there is a niche in the wall. The niche is one foot tall, six inches wide, and 
  six inches deep. The bottom of the niche is ten feet above the surface of 
  the water (the room’s ceiling is fifteen feet high).
  The thirty-foot long dam which holds back the water is alive, a 
  magically constructed serpent. It is automatically vulnerable to a sleep 
  spell, which is the way in which the trap was bypassed, when necessary, 
  by those who created it. If put to sleep, it slumbers until someone crosses 
  the threshold to enter the room. The dam-thing is completely immune to 
  weapons, but can be affected by spells.
  DAM-THING 
   
   
  CR 8
  XP 4,800
  N Huge construct (Pathfinder Roleplaying Game Bestiary, 
  “Animated Object”)
  Init–2; Senses darkvision 60, low-light vision; Perception–5
   
  AC 15, touch 6, flat-footed 15 (–2 Dex, +9 natural, –2 size)
  hp 58 (7d10+40 size)
  Fort +2; Ref +0; Will –3
  Immune construct traits, weapon damage
  Weaknesses sleep spell
   
  Speed 30 ft.
  Melee bite +15 (1d8+15)
   
  Str 30, Dex 6, Con–, Int–, Wis 1, Cha 1
  Base Atk +7 CMB +19 CMD 27
   
  Sleep Vulnerability (Su) The Dam-Thing automatically fails 
  any save against a sleep spell. It is the preferred method of 
  bypassing the guardian.
  Immune to Weapon Damage (Ex) The Dam-Thing is immune 
  to all physical weapons. It can be harmed only by spells, 
  spell-like effects, or spells that create weapons i.e. blade 
  barrier, spiritual weapon, etc.
  NOTE: The Dam-Thing is an exceptionally powerful guardian for 
  parties of this level, and it is very possible the entire party will be killed if 
  they do not possess the sleep spell (or think to use it). The GM is encouraged 
  to let the party escape this area if they realize they are overmatched (or if 
  they keep fighting against bad odds, let them fall gloriously!). The Dam-
  Thing does not pursue beyond this room.
  Treasure: On the far side of the room across the water there is a black 
  stone in the wall, with a bronze handle set into it. The stone is actually the 
  front of a stone drawer that can be pulled out by the handle. The drawer 
  contains a scroll of hide from undead, a potion of invisibility, a silver 
  dagger (50 gp), three +1 arrows, and a gem worth 100 gp.
  2B–23. reflections on greed
  Note: When describing this room to the players, remember that the 
  stairs against the south wall are invisible, and can only be seen in the 
  painting.
  155
  level 2b
  
  The north wall of this room is a mosaic that depicts the characters 
  themselves moving inside the room, as if it were a mirror. The south wall 
  is painted, and the painting, like the mosaic, depicts the characters. The 
  pictures in the mosaic and in the painting move as the characters move 
  about in the room. The north-wall mosaic shows a treasure chest sitting on 
  the floor against the south wall (directly on top of the invisible stairs)—this 
  is the only feature that is not a precise reflection of reality. The “reflected” 
  treasure chest does not exist; it is simply a feature of the magical picture. 
  The painting on the south wall also shows something that does not 
  appear to reflect reality. It does not show the treasure chest depicted in the 
  mosaic, but it does show the invisible stairs. The stairs are real (leading 
  down to Level 3C, Room 3C–23). Anyone who steps onto the stairs in an 
  effort to get to the illusory treasure chest must succeed on a DC 10 Reflex 
  save or fall down the stairs. (no damage, except perhaps to one’s pride)
  Neither the mosaic nor the painting poses any risk to the characters, but 
  they offer no reward, either.
  2B–24. Empty room
  2B–25. Empty room
  2B–26. Empty room
  2B–27. The glistening Webs (Cr 2)
  Water drips from the ceiling of this room, sparkling and glistening on 
  thousands of spider webs that are as thick as string. The room is the lair of 
  2 giant spiders. Due to the room’s dampness, the webs cannot be burned.
  GIANT SPIDERS (2) 
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, 
  Giant”)
  Treasure: There are two large cocoons in the room, which contain 
  thousands of tiny spiders that run away into cracks in the walls if the 
  cocoons are cut open. There is no treasure in the room.
  2B–28. room of Secret Panels 
  (Cr 1)
  This room appears to be empty but has 3 secret panels in the floor, 
  which may be detected with a DC 15 Perception check. 
  Treasure: Each panel contains a leather bag. The bag in the first panel 
  contains 200 gp. The bag in the second panel contains a scroll of read 
  magic and 15 sp. The bag in the third panel is saturated with contact 
  poison, and contains a small ivory figurine worth 1,000 gp.
  MALYASS ROOT PASTE 
   
   
  CR 1
  XP 400
  Type poison (contact); save Fortitude DC 16
  onset 1 minute; frequency 1/minute for 6 minutes
  effect 1d2 Dex damage; cure 1 save
  2B–29. Hidden Crypt (Cr 6)
  This room contains three tone sarcophagi and the remains of two 
  wooden coffins that appear to have rotted mostly away, revealing 
  the skeletons they once held. The skeletons in the wooden coffins 
  wear scraps of black shrouding, are normal skeletons, and have  
  no treasure. Sarcophagus 2 contains a black skeleton. Each 
  sarcophagus has a stone latch that requires the strength of two people 
  to open.
  Sarcophagus 1: Normal skeleton wearing necklace worth 100 gp
  Sarcophagus 2: Black skeleton wearing bracelets worth 200 gp each, 
  and a ruby necklace worth 1,000 gp. 
  Sarcophagus 3: The stone latch of this sarcophagus is trapped with a 
  poison gas spray. If the trap has not been detected and deactivated before 
  it is opened, the poison gas causes all in the room to become sickened (or 
  nauseated). What is worse, if the trap is activated it also awakens the black 
  skeleton in sarcophagus 2. The sarcophagus contains a normal skeleton 
  in tattered black robes, carrying a golden scepter with a skull at the tip, 
  worth 500 gp.
  POISON GAS TRAP 
   
   
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset automatic
  Effect poison gas spray; multiple targets (all targets in room); 
  never miss
  SICKENING GAS SPRAY
  Type poison (inhaled); save Fortitude DC 15
  frequency 1/round while in area
  initial effect sickened; secondary effect nauseated; Cure 1 
  save
  BLACK SKELETON 
   
  CR 5
  XP 1,600
  hp 45 (Frog God Games The Tome of Horrors Complete, 
  “Skeleton, Black”)
  SKELETONS (2) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  2B–30. Cursed Altar (Cr 2)
  This room contains an altar with black candles on it. The candles light 
  themselves when anyone enters the room. Removing one of the candles 
  from the altar requires a DC 10 Fortitude save or the character immediately 
  drops to –1 hp from the altar’s curse. 
  2B–31. Empty room
  2B–32. The Statue of Wishes (Cr 5)
  There is a large statue of a head, ten feet in height, against the southern 
  wall of this room. A large, circular flagstone, five feet in diameter, is set 
  into the normal flagstones of the floor directly in front of the statue. When 
  anyone enters the room, the statue’s mouth animates, and it speaks: “What 
  do you wish? Experience or a reawakening?”
  Standing upon—or being placed upon—the circle allows anyone in the 
  room to state a wish that affects the person on the circle. The only two 
  permissible wishes, as the statue has indicated, are for experience or for 
  “reawakening,” by which the statue means raising a person from the dead 
  156
  level 2b
  
  (see details under Grant Wish, below). The statue grants up to two wishes 
  per day.
  If any person returns to the Statue and was ever involved either in an 
  attack on the statue or was present when a wish was made, the statue 
  does not grant any wishes or animate in any way while that person is in 
  the room. A person may only receive the “blessings” of the Statue on 
  a single visit, although a target may be raised and gain experience on 
  that visit.
  STATUE OF WISHES 
   
   
  CR 5
  XP 1,600
  N Large construct
  Init–1 Senses darkvision 60, low-light vision; Perception –5
   
  AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size)
  hp 52 (4d10+30 size)
  Fort +1, Ref +0, Will –4
  Defensive Abilities hardness 10; Immune construct traits, 
  non-magical missiles
   
  Speed 0 ft. (cannot move)
  Melee +0 (no physical attack)
  Special Attacks consume wisher
  Spell-Like Abilities (CL 20th; concentration cannot be 
  disrupted)
  1/round—magic missile (5 missiles)
   
  Str –, Dex –, Con –, Int –, Wis 1, Cha 1
  Base Atk +4 CMB +11 CMD 20 (cannot be sundered or 
  tripped)
  SQ grant wish
   
  Grant Wish (Su) The Statue of Wishes may grant either 
  a raise dead effect or an experience bonus to anyone 
  standing in the target circle. There is a 20% chance 
  of failure, however, for the spirit inhabiting the statue 
  is somewhat capricious. Failure is automatic if a wish 
  is made for anything other than reawakening or 
  experience. If a wish attempt for reawakening is made, 
  any single dead person on the flagstone is raised from 
  the dead (CL 20th). If a wish is made for experience, one 
  person on the flagstone gains enough experience points 
  to gain the next level of experience. Note that if a wish 
  is made for reawakening and there is no dead person 
  on the flagstone, it is as if no wish had been made (i.e., 
  there is no “failure” result and the statue is willing to allow 
  another attempt at a wish). If the wish fails, however, the 
  statue opens its mouth and the person who made the 
  wish is magically pulled into the statue’s mouth, which 
  then closes (see Consume Wisher).
  Consume Wisher (Su) Anytime the Statue of Wishes fails to 
  grant a wishers request, whether from a poor wish or the 
  capricious nature of the statue, the target is drawn into 
  the statue’s open mouth and trapped within the statue. 
  Once the moth closes, the target is completely sealed 
  inside the stone statue (there are no air gaps). The target 
  dies by suffocation within 1d6 hours if not rescued (see the 
  Pathfinder Roleplaying Game Core Rulebook, Environment, 
  “Suffocation,” for more details). Rescuing a person who is 
  trapped in the statue requires killing the statue. 
  Immune (Ex) The Statue of Wishes is immune to all non-
  magical missile attacks.
  The statue is immune to non-magic missile weapons, and although it 
  cannot attack physically it can launch bolts of magical force once per 
  round. If the statue is killed, it breaks apart and anyone inside is freed. 
  Although it does not affect combat, the statue regenerates 1 hit point per 
  day, so if a later party of adventurers enters the room several days later, the 
  statue will have re-formed itself.
  2B–33. The Fire-Floor Chamber
  The floor of this room is five feet lower than the doors, and the entire 
  floor burns with magical flames reaching to a height of two feet. In other 
  words, there is a three foot gap from door level down to the top of the 
  flames, the flames are two feet high, and the floor is at the bottom. To 
  anyone standing at the level of the doors, there is no heat emanating from 
  the flames. However, if the characters reach down to test for heat, they 
  discover that the heat starts one foot above the level of the flames and that 
  the flames themselves are as hot as normal flames—the heat just doesn’t 
  rise very high, for some reason.
  Each door has a button next to it on the inside of the room to the left of 
  the door. The button can easily be reached from the door without any risk 
  of falling into the flames.
  In addition to the fiery floor and the buttons, the room has a third strange 
  feature: chains hang from the twenty foot tall ceiling at ten-foot intervals, 
  each chain fifteen feet in length. Thus, a six foot tall person hanging from 
  the end of the chain would have his feet approximately at the point where 
  the heat of the fire begins. It is obvious that one way of crossing the room 
  would be to swing across by using the chains (hold your feet up!), catching 
  the next chain at the end of each swing. If the characters attempt this, the 
  GM may use any sensible means of determining success with each swing. 
  One method is to treat each attempt to catch a new chain as an attack roll 
  against AC 15, with failure requiring a DC 15 Reflex save to avoid falling 
  into the flames.
  Pressing one of the buttons by the east or west doors releases a thirty-
  foot bridge from beneath the door, which extends at door level (three feet 
  above the fire). There is a similar bridge under the southern door, but 
  it extends only twenty feet (joining up with the east-west bridge, if that 
  bridge is also extended). A button directly across from the door can be 
  pressed by hitting it with a small ranged object (such as a crossbow bolt, 
  arrow, sling bullet, rock, etc.), but this is extremely difficult, requiring a 
  roll to hit AC 25. Each arrow, of course, falls down into the fire and burns 
  after it hits the wall.
  2B–34. Empty Crypt
  This room contains five sarcophagi; the lid of each one contains a small 
  dent where something has been dug out from the stone. The first three 
  sarcophagi have already been opened and stand empty with their lids 
  beside them. The fourth and fifth sarcophagi are still closed: the fourth 
  sarcophagus contains a normal skeleton and a nest of mice, and the fifth 
  sarcophagus contains a normal skeleton holding a rusted (and worthless) 
  dagger. 
  2B–35. Shadow Crypt (Cr 4)
  This room contains three sarcophagi, each with a single ruby set into 
  the stone lid.
  Sarcophagus 1: Contains a skeleton wearing rusted chain mail and 
  holding a sword (+1 longsword). It also contains a shadow which attacks 
  when the sarcophagus is opened.
  Sarcophagus 2: Contains a skeleton holding a silver goblet (100 gp)
  Sarcophagus 3: Empty, with the exception of dust and cobwebs.
  SHADOW 
   
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  SKELETONS (2) 
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  Treasure: In addition to the contents of the sarcophagi, the rubies in the 
  three sarcophagus lids are worth 250 gp each.
  157
  level 2b
  
  2B–36. round Statue room
  The round room contains a statue at the center, mounted on a dais 
  three steps high. The statue depicts a man in full plate armor, the armor 
  chiseled with evil-looking runes and the helmet decorated with curling 
  ram’s horns.
  The statue is not dangerous in any way; it is a normal statue.
  2B–37. gargoyle Chamber (Cr 4)
  The corridor broadens into an open chamber here, with a very high 
  ceiling (60 ft.). The northern wall is lined with five statues of gargoyles in 
  niches; four are normal statues and one is a living gargoyle. The gargoyle 
  has only a 1 in 6 chance to attack passers-by unless someone tampers with 
  it, touches it, or annoys it in some way. Check each time the party passes 
  through the area to see if the gargoyle attacks.
  GARGOYLE 
   
   
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary, “Gargoyle”)
  Treasure: The gargoyle keeps its treasure behind it in the niche it 
  occupies, which is carved deeper than the niches in which the normal 
  statues have been placed. The niche contains a potion of cure light wounds, 
  a scroll of protection from evil, a gem worth 500 gp, and 27 gp.
  2B–38. Shaft to First Level
  The end of this corridor has a large, 10 ft. x 10 ft. opening in the ceiling 
  which leads upward into darkness. This is the bottom of the pit/shaft 
  described in Area 1C–23; it leads to a side alcove at the bottom of a pit 
  trap. This shaft can be used to reach Level 1C, The Mouth of Doom.
  2B–39. Chamber of Eternal Sleep 
  (Cr 3)
  As soon as anyone enters this room, several candles in small wall 
  alcoves ignite, dimly illuminating the room. In the center of the room there 
  is a square red carpet ten feet by ten feet in size. Anyone stepping onto 
  the carpet falls asleep (no save), and cannot be awakened for 24 hours, 
  at which time the sleeper awakens automatically (unless suffocated: see 
  below).
  Beneath the carpet there is a trap door to a ten foot by ten foot chamber 
  underneath the floor level. If the trap door is opened, everyone in the 
  room must make a DC 15 Will save to avoid falling into the same magical 
  slumber caused by stepping onto the carpet itself. This is the effect of a 
  magic effect, not a sleeping gas. Inside the chamber beneath the carpet is 
  a treasure chest containing 1,000 cp, 207 sp, and 201 gp along with a gem 
  worth 10 gp. There is also a secret cabinet (DC 20 Perception check to 
  notice) in the side of the sub-chamber. If this is opened, anyone in the sub-
  chamber must make a DC 15 Will save or fall into enchanted sleep. The 
  secret cabinet contains a gem worth 100 gp, which sits on a small velvet 
  cushion (worth 1 gp).
  The candles in this room are magical and do not use oxygen. In fact, this 
  room presents a danger of suffocation if anyone remains within for more 
  than an hour with the door closed (see the Pathfinder Roleplaying Game 
  Core Rulebook, Environment, “Suffocation”). The candles continue to 
  burn merrily as people fall asleep and die from suffocation. A person who 
  is awake during this period of time has a 1 in 6 chance to notice a creeping 
  sense of fatigue in the last ten minutes or so before being overcome by 
  sleep and subsequent death.
  ETERNAL SLEEP TRAP 
   
   
  CR 3
  XP 800
  Type magic; Perception DC 22; Disable Device DC 27
   
  Trigger location; Reset automatic
  Effect spell effect (modified sleep spell, DC 15 Will save 
  negates, see room description)
  158
  level 2b
  
  Level 3:  
  Beware of Purple Worms!
  Painted in magic runes by the famous wizard, Speigel, his warning 
  “Beware of Purple Worms” is well-heeded by all adventurers. Though at 
  first blush this level is incredibly difficult, the characters can avoid most 
  trouble by sticking to the wall of the cavern and heading due south past 
  the traps to the ghoul room before they encounter any creatures. Be sure 
  to pay attention to the food chain that exists on this level. Disturbing the 
  balance can have disastrous results: killing several worms triples the rat 
  population; killing the rats makes the worms hunt more aggressively and 
  thus brings more gugs. Adjust the wandering monster table accordingly. 
  The map of this level is shown in Map RA–3.
  GOBLIN LEADER  
   
  CR 4
  XP 1,200
  Male or female goblin rogue 5 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  NE Small humanoid (goblin)
  Init +2; Senses darkvision 60 ft.; Perception +8
   
  AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 36 (5d8+5 plus 5)
  Fort +2; Ref +6; Will +1 
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee handaxe +6 (1d4/x3) or dagger +6 (1d3/19–20)
  Ranged shortbow +7 (1d4/x3)
  Special Attacks rogue talent (finesse rogue), rogue talent 
  (weapon training), sneak attack +3d6
   
  Str 10, Dex 14, Con 12, Int 13, Wis 11, Cha 10
  Base Atk +3; CMB +2; CMD 15 
  Feats Dodge, Mobility, Point-Blank Shot, Weapon FinesseB, 
  Weapon Focus (shortbow)B
  Skills Acrobatics +9, Appraise +9, Bluff +8, Climb +7, Disable 
  Device +9, Escape Artist +9, Perception +8, Ride +10, Stealth 
  +17; Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, Gnoll, and Goblin
  SQ trapfinding (+2) 
  Gear masterwork small studded leather armor, small buckler, 
  small shortbow, 40 arrows, small handaxe, small dagger, 
  mining tools, thieves’ tools, 2d4 sp, 2d4 cp
  UNDEAD OOZE  
  CR 6
  XP 2,400
  hp 27 (Frog God Games The Tome of Horrors Complete, 
  “Ooze, Undead”)
  3–1. Level Entrance
  The tunnel opens into a huge cavern, with dozens of rat tunnels along 
  the walls and ceiling. The roof of the cave is too high to see, and bats 
  swarm about in torchlight. The way is rocky, and the PCs hear running 
  water in the cave, somewhere out in the distance. In glowing green letters 
  above the tunnel exit is inscribed, “Beware of Purple Worms! Spiegel the 
  Arch Mage.”
  If the characters are using light here, immediately make a check for a 
  wandering monster. Monsters have grown used to light meaning dinner 
  time.
  3–2. Cavern (Cr varies, 1/3 to 12)
  This cavern is huge and filled with all types of fungi. Rats clatter along 
  the walls. Several large piles of dung lie about, left by an enormous 
  creature. An underground river roars with sound, winding its way through 
  the cavern and then down deeper into the earth.
  This cavern is filled with stalactites and stalagmites, but surprisingly 
  no piercers. The stream goes 100 yards before splitting into a right and 
  left passage. The right passage leads to Level 6A. The left leads to Level 
  Level 3
  Difficulty Level: 8
  Entrances: Stairs from Level 2
  Exits: Stairs to Level 4 from Room 3–10; River to Levels 
  3A and 6A.
  Wandering Monsters: Check once per 30 minutes on 
  1d20:
   
   1 
  1 purple worm if in Area 3–1 or 3–2, otherwise 
   
   
  no encounter (see Area 3–2)
   2 
  2 gugs hunting for purple worms if in Area 3–1 
   
   
  or 3–2, otherwise no encounter (see Area 3–2)
   3 
  3d6 dire rats (see Area 3–2)
   4 
  1d3 trolls (see Area 3–2)
   5 
  A company of goblin scouts—2d4 goblins with 
   
   
  1d2 goblin leaders 
   6 
  1 undead ooze
   7 
  A party of acolytes of Orcus (see Area 3–6)
   8–20 
  No encounter
   
  Detections: The magic at 3–3 used to hide the stairs 
  cannot be detected by simple spells and thus does 
  not register. This level (falsely) detects as having much 
  less evil because of the shielding.
  Shielding: Scramge’s lair (3–5) is shielded; the secret 
  cave (3–3) and the oracle room (3–7) are also fully 
  shielded. All these rooms are shielded with lead and 
  no magical detections or magical means of transport 
  in or out (such as teleportation) is allowed.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of iron-reinforced wood (2 
  in. thick; hardness 5; hp 20; Break DC 18. If doors 
  are described as “locked” add Disable Device DC 
  20. Unless otherwise noted, all secret doors (6 in. 
  thickness; hardness 8; hp 90; Break 28; Disable Device 
  25) require a DC 20 check.
  159
  
  160
  level 3
  
  3A, room 3A–7. The left fork of the river, after flowing through Level 
  3A, rejoins the right fork before the river enters Level 6A. This area is 
  fungus-filled. 20% of the fungus is edible while 10% is poisonous. A DC 
  20 Knowledge (dungeoneering or nature) or Survival check allows PCs 
  to determine which are edible. (Gnomes and other underground creatures 
  gain a +2 bonus to their checks.) There is a 1–2 on 1d20 chance that there 
  is a purple worm here waiting for the party. If not, roll for a wandering 
  monster every 10 minutes, unless the characters stay within 5 ft. of the 
  walls of the room. Traveling in this manner does not trigger a wandering 
  monster. If combat with a worm takes more than 10 rounds, there is a 
  1–8 on 1d20 chance of attracting 1d2 gugs per additional ten rounds of 
  combat, as they are drawn to the sound of the worms. In addition to the 
  worms, allow a straight 1–2 on 1d20 chance per 10 minutes of 2d6 dire 
  rats attacking the party, and a 1 on 1d20 chance of 1d3 trolls being here 
  as well.
  POISONOUS FUNGUS
  Type poison, ingested; save Fortitude DC 16 
  onset 10 min; frequency 1/min for 5 min 
  effect 2d6 Con; cure 1 save
  DIRE RATS 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  PURPLE WORM 
   
  CR 12
  XP 19,200
  hp 200 (Pathfinder Roleplaying Game Bestiary, “Purple Worm”)
  TROLL 
   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  GUG 
   
   
  CR 10
  XP 9,600
  hp 127 (Pathfinder Roleplaying Game Bestiary2, “Gug”)
  Treasure: The purple worms leave non-digestible castings around 
  the cavern (a total of 2d10 such castings), which can be found with a 
  DC 8 Perception check. These give a clue as to the type of creature that 
  lives here. They contain various twisted remains of weapons, armor, and 
  equipment. If dug through, there is a chance to find a valuable object. A 
  successful DC 12 Perception check reveals 1d6 of the following items 
  per casting searched: 01–35% 3d6 cp; 36–55% 3d6 sp; 56–75% 2d6 gp; 
  76–85% 1d6 gems; 86–99% a fully intact non-magical Medium or smaller 
  item resistant to acid, such as a dagger, mace or lantern; 00% 1 magic 
  small shield or a Medium or smaller lesser magic weapon (no greater than 
  +1 in power).
  3–3. Secret room on the rocks 
  (Cr 13)
  There is a magically hidden (invisible and illusion-covered) staircase 
  leading up this otherwise sheer cave feature. In order to find it, the 
  characters must make a DC 40 Perception check; dwarves can add their 
  161
  level 3
  
  stonecunning bonus to the check. True sight automatically detects the 
  staircase. If characters find the staircase, read the following:
  Secret Door: Once at the landing, a successful DC 30 Perception check 
  reveals the secret door. True sight allows automatic detection. The door 
  can be opened easily from either side and is not locked. It slides up into 
  a recess above and resets itself in 2 minutes. The door is lined with lead 
  inside and magic cannot be cast through the door. The door is trapped 
  with a permanent symbol of insanity. The symbol is scribed on the bottom 
  of the door. Once the door slides up into the recess, the symbol is active 
  and noticeable (thus, the near impossible Perception check to find the 
  symbol before the door is activated).
  Secret Stone Door: 6 in. thickness; hardness 8; hp 90; Break DC 28; 
  DC 30 Perception.
  SYMBOL OF INSANITY TRAP 
   
   
  CR 9
  XP 6,400
  Type magic; Perception DC 38; Disable Device DC 33
   
  Trigger spell; Reset automatic reset
  Effect spell effect (special permanent symbol of insanity, CL 
  20th, DC 22 Will save or permanent insanity, 60 ft. range); 
  multiple targets (closest first, all within 60 ft.)
  Interior Room: This room is totally sealed with lead and only direct 
  physical egress is possible. Inside is a marble casket of an arch mage. Mystical 
  runes are engraved on all the walls and the casket. The casket can be opened 
  with a DC 20 Strength check; or through bashing it (hardness 8; hp 30; break 
  DC 28). When the coffin is opened a flame jet trap engulfs the entire room.
  FLAME JET TRAP  
   
  CR 12
  XP 19,200
  Type mechanical; Perception 30; Disable Device 30
   
  Trigger touch (opening the casket); Reset automatic
  Effect massive jets of flame (8d6 fire damage, DC 20 Reflex 
  save for half damage); multiple targets (all in room)
  Treasure: Inside the casket on the corpse of an unknown mage lies a 
  staff of power (45 charges), a gray robe of the archmagi, a jeweled bracelet 
  of platinum and emeralds worth 3,000 gp, a mithral ring set with a huge 
  ruby worth 6,000 gp and a ring of counterspells. But each of these items 
  bears a horrible curse (see SIDE BOX).
  3–4. Empty
  All rooms marked 3–4 are empty. The GM should spice each of these 
  rooms up with the presence of a random non-magical item or furnishing, 
  or randomly roll a wandering monster check each time a room labeled 
  “3–4” is entered.
  3–5. The Lair of Scramge, the 
  rakshasa (Cr varies, 13 or 16)
  The air in this area is clear and smells of incense. The floors are free of 
  dust and it is surprisingly warm. This is the lair of Scramge, a very old 
  and exceptionally powerful rakshasa samrata. He keeps 6 jackalweres as 
  pets/slaves. Though he does not worship Orcus, he is allowed to remain in 
  the dungeon because of his extreme evil and because no one wants to be 
  the one to tell him to leave. Read this encounter very carefully before you 
  attempt to run this portion of the adventure.
  Scramge the rakshasa is aware of the party’s arrival because of 
  his magical mirror (see Room C below). It is assumed that unless 
  the party used some means of egress other than teleport, that he has 
  been watching them for some time. Rooms A and B vary in character 
  depending on the party’s power and Scramge’s wishes, thoughts, and 
  desires. Room A is the “set-up” room. That room contains illusions 
  designed to make the encounter in room B more believable. Room 
  B contains the actual encounter with Scramge, where he utilizes the 
  illusions detailed below:
  Scramge’s Various Illusions: The room is disguised using 
  a programmed image in one of the following ways. If the party 
  numbers over seven, Scramge appears in Room B as a cleric holding 
  6 werewolves at bay behind illusory bars. If the party numbers 3 to 6, 
  he appears in Room B as a man chained to a wall and uses his powers 
  to make his helpers appear as orcs torturing him. If the party numbers 
  1 or 2, or if they are of low level (less than 6th), he appears in Room 
  B as a hospitable oracle with his jackalweres disguised as beautiful 
  maidens using a veil effect. Scramge’s alignment registers as the 
  major alignment of the party, or lawful good due to a misdirection 
  spell.
  3–5A. Entryway
  This is the “set-up” room. There are no occupants in this room, only 
  figures from a programmed image and veil illusions to make the party 
  believe the encounter in the next room is real.
  The particular contents of the programmed image in this room depend 
  on the various schemes of Scramge, outlined above. Under option #1 
  (cleric and werewolves), there are religious signs, blood spatterings, a 
  broken mace with a magic aura spell on it, used scroll paper and a dead 
  body dressed for a raise dead spell. Under option #2 (man tortured by 
  orcs), there are trappings of an orc barracks, a pot of vile stew, chains 
  and manacles on the wall, a tray of torture devices, etc. Under option #3 
  (oracle with maidens), there are silk curtains and plush pillows, various 
  tomes, fine food and music. Scramge’s illusions require a DC 25 Will save 
  to disbelieve unless they are simply ignored.
  3–5B. The Trap room (Cr 16)
  This room is the culmination of the illusory set-up by Scramge. In 
  this room Scramge uses another veil as a free action to create one of the 
  three scenarios outlined above: cleric with werewolves, man with orcs, or 
  oracle with maidens. Once the party enters the room and interacts with his 
  illusion for a few rounds (either to help the cleric or the man, or to talk to 
  the oracle), Scramge springs his trap. He does this so that he can have a 
  chance to observe the party’s cleric so that he can properly imitate him or 
  As you look at the stone formation, you see a shimmering 
  staircase leading up the rocks. Near the top is a small landing and 
  what appears to be a flat rock-face.
  Curse of the Archmage
  Type curse; Save none
  Effect Anyone who leaves the room with any of these 
  items will never able to touch treasure again. Coins 
  and gems cause one point of damage per 5 gp value 
  as they are transformed into lead and glass. This curse 
  can only be removed by a dispel magic followed by 
  a limited wish, wish, or miracle, and then a remove 
  curse. If the curse is removed, the accursed individual 
  is subjected to a geas to destroy the evil temple on 
  Level 12 of Rappan Athuk, which must be completed 
  within a year and a day or the individual begins to 
  incurably lose 1 point of Constitution per month until 
  the individual dies. A character killed by this curse 
  cannot be raised.
  162
  level 3
  
  her. Once he springs his trap, read the following text:
  Tactics: Scramge is in here under his guise as determined above. His 
  trap is an evil one: he uses a free action to put a veil of a vrock demon 
  over the party’s cleric (DC 25 Will save). He then covers himself with 
  a major image of being the party’s cleric as a standard action. To pierce 
  his disguise, the PCs must succeed on an opposed Perception check vs. 
  Scramge’s Disguise check of +34. He acts as if he is being attacked by 
  the demon. His helpers drop their illusory disguises and attack the party. 
  Scramge’s plan is to goad the party into attacking and killing their own 
  cleric. If the party does not have a cleric, he uses the same tactic on the 
  party’s wizard. If there is no wizard, he does this to the paladin. Note that 
  Scramge’s illusions also include audio illusions, so any warnings shouted 
  by the real cleric are covered by Scramge’s illusions (he makes them very, 
  very noisy), sounding only like demon growls.
  During the second round of combat, Scramge uses his illusion powers 
  as a free action to have the demon appear to slay him with multiple critical 
  hit attacks. Scramge (as the character) appears to die. The characters can 
  make a DC 25 Will save at this point to disbelieve the illusion. Scramge 
  then casts greater invisibility (silently). He creates a permanent image of 
  the dead cleric on the floor during the third round. He uses his next action 
  to cast confusion on the fourth round. Scramge picks the next member of 
  the party he wants to kill and veils any remaining jackalweres to look like 
  the PCs. He then makes the next party member into a “demon” and he 
  takes the place of that party member. Scramge repeats this trick until all 
  of the party is dead. Each time Scramge switches targets like this the party 
  gets a DC 25 Will save to disbelieve the illusion.
  Running the Encounter: When the “demon” attacks, use the attack 
  and damage numbers for the character covered by the demon illusion. 
  Any time there is a change in the illusion, the Will save is DC 25. It is 
  unlikely that at first the party realizes illusions are present. More likely, 
  they slaughter one or more of their own. Any time a character interacts 
  with a pure illusion (such as trying to heal or give first aid to the illusion 
  of the dead cleric) that character gets to make a Will save because of 
  the physical interaction with the illusion (see the Pathfinder Roleplaying 
  Game Core Rulebook, “Magic,” Illusion).
  If Scramge’s illusions are ever disbelieved, he casts mirror image on 
  himself and flees. If Scramge takes over 45 points of damage, he teleports 
  to Room D and disappears through his mirror (see below). Note: It is 
  critical while playing this encounter that the GM not give away the fact 
  that illusory forces are at work. Make rolls in secret or ahead of time so 
  that characters are not given undeserved hints that illusions are involved.
  SCRAMGE 
   
   
  CR 16
  XP 76,800
  Male rakshasa samrata (Pathfinder Roleplaying Game 
  Bestiary 3, “Rakshasa, Maharaja”)
  LE Medium outsider (native, shapechanger)
  Init +8; Senses darkvision 60 ft.; Perception +26 
   
  AC 26, touch 15, flat-footed 21 (+4 Dex, +1 dodge, +11 
  natural)
  hp 176 (16d10+80)
  Fort +10; Ref +14; Will +13
  DR 20/good and piercing; SR 35 
   
  Speed 40 ft.
  Melee 2 claws +18 (1d4+2) and bite +18 (1d6+2)
  Special Attacks detect thoughts (DC 18)
  Spells Prepared (CL 16th; ranged touch +20)
  8th (3/day)—polymorph any object (DC 25)
  7th (6/day)—deflection, project image (DC 26)
  6th (7/day)—greater dispel magic, mislead, programmed 
  image (DC 25)
  5th (7/day)—false vision (DC 24), persistent image (DC 24), 
  silent greater invisibility, teleport
  4th (7/day)—confusion (DC 21), dimension door, greater 
  invisibility, phantasmal killer (DC 23)
  3rd (8/day)—blood biography, displacement, major image 
  (DC 22), nondetection
  2nd (8/day)—blur, invisibility, mirror image, obscure object, 
  see invisibility
  1st (8/day)—charm person (DC 20), magic missile, obscuring 
  mist, shield, ventriloquism
  0 (at will)—daze, dancing lights, detect magic, flare, ghost 
  sound, mage hand, message, read magic, resistance
   
  Str 14, Dex 19, Con 20, Int 18, Wis 17, Cha 24
  Base Atk +16; CMB +18; CMD 33
  Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, 
  Greater Spell Focus (illusion), Improved Initiative, Silent Spell, 
  Spell Focus (illusion), Uncanny Concentration
  Skills Bluff +30, Diplomacy +26, Disguise +34 (+44 with alter 
  self), Intimidate +26, Knowledge (arcana) +20, Perception 
  +26, Perform (oratory) +26, Sense Motive +26, Spellcraft +20, 
  Stealth +23; Racial Modifiers +4 Bluff, +8 Disguise
  Languages Abyssal, Common, Elven, Ignan, Infernal, Terran; 
  permanent tongues
  SQ change shape (any humanoid, alter self), Samrata status
  Gear jade dust (worth 800 gp)
   
  Samrata Status (Su) Scramge’s advanced power and life 
  experiences have bolstered his damage reduction and spell 
  resistance to heights rarely attained by other members of his 
  race.
  The world seems to spin before your eyes. Dazzling lights flash 
  from all corners, blinding you. With a hiss and a roar, (name a cleric 
  PC) disappears. Across the room, he reappears in front of a huge 
  demon, fully nine feet tall, with the head of a vulture, huge bat 
  wings, talons like razors, and flames licking from his goat legs! 
  The (werewolves, maidens, orcs) turn towards you and attack, their 
  forms mutating to that of a half jackal, half man.
  163
  level 3
  
  Scramge can use all illusion spells as a sorcerer of his hit 
  dice. His most frequently used spells are listed above. In 
  addition, Scramge may use a phantasm effect at will in 
  any round he doesn’t cast a spell. This effect cannot cause 
  damage, but is in every other sense real. All 5 senses are 
  affected. This is a supernatural ability unique to Scramge. 
  The effect is similar to the permanent image and veil spells 
  (Will DC 25), and Scramge counts as an 16th level caster for 
  purposes of this ability.
  JACKALWERES (6) 
   
   
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary 3, 
  “Jackalwere”)
  C. The Pantry (Cr 13)
  Numerous bodies hang from meat hooks, and a vast pile of treasure 
  lies in the corner of the room. There are tapestries, coins and three large 
  chests: one of wood and two of bronze.
  This is Scramge’s pantry. It contains the corpses of the last party 
  unlucky enough to encounter him. There are: eight fighters, one cleric, 
  and two thieves all of levels three to six if they are raised, and equipped 
  with reasonable non-magical armor and weapons.
  Escape: The beast’s greatest treasure is on the ceiling and if the battle is 
  going poorly, he escapes through it to the Nine Hells. This great item is a 
  mirror of mental prowess. Any who follow may be considered lost, unless 
  they can cast plane shift.
  Treasure: Three large chests, one made of wood and two of bronze, sit 
  in the north corner of the room. All three are trapped. In addition to the 
  chests there are 24,917 sp and 3,833 gp in a large pile.
  The wood chest contains: 12,000 cp, 8,000 sp, 6,000 gp, 1,200 pp, 13 
  gems (100 gp each) and 9 pieces of jewelry (100 gp each) and a silver over 
  teakwood box (Break DC 25; worth 1,200 gp) sealed with an arcane lock, 
  containing a strange green, glowing gem. Inside the gem is an imprisoned 
  faerie dragon named Snaggletooth. He accompanies whoever frees him 
  for life and remains very loyal as long as his freer is of good alignment. 
  Freeing him requires a legend lore or commune spell to determine the 
  freeing command word. The Oracle in Room 3–7 can also reveal the 
  command word.
  Hidden inside a secret compartment in the lid of the wooden chest 
  (DC 25 Perception) is a +1 heavy wooden shield of rust monster scales. 
  Any attack with a metal weapon against the holder of the shield that misses 
  by 2 or less means the weapon is treated as having struck a rust monster. 
  If the holder of the shield ever fumbles (rolls a natural 1 in combat), his 
  or her weapon accidentally strikes the shield and is subject to the same 
  effect.
  Wooden Chest: 2 in. thickness: hardness 5; hp 15; Break DC 
  23; Disable Device DC 23. The wood chest is very large (8 ft. 
  long) and has a poison gas trap.
  POISON GAS TRAP 
   
   
  CR 10
  XP 9,600
  Type mechanical; Perception DC 21; Disable Device DC 25
   
  Trigger touch (chest); Reset repair
  Effect cloud of poison gas (burnt othur fumes; Type inhaled; 
  save DC 18 Fort; frequency 1/rd. for 6 rds.; effect 1 Con 
  drain/1d3 Con; cure 2 saves); multiple targets (all in 20 ft. 
  radius); never miss
  SNAGGLETOOTH, THE FAERIE DRAGON 
   
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary 3, “Dragon, 
  Faerie”)
  Mirror of Mental Prowess
  Aura strong conjuration and divination; CL 17th
  Slot —; Price 175,000 gp; Weight 40 lbs.
   
  DESCRIPTION
  This mirror resembles an ordinary looking glass 5 ft. tall 
  by 2 ft. wide. The possessor who knows the proper 
  commands can cause it to perform as follows. 
  Read the thoughts of any creature reflected 
  therein, as long as the owner is within 25 ft. of the 
  mirror, even if those thoughts are in an unknown 
  language.
  View other places as if with clairvoyance, but 
  vision extends even onto other planes if the viewer is 
  sufficiently familiar with them.
  Use it as a portal to visit other places. The user 
  first views the place with the clairvoyance function, 
  then steps through the mirror to the place pictured. 
  Others can follow her through the mirror if they like. 
  An invisible portal remains on the other side where she 
  arrives, and she can return through that portal. Once 
  she returns, the portal closes. The portal closes on its 
  own after 24 hours (trapping the user if she’s still in the 
  other place), and the user can also close it with a 
  command word. Any creature who steps through the 
  portal appears in front of the mirror.
  Once per week the mirror accurately answers one 
  short question regarding a creature whose image is 
  shown on its surface (giving answers similar to those 
  from the legend lore spell).
   
  CONSTRUCTION
  Craft Wondrous Item, detect thoughts, clairaudience/
  clairvoyance, gate, legend lore; Cost 87,500 gp
  164
  level 3
  
  Bronze Chests: 1 in. thickness; hardness 9; hp 25; Break DC 
  25; Disable Device DC 25; first has a poison needle trap, the 
  second a globe of cold trap.
  POISON NEEDLE TRAP 
   
   
  CR 4
  XP 600
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger touch; Reset manual
  Effect Atk +17 melee (1 plus poison; greenblood oil; Type 
  injury; save DC 13 Fort; frequency 1/rd. for 4 rds.; effect 1 
  Con; cure 1 save)
  This chest contains silk, opium and pipes worth 2,000 gp. It has a secret 
  compartment (DC 28 Perception) containing a ring of three limited 
  wishes.
  GLOBE OF COLD TRAP 
   
   
  CR 12
  XP 19,200
  Type magic; Perception DC 31; Disable Device 31
   
  Trigger touch; Reset automatic
  Effect spell effect (freezing sphere, 15d6 cold damage, DC 
  20 Reflex for half damage); multiple targets (all targets in a 
  40 ft. radius)
  The second bronze chest contains 2,000 illusory platinum pieces that 
  dissipate to lead once removed from the room.
  3–6. room Complex (Cr 7)
  These normally barren rooms occasionally contain a party of 3 
  acolytes led by a priest from the temple of Orcus traveling here to 
  consult the oracle at the direction of the more powerful priests of the 
  temple. The higher level priests send acolytes and lower-level priests 
  because they fear the Oracle’s wisdom drain beam. There is a 50% 
  chance that a group of acolytes are within this complex of rooms. If 
  present, roll 1d4 to determine which of the hexagonal rooms the priests 
  are using as their camp, other than the first hexagonal entrance room and 
  the oracle room. Then determine whether or not the group’s priest has 
  yet consulted the oracle (there is a 50% chance either way). If not, the 
  priest has an item of importance to sacrifice to the oracle. If so, then the 
  priest does not possess the listed special item—having already sacrificed 
  it to the oracle.
  PRIEST 
   
   
  CR 5
  XP 1,600
  Male orc disciple of Orcus 6 (Pathfinder Roleplaying Game 
  Bestiary, “Orc”, see Appendix B)
  CE Medium humanoid (orc)
  Init –1; Senses darkvision 90 ft.; Perception +5
   
  AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)
  hp 42 each (6d8+6 plus 6) 
  Fort +6; Ref +1; Will +9 
  Defensive Abilities orc ferocity
  Weaknesses light sensitivity
   
  Speed 20 ft. (30 ft. base)
  Melee mwk heavy mace +8 (1d8+2)
  Special Attacks channel negative energy (DC 14, 3d6, 6/
  day), death’s kiss (3 rounds, 4/day)
  Spells Prepared (CL 6th)
  3rd—animate deadD, blindness/deafness (DC 17), invisibility 
  purge, prayer
  2nd—align weapon, bear’s endurance, ghoul touchD (DC 
  16), hold person (DC 16), spiritual weapon
  1st—bane (DC 15), cause fearD (DC 17), entropic shield, 
  obscuring mist
  0 (at will)—bleed (DC 14), detect magic, detect poison, 
  guidance
  D Domain spell Domain Undead*
   
  Str 14, Dex 8, Con 12, Int 10, Wis 18, Cha 13
  Base Atk +4; CMB +6; CMD 15 
  Feats Command Undead, Extra Channel, Weapon Focus 
  (heavy mace)
  Skills Heal +8, Knowledge (arcana) +4, Knowledge (planes) 
  +5, Knowledge (religion) +7, Linguistics +4, Perception +5, 
  Spellcraft +5
  Languages Abyssal, Common, Orc
  SQ aura, undead lord’s proxy, variant channeler
  Combat Gear 2 potions of cure serious wounds, potion of 
  invisibility; Other Gear+1 breastplate, masterwork heavy steel 
  shield, masterwork heavy mace, cloak of resistance +1, spell 
  component pouch, unholy symbol of Orcus, 18 gp
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  ACOLYTES (3) 
   
   
  CR 2
  XP 600 
  Male orc disciple of Orcus 3 (Pathfinder Roleplaying Game 
  Bestiary, “Orc”, see Appendix B)
  CE Medium humanoid (orc)
  Init +0; Senses darkvision 60 ft.; Perception +6
   
  AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 23 each (3d8+3 plus 3) 
  Fort +4; Ref +1; Will +6 
  Defensive Abilities orc ferocity
  Weaknesses light sensitivity
   
  Speed 20 ft.
  Melee mwk light mace +5 (1d6+2)
  Special Attacks channel negative energy (DC 10, 2d6, 4/
  day), death’s kiss (1 round, 2/day)
  Spells Prepared (CL 3rd)
  2nd—aid, darkness, ghoul touchD (DC 15)
  1st—cause fearD (DC 14), endure elements, magic weapon, 
  summon monster I
  0 (at will)—create water, detect magic, read magic, virtue
  D Domain spell Domain Undead*
   
  Str 14, Dex 10, Con 13, Int 12, Wis 17, Cha 8
  Base Atk +2; CMB +4; CMD 14 
  Feats Alignment Channel, Command UndeadB, Extra 
  Channel
  Skills Knowledge (planes) +6, Knowledge (religion) +6, 
  Perception +6, Spellcraft +6
  Languages Abyssal, Common, Orc
  SQ aura, undead lord’s proxy, variant channeler
  Combat Gear 2 potions of cure light wounds, potion of 
  entropic shield, potion of longstrider, wand of inflict light 
  wounds (50 charges); Other Gear masterwork scale mail, 
  masterwork heavy wooden shield, masterwork light mace, 
  38 gp
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  Note: If the party dresses in robes taken from these priests and acolytes 
  they gain +7 to Disguise checks if they try to impersonate clerics of Orcus. 
  Successful rolls allow them to travel most areas unmolested except for 
  areas containing undead, which can detect good on the party members.
  165
  level 3
  
  3–7. Oracle room (Cr 5)
  Inside this otherwise barren room is a small pentagram inscribed on 
  the floor with a human skull in the center. When the party approaches, it 
  rises into midair and the eye sockets glow with a red flame. It then speaks: 
  “I am the Oracle, possessor of all knowledge. Ask what you wish and you 
  shall learn the answer you seek.”
  The Oracle—a disembodied human skull—answers one general 
  knowledge question per week, and it usually answers truthfully, though 
  cryptically. For serious questions, it demands a sacrifice to be placed within 
  its pentagram and the item then disappears. It is neutral evil. The Oracle 
  knows and can reveal all—for a price. It can be fed life levels, attribute 
  points, gems, unique items or magic items. The GM should decide what 
  price is fair. Normally, 500 gp is required for answers to simple questions, 
  1,000 gp value or more for answers to difficult questions and 5,000 gp value 
  or more for answers to extremely difficult questions, puzzles or command 
  words. It can provide the command word to free the faerie dragon described 
  above for 2,000 gp value. It considers any question about Rappan Athuk 
  a simple question unless it pertains to a shielded room or item, which it 
  considers a difficult question. There is nothing about Rappan Athuk it does 
  not know. It does not, however, know its own name and fails to function 
  thereafter if asked this question, since it searches forever to find the answer. 
  If attacked, the oracle retaliates. It is seemingly impervious to attacks.
  Though he knows it not, the Oracle’s true name is Obares Sin. His 
  origins antedate the arrival of the followers of Orcus long ago, so long 
  that even he remember it but dimly. The secret to the Oracle’s origins are 
  further described in the introduction to Level 3B.
  THE ORACLE 
   
   
  CR 5
  XP 1,600
  NE Tiny outsider (evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +5
   
  AC 20, touch 12, flat-footed 20 (+8 natural, +2 size)
  hp 52 (8d10 plus 8)
  Fort +2; Ref +6; Will +11 
  DR 15/epic; Immune ability damage, ability drain; SR 40
   
  Speed fly 10 ft. (poor)
  Ranged ray +10 touch (1d6 Wisdom drain)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks Wisdom drain beam
   
  Str 10, Dex 10, Con 10, Int 30, Wis 20, Cha 12
  Base Atk +8; CMB +6; CMD 16 (can’t be tripped)
  Feats Flyby Attack, Hover, Improved Initiative, Toughness
  Skills Knowledge (arcana) +35, Knowledge (dungeoneering) 
  +35, Knowledge (engineering) +35, Knowledge (geography) 
  +35, Knowledge (history) +35, Knowledge (local) +43, 
  Knowledge (nature) +35, Knowledge (nobility) +35, 
  Knowledge (planes) +35, Knowledge (religion) +35; Racial 
  Modifiers +20 on all Knowledge skills
  Languages all
  SQ knowledge
   
  Immunity (Ex) The Oracle is immune to all natural and 
  166
  level 3
  
  magical forms of ability drains and damage.
  Knowledge (Ex) The oracle can contact a greater deity of 
  the outer planes as per a contact other plane spell once 
  per week. Any result of “don’t know” on the contact other 
  plane table becomes “lie.” The Oracle’s also has knowledge 
  that permits it the equivalent of +20 with all Knowledge skills 
  (including all bonuses). Furthermore, all Knowledge skills are 
  class skills for the Oracle.
  Wisdom Drain Beam (Ex) The oracle can fire a beam as a 
  standard action. If successful, the target suffers 1d6 Wisdom 
  drain. There is no save allowed. Wisdom drained in this 
  manner can only be restored through magical means of 
  greater restoration, wish, or miracle.
  3–8. Traps. (Cr varies, 4 or 8)
  This area contains three traps, at each of the locations “A,”“B,” and 
  “C,” as detailed below:
  3–8A. gold Piece Arrow Trap (Cr 4)
  It appears that a gold piece is lying on the floor at this location. When 
  picked up, it pulls the string to which it is attached, firing 6 arrows—three 
  from each side of the angled wall. Divide the attacks evenly for all in the area.
  ARROW TRAP 
   
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 18; Disable Device DC 18
   
  Trigger proximately; Reset manual
  Effect Atk +10 ranged (1d6 [x6]/x3, arrow; range 60 ft.)
  3–8B. One-Way Stone Door
  The door here is a one-way door. It can be passed freely heading west; 
  but returning east the door is enchanted with an arcane lock (CL 20th), 
  making return passage difficult without the use of magic. The door itself 
  is made of stone (2 feet thick; hardness 8; hp 360; Break DC 45).
  3–8C. Flooding Pit Trap (Cr 8)
  This pit is 20 ft. deep, locking, and filled 10 ft. deep with water. Once sprung 
  it immediately locks and can only be opened by a successful Strength check 
  (DC 27 from the inside, DC 20 from the outside) or by destroying the stone lid 
  (6 in. thickness; hardness 8; hp 80; Break DC 35). The room floods full of water 
  to the top of the pit in 4 rounds. As if drowning weren’t bad enough, this pit also 
  contains a black skeleton. The skeleton does not chase characters out of the pit. 
  Characters are at a disadvantage fighting the black skeleton in the water (see 
  the Pathfinder Roleplaying Game Core Rulebook, Environment, “Underwater 
  Combat”). The black skeleton is unaffected by the water. The chest on the far 
  side of the room is empty and was left there to draw persons over the pit trap.
  FLOODING ROOM TRAP  
   
  CR 6
  XP 1,200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger proximity; Reset automatic
  Effect 20 ft. deep pit with 10 ft. of water (no damage, but 
  room floods in 4 rounds; see the Pathfinder Roleplaying 
  Game Core Rulebook, Environment, “Drowning”); DC 20 
  Reflex avoids; multiple targets (all targets in a 10-ft.-square 
  area)
  BLACK SKELETON 
   
   
  CR 5
  XP 1,600
  hp 45 (Frog God Games The Tome of Horrors Complete, 
  “Skeleton, Black”)
  3–9. Burial room (Cr 7)
  The passage to this room reeks of rotting corpses. The large room 
  beyond appears to have a smaller chamber set within it. The walls are 
  lined with recesses containing smashed caskets. Bloody debris and rat 
  corpses litter the room. In the flickering torchlight, the characters can see 
  hunched human forms. This room is the lair of 12 ghouls.
  GHOULS (12) 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  Treasure: A DC 18 Perception check reveals a total of 2,055 sp, 451 
  gp and 19 gems worth 20 gp each. In the most southwesterly alcove are 4 
  potions: ghoul touch, levitate, lesser restoration and remove paralysis; a 
  +2 light generating longsword (generates light constantly), and a +1 light 
  wooden shield of arrow deflection.
  3–9A. inset room
  This room is empty, but includes a secret door set in the floor (DC 20 
  Perception to find; unlocked) beyond which is a ladder set into the wall 
  leading down to area “B,” below.
  3–9B. Secret Tomb
  This room contains frescoes depicting a young elf. At the end of the 
  room is a stone table on top of which is the corpse of an elf warrior 
  maiden in chainmail. For some reason, this tomb has resisted the powers 
  of Orcus to convert those buried here to his undead servants. Aside from 
  the masterwork longsword and masterwork chainmail on the body, there 
  is nothing of interest in the room. Good characters looting this tomb 
  automatically suffer 1 negative level. They can make a DC 20 Will save 
  the following day to remove the negative level. Returning the looted grave 
  goods to the tomb also removes the negative level. Paladins are more 
  harshly punished for looting this room; they receive 1 permanent negative 
  level that can only be removed if they return the grave goods and atone for 
  the act (either by performing a good deed as determined by the GM or by 
  having a good cleric cast atonement on him). This room is not subject to 
  wandering monsters and is a safe haven for the party to rest.
  167
  level 3
  
  Level 3A: “The Well” — 
  Zelkor’s Lair
  There is a reason why adventurers say “Don’t go down the Well.” The 
  main inhabitant of this level is Zelkor, the once-good wizard who led the 
  army of light against the fleeing priests of Orcus long ago. He has become 
  a spectre (not a lich, as the rumors say) and he is extremely powerful. An 
  aura of fear, darkness and dread lies over the whole level. See “Continuous 
  Effects” in the sidebar. The map of this level is shown in Map RA–3A.
  GAS SPORE 
   
   
  CR 4
  XP 1,200 (Frog God Games, The Tome of Horrors Complete, 
  “Hazards”)
  From a distance greater than 10 ft., the gas spore is 
  likely to be mistaken for a different orb-shaped monster 
  (Perception check DC 30 to notice the difference). The gas 
  spore is not related to that creature, but uses its mimicry to 
  lure would-be victims to their doom. The gas spore has a fly 
  speed of 10 ft. with average maneuverability.
  When a gas spore contacts a living creature (or a living 
  creature touches a gas spore unarmed or with natural 
  attacks), it injects poisonous rhizomes into the foe if that 
  opponent fails a DC 15 Fortitude save. Each day thereafter, 
  an infected creature must succeed on a Fortitude save (DC 
  12, +1 per additional day) or take 1d6 points of Constitution 
  damage. (Constitution damage continues until the victim 
  dies or the rhizomes are destroyed.) At Constitution 0, a 
  victim dies and 2d4 gas spores emerge from its body. A 
  remove disease spell cast on an affected creature before 
  it dies destroys the rhizomes and prevents any further 
  Constitution damage.
  If a gas spore is struck for a single point of damage (by 
  a weapon, natural attack, spell, or effect), it explodes in a 
  violent blast of gas that deals 6d6 points of damage to all 
  creatures within a 30 ft. radius. A successful DC 15 Reflex 
  save reduces the damage by half.
  GAS SPORE
  Type infestation; save Fortitude DC 15
  onset 1 day; frequency 1/day
  effect 1d6 Con damage
  DIRE RATS  
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  UNDEAD OOZE  
  CR 6
  XP 2,400
  hp 27 (Frog God Games The Tome of Horrors Complete, 
  “Ooze, Undead”)
  WIGHT  
   
   CR 3
  XP 800
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight”)
  Level 3A
  Difficulty Level: 9
  Entrances: Shaft down from “the Well,” Area G–4 on 
  the Ground Level; River from Level 3.
  Exits: River to 6A; stairs down from Room 3A–9 to level 
  4A; passage beyond the cliff in Room 3A–4 to Level 
  7A. Buried entrance to Level 3B in Area 3A–1.
  Wandering Monsters: Check once per 30 minutes on 1d20:
   
   1 
  1d8 stirges (see Area 3A–5)
   2 
  1 gas spore
   3 
  3d6 dire rats
   4 
  1 undead ooze
   5 
  1d3 juju zombies that hang upside down from 
   
   
  the ceiling and attack from above 
   
   
  (see Area 3A–9)
   6 
  1d3 wights
   7 
  1d2 tangtals (see Area 3A–4)
   8–20 No encounter
   
  Shielding: Room 3A–8 (Zelkor’s lair) is shielded with 
  magic, preventing detection.
  Detections: Zelkor is aware of anyone opening the 
  secret in the south side of Room 3A–7. The level is 
  permeated with evil. It is strongest from the southern 
  half of the map. Since Room 3A–8 is shielded, nothing 
  is detectable from that direction.
  Continuous Effects: The entirety of this level is subject 
  to two magical effects. The first is an effect similar to a 
  cause fear spell. Characters must make a DC 12 Will 
  save upon entering the level. They must also make 
  a similar save every time they take a major action— 
  opening or passing through a door out of or into a 
  numbered area, entering a pool, climbing a cliff, etc. 
  Characters of 9th level or higher are not affected. 
  Failure means that the character gains the shaken 
  condition; they are reluctant to take the action (though 
  he or she will if forced) and all his or her rolls are at 
  –2. These effect last for the entire time the character 
  remains on the level or until a remove fear is cast on 
  the character. If all characters are afraid, Zelkor sends 
  some of his minions (4 wights) to kill them. In addition, 
  the entire level is covered with blanket of darkness— a 
  spell causing all light sources to shed light at half its 
  normal radius. Darkvision is unaffected. Because of this 
  darkness, Stealth checks to hide are made at +2 on this 
  level against viewers not possessing darkvision.
  Standard Features: The doors on this level are made 
  of iron and are locked (2 in. thick; hardness 10; hp 60; 
  Break DC 30; Disable Device DC 20), unless otherwise 
  noted. The secret doors are made of stone and are of 
  a much higher quality than normal (DC 28 Perception; 
  2 in. thick; hardness 8; hp 200; Break DC 45).
  168
  
  169
  level 3a
  
  3A–1. Down “The Well”
  The well is 10 ft. in diameter and descends 90 ft. into a small cavern 
  with two small, tunnel-like exits each about 3 ft. up the wall. The bottom 
  of the well is covered in 2 ft. of green slimy water. Bits of human bones 
  and wood float about in the water. The floor is quite slippery and footing is 
  difficult due to all the bones and bits of armor, rusty metal and rotten filth 
  that litters the bottom of the well beneath the water. Any movement in the 
  cave requires a DC 10 Reflex save or the character falls into the brackish 
  water, possibly extinguishing torches or light sources. The walls appear to 
  have been clawed by some large monster, trying to climb out.
  Side Tunnels: Small sized characters can enter either of the two tunnels 
  without penalty. Medium characters must remove all but light armor to 
  pass through the tunnels. Tower shields do not fit through the openings. 
  The west tunnel remains small, requiring Medium creatures to stay in light 
  armor and crouch as they travel, until they reach the area marked “A,” at 
  which time the passage opens to a normal 8 feet high. The east passage 
  opens up to normal height once the fork between Areas 3A–2 and 3A–3.
  Buried ten feet beneath the silt and refuse at the bottom of a pool is 
  a great, valve-like circular hatch eight feet in diameter made of solid 
  mithral, enchanted with a permanent nondetection effect (CL 29th). The 
  hatch bears an etching of a circle three feet in diameter at its center. Within 
  the circle, a triangle has been etched, and where its three points touch the 
  circle there are slots in the metal, about 1/8 inch wide and 1 inch long.
  This portal bars the way into Level 3B, and is protected by powerful 
  wards that prevent it from being damaged or bypassed magically. The 
  only way past is by finding three daggers lost somewhere in Rappan 
  Athuk. The daggers must be inserted, one to a slot, in order for the hatch 
  to unseal— see Level 3B if this occurs for details as to the consequences.
  Each of the slots is in effect a lock, and could be picked, with a DC 35 
  Disable Device check. Further, each lock must be picked simultaneously 
  for the door to open.
  The daggers are made of a mithral alloy, and each has a different colored 
  gemstone set in its pommel: a ruby, a sapphire, and a topaz, respectively. 
  The exact location of these daggers is left for the GM to determine, but 
  bear in mind that the level beyond is intended for 18th+ level characters. 
  The Oracle of Level 3, Area 3–7 knows the location of each blade, in 
  case the PCs have not found them on their own. However, the Oracle is 
  forbidden to speak of what lies beyond this hatch.
  As you descend through the darkness of the legendary well, the 
  warnings of numerous adventurers resound in your mind: “Don’t 
  go down the Well.” A group of bats surprises you and flies past you, 
  into the sky above. A small cave appears to be opening below you 
  at the end of the well. The entirety of the cave floor is covered in 
  greenish-black water of unknown depth. Small objects float in the 
  water. About three feet up from the water on either side of the cave 
  are two small openings. There do not appear to be any other exits 
  from this room— aside from the way you came in.
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  level 3a
  
  3A–2. The Claw-Shaped Cavern 
  (Cr 6)
  Numerous side caverns branch off from this cave, making the shape of 
  a twisted claw. The room has a large central column. Water drips from the 
  stalactite-covered ceiling. Faint scraping sounds emanate from the cave 
  roof. This is a large cavern with stalactites, stalagmites and 8 piercers of 
  two to four feet in length. They drop 2 rounds after the party enters the 
  room.
  PIERCERS (8) 
   
   
  CR 1
  XP 100 (Frog God Games, The Tome of Horrors Complete, 
  “Hazards”)
  Piercers resemble 1 ft. long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 
  1d6 points of piercing damage. If the save succeeds, the 
  piercer misses its target and may not attack again until it 
  climbs back into position. (Piercers move 5 ft. per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 ft. Those of 2 to 4 ft. in 
  length are CR 1 and deal 2d6 points of damage if they hit a 
  foe. Their acid deals 1d6 points of acid damage. Those of 5 
  to 6 ft. in length are CR 2 and deal 3d6 points of damage if 
  they hit. Their acid deals 1d6 points of acid damage. The DC 
  to avoid a piercer’s attack is 15, regardless of its size.
  Treasure: Near the secret door in the third finger, is the corpse of a 
  human. In his backpack are 3 oil flasks, 2 vials of holy water, some rotten 
  food, a 60 ft. length of silk rope, masterwork thieves tools in a puzzle box 
  (DC 30 Disable Device check to open) and a sack with 36 gp. On his left 
  hand, which lays a few feet from the body, is a ring of swimming.
  Secret Door: The secret door can be found with a DC 28 Perception 
  check and, once found, opens easily by pushing a hidden stone that works 
  a counter-weight mechanism. Locating the hidden stone requires another 
  DC 28 Perception check. Thus, the characters must first find the secret 
  door and then they must find the secret opening stone.
  3A–3. The Weird room
  Stone spikes protrude horizontally from all of the walls. The ceiling and 
  floor are flat and devoid of stalactites. It is as if the cavern walls have been 
  switched with the floor and ceiling.
  This cavern has been recently horizontally faulted so that the stalactites 
  and stalagmites point out horizontally from the walls. It has no monsters 
  and no treasure. It slopes down into the middle, since this used to be the 
  ceiling. If there is a wandering monster encounter in this room, the spikes 
  may be used as weapons. Any creature thrown against them suffers an 
  attack as per a charge attack from a longspear with an automatic critical 
  (Atk +15; 1d8/x3 piercing damage).
  3A–4. The rat Cliff and Tangtals 
  (Cr varies, 9 or 10)
  This passage opens into a very large cavern with hundreds of stalactites, 
  though few stalagmites. The sound of running water comes from off in 
  the distance. Eyes seem to watch the PCs as their torches reflect off of the 
  room’s walls. Several rats scurry by, and one pair of eyes seem to glow 
  green of their own accord, though the creature remains hidden. A DC 10 
  Perception check reveals a purring sound, like a cat.
  This room is a large cavern. It contains a cliff ledge that drops 90 ft. into 
  30 ft. of water. The cavern itself is filled with stalactites, but contains no 
  piercers. Numerous small caves and tunnels line the walls. Some of these 
  interconnect, and allow the tangtals and rats that inhabit this room to nest. 
  171
  level 3a
  
  Within the room are 8 tangtals (of a strange, hairless, subterranean species) 
  that inhabit the upper portion of the room, and feed on the hundreds of 
  normal rats that move about the cliff. The tangtals lurk in the shadows and 
  wait until the party is near the ledge before they attack, hoping to strike 
  from the flank of a surprised party.
  TANGTALS (8) 
   
   
  CR 3
  XP 800
  hp 22 (Frog God Games The Tome of Horrors Complete, 
  “Tangtal”)
  Treasure: Some strange fungus grows in the northeast corner of 
  the cavern, which has the ability to give a humanoid creature that eats 
  it darkvision for 4 hours per use. It can be found and harvested with a 
  successful DC 25 Survival check (DC 20 for dwarves, gnomes, and other 
  subterranean races). There is enough fungus for 16 uses.
  The Cliff: The cliff edge itself is dotted with iron spikes, gnawed ropes 
  and a pair of skeletons picked clean by the rats. The rats attack anything 
  attempting to climb the cliff face. 2d6 normal rats attack each climbing 
  PC while they are on a rope or climbing the cliff. Any rope has a 1–4 on 
  1d20 chance per round of being chewed through by the attacking rats. 
  It takes 6 rounds to descend the cliff on a rope and 18 rounds to ascend.
  NORMAL RATS   
   
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Familiar, Rat”)
  The Bottom of the Cliff: At the bottom of the cliff is a 30 ft. deep 
  pool of stagnant water. 30 ft. away from the cliff, across the water, is a 
  sandy beach with a door, beyond which is a passage leading to level 7A. 
  Anyone in the water has 4 rounds to cross it before a black pudding 
  attacks, unless they are dropped in the water in which case this time is 
  cut in half. Falling from over 20 ft. means they are attacked immediately.
  BLACK PUDDING  
   
  CR 7
  XP 3,200
  hp 105 (see the Pathfinder Roleplaying Game Bestiary, 
  “Black Pudding”)
  Treasure: Among a pile of bones in the southeast corner of the pool is 
  the treasure. It consists of a gold plated helmet worth 250 gp, a silver ring 
  worth 10 gp, a jeweled belt worth 400 gp, and a silver masterwork dagger 
  in a platinum sheath worth 800 gp.
  3A–5. Stirge room (Cr 7)
  A large, still pool of black water stands in the center of this room. 
  The cavern is filled with extraordinarily large stalactites and stalagmites, 
  many of which have formed large columns. Water drips into the pool from 
  the stone above. There is a horrible whirring noise, like that of gigantic 
  mosquitoes, and several bat-like creatures attack!
  This large cavern is adorned with large stalactites and stalagmites with 
  a pool of dark water at its center. It is inhabited by 21 stirges. However, 
  only 1d6 stirges attack per 6 rounds spent in this room, unless they are 
  stirred up or a great amount of noise is made. The pool is 120 ft. deep, 
  with sheer sides, though it has a ledge 10 ft. below the water surface on 
  the south end that contains a passage to Room 3A–9. This passage can be 
  seen by those examining the pool from the cave on a successful DC 22 
  Perception check. Anyone attempting to swim from this room to Room 
  3A–9 finds the swim an easy one, requiring a DC 10 Swim check. Any 
  character attempting this swim must make a DC 12 Will save versus fear 
  as described in “Continuous Effects” in the sidebar.
  STIRGES (21) 
   
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  Treasure: Three totally drained bodies lie near the door on the south 
  side of the room, leading to Area 3A–6. The first is a dwarf in chainmail 
  with a pack containing: 6 goblin scalps, 11 torches, 2 oil flasks and a case 
  made of iron containing a giant-slaying arrow. His axe is on his belt, and a 
  shattered short bow lies next to him. The second body is a human dressed 
  in leather armor with a bandoleer of 6 daggers and a pack containing a 
  bullseye lantern and 8 candles, 3 large sacks, and 20 feet of silken rope. 
  He wears boots of the elvenkind. The last figure is a human dressed in 
  robes, wearing a pack containing 12 sheets of paper, 2 vials of ink and 
  a scroll of explosive runes. His purse contains 11 gp, a 100 gp pearl and 
  other assorted spell components for first and second level spells.
  3A–6. Undead Menace (Cr 8)
  The twisting cavern corridor opens to a series of small alcoves. 
  Torchlight cannot penetrate the darkness of these niches. As the PCs draw 
  closer, black skeletons emerge from the alcoves, shrieking in an arcane 
  language as they attack!
  These alcoves each contain a false black skeleton (8 total) which are 
  simply skeletal champions painted black. Their attack triggers a fear 
  check, as described in “Continuous Effects” in the sidebar.
  FALSE BLACK SKELETONS (8) 
   
   
  CR 2
  XP 600
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Skeletal 
  Champion”)
  Blocked Passage: There is a rubble wall blocking entrance to the 
  passage to Room 3A–7. It requires 4 characters working for 30 minutes 
  to clear a crawl space, three times as long to clear the passage completely. 
  Roll one wandering monster check for every 15 minutes of noisy digging.
  3A–7. The Pool room (Cr 7)
  This cavern is huge. Running water can be heard nearby. As the PCs 
  enter, they see a cut symmetrical pool of water, with a river running in 
  one side and out the other. The cavern walls reflect a myriad of iridescent 
  colors, dancing off of the walls in their torchlight. Across the pool to the 
  south, where the river enters the pool, are two large blue stone platforms, 
  fully 8 ft. tall and 12 ft. long. Corpses rest on them.
  This room is composed of dark stone interwoven with psychedelically 
  colored pegmatite mineral deposits. The minerals are quite worthless 
  (only 20 sp per ton) though they are rather interesting, as reflected light 
  glimmers with rainbow hues. The swimming pool is 20 ft. deep in the base 
  of the “T” and 40 ft. deep in the top of the “T.”
  The river flows into this room from Level 3, room 3–2. The current in 
  the river and the pool is very strong, requiring a DC 20 Swim check to 
  swim 5 ft. against the current. Swimming in the pool or river for more than 
  1 minute requires a DC 15 Fortitude save for each additional minute of 
  swimming (in addition to the Swim check). Any character failing this save 
  begins to drown and is washed downstream. Anyone washed downstream 
  must succeed on a DC 25 Fortitude save or be knocked out by the rocky 
  course of the river and drown. Heavy armor subtracts 5 from the roll. This 
  stream joins up with the other branch of the river from Level 3 and then 
  opens up on level 6A some 20 minutes later.
  Across the river, near the pool entrance, are the two stone platforms 
  made of blue streaked black stone upon which rest two perfectly preserved 
  bodies of old men with long white hair and beards. Once the room is 
  entered, both bodies begin spewing forth black vaporous mists from their 
  mouths. These vaporous mists are 2 wraiths. Because of the evil of the 
  level, both wraiths have an additional +2 channel resistance.
  WRAITHS (2) 
   
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith,” with 
  the following changes: add Defensive Abilities channel 
  172
  level 3a
  
  resistance +4 [total] )
  Cliff to Doom: The cliff in the southwest corner of the room drops 
  down 40 ft. at a 70-degree angle (DC 15 Climb). At the bottom of the cliff 
  are large chunks of rock that appear to be solid gold. This is not the case, 
  however, as each chunk is normal rock that has somehow been affected 
  as if by a permanent image spell (DC 22). The party could literally spend 
  weeks hauling all this fool’s gold out as it weighs approximately 14 tons 
  in total. Zelkor sends his iron golems to attack anyone spending over one 
  day in this area.
  Secret Door: The secret door at the bottom of the cliff is difficult to 
  find (DC 30 Perception). Once found, it is locked (DC 30 Disable Device). 
  Opening the secret door triggers a silent alarm spell in Room 3A–8.
  3A–8. The Lair of Zelkor  
  (Cr varies, 16 to 17)
  Passing through the corridor from Room 3A–7 to Room 3A–8 requires 
  a save against the fear effect as described under “Continuous Effects” in 
  the sidebar.
  Secret Door to Zelkor’s Lair: A DC 8 Perception check at the end of 
  the corridor reveals a small panel with three holes approximately arm-
  sized. Magical runes (requiring read magic) instruct the reader to insert 
  his arm into a hole. They also state that anyone opening this door will have 
  his hand cut off. It requires a fear check as described under “Continuous 
  Effects” in the sidebar to place a hand in one of the holes. In addition to 
  the results described above, a player failing this save will not put his arm 
  in any of the holes until the fear is removed.
  The holes are trapped. The left and center holes have levers at the end 
  that if pulled cut off the manipulator’s hand. Pulling the lever in the right-
  hand hole opens the secret door and sets off a second silent alarm spell 
  in Room 3A–8. There is no way, other than trial and error, to learn which 
  of the three levers opens the secret door. Any attempt to disable the trap 
  requires the person attempting to disable it to insert their hand into one of 
  the holes. Two rounds after the secret door is opened, it closes. From the 
  inside, the door can only be opened either by Zelkor or by a targeted DC 
  20 dispel magic spell which allows the door to be opened for 5 rounds. A 
  knock spell has no effect on the door.
  ARM CHOPPER TRAP 
   
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 24; Disable Device DC 
  30 (failure results in the person attempting to disable the 
  trap losing his or her hand, unless attempting to disable the 
  device from the right-hand hole)
   
  Trigger touch; Reset automatic
  Effect scything blade (4d6 slashing damage plus 4 points of 
  Dexterity drain; subject’s hand is cut off at mid wrist; lesser 
  restoration and restoration can remove the Dexterity drain 
  but only regeneration can fully restore the hand; until the 
  hand is restored the character cannot wield 2-handed 
  weapons or two weapons, and takes a –4 penalty on any 
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  level 3a
  
  skill or ability check that requires two hands); never miss
  Once the secret door is opened and the party enters the room, read the 
  following text:
  This area is the lair of Zelkor, who was once a good-aligned archmage 
  of some renown. During his quest to drive the evil from this place, he was 
  captured by the evil priests, tortured and eventually slain by Nodroj the 
  spectre once he agreed to worship of Orcus. He retains some of his powers 
  (he is a 9-HD spectre with the bonus feats and spellcasting ability of a 
  wizard of 11th level), though his alignment has irrevocably shifted to evil. 
  Zelkor very much enjoys his new life, taking wicked glee in using his new 
  evil powers. Read this encounter very carefully before you attempt to run 
  this portion of the adventure.
  All of the walls, ceiling and floors of this room are glossy black, except 
  for the stairs leading down to the crypt which are white in color. The two 
  iron statues closest to the entrance are iron golems. These monsters attack 
  as soon as the party enters the room. They radiate magic even before they 
  animate. The other two statues are identical but non-animating. Even 
  worse, once the golems breathe, Zelkor begins his attack.
  Tactics: The golems breathe and attack. Zelkor is highly intelligent 
  and does not materialize in spectre form unless his other attacks fail. He 
  magic jars the strongest looking fighter in the party. Avoidance of this 
  possession requires a DC 25 Will save. Note that if a save is made, that 
  person is thereafter immune to possession from Zelkor’s magic jar spell. 
  Zelkor commands his golems to attack any person who saves against his 
  magic jar. If successful in taking control of someone, Zelkor uses them 
  to attack spellcasters in the party. When the first possessed body dies, he 
  uses his next action to possess another body. One of his favorite tactics 
  is to possess a person and make them stand in front of the golems and 
  inhale deeply—subjecting them to the gas and letting the golems destroy 
  them. He tries to kill each character in turn and then returns to his jar for 
  another attempt. Only if the party reaches his crystal box and opens it 
  (which is nearly impossible due to the number of traps on the boxes) does 
  he materialize and attack as a spectre. Since Zelkor’s golems are healed by 
  fire, Zelkor enjoys casting a wall of fire around the party and the golems 
  so that his golems can move into and out of the wall to be healed as they 
  require. Zelkor also casts fireballs at the party—healing his golems and 
  damaging the party at the same time. He may also cast cloudkill at the 
  party since his golems are immune. It should be nearly impossible for any 
  but the highest level party to defeat Zelkor.
  IRON GOLEMS (2) 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Iron”)
  ZELKOR  
   
  CR 11
  XP 12,800
  CE Medium undead (incorporeal) (Pathfinder Roleplaying 
  Game Bestiary, “Spectre”)
  Init +7; Senses darkvision 60 ft.; Perception +13
  Aura unnatural aura (30 ft.)
   
  AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
  hp 67 (9d8+27)
  Fort +6; Ref +6; Will +8 
  Defensive Abilities incorporeal, channel resistance +6; 
  Immune undead traits
  Weaknesses resurrection vulnerability, sunlight powerlessness 
   
  Speed fly 80 ft. (perfect)
  Melee incorporeal touch +10 (1d8 plus energy drain)
  Special Attacks create spawn, energy drain (2 levels, DC 
  17), magic jar (DC 17)
  Spells Prepared (CL 11th; melee touch +10, ranged touch +9)
  6th—chain lightning (DC 20)
  5th—cloudkill (DC 19), hold monster (DC 19), waves of 
  fatigue
  4th—greater invisibility, lesser globe of invulnerability, wall 
  of fire
  3rd—dispel magic, fireball (DC 17) (x3), ray of exhaustion 
  (DC 17)
  2nd—blur, glitterdust (DC 16), scorching ray, mirror 
  image (x2)
  1st—charm person (DC 15), magic missile (x3), obscuring 
  mist
  0 (at will)—dancing lights, daze (DC 14), flare (DC 14), 
  resistance
   
  Str —, Dex 16, Con —, Int 19, Wis 14, Cha 17
  Base Atk +6; CMB +6; CMD 22 
  Feats Blind-Fight, Combat Reflexes, Eschew MaterialsB, 
  Improved Initiative, Scribe ScrollB, Spell Mastery (dispel 
  magic, fireball, magic missile, mirror image), Weapon Focus 
  (touch)
  Skills Fly +22, Intimidate +14, Knowledge (arcana) +15, 
  Knowledge (history) +12, Knowledge (religion) +15, 
  Linguistics +6, Perception +13, Sense Motive +11, Spellcraft 
  +15, Stealth +14 
  Languages Abyssal, Celestial, Common, Draconic, Elven, 
  Infernal, Sylvan
   
  Create Spawn (Su) Any humanoids slain by a spectre 
  become spectres themselves in 1d4 rounds. Spawn so 
  created are less powerful than typical spectres, and suffer 
  a –2 penalty on all d20 rolls and checks, receive –2 hp per 
  HD, and only drain one level on a touch. Spawn are under 
  the command of the spectre that created them and 
  remain enslaved until its death, at which point they lose 
  their spawn penalties and become full-fledged and free-
  willed spectres. They do not possess any of the abilities 
  they had in life.
  Magic Jar (Su) A gift from Orcus on converting to evil, 
  Zelkor was given the ability to magic jar as per the spell 
  at will as a supernatural ability. The high priests of Orcus 
  from the lower temple gave Zelkor the peridot gem that 
  he uses as the receptacle for the spell. Using his magic jar 
  ability is a full round action. The room is designed so that 
  anyone within the room is within the range of the magic 
  jar spell.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a spectre destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  Sunlight Powerlessness (Ex) Spectres are powerless in 
  natural sunlight (not merely a daylight spell) and flee 
  from it. A spectre caught in sunlight cannot attack and is 
  staggered.
  Turn Resistance (Su) An additional effect from the gift of 
  Orcus increases Zelkor’s turn resistance to +6.
  Unnatural Aura (Su) Animals, whether wild or domesticated, 
  can sense the unnatural presence of a spectre at a 
  distance of 30 ft. They do not willingly approach nearer than 
  that and panic if forced to do so unless a master succeeds 
  at a DC 25 Handle Animal, Ride, or wild empathy check. A 
  The walls and ceiling are a glossy black stone. At the far end of 
  the room, white stone stairs lead down into a lowered area. You 
  cannot see the floor of the lowered area from where you stand. Four 
  12 ft. tall iron statues of warriors in armor carrying large swords 
  stand guard in the four corners of the room—two in the upper level 
  and two in the lower portion of the room. The statues are very well 
  made and appear almost alive. The two statues furthest away from 
  you appear somewhat rusty, though the two nearest show no signs 
  of wear. You feel a darkness taking hold of your very soul as the 
  two statues near you exhale a greenish gas.
  174
  level 3a
  
  panicked animal remains so as long as it is within 30 feet of 
  the spectre.
  Treasure: In Zelkor’s crypt—located in the lowered portion of the 
  room to the north—is a box made of ebony (2 ft. by 2 ft. by 2 ft.) worth 
  2,200 gp. The box is locked and trapped with a poison needle trap and a 
  cloudkill trap.
  Locked and Trapped Ebony Box: 1 in. thick; hardness 5; hp 
  15; Break DC 20; Disable Device DC 30
  POISON NEEDLE TRAP 
   
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 20; Disable Device DC 16
   
  Trigger touch; Reset manual
  Effect Atk +14 melee (1 plus poison, needle)
  WYVERN POISON
  Type injury; save DC 17 Fortitude
  frequency 1/rd. for 6 rds.
  effect 1d4 Con; cure 2 saves)
  CLOUDKILL TRAP  
   
  CR 6
  XP 2,400
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger touch; Reset none
  Effect spell effect (cloudkill, CL 9th, DC 19 Fort save partial); 
  multiple targets (20 ft. radius, 20 ft. high spread)
  The ebony box contains 720 pp in a silken bag and a small crystal box 
  worth 2,000 gp. The crystal box is trapped with a chain lightning trap. The 
  trap is triggered by anyone touching the box.
  Crystal Box: 1/4 in. thick; hardness 1; hp 5; Break DC 3.
  CHAIN LIGHTNING TRAP  
  CR 9
  XP 6,400
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger touch; Reset automatic
  Effect spell effect (chain lightning, 11d6 electricity damage, 
  DC 19 Reflex save for half); multiple targets (up to 11 targets 
  no more than 30 ft. apart)
  The crystal box contains several items including:
  • A potion testing stick (an alchemical item; dip it in a liquid and it 
  changes color—red equals poison, blue equals magic, white equals neither)
  • A miniature sword (the size of a toothpick) which enlarges to a +2 
  keen longsword when the word “Azathar” is spoken and shrinks again 
  when the word “Torizuth” is spoken.
  • Three potions: elixir of life (one dose, as raise dead), a potion of 
  heroism and a potion of protection from energy (determine type randomly).
  • Two scrolls: a scroll of 2 wizard spells: stone to flesh and power word, 
  kill and a scroll of 6 wizard spells: slow, lightning bolt, statue, wish, clone 
  and wall of force.
  • A crystal ball.
  • A wand of summon monster V with 42 charges (CL 9th, command 
  word: “Gurth-a’rajur”)
  Last but not least there is a beautiful 10,000 gp peridot gem which 
  serves as Zelkor’s magic jar. If the magic jar is destroyed, any soul within 
  is lost forever—irrevocably.
  Underneath the crypt are Zelkor’s spellbooks (1 each of levels 1–5) and 
  perhaps two even more important works: an iron golem manual trapped 
  with a delayed blast fireball (14d6+14), and his journal. Of course, the 
  fireball more than likely destroys the books—books failing a DC 22 
  Fortitude save are destroyed.
  DELAYED BLAST FIREBALL TRAP 
   
   
  CR 11
  XP 12,800
  Type magic; Perception DC 32; Disable Device DC 32
   
  Trigger touch; Reset automatic
  Effect spell effect (delayed blast fireball, 14d6 fire damage, 
  DC 22 Reflex save for half); multiple targets (all targets in a 
  20 ft. radius spread)
  His spell books contain all of his prepared spells plus: summon monster 
  I-VI, teleport, charm monster, arcane eye, stoneskin, tongues, fireball, fly, 
  phantom steed, sepia snake sigil, fog cloud, deeper darkness, glitterdust, 
  spectral hand, bull’s strength, knock, alarm, dancing lights, detect undead, 
  friends, gaze reflection, mount, spook, obscuring mist, unseen servant, 
  arcane mark and read magic.
  Zelkor’s Journal contains many informative tidbits about Rappan 
  Athuk (roll 10 times on the rumor list). In addition, it tells of the phase 
  minotaurs on level 7A and the confusion gas in the maze which he notes 
  is unavoidable; it discusses his plans to capture a rust monster and charm 
  him to use against his enemies on a cavernous level nearby; and finally 
  it tells that he is looking for Akbeth so that he can ask her where she hid 
  her ring.
  3A–9. Juju Means 
  Bad Luck, Mon (Cr 9)
  As the PCs break through the surface of the water and they see six 
  tattooed men gathered around in a circle. They seem to be upset about 
  something. Their eyes, mouths and even ears have been sewn shut. All 
  anyone can hear now is the mumbled sound of their speech. They seem to 
  be saying one word over and over, “brains… braaaaaaains…”
  The creatures are 6 juju zombies. These tortured creatures were 
  warriors of light who refused to join the army of evil. Their mouths and 
  eyes were sewn closed by evil priests while they were alive and then 
  sacrificed to Orcus. Against their will, they are now evil undead creatures. 
  They attack without hesitation, their tortured consciences suffering with 
  every evil act their bodies commit. They pursue creatures throughout the 
  dungeon, and can climb walls with amazing ability, often dropping from 
  above.
  JUJU ZOMBIE FIGHTERS (6) 
   
   
  CR 4
  XP 1,200
  Male human juju zombie fighter 4 (Pathfinder Roleplaying 
  Game Bestiary 2, “Zombie, Juju”)
  NE Medium undead (augmented human)
  Init +7; Senses darkvision 60 ft.; Perception +4
   
  AC 22, touch 13, flat-footed 19 (+6 armor, +3 Dex, +3 
  natural)
  hp 42 (4d10+8 plus 8)
  Fort +6; Ref +4; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1, channel resistance +4; DR 5/
  magic and slashing; Immune cold, electricity, magic missile, 
  undead traits; Resist fire 10
   
  Speed 30 ft.
  Melee longsword +10 (1d8+7/19–20) or slam +9 (1d6+7)
   
  Str 21, Dex 16, Con —, Int 4, Wis 10, Cha 14
  Base Atk +4; CMB +9 (+11 to sunder); CMD 22 (24 vs. sunder)
  Feats Alertness, CleaveB, Improved InitiativeB, Improved 
  SunderB, Power AttackB, ToughnessB, Weapon Focus 
  (longsword), Weapon Specialization (longsword)
  Skills Acrobatics +0, Climb +13, Perception +4, Ride +0, 
  Sense Motive +2; Racial Modifiers +8 Climb
  175
  level 3a
  
  Languages Common
  SQ armor training 1
  Gear chainmail, longsword
  Exits from this room: The pool of water leads back to Room 3A–5; 
  The door on the west wall is ajar and leads to stairs down to Level 4A is 
  ajar; the door on the east wall leading to Room 3A–10 is locked (DC 25 
  Disable Device to open).
  3A–10. gatehouse
  Four doors stand suspended in this room 2 ft. off the floor, apparently 
  unsupported. All of these doors are magical portals. The northeast portal 
  leads to a small grove 5 miles from Fairhill (see the Necromancer 
  Games product The Crucible of Freya) and is one-way. The northwest 
  portal leads to an oasis between the two statues of the Hyperborean gods, 
  approximately 400 miles to the south in the southern desert—this gate is 
  two-way (and can be used as a means of transport to a future Frog God 
  Games product—The Sword of Air). The southeast door is a one-way gate 
  to the Upper Temple of Orcus on Level 4, Area 4–1. This portal is a good 
  means of launching a surprise attack on the evil temple on that level. The 
  southwest door leads to level 6A—The Lair of the Spider Queen, Area 
  6A–4.
  176
  level 3a
  
  Level 3B:  
  Down the Well
  This level is both difficult to find and extremely deadly. It is a vault 
  holding a weapon of great power, placed here in a time before the coming 
  of the followers of Orcus, and has been disturbed only a few times in 
  recent history. Finding the vault accidentally through its hidden entrance 
  on Level 3A is unlikely; opening it is even more difficult. And those who 
  do survive its perils may unwittingly unleash a great threat to the world at 
  large in their overeager delvings. Such are the perils of adventuring. The 
  map of this level is shown in Map RA–3B.
  Dungeon Level 
  Background
  This lost vault was created millennia ago. At that time two great powers 
  were at war. One group lived by the sword and axe, overwhelming their 
  foes with countless numbers, and believing in rule through strength and 
  merit. Their symbol was the bloody sword. The other group was much 
  smaller, and believed in a unified principle of body, mind and soul at 
  harmony with one another. They had great magic at their command, 
  including sorcerous access to druidic magic in a manner long lost since 
  that time. Their symbol, a triangle within a circle, symbolized their core 
  belief in a three-fold harmony.
  In their war, both sides marshaled weapons of great destructive force; 
  many of these have been lost, but some still remain, whispered in legend 
  or preserved as artifacts and relics of unknown or mistaken provenance. 
  One of these, long lost to scholars and bards alike, is a terrible creation 
  of the followers of the three-fold path. Using their abilities to command 
  nature, magic, and the body, they bred a fearsome living juggernaut of 
  destruction, one which would make the tarrasque of later years seem 
  tame by comparison. This creature they housed in a vault hidden in the 
  extensive network of caves that would eventually become Rappan Athuk. 
  They placed guardians over the beast, and also housed several other lesser, 
  but still terrible weapons to be used in their war as final options if things 
  went against them.
  Their primary creation, known only as the Ravager, they placed in 
  hibernation in a stasis field, to be preserved against the day when it 
  would be needed. And there it has remained, guarded by a gauntlet of 
  traps and undead servitors, from that day to this, sleeping restlessly 
  through the ages.
  The arrival of the followers of Orcus did not initially disturb the 
  vault. It was concealed well enough that they did not even realize it was 
  there. However, as Orcus’ power waxed strong within the dungeon, his 
  dark thoughts brushed against the defenses of the vault, and ultimately 
  invaded them in the form of a hairline crack of jet black stone that has 
  served to weaken the wards in place around the Ravager. His touch has 
  tainted those wards, disturbing the Ravager’s rest, and tainting its nature. 
  It also upset the stasis field, so that although the Ravager continued to 
  sleep, it grew pregnant, giving birth to spawn slowly over the years even 
  as it slumbered.
  At the behest of their demon-god, the priests of Orcus mounted an 
  expedition to penetrate the vault and loot it. None of them returned, but 
  their master discovered enough to disturb even him—a weapon of such 
  great potency that it could ravage the face of the planet, but also one that 
  he could not control, and which might be turned against him.
  The raid by the Orcus priests did have one unforeseen consequence. 
  One of the spawn of the Ravager was awakened in the battle outside their 
  crypt, and won free of the wards. Clawing through the surviving intruders, 
  it fled through the dungeon, warding or fighting through traps placed to 
  slow its parent, and ultimately won free into Rappan Athuk. There it 
  clawed its way up out of the well, and began a spree of wanton destruction 
  that lasted several years until it was put down by an adventurer named 
  Mailliw Catspar and his band.
  After defeating it, the doughty warrior tracked it back to Rappan Athuk, 
  and noting the claw marks in the shaft of the well (which are still present 
  to this day) left by the beast he defeated, he and his comrades descended 
  into the dungeon, entered the vault—and were never seen again.
  Since then, the Ravager has slept restlessly within its wards; its dreams 
  have been disturbed by dark and bloody visions of destruction fueled by 
  the taint of Orcus, and it is only a matter of time before it awakens, to 
  emerge and unleash a swath of destruction so vast that the world will be 
  forever changed, or lost.
  The ancient people who first bred the Ravager were aware of the danger 
  it presented should it escape, and emplaced a number of safeguards to 
  prevent this. First, they entrusted a custodian named Amurru to watch 
  over the vault and the wards, and they granted him the assistance of 
  many powerful spellcasters to aid him. They also emplaced weapons 
  that might be used against the Ravager, should it awaken uncontrolled, 
  and built means within the vault to slow the Ravager’s progress should 
  it be freed, and allow anyone within the complex time to escape and 
  prepare to defeat it.
  In the years that passed, Amurru and his comrades died, yet lived on 
  in undeath, sworn to their charge for so long as it remained in their care. 
  Eventually they lost contact with their people on the surface. Fearing 
  that all memory of the vault would be lost, Amurru entrusted one of 
  their number, the sorcerer Obares Sin, to leave the dungeon but remain 
  forever nearby, to provide information on the vault to those who seek it. 
  Injunctions were placed upon him and he was set loose; he dwells today as 
  the Oracle in Rappan Athuk, having rested there so long he has forgotten 
  his own name.
  Finding the Vault
  There are a number of ways adventurers might discover and enter Level 
  3B. First, they may find it simply through thorough exploration, and find 
  a means to penetrate it. Second, they may find one of the keys to the vault 
  door (see below), and through magical inquiry locate the door to which 
  they go. Third, they may be sent in quest of the vault specifically, after a 
  vision or prophecy reveals that a terrible menace will soon arise from the 
  earth if it is not stopped. Finally, the wards around the Ravager may have 
  weakened so much that another of its offspring awakens and wins free; in 
  this case they may follow in the footsteps of the adventurer Mailliw and 
  track it back to this level, seeking its origins.
  177
  
  178
  level 3b
  
  Entering the Vault
  The vault entrance is located in Area 3A–1, buried beneath ten feet of 
  silt at the bottom of a pool of water, directly beneath the well entrance 
  on the surface. The door itself can only be opened when three keys are 
  inserted and turned simultaneously. These three keys resemble daggers 
  made of some unknown mithral alloy, and are capped with a colored gem 
  in their pommels: a star sapphire, a star ruby, and an oriental topaz (also 
  known as a yellow star sapphire). In addition to their function as keys 
  and wards within the vault, each dagger is a +3 magical weapon with 
  an additional property: wounding (red gem), spell storing (blue gem), 
  and ghost touch (yellow gem). Finally, so long as the Ravager remains 
  imprisoned and the vault sealed, the daggers are effectively indestructible.
  Further information on the vault door is contained in the entry for 
  Area 3A–1. Information on what occurs when the door is opened is 
  detailed in Area 3B–1.
  3B–1. Vacuum Slide (Cr 5)
  If the valve-like hatch in Area 3A–1 is unsealed, it opens violently 
  downwards on recessed hinges, and the vacuum beyond sucks all in that 
  room through to 3B–2. Characters may make a DC 25 Strength check to 
  avoid being hauled through, and anyone wise enough to secure anchor 
  themselves beforehand can avoid this fate.
  Once the vault door has been opened, the three dagger keys used to 
  unlock it can be easily retrieved from their slots. The vault hatch can then 
  be closed from beneath with a successful DC 30 Strength check, and a 
  wheel on its underside allows it to be reopened with no difficulty.
  The hatch opens into a large, rocky cavern, with a slightly concave 
  stone ramp dropping rapidly northeast, running through the center of the 
  room. The chamber is airless, so when the hatch is opened, air is pulled in 
  from Level 3A and down through the well shaft into the chamber, filling it 
  in a round. It also sucks anyone near the opening onto the slide.
  Those on the ramp are allowed a DC 20 Acrobatics check to flip off to 
  one side or the other before reaching the bottom, where a pit gapes open. 
  Those rolling off the side suffer 6d6 of falling damage as they land on the 
  jagged rubble on the ground. Those failing the check or not attempting to 
  roll off the ramp fall into the pit at 3B–3 and take 3d6 points of damage 
  from the fall. The pit lid then closes and locks in place (see below).
  Walking on the rubble lining the sides of the cavern slows movement to 
  1/4 and requires a DC 15 Acrobatics check to avoid twisting or breaking 
  an ankle, which causes 2d6 points of damage and slows walking speed by 
  half until the damage is healed.
  VAULT DOOR SUCTION TRAP 
   
   
  CR 5
  XP 1,600
  Type mechanical; Perception* DC N/A; Disable Device* DC 
  N/A
  Type touch (when vault door is opened); Reset manual 
  timed (door closed 1 week)
   
  Effect sucks all in room into area beyond (DC 25 Strength 
  check avoids if something can be used as an anchor); 
  multiple targets (all targets in the room)
  *Note: This trap cannot be found or disabled, for it depends 
  upon the airlessness of the area beyond for its effect, which 
  cannot be accessed without opening the vault door and 
  setting off the trap.
  3B–2. Vacuum Pit (Cr 14)
  The vacuum held this pit open, through a mechanism buried within the 
  stonework. Once air floods into the complex, the suction releases its hold, 
  and a 2-ton slab of stone swings down to cover the pit—and reveal the 
  doorway it had been blocking. Once it touches down, it locks into place, and 
  the pit lid does not release until the chamber is once again drained of air, 
  a process that takes one week, assuming the vault door is shut and sealed. 
  The pit drops 30 ft. into 3B–5. Those falling into the pit suffer 3d6 damage.
  The pit lid is trapped with a magical glyph on its underside that activates 
  only if the stone is damaged in any way. The glyph is a permanent part of 
  the stone lid, and regenerates just as the lid does.
  HARM TRAP 
   
   
  CR 14
  XP 38,400
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger touch; Reset regeneration (see above)
  Effect spell effect (harm, +16 melee touch, 130 damage, DC 19 
  Will save for half, cannot be reduced to less than 1 hit point)
  Level 3B
  Difficulty Level: 20+
  Detections: The crystal-laced stone radiates intense 
  magic of all schools. Otherwise, there are no uniform 
  magic auras blanketing the complex.
  Shielding: Protected by magic vs. scrying and 
  teleportation into and out of complex (CL 30th); this 
  protection is imbued within the stonework lining the 
  complex walls. Teleportation and scrying within the 
  complex works normally, so long as one does not 
  attempt to penetrate through the warded stone.
  Construction: Walls, floor, ceiling built of dark gray 
  limestone lined with veins of red, blue, and yellow 
  crystalline deposits that give it a glittery rainbow look; 
  this stonework is sometimes hidden beneath a surface 
  façade, but is always there. The stone has hardness 
  10 and requires 60 points of damage to breach a 5 
  ft. section. Should it be breached, those within can 
  leave the shielded areas and teleport out normally. 
  The stone repairs itself at the rate of 1 hp per 5 ft. 
  section per round, so a 5 ft. diameter hole takes 6 
  minutes to fully repair.
  The magic of the stone gradually leaches air from 
  the surrounding area, eventually turning the entire 
  complex into a vacuum. This is an intentional part 
  of its design. When the vault door is opened and air 
  floods in, it triggers the first trap (see Area 3B–1 below), 
  and activates many of the other traps deeper within 
  the complex.
  Should the vault door be sealed, the air within the 
  vault once again thins until it has become an airless 
  void, a process that takes approximately a week.
  Doors: The complex holds two major types of door: 
  vault doors, and secret doors built of the magic stone 
  described above. The vault doors are composed of 
  a magically hardened alloy similar to mithral, giving 
  them hardness 30, 250 hp, Break DC 50, immunity to 
  all spell-like and supernatural effects, 100% energy 
  resistance, and immunity to rust. Further, while the 
  regenerating stonework of the complex remains 
  viable, the vault doors repair damage at the rate of 1 
  hit point per minute.
  The stone secret doors have hardness 10; 60 hp; DC 
  25 Perception to locate one, unless otherwise noted, 
  and they are arcane locked at CL 18th; Break DC 30. 
  The anti-scrying properties of the rock prevents them 
  from being detected magically by detect secret door 
  spells and effects.
  179
  level 3b
  
  3B–3. The Lower Chamber of 
  Pillars (Cr 17)
  This lower chamber lies 30 ft. directly beneath the Upper Chamber, 
  Area 3B04. Those who fall through the pit at the end of the slide are 
  deposited at one end of it. The chamber height is only 4 ft., and it is filled 
  with staggered rows of stone pillars 2 ft. square, with 3 ft. gaps between 
  them.
  The chamber is guarded by 9 dread wraiths, that attack anyone 
  entering the chamber, through the pit or otherwise.
  DREAD WRAITH (9) 
   
  CR 11
  XP 12,800
  LE Large undead (incorporeal) (Pathfinder Roleplaying 
  Game Bestiary, “Wraith”)
  Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception 
  +23
  Aura unnatural aura (30 ft.)
   
  AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 
  dodge, –1 size)
  hp 184 (16d8+112)
  Fort +12; Ref +14; Will +14
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  Weakness sunlight powerlessness
   
  Speed fly 60 ft. (good)
  Melee incorporeal touch +20 (2d6 negative energy plus 1d6 
  Con drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks Constitution drain (DC 25), create spawn
  Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24
  Base Atk +12; CMB +13; CMD 40
  Feats Improved Natural Attack (incorporeal touch), Blind-
  Fight, Combat Reflexes, Improved Initiative, Dodge, Mobility, 
  Spring Attack, Step Up
  Skills Diplomacy +23, Fly +30, Intimidate +26, Knowledge 
  (planes) +19, Knowledge (religion) +22, Perception +23, 
  Sense Motive +23, Stealth +24
  Languages Abyssal, Common, Giant
   
  Create Spawn (Su) A humanoid slain by a dread wraith 
  becomes a wraith in 1d4 rounds. These spawn are less 
  powerful than typical wraiths, and suffer a –2 penalty on all 
  d20 rolls and checks, receive –2 hp per HD, and only drain 
  1d2 points of Constitution on a touch. Spawn are under the 
  command of the dread wraith that created them until its 
  death, at which point they lose their spawn penalties and 
  become free-willed wraiths. They do not possess any of the 
  abilities they had in life.
  Constitution Drain (Su) Creatures hit by a dread wraith’s 
  touch attack must succeed on a DC 25 Fortitude save or 
  take 1d8 points of Constitution drain. On each successful 
  attack, the wraith gains 5 temporary hit points. The save DC 
  is Charisma-based. 
  Lifesense (Su) A wraith notices and locates living creatures 
  within 60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight 
  cannot attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 
  30 feet of a wraith, unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check.
  Tactics: The dread wraiths use the pillars and low ceiling to their 
  advantage to gain a +4 cover AC bonus against attacks. Because of the 
  cramped quarters, large-sized weapons cannot be wielded at all. Corporeal 
  creatures taller than 4 ft. suffer a –4 circumstance penalty to attack rolls 
  due to the need to crouch, and move at half speed. Creatures more than 8 
  ft. tall must crawl, move at quarter speed, lose their Dex bonus to AC, and 
  suffer a –6 circumstance penalty to attack rolls. Anything larger cannot fit 
  into the chamber.
  In the east wall, a secret door opens onto a set of spiral stairs leading 
  up to Area 3B–4.
  3B–4. The Upper Chamber of 
  Pillars (Cr 10)
  The room beyond the door is filled with circular steel pillars 1 ft. in 
  diameter (hardness 10; hp 120 each), set in staggered rows 5 ft. apart. 
  At the far end of the room is another vault door, this one set with a 
  circular wheel. If the wheel is cranked counterclockwise, all the metal 
  pillars descend 1 ft. for every revolution of the wheel. Cranking the wheel 
  requires one DC 20 Strength check per revolution. For the door to open, 
  the wheel must be turned 12 times, which causes the pillars to fully lower 
  into the floor and lock into place. After 4 turnings, the tops of the pillars 
  are revealed, where they taper to sharp points like upward-pointing spears. 
  If the wheel is released before 12 revolutions, the wheel whips back to its 
  original position, slamming the pillars into the ceiling. Once the pillars 
  have locked in place, bolts within the mithral hatch release, and the door 
  swings open.
  Opening the vault door in effect transforms this chamber into a trap 
  designed to snare Gargantuan creatures. It activates if more than 8 tons of 
  weight are applied to the floor, which causes the vault door to slam shut 
  and the sharpened pillars to stab upward.
  Creatures in the chamber when this happens are effectively attacked by 
  one pillar per 5 ft. square of space they occupy (1 for Medium creatures, 
  4 for Large, 9 for Huge, etc.). Any target struck by a pillar takes 10d10 
  piercing damage and is subject to an automatic grapple check (CMB 
  +30, +2 per pillar that hit). If the grapple check is successful, the target is 
  pinned to the ceiling. Breaking free requires a grapple check against the 
  pillars’ base CMD of 40, +2 per additional pillar pinning the target.
  STEEL PILLAR TRAP 
   
   
  CR 10
  XP 9,600
  Type mechanical; Perception DC 10; Disable Device DC 40
   
  Trigger location; Reset manual
  Effect Atk +20 melee (10d10 piercing plus grab/19–20/x3); 
  pin to ceiling (CMB +30, +2 per additional pillar that hits)
  In the east wall, a one-way secret door opens into the room from the 
  secret staircase up from Area 3B–4. Finding the secret door on this side is 
  very difficult (DC 30 Perception), and it cannot be opened without magic 
  or brute strength from this side.
  Development: Should the Ravager be caught in here, the spears impale 
  it, pinning it to the ceiling, which requires it to rip the steel pillars apart 
  to break free. This process takes two rounds per pillar. It then rests until it 
  has at least 3/4 of its hit points back, and continues its bid for the surface. 
  The Ravager’s offspring each weigh approximately 2 tons, so it takes four 
  of them in the chamber to set off the trap.
  3B–5. Hall of False Offerings  
  (Cr 16)
  This area is used to store offerings, supposedly burial goods for those 
  interred in the Crypt of Floating Skulls beyond. This is intended as 
  camouflage, to disguise the level as a simple burial chamber for some 
  important official or ruler of ancient times. The offerings are real, though 
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  some have been damaged. Other items were looted, but after the previous 
  intruders met their doom deeper in the vault, Amurru restored them to 
  their rightful place in this chamber.
  Access to 3B–6 is blocked by another vault door, set with a wheel. 
  The door can be opened by simply turning the wheel one full rotation 
  clockwise. Like the hatch at 3B–1, the area beyond this door is a vacuum, 
  so once the door is opened, it slams into the room beyond, sucking those 
  in this hall into the room beyond if they fail a Strength check to grab 
  something solid and hold on. Characters with any wisdom rope themselves 
  together and tie themselves down before opening it.
  VAULT DOOR SUCTION TRAP 
   
   
  CR 16
  XP 9,600
  Type mechanical; Perception* DC N/A; Disable Device* DC 
  N/A
   
  Trigger touch (when vault door is opened); Reset manual 
  timed (door closed 1 week)
  Effect sucks all in room into the violet energy field in the area 
  beyond (DC 20 Strength check avoids if something can 
  be used as an anchor, those sucked through take 10d10 
  damage); multiple targets (all targets in the room)
  *Note This trap cannot be found or disabled, for it depends 
  upon the airlessness of the area beyond for its effect.
  3B–6. Crypt of the Floating Skulls 
  (Cr 18)
  Beyond the vault door, a wall of crackling violet energy separates the 
  entry from deeper into the room. This is a brilliant energy field that acts 
  similar to the weapon property — all nonliving material passes through 
  it unharmed, but living tissue is cut into one inch square cubes by it. 
  Anyone attempting to move through it suffers 10d10 points of damage, 
  typically emerging on the far side as fleshy cubes still contained within 
  intact garments and armor. A hidden lever inside a secret panel (DC 35 
  Perception locates it) deactivates the field. Otherwise, inflicting at least 
  120 points of damage to the surrounding stonework disrupts the field. 
  Remember that the stonework self-repairs; once it has repaired to 120 hit 
  points, the energy field reactivates.
  Beyond the field, the chamber opens into a crypt, with three stone 
  plinths upon which rest bodies. PCs may notice on a DC 15 Perception 
  check that the skulls of the ones to left and right are missing. The body at 
  the end looks fully preserved, wearing full plate armor with a greatsword 
  across its chest.
  PCs may also wonder why the dust/bones were not disturbed when the 
  vault door was opened and air rushed in. This is due to the fact that each 
  set of remains is protected by a wall of force.
  If any of the walls of force or the plinths is touched, two panels slide 
  open in the side walls, and a pair of floating skulls emerge, with gems in 
  their eye sockets and as teeth. Though these resemble demiliches, they are 
  in fact powerful illusions, designed to scare away would be looters.
  Anyone interacting with them, or spending one round studying them, 
  requires a successful DC 30 Will save (disbelief) to recognize them for 
  what they are; this is considered a 9th level spell effect at CL 20th.
  Assuming they are not disbelieved, the demilich apparitions unleash 
  their death wails, then start using imprisonment on intruders; see Area 
  3B–20C below for more details on their tactics. Any PC that succumbs to 
  their attacks falls to the ground in a catatonic state, which lasts until the 
  effect has been dispelled from them. Should the entire party fall victim 
  to these illusions, Amurru in Area 3B–13 arrives within 24 hours to slay 
  slumbering intruders, collect the bodies, and return with them and their 
  gear to Area 3B–18.
  Once the illusions have been dealt with, PCs may explore the area more 
  thoroughly. None of the remains is magical or remarkable in any way 
  — the armor and greatsword are masterwork, but not magical. However, 
  beneath that body (preserved with a permanent gentle repose spell) is a 
  secret trapdoor which leads down beneath the vault and into the area 
  beyond. Note that with the wall of force up, line of effect prevents spells 
  such as detect secret doors from indicating its presence.
  The body is that of an ancient warrior of the three-fold path. His spirit 
  has long departed, and the body warded against speak with dead effects.
  Secret Door: The secret door is difficult to find (DC 35 Perception). 
  Once found, it is locked (DC 30 Disable Device).
  3B–7. The Memorial gallery  
  (Cr varies, 11-plus)
  The walls are scribed with thousands of names in ancient, dead language 
  related to Druidic; these are people who lost their lives in the long ago 
  war, recorded here as a memorial. This area also serves as a repository for 
  a number of devices from that long ago war.
  In each 10 ft. alcove is a pedestal of white marble, smooth and 
  featureless. Atop each is a different item. In all cases, the items are 
  surrounded by permanent prismatic spheres. The contents of each alcove 
  are as follows:
  A. Sword/weapon with a blade of obvious quality, shining silver and 
  sleek, and a handle of polished darkwood. The weapon identifies as a +6 
  weapon, preferably of a type wielded by one of the party’s main fighters 
  (adjust as needed to suit power level of your campaign — it should be 
  a nice plum, but not wildly overpowered). In actuality, it is a cursed +1 
  weapon that drains 1 Constitution every round it is wielded in battle. The 
  wielder does not realize the blade is responsible for the loss, though others 
  might notice the weakening as the Con loss mounts. This cursed blade has 
  been deliberately placed here as a trap for looters.
  B. A rod of reddish metal, etched with arcane runes related to fire and 
  evocation. This is a rod of meteor swarm (useable 1/day, CL 18th).
  C. A golden necklace on a marble bust. The necklace is set with mithral 
  plaques bearing sigils of power and puissance. This jewelry is the necklace 
  of ultimate command. It provides its wearer a +10 enhancement bonus to 
  Charisma and a +4 resistance bonus to all saves against enchantments 
  and fear or charm effects. However, the necklace has a drawback: when 
  worn, it induces a sense of megalomania in the wearer (requiring a DC 
  of 20 Will save when first donned, and every hour thereafter, increasing 
  by +1 for each full hour it has been worn). Victims of this effect believe 
  that all others must bow to their will, and that none can stand against 
  them. Because of this effect, the necklace of ultimate command was only 
  employed in the direst of circumstances to rally despairing troops before 
  important battles. The megalomania effect suffered by the wearer can only 
  be removed by a wish or miracle spell, and then only if the necklace is first 
  removed and never worn again.
  D. The item on this pedestal resembles a square glass bottle 1 ft. tall, 
  filled with murky darkness. If the stopper is removed, a dread wraith 
  emerges. The opener may attempt to make a Command Undead attempt 
  as a free action to gain control of it, provided he has this ability. If control 
  is not gained, the dread wraith begins to attack any living creature nearby. 
  The bottle continues to produce one dread wraith every 1d3 rounds, and 
  can produce a maximum of 20 total. However, any dread wraiths that are 
  destroyed re-manifest in the bottle 1 round later. The bottle has hardness 
  10 and 30 hit points. If destroyed, any dread wraiths contained within are 
  freed at once.
  DREAD WRAITH  
   
  CR 11
  XP 12,800
  hp 184 (see Area 3B–3)
  E. A strange contraption rests here, resembling a sphere encircled by 
  several bands that can rotate on an axis around it. When activated (DC 
  181
  level 3b
  
  30 Perception to find the controls), the bands start to spin, and the device 
  causes insanity (as the confusion spell) in all animals and vermin in a 
  100 ft. radius spread. Every round the device remains active, the radius 
  increases by 10 ft., until it covers a 1/2 mile radius. This device was 
  created to inflict panic in enemy cavalry, or to turn nature against their 
  foes. It was seldom employed because, to be most effective, it would have 
  to be placed in the midst of enemy troops, and they did not want to run 
  the risk of their enemies getting a hold of it and turning it against them.
  F. Within the prismatic sphere on this pillar is no object, but simply a 
  glowing field of energy. The field radiates alteration at an intense level if 
  checked for. It is part of an ancient enchantment used in the creation of 
  artifacts — an art lost millennia ago. If an item is placed on the pedestal 
  and left for 24 hours, the field is absorbed into the object, and it gains 
  lesser artifact status. Weapons so imbued become epic for the purposes 
  of damage reduction and other special effects. How the new artifact 
  is subsequently used influences its development as it grows into a full 
  artifact. If it is used in a manner noble and just, it becomes an artifact 
  of good; if the person using it is evil or betrays another, it becomes a 
  corrupting artifact. The exact nature of this enchantment, as an artifact-
  level effect, should not be immediately apparent to divinations.
  G. A small cauldron one foot in diameter rests here, holding what appears 
  to be quicksilver. This oily substance is actually oil of stoneskin (CL 16th). 
  Applying a dose of this oil on a person takes one minute. The cauldron 
  holds ten doses, and replenishes the substance at the rate of one dose per 
  hour. Oil removed from the cauldron must be used within 10 minutes, or 
  it disenchants. The ancients used this oil to protect their elite champions.
  H. Atop this pillar, a delicate ceramic bowl rests upon a soft cushion. 
  Within the bowl are a dozen acorns. These nuts belong to a species of 
  tree long extinct, a relative of the yew, with wood especially prized in 
  the manufacture of bows and other wooden weapons and devices. The 
  wood can also be easily manufactured into darkwood-equivalent items. 
  Any items made from this wood have their material costs halved. Druids, 
  wood elves, and botanists would find these nuts extremely valuable, for 
  they would allow the restoration of a species of tree long ago harvested 
  to extinction.
  I. A vase rests atop this pedestal, holding a bouquet of fresh flowers. 
  The blossoms are kept magically preserved, but otherwise there is nothing 
  remarkable about them; this arrangement was placed long ago simply to 
  provide a memory of the joys of nature to Amurru and others guarding 
  the vault.
  3B–8. The Forgotten Cavern (Cr 3)
  This chamber was walled off when the complex was first built, 
  deliberately kept isolated from the existing complex. It serves as a prison 
  for Amurru to teleport intruders to, should they reach him in Area 3B–13.
  At the center of the chamber a small pool boils and froths, producing a 
  constant supply of air through electrolysis, which keeps the chamber from 
  being sucked clean of air by the vacuum. Despite its boiling appearance, 
  the water is not heated, though it does tingle to the touch.
  The chamber also holds a pair of bodies: one the corpse of the adventurer 
  Mailliw Catspar, and the other the remains of a priest of Orcus. The latter 
  corpse has reanimated as a ghast. The ghast has armed itself with magic 
  gear he found on the other corpse nearby. (This extra gear accounts for its 
  increased CR).
  GHAST  
   
  CR 3
  XP 800
  CE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Ghoul”)
  Init +4; Senses darkvision 60 ft.; Perception +9
  Aura stench (10 ft., DC 15, 1d6+4 minutes)
   
  AC 30, touch 14, flat-footed 26 (+9 armor, +3 Dex, +4 natural, 
  +3 shield)
  hp 17 (2d8+8)
  Fort +4; Ref +4; Will +7
  Defensive Abilities arrow deflection, channel resistance +2; 
  Resist fire 20
   
  Speed 20 ft.
  Melee +4 keen longsword +8 (1d8+7/17–20), or +2 unholy 
  morningstar +6 (1d8+5 plus 2d6 to good opponents), or bite 
  +5 (1d6+3 plus disease and paralysis) and 2 claws +5 (1d6+3 
  plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 15, elves are not 
  immune to this effect)
   
  Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18
  Base Atk +1; CMB +4; CMD 18
  Feats Weapon Finesse
  Skills Acrobatics +4, Climb +6, Intimidate +9, Perception +9, 
  Sense Motive +9, Stealth +7, Swim +3
  Languages Common
  Combat Gear potion of invisibility, potion of heroism; Other 
  Gear+3 breast plate of improved energy resistance (fire) 
  fashioned from the scales of a red dragon (included 
  above), +2 buckler of arrow deflection (included above), +4 
  keen longsword, +2 unholy morningstar, rotted robes, a holy 
  symbol of Orcus
   
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; 
  onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 
  Dex damage; cure 2 consecutive saves. The save DC is 
  Charisma-based. A humanoid that dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who becomes 
  a ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a normal 
  ghoul in all respects. A humanoid of 4 Hit Dice or more rises 
  as a ghast.
  Tactics: Claw and gnaw until destroyed, a task that probably won’t take 
  the PCs very long.
  Treasure: In the room are a suit of masterwork chainmail, a heavy 
  steel shield, four empty vials, a broken lantern, and a largely empty 
  backpack. These once belonged to the ghast, but he cast them aside when 
  he raided the other body. The body of Mailliw carries a +5 longspear and 
  standard—if ancient—adventuring gear. Neither body carries any rations.
  Development: Because the level, when sealed, provides no exit for 
  disembodied spirits, the soul of Mailliw lingers still in this chamber, 
  bound in eternal slumber. Within 1d4 minutes of the chamber being 
  entered, however, Mailliw manifests as a ghost, asking to have his remains 
  returned to the surface and buried in state. He gladly informs them of what 
  little he knows — he made it only as far as Area 3B–13 before being 
  teleported here, but he could tell them about why he sought and found the 
  complex in the first place. He cares little of his body’s possessions after 
  all this time, and gladly surrenders them to the party without fuss if they 
  desire them.
  Good-aligned PCs should be awarded 1,000 XP each if they take his 
  body and bury it as requested.
  3B–9. The Elevator (Cr 17)
  This 20 ft. high cylindrical chamber accessed by 10 ft. wide, 10 ft. tall 
  arch. The room is covered on the walls and ceiling with wood paneling. 
  Hanging from the ceiling by a thread is a golden key, dangling about 4 ft. 
  off the ground.
  There are no secret compartments in the chamber walls, though rapping 
  on the ceiling elicits a hollow sound, and close examination of the thread 
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  level 3b
  
  where it meets the ceiling reveals that it passes through a crack in the 
  wood, and is not simply tied off. The thread leads up to a counterbalanced 
  mechanism that was activated when the complex was first entered. Should 
  the thread gain or lose even an ounce of weight (if the key were to be 
  grabbed or the thread cut, for example), a two-ton metal grille festooned 
  with downward-pointing spikes slams down on anyone in the chamber.
  FALLING GRILLE TRAP 
   
   
  CR 17
  XP 102,400
  Type mechanical; Perception DC 25; Disable Device DC 28
   
  Trigger touch (jarring key or thread); Reset repair
  Effect two ton spiked grille falls (10d10 piercing damage; DC 
  30 Reflex avoids); multiple targets (all in the chamber)
  The weight of the grille hitting the floor activates the elevator: the entire 
  chamber starts to descend at a rate of 2 ft. per round, revolving slowly 
  counterclockwise as it descends. Thus, the opening sinks below the level 
  of the floor outside the chamber in 5 rounds.
  The chamber descends 120 ft. until it reaches the access point to 3B–10, 
  where it halts at a passage leading 40 ft. to that area.
  Above the elevator chamber there is a 10 ft. space where the grille was 
  anchored, and above that solid stone. Anyone wishing to get down after 
  the shaft has descended, or to get back up, must somehow bore through 95 
  ft. of solid rock to do so.
  Development: Once the Ravager has been freed (see Area 3B–21), 
  an extradimensional portal appears at the entrance to 3B–10, which 
  transports any Medium or smaller creature that steps through it back to 
  the Memorial Gallery (3B–7). This is a one-way transportation. Once 
  the Ravager reaches it, its natural antimagic properties disrupt the portal, 
  dispelling it permanently.
  3B–10. Six Stone Trees (Cr 21)
  The passage opens into a chamber that looks like a forest, with a ceiling 
  40 ft. high. The walls and ceiling have been carved in bas reliefs, depicting 
  a forest scene.
  Six of the trees are actually stone treants, ancient, stony creature native 
  to an obscure part of the Plane of Earth. They cannot be dismissed or 
  dispelled while they guard this room. The stone treants have an effective 
  Stealth score of +21 in this chamber.
  Should one of these guardians be destroyed, a new one appears to 
  replace it 24 hours later, so long as the Ravager’s containment field holds.
  STONE TREANTS (6) 
   
   
  CR 16
  XP 76,800
  N Huge outsider (earth, elemental, native)
  Init –1; Senses darkvision 60 ft., tremorsense 120 ft.; 
  Perception +27
   
  AC 22, touch 7, flat-footed 22 (–1 Dex, +15 natural, –2 size)
  hp 346 (21d10+210 plus 21)
  Fort +17; Ref +13; Will +17 
  DR 10/slashing and adamantine; Immune elemental traits; 
  SR 31
   
  Speed 30 ft., burrow 5 ft.
  Melee 6 slams +32 (3d8+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks acidic blood (5d4 acid, DC 20 Reflex half), 
  trample (3d8+18, DC 32)
   
  Str 35, Dex 8, Con 30, Int 10, Wis 16, Cha 12
  Base Atk +21; CMB +35 (+39 to bull rush and sunder); CMD 44 
  Feats Awesome Blow, Cleave, Greater Sunder, Improved 
  Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, 
  Power Attack, Toughness, Vital Strike, Weapon Focus (slam)
  Skills Intimidate +25, Knowledge (history) +24, Knowledge 
  (planes) +24, Perception +33, Sense Motive +27, Stealth +15 
  (+21 in stony underground areas); Racial Modifiers +6 Stealth 
  in stony underground areas
  Languages Sylvan, Terran
  SQ radial symmetry
   
  Acidic Blood (Ex) Anyone striking the stone treant with a 
  piercing or slashing attack and inflicting damage releases 
  a gout of acidic blood, which causes 5d4 points of acid 
  damage to the person who struck it. A DC 20 Reflex save 
  reduces this damage by half. The blood becomes inert one 
  round after leaving the elemental’s body.
  Radial Symmetry (Ex) Because of its shape, the stone treant 
  can bring no more than four of its slam attacks to bear on 
  any one target. However, it also perceives the area around 
  it equally well, and thus it cannot be flanked.
  Tactics: The stone treants remain immobile until intruders have reached 
  the center of the chamber; then they close in from all sides, trampling 
  where possible, and then seek to hem them in and pulverize them with 
  flailing limbs.
  3B–11. The Wringer (Cr 10)
  This area is activated when the vault is first opened. Four spinning 
  columns, rotating in the direction marked on the map, fill the intersection 
  with a whirling array of hooked blades. Anyone passing through the four 
  points marked “X” on the map are subject to attack by the wringer’s 
  blades. The pillars and blades are made of the iridescent stone of the 
  complex, and self-repair if damaged, even regenerating from the floor and 
  ceiling if completely removed or disintegrated.
  WRINGER TRAP  
   
  CR 10
  XP 9,600
  Type mechanical; Perception DC N/A; Disable Device DC 
  35, while moving
   
  Trigger proximity; Reset automatic
  Effect Atk 1d6 blades +18 melee (1d8+10 and DC 20 Reflex 
  save, +2 per blade that hits, or be swept between pillars); 
  grapple/pin (Large or smaller creatures swept between 
  pillars are grappled vs. CMB +22, and each round they 
  remain there they are automatically struck by 2d6 blades; 
  Huge or larger creatures instead jam the mechanism, 
  pinning them until they make a successful grapple check, 
  but otherwise causing no further damage)
  Development: Once the Ravager is freed, it pauses in this area to 
  destroy each spinning pillar, one by one—a process that takes it 8 rounds. 
  Any offspring freed beforehand may be trapped by these pillars for a 
  longer amount of time.
  3B–12. The Angel of Death (Cr 22)
  A great statue of an angelic being stands here at the head of a 30–40 ft. 
  diameter cavern, wings outspread, wearing armor, and with sword raised 
  on high. Strangely, the statue faces down the cavern away from the PCs as 
  they enter. The walls of the cavern have been smoothed, and carved with 
  images of oversized human warriors marching in the same direction. At 
  the far end of the cavern rests another vault door, opened by turning the 
  wheel at its center 10 times counterclockwise.
  The great statue is a masterfully crafted greater stone golem, though 
  it only activates if the Ravager itself comes into view—even standing 
  still for direct attacks from lesser creatures. However, hidden amid the 
  carved images in the walls are 20 hasted stone golems, and which move 
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  level 3b
  
  184
  level 3b
  
  to intercept anyone moving into the cavern.
  All golems are made of the same iridescent stone that coats the walls 
  of this cavern, and even if completely destroyed they regenerate from the 
  walls at the rate listed below, so long as the stone remains magical.
  GREATER STONE GOLEM  
   
  CR 20
  XP 307,200
  N Huge construct (Pathfinder Roleplaying Game Bestiary, 
  “Golem, Stone”)
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 27, touch 6, flat-footed 27 (–2 Dex, +21 natural, –2 size)
  hp 400 (42d10+40); fast healing 1 as long as the Ravager is 
  contained
  Fort +14; Ref +12; Will +14
  DR 10/adamantine; Immune construct traits, magic
   
  Speed 20 ft.
  Melee 2 slams +53 (4d8+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks slow
   
  Str 37, Dex 7, Con 0, Int 0, Wis 11, Cha 1
  Base Atk +42; CMB +57; CMD 65 
   
  Immunity to Magic (Ex) A greater stone golem is immune 
  to any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature, as noted below.
  A transmute rock to mud spell slows a greater stone golem 
  (as the slow spell) for 2d6 rounds, with no saving throw, while 
  transmute mud to rock heals all of its lost hit points.
  A stone to flesh spell does not actually change the 
  golem’s structure but negates its damage reduction and 
  immunity to magic for 1 full round.
  Slow (Su) A greater stone golem can use a slow effect, as 
  the spell, as a free action once every 2 rounds. The effect 
  has a range of 10 feet in a burst centered on the golem 
  and a duration of 7 rounds, requiring a DC 31 Will save to 
  negate. The save DC is Constitution-based.
  HASTED STONE GOLEMS (20) 
   
   
  CR 12
  XP 19,200
  hp 107 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Stone”, with the following changes: add hp fast healing 1, 
  as long as the Ravager is confined; add Spell-Like Ability: 
  Continuous —haste)
  Tactics: The stone golems move to intercept intruders, attacking from 
  all sides until destroyed. If any intruders are present by the time one fully 
  reforms, it moves forth once again to attack. The greater stone golem only 
  attacks the Ravager, ignoring all other targets.
  Development: Should the Ravager engage the greater stone golem, it 
  manages to destroy it in 1d6+6 rounds. The Ravager then rests a number 
  of rounds equal to the battle, and presses on.
  3B–13. Crypt of the Servitors (Cr 24)
  The vault door opens into another crypt chamber, its walls lined with 
  niches containing mummified corpses of muscular humans. Each wears 
  an ancient breastplate, and wields a 2-handed curved sword.
  Atop a dais at the far end of the room stands another figure, his body 
  desiccated but intact, eyes gleaming with a fierce light even after all 
  these centuries. This is Amurru, the guardian of the vault, keeper of the 
  Ravager.
  If intruders approach with hostility, Amurru does not waste time in 
  conversation. If they try to speak, he bids them return this one time, saying 
  that what lies beyond is something they should not meddle with. He does 
  not answer any questions as to what it might be.
  The only things that prevent Amurru and his minions from attacking 
  are if the PCs retreat, or reveal they are here because they believe that the 
  thing he guards shall soon be freed. The ancient guardian is aware of this 
  fact, and it has been troubling him for centuries. With a supreme effort at 
  Diplomacy (vs. DC 31), they might persuade Amurru to let ONE character 
  pass, to inspect the vault beyond in his presence, while the others remain 
  under guard by his minions.
  Unfortunately, the damage done by Orcus’s influence is irreparable, 
  even should he fall. It is only a matter of time before the barriers fail and 
  the Ravager awakens, and even before then more of his offspring might 
  work their way free.
  Amurru has no direct control over the guardians of the Chambers of 
  the Three Aspects, though he can tell them that the artifacts contained 
  therein may help them defeat the Ravager. He also informs them of the 
  utility of the dagger keys used to access this level.
  Should Amurru and his cohorts be slain, they reform within 24 hours, 
  so long as the barrier surrounding the Ravager is in place. The defenders 
  in this chamber are also resistant to turning: turn/rebuke attempts last for 
  only one round, and they cannot be destroyed or controlled.
  AMURRU 
   
   
  CR 23
  XP 819,200
  LN Medium undead
  Init +7; Senses blindsight 120 ft., darkvision 60 ft., true seeing 
  60 ft.; Perception +33
   
  AC 39, touch 18, flat-footed 35 (+11 armor, +4 deflection, +3 
  Dex, +1 dodge, +10 natural)
  hp 252 (24d8+144)
  Fort +20; Ref +15; Will +28 
  Defensive Abilities channel resistance +4; DR 10/—; Immune 
  undead traits; Resist acid 10, fire 10, sonic 10
   
  Speed 20 ft.
  Melee +5 defending light mace +30/+25/+20/+15 (1d6+12)
  Special Attacks teleport other (50 ft. radius, Will DC 29)
  Spells Prepared (CL 18th; melee touch +25, ranged touch 
  +21) 
  9th—meteor swarm (DC 29), time stop, wish
  8th—silent still greater dispel magic, greater spell immunity, 
  mass inflict critical wounds (DC 28), power word stun
  7th—deflection, quickened displacement, mass inflict serious 
  wounds (DC 27), summon nature’s ally VII
  6th—antilife shell, greater dispel magic, harm (DC 26) (x3), 
  mass bull’s strength
  5th—cone of cold (DC 25), greater command (DC 25) (x2), 
  spell resistance, wall of stone, waves of fatigue
  4th—black tentacles, crushing despair (DC 24), fire shield, 
  freedom of movement, greater invisibility, inflict critical 
  wounds (DC 24)
  3rd—deeper darkness, fireball (DC 23) (x2), haste, heroism, 
  magic circle against chaos
  2nd—calm emotions (DC 22), desecrate, glitterdust (DC 22), 
  hold person (DC 22), invisibility, mirror image, silence (DC 22)
  1st—burning hands (DC 21), magic missile (x2), obscuring 
  mist, sanctuary, ray of enfeeblement (DC 21), shield
  0—detect magic, message, prestidigitation, read magic
   
  Str 24, Dex 16, Con —, Int 18, Wis 30, Cha 22
  Base Atk +18; CMB +25; CMD 40 
  Feats Ability Focus (teleport other), Alertness, Combat 
  Casting, Craft Wondrous Item, Dodge, Eschew Materials, 
  Great Fortitude, Improved Initiative, Mobility, Quicken Spell, 
  Scribe ScrollB, Silent Spell, Still Spell
  Skills Bluff +22, Diplomacy +22, Intimidate +25, Knowledge 
  (arcana) +23, Knowledge (history) +20, Knowledge (nature) 
  +20, Knowledge (religion) +23, Linguistics +20, Perception 
  185
  level 3b
  
  +33, Sense Motive +33, Spellcraft +29, Stealth +16
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, 
  Common, Draconic, Dwarven, Elven, Ettin, Giant, Gnome, 
  Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, 
  Undercommon
  Combat Gear scroll of harm, 2 scrolls of mass inflict critical 
  wounds, scroll of banishment, scroll of greater invisibility, 
  ring of counterspells (greater dispel magic); Other Gear 
  +3 dragonhide half-plate armor of acid, fire, and sonic 
  resistance 10, +5 defending light mace, ring of protection 
  +4, robes of resistance (as cloak of resistance) +4
   
  Spells Amurru casts divine spells as an 18th-level cleric, 
  which can be chosen from the cleric, druid, and wizard spell 
  lists. However, he does not gain access to clerical domains, 
  cannot spontaneously convert his spells, and has no power 
  to turn or control undead.
  Teleport Other (Sp) As a full-round action, Amurru can teleport 
  all creatures within a 50 ft. radius of her that fail a DC 29 Will 
  save to a random location within the complex (roll 1d6: 1 = 
  3B–8; 2 = 3B–14; 3 = 3B–15; 4 = 3B–1; 5 = middle of the maze, 
  3B–17; 6 = 3B–1). Roll randomly for each creature that fails 
  its save. A creature that succeeds at its save is unaffected 
  Amurru’s teleport other ability for one day. The effect is 
  equivalent to a 7th level spell; the save DC is Wisdom-based.
  MUMMY GUARDIANS (10) 
   
  CR 15
  XP 51,200
  Male mummy fighter 10 (Pathfinder Roleplaying Game 
  Bestiary, “Mummy”)
  LN Medium undead
  Init +7; Senses darkvision 120 ft.; Perception +19
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 
  negates)
   
  AC 29, touch 14, flat-footed 25 (+5 armor, +3 Dex, +1 dodge, 
  +10 natural)
  hp 155 (8d8+10d10+36 plus 28)
  Fort +13; Ref +8; Will +14 (+17 vs. fear)
  Defensive Abilities bravery +3, turn resistance +4; DR 5/—; 
  Immune undead traits; Resist fire 20
  Weaknesses vulnerable to fire 
   
  Speed 20 ft.
  Melee mwk khopesh sword +28/+23/+18/+13 (2d4+14/15–
  20), or slam +25 (1d8+11 plus mummy rot)
  Special Attacks weapon training (heavy blades +2, natural +1)
   
  Str 24, Dex 16, Con —, Int 6, Wis 16, Cha 15
  Base Atk +16; CMB +23; CMD 37 
  Feats Alertness, Combat Reflexes, Dodge, Great Fortitude, 
  Greater Weapon Focus (khopesh), Improved Critical 
  (khopesh), Improved Initiative, Iron Will, Mobility, Power 
  Attack, Toughness, Skill Focus (Perception), Weapon Focus 
  (khopesh), Weapon Focus (slam), Weapon Specialization 
  (khopesh)
  Skills Intimidate +15, Perception +19, Sense Motive +5, 
  Stealth +14 
  Languages Common
  SQ armor training 2
  Gear mithral breastplate, masterwork khopesh (as falchion), 
  fire-retardant bandaging (alchemical item, provides fire 
  resistance 20 and takes up a body slot)
   
  Despair (Su) All creatures within a 30 ft. radius that see a 
  mummy must make a DC 16 Will save or be paralyzed by 
  fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same 
  mummy’s despair ability for 24 hours. This is a paralysis and a 
  mind-affecting fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; 
  onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 
  Cha; cure —. 
  Tactics: Amurru starts by using his teleport other ability on PCs while 
  the mummies move to intercept. He then hastes the mummies, and while 
  they engage any intruders he hammers them with the highest-level spells 
  in his arsenal. He uses his time stop spell if seriously wounded to gather 
  strength and summon allies, using his wish as a last-ditch means of 
  defense.
  3B–14. Cavern of the Pool
  This cave resembles 3B–8, above. It is completely isolated, and holds 
  only a pool of frothing water. Unlike that chamber, there are no bodies 
  here, and chemicals in the water have poisoned the air. Every minute a 
  character breathes the air in, they must make a DC 25 Fortitude save or 
  suffer 1 point of Constitution damage.
  3B–15. The Low Cave
  This cave has a ceiling height of only 3 ft., and is filled with a foul, 
  rancid stench emanating from a lone passage leading away. The air is cold 
  enough to cause plumes of steam when people exhale.
  Everyone within the room must make a Fortitude save or be sickened 
  for as long as they stay in Areas 3B–15 and 16. Those who make the save 
  still need to re-roll once every 10 minutes or succumb to this effect.
  3B–16. The Pit (Cr 18)
  A narrow tunnel from 3B–15 worms its way through the stone, 
  narrowing at points to little more than 2–1/2 ft. in diameter. Eventually it 
  opens onto a ledge running along the side of a 30 ft. deep pit. The cold is 
  very strong here, coating the pathway with a rime of ice.
  The ledge is only 2 ft. wide, and requires a DC 10 Acrobatics check 
  to traverse at 5 ft. per round. Those wishing to move faster can move 
  at quarter speed if they succeed at a DC 15 Acrobatics check, or half 
  their speed at DC 20. Anyone attempting to fight on the ledge, or hit and 
  damaged, must also make a DC 15 Acrobatics check or fall into the pit for 
  3d6 points of damage. Dwelling within the pit is a nightcrawler, which 
  moves to attack anyone traversing the ledge once they are halfway across.
  Those who make it past the pit find themselves in another meandering 
  passage that eventually dead-ends; however, at the point where it ends 
  the stone is smooth and worked, and a bit of digging allows one to tunnel 
  through into the main passage beyond.
  NIGHTCRAWLER  
   
  CR 18
  XP 153,600
  hp 312 (Pathfinder Roleplaying Game Bestiary 2, 
  “Nightshade, Nightcrawler”)
  Tactics: The nightcrawler waits until victims are halfway across the 
  ledge, then moves up and starts biting and swallowing. It is large enough 
  to reach them from the bottom of the pit where it dwells.
  3B–17. Chamber of the Maze
  The secret door at the back of Amurru’s crypt opens into an innocuous-
  looking 30 ft. square chamber, with openings at the center of each wall. 
  However, the chamber is actually filled with a permanent maze effect 
  (CL 18th). Anyone entering disappears, and is seen as brief flickers as 
  they traverse the extradimensional labyrinth. Should they make their 
  186
  level 3b
  
  Intelligence check, roll 1d4 to determine which of the four exit points 
  they arrive at. If they attempt to reach a specific exit point, the Intelligence 
  DC to escape the maze increases to 24.
  Characters who are roped together or join hands can stick together; in 
  this case, only the person at the front of the line needs to make these checks.
  An antimagic field allows one to easily bypass this effect.
  3B–18. Workshop (Cr 20)
  This room is a combination storeroom, work room, and laboratory. 
  Construction materials are present, to repair damage to non-stonework items 
  in the complex, along with replacement parts for damaged traps and the like. 
  There is also a small library, holding ancient texts of long-lost lore. The 
  texts may also hold ancient or epic spells, as it suits the GM. The laboratory 
  is suitable for brewing potions, scribing scrolls, and crafting items, and has 
  been specifically adapted to function in a vacuum. A number of scrolls and 
  other items are also located amid the shelves (see Treasure below).
  As a final defense, an enchantment has been laid upon this room, 
  causing everything within to animate and attack should any living 
  creatures enter it. Note that area of effect spells are liable to damage much 
  of the chamber’s contents.
  AMALGAMATION 
   
   
  CR 20
  XP 307,200
  N Gargantuan construct
  Init +9; Senses blindsight 100 ft., darkvision 60 ft., low-light 
  vision; Perception +5
   
  AC 25, touch 25, flat-footed 16 (+10 deflection, +9 Dex, –4 
  size)
  hp 225 (30d10+60)
  Fort +10; Ref +19; Will +15 
  DR 10/—; Immune construct traits, magic
   
  Speed10 ft., fly 50 ft. (perfect)
  Melee varies +33 (damage by weapon)
  Ranged varies +35 (damage by weapon)
  Space 20 ft.; Reach 15 ft.
  Special Attacks multiple attacks, swarm attack (10d6)
   
  Str 24, Dex 28, Con —, Int —, Wis 20, Cha 1
  Base Atk +30; CMB +41; CMD 60 
  SQ item use
   
  Item Use (Su) The amalgamation can use any of the 
  items contained within its bulk. When activating magic 
  items, it is considered to be using them as if a person of 
  the required class, with a 20 in any relevant ability scores 
  (or its natural scores, whichever are better). Furthermore, 
  because of its innate magical nature, the save DC against 
  any effects produced by magic items is 2 greater than 
  normal. Finally, it can wield weapons and items as if it were 
  of the appropriate size class for their type, so it suffers no hit 
  penalties for being a Gargantuan construct with such items.
  Unless instructed otherwise, the amalgamation uses items 
  at random from its bulk. However, it does not target them 
  randomly—it uses them with care and precision, as if it had 
  18 Intelligence. Items with limited uses, such as scrolls and 
  wands, are expended normally.
  Multiple Attacks (Ex) The amalgamation can activate and 
  use up to five items per round. It can therefore attack with 
  weapons, activate magic items, hurl alchemical items like 
  thunderstones, or slam random objects against opponents.
  Swarm Attack (Ex) The amalgamation can move over 
  enemies and damage them with the flying weapons and 
  objects composing its bulk. It does this simply by moving 
  over its victims, who are allowed either a DC 34 Reflex save 
  or an attack of opportunity against the amalgamation, at 
  their option.
  Anyone who begins their turn engulfed by the 
  amalgamation takes 10d6 points of damage per round, 
  with a DC 34 Reflex save allowed for half. This is not 
  considered an area effect for the purposes of evasion and 
  similar abilities. The damage inflicted by the amalgamation 
  overcomes all forms of damage reduction except 
  epic. Further, this damage is considered continuous for 
  the purposes of determining if it disrupts spellcasting, 
  concentration and the like. The save DC for both Reflex 
  saves is Dexterity-based.
  Immunity to Magic (Ex) The amalgamation is immune to 
  any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature, as noted below.
  Dispel magic and greater dispel magic can be used to 
  deactivate magic items, as per a targeted item dispel.
  Mage’s disjunction causes it to subside into quiescence for 
  1d4+1 rounds, during which time it is considered helpless.
  Treasure: An amalgamation should incorporate at least one magic item 
  per hit die, and the total value of the items forming it should be at least 
  100,000 gp. Once it is destroyed, there is a flat 70% chance that a given 
  item has been destroyed or disenchanted—assuming the item was not 
  already expended in battle.
   
  1 
  Wand of dispel magic, CL 10th, 23 charges.
   
  2 
  Wand of magic missile, CL 9th, 15 charges.
   
  3 
  3 scrolls of greater dispel magic, CL 15th.
   
  4 
  Feather token (whip).
   
  5 
  Pipes of great pain, as pipes of pain (see sidebar) but 
   
   
  DC 16 Will save.
   
  6 
  +1 vorpal longsword (+23 melee [1d8+8/19–20], severs 
   
   
  head on natural 20 that confirms as a critical hit).
   
  7 
  Wand of fireball, CL 10th, 11 charges; DC 16 Reflex 
   
   
  save half.
   
  8 
  Huge +3 shocking burst falchion (+25 melee 
   
   
  [2d8+10/18–20], plus 1d6 electrical, plus 1d10 electrical 
   
   
  on confirmed critical).
   
  9 
  Figurine of wondrous power (marble elephant); 
   
   
  bag of tricks (tan). Used in that order.
   
  10 
  Scroll of prestidigitation, CL 18th; scroll of dictum, 
   
   
  CL 18th. Used in that order.
   
  11 
  Beads of force (x3), DC 18 Reflex avoids entrapment.
   
  12 
  +1 life-drinker greataxe (+23 melee [1d12+8/x3], bestows 
   
   
  2 negative levels on target when it deals damage; DC 18 
   
   
  Fort save to avoid losing character levels 24 hours later).
   
  13 
  3 scrolls of summon monster VI, CL 13th.
   
  14 
  Slammed by mundane objects (+22 melee [2d8+7]).
   
  15 
  2 scrolls of summon monster VII, CL 15th.
   
  16 
  Rod of wonder, CL 10th, 43 charges.
   
  17 
  Rod of cancellation, DC 25 Will negates.
   
  18 
  Scroll of mass hold monster, CL 18th, DC 26 Will save 
   
   
  negates, scroll of horrid wilting, CL 18th, DC 25 Fort save 
   
   
  half, scroll of summon monster IX, CL 18th. Used in that 
   
   
  order.
   
  19 
  +2 seeking flaming repeating heavy crossbow, with 
   
   
  20 +1 keen wounding bolts (+26 ranged [1d10+2 plus 
   
   
  1d6 fire plus 1 Con damage/17–20]).
   
  20 
  +3 keen nine lives stealer scimitar (+25 melee 
   
   
  [1d6+10/15–20], on critical, foe must make DC 22 Fort 
   
   
  save or die; 3 charges remaining).
  items that can be found on the shelves in Area 3B–18
   DIE ROLL 
  RESULT
   DIE ROLL 
  RESULT
  187
  level 3b
  
  Construction The creation of an amalgamation is a process lost to time. 
  In addition to the 100,000-plus gold piece value of magic items listed in 
  the treasure section above, another 100,000 gp in components must be 
  expended to summon the necessary binding forces, and multiple wish or 
  miracle spells are required to anchor the forces together.
  Tactics: In the first round, the acid, tanglefoot bags, and thunderstones 
  all fly at the interlopers. Meanwhile, the room’s remaining components 
  come together to form the amalgamation. Thereafter, the construct attacks 
  until destroyed.
  Treasure: The library books weigh a total of 100 pounds, and could fetch 
  up to 100,000 gp to interested collectors. The lab setup is worth 10,000 
  gp. In addition, the racks and shelves hold 25,000 gp in rare components 
  for spells and magic item creation, all in hermetically-sealed jars. There 
  are also 10 flasks of acid, 4 tanglefoot bags, 8 thunderstones, 14 flasks of 
  alchemist’s fire, and 8 vials of holy water. Finally, a large collection of 
  scrolls and items are present, all usable by the amalgamation. Note that 
  all of the save DCs have been adjusted by +2 for the amalgamation’s Item 
  Use ability. Once the amalgamation is defeated, any unused items have a 
  70% chance of having been destroyed during the battle.
  3B–19. The Uttermost Vault  
  (Cr 20)
  This final area is the vault where the Ravager has long been kept in 
  stasis. Due to the influence of Orcus in recent centuries, the Ravager 
  has produced spawn, which share its imprisonment. Should the three 
  energy beams that hold it in place be disrupted, the Ravager will be freed 
  immediately, and should even one be disrupted, its awakening becomes 
  inevitable. Thus, unless the PCs realize that some things are best not 
  tampered with, it is likely that they unleash upon the world a terror the 
  likes of which it has not seen in millennia.
  The passage past the laboratory ends at a final vault door, easily opened 
  by turning the wheel counterclockwise one complete revolution.
  The door opens into a 100 ft. diameter chamber, dominated at its center 
  by a three-sided pyramid composed of prismatic light. At each of the outer 
  points of the pyramid, a five-foot diameter beam of colored energy—one 
  yellow, one red, and one blue—moves out from the pyramid and through 
  a 5 ft. wide passage in the outer wall.
  On the floor, a mithral band encircles the pyramid, touching it at each 
  of its three points. Tiny iridescent runes seem to float and swim within it, 
  should it be examined closely.
  Around the periphery of the room, a metal gantry encircles the chamber 
  20 ft. up, accessed by iron ladders on either side of each beam. This gantry 
  can be used to circumvent the energy beams if that is desired.
  On a successful DC 25 Perception check while in the northeastern 
  portion of the room, a vein of jet-black material can be seen running along 
  the floor, through the outer circle, and intersecting the base of the energy 
  pyramid. This dark intrusion represents the influence of Orcus. There is 
  a slight weakening of the energies in the pyramid where it intersects; if a 
  study is made with detect magic or the like, it can be determined that there 
  is a small but perceptible weakening in the field here, though not enough 
  of one for the PCs to exploit.
  Investigation of the pyramid reveals it to be some form of wall of force, 
  preventing anything from going in or coming out. Even spells such as wish 
  are not sufficient to penetrate the barrier. Only by following each of the 
  beams to its source, and deactivating it there, can the pyramid be dispelled.
  Once a single beam has been disrupted, that color vanishes from 
  the spectrum within the pyramid. After the second beam shuts off, the 
  pyramid retains only the color of the third beam. With even a single beam 
  shut off, the pyramid becomes permeable to certain effects, as indicated 
  in the sidebar.
  Entering any of the beams renders one susceptible to their malign 
  effects. Those within the red beam take 6d8+5 points of damage per round 
  (DC 25 Fort for half). Anything inside the blue beam is subject to a dispel 
  magic effect every round, and any spell or effect produced within the 
  beam is treated as if someone had attempted to counterspell it with dispel 
  magic at CL 10th. Those within the yellow beam must make a DC 25 Will 
  save each round or be dazed, as the spell. However, anyone holding one of 
  the original keyed daggers used to enter this level is immune to the effects 
  of the corresponding colored beam.
  Development: Because of the weakening caused by Orcus’s influence, 
  the Ravager and his brood have slept lightly. Once the first beam is shut 
  off, one of the offspring starts to awaken; after the second beam is shut 
  off it is able to penetrate the barrier and escape. Before the party can shut 
  off the third beam, they need to deal with this escapee.
  RAVAGER SPAWN (CRAWLER FORM) 
   
  CR 20
  XP 307,200
  N Huge magical beast
  Init +5; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +40
   
  AC 40, touch 13, flat-footed 35 (+5 Dex, +27 natural, –2 size)
  hp 495 (30d10+300 plus 30); regeneration 5 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +29; Ref +22; Will +19 
  Defensive Abilities magic disruption (1 on d20); DR 15/epic; 
  Immune energy drain; Resist death, energy 5
   
  Speed 40 ft., burrow 10 ft.
  Melee bite +37 (3d8+9/19–20/x3), 4 claws +37 (2d8+9/18–20)
  Space 15 ft.; Reach 10 ft.
   
  Str 28, Dex 20, Con 30, Int 5, Wis 25, Cha 18
  Base Atk +30; CMB +41 (+43 to bull rush); CMD 56 (58 vs. bull 
  rush, 60 vs. trip)
  Feats Cleave, Combat Reflexes, Critical Focus, Great 
  Cleave, Great Fortitude, Improved Bull Rush, Improved 
  Critical (bite), Improved Natural Armor (x3), Improved 
  Natural Attack (bite), Improved Natural Attack (claw), Iron 
  Pipes of Pain
  Aura faint enchantment and evocation; CL 6th
  Slot none; Price 12,000 gp; Weight 3 lb.
   
  DESCRIPTION
  These appear to be like any other standard set of 
  pipes with nothing to reveal their true nature. When 
  played by someone who succeeds on a DC 15 
  Perform (wind instruments) check, the pipes create 
  a wondrous melody. All within 30 ft. must make a DC 
  14 Will save or be fascinated by the sound. (This is a 
  mind-affecting sonic compulsion.)
  As soon as the piping stops, all those affected 
  are stricken by intense pain at even the slightest 
  noise. Unless a character is in a totally silent area, 
  she takes 1d4 points of damage per round for 2d4 
  rounds. During this time, damage from sonic attacks 
  is doubled. Thereafter, the least noise causes an 
  affected character to become shaken (except when 
  she is in a totally silent area). This hypersensitivity is a 
  curse and therefore hard to remove (see the bestow 
  curse spell).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must 
  have the bardic music class feature, sound burst;  
  Cost 6,000 gp
  188
  level 3b
  
  Will, Power Attack, Toughness
  Skills Perception +40 
  SQ form-shifting
  RAVAGER SPAWN (BRAWLER FORM) 
   
  CR 20
  XP 307,200
  N Huge magical beast
  Init +5; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +26
   
  AC 37, touch 13, flat-footed 32 (+5 Dex, +24 natural, –2 size)
  hp 405 (30d10+210 plus 30); regeneration 5 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +26; Ref +22; Will +19 
  Defensive Abilities magic disruption (1 on d20); DR 15/epic; 
  Immune energy drain; Resist death, energy 5
   
  Speed 50 ft.
  Melee bite +40 (3d6+12/x3), 2 claws +40 (1d12+12/15–20)
  Space 15 ft.; Reach 15 ft.
   
  Str 34, Dex 20, Con 24, Int 5, Wis 25, Cha 18
  Base Atk +30; CMB +43 (+45 to bull rush); CMD 58 (60 vs. bull rush)
  Feats Awesome Blow, Cleave, Combat Reflexes, Critical 
  Focus, Great Fortitude, Greater Vital Strike, Improved Bull 
  Rush, Improved Critical (claw), Improved Vital Strike, Iron 
  Will, Power Attack, Staggering Critical, Stunning Critical, 
  Toughness, Vital Strike
  Skills Perception +40 
  SQ form-shifting
  RAVAGER SPAWN (FLIER FORM) 
   
   
  CR 20
  XP 307,200
  N Huge magical beast
  Init +8; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +18
   
  AC 40, touch 16, flat-footed 32 (+8 Dex, +24 natural, –2 size)
  hp 405 (30d10+210 plus 30); regeneration 5 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +25; Ref +27; Will +19 
  Defensive Abilities magic disruption (1 on d20); DR 15/epic; 
  Immune energy drain; Resist death, energy 5
   
  Speed 20 ft., fly 100 ft. (good)
  Melee bite +37 (3d6+9/x3), 2 claws +37 (1d12+9/18–20)
  Space 15 ft.; Reach 10 ft.
   
  Str 28, Dex 26, Con 24, Int 5, Wis 25, Cha 18
  Base Atk +30; CMB +41; CMD 59 
  Feats Cleave, Combat Reflexes, Critical Focus, Endurance, 
  Flyby Attack, Great Fortitude, Hover, Iron Will, Lightning 
  Reflexes, Lunge, Power Attack, Skill Focus (Fly), Snatch, 
  Toughness, Wingover
  Skills Fly +22, Perception +18 
  SQ form-shifting
   
  Death Resistance (Ex)A Ravager spawn possesses an 
  innate resistance to effects that would kill or permanently 
  incapacitate it, including petrification and imprisonment. 
  Against such effects it is considered to automatically make 
  any required saving throws.
  Energy Resistance (Ex) A Ravager spawn possesses energy 
  resistance against all forms of energy attack (fire, cold, 
  electricity, acid, and sonic).
  Form-Shifting (Ex) A Ravager spawn can physically alter 
  its physiology to take on one of the three listed forms: the 
  crawler, the brawler, or the flier. Doing so takes one minute, 
  and during this period it cannot take any other actions, 
  though it is not considered helpless.
  Magic Disruption (Su) Every time a Ravager spawn comes 
  into contact with a spell or spell-like or supernatural effect, 
  there is a chance as indicated above that the magic does 
  not affect it. In the case of ongoing effects, a new check is 
  made each round.
  Regeneration (Ex) A Ravager spawn treats all damage as 
  subdual, except damage from epic-level weapons and 
  artifacts.
  Vampiric Healing (Su) Whenever a Ravager spawn hits 
  with a melee attack, it is healed hit points equal to half the 
  damage it inflicts on its opponent. This ability cannot heal it 
  above its natural maximum hit points. This ability extends to 
  its trample special attack, where applicable.
  3B–20. Chambers of the 
  Three Aspects
  Each of the beams originates in a 35 ft. diameter circular chamber, with 
  a pedestal at its center. Resting upon each of the pedestals, encapsulated 
  by a field of the corresponding energy, is an object that powers the effect. 
  Each of the beam chambers is filled with the same effects as the beam that 
  exits the chamber, and each chamber has a guardian, described below.
  To retrieve the item atop the pedestal, each sphere must be shattered. 
  They can only be harmed by using the dagger whose pommel gem color 
  corresponds to that of the beam and sphere. The each sphere must take 60 
  points of damage from the appropriate dagger to shatter, and each regenerates 
  hit points at the rate of 1 per round, until such time as it is shattered.
  The astral and ethereal planes cannot be accessed from within the three 
  chambers.
  Shutting Down the Beams
  As each beam is shut down, the pyramid walls lose that 
  corresponding color. This makes the pyramid permeable, but also 
  starts to rouse the Ravager and its spawn within. Beam shutdown 
  effects are cumulative.
   BEAMS OFF 
  EFFECT
   Red 
  Nonliving objects can pass through
   Blue 
  Can transport through via teleportation or magic
   Yellow 
  Can use scrying magics to see through (by 
    
  placing a magic sensor inside)
   Red + Blue 
  Spell effects can pass through
   Red + Yellow 
  Creatures and objects may pass through, spells, 
    
  magic items, etc. cannot
   Blue + Yellow 
  Incorporeal creatures may pass through
  Each beam contributes to the stasis field within, and so long as 
  it remains active, anyone passing into the pyramid is subject to its 
  effects. These are as follows:
   
   Red 
  Aging stops
   Blue 
  All magic effects suppressed
   Yellow 
  Coma
  There is no save against any of these effects.
  If a single beam is shut off, the Ravager and its brood break 
  the shackles of the stasis in one month. If two beams are shut off, 
  they awaken in 1d6 days. If all three are shut off, the offspring 
  awaken in 1d10 rounds, and the Ravager in 1d10 minutes, though 
  any attacks upon them awakens them immediately. See 3B–21 for 
  further details on the Ravager and its children.
  189
  level 3b
  
  3B–20A. Chamber of the Body 
  (Cr 20)
  This chamber is filled with lurid red light; no other colors are visible 
  within the room. The chamber is guarded by Luke the pit fiend.
  PIT FIEND 
   
   
  CR 20
  XP 307,200
  hp 350 (Pathfinder Roleplaying Game Bestiary, “Devil, Pit 
  Fiend”)
  Tactics: The pit fiend cannot use its summoning ability while in this 
  chamber, so it does not bother to try. It starts with a meteor swarm, then 
  closes and engages in melee, attacking first whoever holds the red-hilted 
  dagger. Should the red sphere be shattered, the pit fiend’s service is ended, 
  and it gratefully teleports away to its home plane.
  Treasure: Once the sphere is shattered, the object can be retrieved: a 
  +6 epic brilliant energy weapon composed of red light. Through a simple 
  act of concentration, the wielder of the blade can cause it to resize or 
  transform into any one-handed melee weapon desired.
  3B–20B. Chamber of the Mind 
  (Cr 27)
  This chamber is guarded by a gibbering orb, whose beam powers are 
  not disrupted by the blue glow that otherwise pervades this chamber.
  GIBBERING ORB  
   
  CR 27
  XP 3,276,800
  CE Huge aberration
  Init +16; Senses darkvision 60 ft.; Perception +37
   
  AC 48, touch 32, flat-footed 36 (+12 Dex, +12 insight, +16 
  natural, –2 size)
  hp 337 (27d8+216)
  Fort +17; Ref +21; Will +24 
  Defensive Abilities all-around vision; DR 10/epic; Immune 
  critical hits, flanking; SR 37
   
  Speed 5 ft., fly 20 ft. (good)
  Melee 12 bites +30 (2d8+11/19–20 plus grab)
  Ranged 24 eye rays +31 touch 
  Space 15 ft.; Reach 10 ft.
  Special Attacks eye rays, gibbering (60 ft., Will DC 29), steal 
  spell, steal spell-like ability, swallow whole (4d8 constriction 
  damage plus 3d10 acid damage, AC 18, hp 33)
  Spell-like Abilities (CL 27th, save DC 16 + spell level)
  At will— two stolen spells or spell-like abilities per round
   
  Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22
  Base Atk +20; CMB +33 (+37 to grapple); CMD 55 (can’t be 
  tripped) 
  Feats Bleeding Critical, Critical Focus, Die Hard, Endurance, 
  Flyby Attack, Greater Vital Strike, Improved Initiative, 
  Improved Critical (bite), Improved Iron Will, Improved 
  Vital Strike, Iron Will, Vital Strike, Weapon Focus (eye ray), 
  Weapon Focus (bite)
  Skills Acrobatics +42, Bluff +33, Diplomacy +33, Escape Artist 
  +42, Fly +42, Heal +34, Intimidate +36, Knowledge (arcana) 
  +45, Knowledge (dungeoneering) +42, Knowledge (history) 
  +42, Knowledge (local) +42, Knowledge (planes) +45, 
  Linguistics +42, Perception +41, Sense Motive +34, Spellcraft 
  +45 , Stealth +34, Survival +37, Use Magic Device +33; 
  Racial Modifiers +4 Perception
  Languages all
  SQ flight
   
  Eye Rays (Su) Two dozen of the eyes can each produce a 
  magical ray each round, with each eye emulating a spell 
  from among the list of spells below (CL 27th). The save DCs, 
  where applicable, are 16 + spell level. A gibbering orb has 
  no directional limitations on where it can point its eye rays, 
  because the eyes orbiting around its body drift and float 
  wherever needed. However, a gibbering orb can never aim 
  more than five rays at any single target, due to limitations of 
  aiming. All rays have a range of 150 ft. Each of these effects 
  functions as a ray, regardless of the normal parameters of 
  the spell it resembles. That is, each is usable against a single 
  target and requires a ranged touch attack. The eye rays 
  are: cone of cold, disintegrate, dominate monster, energy 
  drain, feeblemind, finger of death, flesh to stone, greater 
  dispel magic, harm, hold monster, horrid wilting, implosion, 
  inflict critical wounds, lightning bolt, magic missile, mage’s 
  disjunction, irresistible dance, baleful polymorph, power 
  word blind, power word kill, power word stun, prismatic 
  spray, slay living, and temporal stasis.
  Flight (Ex) The gibbering orb’s body is naturally buoyant. 
  This buoyancy allows it to fly as the spell, as a free action, at 
  a speed of 20 ft. This buoyancy also grants it a permanent 
  feather fall effect with personal range. 
  Gibbering (Su) The cacophony of speech emanating from 
  the scores of mouths that make up the orb forces all within 
  60 ft. of the creature to succeed at a DC 29 Will save each 
  round or suffer the effects of an insanity spell.
  Steal Spell/Steal Spell-Like Ability (Su) When a creature dies 
  by being swallowed whole (or when a creature killed by 
  the gibbering orb in some other fashion is eaten by it), the 
  gibbering orb absorbs the creature’s known spells, prepared 
  spells, and spell-like abilities. The orb can use any two of 
  those abilities per round as a free action. Each originates 
  from an eye that is not producing an eye ray (see above) 
  that round. Stolen spells and spell-like abilities are lost after 
  24 hours.
  A gibbering orb’s natural weapons are treated as epic for the purpose of 
  overcoming damage reduction. 
  The gibbering orb has the ability to bite its foes by extending a 
  pseudopod with one of its mouths protruding from the end. The orb can 
  extend four of these at any one foe, or a total of twelve in any given round. 
  At the same time, the legions of eyes have the ability to cast a host of 
  spells at a rapid rate. 
  Tactics: The gibbering orb unleashes its eye rays at anyone intruding, 
  using its most lethal effects against the wielder of the blue-hilted dagger. 
  It uses its mage’s disjunction effect if confronted with a sizeable group of 
  heavily equipped foes.
  Treasure: Resting in a slot in the center of the pedestal is a staff of the 
  magi, which is responsible for powering the beam.
  3B–20C. Chamber of the Spirit 
  (Cr 20)
  This chamber is guarded by an advanced demilich.
  ADVANCED DEMILICH 
   
   
  CR 20
  XP 307,200
  NE Tiny undead (Pathfinder Roleplaying Game Bestiary 3, 
  “Demilich”)
  190
  level 3b
  
  Init +4; Senses darkvision 60 ft.; Perception +26
   
  AC 29, touch 19, flat-footed 28 (+1 dodge, +10 natural, +6 
  profane, +2 size)
  hp 220 (21d8+126)
  Fort +21; Ref +16; Will +24 
  Defensive Abilities unholy grace; DR 20/—; Immune acid, 
  cold, electricity, magic, polymorph, turning, undead traits
  Weaknesses torpor, vorpal susceptibility
   
  Speed fly 30 ft. (perfect)
  Space 2–1/2 ft.; Reach 0 ft.
  Special Attacks devour soul (DC 32)
  Spell-like Abilities (CL 21st)
  Constant—true seeing
  At will—greater bestow curse (DC 25), telekinesis (DC 22), 
  wail of the banshee (40 ft. radius spread centered on 
  demilich, DC 28)
   
  Str 10, Dex 10, Con —, Int 24, Wis 20, Cha 24
  Base Atk +15; CMB +13; CMD 37 (can’t be tripped) 
  Feats Ability Focus (devour soul) (x2), Ability Focus (greater 
  bestow curse), Ability Focus (wail of the banshee), 
  Alertness, Dodge, Defensive Combat Training, Great 
  Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus 
  (Knowledge [arcana]) 
  Skills Diplomacy +27, Fly +33, Intimidate +30, Knowledge 
  (arcana) +35, Knowledge (religion) +29, Linguistics +26, 
  Perception +33, Sense Motive +33, Spellcraft +29, Stealth 
  +32, Use Magic Device +27
  Languages any
  SQ rejuvenation
   
  Devour Soul (Su) As a standard action with a range of 300 
  ft., a demilich can imprison the soul of a living creature 
  within one of 10 special gems embedded in its skull. If the 
  target succeeds at a DC 27 Fortitude save, it gains two 
  permanent negative levels. If it fails, its soul is immediately 
  drawn into one of the gems in the demilich’s skull. The soul 
  remains trapped within the gem, visible as but a gleam 
  except under true seeing. The soulless body corrupts and 
  decays rapidly, reducing to dust in a single round. As long as 
  the dead creature’s soul remains trapped in the gemstone, 
  it cannot be restored to life via any means save direct 
  divine intervention. Gems with souls trapped in them can 
  be retrieved from a destroyed demilich, at which point 
  they can either be crushed to release any souls within to 
  their afterlife or used in the place of the usual material 
  components to restore the soul and body with resurrection or 
  true resurrection. After 24 hours, the demilich can choose to 
  consume any soul trapped in a gem, healing it 1d6 hit points 
  per Hit Die of the soul, at which point only miracle or wish can 
  restore the dead creature to life. The save DC is Charisma-
  based, and includes a +2 bonus for the Ability Focus feat.
  Greater Bestow Curse (Sp) This spell-like ability functions like 
  bestow curse, but can have one of the following effects: 
  –12 to one ability score; –6 to two ability scores; –8 penalty 
  on attack rolls, saves, and checks; or a 25% chance to act 
  normally. This ability is treated as a 6th-level spell.
  Immunity to Magic (Su) A demilich is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells function differently against the creature, as 
  noted below.
  A dispel evil spell deals 2d6 points of damage, with no 
  saving throw.
  Holy smite affects a demilich normally.
  A power word kill spoken by an ethereal caster deals 50 
  points of damage to the demilich if it fails a Fortitude save 
  (with a DC determined as though the spell allowed a saving 
  throw).
  A shatter spell deals 1d6 points of damage per two caster 
  levels (maximum 10d6), with no saving throw.
  Rejuvenation (Su) A destroyed demilich reforms in 2d6 days. 
  To permanently destroy a demilich, holy water must be 
  poured over its remains within the area of a hallow spell. 
  To complete the destruction, holy word or dispel evil must 
  be cast. If the caster succeeds at a caster level check with 
  a DC equal to 10 + the demilich’s Hit Dice, the demilich is 
  permanently destroyed.
  Telekinetic Storm (Su) As a special use of its telekinesis 
  spell-like ability, a demilich can churn up its treasure, dust, 
  bones, and other loose debris in the area into a whirling 
  storm about its skull. The storm obscures vision as a fog 
  cloud within a 20 ft. spread centered on the demilich’s skull. 
  Creatures within the storm take 12d6 points of damage 
  per round on the demilich’s turn (Reflex DC 20 for half 
  damage). The demilich can maintain the storm indefinitely 
  by concentrating.
  Torpor (Ex) A demilich takes no actions against intruders 
  unless its remains or treasure are disturbed.
  Unholy Grace (Su) A demilich gains a bonus on saves and a 
  profane bonus to AC equal to its Charisma modifier.
  Vorpal Susceptibility (Ex) Vorpal weapons of any kind ignore 
  a demilich’s damage reduction.
  Tactics: Tactics for a demilich should not tax your brain too hard. 
  Suffice to say liberal application of devour soul should suffice.
  Treasure: Inside the sphere is a skull, which is intelligent and animate. 
  It is animated by the spirit of Nycristi, who was once the sister and lover 
  of Obares Sin (better known today as The Oracle). She has all the powers 
  of the Oracle, and remembers his name.
  Development: Should Nycristi and the Oracle meet, they remember 
  one another, and understand their duties with regard to the Ravager. They 
  then seek to aid any who seek to destroy the Ravager and his brood as best 
  they can. Once this task has been accomplished, they can finally abandon 
  their mortal shells and transcend to the outer planes, their duties fulfilled.
  3B–21. That Which is  
  Bound (Cr 31)
  At the center of the pyramid rests the Ravager, a Gargantuan creature 
  that in its current form looks something like a giant, hairless ferret, with 
  bulging muscles rippling along its sides, teeth the size of greatswords, and 
  claws that can eviscerate a man in one swipe. Piled around it are 8 smaller 
  versions of it (merely Huge); these are in addition to the one that the PCs 
  face after breaking the second sphere.
  THE RAVAGER (CRAWLER FORM)  
   
  CR 30
  XP 9,830,400
  N Gargantuan magical beast
  Init +7; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +45
   
  AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size)
  hp 857 (35d10+630 plus 35); regeneration 20 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +39, Ref +26, Will +20 
  Defensive Abilities magic disruption (1–4 on d20); DR 30/
  epic; Immune energy drain; Resist death, energy 20
   
  Speed 50 ft., burrow 20 ft.
  Melee bite +46 (6d6+15/19–20/x3), 4 claws +46 (4d6+15/15–20)
  Space 20 ft.; Reach 15 ft.
  191
  level 3b
  
  Special Attacks trample (4d6+22, DC 42)
   
  Str 40, Dex 24, Con 46, Int 6, Wis 25, Cha 24
  Base Atk +35; CMB +54; CMD 71 (75 vs. trip) 
  Feats Cleave, Combat Reflexes, Critical Focus, Great 
  Cleave, Great Fortitude, Improved Critical (bite), Improved 
  Critical (claw), Improved Natural Armor (x4), Improved 
  Natural Attack (bite), Improved Natural Attack (claw), 
  Improved Vital Strike, Iron Will, Power Attack, Toughness, 
  Vital Strike
  Skills Perception +45 
  SQ form-shifting
  THE RAVAGER (BRAWLER FORM)  
   
  CR 30
  XP 9,830,400
  N Gargantuan magical beast
  Init +7; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +45
   
  AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size)
  hp 612 (35d10+385 plus 35); regeneration 20 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +32; Ref +26; Will +20 
  Defensive Abilities magic disruption (1–4 on d20); DR 30/
  epic; Immune energy drain; Resist death, energy 20
   
  Speed 70 ft.
  Melee bite +51 (3d8+20/x3), 2 claws +51 (3d8+20/15–20)
  Space 20 ft.; Reach 20 ft.
  Special Attacks trample (3d8+30, DC 45)
   
  Str 50, Dex 24, Con 32, Int 6, Wis 25, Cha 24
  Base Atk +35; CMB +59; CMD 76 
  Feats Awesome Blow, Cleave, Combat Reflexes, Critical 
  Focus, Great Cleave, Great Fortitude, Improved Critical 
  (claw), Improved Natural Armor (x4), Improved Natural 
  Attack (claw) (x2), Improved Sunder, Iron Will, Power Attack, 
  Toughness, Vital Strike
  Skills Perception +45 
  SQ form-shifting
  THE RAVAGER (FLIER FORM) 
   
   
  CR 30
  XP 9,830,400
  N Gargantuan magical beast
  Init +14; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +45
   
  AC 52, touch 20, flat-footed 38 (+14 Dex, +32 natural, –4 size)
  hp 612 (35d10+385 plus 35); regeneration 20 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +34; Ref +33; Will +20 
  Defensive Abilities magic disruption (1–4 on d20); DR 30/
  epic; Immune energy drain; Resist death, energy 20
   
  Speed 20 ft., fly 140 ft. (good)
  Melee bite +46 (6d8+15/x3), 2 claws +46 (2d8+15/18–20)
  Space 20 ft.; Reach 15 ft.
   
  Str 40, Dex 38, Con 32, Int 6, Wis 25, Cha 24
  Base Atk +35; CMB +54; CMD 78
  Feats Cleave, Combat Reflexes, Critical Focus, Flyby Attack, 
  Great Cleave, Great Fortitude, Hover, Improved Natural 
  Attack (bite) (x2), Improved Natural Armor (x4), Improved 
  Vital Strike, Iron Will, Power Attack, SnatchB, Toughness, Vital 
  Strike
  Skills Perception +45 
  SQ form-shifting
   
  Death Resistance (Ex) The Ravager possesses an innate 
  resistance to effects that would kill or permanently 
  incapacitate it, including petrification and imprisonment. 
  Against such effects it is considered to automatically make 
  any required saving throws.
  Energy Resistance (Ex) The Ravager possesses energy 
  resistance against all forms of energy attack (fire, cold, 
  electricity, acid, and sonic).
  Form-Shifting (Ex) The Ravager can physically alter its 
  physiology to take on one of the three listed forms: the 
  crawler, the brawler, or the flier. Doing so takes one minute, 
  and during this period it cannot take any other actions, 
  though it is not considered helpless.
  Magic Disruption (Su) Every time the Ravager comes into 
  contact with a spell or spell-like or supernatural effect, there 
  is a chance as indicated above that the magic does not 
  affect it. In the case of ongoing effects, a new check is 
  made each round.
  Regeneration (Ex) The Ravager and its brood treat all 
  damage as subdual, except damage from epic-level 
  weapons and artifacts.
  Trample (Ex) The Ravager gains its vampiric healing ability 
  on this damage where appropriate. The Ravager does not 
  have this ability in its flier form. Instead, it gains Snatch as a 
  bonus feat.
  Vampiric Healing (Su) Whenever the Ravager hits with 
  a melee attack, it is healed hit points equal to half the 
  damage it inflicts on its opponent. This ability cannot heal it 
  above its natural maximum hit points. This ability extends to 
  its trample special attack, where applicable.
  RAVAGER SPAWN (8, CRAWLER FORM) 
   
  CR 20
  XP 307,200
  hp 510 (see Area 3B–19)
  The ravager Awakens
  Assuming their sleep is not disrupted ahead of schedule, the offspring 
  begin to awaken before the parent. Parties that faced the lone offspring 
  before should realize the trouble they are in, and either flee at once or 
  attempt to kill each offspring as it awakens. Ultimately, however, they 
  likely need to flee.
  The Ravager and offspring all have one imperative: cause as much 
  mayhem as possible. They start by attacking anyone in the chamber 
  with them. If no targets present themselves, they make their way for the 
  entrance to the level, destroying as they go. Should they reach it, they all 
  split and go their separate ways; one or two of the offspring that survive 
  this far likely work their way deeper into Rappan Athuk, causing great 
  damage until they are stopped. On the surface, even one of the offspring is 
  a deadly adversary; having several of them plus the Ravager itself creates 
  a widening swath of destruction as they spread and systematically destroy 
  every dwelling and sentient creature they come across. Ultimately, it is 
  likely that the party members shall need to seek allies, possibly even with 
  great enemies, to amass enough firepower to put these creatures down for 
  good.
  Alternately, should you not wish these doomsday weapons unleashed, 
  you might allow the characters the opportunity to restore the field. Nycristi, 
  the sister of the Oracle, can inform them how to do this. Three PCs must 
  volunteer for sacrifice, giving up their life forces forever to restore each 
  of the three energy beams. Their remains become new, undead guardians 
  for the beam.
  If you wish to have a less tragic outcome, you could also reduce the 
  number of offspring, or eliminate them entirely. Armed with the weapons 
  and devices located within this complex, along with their own native 
  ability, the PCs should have a good chance of halting the Ravager before 
  it reaches the surface.
  192
  level 3b
  
  Level 3C: The Fountain 
  of Pestilence
  The original purposes of the level known as the Fountain of Pestilence 
  can no longer be guessed at from the level’s geography, for major events 
  after the abandonment of the dungeons have made radical changes in this 
  area. A number of years after the battles between the Priests of Orcus 
  and the Army of Light, a religious order of healers entered the Mouth of 
  Doom to establish a hermitage in the catacombs below. Healers from the 
  shrine would travel throughout the lands, offering cures and medicines 
  to the peasantry … or such was the plan. The mission of this small 
  community worked well for many years, and the healers were welcome 
  guests in the hamlets and villages for a hundred miles around. The healers 
  kept the location of their shrine a secret, and accepted no payment for 
  their services other than freely-granted contributions to their cause of 
  eliminating disease from the world.
  During this time, the underground sanctuary of the healers grew 
  considerably, as new novices were admitted into training by the original 
  healers. At the same time, the religious aspect of the hermitage increased. 
  The hermitage became less focused upon service to the outlying 
  communities, and more focused upon its status and responsibilities as a 
  temple to the healing god. To the second generation of healers, trained 
  with a greater emphasis on religion, it began to seem that a greater 
  blow could be struck against disease than merely traveling through the 
  countryside to fight it where it appeared. A group of the healers developed 
  a plan to take a more active role in the eternal battle between the great 
  supernatural forces, striking their own blow against the greater servants 
  of pestilence and plague. By mystical auguries and arcane research, they 
  eventually pieced together enough clues to learn the name of one of the 
  greater demons of pestilence. Armed with this knowledge, they made their 
  plans to destroy this demon.
  They failed….
  This area is shown on Map RA-3C.
  OCHRE JELLY 
   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Ochre Jelly”)
  SWARM OF ROACHES 
   
   
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary 2, “Cockroach 
  Swarm”)
  3C–1. Entry to the Healers’ Hospice
  When the party enters this room, they hear a loud rustling sound as an 
  undulating carpet made up of thousands of roaches scatters for the walls 
  and disappears into the cracks and gaps between the stones. The room 
  once contained several wooden chairs that were apparently broken and 
  scattered; only a few intact pieces give any clue to the fact that they were 
  once furniture. Inspection of the pieces of wood (DC 15 Perception check) 
  reveals very old bloodstains. Over the north door, the words “Healing 
  and Recovery” have been carved into the stone. Over the south door, 
  there is only the word “Forbidden.” Close inspection of the carved word 
  “Forbidden” reveals that some scratches next to it actually read, in very 
  small print, the scrawled words “Until now.”
  Level 3C
  Difficulty Level: 3–5
  Entrances and Exits: Stairs to Level 1C at 3C–1, Stairs to 
  Level 2B at 3C–23, Stairs to Level 4B at 3C–28.
  Wandering Monsters: Roll on the table below every 30 
  minutes
   
   
  1 
  1d4 plague zombies (see Area 3C–12)
   
  2 
  1d2 pestilenzi demon (see Area 3C–22)
   3–4 
  3d4 dire rats (see Area 3C–15)
   
  5 
  Ochre jelly
   6–10 
  Swarm of roaches
   11–20 
  No Encounter
   
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 18, 
  Disable Device DC 20). All secret doors are made of 
  sliding stone (1 in. thick; hardness 8; hp 20; Break DC 
  22, Disable Device DC 20, Perception DC 20) and 
  do not have independently hidden mechanisms to 
  open them; when the door is found, so is the opening 
  mechanism. Pit traps are covered (concealed trap 
  doors) but do not lock.
  The Pestilence: The Pestilence is a disease that was 
  spread into this level of the dungeon when the 
  Healers failed to control the demonic power they had 
  summoned. Various monsters and hazards in the level 
  can infect intruders with the Pestilence. 
  THE PESTILENCE
  Type disease, contact; save Base DC 16 Fortitude, but 
  see specific areas 
  onset 1 minute; frequency 1/hour
  effect lose 1 hp; cure —
  Anyone infected begins losing hit points at a rate 
  of one per hour until death. A save is allowed each 
  hour to avoid the hit point loss for that hour, but 
  the process continues afterwards. Magical healing 
  increases the victim’s hit points, but the progress 
  of the disease continues after the curing. Remove 
  disease completely removes the disease and returns 
  the victim back to health, although it does not restore 
  the lost hit points. If the victim dies from the course 
  of the disease, the body rises as a plague zombie in 
  1d4+1 rounds. A sprinkling of holy water or a remove 
  disease spell cast on the body prevents this from 
  happening. The save DC is Charisma-based.
  193
  
  194
  level 3c
  
  3C–2. The Hospital Ward 
  The walls of this room are decorated with painted murals of men and 
  women in white robes ministering to the sick and the injured. In addition to 
  the pictures of healing, there is also one large figure wearing a white robe and 
  surrounded with what appears to be a painted golden aura. The significance of 
  the large figure is unclear, but it is likely either a deity or a hero of some kind. 
  All of the murals in the room have been badly defaced; the left hand of each 
  healer has been painted over with black paint, and there are long scratches 
  across all of the figures. The scratches are not in the pattern of claw-marks; 
  they look like deliberate vandalism done with tools or weapons. Beneath the 
  picture of the large figure, there are words written in blood, in some strange 
  language. This is an Abyssal dialect that can be deciphered by a DC 30 
  Linguistics check, or the use of a comprehend languages spell AND a DC 15 
  Linguistics check, reading “Heal this if you can, upstart meddlers!”
  3C–3. Hallway (Cr 2)
  Location A is a series of traps;  two covered, but not locking pit traps 
  with a portcullis trap between them. The pits do not fill the entire corridor; 
  there is a two-foot walkway on the north side of each one. The walkways 
  have a pressure plate midway across. Once anyone has stepped onto the 
  pressure plate, the portcullis drops after a delay of one minute. This is 
  enough time for an entire party to get past the portcullis if they are moving 
  in a single group; if there is a scout in the front of the party it might be 
  possible for the scout to be trapped on the other side of the portcullis 
  before the rest of the group arrives.
  PITS AND PORTCULLIS TRAP 
   
   
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect Two 20 ft. deep pits (2d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10 ft. square area)
  Location B is the entrance to the Chambers of Isolation. The corridor 
  stops at a dead end wall, but the wall is decorated with the bas-relief 
  carving of a left hand. The carving is a teleport device, but it can only 
  be activated by the touch of a person who is capable of casting spells (it 
  does not differentiate between arcane and divine; any type of spellcasting 
  is sufficient. A DC 30 Use Magic Device check to emulate spellcasting 
  ability also works).
  When a spellcaster touches the carving, that character and anyone in 
  physical contact with the character is teleported into Room 3C–4. The 
  teleportation is not instantaneous, and the characters are able to perceive 
  that they are in a state of limbo for 4 seconds before they arrive in front of 
  teleportal “A” in Room 3C–4.
  3C–4. The Center of isolation
  This room has the bas-relief carving of a left hand on each wall, and 
  has no doors at all. There is an intact but rotted table in the center of 
  the room. A skeleton dressed in tattered white robes and holding a scroll 
  of red parchment in its right hand lies beside the table. Its left hand is 
  missing, and if anyone gets close to the bones (searching for treasure, 
  for example) there is a faint but distinctly foul odor emanating from the 
  bones themselves. On further inspection, the bones can also be found to 
  be slightly pitted and decayed in places. These are the remains of a healer 
  who managed (almost) to escape the carnage in the temple and get into 
  these rooms, where he died of the pestilence before being able to cast the 
  remove disease spell written on the scroll.
  The four bas-reliefs in the room are all teleportals similar to the one 
  in 3C–3B. Portals C and D work without a spellcaster’s touch (on the 
  outbound journey). A and B require a spellcaster’s touch to function, but 
  anyone touching the spellcaster is brought along. Note that not all of the 
  portals work the same way for a return journey back into this room.
  Teleportal A leads to hallway 3C–3B, and the length of the journey is 
  four seconds. A spellcaster’s touch is required.
  Teleportal B leads to Room 3C–5B, the Isolated Workroom. A 
  spellcaster’s touch is required, and the length of the journey is one second.
  Teleportal C leads to Room 3C–6, an Isolated Ward. The portal can be 
  entered by a non-spellcaster (this is not the case on the way out, however). 
  The journey takes three seconds.
  Teleportal D leads to Room 3C–7, an Isolated Ward. As with teleportal 
  C, a non-spellcaster can make it work from here, but not on the return 
  journey. The journey takes three seconds.
  Treasure: The red scroll in the skeleton’s right hand is a scroll of 
  remove disease (CL 16th).
  3C–5. isolated Workroom  
  (Cr varies, 6 or 13)
  This room contains three intact workbenches, an armchair in very bad 
  condition, and five cabinets. There are two bas-relief carvings on the 
  walls, both of a left hand, and both of which are teleportals (one of these 
  is the one used by the party to enter the room, so it is on the wall directly 
  beside them.
  This room also contains a guardian that was kept by the Healers to 
  defend this room against intruders. The guardian is a floating globe of 
  light that fires small lightning bolts, and it attacks immediately when the 
  party materializes in the room. It was warned of their approach by the aura 
  of their teleportation and cannot be surprised.
  DEFENDER GLOBE 
   
  CR 3
  XP 800
  N Small outsider (elemental, native)
  Init +3; Senses darkvision 60 ft.; Perception +8
   
  AC 17, touch 17, flat-footed 13 (+2 deflection, +3 Dex, +1 
  dodge, +1 size)
  hp 26 (4d10+4)
  Fort +2; Ref +7; Will +5 
  Defensive Abilities awareness, defensive aura; Immune 
  electricity; Resist cold 10, fire 10
   
  Speed 5 ft., 40 ft. fly (perfect)
  Ranged electrical bolt +8 (2d6 electricity)
  Spell-Like Abilities (CL 4th)
  Continuous—light
   
  Str 4, Dex 16, Con 12, Int 4, Wis 12, Cha 14
  Base Atk +4; CMB +0; CMD 16 (can’t be tripped) 
  Feats Dodge, Mobility
  Skills Fly +20, Knowledge (planes) +4, Perception +8 
   
  Awareness (Ex) A defender globe cannot be surprised or 
  flanked.
  Defensive Aura (Ex) A defender globe adds its Charisma 
  bonus to its AC and CMD as a deflection bonus.
  Flight (Su) A defender globe can cease or resume flight 
  as a free action. The ability is supernatural, so it becomes 
  ineffective in an antimagic field, and the defender globe 
  loses its ability to fly for as long as the antimagic effect persists.
  Teleportal A leads to Room 3C–27. The teleporter can only be made 
  to function by the touch of a spellcaster, and the journey takes 47 seconds.
  Teleportal B leads to Room 3C–4(B). The teleporter can only be made 
  to function by the touch of a spellcaster, and the journey takes 1 second.
  195
  level 3c
  
  The five cabinets:
  Cabinet 1 contains lots of old parchment, several quill pens, bottles 
  of now-solidified ink, ten vials of very fine sand, and a rusty razor 
  blade.
  Cabinet 2 contains six books: (a) Amador’s Basic Anatomical Textbook (100 
  gp), (b) Zovar’s Catalogue of Diseases and Pestilences (10 gp), (c) Tharo’s 
  Introduction to Purgatives and Herbal Remedies, second edition (250 gp), 
  (d) Polodor’s Collected Essays on Contagions and Cures (75 gp), (e) Omens, 
  Portents, and Prophesies of the Healing Gods (25 gp), and a sixth book that 
  does not seem to match the others. The sixth book has no title on the cover, 
  and the thick leather binding is held closed with a massive lock. This book is 
  the iniquitous Tome of Draav, which contains the names and descriptions of a 
  large number of demons. Perusing the Tome for 30 minutes or more reveals that 
  the entries for five of the demons have been carefully annotated with notes and 
  diagrams. It is at these five pages where the book’s binding cracks open, and the 
  parchment at the edges of these pages is worn thin.
  Cabinet 3 contains a row of twenty bottles of liquid. Five of these are 
  specimen bottles of urine that were awaiting testing when the pestilence 
  arrived. Two of the bottles are potions of cure moderate wounds. Four 
  of the bottles were once medicines, but now have no effect after the 
  passage of time. One bottle contains a liquid that was once medicinal but 
  is now poison (same effect as oil of taggit), and the other 8 bottles are 
  still working medicines. These are not powerful enough to cure magical 
  diseases, but drinking one of them after being infected with the pestilence 
  delays the onset of the pestilence for a full hour.
  Cabinet 4 has been occupied by a quantity of green slime, which slides 
  and splatters onto anyone opening the cabinet in a normal fashion. The 
  slime can be avoided with a DC 15 Reflex save.
  Cabinet 5 contains two scrolls written on red parchment, and a locked, 
  leather-bound book. The red scrolls are scrolls of remove disease. The 
  book is filled with various notes, most of which are in code and cannot be 
  deciphered. More information about this book is provided below.
  GREEN SLIME 
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This dungeon peril is a dangerous variety of normal slime. 
  Green slime devours flesh and organic materials on contact 
  and is even capable of dissolving metal. Bright green, wet, 
  and sticky, it clings to walls, floors, and ceilings in patches, 
  reproducing as it consumes organic matter. It drops from 
  walls and ceilings when it detects movement (and possible 
  food) below.
  A single 5-foot square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (destroying the scraping device), but after that it 
  must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, 
  sunlight, or a remove disease spell destroys a patch of green 
  slime. Against wood or metal, green slime deals 2d6 points 
  of damage per round, ignoring metal’s hardness but not 
  that of wood. It does not harm stone.
  The Book of Notes: As mentioned, most of the handwritten notes in this 
  book are in code, so neither magical translation nor a Linguistics check 
  make them readable. At least five different handwritings can be picked out 
  in the encrypted notes, although there are some passages here and there—
  all in the same handwriting—that are not encoded. These read as follows:
  “This is a terrible idea.” (page 1)
  “There is an error in the mathematics at this point.” (page 17)
  “Did you even read what the ToD says about this being?” (page 22)
  “I do not think this would be enough.” (page 23)
  “Because of the vow of silence, that’s why.” (page 25)
  “So are you.” (page 26)
  “Because no one is going to be left alive to read it anyway, that’s why.” 
  (page 27)
  “We should stick to what we do; attacking demons is work for warriors, 
  not healers.” (page 29)
  “I had a strange dream last night, and the god told me that my help 
  would be necessary for this project. Although I still think it is ridiculous to 
  write the notes in code.” (page 40)
  “Very well, but I still think it is ridiculous.” (also on page 40)
  There are no more non-coded comments in the notes, although they 
  continue for another 103 pages, up to page 140. After page 140, the rest of 
  the book is blank. On page 41, just after the last un-coded entries, a set of 
  numbers begins to appear in the notes over and over again (the first time 
  it appears, it is in the handwriting of the individual who initially refused 
  to write in code). The numbers are: 1–26–9–18–1–24. Each number 
  corresponds to a letter in the alphabet; if any of the players figures this out 
  and says the word “Azirax” out loud, the consequences are as follows: (1) 
  a huge billow of smoke fills the room, and everyone inside must make a 
  DC 20 Fortitude save or immediately be infected with the Pestilence, (2) a 
  diseased-looking, glabrezu demon is summoned into the room and attacks. 
  It cannot leave through the portals, so if the party survives long enough to 
  escape by teleportation, it does not pursue The demon remains in the room 
  for one year and one day, before giving up and returning to its home.
  AZIRAX THE GLABREZU 
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Glabrezu”)
  3C–6. First isolated Ward
  There is only one bas-relief carving of a hand in this small chamber. 
  Anyone teleporting into the chamber arrives standing almost on top of a 
  skeleton that lies on the floor. Its hand is outstretched to touch the carving 
  of the hand, which bears many scratch marks.
  The room contains the remnants of a bed, but nothing else.
  The bas-relief carving of the hand is, like the others, a teleporter back 
  to Room 3C–4(C), but from this side it only functions for a spellcaster, 
  and it does not allow anyone who is diseased to pass through, even if that 
  person is in physical contact with the spellcaster. Anyone infected by the 
  Pestilence is trapped in this chamber until the disease is gone.
  3C–7. Second isolated Ward
  This room is identical to Room 3C–6, but there is no skeleton.
  3C–8. Teleportal
  The hallway terminates here at a wall with one of the left-hand bas relief 
  carvings. The carving is a one-way teleportal to Room 3C–4 (carving B). 
  It can only be activated by the touch of a spell caster, and the transit time 
  is seven seconds.
  3C–9. Storage Chamber
  This chamber was either a storeroom or it has been used as a trash 
  dump. It is filled with broken wood, ripped bags, shattered barrels, and 
  broken earthenware. Searching the room for ten minutes turns up 250 cp 
  and a small silver statue (100 gp). The statue is of the god of the Healers 
  (also shown in the murals of Room 3C–2).
  3C–10. Healers’ Common Area
  This room contains a broken table, with a lantern fallen to the floor 
  beside it, and some wall hangings that have been slashed to ribbons. The 
  room is otherwise empty. The two small (10 ft. x 10 ft.) rooms leading off 
  from this room contain dilapidated beds but nothing else.
  196
  level 3c
  
  3C–11. Bedroom
  This room contains a shattered wooden bedframe, a chest that has been 
  broken open, and a small table that is still in good condition. There is 
  nothing of interest in the room.
  3C–12. Bedchamber (Cr 1/2)
  This room was obviously once used as a bedchamber. There are 
  bloodstains spattered on the walls and even some on the ceiling. A plague 
  zombie—the former occupant—still inhabits the room, and the characters 
  notice that it has no left hand. It is dressed in the tatters of what was once 
  a white robe, although the robe is stained with blood.
  PLAGUE ZOMBIE  
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie, 
  Variant”)
  Treasure: The zombie wears a jeweled holy symbol of the healing god 
  (300 gp).
  3C–13. Empty Bedroom (Cr 1/2)
  This room contains a bed, a nightstand, and a small chest beneath the 
  bed. The chest is locked (DC 15 Disable Device to open) and it is also 
  protected by a dart trap. The chest contains no treasure, but it does contain 
  several pages of written parchment. These are notes, and they apparently 
  have something to do with demon-summoning. The notes are written in 
  very sparse shorthand, which makes them fairly useless. However, they 
  appear to have something to do with a specific but unnamed demon, 
  and the demon seems to have something to do with disease. Sold to a 
  necromancer or other practitioner of black magic, the notes would have 
  some value, but not much (20 gp) due to their overall incomprehensibility.
  DART TRAP 
   
   
   
  CR 1/2
  XP 200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect Atk +10 ranged (dart; 1d3)
  3C–14. Kitchen
  This room contains a fireplace and a long, sturdy wooden table that 
  appears to have stood the test of time quite well. Iron cooking implements 
  are hung from hooks on the wall. One of these, a now-rusted carving 
  knife, lies on the floor next to a very large, blackish-red stain. It looks as 
  if a person must have died there, based on the size of the bloodstain, but 
  there is no body.
  3C–15. refectory (Cr 5)
  This room contains three banquet-sized tables and a number of chairs, all 
  of which have been shattered almost beyond recognition. Broken crockery 
  is scattered all across the floor. Directly across from the entryway, there 
  is a bas-relief carving in the wall, depicting a fat, leering face with goat 
  horns.
  In a single large nest of wood scraps, ripped cloth, and other rubbish 
  in a corner are 2 plague zombies, 1 monstrously huge dire rat, and 12 
  normal dire rats. The plague zombies are both missing their left hands, 
  and are both wearing tattered white robes. The monstrously huge rat and 
  each of the giant rats is diseased.
  PLAGUE ZOMBIES (2) 
   
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie, 
  Variant”)
  DIRE RATS (12) 
   
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  GIANT DIRE RAT  
   
   
  CR 1/2
  XP 200
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 28 (3d8+15)
  Fort +5; Ref +5; Will +2 
   
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +4 (1d6+3 plus disease)
  Special Attacks disease
   
  Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 4
  Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
  Feats Ability Focus (Filth Fever), Skill Focus (Perception)
  Skills Climb +10, Perception +8, Stealth +6, Survival +4, Swim +10
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 15; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Treasure: When constructing the nest, the barely-intelligent plague 
  zombies did not particularly distinguish items that would make good nesting 
  material, and collected several bizarre oddments in addition to wood and 
  cloth. The items in the nest include: an iron kettle, a small earthenware statue 
  of the healer-god (1 gp), seven forks, one spoon, one utensil that seems to be 
  a mix of fork and spoon (a spork), 272 cp, 307 sp, 256 gp, a sapphire gem 
  (100 gp), a jeweled coronet (400 gp), six daggers (one of these is +1), and 
  a scrap of gold-embroidered cloth (200 gp). The gold-embroidered cloth is 
  hung on a nail in the nest, and there is a 25% chance that it is ripped when 
  removed, cutting its value in half. The spork is enchanted to detect poison 
  once per day, and can be used as a +1 magic weapon, although it inflicts 
  only 1d2 points of damage with a successful hit.
  The Wall Carving: The bas-relief carving across from the entryway 
  is a teleportal that leads to the main levels of Rappan Athuk (via Level 
  2A). Anyone approaching the carving within 5 ft. discovers that it requires 
  more and more effort to press closer toward the carving. To force through 
  this magical repulsion all the way, and actually make contact with the 
  carving, requires a DC 12 Strength 15 check. Two people can assist a 
  weaker character to reach the carving by pushing from behind. If anyone 
  makes physical contact with the carving, that person and anyone directly 
  touching that person is instantly be turned to dust, the mouth of the carving 
  opens, the dust is sucked inside, and the characters are reconstituted (with 
  all their gear) in Room 2A-1 on Level 2A.
  3C–16. Spider’s Storeroom (Cr 1)
  This room was obviously once a storeroom, for it contains rotted bags 
  of grain, jugs of soured wine (vinegar, at this point), and several broken 
  barrels. A giant spider lurks behind a pile of broken barrels, and attacks if 
  the party enters the room to survey the contents. It is a jumping spider, not 
  a web-spinner, so there are no unusual spider webs in the room to signal 
  its presence.
  GIANT SPIDER 
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, Giant”)
  197
  level 3c
  
  Treasure: The various contents of the storeroom, if searched, include 
  the following more unusual items: 12,104 cp in a non-trapped box, a silver 
  plate (50 gp), a bag of 245 sp, and a box of spices (200 gp).
  3C–17. Memorial room
  This room is painted with murals depicting five men in white robes 
  standing next to each other (these are the first and subsequent high priests 
  of the healing order). The last figure in line has had its left hand blacked 
  out with paint, but the others are not defaced in this way. There is a large 
  bloodstain (very old) in the center of the room.
  3C–18. Empty room
  This room contains no identifying decorations or furniture. There are a 
  few small holes drilled into the stone walls to hold torch sconces, but the 
  holes have nothing interesting about them. A conversational level of noise 
  in this room has a 10% chance to attract the giant rat in Room 3C–19, 
  and an extremely loud noise (shouting or combat) automatically attracts 
  the rat.
  3C–19. Monster room (Cr 2)
  This room is the lair of a giant diseased giant rat that is almost ten 
  feet long. It only has a few patches of fur sticking out from its pale hide, 
  which is covered with oozing boils. Its eyes are bright red, and glitter with 
  intelligence. The rat has very acute hearing, and emerges if it hears noise 
  in Room 3C–18 or Room 3C–20.
  GIANT PESTILENTIAL DIRE RAT 
  CR 2
  XP 600
  N Large animal
  Init +1; Senses low-light vision, scent; Perception +9
   
  AC 12, touch 10, flat-footed 11 (+1 Dex, +2 natural, –1 size)
  hp 38 (4d8+20)
  Fort +8; Ref +5; Will +2 
   
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +8 (1d8+9 plus disease)
  Special Attacks disease, vomit pestilence (3/day, 60 ft. 
  cone, DC 17 Fort resists)
   
  Str 22, Dex 13, Con 20, Int 2, Wis 13, Cha 4
  Base Atk +3; CMB +10; CMD 21 (25 vs. trip)
  Feats Ability Focus (Filth Fever), Skill Focus (Perception)
  Skills Climb +10, Perception +9, Stealth +2, Swim +10
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 19; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Vomit Pestilence (Ex) The pestilential rat can vomit forth 
  a spray of disgusting pestilence 3/day. The spray is cone-
  shaped, with a range and final width of 60 ft. Anyone in 
  the area of the spray must make a DC 17 Fortitude save or 
  contract the Pestilence.
  Treasure: None.
  3C–20. Jossel’s room
  This room contains a rotted bedframe, a nightstand, and a wooden chest 
  under the bedframe. The chest has already been broken open, and is empty. 
  There are three pictures on the nightstand, each of which is a charcoal 
  sketch of a different woman’s face. There is nothing of value in the room 
  itself. However, the secret door in the north wall of the room contains some 
  interesting items. The contents of the secret room are: (1) an earthenware jar 
  containing five golden rings each with the inscription “To my one and only,” 
  worth 50 gp each; (2) a silver-headed light mace (100 gp), (3) a leather bag 
  containing 500 gp, (4) an earring with an obsidian sphere dangling from 
  it, inscribed with the words “Rappan Athuk,” (5) three red scrolls (remove 
  disease) tied together with a parchment note that reads, “Jossel, if you plan 
  on continuing your activities with the young ladies of the various villages 
  where you are assigned, the High Priest suggests that you might need these.”
  3C–21. Fountain room
  This room reeks; when the door is opened, the stench rolls out of the 
  room like heat from a blast furnace. At the center of the room there is a 
  seething puddle of unbelievable putrescence, so foul that just the sight 
  of it is enough to make the observer’s eyes water. Anyone choosing to 
  enter the room must make a DC 13 Fortitude save or be infected with the 
  Pestilence; a save must be made each time a character comes within 10 ft. 
  of the pool. After a successful save the character may remain in the area 
  without making further saves unless he exits the room and returns after at 
  least an hour has passed.
  Characters can see from the door that the pool is fed from a rivulet that 
  runs into the room through a crack in the stones of the north wall.
  3C–22. Treasure room (Cr 4)
  This room contains the remnants of a bed and a desk, both of which 
  have been vandalized, and there are old bloodstains on the floor. A locked 
  treasure chest has been broken open beside the bed, and coins gleam in 
  the light. A pestilenzi demon and 4 dire rats lair in this room. All of the 
  giant rats are diseased, although they are infected with a normal disease, 
  not by the Pestilence.
  DIRE RATS (4) 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  PESTILENZI DEMON 
   
  CR 3
  XP 800
  CE Small outsider (chaotic, demon, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +9
   
  AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
  hp 30 (4d10+8)
  Fort +6; Ref +10; Will +3
  DR 5/cold iron or good; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10
   
  Speed 20 ft., fly 60 ft. (perfect)
  Melee bite +5 (1d6 plus 1d6 acid and pestilenzi rot)
  Spell-Like Abilities (CL 8th)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  invisibility (self only)
  3/day—grease, summon swarm, whispering wind
  1/day—summon (level 3, 1 pestelenzi or 1d4 dretches, 40%)
   
  Str 11, Dex 18, Con 14, Int 9, Wis 15, Cha 12
  Base Atk +4; CMB +3; CMD 17
  Feats Improved Initiative, Lightning Reflexes
  Skills Bluff +8, Fly +21, Knowledge (planes) +6, Perception +9, 
  Stealth +15
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
   
  Pestilenzi Rot (Su) Disease—bite; save Fort DC 14; onset 1 
  198
  level 3c
  
  minute; frequency 1/day; effect 1d6 Con damage and 1d6 
  Cha damage; cure —. A creature suffering from pestilenzi 
  rot cannot recover naturally over time. Anyone casting a 
  conjuration (healing) spell on the afflicted creature must 
  succeed on a DC 10 caster level check, or the spell is 
  wasted and the healing has no effect. Anyone who dies 
  from pestilenzi rot turns to dust and cannot be raised without 
  a resurrection or greater magic. The save DC is Constitution-
  based.
  Treasure: The treasure chest is already broken open. It contains 
  20,360 cp; 10,349 sp; 2,000 gp; 4 gems (100 gp each), and a golden wand 
  encrusted with pearls (2,000 gp).
  3C–23. The Antechamber (Cr 2)
  The walls of this room are covered with murals depicting a glowing, 
  white robed figure in various different scenes. In each scene, the figure 
  seems to be healing powerful mythological creatures, and even one or two 
  figures that can be recognized as well-known deities.
  These details will likely be only a first impression, however, for the 
  room also contains deadly threats. In the northeastern part of the room, 
  there is a puddle of vile putrescence that bubbles and seethes, giving 
  off a horrible smell. Four plague zombies are standing around this pool, 
  apparently drinking from it, and they immediately move to the attack 
  when they perceive the party’s presence.
  As with Room 3C–21, anyone coming within 10 ft. of the pool must 
  make a DC 15 Fortitude save or be infected with the Pestilence; a new 
  save must be made each time a character comes within 10 ft. of the pool. 
  After a successful save the character may remain in the area without 
  making further saves unless he exits the room and returns after at least an 
  hour has passed.
  PLAGUE ZOMBIES (4) 
   
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie, 
  Variant”)
  Treasure: None.
  3C–24. Empty room
  This room has no distinguishing features in it.
  3C–25. Surgery
  This room contains what appears to be an operating table of some kind, 
  although the wood is rotten and the table looks like it would collapse at 
  the slightest touch. There is a stone counter built into one of the walls that 
  has several now-rusted surgical instruments set out upon it.
  3C–26. Treasure room
  This room contains three semicircular alcoves, with a stone shelf in 
  each one. Each shelf holds a small statue made of gold: one is a gargoyle, 
  one is a winged horse, and one is a unicorn. The gargoyle and the winged 
  horse statues are worth 2,000 gp each. However, if anyone touches the 
  unicorn statue, it and one of the other two statues crumble to worthless 
  dust.
  3C–27. Library (Cr 4)
  There is a pool of Pestilence in the center of this room, essentially 
  identical to those in Rooms 3C–21 and 3C–23. If the party remains in the 
  room for more than ten minutes, 3 plague zombies rise out of the pool, 
  drawing their substance directly from the foul liquid.
  The room contains a shelf with ten large, leather-bound books on it, as 
  well as several copying tables. There is also a locked cabinet bolted to the 
  north wall. At the north end of the room’s west wall, there is a bas-relief 
  carving of a left hand.
  The bas-relief carving: This carving is a teleportal similar to those in 
  the rest of the level. It can only be made to function by the touch of a 
  spell caster. The teleportal leads to Room 3C–5, and the transit time is 
  47 seconds.
  The books: The ten books are the following:
  Mystical Diagnostics (200 gp)
  Introversions of Toxins (100 gp)
  Orminiod’s Essays on Medicine (100 gp)
  Kariloodian’s Second Treatise on Anatomy (100 gp)
  Modr’s Incomprehensiblium (5 gp)
  Yraric’s Surgical Guidelines (50 gp)
  Jamalli’s Robusto (coated in contact poison: see below)
  Thryn’s Book of Medicines (50 gp)
  Kormon’s Catalogue of Internal Organs (25 gp)
  Redrallion’s Investigations Into Natural Philosophy (100 gp)
  The cabinet: The cabinet contains 3 blue scrolls (cure light wounds) and 
  1 red scroll (remove disease). It is trapped with a poison needle.
  DRAINING CONTACT POISON 
   
  CR 1
  XP 400
  Type poison (contact); save Fortitude DC 16
  frequency 1/round for 6 rounds
  effect 1 Str drain; cure 1 save
  199
  level 3c
  
  POISON NEEDLE TRAP 
   
   
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect Atk +10 ranged (poison dart; 1d3 plus greenblood oil)
  GREENBLOOD OIL
  Type poison (injury); save Fortitude DC 13
  frequency 1/round for 4 rounds
  effect 1 Con damage; cure 1 save
  PLAGUE ZOMBIES (3) 
   
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie, 
  Variant”)
  3C–28. Stairs Down to Level 4B
  This staircase leads down to location 4B–1 in Level 4B.
  3C–29. Puddle of Pestilence
  The corridor is filled at this point by a reeking, seething pool of 
  Pestilence, similar to the others described in this level. Anyone coming 
  within 10 ft. of the pool must make a DC 15 Fortitude save or be infected 
  with the Pestilence; a new save must be made each time a character comes 
  within 10 ft. of the pool. After a successful save the character may remain 
  in the area without making further saves unless he exits the room and 
  returns after at least an hour has passed
  3C–30. The Fountain of Pestilence 
  (Cr varies, 7-plus)
  The Fountain of Pestilence formed here when the Healers attempted 
  to use summoning spells to directly attack a powerful demon of disease. 
  Their lack of experience, and the fact that they challenged a being far 
  beyond their capability to control, caused a horrible counterattack from 
  the demon, which is responsible for the slaughter evident throughout this 
  level of the dungeons.
  This huge room reeks with the smell of rot and disease, an 
  overwhelming miasma that rises from a huge central pool of pus and 
  filth. At the middle of the pool, the horrid liquids fountain upward to 
  a height of five feet. Five large rivulets of the fluid trickle away from 
  the fountain, threading their way across the floor to disappear down 
  corridors or through gaps in the walls.
  The room itself was obviously once used as a temple: a huge alcove 
  in the northern part of the room contains a ten-foot-tall statue of a 
  benevolent-looking figure wearing white-painted robes. However, the 
  statue is splashed with blood and filth, and a grisly necklace made of 
  human hands has been draped around the statue’s neck like some sort of 
  psychopathic offering. All of these are left hands: the ones that are missing 
  from all the plague zombies the party has encountered.
  The Fountain of Pestilence is similar to the smaller pools that the party 
  may have encountered already on this level. Anyone coming within 10 ft. 
  of the fountain must make a DC 20 Fortitude save or be infected with the 
  Pestilence; a new save must be made each time a character comes within 
  10 ft. After a successful save the character may remain in the area without 
  making further saves unless he exits the room and returns after at least an 
  hour has passed.
  If the party enters the room at all, the fountain begins creating and 
  calling various monsters to slay the intruders. The order in which these 
  monsters are called, and other details, are set forth below. Creatures 
  formed from the Fountain’s substance take two rounds to be completed. 
  The growing lumps of matter can be attacked while they are forming, 
  but the attacks do only half damage since the Fountain is still feeding the 
  growing creatures during that time.
  Note: Plague zombies that are turned during this combat flee to the 
  Fountain and remain within it; the effect of the turning is removed by the 
  Fountain after 1 round.
   
  Round 1 
  4 Pestilenzi demons begin forming
  Round 2 
  Pestilenzi demons continue forming
  Round 3 
  Pestilenzi demons are fully formed and can attack. Fountain 
   
  begins forming 2 plague zombies.
  Round 4 
  Plague zombies continue forming
  Round 5 
  Plague zombies are fully formed and can attack
  Round 6 
  Fountain calls 20 giant rats, which do not arrive yet
  Round 7 
  20 giant rats arrive to join the combat
  Round 8 
  5 giant centipedes crawl from the Fountain to attack
  Round 9 
  Fountain begins forming 2 pestilenzi demons, and 5 giant 
   
  centipedes crawl from the Fountain to attack
  Round 10 
  Pestilenzi demons continue forming
  Round 11 
  Pestilenzi demons are fully formed and can attack.
  After these 11 rounds, the Fountain temporarily exhausts its resources, 
  and there is a break of 10 minutes during which the Fountain is not able to 
  create or summon more monsters. After this time has elapsed, the Fountain 
  has the ability to begin the process over again, with the one exception 
  described below under Treasure.
  The Fountain cannot be killed or damaged except in one way: If 
  the necklace of hands is removed from the statue and thrown into the 
  Fountain, the Fountain begins to recede and eventually disappears within 
  a month. A party that manages to defeat the Fountain in this way receives 
  experience points equal to defeating a CR 10 creature.
  200
  level 3c
  
  PESTILENZI DEMONS 
   
   
  CR 3
  XP 800
  hp 30 (see Area 3C–22)
  PLAGUE ZOMBIES 
   
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie, 
  Variant”)
  DIRE RATS 
   
   
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  GIANT CENTIPEDES 
   
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Centipede, 
  Giant”)
  Treasure: Each of the pestilenzi demons summoned by the fountain 
  was created from the diseased substance of the pool itself, and the pool 
  uses gems to create the demons’ eyes. The six pestilenzi demons created 
  by the Fountain during its first 11 rounds of combat each have gemstone 
  eyes worth 500 gp each. Subsequent demons (if the party remains in the 
  room long enough for the Fountain to regain its power) do not have eyes, 
  and therefore have the blinded condition.
  201
  level 3c
  
  Level 4: The Upper  
  Temple of Orcus
  WIGHT  
   
  CR 3
  XP 800
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight”)
  DIRE RAT 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  STIRGE  
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  This level houses the first of three evil temples — dedicated to the foul 
  lord of the undead, Orcus — secreted within the catacombs of Rappan 
  Athuk. Several priests, a demon, and a powerful spectre named Nadroj, 
  guard this temple. A party might believe that this is the true temple of 
  Orcus and fooled into believing that, should the temple be destroyed, the 
  party has negated the primary force empowering these evil halls.
  GMs should play the priests and other temple guardians as if they 
  were the GM’s own characters. This major encounter area within these 
  catacombs should not be an easy quest nor softened for the meek. As 
  they encounter extraordinary danger, several PCs may die. The survivors’ 
  sense of accomplishment must be high, once the priests are defeated, or 
  they may miss the point — that this is but one of three temples and that 
  greater challenges await discovery!
  This level’s other denizens include a lair of ogres and an otyugh 
  (unassociated with the temple). The map of this level is shown in Map 
  RA–4.
  4–1. Entrance
  These stairs descend from Level 3. They are neither trapped nor 
  dangerous in any way.
  4–2. Empty
  Bones and junk litter all rooms and caverns marked 4–2. GMs should 
  spice up each of these rooms with 2d4 randomly rolled items from the 
  Dungeon Dressing table in Frog God Games Tome of Adventure Design, 
  “Book Three, Dungeon Dressing.” GMs should also roll a wandering 
  monster check each time characters enter a room labeled “4–2.”
  4–3. Water, Water, Everywhere! 
  (Cr 2)
  Oily bubbles regularly spout to the surface of this water-filled room, 
  creating a rippling, iridescent sheen. The walls and ceiling, colored a 
  glossy black, cast weird reflections from the party’s torches.
  Despite its appearance, there is nothing particularly hazardous in this 
  room — except to halflings! Three feet deep, the water covers a foot-
  thick floor of organic mud (the decomposing matter of which creates the 
  bubbles). All movement in this room is at 1/8 normal speed. On the south 
  Level 4
  Difficulty Level: 7, 10 if the evil temple is assaulted
  Entrances: Stairs from Level 3
  Exits: Stairs to Level 5; rat tunnel to Level 6A
  Wandering Monsters: Check once every 30 minutes in 
  cavern areas only on 1d20:
   
   1–2 
  1d4 ogres (see Area 4–7)
   3 
  1d4 wights
   4–5 
  3d6 dire rats
   5 
  2d6 stirges
   6–7 
  1d6 acolytes of Orcus (see Area 4–9)
   8–20 
  No encounter
   
  Detections: Characters detect major evil from Room 
  4–9, owing to the presence of a temple of
  Orcus.
  Shielding: None.
  Continuous Effects: Due to the proximity of the temple, 
  turning rolls on this level are at –4, and the temple 
  area acts as if a permanent dispel good has been 
  cast (Areas 4–8 through –10 only)!
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 18, 
  Disable Device DC 20). All secret doors are made 
  of stone (1 in. thick; hardness 8; hp 20; Break DC 22, 
  Disable Device DC 20, Perception DC 20).
  Traveling in Small Tunnels: Characters must crawl 
  through a number of tunnels to access certain areas 
  on this level. Primary tunnels (dotted lines) are 3 to 5 ft. 
  in diameter and can be walked through only by Small 
  creatures. Huge creatures cannot pass through these 
  tunnels unless they are long and slender or flexible. 
  Gargantuan creatures cannot traverse these areas 
  at all. Huge creatures make attack rolls at a –16, 
  Large creatures –8, and Medium creatures using all 
  but thrusting weapons attack at –4. Effects requiring 
  a Reflex saving throw are at –10 while in the primary 
  tunnels.
  Smaller tunnels (solid lines) are less than 3 ft. in 
  diameter; even Small creatures must crawl. Large 
  creatures cannot pass through these tunnels unless 
  they are long and slender or flexible. Huge creatures 
  cannot pass at all. Medium creatures make all attack 
  rolls at –8, but Small creatures using all but thrusting 
  weapons attack at –4. Area effects with Reflex saving 
  throws automatically succeed in these small tunnels.
  202
  
  203
  level 4
  
  side of the room, an arcane locked secret door (CL 11th) provides access 
  to the upper temple area. The door opens by sliding down from above the 
  water line, stopping about 4 ft. off the ground. Opening this door triggers 
  an alarm in Area 4–8, permitting the priests therein to prepare for the 
  party.
  ARCANE LOCKED AND TRAPPED SECRET DOOR 
  CR 2
  XP 600
  Type magic; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset automatic
  Effect spell effect (touch triggers an alarm in Area 4–8); 
  locked door (2 in., hardness 10, hp 80, Break DC 30; Disable 
  Device DC 32)
  4–4. The Trap, Part 1 —  
  The Monster and gate (Cr 8)
  The priests in Room 4–9 designed this trap to slay the unwary. The 
  trap consists of a rotating stone block triggered to drop a stone portcullis 
  and simultaneously release a black pudding. Nothing happens here until 
  something triggers the trap in Area 4–5, thus releasing the pudding. The 
  pudding completely fills the hallway and slowly moves down the corridor 
  toward Area 4–5, attacking trapped victims. There is no way to detect 
  the stone block portion of this trap, but characters inspecting the ceiling 
  might, with a successful DC 20 Perception check detect the portcullis 
  (which blocks the passageway).
  STONE PORTCULLIS TRAP  
   
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device — (DC 
  30 Strength check to lift gate [2 in. thick, hardness 8, hp 60 
  per bar])
   
  Trigger location; Reset manual
  Effect stone block (Atk +10 melee, 3d6, DC 20 Reflex to 
  avoid); multiple targets (all underneath the portcullis)
  BLACK PUDDING  
   
  CR 7
  XP 3,200
  hp 105 (Pathfinder Roleplaying Game Bestiary, “Black 
  Pudding”)
  4–5. The Trap, Part 2 —  
  The Trigger (Cr 8)
  The secret door in this area is a false door that springs the trap. 
  Relatively easy to find and unlock — requiring only a successful DC 5 
  Perception check and a DC 10 Disable Device check — the secret door 
  opens outward. One round after it is opened, the trap springs: the portcullis 
  drops, and the pudding in Area 4–4 is released. The pudding arrives in 5 
  rounds, oozing through the bars to attack the PCs. The secret door opens 
  to reveal a blank wall. A portcullis slams shut 40 ft. behind the PCs. A 
  grinding noise can be heard and a large blob oozes out of the wall, about 
  100 ft. behind the portcullis. It begins to slither toward towards its trapped 
  dinner!
  4–6. Max’s Lair (Cr 4)
  The air in this room smells terrible; slimy dung rots in piles, and rotten 
  corpses are heaped everywhere. This is the lair of Max, a surprisingly 
  intelligent otyugh. Any living creature that enters Max’s lair must succeed 
  on a DC 12 Fortitude save or be nauseated, puking until they are removed 
  from the area. Each attempt to re-enter the area requires a save. Max hides 
  and waits until the PCs have fully explored the room and encountered 
  no hazards. He lurks under three feet of offal near the tunnel to the east 
  and grabs the last person in line, as the PCs move into the tunnel, trying 
  to create a bottleneck. Max negotiates with the PCs, speaking a broken 
  version of Common. If the GM feels up to some creative role playing, 
  Max might befriend the PCs if they in turn bring him “gifts.”
  MAX THE OTYUGH 
   
  CR 4
  XP 1,200
  Male variant otyugh (Pathfinder Roleplaying Game Bestiary, 
  “Otyugh”)
  N Large aberration
  Init +1; Senses darkvision 60 ft., scent; Perception +13
   
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 51 (6d8+18 plus 6)
  Fort +5; Ref +3; Will +7
  Immune disease
   
  Speed 20 ft.
  Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 
  plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
  Special Attacks constrict (tentacle, 1d6+2)
   
  Str 18, Dex 13, Con 17, Int 10, Wis 15, Cha 4
  Base Atk +4; CMB +9 (+13 to grapple); CMD 20 (21 vs. trip)
  Feats Alertness, Toughness, Weapon Focus (tentacle)
  Skills Appraise +3, Perception +13, Sense Motive +4, Stealth 
  +6 (+14 in lair), Survival +11, Swim +10; Racial Modifiers +8 
  Stealth in lair
  Languages Common
   
  Disease (Ex): Filth fever: Bite—injury; save Fortitude DC 16; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Treasure: +1 holy longspear, +2 light steel shield, full plate armor. 
  Max possesses several treasure items that the PCs cannot find in the over-
  three-feet-deep piles of filth in which he lives. Max might give these items 
  as gifts to the PCs, depending on the players’ roleplaying or the size and 
  quantity of presents that the PCs give Max. PCs cannot locate these items 
  without Max’s help.
  4–7. The Monster and  
  Treasure room (Cr 9)
  These 8 ogres wandered up from Level 12A via Levels 6A and 9A 
  and established their den in this cave. They have been quite happy here, 
  sniping at the local fauna or the amusing adventurers who occasionally 
  cross their path. The ogres have an uneasy truce with the inhabitants of 
  both the evil temple and Level 5; they do not readily venture to either 
  area, preferring a more circuitous route that avoids them since a member 
  of their party got himself killed on Level 5, and Banth cannibalized him 
  for spare parts to create a flesh golem. The ogres attack immediately, but 
  retreat to Level 6A if sorely injured.
  OGRE (8) 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  Tactics: If they surprise the PCs, the ogres throw spears and charge, 
  trying to bottleneck the PCs in the entrance tunnel. Though not too bright, 
  the ogres are smart enough to attack “witchy-humans” (i.e., spellcasters), 
  204
  level 4
  
  if they can get at them, and concentrate their attacks on specific opponents 
  instead of pairing off with individual combatants.
  Treasure: standard (hide armor, greatclub, 4 javelins, 3d12 gp, 4d10 
  sp) each plus a sack containing quite the hoard:
  Sack one contains three dead dire rats, a large wheel of cheese, 140 
  gp, 3 oil flasks, three tanglefoot bags and a large, pretty rock (uncut, 
  unpolished alexandrite worth 2,000 gp).
  Sack two contains half of a week-dead elf wearing elven chain, a +1 
  keen longsword, six +3 arrows in an efficient quiver and 230 sp.
  Sack three contains a small cask of fine brandy, a masterwork heavy 
  crossbow, a masterwork dwarven breastplate, a ceramic pot full of 
  antitoxin (six doses), 325 cp and 120 sp.
  Sack four contains a two-foot-square silver mirror, a silver and sapphire 
  ring worth 30 gp, three potions of water breathing, a mummified human 
  arm, a battered book written in Halfling (titled The Wanderings of Helman 
  Hairfoot) with a rose pressed inside it, and a rusted crowbar (which is 
  really an immovable rod).
  Sack five contains an ivory scroll case (30 gp) that contains a scroll of 
  5 arcane spells (antimagic field, rage, rope trick, shocking grasp, and wall 
  of stone), 44 gp, a silver helmet with a garnet set in the forehead (worth 60 
  gp), two dead rats and one dead stirge.
  Sack six contains the body of a dead wizard wearing tattered robes and 
  a masterwork dagger, four large but worthless shiny rocks, a thoroughly 
  destroyed spellbook with only two spells still usable for study (contagion 
  and dispel magic) and 340 gp.
  Sack seven contains a pair of magical boots of the frog (adds +6 to all 
  Acrobatics checks to jump and +4 to all Swim checks; the wearer also 
  develops a taste for insects), three flasks of holy water and a case of 12 
  crossbow bolts.
  Sack eight contains a mantle of faith, five dead dire rats, a severed 
  halfling head wearing an earring made of gold worth 10 gp, six large but 
  rusty iron spikes and a small sack of fresh oranges (10).
  4–8. The Priests’ Quarters (Cr 14)
  This room functions as the temple priests’ sleeping quarters. The 
  room contains six beds, evenly spaced apart, and six wooden chests, one 
  situated at the foot of each bed. The beds and chests are of simple yet 
  practical construction.
  The priests, most likely absent when the PCs arrive, are preparing for 
  combat on unholy ground (Area 4–9). They have left behind several 
  surprises for the party: the chests are trapped, as is the door leading to 
  Area 4–9! The chests all contain non-magical robes, cloaks and daggers. 
  The third chest also contains a vacuous grimoire and a ring of the weak 
  mind (that instead detects as a ring of Iron Will [as the feat]), which gives 
  the wearer –4 on all Will saves. The traps are as follows:
  CHEST #1 — 
  POISON GAS TRAP 
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 21; Disable Device DC 25
   
  Trigger touch; Reset repair
  Effect poison (burnt othur fumes; DC 18 Fortitude); multiple 
  targets (all targets in a 20 ft. radius sphere)
  CHEST #2 — 
  LIGHTNING BLAST TRAP 
  CR 8
  XP 4,800
  Type magical; Perception DC 28; Disable Device DC 28 
   
  Trigger touch; Reset automatic
  Effect spell effect (lightning bolt, 5d6 electricity damage, DC 
  13 Reflex save for half damage)
  CHEST #3 — 
  GLOBE OF COLD TRAP  
   
  CR 8
  XP 4,800
  Type magical; Perception DC 28; Disable Device DC 28 
   
  Trigger touch; Reset automatic
  Effect spell effect (cold fireball, 5d6 cold damage, DC 15 
  Reflex save for half damage)
  CHEST #4 — 
  SCYTHING BLADE TRAP 
   
  CR 1
  XP 400
  Type mechanical; Perception DC 21; Disable Device DC 20 
   
  Trigger touch; Reset automatic
  Effect Atk +8 melee (1d8/x3)
  CHEST #5 — 
  POISON NEEDLE TRAP 
   
   
  CR 5
  XP 1,600 
  Type mechanical; Perception DC 22; Disable Device DC 20 
   
  Trigger touch; Reset repair
  Effect Atk +8 ranged (1 plus deathblade poison)
  CHEST #6 — 
  MIND FOG TRAP  
   
   
  CR 10
  XP 9,600
  Type magical; Perception DC 31; Disable Device DC 31 
   
  Trigger touch; Reset automatic
  Effect spell effect (mind fog, DC 19 Will save negates)
  DOOR — 
  FEEBLEMIND TRAP 
   
   
   
  CR 11
  XP 12,800
  Type magical; Perception DC 31; Disable Device DC 31 
   
  Trigger touch; Reset automatic
  Effect spell effect (feeblemind, DC 19 Will save negates); 
  multiple targets (all targets in a 20 ft. sphere)
  4–9. The Upper Temple (Cr 15)
  This area is a set of huge double doors, carved from deep-black stone. 
  The doors’ bas-relief carvings indicate that some great evil lies beyond. 
  Lifelike details in the skulls, screaming faces, unholy symbols and demons 
  are carved into the doors.
  The shrine doors themselves are trapped, but not locked. Once the 
  Shrines of Power
  The unholy shrines in this dungeon, of which this is the first, 
  provide power to the demon prince, Orcus, and his avatar, the 
  “Master.” To cleanse the area of evil, PCs must destroy and 
  consecrate each unholy shrine. Additionally, destroying the 
  unholy shrines weakens Orcus’ avatar, making it possible for a 
  high-level party to defeat him on Level 15. For each shrine the PCs 
  manage to cleanse, the Master gains 2 effective negative levels. In 
  addition, if one shrine is cleansed, the Master loses the use of his 
  9th level spells. If 2 shrines are cleansed, the Master loses all his 
  summoning spell-like abilities. If all 3 shrines are brought low, the 
  Master is reduced to the following: DR 15/cold iron and good, SR 
  36, all At will Spell-Like Abilities are usable 1/day, and he loses 
  the use of all Domain and Class Spell-Like Abilities.
  205
  level 4
  
  doors are opened, the real fun begins — PCs face Zehn, an evil high 
  priest; five of his underpriests; a dozen acolytes; Nargarshapan the 
  vrock and Nadroj the spectre. Remember: A dispel good effect is always 
  active in this area!
  GM Note: The teleportal from Level 3A, Area 3A–10, deposits PCs 
  in this area.
  STONE PORTCULLIS TRAP  
   
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device —; 
   
  Trigger location; Reset manual
  Effect stone block (Atk +10 melee, 3d6, DC 20 Reflex to 
  avoid); multiple targets (all underneath the portcullis; DC 30 
  Strength check to lift gate (2 in. thick; hardness 8; hp 60 per 
  bar)
  STONE DOUBLE DOORS 3 in. thick; hardness 8; hp 75; Break 
  DC 30 
  GLYPH OF WARDING TRAP 
   
   
  CR 6
  XP 2,400
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset none
  Effect (glyph of warding, all non-evil creatures passing 
  through the portal, bestow curse [–6 Wis], DC 17 Will save 
  avoids)
  The room itself, shaped like a six-pointed star, features a fiery pit of 
  smoky lava at its center. Over this pit, a series of four staircases ascend 
  to a central platform, 30 ft. above the lava. Immersion in the lava deals 
  10d10 points of fire damage per round, no save allowed. Contact with the 
  liquid causes 6d6 points of fire damage per round (DC 20 Reflex save for 
  half damage). The room’s final noteworthy feature is a statue of the demon 
  prince, Orcus.
  Zehn, a high priest of Orcus, and several attendants oversee this 
  shrine. The demon prince has bequeathed Zehn a pair of assistants to aid 
  in the temple’s defense: Nargarshapan, a vrock, and Nadroj, a spectre 
  (formerly a wizard/merchant favored by Orcus, and thus allowed to retain 
  his knowledge of spells) whose tomb is located on Level 6A. Several, 
  if not all PCs may perish in an attempt to destroy this den of evil. Wise 
  and well versed in combat, the priests never surrender or parley. Anyone 
  captured alive is either immediately killed or sacrificed to Orcus after 
  the battle. Combat like this is the stuff of which legends are made. GMs 
  should play these NPCs with all their guile and skill. If their PCs finally 
  defeat them, GMs should buy their players a drink and pat them on the 
  back; they have done well.
  ZEHN 
  CR 7
  XP 3,200
  Male human cleric disciple of Orcus 5/zealot of Orcus 3 (see 
  Appendix B)
  CE Medium humanoid (human)
  Init +0; Senses darkvision 90 ft., see in magical darkness; 
  Perception +4
   
  AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
  hp 57 (8d8+9 plus 8)
  Fort +9; Ref +2; Will +12
  Defensive Abilities death’s embrace, undead mind; Immune 
  206
  level 4
  
  fear; SR 21
   
  Speed 20 ft.
  Melee+1 heavy mace +9(1d8+3)
  Special Attacks channel negative energy (4/day, DC 15, 
  4d6), death’s kiss (2 rounds, 7/day)
  Spells Prepared (CL 7th; ranged touch +5)
  4th—cure critical wounds (DC 19), enervationD, freedom of 
  movement (DC 18)
  3rd—animate deadD, prayer, speak with dead (DC 18), wind 
  wall
  2nd—ghoul touchD (DC 17), hold person (DC 16), shard of 
  chaos (DC 16), silence (DC 16), spiritual weapon
  1st—bane (DC 16), cause fearD (DC 16), cure light wounds 
  (DC 16) (x2), doom (DC 16), protection from good (DC 15)
  0—bleed (DC 15), light, read magic, resistance
  D Domain spell Domain Undead*
   
  Str 14, Dex 10, Con 13, Int 12, Wis 19, Cha 8
  Base Atk +5; CMB +7; CMD 17
  Feats Combat Casting, Command UndeadB, Great 
  Fortitude, Iron Will, LeadershipB, Spell Focus (necromancy), 
  Weapon Focus (mace)
  Skills Heal +15, Knowledge (arcana) +12, Knowledge (the 
  planes) +12, Knowledge (religion) +12, Spellcraft +9
  Languages Abyssal, Common
  SQ undead lord’s proxy, variant channeler 
  Combat Gear potion of cure serious wounds, ring of 
  telekinesis; Other Gear breastplate, heavy steel shield, +1 
  heavy mace, mantle of spell resistance (included above), 
  gold unholy symbol of Orcus
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  PRIEST OF ORCUS (5) 
   
   
  CR 5
  Male human disciple of Orcus 5/zealot of Orcus 1 (see 
  Appendix B)
  CE Medium humanoid (human)
  gold Unholy Symbol of Orcus
  Aura moderate enchantment; CL 8th
  Slot –; Weight 1 lb.; Price 12,000 gp 
   
  DESCRIPTION
  Once per day, a cleric of Orcus may cast prayer as a 
  spell-like ability with this item, with a caster level equal 
  to his own. This also grants a +1 luck bonus on attacks, 
  saving throws, and skill checks to a follower of Orcus 
  who wears this unholy symbol.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, prayer, guidance; 
  Cost 6,000 gp
  207
  level 4
  
  Init –1; Senses darkvision 60 ft.; Perception +4
   
  AC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
  hp 33 (6d8+6)
  Fort +6; Ref +0; Will +11
   
  Speed 20 ft.
  Melee +1 unholy heavy mace +8 (1d8+3)
  Special Attacks channel negative energy (3/day, DC 14, 
  3d6), death’s kiss (7/day, 3 rounds)
  Spells Prepared (CL 5th; ranged touch +2)
  3rd—animate deadD, bestow curse (DC 18), dispel magic
  2nd—bull’s strength (DC 16), dread bolt* (DC 17), ghoul 
  touchD (DC 17), silence (DC 16)
  1st—bane (DC 16), bless, cause fearD (DC 16), doom (DC 
  16), hide from undead (DC 16), 
  At will—bleed (DC 15), create water, guidance, resistance
  D Domain spell Domain Undead**
   
  Str 14, Dex 8, Con 13, Int 10, Wis 18, Cha 12
  Base Atk +3; CMB +5; CMD 14
  Feats Command UndeadB, Iron Will, Power Attack, Spell 
  Focus (necromancy), Weapon Focus (heavy mace)
  Skills Heal +12, Knowledge (arcana) +4, Knowledge (history) 
  +6, Knowledge (planes) +5, Knowledge (religion) +9, 
  Linguistics +4, Spellcraft +7
  Languages Abyssal, Common
  SQ undead lord’s proxy, variant channeler 
  Gear masterwork chainmail, heavy steel shield, +1 unholy 
  heavy mace, iron unholy symbol of Orcus
  * Pathfinder Roleplaying Game Ultimate Magic
  ** Pathfinder Roleplaying Game Advanced Player’s Guide
  ACOLYTE OF ORCUS (12)  
   
  CR 2
  Male human disciple of Orcus 3 (see Appendix B)
  CE Medium humanoid (human)
  Init –1; Senses darkvision 60 ft.; Perception +2
   
  AC 16, touch 9, flat-footed 16 (+6 armor, –1 Dex, +1 shield)
  hp 17 (3d8 plus 3)
  Fort +3; Ref +0; Will +7
  Defensive Abilities death’s embrace
   
  Speed 20 ft.
  Melee heavy mace +4 (1d8+1)
  Special Attacks channel negative energy (3/day, DC 11, 
  2d6), death’s kiss (5/day, 1 round)
  Spells Prepared (CL 3rd)
  2nd—bull’s strength (DC 14), death knellD (DC 14), hold 
  person (DC 14)
  1st—bane (DC 13), doom (DC 13), hide from undead (DC 
  13), protection from goodD (DC 15)
  At will—bleed (DC 12), create water, guidance, resistance
  D Domain spell Domain Undead*
   
  Str 12, Dex 8, Con 11, Int 9, Wis 15, Cha 10
  Base Atk +2; CMB +3; CMD 12
  Feats Blind-Fight, Command UndeadB, Iron Will, Toughness, 
  Weapon Focus (heavy mace)
  Skills Heal +7, Knowledge (history) +3, Knowledge (religion) 
  +5, Linguistics+3, Spellcraft +7
  Languages Abyssal, Common
  SQ undead lord’s proxy, variant channeler
  Combat Gear 3 vials unholy water, 3 flasks of oil; Other Gear 
  chainmail, light steel shield, heavy mace, flint and steel, iron 
  unholy symbol of Orcus
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  NARGARSHAPAN 
   
   
  CR 9
  XP 6,400
  hp 112 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Vrock”)
  NADROJ THE SPECTRE-WIZARD 
   
  CR 13
  XP 25,600
  Male spectre wizard 7 (Pathfinder Roleplaying Game 
  Bestiary, “Spectre”)
  CE Medium undead (incorporeal)
  Init +8; Senses darkvision 60 ft.; Perception +24
  Aura unnatural aura
   
  AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 
  dodge)
  hp 120 (8d8+7d6+60) (137 with false life)
  Fort +8; Ref +8; Will +15
  Defensive Abilities incorporeal, channel resistance +2
  Weaknesses resurrection vulnerability, sunlight powerlessness
   
  Speed fly 80 ft. (perfect)
  Melee incorporeal touch +14 (1d8 plus energy drain)
  Special Attacks create spawn, energy drain (2 levels, DC 
  19), hand of the apprentice (ranged touch +13, 7/day)
  Spells Prepared (CL 7th; ranged touch +13)
  4th—black tentacles, crushing despair (DC 18)
  3rd—deep slumber (DC 17), fireball (DC 17), slow (DC 17)
  2nd—darkness, false life, scorching ray, web (DC 17)
  1st—mage armor, magic missile (x2), shocking grasp, 
  obscuring mist
  At will—detect magic, message, ray of frost, read magic
   
  Str —, Dex 18, Con —, Int 19, Wis 19, Cha 19
  Base Atk +9; CMB +13; CMD 32
  Feats Blind-Fight, Combat Casting, Dodge, Improved 
  Initiative, Mobility, Scribe ScrollB, Skill Focus (Fly), Skill Focus 
  (Perception), Spell Focus (conjuration)B, Weapon Focus 
  (touch)
  Skills Appraise +10, Bluff +10, Fly +20, Intimidate +17, 
  Knowledge (arcane) +18, Knowledge (history) +20, 
  Knowledge (religion) +20, Perception +24, Profession 
  (merchant) +15, Spellcraft +18, Stealth +18, Survival +12
  Languages Abyssal, Common, Daemonic, Ignan, Infernal
  SQ bonded object (amulet of Orcus)
   
  Bonded Object (amulet) (Sp) Once per day, Nadroj may 
  cast a spell from his spellbook for free. If he does not have 
  his bonded object, he must make a concentration check 
  equal to DC 20 + the spell level to cast spells.
  Create Spawn (Su): Any humanoids slain by a spectre 
  become spectres themselves in 1d4 rounds. Spawn so 
  created are less powerful than typical spectres, and suffer 
  a –2 penalty on all d20 rolls and checks, receive –2 hp per 
  HD, and only drain one level on a touch. Spawn are under 
  the command of the spectre that created them and remain 
  enslaved until its death, at which point they lose their spawn 
  penalties and become full-fledged and free-willed spectres. 
  They do not possess any of the abilities they had in life.
  Resurrection Vulnerability (Su): A raise dead or similar spell 
  cast on a spectre destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  Sunlight Powerlessness (Ex): Spectres are powerless in 
  natural sunlight (not merely a daylight spell) and flee 
  from it. A spectre caught in sunlight cannot attack and is 
  staggered.
  Unnatural Aura (Su): Animals, whether wild or domesticated, 
  can sense the unnatural presence of a spectre at a 
  distance of 30 feet. They do not willingly approach nearer 
  than that and panic if forced to do so unless a master 
  208
  level 4
  
  succeeds at a DC 25 Handle Animal, Ride, or wild empathy 
  check. A panicked animal remains so as long as it is within 
  30 feet of the spectre.
  Tactics: The priests use fairly simple tactics: Zehn casts prayer, freedom 
  of movement and wind wall then moves PCs into the lava using his ring of 
  telekinesis. The acolytes cast bane, doom and protection from good then 
  wade into melee, relying on their god’s protection. The priests’ actions 
  parallel that of the acolytes, but they also cast bull’s strength and bless 
  before joining combat. When the opportunity presents itself, each priest 
  uses his channel negative energy ability or his silence or dread bolt spell. 
  As befits their nature, the higher-level priests let the acolytes bear the 
  brunt of combat (e.g., melee with PC fighters). Nargarshapan immediately 
  attempts to summon in another vrock, casts mirror image and heroism on 
  itself, then teleports into battle, screeching once when in range of several 
  PCs and shooting spores as often as possible. If either vrock is slain, Zehn 
  calls Nadroj from Area 4–10, casts deeper darkness on the area around 
  the base of the staircase and uses hold person spells on the PC who has 
  inflicted the most damage Nadroj arrives in 1d3+1 rounds and tries to kill 
  the held PC before using his own spells, beginning with mirror image, or 
  engaging mobile foes. Finally, Zehn enters combat, using unholy blight 
  at the first opportunity. None of Orcus’ minions retreats or gives quarter. 
  Priests sacrifice defeated PCs immediately following combat, tossing their 
  bodies into the lava pit. With great delight, Nadroj turns paladin characters 
  into spectres.
  Treasure: Other than the priests’ respective treasures, as listed above, 
  a pair of gigantic fire opals function as eyes in Orcus’ statue (each worth 
  25,000 gp). The altar service (pure gold) is worth 3,000 gp if melted down 
  and sold as bullion (the melting process eradicates the bloodstains).
  A secret door leads to Area 4–10, and a normal door leads to Level 5.
  Secret Door (2 in.; hardness 5; hp 20; Break DC 20; Perception DC 20; 
  Disable Device DC 20) 
  4–10. Nadroj’s Lair (Cr 10)
  The room contains four crypts, each featuring an intricately carved, 
  knightly figure. A great uneasiness envelops those PCs who enter. As soon 
  as PCs cross the threshold, 3 spectres rise from the crypts. These horrors 
  — the souls of paladins slain by Nadroj — attack immediately.
  SPECTRE (3) 
   
   
  CR 7
  XP 3,200 
  hp 52 (Pathfinder Roleplaying Game Bestiary, “Spectre”)
  Tactics: The spectres attack as a group, draining one opponent entirely 
  before attacking another. They preferentially attack priests and paladins.
  Treasure: The crypts contain the remains of the three dead paladins. 
  Each paladin wears some useful items, which the evil priests have left 
  intact. Each crypt contains a suit of masterwork full plate armor, a 
  masterwork shield, a masterwork great helm, and the following items: 
  Crypt one contains a +2 holy flaming longsword. Crypt two contains a 
  +3 axiomatic greatsword. Crypt three contains a +1 keen adamantine 
  longsword, an amulet of negative energy protection (24 charges, acts as 
  a death ward spell, CL 10th) and a rod of resurrection (8 charges, as a 
  resurrection spell, CL 15th).
  4–11. Stairs Down
  These stairs descend into Level 5. They are neither trapped nor 
  otherwise dangerous.
  209
  level 4
  
  Level 4A:  
  The Upper Caverns
  This level is full of wandering monsters. Most intelligent denizens of 
  the dungeon avoid this level whenever possible because of the basilisks. 
  The evil denizens have a loose alliance with each other, but no such 
  agreement can be reached with these dangerous reptiles. There are a total 
  number of 11 basilisks and 6 rust monsters on this level. Any killed as 
  wandering monsters should be subtracted from these totals. The map of 
  this level is shown in Map RA–4A.
  STIRGE  
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  4A–1. Entrance Cavern (Cr 7)
  This large cavern has a relatively low (20 ft.) ceiling. The floor is 
  covered with rocks and debris, and the going is tough. Water can be heard 
  off to the left, and a monolithic column rises to merge with the ceiling 
  a few dozen feet ahead. This large cavern is filled with rubble and all 
  movement is at half normal, except for monsters which are accustomed to 
  the condition. Full movement or running requires a DC 14 Reflex save or 
  the character falls and takes 1d3 subdual damage. Any wandering monster 
  checks in this room are made at –2. The stream is quite shallow in this 
  area, and can be waded.
  Large rat tunnels dot the walls of this cavern. They are large enough for 
  Small sized creatures to travel normally and for Medium sized creatures to 
  travel hunched over. Medium sized creatures suffer a –2 to all rolls under 
  these circumstances and cannot use their Dexterity to aid their AC. It is 
  clear that two of the rat tunnels (those leading to Areas 4A–2 and 4A–3) 
  are slightly enlarged and are traveled by creatures other than rats.
  The far northwest spur of the cavern lairs masses of centipedes.
  CENTIPEDE SWARM (3) 
   
   
  CR 4
  XP 1,200
  hp 31 (Pathfinder Roleplaying Game Bestiary, “Centipede 
  Swarm”)
  Treasure: In the lair are the corpses of three half-eaten goblins. All of 
  them are wearing Small banded armor and all of their equipment is gone, 
  except for one +2 dagger in a sheath near one of the goblins’ necks.
  The River: The river leads to Level 9A after one mile of relatively easy 
  swimming. The river is deep but not particularly fast moving and there is 
  a ceiling with an air space the entire length of the river. Requires a DC 8 
  Swim check to swim the river.
  4A–2. Basilisk Caverns (Cr 5 to 8)
  All of these caverns (A through D) have low ceilings (less than 20 
  ft.) and are filled with rubble causing all movement to be at half normal 
  movement rate, except for monsters which are accustomed to the 
  condition. Full movement or running requires a DC 14 Reflex save or the 
  character falls and takes 1d3 subdual damage. In all of these rooms, if a 
  wandering monster is indicated, it has an immediate 50% chance of being 
  1d3 basilisks. Otherwise use the result rolled.
  BASILISK  
   
   
  CR 5
  XP 1,600
  hp 52 (Pathfinder Roleplaying Game Bestiary, “Basilisk”)
  A. Fungus Cave
  Large quantities of fungus of all sorts grows out in this cave. Giant 
  mushrooms fully eight feet high tower above. Bright colors — red, yellow 
  and purple — shine in torchlight. Water drips from the ceiling, and the 
  humidity in the air seems to drown the torches as they burn. It seems to be 
  very warm in here, maybe too warm. This cavern is a large fungus filled 
  place with various non-harmful (20% edible) fungi covering the walls and 
  floor.
  B. Statuary
  This cavern is as wet and fungus filled as the last. About 60 ft. ahead, 
  is a creature about 4 feet tall, standing immobile between two large 
  mushrooms, his axe poised to throw!
  This cavern is also fungus-filled. It is in all respects the same as A 
  above. The only difference is that there is a statue of a dwarf, axe poised 
  to throw, facing the entrance from A.
  Treasure: The dwarf’s equipment is still intact, though made of stone: 
  chainmail, +2 ring of resistance (as a cloak of resistance), 3 hand axes, a 
  purse with 6 gp and 23 cp, and two days of iron rations in his backpack. 
  Level 4A
  Difficulty Level: 5 (Area 4A–4 is difficulty Level 11)
  Entrances: Stairs from 3A.
  Exits: Rat tunnel to 6A; River to 9A; Rat Tunnel to 7A.
  Wandering Monsters: Check once per 30 minutes on 
  1d20:
   1 
  1d2 basilisks (see Area 4A–2)
   2 
  1d3 centipede swarms (see Area 4A–1)
   3 
  1d3 rust monsters (see Area 4A–3C)
   4 
  2d6 stirges
   5 
  1d6 piercers (see Area 4A–3D)
   6 
  4d6 dire rats (see Area 4A–3F)
   7 
  The undead ooze (see Area 4A–3A)
   8 
  1 fiendish wolf (80%, see Area 4A–3F) or 
   
   
  Shekahn the vampire (20%, see Area 4A–4B)
   9–20 
  No encounter
   
  Detections: The rear crypt of Area 4A–4 does not 
  detect as evil due to shielding.
  Shielding: The Area 4A–4 complex is shielded and 
  lead lined by a wish spell and covered with the 
  moonlight and stars illusion.
  Standard Features: There are no doors or secret doors 
  on this level.
  210
  
  211
  level 4a
  
  If revived, he is a fighter who gladly joins the party as a henchman if they 
  are not evil. Note that if his ring is pried off while still stone, it breaks.
  GIBLET  
   
  CR 4
  XP 1,600
  Male dwarf fighter 5 
  NG Medium humanoid (dwarf)
  Init +0; Senses darkvision 60 ft.; Perception +3
   
  AC 16, touch 10, flat-footed 16 (+6 armor)
  hp 42 (5d10+10 plus 5)
  Fort +8; Ref +3; Will +4 (+5 vs. fear); +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities bravery +1, hardy, stability
   
  Speed 20 ft.
  Melee mwk dwarven waraxe +9 (1d10+4/x3)
  Ranged mwk throwing axe +10 (1d6+3)
  Special Attacks hatred, weapon training (axes +1)
   
  Str 14, Dex 10, Con 14, Int 9, Wis 13, Cha 6
  Base Atk +5; CMB +7; CMD 17 (21 vs. bull rush and trip) 
  Feats Blind-Fight, Distance Thrower**, Point-Blank ShotB, Quick 
  DrawB, Steel Soul*, Weapon Focus (throwing axe)B
  Skills Appraise –1 (+1 for gemstones and metals), Climb +2, 
  Craft (weapons) +5, Heal +1, Knowledge (engineering) +4, 
  Perception +3 (+5 vs. unusual stonework), Sense Motive +1, 
  Survival +5, Swim –2
  Languages Common, Dwarven
  SQ armor training 1, greed, stonecunning 
  Gear see Treasure
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  **Pathfinder Roleplaying Game Ultimate Combat
  C. Statues and a Hole in the ground  
  (Cr 5 to 8)
  This room contains less fungus than the other rooms. Amidst the 
  mold are a series of beautifully sculpted stone statues. They all appear 
  incredibly lifelike, as if carved by one of the great dwarven artists of the 
  last age. The detail is incredible!
  This room lacks much of the fungus of Rooms A and B, but it does 
  contain a large sinkhole that goes down 40 feet and contains a tunnel at 
  the bottom that leads to Level 7A. Sixteen stone statues stand in various 
  positions around the room. There are 9 humans, 6 dwarves, and a scantily-
  clad elven female. 1d3 basilisks are always here.
  BASILISK  
   
  CR 5
  XP 1,600
  hp 52 (Pathfinder Roleplaying Game Bestiary, “Basilisk”)
  Treasure: If revived, all of these adventurers offer to serve their 
  liberators. Each of the nine humans is 3rd level (all fighters) except 
  number 3 who is a cleric of Thyr. Fighter number 6 has a large sack with 
  2,000 gp in it; number 9 has 6 small gems (25 gp each) in his purse. They 
  all have standard dungeon equipment.
  All of the dwarves except number 3 are the same as the humans. 
  The third dwarf is a fighter 4 and wears +1 full plate. The elf is a 
  wizard 4. She also has a scroll of break enchantment (CL 9th) hidden 
  in her staff.
  D. The Lair of the Basilisks (Cr 8 to 10)
  This room is nearly devoid of fungus. There are 1d4+2 basilisks here, 
  up to a maximum of 11 basilisks on this level. If a number of wandering 
  basilisks have been killed, the number encountered here may need to be 
  reduced so that no more than 11 are encountered on this level. A large 
  numbers of stone animals (bats, rats, etc.) fill the room, but no humans 
  ever made it this far.
  BASILISK  
   
  CR 5
  XP 1,600
  hp 52 (Pathfinder Roleplaying Game Bestiary, “Basilisk”)
  Treasure: In the southwest spur of the cavern is a small vein of gold. 
  A dwarf or a miner could extract this given 4 weeks of mining and obtain 
  40,000 gp. It would take several treks to carry all of the gold out of this 
  cavern.
  4A–3. Caverns
  These caverns are uphill from the Area 2 caverns, somewhat drier and 
  less full of fungus. The floors (except in D) are less cluttered with rubble, 
  and movement is increased to three quarters normal. Full movement or 
  running requires a DC 14 Reflex save or the character falls and takes 1d3 
  subdual damage.
  Note: Except for Room A, add 1 to any wandering monster check. 
  The basilisks do not venture far into the other caves, which are populated 
  primarily by rust monsters that seem for some reason to be immune to the 
  basilisk’s gaze. All caverns, except for C, are fungi-filled and also contain 
  many stalactites and stalagmites.
  A. Sinkhole room (Cr 6)
  The rubble in this cavern is less intensive than before. The cave seems 
  somewhat drier, though little trickles of water run through low spots in 
  the floor and down into an abysmal sinkhole in the center of the cave. 
  This room contains a large sinkhole that drops down 50 ft. It is the normal 
  home of an undead ooze. It has no treasure.
  UNDEAD OOZE  
   
  CR 6
  XP 2,400
  hp 27 (Frog God Games The Tome of Horrors Complete, 
  “Ooze, Undead”)
  B. Wraith Lair (Cr 5)
  Wind seems to be blowing down this long, narrow cave — lots of it. 
  One can barely hear the voices of his comrades with the noise. The stream 
  can be crossed easily at its shallowest point which is three feet deep. 
  Getting within 20 ft. of the river disrupts any spells that require material 
  spell components if they could be blown out of the caster’s hand. The 
  river is 20 ft. wide at the point where it must be crossed to reach the lair 
  of the wraith.
  In the northern end of the room across the river is the lair of the wraith. 
  His gravesite is marked with an “X.” His coffin lies buried under 4 ft. of 
  sand. The wraith emerges from his casket through the sand in incorporeal 
  form 3 rounds after the party sets foot on the northern shore.
  WRAITH  
   
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)
  Treasure: The wraith’s coffin lies buried in the sand and in it (under the 
  212
  level 4a
  
  213
  level 4a
  
  bones) lies a suit of solid bronze +1 plate mail studded with 12 sapphires 
  (100 gp each) and a necklace of fireballs (type II).
  Swimming Downstream: Anyone swimming down river must roll a 
  DC 15 Swim check or begin to drown. Survivors and bodies are washed 
  out into Level 9A in approximately 20 minutes.
  C. Hide the fighters! (Cr 3 to 6)
  The walls of this cavern appear to be corroded as if by acid. The walls 
  themselves appear to be made of alternating bands of red and silver stone. 
  The silver portions have an outer coating of red flakes that look like rust.
  This room is situated within the eaten-out portion of a large vein of 
  iron, and was formed by the rust monsters nibbling away at it. 1d3 rust 
  monsters are always here. There are a total of six of these creatures in the 
  caves.
  RUST MONSTER  
   
  CR 3
  XP 800
  hp 27 (Pathfinder Roleplaying Game Bestiary, “Rust 
  Monster”)
  D. Death from Above! (Cr 3)
  Piles of rubble indicate that the ceiling has recently caved in. Large 
  stalactites cover the intact ceiling areas, and weird lichens seem to make 
  the room glow with an unearthly light. This room contains a great deal of 
  rubble, and movement is down to one quarter normal. Over the horseshoe-
  shaped pile there are 3 large piercers that drop on unsuspecting PCs who 
  do not make a DC 20 Perception check. These particular piercers have 
  20 hp.
  LARGE PIERCERS (3) 
   
   
  CR 1
  XP 400 (Frog God Games, The Tome of Horrors Complete, 
  “Hazards”)
  Piercers resemble 1 ft. long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 1d6 
  points of piercing damage. If the save succeeds, the piercer 
  misses its target and may not attack again until it climbs 
  back into position. (Piercers move 5 feet per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 feet. Those of 2 to 4 
  feet in length are CR 1 and deal 2d6 points of damage if 
  they hit a foe. Their acid deals 1d6 points of acid damage. 
  Those of 5 to 6 feet in length are CR 2 and deal 3d6 points 
  of damage if they hit. Their acid deals 1d6 points of acid 
  damage. The DC to avoid a piercer’s attack is 15, regardless 
  of its size.
  Treasure: At the end of the northeast rat tunnel is the corpse of a dire rat 
  with a human finger in its maw. On this finger is a ring of mind shielding.
  Exits from this cavern: The northwest tunnel comes out in the bottom 
  of a 50 ft. sinkhole. If ascended (DC 14 Climb check) there is a tunnel 
  leading to Level 6A.
  E. Deadly Fungus (Cr 7)
  As the PCs descend into the tunnel, they notice that the downhill slope 
  (DC 5 Perception check), and that the water flow leads down the hill. The 
  temperature seems to raise a few degrees, and fungus covers the floors 
  and walls. At the entrance to the grand cavern, gypsum flowers and calcite 
  crystals grow everywhere.
  Traps: Several traps have been placed in this room. The first is a 
  large patch of yellow mold that has been placed directly in front of the 
  tunnel. It can only be noticed by the lead character on a successful DC 15 
  Perception check.
  YELLOW MOLD 
   
   
  CR 6
  XP 2,400 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  If disturbed, a 5 ft. square of this mold bursts forth with 
  a cloud of poisonous spores. All within 10 ft. of the mold 
  must make a DC 15 Fortitude save or take 1d3 points of 
  Constitution damage. Another DC 15 Fortitude save is 
  required once per round for the next 5 rounds, to avoid 
  taking 1d3 points of Constitution damage each round. A 
  successful Fortitude save ends this effect. Fire destroys yellow 
  mold, and sunlight renders it dormant.
  SPIKED PIT TRAP  
   
  CR 3
  Type mechanical; Perception DC 21; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 20 ft. deep pit (2d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); DC 
  20 Reflex avoids; multiple targets (first target in each of two 
  adjacent 5 ft. squares)
  There is a trip wire also across the tunnel leading to 3F which dumps 
  the front character on his face and makes a clang.
  TRIP WIRE TRAP  
   
  CR 1/3
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect trip (stun for 1d3 rounds); DC 20 Reflex avoids
  If the party is extremely noisy, numerous, or uses light, the goblins at F 
  are alerted and ready.
  F. Lost goblins (Cr 11)
  There are 6 goblins trapped here who came up from Level 12A via 
  Level 7A and are afraid to go back due to their fear of the basilisks. They 
  fight only if the party refuses to negotiate. If the party tries to parley, the 
  goblins can be persuaded to leave in peace if they are assured that the 
  basilisks are gone.
  Tactics: These goblins are wise and cunning, and are only trapped here 
  as a result of a bad encounter with the basilisks. Gurran has one scroll 
  with which to save a comrade, but is currently in search of a safer way 
  out. The goblins are very prepared for the PCs if any of the alarm traps 
  were triggered. The goblins have already cast the underlined spells in their 
  spell lists, and unless the party negotiates immediately, they attack with 
  summoned monsters (including 3 giant centipedes from the giant vermin 
  spell, a fiendish dire rat, 2 fiendish wolves and a fiendish dire lion) 
  as well as a magical barrage, including Zagros’ scroll of blade barrier. 
  Gurran is the leader, and uses his Diplomacy skill to negotiate safe passage 
  if the party makes the first move. He is far more concerned with escape 
  than with fighting a well-armed group.
  Their basic battle tactics include artillery spells and backstabs. Org acts 
  as a bodyguard for Gurran, and none of the goblins seek melee (except 
  from flanking). Ostler sneaks in and use his lions to attack from behind, 
  saving his potion of invisibility for an escape. Zim is very dangerous, 
  214
  level 4a
  
  and seeks to eliminate PC spellcasters first. His displacement ability, 
  potion of heroism, and the greater invisibility spell cast on him by Gurran 
  make him likely to kill a PC wizard. Zagros uses his scroll only in a dire 
  emergency, and otherwise stays near Gurran and defends him. Gurran use 
  his wand every round unless there is a good reason not to (like harming 
  his comrades).
  GIANT CENTIPEDE (3)
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Centipede, 
  Giant”)
  FIENDISH DIRE LION (9 rounds)
  hp 60 (Pathfinder Roleplaying Game Bestiary, “Dire Lion,” 
  “Fiendish”)
  FIENDISH DIRE RAT (6 rounds)
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Dire Rat,” 
  “Fiendish”)
  FIENDISH WOLF (2) (7 rounds)
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf,” 
  “Fiendish”)
  GURRAN 
  CR 8
  XP 4,800
  Male goblin wizard 9 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft., see invisibility; Perception +8
   
  AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
  hp 43 (9d6+9)
  Fort +4; Ref +5; Will +7 
  Resist fire 10
   
  Melee dagger +5 (1d3/19–20)
  Special Attacks hand of the apprentice (6/day)
  Spells Prepared (CL 9th; ranged touch +7)
  5th—summon monster V
  4th—greater invisibility, stoneskin (DC 17)
  3rd—haste (DC 16), summon monster III, silent stilled color 
  spray (DC 14), tongues (DC 16)
  2nd—acid arrow, invisibility (DC 15), mirror image (DC 15), 
  protection from arrows (DC 15), see invisibility
  1st—color spray, disguise self (DC 14), magic missile (x2), 
  summon monster I
  0—dancing lights, flare (DC 13), read magic, resistance  
  (DC 13)
   
  Str 11, Dex 14, Con 12, Int 17, Wis 8, Cha 12
  Base Atk +4; CMB +3; CMD 15 
  Feats Brew Potion, Combat Casting, Iron Will, Scribe ScrollB, 
  Silent Spell, Spell MasteryB (color spray, fire shield), Spell 
  Mastery (cloudkill, displacement, greater invisibility)
  Skills Acrobatics +2, Appraise +3, Bluff –1, Craft (alchemy) 
  +15, Diplomacy +5, Disguise +2, Escape Artist +11, Intimidate 
  +2, Knowledge (arcana) +15, Knowledge (dungeoneering) 
  +7, Knowledge (engineering) +7, Knowledge (local) +7, 
  Knowledge (nature) +7, Knowledge (planes) +7, Perception 
  +8, Ride +6, Sense Motive +2, Spellcraft +15, Stealth +11, 
  Swim +1
  Languages Common, Draconic, Goblin, Orc
  SQ arcane bond (toad named Wart), metamagic mastery 
  (1/day)
  Combat Gear scroll (haste, forcecage, phase door, stone 
  to flesh), wand of lightning bolt (22 charges); Other Gear 
  bracers of armor +5, dagger, ring of minor fire resistance, 
  spellbook (all spells above plus all level 0 spells, cloudkill, 
  displacement, fire shield, mind fog, spider climb, suggestion, 
  telekinesis, wall of fire), spell component pouch, sack with  
  11 gp
  ORG 
   
   
  CR 4
  XP 1,200
  Male goblin fighter 5 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  LE Small humanoid (goblinoid)
  Init +8; Senses darkvision 60 ft. Perception +7
   
  AC 24, touch 16, flat-footed 19 (+6 armor, +4 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 40 (5d10+5 plus 5)
  Fort +5, Ref +5, Will +1 (+2 vs. fear)
  Defensive Abilities bravery+1
   
  Speed 30 ft.
  Melee mwk battleaxe +11 (1d6+6/x3)
  Special Attacks weapon training (axes +1)
   
  Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 6
  Base Atk +5; CMB +6; CMD 21 
  Feats Alertness, Athletic, Dodge, Improved InitiativeB, 
  Weapon Focus (battleaxe) B, Weapon Specialization 
  (battleaxe) B
  Skills Acrobatics +0, Appraise +2, Bluff –1, Climb +7, 
  Diplomacy –1, Heal +1, Intimidate –1, Perception +7, Ride +3, 
  Sense Motive +5, Stealth +11, Swim +3
  Languages Common, Goblin
  SQ armor training 1
  Combat Gear potion of gaseous form; Other Gear 
  breastplate, heavy wooden shield, masterwork battleaxe, 
  ring of sustenance, 22 gp, key to large box
  OSTLER  
   
  CR 6
  XP 2,400
  Male goblin rogue 7 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  LE Small humanoid (goblinoid)
  Init +9; Senses darkvision 60 ft.; Perception +12
   
  AC 21, touch 17, flat-footed 15 (+4 armor, +5 Dex, +1 size, +1 
  dodge)
  hp 50 (7d8+14 plus 7)
  Fort +4; Ref +10; Will +2
  Defensive Abilities evasion, trap sense +2, uncanny dodge
   
  Melee +1 short sword +12 (1d4+1/19–20)
  Special Attacks rogue talent (bleeding attack), rogue talent 
  (combat trick [improved initiative]), rogue talent (finesse 
  rogue), sneak attack +4d6
   
  Str 11, Dex 20, Con 14, Int 12, Wis 10, Cha 6
  Base Atk +5; CMB +4; CMD 20
  Feats Alertness, Dodge, Improved InitiativeB, Mobility, Spring 
  Attack, Weapon FinesseB
  Skills Acrobatics +15, Appraise +5, Bluff –1, Climb +1, Craft 
  (traps) +11, Diplomacy –1, Disable Device +18, Disguise 
  –1, Escape Artist +16, Heal +1, Intimidate –1, Knowledge 
  (dungeoneering) +9, Perception +12, Ride +10, Sense Motive 
  +12, Sleight of Hand +15, Stealth +23, Use Magic Device +8
  Languages Common, Goblin
  SQ trapfinding (+3)
  Combat Gear 3 potions of invisibility; Other Gear +2 leather 
  armor, +1 short sword, figurine of wondrous power (golden 
  lions), masterwork artisan’s tools (trapmaking), masterwork 
  thieves’ tools, small sack with 2 gp
  215
  level 4a
  
  ZAGROS 
   
   
  CR 6
  XP 2,400
  Female goblin cleric of Orcus 7 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin)
  CE Small humanoid (goblinoid)
  Init +3; Senses darkvision 120 ft.; Perception +11
   
  AC 19, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 size)
  hp 52 (7d8+14)
  Fort +7; Ref +4; Will +10 
   
  Speed 20 ft.
  Melee+1 heavy mace +9 (1d6+2)
  Special Attacks channel negative energy (1/day, DC 11, 4d6)
  Domain Spell-Like Abilities
  6/day—bleeding touch, touch of evil
  Spells Prepared (CL 7th; ranged touch +7)
  4th—giant vermin, unholy blightD (DC 17)
  3rd—animate deadD, deeper darkness, prayer, summon 
  monster III
  2nd—death knellD(DC 15), death knell (DC 15), hold person 
  (DC 15), silence (DC 15), spiritual weapon
  1st—protection from goodD (DC 14), cause fear (DC 14) (x2), 
  cure light wounds (DC 14) (x3)
  0—bleed (DC 13), guidance (DC 13), resistance (DC 13), 
  stabilize
  D Domain spell Domains Death, Evil
   
  Str 12, Dex 14, Con 14, Int 12, Wis 16, Cha 6
  Base Atk +5; CMB +5; CMD 17 
  Feats Deepsight*, Iron Will, Warrior Priest**, Weapon Focus 
  (heavy mace)
  Skills Acrobatics –1, Appraise +2, Bluff –1, Climb –3, Diplomacy 
  –1, Disguise –1, Escape Artist –1, Heal +14, Intimidate –1, 
  Knowledge (religion) +12, Perception +11, Ride +6, Sense 
  Motive +4, Spellcraft +12, Stealth +7, Survival +4, Swim –3
  Languages Common, Goblin
  Combat Gear scroll (blade barrier, dispel magic, summon 
  monster VII); Other Gear breastplate, +1 heavy mace, boots 
  of speed, unholy symbol, spell component pouch, 125 gp 
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  ** Pathfinder Roleplaying Game Ultimate Magic
  ZIM 
   
   
  CR 6
  XP 2,400
  Male goblin fighter 4/rogue 3 (Pathfinder Roleplaying Game 
  Bestiary, “Goblin)
  LE Small humanoid (goblinoid)
  Init +8; Senses darkvision 60 ft.; Perception +10
   
  AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
  Hp 46 (4d10+3d8)
  Fort +6; Ref +8; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1, evasion, trap sense +1
   
  Melee+3 short sword +15/+10 (1d4+7/19–20) and short sword 
  +13/+7 (1d4+3/19–20)
  Special Attacks rogue talent (finesse rogue), sneak attack +2d6
   
  Str 14, Dex 18, Con 13, Int 12,Wis 10, Cha 6
  Base Atk +6; CMB +9; CMD 23
  Feats Agile Maneuvers, Athletic, Improved Initiative, 
  Improved Two–Weapon FightingB, Two–Weapon Fighting, 
  Weapon FinesseB, Weapon Focus (short sword)B, Weapon 
  Specialization (short sword)B
  Skills Acrobatics +14, Appraise +1, Bluff +2, Climb +8, 
  Diplomacy –2, Disguise +1, Escape Artist +13, Intimidate –2, 
  Perception +10, Ride +8, Sense Motive +7, Sleight of Hand 
  +14, Stealth +16, Survival +4, Swim +17
  Languages Common, Goblin
  SQ armor training 1, trapfinding (+1) 
  Gear +1 studded leather, +3 short sword, short sword, cloak of 
  minor displacement, gold and ruby necklace (800 gp value).
  Treasure: In the northeast corner of the room is a large box containing: 
  4 weeks of iron rations, a magical waterskin which refills itself once every 
  12 hours, and a locked strong box with 400 gp (the key is on Org).
  4A–4 The Vampire Lair (Cr 13)
  This mini–level revolves around a pair of horrible monster lovers: a 
  vampire and a succubus, who have established a safe haven in a small 
  cave complex. This is not to say that they do not venture out in search 
  of prey (humans), but they are much happier staying together in their 
  unholy matrimonial chamber. The PCs had better hope they have plenty 
  of restoration spells available!
  A. The Secret Arcane Locked Door (Cr 11)
  The secret door leading to the cave of the lovers is a small lead-lined 
  metal door no more than 2-feet-wide, set high up on the cave wall and 
  disguised with an illusion to appear a part of the surrounding cave wall.
  This door is held by an arcane lock (CL 11th), and can be bypassed by normal 
  means. It provides access to the lair of the evil lovers. The door opens by pulling 
  out. Note that the lead lining of the room is apparent to any who look closely at 
  the walls or door itself (DC 12 Perception check). In addition, the door has been 
  enchanted to open at the mental command of either of the lovers.
  ILLUSION-COVERED ARCANE LOCKED SECRET DOOR      CR 11
  XP 12,800
  Type magic; Perception DC 30; Disable Device DC 30
   
  Trigger visual; Reset automatic
  Effect spell effect (illusory wall); locked door (2 in., hardness 
  10, hp 60, Break DC 30; Disable Device DC 32)
  Chaos Diamond
  Aura strong varied; CL 19th
  Slot —; Price 361,000 gp; Weight 1 lb.
   
  DESCRIPTION
  This lustrous gemstone is uncut and about the size of a 
  human fist. The gem grants its possessor the following 
  powers:
  Cloak of chaos
  Lesser confusion
  Magic circle against law
  Word of chaos
  Each power is usable 1d4 times per day. This is rolled 
  for each power individually and the character does 
  not know the result.
  A non-chaotic character who possesses a chaos 
  diamond gains one negative level. Although this 
  level never results in actual level loss, it remains as 
  long as the diamond is in the character’s possession 
  and cannot be overcome in any way (including 
  restoration spells).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, cloak of chaos, 
  lesser confusion, magic circle against law, word of 
  chaos; Cost 180,500 gp
  216
  level 4a
  
  B. The Courtyard of the Moon (Cr 10)
  Beyond the secret door lies a circular cavern about 60 ft. in diameter. The 
  walls and ceiling of the cave glow with a strange light. As you look around, 
  you notice that the entire ceiling is decorated like a moonlit night. The moon 
  is full and the stars seem to twinkle and gleam as if you were really outside 
  at night. In the center of the cavern is a gurgling fountain, with a statue of 
  a beautiful woman holding two pitchers pouring forth water. Several small 
  birds can be seen nesting in a solitary tree a few yards from the fountain. An 
  inscription on the fountain (in Celestial) reads as follows:
  “Princess of stone,
  Freed with a kiss,
  Curse can be broken,
  If love does exist”
  This room has been enchanted with a permanent illusion to depict 
  the outside during a full moon. The statue is, of course, Corinaria, the 
  succubus. The tree and the birds are bats clinging to an illusion covered 
  stone pillar. One of the bats is Shekahn, the vampire. These monsters 
  possess three powerful magic items, a chaos diamond (Corinaria), a rust 
  bag of tricks (Shekahn), and a chime of interruption (Shekahn) that they 
  use during combat.
  The inscription is intended to trick PCs into kissing the statue to free the 
  “princess.” When this is done, Corinaria materializes (as if turning from 
  stone to flesh). Obviously, the person kissing the statue is immediately 
  (though unknowingly) subjected to Corinaria’s energy drain ability. This 
  inscription may provide the opportunity to drain several levels from the 
  PCs. Once the party figures out something is wrong, the pair attacks. Only 
  after the pair is slain or driven off can the walls be searched. On the wall 
  opposite the secret entrance is a small, 2-inch diameter hole, noticeable 
  with a DC 30 Perception check. This hole leads back three feet into 
  another chamber (Room C). Since neither the vampire with his gaseous 
  form ability or the succubus with ethereal jaunt need a large entrance to 
  get to their bedroom, the PCs will need to dig through three feet of stone 
  (hardness 8, hp 540) to gain access to the final room.
  CORINARIA THE SUCCUBUS 
   
   
  CR 7
  XP 3,200
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Succubus”)
  SHEKAHN 
   
  CR 9
  XP 6,400
  Male human vampire fighter 8 (Pathfinder Roleplaying 
  Game Bestiary, “Vampire”)
  CE Medium undead (augmented humanoid)
  Init +8; Senses darkvision 60 ft.; Perception +19
   
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, 
  +6 natural)
  hp 92 (8d10+32 plus 16); fast healing 5
  Fort +12; Ref +10; Will +7 (+9 vs. fear)
  Defensive Abilities bravery +2, channel resistance +4; DR 10/
  magic and silver
  Immune undead traits; Resist cold 10, electricity 10
  Weakness vampire weaknesses
   
  Melee+3 halberd +21/+16 (1d10+16/19–20/x3) and slam +10 
  (1d4+3 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 18), energy drain (2 levels, DC 18), 
  weapon training (pole arms +1)
   
  Str 24, Dex 18, Con —, Int 14, Wis 12, Cha 18
  Base Atk +8; CMB +15 (+17 to grapple); CMD 30 (32 vs. 
  grapple)
  Feats AlertnessB, Combat ReflexesB, DodgeB, Greater 
  Weapon Focus (halberd), Improved Critical (halberd), 
  Improved Unarmed Strike, Improved Grapple, Improved 
  InitiativeB, Lightning ReflexesB, MobilityB, Spring AttackB, 
  Toughness, Weapon Focus (halberd)B, Weapon 
  Specialization (halberd)B, Whirlwind AttackB
  Skills Acrobatics +9, Appraise +2, Bluff +20, Climb +14, 
  Diplomacy +4, Disguise +4, Escape Artist +4, Fly +4, Heal +1, 
  Intimidate +4, Knowledge (arcane) +3, Knowledge (history) 
  +3, Knowledge (nobility) +3, Perception +19, Ride +4, Sense 
  Motive +15, Stealth +20, Survival +1, Swim +7
  Languages Abyssal, Common, Dark Folk
  SQ armor training 2, change shape (dire bat or wolf, beast 
  shape II), gaseous form, shadowless, spider climb
  Gear +3 halberd, cloak of resistance +2, rust bag of tricks, 
  chime of interruption
  Tactics: Corinaria pretends to be very enthusiastic about being 
  released, kissing the person who freed her, again subjecting the person 
  to her energy drain ability. In fact, she attempts to show her “affection” 
  to all of her male “saviors.” While she is doing so Shekahn flies behind 
  the pillar (+15 circumstance bonus to his Stealth checks), changes shape 
  and activates the chime. Once the party realizes they are being attacked, 
  Corinaria pleads to be saved from Shekahn, whom she claims has held her 
  prisoner (she reinforces her pleadings with a suggestion spell). She does 
  not attempt to summon a babau at this time. She cowers behind the PCs, 
  acting as if she needs their protection. Instead, she surreptitiously uses 
  the word of chaos ability of her chaos diamond. She then uses her charm 
  and suggestion abilities every round, suggesting such things as “use silver 
  to slay the vampire,” or “kiss me again, only love can defeat him.” She 
  tells charmed persons to stay out of the fight or restrain their comrades (to 
  prevent bloodshed, which princesses cannot bear to see). If attacked, she 
  teleports away or becomes ethereal to avoid combat.
  After ringing his chime, Shekahn calls for rats. He then uses his dominate 
  ability, Dodge and Mobility feats to avoid combat until he is cornered. Unlike 
  most vampires, Shekahn wants to make spawn rather than kill the PCs 
  outright. He uses his bag of tricks to delay entering combat. Anyone taken 
  prisoner is drained and turned into spawn. If Shekahn is slain, he turns to gas 
  and flees to Room C. If this happens, Corinaria turns ethereal and follows 
  him, unless she still successfully fools the party into believing she is one of the 
  “good” guys, in which case she continues to charm PCs. If she takes over 30 
  points of damage, she flees ethereally to Room C. The pair remains inside the 
  bedroom and regenerate until they are discovered. If allowed to fully recover, 
  they hunt the party in the dungeon, attacking when the PCs are wounded, 
  sleeping, or low on spells, summoning servitor creatures to “soften up” the 
  PCs before they attack. Their vengeance is frightening to behold.
  Treasure: The magic items are the couple’s only treasure in this room, 
  which they probably take with them. Their remaining treasure is found in 
  Room C.
  C. The Bedroom of Evil
  The small hole leads to another chamber. The room itself is 20 ft. 
  square, and is adorned with lavish tapestries and fine rugs. In the center of 
  the room is a large stone block.
  This room serves as the tomb of Shekahn and the nuptial crypt of the 
  lovers. The stone block, which is actually a coffin (requiring a DC 23 
  Strength check to open) is made of 2 parts — a lid and a base. The pair 
  hide inside the stone block.
  Tactics: If Shekahn was slain or if the two are followed into this room, 
  Corinaria attempts to summon a babau demon once the PCs enter this 
  chamber. If her attempt fails, she fights to death rather than abandon her lover.
  Treasure: The rugs and tapestries are worth 12,000 gp if removed from 
  the dungeon. They weigh 1,100 pounds, so this may prove difficult. Inside 
  the crypt is the remaining treasure. A suit of +3 full plate, a +3 halberd 
  (currently equipped by Shekahn), a cloak of resistance +2 (also currently 
  equipped by Shekahn), and 1,400 gp are inside. There is also a substantial 
  quantity of vampire dirt from Shekahn’s homeland.
  217
  level 4a
  
  Level 4B: 
  The gut
  The “Gut,” as it is known, is a long underground tunnel (approximately 
  40–50 miles) that links the outlying Mouth of Doom levels to the central 
  dungeon regions of Rappan Athuk. The Gut is a high-ceilinged corridor 
  twenty feet wide, passing through six more detailed sub-areas (or possibly 
  more, if the GM chooses to add additional sub-areas). Because of its 
  length, the tunnel has one “overview” map to show the arrangement of the 
  six major points of interest, and smaller-scale maps to illustrate the details 
  of these far-separated areas. 
  The Gut has always been used as a thoroughfare between the Mouth of 
  Doom and the deeper levels of Rappan Athuk. In Rappan Athuk’s earliest 
  days, zombie horses and messengers, along with goblin slaves and the 
  even stranger minions of the dark priests, carried the almost constant 
  flow of supplies, slaves, messages and agents required for such a vast 
  centralization of evil power. Even though the Mouth of Doom is no longer 
  a major strategic outpost for the priests, the Gut is still well-traveled by a 
  variety of unpleasant creatures. For the most part, travelers in the Gut are 
  not making the journey all the way from the deep levels of Rappan Athuk 
  to the Mouth of Doom. The long corridor is pockmarked with numerous, 
  extremely well-hidden secret doors that lead away to catacombs and 
  warrens in the miles and miles of underground rock between the Mouth 
  of Doom and the lowest regions of Rappan Athuk. Most of the creatures 
  traveling the Gut are journeying between two such secret access points 
  rather than within Rappan Athuk itself.
  For the GM, the Gut is an ideal level of the dungeon to place any 
  additional underground areas you may have designed, as they can easily 
  be placed anywhere along the Gut in one of the gaps between the level’s 
  six sub-areas.
  The six sub-areas, and the distance between them, are as follows:
  A. The Zombie Stables (directly below Level 3C). The distance 
  between the Zombie Stables and The Last One Inn (B) is 11 miles.
  B. The Last One Inn. Distance to the Zombie Stables (A) is 11 miles; 
  distance to the Weird Plantation (C) is 15 miles; distance to the River-
  Drippings (D) is 18 miles.
  C. The Weird Plantation. Distance to the Last One Inn (B) is 15 miles; 
  distance to The Gates of Gloom (F) is 10 miles.
  D. The River-Drippings. Distance to the Last One Inn (B) is 18 miles; 
  distance to the Rune-Caverns (E) is 10 miles; distance to the Gates of 
  Gloom is 20 miles.
  E. The Rune-Caverns. Distance to the River-Drippings is 10 miles; 
  distance to the Rappan Athuk Undercrypt levels is 9 miles (leads to b).
  F. The Gates of Gloom. Distance to the Weird Plantation (C) is 10 miles; 
  distance to the Rappan Athuk Undercrypt levels is 14 miles (leads to 4-7).
  Traveling through the Gut will generally be at a speed of 10 miles per 
  day unless the party is mounted or flying. In such cases, a speed of 15 or 
  20 miles per day, respectively, can be achieved. The areas of the Gut are 
  shown on Maps RA–4B, Part 1 and 2.
  ZOMBIES 
   
  CR 1/2
  XP 200
  hp 12 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  ZOMBIE WARHORSE 
   
   
  CR 1
  XP 400
  NE Large undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init +1; Senses darkvision 60 ft.; Perception +0
   
  AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, –1 size)
  hp 22 (4d8 plus 4) 
  Fort +1; Ref +2; Will +4
  DR 5/slashing; Immune undead traits
   
  Speed 50 ft.
  Melee slam +6 (1d8+4) and 2 hooves +1 (1d4+2)
  Space 10 ft., Reach 5 ft.
   
  Str 18, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +8; CMD 19 (23 vs. trip) 
  Feats ToughnessB
  SQ non-staggered
  Gear saddle, rotting saddlebags
   
  Non-Staggered (Ex) The zombie warhorse does not gain the 
  staggered condition as other zombies.
  GOBLINS 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
  OGRES  
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  Level 4B
  Difficulty Level: 6–7
  Entrances and Exits: “Northwest” Entry from/to Level 
  3C at 4B–1, “Southeast” Entries to Level 2 (north of 
  Room 2–10) and Level 4 (Room 4–7).
  Wandering Monsters: Roll on the table below once 
  per six hours.
   
   01–10 
  1d6 zombies on zombie warhorses
   11–20 
  1d6+6 goblins
   21–30 
  1d6 ogres
   31–00 
  No encounter
  Standard Features: Secret doors are all detected with 
  a DC 20 Perception check unless otherwise noted. All 
  doors on this level are made of locked, sturdy wood 
  (2 in. thick; hardness 3; hp 10; Break DC 15, Disable 
  Device DC 20).
  218
  
  219
  level 4b
  
  220
  level 4b
  
  A. The Zombie Stables
  4B–1. The Stable Stairs.
  The north wall of this chamber has an inscription carved on it. A dwarf 
  will be able to tell that the inscription was carved within the last fifty 
  years or so, while the construction around it is much older. The inscription 
  reads: “Thou art entering the Hospices of the Healers. Do so with no 
  hostile intent, and thou art welcome here.”
  The south wall of the chamber also has an inscription, although this 
  one is in goblin and is almost as old as the surrounding construction. This 
  second inscription reads: “Anyone letting horses piss on the floor in here 
  will be flogged to death.”
  A third inscription is carved over the eastern door, in the common 
  tongue. It reads simply, “The Gut.”
  4B–2. Stables (Cr 2)
  There are two zombie horses in here. They can be ridden, but each day 
  the horse must make a DC 15 Fortitude save or it will come apart. If the 
  horse is ridden faster than normal walking speed, the saving throw will 
  be made at –1. 
  ZOMBIE WARHORSES (2)  
   
  CR 1
  XP 400
  hp 22 (see Wandering Monsters, above)
  4B–3. Entrance to the gut
  This corridor stretches as far as the eye can see into the gloom. It has 
  a high, arched ceiling that rises thirty feet above the center-point of the 
  hall. The flagstone floor is worn by the passage of what must have been 
  thousands of travelers over the centuries, and a sluggish, cold draft of 
  air from down the corridor indicates that ventilation shafts are still in 
  operation somewhere in the deeps.
  B. The Last One inn
  4B–4. Sign of the Succubus
  At this point in the corridor, the northern wall is slathered over with a thick 
  layer of what must once have been brightly-colored paint. The lurid colors are 
  now faded, but the sign is still visible, showing a bat-winged succubus holding a 
  sign that reads “The Last One Inn.” To the east, the corridor enters a T-junction, 
  dividing into corridors leading one to the north and one to the south.
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  level 4b
  
  4B–5. The Privy (Cr varies) 
  A small, foul-smelling alcove in the wall contains a two-seat privy. The 
  pit beneath the stone slab (in case anyone is odd enough to investigate this) 
  is narrow, and descends over a thousand feet into the depths; it eventually 
  terminates in a vast cavern filled with Cyclopean stone shapes, inhabited 
  by hundreds of ghouls and the horrid king and queen who rule them.
  4B–6. Stable of the Last One inn
  This chamber is the stable for horses or draft animals staying at the Last 
  One Inn. 
  4B-7. Common room of the Last 
  One inn (Cr 7)
  This large room is clearly the common room of a tavern, for it contains 
  two large wooden tables, chairs, and a bar for serving drinks. Behind the 
  bar stands a large, roach-like creature the size of a short human being. This 
  is Urovok the Roach-man, the latest proprietor of the Last One Inn. The 
  Inn sells rations at twice normal prices, drinks at twice normal prices, and 
  sausage at half normal prices (“normal prices” meaning the price on the 
  surface). Urovok does not disclose the source of the sausages; he claims 
  that the source is a trade secret. Rooms A, B, and C are available at a rate 
  of 10 gp per night. Each of these small rooms contains two human-sized 
  beds, a wooden table, and a nightstand. Rooms 8 and 9 (see below) are 
  rented at 50 gp per night.
  UROVOK, THE ROACH-MAN 
  CR 7
  XP 3,200 
  Male mongrelman rogue 6 (Frog God Games The Tome of 
  Horrors Complete, “Mongrelman”)
  CN Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +10
   
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 68 (2d10+6d8+24 plus 6) 
  Fort +5; Ref +12; Will +6
  Defensive Abilities evasion, trap sense +2, uncanny dodge; 
  SR 25
   
  Speed 30 ft.
  Melee 2 claws +12 (1d6+5 plus grab), slam +11 (1d4+5)
  Special Attacks constrict (+1d6 bludgeoning), rogue talent 
  (befuddling strike)*, sneak attack +3d6
  Spell-Like Abilities (CL 6th)
  1/day—haste (3 round burst) 
   
  Str 20, Dex 18, Con 16, Int 12, Wis 12, Cha 10
  Base Atk +6; CMB +11 (+15 to grapple); CMD 25
  Feats Intimidating ProwessB, Persuasive, Skill Focus (Bluff), 
  Weapon Focus (claw)
  Skills Acrobatics +14, Bluff +12, Climb+15, Diplomacy +6, 
  Disable Device +12, Disguise +16, Intimidate +15, Knowledge 
  (local) +6, Perception +10, Profession (innkeeper) +7, Sense 
  Motive +9, Sleight of Hand +17, Stealth +18; Racial Modifiers 
  +2 Acrobatics, +2 Climb, +8 Disguise, +4 Sleight of Hand, +6 
  Stealth
  Languages Common, Goblin, Mongrelman
  SQ mongrelman body parts (giant cockroach pincers 
  [as crabman], goblin eyes, halfling lower torso), rogue 
  talents (honeyed words), rogue talent (strong impression), 
  trapfinding (+3)
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  4B–8. guest room (Cr 6)
  This room (which may be legitimately rented from Urovok the Roach-
  Man in Room 4B–7 above) is furnished with a comfortable double bed, 
  a table, a sofa, and a fireplace. The fireplace has no chimney, but the 
  hearth seems to burn with an illusionary fire. The only apparently non-
  functional decoration in the room is a painted wooden totem pole that fills 
  the northwest corner from floor to ceiling. From floor to ceiling, the heads 
  depicted on the totem pole are as follows: human, goblin, eagle, dwarf, 
  raven, and roach. The illusion in the fireplace will reveal itself as magical 
  if a detect magic spell is employed in the room, but none of the room’s 
  other features are enchanted.
  The totem pole is a pipe that allows poison gas to be released from 
  Urovok’s bedroom (4B–10) into this room. A mechanism slides the eyes 
  of all the carvings downward, allowing the poison to escape through the 
  eye-holes. Searching the totem pole carefully (DC 25 Perception check) 
  may disclose that the eyes can be shifted down, but will not indicate 
  anything other than the fact that the pole is hollow. The poison gas may 
  be noticed by an alert guard in the room (DC 25 Perception check), but if 
  it is not noticed it will cause death if a saving throw fails. A songbird or 
  other small creature will succumb to the poison more quickly than humans 
  and their ilk.
  POISON GAS ROOM 
   
   
  CR 6
  XP 9,600
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger touch; Reset automatic
  Effect poison gas (poison [inhaled]; save Fort DC 16; 
  frequency 1/round while in area; effect 1d4 Con damage; 
  cure 1 saves); never miss
  4B–9. guest room (Cr 8)
  As with 4B–8 above, this room is furnished with a comfortable double 
  bed, a table, and a sofa. Unlike room 4B–8, there is no fireplace or totem 
  pole. There is, however, a luxurious rug on the floor, almost ten feet by 
  ten feet. At night, the rug reveals its true form, a manta-ray-like creature 
  (a trapper) that will engulf anyone sleeping on the carpet. If no one is 
  sleeping on the carpet, the trapper will undulate its way to the bed, and 
  lunge over the top of the bed to make its enfolding attack. Hiding under 
  the bed is the safest place to sleep in this room. Incidentally, if the trapper 
  itself is skinned and sold as a carpet, it is worth 1,000gp.
  TRAPPER  
   
  CR 8
  XP 4, 800
  hp 117 (Frog God Games The Tome of Horrors Complete, 
  “Trapper”)
  Treasure: In an indentation beneath the trapper’s station on the floor, 
  there are three skeletons’ worth of crushed bone, a ring of fire resistance, 
  and a ring set with a diamond, worth 5,000 gp.
  4B–10. Urovok’s room
  Urovok’s room contains a noisome “nest” of human bones and rubbish, 
  all taken from past victims of Room 4B–8. An earthenware pot with a 
  firmly closed lid stands in the southwest corner, and close investigation 
  will reveal a clay pipe at the back, connecting the pot’s interior to the 
  totem pole in 4B–8 through the wall. This pot is used to dispense gas into 
  the trap in Room 4B–8. There are five vials of poison gas in Urovok’s nest, 
  along with 400 gp, a golden figurine worth 300 gp, a potion of invisibility, 
  an emerald-studded ring worth 500 gp, and a wand of magic missiles (10 
  charges remaining). 
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  level 4b
  
  C. The Weird Plantation
  4B–11. Plantation room 
  (Cr varies, 5-plus)
  All the details of this room will likely not be immediately visible to 
  the adventurers unless they are carrying an extraordinarily powerful light 
  source. Most of the floor is open to a second floor 30 ft. below, with a 
  curving walkway leading across the room. A ramp leads down to the 
  room’s lower floor, crossing beneath the walkway. There are two exits 
  from the room’s lower floor. Two glowing sources of blue light can be seen 
  from the floor below, although these are not bright enough to illuminate 
  their surroundings.
  The entirety of the lower floor is apparently being used to cultivate 
  flowers, vegetables, and mushrooms; the area is a riot of colors, and a 
  mix of strange fragrances rises to the upper floor. These cultivations are 
  the property of the plantoids that reside in Room 4B–12. At any given 
  time, 1d2 plantoids and 1d4 plantoid servitors will be found in this 
  room, tending the plants. If the adventurers appear to be headed into the 
  tunnel to Room 4B–12, if they walk in the plants at all, or if they speak to 
  the plantoids, the plantoids will attack. A brisk walk down the ramp and 
  directly to the exit at 4B–13, ignoring everything in the room, will allow 
  the party to avoid a battle.
  The plants in the room are generally unremarkable, with the exception 
  of two flowers that glow (these are the sources of blue light mentioned 
  above). The glowing blue flowers are in the middle of other plants and 
  cannot be reached without walking into the plants — which will, of course, 
  enrage the plantoids. These flowers are of a tough mineral consistency, 
  and can be sold as jewels for 1,000 gp each.
  PLANTOIDS 
   
  CR 4
  XP 1,200
  N Medium plant (extraplanar)
  Init +1; Senses low-light vision; Perception +11
   
  AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 
  natural)
  hp 42 (5d8+10)
  Fort +6; Ref +2; Will +4
  Immune bludgeoning damage, plant traits
   
  Speed fly 40 ft. (perfect)
  Melee 4 tendrils +3 (1d4–1 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tendrils)
  Special Attacks control, create servitor, moss tendrils (+1 to 
  grapple per tendril)
   
  Str 8, Dex 13, Con 14, Int 12, Wis 16, Cha 16
  Base Atk +3; CMB +2 (+6 grapple); CMD 14 (can’t be 
  tripped)
  Feats Dodge, Mobility, Weapon Focus (tendrils)
  Skills Fly +17, Knowledge (planes) +6, Perception +11, Stealth +7
  Languages Plantoid
  SQ alien plant
   
  Alien Plant (Ex): Plantoids are extradimensional fungi, and 
  have the same class skills as aberrations.
  Moss Tendrils (Ex) A plantoid lashes out with several mossy 
  tendrils when it attacks, gaining a +1 bonus on its grapple 
  check for each tendril that hit its opponent.
  Control (Ex) The tendrils of a plantoid inject a mind-
  controlling substance, which it injects as a free action as 
  part of its grapple check. Anyone touched by the mossy 
  tendrils must succeed on a DC 15 Will save or fall under 
  control of the plantoid. This otherwise acts like the dominate 
  person spell except that the plantoid must touch the target 
  and it functions on any Medium humanoid or monstrous 
  humanoid. Control lasts for as long as the plantoid maintains 
  contact. The victim also gets another saving throw to 
  resist as described under the dominate person spell, and 
  once every 4 hours after control is initiated. The save DC is 
  Charisma-based.
  Create Servitor (Ex) Anyone who remains controlled by a 
  plantoid for more than 24 hours becomes a plantoid servitor, 
  all human reason irrevocably lost. A plantoid can only 
  control and transform a single creature or servitor at a time.
  PLANTOID SERVITORS 
   
  CR 2
  XP 600 (See Appendix A)
  N Medium plant
  Init +0; Senses low-light vision; Perception +4
   
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 22 (3d8+6 plus 3)
  Fort +5; Ref +1; Will +1
  Immune plant traits
   
  Speed 40 ft.
  Melee 2 slams +4 (1d4+2 plus grab)
  Special Attacks grab and bite (melee +4, 1d3+2 plus 
  poison), poison
   
  Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 1
  Base Atk +2; CMB +4 (+8 grapple); CMD 14
  Feats DiehardB, Endurance, Toughness
  Skills Perception +4, Stealth +5
  Combat Gear special (see description)
   
  Grab and Bite (Ex) A plantoid servitor that succeeds on a 
  grapple check can make a bite attack against its opponent 
  as an immediate action. This attack uses the plantoid 
  servitor’s full attack bonus and deals 1d3+2 damage.
  Poison (Ex) Transformative Poison: Bite—injury; save Fort DC 
  13; frequency 1/round for 4 rounds; effect special; cure 1 
  save. On the first failed save, the victim is paralyzed for 1d6 
  rounds. On the second failed saving throw, moss rapidly 
  grows on all skin surfaces. The victim gets a +2 bonus on 
  the third saving throw, but if the third save fails the victim 
  becomes a plantoid servitor under the control of the nearest 
  plantoid. There is a 25% chance that the victim becomes 
  a new plantoid in a hideous transformation that takes 24 
  hours. If the victim succeeds on his third saving throw, the 
  moss that grew on him withers and dies and falls away within 
  a few minutes. The save DC is Constitution-based.
  4B–12. Lair of the Plantoids (Cr 9)
  This room rises to an egg-like dome in the ceiling, and it is filled with 
  an eerie humming noise. A slimy moss (the source of the humming noise) 
  covers the otherwise featureless walls and floor of the chamber. Six glowing 
  blue flowers seem to grow directly from the stone walls; two of them are in 
  easy reach, and the others are at heights of 20 f.t (2), 30 ft., and 40 ft.
  There are 4 plantoids in this room, minus the 1 or 2 that are (or were) in 
  Room 4B–11. There are 5 plantoid servitors here regardless of how many 
  were in 4B–11. Anyone entering the room will immediately be attacked.
  PLANTOIDS (4) 
  CR 4
  XP 1,200 (see above)
  hp 32
  PLANTOID SERVITORS (5)  
  CR 2
  XP 600 (see above)
  hp 22
  223
  level 4b
  
  Treasure: The glowing blue flowers are the same type as those in 
  Room 4B–11, but these are fully matured and are worth 2,000 gp each.
  4B–13. Exit Tunnel
  This tunnel is a continuation of the Gut. From this point onward, the 
  corridor begins an almost undetectable slope downward.
  D. The river-Drippings
  4B–14. Statue Cavern
  This natural limestone cavern has stalactites on the ceiling, stalagmites 
  on the floor, and several pools of water in the cavern floor — the largest 
  pools are marked on the map. The pools reach a bottom depth of 40 ft. 
  Drops of water fall constantly from the ceiling of the cavern (which is 
  located directly under a river). The cavern’s most remarkable feature is an 
  enormous, forty-foot tall statue of a woman with fangs and a necklace of 
  skulls, wearing a long, flowing gown and carrying a water jug balanced on 
  her head. If the players inquire, the jug is ten feet tall and has a neck that 
  appears to be three feet wide — it is NOT clear from the ground whether 
  the jug is hollow or not.
  If a character climbs up the body of the statue (DC 25 Climb check) and 
  the side of the jug to look inside, the jug will be revealed as hollow, and 
  at the bottom there is a massive blue gem the size of a head, surrounded 
  by human bones. Anyone looking at the gem must make a DC 20 Will 
  save or become enthralled with the sight of the stone, attempting to climb 
  down into the water jug to sit beside it and contemplate it for all time. 
  The gem itself is worth 5,000 gp if it can be removed from the statue, and 
  there is a scroll of read magic, fireball, and cone of cold in the bones and 
  rubbish that encircle the gem. Disturbing an enthralled person will enrage 
  him, and he will attack ceaselessly until anyone in sight is dead (DC 20 
  Will save to resist attacking associates), then return to contemplation of 
  the gem until dying from thirst and starvation (DC 20 Will save each day 
  to throw off the effects, +1 to DC for every day failed) . The gem loses its 
  enthralling powers if it is taken more than 100 ft. from the statue.
  4B–15. Hidden Chamber (Cr 6)
  This chamber can only be reached by swimming under the water to 
  a depth of 20 ft. to find the entrance tunnel (DC 15 Swim check). The 
  tunnel rises above the water level and the chamber itself is filled with air, 
  although it is stale and thin. The cavern is the lair of a giant, venomous 
  water snake (the snake has 16 vestigial legs, but they have no effect on 
  anything in game terms). 
  GIANT VENOMOUS WATER SNAKE  
  CR 6
  XP 2,400 (Pathfinder Roleplaying Game Bestiary 2, “Snake, 
  Emperor Cobra”, Pathfinder Roleplaying Game Bestiary, 
  “Giant”)
  N Huge animal 
  Init +5; Senses low-light vision, scent; Perception +13
   
  AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
  hp 63 (6d8+36)
  Fort +11, Ref +6, Will +5
   
  Speed 30 ft., climb 30 ft., swim 30 ft.
  Melee bite +13 (3d6+15 plus poison)
  Space 15 ft.; Reach 15 ft.
   
  Str 30, Dex 13, Con 22, Int 1, Wis 17, Cha 2
  Base Atk +4; CMB +14; CMD 25 (can’t be tripped)
  Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
  Skills Acrobatics +9, Climb +16, Perception +13, Stealth +6, 
  Swim +18; Racial Modifiers +8 Acrobatics, +4 Perception, +4 
  Stealth
   
  Poison (Ex): Bite—injury; save Fort DC 19; frequency 1/round 
  for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.
  Treasure: 2,240 sp, 312 gp, 1 bronze figurine of a woman with fangs 
  and a necklace of skulls (250 gp).
  4B–16. The Drippings (Cr 2)
  This enormous cavern contains a large pool of water that feeds a 
  stream. The stream winds its way down a wide tunnel to the southeast. 
  Like the cavern at 4B–14, the floor and ceiling are filled with stalagmites 
  and stalactites.
  Three piercers (2 2 ft., 1 4 ft.) make their lair at the mouth of the 
  stream’s tunnel, on the northern bank of the stream. If the party is traveling 
  down the stream’s southern bank, the piercers will not molest them.
  PIERCERS 
   
   
  CR 1/4
  XP 100 (Frog God Games The Tome of Horrors Complete, 
  “Hazards”)
  Piercers resemble 1 ft. long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 
  1d6 points of piercing damage. If the save succeeds, the 
  piercer misses its target and may not attack again until it 
  climbs back into position. (Piercers move 5 ft. per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 ft. Those of 2 to 4 ft. in 
  length are CR 1 and deal 2d6 points of damage if they hit a 
  foe. Their acid deals 1d6 points of acid damage. Those of 5 
  to 6 ft. in length are CR 2 and deal 3d6 points of damage if 
  they hit. Their acid deals 1d6 points of acid damage. The DC 
  to avoid a piercer’s attack is 15, regardless of its size.
  Treasure: None.
  E. The rune-Caverns
  4B–17. Main rune-Cavern
  The walls of this vast natural cavern are entirely covered with billions 
  of runic symbols carved into the rock. The entire cavern radiates magic 
  with such intensity that if a detect magic spell is cast in the area, everyone 
  in the cavern will be blinded for 1d6 minutes and suffer 1 hp of non-
  lethal damage. Remaining in the cavern for more than ten minutes (other 
  than moving straight through) causes mild disorientation, and searching 
  through the cavern for more than 20 minutes requires a DC 15 Will save or 
  the character will become lost. If there is no one to lead a lost adventurer 
  out (for example, if the characters are all lost but stick together), the 
  character(s) will reach one of the exits in 1d10 minutes (there are 6 
  possible exits from the cavern: roll randomly on 1d6). If the characters 
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  level 4b
  
  225
  level 4b
  
  risk the consequences and search the cavern, they have a chance of finding 
  interesting things: there is a 1 in 6 chance per turn of searching to discover 
  one of the following (mark off when found):
   
   1 
  A bag of 1d100 gp
   2 
  A +1 bastard sword 
   3 
  A mummified Viking warrior (normal, with normal equipment)
   4 
  A potion of flying (CL 7th)
   5 
  A ruby worth 1d6 x100 gp
   6 
  A silver mirror (300 gp)
  4B–18. Empty Cavern
  Some normal bats cause a rustling noise at the cavern ceiling if the 
  adventurers bring light with them into the cavern, but the chamber is 
  otherwise devoid of interest.
  4B–19. Chamber of the Shadow 
  Crystal (Cr 7)
  The south wall of this otherwise normal cave chamber is entirely made 
  of a reflective crystal that functions almost as well as a mirror. If anyone 
  looks at the mirror for more than a glance, shadowy figures will be seen 
  moving forward from the depths of the mirror toward the adventurers. If 
  the characters (even one of them) meets the approaching figures eye to 
  eye and stares them down, they will retreat back into the depths of the 
  crystal. However, if the party turns away from the mirror, the 4 shadows 
  will emerge and attack.
  SHADOWS (4) 
   
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  Treasure: none.
  4B–20. Side Cavern
  This small cavern is empty, with the exception of some bats and a light 
  covering of bat guano on the floor.
  4B–21. Skeletal remains
  This wide spot in the tunnel has a rather grisly decoration; five human 
  skeletons are spiked to the wall with long iron shafts that have been driven 
  through the ribcages into the limestone rock.
  4B–22. Lair of the Spiker (Cr  4)
  This natural cave chamber contains a wooden bed and a table, but its 
  most noticeable feature is the fact that forty skeletons have been spiked 
  to the wall in the same way as those in the chamber outside. Sitting on 
  the bed is an unnaturally thin humanoid, holding a hammer and a long 
  steel spike. When he sees the adventurers, his eyes will glow yellow, and 
  anyone seeing this must immediately make a DC 15 Will save or walk 
  226
  level 4b
  
  over to the wall and stand there immobile. Characters standing against the 
  wall are unable to speak or move until or unless the Spiker is slain.
  The Spiker will fight anyone who succeeds at the saving throw, using 
  the hammer and spike simultaneously to make two attacks in a round. If at 
  any time there is only one character left alive, and the character kills the 
  Spiker, the character is subjected to the Spiker’s curse.
  THE SPIKER 
  CR 4
  XP 1,200 
  Male tiefling fighter 5 (Pathfinder Roleplaying Game Bestiary, 
  “Tiefling,” Pathfinder Roleplaying Game Advanced Player’s 
  Guide, “Two-Weapon Warrior”)
  CE Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +6
   
  AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
  hp 47 (5d10+10 plus 5) 
  Fort +6; Ref +4; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1, defensive flurry, Spiker’s curse; 
  Resist cold 5, electricity 5, fire 5
   
  Speed 30 ft.
  Melee heavy hammer +7 (1d8+5/x3) and 3 ft. iron spike +7 
  (1d6+1)
  Special Attacks gaze (DC 15), twin blades
   
  Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 6
  Base Atk +5; CMB +8; CMD 22
  Feats Catch Off-GuardB, Dodge, Two-Weapon FightingB, 
  Weapon Focus (spike), Weapon Focus (warhammer), 
  Weapon Specialization (warhammer)B
  Skills Acrobatics +8, Bluff +0, Intimidate +1, Perception +6, 
  Stealth +11; Racial Modifiers +2 Bluff, +2 Stealth
  Languages Abyssal, Common, Goblin
  Gear spiked leather armor, heavy hammer (treat as 
  warhammer), 4 3–ft. iron spikes.
   
  Defensive Flurry (Ex): At 3rd level, when a two-weapon 
  warrior makes a full attack with both weapons, he gains 
  a +1 dodge bonus to AC against melee attacks until the 
  beginning of his next turn. This bonus increases by +1 every 
  four levels after 3rd. This ability replaces armor training 1 and 
  2.
  Gaze (Ex): Anyone meeting the gaze of the Spiker must 
  immediately make a DC 15 Will save or walk to the nearest 
  wall or stable surface and stand there immobile. Characters 
  standing against the wall are unable to speak or move until 
  or unless the Spiker is slain. A successful save grants immunity 
  to the gaze effect for one hour.
  Twin Blades (Ex): At 5th level, a two-weapon warrior gains 
  a +1 bonus on attack and damage rolls when making a full 
  attack with two weapons or a double weapon. This bonus 
  increases by +1 for every four levels after 5th. This ability 
  replaces weapon training 1.
  Spiker’s Curse (Su): If at any time there is only one character 
  left alive in a Spiker’s presence, and the character kills the 
  Spiker, the character must immediately make a DC 20 Will 
  save or become the new Spiker.
  Treasure: Under the Spiker’s bed, there is a small treasure trove. It 
  includes 12 usable pairs of boots (and a considerable quantity of footwear 
  that is so old as to be unusable), 2 pointed hats, 6 suits of chain mail, 1 
  suit of full plate, 8 longswords, 7 helmets, 9 light steel shields, 4 lanterns, 
  3 vials of holy water, 13 backpacks, a small birdcage, a spare hammer, 
  and 30 long iron spikes. There is a bag containing 614 gp and 1,358 sp, 
  a turquoise ring (100 gp), and a plain gold necklace (50 gp). One of the 
  helmets is enchanted, lending the wearer a +1 on all saving throws (as a 
  cloak of protection+1).
  4B–23. Bat Cavern
  This cavern contains a multitude of bats; if they see a light source they 
  will swarm it, causing anyone in the path of the swarm to make a DC 
  15 Reflex save or drop all items held. Open flames other than lanterns, 
  whether dropped or not, have a 90% chance to be extinguished. The 
  cavern contains no treasure, but the floor is covered in a six-inch carpet 
  of bat guano.
  F. The gates of gloom
  4B–24. The gates of gloom
  This large chamber is constructed of huge blocks of chiseled volcanic 
  stone, darker and smoother than the native limestone. The stream running 
  from the northwest widens out into a moat in the eastern part of the room, 
  to surround a short flight of black steps that lead from the water up to 
  a gleaming stone platform. The back of the platform is a wall of metal 
  bars, and there is a huge door in the middle of the bars, apparently carved 
  from the same stone as the walls. Upon the door there are three large 
  runes, depicting a demon, a circle, and a square. The runes will shift on 
  the surface of the door if they are touched (a ten-foot pole or other item 
  will work as the “touch”). The door will open if the three runes are moved 
  to superimpose each other, placing the demon within the circle within the 
  square (the circle is slightly smaller than the square, so this is the only 
  way to arrange them on top of each other; it is not necessary for a player 
  to state whether the circle is within the square or vice versa). When the 
  three runes are superimposed, the door will open. If the players cannot 
  figure out how to open the door using the runes, it is also possible to pick 
  the lock (DC 20 Disable Device), use a knock spell, or break the door in 
  (Break DC 25).
  Coming from the east to the west, the door can be opened by use of a 
  recessed handle in the middle.
  4B–25. Chamber of the Blackbone 
  guard (Cr 9)
  There are 2 black skeletons in the northern chamber and 2 more in 
  the southern chamber. To avoid combat, the party must run through this 
  chamber at top speed, in which case the skeletons will not attack. Moreover, 
  the skeletons will not move more than fifty feet from the chamber itself in 
  pursuit or in combat. If the adventurers are attacked and simply hold their 
  ground in the chamber, the skeletons will fight to the death. The bones will 
  re-form into black skeletons after a full week has passed.
  BLACK SKELETONS (4) 
   
   
  CR 5
  XP 1,600
  hp 45(Frog God Games The Tome of Horrors Complete, 
  “Black Skeleton”)
  Treasure: One of the black skeletons wears a jeweled necklace worth 
  500 gp.
  227
  level 4b
  
  Level 5: Banth’s Lair and 
  the Wight Catacombs
  This level serves as the research laboratory of the evil wizard, Banth. 
  Banth, a transmuter, specializes in alchemical, magical, and surgical 
  mutations. Unlike Rappan Athuk’s other denizens, Banth was never 
  good-aligned, but is and always has been evil to the core. His dedication 
  to evil earned the priests’ favor. From their temple on Level 4, the priests 
  have worked with and protected him, even though he worships not 
  Orcus but another god of death. The priests approve of his work; through 
  various demonic consultations, Orcus has commanded his priests to aid 
  Banth. To this end, Zehn (Orcus’s high priest on Level 4) has established 
  a guard of zombies and wights to protect Banth. Banth also commands 
  a flesh golem.
  One other area of this level may interest PCs: giant bees have built a 
  hive here. After the party slays all the bees, they may discover a quick 
  route to the surface. The map of this level is shown in Map RA–5.
  DIRE RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  ACOLYTE OF ORCUS 
  CR 2
  Male human disciple of Orcus 3 (see Appendix B)
  CE Medium humanoid (human)
  Init–1; Senses darkvision 60 ft.; Perception +2
   
  AC 16, touch 9, flat-footed 16 (+6 armor, +1 shield, –1 Dex)
  hp 14 (3d8)
  Fort +3; Ref +0; Will +7
  Defensive Abilities death’s embrace
   
  Speed 20 ft. (30 ft. base)
  Melee heavy mace +4 (1d8+1)
  Special Attacks channel negative energy (3/day, DC 11, 
  2d6)
  Spells Prepared (CL 3rd)
  2nd—bull’s strength (DC 14), death knellD (DC 14), hold 
  person (DC 14)
  1st—bane (DC 13), doom (DC 13), hide from undead (DC 
  13), protection from goodD (DC 15)
  At will—bleed (DC 12), create water, guidance, resistance
  D Domain spell Domain Undead*
   
  Str 12, Dex 8, Con 11, Int 9, Wis 15, Cha 10
  Base Atk +2; CMB +3; CMD 12
  Feats Blind-Fight, Command UndeadB, Iron Will, Weapon 
  Focus (heavy mace)
  Skills Heal +8, Knowledge (religion) +2, Linguistics+2, 
  Spellcraft +2
  Languages Abyssal, Common
  SQ undead lord’s proxy, variant channeler
  Combat Gear 3 vials unholy water, 3 flasks of oil; Other Gear 
  chainmail, light steel shield, heavy mace, flint and steel, iron 
  unholy symbol of Orcus, spell component pouch
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  5–1. Entrance (Cr 8)
  Stairs from the evil temple on Level 4 lead into these crypts. It is 
  surprisingly cold here. Frosty breath plumes from each PC’s mouth and 
  nostrils. The stairs deposit the party in a large room containing several 
  tombs. Some appear to be have been opened and desecrated — others 
  seem intact. A single door on the left wall offers a possible exit. Familiar-
  looking tunnels suggest that rats dine here.
  Two rounds after the PCs enter the room, 5 wights burst from the crypts 
  — those marked with an “X” — and attack. PCs disguised as Orcus’ 
  priests must succeed on a DC 25 Bluff check to convince the wights to 
  return to their respective resting places; a PC with 5 or more ranks in 
  Knowledge (religion) receives a +2 synergy bonus to the Bluff check. Due 
  to the level’s overall proximity to the Chapel of Orcus (Level 14), turning 
  rolls are at –4. These wights have no treasure; the priests of Level 4 long 
  ago looted the tombs.
  WIGHTS (5) 
   
  CR 3
  XP 800 
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight”)
  Tactics: The wights gang up on one character at a time; any PC killed 
  by a wight adds to their number and joins the fight on their side. The 
  wights attack clerics and paladins first. They fight until slain (again).
  Level 5
  Difficulty Level: 9
  Entrances: Stairs from Level 4; bee tunnel from the 
  surface
  Exits: Stairs to Level 6; ladder to Level 14 (see Area 5–10)
  Wandering Monsters: Check once every 30 minutes 
  on 1d20:
   
   1–3 
  1d6 wights(see Area 5–1)
   4–5 
  3d6 dire rats
   6 
  Kupra and the flesh golem (see Area 5–6)
   7 
  1d6 Acolytes of Orcus, en route to Level 4
   8–20 
  No encounter
   
  Detections: None.
  Shielding: None.
  Continuous Effects: Due to this level’s proximity to the 
  Chapel of Orcus (Level 14), all creatures on this level 
  gain channel resistance +4 against positive energy 
  effects.
  Standard Features: Unless otherwise noted, all doors 
  on this level are locked and constructed of iron-
  reinforced wood (2 in. thick; hardness 5; hp 20; DC 18 
  Break, DC 20 Disable Device).
  228
  
  229
  level 5
  
  5–2. Empty
  Crypts, bones, and useless junk litter all areas marked 5–2. GMs should 
  spice up each of these rooms with 2d4 randomly rolled items (from Frog 
  God Games The Tome of Adventure Design, “Book Three, “Dungeon 
  Dressing”). GMs should also roll a wandering monster check each time a 
  PC enters an area labeled “5–2”; a 1 to 6 on 1d20 indicates the presence 
  of 1d6 wights.
  5–3. The Secret Arcane-locked 
  Door (Cr 2)
  With a successful DC 20 Perception check, alert PCs note a 5 ft. wide 
  metal section of the corridor wall. This door is arcane locked (CL 11th) 
  but can be bypassed by normal means, providing access to a laboratory 
  area and Banth’s lair. The door pivots open along a central axis.
  ARCANE LOCKED AND TRAPPED SECRET DOOR 
  CR 2
  XP 600
  Type magic; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset automatic
  Effect spell effect (touch triggers an alarm in Area 4–8); 
  locked door (2 in., hardness 10, hp 80, Break DC 30; DC 32 
  Disable Device)
  5–4. The Blackened room
  A huge, iron portcullis, flanked on either side by two pairs of black-
  stained, smooth-stone pillars, bars the path. Before the pillars stand two 
  huge vats, fashioned from blue stone that contain a smoking, smoldering, 
  superheated substance. Waves of heat blur and distort the air above the 
  vats. The soot and smoke emanating from the vats have blackened the 
  walls and ceiling.
  This room, seemingly very dangerous, is actually quite harmless — 
  unless the party does something really stupid or someone from Area 
  5–6A is dropped through the pit trap into a vat. Otherwise, there is nothing 
  to fear.
  The iron portcullis (1 in. thick; hardness 10; hp 40 per bar; DC 38 Break, 
  DC 25 Strength to lift [max. 3 PCs]) marks the entrance to the maze on 
  Level 6 and can be raised as described below. Unlike the soot-stained 
  granite pillars, the vats have been magically constructed to remain very, 
  very hot (over 2,000° F), and they contain molten rock. Immersion in 
  these vats deals 10d10 points of fire damage per round (no save). Contact 
  with the liquid deals 6d6 points of fire damage per round (DC 20 Reflex 
  for half damage).
  Treasure: Soot on the southwest pillar masks a fine vein of living 
  rock, a magical metal that can be used to construct weapons with a +5 
  enhancement. A PC succeeding on a DC 30 Knowledge (arcane) or 
  applicable Craft skill check can recognize this material. PCs need a +3 or 
  better weapon to extract it, ruining their weapon in the process if it has less 
  than a +5 enhancement bonus. A stone to flesh or transmute rock to mud 
  spell would more effectively and completely remove it. Additionally, this 
  material has anti-magical qualities. A dagger-sized piece increases spell 
  failure by 10% (or spell resistance by 5) when touching a person’s body. 
  Larger pieces can double or even triple the nullifying effects. A short 
  sword-size weapon (the equivalent of two daggers) might be fashioned 
  from the living rock present here. A PC can forge this material into a 
  weapon or armor with magical fire and a successful DC 30 Craft (armoring 
  or weaponsmithing) check.
  5–5. The greater Wight Lair 
  (Cr 11)
  The temperature continues to drop as the PCs pass through burial 
  chamber after burial chamber. As they open the final door, they see 
  numerous intact crypts and witness horrid undead crawling from within 
  them.
  Twelve of these creatures are wights — those crypts marked with an 
  “X” — and one is a barrow wight — the solid-shaded crypt — a servant 
  of the demon lord, Orcus, himself. These creatures protect Banth and 
  serve the priests on Level 4.
  ADVANCED BARROW WIGHT 
  CR 5
  XP 1,200 (Frog God Games, The Tome of Horrors Complete, 
  “Wight, Barrow”)
  CE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +14
   
  AC 28, touch 11, flat-footed 27 (+9 armor, +1 Dex, +8 
  natural)
  hp 56 (5d8+20)
  Fort +4; Ref +4; Will +7
  Defensive Abilities channel resistance +2 (+6 on Level 5); 
  Immune undead traits
  Weaknesses resurrection vulnerability
   
  Speed 30 ft.
  Melee slam +7 (1d4+4 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 16), 
  insanity gaze
   
  Str 18, Dex 16, Con —, Int 15, Wis 17, Cha 17
  Base Atk +3; CMB +7; CMD 18
  Feats Blind-Fight, Skill Focus (Perception), Toughness
  Skills Climb +6, Intimidate +11, Knowledge (religion) +10, 
  Perception +14, Spellcraft +10, Stealth +13; Racial Modifier 
  +8 Stealth
  Languages Common
  SQ create spawn
  Gear full plate armor
   
  Create Spawn (Su) Any humanoid creature that is slain by 
  a barrow wight becomes a barrow wight itself in only 1d4 
  rounds. Spawn so created are less powerful than typical 
  barrow wights, and suffer a –2 penalty on all d20 rolls and 
  checks, as well as –2 hp per HD. Spawn are under the 
  command of the barrow wight that created them and 
  remain enslaved until its death, at which point they lose their 
  spawn penalties and become full-fledged and free-willed 
  barrow wights. They do not possess any of the abilities they 
  had in life.
  Insanity Gaze (Su) Anyone within 30 ft. that meets a 
  barrow wight’s gaze is affected as if by an insanity spell. A 
  successful DC 16 Will save negates the effect and renders 
  the target immune to the same barrow wight’s insanity gaze 
  for 24 hours. The save DC is Charisma-based.
  Resurrection Vulnerability (Su) A raise dead spell cast on a 
  barrow wight destroys it (Will negates). Using the spell in this 
  way does not require a material component.
  WIGHTS (12) 
   
   
  CR 3
  XP 800 
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight”)
  Tactics The wights gang up on one character at a time; any PC slain 
  adds to their number and joins the fight on their side. The wights try to 
  230
  level 5
  
  attack clerics and paladins first. They fight until slain (again).
  Treasure: The barrow wight’s crypt contains a gold crown worth 5,000 
  gp, 2,300 sp and a garnet-studded ivory drinking horn worth 500 gp.
  5–6. Banth’s Laboratory (Cr 
  varies, 11-plus)
  This area, accessed through the secret door at Area 5–3, constitutes the 
  laboratory and living quarters of the evil wizard, Banth.
  Area 5–6A: A guardroom, populated by zombies that act as an early 
  warning system for the wizard.
  Area 5–6B: Banth’s victim-storage area, containing cages that house 
  unfortunate creatures.
  Area 5–6C: A vivisection laboratory.
  Area 5–6D: Banth’s living quarters and private study.
  Area 5–6E: The living quarters of Kupra, Banth’s not-so-loyal 
  apprentice.
  Determine the locations of Banth, Kupra and the flesh golem and their 
  respective activities by rolling 1d10 for each character and consulting the 
  table at the bottom of the page.
  BANTH  
  CR 11
  XP 12,800
  Male human transmuter 12
  NE Medium humanoid (human)
  Init +6; Perception +7
   
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 78 (12d6+36)
  Fort +7; Ref +6; Will +9
   
  Melee dagger +6 (1d4/19–20) or touch +6 (by spell)
  Ranged mwk light crossbow +9/+4 (1d8/19–20)
  Transmuter Spell Like-Abilities (CL 12th; ranged touch +8)
  7/day—telekinetic fist (1d4+6)
  Spells Prepared (CL 12th; ranged touch +8)
  6th—beast shape IV, repulsion (DC 20), transformationB
  5th—baleful polymorphB (DC 19), cone of cold (DC 19), 
  empowered fireball (DC 17), polymorph (DC 19)
  4th—beast shape IIB, greater invisibility (DC 18), phantasmal 
  killer (DC 18) (x2), stoneskin (DC 18)
  3rd—dispel magic, displacement (DC 17), gaseous formB, 
  haste (DC 17) (x2), slow (DC 17)
  2nd—animal aspect, invisibility (DC 16), mirror image, rope 
  trickB, see invisibility
  1st—disguise self, expeditious retreatB, mage armor (DC 15), 
  magic missile (x2)
  0—dancing lights, daze (DC 14), read magic
  Arcane School transmutation Opposition Schools 
  conjuration, divination 
   
  Str 10, Dex 15, Con 16, Int 18, Wis 13, Cha 8
  Base Atk +6; CMB +6; CMD 18 
  Feats Arcane Blast*, Combat Casting, Craft Staff, Empower 
  Spell, Improved Initiative, Quicken Spell, Scribe ScrollB, Spell 
  MasteryB (x2) (alter self, baleful polymorph, beast shape I, 
  disguise self, monstrous physique I, polymorph, vermin shape 
  I)
  Skills Acrobatics +2, Appraise +4, Climb +0, Craft (alchemy) 
  +19, Craft (leatherworking) +19, Escape Artist +14, Heal 
  +13, Knowledge (arcana) +19, Knowledge (local) +19, 
  Knowledge (nature) +13, Perception +7, Ride +2, Sense 
  Motive +1, Spellcraft +19, Stealth +2, Survival +1, Swim +0
  Languages Abyssal, Aklo, Common, Draconic, 
  Undercommon
  SQ arcane bond (ring of pure form), arcane discovery 
  (Golem Constructor** [flesh]), change shape (beast shape II 
  or elemental body I, 12 rounds/day), physical enhancement 
  (Dexterity)
  Combat Gear 2 potions of bull’s strength, potion of cure 
  serious wounds, potion of invisibility,; Other Gear bracers 
  of armor +3, staff of transmutation, ring of pure form, 
  masterwork light crossbow, 2 daggers, 12 crossbow bolts, 
  belt pouch, robes, spellbook, spell component pouch.
   
  Spellbook all of the above spells plus: 0—arcane mark, 
  detect magic, detect poison, ghost sound, light, mage 
  hand, mending, message, open/close, prestidigitation, 
  ray of frost, resistance, spark; 1st—shield; 2nd—alter 
  self, protection from arrows; 3rd—beast shape I, fireball, 
  monstrous physique I; 4th—vermin shape I; 5th—wall of force
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  ** Pathfinder Roleplaying Game Ultimate Magic
  Tactics: Unless Banth is surprised (unlikely), he meets the PCs in 
  Room 5–6A. But if Banth is asleep when the PCs encounter the zombies, 
  Banth first conjures a fire elemental (using the brazier in Room 5–6D) 
  while dispatching the flesh golem to aid the zombies. He uses his arcane 
  bond ability to cast wall of force and block Room 5–6C’s door until he 
  is properly prepared. Given the opportunity, Banth throws a cone of cold 
  into Room 5–6A or 5– 6B (golems are unaffected). Before closing to 
  fight, Banth casts the following spells in this order: haste (on either the 
  fire elemental or flesh golem, whichever is closest to the PCs), stoneskin, 
  displacement, mirror image, greater invisibility, phantasmal killer (from 
  behind the wall of force), slow, and repulsion.
  Banth attacks using his fire elemental and staff until all PCs are either 
  dead or turned into mice (his favorite baleful polymorph creature). If 
  pressed, he tosses white mice (which are actually baleful polymorphed 
  creatures) into the PCs’ midst and casts dispel magic (adding three very 
  Person 
  1–2 
  3–5 
  6–8 
  9–10
  Banth 
  Room B, examining animals 
  Room D, studying 
  Room C, working 
  Room D, asleep
  Kupra 
  Making rounds 
  Room E, studying 
  Room B, feeding animals 
  Room E, asleep
  Flesh golem 
  Making rounds 
  Room B 
  Room B, carrying food 
  Room B
  For use with 5–6 A, B, C, D, E
  ring of Pure Form
  Aura strong abjuration; CL 9th
  Slot ring; Price 100,000 gp; Weight —
   
  DESCRIPTION
  Designed to keep the body from being affected by 
  unfriendly spells that could alter their shape, this ring, 
  composed of hard geometric shapes, grants a +10 
  bonus against transmutation spells and effects (such 
  as a medusa or cockatrice’s gaze).
   
  CONSTRUCTION
  Requirements Forge Ring, break enchantment; Cost 
  50,000 gp
  231
  level 5
  
  confused cockatrices and a monk) to the fray. Then he retreats to Room 
  5–6D. He is loath to kill his experimental subjects in Room 5–6B and 
  only uses cone of cold there if desperate.
  If Banth is sure he will lose the fight, he retreats to Room 5–6D, grabs 
  his spellbooks and journal and changes into gaseous form. He follows the 
  PCs to seek revenge later, hiding on Level 4 in the temple area. If cornered 
  and without an escape spell, Banth uses transformation to fight the PCs.
  COCKATRICE (3)  
   
  CR 3
  XP 800 
  hp 27 (Pathfinder Roleplaying Game Bestiary, “Cockatrice”)
  Tactics Look out! The birds move about randomly, attacking anything 
  within easy reach. Left alone, they retreat into the dungeon, searching for 
  food.
  FLESH GOLEM 
   
   
  CR 7
  XP 3,200
  hp 79 (Pathfinder Roleplaying Game Bestiary. “Golem, 
  Flesh”)
  Tactics If the golem enters the fray in Room 5–6A, it follows its 
  programming to “throw people into the pit.” If it enters the fray in Room 
  5–6B or is encountered outside of the lair, the golem fights normally, 
  using fewer tactics than even the zombies.
  HUGE FIRE ELEMENTAL 
   
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary, “Elemental, 
  Fire, Huge”)
  Tactics It attacks the closest creature, besides Banth, within range.
  KUPRA  
   
  CR 3
  XP 1,200
  Female human transmuter 4
  LN Medium humanoid (human)
  Init +2; Perception +2
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 22 (4d6+4)
  Fort +2; Ref +3; Will +4 
   
  Melee +1 silver dagger +1 (1d4–1/19–20)
  Ranged dagger +2 (1d4–1/19–20)
  Transmuter Spell-Like Abilities (CL 4th; ranged touch +4)
  7/day—telekinetic fist (1d4+2)
  Spells Prepared (CL 4th; ranged touch +4)
  2nd—arcane lock, extended touch of gracelessnessB (DC 
  15)*, invisibility (DC 16) (x2)
  1st—color spray (DC 15) (x2), disguise self, enlarge person 
  (DC 15), expeditious retreatB (DC 15)
  0—dancing lights, daze (DC 14), read magic
  Arcane School transmutation Opposition School conjuration, 
  divination
   
  Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
  Base Atk +2; CMB +1; CMD 13 
  Feats Combat Casting, Extend Spell, Scribe ScrollB, Spell Mastery 
  (disguise self, enlarge person, expeditious retreat, invisibility)
  Skills Acrobatics +2, Appraise +4, Bluff +3, Craft (alchemy) 
  +9, Diplomacy +6, Disguise +2, Escape Artist +2, Heal +4, 
  Intimidate +2, Knowledge (arcana) +10, Knowledge (planes) 
  +10, Perception +2, Ride +2, Sense Motive +3, Spellcraft +11, 
  Stealth +4, Survival +3 
  Languages Abyssal, Common, Draconic, Elven, Orc
  SQ arcane bond (+1 silver dagger), physical enhancement 
  (Dexterity)
  Gear+1 silver dagger, 2 daggers, scholar’s outfit, belt pouch 
  (22 gp), spellbook, spell component pouch
   
  Spellbook all of the above spells plus: 0—arcane mark, 
  detect magic, detect poison, ghost sound, light, mage 
  hand, mending, message, open/close, prestidigitation, ray 
  of frost, resistance, spark; 1st—animate rope; 2nd—bull’s 
  strength, cat’s grace, darkness, rope trick, spider climb
  *Pathfinder Roleplaying Game Advanced Player’s Guide 
  Tactics: Because of Banth’s horrendous treatment of her, Kupra is a 
  coward. She retreats and hides in Room 5–6C (under a table) or in Room 
  5–6E (under her bed), casting arcane lock on the door and invisibility 
  on herself. If encountered outside of the lair, Kupra becomes invisible 
  and retreats to warn Banth. If Banth is slain or if she is captured, Kupra 
  surrenders and tries to double-talk her way out of trouble. She is not evil 
  — a fact that the monk, Socrates, can support, if he lives. She would make 
  a fine apprentice for an up-and-coming PC wizard.
  SOCRATES 
   
   
  CR 4
  XP 1,600
  Male human monk 5 
  LG Medium humanoid (human)
  Init +1; Perception +11
   
  AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +2 monk, 
  +3 Wis)
  hp 32 (5d8+5)
  Fort +5; Ref +5; Will +7 (+9 vs. enchantment spells and 
  effects)
  Defensive Abilities purity of body, slow fall 20 ft., still mind; 
  Immune disease
   
  Speed 40 ft.
  Melee flurry of blows +5/+5 (1d10+2) or unarmed strike +5 
  (1d10+2)
   
  Str 15, Dex 13, Con 12, Int 10, Wis 17, Cha 8
  Base Atk +3; CMB +7; CMD 24 
  Feats Blind-Fight, Deflect ArrowsB, Dodge, Mobility, Run, 
  Scorpion StyleB, Improved Unarmed StrikeB, Stunning FistB
  Skills Acrobatics +9 (+14 to jump), Climb +10, Diplomacy 
  +4, Escape Artist +9, Heal +3, Perception +11, Ride +1, Sense 
  Motive +3, Stealth +9, Survival +3, Swim +2
  Languages Common
  SQ fast movement, high jump, ki defense, ki pool (8), 
  maneuver training
  Gear monk’s robe, worry stone, 3 cubes of mundane incense 
  Tactics: Socrates avoids the birds but joins the PCs to destroy the bad 
  guys. He joins the party afterwards if it is of similar ethos.
  5–6A. The Entryway 
  (Cr varies, 7 to 9)
  The arcane locked door opens into a large hallway. After the PCs 
  navigate it, they find themselves in a large room, with a door on the far-
  right wall. Twelve men in plate mail occupy this room and begin to shuffle 
  toward the PCs. These shuffling warriors, armed with halberds, exude a 
  stench of decay.
  These “men,” actually zombies in plate armor, should not present 
  much of a challenge to the PCs and are there only to delay the PCs’ entry 
  into Banth’s inner sanctum.
  Note the pit trap in the far, eastern section of the room. This trap, 
  leading to a chute, channels thrown or falling PCs into one of the vats 
  detailed in Area 5–4 above (treat any PCs thusly dropped as “immersed”).
  The door to Area 5–6C is arcane locked (CL 11th). The secret door to 
  232
  level 5
  
  Area 5–8 is easy to find; whatever lies beyond emits a loud buzzing noise. 
  Remember that, due to the proximity of the Chapel of Orcus (Level 14), 
  turning rolls are at –4.
  ZOMBIES IN PLATE (12) 
   
  CR 1
  XP 400
  Male human zombie (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  NE Medium undead 
  Init–1; Senses darkvision 60 ft.; Perception +0
   
  AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 natural)
  hp 17 (2d8+3)
  Fort +0; Ref–1; Will +3
  DR 5/slashing; Immune undead traits
   
  Speed 20 ft.
  Melee halberd +3 (1d10+3/x3) or slam +3 (1d6+3)
   
  Str 14, Dex 8, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +3; CMD 12
  Feats ToughnessB
  Skills Acrobatics –6, Climb +0, Escape Artist –7, Stealth –7, 
  Swim +0
  SQ staggered
  Gear full plate armor, halberd
  ARCANE LOCKED DOOR  
   
  CR 2
  XP 600
  Type magic; Perception DC 20; Disable Device DC 30
   
  Trigger touch; Reset none
  Effect locked door (2 in., hardness 10, hp 80, Break DC 38; 
  Disable Device DC 30)
  PIT TRAP TO MOLTEN ROCK 
   
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic
  Effect 20 ft. deep pit (2d6 falling damage plus 10d10 fire per 
  round); DC 20 Reflex avoids; multiple targets (all targets in a 
  10 ft. square area)
  5–6B. Tigers and Monkeys and 
  rats, Oh My! (Cr varies, 0 or 8)
  This room contains six cages that hold Banth’s twisted animal 
  experiments. The first cage, for example, contains two, small, horribly 
  mutated monkeys—each has five arms and wears a sad expression. Four 
  of the remaining cages contain warped crossbreeds of monkeys, rats, 
  wolves, spiders and humans. The resultant creatures are unidentifiable, but 
  harmless and beyond saving; they will remain caged until they die. After 
  years of torture at Banth’s hand, they cower in fear when approached. The 
  central cage, however, holds a female dire tiger; she is nursing a pair of 
  newborn cubs. Neither the mother nor her cubs have yet endured Banth’s 
  tampering.
  All of the cages are locked, requiring successful DC 20 Disable Device 
  checks to gain access. Keys hang on the south wall, near the door. When 
  the cages holding the twisted experiments are opened, the creatures flee 
  and hide. They die within days, even if nursed in some way by the PCs.
  233
  level 5
  
  The door to Area 5–6D is arcane locked (CL 11th). The other door (to 
  5–6E) is unlocked.
  FEMALE DIRE TIGER 
   
   
  CR 8
  XP 4,800
  hp 105 (Pathfinder Roleplaying Game Bestiary, “Tiger, Dire”)
  NEWBORN NONCOMBATANT DIRE TIGER (2) 
  CR —
  XP —
  hp 9 (Pathfinder Roleplaying Game Bestiary, “Tiger, Dire”, 
  “Young” [2])
  Tactics If freed, the dire tiger attacks anyone who approaches her, 
  particularly Banth if in sight. If PCs address her through speak with 
  animals or a wild empathy check (her initial attitude is hostile), she 
  becomes a powerful ally against Banth and his minions (she hates Banth, 
  as he dissected and killed her mate). She will aid the PCs and then travel 
  to the surface to freedom. If the PCs aid her in slaying Banth and reaching 
  the surface, she watches over them whenever they are on the surface and 
  near the entrance to the dungeon. In this case, the party never encounters 
  any of the humanoid brigands on the surface, as they all fear the powerful 
  cat. She cannot become an animal companion as she has cubs to care for. 
  The two dire tiger cubs are noncombatants, and the mother will fight to 
  the death to defend them.
  5–6C. The Laboratory
  Banth furnished his laboratory with numerous tables and shelves, 
  upon which sit horrible instruments of torture, various wizardly tools 
  and a goodly supply of the most common (and many not-so-common) 
  alchemical ingredients. Several humanoid and animal body parts rest on 
  two of the larger tables. On a third table, a strange beast has been sewn 
  together—combining parts of a man with those of a tiger, sporting duck 
  paddle-feet. The creature on the table is dead, the experiment a failure.
  Randomly sampling alchemical materials can be very dangerous. A brave 
  imbiber will endure an effect according to the following list (roll d%):
   01–12 
  Deadly poison (ingested; save Fort DC 20; frequency 1/round 
   
   
  for 3 rounds; effect 2d6 Con damage; cure 1 save)
   13–25 
  Imbiber goes into deep sleep for 2d100 days (DC 30 Fort save 
   
   
  avoids)
   26–35 
  Imbiber becomes delusional — believes that he is invisible, 
   
   
  can fly, etc.., for 2d10 hours (DC 20 Will save avoids)
   36–50 
  Imbiber polymorphed into a mouse (as per baleful polymorph, 
   
   
  CL 9th, DC 20)
   51–80 
  No effect
   81–95 
  Tastes great! The imbiber gains immunity to transmutation 
   
   
  spells for 2 hours.
   96–99 
  Imbiber is either (1–3) stoneskinned (CL 9th) or (4–6) 
   
   
  weakened (–1d4 Str) for 8 hours.
   100 
  Imbiber gains 1 point of natural AC permanently
  Treasure: A wizard or alchemist might pay 10,000 gp for the lab’s 
  contents. Removing the lab’s contents from the dungeon would require 
  several trips by several people. On one bookshelf, among Banth’s journals 
  full of insane ramblings, PCs find a flesh golem manual.
  5–6D. Banth’s Quarters
  Banth furnished his bedroom with bookshelves and a desk, in addition 
  to a plain and serviceable bed. Several oil lamps light the room, and a large 
  brazier of coals provides heat. The lackluster nature of the furnishings 
  reflects Banth’s personality — all work and no play make Banth a dull 
  boy! Banth retreats to this room if losing any battles with PCs, grabs his 
  books and flees. He leaves all other treasure and items behind (including 
  his apprentice, Kupra).
  Treasure: Inside the desk are 220 pp, 3,200 gp and 6 potion bottles 
  (potion of cure serious wounds, cursed elixir of baleful polymorph 
  [imbiber selects the animal but the effect never wears off], elixir of hiding, 
  elixir of polymorph, potion of flying, potion of gaseous form). The brazier 
  is a brazier of commanding fire elementals. The bookshelves contain 
  Banth’s spellbooks and his journal. Banth’s journal has various treatises 
  on engineering mutations and several very useful pieces of information — 
  namely, seven rumors (from the list provided in the Introduction) and a 
  full discussion of the mithral gates on Level 9A of Rappan Athuk. Banth 
  believes (correctly) that the mithral gates demarcate the final resting place 
  of Akbeth. He discovered that she was transformed to stone by a curse of 
  Hecate, but had a magic ring that allowed her to assume the powers of 
  the new form. Banth’s journal also mentions the healing properties of the 
  bee’s honey, which can be found in Room 5–9.
  5–6E. Kupra’s Quarters
  This room, Kupra’s bedroom, features only a small desk and a straw 
  bed. When PCs explore this room, Kupra is most likely present, hiding 
  (her stats and tactics are detailed in Room 5–6, above). She avoids contact 
  with the party and surrenders if discovered. If a PC kills her, he discovers 
  her spellbook tucked into her robe. She has hidden a potion of neutralize 
  poison (DC 15 Perception) in the desk. A stuffed toy bear sits on the bed.
  5–7. Slimy Stuff (Cr 4)
  This vacant room’s most obvious feature is a pile of corroded metal 
  and bits of bone. Escaping immediate notice is the large colony of green 
  slime clinging to the ceiling. The slime can be discovered on a successful 
  DC 15 Perception check, or automatically if any PC specifically looks up. 
  It falls on any PC moving more than 5 ft. into the room (DC 15 Reflex 
  save avoids). 
  GREEN SLIME 
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This dungeon peril is a dangerous variety of normal slime. 
  Brazier of Commanding  
  Fire Elementals
  Aura strong conjuration; CL 13th
  Slot —; Price 100,000 gp; Weight 5 lbs.
   
  DESCRIPTION
  Decorated in flame motifs and intricate filigree, 
  this deep-sided brass container holds burning 
  coals. When a fire is lit in the brazier and the proper 
  summoning words are spoken (1 full round), a Large 
  fire elemental appears under the command of the 
  speaker, functioning as a summon monster VI spell. If 
  brimstone or alchemist’s fire is added, the elemental 
  is Huge instead of large, and the brazier works as a 
  summon monster VII spell. Only one elemental can 
  be summoned at a time. A new elemental requires 
  a new fire, which cannot be lit until after the first 
  elemental disappears (or is dispelled, dismissed, or 
  slain).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, summon monster 
  VII; Cost 50,000 gp
  234
  level 5
  
  Green slime devours flesh and organic materials on contact 
  and is even capable of dissolving metal. Bright green, wet, 
  and sticky, it clings to walls, floors, and ceilings in patches, 
  reproducing as it consumes organic matter. It drops from 
  walls and ceilings when it detects movement (and possible 
  food) below.
  A single 5 ft. square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (destroying the scraping device), but after that it 
  must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, 
  sunlight, or a remove disease spell destroys a patch of green 
  slime. Against wood or metal, green slime deals 2d6 points 
  of damage per round, ignoring metal’s hardness but not 
  that of wood. It does not harm stone.
  Treasure: A figurine of wondrous power (obsidian steed) lies buried in 
  the debris. A PC can discover it with a successful DC 12 Perception check. 
  Of course, searching the pile exposes the PC to the falling slime.
  5–8. The Endless Pit (Cr 5)
  The mouth of a seemingly bottomless pit dominates the center of 
  this room. PCs hear a loud buzzing noise from the craggy, uneven west 
  wall, which appears to be made of a thick, waxy, folded, and wrinkled 
  parchment that can be broken through easily. (The wall, bordering Area 
  5–9, is part of the beehive).
  THE ENDLESS PIT  
   
  CR 5
  XP 1,600
  Type magic; Perception automatic; Disable Device not 
  possible — wish or similar effects remove the plane shift 
  effect
   
  Trigger location; Reset automatic
  Effect 100 ft. deep pit (plane shifted to astral plane); multiple 
  targets (all targets in a 10 ft. square area)
  The pit empties into a permanent plane shift trap set 100 ft. below the 
  rim. The pit itself is only 110 ft. deep, but nothing falling ever hits the 
  bottom because of the plane shift effect. Magic has no effect after the 
  100 ft. mark (this allows about 2 rounds for action). Anyone falling is 
  lost forever on the astral plane. PCs can use their plane travel abilities to 
  rescue fallen comrades.
  5–9. The Beehive (Cr 9)
  The paper wall tears apart, revealing a small cavern. The buzzing noise 
  intensifies. PCs survey a giant, honeycomb-shaped honeybee nest clogging 
  the room. Giant worker bees crawl in and out of the hive, busily attending 
  their tasks; they seem uninterested in the PCs. The bees, generally non-
  aggressive, do not attack unless harassed or too much honey is taken (see 
  below). Angry bees do not pursue PCs more than 100 ft. from the hive. 
  Behind the hive, a tunnel leading to the surface emerges about 3 miles 
  from the hilltop dungeon entrance. If PCs burn the hive, all bees lose their 
  flight ability, the queen (deep inside the hive) leaves and the honey is lost.
  GIANT BEE (24)  
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary 2, “Bee, 
  Giant”)
  Treasure: These bees make a magical, healing honey. This honey cures 
  1d8 hit points and can cure poison (as a neutralize poison spell cast by a 
  10th level bard) — but only if applied topically. If consumed, the honey 
  tastes delicious but has no curative effects. The honey loses its potency 
  a day after its removal from the hive. Up to 6 doses per day can be 
  collected without disturbing the bees. The bees attack if additional doses 
  are collected. They fight until slain; if more than 6 bees die, the remainder 
  quit making honey and leave the dungeon.
  5–10. The Super-Secret Door
  PCs can only find this door (Super Secret Door: 2 in. thick; hardness 30; 
  hp 80; Break DC 40) if using true seeing or by carefully and methodically 
  probing the walls with their fingers (taking double the normal amount of 
  time to search the area, then a DC 35 Perception check). If successful, the 
  PCs discover a small keyhole in the wall at shoulder height. This entrance 
  is magically hidden. Nothing short of a wish or miracle spell opens the 
  secret door, unless the PCs obtain the door’s key from the high priest on 
  Level 9. The corridor beyond leads to Room 5–11.
  5–11. The Passage to the Chapel of 
  Orcus
  An atmosphere of unspeakable evil chokes this area. The stench of 
  death and decay is so thick that it makes the PCs eyes tear. Anyone within 
  20 ft. gets the sinking feeling that something other than darkness awaits at 
  the foot of the ladder before them.
  If the PCs descend the ladder, only those who succeed on a DC 27 Will 
  save overcome the magical fear power of the level below. Anyone who 
  fails the save cannot voluntarily descend the ladder but instead cowers in 
  fear, huddled in a corner (they may retry in one week). The ladder leads 
  to Level 14. It is not trapped, and no harm befalls anyone that descends 
  it (other than transporting him to one of the most vicious levels of the 
  dungeon).
  235
  level 5
  
  Level 5A: 
  The Prison of Time
  A river of lava enters these tunnels from Level 1B above, running 
  through this level and then down through Level 8B: The Steam Jungle, 
  eventually finding an outlet in Level 10: The Lava Pit. Unlike the 
  supernatural, elemental quality of the Lava Pit, the magma flowing 
  through this level is natural molten rock stemming from the mild volcanic 
  activity responsible for shaping many of the caves and caverns of the 
  Rappan Athuk dungeons. The area is shown on Map RA–5A.
  History
  In dimensions far removed from those known to humankind, an ancient 
  race known as the Thelaroi inhabited the Changing City of Ra’ath. These 
  beings resemble humans but are unrelated and alien to them, being sorcerers 
  of great power with influence over time, dimensions, and demons. In eons 
  past there was a fierce contention among two factions of the Thelaroi, the 
  Dark and the Grey. Both sides employed demons and terrible necromancy 
  in the battle for control of Ra’ath, and the Grey Thelaroi were ultimately 
  defeated. The Dark Thelaroi banished their surviving enemies to distant 
  dimensions, binding them into prisons where time was held immobile in 
  an endless stasis.
  This level is known as the Prison of Time because it contains a magical 
  dome that holds captive four of the Grey Thelaroi exiled from Ra’ath in 
  the distant past (as time is measured on the Material Plane). The ability of 
  this race to bind and control demons was considered an extreme threat by 
  the priests of Orcus when they discovered this area, and the known entry 
  (from Level 1A: The Bastion) was sealed off.
  5A–1. Entrance Tunnel
  The passageway leading downward from Level 1B: the Abandoned 
  Bastion in Area 1B–7 is roughly 20 ft. wide at most points, and is formed 
  naturally from the rock. It descends steeply, and in some places stairs 
  have been hacked into the stone where there would otherwise be a steep 
  drop. As the party descends the tunnel, the temperature continues to 
  increase; by the time they arrive on this level, the heat has become mildly 
  uncomfortable.
  5A–2. The Flame of Tinorij  
  (Cr 6)
  A small stone pedestal is built in the middle of the passageway here, 
  its top burning with a strange blue flame. To the south of the pedestal, 
  illuminated in the blue light, stand the statues of two beautiful women, 
  one against each wall. The statues are slender and graceful, but their 
  expressions are stern and serious. The statues are caryatid columns, and 
  if anyone comes within ten feet of them, they animate and attack.
  CARYATID COLUMNS (3)  
  CR 3
  XP 800
  hp 42 (Frog God Games The Tome of Horrors Complete, 
  “Caryatid Column”)
  Treasure: When the caryatid columns are slain, their stone shatters but 
  their swords remain. These stone weapons are heavy and must be wielded 
  two-handed, but they are effectively masterwork weapons. Unfortunately, 
  on a natural “1” on an attack roll, it shatters.
  5A–3. Empty Cavern
  The ceiling in this area is spotted with patches of an orange mold, but it 
  is not dangerous in any way.
  5A–4. Bridge Over Troubled Sands
  The floor of this cavern is covered with sand. A very high, arched bridge 
  rises over the sands, joining the north and south entrances of the cave. The 
  top of the bridge reaches to within five feet of the cavern ceiling.
  Most of this cavern is filled with hot quicksand, although there is a 
  bridge leading over the pit. The bridge is very steeply arched, rising to a 
  height of thirty feet at the top of the arch, only five feet above the cavern 
  ceiling. Sulfuric gases rise from the quicksand, filling the top of the 
  cavern, and anyone crossing the bridge breathes these gases unless they 
  are deliberately holding their breath. Breathing the gas requires a DC 12 
  Fortitude save or the character becomes dizzy and loses his balance and 
  falls into the quicksand.
  Falling into the quicksand is deadly, for it is not only extremely hot but 
  anyone falling into it sinks rapidly into the scorching sand. Each round 
  of contact with the quicksand inflicts 1d6 points of damage in addition 
  Level 5A
  Difficulty Level: 9
  Entrances and Exits: Passage upward to Level 1B, 
  Lava-river tunnel down to Level 8B.
  Wandering Monsters: Roll on the table below once 
  per hour
   
  01–10 
  2d6 Small Fire Crabs (see Area 5A–6)
  11–20 
  1d6 Medium Fire Crabs (see Area 5A–6)
  21–30 
  Rjodrun (see Area 5A–8)
  31–50 
  Indistinct voices intrude into characters’ 
   
  thoughts (see Area 5A–18)
  51–00 
  No encounter
   
  Standard Features: The caverns of this level are 
  all uncomfortably hot, but not enough to cause 
  damage or debilities. All of the lava areas in this level 
  of the dungeon contain strange “firefish” that inhabit 
  the magma. These look and act like normal (red) fish. 
  They are pretty, but poisonous.
  236
  
  237
  level 5a
  
  to normal quicksand rules (see the Pathfinder Roleplaying Game Core 
  Rulebook, “Environment”) If a character remains under the surface for 
  6 full rounds, death by suffocation is automatic even if the heat has not 
  already killed the victim.
  5A–5. Strange Stalactites
  This is an empty cavern, although a quantity of stalactites have formed 
  on the ceiling. They look extraordinarily blunt and short for stalactites, 
  although a DC 15 Knowledge (dungeoneering) realizes that this is because 
  they are not caused by the normal process of dripping limestone leaving 
  sediment behind, but by magma that must have dripped and cooled in this 
  cavern at some time in the past.
  5A–6. Fire Crabs (Cr 11)
  This cavern is infested with fire crabs of varying sizes. They defend 
  their territory aggressively against intruders.
  SMALL FIRE CRAB (50) 
   
   
  CR 1/2
  XP 200
  N Tiny vermin (fire) (see Appendix A)
  Init +2; Senses darkvision 60 ft.; Perception +4 
   
  AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
  hp 5 (1d8+1)
  Fort +3; Ref +2; Will +0
  Immune fire, vermin traits
  Weaknesses vulnerability to cold
   
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +0 (1d2–2 plus grab and heat)
  Space 2–1/2 ft.; Reach 0 ft.
  Special Attacks constrict (1d2–2), heat (1d4 fire damage) 
   
  Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
  Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
  Skills Perception +4, Swim +10; Racial Modifiers +4 
  Perception
  MEDIUM FIRE CRAB (10)  
   
  CR 2
  XP 600
  N Medium vermin (fire) (see Appendix A)
  Init +1; Senses darkvision 60 ft.; Perception +4
   
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 19 (3d8+6)
  Fort +5; Ref +2; Will +1
  Immune fire, vermin traits
  Weaknesses vulnerability to cold
   
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +4 (1d4+2 plus grab and heat)
  Special Attacks constrict (claw, 1d4+2), heat (+1d6 fire 
  damage)
   
  Str 14, Dex 12, Con 14, Int –, Wis 10, Cha 2
  Base Atk +2; CMB +4 (+8 to grapple); CMD 15
  Skills Perception +4, Swim +10; Racial Modifiers +4 
  Perception
  Tactics: The fire crabs simply charge into combat without regard for 
  life or tactics.
  Treasure: There is a small quantity of treasure in the room, left by the 
  fire crabs’ victims, and it can be gathered up in 1 round. However, during 
  this turn there is a 90% chance that 1d4 more fire crabs enter the area. Roll 
  to see if these are of the 1 HD or the 3 HD variety (50-50 chance). The 
  treasure consists of 50 gp, 200 sp, a garnet (25 gp), a crushed tin trumpet 
  (worthless), a silver necklace (50 gp) and a sapphire (250 gp).
  5A–7. Cavern of the  
  Madman’s Message
  The ceiling of this cavern undulates with the shape of the same strange 
  magma-stalactites as those found in Room 5. These are normal and are not 
  dangerous. A skeleton lies on the floor near the eastern wall of the cavern, 
  dressed in moldering rags and holding a broken dagger. An unfortunate 
  soul used it to scratch a message on the wall before he finally died.
  The message scratched into the wall reads as follows: “And so the 
  Thelaroi were divided between those of deep evil and those who remained 
  aloof from the enticements of the demons they summoned as servants. In 
  the ever-changing city of Ra’ath a great battle was fought by magic, with 
  each side employing their demon servitors in vast battalions, and the Grey 
  Thelaroi were vanquished by the Dark Thelaroi. The necromancers and 
  demon-worshippers of Ra’ath banished and imprisoned them in far and 
  strange dimensions, held in durance vile by chains of time itself.”
  These are the skeletal remains of a prisoner named Otho, who escaped 
  from the goblins after he was taken in a raid, making his way down to 
  this level of the dungeon, but without food or water. He was driven mad 
  by voices in his head (the telepathic communications of the Thelaroi in 
  Area 18) and as he drew close to death he tried to record some of what 
  the voices told him.
  5A–8. Lair of the Fire giant  
  (Cr 10)
  The fire giant Rjodrun fishes in the lava flow for the strange firefish 
  that swim in it. If the party gets an opportunity to watch him unawares, 
  they eventually have the chance to see him make his way to Room 18 
  (taking a path through Rooms 7, 9, and 10) where he lies down at the 
  edge of the lava and dips his hands into it, grabbing firefish directly from 
  the molten rock when they swim close enough to his long grasp. The giant 
  completely ignores the bugs in Room 9 and the time-echoes in Room 10. 
  When Rjodrun goes fishing, he leaves his treasure chest behind but takes 
  his bag with him. If he returns to find that the chest has been tampered 
  with, of course, he begins searching the entire level to find out who has 
  dared to invade his lair.
  RJODRUN THE FIRE GIANT  
   
  CR 10
  XP 9,600
  hp 142 (Pathfinder Roleplaying Game Bestiary, “Giant, Fire”)
  Treasure: Rjodrun has an iron chest in which he stores treasure and 
  other items, and a bag in which he carries oddments he considers to 
  be more useful. The iron chest is trapped with an amazingly obvious 
  gadget: a foot-long spring on the outside of the chest is held back by a 
  latch (connected to the latch that actually opens the chest). The spring is 
  connected to a 3 ft. iron spike. Any idiot can see that unlatching the chest 
  drives the iron spike forward into anyone standing directly in front of the 
  chest. There is nothing more subtle about this trap; it is exactly what it 
  appears to be, and works exactly in the way it appears to work. Opening 
  the chest from the other side, so that the iron spike does not point directly 
  at anyone, is completely safe. The chest contains: three sets of giant-sized 
  clothing, four giant-sized teeth, a stick, 2,037 gp, 3,400 sp, a fake glass 
  diamond (2 gp), a real diamond (1,000 gp) and a human thighbone with 
  large tooth-marks bitten into it.
  The giant’s bag contains 250 gp, 100 sp, 5 firefish skeletons, four 
  polished pieces of red obsidian (25 gp each), a drinking cup, a large 
  bronze platter, a mummified goblin head, a crumpled piece of gold that 
  238
  level 5a
  
  was once a candlestick with small gems inlaid into it (500 gp), a small 
  levitating rock (does nothing but hang in place, but is still worth 100 gp as 
  a curiosity), a rusted iron belt buckle, a box of 20 agates (10 gp each), and 
  a quantity of giant-sized toenail clippings.
  IRON SPIKE TRAP  
   
  CR 1
  XP 400
  Type mechanical; Perception DC 2; Disable Device DC 10
   
  Trigger touch; Reset manual
  Effect +5 melee (ld6+4/x3) (see above)
  5A–9. Bugs and Bones
  The floor of this chamber is scattered with hundreds of fish skeletons of 
  a strange blue-black color. Thousands of tiny bugs feed on the rotting fish 
  scraps left behind; these swarm over anyone entering the room, doing no 
  damage. However, anyone failing a DC 15 Fortitude save is affected by 
  the tiny, itching bites, suffering a penalty of –1 on all attacks and damage 
  for the next 3d6 x 10 minutes.
  The bones are those of firefish (see Area 5A–14) eaten by Rjodran the 
  fire giant (see Area 5A–8).
  Treasure: There is an exceedingly small quantity of treasure in this 
  room; even diligent and time-consuming searching only yields 10 gp, 30 
  sp, and an opal worth 25 gp.
  5A–10. Time-Echoes
  At first glance, the characters spot strange, intermittent movements in 
  this cavern. It appears that every few seconds a tall, human-like figure 
  materializes and then disappears mid-motion. If the characters watch 
  this for a while, they find that it is not the same individual each time: 
  at least ten different individuals appear to flash into being for a moment 
  and then disappear. One seems to be holding an hourglass, one is holding 
  a complex, glowing staff, and the others hold various different items at 
  different times. This is the cave chamber in which the various magical 
  parts of the Prison of Time were constructed before they were finally 
  assembled in Area 18. The time-magic employed here has left behind 
  several echoes, momentary blips in the normal progression of time that 
  reveal split-second views of the activity which took place in the room in 
  the distant past when the prison was being built. No useful information 
  is imparted by these images since they are very brief. However, if the 
  characters experiment in the right way, they might be startled to learn that 
  the “images” are not mere hallucinations; the echoes are actual flesh and 
  blood reality that impinges into the chamber through time itself.
  5A–11. Empty Cavern
  This cavern is empty, but it has one interesting feature; anyone walking 
  across it notices that the floor seems to be warmer in some places than it 
  is in others. This is simply due to different thicknesses of the rock layer 
  over a small magma pool, and poses no dangers or opportunities to the 
  characters.
  5A–12. Demon-Statues
  This chamber contains several stone demon-statues, all facing the 
  southwest exit, and all showing expressions of horror upon their faces. 
  These are the remnants of demons summoned during a short battle 
  between the priests of Orcus and the guardians of the Thelaroi time-
  prisoners (see Area 5A–18). The means by which the demons were turned 
  to stone cannot be determined, for it is beyond the scope of normal magic 
  in this plane of existence. The room is otherwise empty.
  5A–13. Empty Cavern
  This cavern is nothing but bare, irregular rock.
  5A–14. Source of the Fire-river 
  (Cr varies, 1-plus)
  A stream of magma rolls down the wall in the northwest corner of this 
  cavern from a large crevice above, forming a wide, slow-moving river of 
  molten rock that cuts through the middle of the chamber. At the center of 
  the cavern this river widens into a small lake of fire before continuing its 
  meandering journey southward down the almost undetectable southward 
  slope of the caverns. Apparently some sort of fish inhabits the lava; every 
  so often one of them leaps above the surface with a fiery splash. The fish 
  are a reddish-orange in color, and vaguely resemble catfish.
  FIRE FISH 
  CR 1
  XP 400
  N Small animal (aquatic*, fire) (see Appendix A)
  Init +6; Senses low-light vision, tremorsense 10 ft.; Perception 
  +7
  Aura heat (5 ft. radius)
   
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 13 (3d8)
  Fort +3; Ref +5; Will +2
  Immune fire
  Weaknesses vulnerability to cold
   
  Speed swim 40 ft.
  Melee slam –1 (1d4–4 plus heat) 
  Special Attacks heat (1d4 fire damage)
   
  Str 3, Dex 14, Con 10, Int 1, Wis 12, Cha 5
  Base Atk +2; CMB +0; CMD 12
  Feats Alertness, Improved Initiative
  Skills Perception +7, Sense Motive +3, Swim +15; Racial 
  Modifiers modifies Swim with Dex
   
  Aquatic Firefish can swim and breathe in molten lava as 
  easily as a regular fish in water. They are ‘aquatic’ only in the 
  sense that their natural environment is lava instead of water.
  5A–15. Fire-Crab Mating Cavern
  This cavern is empty, although a multitude of fine, curling scratch-
  marks on the floor and lower walls of the cavern indicates that fire crabs 
  often come here. There is a 1% chance that the characters coincidentally 
  happen to enter this cavern during mating-time, in which case there are 
  100 of the Small fire crabs and 25 of the Medium fire crabs present, all 
  engaged in mating dances or copulation. They ignore the characters unless 
  they are disturbed, but if the party attacks, they swarm into combat as an 
  inexorable (and probably lethal) tide of claws and carapaces.
  5A–16. Fire Lizard (Cr 8)
  This cavern is the lair of a massive fire lizard, distant kin to the true 
  dragons. It is an irascible beast, and pursues any intruders to the death.
  FIRE LIZARD 
   
   
  CR 8
  XP 4,800
  hp 105 (Frog God Games The Tome of Horrors Complete, 
  “Lizard, Fire”)
  239
  level 5a
  
  Treasure: The fire lizard has accumulated a fair amount of treasure 
  over the years, which it keeps in a neat pile beside a warm depression in 
  the cavern floor where it sleeps. The treasure includes 1,858 gp, 14,732 
  sp, 110,952 cp, a ruby (500 gp), a jeweled smoking-pipe (300 gp), a scroll 
  of fireball, a scroll of invisibility, a potion of cure moderate wounds, and a 
  potion of energy resistance (fire).
  5A–17. Beach of the Magmoid  
  (Cr 7)
  This beach, and the lava river to the east of it, is the haunt of a magmoid, 
  a spherical creature of pure lava. It generally spends its time swimming in 
  the river, singing to itself in a deep voice; if the characters are approaching 
  the area in complete silence, there is a chance that the singing alerts them 
  to the magmoid’s presence. The magmoid becomes intensely annoyed if 
  anyone comes into the area, and it attempts to kill all intruders.
  MAGMOID 
   
   
  CR 7
  XP 3,200
  hp 52 (Frog God Games The Tome of Horrors Complete, 
  “Magmoid”)
  Tactics: If the characters are moving along the narrow walkway on the 
  eastern bank of the river, the magmoid rolls up the side of the river behind 
  them, and spit its blast of deadly magma down the entire length of their 
  line. If they are approaching on the wider western bank, it simply waits 
  for its best opportunity to attack them, secure in the knowledge that it is 
  essentially invisible as part of the river’s magma flow.
  Treasure: The magmoid itself does not keep treasure, but there are two 
  piles of ash on the western beach (once adventurers) each of which has 
  some unburned equipment scattered around. The first ash-pile has a shield 
  beside it that somehow survived the fiery blast (because it’s a +1 heavy 
  steel shield), and the second ash-pile has a hat sitting on top of it (this is 
  just one of those complete flukes—the hat is normal).
  5A–18. The Prison of Time  
  (Cr 12)
  This large cavern glows with a hellish red illumination, for it is filled 
  with a lake of molten lava. The tunnel floor ends at the cavern entrance, 
  forming a steep slope down to the bubbling magma. There are several 
  islands of black rock jutting up from the molten lake, and at the far 
  southern end of the cavern the characters can make out the shape of a 
  much more unusual structure. It is a large island of black rock similar to 
  the others, but a silvery dome of some kind has been built on it.
  The Island Prison is a dome of silvery light. There is a metal torch 
  burning with a strange purple flame at each of the four quarters of the 
  compass, just outside the dome. Each of the torches has an hourglass-
  shaped keyhole fashioned into its base. The torches are fixed into the 
  stone and cannot be removed by any ordinary means. The only way to 
  extinguish one of the torches is to turn its key in the keyhole, and since the 
  keys are not located in this plane of existence (or in this time channel), the 
  only way to work one of the keyholes is to pick the lock (DC 20 Disable 
  Device). A knock spell does not suffice for the purpose of extinguishing 
  the flame (since the key would be used to close, rather than to open), but 
  casting the spell causes the keyhole to make a repeated clicking sound for 
  a full hour before it stops.
  Inside the dome, four figures are faintly visible. They appear to be 
  human, although they are much taller and thinner than normal. Each wears 
  a flowing robe of some kind, and a tall headdress of glass, feathers, and 
  metal. These are the Grey Thelaroi, banished from the Changing City 
  of Ra’ath in eons past. When they perceive the adventurers nearby, they 
  immediately begin communicating by telepathy, asking the characters to 
  free them from the prison. They offer four magic items (one from each of 
  them) in exchange for their freedom: a +2 evil outsider bane longsword, a 
  +1 holy mace, a ring of major energy resistance (fire), and a bag of holding 
  (largest size). The offer is legitimate; if characters free the Thelaroi from 
  their confinement, they hand over these items and then disappear back to 
  their own plane and time of existence.
  If one of the torches is extinguished by picking its lock, the Prison of 
  Time opens.
  Before the characters reach the Prison of Time, they are forced to deal 
  with its guardians, 4 time elementals summoned in ages past by the Dark 
  Thelaroi as a jailer for the exiles. 
  COMMON TIME ELEMENTALS (4)  
   
  CR 8
  XP 4,800
  hp 102 (Frog God Games The Tome of Horrors Complete, 
  “Elemental, Time”)
  Treasure: The only treasure in the room are the magical items given 
  by the Thelaroi.
  5A–19. Exit to 8B
  The lava river continues to meander its way down this tunnel, which 
  descends steeply into the depths of Rappan Athuk’s lower levels. The 
  tunnel eventually enters Area 8B–1 in Level 8B: The Steam Jungle.
  240
  level 5a
  
  Level 5B: 
  Aladdin’s Lament
  The entrance to these caverns is hidden by an illusion that can be de-
  tected only by a detect magic spell. The caves themselves connect to the 
  lower dungeon through a nearly impassable tunnel. The series of caves 
  contains a short and deadly series of puzzles, traps and monsters put in 
  place to guard three objects; a cursed efreeti bottle, a flask of curses and 
  a djinni bottle (exactly as a ring of djinni calling). This area is shown on 
  Map RA–5B. 
  5B–1. The False Wall (Cr 2)
  The tunnel from Level 4A ends in a blank wall. This wall is illusory, 
  and requires a save to disbelieve it. Even if touched or disbelieved (DC 
  15 Will save), the illusion of the wall remains. Anyone who witnesses 
  another walking through it may reroll his save with a +4 circumstance 
  bonus. Anyone that fails the save may not pass through the wall, even if 
  his comrades do so. A dispel magic temporarily causes the wall to disap-
  pear (4 rounds). 
  Bypassing the wall is equivalent to a CR 2 encounter.
  5B–2. The Fountain  
  (Cr varies, 8 to 12)
  This cavern contains an ornate 20 ft. diameter fountain, built of fine 
  bricks with an alabaster carving of a djinni, a marid, an efreeti and a shai-
  tan (the 4 elemental genies). The genies’ mouths spout crystal clear water, 
  and they all are gathered around a central platform facing west. Each has 
  one hand supporting the platform, which consists of a 2 ft. square flat, red 
  stone. Water trickles off the platform, forming a 2 ft. deep pool of water 
  in the fountain basin. 
  Engraved on the front edge of the platform are symbols of each of the 
  elements; earth, air, fire and water. The platform remains empty unless the 
  levers in Area 5B–11 are pulled. Once they are pulled, a bottle appears on 
  the platform. If the bottle is taken while water is clear, it is just an empty 
  bottle. If the water is dyed using sand from Areas 5B–3, 5B–8 or 5B–10, 
  the following effects take place:
  1. If the water is colored black from the sand in Area 5B–3, an earth 
  elemental forms from the ground in front of the fountain and attacks.
  2. If the water is colored red from the sand in Area 5B–8, a cursed 
  efreeti bottle appears (summoned efreeti appears and attacks the opener).
  3. If the water is colored blue from the sand in Area 5B–10, a flask of 
  curses appears.
  4. If the water is dyed purple from combining the sand from Areas 
  5B–8 and 5B–10, a djinni bottle appears (and the noble djinni contained 
  within grants 3 wishes, or serves the owner for a year and a day, but not 
  both).
  Inscribed around the base of the fountain is the following riddle:
  “There are four brothers in this world that were all born together. The 
  first runs and never wearies. The second eats and never is full. The third 
  drinks and is never thirsty. The fourth sings a song that is never good. His 
  song is a royal tune, but the king’s wish must be fulfilled for the master to 
  become the servant. One must master the elements to find the king.”
  This of course references the royal color purple, and is again hinted at 
  in the paintings in Area 5B–7. A clever party will solve the riddles and 
  gain a major magic item. Solving the riddle and gaining the djinni bottle 
  is equivalent to defeating a CR 8 encounter.
  GREATER EARTH ELEMENTAL 
   
  CR 9
  XP 6,400
  hp 136 (Pathfinder Roleplaying Game Bestiary, “Elemental, 
  Earth”)
  ENRAGED EFREETI 
   
  CR 8
  XP 4,800
  hp 140 (Pathfinder Roleplaying Game Bestiary, “Genie, 
  Efreeti”)
  5B–3. The Man of Fire (Cr 15)
  This room is long and rectangular, and appears to be a wide section of 
  tunnel with a black, sandy floor. The sand itself seems to have a soluble 
  dye on it. Anyone handling the sand has their hands (temporarily) stained 
  black. This sand can be used in Area 5B–2. Carvings and writings on the 
  wall depict images of fire demons and elementals burning villages and 
  humans. Careful examination of the writings reveals a pattern and use of 
  a comprehend languages spell or DC 20 Linguistics check translates the 
  writings as follows:
  “The face of the demon leads one to eternal life”
  “The elements conflict, and the path of water devours the fires of hell”
  Crossed “spider webs” (actually wires) cover the last 60 ft. of the room 
  with thousands of thin strands. If any of these strands is disturbed, it cre-
  ates a chain reaction of magnesium sparks that cover the room (1d6 fire 
  Level 5B
  Difficulty Level: 7
  Entrances: Tunnel to Level 4A. 
  Exits: None.
  Wandering Monsters: None.
  Detections: Magic on the illusory wall at the entrance, 
  the pool in area 5B–2, and the fountain.
  Shielding: The fountain is immune to magic in all forms 
  except the riddle as prescribed.
  Standard Features: The floors and ceilings are covered 
  with stalagmites and stalactites. Walls, columns 
  and other features on this level are dry. Climbing 
  all features requires a DC 10 Climb check unless 
  otherwise noted. The secret doors located on this 
  level (6 in. thick stone; hardness 8; hp 90; Break 28) 
  require a DC 20 Perception check to discover.
  241
  
  242
  level 5b
  
  damage to all within the room; no save). The real problem is the room 
  itself. The entire floor of the room is a water-filled passage covered with 
  highly flammable oil. The oil floats on top of 4 ft. of water, and is covered 
  with a fine layer of sand. Anyone stepping on the sandy ground falls into 
  the 6 ft. deep (2 ft. of oil, 4 ft. of water) filled pit that makes up this hall-
  way. If ignited, the fire engulfs the entire room in 2 rounds, doing 10d6 
  damage to all within, and 20d6 to any standing in the oil each round, as 
  well as sucking away all the oxygen within the room, and for 100 ft. up the 
  hallway (DC 15 Fortitude save each round of fall unconscious and begin 
  to suffocate, see the Pathfinder Roleplaying Game Core Rulebook, Envi-
  ronment, “Suffocation,” for more info on suffocation). The fire burns for 
  30 minutes. 
  The only safe way through the room is by swimming under the oil. At 
  the far end of the pit are three underwater tunnels. Two are marked with 
  demon faces, and lead on a winding path for 200 ft. (likely drowning any 
  that take these, hence “eternal life”, see the Pathfinder Roleplaying Game 
  Core Rulebook, Environment, “Water Dangers,” for more info on drown-
  ing) to dead ends. The third is unmarked, and leads 180 ft. to a small cave 
  entrance at Area 5B–4. 
  IMMOLATION-ROOM TRAP 
   
   
  CR 15
  XP 3,200
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger touch; Reset repair
  Effect flaming oil pit (10d6 fire damage in room, 20d6 if in oil 
  pit); never miss; multiple targets (all targets in 40 ft. by 100 ft. 
  room)
  Successfully bypassing the room and making it to Area 5B–4 is equiva-
  lent to overcoming a CR 15 encounter.
  5B–4. Blind Faith (Cr 5)
  This large cavern appears to be completely broken in half by a 60 ft. 
  deep, 40 ft. wide chasm with water in the bottom. In the water, dozens of 
  large crocodiles splash and swim, occasionally leering up at anyone peek-
  ing over the edge. The walls of the chasm appear glass-slick and impos-
  sible to climb. Any attempts to climb the walls at the edges automatically 
  meet with failure (in the mind of the climber). Any attempts to toss grap-
  pling hooks across or secure ropes/spikes etc. also appear to fail. Anyone 
  attempting to fly across appears to have his spell dispelled right at the 
  chasm’s edge.
  A statue is carved from the bedrock at the edge of the chasm. The statue 
  depicts three monkeys. One has his hands over his ears (right side). The 
  left monkey has his hands over his mouth, and the center monkey is cover-
  ing his eyes. Cryptic writing below the monkeys reads:
  “Look to the center to test one’s faith—only the faithful shall pass.” 
  The trick is that this is all an illusion (CL 20th, DC 30 Will save disbe-
  lieves). There is no chasm, and there are no crocodiles. The easiest way 
  across is for someone to realize that crocodiles don’t live in caves far 
  under the earth, and to just walk across. The illusion cannot be dispelled. 
  Only by blindly walking forward can the chasm be crossed. Once crossed, 
  characters can retrieve their grappling hooks, spikes etc., and a flying 
  character realizes that he is in fact flying. Successfully bypassing the illu-
  sion is equivalent to overcoming a CR 5 encounter.
  5B–5. gold at the End of the 
  rainbow (Cr 4)
  This 80 ft. long section of tunnel is 20 ft. wide and consists of an ice-
  slick set of stone walls, a 10 ft. deep pool of green slime, and a 3 ft. 
  wide stone bridge section crossing the pit, and leading to Area 5B–7. 
  The bridge consists of 5 ft. panels of colored stone in the colors of the 
  rainbow, plus a gold section in the middle. Hence, the panels run Red-
  Orange-Yellow-Gold-Green-Blue-Indigo-Violet, with two panels of each 
  color. Written at the edge of the bridge is the following:
  “The greedy shall not pass”
  The gold sections of the bridge are illusory, and stepping on one causes 
  a fall into the slime pit. If these sections are skipped (jumped over), the 
  bridge can be easily crossed. Successfully bypassing the bridge is equiva-
  lent to overcoming a CR 4 encounter.
  GREEN SLIME 
   
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazard”)
  This dungeon peril is a dangerous variety of normal slime. 
  Green slime devours flesh and organic materials on contact 
  and is even capable of dissolving metal. Bright green, wet, 
  and sticky, it clings to walls, floors, and ceilings in patches, 
  reproducing as it consumes organic matter. It drops from 
  walls and ceilings when it detects movement (and possible 
  food) below.
  A single 5 ft. square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (destroying the scraping device), but after that it 
  must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, 
  sunlight, or a remove disease spell destroys a patch of green 
  slime. Against wood or metal, green slime deals 2d6 points 
  of damage per round, ignoring metal’s hardness but not 
  that of wood. It does not harm stone.
  5B–6. Speed Doesn’t Kill (Cr 19)
  This hallway is covered by brick walls and flooring with red, grey and 
  tan bricks spaced randomly. Hundreds of wide gaps between the bricks 
  seem to be filled with rusty metal and blades of various sorts. The gaps run 
  at all angles from the floor and side walls, and it would be impossible to 
  avoid all of them at any particular place in the room. Anyone should real-
  ize that these are large scything blade traps. Cryptic writing on the floor 
  reads “Only the swift may pass the hewer of souls”.
  Thirty feet into the room, the entire floor is one big pressure plate. It 
  is nearly impossible to detect or disarm this plate, as it sits 4 ft. under the 
  rest of the floor. If a weight over 40 pounds is placed on it, the trap is set 
  off and a cascading effect of scything blades begins as a chain reaction, 
  completely filling the room with hundreds of slicing rusty blades. These 
  blades do 2d100 points of damage to anyone caught in them for each 10 
  ft. section that they pass through (the hallway is 120 ft. long). Each round, 
  a thirty–foot section activates, starting at the entrance and proceeding to 
  the full 120 ft. length (round 1, 0–30 ft., round 2, 30–60 ft., round 3 60–90 
  ft., round 4 90–120 ft.). The only way to avoid being sliced to pieces is to 
  RUN through the room, staying ahead of that section of blades. Alter-
  natively, the room could be flown through or the walls could be climbed 
  (DC 15 Climb check) to bypass the pressure plate. Disarming the blades is 
  impractical (there are several hundred and all would need to be disabled).
   Past this hall, the corridor opens into Area 5B–8.
  SCYTHING BLADE HALLWAY 
   CR 19
  XP 204,800
  Type mechanical; Perception DC 30; Disable Device DC 30
   
  Trigger location; Reset automatic
  Effect Atk +25 melee (2d100); multiple targets (all targets in a 
  20 ft. by 120 ft. hallway)
  243
  level 5b
  
  5B–7. Purple Sky
  The entire floor of the cavern is covered in tiled scenes of mountains 
  earth and rock, some of which appear to be vaguely alive and with crea-
  ture form. On top of one mountain is a throne with an earth god wear-
  ing a black robe. Strange cave paintings of an ocean god, mermaids, and 
  mermen cover the northern walls. The sea god wears a blue robe. The 
  ceiling is painted with scenes of clouds where angels play, and strange air 
  creatures are hinted at in rough forms that look alive, all gathered around 
  a throne with an air deity seated upon it, wearing a purple robe. The south-
  ern walls are covered in scenes of fire, with creatures of fire surrounding a 
  throne. The fire god wears a red robe. 
  These scenes are a hint at the solution to the puzzle in Area 5B–2. To 
  free the air creature (the djinni), the players must figure out to use the red 
  and blue sand from Area 5B–11 to create a purple color in the fountain. 
  The red, black and blue sand used alone cause bad things to happen.
  5B–8. red Cave
  This cave contains 2 ft. of course red mixed sand and gravel on its 
  floor. If the sand is handled, its color comes off in water or sweat, leach-
  ing a dye-like substance. The sand itself seems to have a soluble dye on 
  it. Anyone handling the sand has their hands (temporarily) stained red. 
  This sand can be used in Area 5B–2.The air here is particularly dry, and 
  on the southeast wall is a secret door leading to Area 5B–11 (south tun-
  nel). Beyond the secret door is a tunnel that winds over 200 ft. to this area. 
  The color of the sand, when mixed with the blue sand from Area 5B–10 
  is a clue that the purple bottle should be selected in Area 5B–2. If only 
  red sand is used, the bottle received from the fountain is a cursed efreeti 
  bottle.
  5B–9. Pink Slime (or Frog in a 
  Blender) (Cr 9)
  This tunnel slopes sharply down at a 30-degree angle towards Area 
  5B–10. The walls and floor are made of smooth bricks, almost “too 
  smooth”. Inscribed on the floor in cryptic writing is the following:
  “The Rain washes away the filth of man, ants trampled underfoot of 
  the angry god. The wise pause before the foot of the god to pay their 
  respects.”
  Careful examination of the ceiling mortar reveals that it is not very 
  strong; in fact, it is little more than loosely packed sand and dust, creating 
  gaps between the stones. At the 60 ft. mark in the tunnel is a pressure plate 
  covering the entire floor for a 10 ft. section. Any weight over 30 pounds on 
  this plate shifts a valve on a large reservoir above the tunnel and releases 
  200,000 gallons of water stored there. This water easily washes out the 
  sand and dust “mortar” and unleashes a torrential wash of water in the tun-
  nel, washing all present down the hall towards Area 5B–10. Characters 
  must make a DC 15 Acrobatics check each round or be swept 30 ft. down 
  the tunnel. A successful check indicates the character moves 10 ft.
  At the 120 ft. mark is a 3 ft. diameter grinding wheel, shaped like a 
  large foot, which slides up and down the narrow tunnel, filling the entire 
  width of the passage (roll 1d6: 1–2, at floor, 3–4, at 3 ft., 5–6 at 6 ft. 
  above the corridor floor). Anyone squished by the grinding wheel takes 
  5d20 bludgeoning damage, and must make a DC 15 Escape Artist check 
  or be trapped and rolled by the wheel the next round (for 5d20 additional 
  damage). Avoiding the foot requires a character to specifically time his 
  passage for when the grinder is in an up phase to pass under it. The player 
  must state they are trying to do this, and then time the passage (an opposed 
  d20 roll is required; the PCs may use their initiative modifier; the foot has 
  a +2 bonus ) to get under the wheel when they are washed through. It is 
  also possible that the character gets lucky and the foot is at the 60 ft. mark 
  when they pass randomly.
  At the 180 ft. mark in the tunnel is a deep (80 ft.) pit. Once the water 
  energy has dissipated (after 9 rounds), this pit is 40 ft. deep with wa-
  ter. The smooth walls make difficult climbing (DC 20 Climb check), and 
  characters that cannot climb out eventually drown. Anyone who misses a 
  sufficient quantity of checks to have moved 180 ft. (6 failed checks), lands 
  in the pit, whether or not they were smashed to goo by the grinding wheel.
  FROG IN A BLENDER TRAP 
   
   
  CR 9
  XP 6,400
  Type mechanical; Perception DC 20; Disable Device DC 30
   
  Trigger location; Reset automatic
  Effect Atk +20 melee (2d10/x3); multiple targets (all targets in 
  a 20 ft. by 120 ft. hallway)
  5B–10. Blue Cave
  This cave contains 2 ft. of course blue mixed sand and gravel on its 
  floor. The air here is particularly dry, and on the southeast wall is a secret 
  door leading to Area 5B–11 (north tunnel). If the sand is handled, its 
  color comes off in water or sweat, leaching a dye-like substance. The sand 
  itself seems to have a soluble dye on it, and anyone handling the sand has 
  their hands (temporarily) stained blue. This sand can be used in Area 5B–
  2. Beyond the secret door is a tunnel that winds over 200 ft. to this area. 
  The color of the sand, when mixed with the red sand from Area 5B–8 is 
  a clue that the purple bottle should be selected in Area 5B–2. If only blue 
  sand is used, the bottle received from the fountain is a flask of curses.
  5B–11. Lever rooms
  These two rooms (one down each tunnel from Areas 5B–8 and 5B–10) 
  are mirror images of one another. Each contains a simple brick wall with a 
  lever. The levers have up, down and neutral positions. They are currently 
  in the neutral position. Both levers must be set to the down position to 
  phase in the fountain in Area 5B–2.
  244
  level 5b
  
  Level 6: 
  The Maze
  This infamous level, the subject of cautionary tales spoken of in hushed 
  tones by adventurers, proved fatal to a powerful, monster-stomping party 
  that got lost and starved to death. Few monsters (other than random 
  wanderers) populate this level. The chief difficulty is its numerous, 
  insidious, shifting, sliding, teleporting maze sections. This maze foils 
  even magical attempts to discern the proper route as a passage—correct 
  a moment ago—shifts, diverting the party into a random, new direction. 
  Level 6 contains only two difficult encounters: the will-o’-wisps and the 
  undead storm giant, Kor, in the Hall of Ereg Tal. But even these trials are 
  avoidable. The maze is not.
  GM Note: This is a very critical level. Area 6–15 offers the only 
  means to reach Level 7, which in turn accesses Levels 13 and 15. To 
  completely eradicate the evil of this dungeon, stalwart adventurers must 
  eventually visit these levels; therefore, they must navigate this level. 
  Also, several Level 6 features were described in the rumors section of the 
  Introduction—including the infamous “white corridor,” the “mushroom 
  of youth” and of course the entrance to “Hell.” The map of this level is 
  shown in Map RA–6. Three example maze sections are depicted in Maps 
  RA–6 Maze 1, 2, and 3.
  MEDIUM MONSTROUS SPIDERS 
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, 
  Giant”)
  DIRE RAT 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  MINOTAUR 
   
   
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary, “Minotaur”)
  WERERAT 
   
   
  CR 2
  XP 600
  hp 20 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  STIRGE  
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”) 
  Difficulty Level: 8
  Entrances: Stairs from Level 5
  Exits: Stairs to Level 8; river channel to Level 10A; secret 
  aquatic passage to Level 7. One of the maze sections 
  (randomly determined) leads to Level 8A.
  Wandering Monsters: Check once every hour on 1d20:
   
   
  1 
  1d3 mustard jellies (see Area 6–2)
   
  2 
  1d6 medium monstrous spiders
   
  3 
  2d6 dire rats
   
  4 
  1d3 minotaurs
   
  5 
  3d6 normal rats (see Area 6–4)
   
  6 
  1d4 wererats 
   
  7 
  1 will-o’-wisp (see Area 6–12)
   
  8 
  2d6 stirges
   
  9 
  1d2 intellect devourers with 1d4 hell hounds
   10–20 
  No encounter
   
  Detections: Magic emanates from Area 6–5. Good 
  radiates from Area 6–7.
  Shielding: None.
  Standard Features: The ground, in all areas except 
  Area 6–3, is level and offers good footing. Walls, 
  columns and so on—unless otherwise noted—have 
  numerous handholds and holes, making them easy 
  to climb. Climbing all features requires a successful 
  DC 10 Climb check, unless otherwise noted. Fungus 
  encrusts most surfaces in the natural cavern areas 
  on this level; 20% of the fungus is edible, while 10% 
  is poisonous. A DC 20 Knowledge (dungeoneering 
  or nature) or Survival check allows PCs to determine 
  which are edible. (Gnomes and other underground 
  creatures gain a +2 bonus to their checks.) Mazes and 
  cut corridors are free of fungus.
  Poisonous Fungus
  Type poison, ingested; save Fortitude DC 16
  onset 10 minutes; frequency 1/minute for 6 minutes
  effect 1d3 Con damage; cure 2 consecutive saves
  Traveling in Small Tunnels: Smaller tunnels (solid lines) are 
  less than 3 ft. in diameter and require that even Small 
  creatures crawl. Large creatures cannot navigate these 
  tunnels unless they are long and slender or flexible. Huge 
  creatures cannot pass at all. Medium creatures make 
  all attack rolls at –4 and take a –4 penalty to AC. Small 
  creatures using all but thrusting weapons attack at –4. No 
  saves are allowed for area effects in small tunnels. See 
  rules for squeezing into narrow spaces in the Pathfinder 
  Roleplaying Game Core Rulebook, “Combat”.
  The River and Swimming: The river channel beyond 
  Area 6–14 is moderately hard to swim. Any creature 
  attempting to swim to Level 10A must succeed on a DC 
  15 Swim check (see the Pathfinder Roleplaying Game 
  Core Rulebook, Environment, “Drowning”, for additional 
  information). Drowned creatures are dead on arrival at 
  Level 10A. Swimming upstream is impossible, and leads 
  nowhere in any case.
  Level 6
  245
  
  246
  level 6
  
  INTELLECT DEVOURER 
   
   
  CR 8
  XP 4,800
  hp 58 (Pathfinder Roleplaying Game Bestiary, “Intellect 
  Devourer”)
  HELL HOUND 
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Hell Hound”)
  6–1. The Portcullis
  The portcullis from Level 5 closes itself after 2 turns. PCs returning to 
  Level 5 must move it again.
  Iron Portcullis: 1 in. thick; hardness 10; hp 40 per bar; Break 
  DC 38 or Lift DC 25 Strength check; a maximum of 3 people 
  may combine their efforts.
  6–2. Mazes and Monsters 
  (Cr 7 per maze section)
  The areas designated “6–2” on the map are maze sections. There are 3 
  maps provided for the GM to use while PCs explore these mazes. While 
  PCs move through a maze section, they encounter wandering monsters 
  as usual. All shifting/sliding walls move every time a door is opened. 
  The doors are magically constructed, so only one door per room may be 
  opened at a time. GMs should intentionally give PCs wrong directions 
  (i.e., left = right) at all times, unless the PCs succeed on a DC 30 
  Knowledge (dungeoneering) on which they cannot take 20. GMs should 
  improvise or alter each section to frustrate and bewilder their PCs. PCs’ 
  attempts to retrace their steps prove futile, and the shifting nature of the 
  maze prohibits classical means of maze solving (e.g., string). This maze 
  affords GMs a rare opportunity to toy with players; have fun!
  Each time a maze is entered, a mustard jelly attacks after 1d8 rounds. 
  It is an intelligent monster; it instinctively divides itself to chase PCs if the 
  party splits into separate groups to escape.
  MUSTARD JELLY  
   
  CR 7
  XP 3,200
  hp 105 (Frog God Games The Tome of Horrors Complete, 
  “Jelly, Mustard”)
  6–3. The rubble room
  Uneven and broken, the floor of this cavern suggests that the ceiling has 
  collapsed. Huge piles of rubble block the passage, which must be climbed 
  or cleared to make any progress. The large cavern beyond, filled with 
  rubble, reduces all movement to half-normal. Full movement or running 
  requires a successful DC 14 Reflex save; failure means the character 
  falls and takes 1d3 nonlethal damage. The ceiling is 30 ft. overhead, and 
  the rubble can be crossed at the dotted line area (see the map) without 
  clearing away any material. Locating this crossing requires a successful 
  DC 20 Perception check. Wandering monsters use the narrow path to their 
  advantage.
  6–4. The Cliff (Cr varies, 1 to 12)
  An 80-ft.-high cliff, dotted by numerous rat holes, looms before the 
  party. Normal rats infest the cliff. The rats attack anyone climbing the 
  cliff; they also gnaw at ropes. As PCs scale the cliff(DC 20 Climb check) 
  by hand or rope, 2d6 normal rats attack each PC. Since the PCs are 
  dangling on a rope, no Dexterity or shield bonuses may be used while 
  climbing (deflection and armor bonuses apply normally, however). 
  Attacking rats have a 20% (1–4 on 1d20) chance per round of chewing 
  through a rope. Wandering monsters are either at the top or base of the 
  cliff (i.e., a 50% chance). A fireball or other large, spectacular magical 
  effect causes the rats to scatter.
  RATS (100+) 
   
   
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Familiar, Rat”)
  6–5. The White Corridor (Cr 7)
  This corridor, seemingly constructed of seamless white stone (despite 
  its cavernous shape), stretches 180 ft. and leads to Area 6–6. A few feet 
  inside the corridor, the skeletal remains of rats and bats clutter the floor. 
  A few feet beyond them, the remains of a large humanoid creature lay in 
  twisted repose. A magical effect renders the floor, walls and ceiling of the 
  corridor poisonous. A PC who touches these surfaces must succeed on a 
  DC 20 Fortitude save; a failure means the PC takes 1d3 points of Strength 
  damage per round of contact. PCs can drag their unconscious comrades 
  free before they slowly starve to death. A similar Fortitude save must be 
  made one minute later, whether or not the initial save was successful and 
  regardless of whether the PC is within or outside the corridor. The GM 
  must record the number of rounds a PC is inside the corridor and/or in 
  contact with it. PCs must make a save every round they are in the corridor 
  and subsequent saves one minute later for each round they were in the 
  corridor.
  The poison is magically transmitted through any material in contact 
  with an individual’s skin, including boots and gloves. Double-layering 
  clothing or layering stones or other items to walk across does not prevent 
  contact with the magical poison, as the poison is magically “conducted” to 
  any living being in the corridor. Passing through the corridor successfully 
  requires making no physical contact with it. PCs might use magical flight 
  or levitation to successfully negotiate the poisoned passage.
  A successful DC 30 Craft (alchemy) or Knowledge (arcana) check 
  allows a PC to recognize the corridor for what it is. A rogue can also detect 
  the poison with a DC 30 Perception check. The corridor also radiates 
  moderate necromancy.
  GM Note: Any magical transport activated within this corridor 
  (dimension door, teleport, etc.) immediately teleports a PC to an 
  extraplanar location known as The Sorcerer’s Citadel (as detailed in 
  Demons and Devils from Necromancer Games). This citadel has a 
  similarly constructed area. Some scholars correctly assert that Crane 
  the sorcerer safeguarded this corridor for Ereg Tal—a fact that can be 
  confirmed by the Oracle on Level 3 of this dungeon.
  6–6. The Hall of Ereg Tal
  This is a grand hall made of polished marble and decorated with 
  beautiful mosaics. To the south, a set of granite stairs descends into a 
  cavern. To the north, two sets of 20-ft.-high double doors, made of pure 
  bronze and carved with bas-relief animals and men, dominate the wall. 
  Between the staircase and doorways are two huge statues: The first a 
  20-ft.-tall man, his bearing serene and noble and his face possessing the 
  most perfect features you have ever seen. The second a rough carving 
  suggesting a bearded man, at once beautiful but terrible and less perfect 
  than its companion piece. The latter statue holds a lightning bolt above its 
  head. Script adorns the base of each statue.
  This hall comprises the gateway to the final resting place of the fallen 
  titan, Ereg Tal, and his lifelong friend Kor, a storm giant. The statues are 
  just statues, and there is no danger here unless the PCs disturb Area 6–8. 
  The bronze doors require a DC 24 Strength check to pull open.
  Ereg Tal died over 5,000 years ago and was entombed here, far beneath 
  the earth. Centuries passed. Then the evil priests and wizards who built 
  Rappan Athuk stumbled upon the subterranean gravesite. Leaving Ereg 
  Tal’s tomb undisturbed (out of fear), the priests and wizards instead built 
  a secret entrance to their infernal levels that could only be accessed by 
  247
  level 6
  
  passing through what they deemed a natural barrier (the white corridor). 
  Orcus’ priests placed a curse on Kor’s remains (they were afraid to tamper 
  with the titan’s body), turning his corpse into a slave of evil. The writings 
  on the statues—the legend of Ereg Tal and Kor—are written in an archaic 
  form of Celestial. A character who speaks Celestial must succeed on a DC 
  20 Linguistics check to decipher them, as follows:
  To unravel the details of this story, PCs must succeed on a DC 30 
  Knowledge (history) or Knowledge (religion) check. Success means that 
  the PCs learn that these two figures represent a good-aligned titan and 
  a storm giant. The god of death himself killed the titan during a great 
  battle among the gods. PCs that make a DC 35 Knowledge (history) or 
  Knowledge (religion) check also learn that Kor gave Ereg Tal a golden 
  torc, symbolizing his fealty to the titan. When Kor himself was near death, 
  he brought his titan friend to this very place and buried him. These events 
  transpired thousands of years before the dungeon existed. If the party 
  acquires all of this information, give them a story award of 2,000 XP. 
  Note: The golden torc detail proves invaluable should the PCs open Area 
  6–8.
  6–7. The Tomb of Ereg Tal
  This beautifully sculpted cavern houses a huge sarcophagus, sculpted 
  like the taller statue in the hall outside. The walls and ceiling of the 
  cavern are painted like a sky at night, with stars and a full moon glowing 
  with magical light. This room holds little else of interest, unless the PCs 
  somehow open the crypt.
  Treasure: The crypt lid weighs 3,000 pounds and can only be lifted 
  with a successful DC 35 Strength check. This is not to say that intelligent 
  but weak adventurers cannot get it open; rock to mud, stone to flesh 
  (messy but effective) and other contrivances may prove equally if not 
  more effective. Within the crypt, PCs find the bones of a titan. A large 
  golden torc (worth 5,000 gp) encircles the titan’s cervical vertebrae. The 
  torc was fashioned in the likeness of an eagle—its claws curving around 
  in front and its wings folded along the sides. If taken to a great city where 
  its unique origin might be recognized and prized, this rare and historical 
  piece would easily fetch 10 times its gold value from a discriminating 
  collector. This torc also has the power to give peace to the undead form of 
  Kor in Area 6–8, below. The torc is not otherwise magical.
  6–8. The Tomb of Kor the 
  Storm giant (Cr 15)
  This beautifully sculpted cavern houses a huge sarcophagus, carved in 
  the form of the shorter statue in the hall outside. The walls and ceiling of 
  the cavern are painted to resemble a clear, daytime sky, with a blazing sun 
  and few clouds. Those in the room can almost feel a faint and refreshing 
  breeze. Entering this room invokes the ghost of Kor the storm giant. If 
  the party bravely presents the golden torc found in Area 6–7, above, the 
  ghost leaves in peace, never to return. If it does not, the party is in trouble! 
  Kor retains all his abilities and has gained several new ones, making him 
  a formidable opponent.
  KOR 
   
  CR 15
  XP 51,200
  Storm giant ghost (Pathfinder Roleplaying Game Bestiary, 
  “Ghost”; “Giant, Storm”)
  CG Huge undead (augmented humanoid, incorporeal)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception 
  +28
   
  AC 22, touch 14, flat-footed 20 (+8 armor, +4 deflection, +2 
  Dex, –2 size)
  hp 161 (19d8+76)
  Fort +15; Ref +8; Will +13 
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation, rock catching; Immune electricity, undead 
  traits
   
  Speed fly 30 ft. (perfect)
  Melee mattock of the titans +17 (4d6+3/19–20/ x3) or 
  corrupting touch +14 (15d6, Fort DC 23 half)
  Space 15 ft.; Reach 15 ft.
  Special Attacks corrupting gaze (DC 23), frightful moan (DC 
  23), malevolence (DC 23), telekinesis (DC 23)
  Spell-like Abilities (CL 15th)
  Constant—freedom of movement
  2/day—control weather, levitate
  1/day—call lightning (DC 17), chain lightning (DC 20)
   
  Str —, Dex 14, Con —, Int 16, Wis 20, Cha 19
  Base Atk +14; CMB +18 (+20 to bull rush and sunder); CMD 32 
  (34 vs. bull rush and sunder) 
  Feats Awesome Blow, Cleave, Combat Reflexes, Improved 
  Bull Rush, Improved Critical (maul), Improved Sunder, 
  Improved Vital Strike, Iron Will, Power Attack, Vital Strike
  Skills Acrobatics +16, Climb +15, Craft (weaponsmithing) 
  +13, Fly +6, Intimidate +20, Perception +28, Perform (sing) 
  +10, Sense Motive +20, Stealth +2, Swim +20; Racial Modifiers 
  +8 Perception, +8 Stealth
  Languages Auran, Common, Draconic, Giant
  SQ militant, water breathing
  Gear +2 breastplate, mattock of the titans, belt of titan 
  strength +8
  Tactics: Kor uses his spell-like abilities and special attacks first (chain 
  lightning, frightful moan, and corrupting gaze), then his telekinesis ability 
  to hurl someone off the cliff into the pool at Area 6–10. At this point, 
  Kor uses malevolence on a fighter character and attacks spellcasters using 
  the fighter’s body. Only after all remaining PCs have saved against the 
  malevolence ability does he step forward and attack using his mattock or 
  corrupting touch. While in the crypt Kor’s mattock and items possess the 
  ghost touch ability. He fights until slain, but does not pursue the PCs into 
  Areas 6–5 or –10. GMs needn’t be creative when using Kor to destroy 
  their parties. PCs should either retreat (fast!) or use the torc to banish his 
  ghost. Those PCs who fight Kor should be ruthlessly punished.
  “Stone by stone and crafted by my hands
  The tomb of Ereg Tal here stands
  ‘Til the end of time may be
  Shall his goodness shine on thee.
  Chiseled by the hands of Kor the Storm
  Liegeman of Ereg Tal in peace and war
  For to entomb his master’s bones
  And thus to build eternal home.
  Know ye who stand before the portal
  Ereg was Titan, but not immortal
  The Lord of Death did strike the blow
  That laid my Mighty Master low.
  Mortally wounded was Ereg Tal
  The King I loved the most of all
  And so I bore him to this cave
  And from the stone carved our two graves.
  About his blessed neck I placed
  The Golden Torc, in life given free,
  As Symbol of my fealty
  So I sealed it in the sepulcher with he.
  To the end stand I the honor guard
  ‘Til life empties from my mortal gourd
  Know all that Ereg Tal was the beloved Master to Kor
  Faithful Servant to His Lord.”
  248
  level 6
  
  Treasure: The crypt lid has properties identical to that in Area 6–7. 
  The crypt contains a storm giant’s bones and several items of interest. 
  He wears a +2 breastplate. A belt of titan strength +8 (as a belt of giant 
  strength) girds Kor’s pelvis. The crypt also contains a mattock of the titans 
  (wielded by Kor) and an iron horn of Valhalla.
  6–9. The Cavern Crossing
  A wide chasm, 100 ft. deep, splits this cavern in half. Torchlight reflects 
  off water at the bottom of the chasm. On the other side of the chasm, four 
  tunnel openings lead out of the cavern. The chasm’s width ranges between 
  20 and 80 ft. The chasm’s sides are tough to climb, requiring a successful 
  DC 20 Climb check. The far tunnel opens onto stairs that lead to Level 8, 
  while the other three tunnels are dead ends.
  6–10. The Pool
  Cold and clear water pools at the chasm’s base. The pool’s bottom 
  cannot be seen. A water passage to the west extends into darkness, though 
  flickering lights can be seen. The water is calm but requires a successful 
  DC 10 Swim check to navigate; if the PCs are protected from the cold, no 
  check is needed for 10 minutes of swimming. Coincidentally, the swim to 
  Area 6–11 takes about 10 minutes.
  6–11. The Ambush (Cr 6)
  Under these circumstances, this encounter bodes ill—a will-o’-wisp 
  attacks PCs in the water. The PCs must either retreat to Area 6–9 or swim 
  on to Area 6–12. The will-o’-wisp gives pursuit until the PCs leave the 
  water. The entrance to Area 6–12 is 5 ft. below the water’s surface and PC 
  must succeed on a DC 20 Perception check to notice it. The water pools at 
  the base of a 25 ft. cliff that they must succeed on a DC 15 Climb check to 
  safely scale. Climbers are attacked by more will-o’-wisps once they reach 
  Area 6–12 (see below). PCs that can fly or water walk may fare better.
  Tactics: The will-o’-wisp gains life energy by drowning people. It 
  avoids combat, and unless affected by maze or slain with magic missile, it 
  shocks everyone in the water every round for 2d8 points of damage (30 ft. 
  range in water; DC 20 Fort save for half).
  WILL-O’-WISP 
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o-Wisp”)
  6–12. The Wisp Lair (Cr 9)
  Strange, eerie lights fade in and out within this cavern. A deep pit in 
  the cave’s center seems to be the source of the light. This area is the lair 
  of the will-o’-wisps that inhabit this level. They generally attack at Area 
  6–11 (see above), but one or more may be here when the PCs reach this 
  area. This room may also be accessed from Area 6–16 through the stream 
  and from Area 6–14—both avenues that avoid the dangers of Area 6–11. 
  The “S” shaped cliffs on the north side of the area lead to Areas 6–13 
  through 6–15.
  WILL-O’-WISPS (3) 
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o-Wisp”)
  Tactics: The will-o’-wisps attempt to draw PCs to the pit’s edge, where 
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  level 6
  
  they become invisible and then “bump” the PCs in. Anyone bumped must 
  succeed on a Reflex save with a DC equal to 12 + the damage done or fall 
  40 ft. (damage 4d6) to the pit’s bottom. The wisps then only attack those 
  who try to escape, preferring that their victims slowly starve to death.
  Treasure: There is a 40-ft.-deep sinkhole in the room’s center. This 
  pit contains the wisp’s treasure, namely the remains of two adventurers. 
  One, a fighter, still wears his masterwork full plate mail and a ring of 
  intelligence +2 (as a headband of vast intelligence +2); he also has a 
  rotted sack containing 230 gp. The other, a monk, still has a pair of +1 
  kamas and wears a vest of escape.
  6–13. The Wishing rock
  A large, red boulder divides the corridor in two. There is a 2-in.-
  diameter hole on one side of it. Surrounded by walls of slate-gray stone, 
  the red color is unusual for these caves. For some bizarre reason, someone 
  used a teleport spell to transport this boulder to this locale. The 2-in. hole 
  extends 6 ft. into the rock. Carefully wedged at the end of the hole is a ring 
  of three wishes. The ring cannot be seen without directed light, and a PC 
  trying to extract it must succeed on a DC 25 Dexterity check, assuming 
  that a fishing hook and line (or their equivalents) are available. Rogues 
  may use their Disable Device skill (same DC) instead.
  6–14. The Bridge over Troubled 
  Water (Cr 3)
  A huge, carved bridge runs over a stretch of river. Skulls and screaming 
  faces adorn every surface of the stone—a grim warning to those who 
  would cross. Forty feet below, PCs can see a shallow rapids rushing 
  between two narrow banks. Strange fungi grow on the banks of the river, 
  some of which glow faintly in the dark below.
  The bridge itself is harmless, though it does lead to Area 6–15. The 
  area of real interest, however, is the southern bank of the river, which is 
  choked by six kinds of magical fungi. A PC who succeeds on a DC 30 
  Knowledge (dungeoneering or nature) or Survival check can identify the 
  following mushrooms, except for fungus 6:
  6–15. The Passage to the  
  “gates of Hell”
  This cavern ends abruptly. A small pool ripples gently at its center. 
  Six feet below the water’s surface, PCs can see a 5-ft.-diameter opening. 
  This opening leads to a 30 ft. tunnel, which constitutes the one-and-only 
  entrance to Level 7 (“Hell”).
  6–16. The Lost goblins, Part 2 
  (Cr 12)
  A party of goblins—14 goblin rogues, 4 goblin leaders and Ubar the 
  goblin wizard—became lost in this level’s mazes and have been unable 
  to escape; they hide out here. They attack anything that enters the room 
  and are particularly afraid of the will-o’-wisps and mustard jellies that 
  have already eaten several of their comrades. Led by a goblin wizard, 
  this party defends its lair well. The wizard, using his set of pipes of the 
  sewers, summons hordes of rats to both distract attacking monsters and 
  supplement the goblins’ diet.
  UBAR 
   
  CR 8
  XP 4,800
  Goblin evoker 9 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +8; Senses darkvision 60 ft.; Perception +2
   
  AC 18, touch 16, flat-footed 13 (+2 armor, +4 Dex, +1 dodge, 
  +1 size)
  hp 57 (9d6+18 plus 8)
  Fort +7; Ref +7; Will +10 
   
  Speed 30 ft.
  Melee mwk dagger +7 (1d3+1/19–20)
  Ranged mwk dagger +10 (1d3+1/19–20) 
  Special Attacks intense spells (+4 damage)
   1 
  Green with orange spots, this mushroom radiates necromantic magic. It is very poisonous. Five doses of this fungus can be collected. Growth 
    
  time is 1 year per dose from spores.
    
  MAGICAL POISONOUS FUNGUS 
   
  CR 3
    
  XP 800
    
  Type poison, ingested; save Fortitude DC 25 onset 1 minute; frequency 1/minute for 6 minutes effect 1d6 Con damage; cure 2 consecutive saves
   2 
  Purple and glowing in the dark (20 ft. radius), this mushroom also radiates faint necromantic magic. It acts as a dose of restorative ointment if 
    
  taken internally. Six doses of this fungus can be collected. Growth time is 2 years per dose from spores.
   3 
  Though this mushroom is brown and smells terrible, it counts as a full week’s rations if ingested. Thirty-six doses of this fungus can be 
    
  harvested. Growth time is 200 days per dose from spores.
   4 
  Blue with white spots, this mushroom—radiating a faint aura of necromancy—acts as a bane to undead; a cleric who eats the mushroom treats 
    
  his cleric levels as being 6 higher for any use of the channel energy ability for 3d6 rounds. Non-clerics who eat these mushrooms gain the Turn 
    
  Undead feat and can turn undead as a 6th-level cleric. for 3d6 rounds. (They do not get the ability to perform a healing burst or any other feature 
    
  of the channel energy class ability, however). Only three doses of this fungus can be gathered. Growth time is 1 year per dose from spores.
   5 
  Orange with violet spots, this mushroom radiates a faint aura of abjuration. If eaten, it provides complete immunity to psionics for 30 minutes. 
    
  Six doses of this fungus grow here. Growth time is 5 years per dose from spores. (If you do not use psionics in your game the mushroom instead 
    
  renders the eater immune to mind-affecting effects for 30 minutes.)
   6 
  This is the famous mushroom of youth described in the legends of Rappan Athuk. The sole, living sample of this mushroom is red with yellow 
    
  spots. Its reputation is somewhat misleading. The fungus’ real effect changes the age of anyone who ingests it from –80 to +20 years. Roll 
    
  1d100–80, and add that sum to the ingesting PC’s age. If the result is negative, the person grows younger by the negative amount. If the result 
    
  is positive, the PC ages by that amount and suffers any related aging effects. Any PC brought to zero years or less immediately disappears; 
    
  no save. The PC may not be restored in any fashion short of a wish or miracle, which brings the character back to the point in time just before 
    
  she ate the mushroom. If the mushroom ages a PC, excess years can be removed by a restoration spell. Growth time is 100 years per dose from 
    
  spores.
  The river leads to a small path under Areas 6–10 and –11, which eventually leads to Level 10A. The river does not connect with Areas 6–10 and 6–11.
  Area 6-14 Mushrooms
  250
  level 6
  
  Evoker Spell-Like Abilities (CL 9th; ranged touch +8)
  7/day—force missiles (1d4+4)
  1/day—elemental wall (9 rounds)
  Spells Prepared (CL 9th; ranged touch +8)
  5th—cone of coldB (DC 20), summon monster V
  4th—fear (DC 18), greater invisibility, ice stormB, stone skin
  3rd—blink, dispel magic, haste, lightning boltB (DC 18), slow 
  (DC 17)
  2nd—acid arrow. invisibility, mirror image, protection from 
  arrows, scorching rayB
  1st—color sprayB (DC 15), mage armor, magic missile (x2), 
  shield, shocking grasp
  0 (at will)—flare, read magic, resistance
  Arcane School evocation Opposition Schools divination, 
  enchantment
   
  Str 13, Dex 19, Con 15, Int 18, Wis 14, Cha 13
  Base Atk +4; CMB +4; CMD 19 
  Feats Combat Casting, Dodge, Improved Initiative, Iron Will, 
  Scribe ScrollB, Spell Focus (evocation), Spell MasteryB
  Skills Appraise +14, Craft (alchemy) +14, Diplomacy +10, 
  Escape Artist +13, Knowledge (arcana) +16, Ride +8, 
  Spellcraft +16, Stealth +19; Racial Modifiers +4 Ride, +4 
  Stealth
  Languages Common, Draconic, Goblin, Terran, 
  Undercommon
  SQ arcane bond (rat familiar)
  Combat Gear wand of ice storm (11 charges, CL 8th), scroll 
  of freedom of movement, scroll of maze, scroll of transmute 
  rock to mud; Other Gear bracers of armor +2, 2 masterwork 
  daggers, pipes of the sewers, spellbook, spell component 
  pouch, robes, 19 gp.
  GOBLIN LEADERS (4) 
   
  CR 4
  XP 1,200
  Goblin rogue 5 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +8
   
  AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 31 (5d8+5 plus 4)
  Fort +2; Ref +7; Will +1
  Defensive Abilities evasion, rogue talent (Weapon Focus), 
  trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee mwk short sword +6 (1d4/19–20)
  Ranged mwk shortbow +8 (1d4/x3)
  Special Attacks sneak attack +3d6
   
  Str 10, Dex 16, Con 12, Int 13, Wis 11, Cha 10
  Base Atk +3; CMB +2; CMD 16 
  Feats Dodge, Improved Initiative, Mobility, Weapon Focus 
  (short sword)B
  Skills Acrobatics +11, Appraise +9, Bluff +8, Climb +11, 
  Disable Device +11, Escape Artist +11, Perception +8, Ride 
  +12, Sleight of Hand +11, Stealth +19; Racial Modifiers +4 
  Ride, +4 Stealth
  Languages Common, goblin,
  SQ trap finding, rogue talent (trap spotter)
  Gear masterwork studded leather armor, buckler, 
  masterwork short sword, masterwork shortbow, 20 arrows, 
  dagger, mining tools, thieves’ tools, 2d4 sp, 2d4 cp
  GOBLIN SCOUTS (14) 
  CR 2
  XP 800
  Goblin rogue 3 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +6
   
  AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 18 (3d8+3 plus 2)
  Fort +2; Ref +5; Will +1
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee short sword +2 (1d4–1/19–20)
  Ranged mwk shortbow +6 (1d4x3)
  Special Attacks sneak attack +2d6
   
  Str 9, Dex 15, Con 12, Int 13, Wis 11, Cha 8
  Base Atk +2; CMB +0; CMD 13 
  Feats Dodge, Mobility
  Skills Acrobatics +8, Appraise +7, Bluff +5, Climb +6, Disable 
  Device +7, Escape Artist +8, Perception +6, Ride +6, Sleight 
  of Hand +8, Stealth +16; Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, goblin,
  SQ rogue talent (fast stealth), trap finding (+1)
  Gear masterwork studded leather armor, buckler, short 
  sword, masterwork shortbow, 20 arrows, dagger, mining tools, 
  thieves’ tools, 1d4 sp, 1d4 cp (also, see Treasure below)
  Tactics: After Area 6–17’s trap is sprung, Ubar summons rats using his 
  pipes. He uses his transmute rock to mud scroll to collapse the entryway 
  into the cavern. The wizard casts invisibility on two of the goblin leaders 
  and greater invisibility on himself. He conjures a fire elemental to engage 
  the PCs, holding his other spells and his wand in reserve. The goblin 
  leaders attempt sneak attacks, while the remaining goblins shoot arrows at 
  the PCs. All goblins flee if attacked with melee weapons. All goblins have 
  cover until approached within 10 ft. They are spread out (more than 20 ft. 
  apart) to avoid area-effect spells and grenade-like missiles.
  Treasure: In addition to the possessions listed, goblin leader #1 has 
  a potion of invisibility, #2 has a potion of cure serious wounds, #3 has 
  a potion of swimming and #4 has a potion of bull’s strength. The GM 
  determines their use. Ubar’s traveling spellbook contains only those spells 
  listed and one additional 5th-level spell: transmute mud to rock.
  6–17. The goblin’s Trap (Cr 4)
  The goblins in Area 6–16 set this nasty trap to dissuade monsters and 
  adventurers from approaching their lair. The goblins soaked a spongy 
  patch of lichen and fungus with oil; a flask of alchemist’s fire triggers the 
  trap. Triggering the trap alerts the goblins, allowing them to prepare for 
  the party’s arrival. Summoned by the goblin wizard, a large pack of rats 
  rush the PCs from behind.
  GOBLIN FIRE TRAP 
   
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 20; Disable Device 20
   
  Trigger location; Reset none
  Effect fiery burst (5d6 fire, plus 1d6 fire per round for 1d6 
  rounds, DC 18 Reflex save for half damage, all targets in a 5 
  ft.-radius)
  251
  level 6
  
  252
  level 6
  
  253
  level 6
  
  254
  level 6
  
  255
  level 6
  
  256
  level 6
  
  Level 6A: Caves and  
  Caverns — The Lair of 
  the Spider Queen
  This cavern connects the upper and lower levels of the Dungeon of 
  Graves, and in most instances, PCs must traverse it to delve deeper into 
  the hill. The cavern consists of several individual cave complexes linked 
  by dire rat tunnels and river channels. The Spider Queen, Aldeth, an evil 
  enchantress obsessed with small, hairy, eight-legged beasts, makes her 
  home high above one cave’s floor. The goddess (the demon queen of 
  spiders and goddess of the drow) Aldeth worships has placed a demonic 
  retriever in Aldeth’s service. The wererats on Level 1 report any activity 
  to Aldeth. The PCs discover two tombs on this level: one houses the 
  remains of a greedy merchant, and the other is a wizard’s crypt, containing 
  a trapped intellect devourer. Area 6A–9 represents the lair of particularly 
  large and intelligent trolls who use magic items and are affectionately 
  known as the “naughty” trolls by those few who have survived their 
  encounters. The map of this level is shown in Map RA–6A.
  Difficulty Level: 10
  Entrances: Rat tunnels from Level 4 and 4A; river tunnel 
  from Level 3
  Exits: Stairs to Level 8; river channel to Level 10A
  Wandering Monsters: Encounters in caves 6A–1 through 
  6A–5 are limited to spiders or wererats.
  When in those areas, check once every 15 minutes on 
  1d20, with 1–3 resulting in 2d6 giant spiders, 4–6 resulting 
  in 2d4 wererats and 7–20 resulting in no encounter. In all 
  other areas of Level 6A, check once per hour on 1d20:
   
   1 
  3d6 normal rats
   2 
  1d6 giant spiders (see Area 6A–1)
   3 
  2d6 dire rats
   4 
  1d3 trolls (not those from Area 6A–9)
   5 
  A company of goblin scouts—2d4 goblins 
   
   
  accompanied by 1d4 goblin leaders 
   6 
  1d4 wererats (see Area 6A–4)
   7 
  2d6 giant spiders (see Area 6A–1)
   8 
  2d6 stirges
   9 
  1d3 piercers
   10–20 No encounter
   
  Detections: Evil emanates from Area 6A–4.
  Shielding: The shielding around Area 6A–6 allows only 
  astral or ethereal entry.
  Standard Features: The floor in these caves is sandy and 
  offers good footing. Walls, columns and so on—unless 
  otherwise noted—have numerous handholds and holes, 
  making them easy to climb, unless they are wet and 
  slippery. Climbing all features requires a successful DC 
  10 (15 if slippery) Climb check unless otherwise noted. 
  Fungus encrusts most surfaces in the natural cavern 
  areas on this level; 20% of the fungus is edible, while 10% 
  is poisonous. A DC 20 Knowledge (dungeoneering or 
  nature) or Survival check allows PCs to determine which 
  are edible. (Gnomes and other underground creatures 
  gain a +2 bonus to their checks.) 
  POISONOUS FUNGUS
  Type poison, ingested; save Fortitude DC 16
  onset 10 minutes; frequency 1/minute for 6 minutes
  effect 1d3 Con damage; cure 2 consecutive saves
  Traveling in Small Tunnels: Characters must crawl 
  through a number of tunnels to access various areas 
  of this level. Primary tunnels (dotted lines) are 3 to 5 
  ft. in diameter and can be walked through by Small 
  creatures. Huge creatures cannot navigate these 
  tunnels unless they are long and slender or flexible 
  (spiders are unaffected), and Gargantuan creatures 
  cannot pass at all. Large creatures make all attack 
  rolls at –4 and take a –4 penalty to AC, and Medium 
  creatures using all but thrusting weapons attack at 
  –4. All area affect saves are at –10 while in primary 
  tunnels.
  Smaller tunnels (solid lines) are less than 3 ft. in diameter 
  and require that even Small creatures  crawl. Large 
  creatures cannot navigate these tunnels unless they are 
  long and slender or flexible (spiders are unaffected). 
  Huge creatures cannot pass at all. Medium creatures 
  make all attack rolls at –4, and take a –4 penalty to 
  AC and Small creatures using all but thrusting weapons 
  attack at –4. No saves are allowed for area effects in 
  small tunnels.
  See also the rules for squeezing into narrow spaces 
  in the Pathfinder Roleplaying Game Core Rulebook, 
  “Combat.”
  The River and Swimming: The river channel beyond 
  Area 6A–9 is moderately hard to swim. Any creature 
  attempting to swim to Level 10A must succeed on a DC 
  15 Swim check (see the Pathfinder Roleplaying Game 
  Core Rulebook, Environment, “Drowning”, for additional 
  information). Drowned creatures are dead on arrival at 
  Level 10A.
  Level 6A
  257
  
  RATS 
   
   
   
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Familiar, Rat”)
  DIRE RAT 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  TROLL   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  STIRGE  
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”) 
  GOBLIN LEADER  
  CR 5
  XP 1,600
  Male or female goblin rogue 6 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  LE Small humanoid (goblinoid)
  Init +9; Senses darkvision 60 ft.; Perception +8
   
  AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)
  hp 48 (6d8+18) 
  Fort +4; Ref +10; Will +1 
  Defensive Abilities evasion, rogue talent (finesse rogue), 
  rogue talent (slow reactions), trap sense +2, uncanny 
  dodge
   
  Speed 30 ft.
  Melee +1 dagger +11 (1d3+1/19–20)
  Ranged shortbow +10 (1d4/x3)
  Special Attacks sneak attack +3d6
   
  Str 11, Dex 20, Con 14, Int 12, Wis 8, Cha 8 
  Base Atk +4; CMB +8; CMD 18 
  Feats Agile Maneuvers, Improved Initiative, Stealthy, 
  Weapon FinesseB
  Skills Acrobatics +14, Appraise +10, Bluff +8, Climb +6, 
  Disable Device +14, Escape Artist +9, Perception +8, Ride +9, 
  Sense Motive +9, Sleight of Hand +14, Stealth +24, Swim +6; 
  Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ rogue talent (fast stealth), trapfinding +3
  Combat Gear 2 potions of cure light wounds; Other Gear +1 
  studded leather, +1 dagger, shortbow, 40 arrows, thieves’ 
  tools, 1d4 sp, 2d4 cp
  GOBLIN SCOUT  
   
  CR 3 
  XP 800
  Male or female goblin rogue 4 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Perception +9
   
  AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
  hp 29 each (4d8+8) 
  Fort +2; Ref +9; Will +1 
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee mwk dagger +10 (1d3+1/19–20)
  Ranged mwk shortbow +10 (1d4/x3)
  Special Attacks rogue talents (finesse rogue), sneak attack 
  +2d6
   
  Str 12, Dex 20, Con 13, Int 8, Wis 10, Cha 10 
  Base Atk +3; CMB +7; CMD 18 
  Feats Agile Maneuvers, Alertness, Weapon FinesseB
  Skills Acrobatics +12, Bluff +7, Climb +6, Disable Device +12, 
  Escape Artist +10, Perception +9, Ride +9, Sense Motive +9, 
  Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ rogue talents (fast stealth), trapfinding (+2)
  Combat Gear potion of cure light wounds, potion of 
  invisibility; Other Gear masterwork studded leather, 
  masterwork dagger, masterwork shortbow, 40 arrows, 1d4 
  sp, 2d4 cp
  PIERCER  
   
  CR 1/4
  XP 100 (Frog God Games, The Tome of Horrors Complete, 
  “Hazards”)
  Piercers resemble 1 ft. long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 1d6 
  points of piercing damage. If the save succeeds, the piercer 
  misses its target and may not attack again until it climbs 
  back into position. (Piercers move 5 feet per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 feet. Those of 2 to 4 
  feet in length are CR 1 and deal 2d6 points of damage if 
  they hit a foe. Their acid deals 1d6 points of acid damage. 
  Those of 5 to 6 feet in length are CR 2 and deal 3d6 points 
  of damage if they hit. Their acid deals 1d6 points of acid 
  damage. The DC to avoid a piercer’s attack is 15, regardless 
  of its size.
  6A–1. The Spider’s Nest (Cr 10)
  This cavern serves as a huge nesting area for the monstrous spiders that 
  live on this level. Thus, 2d6 giant spiders attack the party 3 rounds after 
  it emerges from the small tunnel. As usual, the spiders try to ambush the 
  PCs (the spiders’ Stealth check is opposed by the PCs’ Perception check). 
  Every 3 rounds, 1d3 additional spiders join the attack until all spiders 
  are slain. The spiders are spread out over the cavern’s entire length, so 
  weapons of mass destruction (e.g., cloudkill) won’t kill more than 1d6 
  of them, unless such a spell is cast in dangerously close proximity to the 
  party. Various nests and hundreds of eggs festoon the cavern. One PC 
  working for 2 hours might clean it out; if the cavern is not cleared of eggs, 
  the spider population recovers at a rate of 15 per month. If the nests are 
  cleared, add a story award of 500 XP to the encounter experience.
  Development: Clearing out the cavern draws the denizens of Areas 
  6A–3 through 6A–5 to the cavern. The remaining spiders and the retriever 
  (from Area 6A–5) attack the PCs while they are burning the nests. The 
  Spider Queen remains in her lair above but supports her attacking spider 
  pets with spells (see below). These spiders have no treasure.
  GM Note: PCs can access this level by using the teleportal from Level 
  3A, Area 3A–10.
  GIANT SPIDERS (35) 
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, 
  Giant”)
  258
  level 6a
  
  259
  level 6a
  
  Tactics: A spider shoots its web, bites its opponent until he drops 
  and then cocoons him. Webbed opponents are left alone until all other 
  opponents are subdued.
  6A–2. Empty Caves
  The occasional piece of junk or debris litters those areas marked 6A–2. 
  GMs should spice up each of these areas with random items or garbage 
  such as torch stubs, bones, unidentifiable stains, cobwebs, clothing and 
  pieces of wood. GMs should also roll a wandering monster check each 
  time PCs enter areas designated “6A–2.”
  6A–3. The Spider Bridge (Cr 7)
  This bridge, made of woven spider silk, connects Area 6A–4 with 
  6A–5 and is suspended 80 ft. above the cavern floor. Dead stirges and bats 
  decorate the web bridge’s sticky exterior. The bridge is defended by 12 
  giant spiders. These spiders hide on and above the bridge (receiving a +6 
  circumstance bonus on their Stealth checks) until the PCs arrive. Any PC 
  flying or levitating near them is webbed and reeled in. Again, these spiders 
  have no treasure. The bridge itself has 30 hp, has been treated with fire-
  resistant oil (fire resistance 5) and owes its damage resistance (10/magic 
  and slashing) to the retriever’s masterful spinning.
  GIANT SPIDERS (12) 
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, 
  Giant”)
  Tactics: Any creature of less than Huge size can be partially webbed 
  and pulled to the bridge. Each spider can make a ranged touch attack at 
  +2, using its spinner to snare a creature with a strand of silk. Each silk 
  strand has 6 hp and fire resistance 5. Multiple spiders can attack the same 
  opponent; to avoid being drawn to the bridge area and attacked, a victim 
  must make an opposed Strength check against the attached spiders—the 
  spiders aid each other in making the Strength check (see the Aid Another 
  rules in the Pathfinder Roleplaying Game Core Rulebook, “Skills”). 
  Anyone drawn onto the bridge must make a DC 20 Escape Artist check 
  or a DC 26 Strength check to avoid being stuck to the bridge. Once in 
  combat, the spiders shoot webs, bite webbed opponents until they fall 
  and wrap them in webs. Any webbed opponents are left alone until all 
  opponents are subdued.
  6A–4. The Lair of the Queen  
  (Cr 13, 14 if Boris is present)
  This area marks the entrance to the lair of the Spider Queen, Aldeth. 
  She does not bargain with intruders, especially those who have slain 
  her spiders, whom she considers her children. Aldeth, a human wizard, 
  has long served the goddess. The Spider-Goddess blessed Aldeth 
  with several mutations, including chitinous skin and a poisonous 
  bite. The Spider Queen employs wererats as spies; they are very 
  loyal to her. She despises all worshipers of Hecate and preferentially 
  targets any PC devoted to that deity. (Hecate cursed and destroyed 
  Aldeth’s sister, Akbeth.) Aldeth developed an affinity with spiders 
  and can communicate with them. All spiders that can hear her voice 
  immediately obey her every command. She is currently tended by 12 
  giant spiders. If Boris the retriever has not yet been encountered, it 
  enters through the west cave entrance 2 rounds after the PCs land on 
  the bridge. Aldeth hides as the PCs approach, casting spells from her 
  hiding place. Her other servants, 8 wererats (in rat form), sneak along 
  the ground until they are in the party’s midst, change into hybrid form 
  and attack.
  ALDETH THE SPIDER QUEEN 
   
   
  CR 11
  XP 12,800
  Female human spider-thing wizard 12
  NE Medium humanoid (augmented human)
  Init +8; Perception +18
  Aura despair (30 ft., 12 rounds/day)
   
  AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 
  natural)
  hp 81 (12d6+24 plus 12)
  Fort +6 (+8 vs. spider venom); Ref +8; Will +10
  Defensive Abilities evasion; DR 5/magic
   
  Speed 30 ft., climb 20 ft.
  Melee bite +10 (1d4 plus poison) or +2 dagger +12/+7 
  (1d4+2/19–20)
  Special Attacks hand of the apprentice (+10, 7/day)
  Spells Prepared (CL 12th; ranged touch +10)
  6th—circle of death (DC 20), mass suggestion (DC 22)
  5th—dominate person (DC 21), feeblemind (DC 21), wall of 
  force
  4th—confusion (DC 20), greater invisibility, solid fog, stoneskin
  3rd—displacement, gaseous form, haste, slow (DC 17), 
  stinking cloud
  2nd—darkness, invisibility, protection from arrows, see 
  invisibility, web
  1st—charm person (DC 17), disguise self, obscuring mist, ray 
  of enfeeblement, shield
  0 (at will)—dancing lights, daze (DC 16), read magic, 
  resistance
   
  Str 10, Dex 18, Con 15, Int 19, Wis 15, Cha 17
  Base Atk +6; CMB +6; CMD 21 
  Feats Alertness, Combat Casting, Dodge, Greater Spell 
  Focus (enchantment), Improved Initiative, Quicken SpellB, 
  Scribe ScrollB, Spell Focus (enchantment)B, Spell MasteryB, 
  Weapon Finesse
  Skills Appraise +19, Climb +11, Craft (alchemy) +19, 
  Knowledge (arcana) +19, Knowledge (religion) +19, 
  Perception +18, Sense Motive +18, Spellcraft +19 
  Languages Abyssal, Aklo, Common, Draconic, 
  Undercommon
  SQ arcane bond (spider), metamagic mastery (3/day)
  Combat Gear 2 doses of oil of etherealness; Other Gear+2 
  dagger, cloak of arachnidia, ring of evasion (included 
  above), ring of spell turning, spellbook, spell component 
  pouch, robes
   
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round 
  for 4 rounds; effect 1d3 Con damage; cure 1 save. The save 
  DC is Constitution-based in includes a +2 racial bonus.
  Spider Skin (Ex) The Demon Queen of Spider’s blessing 
  gifts Aldeth with a thick, chitinous hide that adds +5 to her 
  natural AC and grants her DR 5/magic.
  GIANT SPIDERS (12) 
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, 
  Giant”)
  WERERATS (8) 
   
   
   
  CR 2
  XP 800
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  Tactics: Aldeth prepares for combat by casting displacement, 
  greater invisibility, protection from arrows, resistance, see invisibility, 
  and shield on herself. She casts haste on herself and her servitors and 
  remains hidden while the wererats and spiders attack. She does not haste 
  260
  level 6a
  
  the retriever. The wererats mutate and attack spellcasters and rogues, 
  while the spiders attack the closest PCs. Aldeth and Boris focus on 
  fighters—she with her spells, he with his eye rays, as described in Area 
  6A–5 below. During the first combat round, Aldeth casts slow on the 
  party, followed by confusion. She then uses her other enchantment spells 
  to confuse and bewilder the PCs. If discovered and attacked directly, 
  Aldeth uses her evasion ability to run to Area 6A–4, protecting her flank 
  with a solid fog or wall of force. As a final resort, she uses a potion to 
  become ethereal and escape. The wererats and spiders fight to the death. 
  Boris acts as described below.
  Treasure: Aldeth’s lavish quarters are appointed with silks and 
  tapestries of extraordinary craftsmanship, altogether worth over 30,000 
  gp in the markets of any large city. Much of it spider silk, it is very soft 
  but strong. A set of stone shelves (along Area 6A–4’s back wall) house 
  stacks of Aldeth’s spellbooks. These books contain all the spells that she 
  has prepared, as well as four extra spells of each level from 1 through 5, 
  two of level 6 and two of level 7, as well as a 9th level wish spell. All other 
  treasures and items are worn by Aldeth.
  Each wererat also carries 2 gems worth 25 gp each, 3d12 cp, 2d6 sp, 
  and 1d8 gp.
  6A–5. Demon Spider Nest (Cr 11)
  The Spider Queen’s pet retriever, Boris, lives here. It attacks all non-
  spider, non-wererat, non-Queen beings it sees. It fights until slain or until 
  Aldeth tells it otherwise. Aldeth uses the retriever to keep this area clear 
  of those things that would prey on her pet spiders, and most monsters 
  in the adjacent few levels know this and are afraid. The retriever cannot 
  leave this area, as it is too large to successfully negotiate any of the exit 
  tunnels.
  BORIS THE RETRIEVER 
   
   
  CR 11
  XP 12,800
  hp 137 (Pathfinder Roleplaying Game Bestiary, “Retriever”)
  Tactics: Boris shoots all 4 eye beams (2 per round for rounds 1 and 2) 
  before closing to attack. Boris uses its eye beams every 6th and 7th round 
  thereafter. Anyone grabbed loses all Dexterity and shield bonuses and is 
  attacked with all 4 claws until slain.
  6A–6. The Wizard’s Crypt and 
  Psychic Surprise (Cr 8)
  A 20- ft.-high pyramid of black stone constitutes the southern portion 
  of this cavern. Runes and writings cover the pyramid’s entire surface. The 
  ominous script, written in Draconic, reads as follows:
   “Me’Nak has gone into the void
  Enter his tomb and be destroyed.
  Beware intruders who disturb Me’Nak’s rest;
  You are not welcome, do not molest,
  Nor enter to respects be paid
  You are not welcome at this grave.
  Pyramid ensorcelled tomb—
  Me’Nak has warned thee of thy doom!”
  This pyramid, the crypt of a long-dead wizard, is protected to prevent 
  theft of the treasures within. Accessing the tomb requires astral or ethereal 
  projection, as there is no mundane entrance. The 3-ft.-thick stone of which 
  the pyramid is constructed resists magic and has hardness 15 (500 hp) and 
  SR 30. The crypt’s protective features once included a temporal stasis 
  spell, but an intellect devourer triggered that trap when attempting to 
  enter the tomb astrally and has been stuck in the stasis field ever since. Any 
  PC entering the crypt releases the intellect devourer from its confinement. 
  Battle then commences on the ethereal plane.
  Note: If a creature ceases to be ethereal when inside the tomb and 
  cannot immediately reassume that state, it is forever trapped within the 
  crypt!
  INTELLECT DEVOURER 
   
   
  CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Intellect 
  Devourer”)
  Tactics: The intellect devourer is just as surprised as the PC who 
  entered the tomb and triggered its release. Locked in stasis for over three 
  years, the intellect devourer is caught unaware during the first round 
  of combat. Following the first round, the intellect devourer uses daze 
  monster every round until all PCs are stunned. It then uses its body thief 
  ability to take control of a physically powerful character. If directly 
  engaged in melee, it becomes invisible and retreats, repeating the blast/
  eat scenario. It does not willingly engage an opponent who is not dazed 
  or confused.
  Treasure: The tomb contains a gold circlet set with a diamond (worth 
  3,300 gp), a robe of eyes, an arcane scroll of 5 spells (CL 16th; antipathy, 
  dismissal, fear, reverse gravity and wall of iron), a tome of clear thought 
  +2 and a periapt of wound closure. The intellect devourer carries a journal 
  (written in his native tongue which requires a comprehend languages spell 
  to translate) that contains a brief description of Level 6—providing a clue 
  as to the one-and-only hidden entrance to Level 7. The intellect devourer’s 
  alien text can be roughly translated as follows:
  “Had wet day after silly swim from home. Found odd fungus things 
  near path over water made by man-things. One was time changer for 
  man-things. Very dangerous. Need new entrance to home to avoid 
  swim wet, but man-things and dead-man things no find home because 
  of swim wet. Mazes confuse one bunch of man-things, and they swim 
  past ball of light, find home. Brains small, but taste good. No more 
  man-things find home, so me go get some to eat. Find strange man-
  thing of stone; will look into stone-thing to see power within. Must 
  look inside.”
  The rest is either undecipherable code, gibberish or unimportant. GMs 
  should note that the above describes in great detail Areas 6–13 through 
  –15. The pool on Level 6, Area 6–15, is the only entrance to Level 7.
  6A–7. Nadroj’s Tomb  
  (Cr 2, unless Nadroj is present)
  Though difficult to locate, the secret entrance, if found, leads to a small room 
  containing a stone sarcophagus. The secret door opens by sliding up. Opening 
  the stone sarcophagus requires a successful DC 20 Strength check. A wealthy 
  and exceedingly evil merchant-prince paid a high price to be entombed here. 
  His soul lingers elsewhere. He is otherwise known as Nadroj the spectre and 
  lives on Level 4 of this dungeon. Other than the difficult-to-find entrance, there 
  are no traps or monsters in this crypt. This should terrify the PCs.
  Note: If this tomb is robbed by the PCs, Nadroj is permanently 
  destroyed if he is subsequently slain on Level 4. Conversely, if Nadroj 
  was previously “slain” by the PCs, he is here at full strength.
  Secret Trap Door: 2 in. thick; hardness 5; hp 20; Perception 
  DC 20; Break DC 20; Disable Device DC 20.
  Treasure: Hidden in a secret compartment in the crypt is an arcane 
  scroll of 3 spells (control weather, ethereal jaunt and prismatic wall, CL 
  16th). The crypt contains jewelry worth 1,300 gp (a gold and sapphire 
  necklace, a ring and broach). Nadroj’s corpse wears a headband of 
  inspired wisdom +2.
  261
  level 6a
  
  Secret Wooden Compartment: 2 in. thick; hardness 5; hp 20; 
  Perception DC 30; Break DC 20.
  6A–8. The Cathedral Cave
  This cave has a very high ceiling, arching higher than torchlight can 
  illuminate. The cavern is immense, containing a large lake where a 
  river slows to flow around a central island. From the island, two huge, 
  natural stone columns, each fully 70 ft. thick at the base, ascend into the 
  darkness above. This island (Area 6A–9) is home to 3 trolls (see below). 
  The river runs from Level 3 above, down to Level 10A. Any creature 
  attempting to swim to Level 10A must succeed on a DC 15 Swim check 
  (see the Pathfinder Roleplaying Game Core Rulebook, Environment, 
  “Drowning”, for additional information). Drowned creatures are dead on 
  arrival at Level 10A.
  6A–9. The “Naughty” Trolls 
  (Cr 11)
  These trolls are very intelligent (as trolls go) and use several magical 
  goodies acquired over the years. These items make them far more 
  dangerous than ordinary trolls.
  GM Note: Do not treat these trolls as “normal.” Read their statistics 
  and magic items very carefully before running this encounter. The 
  naughty trolls are old, wise, and very cunning. If overmatched they try 
  to escape to fight later (actually, they hunt for the party almost anywhere 
  in the dungeon) and neither die stupidly nor fight to the death if they see 
  they are losing.
  GURANG, THE SPEEDY TROLL 
   
   
  CR 8
  XP 4,800
  Male river troll fighter 4 (Pathfinder Roleplaying Game 
  Bestiary, “Troll”)
  CE Large humanoid (aquatic, giant)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
   
  AC 19, touch 13, flat-footed 15 (+3 Dex, +1 dodge, +6 
  natural, –1 size)
  hp 133 (6d8+4d10+80 plus 4); regeneration 5 (acid or fire)
  Fort +17; Ref +6; Will +8 (+9 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 40 ft., swim 40 ft.
  Melee bite +15 (1d8+8), 2 claws +15 (1d6+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+12)
   
  Str 26, Dex 16, Con 27, Int 8, Wis 9, Cha 4
  Base Atk +8; CMB +17; CMD 31 
  Feats Cleave, DodgeB, Improved Initiative, Improved Natural 
  ArmorB, Intimidating Prowess, Iron Will, Power AttackB, Skill 
  Focus (Perception)
  Skills Acrobatics +3 (+12 jumping), Intimidate +13, 
  Perception +10, Swim +16 
  Languages Giant
  SQ amphibious, armor training 1
  Gear boots of striding and springing, ring of great will +4 (+4 
  on Will saves, included above)
  WARASCH, THE SNEAKY TROLL 
   
  CR 8
  XP 4,800
  Male river troll rogue 4 (Pathfinder Roleplaying Game 
  Bestiary, “Troll”)
  CE Large humanoid (aquatic, giant)
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +20
   
  AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 
  natural, –1 size)
  hp 119 (6d8+4d8+70 plus 4); regeneration 5 (acid or fire)
  Fort +13; Ref +10; Will +6 
  Defensive Abilities evasion, trap sense +1, uncanny dodge; 
  Resist fire 10
   
  Speed 30 ft., swim 40 ft.
  Melee bite +13 (1d8+7), 2 claws +14 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+10), rogue talent 
  (weapon focus), sneak attack +2d6
   
  Str 24, Dex 18, Con 25, Int 6, Wis 13, Cha 4
  Base Atk +7; CMB +15; CMD 30 
  Feats Dodge, Improved Initiative, Iron Will, Skill Focus 
  (Perception), Skill Focus (Stealth), Weapon Focus (claw)B
  Skills Intimidate +10, Perception +20, Stealth +24, Swim +15 
  Languages Giant
  SQ amphibious, rogue talent (fast stealth), trap finding (+2)
  Gear ring of minor energy resistance (fire, included above), 
  cloak of chameleon power (as ring, included above)
  ZOOLBING, THE SCARY TROLL 
  CR 9
  XP 6,400
  Advanced male river troll fighter 4(Pathfinder Roleplaying 
  Game Bestiary, “Troll”)
  CE Large humanoid (aquatic, giant)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
   
  AC 24, touch 12, flat-footed 21 (+3 Dex, +5 natural, +7 shield, 
  –1 size)
  hp 183 (9d8+4d10+117 plus 4); regeneration 5 (acid or fire)
  Fort +19; Ref +7; Will +5 (+6 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft., swim 40 ft.
  Melee bite +19 (2d6+10), claw +19 (1d6+10 plus rust)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+15)
   
  Str 30, Dex 16, Con 28, Int 8, Wis 9, Cha 4
  Base Atk +10; CMB +21; CMD 34 
  Feats CleaveB, Improved Initiative, Improved Iron Will, 
  Improved Natural Attack (bite), Intimidating Prowess, 
  Iron Will, Power AttackB, Skill Focus (Intimidate), Skill Focus 
  (Perception), Tower Shield ProficiencyB, Vital Strike
  Skills Intimidate +19, Perception +12, Swim +10 
  Languages Giant
  SQ amphibious, armor training 1
  Gear +3 tower shield, belt of giant strength +4, gauntlet of 
  rust, key to iron box
  Tactics: Gurang immediately engages the PCs at close range using 
  his great speed. He attacks one opponent only until his strong brother 
  Zoolbing catches up and helps him. They then gang-attack one PC until 
  the opponent falls. Meanwhile, Warasch sneaks around behind the PCs 
  and attacks lightly armored individuals, preferentially spellcasters, from 
  the rear. Zoolbing uses his gauntlet and shield against all armored foes, 
  dropping the shield to directly engage those opponents not wearing metal. 
  262
  level 6a
  
  Any troll severely harmed by fire or acid dives into the river and swims to 
  Level 10A, returning later to exact his revenge!
  Treasure: These trolls have acquired quite a hoard. Their hunting has 
  been very successful, and they have developed a good trade relationship 
  with the goblin miners on Level 8. In addition to their personal magic 
  items, they own a large pile of gold ore (weighing 35,000 gp but worth 
  12,250 gp). At the end of a buried chain on the “west” coast of the island 
  is a locked iron box. This chain can be found by digging through the 
  sandy soil or by PCs searching the shoreline and succeeding on a DC 30 
  Perception check. Inside the iron box are 14 alexandrite gems (each worth 
  500 gp) and a wand of ice storm (22 charges, CL 12th).
  Locked Iron Box: 1 in. thick; hardness 10; hp 15; Break DC 26; 
  Disable Device DC 22.
  6A–10. The Troll Bridge
  Visible just four inches below the water’s surface, large stones look as 
  though someone had deliberately placed them there, creating a path of 
  stepping stones leading to the island. Crossing the stones requires a DC 5 
  Dexterity check to avoid falling into the river.
  263
  level 6a
  
  Level 7: 
  The gates of Hell
  This extraordinarily difficult level houses a clan of encephalon gorgers 
  and its kennel of hell hounds. The level also provides the only entrance to 
  the Portal of Darkness (Level 13), which itself leads to the central power 
  source for the entire dungeon: The Den of the Master (Level 15). As such, 
  Level 7 functions as a testing ground for PCs: no party should proceed 
  deeper into the dungeon if it cannot first survive the Gates of Hell.
  The encephalon gorgers use this level’s most unique feature, the 
  teleportals, to quickly traverse the area’s twisting passages and tunnels. 
  Due to the encephalon gorgers’ solitary and secretive nature and because 
  the other dungeon denizens fear these treacherous creatures, many rooms 
  remain empty. The map of this level is shown in Map RA–7.
  DIRE RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  GELATINOUS CUBE 
   
  CR 3
  XP 800
  Hp 50 (Pathfinder Roleplaying Game Bestiary, “Gelatinous 
  Cube”)
  7–1. Entrance Chamber
  Swimming through the pool of water on Level 6, PCs emerge here. 
  This cave’s atmosphere is surprisingly warm and dry; a stiff gust of hot air 
  blows from Area 7–3.
  7–2. Empty rooms
  The occasional piece of junk clutters the otherwise empty areas marked 
  7–2. GMs should spice up each of these areas with various minor additions 
  such as pieces of furniture, a unique feature such as pock-marked floors, 
  or a minor item with no relative value such as a brass brazier with red-
  hot coals. GMs should also roll a wandering monster check each time 
  characters enter a room labeled “7–2.”
  However, Area 7–2a differs from the areas marked 7–2 by having 
  three crawlspaces that diverge from it—each crawlspace no more than 
  three feet high and two feet wide. Small creatures can traverse the narrow 
  passages by crouching or crawling; Medium creatures must succeed on 
  a DC 20 Escape Artist check to negotiate the twisting tunnels without 
  getting stuck. Once stuck, the PC may attempt another DC 20 Escape 
  Artist check to become unstuck. A PC can always attempt to take 20 to 
  become unstuck; however, should they choose to do so, a few dire rats 
  arrive in the middle of the attempt and begin feeding on the helpless PC, 
  spoiling the attempt. Large creatures cannot pass through the crawlspaces.
  7–3. The Warm room
  This room radiates a strange, magical heat, creating the warm breeze 
  felt in Area 7–1. A red glow emanates from Area 7–4.
  7–4. The gates of Hell (Cr 16)
  A huge iron gate dominates the eastern end of this chamber. The gate is 
  locked (see below); the bars, set three inches apart, are fully 4 inches thick. 
  Carvings of demons and devils and infernal inscriptions appropriately 
  adorn the gate.
  Behind the gate, Revirax the giant abyssal 3-headed hell hound stands 
  poised to attack anyone other than an encephalon gorger who approaches 
  within range of his breath weapon. The gate provides improved cover to the 
  hell hound, which fights to the death to prevent passage through the gate. 
  The monstrous hound can open and close the gates by mental command. It 
  pursues those that disturb it, though never straying far from the gates. This 
  beast was created by Orcus’ avatar in the dungeon—the Master.
  Level 7
  Difficulty Level: 12 (unless otherwise indicated)
  Entrances: Water tunnel from Level 6
  Exits: Secret staircase to Level 13; river tunnel to Level 
  11A; chute to Level 12
  Wandering Monsters: Check once every 60 minutes 
  on 1d20:
   
   1 
  1 gelatinous cube
   2–3 
  2d6 dire rats
   4 
  1d2 encephalon gorgers and 1d4 hell hounds 
    
  (see Area 7–7 and 7–10)
   5–20 
  No encounter
   
  Detection: Characters detect great evil in Area 7–14 
  and down the staircase in Area 7–18.
  Shielding: The crypt in Area 7–18 is shielded. No 
  magic, aside from the secret door located there, 
  functions in this area. Due to the inherent evil of 
  this level, clerical spells above 2nd level cannot be 
  recovered while resting.
  Standard Features: Most surfaces of the level are of 
  cut stone; all the footing, except where noted, is 
  even. Though few creatures from the other levels ever 
  venture to the Gates of Hell, rats are ever-present.
  Secret Doors: Unless otherwise noted, all secret doors 
  have a DC 20 Perception check to locate.
  The River and Swimming: The channel leading to Level 
  11A is swift and deep, and it is nearly impossible to 
  swim against this current (DC 35 Swim check). Travel 
  upstream leads to a subterranean river and drops 
  further underground. Running beside the channel, a 
  3-foot-wide path cut into the rock allows PCs safe, 
  single-file passage.
  264
  
  265
  level 7
  
  REVIRAX 
  CR 16
  XP 76,800
  Giant abyssal three-headed hell hound
  LE Huge outsider (evil, fire, lawful, native) (Pathfinder 
  Roleplaying Game Bestiary, “Hell Hound”)
  Init +5; Senses darkvision 60 ft., scent; Perception +36
   
  AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, –2 size)
  hp 247 (26d10+104) 
  Fort +14; Ref +16; Will +15 
  DR 15/good and magic; Immune fire; SR 27 
  Weaknesses vulnerability to cold
   
  Speed 60 ft.
  Melee 3 bites +33 (3d8+8/19–20 plus 1d10 fire)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (30 ft. cone, 5d6 fire 
  damage, Reflex DC 27 half, usable every 2d4 rounds), fiery 
  bite
   
  Str 26, Dex 13, Con 18, Int 6, Wis 10, Cha 6
  Base Atk +26; CMB +36 (+38 to sunder); CMD 47 (49 vs. 
  sunder, 51 vs. trip)
  Feats Bleeding Critical, Cleave, Critical Focus, Great Cleave, 
  Great Fortitude, Improved Critical (bite), Improved Great 
  Fortitude, Improved Initiative, Improved Sunder, Power 
  Attack, Skill Focus (Perception), Snatch, Weapon Focus (bite)
  Skills Intimidate +24, Perception +36, Stealth +26, Survival +26 
  (+34 tracking by scent); Racial Modifiers +4 Perception, +4 
  Stealth, +8 Survival tracking by scent
  Languages Abyssal, Common, Draconic, Fiendish 
  (understands, but can’t speak)
   
  Breath Weapon (Su) Each head can use Revirax’s breath 
  weapon once every 2d4 rounds.
  Fiery Bite (Su) Revirax’s bite attack inflicts an extra 1d10 
  points of fire damage. On a successful critical hit, this 
  damage increases to 2d10 fire damage. 
  Heated Iron Gates of Hell: hardness 10; hp 60; Break DC 25; 
  Disable Device DC 25. In addition, the gates are treated as if 
  under the permanent effects of a heat metal spell, inflicting 
  2d4 points of fire damage per round to all who touch it—
  including those trying to pick the lock or break the bars. This 
  effect cannot be dispelled.
  7–5. Teleportals
  The six areas designated 7–5A through –5F are teleportals and can be 
  used to move about the dungeon level. Stepping into any of these areas 
  activates the teleportation, sending the PC (or PCs, if more step through 
  simultaneously) to another designated teleportal area. In some cases, the 
  teleportal’s destination varies depending upon the direction from which 
  PCs enter the room.
  266
  level 7
  
  Objects thrown into the room are teleported as soon as they cross 
  the room’s threshold. Stretching an arm or a leg into the room does not 
  activate the teleportal, but if half a PC’s body crosses the threshold (e.g., 
  while flying) or if his foot touches the floor, he is instantly teleported. 
  Only the PC actually stepping into the room is teleported; therefore, PCs 
  linked together by a rope do not teleport simultaneously.
  Once teleported, a PC may leave the new teleportal area by any 
  available exit without reactivating the teleport. Re-entering the room, 
  however, activates the teleportal. The following list provides each 
  teleportal’s destination area, based on the direction entered:
  • 7–5A west leads to 7–5C
  • 7–5A east leads to 7–5E
  •  7–5B north leads to 7–5D
  •  7–5B south leads to 7–5A
  •  7–5C north leads to 7–5E
  •  7–5C south leads to 7–5B
  •  7–5D south leads to 7–5F
  •  7–5E northwest leads to 7–5B
  •  7–5E southeast leads to 7–5C
  •  7–5F southeast leads to 7–5A
  7–6. The river Path
  This 10-foot-deep river and the 3-foot-wide riverbank path that parallels 
  it wind down several hundred feet to Level 11A. There are no encounters 
  along this footpath, and PCs may pass safely by traveling single file and 
  moving no faster than a hustle. PCs falling into the water are quickly 
  carried downstream to Level 11A. A PC who is a fantastic swimmer and 
  succeeds on a DC 35 Swim check can reach the shore before being swept 
  away. Consult the rules for drowning (see the Pathfinder Roleplaying 
  Game Core Rulebook, Environment, “Drowning”, for additional 
  information) for any PC carried along by the current.
  7–7. The Encephalon gorger 
  Shrine (Cr 17)
  Black and red veins streak the polished stone that constitutes this large 
  temple’s floors and walls. Twelve pillars of the same veined stone display 
  grotesque and abstract carvings. Against the west wall, three wide marble 
  steps lead to a dais that supports a stone pedestal with three gold panels 
  (see Magic Panel Trap below). This shrine, sacred to the encephalon 
  gorgers, is their unholy place of dark worship. The shrine’s iron door is 
  locked—bolted from the inside.
  Locked Iron Door: hp 30; hardness 15; Break DC 35; Disable 
  Device DC 40.
  Currently, 6 encephalon gorgers, led by their priest, Gilth, are 
  performing a Ritual of Melding, whereby they commune psychically to 
  enhance their power. Any disturbance outside the door disrupts this unholy 
  ritual, thoroughly enraging the encephalon gorgers who immediately 
  prepare for battle.
  ENCEPHALON GORGERS (6) 
   
   
  CR 8
  XP 4,800
  hp 65 (Frog God Games The Tome of Horrors Complete, 
  “Encephalon Gorger”)
  GILTH 
   
   
  CR 18
  XP 51,200
  Male encephalon gorger disciple of Orcus 11(Frog God 
  Games The Tome of Horrors Complete, “Encephalon 
  Gorger”; see Appendix B)
  LE Medium aberration (extraplanar)
  Init +8; Senses darkvision 120 ft., mindsense, see in magical 
  darkness; Perception +30
   
  AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 
  dodge, +6 natural)
  hp 168 (10d8+11d8+63); fast healing 5 
  Fort +12; Ref +12; Will +20 
  Defensive Abilities death’s embrace, mind screen; Resist 
  cold 10
   
  Speed 30 ft.
  Melee 2 claws +19 (1d6+1 plus grab)
  Special Attacks channel negative energy (DC 21, 6d6, 9/
  day), death’s kiss (5 rounds, 9/day), mindfeed, touch of 
  darkness (11/day, DC 21)
  Spells Prepared (CL 11th; ranged touch +19)
  6th—create undeadD, harm (DC 22), mass bear’s 
  endurance
  5th—flame strike (DC 21), mass cure light wounds, shout (DC 
  21), slay livingD (DC 21)
  4th—enervationD (DC 20), death ward, poison (DC 20), 
  unholy blight (DC 20) (x2)
  3rd—animate deadD, bestow curse (DC 19), dispel magic, 
  invisibility purge, magic circle against good, prayer
  2nd—cure moderate wounds, darkness, death knell (DC 18), 
  ghoul touchD (DC 18), hold person (DC 18), resist energy, 
  sound burst (DC 18)
  1st—bane (DC 17) (x4), cause fearD (DC 17), entropic shield, 
  shield of faith
  0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell Domain Undead*
   
  Str 12, Dex 18, Con 16, Int 19, Wis 22, Cha 19 
  Base Atk +15; CMB +16 (+20 to grapple); CMD 33 
  Feats Channel Smite, Combat Casting, Command UndeadB, 
  Dodge, Extra Channel, Improved Channel, Improved 
  Initiative, Lightning Reflexes, Mobility, Selective Channeling, 
  Skill Focus (Perception), Weapon Finesse
  Skills Bluff +14, Diplomacy +17, Escape Artist +12, Intimidate 
  +17, Knowledge (arcana) +17, Knowledge (dungeoneering) 
  +12, Knowledge (local) +18, Knowledge (planes) +22, 
  Knowledge (religion) +22, Perception +30, Sense Motive +24, 
  Spellcraft +22, Stealth +19, Survival +18; Racial Modifiers all 
  Knowledge skills are class skills
  Languages Abyssal, Aklo, Common, Draconic, Encephalon 
  Gorger, Ignan
  SQ adrenal surge, undead creation mastery, undead lord’s 
  proxy, variant channeler
  Combat Gear wand of searing light (CL 10th, 15 charges); 
  Other Gear ring of protection +2, holy symbol, gold torque 
  (1,000 gp)
   
  Adrenal Surge (Ex) Twice per day, an encephalon gorger 
  can create an effect on itself equivalent to a haste spell
  (caster level 10th).
  Mindfeed (Su): If an encephalon gorger begins its turn 
  grappling an opponent, it can attempt to suck its brain fluid
  with a successful grapple check. If it pins the foe, it drains 
  cerebral fluid, dealing 1d4 points of Intelligence drain each
  round the pin is maintained. On each successful mindfeed 
  attack, the encephalon gorger gains 5 temporary hit points. 
  This ability does not work against nonliving creatures or 
  creatures without a central brain mass. The encephalon 
  gorger must be able to reach the head or neck of the 
  target creature to use this ability.
  Mindsense (Su) As a move action, an encephalon gorger 
  can gauge the relative intelligence level of any creature 
  within 60
  feet as follows: unintelligent, animal (Int 1–2), low (3–8), 
  267
  level 7
  
  average (8–12), high (13–16), genius (17–20), or supra-genius 
  (21+).
  Mind Screen (Ex): The mind of an encephalon gorger is an 
  alien and dangerous place. Should a creature attempt 
  to scan the mind or read the thoughts of an encephalon 
  gorger (with detect thoughts, telepathy, or the like), it 
  must make a successful (DC 20) Will save or be driven 
  permanently insane (as by an insanity spell, caster level 
  15th); if the save succeeds, the creature is instead confused 
  (as the spell) for 1d4 rounds. The save DC is Intelligence-
  based.
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  Tactics: As soon as the encephalon gorgers detect intruders trying to 
  enter the temple, they position themselves 40 ft. from the door. Then, 
  depending on how long it takes the PCs to break through the door, the 
  encephalon gorgers take the following actions:
  Round 1: Encephalon gorgers take up position; Gilth casts shield of 
  faith.
  Round 2: The encephalon gorgers each use mindsense to determine the 
  size of the invading party; Gilth casts entropic shield.
  Round 3: The encephalon gorgers concentrate using mindsense to 
  determine the number and strength of the minds beyond the door; Gilth 
  casts magic circle against good.
  Round 4: The encephalon gorgers activate adrenal surge. Gilth casts 
  resist energy (fire).
  When the door opens, assuming that they have prepared themselves as 
  above, the encephalon gorgers hit the PCs as follows:
  • Each of the encephalon gorgers moves to attack a foe entering the 
  room, working in pairs. One encephalon gorger attacks and attempts to 
  grapple, while the other in the pair performs an aid another action to assist 
  on the grapple attack.
  • Gilth casts bane.
  For the remainder of combat, the encephalon gorgers keep attacking 
  with their claws and making grapple checks. Encephalon gorgers who 
  performed aid another actions the first round jump into the fray in the 
  second round, hoping to get some yummy brain juice; Gilth uses his wand 
  and magic for as long as possible. 
  If the PCs penetrate the door without alerting the encephalon gorgers, 
  the encephalon gorgers immediately act as listed above starting with 
  round 4’s tactics, but Gilth first casts shield of faith. Encephalon gorgers 
  target fighters and clerics before more lightly armored foes; they consider 
  Joe Platemail III more dangerous than his wizard friends (due to their 
  spell resistance).
  Treasure: Each encephalon gorger carries 10 to 20 pp; Gilth wears 
  his gold torque and carries his wand of searing light. Hidden within the 
  pedestal is a ring of wizardry III.
  MAGIC PANEL TRAP 
   
   
  CR 10
  XP 9,600
  Type magic; Perception DC 30; Disable Device DC 35
   
  Trigger touch; Reset none
  Effect spell effect ([see below] target is stunned, and must 
  make a DC 25 Will save or lose 1 point of Intelligence)
  Note: To access the ring of wizardry III, PCs must press the three 
  gold panels in the correct order (from left [A] to right [C]): B, A, C, B. 
  Deviating from this order—for instance, pressing panel A first or pressing 
  B then C—triggers a blast of red light from the pedestal. Any PC within 30 
  ft. of the pedestal must succeed on a DC 20 Will save or fall unconscious 
  for 1d4 hours and lose 1 point of Intelligence permanently. This magical 
  trap cannot be disabled, although a rogue may detect the presence of a 
  trap with a successful Perception check. Additionally, with a successful 
  Disable Device check, that rogue might be able to tell that something very 
  bad will happen if the panels are not pressed in the correct order. Short of 
  a divination spell, there is no way to determine the buttons’ correct order. 
  The panels’ trap cannot be dispelled.
  Should the PCs press the panels in the correct order, the top of the 
  pedestal slides aside revealing a small depression within which the ring 
  is set.
  7–8. Secret Staircase
  Seemingly a simple, empty room, even the secret door to the west—
  discovered on a successful DC 25 Perception check—appears ordinary. 
  Once discovered, however, it becomes clear that this is no “ordinary” 
  secret door. Upon finding the door, the PCs discover a secret keyhole, but 
  there is absolutely no way to get this door open without the key from Area 
  7–12. No magic can destroy or bypass this door, and the lock cannot be 
  picked. Once opened, the door reveals a staircase stretching down into the 
  darkness, leading eventually to Level 12, Area 12–1.
  7–9. The Basin of the Mind
  Against the western wall of this otherwise empty chamber is a 10-foot-
  wide, 5-foot-deep pool of still, black water. The water gives off a faint, 
  minty odor. A PC touching the water with bare skin feels a slight burn, 
  as if exposing an open cut to a mildly acidic juice. The water radiates 
  moderate abjuration magic.
  Any PC who tastes the water finds it refreshing and delicious and must 
  succeed on a DC 20 Will save to avoid gulping down a full quart of the 
  stuff. Immediately casting either a successful dispel magic (CL 15th) 
  or a remove curse can cure the afflicted PC of his desire to drink. After 
  consuming the water, the PC must succeed on a DC 25 Fortitude save or 
  be cursed with a –4 to all subsequent Will saves. This curse can only be 
  broken with a remove curse, miracle, wish, or limited wish.
  On the other hand, if a PC removes all armor and/or clothing and 
  immerses himself fully in the stinging water, he receives full immunity to 
  all karmic tempest attacks (see below) for the next week. Unaware of this 
  benefit, the PC notices only a strong tingling sensation in his scalp for the 
  next 20 minutes.
  7–10. The Kennel (Cr 12)
  These small, interconnected chambers house the encephalon gorgers’ 
  litter of hell hounds. Twenty-one beasts roam the five rooms, attacking 
  anyone who sets foot in the northernmost chamber. The final, southernmost 
  chamber is the lair of the den mother—a large, 8 HD hell hound that only 
  joins combat should it progress beyond the first room.
  The hell hounds have no treasure.
  HELL HOUNDS (21) 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Hell Hound”)
  DEN MOTHER 
   
  CR 6 
  XP 2,400
  Female advanced hell hound (Pathfinder Roleplaying 
  Game Bestiary, “Hell Hound”)
  LE Large outsider (evil, extraplanar, fire, lawful)
  Init +6; Senses darkvision 60 ft., scent; Perception +13
   
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 92 (8d10+48) 
  Fort +12; Ref +8; Will +6 
  Immune fire
  Weaknesses vulnerability to cold
   
  Speed 40 ft.
  Melee bite +14 (2d6+10 plus 1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (10 ft. cone, 2d6 fire, Reflex 
  268
  level 7
  
  DC 22 half)
   
  Str 25, Dex 15, Con 23, Int 10, Wis 14, Cha 10 
  Base Atk +8; CMB +16; CMD 28 (32 vs. trip)
  Feats Ability Focus (breath weapon), Improved Initiative, Iron 
  Will, Run
  Skills Acrobatics +13, Intimidate +11, Perception +13, Sense 
  Motive +13, Stealth +10, Survival +13; Racial Modifiers +5 
  Stealth
  Languages Infernal (cannot speak)
  7–11. Entrance to the Slave Pits 
  (Cr 8)
  This room is empty. A half-hexagon shape extends from floor to ceiling 
  along the middle of the north, east and west walls. While there is nothing 
  interesting or special about the north or east walls, the west wall’s trapped 
  secret door leads to a series of small, hexagonal-shaped rooms, each with 
  its own trapped secret door, as follows:
  • When Area 7–11A’s door is opened, a poisoned crossbow bolt is fired 
  from Area 7–11A’s eastern wall, striking the first PC in its path.
  • When Area 7–11B’s door is opened, a poisoned crossbow bolt is fired 
  from Area 7–11B’s southern wall, striking the first PC in its path.
  • While Area 7–11C’s door is not trapped, there is a pressure plate on 
  the floor directly beyond the threshold. When the plate registers 20 foot-
  pounds of pressure, a poisoned crossbow bolt is fired from the northern 
  wall of Area 7–11C, striking the first PC in its path.
  • When Area 7–11D’s door is opened, a deadly, poisonous gas is 
  released.
  All the secret doors require a successful DC 25 Perception check to 
  discover.
  POISONED CROSSBOW BOLT TRAP  
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect Atk +12 ranged (1d8 plus purple worm poison/19–20) 
  Purple Worm Poison—injury, save Fort DC 24, frequency 
  1/round for 6 rounds, effect 1d3 Str damage, cure 2 
  consecutive saves)
  POISON GAS TRAP 
   
   
  CR 7
  XP 3,200
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset repair
  Effect poison gas; multiple targets (all targets in a 5 ft. by 
  5 ft. area directly in front of the door); never Burnt Othur 
  Fumes—inhaled, save Fortitude DC 18, frequency 1/round 
  for 6 rounds, effect 1 Con drain/1d3 Con damage, cure 2 
  consecutive saves
  Area 7–11D contains an eight-foot-diameter circular chute that 
  descends 40 ft. at a 70-degree angle to Area 12–38.
  7–12. Pillars of Sacrifice
  A PC succeeding on a DC 25 Perception check to search in this area 
  reveals the secret door leading to Area 7–12. This room contains four 
  thick but unremarkable stone pillars. Painted in the center of the floor is a 
  six-foot-diameter yellow circle ringed in red. PCs closely examining the 
  western pillar and succeeding on a DC 20 Perception check notice a small, 
  carved relief in the shape of a key.
  When PCs enter the painted circle, three magic mouths appear, one on 
  each of the northern, eastern, and southern pillars. In clockwise order, 
  the mouths say the following: “Give of your life” (north). “Give of your 
  heart” (east). “Give of your mind” (south). Once the last magic mouth has 
  spoken, a glowing-red, one-foot-diameter circle replaces each mouth on 
  the pillars. The red circles remain on the pillars until PCs either vacate the 
  room or remove the key from the western pillar. Any PC placing his right 
  hand on any of the glowing red circles loses, respectively, one level of 
  experience (as per energy drain; north), one point of permanent Wisdom 
  (east), or one point of permanent Intelligence (south). These losses have 
  no saving throw.
  Once a PC has made the necessary sacrifice, a bright yellow light 
  flashes from the western pillar, and the key to the secret door in Area 7–8 
  appears, resting perfectly in the relief. PCs may remove the key without 
  difficulty.
  7–13. Doors and Exits
  Each of the four, equidistant alcoves in this empty, circular chamber 
  contains a heavy, unlocked iron door, cool to the touch. Listening at 
  the doors, PCs succeeding on a DC 15 Perception check hear a strange, 
  moaning wind. Opening the doors reveals a curtain of silvery mist. PCs 
  can see nothing beyond the mist. A PC extending his hand or other body 
  part through the ephemeral curtain feels only cool, dry air.
  These doorways, one-way teleportals that function like those in Area 
  7–5, lead to separate locations, as follows:
  • North: To the island lair of the dragon, Aragnak, as described in the 
  wilderness section.
  • West: Forty miles into the eastern desert, near the “Pit of Despair” 
  adventure detailed in Demons and  Devils by Necromancer Games.
  • South: To Area 3A–10.
  • East: To the basement of the Fortune’s Fool casino in Bard’s Gate, 
  detailed in the Bard’s Gate supplement by Necromancer Games.
  7–14 The Hall of the Overmind 
  (Cr 18)
  PCs can reach the Hall of the Overmind by one of two steep, stone 
  stairwells that ascend through the floor of this enormous, arena-like 
  chamber. The stairwells, 5 ft. wide and 20 ft. long, end at a landing that 
  is flush with the floor of the hall itself. The ceiling arches 30 ft. above the 
  polished, stone floor, and 2 enormous braziers, both 10 ft. in diameter, 
  burn brightly at the north end of the great hall. In the center of the chamber, 
  surrounded by 15-foot-high stone pillars, is the pool of the Overmind, the 
  bodiless, sentient “soul” of the encephalon gorgers.
  Presently, 10 encephalon gorgers and 8 morlock slaves attend to the 
  Overmind’s needs. Only encephalon gorgers or their slaves may enter this 
  sacred place. The Overmind automatically recognizes the identity (that is, 
  encephalon gorger or otherwise) and intent of anyone setting foot on the 
  stairs and immediately warns its minions telepathically of approaching 
  danger. Once alerted, the encephalon gorgers spring into action.
  Tactics: First, the morlocks position themselves, four to a stairwell, 
  to block the chamber’s entrances. Meanwhile, the encephalon gorgers, 
  divided evenly, position themselves 30 ft. behind the morlocks. While 
  waiting for the intruders, the Overmind scans the minds of the PCs and 
  relates their strength and numbers to the encephalon gorgers. Once the 
  PCs reveal themselves, the morlocks attack with their battleaxes, while 
  the encephalon gorgers use their karmic tempest ability (Morlocks are 
  immune to the karmic tempest’s effects.) The encephalon gorgers’ 
  tactics: keep the morlocks between themselves and the PCs for as long as 
  possible, and wear the PCs down with wave after wave of mental blasts. 
  If necessary, the encephalon gorgers retreat to within the circle of pillars 
  surrounding the Overmind (see The Overmind below). Although an 
  269
  level 7
  
  encephalon gorger normally abandons companions and treasure alike if 
  its own life seems threatened, no encephalon gorger leaves the hall alive 
  until all intruders are slain. Truly—it’s a fight to the death!
  ENHANCED ENCEPHALON GORGERS (10)  
  CR 9
  XP 6,400
  Male or female encephalon gorger (Frog God Games The 
  Tome of Horrors Complete, “Encephalon Gorger”)
  LE Medium aberration (extraplanar)
  Init +7; Senses darkvision 60 ft., mindsense; Perception +21
   
  AC 24, touch 18, flat-footed 20 (+4 deflection, +3 Dex, +1 
  dodge, +6 natural)
  hp 65 (10d8+20); fast healing 5 
  Fort +5; Ref +6; Will +9 
  Defensive Abilities mind screen; Resist cold 10
   
  Speed 30 ft.
  Melee 2 claws +10 (1d6+1 plus grab)
  Special Attacks karmic tempest, mindfeed
   
  Str 12, Dex 16, Con 14, Int 21, Wis 15, Cha 20 
  Base Atk +7; CMB +8 (+12 to grapple); CMD 26 
  Feats Dodge, Improved Initiative, Mobility, Skill Focus 
  (Perception), Weapon Finesse
  Skills Bluff +15, Diplomacy +10, Escape Artist +11, Intimidate 
  +18, Knowledge (arcana) +13, Knowledge (dungeoneering) 
  +13, Knowledge (local) +18, Knowledge (nature) +13, 
  Knowledge (planes) +18, Knowledge (religion) +18, 
  Perception +21, Stealth +11; Racial Modifiers all Knowledge 
  skills are class skills
  Languages Abyssal, Aklo, Common, Encephalon Gorger, 
  Undercommon; telepathy 100 ft.
  SQ adrenal surge
   
  Adrenal Surge (Ex) Twice per day, an encephalon gorger 
  can create an effect on itself equivalent to a haste spell
  (caster level 10th).
  Karmic Tempest (Su) An enhanced encephalon gorger 
  can emit a blast of psychic energy in a 45 ft. cone. Living 
  creatures within the area (excluding other encephalon 
  gorgers, morlocks, or the Overmind) must succeed on a DC 
  20 Will save or be stunned for 2d4 rounds. This ability is mind-
  affecting, and the save DC is Charisma-based.
  Mindfeed (Su): If an encephalon gorger begins its turn 
  grappling an opponent, it can attempt to suck its brain fluid 
  with a successful grapple check. If it pins the foe, it drains 
  cerebral fluid, dealing 1d4 points of Intelligence drain each 
  round the pin is maintained. On each successful mindfeed 
  attack, the encephalon gorger gains 5 temporary hit points. 
  This ability does not work against nonliving creatures or 
  creatures without a central brain mass. The encephalon 
  gorger must be able to reach the head or neck of the 
  target creature to use this ability.
  Mindsense (Su) As a move action, an encephalon gorger 
  can gauge the relative intelligence level of any creature 
  within 60 feet as follows: unintelligent, animal (Int 1–2), low 
  (3–8), average (8–12), high (13–16), genius (17–20), or supra-
  genius (21+).
  Mind Screen (Ex): The mind of an encephalon gorger is an 
  alien and dangerous place. Should a creature attempt 
  to scan the mind or read the thoughts of an encephalon 
  gorger (with detect thoughts, telepathy, or the like), it 
  must make a successful (DC 20) Will save or be driven 
  permanently insane (as by an insanity spell, caster level 
  15th); if the save succeeds, the creature is instead confused 
  (as the spell) for 1d4 rounds. The save DC is Intelligence-
  based.
  MORLOCK SLAVES (8) 
  CR 5
  XP 1,600
  Male or female morlock fighter 5 (Pathfinder Roleplaying 
  Game Bestiary, “Morlock”)
  NE Medium monstrous humanoid 
  Init +4; Senses darkvision 120 ft., scent; Perception +12
   
  AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 
  natural)
  hp 75 (3d10+5d10+24 plus 8) 
  Fort +8; Ref +10; Will +6 (+7 vs. fear)
  Defensive Abilities bravery +1; Immune disease,  poison, 
  psychic energy
  Weaknesses light blindness
   
  Speed 40 ft., climb 30 ft.
  Melee+1 battleaxe +15/+10 (1d8+10/x3)
  Special Attacks leap attack, sneak attack +1d6, swarming, 
  weapon training (axes +1)
   
  Str 18, Dex 19, Con 17, Int 5, Wis 14, Cha 4 
  Base Atk +8; CMB +12; CMD 26 
  Feats Alertness, Combat ReflexesB, Lightning Reflexes, Skill 
  Focus (Perception), Toughness, Weapon Focus (battleaxe)B, 
  Weapon Specialization (battleaxe)B
  Skills Acrobatics +16, Climb +26, Perception +12, Sense 
  Motive +4, Stealth +8 (+12 in caverns), Survival +7, Swim +8; 
  Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 
  Climb
  Languages Undercommon
  SQ armor training 1, expert climber
  Gear +1 studded leather, +1 battleaxe
   
  Expert Climber (Ex) A morlock can cling to cave walls 
  and even ceilings as long as the surface has hand- and 
  footholds. In effect, a morlock is treated as constantly being 
  under a nonmagical version of the spell spider climb, save 
  that it cannot cling to smooth surfaces. This ability doubles 
  the normal +8 racial bonus to Climb checks normally 
  afforded creatures with a climb speed to a +16 racial bonus.
  Leap Attack (Ex) As a standard action, a morlock may make 
  a single attack during a jump. It can make this attack at any 
  point along the course of the leap—the start, the end, or 
  while in mid-air. While jumping, a morlock does not provoke 
  attacks of opportunity for leaving a threatened square.
  Swarming (Ex) Morlocks dwell and fight in cramped quarters 
  every day of their lives, and as such are quite adept at 
  swarming foes. Up to two morlocks can share the same 
  square at the same time. If two morlocks in the same square 
  attack the same foe, they are considered to be flanking 
  that foe as if they were in two opposite squares.
  The Overmind: Also known as the “elder-brain,” the wholly evil 
  Overmind is a five-foot-wide, five-foot deep pool of briny fluid containing 
  the brains of this community’s dead encephalon gorgers. Any non-evil 
  being passing between the pillars that surround the Overmind must 
  succeed on a DC 30 Will save or lose 2 points of Wisdom. These points 
  can be regained either by magical means or with one week’s bed rest in 
  a good-aligned church and a successful DC 25 Will save. In addition to 
  the Wisdom drain, the Overmind emits a powerful mind blast that affects 
  anyone within the pillars’ perimeter. This attack requires a successful 
  DC 25 Will save, and, unlike a normal mind blast, instead of stunning its 
  victims the blast knocks them unconscious for 4d10 minutes.
  The Overmind enjoys immunity to fire, electricity, cold, magic missiles 
  and acid, and it cannot be harmed by physical attacks. Touching the 
  Overmind conveys a lethal shocking grasp attack for 1d8+20 points 
  of electricity damage; DC 20 Fortitude for half damage. This attack 
  automatically repeats every round that a PC remains in physical contact 
  with the Overmind, no matter how slight.
  270
  level 7
  
  To fully destroy the Overmind, PCs must secure it, in its entirety, in a 
  solid-gold vessel forged in a hallowed smithy. The Overmind must then be 
  transported to a hallowed church, where a cleric of no less than 15th level 
  can destroy it with a holy word. Should the PCs accomplish this, award 
  them experience for defeating a CR 18 monster. Removing the Overmind 
  from the pool by any other means fails; it automatically teleports itself 
  back to its basin after five rounds. A PC who makes a successful DC 
  40 Knowledge (dungeoneering) check has picked up this information 
  somewhere previously and knows the necessary steps.
  However, casting a holy word spell on the Overmind while it rests 
  within its chamber temporarily suppresses all its abilities for 10 rounds—
  long enough to locate the treasure hidden within it. Finding the treasure 
  requires a successful DC 25 Perception check to search.
  Finally, the Overmind enhances all encephalon gorgers within 100 ft. 
  of it as follows. First, it grants a +4 enhancement bonus to Charisma and 
  a +4 deflection bonus to armor class. The Overmind allows telepathic 
  communication between itself and all encephalon gorgers within this area. 
  Finally, the Overmind grants a special karmic tempest special attack. This 
  attack is a supernatural ability that emits a cone of psychic energy out to a 
  range of 45 ft. All creatures (other than encephalon gorgers, morlocks, and 
  the Overmind) in the area must make a DC 20 Will save or be stunned for 
  2d4 rounds. This ability is a mind-affecting effect, and is the equivalent 
  of a 5th level spell for the purposes of immunities. These bonuses do not 
  affect the CR of the encephalon gorgers, as it’s included in the CR for 
  defeating the Overmind. These bonuses are included in the stat block 
  above.
  Defeating the Overmind is equivalent to defeating a CR 15 creature.
  Treasure: PCs discover, at the bottom of the Overmind, a silver 
  strongbox inlaid with diamonds (1,500 gp value) containing 5,000 pp; 
  a major ring of spell storing currently holding invisibility, fireball and 
  magic jar (CL 12th each); an amulet of natural armor +5 and a wand of 
  cure moderate wounds (CL 7th, 35 charges).
  7–15. The Ziggurat of Faith (Cr 8)
  The short passage widens, becoming a narrow chamber, faced on 
  the north by three “steps,” each five feet high, five feet wide and of 
  diminishing lengths. On the topmost step, just visible through the gloom 
  at the center of a yellow glow, a pedestal supports a large tome. Carved in 
  the chamber’s floor is the legend: “Ziggurat of Faith.”
  Each step is a test. Only a cleric, druid, or paladin of at least 10th level 
  can attempt the test. PCs of different classes or of insufficient levels suffer 
  enough temporary Strength damage to reduce them to 1 in that attribute 
  upon touching the stone steps—no save. Likewise, all magical attempts to 
  reach the tome (e.g., dimension door, flying) fail. No magic, except that 
  protecting the tome, functions on or above the steps.
  Step One: When an appropriate PC pulls himself onto the step, he 
  hears a voice in his head. (Note: Only the player controlling the tested PC 
  should be allowed to hear the voice, for only he can answer the question. 
  If the player attempts to ask for help from his fellow players, the PC is 
  thrown from the steps [see Wrong Answers, below].) The voice asks, 
  “Where is the seat of faith: the mind, the soul, or the sword?” The correct 
  answer is, of course, “the soul.” Speaking the answer aloud permits the 
  PC to scale the next step.
  Step Two: Upon reaching this step, the PC again hears a voice. “From 
  whence is the faithful protected: resistance, forgiveness, or acceptance?” 
  The correct answer is “acceptance.” (This step operates exactly as step 1.)
  Step Three: The final test! This time the PC hears no voice. Instead, 
  one round after the PC’s arrival at the light-enshrouded pedestal and tome, 
  a skeletal figure wearing chainmail and wielding a black greatsword rises 
  out of the darkness and steps toward the PC. The PC has two chances 
  for success: she can disbelieve the creature if she succeeds on a DC 25 
  Will save or she can do nothing. If the PC successfully saves, the image 
  disappears. The shimmering light around the pedestal also vanishes, 
  allowing the PC to take the tome. If the PC does nothing, the blade passes 
  harmlessly through her, the skeleton vanishes and she may take the tome. 
  Treat any other response—drawing a sword or casting a spell — as a 
  wrong answer. There is one exception: clerics or paladins may attempt to 
  turn the skeletal figure, as this action requires faith.
  Note: PCs attempting to “grab the tome and run” discover that the 
  shimmering yellow light is a protective field. No physical body can pass 
  through it, and no magic (e.g., telekinesis) affects the tome inside.
  Treasure: tome of understanding +2.
  Wrong Answers: The moment a PC delivers a wrong answer, a 
  powerful telekinetic force hurls the PC from the step to the floor below. 
  The PC takes 1d6 hp falling damage per step ascended. Once a PC has 
  given a wrong answer, he may not attempt the Ziggurat of Faith again and 
  is treated as though he were of the wrong class or level when touching 
  the steps.
  7–16. Testing Pillars (Cr 6)
  This cave contains nothing but two stone pillars. Carved on the floor 
  in Common, a legend reads as follows: “Whosoever wishes to take the 
  test of strength, pass between the pillars.” Walking around or behind the 
  pillars or examining them closely reveals nothing beyond the fact that 
  they are simple, unadorned stone columns. Any PC who passes between 
  the pillars, though, immediately vanishes, and all of his belongings—
  weapons, armor, supplies, jewelry—Everything!—drops into a heap 
  between the pillars’ bases.
  The PC “awakens” in a dreamlike setting. He stands in the middle of a 
  huge amphitheater’s arena. He sees no entrances or exits and thousands of 
  empty seats. He wears only sandals and leather armor and spots a simple 
  wooden club at his feet. Sixty feet away, carrying a greatclub in each 
  hand and glaring with bloodlust in his eyes, stands an ettin. The test is 
  straightforward: Defeat the ettin armed with your club and your wits or 
  perish. No magic of any kind functions within the arena. Should the PC 
  triumph, he finds himself returned to the cave of the testing pillars—naked 
  and carrying not his club but a manual of gainful exercise +2. Any wounds 
  incurred during the battle are quite real and must be healed. Should the 
  PC lose, his body returns to the cave where he may or may not be healed, 
  depending on how deadly was the ettin’s final blow. In any event, that PC 
  may not attempt the test of strength again. Another may, but only if the 
  first failed. The pillars “reactivate” exactly a year and a day after someone 
  passes the test.
  ETTIN 
   
   
  CR 6
  XP 2,400
  hp 65 (Pathfinder Roleplaying Game Bestiary, “Ettin.”)
  7–17. The Crater Cave (Cr 10)
  Two tunnels terminate in this enormous cavern: the northern tunnel 
  descends from the western staircase in Area 7–14, and the western 
  entrance is little more than a crawlspace from Area 7–2a. By whichever 
  means they arrive, the PCs are greeted by a staggering sight. Rising 65 
  ft. into the darkness and stretching 40 ft. across and 60 ft. end-to-end is a 
  massive, oval rock formation containing a vast crater. To reach the interior 
  crater, however, PCs must first fly up or scale (DC 18 Climb check, 
  without rope) the sheer cliff face of the rock formation.
  Dark, still water fills the crater, rising to within 20 ft. of the crater’s lip. 
  The crater’s interior slopes down sharply to the water and PCs descending 
  without ropes and climbing gear must succeed on a DC 25 Climb or fall 
  into the “lake.” PCs taking the time to investigate might notice, with a 
  successful DC 25 Perception check, subtle ripples on the surface of the 
  water, betraying the presence of the dire shark zombie that protects the 
  secret entrance to Area 7–18, located at the base of the lake. The water is 
  45 ft. deep, and there is no hope of either defeating the dire shark zombie 
  or finding the secret entrance without securing a means to breathe 
  underwater. Even then, PCs must succeed on a DC 30 Perception check to 
  271
  level 7
  
  locate the hidden entrance—beneath a large rock (DC 22 Strength check 
  to lift).
  The dire shark zombie attacks PCs 1d3 rounds after they enter the water.
  ADVANCED DIRE SHARK ZOMBIE  
   
  CR 10 
  XP 12,800
  Advanced dire shark zombie (Pathfinder Roleplaying Game 
  Bestiary, “Shark, Dire”, “Zombie”)
  NE Gargantuan undead (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +2
   
  AC 31, touch 9, flat-footed 28 (+3 Dex, +22 natural, –4 size)
  hp 210 (28d8+84) 
  Fort +11; Ref +12; Will +18 
  DR 5/slashing; Immune undead traits
   
  Speed swim 60 ft.
  Melee bite +30 (4d10+13), tail slam +30 (2d8+13)
  Space 20 ft.; Reach 20 ft.
   
  Str 36, Dex 17, Con —, Int —, Wis 10, Cha 10 
  Base Atk +21; CMB +38; CMD 51
  Feats ToughnessB
  Skills Swim +21
  SQ staggered
   
  Staggered (Ex) Zombies have poor reflexes and can only 
  perform a single move action or standard action each 
  round. A zombie can move up to its speed and attack in the 
  same round as a charge action.
  7–18. Trapped Tunnel, the Stone 
  Crypt and Stairway to Hell (Cr 6)
  Trapped Tunnel. The twisting tunnel narrows briefly to a width of five 
  feet. The walls of this portion of the tunnel are smooth and manmade. One 
  hundred foot-pounds of pressure, exerted on the floor between the smooth 
  walls, activates this deadly trap: two dozen poisoned spears, 12 from 
  each wall, spring out and impale anyone between the walls!
  POISONED SPEAR TRAP 
   
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset automatic
  Effect Atk +20 melee (1d4+1 shortspears, 1d8+3 plus 
  deathblade poison/ x3)
  Deathblade Poison—injury, save Fortitude save DC 20, 
  frequency 1/round for 6 rounds, effect 1d3 Con damage, 
  cure 2 consecutive saves)
  Crypt Room: Painted images of Orcus and his minions slaying 
  the unfaithful and reigning for an eternity in a fiery abyss adorn the 
  walls of this square chamber. In the center of the room, a square, stone 
  crypt bears a painting of a door on each exterior face. The western 
  painted door resembles a barred gate; the southern painted door, a 
  solid, iron-bound wooden door; the eastern painted door, a stone door; 
  and the northern painted door, an iron door. Inscribed above each 
  door, in Abyssal, is a single word: Abase (west), Thee (south), And 
  (east), Enter (north). Should anyone kneel before the northern wall 
  of the crypt and declare his devotion to, reverence for, and awe of 
  Orcus, a light surrounds the painted portal and a secret door swings 
  open. There is no other way to open this secret door; it cannot be pried 
  or jimmied and, as stated earlier, no magic except that of the door 
  functions in this area.
  Secret door: hardness 10; hp 20; Perception DC 20; Disable 
  Device (n/a).
  Within the crypt, against the west wall, is a single stone sarcophagus—
  the likeness of a great demonic warrior carved on its lid. The sarcophagus 
  is entirely empty. In the middle of the floor is a secret trap door, 
  discovered on a successful DC 20 Perception check. The handholds for 
  this door, however, have long since worn smooth, so a successful DC 25 
  Strength check is required to pry it open. The trap door opens to reveal 
  a 5-foot-wide, 50-foot-long sloping passage that ends in a set of rough, 
  carved stairs—stairs lead to Level 13, Area 13–1.
  272
  level 7
  
  Level 7A: 
  The Hall of Kazleth,  
  The Phase Minotaur King
  Largely an extension of the primary maze on Level 6—though the 
  two are not connected—this level combines a large, minotaur-inhabited 
  maze and a goblin outpost from which surface raids are staged. Kazleth, 
  a powerful minotaur—blessed by the evil gods and cursed by the good 
  gods to interesting magical effect—rules this level. Finally, though quite 
  difficult to locate, a well-hidden crypt (Area 7A–9) poses a greater danger 
  than does anything else on this level. The map of this level is shown in 
  Map RA–7A.
  DIRE RATS 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  NORMAL RATS 
   
  CR 1/8
  XP 50
  hp 2 (Pathfinder Roleplaying Game Bestiary, “Familiar, Rat”)
  7A–1. The Entrance
  The unlocked and trapless door from Level 3A, room 3A–4, opens into 
  this area.
  7A–2. Empty rooms
  The occasional piece of junk or debris litters those rooms marked 7A–2. 
  GMs should spice up each of these rooms with various minor additions 
  such as pieces of furniture, a unique feature such as pock-marked floors, 
  or a minor item with no relative value such as a brass brazier with red-hot 
  coals, etc. Also, roll a wandering monster check each time PCs enter a 
  room labeled “7A–2.”
  Difficulty Level: 10
  Entrances: Tunnel from Level 4A, room 4A–C; door from 
  Level 3A, room 3A–4
  Exits: Stairs to Level 9A; stairs to Level 10
  Wandering Monsters: Check once every 60 minutes on 1d20:
   
   1 
  1 gelatinous cube (see Area 7A–4)
   2–3 
  2d6 dire rats
   4–6 
  1d3 phase minotaurs (see Area 7A–3)
   7 
  3d6 normal rats
   8 
  A company of goblin scouts—2d4 goblins 
   
   
  accompanied by 1d2 goblin leaders 
   
   
  (see Area 7A–6)
   9–20 No encounter
   
  Detections: None.
  Shielding: None.
  Standard Features: Confusion gas suffuses all maze 
  sections and is unavoidably inhaled by every breathing 
  creature. No save is allowed. Minotaurs enjoy immunity 
  to its effects, however. This gas causes a loss of sense 
  of direction. GMs should randomly reverse the PCs’ 
  directions every few turns within a maze. GMs have 
  few opportunities to intentionally mislead PCs in such 
  a malicious way! The confusion gas permeates every 
  room on this level, except the (better-ventilated) exit 
  areas.
  The ground, level in all areas, offers good footing. 
  Walls, columns and other features, pockmarked with 
  numerous handholds and holes, are easy to climb; 
  PC need only to succeed on a DC 10 Climb check to 
  scale them unless otherwise noted. Fungus encrusts 
  this level’s natural cavern areas; 20% of the fungus 
  is edible, while 10% is poisonous (DC 16 Fort save or 
  take 1d6 Con damage/1d6 Con damage). A DC 20 
  Knowledge (dungeoneering or nature) or Survival 
  check allows PCs to determine which are edible. 
  (Gnomes and other underground creatures gain a +2 
  bonus to their checks.) Mazes and manmade corridors 
  are free of fungus.
  The River and Swimming: The channel in Area 7A–3 
  runs swift and deep, and no human could possibly 
  swim against this current; a creature in the water must 
  succeed on a DC 35 Swim check to keep above water. 
  PCs wishing to travel upstream (to Area 7A–9) must 
  employ some other means (i.e., water walking or flying). 
  If PCs swim downstream, off the mapped area, they 
  are doomed (unless they can breathe water), as the 
  river flows through a subterranean sluice and does not 
  resurface.
  Level 7A
  273
  
  274
  level 7a
  
  7A–3. The Hall of Kazleth (Cr 17)
  Stalactites and stalagmites accent this large, rubble-filled cavern. 
  PCs falter through at half their normal movement, but monsters move 
  normally, having adjusted to the area’s condition. A PC engaging in full 
  movement or running must succeed on a DC 14 Reflex save or fall and 
  suffers 1d3 points subdual damage. The ceiling is visible, 30 ft. overhead, 
  and PCs can navigate the rubble without clearing away any material by 
  following the route highlighted on the map (the dotted line). Finding this 
  route requires that PCs succeed on a DC 12 Perception check. The fallen 
  rubble creates a maze-like effect within the cave.
  Kazleth the Phase Minotaur King and 12 phase minotaur servitors 
  make this cave their den. The minotaurs attack immediately—neither asking 
  for nor giving any quarter. Kazleth appears two rounds after battle is joined.
  PHASE MINOTAURS (12)  
   
  CR 6
  XP 2,400
  Male or female phase minotaur (Frog God Games The Tome 
  of Horrors Complete, “Phase Creature”)
  CE Large magical beast (augmented monstrous humanoid)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +10
   
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 66 (7d10+28) 
  Fort +11; Ref +5; Will +4 
  Defensive Abilities natural cunning
   
  Speed 40 ft. 
  Melee greataxe +12/+7 (3d6+7/x3), gore +6 (1d4+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks ethereal ambush, powerful charge (gore, 
  2d4+7)
   
  Str 21, Dex 10, Con 19, Int 7, Wis 14, Cha 10 
  Base Atk +7; CMB +13; CMD 23 
  Feats Great Fortitude, Improved Bull Rush, Improved 
  InitiativeB, Power Attack, Weapon Focus (greataxe)
  Skills Intimidate +2, Perception +10, Stealth +2, Survival +7; 
  Racial Modifiers +4 Perception, +4 Survival
  Languages Giant
  Gear greataxe
   
  Ethereal Ambush (Ex) A phase creature that attacks foes 
  on the Material Plane in a surprise round can take a full 
  round of actions if it begins the combat by phasing into the 
  Material Plane from the Ethereal Plane.
  Ethereal Jaunt (Su) A phase creature can shift from the 
  Ethereal to the Material Plane as a free action, and shift 
  back again as a move action (or during a move action). 
  The ability is otherwise identical with ethereal jaunt (caster 
  level 15th).
  Natural Cunning (Ex) Although minotaurs are not especially 
  intelligent, they possess innate cunning and logical ability. 
  This gives them immunity to maze spells and prevents them 
  from ever becoming lost. Further, they are never caught flat-
  footed.
  275
  level 7a
  
  KAZLETH THE PHASE MINOTAUR KING 
   
  CR 16
  XP 76,800
  Male phase minotaur fighter 11 (Frog God Games The Tome 
  of Horrors Complete, “Phase Creature”)
  CE Large magical beast (augmented monstrous humanoid)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +12 
   
  AC 24, touch 10, flat-footed 23 (+8 armor, +1 Dex, +6 natural, 
  –1 size)
  hp 235 (18d10+137) 
  Fort +22; Ref +12; Will +9 (+12 vs. fear)
  Defensive Abilities bravery +3, natural cunning
   
  Speed 40 ft. 
  Melee +1 vorpal greataxe +30/+25/+20/+15 (3d6+17/19–20/
  x3), gore +21 (1d4+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks ethereal ambush, powerful charge (gore, 
  2d4+12), weapon training (axes +2, natural +1)
   
  Str 26, Dex 12, Con 24, Int 7, Wis 12, Cha 12 
  Base Atk +18; CMB +27; CMD 38 
  Feats Cleave, Critical Focus, Dazzling DisplayB, Great 
  Fortitude, Greater Bull RushB, Greater Weapon Focus 
  (greataxe)B, Improved Bull Rush, Improved Critical 
  (greataxe)B, Improved InitiativeB, Iron Will, Lightning Reflexes, 
  Power Attack, Skill Focus (Perception), Vital StrikeB, Weapon 
  Focus (greataxe), Weapon Specialization (greataxe)B
  Skills Intimidate +17, Perception +12, Stealth +2, Survival +9; 
  Racial Modifiers +4 Perception, +4 Survival
  Languages Giant
  SQ armor training 3
  Gear +2 chainmail, +1 vorpal greataxe, cloak of resistance 
  +1, ornate golden crown (1,500 gp), 1,000 gp worth of small 
  gems, 230 gp
   
  Ethereal Ambush (Ex) A phase creature that attacks foes 
  on the Material Plane in a surprise round can take a full 
  round of actions if it begins the combat by phasing into the 
  Material Plane from the Ethereal Plane.
  Ethereal Jaunt (Su) A phase creature can shift from the 
  Ethereal to the Material Plane as a free action, and shift back 
  again as a move action (or during a move action). The ability 
  is otherwise identical with ethereal jaunt (caster level 15th).
  Natural Cunning (Ex) Although minotaurs are not especially 
  intelligent, they possess innate cunning and logical ability. This 
  gives them immunity to maze spells and prevents them from 
  ever becoming lost. Further, they are never caught flat-footed.
  Tactics: These vicious minotaurs fight to the death. Their primary tactic 
  is to phase out then reappear a few yards away from their adversary to use 
  their powerful charge attack. They fight normally for one round, and then 
  repeat the process. Typically, they move behind a victim or to his flank, 
  thus avoiding shields and catching opponents flat-footed. Kazleth attacks 
  with his huge axe until he has lost 75% of his hit points, at which time 
  he withdraws to let his servitors bear the brunt of the fighting, stepping in 
  only when he can best avoid counterattacks. Kazleth also fights until slain—
  though with more cunning and tactical ability than that of his servitors.
  Treasure: The minotaurs have situated several bed-down areas 
  throughout the cavern Kazleth sleeps near a large throne’s base. His 
  bedding of soft debris contains the following: 4,100 gp worth of gold ore 
  and nuggets (weighing 160 pounds); an intricately carved jade statue of a 
  three-eyed frog, fully 1 foot in diameter (worth 3,000 gp); 14 large uncut 
  gems (250 gp value each); and a large ivory drinking horn, set with gold and 
  emeralds (5,000 gp). The throne itself, weighing 1,500 lb., is constructed of 
  fine wood, inlaid with gold filigree and inset with semiprecious gems—its 
  value altogether over 10,000 gp, if it could be transported to the surface.
  7A–4. The End of the Maze (Cr 3)
  This area’s maze terminates in a 40 ft. diameter, circular room. Fixed 
  in its ceiling a secret door, which requires a PC to succeed on a DC 20 
  Perception check to discover, offers access to a 60 ft. diameter, circular 
  room with one exit: to the south, which leads to another maze section and 
  eventually to Area 7A–7. Three rounds after PCs enter the upper room, 
  a hidden gelatinous cube enters and heads for the PCs. It uses no tactics, 
  but PCs may not immediately notice the transparent cube.
  GELATINOUS CUBE 
   
   
  CR 3
  XP 800
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gelatinous 
  Cube.”)
  7A–5. The Entrance from Level 4A
  This small (3-foot-diameter) tunnel leads from room 4A–2C on Level 
  4A. The climb to Level 4A is steep, but not too difficult.
  7A–6. The goblin Outpost (Cr 12)
  Several very confused, very frightened goblins inhabit this area. They 
  had become trapped in the maze and wish only to return to Level 12A. 
  Because the phase minotaurs have eaten several of their comrades, the 
  goblins do not willingly pass through the minotaur lair, even to escape. 
  Nor do they go through Level 10 to return home. Thirteen goblins have 
  survived—12 rogues and a cleric. If the PCs are using a light source, the 
  goblins become aware of their presence with a successful DC 10 Perception 
  check. The goblins’ strategy is to capture a wizard or lightly armored PC 
  using four sneak attacks, then ransom that hostage, demanding proof that 
  the minotaurs are dead. They avoid direct confrontations with PCs. The 
  goblins have no treasure beyond what they carry.
  SHANA  
   
  CR 7
  XP 3,200
  Female goblin rogue 8 (Pathfinder Roleplaying Game 
  Bestiary, “Goblin”)
  LE Small humanoid (goblinoid)
  Init +9; Senses darkvision 60 ft.; Perception +11
   
  AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)
  hp 63 (8d8+24) 
  Fort +4; Ref +11; Will +4 
  Defensive Abilities evasion, improved uncanny dodge, trap 
  sense +2
   
  Speed 30 ft.
  Melee short sword +12/+7 (1d4+1/19–20), dagger of venom 
  +13/+8 (1d3+1/19–20)
  Hey! The rules Say . . .
  Yes, we know that, technically at least, the phase template 
  that appears in Tome of Horrors Complete cannot be applied to 
  a minotaur, as the template rules state it can only be applied to 
  vermin. Sometimes, the “Rule of Cool” needs to trump the Rules 
  as Written in the books. If the thought of bending the rules in order 
  to apply this template is something that seriously bothers you, 
  please instead consider the “phase minotaur” as a completely new 
  creature. The encounter works the same either way.
  276
  level 7a
  
  Ranged shortbow +12/+7 (1d4/x3)
  Special Attacks rouge talent (bleeding attack), rouge talent 
  (finesse rogue), rouge talent (surprise attack), sneak attack +4d6
   
  Str 12, Dex 20, Con 14, Int 12, Wis 10, Cha 6 
  Base Atk +6; CMB +6; CMD 21 
  Feats Improved Initiative, Iron Will, Point-Blank Shot, Two-
  Weapon Fighting, Weapon FinesseB
  Skills Acrobatics +16, Bluff +9, Climb +12, Disable Device +18, 
  Knowledge (dungeoneering) +12, Perception +11, Ride +9, 
  Sense Motive +11, Stealth +24, Survival +4, Swim +8; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ rogue talents (fast stealth), trapfinding (+4)
  Combat Gear 3 potions of invisibility; Other Gear +2 leather 
  armor, short sword, shortbow, 20 arrows, dagger of venom, 
  pouch with 22 pp.
  OSWALD 
   
   
  CR 7
  XP 3,200
  Male goblin cleric of Orcus 8 (Pathfinder Roleplaying Game 
  Bestiary, “Goblin”)
  CE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +3
   
  AC 20, touch 11, flat-footed 20 (+7 armor, +2 Dex, +1 size)
  hp 55 (8d8+16) 
  Fort +8; Ref +6; Will +9
   
  Speed 20 ft. 
  Melee heavy mace +8/+3 (1d6)
  Ranged light crossbow +9 (1d6/19–20)
  Special Attacks channel negative energy (DC 14, 4d6, 5/
  day), destructive smite (+4, 6/day), destructive aura (+4, 8 
  rounds/day), scythe of evil (4 rounds, 1/day)
  Domain Spell-Like Abilities
  6/day—touch of evil
  Spells Prepared (CL 8th; ranged touch +8)
  4th—divine power, freedom of movement, unholy blightD (DC 17)
  3rd—contagion (DC 16), cure serious wounds, invisibility 
  purge, magic circle against goodD, stone shape
  2nd—bear’s endurance, bull’s strength, hold person (DC 15), 
  shatterD (DC 15), silence
  1st—bane (DC 14), cure light wounds (x2), doom (DC 14), 
  entropic shield, protection from goodD
  0 (at will)—detect magic, light, read magic, resistance
  D Domain spell Domains Evil, Destruction
   
  Str 11, Dex 14, Con 14, Int 8, Wis 17, Cha 10 
  Base Atk +6; CMB +5; CMD 17 
  Feats Extend Spell, Extra Channel, Lightning Reflexes, 
  Weapon Focus (heavy mace)
  Skills Heal +9, Knowledge (religion) +7, Ride +3, Spellcraft 
  +10, Stealth +7; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  Combat Gear 2 potions of cure moderate wounds, scroll of 
  bestow curse, slay living, greater restoration (CL 14th);  
  Other Gear +1 breastplate, heavy mace, light crossbow, 
  holy symbol, spell component pouch, 20 bolts, 25 gp
  GOBLIN LEADERS (3) 
   
  CR 5
  XP 1,600
  Male or female goblin rogue 6 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  LE Small humanoid (goblinoid)
  Init +9; Senses darkvision 60 ft.; Perception +8
   
  AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)
  hp 48 (6d8+12 plus 6) 
  Fort +4; Ref +10; Will +1 
  Defensive Abilities evasion, trap sense +2, uncanny dodge
   
  Speed 30 ft.
  Melee +1 dagger +11 (1d3+1/19–20)
  Ranged shortbow +10 (1d4/x3)
  Special Attacks rogue talent (finesse rogue), rogue talents 
  (slow reactions), sneak attack +3d6
   
  Str 11, Dex 20, Con 14, Int 12, Wis 8, Cha 8 
  Base Atk +4; CMB +8; CMD 18 
  Feats Agile Maneuvers, Improved Initiative, Stealthy, 
  Weapon FinesseB
  Skills Acrobatics +14, Appraise +10, Bluff +8, Climb +6, 
  Disable Device +17, Escape Artist +7, Perception +8, Ride +9, 
  Sense Motive +8, Sleight of Hand +14, Stealth +24, Swim +6; 
  Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ rogue talents (fast stealth), trapfinding (+3)
  Combat Gear 2 potions of cure light wounds; Other Gear +1 
  studded leather, +1 dagger, shortbow, 40 arrows, thieves’ 
  tools, 1d4 sp, 2d4 cp
  GOBLIN SCOUT (8) 
   
   
  CR 3 
  XP 800
  Male or female goblin rogue 4 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Perception +9
   
  AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
  hp 29 each (4d8+4 plus 4) 
  Fort +2; Ref +9; Will +1 
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee mwk dagger +10 (1d3+1/19–20)
  Ranged mwk shortbow +10 (1d4/x3)
  Special Attacks rogue talent (finesse rogue), sneak attack +2d6
   
  Str 12, Dex 20, Con 13, Int 8, Wis 10, Cha 10 
  Base Atk +3; CMB +7; CMD 18 
  Feats Agile Maneuvers, Alertness, Weapon FinesseB
  Skills Acrobatics +12, Bluff +7, Climb +6, Disable Device +12, 
  Escape Artist +10, Perception +9, Ride +9, Sense Motive +9, 
  Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ rogue talents (fast stealth), trapfinding (+2)
  Combat Gear potion of cure light wounds, potion of invisibility; 
  Other Gear masterwork studded leather, masterwork dagger, 
  masterwork shortbow, 40 arrows, 1d4 sp, 2d4 cp
  Tactics: The four highest-level rogues sneak up on one PC and position 
  their daggers at his throat and other vital areas, taking that PC hostage. If the 
  remaining PCs stop to negotiate, Oswald advances and offers the party a deal. 
  If the PCs can bring him Kazleth’s head, the goblins release their hostage and 
  both sides can go in peace. If the party refuses or attacks the goblins, the hostage 
  suffers a full round of sneak attacks from Shana and three rogue goblins before 
  initiative is rolled! They try to finish off the victim while Oswald casts doom 
  then hold person, targeting fighter types. The lower-level rogues focus their 
  missile fire on mages, closing for combat only if the most powerful melee 
  combatant is held. Goblins attacked by an armored fighter flee. If the PCs slay 
  Oswald and Shana, the troupe scatters, fleeing into the maze.
  7A–7. Passage to the Lava Pit
  This very warm corridor’s temperature increases as the PCs follow it to a 
  locked door (DC 18 Disable Device check to open) that leads to Level 10.
  277
  level 7a
  
  7A–8. Passage to the Hydra’s Lair
  This passage, extending 50 ft. into eerie darkness, ends at rough-carved 
  stairs that lead down to Level 9A.
  7A–9. The Secret Tombs (Cr 11)
  The party can reach this area only by way of the river channel in Area 7A–
  3. PCs wishing to travel upstream, against the channel’s strong current, must 
  employ some means other than swimming (i.e., water walking or flying). 
  This room contains three sunken crypts, and its floor lies beneath two feet of 
  water. The crypts’ lids rise 3 inches above the water line. The crypts, made of 
  common stone, require that a PC succeed on a DC 15 Strength check to pry 
  open. They contain the remains of an evil sorcerer and his two apprentices 
  (refugees from Tsar). Deviating from standard Rappan Athuk protocol, the 
  wizards are actually dead; they neither reanimate nor attack PCs.
  This is not to say that the crypt is unguarded. A crimson death makes 
  this area its home. This very hungry creature has not eaten in some time, 
  enduring only by force of will and supernatural strength. Ravenous, it 
  attacks immediately. The creature is only sated after devouring 24 points of 
  Constitution. After feeding, it moves further upstream and hides underwater.
  Also note: In addition to a waterlogged, lifeless corpse, each of the 
  three submerged tombs contains a water weird.
  CRIMSON DEATH  
   
  CR 10
  XP 9,600
  NE Medium aberration (see Appendix A)
  Init +8; Senses darkvision 60 ft.; Perception +29
   
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 127 (17d8+51) 
  Fort +10; Ref +11; Will +15 
  DR 5/magic and silver; SR 21
   
  Speed 60 ft. (30 ft. after feeding)
  Melee 2 tentacles +17 (1d6 plus engulf)
  Special Attacks engulf (DC 18, 1d6 plus 1d6 Con)
   
  Str 11, Dex 18, Con 16, Int 17, Wis 16, Cha 16
  Base Atk +12; CMB +16; CMD 26 
  Feats Agile Maneuvers, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Skill Focus (Perception), Skill 
  Focus (Stealth), Weapon Finesse, Weapon Focus (tentacles)
  Skills Climb +20, Escape Artist +24, Knowledge (dungeoneering) 
  +23, Perception +29, Stealth +30 (+42 in mist or fog), Survival +23, 
  Swim +20; Racial Modifiers +12 Stealth in mist or fog
  Languages Aklo (can’t speak)
  SQ susceptibility
   
  Engulf (Ex) When a crimson death strikes a target with one of its 
  tentacles, it can immediately make an engulf attack, including 
  moving into the opponent’s square. Targeted creatures can 
  make attacks of opportunity against the crimson death, but if 
  they do so, they are not entitled to a saving throw against the 
  engulf attack. Those who do not attempt attacks of opportunity 
  can attempt a Reflex (DC 18) save to avoid being engulfed—
  on a success, they are pushed back or aside (target’s choice) 
  as the crimson death moves forward. Engulfed opponents gain 
  the pinned condition, are in danger of suffocating, are trapped 
  within the crimson death’s body until they are no longer pinned, 
  and suffer 1d6 points of damage and 1d6 points of Constitution 
  damage every round. A victim reduced to 0 Constitution dies. 
  The save DC is Strength-based.
  Susceptibility (Ex) After draining its victim’s Constitution, 
  the crimson death, sated from its feeding, moves at half 
  its normal speed, loses its racial bonus to Stealth checks 
  (because it flushes crimson, hence the name), and suffers a 
  –4 circumstance penalty to AC. These effects last for 1 hour.
  WATER WEIRD (3) 
   
   
  CR 4
  XP 1,200
  CE Large outsider (elemental, water) (see Appendix A)
  Init +6; Senses darkvision 60 ft.; Perception +12
   
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
  hp 26 each (4d10+4) 
  Fort +2; Ref +6; Will +6 
  Defensive Abilities reform body, transparent; DR 10/
  bludgeoning; Immune elemental traits
   
  Speed 30 ft., swim 90 ft.
  Melee slam +6 (1d6+4 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks control water elemental, drown (DC 15), 
  water mastery
   
  Str 17, Dex 14, Con 12, Int 11, Wis 14, Cha 11
  Base Atk +4; CMB +8 (+12 to grapple); CMD 20 
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Bluff +7, Escape Artist +9, Intimidate +7, Perception +12, 
  Stealth +5, Swim +18 
  Language Aquan
   
  Control Water Elemental (Ex) With a successful Intelligence 
  check (DC 10), a water weird may control a single water 
  elemental within 30 feet of it, as though it had summoned 
  it with a summon monster spell. If the elemental is already 
  under the control of another caster, the DC of the 
  Intelligence check is instead 10 plus the Intelligence modifier 
  of the creature controlling the elemental. Control lasts for a 
  number of hours equal to the water weird’s Hit Dice.
  Drown (Ex) A water weird who successfully grabs an 
  opponent attempts to pin it under water. A creature unable 
  to escape the water weird’s pin who fails its Fortitude save 
  (DC 15) begins to drown. The save DC is Strength-based.
  Reform Body (Ex) When reduced to zero or fewer hit points, 
  the water weird collapses. If it was on water at the time, 
  it reforms at full strength 1d4+1 rounds later. A purify food 
  and drink spell deals 1d4 points of damage per caster level 
  (max 10d4), and any damage sustained in this manner is not 
  regained when the water weird reforms.
  Transparent (Ex) A water weird is effectively invisible in water 
  until it attacks.
  Water Mastery (Ex) A water weird gains a +1 circumstance 
  bonus to attacks and damage for every 4 Hit Dice it 
  possesses if both it and its opponent touch water. If the 
  opponent or water weird is on land, it instead suffers a –4 
  penalty to attack and damage. (The statistics block above 
  does not include this bonus.)
  Tactics for the crimson death: The crimson death waits in silence 
  (using its Stealth skill) until the PCs open the crypts. It attacks from the 
  rear, avoiding armored individuals if possible. It attempts to kill one or 
  two people before retreating into the river. If wounded for over half its 
  hit points, it continues its attack only if it has not yet claimed a victim; 
  otherwise it retreats as described above.
  Tactics for the water weirds: These creatures act as if they are water 
  until all of the crypts are opened. They attack in unison and fight until 
  slain. Note that, due to the ground’s saturated state, they fight as though 
  they were in water (see their “Water Mastery” special quality).
  Treasure: Most of the sorcerers’ treasures have rotted. A PC succeeding on 
  a DC 25 Perception check to search in the second tomb finds, under several 
  inches of silt, a bracelet of friends, 435 gp, and 3 gems (each worth 100 gp).
  278
  level 7a
  
  Level 8: Caves and  
  Caverns — The Tomb of 
  the Evil King
  A nexus point in the dungeon, this cavern connects both Levels 6 and 6A with 
  Rappan Athuk’s lower reaches. Several individual cave complexes, separated 
  by large river channels, comprise this cavern level. In addition to Goov, the 
  undead king, and Yokim, his concubine, this level contains a manticore lair, a 
  nest of river trolls and numerous goblins that mine for gold on Level 10A. The 
  goblins know and fear Area 8–3, which contains a nest of huge, blind cave 
  scorpions that serve the evil king. Gundar, a creature related to an eye of the 
  deep resides here as well. The map of this level is shown in Map RA–8.
  DIRE RATS 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  NORMAL RATS 
   
  CR 1/8
  XP 50
  hp 2 (Pathfinder Roleplaying Game Bestiary, “Rat”)
  STIRGES  
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  8–1. Entrance
  The stairs from Level 6 descend into a small cavern. Dozens of rat 
  tunnels dot the walls, running as high as the ceiling. Stalactites and 
  stalagmites grow toward one another, from the roof and floor of the 
  cavern, respectively, in vast numbers. If the PCs are using light, check 
  immediately for a wandering monster. PCs hear running water nearby — 
  time to learn how to deal with the river!
  Difficulty Level: 9
  Entrances: Stairs from Level 6; river tunnel from Level 6A
  Exits: Stairs to Level 10A
  Wandering Monsters: Note: There are only 5 manticores 
  and 1 eye of the deep on this level, but effectively 
  endless quantities of the other monsters. If the PCs 
  slay Gundar and manticores, treat the results for these 
  monsters on the following table as “no encounter.” 
  Check once every hour on 1d20:
   
   1 
  1 manticore (see Area 8–11)
   2 
  Gundar (see Area 8–8)
   3 
  2d6 dire rats
   4 
  1d3 river trolls (see Area 8–16)
   5 
  A company of goblin miners—2d4 goblin scouts 
   
   
  accompanied by 1d4 goblin leaders 
   
   
  (see Area 8–13)
   6 
  1d6 large, monstrous scorpions (see Area 8–3)
   7 
  4d6 normal rats
   8 
  2d6 stirges
   9 
  1d2 manticores (see Area 8–11)
   10–20 
  No encounter
   
  Detections: Evil emanates from Area 8–15’s tomb.
  Shielding: Lead shields Area 8–15 from magical 
  detections and any magical transportation into or out of 
  the area (e.g., teleportation).
  Standard Features: The ground in this level, though sandy, 
  offers good footing. Walls, columns and other features, 
  though somewhat wet and slippery, are pockmarked with 
  numerous handholds and holes and are easy to climb, 
  requiring a DC 10 Climb check, unless otherwise noted. 
  Fungus encrusts this level’s cave areas; 20% of the fungus 
  is edible, while 10% is poisonous. A DC 20 Knowledge 
  (dungeoneering or nature) or Survival check allows PCs 
  to determine which are edible. (Gnomes and other 
  underground creatures gain a +2 bonus to their checks.)
  POISONOUS FUNGUS
  Type poison, ingested; save Fortitude DC 16
  onset 10 minutes; frequency 1/minute for 6 minutes
  effect 1d3 Con damage; cure 2 consecutive saves
  The River and Swimming: Unless PCs have some way 
  to avoid swimming (e.g., flying, water walking), they 
  encounter difficulties navigating this level. For instance, 
  all down-gradient movement (north of Area 8–4) willis 
  a lethal, one-way trip. The channel near Area 8-12 runs 
  swift and deep, and no human could possibly swim 
  against his current (DC 40 Swim check). Conversely, PCs 
  can wade through the Level 6A entrance area (to the 
  east) until reaching Area 8–10. Also, PCs can easily swim 
  (DC 10 Swim check) across the wide, slow-current pool 
  between Areas 8–10, 8–4, and 8–3. The area past Area 
  8–3, to the north, requires DC 22 Swim checks. If PCs swim 
  downstream, off the mapped area, they are doomed 
  (unless they can breathe water), as the river flows 
  through a subterranean sluice and does not resurface.
  Level 8
  279
  
  280
  level 8
  
  8–2. Empty Caves
  The occasional piece of junk or debris litters those caves marked 8–2. 
  GMs should spice up each of these rooms with random items or garbage 
  such as torch stubs, bones, unidentifiable stains, cobwebs, clothing and 
  pieces of wood. Also, roll a wandering monster check each time PCs 
  enter a cave labeled “8–2.” In one of the caves (GM’s choice), a DC 25 
  Perception check uncovers verse (composed by the famous bard, Gaylon 
  Swordsinger) scratched onto the cavern’s wall. The poem, translated from 
  Elven, reads as follows:
  “Be wary, Travelers, of the scorpions’ nest,
  And manticores—doth dearly test;
  In this cave did Gaylon rest.
  Before King Goov’s lair to seek,
  And past the many-eyed Gundar sneak,
  I know neither within this darkened cave
  How long I have traveled nor the day.
  Horrors I have seen and more,
  In search of the fabled Mithral door.
  With fearless Bannor and the Bulviegh at my side,
  We take a rest that’s been long denied.
  When we wake we shall proceed
  To traverse the darkness of the demon’s lair
  In hopes that Orcus shall not prevail.
  — Gaylon the Sword Singer”
  8–3. The Scorpion Nest (Cr 14)
  The white sand of this broad, clean beach reflects torchlight. Numerous 
  cave openings pockmark the east wall of the cliff that towers above the 
  beach. Small footprints, like scratches in the sand, cover the area. As soon 
  as anyone sets foot on the beach, dozens of giant scorpions stream out of 
  the caves.
  This beach area, surrounded by caves, forms the nest of 48 cave 
  scorpions. These blind, albino vermin, drawn here by Area 8–15’s 
  resident, protect his bride’s resting place (Area 8–9). Fine swimmers (see 
  below), the scorpions can traverse the water except in Area 8–12. They 
  attack until slain and pursue swimmers. After 3d6 scorpions immediately 
  launch the attack, 1d6 more scorpions join the fray every 10 rounds until 
  all are slain. The scorpions add dead PCs to their larder, devouring them 
  in 1 day.
  CAVE SCORPIONS (48) 
   
   CR 3
  XP 800
  hp 37 (Pathfinder Roleplaying Game Bestiary, “Scorpion, 
  Giant,” with the following changes: Speed 50 ft., swim 20 ft.; 
  Skills Swim +12)
  Tactics: The scorpions swarm the nearest opponent until no more 
  scorpions fit; the remainder move on to the next-closest victim. They 
  concentrate their frenzied attacks due to hunger, not intellect.
  Treasure: The scorpions have secreted their egg nest in a cave behind 
  the beach. These eggs look like hard-shelled, oval objects about 1 ft. in 
  diameter. There are hundreds of them. If this nest is destroyed, scorpion 
  losses are permanent; GMs should award 1,000 XP. If PCs leave the nest 
  intact, scorpions repopulate the area at a rate of 1d6 per week, until reaching 
  281
  level 8
  
  a maximum of 48. Several goblin bodies clutter the nest, as do the corpses 
  of a long-dead party of adventurers. Carefully searching the remains (DC 25 
  Perception) reveals intact mundane equipment for a party of 5: two fighters 
  in plate, a priest of Ra in masterwork chainmail, a rogue in leather armor 
  and a wizard in robes. All wood, paper and other soft material are useless. 
  The wizard’s skull still bears a minor crown of blasting.
  8–4. The rope Bridge
  Suspended 10 ft. above the beach areas that bracket the swift channel, 
  three ropes, tied through iron pitons driven into the cliffs, comprise a 
  makeshift bridge. Goblin miners, intending to cross over to Area 8–3, 
  established this crossing but abandoned it when the scorpions killed several 
  workers. The ropes and fixing points—all fully intact—remain quite sturdy. 
  Best of all, being on the bridge puts PCs beyond the scorpions’ reach.
  8–5. The Cliff Up
  This cave entrance opens into a larger passage. The tunnel behind it 
  leads up at a sharp angle but offers enough headspace to walk upright. The 
  cliff itself, merely 20 ft. high, is easily climbed with a DC 10 Climb check. 
  The tunnel slopes up for 100 ft. and opens into room 8–7.
  8–6. The Brick Wall
  A shoddy, hastily fashioned brick-and-mortar wall suggests that 
  something had been entombed by a person or persons with limited skills 
  or time! Because it is not really a secret door, opening it means removing 
  bricks. The bricks, layered six feet thick, take two characters three hours’ 
  work to clear away. This activity, generating a lot of noise, definitely 
  attracts Gundar from Area 8–8. Additionally, GMs should perform 
  wandering monster checks at twice their normal frequency during de-
  construction activities. Beyond the wall, a 60 ft., winding tunnel leads to 
  Yokim’s tomb (Area 8–9).
  8–7. gundar’s Doorstep
  On the opposite wall of this rectangular cavern, a cliff leads down. A 
  stone, dire rat statue, poised on the cliff’s edge, seems to peer into the 
  darkness. The cliff face—a descent of 40 ft. (DC 20 Climb)—leads to 
  Area 8–8. As all the local denizens know what lives in Area 8–8, few 
  monsters willingly wander here.
  8–8. The Eye’s Lair (Cr 13)
  Gundar lurks here. The aberration belongs to a group of subterranean 
  creatures related to the aquatic race known as eyes of the deep. Because 
  King Goov does not get out much, Gundar is by far the most powerful 
  monster on this level. This level’s other monsters give Gundar a wide 
  berth. Gundar sometimes bargains and trades with the goblin miners in 
  Area 8–13 and remains neutrally disposed toward them—as long as they 
  stay away from his lair! He feeds on scorpions, rats and the occasional, 
  amusing adventurer who crosses his path. Wise in the ways of the world, 
  Gundar usually attacks PCs on sight (and he sees very well). If PCs 
  instead pursue a more diplomatic course of action, Gundar may parlay 
  with a successful DC 25 Diplomacy check. If successful, he allows only 
  one PC to approach within 50 ft. Any proposition must be to his benefit. 
  This encounter offers GMs a good roleplaying opportunity beyond a 
  more typical monster slugfest. Specifically, Gundar wants the PCs to slay 
  the lesser gibbering orb on Level 10A. This orb (Villix by name) drove 
  Gundar out of his own lair on that level, and Gundar wants very much to 
  return to it. If this deed can be proven, he rewards the PCs with a pair of 
  wings of flying from his treasure hoard.
  GUNDAR 
   
   
  CR 13
  XP 25,600
  Advanced variant eye of the deep (Frog God Games The 
  Tome of Horrors Complete, “Eye of the Deep”)
  CE Large aberration
  Init +7; Senses all-around vision, darkvision 60 ft.; Perception +26
   
  AC 29, touch 15, flat-footed 25 (+2 deflection, +3 Dex, +1 
  dodge, +14 natural, –1 size)
  hp 152 (16d8+64 plus 16)
  Fort +11; Ref +10; Will +15 
  DR 10/magic
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 2 pincers +18 (2d6+6 plus grab), bite +17 (2d8+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (2d8+6), eye rays (DC 21), stun 
  cone (30 ft. cone, DC 21, stunned 2d4 round)
   
  Str 22, Dex 16, Con 18, Int 14, Wis 17, Cha 17
  Base Atk +12; CMB +19 (+23 to grapple); CMD 35 
  Feats Dodge, Flyby Attack, Great Fortitude, Improved 
  Initiative, Iron Will, Lightning Reflexes, Toughness, Weapon 
  Focus (pincers)
  Skills Bluff +19, Fly +6, Intimidate +22, Knowledge (arcana, 
  dungeoneering) +21, Perception +26, Stealth +18; Racial 
  Modifiers +4 Perception
  Languages Aklo, Common, Undercommon
  Combat Gear ring of protection +2
   
  All-Around Vision (Ex) Gundar’s stalked eyes allow him to 
  see in all directions at once. He cannot be flanked.
  Eye Rays (Su) Each of Gundar’s eye stalks can produce a 
  magical ray once per round as a free action. He can aim 
  both of his eyes in any direction. Each eye ray resembles 
  a spell cast by a 12th level caster and follows the rules for 
  a ray. Each ray has a range of 150 ft. and DC 21 save. The 
  save DC is Charisma-based. The left eye produces a ray that 
  mimics hold person. The right produces a ray that mimics 
  hold monster. By combining the rays of both eyes, Gundar 
  can replicate minor image. He does not have to succeed 
  on an attack roll to use this ray. The illusion is generated at 
  any point within range and in Gundar’s line of sight.
  Stun Cone (Su) Gundar’s central eye can, once per round, 
  produce a cone extending straight ahead from its front to 
  a range of 30 ft. Creatures in the cone must succeed on a 
  DC 21 Will save or be stunned for 2d4 rounds. The save DC is 
  Charisma-based.
  Tactics: Gundar typically attacks half of the party when it is descending 
  the cliff, which allows him to use all of his eye rays during each round of 
  action. Gundar uses his hold person and hold monster rays on fighter types 
  but concentrates his stun cone on any obvious spellcasters.
  Treasure: Gundar’s treasure lies hidden under a 500-pound rock in the 
  cave’s north wall, so GMs should treat this rock as a secret door. Moving 
  the rock reveals the following items: a human skeleton wearing a set 
  of druid’s vestments; a pair of wings of flying, folded up in a blue silk 
  cloth (worth 500 gp); a small coffer holding 2 potions (protection from 
  elements [cold] and fox’s cunning) and an elixir of truth; a pair of gloves of 
  swimming and climbing and an ivory scroll case (worth 50 gp) containing 
  a scroll of 3 arcane spells (CL 11th: mind fog, repulsion and wall of ice).
  Secret Rock Door: 2 in. thick; hardness 8; hp 160; Roll aside (DC 26 
  Str check); Perception DC 25.
  282
  level 8
  
  8–9. Yokim’s Tomb (Cr 13)
  Beyond the brick wall, a corridor leads down to a small crypt: Yokim’s 
  tomb. The acolytes of Orcus entombed Yokim, the unwilling elven 
  concubine of King Goov during life, alive—her crypt sealed and walled up 
  so that she could not leave Goov after his undeath. As she starved to death, 
  sealed in her coffin, Yokim transformed into a banshee. Bound by her 
  curse to Goov, she nonetheless hates him and speaks with the PCs unless 
  they immediately attack her. She pleads with them, asking them to free her 
  spirit by destroying Goov, and gives them a key to his underwater door. 
  Though bound to help him when called, she explains, she is unwilling to 
  serve him; she does not use her wailing voice against the PCs if they agree 
  to help her. When called (arriving in 1d6 rounds) to Goov’s lair (Area 
  8–15), Yokim attacks physically. Destroying Goov frees Yokim, allowing 
  her to finally die, thus leaving the PCs in peace. If the PCs refuse to help 
  her, she wails twice and attacks them. Full experience for encountering 
  Yokim should be awarded in either case.
  YOKIM  
   
  CR 13
  XP 25,600
  hp 161 (Pathfinder Roleplaying Game Bestiary 2, “Banshee”)
  Treasure: Yokim’s crypt contains rotted finery, a gold ring worth 50 gp 
  (Goov was a notorious cheapskate) and a potion of eagle’s splendor, as 
  well as the key to Goov’s tomb (Area 8–15).
  8–10. The Playground
  This sandy beach serves as the primary attack zone of Area 8–11’s 
  manticores. The beach’s condition betrays their presence: piles of bones, 
  disturbed earth and catlike footprints. The manticores favor this spacious 
  area, as it allows them to use their flight and tail-spike-throwing abilities. 
  A steep hill leads to Area 8–11. Three rounds after the PCs land on the 
  beach, all living manticores (up to 5) from Area 8–11 swoop down to 
  attack.
  8–11. The Manticore Nest (Cr 10)
  The nest houses as many as 1d4+1 manticores at all times, unless PCs 
  slew one or more as wandering encounters. The manticores attack as soon 
  as the PCs reach the beach. Three are male, two female. They enjoy an 
  uneasy truce with both the goblins and Gundar.
  MANTICORES (5)  
   
  CR 5
  XP 1,600
  hp 57 (Pathfinder Roleplaying Game Bestiary, “Manticore”)
  Tactics: The manticores swoop in and shoot tail spikes. They do not 
  join combat until all but one volley of spikes are exhausted. Then they land 
  and attack. If three are slain and the remaining manticores are wounded 
  over 50%, the survivors fly to Area 8–14 and retreat into the vast cavern 
  at Level 10A, returning in two days’ time.
  Treasure: A pile of debris in the manticore nest contains some 
  valuables: a suit of masterwork full plate, a +3 keen short sword and 2,100 
  gp worth of gold ore stolen from goblins (weighing 4,200 gp). Beneath 
  skeletal remains, PCs find a magical flute with a DC 20 Perception check. 
  When played, the instrument acts as pipes of haunting. 
  8–12. The Swift river
  The river’s current, very strong and fast, makes swimming impossible. 
  Anyone entering the water, voluntarily or otherwise, is in real trouble. PCs 
  might catch land at Area 8–2, –3 or –4 with a successful DC 20, DC 12 
  or DC 24 (respectively) Reflex save (Area 8–1 is too small and offers no 
  purchase). Failing all saves, waterborne PCs drown, swept downstream. 
  The current also impedes PCs’ attempt to recovering their comrades’ 
  bodies or belongings.
  8–13. The goblin Camp (Cr 14)
  Goblins laboring on Level 10A established and populate this mining 
  camp. The goblins—42 normal goblins and 7 goblin leaders—gather ore 
  here, bribe the trolls at Area 8–16 to ferry it to Level 6A and then carry 
  it themselves to Levels 4A, 9A and 12A (wherein lies the goblin city!).
  GOBLIN LEADERS (7) 
   
   
  CR 4
  XP 1,200
  Male or Female goblin rogue 5 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +8
   
  AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 31 (5d8+5 plus 4)
  Fort +2; Ref +7; Will +1
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee mwk short sword +6 (1d4/19–20)
  Ranged mwk shortbow +8 (1d4/x3)
  Special Attacks rogue talent (Weapon Focus), sneak attack +3d6
   
  Str 10, Dex 16, Con 12, Int 13, Wis 11, Cha 10
  Base Atk +3; CMB +2; CMD 16 
  Feats Dodge, Improved Initiative, Mobility, Weapon Focus 
  (short sword)B
  Skills Acrobatics +11, Appraise +9, Bluff +8, Climb +8, Disable 
  Device +9, Escape Artist +11, Perception +8, Ride +7, Sleight 
  of Hand +11, Stealth +19; Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin,
  SQ rogue talent (fast stealth), trap finding (+2)
  Gear masterwork studded leather armor, buckler, 
  masterwork short sword, masterwork shortbow, 20 arrows, 
  dagger, mining tools, thieves’ tools, 2d4 sp, 2d4 cp
  GOBLIN SCOUTS (42) 
   
   
  CR 2
  XP 800
  Male or Female goblin rogue 3 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +6
   
  AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 18 (3d8+3 plus 2)
  Fort +2; Ref +5; Will +1 
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee short sword +2 (1d4–1/19–20)
  Ranged mwk shortbow +6 (1d4/x3)
  Special Attacks sneak attack +2d6
   
  Str 9, Dex 15, Con 12, Int 13, Wis 11, Cha 8
  Base Atk +2; CMB +0; CMD 13 
  Feats Dodge, Mobility
  Skills Acrobatics +8, Appraise +7, Bluff +5, Climb +5, Disable 
  Device +7, Escape Artist +8, Perception +6, Ride +6, Sleight 
  of Hand +8, Stealth +16; Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, goblin,
  283
  level 8
  
  SQ rogue talent (fast stealth), trap finding (+1)
  Gear masterwork studded leather armor, buckler, short 
  sword, masterwork shortbow, 20 arrows, dagger, mining 
  tools, thieves’ tools, 1d4 sp, 1d4 cp
  Tactics: The goblins scatter, negating the effectiveness of area-affect 
  spells, and rain missile fire on their opponents. They do not pursue anyone 
  who leaves them alone. Guarding quite a stash of loot has elevated their 
  morale; they withdraw only after all of the leaders and over half of the 
  remaining goblins are dead. One leader, using a ring of swimming, travels 
  to and requests help from Area 8–16’s trolls upon the PCs’ arrival. The 
  trolls arrive 3d6 rounds after the battle begins. If the PCs try to negotiate, 
  the trolls attack from the river, surprising both the PCs and the goblins 
  (except the goblin leader accompanying the trolls). The next round, the 
  goblins attack. If the PCs leave in peace before the trolls arrive, the trolls 
  swim further, looking for later opportunities to ambush the party.
  Treasure: Piled around the goblin camp are 12 man-months’ worth of 
  food (edible, but not appetizing), 49 sets of mining tools and 15,600 gp 
  worth of gold ore (weighing 31,200 gp). One goblin leader owns a ring 
  of swimming.
  8–14. Down, Down, Down You go
  A roughly carved staircase descends for over 100 ft. At its terminus, 
  a landing guides PCs to another set of stairs running switchback and 
  descending another 100 ft. Goblin miners carved these stairs to reach the 
  gold mine on Level 10A. On the switchback, a DC 20 Perception check 
  reveals a gold nugget worth 22 gp.
  8–15. King goov’s Tomb (Cr 10)
  Forty feet below the pool’s surface, a manmade structure, a stone box 
  10 ft. square, seems curiously out of place. From above the surface of the 
  water this structure is noticeable with a DC 30 Perception check. A person 
  underwater only needs to succeed on a DC 20 Perception check. An intricate 
  lock and what is obviously a door together adorn one of its faces.
  Locked Stone Door: 2 in. thick; hardness 8; hp 40; Break DC 25; 
  Disable Device DC 25.
  The door opens into an upward-sloping corridor that terminates in the 
  lair of the greater mummy, King Goov. Egotistical, thoroughly evil but 
  incredibly stupid, King Goov ruled ineffectually. Lacking charisma—
  owing to his horrible personality and disfigured, pear-like shape—Goov 
  wielded a rod of rulership to coerce fealty from his unfortunate subjects 
  and his unwilling concubine, Yokim. Goov made a covenant with Orcus 
  to remain alive after death. In trade, Goov sacrificed 500 young maidens 
  to the evil god, which triggered a revolt among his people, leading to 
  regicide. Honoring his promise, Orcus made Goov undead. Discovering 
  his concubine in a tryst with a halfling named Helman, Goov kidnapped 
  Yokim by the dark of night and whisked her away to Level 4’s evil temple.
  KING GOOV, THE MUMMY 
   
   
  CR 10
  XP 9,600
  Advanced variant mummy (Pathfinder Roleplaying Game 
  Bestiary, “Mummy”)
  CE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +25
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 19 
  negates)
   
  AC 30, touch 11, flat-footed 29 (+9 armor, +1 Dex, +10 
  natural)
  hp 112 (15d8+30 plus 15)
  Fort +9; Ref +8; Will +12 
  Defensive Abilities channel resistance +4; DR 5/—; Immune 
  undead traits; SR 21
  Weaknesses vulnerability to fire
   
  Speed 15 ft.
  Melee slam +21 (2d8+13 plus mummy rot)
  Special Attacks exhale insects (as insect swarm, usable 
  once every 4 rounds), mummy rot (DC 19)
  Spell-like Abilities (CL 15th)
  2/day—symbol of fear (DC 18), symbol of pain (DC 17), 
  symbol of stunning (DC 19)
  1/day—summon (level 4, 1d4 giant scorpions in 1d6 rounds, 
  100 %)
   
  Str 28, Dex 12, Con —, Int 8, Wis 17, Cha 14
  Base Atk +11; CMB +20; CMD 31 
  Feats Alertness, Cleave, Great Fortitude, Improved Natural 
  Attack (slam), Lightning Reflexes, Power Attack, Toughness, 
  Weapon Focus (slam) 
  Skills Intimidate +20, Perception +25, Sense Motive +5, 
  Stealth +14 
  Languages Common
  Combat Gear rod of rulership (65 minutes); Other 
  Gear masterwork full plate, pale lavender ioun stone, 
  incandescent blue ioun stone, pink ioun stone
  Tactics: King Goov, very upset that his rest has been disturbed, attempts 
  to kill all intruders. He begins by using his rod of rulership, following 
  with a symbol of stunning and symbol of pain. After King Goov summons 
  giant scorpions, he wades into melee. If sorely pressed, he summons his 
  concubine, Yokim, from Area 8–9 (she arrives in 1d6 rounds), calling her 
  name in a bellowing voice with a strange and unidentifiable accent.
  Treasure: Other than Goov’s personal items, his coffin, made of 
  solid stone and weighing 4,500 lb., is worth 20,000 gp. But getting it 
  to the surface may prove an impossible task. Goov’s triangular crown, 
  ostentatiously gaudy and worth 2,000 gp, might fetch 3,000 gp if melted 
  down—the pure gold is more valuable than the horrid item created from 
  it!
  8–16. The Troll Lair (Cr 9)
  This is the lair of a new strain of troll. These creatures, river trolls, 
  bear some resemblance to normal trolls. While they lack normal trolls’ 
  climbing acumen, they are instead fine swimmers. They must also spend 
  at least 4 hours each day in the water; otherwise, they dry out and lose 
  their regenerative abilities. This encounter assumes that the trolls have not 
  helped the goblin miners in Area 8–13 or at least have had time to return 
  to their lair.
  RIVER TROLLS (3)  
   
   CR 5
  XP 1,600
  CE Large humanoid (aquatic, giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11; Ref +4; Will +3 
   
  Speed 30 ft., swim 40 ft.
  Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
   
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 22 
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Intimidate +9, Perception +8, Swim +13 
  284
  level 8
  
  Languages Giant
  SQ amphibeous
  Tactics: Excellent swimmers, these trolls do not fear the swift channel 
  of Area 8–12. They typically grab their opponents and either throw them 
  into the river or jump in while grappling them. The latter can be done 
  successfully on an opposed Strength check, but only if the trolls are within 
  15 ft. of shore. This strategy prevents the use of fire against them and 
  simultaneously allows them an opportunity to drown their victims, as it is 
  unlikely that PCs can hold their breath as long as a troll can (amphibious 
  nature). The trolls can swim to Area 8–4 without a Swim check. After 
  dispatching their first set of victims, the trolls return to their lair by 
  swimming past Area 8–10, wading to the southeast corner of the map and 
  slingshotting back to Area 8–12 (and 8–16). This circuitous route takes 
  about 20 minutes. Once they return, the trolls grab 3 additional victims 
  and repeat the process. Corpses are left in the shallows south of Area 
  8–10, in about 3 ft. of water. When all the PCs have either died or run 
  away, the trolls then loot the bodies, feasting all the while.
  Treasure: These trolls have acquired quite a hoard. Successful hunters, 
  they have also developed a good trade relationship with the goblin miners. 
  Treasure is liberally strewn around their lair in three separate piles:
  Pile 1 contains the following: 14,000 gp of fine-grade gold ore 
  (weighing 28,000 gp); 6 gems—a fire opal (worth 1,000 gp), a jet (100 
  gp), a red spinel (100 gp), a piece of amber (100 gp), a bloodstone (50 gp) 
  and a moss agate (worth 10 gp); and a +1 keen silver dwarven waraxe, 
  with garnet studs and gold wire set in the pommel (worth 2,000 gp extra).
  Pile 2 contains the following: 8,000 gp worth of ore (weighing 16,000 
  gp); a jade jewelry box decorated with carved serpents worth 500 gp and 
  containing a pearl necklace worth 2,000 gp, an uncut star sapphire worth 
  5,000 gp and a periapt of proof against poison; a suit of masterwork 
  plate mail; and a small bag of holding (250-pound, 30-cubic-foot limits) 
  containing a robe of scintillating colors and a set of cursed boots of 
  dancing.
  Pile 3 contains the following: 4,400 gp worth of ore (weighing 8,800 
  gp), a scroll of 3 divine spells (dispel evil, heal and righteous might, CL 
  9th), a scroll of 5 arcane spells (lesser geas, minor image, water breathing, 
  web and vision, CL 14th) and a locked (DC 22 Disable Device), trapped 
  box containing a +2 manual of gainful exercise).
  Locked Iron Box: 1 in. thick; hardness 10; hp 15; Break DC 26; 
  Disable Device DC 22
  POISON NEEDLE TRAP 
   
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger touch; Reset manual
  Effect Atk +8 ranged (1 plus sassone leaf residue poison)
  SASSONE LEAF RESIDUE
  Type poison, contact; save Fortitude DC 16
  onset 1 minute; frequency 1 min./6 minutes
  initial effect 2d12 hit points damage; secondary effect 1 
  Con damage; cure 1 save
  285
  level 8
  
  Level 8A: 
  The Tomb of the Beacon
  This level is a large, primarily vertical cavern, with a few smaller 
  adjoining cavern and tunnel complexes. At its narrowest point it is about 
  375 ft. in diameter; this increases to over 500 ft. in diameter near the top 
  of the cavern, and about 1,000 ft. in diameter on the cavern floor. From the 
  center of the ceiling to the lake at the bottom, there is a 1,500 ft. drop. This 
  cavern is located in an out-of-the way part of Rappan Athuk, and contains 
  the crypt of a powerful spellcaster. The map of this level is shown in Map 
  RA–8A. Detail maps of the upper and lower reaches are depicted in Map 
  RA–8A Upper and Lower Reaches, and several key detail sections are 
  shown in Map RA–8 Detail.
  History
  Three centuries ago, when Zelkor led his army of light to Rappan Athuk in 
  pursuit of the followers of Orcus, he had a powerful lieutenant at his side, the 
  Praetor Auris Veng. Not only was this cleric/sorcerer a formidable spellcaster 
  in his own right, but he controlled an artifact created through a combination of 
  his efforts and divine assistance, called the Auren Beacon. This device was of 
  great service in the fight against undead, for it could project sunlight into dark 
  crypts and dungeons, severely weakening or destroying them.
  The priests of Orcus decided to set a trap for him. They prepared a 
  shielded crypt in an obscure area of Rappan Athuk, lured him there with 
  the rumor of a powerful undead nemesis, and sealed it off with magic and 
  a curse that prevented his escape — passing the barrier would deactivate 
  an enchantment laid upon him that was keeping him from dying. He 
  was presumed dead by his allies, and the followers of Orcus, having 
  successfully contained him, left him to die alone.
  Some years after being imprisoned, a group of unlikely creatures resembling 
  airborne jellyfish known as flumphs paid Veng a visit. Over time he developed 
  a means of nonverbal communication with them. He also taught their leader 
  the rudiments of tapping into sorcerous power. Though Veng has long since 
  passed away, the flumphs continue to use his tomb as their home.
  Five years ago, a gibbering abomination named Xulux took up residence 
  here. At first, Xulux regarded the flumphs as no threat, and boldly tried 
  to seize their lair for his own. After being rendered magically impotent 
  by the antimagic field, stunned by a deluge of flumph sprays, and then 
  swarmed, spiked, and injected with acid, he learned to hate and fear them. 
  He tried snacking on them when they left their protected lair, but repeated 
  sniping with a maximized wand of magic missiles (see Area 4 for details) 
  taught him to leave them well enough alone.
  About a year ago, a small group of blood orchids moved into some 
  caves behind the waterfall. These strange creatures kept to themselves at 
  first, but as they grew in numbers they became increasingly aggressive, 
  until now they pose a major threat to the flumphs, as they are faster, and 
  have many damaging tentacle attacks the antimagic field cannot block. 
  Xulux would normally have scoured these from the cavern, but he hopes 
  that if they destroy the flumphs, he can annihilate the blood orchids and 
  finally gain access to the tomb.
  Difficulty Level: 10
  Entrances and Exits: Passage to maze sections in Level 
  6; underwater passage to Level 13A; tunnel to ceiling of 
  Level 10A; shaft to Under Realms.
  Wandering Monsters: Check once every two hours on 
  1d20:
   
   1–3 
  1d4+2 flumphs, with 30% chance one hunter or 
   
   
  one protector (See Areas 3–4)
   4–5 
  1d3 blood orchids (see Area 5)
   6 
  Xulux, the gibbering abomination (see Area 6B)
   7 
  1d4 cave fishers
   8 
  1d4 albino cave spiders
   9–20 
  No encounter
   
  Detections: Areas 8A–3 and 4 cannot be scried, although 
  detection spells work within these Areas.
  Shielding: Areas 8A–3 and 4 are shielded with an 
  antimagic effect which blocks magical transport 
  (teleport, ethereal jaunt, etc.), scrying, summoning of 
  creatures, and communications spells (commune, crystal 
  ball use, etc.). Praying for divine spells still works normally. 
  Due to the antimagic effect, spells cast to destroy, alter, 
  or bypass the stone and runes also fail.
  Continuous Effects: There are two antimagic wards in 
  Area 8A–3; see that area for details.
  The slopes (Area 1): The map of the upper cavern 
  shows contour lines where the ground reaches a certain 
  angle. In the area with a 30 degree inclination, running 
  and charging characters must make DC 10 Acrobatics 
  checks to avoid slipping and falling. A DC 10 Dexterity 
  check is allowed to catch oneself once one has fallen; if 
  this fails, the person starts to slide downslope.
  The 45 degree slopes are much more dangerous. 
  Simply moving at normal speeds or performing vigorous 
  activities like melee combat on these provokes a DC 15 
  Acrobatics check, and fallen people must make a DC 15 
  Dexterity check to catch themselves; this Dexterity check 
  also applies to people who have fallen and are sliding 
  from upslope.
  The 60 degree slopes are too steep to walk on, and 
  require a DC 15 Climb check to move around. People 
  falling or sliding on these slopes are allowed a final DC 20 
  Reflex save to catch themselves; otherwise, they go over 
  the edge and into the abyss.
  Falling: Anyone who goes over the edge plummets down 
  to the bottom of the cavern 200 ft. below, and suffers 
  20d6 points of damage. This applies even if they fall 
  into the lake, as it is too shallow to cushion a fall. Falling 
  PCs are entitled to a single free or immediate action to 
  activate a feather fall spell or the like, but they do not 
  have time for a standard or move action.
  Level 8A
  286
  
  287
  level 8a
  
  288
  level 8a
  
  289
  level 8a
  
  The inhabitants
  The cavern is the home of several groups of beings:
  Flumphs: These creatures are the dominant species in the cavern; 
  they nest in the tomb at the top of the cavern (Area 4). They are greatly 
  concerned about the blood orchids, and have an uneasy detente with 
  Xulux.
  The flumph community numbers 36 standard flumphs, 6 flumph hunters, 
  5 flumph protectors, a master hunter, and the leader. Any flumphs killed 
  should be subtracted from those totals; common flumphs are replaced 
  at the rate of one per week; it takes six months per class level to train 
  replacements in the leadership cadre.
  FLUMPHS (36) 
   
   
  CR 1
  XP 400
  hp 9 (Frog God Games The Tome of Horrors Complete, 
  “Flumph”)
  FLUMPH HUNTERS (6) 
   
  CR 3
  XP 800
  Flumph ranger 2 (Frog God Games The Tome of Horrors 
  Complete, “Flumph”)
  LG Small aberration
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +9
   
  AC 20, touch 16, flat-footed 15 (+5 Dex, +4 natural, +1 size)
  hp 29 (2d8+2d10+8 plus 1) 
  Fort +5; Ref +8; Will +5 
  Resist acid 10
   
  Speed 5 ft., fly 20 ft. (perfect)
  Melee sting +10 (1d4+1 plus acid injection)
  Special Attacks acid injection, favored enemy (vermin), 
  stench spray (DC 14, 1d6 rounds, every 1d4 rounds)
   
  Str 12, Dex 21, Con 15, Int 12, Wis 14, Cha 8
  Base Atk +3; CMB +3; CMD 18 
  Feats Far ShotB, Improved Initiative, Weapon Finesse, 
  Weapon Focus (sting)
  Skills Diplomacy +3, Fly +20, Knowledge (dungeoneering) 
  +8, Perception +9, Sense Motive +4, Stealth +16, Survival +9 
  SQ track, wild empathy +1
   
  Combat Style Because they cannot use their nauseating spray 
  more than once a round, the flumph hunter gains the Far Shot 
  bonus feat instead of Rapid Shot in its ranged combat style.
  FLUMPH MASTER HUNTER  
   
  CR 5
  XP 1,600
  Flumph ranger 4 (Frog God Games The Tome of Horrors 
  Complete, “Flumph”)
  LG Small aberration
  Init +9; Senses darkvision 60 ft., low-light vision; Perception 
  +13
   
  AC 20, touch 16, flat-footed 15 (+5 Dex, +4 natural, +1 size)
  hp 46 (2d8+4d10+12 plus 3) 
  Fort +6; Ref +9; Will +6 
  Resist acid 10
   
  Speed 5 ft., fly 20 ft. (perfect)
  Melee sting +12 (1d4+1 plus acid injection)
  Special Attacks acid injection, favored enemy (vermin), 
  hunter’s bond (hunting companions), stench spray (DC 15, 
  1d6 rounds, every 1d4 rounds)
  Spells Prepared (CL 4th; concentration +6)
  1st—magic fang
   
  Str 12, Dex 21, Con 15, Int 12, Wis 14, Cha 8
  Base Atk +5; CMB +5; CMD 20 
  Feats Alertness, EnduranceB, Eschew MaterialsB, Far ShotB, 
  Improved Initiative, Weapon Finesse
  Skills Diplomacy +5, Fly +20, Knowledge (dungeoneering) 
  +10, Perception +13, Sense Motive +10, Stealth +18, Survival 
  +11 
  SQ favored terrain (underground), track, wild empathy +3
   
  Combat Style Because they cannot use their nauseating 
  spray more than once a round, the flumph master hunter 
  gains the Far Shot bonus feat instead of Rapid Shot in its 
  ranged combat style.
  FLUMPH PROTECTORS (5)  
  CR 3
  XP 800
  Flumph sorcerer 3 (Frog God Games The Tome of Horrors 
  Complete, “Flumph”)
  LG Small aberration
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +10
   
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 26 (2d8+3d6+5 plus 2)
  Fort +2; Ref +3; Will +10 
  Resist acid 10
   
  Speed 5 ft., fly 20 ft. (perfect)
  Melee sting +5 (1d4 plus acid injection)
  Special Attacks acid injection, long limbs, stench spray (DC 
  13, 1d6 rounds, every 1d4 rounds)
  Bloodline Spell-Like Abilities (CL 3rd; ranged touch +4)
  6/day—acidic ray (1d6+1)
  Sorcerer Spells Known (CL 3rd; ranged touch +4)
  (see below)
  Bloodline Aberrant
   
  Str 10, Dex 14, Con 13, Int 12, Wis 18, Cha 15
  Base Atk +2; CMB +1; CMD 13 
  Feats Combat Casting, Eschew MaterialsB, Improved 
  Initiative, Weapon Finesse
  Skills Diplomacy +6, Fly +17, Knowledge (arcana) +8, 
  290
  level 8a
  
  Perception +10, Sense Motive +8, Stealth +11 
   
  Spells: Each flumph protector knows a different number of 
  spells. They are as follows:
  Protector #1:
  1st (6/day)—color spray (DC 13), enlarge person, shield, 
  unseen servant
  0—dancing lights, flare, mage hand, ray of frost, resistance
  Protector #2:
  1st (6/day)—color spray (DC 13), enlarge person, magic 
  missile, shield
  0—detect magic, flare, prestidigitation, ray of frost, 
  resistance
  Protector #3:
  1st (6/day)—burning hands, enlarge person, sleep (DC 13), 
  shield
  0—detect magic, mage hand, prestidigitation, ray of frost, 
  read magic
  Protector #4:
  1st (6/day)—cause fear (DC 13), enlarge person, magic 
  missile, shield
  0—flare, mage hand, ray of frost, read magic, resistance
  Protector #5:
  1st (6/day)—color spray (DC 13), enlarge person, magic 
  missile, ray of enfeeblement
  0—dancing lights, detect magic, flare, mage hand, 
  prestidigitation
  FLUMPH LEADER  
   
  CR 6
  XP 2,400
  Flumph sorcerer 6 (Frog God Games The Tome of Horrors 
  Complete, “Flumph”)
  LG Small aberration
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +14
   
  AC 18, touch 14, flat-footed 15 (+2 Dex, +1 dodge, +4 
  natural, +1 size)
  hp 43 (2d8+6d6+8 plus 5)
  Fort +3; Ref +4; Will +12 
  Resist acid 10
   
  Speed 5 ft., fly 20 ft. (perfect)
  Melee sting +7 (1d4 plus acid injection)
  Special Attacks acid injection, long limbs, stench spray (DC 
  15, 1d6 rounds, every 1d4 rounds)
  Bloodline Spell-Like Abilities (CL 6th; ranged touch +4)
  6/day—acidic ray (1d6+1)
  Sorcerer Spells Known (CL 6th; ranged touch +4)
  3rd (4/day)—slow (DC 16) 
  2nd (6/day)—blindness/deafness (DC 15), hypnotic pattern 
  (DC 15), see invisibility
  1st (7/day)—burning hands, color spray (DC 14), enlarge 
  person, magic missile, shield
  0 (at will)—daze, flare, light, mage hand, ray of frost, read 
  magic, resistance
  Bloodline Aberrant
   
  Str 10, Dex 14, Con 13, Int 12, Wis 18, Cha 16
  Base Atk +4; CMB +3; CMD 16 
  Feats Combat Casting, Dodge, Eschew MaterialsB, Improved 
  Initiative, Weapon Finesse
  Skills Diplomacy +9, Fly +17, Knowledge (arcana) +10, 
  Perception +14, Sense Motive +9, Stealth +11 
  roleplaying the Flumphs
  At some point, the party may try communicating with the flumphs. 
  Although they do not speak Common, they do understand it to some degree, 
  as well as a smattering of Goblin and Undercommon. They can gesture 
  and move in response to queries to indicate their understanding (e.g., 
  bobbing up and down for yes, and moving side-to-side for no). PCs can 
  attempt a DC 15 Intelligence check to understand a simple message from 
  the flumphs, though the GM is encouraged to act out this communication 
  with the players. The Protectors and Leader can also communicate by 
  scribing words into sand or a soft surface with their tentacles, but they 
  are unlikely to expose themselves to possible harm unless they feel it 
  necessary, and the PCs have established their good intentions.
  To warn PCs away from the antimagic field, they may try physically 
  blocking travelers, pantomiming falling, etc., working in tandem to build 
  their messages. Have fun with this.
  If the PCs do manage to establish communication with the flumphs, a 
  representative may be brought before the flumph leader. This person must 
  weigh less than 200 pounds; 10 flumphs then grab a hold of the emissary 
  and carry him or her up through the antimagic fields and into Area 4, to 
  speak with the flumph leader. Further information on negotiating with the 
  flumph leader areis given in the Development section of Area 4D.
  Blood orchids: A nest of blood orchids has recently appeared in the 
  cavern, and is steadily gaining in power relative to the flumphs. They nest 
  in Area 5, behind the waterfall.
  The blood orchid nest houses a total of 15 blood orchids, plus 2 savants 
  and a grand savant. All blood orchids killed come from these totals; they 
  are replaced at 1 orchid per month, one savant at three months per caster 
  level, and if the grand savant is killed, a savant evolves into a new one as 
  soon as possible. If the grand savant and all lesser savants are killed, any 
  surviving blood orchids flee back into the Under Realms.
  Aamazd the Roper: This cunning roper lives in the upper part of 
  the cavern (Area 1), and feeds off vermin, incautious flumphs, and any 
  adventurers who wander into the cavern.
  Xulux: This paranoid gibbering abomination nests in an area off the 
  main cave (Area 6A). He is quick to attack and difficult to negotiate with, 
  but flees if he takes much damage.
  Rats: Numerous regular and dire rats can be found throughout the 
  cavern; they are not included on the wandering monster table because they 
  are so easily found. They leave PCs alone unless cornered or attacked, 
  and so aren’t worth any experience points on their own. They feast on 
  the fungus and insects, and are a major source of food for the cavern’s 
  intelligent species.
  Albino cave spiders: These small but nasty spiders lurk among the 
  toadstools and dine chiefly on rats, but they attack anything living that 
  comes within their reach. The other cave inhabitants are wary of them, and 
  always keep a lookout for them.
  ALBINO CAVE SPIDER 
   
   
  CR 1/2
  XP 200
  N Tiny vermin (see Appendix A)
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +4
  Aura info
   
  AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  Fort +2; Ref +4; Will +0 
  Immune vermin traits
   
  Speed 20 ft., climb 10 ft.
  Melee bite +6 (1d3–3 plus poison)
  291
  level 8a
  
  Space 2 1/2 ft.; Reach 2 1/2 ft.
   
  Str 4, Dex 18, Con 10, Int —, Wis 10, Cha 3
  Base Atk +0; CMB +2; CMD 9 
  Feats Weapon FinesseB
  Skills Acrobatics +4 (+12 jump), Climb +12, Stealth +16; 
  Racial Modifiers +8 to Acrobatics when jumping, +4 
  Perception, +4 Stealth; use Dex to modify Climb
   
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round 
  for 4 rounds; effect 1d2 Constitution damage; cure 1 save. 
  The save DC is Constitution-based and includes a +4 racial 
  bonus.
  Cave Fishers: These nest in the many crevices and fissures located 
  in the main cavern walls below the waterfall. They attack anything that 
  comes within range.
  CAVE FISHER 
   
   
  CR 2
  XP 800
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Cave Fisher”)
  Fungus: The cavern floor areas sport a large variety of mold, 
  mushrooms, and other fungi. Fully 30% of these are edible and 10% are 
  poisonous. A DC 20 Knowledge (dungeoneering or nature) or Survival 
  check allows PCs to determine which are edible. (Gnomes and other 
  underground creatures gain a +2 bonus to their checks.)
  POISONOUS FUNGUS
  Type poison, ingested; save Fortitude DC 16
  onset 10 minutes; frequency 1/minute for 6 minutes
  effect 1d3 Con damage; cure 2 consecutive saves
  8A–1. great Shaft Upper reaches
  Access to the great shaft is difficult to find. The primary means of entry 
  to the great cave is through one of several passages exiting from the mazes 
  located on Level 6. The passageway from the mazes leads downward a half 
  mile, until it comes out onto a rock shelf in the upper third of the chasm. 
  About 30 ft. from the entry, the cavern floor starts sloping down into the 
  pit. During the day, light filters from a hole in the ceiling, illuminating the 
  great cavern. Creatures which look something like airborne jellyfish or 
  floating pies with dangling tendrils drift through the air in the distance. 
  Opposite the entry, on the far wall of the cavern several hundred feet 
  away, water gushes from the stone wall, cascades down a steep slope, and 
  then spills over in a waterfall that plummets into unknown depths. Great 
  stalactites, some taller than a house, hang overhead, though none loom 
  near the recessed area from which the light shines.
  On the ledge before the entry, many varieties of fungus up to three feet 
  tall grow in large patches, with stalagmites rising from their midst like 
  monoliths.
  8A–1A. roped Pillar (Cr 12)
  At 1A stands a 12 ft. tall stalagmite, with a grappling hook-equipped 
  rope wrapped around it. The rope, rotting and frayed but still intact, 
  stretches down the slope from the pillar and over the edge of the pit.
  This stalagmite is actually Aamazd the Roper. It devoured the people 
  who set the rope, but decided to leave it as a lure for future adventurers. 
  Besides the rare cave explorer, Aamazd also enjoys dining on the 
  occasional foolhardy flumph that drifts close enough for its sticky tendrils 
  to reach. When looking for a meal, he very carefully sets himself to look 
  like an innocuous stalagmite, effectively taking 20 on Stealth checks. 
  Identifying Aamazd as being other than a rock pillar thus requires a 
  successful DC 46 Perception check.
  AAMAZD THE ROPER 
   
   
  CR 12
  XP 19,200
  hp 162 (Pathfinder Roleplaying Game Bestiary, “Roper”)
  Tactics: Aamazd waits until someone comes close to investigate the 
  rope and hook, and then he attacks with all his strands on that person. 
  When their strength has been drained, he releases them and attacks 
  another target. Aamazd understands some Common, and eavesdrops on 
  any conversations he can and adjusts his tactics accordingly. If badly 
  injured, he attempts to negotiate. He can offer them information on the 
  aerial inhabitants of the level; but knows little about the cavern floor.
  Treasure: If Aamazd’s corpse is cut open, a pair of diamonds can be 
  found lodged in his gullet. One of these is a beautiful specimen worth 
  5,000 gp, and the other is flawed but still valuable at 2,500 gp.
  Development: If the characters manage to kill the roper, the flumphs 
  drifting about the cavern are intrigued, and a few move over to have a 
  closer look at the PCs. See Area 3 for further details regarding interacting 
  with the flumphs.
  8A–1B. Sheltered Alcove
  This area is one of the few flat locations on the upper portion of the 
  cavern complex. It is empty of all but a few toadstools and a charred fire 
  ring near the back, the spoor of a past adventuring group. Roll a wandering 
  monster check when the PCs arrive here.
  8A–2. The Waterfall
  Opposite the main entryway, water pours in from an underground 
  passageway in a torrent (swimming up this is nearly impossible, requiring 
  a DC 35 Swim check). Upstream, the watery passage goes underground 
  and does not lead anywhere.
  Movement within 30 ft. of the waterfall is treacherous, due to the slick, 
  mossy coating on the rocks (–6 penalty to all Dexterity-based checks). 
  Further, the noise of the water muffles sound, imposing a –4 penalty to 
  Perception checks.
  8A–3. The Upper reaches (Cr 7)
  Where the central cavern arches overhead, the ceiling is festooned with 
  stalactites. However, at the center of the ceiling there is a 40 ft. diameter 
  circular opening that has obviously been carved from the native stone. 
  Around the inside circumference of this opening, magical runes have been 
  carved into the stone, and they radiate a very faint bluish light (DC 20 
  Perception check to notice these before they activate from farther than 10 
  ft. away; if observers are in melee or otherwise engaged, this DC increases 
  to 30).
  The opening goes up into a domed area 20 ft. high, and at the center 
  is a 10 ft. diameter hole from which the light that illuminates the cavern 
  shines. Around the inside circumference of this hole as well there are more 
  magical runes with the same appearance as the ones described above. The 
  shaft leads up 20 ft. into Area 8A–4.
  The rune circles mark the location of a pair of wards that are triggered 
  whenever a magical device or active spell crosses their threshold. Spells 
  that pass over are instantly nullified as if they had hit an antimagic field, 
  and creatures with magic items or spells in effect (most notably including 
  fly spells) find themselves encased in a blue shimmering aura that acts as 
  an antimagic field, and lasts for three rounds. During this time, no magic 
  or supernatural effects function and spellcasting fails. The typical result of 
  this for an adventurer is a sudden drop to the bottom of the cavern, where 
  he suffers 20d6 points damage.
  There are always at least 6 common flumphs floating about in the 
  upper cavern, along with at least a protector and 2 hunters. They are 
  292
  level 8a
  
  wary of strangers, and seek to avoid combat if possible, retreating into the 
  domed area if threatened.
  The flumphs are aware of the effects of the magical rune circles, and 
  warn off any approaching adventurers who do not threaten them; see the 
  sidebar for full statistics and further notes on roleplaying these strange 
  creatures. They only attack directly if attacked themselves, or if they 
  suspect the intruder’s intentions are hostile. They also attack anyone 
  trying to enter Area 4 without their permission.
  Tactics: If the flumphs are attacked, they release their spray of 
  nauseating liquid and move away toward the ceiling, beyond the runic 
  circle. There they gather and wait for pursuers. All flumphs save the 
  Protector blast anything making it past the ward with their nauseating 
  sprays, and follow this up with flanking attacks. If battle takes place for 
  more than two rounds, two of the flumph Protectors from Area 4 appear 
  and assist with spells (only targeting those who are above the lower 
  barrier). The Protectors do not cast any defensive spells before arriving to 
  avoid triggering the upper ward. If reduced to one third of their numbers, 
  they retreat again up through the 10 ft. opening and seal off the entryway 
  (see Area 4A).
  8A–4. The Hidden Tomb (Cr 11)
  This area, above the doubly-warded “roof” of the cavern, is where 
  Praetor Auris Veng was trapped. It is now the home of the flumph colony 
  in the cavern. The entire area is warded against scrying and teleportation/
  transportation type magics. Also, summoning spells and effects do not 
  work here, as the area has been warded to prevent any sort of magical 
  contact with the world beyond.
  8A–4A. The Main Chamber (Cr 9)
  The 10 ft. diameter shaft goes up 20 ft. and into a large rectangular 
  room. Two walls have passages leading away from the chamber, and the 
  other two are covered with 5 ft. wide niches. On either side of the opening 
  is a pair of semicircular stone slabs on tracks which would cause them to 
  slide down into the opening, sealing it off; a series of small stone wedges 
  easily removable by the flumphs are all that hold it open.
  Directly over the entryway shaft, in the ceiling 20 ft. above, there is a 
  10 ft. wide circular mirror-like object inset five feet into the ceiling, held 
  in place by a trio of ebon claws. During daylight hours, this mirror (half of 
  the Auren Beacon) sheds light too intense to be looked at directly, bathing 
  the tomb with warmth. At night, it glows dimly, its light increasing and 
  decreasing with the waxing and waning of the moon.
  The claws that hold it in place are composed of an evil-enhanced 
  darkness forged of Orcus’s will. So long as even one remains, the 
  mirror cannot be budged. In order to remove the claws, each of the three 
  temples to Orcus in Rappan Athuk must be cleansed, which weakens a 
  corresponding claw, causing it to become brittle and easily shattered.
  There are always 12 or more flumphs in here, some floating about, 
  others resting in the niches. Further, at least 2 protectors and 2 hunters 
  are always present.
  Tactics: If battle starts, the flumphs attack en masse, with the protectors 
  entering melee only after their spells have been exhausted. They fight to 
  the death to defend their lair. In addition, the flumph leader and any 
  flumphs with him join in the battle within 1d3 rounds.
  8A–4B. Veng’s Tomb
  This chamber contains a large stone sarcophagus resting in the center of 
  the room. Chiseled upon the lid of the sarcophagus in antiquated Common 
  is “Praetor Auris Veng — Here Rests a Pawn of Light.” The entire tomb 
  is protected with a hallow spell.
  Opening the sarcophagus exposes the remains of Veng to view, a 
  mummified corpse clad in a +4 heavy fortification mithral shirt, with a +3 
  heavy mace of disruption and wrapped in a white robe of the archmagi. 
  The robe is secured in place with an amulet of natural armor +5. Upon 
  his brow rests a platinum circlet (1,000 gp value) inset with a jewel that 
  functions both as a gem of brightness and a headband of inspired wisdom 
  +6. On his feet he wears winged boots.
  Those looking upon the remains feel a strong sense of being observed. 
  If anyone touches the body or its equipment, a phantasmal figure appears 
  — the spirit of Auris Veng. It warns the PCs that a powerful curse protects 
  his remains, and the only way to avoid it is to discover the fate of the great 
  adventurer Bofred, rescue him if he is somehow still alive, or return his 
  remains to the surface for a proper burial if not. He tells them who he was 
  if asked, and tells them a bit about the Auren Beacon, including how to 
  free it (destroy all three temples to Orcus).
  Anyone looting or molesting the body is indeed cursed, losing their 
  sense of sight, hearing, and touch. This curse cannot be removed from the 
  items, but a remove curse spell cast by a 19th-level or higher caster rids 
  someone of its influence. Paladins and good-aligned priests participating 
  in the looting lose their class-granted special abilities until they atone.
  8A–4C. Veng’s study
  This room contains a very old wooden desk, along with a pair of 
  wooden chairs and a small table. A bookcase also stands on a wall next to 
  the desk, with several books and scrolls upon it.
  During the long years of his imprisonment, Auris Veng spent much 
  time here reading and writing works of philosophy using materials made 
  from the fungal forest below, brought to him by the flumphs. Besides an 
  old, tattered prayer book and several works on magic, there are a half 
  dozen volumes of philosophy and poetry written by the Praetor which 
  could be sold to collectors for 100 gp each. Careful study of these works 
  over several weeks should give the reader a fair idea of who Auris Veng 
  was, and what happened to him (as detailed in the history section for this 
  adventure).
  Also on the shelf is a collection of old scrolls of divine spells that the 
  flumphs cannot use. All are written at a CL 10th. They are: silence, dispel 
  magic, magic circle against evil, remove disease, cure critical wounds, 
  commune, flame strike, and heal.
  8A–4D. The Flumph Leader’s 
  Aerie (Cr 8)
  This chamber is filled with a rock garden. The floor is buried in a six 
  inch layer of grayish sand, with several interesting-shaped rocks and 
  gleaming crystals thrusting out of it. The sand has abstract patterns traced 
  in it by the flumphs, who find studying such patterns soothing. Against 
  the far wall is an old, ornate-looking chair, with a staff propped against it.
  This chamber was once Auris Veng’s bedroom, and has since been 
  turned into the private chamber of the flumph leader, who rests upon 
  the wooden chair. The leader also always has an entourage of protectors 
  and common flumphs: the colony’s master hunter, 2 protectors, and 4 
  common flumphs.
  Tactics: In the unlikely event that combat breaks out here, the Master 
  Hunter and common flumphs swarm the enemies while the Protectors and 
  Leader stay back and cast protective spells on themselves, followed by 
  offensive spells at any opponents. If he has time, the leader may also use 
  the wand of mirror image to further protect himself and his fellows. Any 
  flumphs left in the other areas of this complex come to assist in the battle 
  1d3 rounds after combat begins. They fight to the death.
  Treasure: The staff propped against the chair is Auris Veng’s old staff of 
  healing with 3 charges remaining. Also resting on the chair seat are a pair 
  of wands and several scrolls, which the leader wields to defend the lair. 
  The first is a wand of maximized magic missiles (5 missiles doing 5 points 
  damage each, 11 charges) fashioned out of a rare crystal whose matrix is 
  293
  level 8a
  
  strong enough to hold the enchantment; this rod is worth 5,000 gp when 
  the wand is exhausted, although it cannot be re-enchanted thanks to the 
  special nature of the crystal. The second is a wand of mirror image (22 
  charges, CL 8th). The arcane scrolls (color spray, daylight [x2] flaming 
  sphere, and fireball; CL 8th). The flumphs have no monetary treasure.
  Development:If the PCs have managed to enter negotiations with the 
  flumphs, one of them is hauled up and escorted to this chamber. Here the 
  leader can communicate with them by smoothing a patch of sand and 
  writing messages to them in Common.
  The flumphs would love to have someone eradicate the blood orchids, 
  and they would also be pleased if the gibbering abomination were taken 
  care of. If one of these threats is dealt with, they reward the party with 
  the staff of healing; if both are taken care of, they also give the PCs the 
  scrolls from Veng’s study. If the PCs do take care of both threats, and show 
  respect for the flumphs, they are allowed to shelter in their lair when they 
  come through the cavern complex, which could be quite useful for deep 
  delvings in Rappan Athuk! They inform any who ask that Veng’s remains 
  are not to be disturbed.
  8A–5. The Blood Orchid Nest 
  (Cr varies, 13-plus)
  Located behind the waterfall is a shaft leading upward into the 
  overhanging cliff face. This location is inaccessible without extensive 
  climbing up a difficult rock wall or some means of flying. A small group 
  of blood orchids settled here a few years back, having fled here after the 
  destruction of their previous lair in the Under Realms. They have been 
  maintaining a low profile until recently, subsisting mostly on cave rats. 
  Now that their numbers have grown to 15 blood orchids, plus 2 savants 
  and a grand savant, they are getting more aggressive, especially towards 
  the flumphs. Unless something changes the balance of power with the 
  caverns, the orchids clear out the flumphs within six to eight months.
  The lair itself is a series of rocky caverns with treacherous floors, and 
  many steep climbs, ledges, and descents. Air is slightly warmer and more 
  humid than the main cavern area, and the air is redolent with the smell of 
  blood, rotting flesh, and compost.
  Note: Although this lair looks extremely dangerous, remember to 
  subtract any blood orchids fought elsewhere from the total encountered 
  here. This significantly decreases the threat level of this area. Furthermore, 
  assume that unless alerted of a possible attack, there are only 2/3 of the 
  regular blood orchids here at any given time.
  BLOOD ORCHIDS (15) 
   
   
  CR 5
  XP 1,600
  LE Large aberration (see Appendix A)
  Init +5; Senses all-around vision, darkvision 60 ft.; Perception 
  +15
   
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 52 (7d8+21)
  Fort +5; Ref +5; Will +8 
  Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 6 tentacles +7 (1d3+2 plus grab plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain
   
  Str 15, Dex 12, Con 16, Int 11, Wis 12, Cha 13
  Base Atk +5; CMB +8 (+12 to grapple); CMD 19 
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (tentacle)
  Skills Fly +7, Intimidate +10, Knowledge (dungeoneering) 
  +10, Perception +15, Stealth +7; Racial Modifiers +4 
  Perception
  SQ telepathic link
   
  All-Around Vision (Ex) A blood orchid sees in all directions at 
  once. It cannot be flanked.
  Blood Drain (Ex) On a successful grapple check with two or 
  more tentacles against a single foe a blood orchid can pull 
  the grappled creature to the mouth on its underside as a 
  free action that does not provoke an attack of opportunity. 
  The mouth latches on and drains blood from the victim. 
  Each round it maintains its grapple, the blood orchid 
  automatically deals 1d4 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood.
  Poison (Ex) Tentacle—injury; save Fort DC 16; frequency 1/
  round for 4 rounds; effect unconsciousness; cure 1 save.
  Telepathic Bond (Ex) Blood orchids communicate through 
  a non-magical telepathic bond. They can sense emotions 
  in other blood orchids at a distance of 100 ft. or less, and 
  emotions in other creatures at a range of five feet. They 
  can communicate mentally with each other through full 
  telepathy at a distance of 20 ft. or less, and can share 
  knowledge very rapidly when touching each other.
  BLOOD ORCHID SAVANTS (2) 
  CR 6
  XP 2,400
  Blood orchid sorcerer 4 (see Appendix A)
  LE Large aberration
  Init +6; Senses all-around vision, darkvision 60 ft.; Perception +21
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 70 (7d8+4d6+22 plus 3)
  Fort +5; Ref +7; Will +14 
  Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 6 tentacles +9 (1d3+2 plus grab plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain, long limbs
  Bloodline Spell-Like Abilities
  7/day—acidic ray (1d6+1)
  Spells Known (CL 4th; concentration +12)
  2nd (4/day)—touch of idiocy
  1st (7/day)—burning hands, cure light wounds, magic 
  missile, shield
  0 (at will)—daze, detect magic, flare, light, mage hand, 
  resistance
  Bloodline Aberrant
   
  Str 15, Dex 14, Con 14, Int 13, Wis 16, Cha 18
  Base Atk +7; CMB +10 (+14 to grapple); CMD 22 
  Feats Combat Casting, Eschew MaterialsB, Extend Spell, 
  Improved Initiative, Iron Will, Lightning Reflexes, Weapon 
  Focus (tentacle)
  Skills Fly +9, Intimidate +13, Knowledge (arcana) +12, 
  Knowledge (dungeoneering) +11, Perception +21, Spellcraft 
  +10, Stealth +9; Racial Modifiers +4 Perception
  SQ telepathic link
   
  All-Around Vision (Ex) A blood orchid sees in all directions at 
  once. It cannot be flanked.
  Blood Drain (Ex) On a successful grapple check with two or 
  more tentacles against a single foe a blood orchid can pull 
  the grappled creature to the mouth on its underside as a 
  free action that does not provoke an attack of opportunity. 
  The mouth latches on and drains blood from the victim. 
  Each round it maintains its grapple, the blood orchid 
  automatically deals 1d4 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood.
  Poison (Ex) Tentacle—injury; save Fort DC 17; frequency 1/
  round for 4 rounds; effect unconsciousness; cure 1 save.
  294
  level 8a
  
  Spells: The blood orchid savant replaces its bloodline bonus 
  spells with the following: cure light wounds (3rd), cure 
  moderate wounds (5th), cure serious wounds (7th). Also, 
  blood orchid savants do not cast spells in the same way 
  most creatures do. Their spells require no verbal or material 
  components to be cast, though somatic components 
  (tentacle writhing) is still required.
  Telepathic Bond (Ex) Blood orchids communicate through 
  a non-magical telepathic bond. They can sense emotions 
  in other blood orchids at a distance of 100 ft. or less, and 
  emotions in other creatures at a range of five feet. They 
  can communicate mentally with each other through full 
  telepathy at a distance of 20 ft. or less, and can share 
  knowledge very rapidly when touching each other.
  BLOOD ORCHID GRAND SAVANT  
  CR 9
  XP 6,400
  Blood orchid sorcerer 7 (see Appendix A)
  LE Huge aberration
  Init +5; Senses all-around vision, darkvision 60 ft.; Perception +22
   
  AC 22, touch 12, flat-footed 20 (+2 deflection, +1 Dex, +1 
  dodge, +10 natural, –2 size)
  hp 117 (7d8+7d6+56 plus 6)
  Fort +8; Ref +7; Will +15 
  Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 6 tentacles +14 (1d3+6 plus grab plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain, long limbs
  Bloodline Spell-Like Abilities
  8/day—acidic ray (1d6+1)
  Spells Known (CL 7th; melee touch +13, ranged touch +8)
  3rd (5/day)—lightning bolt (DC 18), vampiric touch
  2nd (7/day)—cure moderate wounds, false life, scorching 
  ray, touch of idiocy
  1st (8/day)—burning hands, color spray (DC 16), cure light 
  wounds, mage armor, magic missile, shield
  0 (at will)—daze, dancing lights, detect magic, flare, light, 
  mage hand, resistance
  Bloodline Aberrant
   
  Str 23, Dex 13, Con 18, Int 13, Wis 16, Cha 20
  Base Atk +8; CMB +15 (+19 to grapple); CMD 26 
  Feats Arcane Strike, Combat CastingB, Dodge, Eschew 
  MaterialsB, Extend Spell, Improved Initiative, Iron Will, 
  Lightning Reflexes, Weapon Focus (tentacle)
  Skills Fly +7, Intimidate +14, Knowledge (arcana) +14, 
  Knowledge (dungeoneering) +11, Perception +22, Spellcraft 
  +12, Stealth +8; Racial Modifiers +4 Perception
  SQ telepathic link
  Gear ring of protection +2
   
  All-Around Vision (Ex) A blood orchid sees in all directions at 
  once. It cannot be flanked.
  Blood Drain (Ex) On a successful grapple check with two or 
  more tentacles against a single foe a blood orchid can pull 
  the grappled creature to the mouth on its underside as a 
  free action that does not provoke an attack of opportunity. 
  The mouth latches on and drains blood from the victim. 
  Each round it maintains its grapple, the blood orchid 
  automatically deals 1d4 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood.
  Poison (Ex) Tentacle—injury; save Fort DC 21; frequency 1/
  round for 4 rounds; effect unconsciousness; cure 1 save.
  Spells: The blood orchid savant replaces its bloodline bonus 
  spells with the following: cure light wounds (3rd), cure 
  moderate wounds (5th), cure serious wounds (7th). Also, 
  blood orchid savants do not cast spells in the same way 
  most creatures do. Their spells require no verbal or material 
  components to be cast, though somatic components 
  (tentacle writhing) is still required.
  Telepathic Bond (Ex) Blood orchids communicate through 
  a non-magical telepathic bond. They can sense emotions 
  in other blood orchids at a distance of 100 ft. or less, and 
  emotions in other creatures at a range of five feet. They 
  can communicate mentally with each other through full 
  telepathy at a distance of 20 ft. or less, and can share 
  knowledge very rapidly when touching each other.
  8A–5A. Entry (Cr 5)
  This is a 10 ft. wide, 15 ft. tall cave mouth opening into a passage that 
  slopes up at a 45 degree angle to Area B. There is always 1 blood orchid 
  on lookout here just inside the cave mouth. It drifts down upon any other 
  creatures that enter, hoping to gain surprise.
  8A–5B. intersection  
  (Cr varies, 5 or 7)
  At this point the passage levels off and divides. To the south it continues 
  ascending at a 60 degree inclination, while to the northeast it is level until 
  it passes one of the caverns marked C, at which point it rises again at a 60 
  degree angle. There is a 25% chance 1–2 blood orchids lurk here. They 
  attack using standard tactics.
  8A–5C. Blood orchid nests  
  (Cr varies, 8 or 9)
  The four chambers marked 5C represent lairs for 3–4 blood orchids 
  (15 total divided among the four caves). The caves themselves are layered 
  with rotted fungus, soil, and the carcasses of normal and dire rats and the 
  occasional flumph.
  Each nest has a 40% chance of being occupied by its tenants, bearing 
  in mind the maximum number of orchids possible for the lair overall. If 
  present, the orchids investigate any unusual activity they sense in nearby 
  passageways, or at the telepathic summons for aid from one of their 
  comrades. They have no treasure.
  8A–5D. Vertical shaft 
  (Cr varies, 5-plus)
  The corridor terminates in a 200 ft. deep shaft. Elevations of passages 
  leading off the shaft are given on the map, relative to the floor of the pit. 
  When PCs reach this point, there is a 30% chance of another encounter 
  with 1–3 blood orchids. The orchids drop paralyzed victims into the shaft 
  whenever they have the opportunity to do so.
  8A–5E. Larder (Cr 4)
  An 8 ft. wide slanting crack drops 60 ft. into a low (8 ft. high ceiling) 
  cavern cluttered with rubble. Currently 12 starved dire rats scuttle about 
  in here, ready to provide a snack for an indolent blood orchid. The rats 
  gnaw anything edible that comes within reach.
  DIRE RATS (12) 
   
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  295
  level 8a
  
  8A–5F. Cave of the Savants 
  (Cr varies, 10-plus)
  This large cave has several stony pillars, and is nearly bisected in one 
  point by a deep crevasse. To the north, it narrows at a drop-off, then opens 
  into the grand savant’s lair. The cavern is also the home of the clan’s 2 
  savants, who are always here unless out on a specific mission. There are 
  also always 3 or more common blood orchids here.
  Tactics: The savants and grand savant start casting defensive spells at 
  the first sign of trouble. Once intruders are spotted, they switch to offensive 
  spells. The regular blood orchids hover near the ceiling, and attempt to drop 
  on anyone who approaches the spellcasters. Nonflying PCs who get grappled 
  might get dragged to the 60 ft. deep pit and dropped there, or may be deposited 
  in the grand savant’s lair, where they are subjected to 12 tentacle attacks.
  Treasure: The treasure for the blood orchid lair is located beneath the 
  mound of half-digested remains underneath it. It consists of: 2,097 sp, 
  4,430 gp, 197 pp, five gems (tourmalines worth 500 gp each), a dented 
  jeweled scepter worth 1,000 gp, a large non-magical adamantine shield, a 
  +2 light mace, and a cursed flask of curses (which identifies as a decanter 
  of endless water).
  8A–6 The Winding Path
  To reach the bottom of the pit without falling or flying, this is the only 
  feasible means of travel, other than simply attempting to climb the walls 
  (DC 25 Climb check). This path starts by plunging through solid rock, 
  into a long, winding passage that descends the side of the great cavern. 
  About three quarters of this route is through tunnels, which occasionally 
  have pits opening up to one side or in the center of the passageway (40% 
  of these open back up into the main cavern area).
  However, a quarter of the winding path follows ledges on the sides 
  of the cavern walls. These ledges are usually about 10 ft. wide, but 
  because the cliff face overhangs the path, travel along these sections can 
  be hazardous for larger creatures. Small creatures can move normally, 
  but Medium creatures must move at half speed or else prompt a DC 15 
  Acrobatics check to avoid falling, with a single DC 15 Dexterity check 
  allowed to try catching the edge of the pathway. Large creatures must 
  crawl at quarter speed, and creatures of Huge or greater sizes cannot fit on 
  the ledge. These ledges are often inhabited by normal and dire rats, which 
  generally flee any non-rats that approach; they are also frequently scoured 
  by hungry blood orchids, cave fishers, and the gibbering abomination as 
  well; a wandering monster check should be made each time they have to 
  progress along a series of ledges.
  8A–6A. Entry and Upper Caves
  On the south side of the upper part of the great cavern, a recess in the 
  wall opens into a pair of passages. One goes into a series of small caves 
  which are uninhabited, and used by the flumphs for mating. There is a 
  50% chance that a pair of flumphs can be found here at any time, and they 
  are likely to regard any intrusions unfavorably (probably resulting in a 
  barrage of nauseating sprays, and them fleeing). The other opening is the 
  start of the winding path itself; it levels off, then quickly starts to descend.
  8A–6B. Xulux’s Lair 
  (Cr varies, 0 or 13)
  The paranoid gibbering abomination Xulux has set up a lair about two 
  thirds of the way down the switchbacking trail, in a series of shafts with 
  two points of entry, so he has a direction to flee in. There is a 75% chance 
  that he is cowering in his lair, and if he is, he is asleep 40% of the time.
  8A–6B1. Entry Pit
  To one side of the main passage a pit opens up, descending into 
  darkness, much like others along the pathway. If Xulux is in his lair and 
  awake, he is allowed an opposed Perception check to hear any travelers.
  8A–6B2. Nest (Cr 13)
  About two thirds of the way down the side of the pit there is an opening 
  in one wall, going into an inclined passage. At the base of this passage, in 
  a bowl-shaped depression, Xulux makes his lair.
  Xulux is a gibbering abomination, a horrifying arcane amalgam of 
  humanoid body parts and internal organs. After narrowly escaping death 
  in his youth at hands of the wizard who created him, Xulux has become 
  exceptionally paranoid, even for a gibbering abomination. This gives him 
  a –2 penalty against Bluff and Intimidation attempts to cow him.
  Xulux has been a resident of this cavern for several years. He generally 
  leaves the flumphs alone, and while he could probably deal with the blood 
  orchids without too much trouble, he has been leaving them alone as 
  well, hoping that they clear the flumphs out for him, and then he can wipe 
  them out at his leisure. That would allow him the opportunity to finally 
  investigate the tomb at the top of the cavern, about which he has a burning 
  curiosity.
  It is possible for PCs to enter negotiations with Xulux if they can 
  convince him that they are much stronger than he is. In such a case, the 
  gibbering abomination usually talks only until he can escape them. He 
  mentions the presence of the blood orchids, that the flumphs are hiding 
  great treasures, and in general tries to get the PCs more interested in the 
  cavern’s other dangerous inhabitants.
  XULUX  
   
  CR 13
  XP 25,600
  CE Large aberration (see Appendix A)
  Init +7; Senses all-around vision, darkvision 60 ft., tremorsense 
  60 ft.; Perception +18
   
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 162 (13d8+91 plus 13); fast healing 3
  Fort +13; Ref +8; Will +8 
  Defensive Abilities amorphous; DR 10/bludgeoning; Immune 
  critical hits, nausea, pain, precision damage, sickening; 
  Resist electricity 10, sonic 10
   
  Speed 10 ft., climb 10 ft.
  Melee 6 bites +13 (1d8+4 plus grab /19–20)
  Space 10 ft.; Reach 5 ft.
  Special Attacks arcane frenzy, blood drain, disruptive 
  cacophony
  Spell-like Abilities (CL 13th; ranged touch +12)
  At will—blur, confusion (single target only, DC 18), daze 
  monster (no HD limit, DC 16), dispel magic, enfeeblement 
  (as ray but no ranged attack required, DC 15), fear (single 
  target only DC 18), freedom of movement, freezing ray (as 
  scorching ray but cold damage) overland flight, telekinesis 
  (325 pounds max, DC 19)
   
  Str 18, Dex 16, Con 25, Int 10, Wis 6, Cha 19
  Base Atk +9; CMB +14 (+18 to grapple); CMD 27 (can’t be 
  tripped)
  Feats Combat Reflexes, EnduranceB, Great Fortitude, 
  Improved Critical (bite), Improved Initiative, Iron Will, 
  Lightning Reflexes, Toughness, Weapon Focus (bite)
  Skills Climb +12, Fly +9, Knowledge (dungeoneering) +9, 
  Perception +18, Spellcraft +12, Stealth +15, Survival +10; 
  Racial Modifiers +4 Perception
  Languages Aklo
  296
  level 8a
  
  SQ deathless
   
  All-around Vision (Ex) A gibbering abomination sees in all 
  directions at once. It cannot be flanked List special ability 
  info here. 
  Amorphous (Ex) A gibbering abomination’s body is 
  malleable and shapeless. It is immune to precision damage 
  (like sneak attacks) and critical hits, and can move through 
  an area as small as one-quarter its space without squeezing 
  or one-eighth its space when squeezing.
  Arcane Frenzy (Ex) A gibbering abomination is capable 
  of using its spell-like abilities more frequently than other 
  creatures. It may use a single spell-like ability each round 
  as a swift action, two spell-like abilities as a standard 
  action, or four spell-like abilities as a full-round action; it 
  may not choose to do more than one of these in the same 
  round, and cannot use this ability in the same round it 
  uses Disruptive Cacophony. When engaging in an arcane 
  frenzy, the gibbering abomination may use the same spell-
  like ability multiple times, but may not use the same spell-
  like ability against the same target twice in one round. If 
  more than one spell-like ability is used, the specific spell-like 
  abilities and their targets must be determined before any 
  effects are determined, including saves and attack rolls.
  Blood Drain (Ex) On a successful grapple check after 
  grabbing, several of the creature’s mouths attach to its 
  target. Each round it maintains its grapple, the gibbering 
  abomination automatically deals 3d6+12 points of bite 
  damage and 1 point of Constitution damage as it drains its 
  victim’s blood.
  Deathless (Su) When a gibbering abomination is slain, it is 
  not truly dead, and 1 hour later it returns to life at 0 hit points, 
  allowing fast healing thereafter to resume healing it. A 
  gibbering abomination can be permanently destroyed only 
  with death magic or complete incineration of its remains 
  (such as dumping it into a pool of magma).
  Disruptive Cacophony (Su) As a free action the gibbering 
  abomination may produce a horrible quasi-arcane 
  chanting that is highly disruptive to nearby magic effects. 
  Any creature that can clearly hear this chanting (maximum 
  range 100 ft.) must make a concentration check (DC 20 
  plus level of spell) to successfully cast a spell or use a spell-
  like ability. The check DC is Charisma-based. A gibbering 
  abomination that uses this ability may not use any of its spell-
  like abilities on its current turn, or until the start of its next turn.
  Pain Immunity (Ex) Because the gibbering abomination 
  is already in incredible pain, it is immune to any effect or 
  condition caused as a result of extreme pain or agony. This 
  ability does not protect it against any physical damage it 
  might suffer as well, however.
  Tactics: When in his lair, if he hears people on the path above, he 
  slowly moves up until he can spot them. Unless they look overwhelmingly 
  powerful, he ambushes them with his arcane frenzy. He uses his powers 
  as follows: confusion — used against melee fighter types over spellcasters 
  and ranged attackers; enfeeblement — on anyone who poses a physical 
  threat, especially those who are already moving more slowly due to heavy 
  encumbrance; fear — used against the most threatening enemies or ranged 
  attackers; daze monster — used on support people or on rogues and other 
  sneaky types; freezing ray — used on arcane spellcasters or those who 
  look badly damaged, to finish them off; telekinesis — used to yank foes 
  off ledges and hold back melee fighters. He uses his disruptive cacophony 
  against clusters of spellcasters.
  When hunting, Xulux likes to use his telekinesis to seize prey on ledges 
  and throw them off. Xulux finds that the plummet to the bottom of the 
  cavern nicely “tenderizes” his meals for him. If he does achieve such a 
  kill, he ignores the rest of the group and descends to feast. When in the 
  open, he targets flying enemies before land-bound ones assuming they are 
  of roughly equivalent threat.
  Xulux flees if his hit points are reduced to 50% or less. As he goes, he 
  collects his treasure chest and the key.
  Treasure: Half buried among the debris of Xulux’s nest is a small (1–
  1/2 ft. x 3/4 ft. x 3/4 ft.) chest made of teak with gold fittings, and bearing 
  a fine lock that is trapped with a poison needle. The chest itself radiates 
  magic if such is detected for. The key for the chest is concealed in a rock 
  crevice 15 ft. upslope behind the nest. Note that breaking the chest open 
  destroys its magic and all items inside.
  The chest itself is a variant of a handy haversack. Its main compartment 
  can hold up to 80 pounds or 8 cubic ft. of material, and the inside of the 
  lid holds two secret compartments (DC 20 Perception to notice), each of 
  which can hold 2 cubic ft. or 20 pounds of weight. Remember that dire 
  consequences result if it is placed inside another extradimensional space. 
  The overall weight of the chest is 10 pounds, empty or full.
  Currently the chest holds in its main compartment 86 pp, 103 gp, and 
  48 sp, along with an onyx statuette of a dog (non-magical, worth 1,000 gp) 
  and a rope of climbing. One of the secret compartments holds three gems 
  (a pair of small rubies worth 500 gp each, and a water opal worth 1,000 
  gp), and the other compartment holds a small wooden box (6 inches x 3 
  inches x 1 inch) closed with a simple latch, which holds six lozenges in 
  its padded interior. When placed in one’s mouth, each of these magic pills 
  produces a different potion effect. There are three white lozenges (cure 
  serious wounds), a black lozenge (feather fall), a gray lozenge (neutralize 
  poison), and a translucent aqua lozenge (water breathing). Xulux got 
  these off of a drow he charmed and later ate some time ago in the Under 
  Realms. They are water soluble, so immersing them in water ruins them.
  Locked Teakwood Chest: 1.5 in. thick; hardness 5; hp 15 
  Break DC 23; Disable Device DC 30
  POISON NEEDLE TRAP 
   
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger touch; Reset automatic
  Effect Atk +17 melee (1 plus shadow essence poison)
  This poisoned needle trap is part of the chest’s magic; a 
  successful Disable Device roll only allows it to be bypassed 
  one time, and it is self-rearming and self-repairing if broken. 
  If the Disable Device roll beats DC 27, however, the disabler 
  has figured out how it works and knows the procedure for 
  picking the lock without setting the trap off.
  SHADOW ESSENCE
  Type poison, injury; save Fortitude DC 17
  onset 1 minute; frequency 1/round for 6 rounds
  initial effect 1 Str drain; secondary effect 1d2 Str damage; 
  cure 1 save
  8A–6B3. Shrieker
  Up the slope behind the gibbering abomination’s nest, nestled on a 
  flat ledge, is a shrieker that Xulux brought in with telekinesis from the 
  Under Realms, to serve as a warning system in case flying creatures try to 
  approach from the escape shaft. It sounds off as soon as any movement or 
  light comes within ten feet of it.
  SHRIEKER 
   
   
  CR —
  XP — (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This human-sized purple mushroom emits a piercing sound 
  that lasts for 1d3 rounds whenever there is movement or 
  a light source within 10 ft. This shriek makes it impossible to 
  hear any other sound within 50 ft. The sound attracts nearby 
  creatures that are disposed to investigate it. Some creatures 
  that live near shriekers learn that this noise means there is 
  food or an intruder nearby.
  297
  level 8a
  
  8A–6B4. Escape Shaft
  On the other side of the shrieker, the sloping passage meets another 
  vertical shaft. This shaft descends 60 ft. before opening out into the main 
  cavern. Xulux uses this as his “front door” when he goes off to hunt, and 
  as a means of escape from intruders approaching from Area 8A–6B1.
  8A–6C. Exit to Cavern Floor
  In the bottom quarter of the winding passage, it moves away from the 
  main cavern and slopes down more steeply to an exit point on the eastern 
  side of Area 7. Traversing this sloping passage requires a successful DC 
  15 Acrobatics check or the PC falls en route for 1d6 points of buffeting 
  damage.
  8A–7. The Cavern Floor
  The base of the cavern is home to a teeming population of rats, spiders, 
  and fungi, with a lake at the center.
  8A–7A. Lake
  This large lake is quite shallow, ranging from one to four feet deep 
  almost everywhere. Wading through it is very difficult because the lake 
  bed is composed of a series of convoluted ridges, spines, holes, and 
  loose mounds of rubble. Those wading move at quarter speed, and still 
  must make a DC 15 Acrobatics check every minute to avoid slipping and 
  falling. Where the waterfall meets the lake it is about 12 ft. deep, though 
  there is a pile of rubble beneath the falling water itself. The lake is the 
  home of some small fish and crayfish, but no large or dangerous species.
  At the bottom of the lake near its center, an underwater shaft drains the 
  lake. This shaft eventually feeds into the river flowing through Level 13A, 
  Area 13A–13.
  8A–7B. Fungus Forest
  A profusion of toadstools up to eight feet tall cover the majority of the 
  cavern floor. Where toadstools aren’t present, the ground is carpeted in a 
  variety of molds, intercut with game trails left by the many dire rats who 
  feast on the fungus and insects that live here. Albino cave spiders are 
  a particular threat amid the toadstools, and jump out when prey comes 
  within reach. Spotting them before they attack requires a DC 28 Perception 
  check. On random encounter checks rolled here, treat rolls of 10–11 as 
  spider encounters. Remember that the normal and dire rats normally flee.
  8A–7C. Shaft to the Under realms
  Partially obscured by the fungus at this location is an open pit 12 ft. in 
  diameter (DC 15 Perception check to avoid walking into it by accident). 
  It descends vertically hundreds of feet before winding its way into the 
  Under Realms. It is through this shaft that the blood orchids, gibbering 
  abomination, and flumphs all originally immigrated, and all three groups 
  know of its existence.
  8A–7D. rat Warren (Cr varies)
  To the north and south, the cavern wall has split in numerous places 
  along natural fault lines, and rats have taken advantages of the many 
  passages now riddling these areas. Because the warrens are naturally 
  formed, their ceiling height ranges from 5 to 15 ft., and width from 5 to 
  10 ft.
  Unlike the rats elsewhere in the cavern, normal and dire rats within the 
  rat tunnels attack anyone who invades their home, and experience should 
  be rewarded for them normally. When characters explore these areas, 
  roll for a rat encounter every five minutes on a d20: 1–6 = a pack of ten 
  standard rats; 7–9 = a rat swarm; 10–15 = 2d4 dire rats, and 16–20 = no 
  encounter. The rats do not have any treasure.
  8A–8. Lower Entry
  At the eastern end of the cavern floor, not far from where the winding 
  passage is located, a 10 ft. wide passage is nestled among a series of rat 
  tunnels. This passage slopes downward, and eventually comes out in the 
  ceiling of Level 10A, The Great Cavern, 80 ft. over the southern portion 
  of the central lake.
  298
  level 8a
  
  Level 8B: 
  The Steam Jungles
  This is the middle level of the most volcanic area in the dungeons, the 
  levels from the Prison of Time down to the Lava Pit. The lava river that 
  originates in the Prison of Time runs through this level, which is an area 
  where subterranean water sources interact with molten rock to create a 
  huge quantity of steam and condensation in a hot area, which in turn gives 
  rise to some very unusual underground life forms. In many respects, this 
  area is a small subterranean jungle. The area is seldom traveled by the 
  other denizens of the dungeon, since it has been sealed at the top by the 
  priests of Orcus, and can only be accessed at the bottom by risking the 
  lava and salamanders in Level 10. The area is shown on Map RA–8B.
  GIANT CENTIPEDES 
   
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Centipedes, 
  Giant”)
  OCHRE JELLY 
   
   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Ochre Jelly”)
  8B–1. The Lava river
  The lava river enters this level from the upper regions of 5A–19 in 
  Level 5A: the Prison of Time. At this point, the tunnel widens into a large 
  cavern, dimly lit by the reddish glow of the lava river. Immediately upon 
  entering the cavern, the characters are almost choked by the unbelievable 
  steam and humidity: this level is located directly below an underground 
  cistern-lake, and water seeps down through the rock to drip from the 
  cavern ceiling. Enough water falls into the lava river, boiling into steam, 
  or condenses on the ceiling from the general heat, to turn this entire level 
  of the dungeon into a wet, tropical, steam-bath.
  8B–2. Jungle idol
  This is a huge growth of mango trees, laden with ripe fruit. The roots 
  of the trees have broken up the stone beneath them, tunneling deep to 
  obtain needed minerals. Moving through the “forest” restricts visibility 
  to 10 ft. inside the forest at location “A” there is a large stone idol. Roots 
  and vines have twined around it so that for a moment it appears to be 
  covered in snakes. The statue is that of a peaceful-looking woman, very 
  fat, with a mysterious smile. The inside of the statue is hollowed out, 
  and the space within is the lair of three small, green mice. Other than the 
  strange coloration, they are normal rodents.
  8B–3. Welcome to the Jungle (Cr 5)
  The eastern half of this cavern is filled with fleshy, tropical-looking 
  trees. They resemble short, squat palm trees about ten to fifteen feet in 
  height, with spongy pink bark and feathery fronds. Hair-like strands of 
  bluish moss hang down from the fronds, making it impossible to see very 
  far into this bizarre subterranean jungle. Condensed water drips constantly 
  from the ceiling, and wisps of steam constantly form and then disappear 
  in the air. Lurking in the jungle about 20 ft. from the edge are 3 giant 
  leeches.
  GIANT LEECHS (3) 
   
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Leech, 
  Giant”)
  8B–4. Jungle Cavern
  This cavern is entirely filled with the strange subterranean trees found 
  in this level, but other than the trees the cave is empty.
  8B–5. Monkey-Carvings
  This cavern is empty, but pictures and lines have been scratched all 
  over the rock floor. The only recognizable symbols are a crescent shape 
  with some sort of stem at one end, and various crude images of the palm-
  type trees that the characters have seen on this level of the dungeon. The 
  rest of the scratching is made up of long curving lines, spirals, and a few 
  circles. This was a sacred cavern for the semi-intelligent monkeys that 
  once swarmed in this jungle, but these became extinct over a century 
  ago when the palm trees were affected by a disease that kept them from 
  producing bananas (the pictures of crescents with a stem). The only 
  monkeys to survive were those that ate the others, and eventually grew 
  into an entirely different ape-like species—the carnivorous apes in Areas 
  8B–10 and 8B–11.
  Level 8B
  Difficulty Level: 7–10
  Entrances and Exits:Lava river down from Level 5B: the 
  Prison of Time; river continues downward to Level 10: 
  The Lava Pit
  Wandering Monsters: Roll on the table below once 
  per 30 minutes on a d20
   
   1–6 
  2d6 carnivorous apes
   7 
  3d6 giant centipedes
   8 
  Ochre Jelly
   
  Standard Features: Areas shown with trees have a 
  visibility range of 10 ft. 
  299
  
  300
  level 8b
  
  8B–6. Mounds of Moss (Cr 9)
  The floor of this cavern is covered in deep moss, mostly either a bright 
  blue or a sickly, pale green. The bright blue moss is a predator that forms 
  itself into a shambling mound of vegetation; there is enough moss in 
  the cavern to form three of these human-shaped plant creatures. Although 
  these creatures are made of moss rather than swamp vegetation, they are 
  effectively identical to the sort of shambling mound that would be found 
  in a swamp. 
  SHAMBLING MOUNDS (3)  
   
  CR 6
  XP 2,400
  hp 67 (Pathfinder Roleplaying Game Bestiary, “Shambling 
  Mound”)
  Treasure: Beneath the mossy carpet that covers the cavern floor, there 
  is a considerable amount of treasure left behind by adventurers or hapless 
  monsters that have wandered into the cavern and been killed by the blue 
  moss. This includes 4,000 gp, 10,000 sp, 5 pearls (250 gp each), 1 emerald 
  (500 gp), a jewel-studded dagger (1,500 gp), 4 rusted daggers (worthless), 
  2 coin-sized disks made of wood (worthless), a nicely-worked bronze 
  goblet (only 10 gp), a small ivory statue of a dragon (50 gp), a torn paper 
  fan (worthless but still radiates a small amount of some now-expended 
  magic), a fragile china drinking cup (1,000 gp), a scroll of remove disease, 
  a scroll of magic circle against evil, and a potion of cure light wounds.
  8B–7. Arbor of Hallucinations
  Some of the trees in this cavern give off a subtle (undetectable) smell 
  that is hallucinatory after prolonged exposure. Anyone who remains in 
  this cavern longer than one turn may fall subject to the hallucination 
  of being covered with biting bugs. No saving throw is permitted, and 
  the hallucinatory bugs actually cause 1 hp of damage per round (in the 
  same manner as a major image spell, although they cannot simply be 
  disbelieved). Leaving the room immediately and entirely dispels the 
  hallucinations.
  8B–8. Cavern of Niches
  When the characters emerge from the trees that fill the passageway into this 
  room, they find a clear area in the cavern chamber. The walls of the cavern are 
  of natural stone, but several small, shallow niches have been hacked into the 
  walls. These appear to have been used as shelves or storage, for small items 
  of various different kinds have been placed into many of the niches. These 
  are remnants from the time when the (now extinct) semi-intelligent monkeys 
  inhabited this level. For the most part, the carnivorous apes have ignored the 
  collection of trinkets, considering them to be of little interest.
  Other than the possibility of wandering monsters, there is no hazard in 
  this room, and the characters can search through the contents of the niches.
  There are a vast number of these niches, and it takes a long time to 
  search all of them. Each character searching for a full 10 minutes can 
  assemble an array of items, most of which are worthless. Roll once on 
  the following table per character per minute spent. After two hours of 
  searching, the niches are empty.
   
  01–05 
  1d4 cp, ten feathers, two pieces of mummified monkey dung*, 
   
  and a stone eyeball (worthless).
  06–10 
  1d10 gp, a bat skeleton, a scrap of cloth, and 1 piece of 
   
  mummified monkey dung*
  11–15 
  1d10 sp, a feather, an iron nail, a shiny piece of glass, and a 
   
  sticky glob of something
  16–20 
  2d6 gp, a mummified banana, a piece of chalk, and the finger of 
   
  a leather glove
  21–25 
  2d10 sp, a rusted and unidentifiable piece of iron, three feathers 
   
  tied together with a piece of string, and a piece of mummified 
   
  monkey dung*.
  26–30 
  1d10 cp, a dried piece of palm-leaf wrapping a piece of semi-
   
  precious stone (worth 1d20 gp)
  31–35 
  A fish skeleton and 1d3 pieces of mummified monkey dung*
  36–40 
  A bone needle, a chipped flint knife, and a piece of palm-leaf 
   
  wrapped around a shiny (but worthless) rock
  41–45 
  2d6 gp, 1d20 sp, 1d100 cp, a chipped piece of flint, and 1d10 
   
  mummified pieces of monkey dung*
  46–50 
  1d4 gp, 1d6 sp, a nest of (normal) spiders, and 1 piece of 
   
  mummified monkey dung*
  51–55 
  1d4 scraps of tree bark
  56–60 
  1d4 coconuts (rotted and dried out), a fish skeleton, a string of 
   
  wooden beads, and a bone scraper
  61–65 
  1 gem worth 2d6 x5 gp, 1d10 sp, and a piece of tree bark with 
   
  indecipherable symbols scratched on it (comprehend languages 
   
  or a DC 20 Linguistics check would indicate that it says, 
   
  “Banana, banana, flint knife, climbing is happiness, 
   
  Thongo has lice.”
  66–70 
  1d8 gp, 2d10 sp, 1d6 semi-precious stones worth 1d6 gp each, 1 
   
  piece of mummified monkey dung*, 1d6 desiccated beetles
  71–75 
  1d6 cp, a tuft of fur, and 1 turtle shell
  76–80 
  1d4 gp, a monkey skull, and a leather rattle
  81–85 
  1d20 sp, 1d4 monkey teeth, and 1d3 pieces of 
   
  dried monkey dung*
  86–90 
  1d6 semi-precious stones worth 1 gp  each, some blue dust 
   
  wrapped in a dried banana peel, and 1 piece of 
   
  dried monkey dung*
  91–95 
  1d10 gp and 1d20 worthless (but pretty) rocks
  96–00 
  1d20 cp, a dried scarab beetle, and a banana of holding (found 
   
  only once). 
  *There is a reason why the (now extinct) semi-intelligent monkeys 
  who lived on this level stored their dung in these niches. Over time, the 
  sulfur and mineral content in the dung becomes mildly explosive. The 
  dung-pieces can be thrown (or used as sling bullets) to inflict 1d6 points 
  of explosive damage, along with a puff of foul-smelling smoke and a 
  momentary glow of light. If the characters remove the pieces of monkey-
  dung from the niches while collecting materials rather than simply leaving 
  them, there is a good chance that at some point one of the pieces willis 
  dropped to the floor and explodes harmlessly. 
  301
  level 8b
  
  8B–9. Face of the Fire Monkey god
  At the location marked “A” in this chamber there is a huge monkey-
  face carved into the wall, about ten ft. in height. The carving’s mouth 
  is a deep hole into the wall rather than one of the shallow indentations 
  defining the rest of the face. If anyone approaches within thirty feet of 
  the face, it breathes fire on them for 2d6 points of damage, and continues 
  doing so once per round unless they leave the thirty foot radius. There is 
  no treasure here.
  8B–10. Trees of the Carnivorous 
  Apes (Cr varies, up to 14)
  This jungle-filled cavern is the abode of a large tribe of 50 carnivorous 
  apes (their numbers reduced by any that have previously been killed 
  in wandering monster encounters). First contact with the apes is likely 
  with only 2d6 of them, but another 1d6 emerge from the trees in each 
  subsequent round of combat until the entire tribe is engaged in the battle.
  CARNIVEROUS APES (50)  
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ape, Dire”)
  Treasure: There is no treasure in this area, for it is kept in the Chief-
  Ape’s cavern (Area 8B–11)
  8B–11. Cavern of the Ape 
  Chieftain (Cr 4)
  There is a large throne hacked from the natural stone of the cavern in 
  the eastern end of this cave chamber. An enormous fanged ape sits upon 
  the throne, which is surrounded by broken human skulls. The cavern also 
  contains a very large iron cauldron sitting upon a fire-pit.
  CARNIVOROUS APE CHIEFTAIN 
   
  CR 4
  XP 1,200
  NE Large magical beast (Pathfinder Roleplaying Game 
  Bestiary, “Ape, Dire”)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception 
  +10
   
  AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
  hp 63 (6d10+30)
  Fort +10; Ref +9; Will +7 
   
  Speed 30 ft., climb 30 ft.
  Melee bite +11 (1d6+6), 2 claws +11 (1d4+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+6)
   
  Str 23, Dex 19, Con 20, Int 7, Wis 16, Cha 14
  Base Atk +6; CMB +13; CMD 27 
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Acrobatics +8, Climb +18, Intimidate +10, Perception 
  +10, Stealth +4 
  Languages Common
  Treasure: Generations of carnivorous apes have accumulated lots of 
  shiny treasure from now-eaten adventurers, and the ape chieftain keeps 
  almost all of it in his cavern chamber. It is kept in a pile, for all the apes 
  to look at and play with, and comprises: 230,427 cp; 15,010 sp; 3,371 gp, 
  14 gems (4 x 10 gp, 3 x 50 gp, 3 x 100 gp, 2 x 250 gp, 2 x 1,000 gp); a 
  golden tiara with sapphires (2,000 gp); a +2 heavy mace; 2 potions of cure 
  moderate wounds; 1 potion of flying, 1 potion of energy resistance (fire); 
  and 1 scroll of cone of cold.
  8B–12. Slipping and Sliding 
  with Stirges (Cr 7)
  This room is one of the places where a fairly large quantity of water 
  drips into this level. The natural stone floor slopes sharply down from 
  the cavern entrance southeast toward the back of the cave. It is so filled 
  with drifting mist that visibility is restricted to 5 ft., and the floor is very 
  slippery. Anyone entering the room must make a DC 15 Acrobatics check 
  or slip and fall, moving at a rate of 20 ft. per round to the southeast. A 
  new check is permitted each round to recover. If anyone reaches the 
  southeastern part of the cavern, standing or sliding, this alarms and angers 
  the 20 stirges that live in mud nests on the ceiling. These fan through the 
  chamber looking for intruders. They are effectively invisible in the steam 
  until they land on someone to attack. Attacks against airborne stirges miss 
  automatically unless the attack is made in the correct general direction, 
  and even then the attack is made at –4 to hit. Anyone who has fallen and 
  cannot get up (has not made an Acrobatics check against slipping) is still 
  able to fight with hand weapons, but also at a –4 to hit.
  STIRGES (20) 
   
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  Treasure: The remains of various victims lie directly below the 
  stirge nests against the cavern’s southeastern wall. There are six skeletal 
  remains, carrying the following: 6 rusted lanterns, 2 rotted scrolls, 3 rusted 
  swords, one pointy hat (red plaid), a set of thief’s tools (rusted), a pair 
  of boots with a mouse skeleton inside, 10,222 cp, 416 sp, 817 gp, and a 
  wand of fireballs (16 charges remaining, CL 7th). The mouse skeleton is 
  magical; if worn as an amulet it grants a +1 to all saves. It is very fragile, 
  which is why its original owner kept it in a boot. Its presence causes the 
  boot to emanate faint magic, and if someone shoves a foot into the boot 
  they crush the magic skeleton.
  8B–13. The Promontory Cavern
  This large cavern is mainly a sea of molten lava, but there is a narrow 
  stone lip around the edges and a stone peninsula jutting out into and above 
  Banana of Holding
  Aura moderate conjuration; CL 9th
  Slot —; Price 1,200 gp; Weight 1 lb.
   
  DESCRIPTION
  This dried and leathery banana peel is stitched up the 
  sides, with an opening at the top about the diameter 
  of a coin. Only something small enough to fit through 
  the opening can be placed into the banana of 
  holding, because if the side-stitching is torn the item’s 
  magic will be lost. The banana holds a maximum of 
  40 pounds of such small items, and always weighs the 
  same as a banana peel. It is also quite slippery, as 
  most banana peels are.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, secret chest; 
  Cost 300 gp
  302
  level 8b
  
  the flowing river of fire. A pentacle has been carved into the stone floor 
  of the promontory, and at each of the five points of the pentacle there is a 
  large, blue gem.
  The promontory was once solidly grounded, but the flow of lava 
  around it has slowly been melting away the supporting rock, and it is 
  now extremely unstable. Any person walking to the pentacle has a 1% 
  chance per minute to cause the entire promontory to collapse into the river 
  of fire below. This chance is cumulative for each additional person on 
  the promontory (i.e., two people have a 2% chance per minute for the 
  promontory to collapse). The chance does not increase per round.
  Prying the gems out from the points of the pentacle takes time: five 
  minutes per gem if using a dagger or other ill-suited tool, three minutes if 
  using a pickaxe or crowbar. Each gem is worth 100 gp. Note that (fairly 
  obviously) a person who is flying or levitating over the promontory does 
  not add to the risk of a collapse.
  8B–14. Exit to Level 10: 
  The Lava Pit
  At this point, the wide tunnel begins to descend in stages, a series 
  of short “waterfalls” of lava, usually no more than 5 ft. in height. The 
  river winds its way down to Level 10: The Lava Pit, where it eventually 
  emerges from the ceiling of Area 10–7 in its last drop. 
  303
  level 8b
  
  Level 9: The Lower 
  Temple of Orcus
  This level contains the second of three power centers for the evil temple 
  of Orcus in the dungeon of Rappan Athuk. Just as Zehn rules Level 4 with 
  an iron hand, so does Gudmund rule this level. If the PCs are to have any 
  hope of expunging the evil forces of this place, they must first succeed 
  in the destruction of this temple. Gudmund keeps a stable of servant 
  creatures near the temple. Minotaurs haunt the maze area, and a large pack 
  of leucrottas are kept fed and happy in the caves. A herd of gorgons lives 
  in yet another area. Worse encounters are hidden in the temple as well. A 
  map of this level is depicted in Map RA–9.
  DIRE RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  GOBLIN FIGHTERS 
   
   
  CR 2
  XP 600
  Male goblin fighter 3 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +5
   
  AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 21 (3d10+3 plus 2)
  Fort +4; Ref +4; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk handaxe +6 (1d6+1/x3) or dagger +5 
  (1d4+1/19–20)
  Ranged mwk shortbow +9 (1d8+1/x3) or javelin +7 (1d6+1)
   
  Str 13, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +3; CMB +3; CMD 17 
  Feats Alertness, Dodge B, Improved Initiative, Weapon Focus 
  (shortbow)B
  Skills Perception +5, Ride +11, Sense Motive +2, Stealth +15, 
  Swim +5; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Gear masterwork studded leather armor, light wooden 
  shield, masterwork handaxe, masterwork shortbow, 10 +1 
  arrows, 3 javelins, dagger, 20 gp.
  GOBLIN LEADER  
   
  CR 5
  XP 1,200 
  Male goblin fighter 6 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +6
   
  AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 44 (6d10+6 plus 5)
  Fort +6; Ref +5; Will +2 (+4 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +1 short sword +13/+8 (1d4+6/19–20)
  Ranged mwk heavy crossbow +12 (1d8+1/x3)
  Special Attacks weapon training (light blades +1)
   
  Str 14, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +6; CMB +7; CMD 21 
  Level 9
  Difficulty Level: 12
  Entrances: Stairs to Levels 7A, 10, and 11A from Area 
  9–1. River from Level 1.
  Exits: Stairs to Levels 7A, 10, and 11A from Area 9–1.
  Wandering Monsters: Check once every hour on 
  1d20:
   
   
  1 
  1d3 acolytes of Orcus (see Area 9–8)
   
  2 
  1d6 minotaurs (see Area 9–4)
   
  3 
  3d6 dire rats (cavern areas only, otherwise no 
   
   
  encounter)
   4–5 
  1d3 leucrottas (see Area 9–5)
   
  6 
  A company of goblin troops —2d4 goblin 
   
   
  fighters accompanied by 1d2 goblin leaders 
   
  7 
  1d2 vrocks
   8–9 
  1d3 piercers (cavern areas only, otherwise no 
   
   
  encounter)
   10–20 
  No encounter
   
  Detections: Strong evil emanates from the temple at 
  Area 9–8.
  Shielding: None.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 23, 
  Disable Device DC 20). All secret doors require a DC 
  20 Perception check to notice and are made of stone 
  (2 in. thick; hardness 8; hp 30; Break DC 25, Disable 
  Device DC 20).
  All attempts to turn undead receive a –4 profane 
  penalty due to the evil temple. No turning is possible 
  in the temple area itself. Areas 9–8 to 9–11 radiate a 
  continuous dispel good aura.
  Fungus encrusts most cave surfaces on this level; 
  20% of the fungus is edible, while 10% is poisonous. 
  A DC 20 Knowledge (dungeoneering or nature) or 
  Survival check allows PCs to determine which are 
  edible. (Gnomes and other underground creatures 
  gain a +2 bonus to their checks.)
  POISONOUS FUNGUS
  Type poison, ingested; save Fortitude DC 16
  onset 10 minutes; frequency 1/minute for 6 minutes
  effect 1d3 Con damage; cure 2 consecutive saves
  304
  
  305
  level 9
  
  Feats Dodge, Point-Blank ShotB, Improved Initiative, Weapon 
  Finesse, Weapon Focus (crossbow), Weapon Focus (short 
  sword)B, Weapon Specialization (short sword)B
  Skills Perception +6, Ride +11, Stealth +18, Swim +6; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork studded leather armor, +1 light steel shield, +1 
  short sword, masterwork heavy crossbow, 10 +1 bolts, 25 gp.
  VROCK   
  CR 9
  XP 6,400
  hp 112 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Vrock”)
  PIERCER  
   
   
  CR 1/4
  XP 100 (Frog God Games, The Tome of Horrors Complete, 
  “Hazards”)
  Piercers resemble 1-foot long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 1d6 
  points of piercing damage. If the save succeeds, the piercer 
  misses its target and may not attack again until it climbs 
  back into position. (Piercers move 5 feet per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 feet. Those of 2 to 4 
  feet in length are CR 1 and deal 2d6 points of damage if 
  they hit a foe. Their acid deals 1d6 points of acid damage. 
  Those of 5 to 6 feet in length are CR 2 and deal 3d6 points 
  of damage if they hit. Their acid deals 1d6 points of acid 
  damage. The DC to avoid a piercer’s attack is 15, regardless 
  of its size.
  9–1. Entrance
  This small room contains stairs leading down to Levels 10 and 11A, 
  and up to Level 7A.
  9–2. Empty Areas
  The occasional piece of junk or debris litters those areas marked 9–2. 
  GMs should also roll a wandering monster check each time PCs enter 
  areas designated “9–2.”
  9–3. The False Wall
  The wall on the north side of this room simply looks fake. It is made of 
  very weak paper and mortar, and can be easily broken down. If this occurs, 
  an alarm is triggered in the evil temple at Area 9–8, and the gorgons are 
  sent to the area by Gudmund from Area 9–7. Other than that, this area is 
  yet another time waster.
  9–4. gathering ground 
  This area is used as a base camp for the minotaurs that serve Gudmund. 
  At all times, 12 minotaurs are present in this area, and a total of 24 are 
  present on this level. Any not here are assumed to be wandering the maze 
  (Area 9–6) or elsewhere. There is a large iron bar across the door to the 
  tunnel complex at Area 9–7. This is to keep the gorgons shut in, as the 
  minotaurs fear them. Strewn about the room are small piles of rubbish that 
  double as the minotaurs’ beds (24 separate piles).
  MINOTAURS (12)  
   
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary, “Minotaur”)
  Tactics: The minotaurs are too chaotic to formulate any real battle plan. 
  They are relentless foes, however, and track anyone fleeing as long as one 
  side or the other is alive. They fear wizards, and anyone who can be seen 
  casting spells is preferentially targeted. Any non-spellcasters captured are 
  eaten. Captured spellcasters are tossed into the gorgon area beyond the 
  north door (it is bad luck to eat a wizard).
  Treasure: Three of the piles have some items of interest. Pile #14 has 
  1,400 gp in a large locked leather sack. The lock is of fine quality (DC 25 
  Disable Device). Pile #19 has hidden in a pile of feces a +3 short sword 
  of speed in a lead sheath (detect magic cannot find it). This sword may be 
  found on a DC 25 Perception check. Pile #23 contains a small statue of 
  pure adamantine. The statue is of a young man kneeling beside two lions; 
  it is worth 2,500 gp and weighs 2.5 pounds.
  9–5. Leucrotta Caves 
  Two interconnected areas are labeled as 9–5 on the map. Each serves 
  as the den for a pack of 6 leucrottas that are used as guardian animals 
  by Gudmund. These packs do not care for each other. Any combat in one 
  area is only 30% likely to draw additional leucrottas from the other area. 
  The river in this area can be swam (DC 15 Swim), though downstream it 
  leads nowhere. The source of the river is Level 1, Area 1–14. The beasts 
  have no treasure.
  LEUCROTTAS (6)  
   
  CR 5
  XP 1,600
  hp 57 (Pathfinder Roleplaying Game Bestiary 2, “Leucrotta”)
  Tactics: These beasts hit and run, avoiding heavily armored opponents 
  until all others have been dealt with. The pack attacks in two groups of 
  three, with each group dedicating all of its attacks on one individual until 
  he falls. If seriously wounded (75% or more of hit points), a leucrotta flees 
  and hides, avoiding further conflict if possible.
  9–6. The Maze 
  This area is a total time-waster and was built to distract invaders while 
  the priests gather their forces to fight them. Hidden throughout the maze 
  are a series of undetectable glyphs of warding that do not harm anyone, 
  but instead trigger an alarm in Area 9–9. Once the alarm is triggered, 
  Gudmund releases the gorgons from Area 9–7 into the maze. These beasts 
  track by scent until they find the PCs. Wandering the maze at any given 
  time are 6 minotaurs, who feel at home here. There is a 50% chance per 
  10 minutes of encountering such a wandering group. Once they are slain, 
  no further encounters with minotaurs occur in the maze.
  MINOTAURS (6)  
   
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary, “Minotaur”)
  306
  level 9
  
  Tactics: The minotaurs are too chaotic to formulate any real battle plan. 
  They are relentless foes, however, and track anyone fleeing as long as one 
  side or the other is alive. They fear wizards, and anyone who can be seen 
  casting spells is preferentially targeted. Any non-spellcasters captured are 
  eaten. Captured spellcasters are tossed into the gorgon area.
  9–7. Cave of the gorgons
  Only Gudmund himself dares enter this room, as his amulet protects 
  him from the breath of the foul creatures stabled here. This cave complex 
  smells of cow dung and vermin. Careful inspection of the area behind 
  the door (DC 15 Perception to locate) reveals a whole troop of small rat 
  statues, 20 in total. Here and there a stone stirge may be found as well. 
  Each minute spent north of the door from Area 9–4 brings a 35% chance 
  of an encounter with 1d3 gorgons. These beasts are used as a weapon 
  by the evil priests of this level and are kept well fed with slaves, goblin 
  trespassers, and adventurers. The gorgon lair (statuary, really) is in the 
  back corner of Area 9–7. Gudmund removes all treasure.
  GORGONS (4) 
   
   
  CR 8
  XP 4,800
  hp 100 (Pathfinder Roleplaying Game Bestiary, “Gorgon”)
  Tactics: Moooo!!! Charge, breathe, charge, breathe, charge, etc.
  Treasure: In a large pile of offal a long lost iron flask containing a 
  vrock can be found with a DC 32 Perception check. The command word 
  for the flask is “Muzekseg.”
  9–8. The Lower Temple of Orcus
  Entrance Portals: The divided corridor leads down an 80-ft. hall and 
  ends in a set of huge, carved double doors. Unholy scenes of demonic 
  faces and rites are carved in these bas-relief halls and doors, evidence that 
  something wicked this way comes. The doors are unlocked, and may be 
  opened easily by pulling on their great brass handles. The doors are, of 
  course, trapped.
  Stone Double Doors: 3 in. thick; hardness 8; hp 45; Break DC 30; 
  Disable Device DC 30
  GLYPH OF WARDING TRAP 
   
   
  CR 4
  XP 2,400
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (glyph of warding, bestow curse, –6 
  Wisdom, CL 9th), DC 18 Will save negates; multiple targets 
  (all non-evil creatures passing through the portal)
  Beyond the Doors: Inside is the Lower Temple of Orcus, the last of 
  the human-occupied shrines of power dedicated to this evil god. Like the 
  Upper Temple (Level 4), this area is designed to be horribly deadly and 
  should not be taken as “just another encounter” by the GM. It is critical 
  that the PCs destroy this power source if they want to have any chance of 
  defeating the evil of Rappan Athuk.
  The room itself is shaped like a cross, with two large pools of bubbling blood 
  flanking a large altar upon which rests a shimmering globe of scintillating 
  colors. The globe spins wildly along its axis, creating a blur effect within 
  307
  level 9
  
  20 ft. of the altar. Around the altar is inscribed a pentagram. This pentagram 
  radiates a permanent unhallow and magic circle against good aura within 120 
  ft. Remember as well, the entire temple area radiates a dispel good effect. In 
  order to destroy this shrine, the PCs must not only deface the temple, but must 
  also destroy the globe, known as the Sphere of Souls.
  Like the Upper Temple, an evil priest and his minions guard this shrine. 
  Gudmund, a high priest of Orcus, and several attendants oversee this 
  shrine. The demon prince has bequeathed Gudmund an assistant to aid 
  in the temple’s defense: Geelzabigth, a glabrezu demon. Gudmund has 
  also created a clay golem to protect him. Several — if not all — PCs may 
  perish in an attempt to destroy this den of evil. Wise and well versed in 
  combat, the priests never surrender or parley. Anyone captured alive is 
  either immediately killed or sacrificed to Orcus after the battle. Combat 
  such as this is the stuff of which legends are made. GMs should play these 
  NPCs with all their guile and skill.
  Magical Protections: The temple is under the effects of permanent 
  unhallow and dispel good spells. All these spells are as if cast by an 18th-
  level caster.
  GUDMUND 
   
   
  CR 11
  XP 12,800
  Male human disciple of Orcus 12 (see Appendix B)
  CE Medium humanoid (human)
  Init +3; Senses darkvision 90 ft., see in magical darkness; 
  Perception +12
   
  AC 26, touch 11, flat-footed 26 (+11 armor, +1 Dex, +4 shield)
  hp 93 (12d8+28 plus 11)
  Fort +11 (+15 vs. petrification); Ref +8; Will +14
  Defensive Abilities death’s embrace
   
  Speed 20 ft., (30 ft. base)
  Melee +2 heavy mace +15/+10 (1d8+5)
  Special Attacks channel negative energy (4/day, 6d6, DC 
  17), death’s kiss (6 rounds, 8/day), touch of darkness (12/
  day, DC 20)
  Spells Prepared (CL 12th; ranged touch +12) 
  6th—blade barrier (DC 21), create undeadD, heal
  5th—dispel good, greater command (DC 20), slay livingD 
  (DC 20), spell resistance, summon monster V
  4th—cure critical wounds (x2), enervationD (DC 19), freedom 
  of movement, death ward
  3rd—animate deadD, deeper darkness, invisibility purge, 
  magic circle against good, protection from energy, wind 
  wall
  2nd—aid, death knell, ghoul touchD (DC 17), hold person 
  (DC 17), silence, spiritual weapon
  1st—bane (DC 16), bless, cause fearD, cure light wounds x3, 
  obscuring mist
  0 (at will)—detect magic, light, resistance, vigor
  D Domain spell Domain Undead*
   
  Str 14, Dex 17, Con 14, Int 13, Wis 21, Cha 13
  Base Atk +9; CMB +11; CMD 24 
  Feats Alertness, Brew Potion, Combat Casting, Command 
  UndeadB, Enlarge Spell, Leadership, Scribe Scroll, Weapon 
  Focus (heavy mace)
  Skills Craft (alchemy) +17, Knowledge (religion) +17, 
  Perception +12, Profession (alchemist) +17, Sense Motive +7, 
  Spellcraft +17 
  Languages Abyssal, Common
  SQ undead creation mastery, undead lord’s proxy, variant 
  channeler
  Combat Gear potion of cure serious wounds, potion of 
  invisibility, scrolls of harm, heal and word of recall (CL 10th); 
  Other Gear +2 heavy mace, +3 breastplate, +2 heavy 
  steel shield, mask of the skull, amulet of protection from 
  petrification (+4 vs. petrification, included above), magic 
  key to the secret door in Area 5–11, gold unholy symbol 
  (grants permanent prayer spell to bearer if servant of Orcus), 
  spell component pouch
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  GEELZABIGTH THE GLABREZU 
   
  CR 13
  XP 25,600
  hp 186 (Pathfinder Roleplaying Game Bestiary, “Glabrezu, 
  Demon”)
  CLAY GOLEM 
   
   
  CR 10
  XP 9,600
  hp 101 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Clay”)
  PRIESTS (6) 
   
   
  CR 5
  XP 1,600
  Male human disciple of Orcus 6 (see Appendix B)
  CE Medium humanoid (human)
  Init –1; Senses darkvision 90 ft.; Perception +6
   
  AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)
  hp 39 (6d8+6 plus 6) 
  Fort +6; Ref +1; Will +11 
   
  Speed 20 ft. (30 ft. base)
  Melee mwk heavy mace +8 (1d8+3)
  Special Attacks channel negative energy (DC 14, 3d6, 6/
  day), death’s kiss (3 rounds, 4/day)
  Spells Prepared (CL 6th; melee touch +6)
  3rd—animate deadD, blindness/deafness (DC 17), invisibility 
  purge, prayer
  2nd—align weapon, bear’s endurance, ghoul touchD (DC 
  16), hold person (DC 16), spiritual weapon
  1st—bane (DC 15) (x2), cause fearD (DC 17), entropic shield, 
  obscuring mist
  0 (at will)—bleed (DC 14), detect magic, detect poison, 
  guidance
  D Domain spell Domain Undead*
   
  Str 14, Dex 8, Con 12, Int 10, Wis 18, Cha 13
  Base Atk +4; CMB +6; CMD 15 
  Feats Command UndeadB, Extra Channel, Iron Will, 
  Toughness, Weapon Focus (heavy mace)
  Skills Heal +8, Knowledge (arcana) +4, Knowledge (planes) 
  +6, Knowledge (religion) +9, Linguistics +5, Perception +6, 
  Spellcraft +6 [3 ranks, +3 class, +0 Int]
  Languages Abyssal, Common, Orc
  SQ undead lord’s proxy, variant channeler
  Combat Gear 2 potions of cure serious wounds, potion of 
  invisibility; Other Gear +1 breastplate, masterwork heavy 
  steel shield, mwk heavy mace, cloak of resistance +1, spell 
  component pouch, unholy symbol of Orcus, 18 gp
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  ACOLYTES (12)  
   
  CR 2
  XP 600 
  Male human disciple of Orcus 3 (see Appendix B)
  CE Medium humanoid (human)
  Init +0; Senses darkvision 60 ft.; Perception +6
   
  AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 23 (3d8+3 plus 3) 
  Fort +4; Ref +3; Will +6 
   
  Speed 20 ft. (30 ft. base)
  Melee mwk light mace +5 (1d6+2)
  Special Attacks channel negative energy (DC 10, 2d6, 4/
  day), death’s kiss (1 round, 2/day)
  308
  level 9
  
  Spells Prepared (CL 3rd; melee touch +4)
  2nd—aid, darkness, ghoul touchD (DC 15)
  1st—cause fearD (DC 14), endure elements, magic weapon, 
  summon monster I
  0 (at will)—create water, detect magic, read magic, virtue
  D Domain spell Domain Undead*
   
  Str 14, Dex 10, Con 13, Int 12, Wis 17, Cha 8
  Base Atk +2; CMB +4; CMD 14 
  Feats Alignment Channel, Command UndeadB, Extra 
  Channel, Lightning Reflexes
  Skills Knowledge (planes) +7, Knowledge (religion) +7, 
  Perception +6, Spellcraft +7 
  Languages Abyssal, Common
  SQ aura, undead lord’s proxy, variant channeler
  Combat Gear 2 potions of cure light wounds, potion of 
  entropic shield, potion of longstrider, wand of inflict light 
  wounds (50 charges); Other Gear masterwork scale mail, 
  masterwork heavy wooden shield, masterwork light mace, 
  unholy symbol of Orcus, spell component pouch, 38 gp
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  Tactics: The priests use fairly simple tactics. Gudmund casts blade 
  barrier, death ward, prayer, freedom of movement, and wind wall, then 
  uses his mask of the skull. He then casts additional spells as seen fit by 
  the GM, aiding his demon and clay golem servitors to slay anyone still 
  standing. He uses the blur and protection from good areas for any close-
  in combat he is forced to join, saving his 12d6 death touch for a final 
  moment. If all else fails, he casts word of recall to Area 9–10 and prepare 
  for a final stand at that location, after healing himself.
  The acolytes cast bane, doom, and protection from good, then wade into 
  melee, relying on their god’s protection. The priests’ actions parallel that 
  of the acolytes, but they also cast bull’s strength and bless before joining 
  combat, as well as animate dead, creating 5 skeletons each from the bones 
  in Area 9–11 (total of 30 skeletons). When the opportunity presents itself, 
  each priest uses his bleeding touch ability or his silence or hold person 
  spell. As befits their chaotic-evil nature, the higher-level priests let the 
  acolytes bear the brunt of combat (e.g., melee with PC fighters). The 
  glabrezu immediately uses its summon ability to attempt to bring in 1d2 
  vrocks. It casts mirror image, followed by confusion and reverse gravity. 
  It uses its teleport ability to stay away from fighter types, using its burning 
  hands, chaos hammer, and unholy blight spell-like abilities until forced 
  to fight hand-to-hand. The clay golem and skeletons simply bash the 
  closest opponent. None of Orcus’ minions retreats or gives quarter. Priests 
  sacrifice charmed PCs immediately following combat.
  Treasure: Other than the priests’ respective treasures, as listed above, 
  the Sphere of Souls appears to be quite valuable (in excess of 10,000 
  gp). It radiates non-detection, and may be simply removed or taken away 
  by unwise PCs. It is the power focus for this evil temple, and unless 
  destroyed, the avatar on Level 15 loses no vitality. The sphere may be 
  destroyed simply by smashing it to bits (hardness 5, hp 10).
  9–9. The Priests’ Quarters
  This room functions as the temple priests’ sleeping quarters. The 
  room contains six beds, evenly spaced apart, and six wooden chests, one 
  situated at the foot of each bed. The beds and chests are of simple yet 
  practical construction. The acolytes sleep on the floor. One more bed is 
  hidden, however, in Area 9–10. All of the chests contain various mundane 
  items, unholy writings, black robes, and other minor priestly trappings. 
  Nothing of value is present in this room. The secret door to Area 9–10 is 
  very difficult to find.
  Secret Stone Door: 2 in. thick; hardness 8; hp 30; Break DC 
  28; Perception DC 30.
  9–10. The Hidden room 
  This is Gudmund’s room, as well as the treasure room for this temple. 
  It is where his word of recall spell returns him should he have need. The 
  room is lavishly furnished and adorned with tapestries, golden idols 
  encrusted with gems, and various magical trophies taken from dead 
  adventurers. Three large chests sit along the south wall, locked with finely 
  crafted locks. Each is trapped.
  Chest No. 1
  POISON NEEDLE TRAP 
   
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 22; Disable Device 20
   
  Trigger touch; Reset manual;
  Effect Atk +8 ranged (1 plus deathblade poison)
  Chest No. 2
  LIGHTNING BOLT TRAP 
   
   
  CR 6
  XP 2,400
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset automatic
  Effect spell effect (lightning bolt, 5d6 electricity, DC 14 Reflex 
  save for half damage); multiple targets (all targets in a 5-ft.-
  wide by 50 ft.-long area)
  Chest No. 3
  TRAP THE SOUL TRAP 
   
   
  CR 9
  XP 6,400
  Type magic; Perception DC 33; Disable Device DC 33 (or 43 
  without taking 20 to keep the emerald intact)
   
  Trigger touch (alarm); Reset automatic (until one person is 
  successfully trapped)
  Effect spell effect (trap the soul, DC 22 Will resists) soul 
  trapped into a 25,000 gp emerald fully encased within the 
  lock of the chest; disarming the trap or freeing the captured 
  soul destroys the gem, leaving pieces of the gem worth only 
  of 3d6 x 100 gp
  Treasure: This room contains the vast wealth of this temple. The 
  tapestries alone are worth over 5,000 gp, though finding buyers of the evil 
  scenes depicted may be difficult. Six large pieces of artwork are present. 
  Shrines of Power
  The unholy shrines in this dungeon, of which this is the second, 
  provide power to the demon prince, Orcus, and his avatar, the 
  “Master.” To cleanse the area of evil, PCs must destroy and 
  consecrate each unholy shrine. Additionally, destroying the 
  unholy shrines weakens Orcus’ avatar, making it possible for a 
  high-level party to defeat him on Level 15. For each shrine the PCs 
  manage to cleanse, the Master gains 2 effective negative levels. In 
  addition, if one shrine is cleansed, the Master loses the use of his 
  9th level spells. If 2 shrines are cleansed, the Master loses all his 
  summoning spell-like abilities. If all 3 shrines are brought low, the 
  Master is reduced to the following: DR 15/cold iron and good, SR 
  36, all At will Spell-Like Abilities are usable 1/day, and he loses 
  the use of all Domain and Class Spell-Like Abilities.
  Note that to access the Chapel of Orcus (Level 14), the PCs 
  must obtain the magical key held by Gudmund. No other means of 
  opening the door at Area 5–11 is available.
  309
  level 9
  
  The first is a silver water fountain enchanted to run water continuously. 
  The fountain is in the shape of a swan in a pool, and the whole is worth 
  3,000 gp. The second is a large statue of Hecate, made of pure platinum 
  and with emeralds for eyes, worth over 10,000 gp in precious materials 
  alone. This statue is hallowed, though its aura is suppressed by the 
  unhallow effect of the temple. The third piece of art is a golden flute, 
  inlaid with fine gemstones and of purest quality, worth 1,500 gp. The final 
  two items are a pair of ornamental swords, inlaid with gems and edged 
  with platinum; their hilts are wrapped with mithral. These two swords are 
  worth 6,000 gp as a set. A bronze horn of Valhalla rests on the wall. Chest 
  #1 contains 2,800 sp and 3 arcane scrolls. The first arcane scroll contains 
  the spell stone to flesh, the second freedom, and on the last is inscribed a 
  single wish. Chest #2 contains velvet lining and is filled with 8 potions; all 
  potions are unmarked. There are 3 potions of cure serious wounds, two of 
  heroism, and one each of tongues, haste, and owl’s wisdom. The last chest 
  contains a decanter of endless water, and a long, thin puzzle box made of 
  adamantine. This box requires a DC 25 Intelligence check to open (having 
  5 or more ranks in the Disable Device skill adds a +2 bonus). The box 
  contains a wand of ice storm. Hidden in a secret compartment of this chest 
  is a pearl of power (3rd). This compartment is also trapped.
  Secret Compartment: 0.5 in. thick; hardness 10; hp 10; 
  Perception DC 30; Break DC 28, Disable Device DC 33
  POISON GAS TRAP 
   
   
  CR 10
  XP 9,600
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger touch; Reset repair
  Effect poison gas (burnt othur fumes); never miss; multiple 
  targets (all targets in 20 ft. radius)
  9–11. Land of the Dead
  This room is literally piled wall to wall with bones and rotting bodies, 
  all sacrificed to the evil lord of the dead. Nothing of value remains, as 
  the bodies were searched prior to disposal here. This room is used as a 
  resource for animating skeletons to serve in the evil temple.
  310
  level 9
  
  Level 9A: Caves and 
  Caverns — The Hydra’s Lair
  This cavern, a large nexus point in the dungeon, leads to the goblin city 
  on Level 12A and is the only access to the city within the halls of Rappan 
  Athuk. The goblin clergy have set several allied and guardian creatures 
  here (gargoyles, trolls and shadow dragons) to man the gates. A number 
  of other creatures reside on this level, either known to the goblins (e.g., 
  gugs and will-o’-wisps) or unknown (e.g., Lord Navarre). The goblins, 
  unable to open the mithral gates, have no idea what lies beyond them. The 
  main cavern requires several days’ exploration to fully examine, as it is 
  over 2 miles long and 1/3 mile wide. Numerous support columns stand 
  fast throughout the cavern, and the limestone within the cavern is very 
  much “alive,” as evidenced by the thousands of stalactites and stalagmites 
  “growing” from the ceilings and floors, respectively. Blind cavefish 
  populate the rivers in great numbers, and rats, bats and other vermin thrive 
  in the fungus-encrusted gloom. A map of this level is depicted in Map 
  RA–9A.
  PURPLE WORM 
   
  CR 12
  XP 19,200
  hp 200 (Pathfinder Roleplaying Game Bestiary, “Purple 
  Worm”)
  DIRE RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  GOBLIN FIGHTERS 
   
   
  CR 2
  XP 600
  Male goblin fighter 3 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +5
   
  AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 21 (3d10+3 plus 2)
  Fort +4; Ref +4; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk handaxe +6 (1d6+1/x3) or dagger +5 
  (1d4+1/19–20)
  Ranged mwk shortbow +9 (1d8+1/x3) or javelin +7 (1d6+1)
   
  Str 13, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +3; CMB +3; CMD 17 
  Feats Alertness, Dodge B, Improved Initiative, Weapon Focus 
  (shortbow)B
  Skills Perception +5, Ride +11, Sense Motive +2, Stealth +15, 
  Swim +5; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Gear masterwork studded leather armor, light wooden 
  shield, masterwork handaxe, masterwork shortbow, 10 +1 
  arrows, 3 javelins, dagger, 20 gp
  GOBLIN LEADER  
   
  CR 5
  XP 1,200 
  Male goblin fighter 6 (Pathfinder Roleplaying Game Bestiary, 
  Level 9A
  Difficulty Level: 12
  Entrances: Stairs from Level 7A, river tunnel from Level 
  4A
  Exits: Stairs to Level 12A from room 9A–9; rivers to Level 
  10A; mithral gates to Level 11. Area 9A–5 leads to 
  Level 9D.
  Wandering Monsters: Check once every hour on 
  1d20:
   
   
  1 
  1 purple worm
   
  2 
  1 gug (see Area 9–4)
   
  3 
  3d6 dire rats
   
  4 
  1d3 trolls (see Area 9–5)
   
  5 
  A company of goblin troops — 4d4 goblin 
   
   
  fighters accompanied by 1d4 goblin leaders
   
  6 
  1d6 gargoyles (see Area 9–1)
   
  7 
  1 will-o’-wisp (see Area 9–8)
   
  8 
  2d6 stirges
   
  9 
  1d3 piercers
   10–20 No encounter
   
  Detections: Strong evil emanates from the shadow 
  dragon lair at Area 9A–7.
  Shielding: Lead shields Lord Navarre’s lair (9A–2) 
  and the mithral gates area, preventing magical 
  detections and any magical means of transport (such 
  as teleportation) into or out of them.
  Standard Features: Because the ground is slippery 
  and uneven, each round of melee or running 
  requires a DC 5 Dexterity check. Failure means 
  the PC falls down. Monsters, more familiar with 
  the terrain, enjoy normal movement. Climbing the 
  wet and slippery walls, columns and other cavern 
  features requires a DC 15 Climb check unless 
  otherwise noted. Mist enshrouds all areas east of 
  the hot springs, limiting vision to 60 ft. The umbral 
  dragons and will-o’-wisps see normally, as they do 
  not need eyes to “see.” Monsters automatically 
  surprise PCs using light sources, except for purple 
  worms, which burrow up from below and cannot 
  see the light source. Fungus encrusts most of the 
  surfaces on this level; 20% of the fungus is edible, 
  while 10% is poisonous. A DC 20 Knowledge 
  (dungeoneering or nature) or Survival check allows 
  PCs to determine which are edible. (Gnomes and 
  other underground creatures gain a +2 bonus to 
  their checks.)
  POISONOUS FUNGUS
  Type poison, ingested; save Fortitude DC 16
  onset 10 minutes; frequency 1/minute for 6 minutes
  effect 1d3 Con damage; cure 2 consecutive saves
  311
  
  312
  level 9a
  
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +6
   
  AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 44 (6d10+6 plus 5)
  Fort +6; Ref +5; Will +2 (+4 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +1 short sword +13/+8 (1d4+6/19–20)
  Ranged mwk heavy crossbow +12 (1d8+1/x3)
  Special Attacks weapon training (light blades +1)
   
  Str 14, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +6; CMB +7; CMD 21 
  Feats Dodge, Point-Blank ShotB, Improved Initiative, Weapon 
  Finesse, Weapon Focus (crossbow), Weapon Focus (short 
  sword)B, Weapon Specialization (short sword)B
  Skills Perception +6, Ride +11, Stealth +18, Swim +6; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork studded leather armor, +1 light steel shield, +1 
  short sword, masterwork heavy crossbow, 10 +1 bolts, 25 gp
  STIRGES (15) 
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  PIERCER  
   
   
  CR 1/4
  XP 100 (Frog God Games, The Tome of Horrors Complete, 
  “Hazards”)
  Piercers resemble 1ft . long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 1d6 
  points of piercing damage. If the save succeeds, the piercer 
  misses its target and may not attack again until it climbs 
  back into position. (Piercers move 5 feet per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 feet. Those of 2 to 4 
  feet in length are CR 1 and deal 2d6 points of damage if 
  they hit a foe. Their acid deals 1d6 points of acid damage. 
  Those of 5 to 6 feet in length are CR 2 and deal 3d6 points 
  of damage if they hit. Their acid deals 1d6 points of acid 
  damage. The DC to avoid a piercer’s attack is 15, regardless 
  of its size.
  9A–1. Entrance (Cr varies, up to 15)
  The tunnel opens into a vast cavern; dozens of rat tunnels dot its walls. 
  Stalactites and stalagmites reach toward one another like hundreds of 
  bony fingers. The roof of the cave is too high to see, and bats swarm in 
  the torchlight. The path is smooth and slippery. PCs hear running water 
  somewhere off in the distance. As the PCs enter the cavern, they may hear 
  an evil chattering with a DC 20 Perception check — a chilling cacophony 
  comprising dozens of obscene, whispery voices emanating from the 48 
  gargoyles that reside in the six caves above the entrance area. Numerous 
  gargoyles immediately attack the PCs (see Tactics, below). Immediately 
  check for an additional wandering monster if the PCs are using light to 
  illuminate their path. Monsters equate “light” with “fine dining.”
  GARGOYLES (48) 
   
   
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary, “Gargoyle”)
  Tactics: Immediately, 4d6 gargoyles swoop in, attacking; an additional 
  1d6 gargoyles join the fray each round until all 48 are involved in the 
  battle. Slaves of the goblin priests on Level 12A, the gargoyles have 
  been quested to slay all humans and non-goblin humanoids that enter the 
  cavern through the passage from Level 7A. Gargoyles not swooping in 
  immediately use their freeze ability to appear as stone, thus confusing any 
  attempt to verify their numbers. Attacking from above, the gargoyles try 
  to fly away with grappled victims, carrying them to the cavern’s roof and 
  dropping them from heights of over 60 ft. One gargoyle can lift a held 
  opponent weighing up to 150 pounds. Two gargoyles working together 
  can lift a held opponent weighing up to 300 pounds 20 ft. per round.
  Gargoyle Caves: The six caves that crown the cavern’s entrance 
  contain the gargoyle’s nest areas. Because the caves are 40 ft. off the 
  ground, PCs must make a DC 15 Climb check to reach them. Most caves 
  contain little treasure, since the evil priests of Orcus routinely clean them 
  out. However, cave number 4 does contain some treasure.
  Treasure: Acquired from less-fortunate visitors to the cavern, the 
  stash in cave number 4 contains the following items: 220 gp and 166 sp; 
  a gold music box worth 2,500 gp; 3 uncut pieces of amber worth 200 gp 
  each; a huge golden-yellow topaz worth 1,000 gp; a suit of +2 slick silent 
  movement leather armor; potions of blur, water breathing, cure serious 
  wounds, gaseous form, heroism, aid and neutralize poison; and a scroll of 
  three arcane spells (CL 12th; legend lore, nondetection and freedom). The 
  numerous articles of non-magical gear include 4 longswords, 2 maces, 6 
  daggers, 4 oil flasks, 5 vials of holy water, a suit of masterwork chainmail, 
  a masterwork heavy steel shield, a masterwork bastard sword, 2 suits of 
  plate mail and holy symbols of Set, Hecate, Thyr and Ra. Hidden in one 
  dagger’s hilt is a ring of freedom of movement. The hidden catch can be 
  found on a DC 25 Perception check. The hollow, lead-lined hilt prevents 
  magical detection.
  9A–2. The Tomb of Lord Navarre 
  (Cr varies, 26 to 29)
  Special note to the GM: PCs find this very dangerous and well-hidden 
  lair only by carefully searching below the river’s water line, and only then 
  on a successful Perception check (see below). Even if the PCs locate the 
  lair, none are likely to survive their encounter with its occupants. In the 
  unlikely event that they triumph, the PCs gain two very powerful magic 
  items. This area is intended for later adventuring or as a set piece for 
  a quest, after high-level PCs hear some legend or consult a sage about 
  Navarre or Deserach.
  Four feet below the water’s surface, the PCs spy a strange symbol 
  carved on the steep side of the river wall: crossed swords over a holy 
  symbol of Set. This symbol covers a secret door leading to the long-
  undisturbed tomb of Lord Navarre, an antipaladin who has degenerated 
  further, becoming a demonic knight. Undiscovered for over 500 years, 
  the secret door is trapped with a symbol of death (see below). Detecting 
  and opening the door exposes a 60 ft. long underwater passage that leads 
  to an underground grotto featuring a cave opening. Sixty feet through that 
  passage, the PCs enter a 50 ft. diameter cave that contains a single tomb. 
  Opening the secret river door awakens Lord Navarre, and he is awaiting 
  the PCs’ arrival.
  313
  level 9a
  
  Locked, Well-hidden, Underwater Stone Secret Door: 1 in. 
  thick; hardness 8; hp 20; DC 25 Perception if underwater, 
  DC 40 Perception from the surface; Break DC 30 (due to the 
  water pressure); Disable Device DC 30. This secret door is 
  trapped with a symbol of death.
  SYMBOL OF DEATH TRAP  
   
  CR 15
  XP 51,200
  Type magic; Perception DC 34; Disable Device DC 34
   
  Trigger proximity; Reset none
  Effect spell effect (symbol of death, CL 21st, DC 28 Fortitude 
  negates); multiple targets (up to 150 hit points of creatures in 
  a 60 ft. area)
  LORD NAVARRE THE DEMON KNIGHT 
  CR 26
  XP 2,460,00
  Demonic knight antipaladin 14 (Frog God Games 
  The Tome of Horrors Complete, “Demonic Knight,” 
  Pathfinder Roleplaying Game Advanced Player’s Guide, 
  “Antipaladin”)
  CE Medium outsider (chaotic, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +43
  Aura cowardice (10 ft.), despair (10 ft.), fear (30 ft., DC 18)
   
  AC 36, touch 15, flat-footed 35 (+12 armor, +1 Dex, +9 
  natural, +4 profane)
  hp 316 (9d10+14d10+136 plus 23)
  Fort +23; Ref +21; Will +25 
  Defensive Abilities spell turning, unholy resilience; DR 15/cold 
  iron or magic; Immune acid, disease, polymorph; Resist fire 
  30; SR 37
   
  Speed 30 ft.
  Melee +2 vorpal greatsword +34/+29/+24/+19 (2d6+14 plus 
  poison/19–20)
  Special Attacks aura of sin, aura of vengeance, breath of 
  unlife, channel negative energy (8/day, 7d6, DC 22), create 
  spawn, cruelties (shaken, staggered, frightened, blinded), 
  smite good (5/day, +5 attack, +14 damage), touch of 
  corruption (12/day, 7d6, DC 22)
  Spell-like Abilities (CL 20th)
  At will—detect good, detect magic, see invisibility, wall of 
  ice (DC 19)
  3/day—fiendish boon (summon monster VII, advanced 
  vrock)
  2/day—dispel magic
  1/day–fireball (DC 18), power word kill, summon monster I 
  (fiendish only), symbol of pain (DC 20), symbol of fear (DC 
  21), summon (level 9, 4d10 dretches, 1d4 shadow demons or 
  1d4 hezrous 100% or 1 glabrezu, 1 marilith, 1 nalfeshnee or 1 
  vrock 75%)
  Spells Prepared (CL 14th; ranged touch +27)
  4th—dispel good (DC 19), slay living (DC 19)
  3rd—bestow curse (DC 18), dispel magic
  2nd—bull’s strength, desecrate, scare (DC 17)
  1st—bane (DC 16), death knell (x2), doom (DC 16), 
  protection from law
   
  Str 26, Dex 18, Con 22, Int 18, Wis 21, Cha 20
  Base Atk +23; CMB +31 (+33 to sunder); CMD 46 (48 vs. 
  sunder) 
  314
  level 9a
  
  Feats Alertness, Blind-Fight, Cleave, Great Cleave, Improved 
  Critical (greatsword), Improved Initiative, Improved Sunder, 
  Lightning Reflexes, Power Attack, Toughness, Vital Strike, 
  Weapon Focus (greatsword)
  Skills Bluff +25, Climb +26, Diplomacy +23, Intimidate +31, 
  Knowledge (planes) +24, Perception +43, Sense Motive +27, 
  Spellcraft +24, Stealth +20, Survival +23; Racial Modifiers +8 
  Perception
  Languages Abyssal, Aklo, Common, Infernal, Terran, 
  Undercommon
  SQ fiendish bond (greatsword), lay on hands
  Gear +3 full plate, +2 vorpal greatsword (poisoned), greater 
  ring of elemental resistance (fire, included above), unholy 
  symbol, spell component pouch
   
  Breath of Unlife (Su) Once every 1d4 rounds, the Lord 
  Navarre can exhale a blast of negative energy in a 10 ft. 
  cone. Creatures in the area must succeed on a DC 27 Reflex 
  save or take 2d4 points of Strength damage. A creature 
  reduced to 0 Strength dies. The save DC is Constitution-
  based.
  Create Spawn (Su) Any humanoid slain by a Lord Navarre’s 
  breath of unlife becomes a shadow demon in 2d4 rounds. 
  Spawn are under the command of Lord Navarre and 
  remain enslaved until his death. They do not possess any of 
  the abilities they had in life.
  Dark Blessing (Su) The blessing bestowed by Orcus on 
  Navarre allows him to wear any type of armor with the 
  normal associated movement and AC modifier penalties.
  Lay on Hands (Su) Navarre may use his touch of corruption 
  ability to heal damage to himself as if he were a paladin 
  equal to level in antipaladin.
  Spell Turning (Su) Spells not resisted by Navarre have a 55% 
  chance of being reflected back at the caster. Unlike a 
  ring of spell turning, the entire spell is reflected back at the 
  caster.
  GLABREZU 
   
   
  CR 13
  XP 25,600
  hp 186 (Pathfinder Roleplaying Game Bestiary, “Glabrezu, 
  Demon”)
  DRETCHES 
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Dretch”)
  Tactics: Before the PCs arrive, Navarre gates in a glabrezu to help him, 
  with a 75% chance of success. Once PCs enter the tomb area, he seals the 
  entrance using his wall of ice ability. He then casts power word kill on 
  any obvious spellcaster, and coordinates an attack with his demon ally. If 
  not immediately engaged, he casts symbol of pain. If surrounded, he casts 
  fireball on his position (for 20d6 damage!), trusting his spell resistance 
  and ring to protect him. He then lays hands on himself if wounded, or on 
  the closest fighter-type. The glabrezu attempts to summon 4d10 dretches 
  with a 50% chance of success; casts mirror image followed by power 
  word stun, reverse gravity, and confusion; then attacks. The dretches 
  attack as a swarm.
  Treasure: Only after defeating the monsters may PCs search the lair. 
  Navarre himself wields a poisoned +2 vorpal greatsword and wears +3 
  full plate. He also has a greater ring of elemental resistance (fire/30).
  PCs discover three large chests in addition to the tomb. The chests hold 
  coins and gems as described below. In chest #3’s secret compartment, the 
  PCs discover a magic chest containing a terrible monster and a valuable 
  treasure horde. Navarre’s corrupter, Deserach the mage (now a demilich) 
  placed her soul and her treasure within this chest and trusted the chest to 
  Navarre’s keeping. The chest’s command word can be obtained by legend 
  lore, limited wish or wish or miracle; it is a musical sequence of notes that 
  must be played on a harp by someone of talent (DC 35 Perform [strings] 
  check). The intricate tune if played even a little improperly has no effect 
  on the chest. When the musical key is properly played, the chest enlarges 
  to full size and opens.
  Chest #1: This chest contains 2,200 gp and 16 finely matched rubies 
  worth 20,000 gp if sold as a set or 1,000 gp each if sold individually.
  Locked Iron Chest: 3 in. thick; hardness 10; hp 90; Break DC 
  45; Disable Device DC 25.
  Chest #2: This chest contains a masterwork harp of silver and gold 
  (worth 12,000 gp), wrapped in a silk blanket. The chest also contains 
  a platinum locket, inside of which is a miniature painting of Deserach 
  playing the harp, worth 2,000 gp (5,000 gp if Deserach is recognized).
  Locked Iron Chest: 3 in. thick; hardness 10; hp 90; Break DC 
  45; Disable Device DC 25.
  Chest #3: This chest contains 5,000 sp and the secret compartment 
  mentioned above.
  Secret Compartment: 1 in. thick; hardness 5; hp 20; Break DC 
  20, Perception DC 30.
  Locked Iron Chest: 3 in. thick; hardness 10; hp 90; Break 
  DC 45; Disable Device DC 25. This chest is trapped with a 
  cloudkill trap.
  CLOUDKILL TRAP  
   
  CR 6
  XP 2,400
  Type magic; Perception DC 30; Disable Device DC 30
   
  Trigger proximity; Reset none
  Effect spell effect (cloudkill, CL 21st, DC 21 Fort); multiple 
  targets (all targets in a 20 ft. radius)
  Deserach’s Chest: 1 in. thick; hardness 100; hp 10; Break 
  (impossible); Disable Device (impossible). 
  Deserach’s chest contains the following:
  • Spellbooks containing twelve each 1st through 6th-level spells, nine 
  each 7th and 8th-level spells and five 9th-level spells.
  • The shadowstaff
  • Four ioun stones (pink; vibrant purple; pearly white; and lavender and 
  green, 32 charges remaining).
  Deserach’s Chest
  Aura strong transmutation; CL 15th
  Slot —; Price 25,000; Weight 10 lbs.
   
  DESCRIPTION
  This chest resembles an iron chest except reliefs of 
  powerful magic symbols and images depicting the 
  lich-mage Deserach cover the outside. The magic 
  used to create the item makes it almost impossible 
  to open by means other than with a cipher created 
  when the chest is created. The lid cannot be opened 
  by either breaking it or the Disable Device skill. The 
  chest has a hardness of 100 and 10 hp.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, arcane lock, 
  secret chest, limited wish; Cost 12,500
  315
  level 9a
  
  • A ring of protection +4
  • A darkskull.
  • Bracers of quickness (see SIDE BOX)
  • The skull of Deserach the demilich. [Oops! That’s not treasure!]
  DESERACH THE DEMILICH  
  CR 27
  XP 3,276,800
  Female human awakened demilich wizard 15/archwizard 
  10 (Pathfinder Roleplaying Game Bestiary 3, “Demilich, 
  Awakened,” see Appendix B)
  NE Tiny undead 
  Init +15; Senses darkvision 60 ft., true seeing; Perception +38
   
  AC 37, touch 33, flat-footed 29 (+7 Dex, +4 deflection, +1 
  dodge, +4 natural, +9 profane, +2 size)
  hp 350 (15d6+10d6+225 plus 50)
  Fort +26; Ref +26; Will +34 
  Defensive Abilities channel resistance +5, rejuvenation, 
  unholy grace; DR 20/—; Immune acid, cold, electricity, 
  magic, polymorph, undead traits
  Weaknesses torpor, vorpal susceptibility 
   
  Speed fly 40 ft. (perfect)
  Space 2–1/2 ft.; Reach 0 ft.
  Special Attacks archwizardry (4/day), bypass spell resistance, 
  devour soul, hand of the apprentice (+25, 16/day)
  Spell-Like Abilities (CL 25th; ranged touch +19)
  Constant—true seeing
  At will—alter self, astral projection, create greater undead, 
  create undead, death knell, enervation, greater bestow 
  curse (DC 25), greater dispel magic, harm, summon monster 
  I–IX, telekinesis (DC 24), wail of the banshee (20-ft.-radius 
  spread centered on the demilich; DC 28), weird (DC 28)
  2/day—greater planar ally
  3/day—quickened summon monster VI
  Spells Prepared (CL 25th; melee touch +12, ranged touch +19)
  10th—empowered, maximized, silent delayed blast fireball 
  (DC 32), empowered, maximized horrid wilting (DC 33), 
  empowered, maximized polar ray
  9th—mage’s disjunction (x2), power word kill, prismatic 
  sphere (DC 32), time stop, wish
  8th—charm monster (DC 31), greater shout (DC 31), polar 
  ray, horrid wilting (DC 33), polymorph any object (DC 31), 
  prismatic wall (DC 31)
  7th—delayed blast fireball (DC 32), finger of death (DC 32), 
  grasping hand, greater teleport, mass hold person (DC 30), 
  reverse gravity
  6th—acid fog, chain lightning (DC 31), flesh to stone (DC 
  29), greater dispel magic (x2), mislead (DC 29)
  5th—baneful polymorph (DC 28), cloud kill (DC 28), cone of cold 
  (DC 30), dominate person (DC 28) (x2), teleport, wall of force
  4th—black tentacles (DC 27), confusion (DC 27), dimension 
  door, fire shield, greater invisibility, ice storm (DC 29), lesser 
  globe of invulnerability
  3rd—clairaudience/clairvoyance, dispel magic, fireball (x2) (DC 
  28), lightning bolt (DC 28), slow (DC 26), stinking cloud (DC 26)
  2nd—blur, darkness (x2), scorching ray (x2), touch of idiocy (x2)
  1st—charm person (DC 24), magic missile, obscuring mist, 
  protection from good, ray of enfeeblement (DC 24), shield, 
  sleep (DC 24), unseen servant
  0—detect magic, mage hand, open close, read magic
   
  Str 10, Dex 25, Con —, Int 36, Wis 28, Cha 28
  Base Atk +12; CMB +17; CMD +50
  Feats Ability Focus (devour soul), Defensive Combat Training, 
  Dodge, Empower SpellB, Eschew MaterialsB, Flyby AttackB, 
  Greater Spell Focus (evocation), Greater Spell Focus 
  (necromancy),Improved Initiative, Iron Will, Lightning Reflexes, 
  Maximize SpellB, Mobility, Quicken Spell-like Ability (summon 
  monster)B, Scribe ScrollB, Silent SpellB, Skill Focus (Knowledge 
  [arcana]), Skill Focus (Spellcraft), Spell Focus (evocation), Spell 
  Focus (necromancy), Spell Penetration, Still SpellB, Toughness
  Skills Bluff +34, Diplomacy +34, Intimidate +34, Fly +47, 
  Knowledge (arcana) +46, Knowledge (dungeoneering) +41, 
  Knowledge (history) +41, Knowledge (local) +21, Knowledge 
  (nature) +41, Knowledge (planes) +41, Knowledge (religion) 
  +41, Linguistics +41, Perception +38, Sense Motive +41, 
  Spellcraft +52, Stealth +40, Use Magic Device +42
  Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal 
  SQ arcane bond (none current), arcane servant, detect 
  expertise, epic crafter, metamagic enhancement (–3 
  levels), overcome school restriction, perfect automatic still 
  spell, phylactery transference, selective targets, shaped 
  area, spellcasting master, spell echo
   
  Blessing of Orcus (Ex) The power of Orcus imbues Deserach 
  with several advantages. First the demilich can cast spells 
  as a 15th-level wizard/10th-level archwizard and can also 
  cast three spells equivalent to 10th level spells: empowered, 
  maximized, silent delayed blast fireball, empowered, 
  maximized horrid wilting, empowered, maximized polar 
  ray. The blessing of Orcus grants Deserach several spell-like 
  abilities, and has allowed Deserach to retain most of the 
  skills (including their ranks) and feats the lich possessed as a 
  25th level spellcaster. The abilities perfect automatic still spell 
  and phylactery transference result from Orcus’s blessing.
  Devour Soul (Su) As a standard action with a range of 300 ft., 
  a demilich can imprison the soul of a living creature within one 
  of 10 special gems embedded in its skull. If the target succeeds 
  at a DC 28 Fortitude save, it gains two permanent negative 
  levels. If it fails, its soul is immediately drawn into one of the 
  gems in the demilich’s skull. The soul remains trapped within 
  the gem, visible as but a gleam except under true seeing. The 
  soulless body corrupts and decays rapidly, reducing to dust 
  in a single round. As long as the dead creature’s soul remains 
  trapped in the gemstone, it cannot be restored to life via 
  any means save direct divine intervention. Gems with souls 
  trapped in them can be retrieved from a destroyed demilich, 
  at which point they can either be crushed to release any souls 
  within to their afterlife or used in the place of the usual material 
  components to restore the soul and body with resurrection or 
  true resurrection. After 24 hours, the demilich can choose to 
  consume any soul trapped in a gem, healing it 1d6 hit points 
  per Hit Die of the soul, at which point only miracle or wish can 
  restore the dead creature to life. The save DC is Charisma-
  based, and includes a +2 bonus for the Ability Focus feat.
  Greater Bestow Curse (Sp) This spell-like ability functions like 
  bestow curse, but can have one of the following effects: 
  Bracers of Quickness
  Aura moderate transmutation; CL 8th
  Slot wrists; Price 25,000; Weight 1 lb.
   
  DESCRIPTION
  These items appear to be leather arm guards. They 
  reinforce the wearer’s reaction time and speed, 
  granting him a +4 bonus to initiative and +10 ft. to his 
  base speed. Both bracers must be worn for the magic 
  to be effective.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, cat’s grace, 
  expeditious retreat; Cost 12,500
  316
  level 9a
  
  –12 to one ability score; –6 to two ability scores; –8 penalty 
  on attack rolls, saves, and checks; or a 25% chance to act 
  normally. This ability is treated as a 6th-level spell.
  Immunity to Magic (Su) A demilich is immune to any spell or 
  spell-like ability that allows spell resistance. In addition, certain 
  spells function differently against the creature, as noted below.
  A dispel evil spell deals 2d6 points of damage, with no 
  saving throw. 
  Holy smite affects a demilich normally. 
  A power word kill spoken by an ethereal caster deals 50 
  points of damage to the demilich if it fails a Fortitude save 
  (with a DC determined as though the spell allowed a saving 
  throw). 
  A shatter spell deals 1d6 points of damage per two caster 
  levels (maximum 10d6), with no saving throw. 
  Perfect Automatic Still Spell (Ex) Deserach can cast all the 
  spells she knows with the still spell feat without increasing 
  their level or casting time.
  Phylactery Transference (Su) Headbands, belts, rings, cloaks 
  and other wearable items kept in close association with the 
  demilich’s phylactery transfer all their benefits to the demilich 
  no matter how far apart the demilich and the phylactery 
  are located. The standard limits on types of items utilized 
  simultaneously still apply. The bonuses granted from the items 
  in the demilich’s treasure are already included in its statblock. 
  This ability also allows Deserach to use the shadowstaff.
  Rejuvenation (Su) A destroyed demilich reforms in 2d6 days. 
  To permanently destroy a demilich, holy water must be 
  poured over its remains within the area of a hallow spell. 
  To complete the destruction, holy word or dispel evil must 
  be cast. If the caster succeeds at a caster level check with 
  a DC equal to 10 + the demilich’s Hit Dice, the demilich is 
  permanently destroyed.
  Telekinetic Storm (Su) As a special use of its telekinesis spell-
  like ability, a demilich can churn up its treasure, dust, bones, 
  and other loose debris in the area into a whirling storm about 
  its skull. The storm obscures vision as a fog cloud within a 20 
  ft. spread centered on the demilich’s skull. Creatures within 
  the storm take 12d6 points of damage per round on the 
  demilich’s turn (Reflex DC 20 for half damage). The demilich 
  can maintain the storm indefinitely by concentrating.
  Torpor (Ex) A demilich takes no actions against intruders 
  unless its remains or treasure are disturbed.
  Unholy Grace (Su) A demilich gains a bonus on saves and a 
  profane bonus to AC equal to its Charisma modifier.
  Vorpal Susceptibility (Ex) Vorpal weapons of any kind ignore 
  a demilich’s damage reduction.
  NOTE: Deserach is a very special opponent, and greatly 
  exceeds current rules. GMs are strongly encouraged to 
  weigh this encounter for playability in each campaign. 
  Tactics: Deserach casts time stop immediately upon being brought 
  forth, teleports 120 ft. away from the PCs and casts mage’s disjunction on 
  the parties area, then casts prismatic sphere. If she still has time-stopped 
  actions, she uses her trap the soul ability until it expires. She then casts 
  empowered horrid wilting and prismatic wall to maintain her distance and 
  provide barriers between herself and any fighter types. She then attacks 
  spellcasters (and anyone else) with her trap the soul until all of her teeth 
  (9) and eyes (2) are full. The GM is free to select any other attacks after 
  this, until all are slain (or, hypothetically, until she is slain).
  The Tomb: Navarre’s tomb contains nothing of value — rotted material 
  and some burrowing grubs.
  ROT GRUBS 
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  Type infestation; save Fortitude DC 17; onset immediate; 
  frequency 1/round effect 1d2 Con damage per grub
  9A–3. The Mithral gates of 
  Akbeth (Cr 13)
  As the PCs follow the river, it seems to disappear ahead. Upon 
  investigating this odd phenomenon, the PCs stumble upon a wondrous site. 
  Two huge gates, fully 20 ft. tall and half again as wide, block the river’s 
  course. A fine-meshed grate allows water to flow beneath the gate. Runes 
  and writing cover the faces of both solid-mithral doors. Agamemnon the 
  wizard, directed by the goddess Hecate, used mighty magics and built this 
  barrier to imprison Akbeth, betrayer of Hecate. Only a wish or miracle 
  opens the doors, except as described below. This gateway is the only 
  entrance to Level 11.
  The door’s magically written inscriptions comprise a series of prayers to 
  Hecate. Read magic translates them. Most of these prayers are meaningless 
  to the PCs, but one reveals the secret to opening the gates, as follows:
  “Enchanted water to the goddess feed
  Bring her the blessings to heal her pain
  And pass ye through the mithral fane
  Know ye devout of the goddess the verse
  Ever faithful finds ever cursed”
  Reciting this prayer opens the gates only if a healing potion (of any 
  kind) is spilled into the river or the water is blessed. Once the ritual is 
  performed, the gates slowly slide open of their own accord, revealing the 
  room beyond.
  Beyond the mithral gates lurks a 12-headed pyrohydra. Under no 
  circumstances does it leave this room. The river bisects this 60 ft. diameter 
  room, flowing to and exiting on the far side, leading to a shallow river 
  passage (through which the PCs can wade) to the top of the waterfall on 
  Level 11. The pyrohydra attacks all intruders except priestesses of Hecate 
  and can be calmed with a DC 10 Charisma check by anyone dramatically 
  wielding a holy symbol of Hecate.
  TWELVE-HEADED PYROHYDRA 
   
  CR 13
  XP 25,600
  CE Huge magical beast (fire) (Pathfinder Roleplaying Game 
  Bestiary, “Hydra”)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception 
  +18
   
  AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, –2 size)
  hp 126 (12d10+60); fast healing 12
  Fort +13; Ref +11; Will +7 
  Immune fire
  Weaknesses vulnerability to cold
   
  Speed 20 ft., swim 20 ft.
  Melee 12 bites +15 (2d6+4)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon (each head, 15 ft. cone, 
  3d6 fire damage, Reflex 21 half, useable every 1d4 rounds), 
  pounce
   
  Str 18, Dex 12, Con 20, Int 2, Wis 12, Cha 9
  Base Atk +12; CMB +18; CMD 29 (can’t be tripped)
  Feats Combat Reflexes, Iron Will, Lighting Reflexes, Improved 
  Initiative, Improved Natural Attack (bite), Weapon Focus 
  (bite)
  Skills Perception +18, Swim +12; Racial Modifiers +2 
  Perception
  SQ hydra traits, regenerate head
  Note: Being a pyrohydra, the creature enjoys fire immunity. Thus, acid 
  is the only way to permanently cauterize its severed necks — making a jug 
  of alchemy (see below) invaluable.
  317
  level 9a
  
  9A–4. Lair of the gugs (Cr 14)
  The cavern’s stone changes form as you enter this tunnel. Torchlight 
  gleams and refracts against the quartz crystals that bejewel the corridor. 
  With a DC 25 Knowledge (dungeoneering) check a PC can tell the scrape 
  marks on the walls and ceiling suggest that four-armed creatures often 
  move through the area.
  This area is the home of 4 gugs. While the rest hunt for food, 1d3–1 
  gugs lurk in the main cave area. They have no treasure; however, a large 
  vein of gold can be seen in the north corner of the room. If mined, it yields 
  200,000 gp of raw ore (weighing 10 times as much).
  GUGS (4) 
   
   
  CR 10
  XP 9,600
  hp 127 (Pathfinder Roleplaying Game Bestiary 2, “Gug”)
  Tactics: None to speak of. Gugs just attack. On a 1 on 1d6, checked 
  once per turn, an additional gug (up to a total of 4) arrives from another 
  area. 
  9A–5. Sixteen Trolls with a Jug of 
  Alchemy! (Cr varies, 14 to 16)
  This cave’s floor has collapsed, creating a 60 ft. deep sinkhole. One 
  tunnel along the side of the sinkhole leads to Area 9D–28. Its walls are 
  steep but not sheer. Muddy, giant-size footprints cover several rocks on 
  the slope. At the bottom of the sinkhole, the PCs see a 10 ft. diameter cave 
  entrance, from which emanates grunting noises and a terrible smell, like 
  rotting fish.
  In this cave are 16 trolls, who guard this cavernous level for the goblin 
  priests on Level 12A, while another 24 trolls roam the level’s caves and 
  warrens. Once 40 trolls are slain, no more are found on this level. For each 
  round PCs spend near this area, there is a 40% chance (1 to 4 on 1d10) that 
  2d3 trolls either exit or return to the cave. Those trolls leaving the cave 
  head off in a random direction if they do not detect the PCs.
  The cave’s 200 ft. diameter interior has various obstacles (e.g., 
  columns, boulders, stalactites) that divide it into numerous interconnected 
  chambers. The trolls bivouac in these chambers and attack all who enter 
  the cave or sinkhole area. 
  Worshipping Hecate
  Hecate, the lawful evil goddess of magic, accepts only 
  virgin priestesses as her clerics. Hecate’s priestesses are always 
  multiclassed female wizard/clerics. Infamous for her strict and 
  very unforgiving nature, Hecate requires that her priestesses 
  dedicate themselves to the quest for knowledge and nothing 
  else. Once a priestess commits any violation of those devotional 
  precepts, she loses one level in each class. Serious transgressions 
  (like those of Akbeth) result in a loss of all powers and other perils 
  (like being turned into a statue). Numerous male wizards worship 
  her, and she sometimes blesses them with knowledge beyond that 
  normally attainable by mortals. Her symbol is a many-headed 
  hydra poised before a flaming sphere.
  318
  level 9a
  
  TROLLS (40) 
   
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  Tactics: Charge! Otherwise, the trolls avoid fire and run if seriously 
  burned by fire or acid (over 70% damage).
  Treasure: In the far north end of the cave, small pile of refuse contains 
  bones and twisted pieces of metal. Hidden under over 400 pounds of 
  disgusting filth is a long-lost jug of alchemy, requiring a DC 20 Perception 
  check to notice after a search.
  9A–6. The Hot Springs
  Clouds of steam billow from the ground ahead, and water gurgles 
  noisily. The air smells sulfurous and gets warmer as PCs approach the 
  pools.
  A geothermal pipe from Level 10 feeds a series of pools in this area 
  with hot (110+ F), mineral-rich water. Ranging from 5 to 25 ft. deep, 
  the pools nurture large colonies of harmless bacteria, and fungus grows 
  opportunistically in the humid environment. While the pools present no 
  inherent danger, vision is obscured within 500 ft. of the pools due to 
  steam, limiting visibility to 60 ft. Bats, rats and other small inhabitants of 
  the level frequent this area, feeding off the overabundant fungus.
  9A–7. The Umbral Dragons’ Lair 
  (Cr 17)
  Torchlight loses some of its vigor, and the hot springs’ swirling mists 
  create a surreal effect of shimmering colors as they reflect the feeble 
  light. A vast darkness can be seen moving against the distant, gloomy 
  background.
  The male umbral dragon inspects the visitors to determine if they 
  are friend (goblins) or food (anyone else). Unless they are disguised as 
  goblins, the PCs get some bad news. The dragon attacks immediately, 
  and his mate joins him 1d6 rounds after the battle begins. These dragons 
  serve the goblin priests on Level 12 as the guardians at the goblin city’s 
  gate. They are not quested like the gargoyles in Area 9A–1, but they are 
  fed well and supplied with treasure by the goblins, to whom the dragons 
  are fairly loyal.
  Tactics: The umbral dragons initially breathe on as many opponents as 
  they can. They then cast ray of exhaustion against a fighter PC and engage 
  opponents in melee. The female flies over the PCs and attacks from the rear, 
  using her snatch ability; the male holds the front. If severely wounded, the 
  dragons retreat into their cave. If the male is killed, the female retreats into 
  the nest to guard the eggs, where she gains a +4 circumstance bonus on all 
  rolls. If the female is killed, the male goes berserk, fighting until slain, using 
  only breath and melee attacks (abandoning his spells) with a +4 morale bonus.
  MATURE ADULT MALE AND FEMALE 
  UMBRAL DRAGONS (2) 
   
   CR 15
  XP 51,200
  CE Huge dragon (extraplanar) (Pathfinder Roleplaying 
  Game Bestiary 2, “Primal Dragon, Umbral”)
  Init +4; Senses dragon senses; Perception +27
  Aura frightful presence (210 ft., DC 24)
   
  AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
  hp 218 (19d12+95)
  Fort +16; Ref +11; Will +16
  DR 10/magic; Immune cold, death effects, negative energy, 
  paralysis, sleep; SR 26
   
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +26 (2d8+13/19–20), 2 claws +26 (2d6+9), tail slap 
  +24 (2d6+13), 2 wings +24 (1d8+4) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 14d8 negative 
  energy, DC 24), crush, shadow breath (7 Str)
  Spell-like Abilities (CL 19th; melee touch +26)
  At will—darkness, shadow walk, vampiric touch
  Spells Known (CL 9th; ranged touch +17)
  4th (5/day)—inflict critical wounds (DC 19), shadow 
  conjuration (DC 19)
  3rd (7/day)—dispel magic, inflict serious wounds (DC 18), ray 
  of exhaustion (DC 18)
  2nd (7/day)—command undead (DC 17), false life, 
  invisibility, web (DC 17)
  1st (8/day)—grease (DC 16), inflict light wounds (DC 16), 
  magic missile, reduce person (DC 16), shield
  0 (at will)—bleed (DC 15), detect magic, detect poison, 
  disrupt undead (DC 15), ghost sound, mage hand, ray of 
  frost, read magic
   
  Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20
  Base Atk +19; CMB +30; CMD 40 (44 vs. trip) 
  Feats Critical Focus, Hover, Improved Critical (bite), 
  Improved Initiative, Improved Vital Strike, Multiattack, Power 
  Attack, Skill Focus (stealth), Snatch, Vital Strike
  Skills Bluff +27, Diplomacy +27, Fly +14, Knowledge (arcana, 
  local, planes) +27, Perception +27, Sense Motive +27, Stealth 
  +20, Survival +27 
  Languages Abyssal, Common, Draconic, Dwarven, Goblin, 
  Undercommon
  SQ ghost bane, umbral scion
   
  Ghost Bane (Su) A young or older umbral dragon’s physical 
  attacks deal damage to incorporeal creatures normally.
  Umbral Scion (Ex) Umbral dragons have negative energy 
  affinity and are immune to energy drain and death effects.
   Jug of Alchemy
  Aura moderate transmutation; CL 10th
  Slot wrists; Price 33,000; Weight 4 lbs.
   
  DESCRIPTION
  This magical jug can pour forth various liquids on 
  command. The quantity depends on the liquid 
  summoned. The jug can pour only one kind of liquid, 
  with up to seven decantations of that liquid, on any 
  given day. Possible liquids and their respective daily 
  maximum quantities are as follows:
  • Ammonia, 1 quart
  • Aqua regia, 8 ounces (a powerful acid causing 2d6 
  acid damage per ounce on a direct hit)
  • Beer, 4 gallons
  • Chlorine, 1 ounce
  • Cyanide, 0.5 ounces
  • Fresh water, 8 gallons
  • Oil, 1 pint
  • Pure alcohol, 4 ounces
  • Salt water, 16 gallons
  • Vinegar, 2 gallons
  • Wine, 1 gallon
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, minor creation, 
  creator must have at 10 ranks in Craft (alchemy); 
  Cost 16,500
  319
  level 9a
  
  Treasure: The umbral dragons maintain their horde in the far reaches 
  of the cavern, having constructed their 60 ft. diameter, bowl-shaped nest 
  from the bones of hundreds of creatures, ranging from human to giant, 
  atop carefully placed objects. The nest’s edges are 10 ft. high (DC 15 
  Climb check). Piled within the nest are the following items:
  • Three umbral dragon eggs (to hatch in 1 month)
  • Two suits of full plate armor
  • One masterwork composite longbow (+4 Str)
  • Twelve flasks of holy water
  • 22,000 gp and 167,000 sp
  • Twelve gems (100 gp azurite; 500 gp garnet; 1,000 gp topaz;  
  1,000 gp emerald; six 100 gp red spinels; 5,000 gp blue diamond and 
  10,000 gp ruby)
  • One fire opal pendant on a gold chain (1,750 gp)
  • One platinum cup set with rubies (5,000 gp)
  • One silver bracelet with diamonds (1,000 gp)
  • 220 pieces of cheap jewelry, semiprecious gems and so on worth an 
  average of 10 gp per item
  • One +3 shield of lightning resistance (20)
  • One arcane scroll of antimagic field (CL 18th) in a platinum tube (300 gp)
  • One ring of djinni summoning
  • One rod of lordly might
  Note: Some items may require a large amount of time to locate. The 
  magic ring, in particular, can only be found (using detect magic) 5% of 
  the time per 10 minutes of searching. In addition to all this loot, the pile 
  contains numerous less-valuable, mundane objects (such as weapons, 
  armor and packs).
  Wandering monsters approach eight hours after the dragons are slain. 
  Each hour after the first eight that PCs spend here draws a wandering 
  monster at double normal probability.
  9A–8. The Will-o’-Wisp Lair 
  (Cr 9)
  The passage narrows and winds — a seemingly endless maze! The 
  slippery ground confounds PCs, who repeatedly lose their footing in foul-
  smelling mud. When the passage suddenly slopes downward, the PCs take 
  a one-way trip down the slippery slope.
  The slide deposits PCs in a natural depression filled with bad air and 
  loose, knee-deep mud. Ascending the 120-ft. hill of mud that rises before 
  the PCs requires a DC 20 Climb check. The acrid, stagnant air (make a 
  DC 20 Con check each turn, or take 1d3 Con damage) and poor footing 
  limit movement to 50% normal rates. One hundred feet past the mud-
  slide’s nadir is a den of 3 will-o’-wisps. Hearing the PCs, they venture out 
  to look for food — though they prefer to have food come to them, dying 
  slowly in the mud and poisoned air! The will-o’-wisps attack as soon as a 
  PC moves to a point about 50 ft. between the hill and their lair. Bones and 
  mundane equipment lie buried in the corrosive mud, all of it ruined and 
  beyond use. PCs could spend weeks searching through the mud and gain 
  nothing of value.
  Tactics: The will-o’-wisps do everything within their power to keep 
  PCs in the poisoned air, even gang-attacking those who try to escape while 
  avoiding all the others. Opportunistic, they attack ropes or PCs, sending 
  rope-climbing victims back into the mud. Individually, they bait PCs into 
  the lair area, but fly away once the lair is reached. The will-o’-wisps feed 
  less heartily on creatures they kill than on those that suffocate. If reduced 
  below 5 hp, a will-o’-wisp retreats into its lair and blinks out, not returning 
  to the fight.
  320
  level 9a
  
  WILL-O’-WISP (3)  
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o-Wisp”)
  9A–9. Passage to the goblin City
  The once-natural tunnel has been worked and cleared. Lights shine 
  dimly along the way, seemingly radiating from the rocks themselves. The 
  sandy floor reveals evidence of wagon tracks and humanoid footprints. 
  Sloping slightly downward, the passage measures about 100 ft. across.
  Following this passage for about two miles, PCs discover the goblin 
  city (Level 12). Encounters along this passage are limited to wandering 
  goblin parties, trolls and vermin (see the Wandering Monster encounter 
  table above, ignoring gug, will-o’-wisp and gargoyle results). Other 
  creatures know better than to venture down this road. Permanent light 
  spells, cast on rock walls every 100 ft., illuminate the way to the city.
  321
  level 9a
  
  Level 9B: The Well of 
  Agamemnon, Upper Level
  This level begins the subplot involving the evil wizard Agamemnon. 
  Agamemnon was a servant of Hecate, and servitor of Akbeth, long before 
  the rise of Orcus in the dungeon. He built as his tomb an imprisoning 
  gate that lets intruders in but not out. Only by traversing the entirety of 
  Agamemnon’s Well (Levels 9B and 9C), can an adventuring party escape 
  and return to the lands above. In order to escape, the PCs must retrieve 
  the sword of Agamemnon, known as “Butcher,” which is kept in his tomb 
  on Level 9C.
  The passage from Level 9B to 9C may be this area’s most treacherous 
  feature. It consists of a whirlpool covered in an antimagic field that must 
  be crossed with boats or by swimming. Any lost to the center of the pool 
  are dead and gone. A map of this level is depicted in Map RA–9B. The 
  whirlpool is shown on Map RA–9C.
  CRAZED GOBLIN SCOUT 
  CR 3
  XP 800
  Male or female crazed goblin rogue 4 (Pathfinder 
  Roleplaying Game Bestiary, “Goblin,” see Appendix A)
  NE Small humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Perception –5
   
  AC 19, touch 17, flat-footed 13 (+2 armor, +5 Dex, +1 dodge, 
  +1 size)
  hp 29 (4d8+4 plus 4) 
  Fort +2; Ref +9; Will –4 
  Defensive Abilities evasion, trap sense +1, uncanny dodge; 
  Immune mind-affecting effects
   
  Speed 30 ft.
  Melee handaxe +5 (1d4+1/x3) and bite +0 (1d3 plus disease)
  Special Attacks disease, rogue talent (surprise attack), 
  sneak attack +2d6
   
  Str 12, Dex 20, Con 13, Int 10, Wis 0, Cha 4 
  Base Atk +3; CMB +7; CMD 19 
  Feats Agile Maneuvers, Dodge
  Skills Acrobatics +12, Climb +8, Disable Device +10, Escape 
  Artist +12, Ride +13, Sleight of Hand +12, Stealth +20, Swim 
  +8; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ insane, rogue talent (ledge walker), trapfinding (+2)
  Combat Gear leather armor, handaxe; Other Gear ear 
  trophies
   
  Disease (Ex) Bite—Injury (filth fever); save Fort DC 12; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves.
  Insane (Ex) A crazed creature’s mind is shattered. A 
  crazed creature no longer desires magical trinkets such as 
  weapons, armor, or wondrous items. Instead, it seeks only 
  to take trophies from those it kills, such as teeth or ears. It 
  leaves behind anything of actual value. Typically, a crazed 
  creature possesses one weapon and ratty leather or hide 
  armor.
  DIRE RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  STIRGES  
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  Level 9B
  Difficulty Level: 10
  Entrances: Secret staircase from Level 10A. This 
  staircase is located beyond the waterfall near the 
  center of the great cavern.
  Exits: Whirlpool to Level 9C.
  Wandering Monsters: Check once every 12 hours on 
  1d20:
   
   1–2 
  1d4 crazed humans (see Area 9B–4)
   3 
  1d4 crazed goblin scouts
   4–5 
  3d6 dire rats
   5 
  2d6 stirges
   6 
  The Frogman (see Area 9B–23)
   7–20 
  No encounter
   
  Shielding: The entire level is shielded, and no means 
  of magical transport such as teleport, dimension 
  door, plane shift, ethereal jaunt, and so forth functions 
  on this level, except for the teleportals at Areas 
  9B–15 and 9B–16. In addition, no spells or powers 
  involving extra-planar contact, such as summoning or 
  commune, operate on this level.
  Continuous Effects: No magic of any kind functions 
  in room 9B–26, or in the whirlpool area (9B–27) 
  beyond. The entire level radiates soft light (equal 
  to a light spell). Being on this level causes the loss 
  of 1 permanent Wisdom point per day spent here, 
  no save. At Wis 0, a PC is transformed into a crazed 
  cannibal (see Area 9B–4, below). Only a heal spell 
  can restore a lost soul affected in this way.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 23; 
  Disable Device DC 20). All secret doors are made 
  of stone (2 in. thick; hardness 8; hp 30; Break DC 25; 
  Disable Device DC 20; DC 20 Perception).
  The river on this level creates a circular, clockwise 
  route that continuously runs around the level’s center 
  portion. The channel is carved and smooth, and 
  the current is swift. Channel depth is approximately 
  15 ft., and the width varies from 15 to 25 ft. across. 
  Swimming with the current (moving 60 ft. per round) 
  is reasonably easy, requiring a DC 12 Swim check. 
  Swimming against the current is more challenging, 
  needing a more challenging DC 24 Swim check.
  322
  
  323
  level 9b
  
  9B–1. Entrance
  These stairs descend from Level 10A. They are neither trapped nor 
  dangerous in any way. Once the bottom is reached, a plain looking door is 
  present. Once opened, this door causes the stone above to seal while creating 
  an antimagic field in the stairwell. There is no save, nor can the device be 
  bypassed. The door radiates strange magic — both divine and arcane (thanks 
  to Hecate). The PCs arrive at the room listed as 9B–1 on the map.
  9B–2. Empty
  Bones and junk litter all rooms and caverns marked 9B–2. GMs should 
  also roll a wandering monster check each time characters enter a room 
  labeled “9B–2.”
  9B–3. The Entrance Foyer
  This room stands as a monument to the wizard Agamemnon, and the 5 
  pillars along the west wall of the room depict the deeds and fortunes of 
  the great man. Doors lead out to the north and south, and a carved passage 
  leads to the northwest. All the writings inscribed on the columns are in 
  ancient Draconic and require a DC 25 Linguistics check to read. Several 
  clues can be gained if the writings are deciphered. Details of the pillars 
  include the following information:
  Pillar #1 has writings describing Agamemnon’s rise from an apprentice 
  to become the lover and servant of the priestess Akbeth. It tells of 
  superhuman deeds, slaying of dragons, and communing with the great 
  goddess Hecate. It details Agamemnon being granted a divine gift from 
  the goddess, a sword of glowing green metal (this is Butcher, the Sword 
  of Agamemnon).
  Pillar #2 has writings describing Akbeth’s fall from grace and eventual 
  transmutation by the goddess. It explains how Agamemnon remained true 
  to the goddess, and describes the building of the mithral gates on Level 9A 
  by the wizard to guard the remains of his lost love. It tells of terrible conflict 
  in his heart as he was forced to choose between his lover and his goddess.
  Pillar #3 has writings describing Agamemnon’s quest for immortality 
  and how he searched the world for the secret of it. It tells of his quests 
  and travels, and how finally only divinity or undeath would save him. It is 
  clear that Agamemnon was an avid sailor, and the writings mention that he 
  traveled to legendary lands in the great ships Tarun and Malgedesh (these 
  are the command words for the folding boat in Area 9B–9).
  Pillar #4 describes the building of the well. It describes that only with a 
  divine force can the well be exited, and only “with the steel of the gods” may 
  someone open the lock that holds the gate closed. This describes how the exit 
  can be accessed through the center pillar (#3) using the sword as a key.
  Pillar #5 shows a slow slip into evil for the old wizard, and speaks 
  of his desire to starve any that pillage his resting place. It talks of blood 
  being the key to divinity, and only through consumption of the living can 
  a person achieve godhood (this is a clue that Agamemnon has become a 
  vampire).
  9B–4. The Fountain (Cr 12)
  This room contains an intricately carved fountain in the form of a 
  beautiful woman standing in a circular pool of water. Those who have seen 
  Akbeth’s statue — or a form or picture of her — recognize the woman as 
  her. Unfortunately, before the PCs can fully take in the view, they must 
  deal with the crazed cannibalistic humans who occupy this room. These 
  men have been stuck in the well for years, subsisting on cavefish and 
  newcomers. They eat the occasional rat or stirge to supplement their 
  diet. These men are beyond help, except as described above, and fight 
  maniacally until slain. If cured of their insanity, they join the party and aid 
  the PCs in the quest to get out of the well. Their only tactic is to charge, 
  kill, and eat the PCs.
  CRAZED RAGING CANNIBALISTIC HUMANS (8) 
   CR 6
  XP 2,400
  Male crazed human barbarian 7 (see Appendix A)
  N Medium humanoid (human)
  Init +1; Perception +5
   
  AC 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, –2 rage)
  hp 93 (7d12+35 plus 7) 
  Fort +10; Ref +3; Will –1 
  Defensive Abilities improved uncanny dodge, rage power 
  (renewed vigor, 1d8+7 hp), trap sense +2, DR 2/—
   
  Speed 40 ft.
  Melee greatsword +12/+7 (2d6+6/19–20) and bite +6 (1d6+2 
  plus disease)
  Special Attacks disease, rage (19 rounds/day), rage power 
  (intimidating glare), rage power (no escape)
   
  Str 19, Dex 13, Con 21, Int 12, Wis 0, Cha 8 
  Base Atk +7; CMB +11; CMD 22 
  Feats Cleave, Combat Reflexes, Improved Natural Attack 
  (bite), Power Attack, Weapon Focus (greatsword)
  Skills Climb +11, Escape Artist +5, Intimidate +9, Perception 
  +5, Survival +5, Swim +11 
  Languages Common, Draconic
  SQ fast movement, insane
  Gear hide armor, greatsword, collection of teeth
   
  Disease (Ex) Bite—Injury (filth fever); save Fort DC 12; onset 
  1d3 days; frequency 1 day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves.
  Insane (Ex) A crazed creature’s mind is shattered. A crazed 
  creature no longer desires magical trinkets such as weapons, 
  armor, or wondrous items. Instead, it seeks only to take 
  trophies from those it kills, such as teeth or ears. It leaves 
  behind anything of actual value. Typically, a crazed creature 
  possesses one weapon and ratty leather or hide armor.
  Note: When not raging, the barbarian’s statistics are AC 15, touch 11, flat-
  footed 14; hp 79; Melee greatsword +10/+5 (2d6+3/19–20), bite +4 (1d6+1 
  plus disease); Str 14, Con 17; CMB +9, CMD 20; Climb +9, Swim +9
  Secret Door: The secret door to Area 9B–17 is a trap door in the floor. 
  It is easy (DC 8 Perception check) to find, as the crazed men who inhabit 
  this room (they are not good about keeping it closed) use it for passage.
  9B–5. The Underwater Tunnel
  The south door leads to a downward sloping tunnel. The corridor slopes 
  steeply down, enters the water, proceeds 15 ft., then slopes steeply up into 
  Area 9B–19.
  9B–6. The Hidden Servant (Cr 8)
  Waiting patiently in this room is the bound demon, Nargallamar. 
  Nargallamar was bound by Agamemnon to “guard this area”; however, the 
  wizard never told him how large the area was, hence he only guards this room. 
  Due to the lack of abilities, the CR for Nargallamar is reduced (he cannot use 
  his normal teleport or summoning abilities due to the shielding present on this 
  level). He attacks all that remains in this room, but does not pursue out of it.
  NARGALLAMAR THE VROCK DEMON 
   
  CR 8
  XP 4,800
  hp 112 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Vrock”, with the following changes: remove Spell-Like 
  Abilities teleport and summon.)
  324
  level 9b
  
  Tactics: Nargallamar attacks using his spore cloud every 3rd round 
  as a free action if any targets are in range. He casts mirror image, then 
  screeches and attacks.
  Treasure: There are the remains of several adventurers here. Though 
  these adventurers were stripped and devoured, 4 suits of full plate armor 
  are still present here, as is a backpack with 6 sunrods, 3 flasks of acid, and 
  an ivory case (200 gp value) containing an arcane scroll of legend lore 
  (CL 14th).
  9B–7. The Pool (Cr 7)
  A spiral staircase leads down to a large cavern flooded with 5 ft. of 
  water. The water is murky and still. Faint ripples can be seen if the water 
  is entered. Three rounds after it is entered, an aquatic black pudding 
  attacks. It does not pursue out of the water.
  BLACK PUDDING  
   
   
  CR 7
  XP 3,200
  hp 105 (Pathfinder Roleplaying Game Bestiary, “Black 
  Pudding”)
  9B–8. The Cursed Door (Cr 2)
  This door is obviously not just a normal door. It is covered with runes 
  and writings. If a DC 25 Linguistics check is made to decipher the script, 
  it can be determined that there is a great curse upon the door. The curse 
  states that any passing through the portal suffers a “curse of drowning.” 
  This is true. Any who pass through the portal must make a DC 22 Will 
  save or be permanently cursed with a –10 competence penalty on all 
  Swim checks. The door is unlocked and can be easily opened.
  9B–9. The Boat room
  This room contains a series of artistically sculpted boats and rafts of 
  all shapes and sizes. All of the boats are old, brittle, and beyond use. Any 
  attempt to use them in the river results in a 50% chance per 10 minutes 
  of use that they break apart and sink. One exception to this is present. 
  Appearing as a toy boat, about 6 inches long and in the shape of a canoe, 
  is a magical folding boat. Use of this boat requires a command word to 
  be determined. The words are “Tarun” (boat) and “Malgedesh” (ship), as 
  noted in Area 9B–3.
  9B–10. The Laboratory Entrance 
  (Cr 15)
  Agamemnon left two nasty guardians to protect his laboratory. He had 
  no reason to let intruders access his private laboratory, and took great 
  pains to prevent entrance. To this end, 2 iron golems bar the way to the 
  door to room 9B–11. The door itself is arcane locked at 18th level.
  IRON GOLEMS (2) 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Iron”)
  Tactics: The golems fight until slain, but do not pursue south of the 
  river crossing.
  Arcane Locked Iron Door: 2 in. thick; hardness 10; hp 60; Break DC 
  38, Disable Device (impossible).
  9B–11. The Laboratory
  This room is obviously a wizard’s laboratory. It contains numerous 
  tables and shelves filled with various powders and liquids. Two half-
  finished flesh golems molder on a large table, inert and never animated. If 
  materials were recovered from this room, they would fetch over 20,000 gp 
  on the open market. This would require transport of approximately 12 tons 
  of gear to the surface, however. Against the north wall is a secret door. 
  Beyond this door is a storeroom of magical potions. Due to the presence 
  of the iron golems in Area 10, no one has yet looted this storeroom.
  Wooden Secret Door: 2 in. thick; hardness 5; hp 20; 
  Perception DC 30 ; Break DC 20 , Disable Device DC 20 .
  Potions: Along the shelves in the hidden chamber are the following 
  potions, all unlabeled: 6 cure light wounds, 3 fox’s cunning, 2 cat’s grace, 3 
  darkvision, levitate, 2 invisibility , 3 lesser restoration, 6 water breathing, 
  2 fly, 2 gaseous form and 3 remove disease. There are also 5 vials of 
  magical poison; each registers as magical, but is instead potent venom 
  (save Fort DC 23; onset 1 round; frequency 1/minute for 6 minutes; effect 
  1d10 Con; cure 2 saves).
  9B–12. The Cannibal Lair (Cr 13)
  The entrance to this room can only be accessed by grabbing onto an 
  iron bar that juts out of the wall into the space above the river. In the 
  distance, an arched bridge is visible over the river (Area 9B–13). Other 
  than by flight, the only way to grab the bar is to make a successful melee 
  touch attack against AC 20 while passing by it, either swimming or in a 
  boat. Failure indicates that the bar has been missed and the PC grabbing 
  for it has proceeded down river. Meanwhile, there is a 50% chance that the 
  crazed inhabitants of this room complex rush forth and attack as described 
  in Area 9B–13. The door is standard for this level and is unlocked.
  The room beyond the entrance door contains six intact 2-person boats, 
  carved from woodwork within the dungeon and totally functional. It also 
  contains the rough sleeping quarters of 10 crazed cannibalistic humans. 
  They inhabit Area 9B–13 and the empty room beyond, though they have 
  not found the secret door to Area 9B–14. They fight maniacally until slain.
  CRAZED CANNIBALISTIC HUMANS (10) 
  CR 6
  XP 2,400
  hp 93 (see Area 9B–4, above.)
  9B–13. The great Arched Bridge
  This area consists of a 15 ft. wide, 40 ft. tall arched bridge of magical 
  brickwork. It is inscribed with pictograms and writings. It can withstand 
  any degree of magical assault and is made of stone that resists all blows 
  from many weapons (hardness 20, 540 hp). There is a 50% chance that 
  the crazed humans described in Area 9B–12 are present on the bridge, 
  and they leap from the bridge to boats below in order to attack. The bridge 
  itself grants cover to all who are on it. On the underside of the bridge is 
  an inscription of note, written in silver inlaid script. The writings are in 
  ancient Draconic and require a DC 25 Linguistics check to read. They 
  read:
  “To seek the sword,
  And freedom find,
  Remove the curse of gods gone by,
  Purge the doors of sin and blight,
  Beyond the wall, of blackest night.”
  325
  level 9b
  
  9B–14. The Lost room
  The crazed inhabitants of this area have not yet discovered this secret 
  door. Beyond the door is a small chamber containing an undisturbed 
  library. Bookshelves line the walls, and comfortable yet moldy furniture is 
  scattered about. Most of the 700 books present, while valuable (average 20 
  gp each), are mundane. Two are of interest and require a DC 28 Perception 
  check to locate via searching or a detect magic spell to find. The first is a 
  tome of understanding +4 while the other is a cursed vacuous grimoire.
  Secret Door: 2 in. thick; hardness 5; hp 20; Perception DC 20; 
  Break DC 20, Disable Device DC 20.
  9B–15. The Teleportal
  This area teleports anyone landing on it to Area 9B–16, unless they 
  were teleported from Area 9B–16.
  9B–16. The Second Teleportal
  This area teleports anyone landing on it to Area 9B–15, unless they 
  were teleported from Area 9B–15.
  9B–17. The Cannibals’ Den
  This is the living quarters of the crazed cannibalistic humans encountered 
  in Area 9B–3. If they were not found there, they are here when the PCs 
  arrive (see Area 9B–3). This room contains piles of human bones, musty, 
  rotted pallets of bedding, and an assortment of old equipment.
  Treasure: Three suits of rusty but usable plate mail are here, as are 5 
  longswords, a greatsword, a +3 composite longbow (Str +2), a medallion 
  of thought projection, 4 packs containing 2,200 lbs. of gold ore (worth 
  1,100 gp), 3 jars of alchemist’s fire, 2 vials of holy water, a large steel 
  shield, 3 large wooden shields, and a book of elven poetry worth 15 gp.
  9B–18. The Boneyard
  This room is stacked with piles and piles of bones. Humanoid, fish, rat, 
  and other monster bones lie strewn about in piles. A locked secret door to 
  the south leads to Area 9B–19.
  Secret Door: 2 in. thick; hardness 5; hp 20; Perception DC 20; 
  Break DC 30, Disable Device DC 20.
  9B–19. Feet of Clay (Cr 10)
  The floor of this room is covered in slippery mud and wet clay. Two 
  rounds after it is entered, the ground begins to tremble. Two rounds later, a 
  clay golem pulls itself free and attacks. This golem acts as the first line of 
  defense for the priest buried at Area 9B–21. A secret door 6-inches under 
  the mud hides the access to Areas 9B–20 and 9B–21.
  CLAY GOLEM 
   
   
  CR 10
  XP 9,600
  hp 101 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Clay”)
  Tactics: The golem fights until slain, but does not pursue out of this 
  room to the north.
  Secret Door: 2 in. thick; hardness 5; hp 20; Perception DC 30, 15 if 
  area is dug into; Break DC 30, Disable Device DC 20.
  9B–20. The Pool of Oblivion
  Beyond the secret door in Area 9B–19 is a small cavern, dripping with 
  water and covered in stalactites and stalagmites. In the center of the room 
  is a swirling pool of black water, smelly and foul. Ten feet down is a 
  hidden tunnel leading to Area 9B–21. No light source can penetrate the 
  water of the pool, and only careful feeling (while underwater) allows the 
  door to Area 9B–21 to be discovered.
  Hidden Door: 2 in. thick; hardness 5; hp 20; Perception DC 
  30, when underwater only; Break DC 20.
  9B–21. Underwater Angel
  This is the tomb and final resting-place of Nemethiar, a priestess of 
  Hecate and friend of Agamemnon. She is long dead and cannot trouble 
  the PCs. The entire chamber is underwater, and due to the presence of the 
  black water, no vision is possible here either. The GM should have fun 
  with this. Even with a water breathing spell or potion, it is really creepy 
  to be swimming in total darkness. Cold or warm water may pass by the 
  PCs, floating debris may brush against their skin, or other creepy effects; 
  this is all up to the GM to improvise. If multiple PCs are in the water, they 
  may even attack each other in the darkness. No monsters or treasure are 
  present in this room.
  9B–22. The Bar Across the river
  Across the river, at a height of 3 ft., is a huge steel bar. Passersby in a 
  boat may grab this bar easily. Passing swimmers may grab the bar with 
  a successful DC 20 Swim check. On the south side of the bar is a tunnel 
  entrance leading to Area 9B–25.
  9B–23. The Frogman’s Lair  
  (Cr 6)
  This room is the lair of the frogman, a reasonably tough creature 
  of unknown origin. The frogman is not necessarily unfriendly and can 
  be bargained with, even befriended if approached properly. He feeds 
  exclusively on cave fish and bugs, and is not predatory to humans.
  Secret Door: 2 in. thick; hardness 5; hp 20; Perception DC 30; 
  Break DC 20. 
  The secret door to his lair is hard to find, though it is possible that wet 
  footprints may lead the PCs to his lair if they either encounter him as a 
  wandering monster or if they are in dire need of a little “GM intervention” 
  to cross the whirlpool in Area 9B–29.
  When the PCs encounter the frogman, he cautiously awaits their 
  reaction, diving into the river to escape if they appear hostile. He appears 
  as a bulbous-eyed, green-skinned humanoid, about six feet tall, and with 
  webbed feet. If the characters can communicate with him, he may assist 
  them in crossing the whirlpool area or in other waterborne adventuring with 
  a successful Diplomacy check. His typical starting attitude is unfriendly 
  (DC 19), as he starts the encounter cautious and wary of strangers. How 
  the players roleplay their initial interactions with the frogman can affect 
  his starting attitude. 
  THE FROGMAN  
   
  CR 6
  XP 2,400
  N Medium aberration (aquatic)
  Init +6; Senses darkvision 90 ft., scent; Perception +12
   
  AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
  326
  level 9b
  
  hp 73 (7d8+42); fast healing 5
  Fort +8; Ref +6; Will +5 
   
  Speed 30 ft., swim 60 ft.
  Melee 2 claws +6 (1d4+1), bite +6 (1d6+1)
   
  Str 12, Dex 14, Con 23, Int 14, Wis 11, Cha 9
  Base Atk +5; CMB +6; CMD 19 
  Feats Alertness, Dodge, Improved Initiative, Lightning 
  Reflexes
  Skills Climb +11, Escape Artist +9, Knowledge 
  (dungeoneering) +8, Perception +12, Sense Motive +2, 
  Stealth +12, Survival +10, Swim +19 
  Languages Aquan, Frogman, Undercommon
  SQ amphibious
  9B–24. The Food Cave (Cr 6)
  This cavern is fungus-filled and contains a biomass greater than most 
  swamps. Hundreds of types of fungi are present here: 20% of the fungus is 
  edible while 10% is poisonous (DC 16 Fortitude save or take 2d6 Con/2d6 
  Con). A DC 20 Knowledge (dungeoneering or nature) or Survival check 
  allows PCs to determine which are edible. (Gnomes and other underground 
  creatures gain a +2 bonus to their checks.)
  There is enough material here to sustain a party of 12 PCs indefinitely. 
  There are 2 other inhabitants of the cavern as well. These look like giant 
  floating eyes, but are in reality 2 gas spores.
  GAS SPORE (2)  
   
  CR 4
  XP 1,200 (Frog God Games, The Tome of Horrors Complete, 
  “Hazards”)
  From a distance greater than 10 ft., the gas spore is likely 
  to be mistaken for a different orb-shaped monster (DC 30 
  Perception check to notice the difference). The gas spore 
  is not related to that creature, but uses its mimicry to lure 
  would-be victims to their doom. The gas spore has a fly 
  speed of 10 ft. with average maneuverability.
  When a gas spore contacts a living creature (or a living 
  creature touches a gas spore unarmed or with natural 
  attacks), it injects poisonous rhizomes into the foe if that 
  opponent fails a DC 15 Fortitude save. Each day thereafter, 
  an infected creature must succeed on a Fortitude save (DC 
  12, +1 per additional day) or take 1d6 points of Constitution 
  damage. (Constitution damage continues until the victim dies 
  or the rhizomes are destroyed.) At Constitution 0, a victim dies 
  and 2d4 gas spores emerge from its body. A remove disease 
  spell cast on an affected creature before it dies destroys the 
  rhizomes and prevents any further Constitution damage.
  If a gas spore is struck for a single point of damage (by 
  a weapon, natural attack, spell, or effect), it explodes in a 
  violent blast of gas that deals 6d6 points of damage to all 
  creatures within a 30-foot radius. A successful DC 15 Reflex 
  save reduces the damage by half.
  9B–25. Down, Down, Down 
  You go, Where You Stop, 
  No One Knows . . .
  This nondescript room contains very little in the way of interest, 
  except for a bas-relief of a demonic face on the floor leading to Area 
  9B–26. The mouth of the four-horned, red-faced demon is 10 ft. in 
  diameter and provides access to the watercourse leading to Level 9C, 
  20 ft. below.
  327
  level 9b
  
  9B–26. Passage to the Whirlpool
  This area leads to the whirlpool and eventually to Level 9C. The water 
  in the baffled area is only 3 ft. deep and provides stability for those wishing 
  to load boats or to rest before trying to make the trip across the whirlpool. 
  No magic functions in this area. The passage leads 200 ft. south, gradually 
  deepening to a maximum of 20 ft. at the outlet to Area 9B–27.
  9B–27. The Whirlpool (Cr 12)
  This area leads either to death or to Level 9C, depending on the fortunes 
  of those attempting to cross it. For this area, use the separate map provided 
  (Whirlpool Map). No magic functions in this area. The cavern itself is vast 
  (300 ft. in diameter) and is totally water-filled. In the center of the cavern 
  is a suction funnel of water leading into an abysmally deep underground 
  lake with no air source and no escape. The only method of passage is to 
  stay as far from the center as possible, be a strong swimmer or boater, and 
  have good luck. Anyone lost in the whirlpool is dead and gone and can 
  only be brought back by a wish or miracle. There are four zones present in 
  this water. Difficulties and result of success and failure for those trying to 
  cross the pool are as follows:
  Zone 1: DC 20 Swim, Boat (DC 15 Str check). Success indicates a full 
  move is made at the rate of the swimmer/boater and that he remains in this 
  zone. Failure means that the PC in question moves to Zone 2, and moves 
  1/2 the desired distance toward the targeted destination.
  Zone 2: DC 25 Swim, Boat (DC 20 Str check). Success indicates a full 
  move is made at the rate of the swimmer/boater and that he remains in this 
  zone, or he may move 1/2 and return to Zone 1. Failure means that the PC 
  in question moves to Zone 3 and moves 1/2 the desired distance toward 
  the targeted destination.
  Zone 3: DC 30 Swim, Boat (DC 25 Str check). Success indicates a full 
  move is made at the rate of the swimmer/boater and that he remains in this 
  zone, or he may move 1/2 and return to Zone 2. Failure means that the PC 
  in question moves to Zone 4.
  Zone 4: Cannot swim or boat in. The other PCs watch helplessly as the 
  victim is slowly drawn into a death spiral.
  Entrance to Level 9C: The entrance to Level 9C lies across the cavern, 
  in an area of still water some 300 ft. away.
  328
  level 9b
  
  Level 9C: The Well of 
  Agamemnon, Lower Level
  This level is the final resting place of the great wizard Agamemnon and 
  holds the key to escaping from the Well. Having passed the whirlpool, the 
  party now confronts the wizard in the form of a vampire. In order to gain 
  their freedom, the PCs must defeat him and obtain his sword. A map of 
  this level is depicted in Map RA–9C.
  9C–1. Entrance
  The sandy shore at the opposite side of the whirlpool is safe for landing. 
  The observant (DC 12 Perception check) can see a few footprints. These 
  footprints look like bare human feet and can be tracked to Area 9C–2, 
  where they disappear.
  9C–2. Underwater Passage
  Spiral stairs lead down to a water-filled passage. This passage is 60 ft. 
  long and ends in another set of spiral stairs leading up to the dry corridor 
  above. Swimming through this passage requires a DC 15 Swim check. 
  Failure indicates that the PC begins to drown.
  9C–3. The Hanging Door
  This door hangs in mid-air and is similar to those on Level 3A and 
  Level 7. Writing above the door reads, in Elven, “Only with Butcher may 
  the Faithful open.” The door cannot be opened in any way, unless the 
  person opening it holds the magic sword from Area 9C–19. The door 
  opens easily for anyone holding the sword. It is a one-way door, and PCs 
  cannot travel back into the dungeon through this door. Those attempting 
  to do so are stranded on the astral plane. This one-way door leads to a 
  cave on the ground level outside the dungeon, over a mile away from the 
  main entrance. The cave entrance is covered with a permanent image and 
  a permanent screen spell, hiding it from detection. The PCs may rest here 
  without fear of detection.
  9C–4. The Stirge Cavern (Cr 10)
  This cavern contains a great mass of stirges, having flown in from the 
  area beyond the whirlpool. They are quite hungry, subsisting so far on 
  only those lucky enough to get here and the few dire rats on this level. 
  They attack en masse as soon as the bottom of the spiral stairs is reached. 
  They have no treasure.
  STIRGE SWARMS (4) 
   
  CR 6
  XP 2,400
  N Tiny magical beast (swarm) (Pathfinder Roleplaying Game 
  Bestiary, “Stirge”, see Appendix A)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception 
  +11
   
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 78 (12d10 plus 12) 
  Fort +8; Ref +14; Will +5 
  Defensive Abilities swarm traits
   
  Speed 10 ft., fly 40 ft. (average)
  Melee swarm (3d6 plus blood drain)
  Space 10 ft.; Reach 0 ft.
  Special Attacks blood drain (1d6 Constitution), distraction 
  (DC 16)
   
  Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
  Base Atk +12; CMB —; CMD —
  Feats Improved Initiative, Improved Lightning Reflexes, 
  Lightning Reflexes, Skill Focus (perception), Skill Focus 
  (stealth), Toughness
  Skills Fly +17, Perception +11, Stealth +20 
  SQ Diseased
   
  Diseased (Ex) Stirges are harbingers of disease. Any creature 
  subjected to a stirge’s blood drain attack has a 10% chance 
  of being exposed to filth fever, blinding sickness, or a similar 
  Level 9C
  Difficulty Level: 12
  Entrances: Whirlpool from Level 9B.
  Exits: None.
  Wandering Monsters: Check once every 12 hours on 
  1d20:
   
   1–2 
  1d4 crazed humans (see the Level 9B, 
    
  Area 9B–4)
   3 
  1d4 crazed goblin scouts (see the Level 9B)
   4–5 
  3d6 dire rats
   5 
  2d6 stirges
   6 
  1 black pudding
   7–20 
  No encounter
   
  Detections: None.
  Shielding: The entire level is shielded as is Level 9B, 
  and no means of magical transport such as teleport, 
  dimension door, plane shift, ethereal jaunt, and 
  so forth functions. In addition, no spells or powers 
  involving extra-planar contact, such as summoning or 
  commune, operate on this level.
  Continuous Effects: The entire level radiates soft light 
  (equal to a light spell). This level, like Level 9B, causes 
  the loss of 1 permanent Wisdom point per day spent 
  here, no save.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 18, 
  Disable Device DC 20). All secret doors are made of 
  stone (2 in. thick; hardness 8; hp 30; Perception DC 20; 
  Break DC 22, Disable Device DC 20).
  329
  
  330
  level 9c
  
  disease (Pathfinder Roleplaying Game Core Rulebook, 
  “Diseases”). Once this check is made, the victim can no 
  longer be infected by this particular stirge, though attacks 
  by different stirges are resolved normally and may result in 
  multiple illnesses.
  9C–5. The Floor of Mud
  This area contains 4 ft. of soft, slippery mud. This poses no real hazard 
  to anyone taller than 5 ft., though all ground movement in this area is 
  reduced to 5 ft. per round. At the far end of the room, the floor rises up 
  slowly and exits the mud at the intersection.
  9C–6. The Cursed Door of 
  Agamemnon
  This column-lined hall is filled with 8 ft. of water except on the path 
  between the columns. A curse is inscribed in ancient Draconic upon each 
  pair of columns, each curse more terrible than the first, though none have 
  any power, magical or otherwise. All warn intruders that to disturb the rest 
  of Agamemnon is to invite plague, ill fortune, and death. At the end of the 
  hall is a set of large stone steps made of pure white marble. At the top of 
  the steps is a huge set of double doors, made of red stone and having no 
  noticeable means of egress. The doors can only be opened by the casting 
  of a remove curse spell, at which point they begin to bleed human blood, 
  pouring pints of it all over the staircase and into the water. The bleeding 
  doors are quite creepy, though the blood has no actual game effect. The 
  doors then swing open, allowing entrance in to Area 9C–9. The doors 
  cannot be bypassed by any other means.
  9C–7. Leeches Don’t Suck, 
  They Bite (Cr 2)
  This room lies at the bottom of a 40 ft. spiral staircase. Muddy water 
  3 ft. deep covers the entirety of the room. A stairwell leading up to 
  Area 9C–8 lies at the south side of the room. In the muddy water are 
  several hundred leeches. Each round spent in the water draws attack by 
  2d6 normal leeches per person. These nasties cause no pain when they 
  attack, and armor does nothing to protect an individual. Unless the PCs 
  inspect themselves after exiting the water, they take 1 point of temporary 
  Constitution damage each 10 minutes per 6 leeches attached. Anyone 
  bitten by leeches must make a DC 15 Fortitude save or contract filth fever. 
  Leeches may be safely removed by heat or spell. Pulling them off ends 
  the Constitution damage, but it causes the Fortitude save to suffer a –5 
  penalty.
  9C–8. The Star room
  This room radiates starlight, and the ceiling looks like the outdoor area 
  surrounding the dungeon at night. Grass grows all over the ground, and 
  trees dot the landscape. Birds and small animals scurry about, and berries 
  grow on bushes. This room in all ways appears as if it were truly outdoors 
  at night. This is in reality a powerful permanent image, CL 18th. The PCs 
  could actually wander for years in this room, traveling for miles, only to 
  have it remain continually night. The animals are part of the illusion, and 
  cannot be caught or conversed with in any way. Plants or berries picked 
  can be eaten, but they provide no nourishment. It is possible that monsters 
  may wander in here from time to time, as the aesthetics of this room fool 
  them as well. In that case, the PCs may interact with the monsters (or 
  the other way around, of course). The GM is encouraged to make the 
  players believe they are outside, though their wanderings never seem to 
  lead anywhere.
  9C–9. The Hall of Agamemnon
  This huge hall depicts the major life events of the great wizard prior 
  to his turn to evil. There are scenes of Agamemnon fighting dragons, 
  summoning angels, fighting demons, slaying evil priests, and so on all 
  over the walls and ceiling of this room. The workmanship of the painter 
  (Agamemnon himself) is astounding. The room is otherwise featureless, 
  save for a round pedestal 30 ft. across, upon which sits a large pyramid of 
  opaque black obsidian.
  9C–10. The Black Pyramid  
  (Cr varies, 0 or 10)
  Faint light can be seen within the pyramid, and ghostly white figures 
  can be seen periodically pressing their faces against the sides. There 
  is no obvious means of opening the pyramid, though it can be bashed 
  in (hardness 8, hp 30). If this happens, 3 groaning spirits are released 
  and attack immediately. At the far south point of the pyramid is a secret 
  latch. This latch must be carefully searched for by hand, and no means 
  of magical detection discovers it. If it is found, it can be sprung, and the 
  north-facing wall sinks into the slab, revealing an opening to the inside of 
  the pyramid. If the pyramid is opened in this fashion, the groaning spirits 
  do not attack, but instead become ethereal and leave the PCs in peace.
  Secret Latch: CR 2; DC 40 Perception.
  GROANING SPIRIT (3) 
   
   
  CR 7
  XP 3,200 
  hp 85 (Frog God Games The Tome of Horrors Complete, 
  “Groaning Spirit”)
  Inside the Pyramid: Within are three preserved bodies of beautiful 
  women, in life the concubines of Agamemnon. They are dressed in royal 
  finery and gold jewelry and preserved with a permanent gentle repose 
  spell. The woman in the center was particularly favored and still wears 
  a large gold medallion (worth 500 gp) with the crest of Agamemnon 
  inscribed upon it. This medallion is the key to the crypt of Agamemnon 
  himself and is the only means for the PCs to find a way out of this level. 
  If the bodies are disturbed in any way, or if a raise dead spell or similar 
  magic is used, the groaning spirits re-materialize and attack. If the 
  medallion is taken, no harm comes to the party, but the corpses wither 
  away to dust in 10 minutes.
  9C–11. Stasis Chamber (Cr 10)
  This room contains a horrible trap as well as an illusory pile of treasure 
  against the far wall to the south. Ten rounds after the room is entered, a 
  temporal stasis trap is triggered. This trap is triggered by opening the 
  door, and hence has no chance of being disarmed. A DC 34 Knowledge 
  (arcana) check determines that some form of magical trap has gone off 
  and allows retreat from the room in time to avoid its effects. The effects 
  of this spell are permanent until a successful dispel magic (vs. CL 18th) 
  is made.
  TEMPORAL STASIS TRAP   
   
  CR 10
  XP 9,600
  Type spell; Perception DC special; Disable Device DC —
   
  Trigger proximity (alarm); Reset automatic (1 week)
  Effect spell effect (temporal stasis, CL 18th, DC 34 
  Knowledge [arcana] check avoids); multiple targets (all 
  targets in room)
  331
  level 9c
  
  9C–12. The Mummies’ Tomb 
  (Cr 12)
  This room contains 12 empty sarcophagi, tops torn off and piles of 
  silver and cheap jewelry strewn about. Four rounds after the PCs enter the 
  room, a strong breeze blows through it. This wind seems to stir up dust in 
  the shape of twelve forms. Two rounds later, each dust form materializes 
  and creates a total of 12 mummies, which all attack! They fight until 
  slain. These are the remains of servants of Agamemnon, bound here 
  for all eternity to serve him after death. They attack and follow the PCs 
  mercilessly until all are killed.
  MUMMIES (12) 
   
   
  CR 5
  XP 1,600
  hp 60 (Pathfinder Roleplaying Game Bestiary, “Mummy”)
  Treasure: There are 14,000 sp strewn about the room, as well as 1,500 
  gp worth of semi-precious stone jewelry.
  9C–13. The Egg Stone
  There is a great treasure hidden inside a stone block. Four inches inside 
  the outer covering of stone is a solid gold ingot weighing 200 pounds. The 
  stone must be physically chopped away to reveal the gold, and there is 
  no obvious way to detect it. Magical detection must be able to penetrate 
  the outer rock coating. It is highly unlikely that this is ever actually 
  discovered. The stone has hardness 8, and takes 20 hp to uncover a glint 
  of metal. It takes 300 points of damage to free the gold completely from 
  the rock.
  9C–14. The Door to the  
  inner Sanctum
  This secret door is extraordinarily well hidden in the floor. It cannot be 
  magically detected nor opened. An antimagic ward has been placed on the 
  door area (like a permanent antimagic field), covering an area within 10 
  ft. of the door. Somehow noticing this antimagic area — and thus tipping 
  the PCs off that something in the corner of this room is unusual — is 
  most likely the only way their attention is drawn to the door. Otherwise, 
  it requires a DC 40 Perception check to locate the door. Remember that 
  because of the antimagic field, magic does not locate the door.
  332
  level 9c
  
  Reinforced Wood Secret Door: 2 in. thick; hardness 5; hp 20; 
  Perception DC 40; Break DC 20, Disable Device DC 20.
  9C–15. The Unmoving Stone  
  (Cr 2)
  This hallway is blocked by a large boulder of blue stone, far different 
  in make and texture from the corridor itself. In order for the party to pass 
  the stone, it must be moved or destroyed. The stone is not magical, nor is 
  there any easy way to move it. Many spells may be used to move it (such 
  as transmute rock to mud, stone to flesh, disintegrate, and others), or it can 
  be simply battered through.
  Stone Boulder: hardness 8: hp 500; DC 30 Strength check to 
  move.
  9C–16. The Weird Hall (Cr 10)
  Ten rounds after this seemingly non-descript tomb is entered, the secret 
  door to the north slams shut, held with an arcane lock (CL 18th). At this 
  point, a weird spell trap goes off, covering the entirety of the hall. The 
  secret door to Area 9C–18 is fairly difficult to find and is located in the 
  floor of this room.
  WEIRD TRAP  
   
   
  CR 10
  XP 9,600
  Type spell; Perception DC 34; Disable Device DC 34
   
  Trigger proximity (alarm); Reset automatic (1 hour)
  Effect spell effect (weird, CL 18th, DC 34 Fortitude save for 
  partial damage); multiple targets (all who enter the room)
  Reinforced Wood Secret Door: 2 in. thick; hardness 5; hp 20; 
  Perception DC 30, floor only; Break DC 20; Disable Device 
  DC 20.
  9C–17. False Tomb
  This room contains a huge ornate crypt, carved of marble in the shape 
  of a wizard. The crypt itself is worth over 10,000 gp for precious materials 
  and workmanship alone. The top of the crypt is heavy (DC 22 Strength 
  check to remove). Inside is the decayed skeleton of a man in wizard’s 
  robes. Across his chest is a long, thin bastard sword made of a strange 
  green metal. It radiates a strong aura of enchantment magic. The sword 
  is a –5 cursed sword and does not open the door in Area 9C–3 to allow 
  escape. The sword remains attached to the hand of whoever grabs it and 
  requires a remove curse spell (vs. CL 16th) to remove.
  9C–18. The Passage to the Crypt 
  This passage appears to reach a dead-end in a rubble wall. The rock must 
  be cleared slowly (there is 2,000 pounds of it) in order to continue on. This 
  takes 3 hours if 4 or more characters work in tandem removing rock from 
  the tunnel. Subtract 1 hour if 2 or more characters have stonecunning, or 
  if 2 additional PCs join the effort. Any more people simply get in the way.
  9C–19. The inner Crypt (Cr 18)
  This is the lair of Agamemnon, the Vampire-Wizard. The room appears 
  to be an empty circular chamber, carved and painted in intricate relief with 
  horrific images of blood sacrifice and murder. In the center of the chamber 
  is an inlaid tile depression, bearing the trademark seal of Agamemnon. 
  Unsurprisingly, the golden amulet from Area 9C–10 fits snugly inside. 
  When it is placed within the depression, the center 20 ft. of the circle begin 
  to rise, reaching the ceiling in 2 rounds. At this point, a phase door opens 
  on the north side of the room and out steps Agamemnon, bearing a long, 
  green sword. Agamemnon briefly taunts the intruders and then unleashes 
  their doom upon them. He fights until slain to protect his immortality.
  Exception: If a high priestess of Hecate is present, Agamemnon may 
  be reasoned with, only if he is immediately commanded to cease and 
  desist, and only if he is not attacked. In this case, he does not surrender 
  Butcher to the PCs, but instead escorts them to Area 9C–3 and open the 
  door to let them out.
  AGAMEMNON  
   
  CR 18
  XP 153,600
  Male human vampire diviner 17 (Pathfinder Roleplaying 
  Game Bestiary, “Vampire”)
  NE Medium undead (augmented human)
  Init +17; Senses darkvision 60 ft.; Perception +30
   
  AC 32, touch 22, flat-footed 26 (+4 armor, +5 Dex, +1 dodge, 
  +2 insight, +4 luck, +6 natural)
  hp 215 (17d6+119 plus 34); fast healing 5
  Fort +12; Ref +14; Will +12 
  Defensive Abilities channel resistance +4, moment of 
  prescience; DR 10/magic and silver; Immune undead traits; 
  Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee Butcher +17/+12 (1d8+9/19–20) and slam +9 
  (1d4+2/19–20 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 27), energy drain (2 levels, DC 25)
  Diviner Spell-Like Abilities
  12/day—diviner’s fortune (+8)
  Spells Prepared (CL 17th; melee touch +13, ranged touch 
  +13) 
  9th—foresight†B, meteor swarm (DC 28), wail of the banshee 
  (DC 28)
  8th—clenched fist (DC 27), horrid wilting (DC 27), incendiary 
  cloud (DC 27), moment of prescience†B
  7th—finger of death (DC 26) (x2), forcecage (DC 26), 
  greater scryingB (DC 26), limited wish
  6th—chain lightning (DC 25), circle of death (DC 25), 
  greater dispel magic, repulsion (DC 25), transformation, true 
  seeingB
  5th—baleful polymorph (DC 24), cloudkill (DC 23), cone of 
  cold (DC 24), mage’s faithful hound, prying eyesB, telekinesis 
  (DC 24), waves of fatigue
  4th—arcane eyeB, bestow curse (DC 23), black tentacles, 
  fear (DC 23), locate creature, resilient sphere (DC 23), solid 
  fog
  3rd—arcane sightB, blink, fly, haste, lightning bolt (DC 22), ray 
  of exhaustion, stinking cloud (DC 22)
  2nd—acid arrow, detect thoughtsB (DC 21), glitterdust (DC 
  21), extended mage armor†, scorching ray, see invisibility, 
  web (DC 21)
  1st—chill touch (DC 20) (x2), feather fall, grease (DC 20), 
  magic missile, ray of enfeeblement, true strikeB, unseen 
  servant
  0 (at will)—detect magic, flare, light, ray of frost, read magic
  † Already cast
  Arcane School divination Opposition Schools enchantment, 
  illusion
   
  Str 20, Dex 21, Con —, Int 29, Wis 14, Cha 24 
  Base Atk +8; CMB +13 (+15 to trip); CMD 35 (37 vs. trip) 
  Feats Ability Focus (dominate), AlertnessB, Arcane Strike, 
  Brew Potion, Combat Expertise, Combat ReflexesB, 
  333
  level 9c
  
  Craft Magic Arms and ArmorB, Craft Wondrous ItemB, 
  DodgeB, Extend SpellB, Improved Critical (slam), Improved 
  InitiativeB, Improved Trip, Lightning ReflexesB, Martial 
  Weapon Proficiency (longsword), Scribe ScrollB, Skill Focus 
  (Perception), Step Up, ToughnessB, Weapon Focus (slam)
  Skills Acrobatics +22, Appraise +29, Bluff +19, Diplomacy 
  +13, Fly +25, Knowledge (arcana) +29, Knowledge 
  (dungeoneering) +22, Knowledge (engineering) +20, 
  Knowledge (geography) +20, Knowledge (history) +21, 
  Knowledge (local) +22, Knowledge (nature) +20, Knowledge 
  (nobility) +20, Knowledge (planes) +29, Knowledge (religion) 
  +29, Linguistics +16, Perception +30, Sense Motive +12, 
  Spellcraft +29, Stealth +13; Racial Modifiers +8 Bluff, +8 
  Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Aquan, Auran, Celestial, Common, 
  Daemonic, Draconic, Dwarf, Elven, Ignan, Infernal, Giant, 
  Terran, Undercommon
  SQ arcane bond (Butcher), forewarned, change shape (dire 
  bat or wolf, beast shape II), gaseous form, scrying adept, 
  shadowless, spider climb
  Gear Butcher, belt of physical might (Str, Dex) +4, 
  headband of mental prowess (Int, Cha) +6, spellbooks, spell 
  component pouch (including all focuses and expensive 
  components)
  Spellbook: In addition to his prepared spells, Agememnon’s 
  spellbooks contain the following:
  0—All exception enchantment and illusion
  1st—alarm, enlarge person, identify, shocking grasp, 
  summon monster I
  2nd—arcane lock, continual flame, ghoul touch, obscure 
  object, shatter, summon monster II
  3rd—clairaudience/clairvoyance, dispel magic, explosive 
  runes, fireball, gentle repose, summon monster III
  4th—dimension door, dimensional anchor, secure shelter, 
  scrying, summon monster IV
  5th—break enchantment, contact other plane, 
  permanency, summon monster V, teleport
  6th—analyze dweomer, antimagic field, contingency, 
  legend lore, planar binding, summon monster VI
  7th—banishment, control weather, summon monster VII
  8th—discern location, maze, summon monster VIII, trap the 
  soul
  9th—summon monster IX, wish
  Tactics: This should not be too hard. Agamemnon casts spells until 
  engaged, then fights using his slam attacks until he spawns 1–2 new 
  vampires. If finally cornered, he casts haste and transformation and fights 
  using Butcher and his slam attacks until slain.
  Minor Artifact
  Agememnon’s Sword, “Butcher”
  Aura moderate abjuration; CL 20th
  Slot none; Weight 4 lbs.
   
  DESCRIPTION
  Butcher is a sword of immense power, given to 
  Agamemnon by the goddess of magic herself. Only 
  a non-good person may wield Butcher. It confers a +4 
  enhancement bonus to attack and damage rolls, as 
  well as a +4 luck bonus to AC and CMD. In addition, 
  it acts as a permanent lesser globe of invulnerability 
  for the wielder only. Finally, it is the key to escape from 
  this level of the dungeon.
   
  DESTRUCTION
  If removed from this level, the Butcher loses all powers 
  and magical power.
  The Legend of Agamemnon
  Agamemnon was a 19th level wizard who quested for 
  immortality. To this end, as his life drew to a close, he willingly 
  became a vampire, summoning and dominating a member of the 
  undead to do his will. Using a wish spell, he devised a ritual that 
  destroyed his creator after he was transformed, making him free 
  to roam and do as he pleased without a controlling master. Sadly, 
  this process caused him to lose 2 levels of experience; hence, now 
  Agamemnon is only a 17th level wizard. He roamed the world 
  for many years, eventually becoming bored, and returned here to 
  guard his crypt and seek to recover his lost priestess. After many 
  years, he gave up trying to save her, and as the evil blood finally 
  completed its work, he became a lost soul, seeking only to destroy 
  the living and drink their blood.
  Earlier in life, Agamemnon was the lover of Akbeth and a 
  faithful servant of Hecate, goddess of magic. He remained faithful 
  to the goddess even when she destroyed his mate, and as a reward 
  he was given a powerful magic sword, known as Butcher.
  334
  level 9c
  
  Level 9D: 
  The Bloodways
  Beneath the Temple of Final Sacrament, at the bottom of the great shaft 
  at its center, a passage leads off, slanting downwards deeper underground. 
  This leads into the heart of the fallen Duke Aerim’s domain — the mist 
  choked halls of the Bloodways. Maps of this level are depicted in Map 
  RA–9D.
  running the Bloodways
  The Bloodways is a seemingly endless tangle of passageways, with 
  occasional rooms encountered within the maze. Because of the confusion 
  effect present within the maze, combined with frequently shifting walls in 
  the corridors, an option has been provided for you to chart the characters’ 
  progress through the labyrinth using the flowchart provided below. 
  Between encounter areas, you are welcome to describe passages, galleries, 
  halls, chasms, and so forth as you see fit, perhaps drawing inspiration 
  from the Bloodways maps and the encounter areas not included in the 
  flowchart.
  Four Sublevel Maps (for Sublevels 9D–I through IV) have been 
  provided. Further, an additional 41 encounter areas are detailed (9D–
  29 through 70) which briefly summarize additional areas found on the 
  four-sublevel labyrinth maps. Note that using these supplemental maps 
  and areas may seriously prolong a party’s sojourn in the Bloodways, 
  particularly if teleportation areas are liberally employed.
  Alternately, the additional encounter areas and the corresponding maps 
  can be broken apart and used elsewhere in Rappan Athuk, to provide 
  additional small lairs and encounter areas.
  Keyed Entry Map Notations: Each keyed entry provided below 
  includes a reference to one of the Detail Maps (9D–A through N) where 
  appropriate, as well as the Sublevel Map (9D–I through IV), to aid the 
  GM in locating it when sublevel maps are employed.
  Describing the Halls
  When describing the corridors, free reign is given to the GM to make 
  the party’s progress vivid and provocative.
  First, remind the players frequently of the mist, describing how it moves, 
  how warm or cold it is, how dense, its smell, and the like. Remember that 
  the density of the mist affects the distance characters can see.
  Second, consider any sounds the characters might hear, particularly 
  when setting up a random encounter. This may include splashing or 
  squelching noises if there is a layer of water on the floor, or the distant 
  sounds of scales rasping against stone. Also, be sure to keep the players 
  informed of any noises their characters make — how loud they are, 
  whether they echo, and so on.
  Third, while it is a good idea to vary the style of the passages the 
  characters encounter, consider creating a gradual but definite progression 
  as they proceed through the Bloodways. This gives them the sense they 
  are making headway, even while they remain utterly lost.
  Fourth, you can always spice things up with special magical effects: 
  dim lighting, strange persistent noises, an area saturated with an antimagic 
  field, caverns where magical lighting does not work, or an area filled with 
  an unhallow effect and lurking undead.
  Here are some suggestions of possible passageway styles the group 
  might run into:
  • A 15-foot-wide smooth-walled passage with the floor coated in an 
  inch of blood-red liquid
  • A shaft leading upward from a corridor; investigation reveals it to end 
  at the underside of a pit trap door.
  • A set of spiral stairs leading up and down, with passages leading 
  outward at irregular intervals; there may also be secret doors or openings 
  on the inward side of the curve that open into a narrower set of stairs 
  spiraling in the opposite direction. An entire session could be spent 
  exploring interconnected spiral staircases.
  • A straight set of stairs with a drop-off into darkness on either side. 10 
  Using the Bloodways Flowchart
  When PCs enter the labyrinth, they travel for approximately 1d20 minutes before encountering any of the keyed areas. To determine what area they reach, 
  roll 1d6 on the table below. If they go through the area and exit using a different passage, check that entry off on the chart, and when that number is rolled again, 
  move to the next entry. Some areas are marked on the flowchart more than once, as PCs stumble back upon old areas they have explored earlier.
  A note on the maps: Several locations are keyed to use the same detail map. This is because there are several similar-looking locations throughout 
  the Bloodways, and the characters might well confuse one for another.
  Bloodways Flowchart
  1 
  2 
  3 
  4 
  5 
  6
  2. Fresco Room #1 
  3. Chaos’ Den 
  4. Looted Crypt 
  5. Mimic’s Crypt 
  6. Fresco Room #2 
  7. Charred Room
  8. Corrupted Pool 
  9. Abandoned Lair 
  1. Entry 
  10. Healing Spring 
  11. The Floodgate 
  12. Obligatory  
   
   
   
   
   
   
        Chess Room
  13. Fresco Room #3 
  5. Mimic’s Crypt 
  14. Goblin Outpost 
  15. River Crossing 
  16. The Chute and the Pit 
  17. The Throne of 
   
   
   
   
   
        Minos
  11. The Floodgate 
  7. Charred Room 
  18. Pause and Reflect 
  19. Abandoned Throne 
  20. Talon of Orcus 
  21. Red Vortex
  22. Goblins and  
  24. Fresco Room #4 17. The Throne of Minos 23. Orcus’s Hall 
  25. Water, Water 
  22. Goblins and
        Bloodwraith 
   
   
   
         Everywhere 
        Bloodwraith
  335
  
  ft. from the top is a pressure plate that causes a boulder to fall from the 
  ceiling at the top of the stairs and roll down them. Exploring where the 
  boulder came from reveals a shaft to a chamber holding more boulders, 
  along with shafts to trapdoors in other passageways.
  • A passage opens out on the side of a cavern wall, with a drop-off to 
  the left or right. It might also arc through the middle of the chamber in 
  a natural or constructed bridge or archway — always a good place for a 
  random encounter check.
  • A series of 15-foot-diameter circular chambers with passages 
  leading to other identical chambers; each time one is entered, characters 
  experience a sense of vertigo, and are no longer sure which passage they 
  just came from.
  • Some smoothed natural passages floored in blood-red sand or silt, 
  with the sound of water flowing in the distance; as they travel, characters 
  may come across enigmatic footprints left in the sand by shadow hunter 
  snakes, the Fire Hawks, or wandering monsters of the Bloodways.
  • A 20-foot-wide hallway lined with graceful fluted pillars; the walls of 
  the hall are carved with demonic and skeletal faces that leer out at the PCs 
  from the shadows cast by the pillars.
  • A tangle of interconnected natural passages, with a path marked 
  through them in chalk; this could lead to the next encounter area, to the 
  hungry maw of a random monster, or in circles.
  • A natural passage with a low ceiling that continues to get lower as 
  the party continues, until they are all worming along on their bellies. An 
  unstable ceiling or ominous noises in the distance should serve to heighten 
  the claustrophobia.
  • A half-flooded passage; the surface of the water is agitated by strange 
  currents and ripples, as of unseen creatures moving beneath.
  Difficulty Level: 10
  Entrances: Passage from Level 1A in Area 9D–1; passage 
  from Level 9A in Area 9D–28.
  Exits: Connections to Levels 10B and 10C at Areas 9D–14 
  and 20, respectively. Waterways lead into Under Realms.
  Wandering Monsters: See the separate Wandering 
  Monsters section, below.
  Detection: Divination spells reveal a general aura of 
  necromantic and enchantment magic, and a dim but 
  pervasive evil aura.
  Shielding: All attempts to teleport to a location within the 
  Bloodways without a definite fixed point automatically 
  results in a “false destination” result, depositing the victim 
  at some random location in the maze. Teleportation out 
  of the Bloodways is not impeded. Scrying spells do not 
  penetrate the Bloodways from outside, though once one 
  is within the Bloodmists, they function normally.
  Continuous Effects: The Bloodways are saturated with 
  a mild confusion effect that causes corridor lengths to 
  subtly distort, skews sense of direction, and fosters errors 
  in mapping.
  Standard Features: While the tunnels lacing the Bloodways 
  are highly variable in width and height, rooms within 
  the complex are 15 ft. high unless noted otherwise. The 
  stone in the corridors was partially smoothed and dressed 
  long ago when the maze was initially constructed, so 
  some passages are fully finished, while others have never 
  been touched by mallet or chisel. There are numerous 
  branches, stairwells, and empty mist-choked galleries. The 
  passages are also subject to a direction confusion effect 
  as mentioned above, which makes reliable mapping 
  impossible, even magically. The walls have a tendency to 
  shift, to the dismay of those relying on string or dropped 
  pebbles to retrace their steps. Shifting stonework occurs 
  regularly, and dwarves and others with stonecunning 
  should receive rolls to detect these. They are triggered 
  randomly, or sometimes by the opening of doors, and 
  have no independent triggering mechanism unless the 
  GM wishes to provide one.
  Doors: The doors in the maze are made from unadorned 
  granite slabs, unless described otherwise. They have a 
  hardness of 8 and 60 hit points. They have a base Break 
  DC 28 value. Each door has gaps at the top and bottom 
  one inch high between the door itself and the floor and 
  ceiling, sufficient to allow gaseous creatures and most 
  oozes to pass through.
  In addition, each door has holes in the top and bottom 
  between the gaps, into which steel bars extend when an 
  accompanying door to a particular room is opened, thus 
  preventing more than one door to be open at once. This 
  mechanism is not difficult to spot, but is hard to disable 
  — DC 18 Perception with the door closed, DC 12 with it 
  open; DC 30 Disable Device to prevent activation. When 
  all exterior doors to a room are closed, none of the bars 
  are extended. Catching the sound of the bars retracting 
  or extending from other doors in the room requires a 
  successful DC 15 Perception check. Assuming the stone 
  door is dismantled, the bars have hardness 10 and 30 hit 
  points each. Tiny creatures can fit between them; Small 
  creatures require at least one bar to be removed to 
  pass, Medium creatures require two, and Large creatures 
  require three. There are a total of six steel bars that 
  extend from both the top and bottom, meeting in the 
  middle of the doorway.
  The Bloodmists: The entire labyrinth is filled with a swirling 
  crimson mist. Its consistency and movement vary. In some 
  places, it fills the halls in thick billows, while in others it 
  flows along the floor in a swift current. Temperature varies 
  from bone cold to clammy to slightly sticky warmth. 
  The coloration of the mists is caused by algae which 
  feed off the magical emanations of the Bloodways. It 
  has a tendency to condense on creatures, and those 
  who spend much time in the passages look as though 
  they have been doused with blood or red dye. This red 
  pigmentation is difficult to wash out. The mists have a 
  coppery reek, similar to blood, with an undercurrent 
  of vinegar and rotting flesh, the latter a legacy of past 
  victims rather than a property of the mists themselves. 
  Despite their ominous appearance, they are not in and 
  of themselves harmful.
  The bloodmists obscure vision, reducing maximum 
  visibility to a distance of 30 to 60 feet, depending on how 
  dense the mist is at any given point. Creatures within the 
  last third of this range have 20% concealment due to the 
  mists.
  Level 9D
  336
  level 9d
  
  337
  level 9d
  
  338
  level 9d
  
  339
  level 9d
  
  340
  level 9d
  
  341
  level 9d
  
  342
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  Wandering Monsters
  Roll or select from the table below once an hour, or when you grow 
  bored.
   
  Wandering Monsters
  Die Roll Result
  01–03 
  Blood Golem (2–4)
  04–06 
  Crimson Jelly (2–4)
  07–08 
  Devouring Mist (1–2)
  09–11 
  Gelatinous Cube (1)
  12–13 
  Invisible Stalker (3)
  14–19 
  Meat Puppet (human) (8–12)
  20–22 
  Meat Puppet (otyugh) (3–4)
  23–25 
  Shadow Hunter (1–3)
  26–27 
  Mordnaissant (2–3)
  28–30 
  Vampire Spawn (8–12)
  31–33 
  Will-o’-Wisp (4)
  34–36 
  Goblin Patrol
  37–39 
  Priest of Orcus Patrol
  40–44 
  Pit in the floor
  45–48 
  Signs of battle
  49–53 
  Strange noises
  54–56 
  Teleporter
  57–00 
  No encounter
   
  Blood Golem: These slithery horrors try to ambush the PCs in an 
  intersection or from a hidden crevice in the stonework. They fight until 
  dead. They resemble a 10-foot-long crimson-colored slug-like creature 
  with two long, spindly arms protruding from its sides, and a toothy, 
  sphincter-shaped maw. They are essentially living blood animated by the 
  influence of the Bloodwraith. Treasure: None.
  BLOOD GOLEM  
  CR 5
  XP 1,600
  hp 38 (Frog God Games The Tome of Horrors Complete, 
  “Golem, Blood”)
  Crimson Jelly: This ooze seeps from cracks or tries dropping from 
  above onto unsuspecting characters. It fights until destroyed. It resembles 
  a giant, dark red amoeba. Despite its unusual coloration, its stats are 
  identical to those of a standard ochre jelly. Treasure: None.
  CRIMSON JELLY   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Ochre Jelly”)
  Devouring Mist: A fearful exhalation of the Bloodwraith, the devouring 
  mist seeks only to feed its insatiable hunger for blood. It slips up to the 
  group concealed by the mists, then tries to latch onto one victim and drain 
  him completely if it can. It fights to the death. Treasure: None.
  DEVOURING MIST  
  CR 10
  XP 9,600
  NE Large undead (swarm) (see Appendix A)
  Init +4; Senses darkvision 60 ft.; Perception +26
   
  AC 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, –1 size)
  hp 133 (14d12+42)
  Fort +9; Ref +10; Will +12 
  Defensive Abilities channel resistance +4, swarm traits; 
  Immune undead traits, weapon damage; SR 24
  Weaknesses swarm traits
   
  Speed fly 40 ft. (perfect)
  Melee swarm (blood drain)
  Space 10 ft.; Reach 0 ft.
  Special Attacks create spawn, distraction (DC 20)
   
  Str 1, Dex 19, Con —, Int 8, Wis 16, Cha 16
  Base Atk +10; CMB —; CMD—
  Feats Dodge, Great Fortitude, Improved Channel 
  Resistance, Lightning Reflexes, Mobility, Skill Focus 
  (Perception), Skill Focus (Stealth)
  Skills Fly +27, Perception +26, Stealth +20 (+30 in the 
  Bloodways); Racial Modifiers +10 circumstance bonus on 
  Stealth checks while in the red mists of the Bloodways
   
  Blood Drain (Ex) Creatures in the devouring mist’s space 
  at the end of its movement each round take 1d4 points of 
  Constitution damage as it siphons blood out of the victim’s 
  body. For every point so drained, the devouring mist heals 
  5 hit points of damage. Creatures without blood take no 
  damage from the devouring mist.
  Create Spawn (Su) Any creature slain by a devouring mist 
  rises as a vampire spawn in 1d4 days, unless the remains are 
  blessed. If the victim had more than 5 hit dice, there is a 1% 
  chance per hit die that it arises as a full-fledged vampire 
  instead, or a 5% chance per hit die if the victim was of the 
  humanoid type.
  Gelatinous Cube: Mindless sweepers of the dungeon such as this use 
  no tactics against PCs. The Perception check to notice one gains a +4 
  circumstance bonus due to the fact that there is no mist in the space they 
  occupy; accordingly, they are best placed in pits and around blind corners. 
  Treasure: Zero to 600 gp in loose coins and gems scattered through its 
  mass; 5% chance of a random magic item (something that would not 
  dissolve in its acidic embrace, like a weapon, armor, or a potion vial).
  GELATINOUS CUBE 
   
   
  CR 3
  XP 800
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gelatinous 
  Cube”)
  Invisible Stalker: These creatures were actually summoned by the 
  priests of Orcus to patrol the halls and keep the mists flowing evenly, as 
  well as to do battle with intruders. They fight to the death, though it is 
  possible for one to be questioned if a PC speaks Auran. Treasure: None.
  INVISIBLE STALKER 
   
   
  CR 7
  XP 3,200
  hp 80 (Pathfinder Roleplaying Game Bestiary, “Invisible Stalker”)
  Meat Puppet (human): These loathsome, twitching undead either 
  descended from the Temple of Final Sacrament, or arose spontaneously 
  from the corpses of victims slain within the Bloodways. They fight to the 
  death. Treasure: None.
  HUMAN MEAT PUPPET 
   
   
  CR 4
  XP 1,200
  NE Medium undead (see Appendix A)
  New Feat
  Improved Channel Resistance
  Some undead are too anchored to an evil area to 
  flee.
  Prerequisite: Undead type, channel resistance. 
  Benefit: Add +2 to any existing channel resistance. This 
  feat can be taken multiple times; its effects stack.
  343
  level 9d
  
  Init +6; Senses darkvision 60 ft.; Perception +9
   
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
  hp 21 (4d8+8 plus 4); regeneration 4 (cold iron or good)
  Fort +3; Ref +3; Will +6 
  Defensive Abilities channel resistance +4; DR 5/slashing or 
  piercing; Immune undead traits
   
  Speed 30 ft.
  Melee 2 slams +6 (1d6+3 plus grab)
  Special Attacks constrict (1d6+3)
   
  Str 17, Dex 14, Con —, Int 3, Wis 14, Cha 14
  Base Atk +3; CMB +3 (+7 to grapple); CMD 19 
  Feats Dodge, Improved Initiative, ToughnessB
  Skills Perception +9
  Meat Puppet (otyugh): Some years back several clusters of otyughs 
  swarmed into the Bloodways, only to fall victim to its malign influence. 
  Now the remains of these long-dead creatures roam the halls, attacking 
  any living creature they come upon. Treasure: None.
  OTYUGH MEAT PUPPET 
   
   
  CR 8
  XP 4,800
  NE Large undead (see Appendix A)
  Init +7; Senses darkvision 60 ft.; Perception +16
   
  AC 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 
  natural, –1 size)
  hp 82 (11d8+22 plus 11); regeneration 11 (cold iron or good)
  Fort +5; Ref +7; Will +9 
  Defensive Abilities channel resistance +4; DR 5/slashing or 
  piercing; Immune undead traits
   
  Speed 30 ft.
  Melee 3 slams +15 (2d6+7/19–20 plus grab)
  Special Attacks constrict (1d8+7)
   
  Str 24, Dex 14, Con —, Int 3, Wis 14, Cha 14
  Base Atk +8; CMB +16 (+20 to grapple); CMD 29 (31 vs. trip) 
  Feats Dodge, Improved Critical (slam), Improved Initiative, 
  Improved Natural Attack (slam), Lightning Reflexes, 
  ToughnessB, Weapon Focus (slam)
  Skills Perception +16 
  Shadow Hunters: A lone shadow hunter may try to ambush the PCs; 
  two or three instead stalk the party, cornering them, and then striking 
  from several directions, or one may drive the characters toward a location 
  where another lies in wait. Treasure: Standard, located in slimy or crusty 
  piles where it was disgorged during the digestion process.
  SHADOW HUNTER 
   
   
  CR 8
  XP 4,800
  N Huge magical beast (see Appendix A)
  Init +2; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +12
   
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
  hp 76 (8d10+32)
  Fort +10; Ref +8; Will +4 
  Defensive Abilities shadow blend
   
  Speed 30 ft., climb 20 ft., swim 30 ft.
  Melee bite +14 (1d8+10 plus poison plus grab)
  Space 15 ft.; Reach 10 ft.
   
  Str 24, Dex 15, Con 19, Int 5, Wis 14, Cha 3
  Base Atk +8; CMB +17 (+21 to grapple); CMD 29 (can’t be 
  tripped) 
  Feats Ability Focus (poison), Skill Focus (Perception), Skill 
  Focus (Stealth), Weapon Focus (bite)
  Skills Climb +15, Perception +12, Stealth +4 (+14 in dimly lit & 
  unlit areas), Swim +15; Racial Modifiers +10 racial bonus on 
  Stealth checks in areas of dim or no light.
  SQ hunt by scent
   
  Hunt by Scent (Ex) Shadow hunters are expert at tracking 
  prey through the dim warrens where they dwell. They can 
  track using their Perception skill in place of Survival.
  Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/
  round for 6 rounds; effect 1d4 Constitution damage;  
  cure 2 consecutive saves. The save DC is Constitution-
  based.
  Shadowblend (Su) In areas of dim and no light, shadow 
  hunters gain improved concealment; there is a 40% miss 
  chance when attacking one in such conditions. 
  Mordnaissant: A rare but deadly creature, the mordnaissant attempt 
  to ambush any intruders within the Bloodways, though they retreat if 
  outmatched, using small passageways to their advantage to evade pursuit. 
  Treasure: None.
  MORDNAISSANT  
   
  CR 7
  XP 3,200
  NE Tiny undead (see Appendix A)
  Init +6; Senses darkvision 60 ft., lifesense; Perception +18
   
  AC 20, touch 20, flat-footed 18 (+6 deflection, +2 Dex, +2 
  size,)
  hp 94 (9d8+54)
  Fort +9; Ref +5; Will +10 
  Defensive Abilities channel resistance +2, shield of agony; 
  Immune undead traits
   
  Speed 5 ft. (cannot run), fly 50 ft. (perfect) 
  Melee 2 claws +10 (1d2–4)
  Ranged lash of fury +11/+6 
  Space 2–1/2 ft.; Reach 0 ft. (30 ft. with lash)
  Special Attacks death curse, lash of fury, pain wail
   
  Str 3, Dex 14, Con —, Int 7, Wis 18, Cha 23
  Base Atk +6; CMB +6; CMD 18 
  Feats Ability Focus (lash of fury), Improved Initiative, Skill 
  Focus (Perception), Weapon Finesse, Weapon Focus (ray)
  Skills Fly +19, Perception +18, Stealth +21 
  Vampire Spawn: These debased vampires are constantly hunting 
  for fresh, warm blood. They attack swiftly and voraciously. Treasure: 
  Approximately 1,000 gp per spawn in equipment, magic items, etc.
  VAMPIRE SPAWN 
   
   
   CR 4
  XP 1,200
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Vampire”)
  Will-o’-Wisp: These creatures lure victims into pits or other hazards. 
  Or they may simply attack. Unlike most other creatures of the Bloodways, 
  they retreat if they suffer more than half their hit points in damage, or over 
  half are slain. Treasure: None.
  WILL-O’-WISP  
   
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o’-Wisp”)
  Goblin Patrol: A patrol of goblins from the nearby goblin outpost 
  (Level 10B). The patrol consists of 7 goblin lieutenants led by 
  Morask, a 10th-level goblin rogue. The goblins are observing 
  the conditions in the labyrinth, and keeping an eye out for unusual 
  developments or intruders.
  344
  level 9d
  
  MORASK 
   
   
   
  CR 9
  XP 6,400
  hp 65 (see the introduction to Level 10B)
  GOBLIN LIEUTENANT 
   
  CR 4
  XP 1,200
  hp 32 (see the introduction to Level 10B)
  Priest of Orcus Patrol: A patrol of 8 acolytes of Orcus and 4 priests 
  of Orcus, led by Hesperix, from the Talon of Orcus (Level 10C). They 
  are in the process of surveying the maze and performing maintenance on 
  the fresco rooms, traps, and the like.
  HESPERIX 
   
   
   
  CR 12
  XP 19,200
  hp 154 (see the introduction to Level 10C)
  PRIESTS OF ORCUS (4) 
   
  CR 4
  XP 1,200
  hp 55 (see the introduction to Level 10C)
  ACOLYTES OF ORCUS (8)  
  CR 2
  XP 800
  hp 28 (see the introduction to Level 10C)
  Pit in the Floor: The pit traps in the Bloodways usually open into 
  drops of 10–60 ft.; the lids are hinged and designed to swing shut and 
  automatically reset after being triggered. The GM may wish to place 
  a wandering monster or minor treasure and remains at the bottom, 
  particularly of the deeper pits. There may also be passages opening off 
  from the bottom, or the pit may empty into a chute that leads to another 
  corridor elsewhere in the complex. The pit trap is CR 2 for falls of 10–40 
  ft., and CR 3 for falls of 50–60 ft. Treasure: roll 1d20: 1–8 = 2d100 gp in 
  treasure, 9 = random minor magic item; 10–20 = no treasure.
  PIT TRAP  
   
  CR 2 or 3 
  XP 600 or 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic reset
  Effect 10–60 ft.-deep pit (1d6 to 6d6 falling damage); DC 15 
  Reflex avoids
  Signs of Battle: Bloodstains, possibly dried, on the walls, floor, and/or 
  ceiling; body parts or even whole corpses of creatures. The bodies are too 
  fragmented for raising or speaking with the dead to work. Treasure: roll 
  1d20: 1–4 = 2d100 gp in treasure, 5 = random minor magic item; 6–20 = no 
  treasure. There is a 10% chance any magic item found is actually cursed.
  Strange Noises: A distant screaming or howling; sounds of battle that stop 
  quickly; the rasping of scales on stone; the sound of footfalls following the 
  party that stop and do not resume. This is intended to keep the PCs guessing.
  Teleporter: Walking through an opening, stepping on a section of floor, 
  part of a stair, etc. teleports the person triggering it to some other location 
  in the Bloodways. Roll a Reflex save for each PC in the marching order to 
  determine who passes through it (first one who fails does). You may wish 
  to check for a wandering monster at the other end of the teleport, especially 
  if the others in the group don’t immediately follow. Teleportation is almost 
  always one-way. Some teleporter traps are only active at certain times, 
  while others change their destination from time to time. 
  TELEPORTER TRAP  
  CR 0
  XP —
  Type magic; Perception DC 34; Disable Device DC 34
   
  Trigger location; Reset automatic reset
  Effect teleport to another location in the Bloodways; DC 15 
  Reflex avoids
  9D–1. Entry (9D–ii)
  (Sublevel 9D–ii)
  The shaft from Level 1A drops several hundred feet then opens into 
  a passage which slopes down. Reddish mist starts to coil at the feet of 
  the adventurers as they continue. After traveling 500 ft., the passageway 
  opens up into a large, red mist-filled cavern, with many passages branching 
  off from the cave. Most of the passage mouths look unremarkable, but 
  carvings of people being tortured and bled are chiseled into the stone 
  around the passage through which the PCs enter.
  This cave marks the start of the Bloodways. It does not matter down 
  which passage the party travels, as all lead into the maze. If they somehow 
  make their way back here, the exit passage is at least clearly marked, so 
  they may flee if they wish.
  The Fire Hawks
  The Fire Hawks are a band of experienced adventurers who 
  journeyed into Rappan Athuk in the recent past (within the last 
  month or so), accessing it via the Temple of Final Sacrament 
  (Level 1A) and traveling to the Bloodways (Level 9D). There 
  they came to a bad end when they encountered a group of priests 
  from the Talon of Orcus (Level 10C) at Area 9D–3. Although 
  they defeated the evil leader of the Talon, transforming him into 
  9D–3’s current inhabitant, the members of the Fire Hawks were 
  badly wounded and forced to flee, splitting up in the process. The 
  members of the group and their ultimate fate are given here.
  Azarthraine of Hallowfall (male half-elf wizard 15): Party 
  leader. Spells nearly exhausted, he came to an ignominious end 
  in the clutches of several mustard jellies in Area 9D–9 (it is his 
  headless skeleton there). His companion Mezuryk was able to 
  retrieve his head, hoping to escape to the surface and have him 
  resurrected. Instead, Mezuryk was captured (see below), and the 
  skull of Azarthraine now decorates the Seer’s private chambers in 
  Level 10C, Area 10.
  Mezuryk (male human rogue 12) The Fire Hawks’ trap 
  disarmer and lock opener. Priests of Orcus captured him, and he 
  has been tortured and driven insane. He remains a prisoner in the 
  Talon of Orcus (Level 10C, Area 13A). 
  Kalina (female human cleric 10) A follower of a god of 
  knowledge, Kalina was separated from the rest of the group. She 
  too was captured, and tortured to death at the Talon of Orcus. Her 
  lifeless corpse was then reanimated, and now stands ready to serve 
  her former captors in the Talon as one of the zombies in Area 
  10C–7.
  Oldaric (male human fighter 6) He died early on in the 
  Bloodways after a devouring mist sucked him dry. He has become 
  one of the many vampire spawn that lurk within the labyrinth.
  Andwyn (male dwarf fighter 7) Andwyn died trying to hold off 
  the priests so the rest of the group could escape area 9D–3. The 
  fate of his remains is unknown. 
  Adrenai (female elf fighter 2/rogue 4) Adrenai was separated 
  from the group and became lost in the labyrinth just before the 
  priests of Orcus were encountered; she eventually became a snack 
  for a shadow hunter serpent.
  Marsenter (male human fighter 6) Separated from his 
  companions during the battle and hounded through the dungeons, 
  he sought to evade his pursuers by hiding in a pool of water, 
  using a magical helmet to breathe like a fish. However, the chill 
  temperature of the water induced hypothermia, and he ended up 
  falling asleep and dying. His remains can now be found in Area 
  9D–8 of the Bloodways.
  345
  level 9d
  
  9D–2. Fresco room 1
  (Sublevel 9D–i; Detail Map 9D–A)
  This is the first of four chambers decorated with frescoes. Each depicts 
  a scene from the history of this dungeon, particularly as it relates to the 
  followers of Orcus. The stone door opens into a cross-shaped room with a 
  door at the end of each arm. The floor is tiled with a mosaic of black and 
  gray tiles, clearly visible as the red mist is very thin here. At the inward 
  corners of the cross, there is a concave alcove in each corner; these areas 
  seem to be decorated with some sort of fresco, though detail is impossible 
  to make out due to the accumulation of dust and grime upon them.
  The curved sections of this chamber hold frescoes depicting the settling 
  of the Bloodways by the original followers of Orcus. There are depictions 
  of cult members descending into a dungeon complex with another army 
  in pursuit. The Orcus forces are depicted as noble and vibrant even after 
  all this time, with the demon prince’s holy symbol prominently displayed 
  on banners. The figures of those that hunt them look misshapen, hard 
  and cruel. In the rearguard of the fleeing army, a figure in blood red is 
  displayed in each fresco, cutting down pursuers who come too close.
  9D–3. Chaos’ Den (Cr 12)
  (Sublevel 9D–ii; Detail Map 9D–B)
  This 20-foot diameter circular chamber looks like an abattoir — chunks 
  of flesh and bone lie strewn about the floor, and the entire area is thick with 
  the stench of blood. Even the ceiling is covered with thick clots of meat, 
  dangling intestines, and other less identifiable things. The air is hot and 
  acrid, searing the nostrils even over the stench of death saturating the room. 
  The bloodmists are particularly thick in here, almost as if they are feeding 
  on the unwholesome remains, filling the air with a thick, roiling haze.
  Examination of the remains produces indeterminate results — there are 
  definitely some humanoid remains, along with those of other creatures, 
  but from the few fragments of bones, loose organs, and shredded muscle 
  tissue it is impossible to determine exactly what creatures these once were.
  Clinging to the ceiling of this room is a chaos beast — all that remains 
  of Aaban Bonegnasher, one-time leader of the Talon of Orcus, Level 10C. 
  During a battle with adventurers several months ago, a magical mishap 
  transformed Aaban into his present form.
  ADVANCED CHAOS BEAST 
   
   
  CR 12
  XP 19,200
  CN Large outsider (chaotic, extraplanar) (Pathfinder 
  Roleplaying Game Bestiary 2, “Chaos Beast”)
  Init +8; Senses darkvision 60 ft.; Perception +25
   
  AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 
  natural, –1 size)
  hp 184 (16d10+96) 
  Fort +15; Ref +14; Will +11 
  Defensive Abilities amorphous, resistant to transformation; SR 
  25 
   
  Speed 20 ft.
  Melee 4 claws +22 (1d8+6/19–20 plus corporeal instability)
  Space 10 ft., Reach 5 ft.
   
  Str 22, Dex 19, Con 20, Int 10, Wis 22, Cha 11
  Base Atk +16; CMB +23; CMD 38 (can’t be tripped) 
  Feats Critical Focus, Dodge, Improved Critical (claw), 
  Improved Initiative, Mobility, Sickening Critical, Toughness, 
  Weapon Focus (claw)
  Skills Acrobatics +23 (+19 to jump), Climb +25, Escape Artist 
  +23, Perception +25, Stealth +19, Swim +25 
   
  Corporeal Instability (Su) Claw—contact (curse); save Fort 
  DC 23; effect amorphous body and 1 Wisdom drain per 
  round (see below); cure 3 consecutive saves. The save DC is 
  Constitution based.
  A creature cursed with an amorphous body becomes 
  a spongy, shapeless mass. Unless the victim manages to 
  control the effect (see below), its shape constantly melts, 
  flows, writhes, and boils. An affected creature is unable to 
  hold or use any item. Clothing, armor, helmets, and rings 
  become useless. Large items worn or carried — armor, 
  backpacks, even shirts — hamper more than help, reducing 
  the victim’s Dexterity by 4. Speed is reduced to 10 feet or 
  one-quarter normal, whichever is less. The victim gains the 
  amorphous quality, but cannot cast spells or use magic 
  items, and it attacks blindly, unable to distinguish friend 
  from foe (–4 penalty on attack rolls and a 50% miss chance, 
  regardless of the attack roll).
  A victim can temporarily regain its own shape by taking 
  a standard action to attempt a DC 15 Will save. A success 
  reestablishes the creature’s normal form for 1 minute. Spells 
  that change the victim’s shape (such as alter self, beast 
  shape, elemental body, and polymorph) do not remove the 
  curse, but hold the creature in a stable form (which might 
  not be its own form, depending on the spell) and prevent 
  additional Wisdom drain for the duration of the spell; 
  shapechange and stoneskin have a similar effect. The victim 
  takes 1 point of Wisdom drain from mental shock every 
  round that it ends its turn in an amorphous shape — upon 
  being drained to 1 Wisdom, further Wisdom drain ceases 
  and the amorphous body effect is permanent until removed 
  via magic (no further number of saving throws can cure the 
  condition at this time).
  Due to the magic permeating the Bloodways, a victim 
  reduced to a Wisdom score of 1 from this ability has a 10% 
  chance of actually transforming into a chaos beast. Victims 
  that do so have a 10% chance of retaining their original 
  Hit Dice and ability scores if they are better than those of 
  a standard chaos beast (see the Pathfinder Roleplaying 
  Game Bestiary 2 for stats for a standard chaos beast). 
  Resistant to Transformation (Ex) Transmutation effects, such 
  as polymorphing or petrification, force a chaos beast into 
  a new shape, but at the start of its next turn, it immediately 
  returns to its normal form as a free action.
  Tactics: The beast takes advantage of the obscuration of the mists to 
  hide from intruders; the mists add a +4 circumstance bonus to its Stealth 
  checks to conceal itself as the meat and organs plastered on the ceiling. 
  It tries to attack with surprise, going for a random target within range 
  each round. Once it attacks its appearance changes to a writhing mass of 
  barbed tentacles, glistening eyes, jutting fangs, and half-formed limbs that 
  constantly evolves and reshapes each round. It fights to the death as long 
  as anyone remains in the room, but does not give chase more than 30 feet 
  outside its lair.
  Treasure: A single bracer of armor +4 lies amid the carnage. Although 
  its mate has been destroyed, a new one could be manufactured to match it 
  for half the cost of making a complete set of bracers of armor +4.
  One of the doors leading out of this chamber is stuck with gore from the 
  chaos beast’s past victims. It can be pushed open with a successful DC 15 
  Strength check. However, it opens immediately upon a 70 ft. deep pit, and 
  the person forcing the door may end up tumbling in.
  PIT TRAP  
   
  CR 3
  XP 4,800
  Type mechanical; Perception DC 30; Disable Device DC N/A 
   
  Trigger location; Reset manual
  Effect 80-ft. deep pit (8d6 falling damage); DC 20 Reflex 
  avoids
  346
  level 9d
  
  9D–4. Looted Crypt
  (Sublevel 9D–ii; Detail Map 9D–M)
  This hallway is obviously a crypt. Upright sarcophagi stand facing each 
  other across the hall, with red mist swirling at their feet. The sarcophagi 
  depict warriors with a sword in one hand and a shield in the other. All look 
  to be in fairly good condition.
  The crypt has been thoroughly looted. A few scraps of cloth and bone 
  fragments remain within each, but items of value — including the corpses 
  — were stolen away long ago. However, this is a good time to roll for 
  wandering monsters.
  9D–5. The Mimic’s Crypt (Cr 10)
  (Sublevel 9D–ii; Detail Map 9D–M)
  This hallway is obviously a crypt. Upright sarcophagi seven feet tall 
  stand facing each other across the hall, with red mist swirling at their 
  bases. The sarcophagi depict warriors with a sword in one hand and a 
  shield in the other. All look to be in fairly good condition.
  The crypt has also been looted; however, one of the sarcophagi is 
  actually a mimic named Gaeleron that attacks when the best opportunity 
  presents itself.
  GAELERON 
   
  CR 10
  XP 6,400
  Male mimic fighter 6 (Pathfinder Roleplaying Game Bestiary, 
  “Mimic,” Pathfinder Roleplaying Game Ultimate Combat, 
  “Unarmed Fighter”) 
  N Medium aberration (shapechanger)
  Init +5; Senses darkvision 60 ft.; Perception +17
   
  AC 17, touch 12, flat-footed 15 (+1 Dex, +1 dodge, +5 
  natural)
  hp 160 (7d8+6d10+65) 
  Fort +11; Ref +7; Will +8; +2 on saves vs. sleep, paralysis, and 
  stunning effects, and effects that would cause the fatigued, 
  exhausted, or staggered conditions, or which would inflict 
  temporary ability score damage
  Defensive Abilities harsh training, tough guy; Immune acid
   
  Speed 10 ft.
  Melee slam +18/+13/+8 (2d6+10 plus adhesive)
  Special Attacks constrict (slam, 1d8+7), weapon training 
  (natural +1)
   
  Str 20, Dex 13, Con 18, Int 12, Wis 13, Cha 10
  Base Atk +11; CMB +16; CMD 28 (can’t be tripped) 
  Feats Ability Focus (adhesive), DodgeB, Dragon Ferocity*, 
  Dragon Style*, Improved Initiative, Improved Natural Attack 
  (slam), Improved Unarmed Strike, Lightning Reflexes, Skill 
  Focus (Perception), Stunning FistB, Toughness, Weapon Focus 
  (slam)
  Skills Acrobatics +14, Climb +14, Disguise +16 (+36 when 
  mimicking objects), Knowledge (dungeoneering) +11, 
  Knowledge (local) +10, Linguistics +2, Perception +17, Swim 
  +11; Racial Modifiers +20 Disguise when mimicking objects
  Languages Common, Goblin, Orc, Undercommon
  SQ mimic object
   
  Mimic Object (Ex)
  A mimic can assume the general shape of any Medium 
  object, such as a massive chest, a stout bed, or a door. The 
  creature cannot substantially alter its size, though. A mimic’s 
  body is hard and has a rough texture, no matter what 
  appearance it might present. A mimic gains a +20 racial 
  bonus on Disguise checks when imitating an object in this 
  manner. Disguise is always a class skill for a mimic.
  *Pathfinder Roleplaying Game Ultimate Combat
  Tactics: Gaeleron is familiar with the Dung Monster of Level 1, and 
  capitalizes on its reputation to dissuade intelligent creatures. When he first 
  attacks, he releases a flood of fecal material and rotted flesh from a pocket 
  within his mass, producing a horrible stench reminiscent of his distant cousin. 
  Characters who have encountered the Dung Monster and are familiar with it may 
  notice, however, that while foul-smelling, Gaeleron’s stench and appearance 
  do not match those of the Dung Monster. Kindly GMs may allow characters 
  observing the beast a DC 15 Intelligence check to realize this.
  Gaeleron prefers to wait until an unsuspecting opponent attempts to 
  search or open him, whereupon he attempts to lash out with a surprise 
  slam attack using his Stunning Fist feat, achieve a hold, and constrict. 
  Once he secures a hold he ejects the fecal material as a swift action to 
  intimidate his prey and drive off any allies.
  Treasure: Gaeleron’s treasure is contained in a compartment in its 
  body, and can be found only through a thorough search (DC 20 Perception 
  check) of its remains. He has 278 gp, two opals worth 500 gp each, and 
  a plain ebony baton that is actually a wand of darkness with 31 charges 
  remaining.
  Development: If reduced to below 20 hp, Gaeleron attempts to 
  surrender, offering information or valuables in exchange for his poor, 
  miserable existence. He has some knowledge of the layout of the 
  Bloodways, and knows of many of the creatures that roam its halls. He 
  may therefore be a valuable source of information. He never encountered 
  the Fire Hawks, and has had no dealings with the clerics of Orcus or the 
  goblins in their nearby outpost, except to snack on their patrols.
  9D–6. Fresco room 2 (Cr 9)
  (Sublevel 9D–i; Detail Map 9D–A)
  This is the second of four chambers decorated with frescoes. Each 
  depicts a scene from the history of this dungeon, particularly as it relates 
  to the Cult of Orcus.
  The stone door opens into a cross-shaped room with a door at the end of 
  each arm. The floor is tiled with a mosaic of black and gray tiles, clearly 
  visible as the red mist is very thin here. At the inward corners of the cross, 
  there is a concave alcove in each corner; these areas seem to be decorated 
  with some sort of fresco, though detail is impossible to make out due to 
  the accumulation of dust and grime upon them.
  The curved corners of this chamber hold frescoes depicting people 
  from a pursuing army (see Fresco Room 1, Area 9D–3) invading Rappan 
  Athuk and getting slaughtered by Orcus cultists, monsters, and other 
  gruesome but not readily identifiable means. Many of the depictions are 
  rather graphic.
  However, before they have a chance to do much examining, the PCs 
  are likely to trigger the trap. Any pressure on the frescoed walls, including 
  trying to brush off accumulated cobwebs and dust, triggers four pistons in 
  the ground right in front of the frescoed areas. These pistons slam up into 
  the ceiling, taking anyone standing near the frescoes with them. All four 
  are triggered simultaneously, so if the party tries studying several sections 
  at once, it is possible that several people may be nabbed. While the pistons 
  are raised, the bulk of the frescoes cannot be seen.
  SLAMMING PILLAR TRAP  
  CR 9
  XP 6,400
  Type mechanical; Perception DC 28; Disable Device DC 30
   
  Trigger location; Reset automatic
  Effect Atk +20 (10d6 plus grapple check vs. +20 or target 
  is pinned to ceiling, taking 1d6 damage each round until 
  escape is managed or the trap is disabled; automatically 
  resets after 1 hour)
  347
  level 9d
  
  9D–7. Charred room
  (Sublevel 9D–i; Detail Map 9D–B)
  The floors, walls, and vaulted ceiling of this circular room look heavily 
  charred, like the area was the site of a massive conflagration. A faint odor 
  of charcoal and cooked flesh still lingers in the air. The chamber is free 
  of mist, except for that which swirls in when any of the doors are opened.
  The stench of burned flesh increases slightly as PCs explore the 
  room, kicking up ash and bits of bone. Those studying the ground notice 
  numerous unidentifiable tracks throughout the chamber, with the heaviest 
  concentrations going from one door to another.
  9D–8. Corrupted Pool
  (Sublevel 9D–iii; Detail Map 9D–C)
  A two-foot wide channel bisects this kite-shaped chamber, running 
  from a raised area holding a pool at one end to a large algae-shrouded 
  grate at the other. Water gurgles from the pool, through the channel, and 
  empties into the damp grating. Two doors face each other at either side 
  of the chamber. A current of cool air keeps the blood-tinged mists to a 
  minimum.
  This room is one of several pool rooms throughout the Bloodways. The 
  water comes from one of the local rivers. There is a faint, foul smell like 
  stagnation, emanating from the water. Inspection of the five foot deep pool 
  reveals the source: the bloated body of a human in plate armor lies curled 
  on the bottom. These are the remains of Marsenter, one time member of a 
  band of adventurers called the Fire Hawks. After becoming separated from 
  his comrades, he took shelter from his pursuers in this pool. He relied on 
  his ring of underwater action to stay alive. Unfortunately, the helm did not 
  protect against the cold and blood loss, so eventually Marsenter fell asleep 
  and died of hypothermia. His rotting remains now contaminate the water: 
  anyone who drinks from it is subjected to a particularly virulent form 
  of blinding sickness (save Fort DC 18, onset 1d3 days, frequency 1/day, 
  effect 1d4 Str damage, if more than 2 Str damage, target must make an 
  additional Fort save or be permanently blinded, cure 3 consecutive saves).
  Searching the body reveals the following arsenal: a helm of underwater 
  action, +1 full plate armor, +2 bastard sword, 286 gp, 178 pp, 2 gems 
  worth 100 gp each, four empty potion flasks, and standard adventuring 
  gear that has been exposed to water for a long period of time.
  9D–9. Abandoned Lair
  (Sublevel 9D–ii; Detail Map 9D–g)
  The passageway opens onto a small cave coated with a thick layer of 
  yellow-tinged ooze. A headless skeleton lies half-immersed within this 
  foulness, and the glint of coin can be made out amid the foul-smelling 
  slime as well. The red mist saturates the air in a thin haze.
  This chamber was once the lair of a colony of mustard jellies, recently 
  slain by a band of adventurers. One of their number fell to the jellies, and 
  it is his remains which now recline within the mustard jelly residue. The 
  remaining coins scattered beneath the dead jellies are the leftover coins 
  the adventurers did not bother taking, and which other creatures have been 
  unwilling to go fishing for: 1,063 cp and 5 sp.
  A thorough search (DC 20 Perception) turns up one other item: buried 
  beneath the slime and jammed into a crack is a magical charm bracelet 
  (see sidebar). The bracelet is wedged in tightly, requiring a successful 
  DC 25 Disable Device check or some excavation to dislodge without 
  damaging it. Any loud digging doubles the frequency of wandering 
  encounter checks.
  9D–10. Healing Spring
  (Sublevel 9D–iii; Detail Map 9D–C)
  A two-foot wide channel bisects this kite-shaped chamber, running 
  from a raised area holding a pool at one end to a large algae-shrouded 
  grate at the other. Water gurgles from the pool, through the channel, and 
  empties into the damp grating. Two doors face each other at either side 
  of the chamber. A current of cool air keeps the blood-tinged mists to a 
  minimum.
  This room’s pool of water is quite refreshing, and the water within the 
  basin radiates strong transmutation magic. Those who drink from it feel 
  refreshed, as if they had spent a full day resting. Hit points, ability score 
  points, etc. return as per a full day of rest, and spells can be re-prepared. 
  A person gets this benefit only once per week. The process also ages the 
  drinker one day, which may affect secondary poison saves and disease 
  checks. The duration of magical effects, such as spells previously cast on 
  the imbiber, does not change.
  This area is also quite popular with maze inhabitants; while in this 
  room, the frequency of wandering monster encounters is tripled.
  9D–11. The Floodgate (Cr 11)
  (Sublevel 9D–iV; Detail Map 9D–E)
  Traveling downward through some especially convoluted passages, the 
  PCs come out to a sandy shore bordering a small underground river. The 
  river disappears beneath the walls to the left and right. It is swift-flowing, 
  deep, and about eight feet wide. Opposite the shore is another clear area, 
  at the back of which stands one of the dungeon’s stone doors. Because 
  Handy Charm Bracelet
  Aura moderate conjuration and transmutation; CL 8th
  Slot none; Weight —; Price 10,000 gp
   
  DESCRIPTION
  This piece of jewelry is a platinum or gold chain 
  festooned with tiny charms, objects that bear a 
  resemblance to mundane items. When a charm 
  is pulled from the bracelet, it transforms into a 
  permanent, non-magical object. As long as at least 
  one charm remains on the bracelet, it regenerates 
  one charm per day. Removing a random charm is a 
  swift action; removing a specific one is a move action 
  that does not provoke an attack of opportunity. Either 
  action requires a free hand to pluck loose the charm.
  Bracelets come with six charms maximum, and 
  always regenerate the same charms they had when 
  they were first created. Possible charms include: a tiny 
  mug (produces a frosty mug of decent quality ale), a 
  scroll (produces a blank parchment scroll, a vial of ink, 
  and a quill pen), a lantern (produces a lit standard 
  lantern filled with lamp oil), a ladder (produces a 15 
  foot long wooden ladder), a coil of rope (produces 
  a 50 foot length of rope with a grappling hook 
  attached to one end), and a dagger (produces 
  a steel dagger). The GM is free to improvise items, 
  but they should have a market value of less than 25 
  gp, should not be masterwork, and should not be 
  magical.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, fabricate, shrink 
  item; Cost 5,000 gp
  348
  level 9d
  
  of the river, the area is fairly free of the bloodmist, so visibility is good.
  The door is part of a trap. Actually, there is nothing unusual about the 
  door itself; it even has gaps at the top and bottom similar to the other stone 
  doors. However, behind the door is an area that holds an offshoot of the 
  river, and when opened, the door lets loose a deluge of water which may 
  well sweep characters into the river itself. 
  RUSHING WATER TRAP 
   
   
  CR 9
  XP 6,400
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect Atk +30 bull rush; multiple targets (all in line between 
  door and river); successful DC 20 Reflex save adds +10 to 
  CMD against this attack; see below for additional effects if 
  creatures end up in the river
  Those who end up in the river are sucked beneath the south wall and 
  swept into the area immediately downstream, getting buffeted for 2d6 
  points of damage in the process. A DC 20 Swim check reduces this 
  damage by half. The river then widens and slows, and it is not difficult to 
  catch oneself and climb ashore with a DC 10 Swim check. If a PC fails 
  the Swim check, however, he has one final chance to grasp the edge of 
  the cavern ceiling before being swept beneath it, with a DC 12 Strength 
  check. If this check is failed the river carries him off to the river crossing 
  (Area 9D–15) after five minutes.
  Once the door has opened and the initial flood passed, the passageway 
  beyond can be accessed. This leads up a slippery shaft into a smaller 
  chamber, where an offshoot of one of the rivers gushes from a crack in the 
  wall. Another passageway to the south leads off, returning to the river near 
  the southern landing area. With the door open, the water flow is diverted 
  from this passageway, and it may be traversed fairly safely.
  The southern landing is inhabited by 3 crimson jellies (same stats as 
  ochre jellies, but with a blood-red coloration), which enjoy snacking on 
  people who get caught by the door trap. Party members separated from the 
  rest of the group by the trap may find themselves in dire straits. 
  CRIMSON JELLY (3) 
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Ochre Jelly”)
  9D–12. Obligatory Chess room
  (Sublevel 9D–ii; Detail Map 9D–K)
  The door opens into a rough-hewn room filled with a fine red haze, and 
  lit by some dim unseen ruby glow, washing over the chamber like old 
  wine. About 30 ft. ahead, the chamber narrows, and its floor is covered 
  with a checkerboard pattern. Curiously, the mist does not drift over this 
  surface like it does elsewhere; instead, it looms in dusky columns over the 
  darker squares. Mounted on the floor just in front of the black and white 
  squares is some sort of metal plaque on a low stone pedestal.
  The worshippers of Orcus can have a strange sense of humor, as 
  witnessed by this chessboard trap. It is designed solely to torment overly 
  clever adventurers while priests of Orcus observe the room remotely from 
  the Talon of Orcus (Area 10C–9) and observe the would-be tomb raiders 
  perform for their amusement. The Seer, who oversees all scrying from 
  that location, has managed to pierce the veil that protects this part of the 
  Bloodways from remote visualization.
  The plaque on the floor bears a message to explorers to encourage them 
  to experiment with the floor. Though it contains cryptic-seeming clues, 
  these ultimately have no meaning. The plaque is made of oily-looking 
  steel, and reads as follows:
  “Life is a dirge of shadow and light
  A terrible chore ‘ere blessed sleep
  Resting in peace of eternal night
  A knightly prize for those who would leap
  Into the fray knowing their right
  A foolish whim whose meaning is deep
  Fraught with the force of clerical might
  A bound to the left and so we shall reap
  Yet stay the true course in blooded sight
  A castle falls east in a weatherworn heap
  Then comes freedom to victors of peril-fraught fight
  And journey continues with prize one can keep.
  Seek the prize within the eightfold field.
  Orcus watches and cheers the struggle.”
  Also written in chalk at the base of the statue is some sort of inscription 
  in Common. Most of it has been subsequently erased, but a successful DC 
  25 Linguistics check reveals the inscription to read:
  ” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . false.
  . . . . . . . . . . . . . . true line . . . . . . . . . . . . . .
  follow . . . . . . . . . . . . not . . . . . . . . . . . .”
  Every minute the PCs are in the room there is a cumulative 5% chance 
  that a priest of Orcus from the Talon of Orcus responds to a chime and 
  scries out this room. Though they may be watched, the observers do not 
  interfere in any way with what occurs in this room. (Actually, they place 
  bets on how the party handles the puzzle.)
  Crossing the Chessboard
  Examination of the board itself yields the following information: The 
  entire area radiates magic, centered on the tiles of the board. The tiles 
  are separated from each other by a six inch wide decorative border of 
  bloodstone, inlaid with gold images of demons eating mortals.
  Each of the tiles of the chessboard is trapped with a variant glyph of 
  warding, set off if anyone steps on a tile or tries to cross over a tiled space 
  by means other than walking. The effects of each tile on the chessboard 
  are given on the chart in the sidebar. Once a person has triggered a tile, 
  they may move about on it safely, but if they leave it and then return to it, 
  it triggers again. The glyphs affect everyone standing on or moving over 
  the tile, not just the person who triggered it.
  There are several ways past the chessboard. Teleport and dimension 
  door spells work just fine to shuttle PCs across, or the walls could be 
  tunneled through to bypass the board. A simpler method is to walk across 
  on the six inch border between tiles. To do this a DC 15 Acrobatics check 
  must be made to avoid inadvertently stepping on a tile each round a 
  character balances on the border. Characters may take 10 on these checks, 
  but cannot take 20. A find the path spell reveals that this is the most direct 
  way to cross. 
  If twelve tiles are triggered, a one-round window of opportunity 
  occurs for people to move across the board safely. Characters could send 
  summoned monsters or animated dead across the board until enough tiles 
  are triggered to allow this. A stone tell spell could also be used to read 
  the erased warning, which originally stated: The poem above is entirely 
  false. Walk the true lines between squares; follow these and do not step 
  on the tiles. This was written by Azarthraine, leader of the Fire Hawks 
  adventuring group; Marsenter (Area 9D–8) could also state what it said if 
  he were somehow put to the question.
  In addition to the traps sprung when stepping on a tile, there are 
  additional effects that occur depending upon how many are trod upon:
  • Four tiles triggered: All white squares turn blood-red, a transformation 
  taking 1 round. This has no effect on the function of the tiles.
  • Eight tiles triggered: The entire board turns jet black for 3 rounds; 
  during this time, anyone stepping onto the board or traveling over it 
  (including on the borders) must make a DC 18 Fortitude save or die; those 
  who save take 3d8+15 points of damage instead. People already standing 
  on the board are safe as long as they do not move during this period. After 
  3 rounds, the tiles resume their previous blood red and black coloration
  • Twelve tiles triggered: The blood red tiles turn black, and the black 
  tiles turn blood red, in a transformation taking one round to complete. The 
  mist held in place over the black tiles is freed during this time, until it gets 
  349
  level 9d
  
  Note: All save DCs are 18 unless otherwise noted, and are CL 16th. Further, effects target the victim and everyone else in the square’s area 
  whenever a glyph is triggered. If no save is specified, there is none for the effect.
   
  8
  Inflict serious 
  wound  
  (Fort half)
  Deafness  
  (Fort neg.)
  5d8 acid 
  damage  
  (Ref half)
  Teleport to 
  start location
  All hair falls 
  out (Will neg.)
  1d4+1 Cha 
  damage
  Curse: –4 to 
  all rolls  
  (Will neg.)
  1d4+1 Dex 
  damage 
  (Fort neg.)
  7
  No effect
  Curse: 50% no 
  action 
  (Will neg.)
  Receive 1 
  negative level
  Skin color 
  becomes 
  ebon black 
  5d8 acid 
  damage 
  (Ref half)
  Silence* 
  (Will neg.)
  Blindness 
  (Fort neg.)
  No effect
  6
  1d4+1 Cha 
  damage 
  (Will neg.)
  5d8 sonic 
  damage
  (Ref half)
  Fear: flee for 
  1d4 rds 
  (Will neg.)
  1d4+1 Dex 
  damage 
  (Fort neg.)
  Comatose 
  slumber ## 
  (Will neg.)
  5d8 fire 
  damage 
  (Ref half) 
  PRIZE/ Harm
  1d4+1 Wis 
  damage 
  (Will neg.)
  5
  Teleport to 
  start
  1d4+1 Int 
  damage 
  (Will neg.)
  Permanent 
  slow effect 
  (Will neg.)
  Mummy rot 
  (Fort neg.) 
  Unholy insight 
  @@
  Speak in 
  gibberish 
  (Will neg.)
  Inflict serious 
  wounds 
  (Fort half)
  5d8 cold 
  damage 
  (Ref half)
  4
  1d4+1 Str 
  damage 
  (Fort neg.)
  Limb goes 
  numb** 
  (Fort neg.)
  5d8 electric 
  damage 
  (Ref half)
  1d4+1 Int 
  damage 
  (Will neg.)
  5 magic 
  missiles 
  (victim only)
  No effect
  1d4+1 Str 
  damage 
  (Fort neg.)
  Curse: 50% no 
  action 
  (Will neg.)
  3
  Fear: flee for 
  1d4 rds 
  (Will neg.)
  Silence* 
  (Will neg.)
  No effect
  Abyssal 
  chanting @ 
  (Will neg.)
  Speak in 
  gibberish 
  (Will neg.)
  Receive 1 
  negative level
  5d8 sonic 
  damage 
  (Ref half)
  Emotion: calm 
  # (Will neg.)
  2
  5d8 cold 
  damage 
  (Ref half)
  1d4+1 Wis 
  damage 
  (Will neg.)
  Blindness 
  (Fort neg.)
  Area dispel 
  magic
  Deafness (Fort 
  neg.)
  Limb goes 
  numb** 
  (Fort neg.)
  1d4+1 Con 
  damage 
  (Fort neg.)
  Mummy rot 
  (Fort neg.)
  1
  Curse: –4 to 
  all rolls
  5 magic 
  missiles 
  (victim only)
  1d4+1 Con 
  damage 
  (Fort neg.)
  5d8 fire 
  damage 
  (Ref half)
  Permanent 
  slow effect 
  (Will neg.)
  Strobe light 
  glow*** 
  (Ref neg.)
  Area dispel 
  magic
  5d8 electric 
  damage 
  (Ref half)
  a
  b
  c
  d
  e
  f
  g
  h
   
  * Silence: One foot radius around victims; permanent until dispelled. Otherwise acts as a silence spell.
  ** Limb goes numb: One random arm or leg becomes senseless and useless. Effect removable by a successful break enchantment or remove 
  curse.
  *** Strobe light glow: Bodies of all effected emit a bright, flashing light illuminating a 30-foot radius.
  Until this effect is removed, all wandering monster encounters happen at double frequency, and Stealth attempts to hide automatically fail.
  @ Abyssal chanting: Dire chanting in Abyssal, reciting psalms to Orcus, follows victim wherever he goes. This gives foes a +10 circumstance 
  bonus to Perception checks to hear the person, and the victim must make a Concentration check whenever casting spells to avoid disruption, 
  unless the caster is a worshipper of Orcus. Orcus followers actually gain the effects of protection from good for as long as the effect is active. A 
  successful break enchantment or remove curse ends the effect.
  @@ Unholy insight: Gain insight into the next puzzle or dilemma (information determined by GM, but should be equivalent to a divination 
  spell in quality, with no chance of failure). This knowledge comes at a price — good creatures who gain the insight are confused for 1d4+1 
  rounds; neutral creatures are stunned 1d4+1 rounds, and evil creatures suffer no adverse effect. These penalties apply when the insight is gained. 
  The insight cannot be used for this encounter area.
  # Calmness: While under the effect of the calming emotion, the victim receives a +4 bonus on saves against all other spells and effects that 
  generate emotional reactions (fear, rage, etc.); however, the victim cannot use emotion-induced special abilities, most notably barbarian raging.
  ## Comatose slumber: This sleep lasts indefinitely until dispelled. If the victim is damaged, he is allowed a Will save with a base DC of 24 
  minus the damage inflicted.
  PRIZE: Whoever steps on this square first gains a permanent +1 inherent bonus to all ability scores. This is a one-time benefit; after it has 
  been triggered, if it is activated again it produces a harm effect, no save.
  Area 9D–12 (Chess room) glyph Chart (Cr varies, up to 12)
  sucked into the area above the newly formed black squares at the end of 
  the round. More importantly, while this transfer is taking place, all glyphs 
  on the board are deactivated, and tiles can be freely moved across without 
  marking them off against the tile count.
  • Sixteen tiles triggered: All blood-red tiles turn white in a transformation 
  taking one round. At the end of this, the board should look like a mirror 
  image of its first appearance when the PCs entered the room. The count 
  also resets at this point.
  Ad hoc XP adjustment:
  If PCs show ingenuity in getting across this chamber, award them 
  experience for defeating a CR 12 creature, but drop this CR by 1 point 
  for every three tiles they themselves trigger (as opposed to remotely 
  triggering by summoned creatures, captives, etc.).
  350
  level 9d
  
  9D–13. Fresco room 3
  (Sublevel 9D–ii; Detail Map 9D–A)
  This is the third of four chambers decorated with frescoes. Each depicts 
  a scene from the history of this dungeon, particularly as it relates to the 
  Cult of Orcus.
  The curved corners of this chamber hold frescoes depicting shadowy 
  forces building and consecrating tombs, digging graves, chiseling 
  tombstones, and interring creatures (people who saw the previous two 
  frescoed areas recognize many of the figures being buried as members 
  of the pursuing army). There are no traps or guardian beasts in this room, 
  though the GM is free to roll a wandering encounter check just the same.
  9D–14. Entrance to goblin 
  Outpost
  (Sublevels 9D–iii and iV)
  The passageway leads into Level 10B: The Goblin Outpost. To progress 
  further through the Bloodways on the flowchart requires passing through 
  that level and exiting back into the Bloodways by another passageway.
  9D–15. river Crossing
  (Sublevel 9D–iV; Detail Map 9D–L)
  This river crossing should be located at a low point within the Bloodways. 
  Be sure to have characters descend before arriving at this point.
  The mists of nearby passages move forward, flowing out onto an 
  underground river. The water is wide and deep and dark, with crimson 
  mist dancing over its surface. Characters with sufficient light or visual 
  capabilities may be able to make out the opposite shore 25 ft. away. It is 
  up to them to determine how to cross the water. Those who fall in run the 
  risk of being swept southward into a submerged passage, which flows into 
  the Under Realms after leaving the Bloodways.
  Searching the opposite shore with a successful DC 15 Perception check 
  reveals a grappling hook embedded in the stone near the southern end 
  of the shore, at the waterline. Attached to the hook is a rope of climbing, 
  which is currently submerged. It was abandoned by a group of adventurers 
  some years back when they were being pursued by a trio of devouring 
  mists, and did not have time to retrieve it.
  9D–16. The Chute and the Pit 
  (Cr 8)
  (Sublevels 9D–i through iii; 
  Detail Maps 9D–B and F)
  This round room is dank, with moss growing on the floor, and trailers 
  of slimy fungus dangling from the ceiling, dripping water. The red mist 
  trails through the room in thin streamers, like the fingers of a hungry beast.
  The chamber is normally unlit, but if examined without light sources, 
  millions of glowworms can be seen festooning the walls and ceiling, 
  giving the place the feeling of an observatory.
  The entire floor of this room is the lid to a pit trap; it is triggered if more 
  than 500 pounds of weight is applied to the floor. Because of the moss on 
  the floor, it is especially difficult to detect. However, there are a couple 
  telltale signs to its presence: there are no clumps of larger fungi on the 
  ground, the water dripping from the ceiling is not pooling up anywhere; 
  and a successful DC 25 Perception check or DC 20 Survival check reveals 
  that there are no obvious footprints of creatures in the room, but there are 
  a few scuffed areas. For each of these facts the PCs discover, subtract 5 
  from the DC of the trap search check.
  If the trap is triggered, the floor swings down in eight pie-shaped 
  wedges, dumping everyone in the room into a 15-foot diameter chute 
  which slopes down steeply, dumping victims into a lower cavern (see 
  below). Although the chute is 120 ft. long, most of it is sliding (not falling), 
  so falling damage is minimal. The sides of the chute are slick with water 
  and slimy moss, making Climb checks difficult (DC 30). While sliding, 
  victims are allowed a single swift action before reaching the cavern below.
  CHUTE TRAP 
   
  CR 2
  XP 600
  Type mechanical; Perception DC 30; Disable Device DC 25
   
  Trigger location; Reset automatic
  Effect 120-ft. slide (2d6 falling damage); successful DC 20 
  Reflex save avoids
  If any PCs fall through the chute, they see a cavern filled with bones, 
  garbage, feces, and other debris. A sharp, sour stench predominates, with 
  the gagging odor of rotted flesh beneath that. The debris is mounded 
  particularly thick against the center of the northwest wall. Anyone entering 
  by way of the chute gets dumped atop the refuse pile.
  The room is home to a trio of advanced variant otyughs. Living in the 
  Bloodways has made them tougher and more belligerent, but also made them 
  stupider. They attack all who enter. The otyughs get most of their nourishment 
  from the chute trap, and come scurrying the moment they hear it open.
  As if the otyughs weren’t bad enough, the refuse pile is also riddled 
  with vile crimson worms two inches long, laced with pulsing black veins; 
  these are rot grubs. Anyone coming in contact with the mound is subject 
  to infestation by these foul parasites. Those who fall through the chute 
  onto the pile are automatically exposed and infested by the grubs; those 
  who come through but do not land on the pile have a chance of seeing 
  them before coming into contact with the worms.
  Buried in the refuse pile among the burrowing grubs, rotting flesh, 
  offal, and rusted bits of metal is a wand of magic missiles, (CL 5th, 33 
  charges). The wizard who enchanted this wand attempted to cut costs 
  in the enchantment process, and in the stress of use a nasty quirk has 
  developed: each time this wand is used, there is a 30% chance that the 
  wand fires off an additional volley of magic missiles, one charge per 
  round, for the next 1d4+1 rounds. Each missile fired off is directed at 
  a random target within 60 ft. of the wand, provided the target can be hit 
  (e.g., is not behind a closed door or other barrier that the missile cannot 
  move around). There is no way to remove this flaw from the wand without 
  destroying it, short of a wish or miracle spell.
  ROT GRUBS 
   
   
  CR 4
  XP 1,200 (Frog God Games, Tome of Horrors Complete, 
  “Hazards, Rot Grub”)
  Type infestation; save Fortitude DC 17; onset Immediate; 
  frequency 1/round; effect 1d2 Con damage per grub
  ADVANCED VARIANT OTYUGHS  
  CR 6
  XP 2,400
  CE Large aberration (Pathfinder Roleplaying Game Bestiary, 
  “Otyughs”)
  Init +2; Senses darkvision 60 ft., scent; Perception +13
   
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 90, 88, 70 (9d8+36 plus 9)
  Fort +7; Ref +5; Will +9 
  Immune disease, infestation
   
  Speed 20 ft.
  Melee bite +11 (1d8+6 plus disease), 2 tentacles +10 (1d6+3 
  plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
  Special Attacks constrict (tentacle, 1d6+3), stunning rend
   
  Str 22, Dex 14, Con 18, Int 4, Wis 17, Cha 10
  351
  level 9d
  
  Base Atk +6; CMB +13 (+17 to grapple); CMD 25 (27 vs. trip) 
  Feats Ability Focus (stunning rend), Multiattack, Skill Focus 
  (Perception), Toughness, Weapon Focus (tentacle)
  Skills Perception +13, Stealth +6 (+14 in lair); Racial Modifiers 
  +8 Stealth in lair
   
  Stunning Rend (Ex) When one of these otyughs hits with 
  both tentacle attacks, the creature struck must make a DC 
  20 Fortitude save or be stunned for 1 round. If one of the 
  tentacle attacks is a critical hit, the duration is 2 rounds; if 
  both are critical hits, the duration is 4 rounds. The save DC is 
  Constitution-based. 
  Disease (Ex) Bubonic plague: Bite—injury; save Fort DC 17; 
  onset 1 day; frequency 1 day; effect 1d4 Con damage and 1 
  Cha damage and target is fatigued; cure 2 consecutive saves
  9D–17. Throne of Minos (Cr 7)
  (Sublevel 9D–ii; Detail Map 9D–D)
  What maze would be complete without a minotaur? This particular 
  labyrinth is sadly short of the beasts. Fortunately, this room helps correct 
  this deficiency.
  This large, rectangular chamber is dominated at one end by a great 
  stone throne. The wall behind the throne is decorated with a huge bas 
  relief of a minotaur flexing its thews and bellowing furiously. A pair of 
  wooden doors flanks the throne. Red mist crawls across the floor in slow, 
  lazy curls a foot deep.
  If magic is detected for, the throne radiates moderate transmutation and 
  enchantment magic. Anyone with any sense should know better than to sit 
  upon the throne; adventurers being what they are, however, one of them 
  likely tries out the granite seat. Doing so activates its magic. If someone 
  sits voluntarily to “see what happens,” there is no save or spell resistance. 
  However, if they are forced struggling into the chair, give them a DC 20 
  Reflex save against the effect.
  Whoever sits on the throne is instantly transformed into a minotaur, 
  with all its special attacks and qualities (see stat block, below). Further, the 
  victim is filled with a frenzied rage. The transformed person immediately 
  attacks anyone it sees. This rage is intrinsic to the transformation, and 
  cannot be removed until someone dispels it (a CL 15th effect similar to 
  polymorph any object).
  The rage provides benefits similar to that of a barbarian’s rage: +4 bonus 
  to Strength, Constitution, and +2 morale bonus to Will saves, and a –2 AC 
  penalty; these bonuses have been calculated into the stat block below.
  Note also that this transformation causes all of the victim’s items to 
  merge with the form, and become unusable. However, the minotaur gains 
  the use of a greataxe; this weapon has the same special qualities derived 
  from magic or special materials as the victim’s primary weapon. Finally, 
  the transformation process heals the victim as if he or she rested a full day.
  Killing the minotaur returns the character to his or her natural form 
  (dead), as does any other means that annuls polymorph spells and effects.
  TRANSFORMED RAGING MINOTAUR 
   
  CR —
  XP—
  CN Large monstrous humanoid (Pathfinder Roleplaying 
  Game Bestiary, “Minotaur”)
  352
  level 9d
  
  Init +0; Senses darkvision 60 ft.; Perception as PC
   
  AC 14, touch 9, flat-footed 14 (+5 natural, –1 size); –2 AC 
  while raging
  hp and HD as PC, modified by the new Constitution score
  Saves use the PC’s base saves, modified by the new ability 
  scores, added bonus feats, and a +2 to Will saves while 
  raging
  Defensive Abilities natural cunning 
   
  Speed 30 ft.
  Melee greataxe (use PC’s BAB modified by new Strength, 
  size, and any weapon properties of the character’s main 
  weapon (1d12+6/x3 [1d12+9 while raging])
  Space 10 ft.; Reach 10 ft.
  Special Attacks powerful charge (gore, 2d6+6), rage
   
  Str 19(23), Dex 10, Con 15(19), Int, Wis, and Cha are as PC
  Base Atk as PC; CMB and CMD as PC, adjusted for new stats
  Feats as PC, provided they are usable in the new form; also 
  gains Great Fortitude, Improved Bull Rush, and Power Attack 
  as bonus feats if did not already possess them
  Skills as PC, modified for new stats; note that while raging 
  many skills are unusable
   
  Natural Cunning (Ex) The transformed PC possesses a 
  minotaur’s natural cunning ability while transformed. This 
  grants immunity to maze spells and prevents him from ever 
  becoming lost. Further, the transformed individual is never 
  caught flat-footed.
  Rage (Ex) The transformed PC is in a permanent state of 
  rage, granting a +4 bonus to Strength and Constitution, 
  a +2 bonus on Will saves, and a –2 penalty to AC. If the 
  transformed creature already had the rage ability, use the 
  modifiers provided by that ability instead if they are better. 
  The transformed PC gains no barbarian rage powers or 
  other abilities. If the transformation is reversed or the rage 
  effect ended, the person still must deal with the usual post-
  rage fatigue period. 
  If the PCs are driven off, the transformed creature makes 
  this chamber its lair, and starts to roam the maze, looking for 
  prey.
  If searched, the throne contains a secret compartment under its seat (DC 
  33 Perception check to locate). This holds 88 pp and 220 gp.
  THRONE TRAP 
   
   
  CR 2
  XP 600
  Type magic; Perception DC 30; Disable Device DC 33
   
  Trigger proximity (alarm); Reset automatic (see text)
  Effect transform into raging minotaur (see text)
  9D–18. Pause and reflect (Cr 10)
  (Sublevel 9D–iii; Detail Map 9D–N)
  This large, square room is dominated by the statue of a skeletal figure at 
  its center, lit from above by a lurid green glow that endows the thin wisps 
  of red mist in here with a truly diseased coloration. The statue stands ten 
  feet tall, and seems to be that of a large humanoid with large, bony hooks 
  mounted where hands should be, not unlike the claws of a praying mantis. 
  Despite its skeletal appearance, it is made out of metal, not bone.
  In addition to the central figure, the walls are mounted with large 
  mirrors on all the walls of the chamber, barring only the center point of 
  each wall where another door stands.
  Once the PCs have entered the room the statue activates, sending a 
  strange aspect of itself forth to slay the intruders. This aspect is not the 
  statue, but rather its reflection, and can only be seen in the mirrors.
  Due to the peculiar enchantments of this figure, it cannot be attacked 
  directly; doing so strikes only air. Instead, a person must look into the 
  mirrors and fight it while keeping his eyes fixed on the creature’s reflection; 
  only then shall his weapons strike home. Attacking in this fashion incurs 
  a –4 circumstance penalty to attack rolls and a –2 penalty to armor class. 
  Further, the reaper reflection gets concealment the further away from the 
  mirrors one is: 20% if 10 ft. away, 30% if 15 ft., and 40% if 20 ft. or more 
  away. The bone reaper reflection cannot leave the room.
  The statue is surrounded by a solid, permanent forcecage. If this barrier 
  is somehow bypassed and the statue within damaged, the reflected statue 
  is likewise damaged. However, if all the mirrors in the room are destroyed, 
  removed, or covered, the reaper becomes unable to attack the PCs, though 
  it is not destroyed. Creatures that are invisible or otherwise do not reflect 
  cannot be struck by the bone reaper, since they have no reflections for 
  it to attack. Shattering the mirrors does not stop it, as it can still attack 
  reflections viewed in the shards.
  Examination of the mirrors reveals them to be non-magical. Each one 
  has hardness 1 and 5 hit points.
  BONE REAPER REFLECTION 
   
   
  CR 10
  XP 9,600
  N Large Construct (see Appendix A)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 90 (11d10+30)
  Fort +3; Ref +5; Will +3 
  Defensive Abilities reflection; DR 15/adamantine; Immune 
  bone reaper traits, construct traits
   
  Speed 40 ft. (can’t run)
  Melee 2 claws +15 (1d8+5/x4)
  Space 10 ft.; Reach 10 ft.
   
  Str 20, Dex 14, Con —, Int —, Wis 11, Cha 1
  Base Atk +11; CMB +17; CMD 29 
   
  Bone Reaper Traits (Ex) The bone reaper reflection takes no 
  damage from fire attacks; instead, fire heals the reaper one 
  hit point for every 3 points of damage inflicted, and breaks 
  any slow effects. At least 5 points of electrical damage in 
  a single attack slows the reaper for 1 round. It is affected 
  by rust attacks normally. It is immune to all other spells and 
  effects that would not affect a golem. Finally, any damage 
  that is done to the statue anchoring the bone reaper is also 
  inflicted upon the bone reaper reflection (and vice versa).
  Reflection (Su) The bone reaper can only be directly 
  attacked by viewing its reflection and striking blindly 
  at where it would be from that view. This incurs a –4 
  circumstance penalty to attack rolls and CMB checks and a 
  –2 circumstance penalty to AC against its attacks. Note that 
  this is not invisibility, and see invisibility or even true seeing 
  does not allow one to look directly at the bone reaper 
  reflection’s effective location. 
  Treasure: The statue is constructed of mithral with a steel core. 
  Once the reflected bone reaper is destroyed, the statue’s remains can be 
  harvested for 10,000 gp worth of the silvery metal.
  9D–19. The Abandoned Throne
  (Sublevel 9D–i; Detail Map 9D–D)
  A great stone throne dominates one end of this large rectangular 
  chamber. Badly scarred and chiseled bas reliefs encrust the wall behind 
  the throne, and a pair of wooden doors flanks it. A uniform thickness of 
  red mist a foot deep obscures the floor.
  353
  level 9d
  
  If magic is detected for, the throne radiates moderate transmutation and 
  enchantment magic. The magical emanation is from a magic aura spell, 
  and has no adverse effects.
  The seat of the throne holds a concealed compartment (DC 33 
  Perception) which is empty. This compartment is in the same location 
  as the one at the Throne of Minos (Area 9D–17), and if one is found, 
  the other can be automatically located and opened, no Perception check 
  required.
  The wooden doors lead to a pair of small antechambers. The left 
  one is empty, but the right one holds the desiccated corpses of half 
  a dozen goblins that a devouring mist feasted upon some time ago. 
  Each room also holds a secret door (DC 25 Perception check to 
  locate) opening on a connecting passage. Within this passage are the 
  remains of another dead goblin; it carries studded leather armor, a 
  shortbow, 13 arrows, a handaxe, 3 sp, 5 cp, a potion of rage, and a 
  rough semi-translucent gemstone that looks like an agate worth 10 
  gp, which a successful DC 17 Appraise check reveals to be an uncut 
  diamond worth 5,000 gp.
  9D–20. Entrance to the 
  Talon of Orcus
  (Sublevel 9D–iV)
  The passageway leads into Level 10C: The Talon of Orcus. To progress 
  further through the Bloodways on the flowchart requires passing through 
  that level and exiting back into the Bloodways by another passageway.
  9D–21. red Vortex (Cr 9)
  (Sublevel 9D–i through iV)
  As the PCs draw near this cavern they hear a distant roaring sound, as 
  of high winds or a waterfall, and the mist around them starts flowing in 
  a breeze in the same direction they are traveling. 100 ft. further on the 
  passageway opens into a large cavern.
  The roaring sound resolves into a whirl of red vapor, propelled 
  into a swirling cone in a funnel-shaped chamber. The mist is being 
  drawn around and downward to a dark, narrow opening far beneath. 
  Openings of other passages from this chamber beckon, accessed by 
  a network of one foot wide ledges that web the walls of the cave. 
  The wind plucks at garments and gear, tugging anyone near the edge 
  toward the dark abyss, and the sound of the wind seems to echo with 
  mocking laughter.
  This funnel-shaped cave has a domed ceiling, and is 80 ft. wide near 
  the ceiling, narrowing down to a diameter of only 8 feet at the base, 100 
  ft. from the ceiling. A total of 12 passages open into the room, accessed 
  by ledges. Without the wind, land-bound folk need to make a DC 5 Climb 
  check or DC 15 Acrobatics check to traverse the ledges safely, with 
  failure resulting in a fall of 10–60 feet before landing on another ledge, 
  or disappearing through the opening at the bottom. With the gusty wind, 
  add +4 to the DC of these checks. The wind remains as long as the room’s 
  occupant is alive to move them.
  The winds in this cave are propelled by a greater air elemental named 
  Shreee, of particularly malicious disposition, who enjoys tormenting 
  fleshy mortals before disposing of them. If addressed in Auran, Shreee 
  responds to their inquiries, but fully intends to play with and kill its new 
  toys no matter what is discussed.
  While it dwells in this chamber the elemental is able to remain in 
  whirlwind form indefinitely, thanks to special enchantments placed upon 
  the cavern.
  Passages opening out from this chamber lead to other parts of the 
  Bloodways. Those falling through the bottom shaft fall 100 feet before 
  landing on a pile of rocks and debris in the middle of a small cavern with 
  other exits; the cave around the debris pile is covered with a 2-foot-deep 
  layer of foul water.
  SHREEE, GREATER AIR ELEMENTAL  
  CR 9
  XP 6,400
  hp 123 (Pathfinder Roleplaying Game Bestiary, “Elemental, Air”)
  Tactics: The elemental assumes its whirlwind form and delights in snatching 
  up targets, battering them a bit, then tossing them against walls, only to snatch 
  them up again. If seriously threatened it focuses on killing off one opponent at a 
  time, favoring targets that seem most susceptible to its attacks.
  Treasure: Lodged high in a crack in the wall near the ceiling of this 
  chamber are the splintered remains of the top third of a gnome adventurer, 
  requiring a DC 20 Perception check to find. If his corpse is pried loose, a 
  search of it reveals a mithral dagger whose hilt (not blade) has been coated 
  with terinav root poison. This item belonged to a glove-wearing assassin 
  who used it as a lure for his prey, whom he would kill once the poison did 
  its work. The body also carries in a leather pouch at its hip, a collection of 
  teeth from various creatures. Amid the dross are three capped with gold, 
  worth 1 gold piece each; a hollow tooth filled with blue liquid (a false tooth 
  that can be placed in an empty tooth socket, and when bit upon it releases an 
  ingested poison; used by assassins on suicide missions). The blue liquid is 
  a form of cyanide (type ingested; save Fortitude DC 20; frequency 1/round 
  for 10 rounds; effect 1d3 Con damage; cure 2 consecutive saves). Another 
  tooth, actually a half-orc tusk, is scrimshawed with delicate patterns and 
  worth 10 gp. Finally, one tooth is a tooth of emergency air (see sidebar).
  9D–22. Lair of the Bloodwraith 
  (Cr 14)
  (Sublevel 9D–iii; Detail Map 9D–J)
  This is a roughly square chamber crowded with sarcophagi. A door 
  stands at the center of each wall, flanked by a pair of upright sarcophagi 
  carved to resemble warriors wielding a variety of different weaponry. The 
  central portion of the room is raised slightly, and a ring of six sarcophagi 
  surround a seventh, which is slightly larger and raised above the others at 
  the center of the room. The six encircling sarcophagi depict warriors with 
  greatswords lying upon their bodies.
  The air in this room is very cold, and the ubiquitous red mist is particularly 
  thick in here. Condensation of the mist coats the walls and sarcophagi, 
  giving them the appearance of being coated in a layer of fresh-spilled blood.
  The sarcophagi in this chamber are all occupied by undead tenants. Any 
  attacks that damage the sarcophagi or any attempts to open them result in their 
  Tooth of Emergency Air
  Aura strong transmutation; CL 12th
  Slot none; Weight —; Price 15,000 gp
   
  DESCRIPTION
  This looks like a normal human or humanoid tooth. 
  When placed in the socket of a freshly-removed tooth, 
  it grafts itself in place, and assumes a form in harmony 
  with the teeth around it. Thereafter, whenever the 
  creature with the tooth bites down upon it (a free 
  action), it provides one minute of breathable air, 
  protecting against vacuum, drowning, and poisonous 
  fumes for the duration. Once the tooth has been 
  activated, or when it is first emplaced, it requires one 
  hour to charge itself before it can function again.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, water breathing; 
  Cost 7,500 gp
  354
  level 9d
  
  arising. In this room, 8 bone warriors stand within the upright sarcophagi near 
  the doors; 6 sword wights lie in the sarcophagi surrounding the centermost 
  one, which holds the remains of Duke Aerim, the Bloodwraith.
  BONE WARRIORS (8) 
   
   
  CR 5
  XP 1,600
  Bloody skeleton fighter 4 (Pathfinder Roleplaying Game 
  Bestiary, “Skeleton, Variant Skeleton”)
  N Medium undead
  Init +6; Senses darkvision 60 ft.; Perception+0
   
  AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +2 natural, 
  +2 shield)
  hp 45 (1d8+4d10+10 plus 4); fast healing 2
  Fort +6; Ref +3; Will +3 
  Defensive Abilities channel resistance +4, deathless; DR 5/
  bludgeoning; Immune undead traits
   
  Speed 20 ft. (base 30 ft.) 
  Melee mwk falcata +8 (1d8+4/19–20/x3) or mwk dwarven 
  waraxe +8 (1d10+4/x3)
   
  Str 15, Dex 14, Con —, Int —, Wis 10, Cha 14
  Base Atk +4; CMB +6; CMD 18 
  Feats Exotic Weapon Proficiency (falcata or dwarven 
  waraxe)B, Improved InitiativeB, Weapon Focus (falcata 
  or dwarven waraxe)B, Weapon Specialization (falcata or 
  dwarven waraxe)B
  SQ fighter’s legacy
  Gear chainmail, heavy steel shield, half wield masterwork 
  falcatas, and the rest wield masterwork dwarven waraxes, 
  all but one has a golden circlet set with a ruby (250 gp)
   
  Deathless (Su) A bone warrior is destroyed when reduced 
  to 0 hit points, but it returns to unlife 1 hour later at 1 hit 
  point, allowing its fast healing thereafter to resume healing 
  it. A bone warrior can be permanently destroyed only if the 
  Bloodwraith is destroyed.
  Fighter’s Legacy (Ex) Although they are mindless undead, the 
  power of the Bloodwraith is such that, when created, the bone 
  warriors retain their fighter feats, special abilities, and favored 
  class hit points. They do not keep any feats from other sources 
  such as hit dice, nor do they retain any skill ranks.
  SWORD WIGHT (6) 
   
  CR 6
  XP 2,400
  LE Medium undead (see Appendix A)
  Init +1; Senses darkvision 60 ft.; Perception +15
   
  AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4 
  natural)
  hp 60 (8d8+16 plus 8)
  Fort +4; Ref +3; Will +7 
  Defensive Abilities channel resistance +4, undead traits
   
  Speed 20 ft. (base 30 ft.) 
  Melee greatsword +8/+3 (2d6+1/19–20 plus energy drain), or 
  slam +7 (1d4+1 plus energy drain)
   
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +6; CMB +7; CMD 18 
  Feats Blind-Fight, Skill Focus (Perception), Toughness, 
  Weapon Focus (greatsword)
  Skills Acrobatics +4, Climb +7, Perception +15, Stealth +12 
  SQ sword channel
  Gear chainmail, greatsword, gold circlet set with a sapphire 
  (worth 800 gp for the gem, or 1,000 gp for the entire circlet)
   
  Sword Channel (Ex) A sword wight’s energy drain ability 
  functions through melee weapon attacks it makes, in 
  addition to its slam attacks. 
  DUKE AERIM, THE BLOODWRAITH  
  CR 10
  XP 9,600
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +21
  Aura unnatural aura (30 ft.)
   
  AC 19, touch 19, flat-footed 16 (+6 deflection, +3 Dex)
  hp 130 (12d8+72)
  Fort +10; Ref +7; Will +12 
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
  Weaknesses sunlight powerlessness
   
  Speed fly 60 ft. (good) 
  Melee incorporeal touch +12 (1d6 negative energy plus 1d6 
  Con drain plus 1d6 bleed)
  Special Attacks create devouring mist, create spawn, 
  malevolence, object teleportation
   
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 22
  Base Atk +9; CMB +12; CMD 31
  Feats Ability Focus (Constitution drain), Alertness, Blind-Fight, 
  Combat Reflexes, Improved Initiative, Iron Will
  Skills Diplomacy +18, Fly +22, Intimidate +21, Knowledge 
  (religion) +11, Perception +21, Sense Motive +15, Stealth +18 
  Languages Abyssal, Celestial, Common
   
  Constitution Drain (Ex) Creatures hit by the Bloodwraith’s 
  touch must succeed on a DC 24 Fortitude save or take 1d6 
  points of Constitution drain. On each successful attack, the 
  Bloodwraith gains 5 temporary hit points. These hit points are 
  lost after 1 hour. The save DC is Charisma-based. 
  Create Devouring Mist (Ex) As a move action that provokes 
  attacks of opportunity, the Bloodwraith can cough up a 
  devouring mist. He can do this up to three times per day, but 
  must wait one minute before he can produce another. 
  Create Spawn (Su) Any humanoid slain by the Bloodwraith rises as 
  a sword wight in 1d4+1 rounds. Spawn are under the command 
  of the Bloodwraith and remain enslaved until his destruction. They 
  do not possess any of the abilities they had in life.
  Lifesense (Ex) The Bloodwraith notices and locates living 
  creatures within 60 ft., just as if he possessed the blindsight 
  ability. 
  Malevolence (Su) The Bloodwraith has a limited ability to seize 
  control of the bodies of a creature on the Material Plane, 
  similar to a ghost. He can only use this ability on creatures 
  possessing, carrying, or wielding his remains or any of the 
  gear found with them. This ability is similar to magic jar (CL 
  12th), except that it does not require a receptacle. To use 
  this ability, the Bloodwraith must be adjacent to the target. 
  The target can resist the attack with a successful DC 22 Will 
  save. A creature that successfully saves is immune to the 
  Bloodwraith’s malevolence ability for 24 hours. Any bonuses 
  to saves the target possesses derived from the Bloodwraith’s 
  equipment are ignored when making this Will save. 
  Object Teleportation (Su) As a standard action, the 
  Bloodwraith can teleport himself, as with the greater teleport 
  spell (CL 20th), but he can only teleport to a location 
  adjacent to his remains or an item looted from his remains 
  that has not been cleansed of his taint. He can use this 
  ability while possessing another creature with malevolence, 
  but doing so instantly ends the malevolence effect.
  Rejuvenation (Su) Even if his incorporeal form is destroyed, 
  the Bloodwraith is not permanently destroyed, and reforms 
  in 2d4 days. To be permanently destroyed his remains must 
  be properly interred and all his magical gear cleansed of his 
  355
  level 9d
  
  evil taint; see sidebar for further details. 
  Sunlight Powerlessness (Ex) If caught in sunlight, the Bloodwraith 
  cannot attack and is staggered.
  Unnatural Aura (Ex) Animals do not willingly approach within 30 ft. 
  of the Bloodwraith, unless a master makes a DC 25 Handle Animal, 
  Ride, or wild empathy check.
  Tactics: In the first round of being awakened, the Bloodwraith leaves its 
  enclosure and attacks the nearest living creature, while the other undead use full 
  round actions to open their containers and arise. The next round, the undead begin 
  their assault, not stopping until everyone in the room is slain.
  Treasure: The outlying sarcophagi contain nothing of value beyond the items 
  carried by their tenants, but the central sarcophagus is another story. It is magically 
  trapped with a curse that affects anyone opening the sarcophagus, or assisting in 
  its opening (see below). 
  Within the sarcophagus lie the remains of the Bloodwraith, which bear the 
  following: a robe fashioned of cloth-of-gold (cloak of resistance +4), a golden 
  circlet about its brow that functions as a headband of mental prowess, granting a 
  +4 enhancement bonus to Wisdom and Charisma, a +2 ghost touch greatsword, 
  and a suit of +1 mithral full plate armor of spell resistance (SR 18). These items 
  are clad on the physical remains of Duke Aerim, once a human 15th level fighter 
  centuries ago.
  Development: The Bloodwraith may be defeated, but it manifests 2d4 days 
  later until its essence is purged from its remains and all of its gear. This means 
  that if Duke Aerim’s sarcophagus is looted, the characters have to deal with the 
  Bloodwraith again and again until laid to rest (see sidebar).
  BESTOW CURSE TRAP 
   
   
  CR 9
  XP 6,400
  Type magical; Perception DC 34; Disable Device DC 34
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (heightened bestow curse, causing hemophilia 
  (anytime the victim takes damage from a physical attack, they 
  additionally take 1 point of bleed damage that continues each 
  round until subject to magical healing or a successful DC 20 
  Heal check to stop the bleeding; this stacks with any other bleed 
  damage the attack might cause; this is a 9th-level spell effect 
  created by an 18th-level caster); DC 25 Will save negates
  Laying the Duke to rest
  In order to permanently lay Duke Aerim’s spirit to rest, the following 
  must be done:
  1. Before anything else, his remains must be properly buried in a 
  sanctified ceremony at the graveyard of a good-aligned deity.
  2. Each of the items need to be taken on a quest and blessed after a 
  specific deed has been performed:
  • The circlet must be placed upon the brow of his brother Damien, now 
  a lich in the service of Orcus at a location of the GM’s choosing.
  • The sword must be touched by the tears of Duke Aerim’s mother. 
  Her body currently resides in the demon- and undead-haunted cellars in 
  the crumbling ruins of Duke Aerim’s ancestral home; her spirit needs 
  to be contacted there to perform this service. When done, the sword 
  permanently gains the holy property.
  • The armor must be worn by a devout worshipper of a lawful good 
  deity in a battle where a priest of Orcus of at least 15th level is defeated. If 
  the wearer of the armor acquits himself particularly well, the armor gains 
  the benefit of granting its wearer DR 5/evil.
  • The cloak must be worn by a demon that repents of its evil ways, 
  and throws itself at the mercy of good-aligned outsiders for redemption.
  The GM should feel free to substitute quests of his own design in place 
  of these to properly fit in with his campaign.
  356
  level 9d
  
  9D–23. Orcus’s Hall
  (Sublevel 9D–iii; Detail Map 9D–H)
  A 20-foot-tall statue of Orcus dominates the angle of this L-shaped hall. 
  The statue is hewn from black marble with virulent red veins running 
  through it like a disease, seeming to pulse with unholy vibrancy beneath 
  the unpolished black surface. Before the statue is an oval altar of the same 
  stone, about five feet wide and 15 ft. long. Billows of mist hang about the 
  hall near the doorways, but the area around the statue and altar is free of 
  vapors.
  The surface of the altar is covered with bloodstains, some old and 
  crusty, others fairly new. On close inspection, flecks of gold can also be 
  made out amid the bloodstains.
  Aside from their menacing appearance, no harm comes to the PCs here 
  unless they (a) desecrate the statue or altar, or (b) offer up a sacrifice. If 
  desecration occurs, the GM is left to determine what sort of punishment, 
  if any, would be appropriate, depending on how serious the desecration is 
  (ranging from disparaging remarks, to pouring holy water on the altar, to 
  urinating/defecating on the altar, to trying to destroy the altar or statue). 
  On the other hand, parties can benefit from a sacrifice: for each sentient 
  creature slain on the altar and dedicated to Orcus, or for every 5,000 gp in 
  treasure that is offered up, one room (rolled randomly on the Bloodways 
  Flowchart) should be marked as having been explored. This benefit can 
  be gained for no more than three rooms. Any subsequent desecration 
  immediately negates this benefit. If not using the flowchart method, the 
  PC instead gains an intuition that helps guide them toward their next goal 
  in the labyrinth, whatever it may be.
  9D–24. Fresco room 4
  (Sublevel 9D–i; Detail Map 9D–A)
  This is the fourth of four chambers decorated with frescoes. Each 
  depicts a scene from the history of this dungeon, particularly as it relates 
  to the Cult of Orcus. The stone door opens into a cross-shaped room with 
  a door at the end of each arm. The floor is tiled with a mosaic of black and 
  gray tiles, clearly visible as the red mist is very thin here.
  At the inward corners of the cross, there is a concave alcove in each 
  corner; these areas seem to be decorated with some sort of fresco, though 
  detail is impossible to make out due to the accumulation of dust and grime 
  upon them.
  The curved corners of this chamber hold frescoes depicting creatures 
  sculpting, reinforcing, and designing passageways in an underground 
  labyrinth. Unlike the previous frescoes, some effort has gone into making 
  these passageways realistic in outline.
  Anyone studying the maps for a half hour or so gets a general idea of the 
  overall layout of Rappan Athuk, and the Bloodway’s location within its 
  overall structure. The maps are not complete, so feel free to hold back any 
  areas the players should not know about at this stage of their exploration. 
  This is also a good place to plant directions to specific hidden locations, 
  such as the secret entrance to Level 7 located in Area 6–15.
  9D–25. Water, Water Everywhere 
  (Cr 9)
  (Sublevel 9D–iii; Detail Map 9D–C)
  A two-foot wide channel bisects this kite-shaped chamber, running 
  from a raised area holding a pool at one end to a large algae-shrouded 
  grate at the other. Water gurgles from the pool, through the channel, and 
  empties into the damp grating. Two doors face each other at either side 
  of the chamber. A current of cool air keeps the blood-tinged mists to a 
  minimum.
  This room is one of several pool rooms throughout the Bloodways. Close 
  investigation of the pool reveals that it descends into cool blue darkness. 
  With a successful DC 12 Perception check, viewers notice a stone box 
  with a closed, locked lid protruding from the wall at the back of the pool, 
  about two feet beneath the surface. But before they can do anything about 
  this, they are attacked! The top of the pool is actually Agoragia, a greater 
  water elemental that monitors the flow of water through the room. It 
  attacks anyone who comes within five feet of it, probably with surprise 
  (DC 30 Perception check to spot without magical assistance). When it 
  does so, it no longer controls the flow of the water from the pool, releasing 
  a geyser of water that shoots to the ceiling.
  This release also eases pressure off a trigger mechanism 60 ft. down 
  the shaft, causing the stone doors to close unless previously blocked open. 
  In addition, steel bars extrude from the floor and ceiling in the doorways, 
  entering shafts in the top and bottom of each door. Once activated, the 
  only way to reverse this is to either wait for the trap to run its course or 
  else descend 60 ft. into the shaft, find the trigger (DC 15 Perception), 
  and then attempt to disable it (DC 20 Disable Device). Alternately, the 
  characters can try to smash through the doors (hardness 8; 60 hp; Break 
  DC 28). If the stone doors are smashed or if they had been previously 
  spiked, the characters must still penetrate the steel bars blocking the 
  doorway (hardness 10; 30 hp; Break DC 30, for each bar).
  Meanwhile, a trapdoor beneath the drainage grate closes when the 
  geyser begins, and the room starts to flood. The water level in the room 
  rises at the rate of 1 ft. per round until the chamber is entirely flooded (in 
  15 rounds). Of course, characters may be preoccupied the first few rounds 
  due to the rampaging elemental.
  AGORAGIA, GREATER WATER ELEMENTAL   
  CR 9
  XP 6,400
  hp 160 (Pathfinder Roleplaying Game Bestiary, “Elemental, 
  Water”)
  Tactics: The elemental attacks until reduced to 25 hit points or less, at 
  which point it retreats down the shaft of the well. If the water flooding the 
  room reaches a depth of 10 ft. before this happens, the elemental creates 
  a vortex.
  Ten minutes after the room completely fills, assuming no outlet is found 
  for the water, the trapdoor and grate at the drainage area both swing open 
  and the water leaves the room in a rush. Unsecured characters are allowed 
  a DC 20 Reflex save to grab onto something before they are swept away; 
  characters with freedom of movement in effect receive a +5 bonus to this 
  roll, but still must check. Those who fail their saves get swept down a 
  winding underwater channel to Area 9D–64, or whatever other location 
  you may prefer.
  The stone box within the pool shaft is locked (DC 25 Disable Device; 
  Break DC 30) but not trapped. It contains a small, locked, watertight 
  steel box that can be picked (DC 40 Disable Device) or smashed open 
  (Break DC 35). The steel box contains five lustrous pearls that function 
  as elemental gems, each one summoning a Large water elemental when 
  shattered.
  9D–26. The Square room
  (Sublevel 9D–ii; Detail Map 9D–N)
  This fifty foot square room has a door on the center of each wall. 
  Running diagonally along the floor from each corner of the room to its 
  opposite is a glowing line of runes, which causes the hip-deep fog in 
  the room to glow with a fiery light. The floor is otherwise smooth and 
  seamless.
  The runes radiate strong enchantment and necromantic magic auras if 
  such are checked for, and throb ominously whenever a living creature 
  comes within five feet of them.
  Despite the foul appearance of these rune lines, they are completely 
  harmless. Have anyone fooling with the runes or crossing over them roll 
  bogus Fortitude or Will saves, then make some “secret notes” like you are 
  recording the hidden results. If the party spends too much time poking 
  around in here, roll for wandering monsters.
  357
  level 9d
  
  9D–27. The Naga’s Den (Cr 11)
  (Sublevel 9D–i; Detail Map 9D–C)
  A two-foot wide channel bisects this kite-shaped chamber, running 
  from a raised area holding a pool at one end to a large algae-shrouded 
  grate at the other. Water gurgles from the pool, through the channel, and 
  empties into the damp grating. Two doors face each other at either side 
  of the chamber. A current of cool air keeps the blood-tinged mists to a 
  minimum.
  This room is one of several pool rooms throughout the Bloodways. The 
  water in the pool flows from one of the local rivers.
  Beneath the grate at the opposite end of the room is the lair of a large 
  water naga named Moigil, who takes great pleasure in eating intruders.
  The naga’s lair is an underwater cave located beneath the grate, about 
  25 ft. in diameter. Water flows from the cavern back into the underground 
  river system.
  MOIGIL   
   
  CR 11
  XP 12,800
  Water naga sorcerer 4 (Pathfinder Roleplaying Game 
  Bestiary 3, “Naga, Water”)
  NE Large aberration (aquatic)
  Init +7; Senses darkvision 60 ft.; Perception +22
   
  AC 21, touch 16, flat-footed 14 (+7 Dex, +5 natural, –1 size)
  hp 134 (8d8+4d6+84)
  Fort +10; Ref +12; Will +12 
   
  Speed 30 ft., swim 50 ft.
  Melee bite +11 (2d6+4 plus poison), tail slap +6 (1d8+2)
  Ranged touch +15
  Special Attacks poison (DC 23)
  Space 10 ft.; Reach 5 ft.
  Spells Known (CL 11th; melee touch +11, ranged touch +14) 
  5th (5/day)—feeblemind (DC 20), dominate person (DC 20)
  4th (7/day)—black tentacles, confusion (DC 19), fear 
  (DC 19)
  3rd (7/day)—deep slumber (DC 18), dispel magic, slow (DC 
  18), stinking cloud (DC 18) 
  2nd (7/day)—acid arrow, blur, mirror image (1d4+3 images), 
  see invisibility, web (DC 17)
  1st (8/day)—charm person (DC 16), hypnotismB(DC 16), 
  mage armor, magic missile, ray of enfeeblement (DC 16), 
  shield
  0 (at will)—daze (DC 15), detect magic, disrupt undead, 
  flare (DC 15), mage hand, open/close, ray of frost, read 
  magic, resistance
  Bloodline Serpentine*
   
  Str 18, Dex 25, Con 24, Int 10, Wis 15, Cha 20
  Base Atk +8; CMB +13; CMD 30 (can’t be tripped) 
  Feats Combat Casting, Eschew MaterialsB, Lightning 
  Reflexes, Silent Spell, Skill Focus (Perception), Skill Focus 
  (Stealth), Still Spell
  Skills Knowledge (arcana) +7, Knowledge (local) +4, 
  Perception +22, Spellcraft +11, Stealth +17, Swim +17 
  SQ serpentfriend
  Languages Aquan, Common
   
  Poison (Ex) Bite—injury, save Fortitude DC 23, frequency 1/
  round for 10 rounds, effect 1 Constitution damage, cure 1 
  save.
  Serpentfriend (Ex) Moigil can speak with reptilian animals at 
  will (including various forms of dinosaurs, lizards, and other 
  cold-blooded creatures).
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  Tactics: Moigil casts mage armor on herself before leaving her lair; she 
  then lurks just below the grating (which can easily and silently be lifted 
  upwards on recessed hinges). When an opportune moment presents itself, 
  she starts casting spells augmented with the Silent Spell feat. She likes 
  using fear to thin a party’s numbers, or confusion to distract them. She 
  follows with feeblemind on spellcasters and hold monster on fighter types 
  once she deems them sufficiently “softened.” If her presence is detected, 
  she fights until reduced to 30 hit points or less, and then retreats into her 
  lair. If pursued there, she continues to fight until dead.
  Treasure: Within Moigil’s lair is her treasure: 870 gp, 1,623 sp, an 
  elixir of truth, a potion of detect thoughts, and a silver-chased ivory scroll 
  tube (value 100 gp) containing a scroll that has become waterlogged 
  and useless. There is also a dismembered hand wearing two rings — a 
  plain platinum band (worth 50 gp), and a ring of counterspells, currently 
  uncharged.
  9D–28 Exit
  (Sublevel 9D–iii)
  There is no detail map for this area. Eventually the Bloodways open 
  out into another natural cavern. Much like the entry, many similar-looking 
  corridors open into this chamber. The red mist fills the bottom three feet, 
  swirling around in a great pool that drains into a pit in the room’s center. 
  Beyond the pit, a set of stone stairs ascend eight feet to an opening on one 
  wall, which is surrounded by etchings of people being bled and tortured. 
  The passage beyond the lintel leads to a sinkhole in a great cavern (Area 
  9A–5). The pit descends 80 ft. before opening into a swiftly-flowing 
  underground river. Those who fall in are swept back into the Bloodways 
  via an underwater floodway (Area 9D–65).
  Supplemental Areas for 
  Level 9D
  The following encounter areas are designed for use with the Bloodways 
  Sublevel Maps, though they can easily be cannibalized and used elsewhere 
  in the Bloodways using the flowchart method, or even placed in other 
  parts of Rappan Athuk.
  9D–29. Strange Haunts
  (Sublevel 9D–i through iV)
  These tunnels are composed of smooth circular 10 ft. wide passages 
  disintegrated out of the stone, with numerous circular chambers for 
  nesting or other unknown uses. Vertical shafts lead up and down between 
  levels, connecting them. The creature that created these shafts is long 
  gone, but its passages remain.
  9D–30. Worked Passages
  (Sublevel 9D–i)
  This area is webbed with 10 ft. wide worked stone corridors, with 
  ceilings 15 ft. high. A couple of passages end in small, identical room 
  suites of unknown purpose. These halls are highly susceptible to moving 
  stone blocks and intermittent teleportation fields.
  358
  level 9d
  
  9D–31. Long Hall
  (Sublevel 9D–i)
  This long passage is 20 ft. wide. Its walls are carved to resemble pillars 
  supporting an ornate ceiling, while the areas between these false pillars 
  depict a weathered but beautiful landscape. These images, a memorial to 
  Duke Aerim, are depictions of the landscape around his ancestral home, 
  long ago. No specific landmarks are shown, unless you choose otherwise.
  9D–32. Hunting grounds
  (Sublevel 9D–i)
  This large natural cave has a ceiling up to 60 ft. high, and is filled with 
  stalagmites and stalactites. Water flows in from the west, enters a large central 
  basin, then flows out through a crudely carved channel into the north wall, 
  where it eventually curves around to Area 9D–33. Because of its size and water 
  supply, it is frequently used as hunting grounds for creatures of the Bloodways 
  — wandering monsters should be checked for at double the standard frequency.
  9D–33. Waterfall
  (Sublevel 9D–i)
  Water from Area 9D–32 flows into an open cavern where the water 
  eventually plunges over a precipice to Area 9D–49. A ledge runs along 
  the north wall near the plunge, where those in the water might try to pull 
  free before going over. There is also a two foot wide crack in the south 
  wall that opens into a passage leading southward. Getting from one to the 
  other would require much skill and effort without magical aid.
  West of the waterfall there is one other point where the ceiling of the 
  submerged river hits an air pocket. At this point, a bridge built long ago 
  arches over the flow, with passages exiting north and south.
  9D–34. Snake Warrens  
  (Cr varies, 8-plus)
  (Sublevels 9D–i through iV)
  Tangled passages like these are preferred hunting grounds for shadow 
  hunter snakes, which use the interconnecting corridors to surround prey and 
  come at it from different directions. There is a 50% chance 1d3 snakes inhabit 
  the warren, and if so, a 30% chance they have 1d6 hatchlings as well.
  SHADOW HUNTER 
   
   
  CR 8
  XP 4,800
  hp 76 (see Wandering Monsters, above)
  SHADOW HUNTER HATCHLINGS 
   
  CR 2
  XP 600
  N Medium magical beast (see Appendix A)
  Init +1; Senses darkvision 30 ft., low-light vision, scent, 
  tremorsense 30 ft.; Perception +9
   
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  359
  level 9d
  
  hp 22 (3d10+3)
  Fort +4; Ref +4; Will +1 
  Defensive Abilities shadowblend
   
  Speed 20 ft., climb 10 ft., swim 20 ft.
  Melee bite +6 (1d4+3 plus poison plus grab)
   
  Str 16, Dex 13, Con 12, Int 5, Wis 10, Cha 3
  Base Atk +3; CMB +6 (+10 to grapple); CMD 17 (can’t be 
  tripped) 
  Feats Ability Focus (poison), Skill Focus (Perception)
  Skills Climb +14, Perception +9, Stealth +14 (+24 in dimly lit & 
  unlit areas), Swim +14; Racial Modifiers +10 racial bonus on 
  Stealth checks in areas of dim or no light.
  SQ hunt by scent
   
  Hunt by Scent (Ex) Shadow hunters are expert at tracking 
  prey through the dim warrens where they dwell. They can 
  track using their Perception skill in place of Survival.
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/
  round for 6 rounds; effect 1d4 Constitution damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Shadowblend (Su) In areas of dim and no light, shadow 
  hunters gain improved concealment; there is a 40% miss 
  chance when attacking one in such conditions.
  The warren near the center of Sublevel 9D–IV is larger than the others, 
  and contains 3 shadow hunters and 1d4+6 hatchlings, which live in the 
  northern cave.
  SHADOW HUNTERS (3) 
   
   
  CR 8
  XP 4,800
  hp 76 (see Wandering Monsters, above)
  SHADOW HUNTER HATCHLINGS 
   
  CR 2
  XP 600
  hp 22 (see Area 9D–34, above)
  9D–35. Circle Maze
  (Sublevel 9D–i)
  This area is filled with identical 20 ft. diameter circular rooms, 
  interconnected by plain stone archways. Ceilings are domed, and rise up 
  30 ft. at their apex.
  9D–36. Cave–in
  (Sublevel 9D–i)
  The earth collapsed here long ago, bisecting a once larger cavern. The 
  blockage is impassible without serious earth-moving efforts, and even 
  then there is a significant risk of further collapse.
  9D–37. Teleporter
  (Sublevel 9D–i)
  A network of passages surround a central point that ironically cannot 
  be accessed from them. The chamber at the center of the web holds a 
  teleportation device resembling a swirling helix of air, made visible by the 
  bloodmist. It has four settings, which change randomly every 12 hours: 
  1 (clockwise helix) — transport to random point of GM’s choice in the 
  Bloodways; 2 (counterclockwise helix) —  transport to Entry (Area 9D–
  1); 3 (clockwise double helix) — transport to distant location on surface 
  of GM’s choice; 4 (counterclockwise double helix) — transport to the 
  Healing Spring chamber (Area 9D–10).
  9D–38. Chasm
  (Sublevels 9D–i through iV)
  A great rift runs through all four sublevels of the Bloodways. Near the 
  top, a few ledges open out from it, revealing the yawning gulf below. On 
  Sublevel 9D–II, a natural stone bridge connects two of these levels. On 
  Sublevel 9D–III, the majority of the chasm ends where it connects with 
  the Purple Worm Complex (Area 9D–50), though a final fissure continues 
  deeper into the nest on Sublevel 9D–IV. The total height, top to bottom, 
  of this chasm is roughly 350 ft. Feel free to stock the chamber with flight-
  capable wandering creatures, like dire bats or devouring mists.
  9D–39. Upper Chasm
  (Sublevel 9D–i)
  Separated from Area 9D–38 by an earthquake millennia ago, this 
  chamber has a ceiling reaching up 100 ft.
  9D–40. geodes
  (Sublevels 9D–i and ii)
  These spherical caverns were created through volcanic activity eons 
  ago. Once lined with thousands of beautiful amethyst crystals, the geodes 
  were harvested long ago by priests of Orcus for their coffers. However, 
  the smallest geode, 40C, still has about a third of its crystals left un-mined 
  — mostly on the ceiling. The exact quantity and value, and difficulty 
  in harvesting these gem deposits, is left for the GM to determine. Area 
  9D–40C is also the only one to reach down as far as the level below.
  9D–41. Blood Liquid reservoir
  (Sublevels 9D–i to iii)
  This cavern was dammed to the north by priests of Orcus, and now 
  contains a vast quantity of blood-red liquid — condensed bloodmist. 
  The liquid spills through channels atop the dam and into Area 9D–54 on 
  Sublevel 9D–III. Several nearby chambers were carved out for monitoring 
  of the dam and reservoir, but these have been abandoned and stripped of 
  contents long ago. A ledge to the south on Sublevel 9D–I provides one of 
  the few access points to the Forgotten Tombs (Area 9D–56).
  9D–42. Double Spiral Stairs
  (Sublevels 9D–i through iV)
  Stairs have been carved into two passages that spiral downwards from 
  the top of the complex to the bottom. The inward spiral moves down 
  counterclockwise, while the outer spiral travels downward in the opposite 
  direction. Interestingly, there is no direct connection between the two 
  staircases.
  9D–43. grand Halls of Blood (Cr 4)
  (Sublevel 9D–ii)
  This 20 ft. wide corridor traverses much of the northern half of Sublevel 
  9D–II. The floor is coated with a two-inch-deep layer of blood-red liquid 
  (condensed bloodmist), which imposes a –2 circumstance penalty on Stealth 
  360
  level 9d
  
  checks to move quietly through it, as well as serving to conceal a pit trap 
  at an intersection to the northeast, that drops 60 ft. to Sublevel 9D–III. The 
  Grand Halls are also filled with a large concentration of moving stone walls 
  that seal and unseal sections, so while the halls themselves cover a large 
  area, PCs may only be able to explore one segment at any time.
  PIT TRAP  
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 22; Disable Device DC 22
   
  Trigger location; Reset automatic
  Effect 60 ft. deep pit (6d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 20 ft. square area)
  9D–44. Stream Cave
  (Sublevel 9D–ii)
  This cavern is not particularly notable, except for a small stream that seeps 
  out of the rocks in the ceiling, flows along a channel on the northern wall, and 
  empties through a hole in the floor, dumping the water eventually in a pool in 
  Area 9D–50A. Noises of the purple worms that live down there might drift 
  up through this hole, and heard by the attentive (DC 15 Perception check).
  9D–45. Symbol room
  (Sublevel 9D–ii)
  This large hall has the symbol of Orcus carved into the floor at its 
  center. It is impossible to get from one end of the hall to the other without 
  traversing it. The symbol radiates evil and magic if checked, and has the 
  following effects: devout followers of Orcus are blessed; good-aligned 
  beings must make a DC 18 Will save or be struck by a doom effect that 
  lasts 12 hours. The CL for the effect is 18th. Award good PCs who deface 
  the symbol a suitable XP bonus.
  9D–46. Pit Base
  (Sublevel 9D–ii and iii)
  Bones from several past fallen victims of the pit trap in Area 9D–3 litter 
  the floor at the base of the pit. Careful inspection turns up broken and tattered 
  equipment, but also 33 gp, 29 sp, and a potion of lesser restoration in a steel vial. 
  Furthermore, inspection of the remains with a successful DC 15 Heal 
  check reveals one set of humanoid remains near the passage leading out 
  of the chamber, that appear strangely porous (this is from a victim of the 
  disintegration effect of the teleporter in Area 9D–54. 
  9D–47. Narrow Fissure
  (Sublevel 9D–ii)
  This one-foot wide passage worms between two larger corridors. Small 
  creatures may get stuck within it, and Medium or larger creatures cannot 
  pass through without serious risk of getting stuck. Details of how likely 
  this occurs are left to the sadism of the GM.
  9D–48. Boulder Bait and Switch 
  (Cr 9)
  (Sublevels 9D–ii through iV)
  The east-west passage on Sublevel 9D–II slopes down noticeably to 
  the east. Those approaching the west end of the hall note a large boulder, 
  held in check only by a set of rusty iron rods. In the floor 20 ft. west of the 
  trapdoor in the floor to the east (the trapdoor is marked on the map with an 
  X) triggers this fiendish device. Those in the hall hear a rumbling sound, 
  of stone rolling on stone, coming from the west and getting louder! This 
  is actually an illusion, designed to encourage victims to flee eastward, and 
  fall through the now active pit trap.
  The pit plunges down two sublevels (120 ft.) to Sublevel 9D–IV. To 
  make matters worse, there is a pressure plate in the floor at the base of 
  the pit that causes a boulder to come rocketing through a side passage 
  on Sublevel 9D–III (from Area 9D–53), right onto the heads of anyone 
  unlucky enough to fall through the pit! The GM may wish to locate some 
  valuables from past victims at the bottom of the pit, though if he is feeling 
  particularly cruel, he may put a devouring mist down there as well, ready 
  to feed on the carcasses of anyone who falls prey to this deathtrap.
  PIT TRAP  
   
   
  CR 8
  XP 4,800
  Type mechanical; Perception DC 22; Disable Device DC 22
   
  Trigger location; Reset automatic
  Effect 120 ft. deep pit (12d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10 ft. square)
  FALLING BOULDER TRAP  
   
  CR 5
   XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect Atk +15 melee (6d6); multiple targets (all targets in a 
  10 ft. square)
  9D–49. The Water Pillar
  (Sublevel 9D–ii)
  Water flows from Area 9D–33, over a waterfall, and into a large 
  chamber. At the center of the chamber is a massive stalagmite 20 ft. in 
  diameter at its base, and stretching up 35 ft. Water from above strikes the 
  stalagmite dead center, and flows around it into the chamber below, where 
  it swirls and foams violently, then travels through a passage westward, 
  bound for Sublevel 9D–IV. Anyone falling from above risks impalement 
  on the stalagmite (4d10 damage, plus 1d10 damage every additional 
  round until dead and ripped apart, or a DC 15 Strength check is made 
  to pull oneself free). Those who escape impalement still must deal with 
  the falling damage (6d6) and the high risk of drowning in the turbulent 
  waters. Several passages slope upward from the chamber floor, leading to 
  other parts of the complex.
  9D–50. Purple Worm Haven  
  (Cr 12-plus)
  (Sublevels 9D–ii through iV)
  Stretching from a single cavern on Sublevel 9D–II, down through a 
  network of tunnels on Sublevels 9D–III and IV, these 20 to 30 ft. wide 
  tunnels have been bored out by purple worms, who use this area for 
  nesting and breeding, as such, purple worms are encountered in frequency 
  here.
  At the point marked 9D–50A, water flows in from a crack in the ceiling 
  (from Area 9D–44) and into a large pool that fills most of the chamber. 
  This area is particularly likely to hold purple worms involved in mating 
  rituals.
  PURPLE WORM 
   
   
  CR 12
  XP 19,200
  hp 200 (Pathfinder Roleplaying Game Bestiary, “Purple Worm”)
  361
  level 9d
  
  9D–51. Damned With Faint Praise
  (Sublevel 9D–ii)
  These interconnected rooms are coated with stucco, over which a 
  thousand maledictions against Duke Aerim were inscribed long ago. Over 
  time, the stucco has been damaged, but a few months ago it was fully 
  repaired, so the writings have a fresh, well-maintained look.
  9D–52. Approaches to the 
  Bloodwraith’s Lair
  (Sublevel 9D–iii)
  These long corridors are decorated with bas reliefs depicting humans 
  locked in mortal combat with other humans, demons, and stranger 
  monsters; in general, the demons and their allies are depicted as winning. 
  Two small chambers to the north, flanking the entrance to Area 9D–22, 
  are lined with small stone sarcophagi, each stuffed with a moldering 
  corpse. Ceiling height is 20 ft. in the passages and chambers.
  9D–53. Where the Boulders Come 
  From
  (Sublevel 9D–iii)
  This circular chamber holds a half dozen smooth stone boulders 8 ft. in 
  diameter, set in a massive stone bin over a switching mechanism at the center 
  of the room. When a trap is activated, the mechanism swivels, and directs a 
  boulder down the appropriate passage. The swiveling mechanism broke long 
  ago, however, so now all boulders travel northeast, to Area 9D–48. The 
  southwest passage slopes down to a cave-in that occurred long ago, while the 
  eastern passage curves around to a ceiling panel at Area9D–53A; though the 
  trap there no longer functions, a PC who gains access to this forgotten part of 
  the dungeon may still make use of it in their explorations. Because the chamber 
  sees so little use, roll wandering encounters at one third the usual frequency.
  9D–54. The Atomizer
  (Sublevel 9D–iii)
  Blood liquid from the reservoir in Area 41 flows through a passage into a large 
  chamber where it is churned up into a mist and dispersed throughout the complex 
  via a powerful magical effect. This effect has very unfortunate consequences 
  on other items brought in as well. Anything entering the cavern is subject to a 
  disintegrate effect, cast at 18th level, with a DC 20 Fortitude save to resist. 
  Disintegrated matter is actually spread throughout the complex, where it joins the 
  existing gore and debris that grants the Bloodways its pleasant ambiance.
  9D–55. Dire rat Nest (Cr 9)
  (Sublevel 9D–iii)
  This small section of the Bloodways is the home of a large nest of dire 
  rats, which have inexplicably managed to survive in the face of ever-
  hungry devouring mists and other creatures. Over 60 of the beasts dwell 
  in these caves. A passage leading northeast of the breeding cave ends in a 
  cave-in, where it once attached to one of the boulder room traps.
  DIRE RATS (60) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  9D–56. The Forgotten Tombs 
  (Cr varies, 15–19)
  (Sublevels 9D–iii and iV)
  In this isolated portion of the Bloodways, tombs were consecrated 
  long ago when the Bloodways were first founded, and they have not been 
  visited since. As such, the original wards and contents of these tombs are 
  undisturbed.
  On Sublevel 9D–III, two 3 ft. high, 3 ft. wide side passages lead to 
  20 x 30 ft. tombs, each holding a large stone sarcophagus. Within each 
  sarcophagus is a mummy priest of Orcus, which rouses if either chamber 
  is entered, or the guardians on Sublevel 9D–IV are aroused.
  On Level 9D–IV, the stairs connecting these areas end at a 10 ft. 
  wide hall connecting two additional tombs, each 40 ft. square, with the 
  sarcophagus located on a dais at the far end of the chamber. Entering 
  either tomb alerts the guardians who defend this area — the two mummy 
  priests on Sublevel 9D–III (which take 1 minute to open their sarcophagi, 
  descend the stairs, move down the hall and enter the violated chamber), 
  and a pair of demons, one per chamber, summoned straight from the 
  Abyss. The western chamber summons 1 marilith, while the eastern crypt 
  summons 2 nalfeshnees.
  The mummy priests on Sublevel 9D–III, and two buried individuals 
  in the tombs on Sublevel 9D–IV, should be interred with valuables and 
  magic equivalent to about 80,000 gp value. The exact identity of the 
  fellows buried here and their treasure is left for the GM to determine.
  MUMMY PRIESTS OF ORCUS (2) 
   
  CR 15
  XP 51,200
  Male human mummy cleric of Orcus 10 (Pathfinder 
  Roleplaying Game Bestiary, “Mummy”)
  CE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +29
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 23 
  negates)
   
  AC 29, touch 11, flat-footed 28 (+8 armor, +1 Dex, +10 
  natural)
  hp 200 (18d8+72 plus 28) 
  Fort +15; Ref +8; Will +22 
  DR 5/—; Immune undead traits; Resist fire 10
  Weaknesses vulnerable to fire
   
  Speed 20 ft.
  Melee slam +22 (2d6+12 plus mummy rot)
  Special Attacks channel energy (7/day, 5d6, DC 19), 
  death’s kiss (5 rounds, 10/day), fury of the Abyss (+5, 10/
  day), scythe of evil (5 rounds, 1/day)
  Spells Prepared (CL 10th; melee touch +21, ranged touch +14) 
  5th—flame strike (DC 22), righteous might, slay livingD (DC 
  24), wall of stone
  4th—chaos hammer (DC 21), divine power, enervationD, 
  poison (DC 23), unholy blight (DC 21)
  3rd—animate deadD, bestow curse (DC 22), blindness/
  deafness (DC 22) (x3), protection from energy
  2nd—bull’s strength, desecrate, ghoul touchD (DC 21), hold 
  person (DC 19), owl’s wisdom, resist energy, sound burst (DC 21)
  1st—bane (DC 18) (x2), doom D (DC 20) (x2), entropic shield, 
  protection from good, shield of faith
  0 (at will)—bleed (DC 19), detect magic, guidance, read 
  magic
  D Domain spell Domains Demon*, Undead*
   
  Str 26, Dex 12, Con —, Int 10, Wis 24, Cha 18
  Base Atk +13; CMB +21; CMD 32 
  Feats Combat Casting, Greater Spell Focus (necromancy), 
  Improved Natural Attack (slam), Power Attack, Toughness, 
  362
  level 9d
  
  Skill Focus (Perception), Spell Focus (necromancy), Vital 
  Strike, Weapon Focus (slam)
  Skills Knowledge (religion) +13, Knowledge (planes) +13, 
  Perception +29, Spellcraft +13, Stealth +12
  Languages Abyssal
  Combat Gear brooch of shielding (50 charges), 5 vials 
  unholy water, scroll of greater dispel magic and harm (CL 
  12th); Other Gear +4 chain shirt, cloak of resistance +2, ring 
  of minor energy resistance (fire, included above), 125 gp 
  silver dust (for desecrate spell), 20 onyx gems worth 25 gp 
  each (for animate dead spell), unholy symbol of Orcus, spell 
  component pouch
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  MARILITH 
   
   
  CR 17
  XP 102,400
  hp 264 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Marilith”)
  NALFESHNEE (2)  
  CR 14
  XP 38,400
  hp 203 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Nalfeshnee”)
  9D–57. Teleport Chambers
  (Sublevel 9D–iii)
  These three rooms are all identical (two located at the north end of the 
  level, one in the middle of the eastern end); they are 20 ft. deep and 30 ft. 
  wide, and featureless. However, at random intervals every 1d20 rounds, 
  all within are teleported to one of the other two chambers. This teleport 
  produces no discernible phenomena, so victims only begin to suspect 
  what happened if they happened to be detecting for magic at the time it 
  occurs, or once they leave the chamber and continue to explore.
  9D–58. Whirlpool and golem 
  (Cr 11)
  (Sublevel 9D–iii)
  Water from the water pillar chamber (Area 9D–49) flows westward 
  and downward at a slant, eventually emptying into a roughly 40 by 80 
  ft. cavern, with a whirlpool at the southwest end. Anything entering the 
  whirlpool is sucked down to Area 9D–65, taking 6d6 points of falling 
  damage in the process.
  Long ago, a stone golem was teleported into this chamber through 
  a magical mishap from the Talon of Orcus (Level 10C). They have 
  never found it, and in the absence of orders, the golem continues with 
  its last instructions: to fight anyone not wearing vestments of the Orcus 
  priesthood, and obey the orders of anyone wearing such vestments until 
  instructed otherwise. In the unlikely case that a PC wears such garments, 
  and can find a way to get the golem out of this isolated region, they could 
  take the golem along with them as a useful ally, at least until it receives 
  orders to the contrary from a legitimate Orcus priest!
  STONE GOLEM 
   
   
  CR 11
  XP 12,800
  hp 107 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Stone”)
  9D–59. Stair Trap (Cr 6)
  (Sublevel 9D–iii)
  At a landing on a stairwell, a standard issue pit trap dumps anyone 
  unlucky enough to trigger it down an 80 ft. shaft to a rough stone cavern 
  on Sublevel 9D–IV. After activating, the stone lid closes and locks shut, 
  and does not reset until an hour has passed.
  PIT TRAP  
   
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic
  Effect 80 ft. deep pit (8d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10 ft. square area)
  9D–60. The grand Basin (Cr 5)
  (Sublevel 9D–iii)
  This large stone chamber is dominated by a working fountain. On a 
  stone platform to the southwest, a 20 ft. tall statue of a pit fiend stands 
  clutching a pair of human figures; blood-red liquid gushes from their 
  mouths, ears, and rents in their sides, filling the pool with the foul stuff. 
  This liquid is condensed bloodmist, identical to that found in Areas 9D–
  41 and 43 (see above), and apart from its color and foul taste, is harmless. 
  Behind the statue, a passage leads southwest to Area 9D–42.
  Ceiling height in this chamber is 40 ft.; the blood liquid filling the pool 
  is only 2 ft. deep. This is a popular location for blood golems, which feel 
  soothed by the liquid, and there is an 80% probability 1–2 of them are 
  present, sloshing about in the liquid.
  BLOOD GOLEM  
   
  CR 5
  XP 1,600
  hp 38 (Frog God Games The Tome of Horrors Complete, 
  “Golem, Blood”)
  9D–61. Fungus Caverns
  (Sublevel 9D–iV)
  A large colony of pallid white toadstools sprout from the rocky floor in this 
  large cavern. Dire rats can occasionally be found here, along with more deadly 
  creatures hunting them. Double the frequency of wandering encounters.
  9D–62. gallery and Fighting Pit
  (Sublevel 9D–iV)
  This 40 ft. tall, 80 ft. diameter chamber was once considered for use as 
  a fighting pit for goblins before the complex became the tomb of Duke 
  Aerim. A gallery for spectators 30 ft. deep runs along the eastern wall, 10 
  ft. above the pit floor.
  9D–63. Unfinished Construction
  (Sublevel 9D–iV)
  Like Area 9D–62, this chamber is the legacy of an early intent to 
  convert this part of the labyrinth into a home for the faithful of Orcus. 
  When the Duke was interred here and made his influence known, they 
  ended up moving elsewhere. This chamber was being excavated when 
  that long ago decision was made; a few ancient picks with hafts rotted 
  away still lie near the southern wall.
  363
  level 9d
  
  9D–64. Waterfalls
  (Sublevel 9D–iV)
  Two streams merge in a natural cave; the one from the west falls over a 
  20 ft. drop, while the smaller stream from the north drops 40 ft. Water then 
  flows southward and back underground.
  9D–65. Sluice
  (Sublevel 9D–iV)
  Water and other materials sucked through the whirlpool on Sublevel 9D–
  III (Area 9D–58) is flushed through a long, smooth passageway eastwards 
  to where it joins up with another river flowing in from the north. At the 
  point marked 9D–65A, a smooth bore leads straight up to the Bloodways 
  exit cavern (Area 9D–28). Mist drains down through it and merges with the 
  water here. Swim checks against the current have a DC of 35.
  9D–66. Cavern of Fissures
  (Sublevel 9D–iV)
  This large cavern is split by numerous fissures, running north to south. 
  Some are little more than cracks in the floor, while others are large enough 
  to swallow an ogre whole. They range in depth from 10 to 50 ft. Moving 
  around requires a DC 15 Acrobatics check, and if anyone falls into a 
  crack, they take falling damage and are 75% likely to get stuck, requiring 
  a DC 25 Strength check to get back out.
  Note that two of the fissures on the southern end of the cavern actually 
  widen into southward-running passages 20 ft. beneath the cavern’s floor. 
  Locating these without falling into them requires a DC 20 Perception 
  check.
  9D–67. Mordnaissant Lair (Cr 12)
  (Sublevel 9D–iV)
  A nest of 6 mordnaissants have formed an alliance of pain, and have 
  taken over these six caves as their domain. Should one be disturbed, its 
  cries bring the others in 1d4 rounds.
  MORDNAISSANTS (6) 
   
   
  CR 7
  XP 3,200
  hp 94 (see Wandering Monsters, above)
  9D–68. Crystal Obelisk  
  (Cr 13-plus)
  (Sublevel 9D–iV)
  Tucked away off the shadow hunters’ largest lair is a 50 ft. diameter 
  cavern with a strange obelisk of pale blue crystal at its center. The crystal 
  has hardness 10 and 100 hit points. The exact meaning of this obelisk is 
  left to the GM, though here are a few suggestions:
  • The crystal has grown from a gem set in a major magic item; if the 
  crystal is shattered, the item can be retrieved, though it needs repair work 
  equal to 1/4 its market value to be rendered functional.
  • The crystal marks the final resting place of a fallen druid with close 
  ties to the plane of Earth; damaging or breaking the crystal summons 2 
  elder earth elementals to defend the grave.
  • The obelisk is actually a mutated crystalline roper, with all the stats 
  of a standard roper save that it has DR 10/bludgeoning and magic, 100 
  hp, and CR 13; shards of the roper’s body can be sold for up to 15,000 gp.
  9D–69. The Lake
  (Sublevel 9D–iV)
  The southeastern portion of the lowest level of the Bloodways labyrinth 
  is dominated by a large subterranean lake. Water from several streams, 
  many of which have descended from higher sublevels, ultimately lead 
  here. The lake is teeming with blind freshwater fish, along with any other 
  aquatic predators you see fit to provide.
  9D–69A. Upstream
  (Sublevel 9D–iV)
  Three submerged streams empty into this arm of the lake; ledges to the 
  northeast and southwest overlook the area, each 15 ft. above the surface 
  of the water. The current flows southwest, over a waterfall that drops 15 
  ft., with a massive stone dividing the falls into two smaller offshoots. Past 
  this, the lake flows to Area9D–69B, with the only other opening being a 
  small, sandy beach to the northeast.
  9D–69B. Main Lake
  (Sublevel 9D–iV)
  This immense cavern has a ceiling 30-60 ft. high, and a depth of up to 
  80 ft. Several massive pillars help support the ceiling, and a lone rocky 
  island (Area 9D–70) provides footing in the lake. There is an opening 
  to the north leading to Area9–69D, and one in the southwest leading to 
  Area9D–69C. Water exits this cavern through Area9D–69C and through 
  a submerged passage to the southwest, which leads out of the Bloodways 
  and into deeper caverns beneath the earth.
  9D–69C. Downstream
  (Sublevel 9D–iV)
  A long arm of the lake travels westward, with a single opening on the 
  southern wall set 30 ft. above the water level. Eventually the lake comes to 
  another waterfall, this one only 8 ft. high, and thence into a pool at the edge 
  of the purple worm caverns (Area 9D–50). From this final point, a vertical 
  shaft at the bottom of the lake drains water downward into deeper caverns 
  beyond Rappan Athuk. There is one additional passage leading off here, to 
  the south of the waterfall, on a low, rocky ledge. Swimmers heading for the 
  falls can make an easy DC 10 Swim check to end up here instead.
  9D–69D. Cathedral of Water
  (Sublevel 9D–iV)
  This northern antechamber of the lake is populated by a number of 
  natural stone pillars 10-20 ft. in diameter. Symbols of Orcus and other 
  graffiti have been chiseled onto these in a few locations. There are a 
  number of ledges and passages leading off near the edge of this cavern.
  9D–70. The Lonely isle
  (Sublevel 9D–iV)
  This 20 ft. diameter knob of rock seems completely desolate, as in 
  fact it is, save for the permanent teleportation zone at its center. Anyone 
  coming within the centermost 10 ft. of the island is whisked away to a 
  distant location on the surface; the exact location changes every midnight, 
  and is never the same twice.
  364
  level 9d
  
  Level 10: 
  The Lava Pit
  This level contains a huge lava pit, directly connected to a subterranean 
  magma chamber linked to the Plane of Fire. Due to this link, numerous 
  fire creatures live in or visit this area. Great heat emanates from all corners 
  of this complex, as well as to adjoining levels (the tar pits of Level 10A, 
  the hot springs of Level 9A). The area is ruled by a pack of salamanders, 
  evil elemental creatures that serve the demon god Orcus. There are an 
  infinite number of salamanders available for the PCs to encounter, as the 
  magma chamber of this level is linked to the Plane of Fire. The GM should 
  note that a large amount of treasure is present on this level, and should 
  be very careful about letting PCs run off with any of it. Only very clever 
  PCs should be able to escape with any of the gold found here, due to the 
  inherent problems associated with the heat. A map of this level is depicted 
  in Map RA–10.
  GOBLIN WARRIOR 
   
  CR 1/2
  XP 200
  Male goblin warrior 2 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception –1
   
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, 
  +1 size)
  hp 15 (2d10+2 plus 2)
  Fort +4; Ref +2; Will –1 
   
  Speed 30 ft.
  Melee handaxe +3 (1d4/x3) or dagger +3 (1d3/19–20)
  Ranged javelin +5 (1d4) or shortbow +5 (1d4/x3)
   
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +2; CMB +1; CMD 13 
  Feats Improved Initiative
  Skills Ride +10, Stealth +15, Swim +4; Racial Modifiers +4 Ride, 
  +4 Stealth
  Languages Goblin
  Gear leather armor, light wooden shield, handaxe, dagger, 
  2 javelins, shortbow, 20 arrows, 3d4 sp, 2d4 cp.
  GOBLIN LEADER  
   
  CR 4
  XP 1,200
  Male or Female goblin rogue 5 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  NE Small humanoid (goblin)
  Init +5; Senses darkvision 60 ft.; Perception +7
   
  AC 20, touch 17, flat-footed 14 (+3 armor, +5 Dex, +1 dodge, 
  +1 size)
  hp 41 (5d8+10 plus 5) 
  Fort +3; Ref +9; Will +0 
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee dagger +9 (1d3/19–20)
  Ranged shortbow +10 (1d4/x3)
  Special Attacks rogue talents (finesse rogue), rogue talents 
  (weapon training), sneak attack (+3d6)
   
  Str 10, Dex 20, Con 14, Int 13, Wis 8, Cha 8 
  Base Atk +3; CMB +2; CMD 18 
  Feats Dodge, Mobility, Point-Blank Shot, Weapon FinesseB, 
  Weapon Focus (shortbow)B
  Skills Acrobatics +13, Appraise +9, Bluff +7, Climb +8, Disable 
  Device +13, Escape Artist +13, Knowledge (dungeoneering) 
  +8, Perception +7, Ride +10, Stealth +21; Racial Modifiers +4 
  Ride, +4 Stealth
  Languages Common, Goblin
  SQ trapfinding (+2)
  Gear masterwork studded leather armor, shortbow, 40 
  arrows, dagger, mining tools, thieves’ tools, 2d4 sp, 2d4 cp
  LAVA CHILD 
   
  CR 3
  XP 800
  hp 22 (Frog God Games The Tome of Horrors Complete, 
  “Lava Child”)
  ACOLYTES OF ORCUS 
  CR 2
  XP 600 
  Male orc disciple of Orcus 3 (Pathfinder Roleplaying Game 
  Bestiary, “Orc,” see Appendix B)
  Level 10
  Difficulty Level: 12
  Entrances: Stairs from Levels 7A and 9.
  Exits: Stairs to Level 13A.
  Wandering Monsters: Check once every 12 hours on 
  1d20:
   
   1–2 
  1d4 salamanders (see Area 10–7)
   3 
  3d4 goblin warriors—2d4 accompanied by 
   
   
  1d2 goblin leaders 
   4–5 
  3d6 lava children
   5 
  1d6 acolytes of Orcus
   7–20 
  No encounter
   
  Detections: None.
  Shielding: None.
  Continuous Effects: Most of this level radiates severe 
  heat (Areas 10–8, 10, 11, 13, 14, and 17 radiate 
  extreme heat (see the Pathfinder Roleplaying Game 
  Core Rulebook, Environment, “Heat Dangers”, for 
  additional information). Area 10–4 is uncomfortably 
  cold, but not dangerously so.
  Standard Features: Unless otherwise noted, all doors 
  on this level are locked and made of iron (2 in. thick; 
  hardness 10; hp 60; Break DC 28, Disable Device 
  DC 20). All secret doors are made of iron (2 in. thick; 
  hardness 10; hp 60; Break DC 28, Disable Device DC 
  20, Perception DC 20).
  365
  
  366
  level 10
  
  CE Medium humanoid (orc)
  Init +0; Senses darkvision 90 ft.; Perception +2
   
  AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 23 (3d8+3 plus 3) 
  Fort +4; Ref +1; Will +4
  Defensive Abilities orc ferocity
  Weaknesses light sensitivity
   
  Speed 20 ft.
  Melee mwk light mace +7 (1d6+4)
  Special Attacks channel negative energy (DC 9, 2d6, 3/
  day), death’s kiss (1 round, 4/day)
  Spells Prepared (CL 3rd; melee touch +6)
  2nd—aid, ghoul touchD (DC 13)
  1st—cause fearD (DC 12), endure elements, magic weapon, 
  summon monster I
  0 (at will)—create water, detect magic, read magic, virtue
  D Domain spell Domain Undead*
   
  Str 18, Dex 10, Con 13, Int 10, Wis 13, Cha 6 
  Base Atk +2; CMB +6; CMD 16 
  Feats Alignment Channel (evil), Command UndeadB (DC 9), 
  Extra Channel
  Skills Knowledge (planes) +5, Knowledge (religion) +5, 
  Perception +2, Spellcraft +4
  Languages Common, Orc
  SQ undead lord’s proxy, variant channeler
  Combat Gear 2 potions of cure light wounds, potion of 
  entropic shield, wand of inflict light wounds (50 charges); 
  Other Gear masterwork scale mail, masterwork heavy 
  wooden shield, masterwork light mace, 30 gp
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  10–1. Entrance from Level 9
  These stairs lead from Level 9. As the bottom of the stairs is reached, 
  it becomes apparent that great heat permeates all of this level. See 
  “Continuous Effects,” in the side box.
  10–2. Empty rooms
  The occasional piece of junk or debris litters those areas marked 10–2. 
  Only heat tolerant items are found. Paper, wood, and the like have long 
  been destroyed. For such items, treat random items as “ash” or “nothing 
  found.” GMs should also roll a wandering monster check each time PCs 
  enter areas designated “10–2.”
  10–3. The Bone room
  Piles of human and humanoid bones, charred and blackened from the 
  heat, are piled knee-deep all over the room. There is nothing of value 
  or interest here. All souls once found in the bones have been devoured 
  (through demonic sacrifice). Hence, speak with dead and other like spells 
  automatically fail.
  10–4. The Cool room
  This room and this room alone is not affected by the heat of this level. 
  Behind the secret door, fixed in midair, is a permanent freezing sphere. 
  This was placed here so that priests of Orcus could move through this level 
  without dying from the heat during their travels from Level 9. It is far too 
  cold to sleep here; however, spending a few minutes in this room can allow 
  a minute for minute prevention of the heat effects for up to 5 minutes.
  10–5. The Shifting Wall
  This hallway is initially open from the north to the south. If a character 
  makes a careful examination of the floor and succeeds at a DC 30 
  Perception check, they discover scrapings and detects the shifting wall. 
  The wall cannot be triggered nor prevented from triggering in this room. If 
  any of the pit traps (see Areas 10–6 and 10–8) are triggered, the corridor 
  shifts, closing off the northern exit. It remains closed off for 2 weeks, then 
  resets.
  10–6. Traps and Heat (Cr 4)
  This room contains many things that could cause the PCs to waste time 
  and get overheated. Numerous alcoves contain loose bricks and stones, 
  but none contain secret doors or exits. Two large pit traps are on the floor.
  PIT TRAP  
   
  CR 2
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  10–7. The Salamander Cavern  
  (Cr 14)
  This cavern contains a huge pit of lava and is much hotter than the 
  surrounding areas; this room and Areas 10–8, 10, 11, 13, 14, and 
  17 radiate extreme heat (see the Pathfinder Roleplaying Game Core 
  Rulebook, Environment, “Heat Dangers”, for additional information). It 
  is excruciatingly hot in here. There are 15 salamanders in this cavern. 
  These creatures are thoroughly evil and attack anyone who enters the 
  cavern area. They have no treasure (though Area 10–15 has some). They 
  also get help from those salamanders present in Area 10–16.
  SALAMANDERS (15) 
   
   
  CR 6
  XP 2,400
  hp 76 (Pathfinder Roleplaying Game Bestiary, 
  “Salamander”)
  Tactics: The salamanders attack as a group, pairing off to attack each 
  PC until all have at least one attacker. If three or more can manage to 
  attack a single PC, they attempt to grapple and “swim” with their victim in 
  the magma. They fight until reduced to 10 or fewer hp, at which point they 
  jump into the lava and return to their home plane. Each 10 minutes, 1d3 
  salamanders arrive from the Plane of Fire to replace losses and/or patrol 
  the cavern. They are neither particularly bright nor organized.
  Magma: Anyone falling or being pushed into the magma takes 20d6 
  points of fire damage per round immersed, continuing to take fire damage 
  for 2 rounds after being removed. Anything flammable coming within 5 ft. 
  of the magma must succeed on a DC 15 item Fortitude save or be ruined 
  (ignite, melt, boil away, etc.).
  Gate to the Plane of Fire: In this cavern, 40 ft. under the magma surface 
  is a gate to the Plane of Fire. If the GM desires the PCs to adventure there, 
  this access point is available; however, no details are provided here.
  10–8. The Pits of Death (Cr 7)
  These pit traps are similar to those in Area 10–6; however, instead of 
  emptying into a pit, they cause free-fall into the lava pit (Area 10–7)
  367
  level 10
  
  LAVE PIT TRAP  
   
   
  CR 7
  XP 3,200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic
  Effect 30-ft.-deep pit (3d6 falling damage, immersion in 
  lava, see the Pathfinder Roleplaying Game Core Rulebook, 
  “Environment,” lava effects); DC 20 Reflex avoids; multiple 
  targets (all targets in a 10-ft.-square area)
  10–9. Thoqqua Surprise (Cr 7)
  This small cavern radiates heat as does the rest of the level. Attracted to 
  the heat are 6 thoqqua, who burrow periodically into the magma to “keep 
  warm.” They are relatively mindless vermin and fight until slain. They 
  have no treasure.
  THOQQUA (6) 
   
   
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary 2, “Thoqqua”)
  10–10. The Chute to the goblin 
  Barracks (Cr 2)
  This pit trap is similar to those from Areas 10–6 and 8. Instead of 
  being a damaging trap, it simply opens into a slide that deposits the 
  victims into Area 13A–2 on Level 13A, the Goblin Barracks, where the 
  PCs encounter some very surprised goblin guards.
  PIT TRAP  
   
   
  CR 2
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  10–11. The infernal Bridge
  This carved and beautiful bridge spans the cavern and passes over the 
  magma pit detailed in Area 7. It appears to be made of solid gold (it 
  is). The bridge is magically enchanted to resist all forms of fire and heat, 
  and it cannot be melted by anything short of divine power. The bridge 
  weighs over 200,000 pounds and is worth millions of gold pieces. Anyone 
  taking it away draws the enmity of the ruler of the Plane of Fire. This huge 
  treasure, thus, is for show only. It is unlikely that the PCs are capable of 
  moving this bridge.
  10–12. The Salamander Treasure 
  House (Cr 10)
  Behind this secret door (2 in. thick; hardness 10; hp 30; DC 28 
  Break; DC 25 Perception; DC 30 Disable Device) is a vast horde 
  of monetary wealth. The room is filled with gold and silver bullion, 
  368
  level 10
  
  dozens of gems, and other pretties. The only catch is that all of this 
  material is superheated. If placed in any flammable container the 
  material must succeed on a DC 22 item Fortitude save or ignite (or 
  melt). Likewise, handling any of the material deals 1d6 points of 
  fire damage to any exposed flesh it touches each round. This effect 
  is treated as magical fire, so unseen servants and other summoned 
  helpers not immune to fire are damaged as well. The treasure cannot 
  be cooled while it remains on this level. If any material is actually 
  taken out of the room, 2 efreeti guards are called forth from the Plane 
  of Fire to slay the intruders.
  EFREET (2) 
   
   
  CR 8
  XP 4,800
  hp 95 (Pathfinder Roleplaying Game Bestiary, “Genie, 
  Efreeti”)
  Tactics: The efreeti first call for help from Area 10–7 and then 
  commence their attacks. The efreeti create walls of fire in front of the 
  treasure, and then use pyrotechnics to blind all within the area of effect 
  with the smoke. One then wades into melee with a spellcaster, while the 
  other summons aid from the numerous salamanders on this level.
  Treasure: This room contains a total of 28,000 sp; 11,000 gp; and 76 gems 
  of various shapes, sizes, and makes worth approximately 140,000 gp.
  10–13. The island of Heat
  This island in the center of the lava pool contains the magical treasures 
  of the salamanders. Anyone approaching the island within 20 ft. (assumed 
  to be flying) is affected as if they were inside a wall of fire spell (CL 12th). 
  On the island are several magical treasures for those who can brave the 
  heat. These treasures, while very potent, should be almost impossible to 
  retrieve.
  Treasure: On the island in plain sight are a +4 flaming greatsword, 
  a suit of +3 chainmail of improved fire resistance, and a rod of meteor 
  swarm (useable 1/day, CL 18) constructed of red dragon bone.
  10–14. The Farthest Shore  
  (Cr varies, 8 to 13)
  This area contains a rocky beach along the shore of the lava lake, where 
  salamanders sun themselves and practice combat. At any time, there are 
  2d6 salamanders present. They aid those normally found in Area 10–7.
  SALAMANDERS  
   
  CR 6
  XP 2,400
  hp 76 (Pathfinder Roleplaying Game Bestiary, 
  “Salamander”)
  Secret Door: There is a secret door leading to Area 10–16; 2 
  in. thick; hardness 10; hp 60; Break DC 28, Disable Device DC 
  20, Perception DC 20.
  10–15. The Secret Passage
  In the floor of this chamber is a secret back door to the beach and 
  surrounding areas. If the floor is searched, a passage may be discovered 
  leading to Area 10–19.
  Secret Door: 2 in. thick; hardness 10; hp 60; Break DC 28, 
  Disable Device DC 20, Perception DC 20 (floor only).
  10–16. The Salamander guardians 
  (Cr 14)
  This room contains the temple guardians. These 2 noble salamanders 
  prevent entry by any that would disturb Areas 10–18 and 19. They always 
  fight to the death, never asking for nor giving quarter. A large brass gong 
  hangs from a rack in the center of the room. The first action taken by either 
  salamander is to ensure that this gong is rung, warning the priests and sorcerer 
  in the temple area. These salamanders have no treasure other than their spears.
  NOBLE SALAMANDERS (2) 
  CR 12
  XP 19,200
  CE Large outsider (extraplanar, fire) (Pathfinder Roleplaying 
  Game Bestiary, “Salamander”, “Advanced”)
  Init +1; Senses darkvision 60 ft.; Perception +26
   
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 172 (15d10+90)
  Fort +15; Ref +10; Will +7 
  DR 15/magic; Immune fire
  Weaknesses vulnerability to cold
   
  Speed 20 ft.
  Melee longspear +24/+19/+14 (2d6+10 plus 1d8 fire/x3), tail 
  slap +16 (2d8+3 plus 1d8 fire and grab)
  Space 10 ft.; Reach 10 ft. (20 ft. with tail)
  Special Attacks constrict (2d8+7 plus 1d8 fire), heat
  Spell-like Abilities (CL 15th)
  3/day—burning hands (DC 12), fireball (DC 14), flaming 
  sphere (DC 13), wall of fire (DC 15)
  1/day—dispel magic, summon monster VII (Huge fire 
  elemental)
   
  Str 24, Dex 12, Con 22, Int 14, Wis 15, Cha 13
  Base Atk +15; CMB +23; CMD 34 (can’t be tripped) 
  Feats Cleave, Great Cleave, Improved Iron Will, Iron Will, 
  Power Attack, Skill Focus (Perception), Skill Focus (Craft 
  [weaponsmithing]), Vital Strike
  Skills Acrobatics +19, Bluff +19, Craft (weaponsmithing) +30, 
  Intimidate +19, Knowledge (planes) +20, Perception +26, 
  Sense Motive +20, Stealth +15; Racial Modifiers +4 Craft 
  (armorsmithing, blacksmithing, and weaponsmithing)
  Languages Common, Ignan
  Gear +3 longspear
   
  Heat (Ex) A noble salamander generates so much heat 
  that its mere touch deals an additional 1d8 points of fire 
  damage. A salamander’s metallic weapons also conduct 
  this heat.
  Secret Door: There is a stone secret door leading to/from 
  Area 10–14; 2 in. thick; hardness 10; hp 60; Break DC 28, 
  Disable Device DC 20, Perception DC 30.
  10–17. The Back Door (Cr 8)
  This room provides a secret entrance to the inner areas of the 
  Salamander Temple. The door is locked—requiring a successful DC 35 
  Disable Device check to open—and trapped.
  DELAYED BLAST FIREBALL TRAP 
   
   
  CR 8
  XP 4,800
  Type magic; Perception DC 33; Disable Device DC 33
   
  Trigger proximity (alarm); Reset none
  369
  level 10
  
  Effect spell effect (delayed blast fireball, 20d6 fire damage, 
  DC 25 Reflex save for half damage); multiple targets (all 
  targets in Area 10–19)
  10–18. The Hall of the Salamanders
  The secret door leading to this area is relatively easy to find. Once 
  located, the hall may be entered.
  Secret Door: 2 in. thick; hardness 10; hp 60; Break DC 28, 
  Disable Device DC 20, Perception DC 20. Inside, the PCs 
  encounter a strange and terrible sight: bas-relief carvings of 
  demonic fire creatures cover the walls and floors. Stale air 
  and baking hot breezes waft through the room, smelling of 
  sulfur and brimstone. If the gong from Area 10–16 has been 
  sounded, the salamander priests and sorcerer attack the 
  party here (see Area 10–19).
  10–19. The Salamander Temple 
  (Cr 29)
  This is a temple dedicated to an evil fire god. Orcus tolerates its presence, 
  as he and the fire god are sometime allies. In any case, the minions 
  worshipping here also pay homage to the Lord of the Dead and serve to 
  protect his interests as well. This room houses the leaders of the elemental 
  forces present on this level. Inside this temple are 4 noble salamanders, 
  3 noble salamander priests, and Irtuk the salamander sorcerer. These 
  creatures all fight to the death to protect the altar of their god, though Irtuk 
  temporarily flees to arrange aid if the battle looks like it is lost.
  In the center of the chamber is a large block of gravity-defying molten 
  metal; seemingly held up by some strange force field. This altar is in reality 
  a permanent gate to the Plane of Fire. Anyone touching it must succeed 
  on a DC 22 Will save or be transported to that plane. The GM can either 
  continue the adventure there (not described further in this text) or assume 
  anyone transported is simply dead and gone. Anyone succeeding at the 
  save takes 6d6 fire damage from contact with the molten metal and must 
  succeed on a DC 30 Fortitude save or lose the use of the body part with 
  which they touched the altar as it is painfully incinerated. Only powerful 
  healing magic such as regeneration can restore the use of a limb lost in 
  this way The form and substance of this elemental worship is impossible 
  for mortals to understand, though any prisoners captured are cast onto the 
  altar and either burned alive or sent to the Plane of Fire. The only treasure 
  present is the personal magic items of the NPCs.
  IRTUK 
   
   
  CR 28
  XP 819,200
  Male noble salamander sorcerer 17 (Pathfinder Roleplaying 
  Game Bestiary, “Salamander”, “Advanced”)
  CE Large outsider (extraplanar, fire)
  Init +7; Senses darkvision 60 ft.; Perception +33
   
  AC 34, touch 16, flat-footed 30 (+4 armor, +2 deflection, +3 
  Dex, +1 dodge, +1 insight, +10 natural, +4 shield, –1 size)
  hp 382 (15d10+17d6+224 plus 17) 
  Fort +21; Ref +19; Will +21 
  Defensive Abilities moment of prescience; DR 15/magic; 
  Immune cold (120 points), fire; Resist fire 20
  Weaknesses cold
   
  Speed 50 ft. 
  Melee +3 longspear +33/+28/+23/+18 (2d6+13 plus 1d8 fire/
  x3), tail slap +24 (2d8+3 plus 1d8 fire and grab)
  Space 10 ft.; Reach 10 ft. (20 ft. with tail)
  Special Attacks constrict (2d8+7 plus 1d8 fire), heat (1d8 fire 
  fire)
  Spell-Like Abilities (CL 17th; ranged touch +26)
  11/day—elemental ray
  3/day—burning hands (DC 19), fireball (DC 21), flaming 
  sphere (DC 20), wall of fire (DC 22)
  2/day—elemental blast (DC 26)
  1/day—dispel magic, summon monster VII (Huge fire 
  elemental)
  Spells Known (CL 17th; melee touch +29, ranged touch +26) 
  8th (5/day)—irresistible dance (DC 26), moment of 
  prescience†, summon monster VIII (elementals only)
  7th (7/day)—delayed blast fireball (DC 27), elemental body 
  IV, finger of death (DC 25), forcecage (DC 27)
  6th (7/day)—antimagic field, chain lightning (DC 26), 
  greater dispel magic, elemental body III
  5th (7/day)—cloudkill (DC 23), dominate person (DC 23), 
  elemental body II, feeblemind (DC 23), teleport
  4th (8/day)—black tentacles, crushing despair (DC 22), 
  elemental body I, wall of fire, shout (DC 24)
  3rd (8/day)—fireball (DC 23), haste, hold person (DC 21), 
  protection from energy†, vampiric touch
  2nd (8/day)—acid arrow, glitterdust, hideous laughter (DC 
  20), resist energy, scorching ray, see invisibility
  1st (8/day)—burning hands (DC 21), charm person (DC 19), 
  chill touch (DC 19), grease (DC 19), mage armor†, shield†
  0 (at will)—dancing lights (DC 18), detect magic, detect 
  poison, flare (DC 18), mage hand, message, prestidigitation, 
  read magic, touch of fatigue (DC 18)
  Bloodline Elemental (fire)
  † Already cast
   
  Str 24, Dex 16, Con 24, Int 12, Wis 18, Cha 26 
  Base Atk +23; CMB +31 (+35 to grapple); CMD 48 (can’t be 
  tripped)
  Feats Alertness, Cleave, Deceitful, DodgeB, Empower Spell, 
  Eschew MaterialsB, Extend Spell, Great Cleave, Greater 
  Spell Focus (evocation), Improved Initiative, Iron Will, 
  Lightning ReflexesB, Power Attack, Quicken Spell, Skill Focus 
  (Perception), Skill Focus (Craft [weaponsmithing]), Spell 
  Focus (evocation), Vital Strike, Weapon Focus (longspear)
  Skills Acrobatics +22, Bluff +35, Craft (weaponsmithing) 
  +29, Disguise +10, Intimidate +28, Knowledge (planes) +24, 
  Perception +33, Sense Motive +26, Spellcraft +25, Stealth 
  +18; Racial Modifiers +4 Craft (armorsmithing, blacksmithing, 
  weaponsmithing)
  Languages Common, Ignan
  SQ bloodline arcana, elemental movement
  Gear lesser rod of maximize spell,+3 longspear, ring of 
  protection +2, headband of alluring charisma +4, dusty 
  rose ioun stone, platinum chain with star burst ruby pendant 
  (1,500 gp)
  NOBLE SALAMANDER PRIESTS (3) 
  CR 21
  XP 102,400
  Male noble salamander cleric of god of fire 10 (Pathfinder 
  Roleplaying Game Bestiary, “Salamander”, “Advanced”)
  CE Large outsider (extraplanar, fire)
  Init +5; Senses darkvision 60 ft.; Perception +29
   
  AC 22, touch 12, flat-footed 21 (+2 deflection, +1 Dex, +10 
  natural, –1 size)
  hp 327 each (15d10+10d8+175 plus 25) 
  Fort +25; Ref +15; Will +21; +4 vs. death effects, death spells 
  DR 15/magic; Immune negative energy, fire; Resist fire 10; SR 
  22
  Weaknesses cold
   
  Speed 20 ft.
  Melee +3 longspear +31/+26/+21/+16 (2d6+12 plus 1d8 fire/
  x3), tail slap +22 (2d8+3 plus 1d8 fire plus grab)
  370
  level 10
  
  Space 10 ft.; Reach 10 ft. (20 ft. with tail)
  Special Attacks channel negative energy (DC 19, 5d6, 7/
  day) , constrict (2d8+6 plus 1d8 fire), heat (1d8 fire fire), 
  scythe of evil (5 rounds, 1/day)
  Spell-Like Abilities (CL 15th) 
  3/day—burning hands (DC 15), fireball (DC 17), flaming 
  sphere (DC 16), wall of fire (DC 18)
  1/day—dispel magic, summon monster VII (Huge fire 
  elemental)
  Domain Spell-Like Abilities (CL 10th; ranged touch +23)
  8/day—fire bolt, touch of evil
  Spells Prepared (CL 10th; ranged touch +23) 
  5th—fire shieldD, flame strike (DC 20), slay living (DC 20), spell 
  resistance†
  4th—death ward†, freedom of movement, poison, unholy 
  blight (DC 19), wall of fireD
  3rd—bestow curse (DC 18), blindness/deafness (DC 18), 
  cure serious wounds, fireballD (DC 18), invisibility purge
  2nd—bear’s endurance, cure moderate wounds, hold 
  person, produce flameD (DC 17), sound burst (DC 17), 
  spiritual weapon
  1st—bane (DC 16), bless, burning handsD (DC 16), cure light 
  wounds (x3), divine favor
  0 (at will)—create water, detect poison, mending, read magic
  D Domain spell Domains Evil, Fire
   
  Str 22, Dex 12, Con 24, Int 16, Wis 20, Cha 18 
  Base Atk +22; CMB +29 (+33 to grapple); CMD 42 (can’t be 
  tripped)
  Feats Bleeding Critical, Cleave, Critical Focus, Great Cleave, 
  Improved Initiative, Iron Will, Power Attack, Selective 
  Channeling, Skill Focus (Perception), Skill Focus (Craft 
  [weaponsmithing]), Toughness, Vital Strike, Weapon Focus 
  (longspear)
  Skills Acrobatics +22, Bluff +22, Craft (weaponsmithing) 
  +31, Diplomacy +24, Intimidate +22, Knowledge (arcana) 
  +21, Knowledge (planes) +21, Knowledge (religion) +21, 
  Perception +29, Sense Motive +23, Spellcraft +26, Stealth 
  +20; Racial Modifiers +4 Craft (armorsmithing, blacksmithing, 
  weaponsmithing)
  Languages Common, Ignan
  SQ aura
  Gear +3 longspear, ring of protection +2, cloak of resistance +2
  NOBLE SALAMANDER (4)  
   CR 10
  XP 9,600
  hp 162 (see Area 10–16)
  Tactics: The salamanders fight to the death. Every morning, Irtuk casts 
  an extended mage armor on himself followed by moment of prescience. 
  If the group hears the gong from the outer room, Irtuk casts shield and 
  protection from energy (cold). The priests cast death ward and spell 
  resistance. All of these spells are included in the stat block above. If 
  there’s still time, Irtuk casts see invisibility and the priests cast bless. 
  These second effects are not included above.
  When combat begins, Irtuk opens by targeting a melee-oriented target 
  with dominate person, hoping to add one more meat shield. The priests 
  cast shatter on the melee weapons. If opponents seem to prefer to engage 
  in melee combat, Irtuk casts haste to improve his group’s abilities. If a 
  single target seems to rely heavily on spellcasting (especially somebody 
  who appears to be a wizard or sorcerer), Irtuk moves in (using Acrobatics 
  if necessary,) and casts anti-magic field and engages that target in melee 
  combat.
  The priests choose their spells wisely, covering further buffs for their 
  group with deadly targeted spells such as slay living.
  The elite salamanders simply attack, trying to keep the PCs away from 
  the spellcasters until they are ready to join the fray.
  371
  level 10
  
  Level 10A: 
  The great Cavern
  This level is comprised of one enormous cavern and numerous side 
  caves, and is home to a wide variety of monsters, including goblins, giant 
  ants, a massive purple worm, undead, and shambling mounds. Wandering 
  monsters, however, are perhaps the greatest threat, as the PCs are going to 
  spend most of their time in the “open” where the sound of their combat is 
  likely to attract other creatures. A map of this level is depicted in Map RA–
  10A. Several areas are more finely mapped in RA–10 Detail Maps 1–2.
  TROLL 
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  GIANT WORKER ANTS 
   
  CR 1
  XP 400
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Ant, Giant”)
  GIANT SOLDIER ANTS 
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Ant, Giant”)
  WILL-O’-WISP 
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o’-Wisp”)
  GARGOYLE 
   
   
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary, “Gargoyle”)
  GHOUL  
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  STIRGE  
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  XORN 
   
   
  CR 6
  XP 2,400
  hp 66 (Pathfinder Roleplaying Game Bestiary, “Xorn”)
  Difficulty Level: 12
  Entrances: River channel from Levels 6, 6A, 9A; stairs from 
  Level 8.
  Exits: Tar pit ladder to Level 12; river to Level 12; secret 
  passage to Level 9B; river passage to surface
  (Area 10).
  Wandering Monsters: Wandering monsters are a constant 
  threat in the Great Cavern. Roll every 30 minutes on 1d20 
  and consult the following chart. If combat occurs in the 
  open — that is, not behind a closed door or in a side 
  cave — the GM should roll again on the same chart after 
  five rounds of combat to see if the noise attracts other 
  creatures.
   
   
  1 
  1d2 caterprisms (see Area 10A–4)
   
  2 
  1d3+1 trolls
   3–6 
  3d6 worker ants and 2d4 soldier ants
   
  7 
  1 will-o’-wisp
   
  8 
  2d4 gargoyles
   
  9 
  3d6 ghouls
   10 
  2d6 stirges
   11 
  1 xorn
   12 
  2d4 goblin miners and 1 goblin leader 
   
   
  (see Area 10A–22)
   13–20 
  No encounter
   
  Detection: Great evil is detectable in Areas 10A–12 and 
  10A–19.
  Standard Features: In general, the roof of this enormous 
  cavern is anywhere from 80 to 90 ft. high, except where 
  noted and in the side caves. Fungus encrusts most 
  surfaces on this level; 20% of the fungus is edible, while 
  10% is poisonous (DC 16 Fortitude save or take 1d6 
  Con damage/1d6 Con damage). A DC 20 Knowledge 
  (dungeoneering or nature) or Survival check allows PCs 
  to determine which are edible. (Gnomes and other 
  underground creatures gain a +2 bonus to their checks.)
  Unless otherwise noted, all secret doors are made of 
  stone (2 in. thick; hardness 8; hp 40; Break DC 22, Disable 
  Device DC 20, Perception DC 20).
  The River and Swimming: Unless PCs have some way to 
  avoid swimming (e.g., flying, water walking), they will 
  encounter difficulties navigating this level. For instance, 
  all down-gradient movement (north of Area 8–4) is a 
  lethal, one-way trip. The channel near Area 10A–3 runs 
  swift and deep, and no normal human could possibly 
  swim against this current (DC 45 Swim check). This is the 
  entrance area from Level 6A. The river entrance from 
  Level 6 is less hazardous and can be navigated with a 
  DC 15 Swim check, as the water stagnates and becomes 
  fairly shallow near Area 10A–5. The river from Level 7A 
  is also located here. The river passage from Level 9A is 
  similarly easy to swim and can even be waded in many 
  places. The river passage to Level 11 flows from the huge 
  central lake south and out of the cavern. It follows a 
  relatively deep yet slowly flowing passage leading to 
  the bottom of the lake in the center of Level 11 (Area 
  11–7). The final 200 yards of this passage are underwater, 
  requiring a DC 30 Swim to survive.
  All other exits off the mapped area cannot be navigated 
  and do not exit nor have adequate breathing space. If 
  any PCs exit down one of these tunnels they are doomed 
  (unless they can breathe water), as the river flows 
  through a subterranean sluice and does not resurface.
  Level 10A
  372
  
  373
  level 10a
  
  374
  level 10a
  
  375
  level 10a
  
  376
  level 10a
  
  10A–1. Tomb Entrance (Cr 2)
  The door to this side cave is locked. The ceiling here is low — only 4 1/2 
  ft. tall — forcing Medium creatures to crouch, reducing their movement 
  by a third and incurring a –2 circumstance penalty to their AC. Large 
  creatures must crawl (half movement and –5 circumstance penalty to AC). 
  Huge creatures cannot enter this cave. Small creatures are unaffected.
  Sharp Drop: The floor in the south drops down 20 ft. to a large pit 
  filled with sharp rocks. Unless the PCs’ light source is equal to daylight, 
  they must succeed at a Perception check (see below) or stumble down the 
  steep slope.
  20 ft. DROP 
   
   
  CR 1
  XP 400
  Type mechanical; Perception DC 15/20 with no light; Disable 
  Device N/A
   
  Trigger location; Reset manual
  Effect 20-ft. drop (2d6 falling damage); DC 20 Reflex avoids
  Open Pit: There is also a 10 ft. pit against the southern wall near the 
  entrance. The PCs must succeed at a Perception check (see below) or fall 
  into the hole. The pit is 5 ft. square.
  OPEN PIT TRAP   
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); DC 20 Reflex 
  avoids
  Secret Door: There is a stone secret door (2 in. thick; hardness 
  8; hp 40; Break DC 22, Disable Device DC 20, Perception DC 
  20) on the southern wall of the pit that leads to the tunnel to 
  Area 10A–2.
  10A–2. The guarded Tomb (Cr 11)
  Three unmarked sarcophagi sit against the western wall of this cave. 
  A stone golem, placed here centuries ago to guard the tomb’s unnamed 
  occupants, attacks anyone who enters.
  STONE GOLEM 
   
   
  CR 11
  XP 12,800
  hp 107 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Stone”)
  All three sarcophagi contain nothing but the bones of long-dead humans 
  and dust.
  Secret Compartment: The middle sarcophagus has a secret 
  compartment, discoverable on a DC 25 Perception check. 
  Unfortunately, opening this compartment causes the ceiling 
  to collapse, burying the sarcophagi and everyone within 
  5 ft. of them in rocks. Once the trap has been triggered, 
  the sarcophagi and any PCs who fail their saving throws 
  are trapped beneath a pile of rocks that takes one hour to 
  clear. The secret compartment contains the treasure.
  FALLING ROCK TRAP 
   
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 23; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect Atk +15 melee (rocks; 6d6); multiple targets (all targets 
  within 1 square of the sarcophagus)
  Treasure: 2,600 gp; a silver box inlaid with gems worth 2,000 gp;  
  3 gold cat figurines with diamond eyes worth 750 gp each.
  10A–3. river Entrance and Lesser 
  gibbering Orb Chasm (Cr 11)
  The chasm, whose steep rocky walls are 30 ft. high and require a 
  successful DC 15 Climb check to descend, is home to a lesser gibbering 
  orb named Villix. Villix defends his chasm fiercely and attacks anyone 
  attempting to climb into it (see Tactics below).
  Villix is looking for someone or something to do a job for him. This 
  lesser gibbering orb is a sworn enemy of Gundar, the variant floating eye 
  on Level 8, Area 8–8. Recently, Gundar sent four high-level goblins to the 
  great cave to slay Villix. They failed and have since been devoured, but 
  Villix himself was nearly killed in the combat and wants revenge. Thus, if 
  he spies the PCs near his chasm, he flies up and offers them the following 
  deal: for the eyes of Gundar (as proof of his death), he rewards the PCs 
  with a wand of ice storm (see Treasure, below). If the PCs accept, Villix 
  is true to his word and rewards them with the wand. If the PCs refuse, he 
  leaves them alone, but warns them not to venture into this chasm.
  VILLIX 
   
  CR 11
  XP 12,800
  CE Large aberration
  Init +7; Senses darkvision 60 ft.; Perception +23
   
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 91 (14d8+42)
  Fort +7; Ref +7; Will +13 
  Defensive Abilities all-around vision; Immune critical hits, 
  flanking; SR 21
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 6 bites +12 (1d8+3 plus grab)
  Ranged 6 eye rays +13 touch 
  Space 10 ft.; Reach 5 ft.
  Special Attacks eye rays, gibbering (60 ft., Will DC 23), 
  steal spell, steal spell-like ability, swallow whole (1d8 acid 
  damage, AC 14, hp 9)
  Spell-like Abilities (CL 14th, save DC 16 + spell level)
  Constant—fly
  At will— one stolen spell or spell-like ability per round
   
  Str 16, Dex 17, Con 17, Int 20, Wis 14, Cha 22
  Base Atk +10; CMB +14 (+18 grapple); CMD 27 (can’t be 
  tripped) 
  Feats Diehard, Endurance, Flyby Attack, Improved Initiative, 
  Iron Will, Vital Strike, Weapon Focus (eye ray)
  Skills Acrobatics +20, Fly +22, Intimidate +23, Knowledge 
  (arcana) +22, Knowledge (dungeoneering) +19, Linguistics 
  +19, Perception +23, Sense Motive +16, Stealth +16;  
  Racial Modifiers +4 Perception
  Languages all
  SQ flight
   
  Eye Rays (Su) Six of the eyes can produce a magical ray 
  per round, with each eye emulating a spell from among 
  the list of spells below as if cast by a 14th-level caster. The 
  save DCs, where applicable, are 16 + spell level. A gibbering 
  orb has no directional limitations on where it can point its 
  eye rays, because the eyes orbiting around its body drift 
  and float wherever needed. However, a gibbering orb can 
  never aim more than three rays at any single target, due to 
  limitations of aiming. All rays have a range of 80 feet. Each 
  377
  level 10a
  
  of these effects functions as a ray, regardless of the normal 
  parameters of the spell it resembles. That is, each is usable 
  against a single target and requires a ranged touch attack. 
  The eye rays are: daze monster, dispel magic, flaming 
  sphere, inflict moderate wounds, magic missile, and ray of 
  enfeeblement. The save DC is Charisma-based.
  Flight (Sp) The gibbering orb’s body is naturally buoyant. This 
  buoyancy allows it to cast fly, as the spell, as a free action, 
  at a speed of 30 ft. This buoyancy also grants it a permanent 
  feather fall effect with personal range. 
  Gibbering (Su) As a free action, no more than once per 
  1d4 rounds, a gibbering orb can emit a cacophony of 
  maddening sound. All creatures other than gibbering 
  mouthers and gibbering orbs within 60 feet must succeed 
  on a DC 23 Will save or be confused for 1d4 rounds. This is a 
  mind-affecting compulsion insanity effect. A creature that 
  saves cannot be affected by the same orb’s gibbering for 
  24 hours. The save DC is Charisma-based.
  Steal Spell/Steal Spell-Like Ability (Su) When a creature dies 
  by being swallowed whole (or when a creature killed by 
  the gibbering orb in some other fashion is eaten by it), the 
  gibbering orb absorbs the creature’s known spells, prepared 
  spells, and spell-like abilities. The orb can use any one of those 
  abilities per round as a free action. Each originates from an 
  eye that is not producing an eye ray (see above) that round. 
  Stolen spells and spell-like abilities are lost after 24 hours.
  Tactics: Villix attempts to attack intruders as they are making their way into 
  the chasm. He is quite vicious and uses his blindness, inflict moderate wounds, 
  and ray of enfeeblement rays first. If possible, of course, Villix positions himself 
  so that all six rays can be used simultaneously. If Villix is reduced to half his hit 
  points, he attempts to flee. If unable to flee, he bargains for his life, offering the 
  Treasure in exchange for quarter. If no quarter is given, he fights to the death.
  Treasure: Villix stored the goblins’ more precious items in a nook in 
  the northern wall of the chasm, discoverable on a DC 25 Perception check. 
  Here can be found two small suits of masterwork chainmail, a small suit 
  of masterwork studded leather armor, four masterwork light crossbows, 
  sixty masterwork crossbow bolts, three masterwork short swords, a +1 
  short sword, a +1 buckler, and a wand of ice storm (CL 7th, 18 charges).
  10A–4. Caterprism Lair  
  (Cr varies, 6 to 13)
  As the PCs near Area 10A–4A they notice a caterprism pacing back and 
  forth in front of a cave entrance. The caterprism attacks anyone who approaches 
  within 30 ft., but ignores anyone who keeps their distance and takes no hostile 
  action. The caterprisms are wary of Villix (as are most of the other denizens of 
  this level), and so do not guard the two cave entrances near his chasm.
  CATERPRISM 
   
   
  CR 6
  XP 2,400
  hp 57 (Frog God Games The Tome of Horrors Complete, 
  “Caterprism”)
  Lair: The lair itself is a huge cavern with 40 ft. high ceilings. Two 
  rock formations — one 35 ft. tall, the other 20 ft. tall — and a 40 ft. deep 
  sinkhole dominate the center of the cave. Anyone falling into the sinkhole 
  suffers 3d6 points of falling damage.
  Inside the cave are a total of 13 caterprisms, including the one 
  stationed at the door at Area 10A–4A. They are scattered throughout: 
  one caterprism at B, four at C, four at D, and three at E. If attacked, the 
  caterprisms let out a high keening sound that alerts the other caterprisms 
  that intruders have entered the cave. Once the alarm has been given, 
  reinforcements arrive in 4 to 8 rounds, depending on how far they are 
  from the sight of the combat.
  CATERPRISMS (12) 
   
  CR 6
  XP 2,400
  hp 57 (Frog God Games The Tome of Horrors Complete, 
  “Caterprism”)
  10A–5. river Entrance
  PCs exiting Levels 6 and 7A via the river channel are deposited here.
  10A–6. Mithral Vein  
  (Cr varies, 6 to 10)
  Both entrances to these veins are hidden, requiring a successful DC 
  15 Perception to discover. In both locales can be found 1,000 pounds of 
  50%-grade mithral ore (25 gp value per pound). There is a 60% chance 
  that 1–4 caterprisms from Area 10A–4 are here. They love the ore and 
  attack anyone who enters.
  CATERPRISMS 
   
   
  CR 6
  XP 2,400
  hp 57 (see Area 10–4)
  10A–7. Chasm and Bridge
  The river, 8 to 15 ft. deep at this point, flows through a channel cut 
  between mountainous rock formations. The rock formations rise 30 to 
  40 ft. into the darkness, and the western formations have steep ledges 
  dropping 15 ft. The chasm is 200 ft. deep, and its walls are smooth and 
  damp. A successful DC 20 Climb check is required to navigate these cliffs.
  Stone Bridge and Illusion: There is a well-made stone bridge that 
  spans the chasm; however, a 5 ft. wide portion in the middle of the bridge 
  is actually illusory. Anyone unfortunate enough to fall through this section 
  of the bridge drops 200 ft. to the river below, suffering 20d6 points of 
  falling damage. Like the spell illusory wall, the nature of the floor 
  becomes apparent once the PCs interact with it, though they continue to 
  see the illusion unless they succeed at a DC 17 Will save.
  10A–8. gargoyle Ledge  
  (Cr varies, 6 to 13)
  A high ledge (25 ft.) is home to a wing of 30 gargoyles, although only 
  20 to 25 (1d6+19) of them are ever present at one time. If the PCs pass 
  within 30 ft. of the ledge at ground level, 2d4 gargoyles swoop down 
  and attack. If the PCs prove too difficult (one or two gargoyles killed 
  in the first three rounds), the monsters retreat to the ledge and warn the 
  remaining gargoyles of the potential threat. All the gargoyles attack 
  anyone attempting to scale the ledge walls (a DC 20 Climb check) or 
  flying within 20 ft. of the ledge.
  GARGOYLES (30) 
   
   
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary, “Gargoyle”)
  Treasure: A character that succeeds on a DC 12 Perception check finds, 
  squeezed between a pile of rocks in the northwest, the body of a human 
  priest of a NG sun god. The gargoyles have not gotten around to eating 
  this poor fellow, though they will soon. He wears a suit of masterwork 
  plate mail, has a masterwork heavy steel shield, a +1 morningstar, and, 
  in his backpack, a small wooden box. The box is locked, and requires a 
  successful DC 20 Disable Device check to get into. It contains 110 gp and 
  a potion of protection from energy (fire) (CL 5th).
  378
  level 10a
  
  10A–9. Entrance from Level 8
  These stairs lead down from Level 8, Area 8–14 above. They are 
  neither trapped nor dangerous in any way.
  10A–10. Devil Horns
  Both of these short passages are covered in hieroglyphs and paintings 
  depicting devils and demons engaged in unspeakable atrocities. Though 
  harmless, the PCs get a dark and unsettling feeling while viewing these 
  hideous images.
  10A–11. The Mother of All 
  Purple Worms (Cr 15)
  This wide tunnel stretches north 100 ft. before opening into a huge cavern 
  (200 ft. x 300 ft.), wherein lives a purple worm of massive proportions. 
  If the worm bothers to notice the PCs, it attacks immediately. More than 
  likely, though, it cannot be bothered with something as small as humanoids.
  MOTHER OF ALL PURPLE WORMS  
   CR 15
  XP 51,200
  Female advanced purple worm (Pathfinder Roleplaying 
  Game Bestiary, “Purple Worm”)
  N Gargantuan magical beast 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.;  
  Perception +32
   
  AC 30, touch 6, flat-footed 30 (+24 natural, –4 size)
  hp 406 (28d10+252) 
  Fort +25; Ref +18; Will +10 
   
  Speed 20 ft., burrow 20 ft., swim 10 ft.
  Melee bite +39 (4d8+14/19–20 plus grab), sting +39 (2d8+14 
  plus poison)
  Space 20 ft.; Reach 15 ft.
  Special Attacks poison, swallow whole (4d8+21 bludgeoning 
  damage, AC 22, hp 40)
   
  Str 39, Dex 10, Con 29, Int 1, Wis 12, Cha 12
  Base Atk +28; CMB +46 (+48 to bull rush, +50 to grapple); 
  CMD 56 (58 vs. bull rush, can’t be tripped)
  Feats Awesome Blow, Bleeding Critical, Critical Focus, 
  Critical Mastery, Improved Bull Rush, Improved Critical (bite), 
  Lightning Reflexes, Lunge, Power Attack, Sickening Critical, 
  Staggering Critical, Stunning Critical, Weapon Focus (bite), 
  Weapon Focus (sting)
  Skills Perception +32, Swim +22 
   
  Poison (Ex) Sting—Injury; save Fort DC 33; frequency 1/round 
  for 6 rounds; effect 1d4 Str damage; cure 3 consecutive 
  saves.
  10A–12. The Mummies’ Crypts 
  (Cr 21)
  Thirty feet up on the northern wall is a ledge beyond which is a large 
  cave. Unless they are flying, PCs must succeed on a DC 30 Perception 
  check to discover the ledge and cave in normal lighting. In daylight-
  equivalent lighting the DC is 25. The cave itself, in addition to being quite 
  large (15 ft. high ceiling), also appears to contain nothing but bones and 
  dung — possibly from bats or stirges.
  Secret Doors: There are, in fact, two secret doors (2 in. thick; 
  hardness 8; hp 40; DC 22 Break, DC 25 Disable Device, DC 
  28 Perception). Both are very hard to detect, locked, and 
  trapped (see below).
  SECRET DOOR A, POISON GAS EXPLOSION 
  CR 5
  XP 2,400
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect poison cloud (affects all creatures within 20 ft. of the 
  door; save Fort DC 18; frequency  1/round for 4 rounds; 
  effect 1d6 Con; cure 1 save)
  SECRET DOOR B, FIREBALL TRAP 
   
   
  CR 4
  XP 1,600
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 10d6 fire damage, CL 10th, DC 14 
  Reflex save for half damage); multiple targets (all targets in 
  a 20-ft.-radius burst centered on door)
  Inner Crypts: Beyond the secret doors lie two crypts, both homes 
  to powerful mummies. The crypts are more or less identical: a stone 
  sarcophagus on a raised marble platform, and smooth stone walls painted 
  with swirls of red and black. A mummy rises from its sarcophagus and 
  attacks as soon as its crypt is entered. Furthermore, when one crypt is 
  entered the other mummy rises and joins the combat, probably surprising 
  the PCs from the rear.
  GM Note: each mummy is able to open and close the door to his crypt 
  without setting off the trap. The mummy in Area 12A is Plethor, who was 
  in life a 15th-level cleric; the mummy in Area 12b is Xillin, who was in 
  life a 15th-level wizard.
  PLETHOR 
  CR 19 
  XP 102,400
  Male mummy cleric of Orcus 15 (Pathfinder Roleplaying 
  Game Bestiary, “Mummy”)
  NE Medium undead 
  Init +5; Senses darkvision 60 ft.; Perception +26
  Aura despair (27 ft., paralyzed for 1d4 rounds, Will DC 27 
  negates) 
   
  AC 27, touch 11, flat-footed 26 (+5 armor, +1 Dex, +11 
  natural)
  hp 218 (23d8+115) 
  Fort +17; Ref +12; Will +25 
  DR 5/—; Immune undead traits
  Weaknesses vulnerability to fire
   
  Speed 20 ft.
  Melee+2 keen shock shortspear +26/+21/+16/+11 (1d6+12 
  plus 1d6 electricity/19–20) or slam +25 (1d8+10 plus mummy 
  rot)
  Special Attacks channel negative energy (9/day, DC 21, 
  8d6), destructive aura (+7, 9/day), destructive smite (+7, 15 
  rounds/day), disease (mummy rot, DC 25)
  Domain Spell-Like Abilities (CL 15th; melee touch +24)
  9/day—bleeding touch
  Spells Prepared (CL 15th; melee touch +24, ranged touch 
  +18) 
  8th—earthquakeD, stormbolts* (DC 24)
  7th—blasphemy (DC 23), destruction (DC 23), disintegrateD 
  (DC 23)
  6th—banishment (DC 22), blade barrier (DC 22), greater 
  dispel magic, harmD (DC 22), summon monster VI
  5th—greater command (DC 21), insect plague, shoutD (DC 
  21), slay living (DC 21), spell resistance, summon monster V
  379
  level 10a
  
  4th—death wardD, dismissal (DC 20), divine favor, order’s 
  wrath (DC 20), spell immunity, unholy blight (DC 20)
  3rd—bestow curse (DC 19), deeper darkness, dispel magic, 
  invisibility purge, rageD, wind wall
  2nd—aid, bull’s strength, death knell D (DC 18), desecrate, 
  resist energy, shatter (DC 18), sound burst (DC 18)
  1st—bless, deathwatch, divine favor, doom (DC 17), 
  obscuring mist, sanctuary (DC 17), true strikeD
  0 (at will)—detect magic, guidance, light, read magic
  D Domain spell Domains Destruction, Death
   
  Str 24, Dex 12, Con —, Int 8, Wis 22, Cha 19 
  Base Atk +17; CMB +24; CMD 35 
  Feats Ability Focus (despair), Bloody Assault*, Command 
  Undead, Extend Spell, Extra Channel, Improved Initiative, 
  Lightning Reflexes, Power Attack, Selective Channeling, Skill 
  Focus (Perception), Toughness, Weapon Focus (slam)
  Skills Knowledge (arcana) +12, Knowledge (religion) +12, 
  Perception +26, Spellcraft +17, Stealth +12 
  Languages Common
  SQ aura, death’s embrace
  Combat Gear wand of hold person (CL 6th, 21 charges); 
  Other Gear +1 chain shirt, +2 keen shocking shortspear, 
  amulet of natural armor +1, cloak of resistance +2, holy 
  symbol, spell component pouch
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  XILLIN 
   
   
  CR 19
  XP 102,400
  Male mummy wizard 15 (Pathfinder Roleplaying Game 
  Bestiary, “Mummy”)
  LE Medium undead 
  Init +5; Senses darkvision 60 ft.; Perception +31
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 25 negates)
   
  AC 23, touch 13, flat-footed 22 (+2 deflection, +1 Dex, +10 
  natural)
  hp 218 (8d8+15d6+92 plus 46) 
  Fort +14; Ref +13; Will +17 
  Defensive Abilities evasion; DR 5/—; Immune undead traits
  Weaknesses vulnerability to fire
   
  Speed 20 ft.
  Melee slam +21 (2d6+10 plus mummy rot)
  Special Attacks disease (mummy rot, DC 25), hand of the 
  apprentice (9/day)
  Spells Prepared (CL 15th; ranged touch +14) 
  8th—maze
  7th—finger of death (DC 23), forcecage (DC 23)
  6th—acid fog, chain lightning (DC 22), disintegrate (DC 22), 
  mass suggestion (DC 22)
  5th—baleful polymorph (DC 21), dominate person (DC 21), 
  feeblemind (DC 21), summon monster V, waves of fatigue
  4th—enervation, ice storm, lesser globe of invulnerability, 
  rainbow pattern (DC 20), shout (DC 20)
  3rd—fly, protection from energy, ray of exhaustion, stinking 
  cloud (DC 19), vampiric touch
  2nd—glitterdust (DC 18), hideous laughter (DC 18), 
  extended mage armor,† protection from arrows, spectral 
  hand, web (DC 18)
  1st—chill touch, grease, obscuring mist, ray of 
  enfeeblement, shocking grasp, silent image (DC 17)
  0 (at will)—acid splash, detect magic, ghost sound (DC 16), 
  touch of fatigue
  † already cast
   
  Str 24, Dex 12, Con —, Int 22, Wis 8, Cha 19 
  Base Atk +13; CMB +20; CMD 33 
  Feats Brew Potion, Combat Casting, Craft Wondrous 
  ItemB, Extend SpellB, Greater Spell Penetration, Improved 
  Initiative, Improved Natural Attack (slam), Lightning Reflexes, 
  Power Attack, Scribe ScrollB, Skill Focus (Perception), Skill 
  Focus (Knowledge [arcana]), Spell Penetration, Still SpellB, 
  Toughness, Weapon Focus (slam)
  Skills Appraise +19, Fly +14, Knowledge (arcana) +38, 
  Knowledge (dungeoneering) +24, Knowledge (engineering) 
  +13, Knowledge (history) +14, Knowledge (local) +21, 
  Knowledge (planes) +21, Knowledge (religion) +21, 
  Linguistics +14, Perception +31, Sense Motive +25, Spellcraft 
  +32, Stealth +27 
  Languages Abyssal, Celestial, Common, Draconic, Dwarven, 
  Elven, Giant, Infernal, Orc, Sylvan, Terran, Undercommon
  SQ arcane bond (ring), metamagic mastery (4/day)
  Combat Gear wand of magic missiles (CL 7th, 27 charges); 
  Other Gear ring of protection +2, cloak of resistance +3, ring 
  of evasion, spell component pouch.
  Spellbook: In addition to his prepared spells, Xillin’s spellbook 
  contains:
  0—All
  1st—hold portal, identify, magic missile, shield, true strike
  2nd—detect thoughts, fog cloud, ghoul touch, summon 
  monster II, touch of idiocy
  3rd—clairaudience/clairvoyance, dispel magic, lightning 
  bolt, tiny hut
  4th—arcane eye, dimensional anchor, scrying, solid fog
  5th—cloudkill, contact other plane, magic jar, sending
  6th—analyze dweomer, legend lore, repulsion, summon 
  monster VI
  7th—plane shift, vision
  8th—discern location, prismatic wall
  Tactics: What spells the mummies choose to cast depends greatly 
  on which secret door is opened first. Plethor prefers spells to melee, 
  but if engaged uses his shortspear over his slam attack. Xillin attempts 
  to cast protection from energy (fire), summon monster V, lesser globe of 
  invulnerability, and spectral hand before casting his offensive spells and 
  using his wand. He especially enjoys casting spells that normally have 
  a touch range, such as vampiric touch, shocking grasp, and (especially) 
  enervation through his spectral hand. 
  10A–13. The Door to Nothing
  A large shelf-cave lies 25 ft. up on the southern wall of this wide tunnel. 
  On the southern wall of the cave is a pair of iron double doors set into a 
  finely made stone wall. The room beyond the doors was once a vault that 
  housed a fortune in mithral. Unfortunately, all of the mithral was eaten by 
  a xorn. The vault is entirely empty now.
  Locked Iron Double Doors: 6 in. thick; hardness 10; hp 200; 
  Break DC 35; Disable Device DC 35.
  10A–14. Fungus garden and 
  Fungus Man Colony 
  (Cr varies, 0 to 15)
  A large fungus garden, spanning both sides of the river, grows in this 
  corner of the Great Cavern. All varieties of bizarre, Under Realms fungus 
  can be found here, most of which are edible, some of which are even tasty. 
  If the PCs decide to experiment on their own with the fungus, assume 
  there is a 10% chance every time they try a new variety that the mushroom 
  is poisonous (save Fort DC 15; frequency 1/round for 6 rounds; effect 1d6 
  Str damage; cure 1 save). A DC 20 Knowledge (dungeoneering or nature) 
  or Survival check allows PCs to determine which are edible. (Gnomes and 
  380
  level 10a
  
  other underground creatures gain a +2 bonus to their checks.)
  There is also a small colony of fungus men living here — 75 common 
  fungus men plus their king. As the PCs approach the garden, a dozen or 
  so of the fungus men come shambling out to the perimeter of the fungus. 
  The fungus men are not aggressive, and only attack if threatened or if 
  the fungus garden is damaged. The fungus men have no known spoken 
  language and do not understand Common or Undercommon, but they can 
  communicate with crude hand gestures or via a speak with plants spell.
  FUNGUS MAN (75) 
  CR 2
  XP 600
  N Small plant (see Appendix A)
  Init +2; Senses low-light vision; Perception +9
   
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 16 each (3d8+3) 
  Fort +4; Ref +3; Will +2 
  DR 5/slashing or piercing; Immune poison, plant traits,  
  Resist cold 5
  Weaknesses vulnerable to fire
   
  Speed 20 ft.
  Melee slam +5 (1d3–2)
  Special Attacks spore cloud
   
  Str 6, Dex 15, Con 13, Int 9, Wis 12, Cha 10
  Base Atk +2; CMB +3; CMD 11 
  Feats Agile Maneuvers, Skill Focus (Perception), Weapon 
  FinesseB
  Skills Perception +9, Stealth +10 
   
  Spore Cloud (Ex) Once per round as a standard action, 
  a fungus man can release a cloud of noxious spores. All 
  living creatures within 5 ft. must make a DC 12 Fortitude 
  save or become nauseated for 1d4+1 rounds. The save DC 
  is Constitution-based. This is a poison effect, and once a 
  creature successfully saves it is immune to the spore cloud of 
  that particular fungus man for 24 hours.
  FUNGUS MAN KING 
   
  CR 4
  XP 1,200
  Male giant fungus man (see Appendix A)
  N Medium plant 
  Init +1; Senses low-light vision; Perception +12
   
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 45 (6d8+18) 
  Fort +8, Ref +3, Will +5 
  DR 5/slashing or piercing; Immune poison, plant traits;  
  Resist cold 5
  Weaknesses vulnerability to fire
   
  Speed 20 ft.
  Melee slam +5 (1d4)
  Special Attacks spore cloud
   
  Str 10, Dex 13, Con 17, Int 9, Wis 12, Cha 10
  Base Atk +4; CMB +5; CMD 15 
  Feats Agile Maneuvers, Iron Will, Skill Focus (Perception), 
  Weapon FinesseB
  Skills Perception +12, Stealth +5 
   
  Spore Cloud (Ex) Once per round as a standard action, 
  a fungus man can release a cloud of noxious spores. All 
  living creatures within 5 ft. must make a DC 16 Fortitude 
  save or become nauseated for 1d4+1 rounds. The save DC 
  is Constitution-based. This is a poison effect, and once a 
  creature successfully saves it is immune to the spore cloud of 
  that particular fungus man for 24 hours.
  Treasure: Hidden in this fungus grove (DC 20 Perception) are several 
  trinkets special to the king: three potions of plant growth, a +2 dagger, and 
  a velvet bag containing seven diamonds worth 100 gp each. In addition, 
  the king wears a gold necklace inset with various gems worth 500 gp.
  Development: If the PCs have the means to communicate with the 
  fungus men, the fungus men are happy to tell them what they know. They 
  warn the PCs not to cross the rope bridge to the north, and that there is a 
  powerful “creature” living nearby. They also warn of an enormous worm 
  to the northeast.
  10A–15. rope Bridge (Cr 2)
  A rickety rope bridge spans the river. There is a 50% chance every 
  round that if more than 150 pounds is placed on the bridge that it collapses, 
  sending all those on it into the river. Those who succeed at a DC 18 Reflex 
  save may grab onto the broken strands of the rope bridge. Otherwise, they 
  suffer 1d6 points of falling damage and must succeed at a DC 14 Swim 
  check or be swept along in the current.
  10A–16. Heat rift (Cr 2)
  A deep fissure continuously issues forth a hot mist. The rift is 30 ft. 
  deep and gives way to a heated underground river. Those falling into the 
  rift take 3d6 points of falling damage, plus an additional 1d6 points of 
  fire damage every round they remain in the water. Climbing out of the rift 
  requires a successful DC 18 Climb check.
  10A–17. glop Lake  
  (Cr varies, 9 or 10)
  This large subterranean lake bowls down to a depth of 100 ft. and is 
  fed from a high waterfall in the south (see Area 10A–18). The water is 
  cool, with a gentle current that flows north to the river. Should the PCs 
  381
  level 10a
  
  be inclined to swim or bathe in the waters of Glop Lake, they are likely 
  (75%) to be attacked by 2–4 giant gars that hunt these waters. As blood 
  fills the waters, another gar arrives every six rounds after the first blow is 
  landed.
  GIANT GAR 
   
   
  CR 6
  XP 2,400
  hp 73 (Pathfinder Roleplaying Game Bestiary 2, “Gar, 
  Giant”)
  10A–18. Waterfall
  A loud waterfall tumbles over a high cliff (30 ft., DC 15 Climb check). 
  PCs caught beneath the churn of the fall must succeed at a DC 15 Swim 
  check or be pinned beneath the water. A PC pinned beneath the water may 
  make an additional Swim check every round, although the DC increases 
  by 1 every 2 rounds. A narrow ledge runs behind the waterfall. It is smooth 
  and extremely slippery, and a PC must succeed at a DC 15 Acrobatics 
  check to traverse it. A failed Acrobatics check prevents movement for that 
  round; a failed check by 5 or more means the PC falls into the surging 
  waterfall. The wall of the cliff behind the waterfall is likewise smooth.
  Two Secret Doors: A stone secret door (2 in. thick; hardness 
  8; hp 40; DC 22 Break, DC 20 Disable Device, DC 25 
  Perception) that is extremely well hidden and arcane 
  locked (CL 19th) leads to a narrow set of stairs that wind 
  down to the south. Another secret door, which is somewhat 
  easier to find (DC 20 Perception), is present on the other side 
  of the waterfall. It leads to Level 9B.
  10A–19. Tomb of Slavish, the 
  Arch-Lich (Cr 20)
  The Door to the Tomb
  The stairs terminate in what appears to be a solid stone wall crudely 
  painted with the image of a set of double doors. No amount of searching, 
  however, detects any seam or hinges. A detect secret doors spell reveals 
  that a portal exists where one is painted on the wall, but there appears to 
  be absolutely no way to open it. A see invisibility or true seeing spell, 
  though, reveals the following words written in Draconic above the image 
  of the door: “Speak His Name and Enter.” The name the PCs must speak 
  is “Slavish.” How they come to learn this is up the PCs or the GM. A 
  legend lore, limited wish, wish, or miracle spell would work. A successful 
  DC 40 Knowledge (history) check might also know about the powerful 
  lich entombed beneath a waterfall in a giant cavern. Alternately, Villix, 
  the lesser gibbering orb in Area 10A–3, might, at the GM’s discretion, 
  know the name of the lich and, as payment for slaying his nemesis, be 
  willing to part with the information. The PCs might also choose to consult 
  The Oracle in Area 3–7 in The Upper Levels. Lastly, destroying the lich 
  and/or procuring his considerable fortune might be a quest the PCs took 
  on before entering the Dungeon of Graves, perhaps after acquiring a map 
  with the word “Slavish” scrawled across it. In any case, there is absolutely 
  no way to open this portal without uttering the lich’s name. The door 
  is unbreakable, and transmute rock to mud, stone to flesh, passwall, or 
  similar magic do not work on this door. Additionally, the chamber beyond 
  is warded so that it may not be entered by teleportation or by astral or 
  ethereal creatures.
  Once the PCs speak the word “Slavish,” the painted doors glow with a 
  red light, seams appear where none had been, and the doors swing open, 
  revealing the tomb of the arch-lich.
  The Tomb
  This small square chamber contains an open stone sarcophagus, and, 
  in the south, three tall brass urns overflowing with gems and gold. As the 
  doors to the crypt swing open, the lich, covered in dust and cobwebs, rises 
  from the sarcophagus and says, “Who sent you?”
  Slavish, an 18th-level Sorcerer-Lich, is entombed here behind the 
  falls. Slavish — though a lich — is not a friend of Orcus. Slavish is just 
  powerful enough that Orcus takes this rivalry reasonably serious. Slavish 
  knows this, and does not want to test the deity’s patience. Thus, he remains 
  hidden here surrounded by his fortune, safe, for the moment, from Orcus’ 
  considerable wrath.
  SLAVISH  
   
  CR 20
  XP 307,200
  Male lich sorcerer 19 (Pathfinder Roleplaying Game Bestiary, 
  “Lich”)
  LE Medium undead (augmented humanoid)
  Init +8; Senses darkvision 60 ft.; Perception +32
  Aura fear aura (60 ft., DC 29) 
   
  AC 34, touch 18, flat-footed 30 (+4 armor, +4 deflection, +4 
  Dex, +8 natural, +4 shield)
  hp 240 (19d6+152 plus 19) 
  Fort +14; Ref +12; Will +15 
  Defensive Abilities +4 vs. poison, channel resistance +4, 
  moment of prescience, rejuvenation; DR 15/bludgeoning 
  and magic; Immune cold, electricity, undead traits;  
  Resist fire 10
   
  Speed 30 ft.
  Melee touch +13/+8 (1d8+9 plus paralyzing touch)
  Special Attacks paralyzing touch (DC 27)
  Bloodline Spell-Like Abilities (CL 19th; melee touch +13)
  11/day—corrupting touch (9 rounds)
  2/day—hellfire (19d6 fire, DC 27)
  Spells Known (CL 19th; melee touch +13, ranged touch +13) 
  9th (4/day)—dominate monster (DC 27), meteor swarm (DC 
  27), time stop
  8th (7/day)—moment of prescience†, polar ray, power word 
  stun, sunburst (DC 26)
  7th (7/day)—greater teleport, prismatic spray (DC 25), 
  sequester (DC 25), spell turning
  6th (7/day)—chain lightning (DC 24), flesh to stone (DC 24), 
  planar binding (devils/fiendish only), summon monster VI
  5th (7/day)—baleful polymorph (DC 23), dominate person 
  (DC 23), feeblemind (DC 23), mind fog (DC 23), summon 
  monster V
  4th (8/day)—charm monster (DC 22), enervation, lesser 
  globe of invulnerability, phantasmal killer, stone shape
  3rd (8/day)—fireball (DC 21), fly, haste, hold person (DC 21), 
  suggestion (DC 21)
  2nd (8/day)—acid arrow, detect thoughts, fog cloud, resist 
  energy, scorching ray, touch of idiocy
  1st (8/day)—alarm, mage armor†, magic missile, protection 
  from good, ray of enfeeblement, shield†
  0 (at will)—acid splash, dancing lights (DC 18), detect 
  magic, ghost sound (DC 18), light, mage hand, message, 
  read magic, touch of fatigue
  Bloodline Infernal
  †Already cast
   
  Str 10, Dex 18, Con —, Int 15, Wis 14, Cha 27 
  Base Atk +9; CMB +9; CMD 27 
  Feats Ability Focus (fear aura), Combat Casting, Craft Staff, 
  Craft Wand, Craft Wondrous Item, Eschew MaterialsB, Extend 
  SpellB, Improved Initiative, Iron WillB, Lightning Reflexes, 
  Quicken Spell, Skill Focus (Perception), Spell PenetrationB, 
  Toughness, Weapon Finesse
  Skills Bluff +21, Diplomacy +21, Fly +17, Intimidate +21, 
  Knowledge (arcana) +24, Perception +32, Sense Motive +10, 
  Spellcraft +24, Stealth +22, Use Magic Device +27; Racial 
  Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
  382
  level 10a
  
  Languages Common, Elven, Infernal
  SQ bloodline arcana, infernal resistances, on dark wings
  Combat Gear staff of harming (10 charges); Other Gear 
  ring of protection +4, amulet of natural armor +3, belt of 
  incredible dexterity +4, headband of alluring charisma +6
   
  Rejuvenation (Su) When Slavish is destroyed, his phylactery 
  (see below) immediately begins to rebuild his body nearby. 
  This process takes 1d10 days — if the body is destroyed 
  before that time passes, the phylactery merely starts the 
  process anew. After this time passes, Slavish wakens fully 
  healed (albeit without any gear it left behind on its old 
  body), with a burning need for revenge against those who 
  previously destroyed it.
  Tactics: Unless the PCs are extremely high-level, and somehow 
  fully rested after fighting their way through ten levels of the Dungeon 
  of Graves, they have no hope of defeating the lich. Slavish is aware of 
  the PCs’ presence. Once they approach his door he casts detect thoughts, 
  allowing him to know how many PCs there are, and what their general 
  plans are. Once PCs seem to be on the verge of entering his chamber, 
  Slavish casts spell turning as a precaution. As stated above, once the PCs 
  enter his chamber, Slavish rises from his sarcophagus and asks who sent 
  them. Slavish assumes no mortal would be so foolish as to challenge him. 
  Thus, he does not attack immediately, choosing instead to question the 
  PCs. He is specifically interested in determining if the PCs are agents of 
  Orcus or, he hopes, agents sent to seek help from him to destroy Orcus. 
  If the PCs are somehow able to convince him they have been sent or are 
  aiming to kill Orcus, he tells them how they can reach Level 15. He may 
  even provide them with Demonbane (see below and side box). Otherwise, 
  he attacks.
  Once combat has begun, Slavish opens with time stop (making use 
  of moment of prescience, if necessary, as a means to win initiative) and 
  casts the following spells: 1) quickened summon monster V, bringing 
  forth a bearded devil, followed by a summon monster VI, bringing 
  forth an erinyes; 2) quickened lesser globe of invulnerability followed 
  by protection from good; 3) if Slavish has a 3rd round of time stop and 
  has expended his moment of prescience, he recasts it now. He spends any 
  remaining time positioning himself strategically in the room.
  Slavish’s first order of business once the time stop expires is to remove 
  an arcane caster. He casts either baleful polymorph or flesh to stone on 
  such a target. If a party has multiple arcane casters, he’ll use Quicken 
  Spell to cast twice, targeting each arcane caster with one of the effects. 
  In the second round of combat, Slavish casts dominate person on either 
  a rogue-like character (light or no armor and light weapons) or a fighter-
  like character (heavy armor with no prominent holy symbol), seeking to 
  gain a further advantage of numbers. In the third round of combat, he 
  casts feeblemind on another caster, likely a divine caster. In the fourth 
  and subsequent rounds, he reacts accordingly, all the while directing his 
  minions — the summoned devils and (hopefully) the dominated PC — to 
  attack appropriately.
  Treasure: The urns contain 150,000 gp in gems, jewels, and assorted 
  coins. In addition, there are a handful of minor magical rings: a ring of 
  protection +1, a ring of water walking, and a ring of jumping. Lastly, 
  Slavish possesses Demonbane — a powerful artifact. The fact that Slavish 
  possesses Demonbane is why he and Orcus are currently not on friendly 
  terms.
  Slavish’s Phylactery: The lich hides his phylactery in a small chamber 
  10 ft. beneath his tomb. The chamber was created over time through 
  judicious use of stone shape, and has no natural entrances; instead, 
  should he ever need to go there (or, worst case, exit) Slavish uses greater 
  teleport to make the journey. This hidden antechamber is empty save for 
  the phylactery and a five potions of inflict serious wounds. The entire 
  area is covered by an alarm spell, and the phylactery itself is hidden by a 
  sequester spell, both of which Slavish renews regularly.
   
  Staff of Harming
  Aura moderate necromancy; CL 8th
  Slot —; Price 21,600 gp; Weight 5 lbs.
   
  DESCRIPTION
  This black, iron staff, the antithesis of a staff of healing, 
  allows the user the following spells: 
  • contagion (1 charge)
  • inflict serious wounds (1 charge)
  • blindness/deafness (1 charge)
   
  CONSTRUCTION
  Requirements Craft Staff, blindness/deafness, 
  contagion, inflict serious wounds; Cost 10,800 gp.
  Major Artifact
  Demonbane
  Aura strong evocation and transmutation; CL 20th
  Slot —; Weight 7 lbs.
   
  DESCRIPTION
  Demonbane was forged with one purpose in 
  mind: to kill demons, specifically Orcus. Strangely, 
  Demonbane was created not by paladins or clerics 
  of good, but rather by the arch-devil, Baalzebul, 
  who proposed to overthrow the Lord of the Undead. 
  Because of their mutual evil alignments, the sword 
  focuses on law versus chaos. Also, because the arch-
  devil did not particularly care who used the sword 
  against Orcus, he made it lawful neutral, rather than 
  lawful evil.
  This sword functions as a +3 cold iron axiomatic 
  keen bastard sword: Int 14, Wis 14, Cha 18, Ego 27; 
  Alignment LN; telepathy; Primary Powers detect 
  chaos (at will), bull’s strength (30 minutes, 1/
  day), dictum (1/day), wielder gains a +4 insight 
  bonus on all saves against attacks from demons, 
  the sword automatically ignores the damage 
  reduction of any demon it strikes, and the wielder 
  of Demonbane is immune to the wand of Orcus. 
  If used against a devil (or any other lawful evil 
  outsider), the sword becomes powerless and non-
  magical for 24 hours.
   
  DESTRUCTION
  The sword melts into gold upon delivering the killing 
  blow to Orcus; otherwise, there is no way to destroy 
  Demonbane.
  Once in the possession of a lawful-aligned PC, the 
  sword urges its wielder toward that end. It knows 
  Orcus is “near” and can guide the PC by letting 
  him know if he is getting closer or further away from 
  the Demon Prince. If the wielder does not proceed 
  directly toward Orcus, Demonbane asks (it speaks 
  Common and Draconic) to be handed over to a 
  more dedicated warrior. If this fails, it attempts to 
  control the PC (DC 27 Will save resists). A controlled 
  PC follows Demonbane’s directions and is allowed an 
  additional saving throw every 24 hours.
  383
  level 10a
  
  10A–20. Huge Fungus garden
  All varieties of small and large exotic subterranean fungi grow here. All 
  movement through the fungus is at half normal rate, owing to the density 
  of the growth and the soft damp ground. Seventy-five percent of the fungi 
  are edible; the other 25% are poisonous (DC 15 Fort save or 1d6/1d6 
  points of Constitution damage). Scattered among the harmless fungi are 
  12 shriekers which sound their alarm as the PCs approach. Roll once 
  every minute that the shriekers are shrieking for a wandering monster, 
  with this exception: a roll of 18–20 results in 2–5 shambling mounds 
  from Area 10A–21 lumbering over to investigate.
  SHRIEKERS (12)  
   
  CR —
  XP — (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This human-sized purple mushroom emits a piercing sound 
  that lasts for 1d3 rounds whenever there is movement or 
  a light source within 10 ft. This shriek makes it impossible to 
  hear any other sound within 50 ft. The sound attracts nearby 
  creatures that are disposed to investigate it. Some creatures 
  that live near shriekers learn that this noise means there is 
  food or an intruder nearby.
  10A–21. Shambling Mound Lair 
  (Cr 12)
  Nesting in this corner of the cave are 8 shambling mounds. They 
  attack en masse anyone wandering nearby. They have no treasure.
  SHAMBLING MOUNDS (8)  
   
  CR 6
  XP 2,400
  hp 67 (Pathfinder Roleplaying Game Bestiary, “Shambling 
  Mound”)
  10A–22. goblin Mining Camps 
  (Cr 9)
  A tribe of goblins mines a number of different areas within the Great 
  Cavern. Each site is worked by 10 goblin miners and 1 goblin leader. The 
  goblins are more interested in harvesting gold and mithral than fighting, 
  but they do protect themselves if attacked.
  The goblins have not been mining long, so their veins are still relatively 
  small: assume a tunnel 30 ft. wide and 100 ft. long (except where noted 
  on the map).
  GOBLIN MINERS (10) 
   
   
  CR 2
  XP 600
  Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +7
   
  AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
  hp 26 each (3d8+6 plus 3) 
  Fort +3; Ref +7; Will +2 
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee mwk light mace +8 (1d4)
  Special Attacks sneak attack +2d6
   
  Str 11, Dex 19, Con 14, Int 8, Wis 12, Cha 8 
  Base Atk +2; CMB +1; CMD 15 
  Feats Athletic, Weapon Finesse
  Skills Acrobatics +10, Climb +8, Knowledge (engineering) 
  +2, Perception +7, Ride +8, Stealth +18, Survival +4, Swim +8; 
  Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ rogue talent (ledge walker), trapfinding (+1)
  Gear leather armor, masterwork light mace, mining 
  equipment, 2 flasks of oil, 3d6 sp
  GOBLIN LEADER  
   
  CR 5
  XP 1,600
  Male goblin rogue 6 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Perception +8
   
  AC 20, touch 17, flat-footed 14 (+3 armor, +5 Dex, +1 dodge, 
  +1 size)
  hp 48 (6d8+12 plus 6) 
  Fort +4; Ref +10; Will +1 
  Defensive Abilities evasion, trap sense +2, uncanny dodge
   
  Speed 30 ft.
  Melee mwk light pick +11 (1d3/x4)
  Ranged mwk light crossbow +11 (1d6/19–20)
  Special Attacks rogue talents (bleeding attack), rogue 
  talents (finesse rogue), sneak attack +3d6
   
  Str 10, Dex 20, Con 14, Int 13, Wis 8, Cha 8 
  Base Atk +4; CMB +3; CMD 19 
  Feats Dodge, Mobility, Point-Blank Shot, Weapon FinesseB
  Skills Acrobatics +14, Appraise +10, Bluff +8, Climb +9, 
  Disable Device +14, Escape Artist +14, Knowledge 
  (dungeoneering) +9, Perception +8, Ride +10, Stealth +22; 
  Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ rogue talents (ledge walker), trapfinding (+3)
  Combat Gear 3 potions of cure moderate wounds, 2 potions 
  of cat’s grace; Other Gear masterwork studded leather, 
  masterwork light pick, masterwork light crossbow, 20 bolts, 
  thieves’ tools, 3 flasks of oil, brass key, 3d8 gp
  Treasure: Stored in locked wooden boxes (DC 20 Disable Device) are 
  that day’s harvest: 200 gp worth of 50%-grade mithral and gold ore (25 gp 
  value per pound of ore).
  10A–23. Large gold Vein  
  (Cr 10-plus, depending on how 
  many goblins arrive)
  Yet another goblin tribe mines this hillside. This vein is quite large 
  — 200 ft. deep and 40 ft. wide, with two branches, both 30 ft. wide and 
  60 ft. long — and lucrative. These goblins are understandably paranoid 
  about attack and are therefore appropriately armed and prepared for 
  combat. Although all the goblin miners are digging in the vein, their melee 
  weapons are always at their side and their missile weapons are never far 
  off. Furthermore, the entrance to the mine is guarded by 2 tough goblin 
  guards, who sound the alarm if intruders are spotted.
  MINERS (30) 
   
   
  CR 2
  XP 600
  hp 26 (see Area 10A–22)
  LEADERS (3) 
   
  CR 5
  XP 1,600
  hp 48 (see Area 10A–22)
  384
  level 10a
  
  GUARDS (2) 
   
   
  CR 4
  XP 1,200
  Male goblin fighter 5 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Perception +1
   
  AC 22, touch 14, flat-footed 19 (+8 armor, +3 Dex, +1 size)
  hp 47 each (5d10+10) 
  Fort +6; Ref +6; Will +4 (+5 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee +1 dagger +13 (1d3+2/19–20) or mwk short sword +14 
  (1d4+3/19–20)
  Ranged javelin +12 (1d4 plus poison)
  Special Attacks weapon training (light blades +1)
   
  Str 11, Dex 20, Con 14, Int 8, Wis 12, Cha 8 
  Base Atk +5; CMB +4; CMD 19 
  Feats Iron Will, Quick Draw, Weapon FinesseB, Weapon 
  Focus (short sword)B, Weapon Focus (javelin), Weapon 
  Specialization (short sword)B
  Skills Climb +2, Knowledge (dungeoneering) +3, Ride +6, 
  Stealth +10, Survival +6; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear potion of cure serious wounds, 3 poisoned 
  javelins, 4 flasks of oil; Other Gear +2 chainmail, +1 dagger, 
  masterwork short sword, 1d8 gp
   
  Poison (Ex) Javelin—Injury (Large Scorpion Venom); save 
  Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; 
  cure 1 save.
  Tactics: At the first sign of trouble, the guards sound the alarm and 
  two leaders and 10 miners arrive five rounds later. The goblins look to 
  strike from afar first, firing poison bolts, throwing poison javelins, and 
  lobbing burning oil. Once engaged, or if it appears their opponents are 
  formidable, the third leader and the rest of the miners are called for. 
  These reinforcements arrive in 1d4+1 rounds. While in melee, the leaders 
  and the miners attempt to flank their opponents and gain a sneak attack 
  whenever possible.
  GM Note: If the goblins have a chance to use their poison and flaming 
  oil, add 20% to the XP awarded in this encounter.
  Treasure: As stated earlier, this is a very lucrative mine. Currently, 
  there are dozens of wheelbarrows full of gold ore stored near the rear 
  of the vein. In all, there is 10,000 gp worth of ore, weighing over 2,000 
  pounds. The ore is guarded at all times by one of the leaders. This leader 
  only leaves his post at the ore if there is significant trouble at the entrance 
  (see above).
  10A–24. Huge Tar Pit  
  (Cr varies, 5-plus)
  This massive, 40 ft. deep crater is filled with bubbling, steaming tar. A 
  thin coating of water covers the tar, disguising its true nature somewhat 
  — at first glance it appears to be a large lake, somehow superheated from 
  below. The tar smell, however, is ripe in the air, and anyone investigating 
  the water quickly learns what lies beneath it.
  A tribe of 25 tar mephits inhabits the crater. The mephits are protective 
  of their tar, and any creature attempting to enter it or spending an 
  inordinate amount of time investigating it (5 minutes or more) is attacked 
  by 2d6 mephits (up to 25 total).
  TAR MEPHITS (25) 
   
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Mephit, 
  Ooze,” with the following changes: add Spell-like Abilities 
  (CL 6th) 1/ hour a tar mephit can fire a steaming bolt of 
  tar that functions like an acid arrow, though it deals fire 
  damage instead of acid damage. 1/day it can create a 
  mass of rancid fog that duplicates the effect of a stinking 
  cloud. Fast healing only functions while within tar).
  The Tar Pit Ladder
  Hidden at the bottom of the tar pit is a secret channel leading to Level 
  12, Area 12–23. Should the PCs be inclined to dive into the tar, they suffer 
  the following effects: 1/2 normal swim movement; 1d4 heat damage per 
  round and zero visibility. The mephits, of course, suffer none of these 
  effects. Magic, such as freedom of movement, water breathing, endure, 
  resist, or protection from energy (fire) and true seeing can all help while 
  within the tar. Finding the channel requires a successful DC 35 Perception 
  check due to lack of visibility. Once discovered, it is a quarter mile swim 
  to Level 12, with no chance for breathing. Obviously, only PCs endowed 
  with water breathing and protection from energy (fire) have any hope 
  of successfully completing this journey.
  10A–25. The Mausoleum (Cr 10)
  Atop this small hill stands a solid stone mausoleum. It is square, 20 ft. 
  by 20 ft., and 10 ft. high. The doors to the mausoleum are made of iron 
  and arcane locked. The doors are also trapped. If they are opened without 
  the word “Arkbannon” being uttered first, a meteor swarm centered on 
  the 5 ft. directly in front of the doors to the mausoleum reigns down on 
  the hilltop.
  Arcane locked iron doors: 5 in. thick; hardness 10; hp 200; 
  Break DC 40; CL 20th.
  METEOR SWARM TRAP 
   
  CR 10
  XP 9,600
  Type magic; Perception DC 34; Disable Device DC 34
   
  Trigger proximity (alarm); Reset automatic
  Effect spell effect (meteor swarm, 2d6 bludgeoning damage 
  plus 6d6 fire damage [x4], +10 ranged touch, CL 17th, DC 
  23 Reflex save for half damage); single target (all meteors 
  focused on door opener)
  Treasure: Within the mausoleum is a stone sarcophagus containing the 
  remains of a long-dead warrior. On the skeleton’s right index finger is a 
  ring of feather falling. In his bony hands is clutched a +2 longsword, and 
  he wears a suit of +3 splint mail of fire resistance.
  10A–26. The Cursed Tomb (Cr 11)
  On top of this short hill is a hidden, locked trapdoor (DC 25 Perception 
  check to discover and a DC 20 Disable Device check to open). Once opened, 
  it reveals a narrow set of stairs that descends 20 ft. to a paved stone landing 
  and an iron bound oak door. Written in Undercommon across the top of the 
  door are the words, “Those Who Enter Will Someday Return.”
  Beyond the door is a tomb, 30 ft. square, containing 4 spectres who 
  attack immediately. Anyone who crosses the threshold of the tomb is 
  instantly cursed (no saving throw; see below). While there are many open 
  chests, sarcophagi, and urns throughout the chamber, all are empty.
  GM Note: The spectres cannot leave the tomb.
  SPECTRES (4) 
   
   
  CR 7
  XP 3,200
  hp 52 (Pathfinder Roleplaying Game Bestiary, “Spectre”)
  385
  level 10a
  
  The Curse
  A cursed PC is doomed to one day return to the tomb as a spectre. When 
  that PC dies, he is immediately transformed into a spectre and begins 
  journeying back to the tomb to guard it against intruders. A cursed PC 
  who dies cannot be aided by a raise dead or resurrection spell. Moreover, 
  a cursed PC cannot remove the curse, either on himself or another, with 
  a remove curse spell; only a non-cursed cleric can do so. A cursed PC 
  is not aware of his affliction while alive except that once a year, on the 
  anniversary of the day he was cursed, the PC is overwhelmed with a sense 
  of doom and hopelessness. The feeling passes the next day. Powerful 
  divination magic is necessary to determine the source of this annual ennui.
  10A–27. gug Lair 
  (Cr varies, 10-plus)
  The areas marked “27” are home to a group of 12 gugs. Each of the 
  chambers contains the following:
  27A: 2 gugs.
  27B: 4 gugs.
  27C: 2 gugs.
  27D: 1 gug.
  27E: 3 gugs.
  27F: 50%–grade gold ore, worth 500 gp, piled about. 
  27G: 100 ft. deep sinkhole; 10d6 points of falling damage to anyone 
  falling or thrown into hole; DC 15 Climb check to escape.
  SINKHOLE PIT TRAP 
   
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset none
  Effect 100-ft.-deep hole (10d6 falling damage); DC 20 Reflex 
  avoids
  GUGS (12) 
   
   
  CR 10
  XP 9,600
  hp 127 (Pathfinder Roleplaying Game Bestiary 2, “Gug”)
  Tactics: The gugs attack intruders immediately. Gugs in adjacent 
  chambers arrive 1d4 rounds after the start of combat.
  10A–28. river Entrance from 
  Level 9A
  Anyone swimming from the river from Level 9A arrivers here.
  10A–29. giant Ant Anthill  
  (Cr varies)
  A large colony of giant ants (400+) works this area of the Great Cavern. 
  The anthill is a 20 ft. tall cone of dirt and gravel. The hill is guarded by 
  four soldier ants, which oversee the constant flow of worker ants going in 
  and out of the hill (assume 2d6 worker ants on or near the hill at one time). 
  The worker ants do not attack except to defend themselves; the soldier 
  ants, however, attack all non-ants who attempt to enter the anthill.
  The ants pay no attention to anyone or anything unless they are on the 
  anthill itself, so the PCs can simply pass by the ant colony without incident. 
  If they decide to enter the anthill, they find themselves in a labyrinthine 
  series of tunnels and chambers all filled with busy ants. The tunnels are 
  approximately 5 ft. high and 5 ft. wide, and so can be traversed easily by most 
  PCs, though the constant comings and goings of the ants slows movement 
  to 1/2 normal in most areas. Ninety percent of the ants are workers who 
  ignore the PCs unless attacked. The remainder are soldier ants, who attack 
  immediately and give off a burst of pheromones that attracts an additional 
  2d6 soldiers within 3 rounds. There is a 25% chance every minute the PCs 
  are in the anthill that 1–2 soldier ants are encountered.
  Fighting in the anthill is a little difficult. PCs using two-handed slashing 
  or bludgeoning weapons suffer a –4 circumstance penalty to attack rolls 
  and a –2 circumstance penalty to damage rolls. PCs using one-handed 
  slashing or bludgeoning weapons suffer a –2 circumstance penalty to 
  attack rolls and a –1 circumstance penalty to damage rolls. Light weapons, 
  ranged weapons, and piercing weapons suffer no penalties.
  The ant colony connects with Area 10A–30. If the GM wishes, he may 
  draw a rough map of the passages and chambers, or, if he prefers, simply 
  let the PCs wander and fight until he decides they come across the passage 
  to Area 10A–30.
  GIANT WORKER ANTS 
   
   
  CR 1
  XP 400
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Ant, Giant”)
  GIANT SOLDIER ANTS 
   
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Ant, Giant”)
  Treasure: In their wanderings, the worker ants have picked up a 
  number of small magical items. Once it was determined these could 
  not be used to further the colony, they were discarded. There is a 10% 
  chance every 10 minutes the PCs are in the colony that they come 
  across something valuable (DC 15 Perception check). If so, roll on the 
  following chart:
   
   1–3 
  Scroll (see the Pathfinder Roleplaying Game Core Rulebook, 
   
   
  “Magic Items,” Scrolls, Minor)
   4–6 
  Potion (see the Pathfinder Roleplaying Game Core Rulebook, 
   
   
  “Magic Items,” Potions, Minor)
   
  7 
  +1 dagger
   
  8 
  Ring of protection +1
   9–10 
  Masterwork short sword
   11–14 
  +1 arrow
   15–16 
  +1 bolt
   17 
  Ring of protection +2
   18 
  Potion of cat’s grace (CL 5th)
   19 
  +2 short sword
   20 
  Scroll of lightning bolt (CL 7th)
  10A–30: giant Ant Anthill (Cr 9)
  This area is similar to Area 10A–29, with the following exceptions: 
  tunnels within the colony connect to Areas 10A–29 and 10A–33, and the 
  queen ant resides in the lowest chamber of this colony. The Queen Ant’s 
  chamber is 20 ft. square and is guarded at all times by 10 soldier ants.
  GIANT ANT QUEEN 
   
  CR 4
  XP 1,200
  N Large advanced giant vermin (Pathfinder Roleplaying 
  Game Bestiary, “Ant, Giant”)
  Init +1; Senses darkvision 60 ft., scent; Perception +7
   
  AC 20, touch 10, flat-footed 19; (+10 natural, +1 Dex, –1 size)
  hp 26 (2d8+17)
  Fort +10; Ref +1; Will +3
  Immune mind-affecting effects
   
  Speed 10 ft.
  Melee bite +6 (1d8+6 plus grab), sting +6 (1d6+6 plus poison)
   
  Str 22, Dex 12, Con 25, Int —, Wis 17, Cha 15
  Base Atk +1; CMB +8 (+12 grapple); CMD 19 (27 vs. trip)
  386
  level 10a
  
  Feats ToughnessB
  Skills Climb +14, Perception +7, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival
   
  Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save
  GIANT SOLDIER ANTS (10) 
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Ant, Giant”)
  10A–31. Fungus garden 
  (Cr varies, 2-plus)
  This huge fungus garden is similar to Area 10A–20, except the 
  shriekers here do not attract any gug. As well, the ants from Areas 10A–
  29 and 30 frequent the garden, as the fungi herein are a source of food. 
  Assume there are always 2d4 worker ants harvesting fungus at any one 
  time. The ants know to avoid the shriekers.
  SHRIEKERS (12)  
  CR—
  XP — (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This human-sized purple mushroom emits a piercing sound 
  that lasts for 1d3 rounds whenever there is movement or a 
  light source within 10 ft. This shriek makes it impossible to hear 
  any other sound within 50 feet. The sound attracts nearby 
  creatures that are disposed to investigate it. Some creatures 
  that live near shriekers learn that this noise means there is 
  food or an intruder nearby.
  GIANT WORKER ANTS 
   
   
  CR 1
  XP 400
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Ant, Giant”)
  10A–32. Tar Pits
  These two craters contain pits of steaming tar similar to Area 10A–25, 
  except that there are no tar mephits nor is there a subterranean passage to 
  another level of Rappan Athuk. There are, however, several dead or dying 
  giants ants stuck on the surface of the tar pit.
  10A–33. giant Ant Anthill  
  (Cr varies)
  This area is similar to Area 10A–29.
  10A–34. Lake (Cr varies, 8 to 10)
  This lake bowls down to a depth of 70 ft. and has a gentle current that 
  flows from west to east. Should the PCs decide to swim or bathe in the 
  lake, they are 75% likely to be attacked by 2–4 of the giant gars that hunt 
  these waters. As blood fills the waters, another gar arrives every 6 rounds 
  after the first blow is landed.
  GIANT GAR 
   
   
  CR 6
  XP 2,400
  hp 73 (Pathfinder Roleplaying Game Bestiary II, “Gar, Giant”)
  10A–35. goblin Mining Camps 
  (Cr 10-plus)
  These camps are similar to Area 10A–22, except that the goblins here 
  are quite scared of the giant ants and are therefore more prepared for 
  combat. One goblin guard patrols each mine, and the remaining goblins 
  respond quickly to sounds of combat (1–3 rounds).
  GOBLIN GUARDS 
   
   
  CR 4
  XP 1,200
  hp 47 (see Area 10A–23, above)
  10A–36. False Mithral gates
  The river widens somewhat as it flows through what appears to be a 
  set of mithral gates. These gates are similar to those on Level 9A, Area 
  9A–3. They stretch to the ceiling of the cave (now only 30 ft. from the 
  cave floor), and a fine meshed grate allows the water to flow beneath the 
  gates (the mesh extends through the water to the floor of the riverbed, so 
  swimming beneath the gates is not an option). Unlike the portal on Level 
  9A, these doors are merely iron with mithral plating. They are, however, 
  virtually indestructible (hardness 20, hp 400) and locked with powerful 
  magic — only a wish or a miracle opens them, except as described below.
  The gates are inscribed with ancient and obscure runes. A read magic 
  or comprehend languages spell translates these phrases, although what 
  results is just about as incomprehensible as before.
  The poem inscribed on the gates is as follows:
  “My life as a wanderer has met its end.
  Doom — begetting a faithful friend—
  Awaits the turns of the untraveled course. Now
  Me and mine and upon a lame horse
  Beyond the shadow of the rising dawn—
  These arms, these eyes, are tired and drawn, these
  Gates are empty; all hope is gone.”
  The poem is meaningless and meant to confuse those wishing to enter. 
  If, however, the first word of each line is recited in order, My doom awaits 
  me beyond these gates, the portals open.
  10A–37. The Cursed island (Cr 11)
  The river flows around a small island. There is a rectangular stone 
  structure on the island and a dock with one rowboat moored to it. The 
  structure is 15 ft. wide, 20 ft. long, and 12 ft. high. There is a wooden 
  door on the north face of the building, and it is ajar. In the building reside 
  3 gorgons, and they attack anyone who attempts to land on the island.
  GORGONS (3) 
   
   
  CR 8
  XP 4,800
  hp 100 (Pathfinder Roleplaying Game Bestiary, “Gorgon”)
  Hecate’s Curse: Anyone setting foot on the island is afflicted with 
  a terrible curse. Within two weeks, a cursed PC begins to have trouble 
  remembering simple things: what day it is, if he ate breakfast, where he 
  left his coin purse. Soon, however, it gets worse. The cursed victim can 
  remember little beyond his own name, and that only on a good day. A GM 
  who doesn’t mind a little bookkeeping can simulate this curse by decreasing 
  all of the cursed character’s skills by 1 rank every other day. The character 
  suffers a –1 penalty on attack rolls per week as he forgets how to fight. A 
  GM who wants to be particularly cruel can start removing 1 feat per week 
  as well, or reduce a caster’s spell-casting ability by 1 level per week. Only 
  a remove curse cast by someone other than a similarly cursed spell caster 
  restores the victim’s memory. Note: priestesses of Hecate do not cure this 
  curse. Likewise, priestesses of Hecate are not affected by the curse.
  387
  level 10a
  
  10A–38. Will-O’-Wisp Lair  
  (Cr 9)
  Down this gently sloping side tunnel lies the lair of 3 will-o’-wisps. 
  PCs lured into this dark crevasse by the lamp-like glow of these foul 
  creatures are attacked immediately.
  WILL-O’-WISPS (3) 
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o’-Wisp”)
  10A–39. roper Lair  
  (Cr 14 in passage, 19 in main cave)
  A series of cliff face “steps,” each 10 ft. higher than the next, ascends 
  into the darkness. Each step contains a cave opening that leads via a rough 
  natural passage to a large cave that is home to 12 ropers. Two ropers 
  guard each passage leading to the cave; the remaining six await their 
  victims in the main chamber.
  ROPERS (12) 
   
   
   
  CR 12
  XP 19,200
  hp 162 (Pathfinder Roleplaying Game Bestiary, “Roper”)
  Tactics: In the passages, the two ropers are adjacent to one another and 
  attack in tandem. In the main chamber, once combat has begun, the ropers 
  attempt to position themselves so they are all within strand-range of the 
  PCs. The ropers to do not pursue the PCs out of the cave.
  Treasure: The bones of three dead goblins can be found in the northeast 
  corner of the cave. Piled among the bones are three change purses, each 
  containing 50 pp. One skeleton wears a +2 light steel shield, and another 
  wears a belt of mighty constitution +2.
  10A–40. Fungus garden
  This large fungus garden contains no shriekers. There is a 50% chance, 
  however, that some creature is here, eating or looking for prey (roll once 
  on wandering monster chart, treating a result of “no encounter” as being 
  2d8 dire rats).
  10A–41. river Out
  These narrow rivers flow in a generally easterly direction for 5 miles 
  before emptying out in a deep river canyon. The walls of this canyon are 
  250 ft. high, requiring a DC 15 Climb check to scale. Both branches of 
  the river have banks that can be walked. This is a long way in or out of 
  Rappan Athuk, but PCs not wishing to fight their way back up to get out, 
  or back down to return, might want to take advantage of this exit/entrance.
  10A–42. Phosphorescent Pool
  The water of this large pool glows brightly in the dark of the cave. The 
  pool contains no harmful creatures, and the water is potable, although the 
  imbiber’s urine has an eerie glow to it for 24 hours after consumption. If 
  removed from the pool, the water continues to glow for 2–9 days.
  10A–43. Bubbling Shoreline
  The water along the shoreline in this area is constantly churning and 
  boiling, the result of an underground mixture of water and air through the 
  tunnels to Area 0A–9 in the Kraken’s Cove area. The churning water is 
  fascinating to many of the creatures of the Great Cavern, and occasionally 
  trolls and worse jump into the water to “play,” ending up in Kraken’s 
  Cove.
  10A–44. The Dark river
  This offshoot of the great lake descends through Level 13C, Areas 
  13C–1 and 13C–14, then continues to Level 13B, finally creeping its way 
  to some unknown locale in the Under Realms.
  388
  level 10a
  
  Level 10B: 
  The goblin Outpost
  The followers of Orcus have a vested interest in this portion of Rappan 
  Athuk, both to monitor activity in and around the Bloodways, and because 
  it provides an alternate access to the surface world. To look over their 
  interests, a small fortress was therefore constructed and manned by 
  goblins. This level is shown on Map RA–10B.
  running the Outpost
  inhabitants
  Normally the goblin outpost is manned by 48 goblin scouts and 16 
  goblin lieutenants, and are led by Morask and his aide, Kamlyss. Due 
  to recent activity within Rappan Athuk, an additional contingent of 10 
  goblin berserkers led by the goblin Oolarg have been stationed here. 
  Significant tension exists between Oolarg’s band and the other goblins, 
  and this has led to occasional fistfights. Nevertheless, the goblins work 
  together to repel any intruders.
  In addition to the goblins, the priest Mesifin Styx and 3 acolytes of 
  Orcus from the Talon of Orcus (Level 10C) are stationed here to keep an 
  eye on things.
  There is currently an uneasy three-way alliance between Morask and the 
  goblin regulars; Oolarg and his berserkers, a band of swaggering braggarts 
  who regard the scouts stationed here with disdain, and are out to make a 
  name for themselves; and Mesifin Styx, the priest of Orcus stationed 
  here, who is looking out for the interests of Hesperix as well as his own. 
  It is possible that PCs may be able to get these groups to fight against one 
  another, particularly if characters are captured or the outpost is infiltrated.
  GOBLIN SCOUT  
   
  CR 2
  XP 600
  Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +6
   
  AC 17, touch 14, flat-footed 13 (+3 armor, +2 Dex, +1 dodge, 
  +1 size)
  hp 17 (3d8 plus 3)
  Fort +1; Ref +5; Will +1 
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee handaxe +2 (1d4–1/x3) or dagger +2 (1d3–1/19–20)
  Ranged shortbow +5 (1d4/x3)
  Special Attacks sneak attack +2d6
   
  Str 8, Dex 14, Con 11, Int 10, Wis 11, Cha 8
  Base Atk +2; CMB +0; CMD 13 
  Feats Dodge, Mobility
  Skills Acrobatics +7, Appraise +5, Climb +5, Disable Device 
  +7, Escape Artist +6, Knowledge (dungeoneering) +6, 
  Perception +6, Sleight of Hand +8, Stealth +15, Swim +3 
  Languages Goblin
  SQ rogue talent (trap spotter), trapfinding (+1)
  Gear studded leather armor, shortbow, 40 arrows, handaxe, 
  dagger, thieves’ tools, 1d4 sp, 1d4 cp.
  GOBLIN LIEUTENANT 
   
  CR 4
  XP 1,200
  Male goblin rogue 5 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin,” Pathfinder Roleplaying Game Advanced Player’s 
  Guide, “Scout”)
  NE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +8
   
  AC 17, touch 14, flat-footed 13 (+3 armor, +2 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 32 (5d8+5 plus 5)
  Fort +2; Ref +6; Will +1
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee handaxe +6 (1d4/x3) or dagger +6 (1d3/19–20)
  Ranged shortbow +6 (1d4/x3)
  Special Attacks rogue talent (bleeding attack), scout’s 
  charge, sneak attack +3d6
   
  Str 10, Dex 15, Con 12, Int 13, Wis 11, Cha 10
  Level 10B
  Difficulty Level: 12
  Entrances: Passages from Level 9D in Area 10B–1; 
  staircase to surface in Area 10B–8.
  Exits: Passage to Levels 10C and 12A in Area 10B–14.
  Wandering Monsters: There are no wandering 
  monsters within the outpost so long as the goblins 
  maintain a presence here. If they are eradicated, 
  then standard wandering monsters from neighboring 
  levels may be encountered except for undead, 
  unless one of the symbols in Area 10B–1 has been 
  effaced or dispelled. Eventually however the outpost 
  is repopulated by Greznek, due to its key location in 
  Rappan Athuk.
  Detection: None.
  Shielding: None, save for the glyphs at Area 10B–1 
  which ward out undead.
  Continuous Effects: None.
  Standard Features: Unless noted otherwise, all doors 
  are of wood and are unlocked but can be barred 
  (hardness 5, hp 20, Break DC 20). The entire area is 
  unlit, except where indicated. Areas 10B–4, 5, 6, 7, 
  8, and 13 all have 8 ft. high ceilings; Areas 10B–9, 10, 
  11, and 14 have 12 ft. high ceilings. All construction is 
  of magically hollowed out limestone that has been 
  finished with tools.
  389
  
  390
  level 10b
  
  Base Atk +3; CMB +2; CMD 15 
  Feats Dodge, Mobility, Weapon Finesse
  Skills Acrobatics +10, Appraise +7, Climb +7, Disable 
  Device +10, Escape Artist +8, Intimidate +8, Knowledge 
  (dungeoneering) +8, Knowledge (local) +6, Perception +8, 
  Sleight of Hand +7, Stealth +18, Swim +5 
  Languages Common, Goblin
  SQ rogue talent (trap spotter), trapfinding (+2)
  Gear masterwork studded leather armor, buckler, shortbow, 
  40 arrows, 10 +1 arrows, handaxe, dagger, thieves’ tools, 
  2d4 sp, 2d4 cp.
  GOBLIN BERSERKER 
   
   
  CR 3
  XP 800
  Male goblin barbarian 2/rogue 2 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin,” Pathfinder Roleplaying Game 
  Ultimate Combat, “Wild Rager”)
  NE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +8
   
  AC 15, touch 11, flat-footed 13 (+3 armor, +2 Dex, +1 shield, 
  +1 size) 
  hp 44 (2d8+2d12+8)
  Fort +8; Ref +5; Will +3 
  Defensive Abilities evasion
   
  Speed 40 ft.
  Melee mwk heavy pick +10 (1d4+5/x4) 
  Ranged javelin +6 (1d4+5) 
  Special Attacks rogue talent (bleeding attack), rage power 
  (reckless abandon)*, sneak attack +1d6, uncontrolled rage 
  (9 rounds/day), wild fighting
   
  Str 20, Dex 14, Con 21, Int 8, Wis 12, Cha 8
  Base Atk +3; CMB +7; CMD 19 
  Feats Power Attack, Unit Training (new feat)
  Skills Acrobatics +9, Climb +9, Disable Device +6, Intimidate 
  +6, Perception +8, Stealth +16, Survival +7 
  Languages Goblin
  SQ fast movement, trapfinding (+1)
  Combat Gear potion of cure serious wounds, potion of bull’s 
  strength; Other Gear masterwork studded leather armor, 
  masterwork buckler, 3 javelins, masterwork heavy pick, thieves’ 
  tools, 1d10 pp, 2d10 gp, 1d10 sp, 1d6–1 gems worth 10 gp each.
  Base Statistics When not raging, the goblin berserker’s stats 
  are AC 17, touch 13, flat-footed 15; hp 36; Fort +6; Will +1; 
  Melee heavy pick +8 (1d4+3/x4); Ranged javelin +6 (1d4+3); 
  Str 16, Con 17; CMB +5; CMD 16; Climb +7
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  ACOLYTES OF ORCUS (8)  
  CR 2
  XP 600 
  Male human disciple of Orcus 3 (see Appendix B)
  CE Medium humanoid (human)
  Init +0; Senses darkvision 60 ft.; Perception +6
   
  AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 23 (3d8+3 plus 3) 
  Fort +4; Ref +3; Will +6 
   
  Speed 20 ft. (30 ft. base)
  Melee mwk light mace +5 (1d6+2)
  Special Attacks channel negative energy (DC 10, 2d6, 4/
  day), death’s kiss (1 round, 6/day)
  Spells Prepared (CL 3rd; melee touch +4)
  2nd—aid, darkness, ghoul touchD (DC 15)
  1st—cause fearD (DC 14), endure elements, magic weapon, 
  summon monster I
  0 (at will)—create water, detect magic, read magic, virtue
  D Domain spell Domain Undead*
   
  Str 14, Dex 10, Con 13, Int 12, Wis 17, Cha 8
  Base Atk +2; CMB +4; CMD 14 
  Feats Alignment Channel, Command UndeadB, Extra 
  Channel, Lightning ReflexesB
  Skills Knowledge (planes) +7, Knowledge (religion) +7, 
  Perception +6, Spellcraft +7 
  Languages Abyssal, Common
  SQ undead lord’s proxy, variant channeler
  Combat Gear 2 potions of cure light wounds, potion of 
  entropic shield, potion of longstrider, wand of inflict light 
  wounds (50 charges); Other Gear masterwork scale mail, 
  masterwork heavy wooden shield, masterwork light mace, 
  unholy symbol of Orcus, spell component pouch, lantern, 3 
  flasks oil, flint and steel, iron key to door of Area 10B–5.
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  MESIFIN STYX 
   
  CR 5
  XP 1,600
  Male half-orc disciple of Orcus 6 (see Appendix B)
  CE Medium humanoid (human, orc)
  Init +0; Senses darkvision 120 ft.; Perception +5
   
  AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
  hp 51 (6d8+18 plus 6) 
  Fort +8; Ref +2; Will +9
  Defensive Abilities orc ferocity
   
  Speed 20 ft. (30 ft. base)
  Melee +1 unholy morningstar +10 (1d8+5 plus 2d6 vs. good)
  Special Attacks channel negative energy (DC 14, 3d6, 6/
  day), death’s kiss (3 rounds, 7/day
  Spells Prepared (CL 6th; melee touch +4) 
  3rd—animate deadD, bestow curse (DC 17), blindness/
  deafness (DC 17), prayer
  2nd—cure moderate wounds, ghoul touchD (DC 16), hold 
  person (DC 16), resist energy, silence (DC 16)
  1st—bane (DC 14), cause fear D (DC 15), command (DC 15), 
  New Feat
  UNIT TRAINING (TEAMWORK)
  Even in the fiercest heat of battle, you can tell the 
  comrades you have trained with from your enemies.
  Prerequisites: Wild Rager barbarian archetype 
  (Pathfinder Roleplaying Game Ultimate Combat).
  Benefit: When fighting uncontrolled after failing a Will 
  save from the Uncontrolled Rage ability, or anytime 
  you are subject to the confusion spell or similar effects, 
  you can still distinguish others you have trained with 
  and who also have this teamwork feat as allies, and 
  are not required to attack them. 
  Normal: Creatures under the effects of a confusion 
  spell or the Uncontrolled Rage barbarian ability may 
  be required to attack the creature nearest to them, 
  be it friend or foe. 
  Special: Note that the ally must not only also have 
  this teamwork feat, but must also have undergone 
  a significant amount of time training and fighting 
  alongside you to gain this benefit, left to the GM’s 
  discretion. Teamwork feats were introduced in the 
  Pathfinder Roleplaying Game Advanced Player’s 
  Guide. 
  391
  level 10b
  
  cure light wounds, sanctuary (DC 15)
  0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell Domain Undead*
   
  Str 19, Dex 11, Con 16, Int 12, Wis 18, Cha 13
  Base Atk +4; CMB +8; CMD 18 
  Feats Combat Casting, Command UndeadB, Selective 
  Channeling, Weapon Focus (morningstar)
  Skills Appraise +5, Heal +9, Intimidate +6, Knowledge 
  (arcana) +6, Knowledge (religion) +10, Knowledge (planes) 
  +5, Linguistics +2, Perception +5, Spellcraft +5 
  Languages Abyssal, Common, Goblin, Orc
  SQ undead lord’s proxy, variant channeler
  Combat Gear wand of cure light wounds (18 charges), 2 
  potions of lesser restoration, 2 scrolls of neutralize poison (CL 
  7th), scroll of bear’s endurance, remove paralysis, and resist 
  elements (CL 5th), scroll of animate dead, enthrall, and 
  obscuring mist (CL 5th); OtherGear+1 unholy morningstar, 
  masterwork chainmail, heavy steel shield, belt of giant 
  strength +2, holy symbol of Orcus, prayer book, spell 
  component pouch, 18 pp, 43 gp, sapphire (150 gp, platinum 
  ring (worth 50 gp), fine black robe emblazoned with the 
  symbol of Orcus, iron key to door of Area 10B–5, and a small 
  gold key to the door at Area 10C–6C.
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  OOLARG 
   
  CR 7
  XP 3,200
  Male goblin barbarian 4/rogue 4 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin,” Pathfinder Roleplaying Game 
  Ultimate Combat, “Wild Rager,” Pathfinder Roleplaying 
  Game Advanced Player’s Guide, “Thug”)
  CE Small humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +13
   
  AC 19, touch 10, flat-footed 18 (+6 armor, +1 Dex, +1 shield, 
  +1 size) 
  hp 117 (4d8+ 4d12+6 plus 4)
  Fort +13; Ref +6; Will +4 
  Defensive Abilities evasion, uncanny dodge
   
  Speed 40 ft.
  Melee 1 keen heavy pick +16/+11 (1d4+7 plus 2d6 when 
  charging /19–20 x4) 
  Ranged javelin +9 (1d4+6) 
  Special Attacks rogue talent (bleeding attack), brutal 
  beating (2 rounds), frightening, rage power (reckless 
  abandon), sneak attack +2d6, uncontrolled rage (16 
  rounds/day, DC 15), wild fighting
   
  Str 22, Dex 13, Con 26, Int 10, Wis 14, Cha 13
  Base Atk +7; CMB +12; CMD 23 
  Feats Dazzling Display, Intimidating ProwessB, Power Attack, 
  Unit Training (new feat), Weapon Focus (heavy pick)
  Skills Acrobatics +11 (+16 jumping), Climb +16, Intimidate 
  +18, Perception +13, Stealth +19, Survival +13 
  Languages Goblin
  SQ fast movement, rogue talent (strong impression)*
  Combat Gear 3 potions of cure serious wounds, potion of bull’s 
  strength; Other Gear rhino hide armor, masterwork buckler, 
  +1 keen heavy pick, 3 javelins, ring of jumping, belt of mighty 
  constitution +4, 23 pp, 36 gp, mithral baton of office worth 500 gp.
  Base Statistics When not raging, Oolarg’s stats are AC 19, 
  touch 12, flat-footed 18; hp 100; Fort +11, Will +4; Melee +1 
  keen heavy pick +14/+9 (1d4+6 plus 2d6 when charging 
  /19–20/x4); Ranged javelin +9 (1d4+4); Str 18, Con 22; CMB 
  +10; CMD 21; Climb +16, Intimidate +16
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  KAMLYSS 
  CR 7
  XP 3,200
  Male goblin rogue 8 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin,” Pathfinder Roleplaying Game Advanced Player’s 
  Guide, “Scout, Sniper”)
  LE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +12
   
  AC 20, touch 15, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 63 (8d8+16 plus 8)
  Fort +4; Ref +9; Will +3 
  Defensive Abilities evasion
   
  Speed 30 ft.
  Melee mwk dagger +10/+6 (1d4/19–20)
  Ranged mwk shortbow +11/+6 or +9/+9/+4 (1d4/x3)
  Special Attacks rogue talent (sniper’s eye)*, rogue talent 
  (weapon training), scout’s charge, skirmisher, rogue talent 
  (snap shot)*, sneak attack +4d6
   
  Str 11, Dex 17, Con 15, Int 14, Wis 13, Cha 14
  Base Atk +6; CMB +5; CMD 19 
  Feats Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (shortbow)B
  Skills Acrobatics +14, Appraise +13, Bluff +13, Climb +11, 
  Disable Device +16, Escape Artist +14, Perception +12, 
  Sleight of Hand +14, Stealth +22, Use Magic Device +13
  Languages Common, Goblin, Orc
  SQ accuracy, deadly range (+20 ft.), rogue talent (trap spotter)
  Combat Gear potion of cure serious wounds, wand 
  of improved invisibility (7 charges, CL 10th), wand of 
  expeditious retreat (18 charges, CL 7th); Other Gear +1 
  studded leather armor, buckler, masterwork shortbow, 50 
  arrows, 10 +1 frost arrows, masterwork handaxe, thieves’ 
  tools, 18 gp, 24 sp, two aquamarines worth 100 gp each, 
  platinum ring worth 80 gp, amber scarab worth 250 gp. 
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  MORASK 
  CR 9
  XP 6,400
  Male goblin rogue 10 (Pathfinder Roleplaying Game 
  Bestiary, “Goblin,” Pathfinder Roleplaying Game Advanced 
  Player’s Guide, “Sniper”)
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +14
   
  AC 23, touch 15, flat-footed 23 (+6 armor, +3 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 69 (10d8+10 plus 10)
  Fort +4; Ref +10; Will +4 
  Defensive Abilities evasion, improved uncanny dodge
   
  Speed 30 ft.
  Melee mwk handaxe +6/+1 (1d4+1/x3) or dagger +9/+4 
  (1d3+1/19–20)
  Ranged +1 frost shortbow +13/+8 (1d4+1 plus 1d6 cold/x3)
  Special Attacks rogue talent (bleeding attack), rogue talent 
  (snap shot)*, rogue talent (sniper’s eye)*, sneak attack +5d6
   
  Str 12, Dex 17, Con 12, Int 11, Wis 13, Cha 10
  Base Atk +7; CMB +7; CMD 21 
  Feats Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Skill 
  Focus (Stealth), Weapon Focus (shortbow)B
  Skills Acrobatics +16, Appraise +7, Bluff +8, Climb +9, Disable 
  Device +16, Escape Artist +13, Knowledge (dungeoneering) 
  +8, Knowledge (local) +4, Linguistics +4, Perception +14, 
  Sleight of Hand +16, Stealth +30, Swim +6 
  Languages Common, Goblin
  392
  level 10b
  
  SQ accuracy, deadly range (+20 ft.), rogue talent (stealthy 
  sniper)*
  Combat Gear potion of cure critical wounds, potion of 
  invisibility; Other Gear +3 studded leather armor, +1 buckler, 
  +1 frost shortbow, 20 arrows, 20 +2 arrows, masterwork 
  handaxe, 3 daggers, thieves tools, 6,000 gp in gems.
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  Troop Layout
  Although individual areas are described below, attention should be paid 
  to the overall layout of the complex and the general tactics the goblins 
  employ. The goblins run the complex in three eight-hour shifts.
  Usually there are 14 goblin scouts on duty at any time, with 14 more 
  sleeping in Area 10B–2, and the last 14 carousing in Area 10B–9, or 
  wandering through the complex. Those on duty are stationed as follows: 
  three at each of the entrances to the Bloodways (Area 10B–2 and 10B–
  3), with two on the battlements and one behind each gate; three in Area 
  10B–8, with a view throughout the complex; and two in Area 10B–13, 
  guarding the connecting passage to Levels 10C and 12A.
  There are normally three goblin lieutenants on duty at a time as well, 
  with one on the battlements (Area 10B–2), one wandering between Areas 
  10B–7, 8, 9, and 13, and one that could be anywhere in the complex.
  The priest and acolytes keep to their room in Area 10B–5, though they may 
  be found leading services or administering punishment elsewhere in the outpost.
  Oolarg and his berserkers have taken over Area 10B–10, and about half 
  can be found there or in Area 10B–9 at any time, with the rest wandering 
  throughout the outpost.
  Morask often leads patrols of 7 lieutenants into the Bloodways to keep 
  an eye on things there. There is a 30% chance such a patrol is taking place 
  when the outpost is first assaulted.
  Tactics
  If an assault occurs, one goblin sounds the alarm while those remaining 
  attempt to stall their aggressors. Mesifin Styx and his acolytes respond 
  1d3 rounds after an alarm has been sounded, Oolarg and his band take 2d6 
  rounds to organize and move out, the goblins in Area 10B–9 take 1d4+1 
  rounds to ready themselves, and the sleeping goblins in Area 10B–4 take 
  1d8+2 rounds, though they do not take the time to put on armor.
  If given time to position themselves, Oolarg and his berserkers attempt 
  to attack intruders directly, while the scouts stay back and provide missile 
  support. They also make sure that each of the other points of entry into 
  the lair has a pair of alert goblins standing by in case of a flanking attack. 
  The goblin berserkers’ traditional melee tactic is to fly into a rage and 
  charge. In subsequent rounds, they then use Acrobatics to move into 
  flanking positions; their subsequent Power Attacks depend on how good 
  their opponent’s defenses are. Oolarg initially uses his Dazzling Display 
  feat to demoralize opponents, and then goes into a rage and charges into 
  battle using his rhino hide armor to advantage. 
  When Mesifin is alerted to trouble, he and his acolytes survey the threat 
  and cast whatever buff and protective spells they deem appropriate. Mesifin 
  stays back and casts prayer, doom, or magic circle against good, followed 
  by command, blindness/deafness, or hold person. When foes come close 
  enough to engage in melee, he seeks to flank with goblin rogues if he can, 
  and entrusts previously cast spells to shield him from harm.
  Morask and Kamlyss, assuming both are present, move to the source of 
  the disturbance and use their stealth abilities and magic items to make as 
  many sneak attacks as they can, preferably sniping with their bows.
  reinforcements
  PCs may engage in a preliminary assault, and then come back later 
  for additional attacks on the outpost. This is fine, but the goblins receive 
  reinforcements at regular intervals to shore up their numbers, so long as the 
  passage to Greznek and the Talon of Orcus remains open. Reinforcements 
  arrive in the following sequence:
  • 8 hours after any assault — replacement for the priest and acolytes of 
  Orcus, though the priest is only replaced once and the acolytes twice at a 
  maximum; equipment and supplies are also replenished at this point
  • 12 hours after any assault — enough goblin scouts and lieutenants to 
  replace any that have fallen — including any goblins from reinforcements 
  listed below
  • 12 hours after second assault — an additional force of 5 lieutenants 
  and 30 scouts to shore up the defenses; these only show up if at least 20 
  scouts or 8 lieutenants in total have been killed
  • 12 hours after third assault — a force of 12 ogres led by an ogre 
  barbarian 6 arrive to reinforce the outpost; these only show up if at least 
  30 scouts or 12 lieutenants have been killed, or if Oolarg and his band 
  have been wiped out
  • 24 hours after fourth assault — a large expeditionary force of 100 
  goblin 1st-level warriors, led by a 6 priests (5th-level clerics of Orcus) 
  arrive to deal with the problem; these only show up if at least 60 goblin 
  scouts, 20 lieutenants, or half the ogres are killed
  10B–1. Bloodways Approaches  
  (Cr 2)
  The primary point of defense for the outpost is against these three 
  passages, each of which leads directly into Level 9D. Due to the number 
  of hostile creatures that come wandering down this way, and the relative 
  security of the other entrances, most attention toward possible invasion is 
  directed at these areas.
  Sixty feet down the passage from the outpost’s three gates, the holy 
  symbol of Orcus is engraved into the stone floor. This symbol has two 
  effects: first, it commands any undead not accompanied by a priest of 
  Orcus to go back. Non-intelligent undead get no save against this effect; 
  intelligent undead are allowed a DC 21 Will save to overcome the effect, 
  but most do not bother trying to make the attempt unless they are pursuing 
  tasty prey. The effect is at CL 15th. The second benefit of the inscribed 
  symbols is to prevent passage of the red mist of the Bloodways.
  At the entrance to the outpost, the three passages open out into a large, 
  70 x 90 ft. diameter cavern. Further progress is blocked by a 12-foot-high 
  wall with crenellations at the top. The last 10 ft. of the passage forms a 
  stone bridge over a crevasse. Set into the wall is a stout, iron-reinforced 
  gate barred from within. The gate and the wall to either side are fitted with 
  arrow slits, so goblins in the courtyard (Area 10B–3) can fire directly out 
  at intruders.
  The cavern beyond the wall has a large domed ceiling about 50 ft. high 
  at its apex. A 20-foot- wide column rises up through the center of the 
  cavern and connects to the ceiling. An area near the top (Area 10B–8) is 
  riddled with arrow slits as well, which allow goblins there to fire down 
  into the approaches to the outpost, although anyone within 10 ft. of the 
  wall has total cover against this missile fire.
  Just inside each gate there is a lever that causes the floor in the 10 ft. closest 
  to the gate to drop suddenly, dumping anyone standing there into the snake 
  run (Area 10B–12). The goblins direct their fire preferentially at those more 
  than 10 ft. from the gate, to encourage them to move onto the trapped section. 
  They then dump victims into the snake run, hoping to separate intruders and 
  allow them time to get their forces into position. The goblins also have access 
  to tanglefoot bags and thunderstones, and use them liberally on intruders 
  to divide them and hinder spellcasters. The alchemist’s fire is saved for use 
  against creatures particularly susceptible to or fearful of fire.
  Steel-Reinforced Wood Gates: hardness 5, hp 80, Break DC 30.
  PIT TRAP  
   
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger manual (lever); Reset manual
  393
  level 10b
  
  Effect 20 ft. deep pit (2d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-by-20-ft. area)
  10B–2. Battlements
  Behind the 12-foot-high wall, a ledge 5 ft. wide and 10 ft. above the 
  courtyard runs around the interior periphery of the wall. Where this 
  connects with rooftops it opens out into a larger area where troops can 
  marshal. A trapdoor in the northwest corner opens into stairs in Area 
  10B–4.
  Goblins are positioned as described in the tactics section on this wall. 
  In addition to them, the area over each gate is stocked with the following 
  items: 3 replacement shortbows, 120 arrows in six quivers, 6 flasks of 
  alchemist’s fire, 5 tanglefoot bags, and 3 thunderstones.
  10B–3. Courtyard (Cr varies)
  A central courtyard connects the three gateways; there are usually 2d4 
  scouts and 1d4 berserkers wandering around in here at any time, with an 
  80% chance of 1–2 lieutenants and a 30% chance of Oolarg, Mesifix Styx, 
  or Kamlyss (roll separately for each).
  The courtyard is composed of flagged stone, to allow purchase for 
  running goblin feet. There are three low (10 ft. high) buildings, opening 
  into Areas 10B–4, 10B–5, and 10B–6. In addition, there is a heavily 
  reinforced wooden door that opens into the central stairwell at Area 10B–
  7. The walls of this central pillar are studded with both shackles embedded 
  in the stone and arrow slits for missile fire from Area 10B–7. Corporal 
  punishment of goblins takes place here, witnessed by the majority of the 
  goblins in the outpost.
  10B–4. Barracks
  The goblin scouts normally maintain their bedrolls here; the entire 
  place is infested with fleas, lice, and the ripe stench of unwashed goblin. 
  With Oolarg’s arrival, the goblin lieutenants who normally live in Area 
  10B–10 have been forced to relocate here. There is no significant wealth 
  to be had. In the northwest corner, a set of stairs ascends to a trapdoor that 
  leads to the battlements.
  10B–5. Shrine of Orcus
  The door to this room is locked but untrapped. Use of a key or a 
  successful DC 20 Disable Device check bypasses the lock.
  The priest Mesifin Styx and his 3 acolyte aides dwell here. Mesifin 
  made the mistake of killing a torture victim prematurely a few months 
  ago, and as punishment his superior appointed him as the current liaison 
  between the Talon of Orcus and the outpost. This has sat poorly with 
  the ambitious Mesifin. He spends an equal amount of time plotting his 
  revenge and whining to his acolytes, who in turn have little love for the 
  egotistical priest.
  10B–6. Storage room
  This room holds several weeks’ worth of rations for the goblins — 
  mushroom paste, pickled and preserved meats, and two tuns of aptly-
  named Crack-Snout, a potent goblin ale. A pair of cages in the southern 
  end of the room holds 3 kobold slaves used to perform menial work. The 
  keys to the cages hang on a hook on the north wall.
  KOBOLD SLAVE (3) 
   
   
  CR —
  XP —
  hp 2 (Pathfinder Roleplaying Game Bestiary, “Kobold”)
  10B–7. Bunker
  This room is accessed by a stout, iron-reinforced door, and its walls are 
  riddled with arrow slits. The door has no lock, but can be triple-barred 
  from the inside. In the southwest corner a set of spiral stairs lead up and 
  down, to Areas 10B–8 and 10B–9, respectively. Arrows are located in 
  small bins along the walls of the hall, and additional weapons stand in 
  small racks against the walls in several places. When the outpost is not 
  on alert, the sounds of merriment can be heard drifting up from the stairs 
  below.
  In case of an assault, the goblins retreat to this chamber and try to bar 
  and hold the door as long as they can, while comrades use the arrow slits 
  to riddle opponents with holes.
  Iron-reinforced wooden door: hardness 6, hp 60, Break DC 28.
  10B–8. Upper Aerie
  The stairs from Area 10B–7 spiral up about 30 ft. through solid rock 
  before opening into this chamber. It is outfitted much like the room below, 
  with weapon racks, arrow bins, and the like. There are always several 
  goblins on guard here.
  The spiral stairs continue up and end at a large wooden trapdoor that 
  is kept barred from within. On the far side of this trapdoor, the stairs 
  continue, traveling upward several hundred feet before emerging into the 
  back of a small cave that opens out onto a thorn-choked defile located 
  several miles north of Rappan Athuk’s main entrance; see Wilderness 
  Area 11.
  Iron-reinforced wooden trapdoor: hardness 6, hp 60, Break 
  DC 28.
  10B–9. Common room
  This area sees constant use by goblins in the outpost; there are a number 
  of tables, fires with pots, and piles of rubbish and dubious refuse piled 
  around the room. Goblins here gamble, brawl, engage in contests of arms, 
  and perform other such activities to unwind. A thorough search through 
  the refuse would take some time, and would turn up approximately 50 gp 
  worth of valuables.
  Spiral stairs enter the room in the middle of the western wall from Area 
  10B–7 above, and continue down to Area 10B–13 below. In addition, 
  there are two of wooden doors: one leads to Area 10B–10, where the 
  goblin lieutenants normally live (currently occupied by Oolarg and his 
  berserkers); the other wooden door is locked, and opens into Morask’s 
  personal quarters (Area 10B–11).
  Kamlyss is most often found here, keeping an eye on things and trying 
  to calm down any confrontations between his scouts and the berserkers 
  led by Oolarg. In addition, 2d6 scouts and 1d4 lieutenants lounge here at 
  any given time unless an alarm has been called out.
  Locked wooden door: hardness 5, hp 20, Break DC 25; 
  Disable Device DC 20.
  10B–10. Lieutenant’s Quarters
  The goblin lieutenants once laired here, but it has been taken over by 
  Oolarg and his band. Half of this group of goblin barbarian/rogues can 
  be found here at any time, with the others in small gangs of three or four 
  wandering elsewhere in the outpost, bullying scouts. The once neatly-
  arranged beds in the area are now scattered about and in bad shape thanks 
  to the depredations of the berserkers.
  394
  level 10b
  
  10B–11. Morask’s room (Cr 8)
  This chamber is set aside for Morask, leader of the outpost. The door 
  is kept locked. The room itself holds a bed, a large, locked chest, a small 
  table and chair, and a cabinet holding several handcasks of dwarven ale.
  In the southern part of the western wall there is also a secret door, 
  accessed by pressing a pair of stones in the wall just north of it. This 
  goes into a small closet where the outpost’s funds and most valuable 
  equipment are kept. To guard the treasury, a somewhat wimpy mohrg 
  has been placed within; it leaps out and attacks anyone in the room unless 
  the secret door is knocked upon thrice before opening it. (This mohrg was 
  deemed substandard by the Orcus priests who created, and agreed to have 
  it serve here rather than simply discarding it; it has the same stats as a 
  regular mohrg but significantly fewer hit points.)
  Stone secret door: hardness 8, hp 60, Break DC 28; 
  Perception DC 22.
  Locked wooden chest: hardness 5, hp 20, Break DC 27; 
  Disable Device DC 30.
  MOHRG  
   
  CR 8
  XP 4,800
  hp 60 (Pathfinder Roleplaying Game Bestiary, “Mohrg”)
  Treasure: Inside the chest are Morask’s extra clothes, along with a 
  diamond-studded tiara worth 2,500 gp. The secret chamber holds 32 gp, 
  283 sp, 130 cp, 20 flasks of fire oil, 15 thunderstones, 8 tanglefoot bags, 4 
  potions of cure moderate wounds, 2 potions of invisibility, and an arcane 
  scroll with haste, slow, and confusion (CL 10th).
  10B–12. Snake run (Cr 10)
  This circular passageway has no exits except through the three openings 
  20 ft. up. Some time ago the goblins lured 2 shadow hunter serpents into 
  this area, and here they remain, prowling the passage, feeding on anyone 
  dumped into their lair.
  In addition to the snakes, the area is filled with the bones of digested 
  victims that litter the floors, sometimes in drifts. The area is regularly 
  harvested of loot soon after a feeding, when the snakes are sluggish as 
  they digest, so there are no valuables to be found down here.
  In case a PC is dropped into this area from above, they attract the 
  attention of the two serpents in 1d6 rounds (roll separately for each).
  SHADOW HUNTERS (2) 
   
   
  CR 8
  XP 4,800
  hp 76 (see Level 9D)
  10B–13. Lower Bunker
  The spiral stairs end in this room, located some 30 ft. below the 
  common room (Area 10B–9). This room contains a 2 ft. diameter well 
  that descends a further 50 ft. to an underground stream, a small cart 8 ft. 
  long and 4 ft. wide, and a stout, iron-reinforced door that can be barred 
  from either side. There is also a lever in this room that collapses a 40 ft. 
  section of passage in Area 10B–14.
  Iron-reinforced wooden door: hardness 6, hp 30, Break DC 28.
  10B–14. Access Tunnel (Cr 8)
  This 10 ft. wide passage runs north and south. To the north the passage 
  descends, and winds down into the earth until it connects with the goblin 
  city of Greznek (Level 12A, Area 12A–12A); this is a 15-minute journey 
  by foot at Speed 30 ft., though a running goblin scout can make the trip in 
  just 5 minutes. To the south, the passage travels 300 ft. on the level before 
  coming to the entrance to the Talon of Orcus (Level 10C).
  The passage to Greznek is trapped, though this trap can only be 
  activated by pulling a lever in Area 10B–13 or a lever on the left hand 
  wall 60 ft. down the passage. Pulling the lever collapses the ceiling in the 
  first 40 ft. of corridor north of the entrance to 10B–13. This serves to seal 
  off access to Greznek in case of dire need.
  COLLAPSING CEILING TRAP 
   
   
  CR 8
  XP 4,800
  Type mechanical; Perception DC 30; Disable Device DC 30
   
  Trigger manual (lever); Reset none
  Effect 40-ft. length of passage caves in, dealing 6d6 
  damage and burying alive those in the area; DC 20 Reflex 
  avoids for targets within 10 ft. of either end of the trapped 
  zone; multiple targets (all targets in the 40 ft. section 
  passage)
  395
  level 10b
  
  Level 10C: 
  The Talon of Orcus
  NOTE: This is a large and complex location; the GM should familiarize 
  himself with the entire area before running it.
  To support the nearby Goblin Outpost (Level 10B) and keep an eye on 
  the Bloodways (Level 9D), a small temple to Orcus was established some 
  years past. Over time, as the Bloodwraith’s influence in the Bloodways 
  has grown, the temple has been enlarged and expanded. This area is 
  shown on Map RA–10C.
  inhabitants
  The Talon of Orcus is overseen by Hesperix, a cleric of Orcus. Day-to-day 
  activities are overseen by 12 priests of Orcus, and run by 20 acolytes. In addition, 
  the Talon is also the home of the Seer, a wizard specializing in scrying magic.
  ACOLYTE OF ORCUS (20)  
  CR 2
  XP 800
  Male human disciple of Orcus 3 (see Appendix B)
  CE Medium humanoid (human)
  Init +1; Senses darkvision 60 ft.; Perception +6
   
  AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
  hp 23 (3d8+6 plus 3) 
  Fort +5; Ref +2; Will +6 
   
  Speed 20 ft. (30 ft. base)
  Melee heavy mace +5 (1d8+2)
  Special Attacks channel energy (4/day, 2d6, DC 12), 
  death’s kiss (1 round, 6/day)
  Spells Prepared (CL 3rd; melee touch +3) 
  2nd—bull’s strength, ghoul touchD (DC 15), hold person  
  (DC 15)
  1st—bane (DC 14), cause fearD (DC 14), command (DC 14), 
  cure light wounds
  0 (at will)—create water, detect magic, guidance, 
  resistance
  D Domain spell Domain Undead*
   
  Str 14, Dex 12, Con 14, Int 13, Wis 16, Cha 13
  Base Atk +2; CMB +4; CMD 15 
  Feats Combat CastingB, Command UndeadB, Selective 
  Channeling, Weapon Focus (heavy mace)
  Skills Heal +9, Intimidate +2, Knowledge (religion) +7, 
  Perception +6, Spellcraft +6 
  Languages Common, Goblin
  SQ undead lord’s proxy, variant channeler
  Combat Gear 3 vials unholy water; Other Gear chainmail, 
  light steel shield, heavy mace, holy symbol of Orcus, lantern, 
  3 flasks oil, flint and steel, iron key to door of Area 10C–5.
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  PRIEST OF ORCUS (12) 
   
  CR 4
  XP 1,200
  Male human disciple of Orcus 5 (see Appendix B)
  CE Medium humanoid (human)
  Init +2; Senses darkvision 60 ft.; Perception +6
   
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 46 (5d8+15 plus 5) 
  Fort +7; Ref +3; Will +7 
   
  Speed 20 ft. (30 ft. base)
  Melee +1 unholy morningstar +8 (1d8+4 plus 2d6 vs. good)
  Special Attacks channel energy (8/day, 3d6, DC 15), 
  death’s kiss (2 rounds, 6/day)
  Spells Prepared (CL 5th; melee touch +6) 
  3rd—animate deadD, bestow curse (DC 16), blindness/
  deafness (DC 16)
  2nd—bull’s strength, ghoul touchD (DC 15), hold person (DC 
  15), silence (DC 15)
  1st—bane (DC 14), cause fearD (DC 14), command (DC 14), 
  cure light wounds, protection from good 
  0 (at will)—detect magic, guidance, light, resistance
  D Domain spell Domain Undead*
   
  Str 17, Dex 14, Con 16, Int 16, Wis 17, Cha 16
  Base Atk +3; CMB +6; CMD 18 
  Feats Combat CastingB, Command UndeadB (DC 15), 
  Extra Channel, Selective Channeling, Weapon Focus 
  (morningstar)
  Skills Appraise +7, Diplomacy +7, Heal +11, Intimidate +6, 
  Knowledge (arcana) +10, Knowledge (dungeoneering) 
  +4, Knowledge (engineering) +4, Knowledge (history) 
  Level 10C
  Difficulty Level: 12
  Entrances: Passages from Level 9D in Area 10C–1.
  Exits: Passage to Levels 10B and 12A in Area 10C–2.
  Wandering Monsters: There are no wandering 
  monsters within the talon so long as the clerics 
  of Orcus control it. Should the regular staff be 
  eradicated, and not replaced, use the encounter 
  tables for Level 9D: The Bloodways, with the exception 
  that no undead are encountered unless the wards in 
  Area 10C–1 have been disrupted.
  Detection: None, thanks to a continuous non-
  detection effect (see below).
  Shielding: None, save for the glyphs at Area 10C–1 
  which ward out undead.
  Continuous Effects: The entire area is protected by an 
  unhallow effect, coupled with a nondetection spell.
  Standard Features: Unless noted otherwise, all doors 
  are of stone and are lockable (hardness 6, hp 40, 
  Break DC 25). All priests and acolytes possess keys as 
  listed in the various area descriptions and stat blocks. 
  The Talon has been hollowed out from the native 
  limestone with both magic and tools. Ceiling height 
  is 15 ft. throughout, except in Areas 10C–2, 3, and 9, 
  where it rises to 20 ft.
  396
  
  397
  level 10c
  
  +7, Knowledge (religion) +11, Knowledge (planes) +7, 
  Perception +6, Sense Motive +7, Spellcraft +11 
  Languages Abyssal, Common, Goblin, Undercommon
  SQ undead lord’s proxy, variant channeler
  Gear masterwork chainmail, heavy steel shield, +1 unholy 
  morningstar, holy symbol of Orcus, prayer book, 1d6 pp, 
  5d10 gp, platinum ring (worth 50 gp), small gold key to door 
  of Area 10C–6a, 6b, or 6c.
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  HESPERIX 
   
  CR 12
  XP 19,200
  Male human disciple of Orcus 13 (see Appendix B)
  CE Medium humanoid (human)
  Init +0; Senses darkvision 90 ft., see in magical darkness; 
  Perception +12
   
  AC 20, touch 10, flat-footed 20 (+8 armor, +2 natural)
  hp 125 (13d8+39 plus 26) 
  Fort +11; Ref +4; Will +12 
   
  Speed 20 ft. (30 ft. base)
  Melee Dacris +15/+10 (2d4+8 plus 2d6 vs. good/19–20/x4)
  Special Attacks channel energy (7/day, 7d6, DC 18), 
  death’s kiss (6 rounds, 7/day), touch of darkness (13/day, 
  DC 19)
  Spells Prepared (CL 13th; melee touch +12, ranged touch +9) 
  7th—destructionD (DC 21), mass inflict serious wounds (DC 21)
  6th—create undeadD, greater dispel magic, harm (DC 20)
  5th—flame strike (DC 19), greater command (DC 19), 
  righteous might, slay livingD (DC 19)
  4th—air walk, divine power, enervationD, freedom of 
  movement, poison (DC 18), restoration
  3rd—animate deadD, bestow curse (DC 17), blindness/
  deafness (DC 17), prayer, protection from energy, speak 
  with dead (DC 17)
  2nd—bull’s strength, ghoul touchD (DC 16), hold person (DC 
  16), owl’s wisdom, silence (DC 16), sound burst (DC 21)
  1st—bane (DC 15), command (DC 15), detect undead, 
  doomD (DC 15), protection from good, sanctuary (DC 15)
  0 (at will)—detect magic, guidance, light, resistance
  D Domain spell Domain Undead*
   
  Str 16, Dex 10, Con 16, Int 14, Wis 18, Cha 14
  Base Atk +9; CMB +12; CMD 22 
  Feats Combat CastingB, Command UndeadB (DC 18), 
  Extra Channel, Improved Critical (scythe), Martial Weapon 
  Proficiency (scythe), Power Attack, Selective Channeling, 
  Toughness, Weapon Focus (scythe)
  Skills Appraise +6, Diplomacy +8, Heal +17, Intimidate +5, 
  Knowledge (arcana) +7, Knowledge (dungeoneering) 
  +3, Knowledge (engineering) +3, Knowledge (history) 
  +15, Knowledge (religion) +18, Knowledge (planes) +10, 
  Perception +12, Sense Motive +8, Spellcraft +13 
  Languages Abyssal, Common, Goblin
  SQ undead creation mastery, undead lord’s proxy, variant 
  channeler
  Combat Gear 5 vials unholy water, scroll of greater dispel 
  magic, harm, and antilife shell (CL 13th); Other Gear +2 
  chainmail, amulet of natural armor +2, Dacris (see below), 
  holy symbol of Orcus, 75 gp, 3 pp, platinum ring (worth 50 
  gp), ornate iron key to Area 10C–9, finely worked copper 
  key to Area 10C–15, fine black robe emblazoned with the 
  symbol of Orcus.
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
   
  Troop Layout and Tactics
  The various priests can be encountered throughout the complex. 
  They are most often located around their quarters (Areas 10C–4 to 6), 
  in the Shrouded Shrine conducting services (Area 10C–3), or torturing 
  a prisoner in Area 10C–11. However, they can be encountered almost 
  anywhere except the Seer’s lair (Areas 10C–9 and 10) and Hesperix’s lair 
  (Areas 10C–14 to 16). They may also be encountered in the Bloodways 
  nearby, or in the passage running between this area and the Goblin Outpost 
  (Level 10B).
  When intruders are discovered, the priests raise an alarm immediately if 
  they can, and fight defensively, using their environment as best they can to 
  protect themselves, until help arrives. This aid arrives within 1d6 rounds 
  from just about anywhere in the complex. When it comes, the acolytes 
  switch to a more offensive role, while their superiors stay behind the 
  front lines, protecting them and casting spells to weaken the enemy. The 
  Seer does not respond to any alarms, contenting himself with scrying the 
  combat from afar and casting preparation spells if he thinks his sanctum 
  may soon be violated. Hesperix, should he be present in the complex, 
  takes advantage of his underling’s holding action to buff himself and 
  summon allies, then blasts the enemy with his most potent spells.
  Because of the number of clerics occupying the Talon, such a pitched 
  battle almost certainly spells doom for the PCs. Parties should be prepared 
  to retreat if they wish to survive.
  The Talon of Orcus receives reinforcements at the rate of two acolytes 
  and one priest per day. The Seer, his apprentice, and Hesperix are not 
  replaced. The temple is only abandoned if the Seer and all priests over 5th 
  level are slain.
  If needed, Hesperix is also willing to use or pass out items from the 
  trove of magic in the Vault (Area 10C–16).
  There is a 15% chance at any given time that Hesperix is away from the 
  lair, either patrolling Level 9D with 4 priests and 8 acolytes, or visiting 
  one of the other goblin or priestly complexes in Rappan Athuk.
  10C–1. Bloodways Entrances
  The doors swing open from the Bloodways proper into each of these 
  ten foot wide hallways. Just above the lintel inside the door, the symbol 
  Dacris
  Aura strong necromancy; CL 20th
  Slot none; Price 128,318 gp; Weight 10 lbs.
   
  DESCRIPTION
  Dacris is a +2 unholy dark energy scythe. It functions 
  like a brilliant energy weapon, bypassing nonliving 
  matter, but it has a blade of smoking, inky darkness 
  instead. Dacris is also imbued with two special 
  blessings by Orcus: first, once per day when its owner 
  calls it, it teleports to his hand, no matter where it is; 
  second, it grants the wielder the ability to use word of 
  recall once per day. The use of word of recall may be 
  preset to activate if a specific circumstance occurs, 
  such as death or permanent incapacitation, similar to 
  the contingency spell. Hesperix currently has it set to 
  transport him to the altar at Area 10C–3 should he be 
  slain or incapacitated.
   
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, circle of 
  death, limited wish, unholy blight; Cost 64,318 gp
  398
  level 10c
  
  of Orcus is carved into the stone. This symbol blocks entry by the 
  bloodmist and prevents any undead not accompanied by a priest of Orcus 
  from passing it. Non-intelligent undead get no save against this effect; 
  intelligent undead are allowed a DC 21 Will save to overcome the effect, 
  but most do not bother trying unless they are pursuing prey. This effect is 
  at CL 15th.
  The walls of the hall are decorated in frescoes, similar in style to the 
  frescoes seen in the various Fresco Rooms of the Bloodways, but in much 
  better repair. They depict undead of all types cowering before shadowy 
  men wielding holy symbols of Orcus. Three wall sconces line each wall, 
  though they are empty, and the hall is unlit.
  These corridors lead directly into the Bloodways. The priests of 
  Orcus only use them when conducting expeditions into the Bloodways 
  (maybe only once every two to three weeks), and they are otherwise 
  largely unused.
  10C–2. Hall of Chains (Cr 11)
  This hall connects the passage leading to the Goblin Outpost (Level 
  10B) and Greznek (Level 12A) with the Talon of Orcus. It is designed to 
  intimidate goblin petitioners and terrify prisoners.
  The hall is 20 ft. wide, and the walls are stained with layers of blood 
  and gore, so thick that it is sometimes difficult to discern the wall 
  frescoes beneath it depicting goblins being tortured and sacrificed on 
  altars. Chains, many ending in barbed hooks, dangle from the 20 ft. high 
  ceiling, reaching down as far as 15 ft. in places. The chains are coated 
  with gore, and gobbets of flesh still adhere to some of the hooks. There 
  are also a dozen bodies attached to chains and hooks suspended overhead, 
  constantly writhing and moaning softly in agony. Their motions keep the 
  chains gently swinging and clinking against one another. These are goblin 
  juju zombies, and do not free themselves unless attacked, or commanded 
  by a priest of Orcus. The hallway is unlit.
  These zombies serve both to intimidate visitors to the Talon, and as 
  a means of defense. If called upon by any cleric of Orcus, they pull 
  themselves down and attack any intruders, flanking and using sneak attack 
  if possible.
  GOBLIN SCOUT JUJU ZOMBIE (12)  
  CR 3
  XP 800
  Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary 
  2, “Zombie, Juju”)
  CE Small undead (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +6
   
  AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3 
  natural, +1 size)
  hp 20 (3d8–3 plus 3)
  Fort +0; Ref +6; Will +1 
  Defensive Abilities channel resistance +4, evasion, trap 
  sense +1; DR 5/magic and slashing; Immune cold, electricity, 
  magic missile, undead traits; Resist fire 10
   
  Speed 30 ft.
  Melee slam +4 (1d6+1)
  Special Attacks sneak attack +2d6
   
  Str 12, Dex 16, Con —, Int 10, Wis 11, Cha 8
  Base Atk +2; CMB +0; CMD 13 
  Feats Dodge, Improved InitiativeB, Mobility, ToughnessB
  Skills Acrobatics +9, Appraise +5, Climb +14, Disable Device 
  +9, Escape Artist +8, Knowledge (dungeoneering) +6, 
  Perception +6, Sleight of Hand +7, Stealth +17, Swim +6 
  Languages Goblin
  SQ rogue talent (trap spotter), trapfinding (+1)
  10C–3. Shrouded Shrine (Cr 9)
  This large square room is shrouded in perpetual gloom, save for certain 
  key areas that are magically lit.
  There is a 50% chance each of 1d6 acolytes and 1d3 priests being in this 
  room at any given time, performing maintenance, praying before the altar, 
  or just passing through. There’s also a flat 5% chance that a ceremony is 
  underway, involving rituals that require all the priests and acolytes in the 
  temple to be in attendance.
  The doors to 10C–1 and 2 are flooded with a faint, nauseous yellow 
  radiance. Before the door to Area 10C–2, this glow extends forward into 
  the room, and illuminates a 10 ft. diameter pit filled with a roiling deep 
  red slime, like semi-congealed blood. At the far end of the room stands the 
  Talon’s main shrine, illuminated with a hellish red light emanating from 
  an unseen point just over the altar, casting lurid shadows on the nearby 
  statues, and throwing the wall behind the statues into darkness.
  The unlit areas are filled with magical shadow should be considered 
  dimly lit, providing concealment for creatures in these areas. The darkness 
  is considered a 5th level effect at CL 16th for the purposes of countering 
  or dispelling it.
  There are four doorways leading out from the corners of the room, 
  which require a DC 25 Perception check to notice. In addition, hidden 
  in the darkness at areas indicated on the map are patches of caltrops (DC 
  30 Perception to spot them), designed to be a simple defense against 
  intruders. These caltrops are moved about regularly, and always are after 
  any assault. Finally, there is a set of three steps leading from the area of 
  the pit up to the location of the altar, and if these steps are not noticed 
  (DC 25 Perception), a person moving past them in the gloom must make 
  a DC 15 Acrobatics check or stumble and fall, sustaining 1d6 points of 
  nonlethal damage.
  The pit near the southern end of the chamber is filled with a red 
  gelatinous substance that is harmless, but lurking beneath the surface are 2 
  advanced blood golems, whose movements cause the surface of the pool 
  to roil. The golems are under the control of the priests of the temple, and 
  are under orders to attack anyone who comes within 5 ft. of the edge of 
  the pit, or emerge and attack if commanded by any of the priests. The pit 
  itself is 20 ft. deep, filled nearly to the brim with red slime and the blood 
  golems. There is no treasure within it.
  The altar is made of obsidian, rough-hewn on the side but sharpened 
  into many razor-edged spikes on top. The top is also liberally stained with 
  blood and other exudates from sacrificed creatures, and reeks with a foul 
  charnel smell. Behind the altar, looming 17 ft. tall (nearly to the ceiling) is 
  a great statue of Orcus, carved of granite. Flanking the statue of Orcus is 
  a pair of human-sized cowled statues bearing scythes; the faces within the 
  cowls are skeletal. Despite their ominous appearance, neither the statues 
  nor altar have any unusual magical properties.
  Behind the statue of Orcus a cunningly hidden and locked sliding secret 
  door allows access to the Seeing Room, Area 10C–9. 
  Secret Door: hardness 7, 60 hp; Perception DC 30, Break DC 
  25, Disable Device DC 25.
  ADVANCED BLOOD GOLEMS (2)  
  CR 7
  XP 3,200
  N Large aberration (Frog God Games The Tome of Horrors 
  Complete, “Golem, Blood”)
  Init +5; Senses blindsight 20 ft., tremorsense 60 ft.; Perception 
  +21
   
  AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 66 (12d8 plus 12)
  Fort +6; Ref +6; Will +8 
  DR 10/magic and bludgeoning; Immune construct traits, 
  mind-affecting effects; Resist fire 10
  Weaknesses vulnerability to magic
   
  Speed 30 ft., swim 30 ft.
  399
  level 10c
  
  Melee 2 slams +16 (2d6+7 plus blood consumption)
  Space 10 ft.; Reach 5 ft.
   
  Str 25, Dex 10, Con 10, Int 2, Wis 11, Cha 1
  Base Atk +9; CMB +17; CMD 27 
  Feats Great Fortitude, Improved Initiative, Lightning Reflexes, 
  Skill Focus (Perception), Toughness, Weapon Focus (slam)
  Skills Perception +21 
  SQ cell division
   
  Blood Consumption (Su) Each time a blood golem hits a 
  living opponent with a slam attack, it gains a number of 
  temporary hit points equal to the damage dealt. These 
  bonus hit points are added to the blood golem’s total, 
  even if the addition takes it above its current maximum hit 
  points. A blood golem cannot gain more hit points than 
  the maximum hit points allowed by its HD (not including 
  any bonus hit points it may have from its Con score or other 
  sources). For these blood golems, this maximum is 96 hit 
  points. 
  If a blood golem successfully hits an opponent with 
  both of its slam attacks in a single round, that opponent 
  suffers catastrophic blood expulsion, taking 2d4 points of 
  Constitution damage (DC 15 Fortitude save for half). A 
  blood golem gains 5 hit points per point of Constitution 
  damage it deals. The save DC is Constitution-based and 
  includes a +2 racial bonus.
  When a blood golem reaches its maximum hit points for its 
  Hit Dice, it divides (see cell division, below). 
  Cell Division (Ex) When a blood golem absorbs enough 
  blood to raise its hit points to the maximum for its HD, it splits 
  into two identical blood golems, each with half the original’s 
  hit points. In other words, if one of these advanced blood 
  golems should reach 96 hit points, it splits into two blood 
  golems with 48 hit points each. 
  Vulnerability to Magic (Ex) A blood golem is slowed (as the 
  spell) for 1d4 rounds by any cold-based attacks or effects. 
  A purify food and water spell deals 1d6 points of damage 
  per caster level (maximum 10d6) to a blood golem. A blood 
  golem can attempt a Fortitude save to reduce this damage 
  by half.
  10C–4. Hall of Victories (Cr 8)
  Running from a door in the southeast corner of the Shrouded Shrine is 
  a five-foot wide hallway decorated with more frescoes, these depicting 
  images of victories won by the followers of Orcus. Villages are sacked, 
  paladins and clerics of good gods sacrificed, and exultant priests receive 
  blasphemous blessings from Orcus. The hall is lit by three lanterns with 
  red-tinted glass hoods hanging from hooks in the walls.
  The door at the end of the hall opens onto another corridor, decorated 
  with more of the frescoes, but these depict priests engaging in foul acts 
  with various corpses, demons, and undead. The hall is lined with small, 
  elegant tables carved with screaming faces, expensive gold lamps with 
  tinted red hoods and engraved with leering demons, and other valuable 
  but grim furnishings weighing a total of 1,000 pounds and worth 5,000 
  gp to a collector who would be interested in buying such dubious items.
  Doors in the south side of that hall lead into the priests’ quarters (Area 
  10C–6). All these doors are locked, and only the priests and Hesperix 
  possess keys to them. The doors also bear glyphs of warding that are 
  triggered if the lock is touched or the door is opened without using the key.
  GLYPH OF WARDING TRAP (WESTERN DOOR) 
  CR 5
  XP 1,600
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (glyph of warding, 2d8 cold damage); DC 
  16 Reflex save reduces damage by half
  GLYPH OF WARDING TRAP (CENTRAL DOOR) 
  CR 5
  XP 1,600
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (glyph of warding, 2d8 electricity 
  damage); DC 16 Reflex save reduces damage by half
  GLYPH OF WARDING TRAP (EASTERN DOOR) 
  CR 5
  XP 1,600
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (contagion, cackle fever); DC 16 Fortitude 
  save avoids
  10C–5. Acolytes’ Quarters 
  (Cr varies)
  Tiers of bunks line the eastern wall of this room, and the center is taken 
  up by several tables and chairs. Oil lanterns on the north and south walls 
  produce a steady light. Near the southwest corner lies a small, covered 
  circular well; the key to the lid hangs on a hook on the wall next to it.
  In front of the bunks stand a total of 20 wooden chests. The chests are 
  all unlocked, and contain garments and other relatively valueless items.
  Unless a ceremony or a pitched battle is taking place in the temple 
  complex, there are always at least 2d4 off-duty acolytes in here, sleeping, 
  studying chapbooks of occult lore, or engaging in discussion with one 
  another.
  10C–6. Priests’ Quarters (Cr 8)
  The doors to these rooms are locked and warded with magical glyphs 
  (see Area 10C–4 for details). Within, each chamber holds two sets of 
  bunk beds, a table, chest of drawers, and a small scroll rack cluttered with 
  writings on Orcus, occult lore, and other unsavory topics. Each room is 
  lit by a standard oil lamp hanging from a hook by the doorway. There is 
  a 70% chance each room contains 1d4 priests, unless an alarm has been 
  sounded elsewhere or a ceremony is taking place. A scroll in the rack in 
  the western chamber contains a scroll of raise dead (CL 9th), while the 
  rack in the eastern chamber holds a cursed scroll (CL 13th) that steals the 
  voice of whoever opens it; a DC 20 Will save evades the effect. The rooms 
  otherwise contain little of value.
  10C–7. Maintenance Wing (Cr 5)
  This area has been undergoing recent expansion. The door from the 
  Shrouded Shrine opens into a 10 ft. wide hallway that runs about 45 to 50 
  ft. before ending at an area of construction. There is a door on the western 
  wall, and an opening further south that leads to another room undergoing 
  construction.
  In the southern end of this corridor, a total of 7 skeletons and 8 
  zombies stand side by side, awaiting orders from the priests or acolytes. 
  The zombies hold mining picks (treat as heavy picks), while the skeletons 
  wield large hammers (treat as greatclubs). None attack unless commanded 
  by a priest of Orcus, or unless attacked themselves.
  MEDIUM HUMAN SKELETONS (7)  
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton,” with 
  the following changes: add Melee heavy pick +0 [1d6/x4])
  400
  level 10c
  
  MEDIUM HUMAN ZOMBIE (8) 
   
   
  CR 1/2
  XP 200
  hp 12 (Pathfinder Roleplaying Game Bestiary, “Zombie,” 
  with the following changes: add Melee large hammer +4 
  [1d10+3])
  10C–8. Storeroom
  This 20 ft. square room is lined with shelves, and a cluster of barrels 
  stands in the northwest corner. The shelves contain jars and crates of food, 
  construction and maintenance equipment, 28 flasks of lamp oil, 4 extra 
  lamps, and any other mundane supplies you may wish to include here. In 
  the center of the southern wall stands a half-finished stone statue of what 
  appears to be a skeletal figure, being carved from red marble.
  10C–9. The Seeing room (Cr 13)
  This room is well-lit thanks to continual flame-lit torches lining the east 
  and west walls. The room is divided into two portions. The entire area 
  is shrouded with a permanent nondetection effect that prevents magical 
  detection into or within the room, but does not prevent scrying out of the 
  room.
  The southern part of the room is 15 ft. deep and 20 ft. wide. The east 
  and west walls hold three niches, each containing a mummified body 
  with gems where its eyes should be. At the center of the northern wall, 
  a series of three stone steps lead up into a 10 ft. square alcove, holding 
  a basin resting atop a stone altar draped with gold cloth. Behind the altar 
  loom two fat statues of Orcus, each clutching a wand in one hand and a 
  humanoid skull in the other.
  Hesperix, the priests, and the Seer use this room for scrying, as the 
  unholy water font can also be used as a crystal ball with see invisibility 
  by worshippers of Orcus (the font bypasses all protections against scrying 
  on this level). The room is well defended, however, by both the 2 Orcus 
  golems and by the Seer, who resides in this area. Though he does not take 
  part in conflicts in the main temple, any intruders here must face him, and 
  suffer his wrath if they prove hostile.
  ORCUS GOLEMS (2) 
   
  CR 6
  XP 2,400
  N Medium construct (Frog God Games The Tome Of Horrors 
  Complete, “Golem, Stone Guardian”)
  Init +1; Senses darkvision 60 ft., low-light vision, see invisibility; 
  Perception +0
   
  AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
  hp 54 (6d10+20)
  Fort +2; Ref +3; Will +2 
  Defensive Abilities moderate fortification; Immune construct 
  traits; Resist cold 5, fire 5, electricity 5 
   
  Speed 20 ft.; dimensional step
  Melee 2 slams +13 (1d8+7)
   
  Str 25, Dex 13, Con —, Int —, Wis 11, Cha 1
  Base Atk +6; CMB +13; CMD 24 
  SQ ring link
   
  Dimensional Step (Su) As a move action, an Orcus golem 
  can teleport itself and up to 50 pounds of gear up to 100 
  feet. It can continue to take its normal actions for the 
  round when it reaches its destination. Otherwise, this ability 
  functions as the dimension door spell.
  Moderate Fortification (Ex) An Orcus golem has a 50% 
  chance to ignore additional damage caused by critical hits 
  or sneak attacks.
  Ring Link (Su) An Orcus golem is linked to a magic ring. The 
  construct never attacks any creature that wears this ring, 
  nor any creatures within 10 ft. of the ringwearer, unless one 
  of those creatures attacks the ringwearer first. 
  See Invisibility (Su) An Orcus golem constantly sees invisible 
  creatures and objects, as per the spell see invisibility. 
  THE SEER 
   
   
  CR 12
  XP 19,200
  Male human diviner 13 
  LE Medium humanoid (human)
  Init +8; Perception +15
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 88 (13d6+13 plus 26) 
  Fort +10; Ref +9; Will +13 
   
  Speed 30 ft.
  Melee adamantine dagger +7/+2 (1d4/19–20)
  Diviner Spell-Like Abilities
  10/day—diviner’s fortune (+6)
  Spells Prepared (CL 13th; ranged touch +8) 
  7th—greater arcane sight, greater scryingB, limited wish
  6th—quickened mirror image, summon monster VI, true 
  seeingB
  5th—dominate person (DC 22), feeblemind (DC 22), prying 
  eyesB, quickened true strike, wall of stone
  4th—confusion (DC 21), dimension door, enervation, scryingB 
  (DC 22) (x2), stoneskin
  3rd—clairaudience/clairvoyanceB (DC 21), dispel magic, fly, 
  halt undead (DC 20), slow (DC 20), stinking cloud (DC 20)
  2nd—detect thoughts (DC 20) (x2), extended mage armor†, 
  mirror image (1d4+4 images), resist energy, see invisibilityB
  1st—grease (DC 18), magic missile, protection from good, 
  ray of enfeeblement (DC 18), shield, true strikeB
  0 (at will)—detect magic, light, prestidigitation, read magic
  Arcane School divination Opposition Schools illusion, 
  evocation
  † already cast
   
  Str 11, Dex 15, Con 13, Int 24, Wis 14, Cha 19
  Base Atk +6; CMB +6; CMD 25 
  Feats Craft Wondrous ItemB, Defensive Combat Training, 
  Great Fortitude, Improved InitiativeB, Quicken SpellB, Scribe 
  ScrollB, Silent Spell, Spell Focus (divination), Spell Mastery 
  (detect scrying, dimension door, dispel magic, magic missile, 
  scrying), Spell Penetration, Toughness
  Skills Bluff +9, Craft (alchemy) +13, Diplomacy +8, Fly +18, 
  Knowledge (arcana) +23, Knowledge (dungeoneering) 
  +19, Knowledge (history) +17, Knowledge (planes) +20, 
  Perception +15, Sense Motive +15, Spellcraft +23
  Languages Abyssal, Common, Draconic, Elven, Goblin, 
  Infernal
  SQ contingency, forewarned, scrying adept
  Combat Gear scroll of forcecage, scroll of legend lore, 
  scroll of analyze dweomer, scroll of wall of force, scroll of 
  dismissal (DC 17), scroll of improved invisibility, 2 scrolls of 
  greater dispel magic, scroll of baleful polymorph (DC 17), 
  scroll of remove curse, scroll of teleport (all scrolls CL 13th), 
  potion of cure critical wounds; Other Gear adamantine 
  dagger, headband of spiritual focus, cloak of resistance +3, 
  two magical copper rings (moderate abjuration aura) that 
  are tied to the Orcus statues in Area 10C–9, wizard’s robes 
  (worth 100 gp), spell component pouch, three 1,500 gp 
  diamonds (for limited wish), long, thin golden key to secret 
  door in Area 10C–10.
   
  Contingency: If struck by a melee or ranged attack for more 
  than 5 points of damage, stoneskin on self.
  401
  level 10c
  
  Tactics: If the Seer is attacked, or feels an attack is a foregone 
  conclusion, he immediately calls the Orcus golems to his aid and positions 
  himself behind the holy water font, using it as cover while he casts spells 
  at the party. The golems use their dimensional step ability to flank wizards 
  or other weak-looking opponents that the Seer designates, though if he 
  is reduced to half his hit points he commands them to return and move 
  between any melee attackers and himself. If reduced to less than 15 hit 
  points, he uses his quickened mirror image, dimension doors to travel to 
  Area 10C–20J, gathers his possessions as quickly as possible, murders 
  his apprentice, and uses his scroll of teleport to escape.
  The mummified bodies are simply corpses, not undead. The gems can be 
  pried from their eyes; each is a black opal worth 50 gp, and there are 12 in all.
  In the northwest corner of the room there is a cunningly concealed 
  secret door that leads to the Seer’s personal quarters. Note that because 
  of the nondetection effect (CL 13th), magical means of finding the door 
  frequently do not function. The secret door is locked but untrapped, and 
  only the Seer has the key.
  Secret Door: hardness 7, hp 60; Perception DC 30; Break DC 
  35; Disable Device DC 30. This door is also arcane locked by 
  the Seer; the Break DC drops to 25 if this effect is dispelled.
  10C–10. The Seer’s retreat
  Past the locked secret door in Area 10C–9 a crude passage descends 
  via rough stone steps down to a roughly 15 ft. diameter cave. The cave 
  contains a large, iron-framed bed, a table, several shelves of books with a 
  fresh skull resting atop it, a small lab table, and a woman in a torn smock 
  chained to the foot of the bed.
  The chained woman is Zatalya, the Seer’s current apprentice, whom he is still 
  in the process of breaking and molding to suit his needs. She has considerable 
  native talent, but has been reduced to a fearful, cringing wretch, and does little 
  to protect herself other than curl into a fetal ball. Killing her should earn good-
  aligned PCs an XP penalty, and freeing her should earn them a reward.
  If Zatalya is freed and calmed, a charismatic character may be able 
  to get some information from her about the Seer. She does not know his 
  name, but does know that he has only come here within the last month or 
  so, muttering something about a finding a staff.
  ZATALYA 
   
   
  CR 1/2
  XP 200
  Female human diviner 1 
  N Medium humanoid (human)
  Init +7; Perception +4
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 10 (1d6 plus 4) 
  Fort +0; Ref +2; Will +5
   
  Speed 30 ft.
  Melee unarmed strike –1 (1d3–1 nonlethal)
  Diviner Spell-Like Abilities
  1/day—diviner’s fortune
  Spells Prepared (CL 1st) 
  1st—comprehend languages (x2), identify
  0 (at will)—detect magic, light, read magic
  Arcane School divination Opposition Schools evocation, 
  illusion
   
  Str 9, Dex 15, Con 10, Int 17, Wis 17, Cha 13
  Base Atk +0; CMB –1; CMD 11 
  Feats Improved InitiativeB, Scribe ScrollB, Toughness
  Skills Bluff +2, Craft (alchemy) +7, Knowledge (arcana) +7, 
  Perception +4, Sense Motive +4, Spellcraft +7
  Languages Abyssal, Common, Draconic, Elven
  SQ forewarned
  Treasure: The books on the shelves deal primarily with scrying, 
  divination, and prophecy. They would be worth 2,000 gp to a collector. 
  The Seer’s spellbooks are also on one of the shelves, and contains all the 
  spells listed in his repertoire, along with any others the GM sees fit to 
  provide. The skull atop the bookcase is that of Azarthraine, former leader 
  of the adventurer band the Fire Hawks. In addition, the lab table contains 
  1,000 gp worth of chemicals and reagents, though these are in fragile 
  containers and weigh 20 pounds.
  10C–11. Torture room
  The rack, dangling chains, straps, and racks of sharpened blades, 
  pokers, clamps, and other devices all attest to this room’s purpose as a 
  torture chamber. Four everburning torches set in sconces on the walls 
  produce a blood-red flame, lending the chamber an infernal look. In the 
  north wall four small, barred windows open into cells in Area 10C–13, 
  and the sounds of screaming, sobbing, or insane laughter may be heard 
  from beyond.
  The priests of Orcus use this room daily, both for religious observances 
  and for pleasure. Prisoners that enter this room and the prison beyond do 
  not leave the area alive.
  10C–12. Vestry
  Accessed from the western wall of the torture chamber, this room holds 
  religious paraphernalia, including incense, ceremonial knives, candles, 
  candleholders, and similar regalia. A locked ironbound door to the north 
  opens into the prison block; the steel keys to this door and the cells beyond 
  are attached to a key ring hanging from a hook just east of the door.
  Iron-bound Wood Door: hardness 5, hp 25, Break DC 25, 
  Disable Device DC 25.
  10C–13. Prison 
  (Cr varies, 0 or 4-plus)
  This prison block is rank with the stench of voided bowels and despair. 
  There are a total of nine cells. The first eight are 10 ft. square stone rooms 
  accessed by locked iron doors; the ninth is used for special prisoners, and 
  is 20 ft. square with a steel door.
  Iron Doors to cells 10C–13a–h: hardness 10, hp 60, Break DC 
  28, Disable Device DC 22.
  Headband of Spiritual Focus
  Aura strong transmutation; CL 12th
  Slot headband; Price 37,000 gp; Weight 1 lb.
   
  DESCRIPTION
  The headband of spiritual focus is a heavy iron 
  headpiece that grants the wearer a +4 enhancement 
  bonus to Intelligence, a +2 enhancement bonus to 
  Charisma, and a +5 insight bonus on Concentration 
  checks.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, eagle’s 
  splendor, fox’s cunning, must possess the Uncanny 
  Concentration feat; Cost 18,500 gp
  402
  level 10c
  
  Steel Door to cell 10C–13i: hardness 12, hp 80, Break DC 32, 
  Disable Device DC 30.
  The contents of the cells are as follows:
  10C–13a: Mezuryk, a 12th level human male rogue and once a 
  member of an adventuring group called the Fire Hawks, sits huddled in 
  the corner of this cell, naked save for a thin flea-infested blanket. His body 
  is crisscrossed with lesions and scars, both fresh and old, from his time as 
  a prisoner. Mezuryk immediately rushes over and begs for freedom once 
  he realizes it is not priests of Orcus at the door. He is as informative and 
  helpful as possible, and if healed and equipped, offers to aid the party as 
  best he can.
  Mezuryk has been tortured and broken by the priests of Orcus, resulting 
  in a split personality. The following are some of the initial personalities 
  he may exhibit:
  • Helpful Mezuryk: This is his initial personality; it is neutral good in 
  alignment, and endeavors to be as helpful and useful as possible. As time 
  progresses, this personality becomes increasingly eager to please, until 
  it is little more than a cringing sycophant, fawningly obeying any order 
  given.
  • Demented Mezuryk: In this state, Mezuryk initially behaves with the 
  intellect of a five-year-old child; he has an alignment of neutral, and an 
  effective Intelligence of 3. Over time the mental deterioration continues, 
  his intellect drops, until finally he is a drooling vegetable.
  • Berserk Mezuryk: This personality is most likely to manifest in battle. 
  He flies into a barbarian rage (as the barbarian ability) that lasts until 
  there are no more enemies within view. Unfortunately, he has trouble 
  distinguishing friend from foe in this state, and needs to roll a DC 12 Will 
  save to pick the correct target once his current opponent drops. Once all 
  enemies have died, a final Will save is required to avoid continuing to 
  attack allies, and coming out of the rage. Over time, the DC for the Will 
  save increases as Mezuryk’s mind continues to disintegrate. Mezuryk the 
  berserk is chaotic neutral.
  • Gretalla the Great, Bard to Kings: Mezuryk always had a fondness 
  for music, and with this personality his love for music has been twisted 
  so that he believes he is a world-famous female elven bard; he speaks 
  grandiloquently, affecting a husky voice, and flirts outrageously with 
  charismatic male PCs. As the mental deterioration continues, the 
  Gretalla personality becomes less coherent, with songs blending one 
  into another or being sung with nonsense words. Gretalla has a true 
  neutral alignment.
  • Mezuryk the psychopath: Hidden beneath all the other personalities 
  is this one, a lurking monster that maintains a low-grade awareness even 
  when other personalities manifest. It possesses a hatred for everyone, 
  and delights in slaying anyone it can get a drop on. Due to Mezuryk’s 
  rogue abilities, this makes him very dangerous when the psychopathic 
  personality comes to the fore. Over time, this personality becomes 
  stronger, able to seize control from another personality. Mezuryk must 
  make a DC 15 Will save initially, dropping over time, or the psychopath 
  comes to the fore. The psychopath is chaotic evil.
  Other personalities may appear or disappear, but the above represents 
  the dominant personalities contained within his skull. A DC 30 Heal check 
  allows a PC to determine Mezuryk is insane. To cure this insanity, a heal 
  or greater restoration spell is required.
  MEZURYK 
   
   
  CR 11
  XP 12,800
  Male human rogue 12
  CN Medium humanoid (human)
  Init +8; Perception +17
   
  AC 14, touch 14, flat-footed 14 (+4 Dex)
  hp 93 (currently 13) (12d8+12 plus 24)
  Fort +5; Ref +12; Will +6 
  Defensive Abilities evasion, improved uncanny dodge, 
  rogue talent (resiliency), rogue talent (slippery mind), trap 
  sense +4
   
  Speed 30 ft.
  Melee unarmed strike +13/+8 (1d3+2 nonlethal)
  Special Attacks rogue talent (opportunist), rogue talent 
  (surprise attack)
   
  Str 14, Dex 19, Con 13, Int 15, Wis 14, Cha 11
  Base Atk +9; CMB +11; CMD 25 
  Feats Combat Expertise, Combat Reflexes, Improved Critical 
  (rapier), Improved Feint, Improved Initiative, Toughness, 
  Weapon Finesse
  Skills Acrobatics +19, Appraise +17, Bluff +15, Climb +17, 
  Disable Device +23, Disguise +15, Escape Artist +13, 
  Knowledge (dungeoneering) +11, Knowledge (local) +11, 
  Perception +17, Sleight of Hand +13, Stealth +19, Use Magic 
  Device +15 
  Languages Common, Elven, Undercommon
  SQ rogue talent (fast stealth), rogue talent (trap spotter), 
  trapfinding (+6)
  10C–13b: Empty.
  10C–13c: Holds the corpse of a goblin prisoner. After being tortured 
  for information on nonexistent conspiracies by the goblin Morask (see 
  Level 10B) against Hesperix, he was locked in this cell and forgotten. The 
  body has not risen as an undead — yet.
  10C–13d: Empty.
  10C–13e: Empty.
  10C–13f: Contains a goblin scout that has only begun to be tortured. 
  Nonetheless, the fear of pain has driven him insane, and he now spends 
  most of his waking time shrieking in terror.
  GOBLIN SCOUT  
  CR 2
  XP 600
  Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  CN Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +6
   
  AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 size)
  hp 17 (3d8 plus 3)
  Fort +1; Ref +5; Will +1 
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee unarmed strike +2 (1d2–1) 
  Special Attacks sneak attack +2d6
   
  Str 8, Dex 14, Con 11, Int 10, Wis 11, Cha 8
  Base Atk +2; CMB +0; CMD 13 
  Feats Dodge, Mobility
  Skills Acrobatics +8, Appraise +6, Climb +5, Disable Device 
  +7, Escape Artist +7, Knowledge (dungeoneering) +6, 
  Perception +6, Sleight of Hand +6, Stealth +15, Swim +3 
  Languages Goblin
  SQ rogue talent (trap spotter), trapfinding (+1)
  10C–13g: Empty.
  10C–13h: A dark-skinned humanoid lies huddled against the far wall 
  of this room, sobbing in fear and pain. The floor of the cell is thick with 
  dirt and debris. This is a vampire spawn, captured by the priests in the 
  Bloodways, who have stored it here to keep it out of trouble. The cell 
  serves as the vampire spawn’s coffin.
  VAMPIRE SPAWN 
   
   
  CR 4
  XP 1,200
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Vampire”)
  403
  level 10c
  
  10C–13i: Unlike the other cells, this one is currently furnished with a 
  hard wooden bed covered with a thin straw mattress and a blanket. Lying 
  tied and gagged on the bed is a brown-skinned half-elf who appears asleep 
  or possibly dead.
  This man is Setiathet, a priest of the evil god Set. He has traveled 
  from a far land, hoping to set up contact and possibly an alliance with 
  the church of Orcus; unfortunately for him, the priests of Orcus had little 
  desire for an alliance with some distant power, and so he was imprisoned. 
  However, they have not yet started an interrogation by torture, as they 
  wish to flush out any hidden allies that Setiathet may have. In point of 
  fact, Setiathet is operating alone, and faces a grim death at the hands of 
  the priests of Orcus if fate does not intervene.
  Although he is evil, he does his best to cut a deal with any rescuers, 
  promising to assist them in dealing with the temple of Orcus if need be 
  in exchange for his freedom — and he sticks to the letter of any bargains 
  he agrees to. He is only too happy to proselytize his faith if there are any 
  sympathetic people in the group who share a similar world view as he.
  SETIATHET 
   
   
  CR 8
  XP 4,800
  Male half-elf cleric 9
  LE Medium humanoid (elf, human)
  Init +1; Senses low-light vision; Perception +7
  Aura destructive aura (30 ft. radius, 9 rounds/day)
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 78 (9d8+27 plus 9), currently 33
  Fort +9; Ref +4; Will +12 (+14 vs. enchantment)
  Immune sleep 
   
  Speed 30 ft.
  Melee unarmed strike +6/+1 (1d3 nonlethal)
  Special Attacks channel energy (8/day, 5d6, DC 17), 
  destructive smite (+4, 7/day), scythe of evil (4 rounds, 1/day)
  Domain Spell-Like Abilities
  7/day—touch of evil
  Spells Prepared (CL 9th; melee touch +6, ranged touch +7) 
  5th—shoutD (DC 19)
  4th—dismissal (DC 18), inflict critical woundsD (DC 18), 
  tongues
  3rd—prayer, rageD
  2nd—darkness, shatterD (DC 16), zone of truth (DC 16)
  1st—command (DC 15), true strikeD
  0 (at will)—detect poison, guidance, light, resistance
  D Domain spell Domains Destruction, Evil
   
  Str 10, Dex 13, Con 16, Int 13, Wis 19, Cha 17
  Base Atk +6; CMB +6; CMD 17 
  Feats Combat Casting, Extra Channel, Iron Will, Scribe Scroll, 
  Skill Focus (Diplomacy)B, Spell Focus (necromancy)
  Skills Diplomacy +16, Heal +10, Knowledge (religion) +13, 
  Perception +7, Sense Motive +12, Spellcraft +6
  Languages Common, Goblin, Elven
  Note: Due to his captivity, Setiathet has no equipment, and fewer than 
  his maximum number of spells. Any XP awards should be reduced or 
  eliminated for attacking and killing him in his present condition.
  10C–14. Sitting room (Cr 11)
  This sitting room serves as an antechamber and guard room for 
  Hesperix’s private domain. Light floods the chamber from a pair of 
  lanterns containing continual flame hanging from brass hooks on the north 
  wall. A black carpet edged in gold covers nearly the entire floor. Against 
  the east wall is an ottoman, in front of which is a low table. A cabinet 
  holding high-quality liquor stands in the southwest corner.
  The stone door on the western wall is locked, and only Hesperix 
  possesses the key to it. It also has three traps upon it.
  Stone Door: hardness 8, hp 120; Break DC 35, Disable Device 
  DC 30.
  POISON NEEDLE TRAP 
   
   
  CR 2
  XP 600
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger touch; Reset manual
  Effect Atk +17 melee (1 plus medium spider venom)
  MEDIUM SPIDER VENOM
  type poison (injury); save Fortitude DC 14
  frequency 1/round for 4 rounds
  effect 1d2 Str damage; cure 1 save
  BURNT OTHUR FUMES TRAP 
   
  CR 7
  XP 3,200
  Type mechanical; Perception DC 25; Disable Device DC 22
   
  Trigger touch; Reset manual
  Effect poison gas (burnt othur fumes); never miss; onset 
  delay (3 rounds); multiple targets (all creatures in a 10 ft. 
  radius
  BURNT OTHER FUMES
  type poison (inhaled); save Fortitude DC 18
  frequency 1/round for 6 rounds
  initial effect 1 Con drain; secondary effect 1d3 Con 
  damage; cure 2 consecutive saves
  BESTOW CURSE TRAP 
   
   
  CR 5
  XP 1,600
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (bestow curse, causing –4 penalty on 
  attack rolls, saving throws, ability checks, and skill checks); 
  DC 17 Will save negates
  The room also holds 4 black skeletons, lined up along the north 
  wall, each bearing a pair of forward-curved daggers across its body in 
  a ceremonial posture. They attack anyone not wearing an Orcus priest’s 
  robe, and otherwise obey only the direct orders of Hesperix.
  BLACK SKELETONS (4) 
   
   
  CR 5
  XP 1,600
  hp 45 (Frog God Games Tome of Horrors Complete, 
  “Skeleton, Black,” with the following changes; add Melee 2 
  mwk kukri +11 [1d4/18–20], remove 2 short swords; add Feats 
  Weapon Focus [kukri])
  10C–15. Hesperix’s Bedroom
  A great four-poster bed dominates the western end of this 30 x 40 ft. 
  chamber. The walls to the north and south are lined with bookshelves, 
  a wardrobe, and several tapestries,: one depicting the symbol of Orcus, 
  another a detailed anatomical study of a dissected human, and a third 
  showing a pastoral surface scene. The floor is covered with wolf pelts to 
  ward away the chill of the stone floor. A small table with a chair stands in 
  the northeast corner, and to the southeast stands an empty manikin of the 
  type used to display armor.
  A thorough search of the room turns up 1,000 gp in knickknacks, 
  furnishings, and the like, weighing a total of 250 pounds. The bookshelves 
  primarily contain tomes dealing with necromancy, anatomy, and pro-
  Orcus doctrine, though one shelf does have a copy of Pirates of the 
  Purple Dawn, a lurid tale of romance and adventure on the high seas. The 
  wardrobe contains spare clothes for Hesperix.
  Behind the tapestry displaying the symbol of Orcus on the north wall, 
  404
  level 10c
  
  one section of stone has been replaced with a smooth, non-reflective 
  jet black surface. Those touching the surface feel a mild electrical jolt 
  (dealing 1d4 points of damage per round of direct contact). This black 
  surface blocks access to Area 10C–16. The key to pass this barrier is 
  the black energy blade of Hesperix’s scythe Dacris. When it comes into 
  contact with the black surface, the barrier melts away, forming a steep set 
  of stairs leading up to the vault beyond. This opening lasts for one minute 
  before resealing.
  The black barrier cannot be dispelled, though it can be bypassed or 
  destroyed in the same manner as a wall of force. Even if it is destroyed, 
  the black barrier returns in exactly one minute.
  Black Barrier: hardness 30, hp 2,000; self-repairs 200 hp per 
  minute.
  10C–16. The Vault
  This chamber contains the treasury of the Talon of Orcus, along with 
  any valuable possessions looted from captives that have not been sent on 
  to temples deeper within Rappan Athuk. The chamber is 20 ft. square, 
  with half the southern wall being a black surface that bars access to Area 
  10C–15. The rest of the walls are lined with shelves, and a pair of chests 
  sits on the floor in the western part of the room.
  The first chest is unlocked and untrapped, and holds the Talon’s funds: 
  863 gp, 1,043 sp, and 163 cp. The second chest is likewise unlocked and 
  untrapped, and holds funds set aside to be transported to other strongholds 
  of Orcus: 93 pp, 200 gp, 83 sp, five 50 gp amethysts, and four 100 gp 
  pearls.
  The shelves hold the following:
  • 20 vials of unholy water, all clearly stamped with the symbol of Orcus
  • a small rack containing a dozen potions: three cure moderate wounds, 
  one bull’s strength, two haste, one fly, one gaseous form, two invisibility, 
  one remove blindness/deafness, and one neutralize poison; all potion 
  flasks are engraved with cryptic symbols that identify their contents to 
  Hesperix’s eyes
  • another rack holding 14 scrolls, each containing one spell at the 
  minimum required caster level unless otherwise noted: cure critical 
  wounds (x3), dispel good, dispel magic (CL 10th) (x2), lesser restoration 
  (x3), magic circle against good, remove disease, remove curse, restoration, 
  and speak with dead (CL 10th)
  • a trio of wands in a small rack: a wand of cure light wounds (32 
  charges, CL 5th), a wand of bear’s endurance (16 charges, CL 6th), and a 
  wand of slow (6 charges, CL 5th)
  • a weapon rack holding five masterwork heavy maces, three +1 heavy 
  maces and an +1 unholy morningstar 
  • a set of magical boots resting near one of the chests; these identify as 
  boots of striding and springing, but are actually cursed boots of dancing
  • a magical lute that provides a +5 competence bonus to Perform checks 
  made while playing upon it
  • a bundle containing some of Mezuryk’s equipment: a +3 mithral chain 
  shirt, a set of masterwork thieves’ tools, a +1 ghost touch short sword, and 
  a +3 short sword; the rest of his equipment has been filed elsewhere in this 
  room, claimed by other priests of the Talon, or sent elsewhere in Rappan 
  Athuk
  • another bundle containing the remains of Setiathet’s gear: a suit of +2 
  half plate, a +1 heavy steel shield, two unmarked vials containing unholy 
  water, a holy symbol of Set, a magical small golden statuette of Setiathet’s 
  god that serves as a phylactery of faithfulness for worshippers of that deity 
  only, and a rod of the viper
  • a third bundle composed of items stripped from another NPC fighter: 
  a suit of banded mail of luck, a +1 flaming greataxe that can cast bull’s 
  strength on its user once per day as a standard action, lasting one hour, a 
  masterwork mighty (+2) composite longbow, 40 masterwork arrows, and 
  7 +2 arrows.
  Note: Although the contents of this treasury are quite valuable, and 
  may seem overbalancing, be sure to have Hesperix make use of these 
  items liberally when defending the Talon or stalking the PCs within 
  the Bloodways. Further, if Mezuryk or Setiathet is freed, they insist on 
  regaining their equipment.
  This chamber is a good location to place maps, diaries, or other hooks 
  for possible future adventures.
  405
  level 10c
  
  Level 11: The Waterfall 
  and Akbeth’s grave
  This level contains the final resting place of Akbeth, high priestess of 
  Hecate, who offended her goddess and was transformed into a statue of 
  magical metal, known to the dwarves as living rock. The passage to this 
  area is through the mithral gates from Level 9A, leading from the river 
  to a huge waterfall and finally into a vast underground lake. The area is 
  filled with vermin, as well as the odd troll that gets washed down some 
  uncharted waterway (they cannot be drowned permanently). A nest of 
  phase spiders finds good hunting here as well. The principle inhabitant 
  of this level is a young neothelid, who feeds on the local vermin. Only 
  one adventuring party ever found its way into these caves, and it never 
  left. The remains of these individuals make up the only treasure present 
  here, except the statue of Akbeth herself, of course. A map of this level is 
  depicted in Map RA–11.
  DIRE RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  STIRGES  
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  11–1. Entrance
  This area leads from the mithral gates (Level 9A, Area 9A–3). It 
  consists of a deep, swiftly flowing river leading to Area 11–3. Swimming 
  the river requires a DC 25 Swim check to avoid being swept over the falls.
  11–2. Empty Cavern
  These caves contain little of interest: a rat skull here, a beetle carcass 
  there, etc. A check for wandering monsters should be made each time an 
  area marked “11–2” is entered.
  11–3. The Waterfall
  This waterfall is an incredibly impressive structure, towering over the 
  lake below. It consists of a 220 ft. drop from Area 11–1 into a pool of 
  water over 100 ft. deep. Anyone swept over the edge takes 18d6 points 
  of damage, and must succeed at a DC 25 Swim check or begin drowning 
  by the weight of water pounding down from above (see the Pathfinder 
  Roleplaying Game Core Rulebook, Environment, “Drowning”, for 
  additional information). The pool of water spreads out to fill the cavern, 
  becoming less deep and more still as one moves away from the falls. 
  Vision within 100 ft. of the bottom of the falls is limited to 20 ft. Note that 
  non-magical light sources do not remain lit within 100 ft. of the bottom 
  of these falls, due to the spray of water and misty conditions. Anyone 
  inquiring about the area behind the falls should be told that there is a 
  recessed ledge behind the waterfall, leading from shore to shore behind 
  it, but should not be told of the entrance (see below) unless flying or 
  climbing.
  Cave Entrance: Approximately 40 ft. up, behind the falls (which 
  can be flown to and/or climbed behind), is a small cave entrance (6 ft. 
  in diameter) leading to Area 11–4. Climbing the cliff behind the falls 
  requires a DC 25 Climb check. Failure results in a fall of 30 ft. (1d6 points 
  of falling damage) and drowning, as above. The cave entrance may only 
  be noticed on a successful DC 25 Perception check within 20 ft.
  11–4. The Hidden Lair of 
  Zaggothma the Neothelid (Cr 13)
  The cave entrance from Area 11–3 leads to the lair of the young 
  neothelid, Zaggothma. He was born with an innate ability for magic 
  exceptional even in his race. Zaggothma hearkens back to a time when 
  Level 11
  Difficulty Level: 9
  Entrances: Waterfall from Level 9A.
  Exits: Underwater passage to Level 10A, passage to 
  surface in Area 11–8C.
  Wandering Monsters: Check once every hour on 
  1d20:
   
   1–2 
  1d6 fire beetles (monstrous crayfish in the wet 
   
   
  caverns) (see Area 11–9A or 11–10B)
   3 
  1d4 river trolls (see Area 11–8B)
   4–5 
  3d6 dire rats
   5 
  2d6 stirges
   6 
  1 neothelid (see Area 11–4)
   7 
  1d3 phase spiders (see Area 11–8A)
   8–20 
  No encounter
   
  Detections: None.
  Shielding: None.
  Continuous Effects: None.
  Standard Features: Because the ground is slippery 
  and uneven, each round of melee or running requires 
  a DC 5 Acrobatics check. Failure means the PC falls 
  down. Monsters, more familiar with the terrain, enjoy 
  normal movement. Climbing the wet and slippery 
  walls, columns, and other cavern features requires a 
  DC 15 Climb check unless otherwise noted. Fungus 
  encrusts most surfaces on this level; 20% of the fungus 
  is edible, while 10% is poisonous. A DC 20 Knowledge 
  (dungeoneering or nature) or Survival check allows 
  PCs to determine which are edible. (Gnomes and 
  other underground creatures gain a +2 bonus to their 
  checks.)
  POISONOUS FUNGUS
  Type poison, ingested; save Fortitude DC 16
  onset 10 minutes; frequency 1/minute for 6 minutes
  effect 1d3 Con damage; cure 2 consecutive saves
  406
  
  407
  level 11
  
  neothelids ruled the world or represents the next step of neothelid 
  evolution. Though Zaggothma has yet to reach full maturity, he already 
  possesses incredible powers.
  Any time someone comes to the area behind the waterfall, Zaggothma 
  can make a Perception check to notice and ambush the intruder. If he 
  fails these checks, he is either in his lair (1–4 on 1d6) or out hunting 
  (5–6 on the 1d6 roll). If he is out, there is a 1–2 chance on a 1d6 of him 
  returning every 10 minutes. Zaggothma is the undisputed king of this level 
  and all other creatures avoid him. He selected this lair due to the natural 
  advantages it affords him, and he uses the terrain effects to his advantage. 
  He is a cunning fighter and even lets the PCs pillage his lair to gain the 
  advantage of the narrow tunnel and steep drop. The cave itself is a narrow 
  (12 ft. wide), flat passage, sloping slightly toward the entrance. It provides 
  no cover for those inside, creating a sort of “shooting gallery” for the 
  neothelid floating outside the cave, using his spells and psychic abilities 
  on the “fish in a barrel” PCs.
  ZAGGOTHMA 
   
  CR 13
  XP 25,600
  Immature neothelid (Pathfinder Roleplaying Game Bestiary, 
  “Neothelid,” “Young” [x2])
  CE Large aberration
  Init +6; Senses blindsight 100 ft., trace teleport 60 ft.; 
  Perception +25
   
  AC 33, touch 11, flat-footed 31 (+2 Dex, +22 natural, –1 size)
  hp 150 (20d8+60)
  Fort +11; Ref +10; Will +16 
  DR 10/cold iron; SR 24
   
  Speed 30 ft., fly 60 ft. (good)
  Melee 4 tongues +20 (1d8+6/19–20 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (50 ft. cone, 12d10 acid, DC 
  23 Reflex save for half, once every 1d4 rounds), mind thrust, 
  psychic crush, swallow whole (1d6+6 plus 2d6 acid, AC 21, 
  hp 15)
  Spell-like Abilities (CL 20th)
  Constant—fly
  At will—detect thoughts (DC 17), charm monster (DC 19), 
  clairvoyance/clairaudience, suggestion (DC 18), telekinesis 
  (DC 20), teleport, poison (DC 19)
  3/day—quickened suggestion (DC 18)
  Spells Known (CL 10th; ranged touch +16)
  5th (4/day)—cone of cold (DC 22)
  4th (6/day)—greater invisibility, scrying (DC 19)
  3rd (7/day)—dispel magic, fireball (DC 20), ray of exhaustion 
  (DC 18)
  2nd (8/day)—blindness/deafness (DC 17), false life, 
  protection from arrows, scorching ray
  1st (8/day)—mage armor, magic missile, ray of 
  enfeeblement (DC 16), shield, true strike
  0 (at will)—acid splash, arcane mark, bleed, detect magic, 
  ghost sound (DC 15), mage hand, prestidigitation, ray of 
  frost, resistance
   
  Str 22, Dex 15, Con 16, Int 16, Wis 15, Cha 21
  Base Atk +15; CMB +22 (+26 grapple); CMD 34 (can’t be 
  tripped)
  Feats Arcane Strike, Great Fortitude, Greater Spell Focus 
  (evocation), Improved Critical (tongue), Improved Initiative, 
  Iron Will, Lightning Reflexes, Quicken Spell, Quicken Spell-Like 
  Ability (suggestion), Spell Focus (evocation)
  Skills Bluff +25, Climb +29, Diplomacy +25, Fly +4, Intimidate 
  +28, Knowledge (arcana) +25, Perception +25, Spellcraft +25
  Languages Aklo, Terran, Undercommon; telepathy 100 ft.
   
  Mind Thrust (Su) As a standard action up to three times a 
  day, Zoggothma can deliver a massive blast of mental 
  energy at any one target within 60 ft., inflicting 13d10 points 
  of damage. A successful DC 25 Will save negates the effect. 
  This effect can only harm creatures with Intelligence scores. 
  This is a mind-affecting effect. The save DC is Charisma-
  based.
  Psychic Crush (Su) As a standard action up to three times a 
  day, Zoggothma can attempt to crush the mind of a single 
  creature within 60 ft. The target must make a DC 25 Will 
  save or collapse, becoming unconscious and dying at –1 
  hit points. If the target succeeds on the save, it takes 6d6 
  points of damage and is sickened for 1 round. This is a mind-
  affecting effect. The save DC is Charisma-based.
  Trace Teleport (Ex) Zaggothma telepathically and 
  reflexively learns the mental coordinates of the destination 
  of all creatures that teleport within 60 ft. of it, gaining an 
  awareness of the location equivalent to “seen casually.” 
  This knowledge fades and is lost after 1 minute. This power 
  does not grant any environmental information about the 
  conditions of the destination.
  Tactics: The neothelid levitates 40 ft. above the entrance (vision is limited 
  to 20 ft., due to the waterfall) and allows the PCs to enter and loot the lair. 
  While they do this he casts greater invisibility, protection from arrows, shield 
  and false life on himself. He then floats down to the cave entrance, staying 15 
  ft. back, and casts spells into the tunnel. His first action is to use psychic crush 
  against a fighter-type and then follow this with area spells such cone of cold 
  Demonclaw
  Aura moderate evocation (chaotic), faint 
  necromancy; CL 12th
  Slot —; Price 412,350; Weight 8 lbs.
   
  DESCRIPTION
  Demonclaw is a +3 anarchic lawful outsider bane 
  thundering greatsword. Demonclaw is a CN intelligent 
  weapon with Int 11, Wis 12, Cha 16, Ego 21; can 
  communicate by speech and telepathy; knows the 
  languages Abyssal and Common. Demonclaw is a 
  proud chaotic weapon, and as such either selects 
  or rejects a bearer based on their alignment (it only 
  accepts a chaotic bearer). The sword appears as a 
  greatsword made of rune encrusted superior quality 
  metal, with a hilt made from the hand of a demon, 
  withered and dried from age. It has the primary 
  powers of granting the wielder a spell turning ability 
  vs. lawful outsiders only; grants the bearer use of 
  the Improved Initiative feat; allows the bearer to 
  rage as a barbarian of equivalent level (no rage 
  powers gained), and has the extraordinary power 
  of true seeing (at will). Its special purpose is to slay 
  lawful outsiders, and each successful hit on a lawful 
  outsider reduces the creature’s natural AC by 1 
  point permanently. The only drawback to wielding 
  Demonclaw is that once grasped, it bonds to the 
  left hand of the bearer and cannot be removed by 
  any means short of a limited wish, wish, or miracle. 
  It also compels (DC 21 Will save to avoid) the 
  bearer to attack immediately any lawful outsider he 
  encounters.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, blindness/
  deafness, chaos hammer, protection from law, true 
  seeing; Cost 206,175 gp
  408
  level 11
  
  and fireball. He avoids close combat at all costs, levitating above the ground. 
  Zaggothma uses his mind thrust and psychic crush on fighter types, focusing 
  on those with missile weapons, but also uses dispel magic on any obvious 
  spellcasters, especially those who are flying or levitating, plunging them into 
  the waterfall below. He also uses his telekinesis to dislodge ropes or other 
  climbing devices in order to drop PCs into the water below.
  Treasure: In the cave lair of Zaggothma are the bodies of six 
  adventurers who long ago found this lair and passed the mithral gates 
  using a holy symbol of Hecate to turn the hydra aside. The neothelid is a 
  poor housekeeper and merely leaves this stash lying all over the cave floor. 
  The hoard contains 2 suits of full plate, rusty, but restorable (they have the 
  broken condition until restored); 1 gold holy symbol of Hecate, worth 120 
  gp; a suit of +3 leather armor; 2 potions of heroism, an adamantine heavy 
  steel shield, a ring of force shield, a set of vestments of faith, 220 gp, 122 
  sp, and 5 small garnets worth 25 gp each, miscellaneous adventuring gear 
  (ropes, spikes, etc.), and Demonclaw (see SIDE BOX).
  11–5. The great Lake
  This huge lake dominates much of this level. Numerous underground 
  springs and rivers lead into and out of it. The lake is alive with fish and 
  crustaceans, all blind and accustomed to the dark cave. Despite the usual 
  Rappan Athuk tradition, most of these creatures are harmless. The one 
  risk of being near the lake is that the trolls, beetles, and other predators 
  present on this level feed here. Wandering monster checks are made every 
  10 minutes while within 30 ft. of the lake. On the south side of the lake, a 
  subsurface channel leads to Level 10A. This channel looks like all of the 
  others (there are 12 total) and cannot be distinguished except by magic. 
  Traversing this channel requires a DC 20 Swim check (see the Pathfinder 
  Roleplaying Game Core Rulebook, “Environment,” for more details).
  11–6. The isle of Akbeth
  In the center of the great lake is a small island made of rough stone. The 
  island measures 40 ft. in diameter and is adorned with a single feature. 
  The statue of Akbeth stands in the very center of the island.
  The Statue of Akbeth (Cr 10)
  The statue stands nearly 6 ft. tall and is composed of ruby-red rock that 
  appears as a sort of rough gemstone material. This material resists in any 
  attempts to harm, enchant, or move (e.g., teleport) it. The statue is a perfect 
  image of a 30-ish woman, with long flowing hair and a well-proportioned 
  body. She wears long, flowing robes and has a holy symbol of Hecate dangling 
  from a fine chain around her neck. On her left hand is a large ring of gold set 
  with a huge (100,000 gp value) square cut emerald. The ring, seemingly, is 
  the only part of the statue not made of the strange rock. It is highly magical.
  The statue itself is the once-living form of Akbeth, the high priestess 
  of Hecate. She was cursed by her goddess for some long-forgotten 
  transgression and polymorphed into this statue of living rock. This 
  material is effectively 100% magic resistant, and can only be cut by 
  adamantine slashing weapons with a +3 or greater enchantment. Anything 
  cutting this material must make a DC 22 Fortitude save or be destroyed 
  in the process. A new save must be made each round of cutting. The ring 
  is a highly magical ring, allowing the wearer to shapechange (CL 22nd) 
  once per day. Anyone attempting to cut the ring off the statue (requires 
  2 rounds of cutting) or to harm it in any other way must make a DC 30 
  Will save or be disintegrated. This last effect is a divine curse on any 
  that would disturb the priestess or the divine judgment laid upon her by 
  Hecate. Anyone removing the ring without suffering the harmful effects 
  should be granted experience equal to a CR 10 encounter.
  11–7. The Nexus Cavern
  This cavern provides access to the remainder of this level. Long tunnels 
  lead from the lakeshore to caverns containing vermin and other denizens. 
  This nexus looks like the entrance into a maze, as it contains many exits. 
  Most of these are dead ends; however, three lead to areas of interest.
  11–8. The Spider Caves
  Examination of this area reveals that no beetle or rat tracks are present 
  in the vicinity. This cave area contains a nest of phase spiders. There are 
  finely strung webs covering the entrance to Area 11–8B.
  11–8A. greetings at the gate (Cr 12)
  The webs can be seen prior to entry into the first cave on a successful 
  DC 22 Perception check. If they are not spotted, anyone entering this area 
  trips on them, alerting the 12 phase spiders within. All 12 immediately 
  409
  level 11
  
  attack. They have no treasure, though many hours could be spent searching 
  through their nests and webs, which contain only rat and beetle corpses.
  PHASE SPIDERS (12) 
   
   
  CR 5
  XP 1,600
  hp 51 (Pathfinder Roleplaying Game Bestiary, “Phase 
  Spider”)
  11–8B. The Nest (Cr 5)
  This area contains numerous caches of spider eggs and mummified 
  corpses of rats and beetles. One cocoon contains a very sick yet still living 
  troll, kind of a renewable resource for the spiders, who continue to feed 
  on the trapped beast, even as he continues to regenerate. If freed, the troll, 
  mad with the torture of being constantly fed upon, attacks with great rage. 
  There is no treasure here, though 1d6 baby spiders hatch each week to 
  replace losses unless this nest is destroyed.
  ENRAGED RIVER TROLL 
   
  CR 5
  XP 1,600
  hp 63 (see Level 8, with the following changes: add AC 14, 
  touch 9, flat footed 12; Melee bite +12 [1d8+9], 2 claws +12 
  [1d6+9], rend [1d6+13])
  11–8C. The Hidden Exit
  Hidden behind all the nasty webbing and egg nests is a large boulder. 
  If this boulder is moved (DC 20 Strength check to move), a long, winding 
  tunnel may be found. This tunnel leads for about two miles, winding 
  endlessly, becoming thin and difficult to pass through, and even looking 
  like a dead end on several occasions. If the PCs are persistent and follow 
  it to its end, they find themselves outdoors in a small clearing in a woods, 
  a mile from the dungeon.
  11–9A. The Beetle Caverns (Cr 1)
  These caverns contain numerous fire beetles, fire beetle nests, and fire 
  beetle eggs. They are filled from wall to wall with the fungus on which 
  these critters feed, and an eerie red light emits from this area from the 
  glowing glands in the beetle’s heads. Once every 10 minutes, 1d3 fire 
  beetles attack anyone near these caves.
  FIRE BEETLES 
   
   
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Beetle, Fire”)
  410
  level 11
  
  11–9B. Bugs! (Cr 9)
  This room contains much fungus and many vermin. Dozens of giant 
  fire beetles swarm all over this cave, nibbling at the fungus and hoping for 
  some more “fleshy” morsels. There are a total of 80 beetles here, though 
  only 2d12 attack every 10 minutes, the others are busy feasting. If beetle 
  bodies (or any other bodies for that matter) are left here, they are devoured 
  in 3d6 minutes. There is no treasure here.
  FIRE BEETLES (80)  
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Beetle, Fire”)
  11–9C. The Crystal Cave
  This cavern is filled from floor to ceiling with a vast array of growing, 
  reflective crystals of all shapes, colors, and sizes. The light of the PCs’ 
  torches reflects weird patterns off all the walls, creating a rainbow hue 
  of colors throughout the area. None of these are particularly valuable, 
  netting anyone trying to market these stones around 5 gp per pound of 
  material. The trolls living on this level find this room disturbing and do 
  not willingly enter it. Likewise, if the neothelid attacks while the PCs are 
  in this room, any ray spells that miss are reflected at another random target 
  (including the neothelid itself).
  11–9D. The Lost Altar of Hecate
  This area was once the private shrine of Akbeth. In the far corner of the 
  cavern is a fungus covered, brilliantly carved altar dedicated to the goddess 
  of magic. It is not noticed unless someone makes a successful DC 20 
  Perception within 20 ft. due to the current state of disuse. The altar is carved 
  from a block of pure white marble, inlaid with gold and silver. It stands 8 ft. 
  tall and is 20 ft. wide along the rear of this cave. A large symbol of a many-
  headed hydra is etched into the back plate above the altar stone.
  If the altar is cleaned and restored, the goddess blesses all who 
  participate, causing them to automatically succeed on their next saving 
  throw against any magical effect. The next spell cast by any spellcaster 
  participating in the restoration automatically has maximum effect; apply 
  the effects of any one Metamagic Feat of the player’s choice to that spell. 
  Each of these effects occurs only once for each individual. If a worshipper 
  of Hecate of any class is involved with restoring this altar, that individual 
  gains enough XP to bring him or her to the next level of experience as 
  well. Likewise, anyone defacing the altar (e.g., prying out the 200 gp 
  worth of precious metals, etc.) suffers the reverse fate (automatically fails 
  next save, next spell is minimum effect, loses 1 level).
  11–10A. The Wet Caverns (Cr 8)
  These caverns are either partially or totally flooded, depending on 
  the season. For purposes of the adventure, the GM should make them 
  accessible the first time they are encountered. At the entrance to these 
  caves lives a small group of 3 river trolls. These trolls like the steady 
  food source in these caves and fight off any intruders. They do not pursue 
  anyone retreating away from these caves, however, as they have easy prey 
  here and do not desire to fight to get food. They have no treasure.
  RIVER TROLLS (3)  
   
  CR 5
  XP 1,600
  hp 63 (see Level 8)
  Tactics: These trolls, unlike most of the denizens of this level, actually 
  employ a battle strategy when they fight. They fight until severely wounded, 
  then retreat into the pool at Area 11–10C. The fish and the trolls have an uneasy 
  truce: it bites hard, yet it is afraid of them as well (and they taste terrible). The 
  trolls do not fight to the death unless cornered. Under no circumstances do 
  they pursue opponents out of these caves, unless they may remain in a water 
  area and retain the advantage. They typically grab their opponents and either 
  throw them into the water or jump in while grappling them. The latter can be 
  done successfully with a grapple check. This strategy prevents the use of fire 
  against them and simultaneously allows them an opportunity to drown their 
  victims, as it is unlikely that PCs can hold their breath as long as a troll can.
  11–10B. Crayfish Boil (Cr 10)
  This area contains a warm, bubbling fumarole that jets hot water from 
  Level 10. The high water temperature results in numerous minerals being 
  deposited along the walls and floor of these pools. It also creates a warm, 
  happy living area for a group of 10 monstrous crayfish. These critters are 
  always hungry, mindlessly attacking any that enter the cave.
  MONSTEROUS CRAYFISH (10) 
   
   
  CR 3
  XP 800
  hp 26 (Frog God Games Tome of Horrors Complete, 
  “Crayfish, Monstrous”)
  11–10C. Big Fish, Little Fish (Cr 6)
  When this area is reached, the tunnel floor drops down and the water deepens 
  to 20 ft. During periods of flooding, this area connects to the lake itself. Also 
  during these periods, some critters normally living in the lake migrate here, 
  only to become trapped later when the water level falls. Recently, a giant gar 
  traveled from Level 10A to this level and became trapped when the water 
  level declined. It is well fed (from crayfish and smaller prey), though anyone 
  swimming in this murky water is immediately attacked. The giant gar retreats 
  if wounded for over 50% of its hit points, hiding in an underwater cave jutting 
  back 30 ft. under the northern lip of the pool.
  GIANT GAR 
   
   
  CR 6
  XP 2,400
  hp 73 (Pathfinder Roleplaying Game Bestiary 2, “Gar, 
  Giant”)
  11–10D. The Beach (Cr 8)
  This sandy area rises up from Area 11–10C to form a shallow water 
  beach area, no more than 2 ft. deep with water at any point. Most of 
  the area is covered with large, clear eggs. Guarding these eggs are 6 
  monstrous crayfish. If the eggs are not destroyed, crayfish are replaced at 
  a rate of 10 per month, though most are eaten while still juveniles by the 
  giant fish at Area 11–10C. The crayfish attack any that invade their nest.
  MONSTROUS CRAYFISH (6) 
   
   
  CR 3
  XP 800
  hp 26 (Frog God Games Tome of Horrors Complete, 
  “Crayfish, Monstrous”)
  11–10E. The Vein of Mithral 
  (Cr varies, 5 to 7)
  A very careful search of this cave wall reveals a vein of pure mithral 
  along a seam in the wall. This vein contains 12 pounds of pure mithral, 
  enough to make 3 Small, 2 Medium, or 1 Large weapon. There are also 
  3d6 dire bats here at all times.
  DIRE BATS 
   
   
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary,“ Bat, Dire”)
  411
  level 11
  
  Level 11A: The gates  
  of the goblin City & 
  Vampire Lair
  This level contains a lost vampire lair, with a family of vampires 
  imprisoned by the forces of good that attacked this complex many years 
  ago. The entrance to their lair has been warded by the minions of Orcus with 
  two major encounter areas: a corridor trapped to allow swarms of undead to 
  be unleashed upon the party; and a trapped gate, set to release two demons. 
  Finally, this level contains a long-unused back gate to the Goblin City on 
  Level 12A. A map of this level is depicted in Map RA–11A.
  DIRE RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  STIRGES  
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
  TROLLS   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  11A–1. The roper Cavern (Cr 15)
  This cavern appears to be just another of many located in the depths 
  of Rappan Athuk. Numerous stalactites and stalagmites cover the ceiling 
  and floor, and cave critters scurry about. Fungus grows on many surfaces 
  and the damp stench of decay fills the air. The river flows underground 
  from Level 7 and leads nowhere. The one exception to the norm is that 
  3 ropers have made this out of the way cavern their home. They have 
  little competition for the rats and bats that inhabit their cave, though they 
  are always on the lookout for larger prey. All three hide among the stone 
  garden of stalactites, making them impossible to detect without a DC 40 
  Perception check or until they attack. Their usual location is near the river, 
  in the southern half of the cavern, by the exit to Area 11A–3. They attack 
  as soon as over half the party is in range.
  ROPERS (3) 
   
   
  CR 12
  XP 19,200
  hp 162 (Pathfinder Roleplaying Game Bestiary, “Roper”)
  Tactics: The ropers each select one victim and attack with all 6 strands, 
  hoping to incapacitate one person each before attacking again. Once a 
  victim falls (Strength 0), they abandon that victim and attack another. 
  Once all are drained of Strength, they drag each victim into their maws 
  and devour it. They are too slow to run away, so they fight to the death. 
  They do not pursue if the PCs flee, as they have no real hope of catching 
  anything that can run.
  Treasure: Each roper has 4d10 pp and 3d6 100 gp gems in its gullet.
  11A–2. Empty room
  The occasional piece of junk or debris litters those areas marked “11A–
  2.” GMs should also roll a wandering monster check each time PCs enter 
  areas designated “11A–2.”
  11A–3. The Demon gate (Cr 12, 
  16 if demons are summoned)
  The passage from Area 11A–1 leads down a stone corridor and ends 
  in a gate. This gate is forged of solid steel and is adorned with grotesque 
  carvings of demonic figures and faces. It is also locked and trapped. Once 
  opened, the area to the south may be accessed.
  Locked Iron Gate: 2 in. thick; hardness 10; hp 60; Break DC 
  25; DC 30 Disable Device.
  Level 11A
  Difficulty Level: 15
  Entrances: River tunnel from Level 7.
  Exits: Huge iron gate to Level 12A.
  Wandering Monsters: Check once every 12 hours on 
  1d20:
   
   1–2 
  1d4 acolytes of Orcus 
   
   
  (see Level 14, Area 14–7)
   3 
  2d4 goblin scouts 
   
   
  (see Level 10C, Area 10C–13F)
   4–5 
  2d6 dire rats
   5 
  1d6 stirges
   6 
  1d4 trolls
   7–20 
  No encounter
   
  Detections: None.
  Shielding: None.
  Continuous Effects: None.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 18, DC 
  20 Disable Device). All secret doors are made of stone 
  (2 in. thick; hardness 8; hp 30; Break DC 22; DC 20 
  Disable Device; DC 20 Perception)
  412
  
  413
  level 11a
  
  GATE TRAP 
   
   
  CR 10
  XP 9,600
  Type magic; Perception DC 34; Disable Device 34
   
  Trigger proximity (alarm); Reset automatic
  Effect spell effect (gate, pulled to a location; DC 23 Will to 
  resist, all targets within a 20 ft. radius)
  GATE TRAP 
   
   
  CR 10
  XP 9,600
  Type magic; Perception DC 34; Disable Device 34
   
  Trigger opening the iron gate; Reset manual
  Effect spell effect (gate, summons 2 glabrezu demons, which 
  attack immediately)
  GLABREZUS (2)  
  CR 13
  XP 25,600
  hp 186 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Glabrezu”)
  Tactics: They cast mirror image, followed by confusion (one) and 
  reverse gravity (two). They use their teleport ability to stay away from 
  fighter types, using their chaos hammer and unholy blight abilities until 
  they are forced to fight hand-to-hand. They fight until slain.
  11A–4. The Hall of Heroes (Cr 16)
  This long hallway appears to be made of brilliant red tiles contrasting 
  with polished granite walls and blue stone columns. Along a central path 
  are inscribed runes that seem to be in some sort of code (actually gibberish), 
  leading between two sets of 20 columns. The hallway leads 200 ft. to a dead 
  end. Each 10 ft. on either side of a central walkway are two pillars. As long as 
  the PCs head south (toward the dead end), nothing happens. Once they begin 
  to walk back toward the door, however, a terrible event happens. When passed 
  from south to north, each column emits a wraith that attacks. If a PC tries to 
  escape by running away, it is possible that up to 40 of these horrors could be 
  faced at once. There is no treasure. The wraiths fight until destroyed.
  WRAITHS (40) 
   
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)
  11A–5. The Keys to the Kingdom
  Hidden behind a locked secret panel (DC 30 Perception to notice; DC 
  25 Disable Device to open) in this otherwise nondescript room (treat as 
  if this were another Area 11A–2) is the means of finding the lairs of the 
  vampires in Area 11A–6. This panel is warded with an antipathy spell 
  (DC 33 Will save to open) and was placed here by the great cleric Bofred 
  to prevent access to the vampire lairs in Area 11A–6. Once the panel is 
  accessed and opened, a small coffer can be found beyond. This coffer 
  contains four small objects: a silver spoon, a jade carving of a cat, a lapis 
  earth-mother figurine, and a miniature mithral sword. None are magical.
  414
  level 11a
  
  11A–6. The Vampire Lair (Cr 16)
  This room appears to be a simple rectangular room, with no apparent exits 
  other than the corridor leading in. The walls and ceiling are made of simple 
  stone and mortar, crudely finished and indistinguishable from other walls of the 
  dungeon. In the center of the floor is a faded painting of a holy nature, showing 
  deeds of good and law and with an artist’s signature reading “Bofred.” There 
  are four small depressions in this painting, which can only be found if the dirt 
  and dust are swept away. Each depression fits perfectly the silver spoon, the jade 
  carving of a cat, the lapis earth-mother figurine, and the miniature mithral sword 
  found in Area 11A–5. If all four objects are placed in the depressions, four 
  panels slide aside, and the vampires hidden in the alcoves (A–D) spring forth.
  They have been imprisoned for nearly 3 centuries (by the ward placed 
  by Bofred) and are very hungry.
  TREZELLE  
   
  CR 15
  XP 51,200
  Male human vampire fighter 14 (Pathfinder Roleplaying 
  Game Bestiary, “Vampire”)
  CE Medium undead (augmented humanoid)
  Init +8; Senses darkvision 60 ft.; Perception +28
   
  AC 37, touch 15, flat-footed 32 (+12 armor, +4 Dex, +1 
  dodge, +6 natural, +4 shield)
  hp 147 (14d10+42 plus 28); fast healing 5
  Fort +12; Ref +10; Will +8 (+12 vs. fear)
  Defensive Abilities bravery +4, channel resistance +4; 
  DR 10/magic and silver; Immune undead traits; Resist cold 
  10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 20 ft.
  Melee +3 keen wounding longsword +29/+24/+19 (1d8+17 
  plus bleed and energy drain/17–20) or slam +23 (1d6+9 plus 
  energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 20), energy drain (DC 20), weapon 
  training (heavy blades +3, spears +2, natural +1)
   
  Str 24, Dex 19, Con —, Int 14, Wis 15, Cha 16
  Base Atk +14; CMB +21; CMD 36 
  Feats AlertnessB, CleaveB, Combat ReflexesB, Critical Focus, 
  DodgeB, Greater Weapon Focus (longsword)B, Greater 
  Weapon Specialization (longsword)B, Improved InitiativeB, 
  Improved Natural Attack (slam), Improved Vital Strike, Iron 
  Will, Lightning ReflexesB, Mounted CombatB, Power AttackB, 
  Sickening CriticalB, ToughnessB, Trample, Vital Strike, Weapon 
  Focus (longsword)B, Weapon Focus (slam), Weapon 
  Specialization (longsword)B, Weapon Specialization (slam)B
  Skills Bluff +11, Climb +15, Craft (alchemy) +8, Craft 
  (weapons) +10, Handle Animal +15, Perception +28, Ride 
  +17, Sense Motive +23, Stealth +15; Racial Modifiers +8 Bluff, 
  Perception, Sense Motive, Stealth
  Languages Common, Draconic, Infernal
  SQ armor training 3, change shape (dire bat or wolf, beast 
  shape II), gaseous form, shadow less, spider climb
  Gear+3 full plate, +3 keen wounding longsword (“The Glutton”), 
  +2 heavy steel shield (casts protection from good once per day)
  ITARA 
   
   
  CR 13
  XP 25,600
  Female human vampire sorcerer 12 (Pathfinder Roleplaying 
  Game Bestiary, “Vampire”)
  CE Medium undead (augmented humanoid)
  Init +7; Senses darkvision 60 ft.; Perception +27
   
  AC 24, touch 14, flat-footed 20 (+4 armor, +3 Dex, +1 dodge, 
  +6 natural)
  hp 144 (12d6+72 plus 24); fast healing 5
  Fort +12; Ref +11; Will +17 
  Defensive Abilities channel resistance +4; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee mwk dagger +11/+6 (1d4+4) or slam +10 (1d4+4 plus 
  energy drain)
  Ranged mwk dagger +10 (1d4+4)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 22), energy drain (DC 22)
  Spells Known (CL 12th; ranged touch +9)
  6th (4/day)—summon monster VI
  5th (6/day)—cone of cold (DC 22), overland flight, telekinesis
  4th (7/day)—charm monster (DC 20), dimension door, fear 
  (DC 20),  lesser globe of invulnerability
  3rd (7/day)—dispel magic, fly, haste, hold person (DC 19), 
  lightning bolt (DC 20)
  2nd (8/day)—alter self, darkness, invisibility, mirror image, 
  spectral hand, web (DC 18)
  1st (8/day)—identify, mage armor, magic missile, ray of 
  enfeeblement (DC 17), shield, true strike
  0 (at will)—dancing lights, detect magic, disrupt undead, 
  ghost sound (DC 16), light, mage hand, prestidigitation, ray 
  of frost, read magic
  Bloodline Arcane
   
  Str 19, Dex 16, Con —, Int 15, Wis 20, Cha 22
  Base Atk +6; CMB +10; CMD 24 
  Feats AlertnessB, Combat ReflexesB, Combat CastingB, DodgeB, 
  Eschew MaterialsB, Improved InitiativeB, Iron Will, Lightning 
  ReflexesB, Mobility, Quickened Spell, Silent Spell, Skill Focus 
  (Spellcraft)B, Spell Focus (evocation), Spring Attack, ToughnessB
  Skills Bluff +21, Craft (calligraphy) +11, Knowledge 
  (arcana) +17, Linguistics +4, Perception +27, Sense Motive 
  +19, Spellcraft +21, Stealth +23; Racial Modifiers +8 Bluff, 
  Perception, Sense Motive, Stealth
  Languages Abyssal, Celestial, Common, Draconic, Infernal 
  SQ arcane bond (ring), change shape (dire bat or wolf, 
  beast shape II), gaseous form, metamagic adept, new 
  arcana, shadow less, spider climb
  Gear bracers of armor +4, ring of spell turning, amulet of 
  resistance +2 (as a cloak), masterwork dagger
  MHAO  
   
  CR 8
  XP 4,800
  Male human vampire warrior 8 (Pathfinder Roleplaying 
  Game Bestiary, “Vampire”)
  CE Medium undead (augmented humanoid)
  Init +8; Senses darkvision 60 ft.; Perception +17
   
  AC 30, touch 15, flat-footed 25 (+7 armor, +4 Dex, +1 dodge, 
  +8 natural)
  hp 76 (8d10+24 plus 8); fast healing 5
  Fort +9; Ref +8; Will +5 
  Defensive Abilities channel resistance +4; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee slam +14 (1d6+6 plus energy drain) or +3 shortspear 
  +17/+12 (1d6+9 /19–20)
  Ranged +3 shortspear +15 (1d6+9/19–20)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 17), energy drain (DC 17)
   
  Str 23, Dex 18, Con —, Int 12, Wis 12, Cha 16
  415
  level 11a
  
  Base Atk +8; CMB +14; CMD 29 
  Feats Alertness B, Combat Reflexes B, Dodge B, Improved 
  Initiative B, Improved Natural Attack (slam), Iron Will, 
  Lightning Reflexes B, Mounted Combat, Stand Still, Toughness 
  B, Trample
  Skills Acrobatics +12, Bluff +11, Climb +11, Craft (armor) +8, 
  Disable Device +4, Heal +5, Perception +17, Ride +14, Sense 
  Motive +11, Stealth +14; Racial Modifiers +8 Bluff, Perception, 
  Sense Motive, Stealth
  Languages Common, Draconic
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, shadow less, spider climb
  Gear+3 chain shirt, +3 shortspear, amulet of natural armor 
  +2, thieves’ tools, a red diary of the 200 years of hunger the 
  vampires have faced, bound in human skin and penned in 
  Mhao’s blood.
  SWOANA 
   
   
  CR 3
  XP 800
  Female human vampire commoner 3 (Pathfinder 
  Roleplaying Game Bestiary, “Vampire”)
  CE Small undead (augmented humanoid)
  Init +6; Senses darkvision 60 ft.; Perception +19
   
  AC 23, touch 14, flat-footed 20 (+2 Dex, +1 dodge, +9 
  natural, +1 size)
  hp 25 (3d6+12 plus 3); fast healing 5
  Fort +5; Ref +5; Will +7 
  Defensive Abilities channel resistance +4; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 35 ft.
  Melee slam +4 (1d3+2 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 15), energy drain (DC 15)
   
  Str 14, Dex 15, Con —, Int 13, Wis 18, Cha 18
  Base Atk +1; CMB +2; CMD 15 
  Feats AlertnessB, Combat ReflexesB, DodgeB, FleetB, Improved 
  InitiativeB, Iron Will, Lightning ReflexesB, Skill Focus (Stealth), 
  ToughnessB
  Skills Acrobatics +5, Bluff +15, Intimidate +5, Perception 
  +19, Sense Motive +14, Stealth +20; Racial Modifiers +8 Bluff, 
  Perception, Sense Motive, Stealth
  Languages Common
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, shadow less, spider climb
  Gear amulet of natural armor +3, unhallowed doll (radiates 
  unhallow and desecrate spells in a 100 ft. radius)
  Vampire Personalities and Tactics
  General Tactics: The vampires are hungry and happy to be free. There 
  is no real bargaining with them, though Itara may pretend to call a truce 
  if she is the only one left, slowly using her spells and powers to confuse, 
  charm, and destroy the PCs. If any vampires are slain in their corporeal 
  form, they are forced into a sleep state in their crypts. Here they can be 
  destroyed as usual. Sadly, they have no “hidden” lair to return to and hide 
  if killed.
  Grezell is a former warrior of great renown. He wears full plate armor 
  and normally fights with a longsword. If either Itara or Swoana are killed, 
  he becomes absolutely berserk, fighting at +4 to attack and damage but 
  with a –2 penalty to AC for the remainder of the combat. He appears as 
  a holy knight, wearing symbols of the god of justice and looking like 
  a paladin with blond hair, blue eyes, and an air of nobility about him. 
  Grezell immediately attacks the closest fighter, attempting to drain and 
  slay with reckless abandon.
  Mhao was Grezell’s squire in life. He is far too mad with thirst to 
  do anything but attack at once. He wears chainmail and is otherwise a 
  common appearing man. He has reddish blond hair and brown eyes.
  Itara was Grezell’s wife in life, a sorceress of some power. She alone 
  retains the will to think rather than just attack. She selects spells according 
  to what is happening, beginning with a haste spell on Grezell. She alone 
  uses her dominate person ability, saving hand-to-hand fighting as a last 
  resort. She is beautiful, looking the part of the noblewoman she was, with 
  light gray eyes and jet-black hair. She wears fine silks and jewels, and only 
  her fangs and pale skin show that she is undead. If Swoana is threatened, 
  she rages and attacks as Grezell above.
  Swoana was a common human child before her family was changed 
  to vampires. She has the mind of a ten-year old girl and is too hungry to 
  do any thinking; she attacks at once, searching out the smallest victim 
  possible. She looks like Shirley Temple with fangs, dressed in a child’s 
  dress and carrying her teddy bear.
  In each alcove is a simple coffin, made of stone and containing the 
  remains of each vampire.
  Alcove A.
  This alcove contains the remains of the head male vampire, Grezell. In 
  addition to his personal magic items, there are 4 large pieces of jewelry 
  worth 2,800 gp total, as well as an iron bound +1 manual of gainful 
  exercise hidden in his coffin.
  Alcove B.
  This alcove contains the remains of a male servitor vampire of Grezell’s, 
  named Mhao. He prefers to fight using his bare hands and leaves the spear 
  in place while he attacks.
  Alcove C.
  This alcove contains the remains of Itara, Grezell’s mate and lover. Itara 
  wears 12,000 gp of fine jewelry and leaves nothing in her coffin as she 
  attacks.
  Alcove D.
  This alcove contains the remains of Grezell and Itara’s young daughter 
  vampire Swoana. Swoana has a teddy bear that is enchanted to radiate 
  unhallow and desecrate spells in a 100 ft. radius. There is no treasure in 
  her crypt.
  The glutton
  Aura moderate evocation and moderate 
  transmutation; CL 12th
  Slot —; Price 79,750; Weight 4 lbs.
   
  DESCRIPTION
  The Glutton is an intelligent +3 keen wounding 
  longsword. The Glutton is a CE weapon with Int 13, Wis 
  13, Cha 13, Ego 11 and communicates by empathy 
  (a driving hunger). It transmits touch attacks such 
  as vampiric level drain as if it were an extension of 
  its wielder’s body. Any blood spilled upon the blade 
  soaks into the sword like a sponge.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, bleed, 
  enervation, keen edge; Cost 39,875 gp
  416
  level 11a
  
  11A–7. The gates to the 
  goblin City
  This room contains a secret hidden gate to the Goblin City. It is barred 
  from the side of Level 12A with a 2 ft. thick stone slab. This gate cannot 
  be opened from this side, though this room could be accessed from 
  Level 12A if the PCs find the gate from the other side. The gate radiates 
  a permanent magic circle against evil aura. Likewise, spells such as 
  passwall or ethereal jaunt allow PCs to pass through this gate in either 
  direction. It opens into Area 12A–29, the Hall of the Titan Cyclops. This 
  gate is never used by the goblins, as the goblin priests fear the vampires 
  living on this level and have warded the gates against their intrusion.
  417
  level 11a
  
  Level 12:  
  The Slave Pits
  There may not be a more wretched and unfortunate place for a stranded 
  adventurer to end up than here. Indeed, death in battle would be preferable 
  to the future that awaits a slave of the powerful goblins that inhabit this 
  level. Perhaps slaves is a misnomer, however, as these prisoners are asked 
  to perform no labor; instead, they serve as guinea pigs in the goblins’ 
  diabolical experiments in torture, and, eventually, are sacrificed to Orcus 
  himself. The goblins and their human priests are interested in torturing 
  powerful creatures and so most of the slaves are captured adventurers 
  awaiting their ignominious end. The PCs themselves could conceivably 
  be brought to this level as slaves, particularly if they made dreadful 
  mistakes on Level 12A.
  There are two very powerful slaves currently in captivity (see Areas 
  12–21M and 21R). Freeing one or both of these men might serve as a 
  quest for the PCs. A map of this level is depicted in Map RA–12.
  12–1. Entrance Chamber (Cr 14)
  Slaves are brought to the pits via the trapdoor leading to Level 7 and the 
  long twisting passage (Area 12–24) to Level 12A. In the northeast corner 
  of the chamber is a wide spiral staircase set in the floor, from which wafts 
  a putrid odor. Prisoners are led directly down these stairs and to their cell. 
  The guards, 4 trolls, are stationed here at all times. The trolls immediately 
  attack anyone not accompanied by goblins or priests of Orcus.
  TROLL GUARDS (4) 
   
  CR 10
  XP 9,600
  Male troll fighter 5 (Pathfinder Roleplaying Game Bestiary, 
  “Troll”)
  CE Large humanoid (giant)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
   
  AC 23, touch 12, flat-footed 20 (+4 armor, +3 Dex, +5 natural, 
  +2 shield, –1 size)
  hp 142 (6d8+5d10+88); regeneration 5 (acid or fire)
  Fort +17, Ref +6, Will +4 (+5 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk longsword +19/+14 (2d6+11/19–20), bite +11 
  (1d6+4) or bite +16 (1d8+8), 2 claws +16 (1d6+8)
  Special Attacks weapon training (heavy blades +1)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+12)
   
  Str 26, Dex 16, Con 27, Int 8, Wis 9, Cha 4
  Base Atk +9; CMB +18; CMD 32 
  Feats Cleave, Great CleaveB, Improved Initiative, 
  Intimidating Prowess, Iron Will, Power Attack, Skill Focus 
  (Perception), Weapon Focus (longsword)B, Weapon 
  Specialization (longsword)B
  Skills Intimidate +15, Perception +13 
  Languages Giant
  SQ armor training 1
  Gear chain shirt, heavy steel shield, masterwork longsword, 
  pouch with 100 pp
  12–2. Curtain of Evil (Cr 4)
  On the northern wall of this corridor is a 10 ft. wide shimmering black 
  curtain of energy. The curtain emanates evil and strong necromantic 
  magic. Anyone may pass through the energy field, but good-aligned PCs 
  must succeed at a DC 20 Will save or gain 2 negative levels (DC 17) from 
  the shock of evil. A dispel evil cast upon a PC allows him to pass through 
  the curtain without harm. Bypassing the curtain without taking negative 
  levels is equal to defeating a CR 4 challenge.
  Level 12
  Difficulty Level: 13
  Entrances: Spiral staircase from Level 7; twisting tunnel 
  from Level 12A; tar pit ladder from Level 10A.
  Exits: Stairs to Level 14.
  Wandering Monsters: Check once every 30 minutes 
  on 1d20 in the following areas only: 12–1, 12–2, 12–7 
  through 12–16, and 12–18 through 12–20.
   
   1–2 
  4 troll fighters (see Area 12–1).
   3–4 
  1d4+1 goblin guards (see Area 12–5).
   5 
  2 goblin slavers (see Area 12–21A) leading 2 
   
   
  human slaves
   6 
  1 torturer (see Area 12–8).
   7–20 
  No encounter.
   
  Detections: Great evil emanates from Areas 12–2, 12–17, 
  and 12–25; moderate evil emanates everywhere else.
  Spell Recovery: Clerics of any deity other than Orcus 
  cannot recover spells while on this level.
  Standard Features: The walls and floor are cut from 
  the natural rock and are smooth and even. All doors, 
  unless otherwise noted, are iron-bound wooden 
  doors (2 inches thick; hardness 5; hp 20; Break DC 23). 
  Locked doors, unless otherwise noted, require a DC 25 
  Disable Device check to open. The locks to the Slave 
  Pits (Areas 12–21D through 21R) are exceptional (DC 
  25 Disable Device check to open).
  Light: All areas except 12–5, 12–6, 12–17, and 12–25 
  are unlit.
  Narrow Tunnel: The tunnel connecting Areas 12–17 
  and 12–23 is 3 ft. wide. Small and Medium creatures 
  can crawl through this passage; larger creatures 
  cannot navigate this tunnel unless they are long and 
  slender or flexible, and Huge creatures cannot pass 
  at all. Medium creatures suffer a –8 penalty to all 
  attack rolls, and Small creatures using all but thrusting 
  weapons suffer a –4 penalty to attack. No Reflex 
  saves are permitted for area spells in this tunnel.
  418
  
  419
  level 12
  
  12–3. Small Worship Area
  Within the curved northern wall are set three statues of Orcus, each 2 ft. 
  high. The statues are secured on cylindrical axes that descend into the wall, 
  making removing them very difficult (DC 28 Strength check). Rotating the 
  statues is possible, however, and is, in fact, the only way to open the secret 
  door in the east (DC 20 Perception check to notice). If the leftmost statue is 
  turned to face west, the middle is turned to face north (that is, 90 degrees), 
  and the right is turned to face east, a clicking sound is heard and the secret 
  door may be opened. There is no other way to open this door aside from 
  powerful magic (e.g., disintegrate, transmute rock to mud and such spells).
  12–4. guard room (Cr 9)
  Standing watch over the entrance to the Viewing Area are 6 goblin 
  guards. Only High Priests are allowed beyond the doors in the north. 
  PCs disguised as goblins are told to leave, and non-goblins are attacked 
  immediately. The iron-bound wooden double doors are locked and very 
  sturdy (2 in. thick; hardness 8; hp 20; DC 22 Break; DC 20 Disable 
  Device).
  GOBLIN GUARDS (6) 
   
   
  CR 4
  XP 1,200 
  Male and Female goblin fighter 5 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +5
   
  AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 36 (5d10+5 plus 4)
  Fort +5; Ref +4; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee +1 short sword +12 (1d4+6/19–20)
  Ranged mwk heavy crossbow +10 (1d8+1/x3)
  Special Attacks weapon training (light blades +1)
   
  Str 14, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +5; CMB +6; CMD 20 
  Feats Dodge, Point-Blank ShotB, Improved Initiative, 
  Weapon Finesse, Weapon Focus (short sword)B, Weapon 
  Specialization (short sword)B
  Skills Perception +5, Ride +11, Stealth +17, Swim +6; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork studded leather armor, +1 light steel shield, +1 
  short sword, masterwork heavy crossbow, 10 +1 bolts, 25 gp
  12–5. The Viewing Area
  The double doors in the south open to reveal a chamber in which 
  the northern portion is blocked by a portcullis. Beyond the portcullis is 
  the Viewing Area: a platform with five high-back chairs set facing out 
  onto Area 12–6. The portcullis can only be raised by uttering the words 
  “culminus ovary,” succeeding at a DC 28 Strength check, or by casting a 
  knock spell.
  The actual viewing area stands 5 ft. above the chamber that surrounds it. 
  Sconces in the walls contain everburning torches; Area 12–6 is likewise lit.
  If the occupants of Area 12–6 see anyone other than the high priests 
  enter Area 12–5 they immediately spring into action (see Area 12–6 for 
  details).
  12–6. Sacrifice Chamber (Cr 13)
  This ghastly room contains the means by which good-aligned men 
  and women are put to death to feed Orcus’ evil. Attached to the northern 
  wall are three sets of manacles. Each set of manacles is placed such that 
  a Small, Medium, and Large sized humanoid could be chained spread-
  eagle to the wall. Also by the north wall is a steel table containing several 
  cruel-looking knives, needles, razors, and prongs. All these instruments, 
  as well as the floor surrounding the manacles, are bloodstained. Within the 
  chamber are the Executioner, the Overseer, and 3 Enforcers.
  THE EXECUTIONER 
   
   
  CR 9
  XP 6,400
  Male hobgoblin assassin 5/rogue 5 (Pathfinder Roleplaying 
  Game Bestiary, “Hobgoblin”)
  CE Medium humanoid (goblinoid)
  Init +8; Senses darkvision 60 ft.; Perception +17
   
  AC 23, touch 17, flat-footed 18 (+6 armor, +2 deflection, +4 
  Dex, +1 dodge)
  hp 59 (5d8+5d8+10 plus 4)
  Fort +4 (+6 vs. poison); Ref +11; Will +3
  Defensive Abilities evasion, improved uncanny dodge, trap 
  sense +1
   
  Speed 30 ft.
  Melee +2 keen rapier +12/+7 (1d6+4/15–20)
  Ranged +1 light crossbow +11 (1d8+1/19–20)
  Special Attacks death attack (DC 18), rogue talent 
  (bleeding attack), rogue talent (surprise attack), sneak 
  attack +6d6, surprise attack, true death
   
  Str 14, Dex 19, Con 12, Int 16, Wis 10, Cha 11
  Base Atk +6; CMB +8; CMD 25 
  Feats Alertness, Dodge, Improved Initiative, Mobility, 
  Weapon Finesse
  Skills Acrobatics +12, Climb +10, Craft (alchemy) +11, 
  Diplomacy +13, Disguise +13, Escape Artist +17, Intimidate 
  +13, Perception +17, Sense Motive +10, Sleight of Hand +12, 
  Stealth +21, Use Magic Device +8; Racial Modifiers +4 Stealth
  Languages Common, Dwarf, Goblin, Orc
  SQ hidden weapons, poison use, trap finding (+2)
  Combat Gear 20 adamantine bolts coated in poison; Gear 
  +3 studded leather armor, +2 keen rapier, +1 light crossbow, 
  ring of protection +2
   
  Poison: Injury; save Fort DC 18; frequency 1/round for 4 
  rounds; effect 1d4 Dex; cure 2 consecutive saves
  THE OVERSEER 
   
   
  CR 9
  XP 6,400
  Male goblin necromancer 10 (Pathfinder Roleplaying Game 
  Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +2
   
  AC 24, touch 18, flat-footed 20 (+4 armor, +3 deflection, +4 
  Dex, +2 natural, +1 size)
  hp 74 (10d6+20 plus 19)
  Fort +7; Ref +7; Will +12 
   
  Speed 30 ft.
  Melee +2 dagger +8 (1d3+2/19–20)
  Ranged +2 dagger +12 (1d3+2/19–20)
  Necromancer Spell-Like Abilities
  8/day—grave touch (5 rounds)
  Spells Prepared (CL 10th; melee touch +5, ranged touch +9)
  420
  level 12
  
  5th—animate deadB, cone of cold (DC 20), magic jar (DC 
  21), waves of fatigue
  4th—bestow curse, enervationB, fear (DC 20), ice storm (DC 
  19), lesser globe of invulnerability
  3rd—dispel magic, lightning bolt (DC 18), slow (DC 18), ray 
  of exhaustion (DC 19), vampiric touchB (DC 19)
  2nd—command undeadB, ghoul touch (DC 18), false life, 
  hypnotic pattern (DC 17), mirror image, spectral hand
  1st—cause fearB (DC 16), expeditious retreat, mage armor†, 
  magic missile (x2), shield, ray of enfeeblement
  0 (at will)—daze (DC 15), detect magic, disrupt undead, 
  read magic
  Arcane School necromancy Opposition Schools conjuration, 
  enchantment
   
  Str 11, Dex 18, Con 15, Int 20, Wis 16, Cha 11
  Base Atk +5; CMB +4; CMD 18 
  Feats Combat CastingB, Command UndeadB, Great 
  Fortitude, Scribe ScrollB, Spell Focus (necromancy), Spell 
  MasteryB, Toughness
  Skills Craft (alchemy) +17, Intimidate +10, Knowledge 
  (arcana) +18, Knowledge (religion) +18, Perception +13, 
  Ride +8, Spellcraft +16, Stealth +25; Racial Modifiers +4 Ride, 
  +4 Stealth
  Languages Common, Draconic, Giant, Goblin, Orc, 
  Undercommon
  SQ arcane bond (wand), life sight 10 ft. (10 rounds), power 
  over undead
  Combat Gear wand of magic missile (29 charges, CL 7th), 
  scroll of fireball, scroll of interposing hand, scroll of telekinesis; 
  Other Gear +2 dagger, ring of protection +3, amulet of 
  natural armor +2, crystal worth 100 gp, spell component 
  pouch
  THE ENFORCERS (3) 
   
  CR 7
  XP 3,200 
  Male goblin fighter 8 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +11
   
  AC 22, touch 14, flat-footed 19 (+8 armor, +3 Dex, +1 size)
  hp 67 (8d10+16 plus 7)
  Fort +8; Ref +7; Will +5 (+7 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 20 ft. (30 ft. base)
  Melee +1 greatsword +18/+13 (1d8+11/19–20)
  Ranged mwk javelin +14 (1d4+5)
  Special Attacks weapon training (heavy blades +1)
   
  Str 20, Dex 16, Con 14, Int 10, Wis 12, Cha 6
  Base Atk +8; CMB +12; CMD 25 
  Feats Alertness, Cleave, Greater Weapon Focus 
  (greatsword)B, Improved InitiativeB, Iron Will, Lightning 
  Reflexes, Power AttackB, Weapon Focus (greatsword)B, 
  Weapon Specialization (greatsword)B
  Skills Perception +11, Ride +9, Sense Motive +3, Stealth +17, 
  Swim +6; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 2
  Combat Gear 2 potion of bear’s endurance; Other Gear 
  +2 chainmail, +1 greatsword, 6 masterwork javelins, claw of 
  Orcus
  Tactics: If the PCs attempt to enter the Sacrifice Chamber via Area 
  12–5, its occupants take the following actions:
  First, if they are aware of the PCs before the portcullis is raised, the 
  Executioner fires his poisoned bolt, the Overseer casts lesser globe of 
  invulnerability, and the Enforcers take up positions by the viewing area 
  and swallow their potions of bear’s endurance. As long as the PCs remain 
  trapped behind the portcullis, and no more than two of the monsters are 
  killed, the Executioner continues to fire his crossbow and the Enforcers 
  hurl javelins while the Overseer casts the following spells: shield, spectral 
  hand, ice storm, and then other offensive spells. What spells the Overseer 
  actually casts may depend upon what actions the PCs take. If the PCs’ 
  magic and ranged weapons capabilities are such that it appears the 
  monsters are likely to lose even while the portcullis remains closed, they 
  retreat to Area 12–7 to regroup.
  Once the PCs have raised the portcullis, the Executioner casts invisibility 
  and, assuming there are enough Enforcers left standing to protect the 
  Overseer, attempt to observe a PC (whichever has been dealing the most 
  damage to that point) and then deliver his death attack. If he does not 
  have time for the death attack, he simply attempts to sneak attack a weak-
  looking PC in order to shift the odds to his favor. In any event, whenever 
  possible, the Executioner always attempts to flank an opponent. The 
  Overseer uses his prepared magic missiles before his wand. If engaged by 
  a fighter, he attempts to use his interposing hand scroll.
  There is a 15% chance per round that the occupants of Areas 12–8 
  and 12–12 (assuming they are still alive) hear the combat in the Sacrifice 
  Chamber and hurry to investigate (roll separately for each area).
  If the chamber is entered via Areas 12–7, 12–10, or 12–13, the Enforcers 
  rush to form a line of defense while the Executioner casts invisibility and 
  so on. The Overseer prefers to cast lesser globe of invulnerability, shield, 
  and spectral hand before casting offensive spells, but he may not have that 
  luxury depending on how the combat progresses.
  Treasure: The execution tools are finely crafted and could fetch around 
  1,000 gp. Good-aligned PCs who destroy these, however, gain a 500 XP 
  bonus.
  About the Entrance rooms
  There are three entrance chambers described below, each adversely 
  affecting different character classes. If a PC is multi-classed, the class 
  in which he has the most levels should be used to determine which room 
  affects him. If his levels are evenly distributed, then, unfortunately, he 
  must save for each room in which he has levels, unless, of course, he has 
  levels in fighter and ranger or wizard and sorcerer. Monks, rogues, and 
  bards are exempt from all the rooms.
  Claw of Orcus
  Aura moderate transmutation; CL 8th
  Slot neck; Price 11,200 gp; Weight —
   
  DESCRIPTION
  A claw of Orcus is a small gold pendant in the 
  shape of a clenched claw. If a devoted worshiper 
  of Orcus wears the pendant, he or she is granted 
  a +4 enhancement bonus to his or her Strength. 
  Non-believers wearing a claw suffer 1d6 temporary 
  Strength loss for as long as it remains around their 
  neck. A non-worshipper must succeed at a DC 18 
  Will save or refuse to remove the claw, believing it is 
  granting him great power.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, bestow curse, 
  bull’s strength, creator must be a worshipper of Orcus; 
  Cost 5,750 gp 
  421
  level 12
  
  12–7. Arcane Torture Chamber 
  Entrance (Cr 4)
  This simple room appears to be nothing more than an antechamber 
  between Area 12–6 and Areas 12–8 and 12–9; however, the entire 
  chamber radiates magic. Any arcane caster who sets foot in this chamber 
  must succeed at a DC 20 Will save or suffer 1d6+2 Constitution damage. 
  A spell caster who makes the save must continue to make saves each 
  successive time he or she enters this area. An arcane caster can only suffer 
  the effects of this chamber once per day, however, so once he has failed, 
  that spell caster is safe to pass through this chamber without further harm.
  GM Note: Worshipers of Orcus are immune to the effects of this area.
  12–8. Wizard Torture Chamber 
  (Cr 11)
  The goblins and High Priests are interested in whether clerics, arcane 
  spell casters, and warriors succumb to torture differently. Thus, they have 
  built separate torture chambers for each class. This room is dedicated to 
  the torture of wizards. Aside from an iron maiden, rack, and whipping post, 
  there is a bench containing alchemy paraphernalia, and a locked hutch 
  (see Treasure). The Torturer concocts evil brews to torment wizards and 
  sorcerers. There is only one completed brew on the table: a small vial 
  containing a grayish liquid. Any arcane spellcaster who consumes this vile 
  potion must succeed at a DC 18 Fortitude save or go mad, suffering 2d6+2 
  points of Intelligence drain.
  TORTURER 
   
   
  CR 11
  XP 12,800
  Male goblin rogue 6/wizard 6 (Pathfinder Roleplaying Game 
  Bestiary, “Goblin”)
  CE Small humanoid (goblinoid)
  Init +9; Senses darkvision 60 ft.; Perception +19
   
  AC 23, touch 17, flat-footed 17 (+4 armor, +5 Dex, +1 dodge, 
  +2 natural, +1 size)
  hp 77 (6d8+6d6+12 plus 17)
  Fort +5, Ref +12, Will +7 
  Defensive Abilities evasion, trap sense +2, uncanny dodge
   
  Speed 30 ft.
  Melee +2 short sword +15/+10 (1d4+3/19–20)
  Ranged +1 dagger +14 (1d3+2/19–20)
  Special Attacks hand of the apprentice (+11, 7/day), rogue 
  talent (bleeding attack), rogue talents (finesse rogue), sneak 
  attack +3d6
  Spells Prepared (CL 6th)
  3rd—haste, keen edge, slow (DC 17)
  2nd—alter self, cat’s grace, invisibility, mirror image
  1st—burning hands, mage armor†, magic missile, spider climb
  0 (at will)—daze (DC 14), detect magic, ghost sound (DC 
  14), resistance
  †Already cast
   
  Str 12, Dex 20, Con 13, Int 18, Wis 10, Cha 12
  Base Atk +7; CMB +7; CMD 23 
  Feats Alertness, Brew PotionB, Combat Expertise, Dodge, 
  Improved Initiative, Scribe ScrollB, Skill Focus (Craft 
  [Alchemy]), Toughness, Weapon FinesseB
  Skills Acrobatics +20, Bluff +16, Climb +7, Craft (alchemy) 
  +17, Diplomacy +9, Escape Artist +14, Intimidate +12, 
  Knowledge (arcana) +17, Perception +19, Ride +9, Sense 
  Motive +10, Sleight of Hand +13, Spellcraft +17, Stealth +26; 
  Racial Modifiers +4 Ride, +4 Stealth
  Languages Abyssal, Common, Dwarf, Common
  SQ arcane bond (short sword), trap finding
  Combat Gear 2 potions of bull’s strength; Other Gear +2 
  short sword, 2 +1 daggers, amulet of natural armor +2, spell 
  component pouch 
  Tactics: If intruded upon, the Torturer casts the following spells: 
  invisibility, haste, cat’s grace, and keen edge, and then swallows his 
  potion of bull’s strength. If the party seems sufficiently weakened, he casts 
  slow, and then attempts a sneak attack. If the PCs appear very strong, the 
  torturer casts alter self and takes the form of a crippled halfling wizard left 
  here to die. He keeps this ruse up for as long as possible, accepting healing 
  and so on, and even giving false details about the slave pits. If asked, he 
  agrees to accompany the PCs, but, of course, looks to escape or sneak 
  attack the first chance he gets.
  If the Torturer joins the combat in Area 12–6, he prefers to cast haste, 
  cat’s grace, and keen edge on himself first. Once in combat, he uses his 
  slow spell, and then attempts to sneak attack.
  Treasure: The hutch (1 inch-thick wood; hardness 2; hp 10; Break DC 
  12, see below; Disable Device DC 20) holds a variety of potion-making 
  ingredients contained in small glass vials and jars. In total, there are 40 
  vials and 22 jars. Each vial weighs about a quarter of a pound, and each 
  jar weighs a pound. These ingredients are worth 2,500 gp altogether. Also, 
  there is a 50% chance that the ingredients for any 1st to 3rd level potion 
  can be found in these containers. If the hutch is broken into by force, 
  however, half the ingredients are lost, the value drops in half, and the 
  chance to find the necessary ingredient for any potion drops to 25%.
  12–9. Sorcerer Torture Chamber
  This room contains an iron maiden, rack, and whipping post but nothing else.
  12–10. Entrance to Fighter Torture 
  Chamber (Cr 4)
  This chamber is similar in all ways to Area 12–7 except that fighters, 
  rangers, paladins, and barbarians must succeed at a DC 20 Will save or 
  suffer 1d6+2 Constitution damage.
  12–11. ranger and Paladin Torture 
  Chamber (Cr 11)
  This room is identical to Area 12–8, but with the following exception: 
  the torturer here has prepared a special brew for Sir Kingsly (see Area 
  12–21R). On the table is a vial containing a green liquid. If consumed, the 
  imbiber must succeed at a DC 25 Fortitude save or suffer 1d6+2 Wisdom 
  damage and 1d6+2 Charisma damage.
  TORTURER 
   
   
  CR 11
  XP 12,800
  hp 77 (see Area 12–8)
  Treasure and Tactics: As per Area 12–8, above.
  12–12. Fighter and Barbarian 
  Torture Chamber
  This room is similar in all ways to Area 12–9, with one exception: 
  there is a dead fighter strapped to the whipping post who the torturers 
  422
  level 12
  
  have not yet disposed of. This poor man is stripped to the waist, his back 
  and legs horribly scarred from the lash. A speak with dead spell reveals 
  the following: his name is Clafford; he has been dead two days; he was 
  blindfolded when led from the slave pits to the torture chamber; there are 
  human priests somewhere nearby and the goblins obey them; there is at 
  least one powerful human slave he believes he is still alive.
  12–13. Entrance to Divine Spell 
  Caster Torture Chamber (Cr 4)
  This room is identical to Area 12–7 except that clerics and druids must 
  succeed at a DC 20 Will save or suffer 1d6+2 Constitution damage.
  12–14. Cleric Torture Chamber 
  (Cr 4)
  This chamber is identical to Area 12–8 except that there is no torturer 
  present, and there is a dead cleric on the rack. If a speak with dead spell is 
  cast, Sephron, the cleric, reveals the same information as Clafford in Area 
  12–12, with the following additions: he has been dead one day; clerics of 
  good-aligned faiths cannot regain spells on this level of the dungeon; good-
  aligned humanoids are sacrificed nearby to feed Orcus’ strength and evil.
  Treasure: Same as Area 12–8.
  12–15. Druid Torture Chamber
  This room is identical to Area 12–9 except that it is covered in dust. 
  The goblins do not see many druids.
  12–16. guard Post (Cr 8)
  Stationed here at all times are 3 goblin guards. If the PCs enter via 
  Area 12–14, one guard attempts to run for reinforcements from Area 
  12–18; if the PCs enter via the door in the north, one guard attempts to run 
  for reinforcements from Area 12–14 and Area 12–6.
  GOBLIN GUARDS (3) 
   
   
  CR 5
  XP 1,600 
  hp 44 (see Area 12–4)
  12–17. Cursed Hall
  This long, wide hall leading to the temple has been painted with swirls 
  of red and black and is lit by everburning torches. Good- or neutral-aligned 
  creatures crossing the spot marked “A” on the map must succeed at a 
  423
  level 12
  
  DC 20 Will save or be overcome with a sense of doom and suffer 1d6+1 
  Wisdom damage. Dimension door, teleport, or similar magic avoids this 
  effect; flying does not.
  12–18. goblin Chamber (Cr 11)
  The goblin guards and their priest are housed here. There are enough 
  beds and footlockers for 12 guards, though at the moment only 6 guards 
  and the priest are present.
  GOBLIN GUARDS (3) 
   
   
  CR 5
  XP 1,600 
  hp 44 (see Area 12–4)
  GOBLIN PRIEST 
   
   
   
  CR 9
  XP 6,400
  Male goblin cleric of Orcus 10 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  CE Small humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Perception +15
   
  AC 22, touch 12, flat-footed 21 (+8 armor, +1 Dex, +2 shield, 
  +1 size)
  hp 74 (10d8+20 plus 9)
  Fort +9; Ref +4; Will +12 
   
  Speed 20 ft. (30 ft. base)
  Melee +2 light mace +11/+6 (1d4+2)
  Special Attacks channel negative energy (6/day, DC 18, 
  5d6) destructive aura (30 ft., 10 rounds), destructive smite (8/
  day, +5 damage), scythe of evil (1/day, 5 rounds)
  Domain Spell-Like Abilities (CL 10th)
  8/day—touch of evil
  Spells Prepared (CL 10th; melee touch +7, ranged touch +8)
  5th—dispel goodD, greater command, mass inflict light 
  wounds (DC 21), slay living (DC 21)
  4th—cure critical wounds, divine power, poison (DC 20), 
  summon monster IV, unholy blightD
  3rd—animate dead, cure serious wounds, desecrate, dispel 
  magic, magic circle against goodD
  2nd—bull’s strength, cure moderate wounds, hold person 
  (DC 17), inflict moderate wounds (DC 18), shatterD (DC 18), 
  sound burst (DC 17), spiritual weapon
  1st—bane, cure light wounds, divine favor, doom (DC 
  17),sanctuary, shield of faith, truestrikeD
  0 (at will)—bleed, detect magic, guidance, read magic
  D Domain spell Domains Destruction, Evil
   
  Str 10, Dex 13, Con 15, Int 10, Wis 20, Cha 17
  Base Atk +7; CMB +6; CMD 17 
  Feats Alertness, Combat Casting, Improved Initiative, Spell 
  Focus (necromancy), Weapon Focus (mace)
  Skills Knowledge (religion) +10, Perception +15, Ride +1, 
  Sense Motive +7, Spellcraft +8, Stealth +5; Racial Modifiers +4 
  Ride, +4 Stealth
  Languages Goblin
  Combat Gear wand of searing light (30 charges, CL 8th); 
  Other Gear +2 chainmail, +1 light steel shield, +2 light mace, 
  unholy symbol, spell component pouch
  Tactics: Very simply, the guards do everything they can to protect the 
  priest, who casts the following spells in this order (if possible): magic circle 
  against good, darkness, bane, summon monster IV, hold person, doom 
  (against whichever PC is doing the most damage), and finally bull’s strength 
  on himself in anticipation of joining melee. The priest prefers to stand back 
  and use his wand of searing light, but if combat is going poorly he steps in and 
  casts slay living, mass inflict light wounds, poison, and then his other inflict 
  wounds spells, starting with critical and working his way down to light.
  Treasure: The footlockers (20 in all) contain the goblin guards’ personal 
  effects and a total of 5,700 gp. There is also a locked iron chest that belongs 
  to the priest (see chest and Trap below). The chest contains 3,800 gp, a gold 
  drinking cup worth 2,000 gp, and a necklace of adaptation.
  Locked Iron Chest: hardness 5; hp 40; Break DC 25; Disable 
  Device DC 23.
  GLYPH OF WARDING TRAP 
   
   
  CR 4
  XP 2,400
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none
  Effect spell effect (glyph of warding, hold person, CL 5th, DC 
  14 Will save negates)
  12–19. Human Priests’ Chambers
  Both doors leading to this well-appointed room are locked. There is a 
  four-poster bed, a nightstand, an armoire, and a locked, ironbound chest 
  containing the treasure. The walls are decorated with three paintings 
  plundered from the palaces of kings (see treasure below).
  Treasure: The locked chest contains 7,450 gp, a diamond encrusted 
  gold torque worth 4,500 gp, and a scroll of three divine spells: greater 
  restoration, create greater undead, and firestorm, all CL 16th (a gift from 
  the high priest). Each painting could fetch between 2,500–5,000 gp, if an 
  appropriate buyer was found, but their dimensions (4 ft. by 6 ft.) make 
  transporting them difficult. Removing the paintings from their heavy, 
  silver frames (100 gp value) requires a successful DC 25 Disable Device 
  check to avoid damaging the paintings and thereby diminishing the value 
  by 10% for every point by which the roll was failed.
  Locked ironbound chest: hardness 3; hp 20; Break DC 20; 
  Disable Device DC 23.
  12–20. Lower Human Priests’ 
  Chambers
  Both doors to this chamber are locked. There are four nice beds — two 
  in the north and two in the south — four chests, four nightstands, and a 
  table with four chairs in the center of the room. The chests are unlocked 
  and contain various personal effects of the lower priests and the treasure.
  Treasure: 4,000 gp, and 7 gems worth 200 gp each.
  12–21. The Slave Pits
  This small sub-level — really just Level 12’s basement — contains the 
  slave pits themselves. It is reached via the spiral staircase in Area 12–1.
  12–21A. The Slavers 
  (Cr 12, 13 if 4th Slaver is present)
  Three out of the four slavers who oversee the slave pits are lounging 
  here playing cards around a circular wooden table. The room contains 
  only the table and chairs, and a small side table upon which rests a jug of 
  wine and four goblets (see treasure below).
  SLAVERS (3) 
   
   
  CR 9
  XP 6,400
  Male hobgoblin cleric of Orcus 5/fighter 5 (Pathfinder 
  Roleplaying Game Bestiary, “Hobgoblin”)
  CE Medium humanoid (goblinoid)
  424
  level 12
  
  Init +7; Senses darkvision 60 ft.; Perception +12
   
  AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +1 dodge, 
  +2 shield)
  hp 99 (5d8+5d10+40 plus 5)
  Fort +12; Ref +5; Will +9 (+10 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 20 ft., (30 ft. base)
  Melee +1 longsword +16/+11 (1d8+9/17–20)
  Ranged mwk heavy crossbow +12 (1d10/19–20)
  Special Attacks channel negative energy (2/day, DC 
  11, 3d6), destructive smite (7/day, +2 damage), weapon 
  training (heavy blades +1)
  Spell-Like Abilities (CL 5th)
  7/day—touch of evil
  Spells Prepared (CL 5th; melee touch +13, ranged touch 
  +11)
  3rd—contagionD (DC 17), cure serious wounds, dispel magic
  2nd—bull’s strength, cure moderate wounds, hold person 
  (DC 16), shatterD (DC 16)
  1st—cure light wounds, divine favor, doom (DC 15), 
  protection from good, true strikeD
  0 (at will)—bleed, detect magic, guidance, resistance
  D Domain spell Domains Destruction, Evil
   
  Str 20, Dex 16, Con 18, Int 8, Wis 18, Cha 8
  Base Atk +8; CMB +13; CMD 27 
  Feats Alertness, Combat Casting, Dodge, Improved Critical 
  (longsword), Improved InitiativeB, Toughness, Weapon Focus 
  (longsword)B, Weapon Specialization (longsword)B
  Skills Perception +12, Sense Motive +6, Spellcraft +8, Stealth 
  +9; Racial Modifiers +4 Stealth
  Languages Common, Goblin
  SQ armor training 1
  Gear +1 chainmail, heavy steel shield, +1 longsword, 
  masterwork heavy crossbow, 20 adamantine bolts, unholy 
  symbol, spell component pouch, pouch with 100 gp.
  Tactics: If the slavers hear the PCs in Area 12–21C, they prepare 
  themselves for combat with the following spells: bull’s strength, protection 
  from good, and divine favor. They alert the fourth slaver patrolling the 
  slave cells, and then, if the PCs are still in Area 12–21C, attempt to 
  surprise them. If possible, the slavers start by casting doom (two slavers) 
  and hold person (the other two slavers). If surprised, the slavers attempt 
  to cast bull’s strength during the first round of combat. Once in melee, the 
  hobgoblins, alternate between sword attacks and offensive spells.
  If combat occurs in Area 12–21A, the fourth slaver arrives four rounds after 
  combat starts, having already cast bull’s strength and protection from good.
  Treasure: The kitty for the card game totals 250 gp. The wine is of no 
  value, but the four goblets are made of gold and worth 200 gp each.
  12–21B: Slavers’ Chambers
  Within the room are four sturdy beds; four locked, iron trunks containing 
  the treasure; and a small iron statue of Orcus against the east wall.
  Treasure: Besides the slaver’s personal effects, the trunks contain 
  6,500 gp, and three scrolls containing one divine spell each, all CL 16th: 
  righteous might, animate objects, and spell immunity.
  12–21C. The Mass grave (Cr 2)
  Piled within this large, 15 ft. deep, L-shaped pit are the bodies of fallen 
  slaves. There are far too many to count, but the putrid stench attests to the 
  volume and longevity of the decay. PCs entering this area must succeed 
  at a DC 15 Fortitude save or become nauseous and suffer 1d6+3 Strength 
  damage. The nausea lasts for as long as the PCs remain in Area 12–21C 
  and for 1d6 rounds thereafter.
  GM Note: The Slavers are immune to the nausea.
  12–21D through 21Q. The Slave Cells (Cr 9)
  Each cell door is made of iron and well locked. A Slaver, who patrols 
  this hall at all times, possesses a ring that holds the keys to each cell. All 
  prisoners are chained to the wall of their cells. The Slaver’s key ring also 
  holds the key to the chains.
  SLAVER  
   
  CR 9
  XP 6,400
  hp 99 (see Area 12–21A)
  Cell Door: hardness 5; hp 60; DC 28 Break; DC 30 Disable 
  Device.
  Tactics: If the patrolling Slaver is surprised in this area, he attempts to 
  cast bull’s strength and protection from good before attacking.
  12–21D: Empty Cells
  If the PCs are thrown into the slave pits, each winds up in one of these 
  cells, chained to the wall.
  12–21E: Encephalon gorgers (Cr 11)
  This cell contains 3 encephalon gorgers, each at full hit points, even 
  after months of torture, due to their innate healing ability.
  ENCEPHALON GORGERS (3) 
   
   
  CR 8
  XP 4,800
  hp 70 (Frog God Games The Tome of Horrors Complete, 
  “Encephalon Gorger”)
  Development: Although encephalon gorgers would normally shun 
  or attempt to kill the PCs, they are smart enough to aid them for as 
  long as it takes for them to escape the Slave Pits. If the PCs make a 
  successful DC 20 Diplomacy check, they agree to help in the assault 
  on the temple (Area 12–12A), although they flee this or any other 
  combat if their hit points are reduced to half. They know quite a bit 
  about the Under Realms and Rappan Athuk and are willing to trade this 
  knowledge for their freedom. If the PCs attack, of course, they defend 
  themselves as best they can.
  GM Note: If the PCs slay the gorgers while they are still in their chains, 
  award no XP.
  12–21F: Thiris, Elven Fighter (Cr 3)
  This cell contains a wounded fighter.
  THIRIS 
   
  CR 3
  XP 800
  Male elf fighter 4
  LN Medium humanoid (elf)
  Init +6; Senses low-light vision; Perception +6
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 26 (4d10–4) , currently 8
  Fort +3; Ref +3; Will +1 (+3 vs. enchantment, +2 vs. fear)
  Defensive Abilities bravery +1; Immune sleep
   
  Speed 30 ft.
  Melee unarmed strike +6 (1d3+2)
   
  Str 14, Dex 15, Con 8 (12), Int 11, Wis 11, Cha 13
  Base Atk +4; CMB +6; CMD 18 
  Feats Improved InitiativeB, Point-Blank Shot, Power Attack, 
  425
  level 12
  
  Weapon Focus (longsword)B, Weapon Specialization 
  (longsword)B
  Skills Climb +8, Heal +4, Perception +6; Racial Modifiers +2 
  Perception
  Languages Common, Elven
  SQ armor training 1
  Development: If healed and provided with weapons and armor, Thiris 
  gladly helps the PCs in any way he can. Otherwise, he wishes to be 
  returned to the surface as quickly as possible.
  12–21g: Dryot, gnome illusionist (Cr 2)
  This cell contains a wounded gnome.
  DRYOT  
   
  CR 2
  XP 400
  Male gnome illusionist 3
  CG Small humanoid (gnome)
  Init +1; Senses low-light vision; Perception +7
   
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 13 (3d6), currently 10
  Fort +1; Ref +4; Will +3 (+5 vs. illusion)
  Defensive Abilities defensive training
   
  Speed 20 ft.
  Special Attacks hatred
  Spell-like Abilities (CL 3rd)
  1/day—dancing lights, ghost sound (DC 10), prestidigitation, 
  speak with animals
  Illusionist Spell-like Abilities (CL 3rd)
  5/day—blinding ray
  Spells Prepared (CL 3rd)
  none
  Arcane School illusion Opposition Schools evocation, 
  necromancy
   
  Str 10, Dex 12, Con 10 (12), Int 15, Wis 10, Cha 11
  Base Atk +1; CMB +0; CMD 11 
  Feats Brew Potion, Combat Casting, Scribe ScrollB
  Skills Craft (alchemy) +10, Knowledge (arcana) +8, 
  Knowledge (nature) +7, Perception +7, Spellcraft +8; Racial 
  Modifiers +2 Craft (alchemy), +2 Perception
  Languages Common, Draconic, Gnome, Sylvan
  SQ arcane bond (weasel), extended illusion, weapon 
  familiarity
  Development: Dryot’s spellbook has been destroyed. Without it, he is 
  of little use to the PCs.
  12–21H: The Fallen goblins (Cr 1)
  This cell contains 6 goblins who have been declared traitors.
  GOBLINS (6) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
  Development: These poor souls were once residents of Greznek (Level 
  12). Now they have been left here to rot and die. If freed, they ask to be 
  returned to the surface.
  12–21i: gabriel, human priest of the neutral 
  good god of the sun (Cr 5)
  This cell contains a captured cleric.
  GABRIEL  
   
  CR 5
  XP 1,600
  Male human cleric of the sun 6 
  NG Medium humanoid (human)
  Init +0; Perception +3
   
  AC 10, touch 10, flat-footed 10
  hp 44 (6d8–6 plus 5), currently 38
  Fort +6; Ref +2; Will +8 
   
  Speed 30 ft.
  Special Attacks channel energy (5/day, 3d6, DC 15)
  Domain Spell-Like Abilities
  6/day—rebuke death, strength surge
  Spells Prepared (CL 6th; concentration +9)
  none
  D Domain spell Domains Healing, Strength
   
  Str 14, Dex 11, Con 8 (10), Int 9, Wis 16, Cha 15
  Base Atk +4; CMB +6; CMD 16
  Feats Brew Potion, Great Fortitude, Scribe Scroll, Skill Focus 
  (Heal)B
  Skills Heal +13, Knowledge (religion) +6, Spellcraft +6 
  Languages Common
  SQ healer’s blessing
  Development: If freed and taken from this level, Gabriel immediately 
  prays for spells (his domains are Healing and Strength), heals himself (if 
  the PCs have not already), and, if equipped with a weapon and armor, is 
  quite willing to return to the pits to aid in the assault. Otherwise, he wishes 
  to return to the surface as quickly as possible. Remember that he cannot 
  regain spells as long as he remains on this level.
  12–21J: Zildjin, Human Wizard (Cr 4)
  An imprisoned wizard languishes in this cell.
  ZILDJIN  
   
  CR 4
  XP 1,200
  Male human wizard 5
  CG Medium humanoid (human)
  Init +2; Perception +6
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 22 (5d6 plus 5), currently 3
  Fort +0; Ref +3; Will +5 
   
  Speed 30 ft.
  Special Attacks hand of the apprentice (+5, 6/day)
  Spells Prepared (CL 5th)
  none
   
  Str 8, Dex 14, Con 8, Int 16, Wis 12, Cha 9
  Base Atk +2; CMB +1; CMD 13 
  Feats Brew PotionB, Combat Casting, Scribe ScrollB, Silent 
  Spell, Skill Focus (linguistics), ToughnessB
  Skills Craft (alchemy) +11, Knowledge (arcana) +11, 
  Knowledge (history) +10, Linguistics +11, Perception +6, 
  Stealth +7, Survival +6 
  Languages Abyssal, Aklo, Common, Draconic, Drow, Eleven, 
  Gnome, Infernal, Undercommon
  SQ arcane bond (cat)
  Development: Zildjin’s spellbook has been destroyed. He lives in 
  Bard’s Gate (or a major city of the GM’s choice), however, and his master 
  is a wizard 14 who gladly rewards the PCs with either a wand of a 4th 
  level spell, or the opportunity for a PC wizard to copy spells from his 
  spellbook.
  426
  level 12
  
  12–21K: Barthum Cobb, Half-Orc Barbarian 
  (Cr 4)
  This cell is the prison of a raging half-orc barbarian.
  BARTHUM COBB (RAGING) 
   
   
  CR 4
  XP 1,200
  Male half-orc barbarian 5
  CN Medium humanoid (human, orc)
  Init +2; Senses darkvision 60 ft.; Perception –1
   
  AC 11, touch 11, flat-footed 10 (+2 Dex, +1 dodge, –2 rage)
  hp 61 (5d12+20 plus 4), currently 25
  Fort +8; Ref +3; Will +2
  Defensive Abilities improved uncanny dodge, orc ferocity, 
  trap sense +1
   
  Speed 40 ft.
  Melee unarmed strike +11 (1d3+6)
  Special Attacks rage (14 rounds/day), rage power (powerful blow)
   
  Str 22, Dex 14, Con 18, Int 8, Wis 9, Cha 8
  Base Atk +5; CMB +11; CMD 24 
  Feats Dodge, Power Attack, Weapon Focus (greataxe)
  Skills Acrobatics +10, Climb +13, Intimidate +5, Survival +7; 
  Racial Modifiers +2 Intimidate
  Languages Common, Orc
  SQ orc blood, rage power (renewed vigor)
  Base Statistics When not raging, Barthum’s stats are AC 13, 
  touch 13, flat-footed 12; hp 51; Fort +6; Will +0; Speed 40 ft.; 
  Melee unarmed strike +9 (1d3+4); Str 18, Con 14; CMB +9; 
  CMD 22
  Development: If the PCs can furnish Barthum with a weapon 
  (preferably a greataxe) and armor, this half-orc gladly helps them in the 
  attack on the temple.
  12–21L: Silas Barnes, Diamond Exporter (Cr 2)
  This cell contains a non-adventurer, a diamond merchant, captured in 
  a surface raid.
  SILAS BARENS 
   
  CR 4
  XP 1,200
  Male human expert 6
  NG Medium humanoid (human)
  Init +0; Perception +11
   
  AC 10, touch 10, flat-footed 10
  hp 27 (6d8–12), currently 15
  Fort +0; Ref +2; Will +5 
   
  Speed 30 ft. 
  Melee unarmed strike +4 (1d3)
   
  Str 10, Dex 11, Con 6 (10), Int 14, Wis 11, Cha 10
  Base Atk +4; CMB +4; CMD 14
  Feats Alertness, Persuasive, Skill Focus (Appraise), Skill Focus 
  (Profession [diamond merchant])B
  Skills Appraise +14, Bluff +6, Craft (jewelry) +11, Diplomacy 
  +4, Disable Device +4, Handle Animal +4, Knowledge 
  (geography) +11, Knowledge (history) +6, Knowledge 
  (local) +11, Knowledge (nature) +6, Knowledge (nobility) 
  +11, Linguistics +6, Perception +11, Profession (diamond 
  merchant) +14, Ride +9, Sense Motive +11 
  Languages Common, Dwarf, Halfling, Terran
  Development: Silas is of little help to the PCs in the dungeon, but if 
  returned to his home in Bard’s Gate (or a large city of the GM’s choosing), 
  he gladly rewards each PC with a diamond worth 500 gp.
  12–21M: Elgar, Human Wizard (Cr 9)
  A heavily-chained wizard resides in this cell.
  ELGAR  
   
  CR 9
  XP 6,400
  Male human wizard 10
  CG Medium humanoid (human)
  Init +2; Perception +15
   
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
  hp 64 (10d6+10 plus 19), currently 12
  Fort +3; Ref +5; Will +8 
   
  Speed 30 ft.
  Special Attacks hand of the apprentice (+10, 8/day)
  Spells Prepared (CL 10th; ranged touch +7)
  5th—cone of cold (DC 20) (x2), summon monster V
  4th—dimension door (x2), hypnotic pattern (DC 19) (x2)
  3rd—dispel magic (x2), fireball (DC 18) (x2)
  2nd—acid arrow (x5)
  1st—mage armor, magic missile (x5)
  0 (at will)—none
   
  Str 10, Dex 14, Con 10 (12), Int 20, Wis 13, Cha 9
  Base Atk +5; CMB +5; CMD 18 
  Feats Alertness, Brew Potion, Combat CastingB, Dodge, 
  Scribe ScrollB, Silent Spell, Spell Mastery (x2)B, Toughness
  Skills Craft (alchemy) +18, Diplomacy +5, Knowledge 
  (arcana) +18, Knowledge (dungeoneering) +18, Knowledge 
  (planes) +18, Linguistics +18, Perception +15, Sense Motive 
  +7, Spellcraft +18, Stealth +12 
  Languages Aklo, Common, Celestial, Draconic, Elven, Giant, 
  Ignan, Undercommon
  SQ arcane bond (familiar [owl]), metamagic mastery
  Development: Although Elgar’s spellbook was destroyed, his two Spell 
  Mastery feats allow him to have spells available at every level. His mastered 
  spells are: mage armor, magic missile, acid arrow, dispel magic, fireball, fly, 
  dimension door, hypnotic pattern, cone of cold, and summon monster V. The 
  Slavers are wary of this cagey old wizard and never permit his hands to go 
  unchained or his mouth to go ungagged at any time. Elgar is itching to exact 
  revenge on his captors and, once healed, gladly joins the PCs in their assault 
  on the slave pits. Afterwards, however, he is eager to return to the surface.
  12–21N: Craven, human rogue (Cr 3)
  An unwilling rogue occupies this cell.
  CRAVEN 
   
   
  CR 3
  XP 800
  Male human rogue 4
  CN Medium humanoid (human)
  Init +7; Perception +7
   
  AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
  hp 25 (4d8+4 plus), currently 4
  Fort +1; Ref +7; Will +1 
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Special Attacks sneak attack +2d6
  Spell-like Abilities (CL 4th)
  427
  level 12
  
  3/day—prestidigitation
   
  Str 12, Dex 16, Con 11 (13), Int 14, Wis 11, Cha 8
  Base Atk +3; CMB +4; CMD 18 
  Feats Dodge, Improved Initiative, Weapon FinesseB
  Skills Acrobatics +10, Appraise +9, Bluff +6, Climb +9, Disable 
  Device +10, Disguise +6, Escape Artist +10, Knowledge 
  (local) +9, Linguistics +6, Perception +7, Sleight of Hand +10, 
  Stealth +10, Swim +8 
  Languages Common, Dwarf, Goblin, Orc
  SQ rogue talent (fast stealth), rogue talent (minor magic), 
  trapfinding (+2)
  Development: Even fully healed and equipped with a rapier and armor, 
  Craven is unwilling to aid in the assault; he knows he is in over his head, 
  and he is a bit of a coward any way.
  12–21O: Commoners
  This cell contains common slaves.
  SLAVES (8)  
   
   
  CR 1/4
  XP 100
  hp 1 (non–combative commoner 1)
  Development: The Slavers do not consider these poor men worth 
  sacrificing or torturing. Thus, they are probably just going to be left in 
  their cells to die of thirst and starvation.
  12–21P: Dwarven Warriors (Cr 1)
  This cell contains a pair of dwarven warriors.
  DWARF WARRIORS (2) 
   
   
  CR 1/2
  XP 200
  Male dwarf warrior 2
  LN Medium humanoid (dwarf)
  Init +0; Senses darkvison 60 ft.; Perception +0
   
  AC 10, touch 10, flat-footed 10
  hp 16 (2d10+4 plus 1), currently 4
  Fort +3; Ref +0; Will +0; +2 vs. poison, spells and spell-like 
  abilities
  Defensive Abilities defensive training 
   
  Speed 20 ft.
  Special Attacks hatred
   
  Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 8
  Base Atk +2; CMB +4; CMD 14 (18 vs. bull rush, trip) 
  Feats Weapon Focus (battle axe)
  Skills Climb +7, Profession (miner) +5 
  Languages Common, Dwarf
  SQ slow and steady, stonecunning
  Development: These two brothers are far too weak, even fully healed and 
  equipped with weapons and armor, to be of service to the PCs. If returned 
  to the dwarven kingdom from which they were snatched (GM’s choice), 
  however, their king rewards the PCs with a +2 heavy steel shield.
  12–21Q: Sir Kingsly (Cr 11)
  This cell houses a valiant paladin.
  SIR KINGSLEY 
   
   
  CR 11
  XP 12,800
  Male human paladin 12
  LG Medium humanoid (human)
  Init +5; Perception +3
  Aura courage, justice, resolve
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 101 (12d10+12 plus 23)
  Fort +13; Ref +9; Will +15 
  Immune charm, disease, fear
   
  Speed 30 ft.
  Special Attacks channel energy (7/day, 6d6, DC 20), divine 
  bond, smite evil (4/day, +4 to hit, +12 damage)
  Spell-like Abilities (CL 12th)
  At will—detect evil
  Spells Prepared (CL 12th)
  none
   
  Str 16, Dex 12, Con 13, Int 9, Wis 16, Cha 18
  Base Atk +12; CMB +15; CMD 26 
  Feats Cleave, Improved Critical (longsword), Improved 
  Initiative, Leadership, Power Attack, Toughness, Weapon 
  Focus (longsword)B
  Skills Heal +18, Perception +3, Ride +16 
  Languages Common
  SQ lay on hands (10/day, 6d6), mercy (fatigued, diseased, 
  exhausted, blinded)
  Development: Sir Kingsly is a recent arrival to the slave pits. Because of 
  his lay on hands ability, he is still at full strength (starvation and dehydration 
  have not yet begun to deteriorate his Constitution). Because he does not 
  possess a holy symbol, he cannot use his channel energy ability to aid his 
  fellow prisoners, a situation not lost on his captives (they constantly remind 
  him he cannot help them). Needless to say, if the PCs free and arm Sir Kingsly, 
  he gladly joins them in their efforts against the priests and slavers; in fact, he 
  considers it his holy duty to wipe out this evil cult, and if the PCs are not 
  up to the job, he returns to the surface in search of brave companions who 
  are. Sir Kingsly, though not a man to grow attached to earthly possessions, 
  is nonetheless curious as to the whereabouts of his sword, which, he says, 
  “Cannot be held by evil hands” (it is, in fact, hidden in Area 12–22).
  Freeing the Slaves
  Obviously, if the PCs kill the Slavers and get their hands on the keys 
  to the doors and chains, they have a crowd of tired, hungry men and 
  possibly encephalon gorgers on their hands. As noted above, some are 
  willing — eager, even — to join in the assault against the occupants of 
  this level. One strategy the PCs might pursue is to “store” the weaker 
  freed slaves somewhere relatively safe and clear out the rest of the level 
  with the stronger NPCs. This is probably the best strategy. The slaves 
  are weak, however, and in some cases frightened, wishing to be brought 
  to the surface as quickly as possible. A slave that is freed and brought 
  successfully to the surface world is worth half his CR in experience points 
  with a minimum of 100 XP. If the PCs merely free the slaves and leave 
  them to their own devices — i.e., let them try and escape Rappan Athuk 
  on their own — not only should the GM not award any experience, it is 
  advised that good-aligned PCs suffer a loss of 100 XP per slave allowed 
  to fend for himself in the Dungeon of Graves. As a cruel alternative, the 
  GM may turn slaves freed in this manner into undead and send them at the 
  party — requiring PCs to confront their mistake face-to-face.
  12–22. High Priest’s Chambers 
  (Cr 11)
  This lavishly adorned chamber contains a mahogany four-poster bed and 
  nightstand, a teak armoire, and a solid oak desk and chair. The western door 
  428
  level 12
  
  is flanked by two thick stone pillars carved with images of demons, dying 
  virgins, decapitated kings, impaled paladins, and so on. Standing beside the 
  bed is a stone golem, which animates and attacks anyone other than a priest 
  of Orcus who enters the room. Both doors to this chamber are locked.
  STONE GOLEM 
   
   
  CR 11
  XP 12,800
  hp 145 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Stone”)
  Treasure: Hidden in a secret compartment in the nightstand (DC 23 
  Perception) is a black velvet bag containing 100 pearls worth 100 gp 
  each. In addition a secret compartment in the desk, discoverable with a 
  successful DC 20 Perception check, contains a scroll inscribed with five 
  divine spells, all at CL 16th: antimagic field, destruction, earthquake, 
  repulsion, and resurrection.
  Lastly, beneath the bed is a secret trap door discoverable on a 
  successful DC 20 Perception check. Under the trap door is a narrow 
  depression containing Sir Kingsly’s sword: a +2 holy longsword. The 
  sword was taken and hidden here after Kingsly was imprisoned. The priest 
  is searching for a way to destroy it and is contemplating throwing it into 
  the lava pits on Level 10.
  12–23. The Tar Pits and Home of 
  Eloh, the Mad Storm giant (Cr 13)
  This large cave is home to several pits of stinking, bubbling black tar, 
  as well as Eloh, a mad, corrupted storm giant. How Eloh lost his mind and 
  came to be evil is not known exactly. Once the change occurred, however, 
  the giant sought out like-minded souls and ended up here in Rappan 
  Athuk. The priests and goblins leave Eloh alone, although he does go to 
  worship at the temple from time to time. If the temple comes under attack, 
  it is possible that Eloh senses this (25%) and goes to aid the priests. If, on 
  the other hand, Eloh is attacked here in the tar pits, the priests do not come 
  to his aid — frankly, the giant worries them. He is a little crazy, and they 
  are not entirely certain that he will not view them as enemies someday.
  Though mad and evil, Eloh is not immediately hostile to intruders. 
  Part of his insanity is the belief — well grounded, of course — that he 
  is invincible. Thus, he does not rush to attack the PCs. Instead, he waits 
  to see why they have come to pay him homage. Being a storm giant, the 
  PCs should not automatically assume he is a potential threat. Have fun 
  roleplaying this encounter. Eloh is crazy but lucid; he sees nothing odd 
  about being deep beneath the earth surrounded by high-level worshipers 
  of Orcus. He might decide to ask the PCs who they are and how they got 
  here. He might grow bored and dismiss them. Of course, any hostile move 
  on the PCs’ part draws his immediate wrath.
  ELOH THE MAD STORM GIANT 
   
   
  CR 13
  XP 25,600
  hp 210 (Pathfinder Roleplaying Game Bestiary, “Giant, 
  Storm”)
  The Tar Pits: Anyone thrown into the tar pits suffers 1d6 fire damage 
  every round spent in the tar. Once out of the tar, they continue to suffer 
  1d6 points of subdual damage every round for 1d3 rounds from the heat 
  until stripped of their armor or clothing after they are out of the tar.
  Treasure: A narrow, 5 ft. deep stream flows through the eastern tip of 
  the cave. Sunken at the bottom of the stream is a steel chest containing 
  7,568 sp, 2,500 gp, 300 pp, a silver box (150 gp) containing two emeralds 
  worth 450 gp each, a small gold statue of a mermaid riding a dolphin (700 
  gp), a potion of cure serious wounds, a potion of owl’s wisdom, and an +2 
  amulet of health (similar to a belt of mighty constitution). Lifting the chest 
  out of the water requires a successful DC 25 Strength check. This cave 
  may be reached via the “tar pit ladder” in the northern corner (see Area 
  10A–24 on Level 10A).
  12–24. Tunnel from Level 12A
  Slaves are led to the slave pits from Greznek by way of a narrow 
  winding tunnel that terminates in a small square chamber. Here they are 
  blindfolded and led down the stairs to Area 12–1, and then into the pits 
  themselves.
  12–25. The Temple 
  (Cr 19, 21 with Balor)
  A set of wide marble steps ascends 10 ft. to a large, black dais dominated 
  by an enormous (15 ft. high) statue of Orcus. Three tiers of bronze “steps” 
  ring the front of the dais on either side of the marble stairs. Within the 
  temple are 5 human priests of Orcus, four standing atop the dais, and one 
  — either Tibor, Relnek, or Phesor — at the bottom of the steps keeping 
  watch on Area 12–17. These powerful clerics spend their days devoutly 
  worshiping the dark god and attending the occasional sacrifice in Area 12–
  5. For the most part, the priests are too busy to bother with any disturbances 
  beyond the temple, but if a significant clamor is raised in Areas 12–1, 12–2, 
  or 12–17, Theron sends Tibor, Relnek, or Phesor to investigate.
  THERON  
  CR 15
  XP 51,200
  Male human disciple of Orcus 16 (see Appendix B)
  CE Medium humanoid (human)
  Init +7; Senses darkvision 90 ft., see in darkness; Perception 
  +26
   
  AC 27, touch 13, flat-footed 26 (+10 armor, +2 deflection, +1 
  Dex, +4 shield)
  hp 135 (16d8+48 plus 15)
  Fort +15; Ref +12; Will +18 
  Defensive Abilities death’s embrace
   
  Speed 20 ft., (30 ft. base)
  Melee +3 flaming heavy mace +18/+13/+8 (1d8+5 plus 1d6 
  fire)
  Special Attacks channel negative energy (6/day, 8d6, DC 
  23), death’s kiss (9/day), touch of darkness (16/day, DC 21)
  Spells Prepared (CL 16th; concentration +22)
  8th—create greater undeadD, mass cure critical wounds, 
  unholy aura
  7th—blasphemy, destructionD (DC 24), repulsion, summon 
  monster VII
  6th—blade barrier, create undeadD, greater dispel magic, 
  harm (DC 23), heal
  5th—enervationD, flame strike, greater command (DC 22), 
  slay living (DC 22), spell resistance
  4th—cure critical wounds, death wardD, divination, poison 
  (DC 21) (x2)
  3rd—animate deadD, bestow curse (DC 20), cure serious 
  wounds, dispel magic, invisibility purge, searing light
  2nd—bear’s endurance, bull’s strength, cure moderate 
  wounds, ghoul touchD, hold person (DC 18), silence, sound 
  burst (DC 18),
  1st—bane, cause fearD (DC 18), cure light wounds, detect 
  good, divine favor, doom (DC 18), endure elements 
  (lightning)
  0 (at will)—virtue, detect magic, guidance, read magic
  D Domain spell Domain Undead*
   
  Str 14, Dex 16, Con 17, Int 13, Wis 22, Cha 16
  Base Atk +12; CMB +14; CMD 29 
  Feats Alertness, Combat Casting, Command UndeadB, 
  Improved Channel, Improved Initiative, Lightning 
  429
  level 12
  
  Reflexes, Scribe Scroll, Selective Channeling, Spell Focus 
  (necromancy)B, Weapon Focus (heavy mace)
  Skills Knowledge (planes) +20, Knowledge (religion) +20, 
  Perception +26, Sense Motive +8, Spellcraft +20 
  Languages Abyssal, Common
  SQ undead creation mastery, undead lord’s proxy, variant 
  channeler 
  Combat Gear wand of unholy blight (CL 10th, 18 charges); 
  Other Gear +1 full plate, +2 heavy steel shield, +3 flaming 
  heavy mace, belt of mighty constitution +2, cloak of 
  resistance +2, ring of protection +2, spell component pouch, 
  golden unholy symbol of Orcus (350 gp)
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  CELLEEN  
   
  CR 13
  XP 25,600
  Female human cleric of Orcus 14 (see Appendix B)
  CE Medium humanoid (human)
  Init +6; Perception +23
   
  AC 23, touch 12, flat-footed 21 (+8 armor, +2 Dex, +3 shield)
  hp 90 (14d8+14 plus 13)
  Fort +10; Ref +8; Will +14
   
  Speed 20 ft., (30 ft. base)
  Melee +2 heavy mace of frost +14/+8 (1d8+3 plus 1d6 cold)
  Special Attacks channel negative energy (6/day, 9d6, DC 
  20), destructive aura 30 ft. (7 rounds/day), destructive smite 
  (8/day, +7 damage), scythe of evil (7 rounds, 2/day)
  Domain Spell-Like Abilities (CL 12th; melee touch +11)
  8/day—touch of evil
  Spells Prepared (CL 12th; ranged touch +12) 
  7th—blasphemy, disintegrateD (DC 22), summon monster VII
  6th—greater dispel magic, harmD (DC 21), harm (DC 21), 
  heal
  5th—break enchantment, dispel goodD, mass cure light 
  wounds, slay living (DC 20), spell resistance
  4th—cure critical wounds, death ward, divination, inflict 
  critical woundsD (DC 19), poison (DC 19), unholy blight (DC 
  19)
  3rd—blindness/deafness (DC 18), cure serious wounds, dispel 
  magic, invisibility purge, magic circle against goodD, searing 
  light
  2nd—bull’s strength, cure moderate wounds, death knell, hold 
  person (DC 17), owl’s wisdom, shatterD (DC 17), spiritual weapon
  1st—bane, cure light wounds, detect good, divine favor, 
  doom (DC 16), endure elements (electricity), sanctuary, true 
  strikeD
  0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell Domains Destruction, Evil
   
  Str 13, Dex 15, Con 12, Int 13, Wis 20, Cha 16
  Base Atk +10; CMB +11; CMD 23 
  Feats Alertness, Brew Potion, Combat Casting, Improved 
  Initiative, Lightning Reflexes, Quicken Spell, Selective 
  ChannelingB, Weapon Focus (heavy mace)
  Skills Bluff +16, Knowledge (religion) +18, Perception +23, 
  Sense Motive +8, Spellcraft +18 
  Languages Abyssal, Common
  Gear +2 chainmail, +1 heavy steel shield, +2 heavy mace of 
  frost, ring of freedom of movement, phylactery of negative 
  channeling, spell component pouch, silver unholy symbol of 
  Orcus (200 gp)
  TIBOR, RELNEK, PHESOR  
  CR 11
  XP 12,800
  Male human cleric of Orcus 5/zealot of Orcus 7 (see 
  Appendix B)
  CE Medium humanoid (human)
  Init +5; Senses darkvision 60 ft.; Perception +20
  Aura death aura (10 ft.)
   
  AC 23, touch 12, flat-footed 21 (+8 armor, +2 Dex, +3 shield)
  hp 82 (5d8+7d8+12 plus 16)
  Fort +10, Ref +8, Will +13 
  Defensive Abilities indomitable casting, rite of Orcus 
  (undead body)
   
  Speed 20 ft. (30 ft. base)
  Melee +2 heavy mace +15/+10 (1d8+6)
  Special Attacks channel negative energy (5/day, 3d6, DC 
  14), rite of Orcus (death aura), rite of Orcus (necromantic 
  strike)
  Domain Spell-Like Abilities (CL 12th; melee touch +12)
  7/day—touch of evil
  Spells Prepared (CL 10th; ranged touch +10)
  5th—dispel goodD, flame strike, slay living (DC 20)
  4th—cure critical wounds, death ward, inflict critical 
  woundsD (DC 19), poison (DC 19)
  3rd—contagion (DC 18), cure serious wounds, dispel magic, 
  magic circle against goodD, invisibility purge
  2nd—align weaponD (evil), bull’s strength, cure moderate 
  wounds, desecrate, hold person (DC 16)
  1st—bane, bear’s endurance, cause fear, divine favor, 
  doom (DC 16), endure elements, protection from goodD
  0 (at will)—bleed, detect magic, read magic, resistance
  D Domain spell Domains Destruction, Evil
   
  Str 18, Dex 14, Con 12, Int 13, Wis 18, Cha 14
  Base Atk +8; CMB +12; CMD 25 
  Feats Alertness, Channel SmiteB, Combat Casting, Greater 
  Spell Focus (necromancy)B, Improved Initiative, LeadershipB, 
  Lightning Reflexes, Spell Focus (necromancy), Toughness, 
  Weapon Focus (heavy mace)
  Skills Intimidate +14, Knowledge (religion) +16, Perception 
  +20, Sense Motive +6, Spellcraft +16 
  Languages Abyssal, Common
  SQ rite of Orcus (darkvision), undead leadership
  Combat Gear 2 potions of cure serious wounds; Other Gear 
  +2 chainmail, +1 heavy steel shield, +2 heavy mace, cloak 
  of resistance +1, belt of giant strength +2, blackened iron 
  unholy symbol of Orcus, spell component pouch
  ADVANCED MOHRGS (3)  
   
  CR 9
  XP 6,400
  Advanced mohrg (Pathfinder Roleplaying Game Bestiary, 
  “Mohrg”)
  CE Medium undead
  Init +11; Senses darkvision 60 ft.; Perception +19
   
  AC 28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 
  natural)
  hp 119 (14d8+56)
  Fort +8; Ref +13; Will +11 
  Immune undead traits
   
  Speed 30 ft.
  Melee 2 slams +17 (2d8+7 plus grab), tongue +12 melee 
  touch (paralysis)
  Special Attacks create spawn, paralysis (1d4 minutes, DC 23)
   
  Str 25, Dex 23, Con —, Int 15, Wis 14, Cha 18
  Base Atk +10; CMB +17; CMD 35 
  Feats Ability Focus (paralysis), Dodge, Improved Initiative, 
  Lightning Reflexes, Mobility, Skill Focus (Perception), Spring 
  Attack
  Skills Climb +24, Bluff +14, Intimidate +21, Sense Motive +14, 
  Perception +19, Stealth +24, Swim +21 
  430
  level 12
  
  Priest Tactics
  If surprised in their temple, Celleen and Theron each cast summon 
  monster VII, calling forth a bebilith and a fiendish dire tiger, respectively. 
  Meanwhile, the three lower-level priests cast bull’s strength on themselves. 
  Then, while the two summoned monsters engage the PCs, the priests cast 
  the following spells:
  Theron: Casts unholy aura, spell resistance, death ward, bull’s 
  strength, endurance, destruction, blasphemy, and then unholy blight, 
  using his prepared spells first and then the wand. Once he moves into 
  combat, Theron casts blade barrier and then his offensive touch spells 
  first in this order: harm (twice), slay living, poison, and then his inflict 
  wounds spells, starting with critical and working his way down.
  Celleen: Casts protection from good, spell resistance, death ward, bull’s 
  strength, endurance, disintegrate, blasphemy, and flame strike. Once in 
  combat, Celleen uses her offensive touch spells first in this order: harm 
  (twice), slay living, poison, and then her inflict wounds spells, starting with 
  critical and working her way down. She also uses Selective Channeling 
  as much as possible to heal the mohrgs and damage PCs but also to keep 
  Tibor, Relnek and Phesor out of the effects of negative energy.
  Tibor, Relnek, and Phesor: They order their mohrg cohorts to attack 
  and then cast bear’s endurance, death ward, protection from good, bane 
  (one priest) or doom (the other two), and flame strike. Once in melee, 
  they use their touch spells first in this order: slay living, poison, and then 
  spontaneously casting their inflict wounds spells, starting with critical and 
  working their way down. They combine necromantic strike with these 
  touch spells against lightly armored targets.
  This, of course, is only a general plan. These priests are smart and 
  adjust quickly to different situations. If the summoned monsters are doing 
  poorly, for instance, Theron sends one or two of the lower priests into the 
  melee while he and Celleen begin casting flame strikes. The GM should 
  look over the spell lists carefully and try to make the best choices possible 
  for a given round of combat.
  If the priests are aware that the PCs are on their way (if they have been 
  spotted in Area 12–17, for instance), then, if possible, they cast all their 
  defensive spells first and wait for the PCs to arrive before summoning the 
  monsters.
  It is possible the priests could be made aware of disturbances outside 
  the temple and Area 12–17. For the most part, the monsters in the slave 
  pits do not bother the priests unless absolutely necessary. If the PCs attack 
  the slave pits, do significant damage, and then retreat to rest and regain 
  spells, the priests summon a balor (see below), whom they put on guard 
  in Area 12–1.
  Summoning the Balor
  If necessary, while they are in their temple the priests have the unique 
  ability to summon a balor to aid them. This balor is a gift directly from 
  Orcus, and the summoned demon obeys the priests faithfully until 
  discharged, although he does not remain at their beck and call for more 
  than three days. The priests are wary not to overuse this privilege and, 
  whether they wish to or not, they cannot summon the balor more than 
  once a month. To perform this ritual, three of the five priests must join 
  hands beside the statue of Orcus, then the trio begins a series of chants and 
  prayers that lasts five minutes. At the end of this ritual, the balor arrives.
  BALOR  
   
  CR 20
  XP 307,200
  hp 400 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Balor”)
  Stairs to Level 14
  Within the left leg of the statue of Orcus is a secret compartment (DC 
  25 Perception) that contains a small lever. If pulled, the lever opens a 
  trapdoor behind the statue, revealing a set of spiral stairs descending far 
  into the darkness.
  431
  level 12
  
  Level 12A:
  greznek
  The goblin city this chapter details is unusual for The Dungeon 
  of Graves in that it is not necessarily a dangerous place for the PCs to 
  explore. In fact, depending upon how the PCs decide to deal with the 
  locals, it could serve as a place to rest, prepare spells, and even trade in 
  some hard-won treasures. Should the PCs grow hostile, however, Greznek, 
  like all of Rappan Athuk, quickly becomes inhospitable and deadly. This 
  is a roleplaying level. If the PCs take the time to get to know the natives, 
  they may learn of a curse that has befallen the city. A pyrohydra, sent by 
  the goddess Hecate, has taken up residence in the northernmost cavern. 
  Slaying this beast endears the PCs to the goblin clerics and the citizenry 
  of Greznek A map of this level is depicted in Map RA–12A.
  OGRES (10) 
   
  CR 3 
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  FIRE GIANT 
   
   
  CR 10
  XP 9,600 
  hp 148 (Pathfinder Roleplaying Game Bestiary, “Giant, Fire”); 
  with 4 human slaves (3 Fighter 1 and a Rogue 1; hp 12, 10, 
  10, and 6 respectively; but all with only 2 hp currently)
  HOBGOBLIN 
   
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”)
  running greznek
  The main consideration when running this level — at least the southern 
  half — is that it is a city, and that its residents assume that if PCs are in 
  the city then they were meant to be there. While the PCs probably receive 
  Difficulty Level: 12
  Entrances/Exits: Stairs from Level 9A; entrances to Under 
  Realms in Areas 12A–1 and 12A–32; winding tunnel to 
  Level 12 (Area 12A–22A). A tunnel leads to Levels 10B 
  and 13A from Area 12A–12. A Locked Mithral door leads 
  to Level 11A.
  Wandering Monsters: In the southern part of the city (Areas 
  12A–1 to 12A–20), goblins are so ubiquitous as to not 
  even be counted as wandering monsters (see side box). 
  Assume that, unless a keyed area states otherwise, there 
  are always at least 6 normal goblins within earshot of the 
  PCs. The wandering monsters for the southern city, then, 
  are unique NPC goblins, higher-level goblins, or creatures 
  present in addition to the low-level goblins. Roll once 
  every 30 minutes on 1d20 in the southern half of the city.
   
   1 
  10 ogres, trading bowls, cups, and silverware they 
   
   
  plundered from a human town, perhaps one of 
   
   
  the PCs’ hometowns This encounter occurs only 
   
   
  once; otherwise treat as no encounter.
   2 
  fire giant with 4 human slaves. This encounter 
   
   
  occurs only once; otherwise treat as no 
   
   
  encounter.
   3 
  Knoob Chimneybuckles (see Area 12A–10) out 
   
   
  walking his dire wolves. If dead, treat as no 
   
   
  encounter.
   4 
  A hobgoblin trader, with a cargo of fresh fruit (a 
   
   
  rarity this far below ground) to sell. This encounter 
   
   
  occurs only once; otherwise treat as no 
   
   
  encounter.
   5 
  2d8 goblin thugs looking for a fight (see “Running 
   
   
  Greznek”).
   6–7 
  A goblin patrol looking for suspicious characters 
   
   
  (see “Running Greznek”).
   8  
  2 underpriests (see Area 12A–37) looking for 
   
   
  infidels.
   9–20 
  No encounter.
   
  There are fewer wandering monsters in the northern part 
  of the city (Areas 12A–21 to 12A–46). Check once every 
  30 minutes on the following chart:
   
   1–2 
  1d4+1 hobgoblin fighter 
   
   
  (see Area 12A–24, below).
   3 
  goblin underpriest (see Area 12A–22, below).
   4–5 
  ogre guard (see Area 12A–36, below),
   6–20 
  No encounter.
   
  There are no wandering monsters in Areas 12A–37 
  through 12A–45.
  Detection: Evil in temple (Areas 12A–37 to 12A–39), Area 
  12A–7, Area 12A–43, and on the Unholy
  Island (Area 12A–45).
  Standard Features: Unless otherwise noted, all  
  doors on this level are assumed to be made of wood 
  (2 inches thick; hardness 3; hp 20, Break DC 15). If 
  doors are described as “locked,” a character must 
  succeed on a DC 20 Disable Device check to open 
  them. For the most part, secret doors require  
  a successful DC 20 Perception check and rotate  
  on a central axis. Except were specified, all areas 
  are unlit.
  Water: In general, the river is between 8 and 12 ft. deep, 
  cold, and swiftly flowing (requiring a successful DC 12 
  Swim check to navigate). Where the river does not 
  pass through caves, assume there is between 6 in. and 
  2 ft. separating the water’s surface and the top of the 
  channel.
  Level 12A
  432
  
  433
  level 12a
  
  434
  level 12a
  
  some sideways glances or overhear muttered insults, the locals should 
  merely be considered unfriendly. Those PCs attempting to improve upon 
  a goblin’s attitude with a Diplomacy check receive an added +4 to their 
  roll if they speak goblin.
  The above assumes, however, that the PCs are human, halfling, or half-
  orc. Elves, half-elves, gnomes, or dwarves are automatically considered 
  a threat to the citizens of Greznek. Only a successful DC 25 Diplomacy 
  or Bluff check by a human, halfling, or half-orc can convince a patrol or 
  guard that the aforementioned PCs can be trusted. Clerics of any good 
  religion who display their holy symbols are likewise considered a threat—
  and no amount of diplomacy or bluffing can convince a patrol that a good 
  cleric can be trusted.
  Of course, should the PCs successfully make their way into Greznek, 
  there is no guarantee that some brave or hot-headed gang of goblins might 
  not decide to pick a fight, nor that a goblin patrol might not decide to 
  single the PCs out and give them a hard time. By and large, most of the 
  locals, even a patrol of guards, do not pose much of a threat to the PCs. Yet 
  should the PCs kill a large number of goblins — even in self-defense — 
  they are in risk of turning the city hostile (see “If Things Go Wrong” for 
  details). The following groups could pose problems for the PCs:
  GREZNEK
  NE small town (see the Pathfinder Roleplaying Games Game 
  Mastery Guide, “Settlements”)
  Corruption –1; Crime –1; Economy +0; Law +1; Lore +3; 
  Society –2
  Qualities insular, racially intolerant (non-goblinoids)
  Danger +0
   
  Government magical
  Population 500+ goblinoids, 100+ other assorted humanoids 
  and monstrous humanoids
  Notable NPCs
  Lothum, the hermit (NE male goblin rogue 3)
  Droog, the circle-fighter (CE male ogre fighter 5)
  Knoob Chimneybuckles, the sorcerer (CE male goblin 
  sorcerer 6)
  Ringmaster, the arena boss (CE male hobgoblin fighter 5)
  Purbok, priest of Orcus (LE male hobgoblin fighter 8/cleric 3)
  Grimb, the ranger (NE male goblin ranger 8)
  Trillok, captain of the guard (NE male goblin fighter 8)
  Tribitz, the high priest of Orcus (CE male goblin cleric 12)
   
  Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 5th
  Minor Items 3d4 items; Medium Items 1d6 items; Major Items —
  goblin Thugs
  These ruffians may decide to challenge the PCs, even if the city is 
  generally friendly toward the characters, since challenging “foreigners” 
  is a sign of strength.
  GOBLIN WARRIORS (8) 
   
   
  CR 1/2
  XP 200
  Male goblin warrior 2 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception –1
   
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, 
  +1 size)
  hp 13 (2d10+2)
  Fort +3; Ref +4; Will –1 
   
  Speed 30 ft.
  Melee morningstar +3 (1d6/19–20)
  Ranged javelin +5 (1d4) or light crossbow +5 (1d6)
   
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +2; CMB +1; CMD 13 
  Feats Improved Initiative
  Skills Ride +10, Stealth +15, Swim +4; Racial Modifiers +4 Ride, 
  +4 Stealth
  Languages Goblin
  Gear leather armor, light wooden shield, morning star, 2 
  javelins or light crossbow, 20 bolts, 3d4 sp, 4d4 cp.
  goblin Patrols
  Goblin patrols consist of 6 guards and a leader, and are often 
  accompanied by several worgs.
  GOBLIN FIGHTERS (6) 
   
  CR 2
  XP 600
  Male goblin fighter 3 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +5
   
  AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 21 (3d10+3 plus 2)
  Fort +4; Ref +4; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk morningstar +7 (1d6+1)
  Ranged mwk heavy crossbow +8 (1d8+1/x3)
   
  Str 13, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +3; CMB +3; CMD 17 
  Feats Alertness, DodgeB, Improved Initiative, Weapon Focus 
  (morningstar) B
  Skills Perception +5, Ride +11, Sense Motive +2, Stealth +15, 
  Swim +5; Racial Modifiers +4 Ride, +4 Stealth
  Common goblins
  This cave contains hundreds of common goblins, most carrying 
  short swords or javelins. Their stats are as follows:
  GOBLINS 
   
   
  CR 1/3
  XP 135
  Male and Female goblin warrior 1 (Pathfinder 
  Roleplaying Game Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception –1 
   
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 
  shield, +1 size)
  hp 6 (1d10+1)
  Fort +3; Ref +2; Will –1 
   
  Speed 30 ft.
  Melee short sword +2 (1d4/19–20)
  Ranged javelin +4 (1d4)
   
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +1; CMB +0; CMD 12
  Feats Improved Initiative
  Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers 
  +4 Ride, +4 Stealth
  Languages Goblin 
  435
  level 12a
  
  Languages Goblin
  SQ armor training 1
  Gear masterwork studded leather armor, light wooden 
  shield, masterwork morningstar, masterwork heavy 
  crossbow, 10 +1 bolts, 20 gp.
  GOBLIN LEADER  
   
  CR 5
  XP 1,200 
  Male goblin fighter 6 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +6
   
  AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 44 (6d10+6 plus 5)
  Fort +6; Ref +5; Will +2 (+4 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +1 short sword +13/+8 (1d4+6/19–20)
  Ranged mwk heavy crossbow +12 (1d8+1/x3)
  Special Attacks weapon training (light blades +1)
   
  Str 14, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +6; CMB +7; CMD 21 
  Feats Dodge, Point-Blank ShotB, Improved Initiative, Weapon 
  Finesse, Weapon Focus (crossbow), Weapon Focus (short 
  sword)B, Weapon Specialization (short sword)B
  Skills Perception +6, Ride +11, Stealth +18, Swim +6; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork studded leather armor, +1 light steel shield, +1 
  short sword, masterwork heavy crossbow, 10 +1 bolts, 25 gp.
  WORGS (6) 
   
   
  CR 2
  XP 400
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  if Things go Wrong
  When the PCs enter Greznek — assuming they are in human or demi-
  human form — the city’s residents and patrols are considered unfriendly. 
  A number of factors, however, can change this attitude for better or for 
  worse. PCs score points for different actions, and these accumulated points 
  determine the locals’ general attitude toward them. See “Influencing the 
  Goblins,” in the side box. The PCs have 10 points when they enter the city. 
  If the goblins’ attitude improves to indifferent, then the PCs are treated as 
  if they were goblins themselves — which is nothing to be sought after, but 
  better still than where they started. Should the goblins’ attitude improve 
  to friendly, the PCs are bought rounds in drinking establishments, given 
  advice, perhaps offered a daughter as a wife. Finally, if the goblins are 
  helpful, then the PCs are treated like heroes and all but handed a key to 
  the city. If, on the other hand, the goblins become hostile, then the PCs are 
  marked targets. In general, the low-level goblins do not attempt to harass 
  the PCs — in fact, they avoid them. Word travels fast through the city, 
  however, and unless the PCs are in hiding, two patrols seek out the PCs 
  with the intention of killing them or bringing them to the slave pits (via 
  Area 12A–22A). If these goblins fail, three patrols search the PCs out. If 
  these fail, the clerics are sent for. Depending on the severity of the PCs’ 
  actions and the perceived threat they pose, the clerics either round up the 
  hobgoblins from Area 12A–24 or summon the glabrezu and awaken the 
  Titan Cyclops (see below for details).
  12A–1. Entrance Cavern
  A wide set of stone stairs from Level 9A descends to a large cave 
  bordered by a stream; the roof arches 18 feet above the cave floor. Across 
  the water, a 12 ft. high cliff face rises into the darkness. Characters 
  attempting to scale the cliff must succeed at a DC 15 Climb check. Debris 
  is scattered everywhere: shield straps, bones, offal, sword pommels, 
  broken cups, twisted wire, and cracked helmets. With every step the PCs 
  take, something old and forgotten crunches under foot.
  There are two doors leading out of the cave. The eastern door opens 
  into the cave and leads to a tunnel that slopes down at a sharp angle. This 
  natural passage winds downward for approximately half a mile before 
  joining up with Under Realms. The GM is free to design the portion of the 
  Under Realms to which it is connected, or, if he prefers, simply to omit 
  the door entirely.
  The second door is made of iron and locked (hardness 10; hp 40; Break 
  DC 28, Disable Device DC 25). There is, however, a large, brass knocker 
  placed squarely in the center of the door. Engraved in Goblin above the 
  knocker are the words, strike thrice to enter. Three evenly spaced knocks 
  signals the goblin guards in Area 12A–3A to unlock and open the doors. 
  Should the PCs make any effort to open the door without knocking, a 
  small slot below the knocker slides open and one of the guards peeks out 
  and calls (in Goblin), “Oy! What ya’ doin’? Can’t ya’ read? Ya want a 
  mouth full o’ me axe?” and so on. If the PCs attack or continue to attempt 
  to open the door, a patrol is summoned (–10 points on the “Influencing 
  the Goblins” chart, above).
  influencing the goblins
  Goblin reactions are based on “points” accumulated by the 
  PCs. When they enter the city, they have 10 points, and goblins 
  are “unfriendly.” The chart below details what actions modify the 
  party’s points and what reaction level the goblins have to the PCs.
  GM Note: Regardless of points, elves, dwarves, and clerics 
  displaying symbols of good deities always earn a “hostile” 
  reaction.
   
   Points 
  NPC Attitude
   Less than 5 
  Hostile
   5 to 14 
  Unfriendly
   15 to 24 
  Indifferent
   25 to 39 
  Friendly
   40+ 
  Helpful
   
  Adjust the PCs’ score according to the following actions or 
  situations:
   
  Action/situation 
  Adjustment
  Each good cleric in party 
  –10 points
  Each elf, dwarf, or gnome in party 
  –5 points
  PCs overheard speaking disparagingly  –1 per 5 goblins who 
  about goblins 
  overheard remarks
  PCs are known to have killed a goblin 
  –2 per goblin killed
  PCs attack a goblin patrol 
  –20
  PCs kill a high–level goblin 
  –25
  PCs insist on speaking Common 
  –2 points
  Each PC who speaks Goblin 
  +2 points
  PCs change an individual goblin’s  
  +2 per goblin
  attitude to friendly 
  PCs change an individual goblin’s  
  +4 per goblin
  attitude to helpful 
  PCs defeat the hydra in Area 12A–32 
  +15
  PCs are disguised to look like goblins 
  +10 (though no bonus 
   
  for speaking Goblin)
  436
  level 12a
  
  12A–2. The Low-roofed Cave 
  (Cr 11)
  The cave’s ceiling is a mere 6 feet high, forcing most PCs to crouch as 
  they explore. Small weapons can be used without penalty here, but the 
  use of Medium weapons incurs a –2 circumstance penalty on attack and 
  damage rolls, and Large and bigger weapons are entirely useless.
  The southern portion of the cave is home to 3 huge monstrous 
  scorpions, all of which attack if the PCs approach within 20 ft.
  HUGE DEADFALL SCORPIONS (3)  
   
  CR 8
  XP 4,800
  hp 95 (Pathfinder Roleplaying Game Bestiary, “Scorpion, 
  Giant”)
  12A–3. The great Cavern (Cr varies)
  This huge cavern serves as both Market Square and gathering place for 
  the citizenry of Greznek. Denizens of the Under Realms and Rappan Athuk 
  itself travel here to buy, sell, and trade their wares. Because it is forever 
  midnight in the Under Realms, the market stays open continuously, with 
  one goblin merchant closing down his stall only to be quickly replaced 
  by another. When needed, the great cavern is cleared of merchants’ stalls 
  and “foreigners,” and all the residents of Greznek gather here to solve 
  problems or, more likely, receive instructions from Tribitz.
  Typically, there are approximately 125 goblins circulating within this 
  cave, 30 to 40 of whom are merchants. In addition, there are 25 to 50 
  “foreigners,” made up primarily of orcs, goblinoids, giants, and ogres. 
  There is a 25% chance that 1d3 drow are present, a 15% chance for the 
  same number of derro or duergar, and a 5% chance for a band of humans, 
  typically (80%) necromancers or clerics of Orcus.
  Barter here is done in Undercommon or Goblin, though some (10%) of 
  the merchants speak common (though see above). Most goods from the 
  Pathfinder Roleplaying Game Core Rulebook equipment list are for sale 
  here, though at a 20–50% markup (even more for “foreigners,” meaning 
  non-goblins). PCs are free to sell their wares as well, although unless they 
  succeed at a DC 20 Diplomacy check, they typically receive only 40% of 
  the listed value instead of the customary 50%. Fresh fruit and vegetables, 
  good wine, livestock, and items made entirely of wood are either not for 
  sale at all (90%) or available at exorbitant prices (+200–300%). Should 
  the PCs possess any of the above items, they could, with a successful DC 
  25 Diplomacy check, receive upwards of 150% of the item’s listed value. 
  Also for sale are such goblin treats as dried human head, dog’s liver, cat 
  eyes, xorn tongue, rat teeth necklaces, mouse stew, bat wing berets, and 
  so on. The GM is free to invent whatever prices he or she wishes for these 
  items, should the PCs express an interest.
  The area is guarded by 2 goblin patrols (see “Running Greznek,” 
  above) at all times. At the first sign of significant trouble, the guards in 
  Areas 12A–3A, 12A–3B, and 12A–3E also bolt their doors (+10 to Break 
  DC) and come running.
  437
  level 12a
  
  A number of points of interest are within the cave, all of which are 
  described below.
  3A. guard Post (Cr 6)
  Standing watch at one of the two main entrances are 2 well-armored 
  elite goblin guards. Anyone wishing to leave Greznek may do so without 
  question (assuming the city is not hostile toward them), but a price of 1 
  gp per non-goblin must be paid to enter. The guards keep a locked iron 
  strongbox (hardness 10; hp 30; DC 18 Break, DC 20 Disable Device) 
  by their side, into which they deposit the entrance fees through a small 
  slot. Needless to say, attempting to steal the strongbox (which contains 
  between 50–100 gp) incurs the wrath of the goblin patrols and a –10 
  penalty on the Influencing the Goblins chart, above.
  ELITE GOBLIN GUARDS (2) 
   
   
  CR 4
  XP 1,200 
  Male goblin fighter 5 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +5
   
  AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 36 (5d10+5 plus 4)
  Fort +5; Ref +4; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee +1 short sword +12 (1d4+6/19–20)
  Ranged mwk heavy crossbow +10 (1d8+1/x3)
  Special Attacks weapon training (light blades +1)
   
  Str 14, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +5; CMB +6; CMD 20 
  Feats Dodge, Point-Blank ShotB, Improved Initiative, 
  Weapon Finesse, Weapon Focus (short sword)B, Weapon 
  Specialization (short sword)B
  Skills Perception +5, Ride +11, Stealth +17, Swim +6; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork studded leather armor, +1 light steel shield, +1 
  short sword, masterwork heavy crossbow, 10 +1 bolts, 25 gp.
  3B. guard Post (Cr 7)
  Similar in all ways to Area 12A–3A except that there are 3 elite goblin 
  guards and the strongbox contains 100–200 gp.
  ELITE GOBLIN GUARDS (3) 
   
  CR 4
  XP 1,200 
  hp 36 (see Area 3–A, above)
  3C. The raised Sepulcher (Cr 5)
  Atop this 15 ft. tall mound stands a 6 ft. long, 3 ft. high stone block carved 
  with various images of Orcus in all his bestial glory. Within the top of the 
  block is a curved depression in which rests a gold offering bowl. Goblins, or 
  anyone else who so chooses, may climb the mound and place their offering 
  to Orcus in the bowl. A hobgoblin guard stands guard over the offering 
  bowl at all times. Every 12 hours another hobgoblin arrives to relieve the 
  first, who takes that shift’s haul to the clerics in Area 12A–37. Making 
  an offering of more than 25 gp to Orcus gains the PCs a +2 bonus on the 
  Influencing the Goblins chart, above. Good-aligned clerics or paladins who 
  make such an offering, however, must succeed at a DC 20 Will save or lose 
  5,000 XP. An atonement spell reverses the effects of this curse.
  HOBGOBLIN OFFERING GUARD 
   
  CR 5
  XP 1,600
  Male hobgoblin fighter 3/cleric of Orcus 3 (Pathfinder 
  Roleplaying Game Bestiary, “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +8
   
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 44 (3d10+3 plus 3d8+3 plus 9)
  Fort +7; Ref +4; Will +6 (+7 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 20 ft. (30 ft. base)
  Melee +1 battleaxe +10 (1d8+4)
  Special Attacks channel negative energy (DC 11, 2d6, 3/
  day), destructive smite 5/day (+1 damage)
  Domain Spell-like Abilities (CL 3rd; melee touch +8)
  5/day—touch of evil
  Spells Prepared (CL 3rd)
  2nd—bull’s strength, cure moderate wounds, desecrateD
  1st—bane, cause fear (DC 13), protection from goodD, 
  shield of faith
  0 (at will)—detect magic, guidance, vigor, resistance
  D Domain spell Domains Destruction, Evil
   
  Str 16, Dex 15, Con 12, Int 10, Wis 14, Cha 10
  Base Atk +5; CMB +8; CMD 20 
  Feats Combat Casting, CleaveB, Power Attack, Toughness, 
  Weapon Focus (battleaxe)B
  Skills Knowledge (religion) +6, Perception +8, Spellcraft +6, 
  Stealth +2; Racial Modifiers +4 Stealth
  Languages Common, Goblin
  Gear masterwork breastplate, heavy steel shield, +1 
  battleaxe, holy symbol (Orcus), spell component pouch
  The guard only leaves his post if a significant disturbance occurs in 
  the cave below. Needless to say, stealing or attempting to steal from the 
  offering bowl is an unpardonable, capital offense.
  3D. The Amphitheater
  In this corner of the cave, a raised stone dais looks out over three rows 
  of stone benches. Whenever Tribitz wishes to address the goblins of 
  Greznek, he does so from this vantage point. During “business hours,” 
  this area remains more or less ignored, although some goblin children can 
  be found scampering between the benches. The dais, however, remains 
  conspicuously unoccupied. Anyone seen mounting the dais is asked to 
  leave it immediately by the patrol. Failure to obey this command results 
  in the use of force by the patrol and an immediate loss of 10 points on the 
  Influencing the Goblins chart, above.
  3E. Locked Door
  This door is ironbound and well-locked (Hardness hardness 5; hp 20; 
  Break DC 23, Disable Device DC 28). Only the clerics of Orcus possess 
  keys to this door. Anyone else seen attempting to gain entrance here is 
  arrested by the patrol and made to fight Droog in Area 12A–17.
  3F. Fissures
  Throughout the cave, a number of long, narrow fissures issue forth hot, 
  dimly glowing steam. These crevasses are between 2 and 3 ft. wide and 10 
  to 15 ft. deep. The source of the steam is a heated underground lake that 
  roils and steams beneath the cave. Anyone unfortunate enough to fall or 
  be cast into a fissure suffers 2d6 points of falling damage, and 1d6 points 
  of fire damage each round spent in the super-heated waters. Climbing out 
  is possible; doing so requires a successful DC 25 Climb check due to 
  the wetness of the stone. Anyone climbing the wall takes 1d6 points of 
  nonlethal damage per round spent in the crevasse.
  438
  level 12a
  
  12A–4. Weapons Cache
  The goblins store hundreds of rudimentary weapons here in case the 
  city is attacked. In all, there are 75 light maces, 35 short swords, 150 
  javelins, 80 light wooden shields, 30 light crossbows, 20 shortbows, 200 
  bolts, and 150 arrows piled about the cave. Most of these are Small sized, 
  but there are also many Medium weapons as well (for the hobgoblins). 
  The patrols attempt to apprehend anyone seen trying to enter this area.
  12A–5. Magic Weapons Cache
  The goblins keep a small number of magic weapons stored here. 
  These include 12 +1 light maces, 4 +1 short swords, 8 +1 javelins, 
  and 10 +1 light wooden shields. Most of these are Small sized, but 
  there are also many Medium weapons as well (for the hobgoblins). As 
  always, attempting to enter this room draws the immediate attention of 
  the patrols.
  12A–6. The Cave of the Hermit 
  (Cr 2)
  A narrow cave opening abuts the river, before which the current swirls 
  and eddies, allowing a vessel time to moor or a swimmer to climb ashore.
  Lothum, a half-goblin rogue and outcast of Greznek, occupies the cave. 
  His meager belongings are strewn about: a lidless chest containing scraps 
  of rags, ratty pants, tattered shirts, broken jewelry, four pairs of boots, fish 
  bones. If Lothum hears anyone in or near the cave mouth, he immediately 
  hides and tries to determine the strength and identity of the intruders. The 
  half-goblin is a persona non grata in Greznek, and he lives in fear that 
  certain higher powered goblins might find and kill him. He believes his 
  predicament is entirely the work of one goblin, Knoob Chimneybuckles, 
  and Lothum dreams of the day he can exact his revenge.
  This pathetic creature is absolutely uninterested in combat, though if 
  only one intruder finds his way into the cave, Lothum attempts, briefly, 
  to scare him off with wild, and ultimately empty, threats. He quickly 
  abandons this ploy, however, if it appears to have no effect or if it elicits a 
  threatening response. If he cannot scare off a lone intruder, or if he is beset 
  by more than one, Lothum pleads for his life and asks to be left alone. If 
  the PCs leave him be, he makes them an offer. He tells them he possesses 
  a powerful magic item that he gladly hands over as payment for the head 
  of Knoob Chimneybuckles. On his right thumb he wears a ring of water 
  walking, which has come in very handy while at his current residence, 
  but which he would gladly trade for the death of his nemesis. Lothum 
  is unwilling to show the PCs the ring before they have completed their 
  mission, though if pressed he is does describe its properties. If the PCs 
  question Lothum about what Knoob has done to warrant assassination, the 
  half-goblin is vague. “Lied and cheated,” he responds. “Smeared my good 
  name!” He is no more exact than this.
  Should the PCs agree to the quest, he tells them that Knoob lives alone 
  in a small cave in the southern corner of Greznek and that he is, much to 
  Lothum’s chagrin, very well-liked among the residents.
  If the PCs are successful, Lothum happily gives them the ring. He is 
  also willing to tell them what he knows about the layout of the Greznek, 
  which is as follows:
  • There is a temple near the Great Lake where the clerics all live. The 
  clerics are very powerful and rule the city.
  • A hydra has recently moved into the northernmost caves.
  • There is a chamber near the barracks where the clerics all go with 
  gold and gems.
  LOTHUM  
   
  CR 2
  XP600
  Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +8
   
  AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
  hp 15 (3d8 plus 2)
  Fort +1; Ref +5; Will +1 
  Defensive Abilities trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee dagger +2 (1d3–1)
  Special Attacks sneak attack +2d6 
   
  Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 9
  Base Atk +2; CMB +0; CMD 12 
  Feats Alertness, Skill Focus (Stealth)
  Skills Acrobatics +8, Bluff +5, Climb +5, Diplomacy +5, 
  Escape Artist +8, Knowledge (local) +7, Perception +8, Sense 
  Motive +2, Sleight of Hand +8, Stealth +19; Racial Modifiers 
  +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ rogue talent (fast stealth), trapfinding (+1)
  Gear leather armor, dagger, ring of water walking, 14 gp.
  12A–7. Unholy Bath (Cr 12)
  Whenever a cleric of Orcus is plagued by good or pure thoughts, he 
  comes to this chamber to cleanse himself and return to a state of utter 
  evilness and impurity. The pool is fed by an underground stream and is 
  12 ft. deep. Any paladin or good-aligned cleric who enters the water must 
  succeed at a DC 20 Will save or gain one negative level. Only atonement 
  or restoration can return a lost level. The cave is guarded by 2 clay 
  golems, which attack any non-cleric who enters.
  CLAY GOLEMS (2) 
   
   
  CR 10
  XP 9,600
  hp 110 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Clay”)
  Swimming the narrow channel from the river to the pool requires a 
  successful DC 20 Swim check. Yet should the chamber be entered via the 
  pool, as before, all paladins and good-aligned clerics must succeed at a 
  Will save or gain one negative level.
  12A–8. Empty Caves (Cr 0 or 1)
  These caves contain nothing of interest. As always, the ubiquitous 
  goblin garbage litters the floor, but no amount of searching turns up 
  anything of value. There is a 10% chance that 1d3 common goblins are 
  here rummaging about looking for odds and ends.
  GOBLINS 
   
   
  CR 1/3
  XP 135
  hp 5 (see the “Common Goblins” SIDE BOX)
  12A–9. Communal Living Areas 
  (Cr varies)
  Goblins know nothing of privacy. They live like rats or worms, sprawling 
  beside one another amid their trash and fetid smell. Occasionally, the odd 
  goblin employs a blanket or bedroll of some kind, but more often they 
  simply lie down on the cave floor wherever there is a free spot.
  Each cave houses 70 to 80 common goblins (except the areas marked 
  “9A,” which house only 25 to 40), half of whom are present in the living 
  areas at any given time. It is unusual to see non-goblins in these caves, 
  439
  level 12a
  
  so the PCs are likely to garner a number of curious looks and perhaps a 
  comment or two — but nothing more.
  The goblins have learned it is wisest to keep their valuables with them 
  at all times. Thus, they sleep with their coins in their pockets, and their 
  weapons on their belts.
  GOBLINS 
   
   
  CR 1/3
  XP 135
  hp 5 (see the “Common Goblins” SIDE BOX)
  12A–10. Knoob Chimneybuckles’ 
  Cave (Cr 7)
  This well-respected sorcerer lives alone with his 2 dire wolf pets. 
  There is a 50% chance that Knoob is in his living quarters; otherwise, 
  he can be found in Area 12A–3 selling potions (usually, bull’s strength). 
  The cave contains a small cot, a locked chest with his belongings (see 
  treasure, below), and a small table with his potion-making supplies. There 
  is nothing else of value here.
  If the PCs seek to act as diplomats rather than murderers, they might 
  attempt to talk to Knoob about Lothum. Sadly, Knoob has no recollection 
  of the half-goblin. “Who?” he croaks. “Luthum? Lobum? Oh, Lothum. 
  Never heard of him. What does he want, a potion? Well, tell him he has 
  to pay like everyone else.” If the PCs explain that Lothum feels Knoob is 
  responsible for his exile, the sorcerer merely shakes his head.
  Although Knoob lives alone, the passageways adjacent to his cave are 
  well traveled. Sounds of combat here attract the attention of nearby goblins 
  who immediately alert the patrol. Knoob, of course, protects himself as 
  best he can if the PCs attempt to carry out Lothum’s paranoid scheme.
  Knoob makes a decent living selling potions. If the PCs visit him, he 
  assumes they are prospective buyers and immediately begins quoting them 
  prices: disguise self (CL 1st), 50 gp; bull’s strength (CL 3rd), 150 gp. At the 
  moment Knoob only has three potions of bull’s strength. If the PCs would 
  like either more potions of bull’s strength or disguise self, the goblin requires 
  a 50% down payment and, of course, time to prepare the potions.
  KNOOB CHIMNEYBUCKLES 
   
   
  CR 5
  XP 1,600
  Male goblin sorcerer 6 (Pathfinder Roleplaying Game 
  Bestiary, “Goblin”)
  CE Small humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +8
   
  AC 14, touch 14, flat-footed 13 (+2 deflection, +1 Dex, +1 
  size)
  hp 32 (6d6 plus 11)
  Fort +2 (+4 vs. poison); Ref +3; Will +5 
  Resist electricity 5
   
  Speed 30 ft.
  Melee +1 short spear +4 (1d4)
  Special Attacks claws (6 rounds/day)
  Spells Known (CL 6th; ranged touch +4)
  3rd (4/day)—lighting bolt (DC 16)
  2nd (6/day)—acid arrow, bull’s strength, spider climb
  1st (7/day)—cause fear (DC 14), disguise self, magic missile, 
  ray of enfeeblement (DC 14), shocking grasp
   0 (at will)—dancing lights, detect magic, mending, read 
  magic
  Bloodline Abyssal
   
  Str 8, Dex 13, Con 10, Int 12, Wis 10, Cha 16
  Base Atk +3; CMB +1; CMD 14 
  Feats Alertness, Brew Potion, Eschew MaterialsB, Toughness
  Skills Craft (alchemy) +10, Spellcraft +10, Perception +8, 
  Sense Motive +2, Stealth +9; Racial Modifiers +4 Stealth
  Languages Goblin, Undercommon
  SQ bloodline arcana
  Combat Gear scroll of dispel magic (CL 7th); Other Gear +1 
  shortspear, ring of protection +2
  DIRE WOLVES (2)  
   
  CR 3 
  XP 800
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Wolf, Dire”)
  Treasure: 1,500 gp, 3 potions of bull’s strength (CL 3rd), 2 emeralds 
  worth 250 gp each, all in a locked wooden chest.
  Wooden Chest: hardness 2; hp 20; Break DC 18; Disable 
  Device DC 20.
  12A–11. Kennel (Cr 11)
  This room is a kennel, and 24 worgs are kept and fed here. They growl 
  menacingly at any non-goblin who enters and then attack as a pack if the 
  intruders remain for more than two rounds. Any combat here draws the 
  attention of the guards in Area 12A–12.
  WORGS (24) 
   
   
  CR 2
  XP 400
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  12A–12. Barracks (Cr 12)
  The goblin guards and patrol leaders are stationed here. There are 40 
  cots along the north and east walls for the guards and another dozen cots 
  along the south wall for the patrol leaders. At any time, half the guards (20) 
  and patrol leaders (6) are on duty patrolling the city, while the other half 
  remain here, sharpening their weapons and fixing their armor. Trillok, the 
  captain of the guard, is also stationed here. His quarters, Area 12A–12A, 
  contain a cot, a locked chest (see below), a small table, and a stool.
  Only members of the guard or clerics are allowed in the barracks. 
  Anyone else is considered an intruder and given 2 rounds to vacate. The 
  passage to the north leads to Level 10B, Area 10B–14, with a side tunnel 
  leading to Level 13A after 400 yards.
  GOBLIN FIGHTERS (20) 
   
   
  CR 2
  XP 600
  hp 21 (see Goblin Patrol, above)
  GOBLIN PATROL LEADERS (6) 
   
   
  CR 3
  XP 600
  hp 29 (see Goblin Patrol, above)
  TRILLOK, CAPTAIN OF THE GUARD  
   
  CR 7
  XP 3,200 
  Male goblin fighter 8 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +10
   
  AC 23, touch 15, flat-footed 19 (+6 armor, +3 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 36 (8d10+8 plus 7)
  Fort +7; Ref +5; Will +2 (+4 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +2 longsword +16/+11 (1d6+7/17–20)
  Special Attacks weapon training (heavy blades +1)
   
  Str 15, Dex 16, Con 12, Int 12, Wis 11, Cha 8
  440
  level 12a
  
  Base Atk +8; CMB +9; CMD 23 
  Feats Alertness, Dodge, Cleave, Improved Critical 
  (longsword)B, Improved Initiative, Power Attack, Weapon 
  Focus (longsword)B, Weapon Specialization (longsword)B
  Skills Climb +9, Perception +10, Ride +14, Sense Motive +2, 
  Stealth +22; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 2
  Combat Gear potion of cure moderate wounds; Other Gear 
  +2 chain shirt, +1 light steel shield, +2 longsword
  Treasure (in chest): 250 pp; 3 potions of bull’s strength (CL 5th), 3 
  potions of cure serious wounds (CL 10th).
  Chest: hardness 2; hp 20; Break DC 18; Disable Device DC 20.
  12A–13. guard Post (Cr 6)
  Stationed here at all times are 2 elite guards. No one other than a 
  member of the guard or a cleric is allowed east of this area. Any combat 
  here attracts the attention of the occupants of Area 12A–12, who arrive 
  in 3 rounds.
  ELITE GOBLIN GUARDS (2) 
   
   
  CR 4
  XP 1,200 
  hp 36 (see Area 3–A, above)
  12A–14. Teleportation Waters 
  (Cr 4)
  The door to this chamber is made of iron and securely locked (2 in. 
  thick; hardness 10; hp 60; Break DC 28, Disable Device DC 25). An elite 
  guard stands outside at all times. Only clerics possessing a key to the door 
  are allowed to enter this area.
  ELITE GOBLIN GUARD 
   
   
  CR 4
  XP 1,200 
  hp 36 (see Area 3–A, above)
  The chamber contains two pools of water, one larger, one smaller, and a 
  small table, upon which is laid a single gold amulet. Donning the amulet 
  (see Area 12A–38, below) and fully immersing oneself in the larger pool 
  teleports the wearer to Area 12A–15. Entering the smaller pool wearing 
  the amulet or entering the larger pool without the amulet does nothing. 
  Only one person may be teleported at a time; holding hands with or 
  climbing on the back of the person wearing the does not work.
  12A–15 Arrival Point
  An individual teleported from Area 12A–14 arrives here.
  12A–16. Treasure Vault (Cr 10)
  The clerics hide their most valuable plundered works of art and jewelry 
  in Area 12A–16B. Area 12A–16A, however, contains a bebilith, on loan 
  from Orcus himself, which attacks any non-cleric who enters.
  BEBILITH  
   
  CR 10
  XP 9,600
  hp 150 (Pathfinder Roleplaying Game Bestiary, “Bebilith”)
  Piled around Area 12A–16B are hundreds of works of art and pieces 
  of jewelry: framed paintings, gold vases, onyx statues, gem encrusted 
  daggers, silver bowls, and so forth. Nothing is magical. In all, there are 
  350 works of art and 470 pieces of jewelry. The GM should roll d100 for 
  the gp value of any given item.
  A PC wishing to leave the treasure vault must possess the amulet from 
  Area 12A–38. If the wearer of the amulet proceeds down the narrow 
  passage to Area 12A–16C, and there, at its terminus, intones the name 
  of the Orcus, he is instantly teleported to the small pool of water in Area 
  12A–14. Aside from a greater teleport, miracle, wish, or similar magic, 
  there is no way to leave the Treasure Vault without the amulet.
  12A–17. The Fight Circles 
  (Cr varies, 4-plus)
  Distributed throughout this large cave are four “Fight Circles,” actually just a 
  series of stakes hammered into the cave floor in the form of a circle. A favorite 
  past time for the goblins of Greznek — in fact, the only past time for the goblins 
  of Greznek — is the blood sport called “Circle Fighting.” Two contestants are 
  placed — usually by choice — within the circle of stakes, each is handed a 
  club, and the combatants then proceed, cheered on by spectators who wager the 
  fights’ outcome, to slug it out until only one is left standing. The winner is given 
  a purse of 5 gp, dispersed by a hobgoblin who serves as a kind of ringmaster, 
  and the loser is dragged from the ring and piled in Area 12A–17A where he is 
  left to live or die, depending on his luck and constitution.
  Usually, only two or three Circles are in use at one time, though 
  occasionally all four see action simultaneously. A typical fight has 12 to 25 
  spectators, normally 100% goblins. No goblin willingly steps into the ring 
  with a non-goblin. Only Droog, the ogre in Area 12A–17B challenges 
  non-golinb humanoids. Certain offenses, such as insulting goblins as a 
  race or petty theft, might result in the perpetrator having to face Droog in 
  a blood match. Droog — or conceivably his opponent, though Droog has 
  never lost — receives a purse of 15 gp.
  GM Note: Droog is permitted to use his large greatclub, while his 
  opponent is given a standard club.
  RINGMASTER 
   
   
  CR 4
  XP 1,200
  Male hobgoblin fighter 5 (Pathfinder Roleplaying Game 
  Bestiary, “Hobgoblin”)
  CE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Perception +8
   
  AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 51 (5d10+15 plus 9)
  Fort +7; Ref +4; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee +1 heavy flail +11 (1d10+8/19–20)
  Ranged dagger +8 (1d4+3/19–20)
  Special Attacks weapon training 1 (flails +1)
   
  Str 16, Dex 17, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +8; CMD 22 
  Feats Alertness, DodgeB, Improved Initiative, Toughness, 
  Weapon Focus (heavy flail)B, Weapon Specialization (heavy 
  flail)B
  Skills Perception +8, Sense Motive +3, Stealth +15; Racial 
  Modifiers +4 Stealth
  Languages Common, Goblin
  SQ armor training 1
  Gear masterwork chain shirt, +1 heavy flail, dagger, 125 gp
  12A–17A. “recovery” room
  The bodies of two to five losers can be found here at any one time, one 
  to three of which are dead; the rest are seriously wounded.
  441
  level 12a
  
  12A–17B. Droog’s Cave (Cr 7)
  This ogre makes a living demolishing the odd opponent in a fight 
  circle. The cave contains a pile of furs and skins in one corner (his bed), 
  and bones and refuse everywhere else.
  DROOG  
   
  CR 8
  XP 4,800
  Male ogre fighter 5 (Pathfinder Roleplaying Game Bestiary, 
  “Ogre”)
  CE Large humanoid (giant)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception 
  +12
   
  AC 18, touch 9, flat-footed 18 (+4 armor, +0 Dex, +5 natural, 
  –1 size)
  hp 94 (4d8+5d10+36 plus 13)
  Fort +12; Ref +2; Will +5 (+6 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft. (40 ft. base)
  Melee mwk greatclub +18/+13 (2d8+15)
  Ranged javelin +7 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks weapon training (hammers +1)
   
  Str 26, Dex 10, Con 19, Int 6, Wis 12, Cha 5
  Base Atk +8; CMB +17 (+19 to sunder); CMD 27 
  Feats CleaveB, Improved Initiative, Improved Sunder, Iron 
  Will, Power Attack, Toughness, Weapon Focus (greatclub)B, 
  Weapon Specialization (greatclub)B
  Skills Climb +11, Perception +12 
  Languages Giant
  SQ armor training 1
  Gear masterwork hide armor, masterwork greatclub, 4 
  javelins, 175 gp
  12A–18. Cave of the Dire Tigers 
  (Cr 12)
  These large, jagged caves are home to Grimb, a goblin ranger, and his 
  3 dire tiger pets. There is a 25% chance that Grimb and one of his tigers 
  are out hunting, that is, scouring the Under Realms for food — derro, orcs, 
  driders, hell hounds, and so on — for the tigers. Grimb and his pets are 
  given high status in Greznek, though the reclusive goblin rarely makes use 
  of it; in fact, he shuns all contact with other goblins, greatly preferring the 
  company of his tigers. Should the city come under attack, however, Grimb 
  and the dire tigers join the defense, presenting an awesome foursome. The 
  clerics have been trying to convince Grimb to take his tigers and assault 
  the hydra in Area 12A–32, but thus far they have been unsuccessful.
  Strangers, aside from clerics, are absolutely not permitted here. Grimb 
  gives intruders a brief warning, and then sics the tigers on them. If Grimb 
  is out of the cave, the tigers attack without hesitation.
  GRIMB  
   
  CR 7
  XP 3,200
  Male goblin ranger 8 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +4 (+8 underground); Senses darkvision 60 ft.; Perception 
  +15 (+19 underground)
   
  AC 21, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 size)
  hp 61 (8d10+10 plus 7)
  Fort +7; Ref +10; Will +4 
   
  Speed 30 ft.
  Melee +1 short sword +15/+10 (1d4+2) or +1 short sword 
  +13/+8 (1d4+2) and +1 dagger +12/+7 (1d3+1)
  Ranged +1 composite longbow +14/+9 (1d6+2)
  Special Attacks favored enemy (magical beast +4, vermin 
  +2), hunter’s bond (companions)
  Ranger Spells Prepared (CL 8th)
  1st—alarm, speak with animals
   
  Str 12, Dex 19, Con 13, Int 11, Wis 14, Cha 10
  Base Atk +8; CMB +8; CMD 22 
  Feats Alertness, EnduranceB, Improved Two-Weapon 
  FightingB, Skill Focus (Survival), Two-Weapon FightingB, 
  Weapon Finesse, Weapon Focus (short sword)
  Skills Climb +11, Handle Animal +11, Heal +13, Perception 
  +15 (+17 mountains, +19 underground), Ride +8, Sense 
  Motive +4, Stealth +22 (+24 mountains, +26 underground), 
  Survival +16 (+18 mountains, +21 underground); Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ favored terrain (underground +4, mountains +2), swift 
  tracker, track, wild empathy +8, woodland stride
  Combat Gear 3 potions of cure moderate wounds; Other 
  Gear +2 chain shirt, +1 short sword, +1 dagger, +1 composite 
  longbow [+1 Str], 20 arrows, gloves of dexterity +2 (as a belt 
  of dexterity), spell component pouch
  DIRE TIGERS (3)  
   
  CR 8
  XP 4,800
  hp 105 (Pathfinder Roleplaying Game Bestiary, “Tiger, Dire”)
  Treasure: Hidden beneath a stone in the area marked 18A (DC 15 
  Perception) is a sack containing 370 pp and 10 diamonds worth 250 gp 
  each.
  12A–19. guard Post (Cr 4)
  Positioned here at all times are 2 goblin guards. Non-goblins wishing 
  to proceed beyond this point, either through the door or into Area 12A–
  17, must first answer a brief series of questions: “Who are you? Where are 
  you from? Why are you coming here?” and, “How long will you stay?” 
  Basically, the goblins expect to hear that the PCs have come to trade with 
  the goblins and then leave. Of course, if the PCs have other answers, the 
  GM is free to roleplay this encounter however he wishes.
  Absolutely no non-goblins are permitted into Area 12A–20. A skirmish 
  here draws the attention of that area’s occupants.
  GOBLIN GUARDS (2) 
   
   
  CR 2
  XP 600
  hp 21 (see Area 12A–12)
  12A–20. The Flames of Orcus  
  (Cr 13)
  This cavern contains six 3 ft. wide circular openings in the cave floor. 
  Each opening belches forth a jet of flames every 4 to 5 minutes; thus, because 
  the holes are on different schedules, one of the six holes is “flaming” about 
  every 45 seconds. The holes lead to 3 ft. diameter chutes that drop 30 ft. to 
  molten lava. Anyone falling into the lava 20d6 points of fire damage per 
  round unless protected from the fiery rock by some magical means.
  Posted here at all times are 2 goblin clerics and 4 elite hobgoblin guards. 
  This cave is a holy place to goblins, and the clerics chant a sacred prayer 
  to Orcus every hour on the hour. Intruders are told to leave; failure to do so 
  immediately results in a swift attack from the goblins and hobgoblins. The 
  only exception to his rule would be if the PCs have been hired to kill the 
  hydra in Area 12A–32, in which case one of the hobgoblins brings them to 
  442
  level 12a
  
  Area 12A–22, where they are then escorted to the hydra.
  GOBLIN CLERICS (2) 
   
   
  CR 9
  XP 6,400
  Male goblin cleric of Orcus 10 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  CE Small humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +15
  Aura destructive aura (10 rounds/day, 30 ft.)
   
  AC 22, touch 12, flat-footed 21 (+8 armor, +1 Dex, +2 shield, 
  +1 size)
  hp 54 (10d8 plus 9)
  Fort +9; Ref +4; Will +11 
  Defensive Abilities death’s embrace
   
  Speed 20 ft. (30 ft. base)
  Melee +2 morningstar +11/+6 (1d6+2)
  Special Attacks channel negative energy (4/day, 5d6, DC 
  16), destructive smite (7/day, +5 damage), scythe of evil (1/
  day, 5 rounds)
  Domain Spell-like Abilities (CL 10th; melee touch +8)
  7/day—touch of evil
  Spells Prepared (CL 10th; ranged touch +8)
  5th—dispel goodD, slay living (DC 19), spell resistance
  4th—chaos hammer, divine power, poison (DC 18), summon 
  monster IV, unholy blightD
  3rd—bestow curse (DC 17), blindness/deafness (DC 17), cure 
  serious wounds, dispel magic, magic circle against goodD
  2nd—bull’s strength, cure moderate wounds, hold person 
  (DC 16), shatter (DC 16)D, sound burst (DC 16)
  1st—bane (DC 15), cause fear (DC 15), cure light wounds, 
  doom (DC 15), entropic shield, true strikeD
  0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell Domains Destruction, Evil
   
  Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 12
  Base Atk +7; CMB +6; CMD 17 
  Feats Alertness, Combat Casting, Great Fortitude, Scribe 
  Scroll, Weapon Focus (morning star)
  Skills Heal +17, Knowledge (religion) +14, Perception +15, 
  Sense Motive +6, Stealth +9; Racial Modifiers +4 Ride, +4 
  Stealth
  Languages Abyssal, Goblin
  Combat Gear 3 potions of cure serious wounds; Other Gear 
  +2 chainmail, +1 light steel shield, +2 morning star, unholy 
  symbol, spell component pouch, pouch with 100 pp
  ELITE HOBGOBLIN GUARDS (4) 
   
  CR 7
  XP 3,200
  Male hobgoblin fighter 8 (Pathfinder Roleplaying Game 
  Bestiary, “Hobgoblin”)
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Perception +11
   
  AC 22, touch 12, flat-footed 20 (+8 armor, +1 Dex, +1 dodge, 
  +2 shield)
  hp 82 (8d10+24 plus 14)
  Fort +9; Ref +4; Will +3 (+5 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 20 ft. (30 ft. base)
  Melee +1 longsword +16/+11 (1d8+8/19–20)
  Ranged mwk javelin +11 (1d6+4/x3)
  Special Attacks weapon training 1 (heavy blades +1)
   
  Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +8; CMB +12; CMD 25 
  Feats Alertness, Cleave, DodgeB, Greater Weapon Focus 
  (longsword)B, Improved Initiative, Power Attack, ToughnessB, 
  Weapon Focus (longsword)B, Weapon Specialization 
  (longsword)B
  Skills Perception +11, Sense Motive +3, Stealth +12; Racial 
  Modifiers +4 Stealth
  Languages Common, Goblin
  SQ armor training 2
  Gear +1 banded mail, heavy steel shield, +1 longsword, 4 
  masterwork javelins, 50 pp.
  Tactics: The hobgoblins rush to engage the PCs while the clerics cast 
  spells in this order: bull’s strength (on themselves), spell resistance (on 
  themselves), summon monster IV, blindness (on toughest looking fighters), 
  and hold person. When engaged, the clerics look first to use their slay 
  living spells. If the clerics get time to prepare, they cast spells in this order: 
  bull’s strength, spell resistance, and entropic shield.
  12A–21. The Stepping Stones
  Water from the river flows between a row of stepping stones into the 
  Unholy Lake. Crossing the stones requires a successful DC 20 Acrobatics 
  check to avoid falling into the swiftly flowing water and, unless a successful 
  DC 12 Swim check is made, being carried out into the lake. If a rope can be 
  strung across the rocks and secured in Area 12A–22, then the Acrobatics 
  check DC drops to 10, with a DC 15 Reflex save permitted to determine if 
  the PC who slipped was able to grab the rope before falling into the water.
  Unless the PCs are accompanied by a hobgoblin from Area 12A–20, 
  the goblins in Area 12A–22 fire on the PCs as they attempt to cross the 
  rocks. If the PCs are accompanied by a hobgoblin, one of the fighters from 
  Area 12A–22 paddles across with a boat to ferry the PCs to shore.
  12A–22. The Docks  
  (Cr 10, 13 with hobgoblins  
  from Area 12A–24)
  This cave is guarded at all times by 1 goblin cleric and 8 goblin fighters. 
  The western edge of the chamber is open and faces out to the lake. Two 
  rowboats are tied to a stone dock that juts off this side of the cave. A 10 ft. 
  high natural rock platform stands in the southwestern portion of the cave. 
  Two rope ladders are hung on the north and east faces of the platform, 
  allowing for easy access to its top.
  As stated above, unless the PCs are accompanied by a hobgoblin guard 
  from Area 12A–20, attempts to cross the stepping stones or gain access to 
  this chamber in any way results in an immediate attack from its occupants. 
  Should the PCs have been sent this way to slay the hydra in Area 12A–32, 
  then one of the guards directs them to Area 12A–31.
  Melee in this chamber gains the attention of the hobgoblins in Area 
  12A–24, who join the combat in 1–3 rounds.
  GOBLIN CLERIC  
  CR 7
  XP 3,200
  Male goblin cleric of Orcus 8 (Pathfinder Roleplaying Game 
  Bestiary, “Goblin”)
  CE Small humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +15
  Aura destructive aura (8 rounds/day, 30 ft.)
   
  AC 21, touch 12, flat-footed 20 (+8 armor, +1 Dex, +1 shield, 
  +1 size)
  hp 54 (8d8 plus 7)
  Fort +8; Ref +3; Will +10 
  Defensive Abilities death’s embrace
   
  Speed 20 ft., (30 ft. base)
  443
  level 12a
  
  Melee +2 morning star +10/+5 (1d6+2)
  Ranged +1 light crossbow +9 (1d6+1)
  Special Attacks channel negative energy (4/day, 4d6, DC 
  15), destructive smite (7/day, +4 damage), scythe of evil (1/
  day, 4 rounds)
  Domain Spell-like Abilities (CL 8th; melee touch +6)
  7/day—touch of evil
  Spells Prepared (CL 8th; melee touch +6, ranged touch +7)
  4th—divine power, poison (DC 19), summon monster IV, 
  unholy blightD (DC 18)
  3rd—bestow curse (DC 18), blindness/deafness (DC 18), 
  cure serious wounds, dispel magic, magic circle against 
  goodD
  2nd—bull’s strength, cure moderate wounds, hold person 
  (DC 16), shatterD (DC 16), sound burst (DC 16)
  1st—bane (DC 15), cause fear (DC 16), cure light wounds, 
  doom (DC 16), entropic shield, true strikeD
  0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell Domains Destruction, Evil
   
  Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 12
  Base Atk +6; CMB +5; CMD 16
  Feats Alertness, Great Fortitude, Spell Focus (necromancy), 
  Weapon Focus (morning star)
  Skills Heal +15, Knowledge (religion) +12, Perception +13, 
  Sense Motive +6, Stealth +8; Racial Modifiers +4 Ride, +4 
  Stealth
  Languages Dwarven, Goblin
  Combat Gear 3 potions of cure serious wounds; Other Gear 
  +2 chainmail, light steel shield, +2 morning star, unholy 
  symbol, spell component pouch, pouch with 80 pp
  GOBLIN GUARDS (8) 
   
   
  CR 3
  XP 600
  Male goblin fighter 4 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception +4
   
  AC 21, touch 13, flat-footed 19 (+8 armor, +2 Dex, +1 size)
  hp 29 (4d10+4 plus 3)
  Fort +5; Ref +3; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 20 ft. (30 ft. base)
  Melee mwk short sword +9 (1d4+4/19–20) or mwk short sword 
  +7 (1d4+4/19–20) and +1 dagger +7 (1d3+2/19–20)
  Ranged mwk javelin +8 (1d4+2 plus poison) 
   
  Str 14, Dex 15, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +4; CMB +4; CMD 16 
  Feats Improved Initiative, Two-Weapon FightingB, Weapon 
  Focus (dagger), Weapon Focus (short sword)B, Weapon 
  Specialization (short sword)B
  Skills Perception +4, Ride +7, Stealth +13, Swim +3; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear 3 masterwork javelins coated in scorpion 
  venom, potion of cure serious wounds, 4 flasks of oil; Other 
  Gear +2 chainmail, masterwork short sword, +1 dagger, 
   
  Poison scorpion venom—injury; save Fort DC 17; frequency 
  1/round for 6 rounds; effect 1d2 Strength damage; cure 1 
  save. 
  Tactics: Four goblins are stationed at all times atop the platform. If 
  intruders are spotted crossing Area 12A–21, the goblins on the platform 
  sound the alarm while they begin firing. The remaining four guards take 
  up positions at the entrance to the cave, at the northern end of the stepping 
  stones, and begin firing as well. The cleric casts bull’s strength, divine 
  power, and entropic shield, then moves forward to join the goblins on 
  ground level. If the combat is joined in Area 12A–22, the hobgoblins 
  from Area 12A–24 arrive in 1–3 rounds.
  GM Note: The secret door on the northern wall has been arcane locked 
  (Break DC 28) by Teran from Area 12A–30. The goblins are not yet 
  aware of this.
  12–22A. Tunnel to Level 12
  This winding passage descends for about a quarter mile until terminating 
  at Level 12, Area 12–24.
  12A–23. Sloping Passage
  These narrow winding passages slope down at a dramatic angle of 
  nearly 30 degrees away from Area 12A–22. As well, these passages are 
  damp and littered with loose stones. Characters attempting to run down 
  these tunnels must succeed at a DC 15 Acrobatics check to avoid falling. 
  Movement up these tunnels is reduced by one third.
  12A–24. Hobgoblin Cave (Cr 13)
  A small band of hobgoblins—devout worshipers of Orcus all—has 
  taken up residence here. These warrior pilgrims traveled to Greznek when 
  their leader, Purbok, received a message in a dream from his dark master 
  to serve the goblin clerics. This the hobgoblins now do without question.
  Purbok and his two captains camp in Area 12A–24A, while the rest of 
  the hobgoblins are stationed in the main cave.
  HOBGOBLIN FOOT SOLDIERS (15)  
   
  CR 1/2
  XP 200
  Male hobgoblin warrior 2 (Pathfinder Roleplaying Game 
  Bestiary, “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +2
   
  AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
  hp 15 (2d10+2 plus 2)
  Fort +3; Ref +1; Will +0 
   
  Speed 30 ft.
  Melee longsword +3 (1d8+1/19–20)
  Ranged javelin +3 (1d6+1)
   
  Str 13, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  Base Atk +2; CMB +3; CMD 14 
  Feats Toughness
  Skills Perception +2, Stealth +8; Racial Modifiers +4 Stealth
  Languages Common, Goblin
  Gear studded leather armor, light wooden shield, 
  longsword, 4 javelins, pouch with 10 gp
  ELITE HOBGOBLIN FOOT SOLDIERS (10) 
   
  CR 2
  XP 600
  Male and Female hobgoblin fighter 3 (Pathfinder 
  Roleplaying Game Bestiary, “Hobgoblin”)
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Perception +4
   
  AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, 
  +1 shield)
  hp 30 (3d10+9 plus 5)
  Fort +6; Ref +3; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+2/19–20)
  444
  level 12a
  
  Ranged javelin +5 (1d6+2)
   
  Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +3; CMB +5; CMD 18 
  Feats DodgeB, Improved Initiative, Toughness, Weapon 
  Focus (longsword)B
  Skills Perception +4, Stealth +10; Racial Modifiers +4 Stealth
  Languages Common, Goblin
  SQ armor training 1
  Gear chain shirt, light wooden shield, masterwork longsword, 
  4 javelins, 15 gp.
  HOBGOBLIN LIEUTENANTS (5) 
   
  CR 3
  XP 800
  Male and Female hobgoblin fighter 4 (Pathfinder 
  Roleplaying Game Bestiary, “Hobgoblin”)
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Perception +5
   
  AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, 
  +2 shield)
  hp 41 (4d10+12 plus 7)
  Fort +7; Ref +3; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk longsword +9 (1d8+5/19–20)
  Ranged javelin +6 (1d6+3)
   
  Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +7; CMD 20 
  Feats DodgeB, Improved Initiative, ToughnessB, Weapon 
  Focus (longsword)B, Weapon Specialization (longsword)
  Skills Perception +5, Stealth +11; Racial Modifiers +4 Stealth
  Languages Common, Goblin
  SQ armor training 1
  Gear masterwork chain shirt, heavy steel shield, masterwork 
  longsword, 4 javelins, 20 gp
  HOBGOBLIN CAPTAINS (2) 
   
   
  CR 4
  XP 1,200
  Male hobgoblin fighter 5 (Pathfinder Roleplaying Game 
  Bestiary, “Hobgoblin”)
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Perception +8
   
  AC 20, touch 13, flat-footed 17 (+4 armor, +2 Dex, +1 dodge, 
  +3 shield)
  hp 51 (5d10+15 plus 9)
  Fort +7; Ref +3; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee +1 longsword +11 (1d8+7/19–20)
  Ranged javelin +7 (1d6+3)
  Special Attacks weapon training 1 (heavy blades +1)
   
  Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +8; CMD 21 
  Feats Alertness, DodgeB, Improved Initiative, ToughnessB, 
  Weapon Focus (longsword)B, Weapon Specialization 
  (longsword)
  Skills Perception +8, Sense Motive +3, Stealth +13; Racial 
  Modifiers +4 Stealth
  Languages Common, Goblin
  SQ armor training 1
  Gear masterwork chain shirt, +1 heavy steel shield, +1 
  longsword, 4 javelins, 50 gp
  PURBOK  
  CR 10
  XP 9,600
  Male hobgoblin fighter 8/cleric of Orcus 3 (Pathfinder 
  Roleplaying Game Bestiary, “Hobgoblin”)
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Perception +17
   
  AC 27, touch 12, flat-footed 25 (+11 armor, +1 Dex, +1 
  dodge, +4 shield)
  hp 96 (8d10+3d8+22 plus 18) 
  Fort +10; Ref +7; Will +7 (+9 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 20 ft. (30 ft. base)
  Melee +3 longsword +19/+14 (1d8+9/17–20)
  Ranged mwk composite longbow [+3 Str] +13/+8 (1d8+3/x3)
  Special Attacks channel negative energy (4/day, 2d6, DC 
  12), destructive smite (5/day, +1 damage), weapon training 
  (heavy blades +1)
  Domain Spell-like Abilities (CL 3rd; melee touch +13)
  5/day—strength surge
  Spells Prepared (CL 3rd; melee touch +13) 
  2nd—bull’s strengthD, cure moderate wounds, hold person 
  (DC 14)
  1st—cure light wounds, divine favor, doom (DC 13), true 
  strikeD (DC 13)
  0 (at will)—detect magic, guidance, resistance, stabilize
  D Domain spell Domains Destruction, Strength
   
  Str 16, Dex 15, Con 14, Int 11, Wis 14, Cha 12
  Base Atk +10; CMB +13; CMD 26 
  Feats Alertness, Combat Casting, DodgeB, Greater 
  Weapon Focus (longsword)B, Improved Critical (longsword)
  B, Improved Initiative, Lightning Reflexes, Power Attack, 
  Toughness, Weapon Focus (longsword)B , Weapon 
  Specialization (longsword)B
  Skills Knowledge [religion] +8, Perception +17, Sense Motive 
  +4, Stealth +11; Racial Modifiers +4 Stealth
  Languages Common, goblin
  SQ armor training 2
  Combat Gear potion of cure serious wounds; Other Gear +2 
  full plate,+ 2 heavy steel shield, +3 longsword, masterwork 
  composite longbow [+3 Str], 20 arrows, unholy symbol, spell 
  component pouch, 300 pp
  Development: If asked by the high priest, Purbok would willingly 
  lead his troops against the hydra. He fears, rightfully, that doing so would 
  result in the loss of most, if not all, of his foot soldiers. The PCs might 
  be able to convince Purbok and his captains to join in their attack on the 
  hydra. Were Purbok to agree, however, he would insist on being the leader 
  of the assault and that, once slain, the hydra’s treasure be given to the 
  temple of Orcus.
  12A–25. Empty Caves
  These caves are empty except for a few bones and the odd copper piece 
  scattered here and there.
  12A–26. Hall of Pillars
  This long hall is lined with thick stone pillars carved with images of 
  Orcus. At the end of the passage are a set of locked double doors (hardness 
  5; hp 20; DC 21 Break; DC 25 Disable Device) and an ironbound, bolted 
  door (standard door; DC 35 Break from Area 12A–31).
  445
  level 12a
  
  12A–27. Trapped Hall (Cr 7)
  This hallway appears to be empty and to terminate in a dead end. A 
  deadly trap, however, is set 10 ft. from the double doors. If even 20 
  pounds of pressure is placed on the floor, dozens of poisoned spears spring 
  from both walls, impaling the victim from head to toe.
  HAIL OF POISONED SPEARS 
   
   
  CR 7
  XP 3,200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect Atk +15 melee (1d6 poisoned spears per target; 
  1d6+6 plus poison); multiple targets (all targets in 4 adjacent 
  squares directly in front of doors); poison (large monstrous 
  scorpion venom (DC 18 Fortitude resists, 1d6/1d6 Strength 
  damage).
  At the far end of the passage is a hidden trap door, discovered with a 
  successful DC 25 Perception check. It has no hinges, however, and lifting 
  the heavy stone out of the floor from its resting place requires a successful 
  DC 22 Strength check.
  Note: up to two PCs may aid the PC trying to lift the door. Once open, 
  the trapdoor appears to give way to an abyss. In fact, it is a 65 ft. drop 
  from the trap door to the cave floor in Area 12A–25, but, without proper 
  lighting, there is no way to determine this.
  12A–28. Cave of the Xorns (Cr 8)
  A mated pair of elder xorns has taken up residence in this large cavern. 
  They burrow to and fro beneath the cave floor, feasting on the rock and, in 
  general, enjoying their time on the Material Plane If the PCs possess more 
  than 2,000 coins of any kind between them, the xorns smell the potential 
  food and surprise the PCs from below.
  ELDER XORN (2)  
   
  CR 6
  XP 2,400
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Xorn”)
  Note: The secret door in the southern wall has been sealed with an 
  arcane lock spell (DC 28 Break) by Teran of Area 12A–30.
  12A–29. Hall of the Titan Cyclops 
  (Cr 16)
  At the northern end of the large-roofed cavern (25 ft.) stands an 18 
  ft. tall statue of a cyclops. Strong transmutation magic emanates from 
  the statue if detected. On the eastern side of the cave is a 15 ft. tall cliff 
  leading to a natural rock shelf dotted with stalagmites.
  The statue remains inanimate unless awakened by the high priests (see 
  Area 12A–45) or attacked in any way. Once it comes to life, it wrenches 
  stalagmites from the cave shelf (a move-equivalent action) and hurls them 
  like huge spears.
  TITAN CYCLOPS STATUE  
  CR 16
  XP 76,800
  Advanced stone golem (Pathfinder Roleplaying Game 
  Bestiary, “Golem, Stone”)
  N Huge construct
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 27, touch 6, flat-footed 27 (–2 Dex, +21 natural, –2 size)
  hp 155 (21d10+40)
  Fort +7; Ref +5; Will +7 
  DR 10/adamantine; Immune construct traits, magic
   
  Speed 20 ft.
  Melee 2 slams +33 (4d8+14)
  Ranged stalagmite +17 (2d6+14)
  Space 15 ft.; Reach 15 ft.
  Special Attacks slow (DC 24)
   
  Str 38, Dex 7, Con —, Int —, Wis 11, Cha 1
  Base Atk +21; CMB +37; CMD 45 
   
  Slow (Su) The slow ability of the titan cyclops statue includes 
  a +4 racial bonus
  12A–30. Strangers in a Strange 
  Land (Cr 12)
  Several days ago, a failed experiment in teleportation landed 4 
  unfortunate drow in this cavern. Preliminary scouting by Vertek, their 
  rogue, revealed that they were pinned between the xorns (with a pocketful 
  of coins, he narrowly avoided being devoured), and the goblins in Area 
  12A–22. Further investigation by Teran, using her arcane eye, confirmed 
  what she had already suspected — that they were trapped in Greznek, 
  the infamous goblin city. Because Zerna worships the demon queen of 
  spiders, a sworn enemy of Orcus, the drow believe there is little hope 
  of parlaying with the goblins. Thus, Teran sealed the three secret doors 
  leading to this cavern with arcane lock spells, and the drow remain where 
  they are, camped in this large cave, deciding whether they should fight 
  their way back to the Under Realms.
  ZERNA  
   CR 8
  XP 4,800
  Female drow noble cleric of the Demon Queen of Spiders 8 
  (Pathfinder Roleplaying Game Bestiary, “Drow”)
  CE Medium humanoid (elf)
  Init +7; Senses darkvision 120 ft.; Perception +6
  Aura destructive aura (30 ft., 8 rounds/day)
   
  AC 22, touch 14, flat-footed 19 (+6 armor, +1 deflection, +3 
  Dex, +2 shield)
  hp 51 (8d8+8 plus 7)
  Fort +7; Ref +5; Will +10 (+12 vs. enchantment)
  Immune sleep; SR 19
  Weaknesses light blindness
   
  Speed 30 ft.
  Melee +2 heave mace +9/+4 (1d8+3)
  Ranged mwk hand crossbow +10 (1d4 plus poison)
  Special Attacks channel negative energy (6/day, 5d6, DC 
  17), destructive smite (7/day, +4 damage) scythe of evil (1/
  day, 4 rounds), touch of evil (8/day)
  Domain Spell-like Abilities (CL 8th; melee touch +7)
  5/day—strength surge
  Spell-like Abilities (CL 8th)
  At will—dancing lights, deeper darkness, faerie fire, feather 
  fall, levitate
  1/day—divine favor, dispel magic, suggestion (DC 16)
  Spells Prepared (CL 8th; melee touch +7)
  4th—cure critical wounds, divine power, divination, inflict 
  critical woundsD (DC 18)
  3rd—blindness/deafness (DC 17), create food and water, 
  cure serious wounds, dispel magic, magic circle against 
  goodD
  2nd—augury, bull’s strength, cure moderate wounds, hold 
  person (DC 16), shatterD
  1st—bane, cure light wounds, divine favor, doom, entropic 
  446
  level 12a
  
  shield, true strikeD
  0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell Domains Destruction, Evil
   
  Str 12, Dex 17, Con 12, Int 10, Wis 18, Cha 16
  Base Atk +6; CMB +7; CMD 21 
  Feats Brew Potion, Combat Casting, Improved Initiative, 
  Scribe Scroll
  Skills Heal +17, Knowledge (religion) +11; Racial Modifiers +2 
  Perception
  Languages Elven, Undercommon
  SQ poison use
  Combat Gear 20 bolts coated in sleep poison, potion of 
  bull’s strength, scroll of cure critical wounds; Other Gear +2 
  chain shirt, heavy steel shield, +2 heavy mace, masterwork 
  hand crossbow, ring of protection +1,unholy symbol, spell 
  component pouch, pouch with 100 pp and four rubies 
  worth 300 gp each
  FILTAU  
  CR 8
  XP 4,800
  Male drow fighter 9 (Pathfinder Roleplaying Game Bestiary, 
  “Drow”)
  CE Medium humanoid (elf)
  Init +7; Senses darkvision 120 ft.; Perception +3
   
  AC 25, touch 14, flat-footed 21 (+7 armor, +3 Dex, +1 dodge, 
  +4 shield)
  hp 57 (9d10 plus 8)
  Fort +6, Ref +6, Will +6 (+8 vs. enchantment, fear)
  Defensive Abilities bravery +2; Immune sleep; SR 15
  Weaknesses light blindness
   
  Speed 30 ft.
  Melee +2 short sword +18/+13 (1d6+9/17–20)
  Ranged +1 hand crossbow +14 (1d4+2 plus poison/19–20)
  Special Attacks weapon training 2 (light blades +2, 
  crossbows +1)
  Spell-like Abilities (CL 9th)
  1/day—dancing lights, darkness, faerie fire
   
  Str 16, Dex 17, Con 10, Int 10, Wis 12, Cha 8
  Base Atk +9; CMB +12; CMD 26 
  Feats CleaveB, Dodge, Greater Weapon Focus (short sword)
  B, Improved Critical (short sword)B, Improved Initiative, Iron 
  Will, Point-Blank Shot, Power Attack, Weapon Focus (short 
  sword)B, Weapon Specialization (short sword)B
  Skills Acrobatics +15, Climb +15, Perception +3; Racial 
  Modifiers +2 Perception
  Languages Elven, Undercommon
  SQ poison use
  Gear +3 chain shirt, +3 buckler, +2 short sword, +1 hand 
  crossbow, 15 bolts, periapt of wound closure.
  VERTEK  
  CR 8
  XP 4,800
  Male drow rogue 9 (Pathfinder Roleplaying Game Bestiary, 
  “Drow”)
  LE Medium humanoid (elf)
  Init +8; Senses darkvision 120 ft.; Perception +17
   
  AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
  hp 48 (9d8 plus 8)
  Fort +3; Ref +10; Will +4 (+6 vs. enchantment)
  Defensive Abilities evasion, improved uncanny dodge, 
  rogue talent (resiliency), trap sense +3; Immune sleep; SR 15
  Weaknesses light blindness
   
  Speed 30 ft.
  Melee +1 keen rapier +12/+7 (1d6+1/15–20)
  Ranged mwk hand crossbow +11 (1d4 plus poison)
  Special Attacks rogue talent (bleeding attack), rogue talent 
  (weapon training), sneak attack +5d6
  Spell-like Abilities (CL 9th)
  1/day—dancing lights, darkness, faerie fire
   
  Str 10, Dex 19, Con 11, Int 14, Wis 12, Cha 10
  Base Atk +6; CMB +6; CMD 21 
  Feats Alertness, Dodge, Mobility, Spring Attack, Weapon 
  Finesse, Weapon Focus (rapier)B
  Skills Acrobatics +15, Appraise +16, Climb +11, Disable 
  Device +16, Escape Artist +16, Knowledge (dungeoneering) 
  +14, Perception +17, Sense Motive +3, Sleight of Hand 
  +16, Stealth +15, Swim +11, Use Magic Device +12; Racial 
  Modifiers +2 Perception
  Languages Aklo, Elven, Undercommon
  SQ poison use, rogue talent (fast stealth), trapfinding (+4)
  Combat Gear 20 bolts coated in sleep poison, potion of 
  cat’s grace; Other Gear +2 studded leather armor, +1 keen 
  rapier, masterwork hand crossbow, masterwork thieves’ 
  tools, sack with 500 sp, 1,500 gp and 45 pp
  TERAN  
  CR 8
  XP 4,800
  Female drow wizard 9 (Pathfinder Roleplaying Game 
  Bestiary, “Drow”)
  LE Medium humanoid (elf)
  Init +1; Senses darkvision 120 ft.; Perception +12
   
  AC 14, touch 14, flat-footed 12 (+2 deflection, +1 Dex, +1 
  dodge)
  hp 48 (9d6 plus 17)
  Fort +3; Ref +4; Will +7 (+9 vs. enchantment)
  Immune sleep; SR 15
  Weaknesses light blindness
   
  Speed 30 ft.
  Melee +2 keen dagger +5 (1d6+1/17–20)
  Ranged mwk hand crossbow +6 (1d4 plus poison/19–20)
  Special Attacks hand of the mage (+8, 7/day)
  Spell-like Abilities (CL 9th)
  1/day—dancing lights, darkness, faerie fire
  Spells Prepared (CL 9th; ranged touch +5) 
  5th—cone of cold (DC 20)
  4th—arcane eye, rainbow pattern (DC 19), stoneskin, wall of 
  fire
  3rd—dispel magic, fireball (DC 18), fly, ray of exhaustion
  2nd—acid arrow, bear’s endurance, invisibility, levitate, 
  mirror image
  1st—charm person (DC 15), magic missile (x2), mage armor, 
  shield
  0 (at will)—detect magic, daze, read magic, resistance
   
  Str 8, Dex 13, Con 10, Int 18, Wis 12, Cha 12
  Base Atk +4; CMB +3; CMD 15 
  Feats Combat Casting, Craft WandB, Dodge, Quicken Spell, 
  Scribe ScrollB, Spell Focus (evocation), Toughness
  Skills Appraise +12, Fly +8, Knowledge (arcana) +16, 
  Knowledge (dungeoneering) +16, Perception +12, Spellcraft 
  +16, Stealth +10; Racial Modifiers +2 Perception
  Languages Draconic, Dwarf, Elven, Goblin, Undercommon
  SQ arcane bond (ring), metamagic mastery (1/day), poison 
  use
  Combat Gear wand of lightning bolt (27 charges), scroll of 
  magic missile (CL 5th), scroll of cat’s grace (CL 5th), scroll of 
  slow (CL 5th), 20 bolts coated in sleep poison; Other Gear 
  +2 keen dagger, ring of protection +2, masterwork hand 
  crossbow, spellbook, spell component pouch
  447
  level 12a
  
  Development: If it would gain their freedom, the drow might be talked 
  into joining the PCs in their battle against the hydra, or, possibly, an attack 
  on the city itself. They are suspicious of good characters, of course, so 
  a high Diplomacy check (suggested DC 25), or expert roleplaying, is 
  required to convince the drow that the PCs can be trusted. Indeed, just 
  gaining entrance to the cave without a fight is not easy. The drow are 
  paranoid and on edge, and if the PCs just burst in, they are greeted by a 
  volley of poisoned bolts and lightning bolts.
  12A–31. Cave of Carnage
  This cave contains the bloodied remains of the unfortunate goblins who 
  came to investigate the strange sounds heard coming from Area 12A–32. 
  The hydra devoured its victims once it slew them, but there are a few 
  fingers, toes, eyeballs, teeth, and bits of armor scattered about. A character 
  succeeding at a DC 15 Perception check discovers scorch marks on the 
  walls. The doors to Area 12A–32 are ajar.
  12A–32. Hydra Lair (Cr 13)
  A 12–headed pyrohydra has taken up residence here. It wandered up 
  via the northern passage, which stretches north for several miles before 
  it connects with a long, wide, east-west tunnel in the Under Realms. 
  The hydra was sent by Hecate, the lawful evil goddess of magic, as a 
  curse against the Orcus clerics for corrupting Phalen, one of her prized 
  disciples (see Area 12A–33, below). The beast can just fit through the 
  double doors in the south, so sustained noise in Area 12A–31 draws 
  its attention. In general, however, the hydra is content to let its victims 
  come to it.
  TWELVE-HEADED PYROHYDRA 
   
   
  CR 13
  XP 25,600
  CE Huge magical beast (fire) (Pathfinder Roleplaying Game 
  Bestiary, “Hydra”)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception 
  +18
   
  AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, –2 size)
  hp 126 (12d10+60); fast healing 12
  Fort +13; Ref +11; Will +7 
  Immune fire
  Weaknesses vulnerability to cold
   
  Speed 20 ft., swim 20 ft.
  Melee 12 bites +15 (1d8+4)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon (each head, 15 ft. cone, 
  3d6 fire damage, Reflex 21 half, useable every 1d4 rounds), 
  pounce
   
  Str 18, Dex 12, Con 20, Int 2, Wis 12, Cha 9
  Base Atk +12; CMB +18; CMD 29 (can’t be tripped)
  Feats Combat Reflexes, Iron Will, Lighting Reflexes, Improved 
  Initiative, Improved Natural Attack (bite), Weapon Focus 
  (bite)
  Skills Perception +18, Swim +12; Racial Modifiers +2 
  Perception
  SQ hydra traits, regenerate head
  Treasure: Piled about the cave are 7,000 gp, 800 pp, various gems and 
  trinkets worth 12,000 gp, a +2 greataxe, a +2 tome of understanding, and 
  a wand of haste (CL 5th, 22 charges).
  Development: Since the hydra has only taken up residence in the city’s 
  outskirts and does not threaten Greznek directly, the clerics are, so far, 
  unwilling to awaken the Titan Cyclops or summon the demons.
  12A–33. Large Burial Chamber 
  (Cr 11)
  Non-clerical goblins of some renown are buried in small, unmarked graves 
  throughout this large cavern. The goblins bury nothing of value with their 
  dead, so if the PCs are of a mind to rob graves, they are sorely disappointed. 
  Hovering nearby, however, is Phalen, the ghost of an evil elven wizard. Once 
  a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and 
  damned to guard their burial grounds for eternity. The ghost immediately 
  attacks anyone other than a cleric of Orcus seen attempting to use to the secret 
  door, or anyone other than a goblin or hobgoblin entering the burial chamber.
  PHALEN  
   
  CR 11
  XP 12,800
  Male elf ghost wizard 10 (Pathfinder Roleplaying Game 
  Bestiary, “Ghost”)
  LE Medium undead (augmented humanoid)
  Init +2; Senses darkvision 60 ft.; Perception +22
   
  AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
  hp 55 (10d6+20)
  Fort +5; Ref +5; Will +8 (+10 vs. enchantment)
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
   
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +7 (11d6, Fort, DC 17 half)
  Special Attacks corrupting gaze (DC 17), hand of the 
  apprentice (+10, 8/day), malevolence (DC 17)
  Spells Prepared (CL 11th; ranged touch +7)
  5th—empowered fireball (DC 18), feeblemind (DC 20), 
  summon monster V
  4th—bestow curse (DC 19), fear (DC 19), minor globe of 
  invulnerability, solid fog
  3rd—dispel magic, fireball (DC 18), lightning bolt (DC 18), 
  slow (DC 18)
  2nd—acid arrow, blindness/deafness (DC 17), detect 
  thoughts (DC 17), mirror image, see invisibility
  1st—cause fear (DC 16), magic missile (x3), shield, ray of 
  enfeeblement (DC 16)
  0 (at will)—dancing lights, daze, detect magic, flare (DC 15)
   
  Str —, Dex 14, Con —, Int 20, Wis 12, Cha 14
  Base Atk +5; CMB +5; CMD 19 
  Feats Brew PotionB, Craft Rod, Craft Wand, Craft Wondrous 
  Item, Empower SpellB, Eschew Materials, Scribe ScrollB, Skill 
  Focus (Spellcraft)
  Skills Craft (alchemy) +18, Fly +10, Knowledge (arcana) +18, 
  Knowledge (religion) +18, Linguistics +18, Perception +22, 
  Spellcraft +24, Stealth +23; Racial Modifiers +8 Perception, +8 
  Stealth
  Languages Abyssal, Celestial, Common, Draconic, Elven, 
  Gnome, Goblin, Infernal, Orc, Sylvan
  SQ metamagic mastery (2/day)
  Tactics: First, Phalen withers the PCs with his corrupting gaze; next, 
  he attempts to control the strongest-looking fighter using his malevolence 
  power; then, if unable to possess a PC, or if the PC so possessed is subdued 
  or killed, Phalen begins using his spells. If possible, he prefers to cast 
  the following spells in this order: empowered fireball, summon monster V 
  (an achaierai), mirror image, minor globe of invulnerability, feeblemind, 
  bestow curse, and then fireball. This sequence might have to be changed 
  depending on the circumstances.
  If the PCs flee back down the narrow passage to Area 12A–24, Phalen 
  does not follow. If, on the other hand, the PCs attempt to flee through the 
  secret door leading to Area 12A–34, Phalen pursues until destroyed.
  448
  level 12a
  
  12A–34. Sacred Burial Chamber
  Fifteen goblin-sized stone sarcophagi fill this large cavern, the lids of 
  which are carved with images of goblins adorned in religious vestments. 
  The western secret door is particularly difficult to find; a character must 
  succeed at a DC 28 Perception check to find it.
  Should the sarcophagi be disturbed in anyway, a thin black mist 
  begins to form near the cave’s ceiling. Unless a PC actually states he 
  or she is looking up while the sarcophagi are being tampered with, the 
  black mist goes undetected. Even a PC looking up requires a successful 
  DC 15 Perception check to notice the mist against the blackness of the 
  ceiling. The mist, which radiates evil and cannot be harmed in anyway, 
  swirls overhead for 5 rounds and then descends. Any PC caught within 
  the mist must succeed at a DC 18 Will save or become chaotic evil. 
  PCs who become chaotic evil do not announce their alignment change; 
  instead, these PCs wait until the proper moment to backstab their good- or 
  neutral-aligned companions. Only an atonement, remove curse, limited 
  wish, miracle, or wish spell can reverse the effects of this terrible curse.
  Treasure: Fourteen of the sarcophagi are empty; one, however, 
  contains a secret compartment (DC 20 Perception check) that holds a 
  wand of neutralize poison (CL 9th, 18 charges).
  12A–35. Barrows (Cr 8)
  These small burial caves each contain the graves of lower-level clerics. 
  No treasure is buried with these ex-goblins, but a powerful wraith guards 
  each cave against intruders.
  UNDEAD GUARDIAN 
   
   
  CR 8
  XP 4,800
  Advanced wraith (Pathfinder Roleplaying Game Bestiary, 
  “Wraith”)
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +19
   
  AC 19, touch 19, flat-footed 15 (+6 deflection, +3 Dex)
  hp 105 (10d8+60)
  Fort +8; Ref +8; Will +11 
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
   
  Speed fly 60 ft. (good)
  Melee incorporeal touch +10 (1d6 negative energy plus 1d6 
  Con drain)
   
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 22
  Base Atk +7; CMB +7; CMD 26 
  Feats Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative, Iron Will
  Skills Diplomacy +19, Fly +7, Intimidate +19, Knowledge 
  (planes) +12, Perception +19, Sense Motive +19, Stealth +16 
  Languages Common, Infernal
  12A–36. Bridge with guards  
  (Cr 12, 13 with clerics)
  A sturdy rope bridge spans the river here. Stationed on the east side of 
  the bridge at all times are 2 ogre guards. The guards attack anyone not 
  accompanied by a cleric of Orcus. Should combat in a barrow cave last more 
  than two rounds, one of the ogres goes to investigate. If he spots the PCs in 
  any of the chambers, he returns immediately to the bridge. The two guards 
  then cross to the western side of the bridge and ready their spears while calling 
  for help from the clerics in Area 12A–37. The clerics arrive in 2–6 rounds.
  BRIDGE GUARDS (2) 
   
   
  CR 10
  XP 9,600
  Male ogre fighter 8 (Pathfinder Roleplaying Game Bestiary, 
  “Ogre”)
  CE Large humanoid (giant)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception 
  +14
   
  AC 22, touch 9, flat-footed 22 (+6 armor, +0 Dex, +5 natural, 
  +2 shield, –1 size)
  hp 141 (4d8+8d10+60 plus 19)
  Fort +15; Ref +3; Will +6 (+8 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft. (40 ft. base)
  Melee mwk longsword +21/+16/+11 (2d6+11/17–20)
  Ranged spear +10 (1d8+8/x3)
  Special Attacks weapon training (heavy blades +1)
  Space 10 ft.; Reach 10 ft.
   
  Str 27, Dex 10, Con 20, Int 6, Wis 12, Cha 5
  Base Atk +11; CMB +20 (+22 to Sunder); CMD 30 
  Feats CleaveB, Greater Weapon Focus (longsword), 
  Improved Critical (longsword)B, Improved Initiative, 
  Improved Shield BashB, Improved Sunder, Iron Will, Power 
  Attack, Toughness, Weapon Focus (longsword)B, Weapon 
  Specialization (longsword)B
  Skills Climb +8, Perception +14 
  Languages Giant
  SQ armor training 2
  Gear chainmail, heavy steel shield, masterwork longsword, 2 
  spears, pouch with 400 gp
  12A–37. Outer Temple (Cr 11, 14 
  with Tribitz and fourth cleric)
  In the center of this room is a small (3 ft. high) bronze shrine of Orcus, 
  attended to by 4 goblin underpriests. If the ogres in Area 12A–36 
  summon the clerics, two join the combat and the remaining cleric fetches 
  the goblin high priest in Area 12A–38. The occupants of Area 12A–38 
  quickly join the underpriests if the outer temple is attacked.
  UNDERPRIESTS (4) 
   
  CR 7
  XP 3,200
  hp 54 (see Area 12A–22)
  12A–38. inner Temple (Cr 12)
  Tribitz, the high priest, and 1 underpriest perform sacred rituals around 
  a massive replica of Orcus. This 12 ft. tall stone statue is carved with 
  incredible detail, and its eyes seem to follow one about the room. The statue 
  radiates evil, but, surprisingly, it is not animated. In fact, the only interesting 
  aspect of the statue is a secret compartment (DC 25 Perception check) in the 
  neck containing the magic amulet that grants exit from Area 12A–16. The 
  door to Area 12A–39 is locked, and Tribitz carries the key with him.
  TRIBITZ  
   
  CR 11
  XP 6,400
  Male goblin cleric of Orcus 12 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  CE Small humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft.; Perception +21
  Aura destructive aura (12 rounds/day, 30 ft.)
   
  AC 25, touch 12, flat-footed 24 (+11 armor, +1 Dex, +2 shield, 
  449
  level 12a
  
  +1 size)
  hp 77 (12d8 plus 23)
  Fort +10; Ref +7; Will +13 
  Defensive Abilities death’s embrace
   
  Speed 20 ft., (30 ft. base)
  Melee +2 unholy morning star +14/+9 (1d6+3 plus 2d6 vs. 
  good)
  Ranged mwk light crossbow +12 (1d6)
  Special Attacks channel negative energy (7d6, DC 18, 5/
  day), destructive smite (8/day, +6 damage), scythe of evil 
  (2/day, 6 rounds)
  Domain Spell-like Abilities (CL 3rd; melee touch +10)
  8/day—touch of evil
  Spells Prepared (CL 12th; ranged touch +11)
  6th—create undeadD, greater dispel magic, harm (DC 21)
  5th—dispel goodD, flame strike, greater command (DC 20), 
  slay living (DC 20), spell resistance
  4th—cure critical wounds, divine power, poison (DC 19), 
  summon monster IV, unholy blightD
  3rd—blindness/deafness (DC 18), cure serious wounds, dispel 
  magic (x2), magic circle against goodD, prayer
  2nd—cure moderate wounds, darkness, hold person (DC 17) 
  (x2), shatterD (DC 17), silence
  1st—bane (DC 16), cause fear (DC 16), cure light wounds, 
  divine favor, doom (DC 16), entropic shield, sanctuary, true 
  strikeD
  0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell Domains Destruction, Evil
   
  Str 12, Dex 13, Con 10, Int 12, Wis 20, Cha 14
  Base Atk +9; CMB +9; CMD 20 
  Feats Alertness, Combat Casting, Great Fortitude, Lightning 
  Reflexes, Toughness, Weapon Focus (morning star)
  Skills Heal +18, Knowledge (religion) +16, Perception +21, 
  Sense Motive +11, Stealth +8; Racial Modifiers +4 Ride, +4 
  Stealth
  Languages Abyssal, Goblin
  Combat Gear 3 potions of cure serious wounds; Other Gear 
  +2 full plate, +1 light steel shield, +2 unholy morning star, 
  masterwork light crossbow, 20 bolts, headband of Wisdom 
  +2, holy symbol, spell component pouch, key to Area 12A–
  39 on chain around neck
  UNDERPRIEST 
   
   
  CR 7
  XP 3,200
  hp 54 (see Area 12A–22)
  Tactics: If possible, Tribitz casts the following spells before entering 
  combat: divine power, spell resistance, and entropic shield. Once in 
  combat, Tribitz uses unholy blight, flame strike, greater command, slay 
  living, harm, and inflict critical, serious, and moderate wounds before 
  attacking with his unholy morningstar.
  Development: Tribitz is eager to be rid of the hydra in Area 12A–32. 
  Although it poses no real threat to the city, its presence erodes somewhat 
  the goblins’ confidence in their leader. If no other options present 
  themselves, Tribitz eventually commands the hobgoblins, accompanied 
  by two underpriests, to attack the hydra.
  If word reaches Tribitz that the PCs are willing to attempt to slay the 
  hydra, he sends for them. One underpriest searches them out and leads 
  them to Area 12A–12A. Here, Tribitz, surrounded by 6 elite guards and 
  2 underpriests, conducts a serious interview. He has little trust of humans 
  and their allies, and he wants to determine their motivation for slaying 
  the hydra. Tribitz’s primary concern is that in order to attack the hydra, 
  the PCs must first pass through several “off-limits” areas, namely Areas 
  12A–22 and 12A–26. Access to these areas is not granted to just anyone. 
  Therefore, when talking to the PCs, Tribitz is trying to determine if these 
  adventurers have ulterior motives. If Tribitz decides he does not trust 
  the PCs, he thanks them for their offer but explains that this is a goblin 
  problem and should be solved by goblins.
  Tribitz accepts the explanation that they are adventurers and would 
  like the opportunity to plunder the hydra’s treasure. If the PCs are able 
  to convince the high priest that they are worshipers of Orcus and that it is 
  their sacred duty to protect this holy city against an intruder, he requires 
  them to tithe 50% of the treasure to the temple.
  12A–39. Tribitz’s Chambers (Cr 4)
  This small room contains a bed, a dresser, and a locked chest (see 
  below). In a secret compartment (DC 20 Perception check) in the dresser 
  are four keys: one to the door leading to Area 12A–41, one to the door 
  leading to Area 12A–42, one to Area 12A–14, and one to the chest.
  Treasure: The chest contains 2,500 gp, 500 pp, and an onyx scepter 
  that is actually a wand of restoration (CL 9th, 15 charges).
  Wooden Chest: hardness 5; hp 15; Break DC 15; Disable 
  Device DC 25. The chest is trapped with a glyph of warding.
  GLYPH OF WARDING TRAP 
   
   
  CR 4
  XP 2,400
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger proximity; Reset none
  Effect spell effect (glyph of warding, 5d8 sonic damage, CL 
  10th, DC 14 Reflex for half damage)
  12A–40. Underpriests’ Chambers
  Each of these small, hidden rooms contains 2 beds, 2 trunks, and a 
  small stone statue of Orcus. The trunks contain the underpriests’ personal 
  effects. There is nothing of value here.
  12A–41. The House guests (Cr 15)
  Three days ago 3 serpentfolk arrived in Greznek and were immediately 
  granted special status by Tribitz. The high priest is hoping these cunning 
  creatures might be willing to take on the hydra if treated well enough. 
  Thus he has supplied them with fine beds and three meals a day. The 
  serpent folk have no intention of fighting the hydra, but they are tired and 
  in need of a rest.
  This evil threesome recently fled their home city deep in the Under Realms. 
  They despise humans and their close kin, but are in need of help that the PCs 
  might be willing to provide. The serpentfolk are hoping to find their way to 
  the surface and then to a serpentfolk colony (somewhere in a large forest of 
  the GM’s choice). These refugees are willing to swap knowledge about the 
  Under Realms for information about Rappan Athuk and the world above. A 
  character with an Intelligence of 14 or greater who sits down and talks with 
  the serpentfolk may purchase skill ranks in Knowledge (dungeoneering) the 
  next time she levels up without having to do any special studying or research. 
  They may purchase 1 rank in the skill per hour they have spent talking, up to 
  the maximum allowable by class level.
  QUANALL 
   
   
  CR 10
  XP 9.600
  Female serpentfolk sorcerer 9 (Pathfinder Roleplaying Game 
  Bestiary 2, “Serpentfolk”)
  NE Medium monstrous humanoid
  Init +8; Senses darkvision 60 ft., scent; Perception +24
   
  AC 22, touch 17, flat-footed 17 (+4 Dex, +2 deflection, +1 
  dodge, +5 natural)
  hp 123 (5d10+9d6+56 plus 9)
  450
  level 12a
  
  Fort +11; Ref +12; Will +16 
  Defensive Abilities bloodline arcana, fated; Immune mind-
  affecting effects, paralysis, poison; SR 24
   
  Speed 30 ft.
  Melee mwk scimitar +14/+9 (1d6/18–20), bite +8 (1d6 plus 
  poison)
  Ranged mwk longbow +14/+9 (1d8)
  Special Attacks It was meant to be (1/day)
  Bloodline Spell-like Abilities (CL 9th; melee touch +9)
  9/day—touch of destiny
  Spell-like Abilities (CL 9th)
  At will—disguise self (DC 17), ventriloquism (DC 17)
  1/day—blur, dominate person (DC 21), major image (DC 
  19), mass suggestion (DC 22), mirror image, suggestion (DC 
  19), teleport
  Spells Known (CL 9th; ranged touch +9) 
  4th (5/day)—dimension door
  3rd (7/day)—freedom of movement, haste, lightning bolt 
  (DC 20), protection from energy
  2nd (8/day)—acid arrow, blur, hypnotic pattern (DC 18), 
  levitate
  1st (8/day)—alarm, burning hands, charm person (DC 17), 
  magic missile, shield, true strike
  0 (at will)—daze (DC 16), dancing lights, detect magic, 
  detect poison, flare (DC 16), ghost sound (DC 16), read 
  magic, resistance
  Bloodline Destined
   
  Str 10, Dex 19, Con 19, Int 18, Wis 19, Cha 22
  Base Atk +9; CMB +9; CMD 26 
  Feats Arcane StrikeB, Alertness, Dodge, Empower Spell, 
  Great Fortitude, Improved Initiative, Spell Focus (evocation), 
  Weapon Finesse
  Skills Acrobatics +18, Appraise +16, Bluff +18, Disguise +11, 
  Escape Artist +18, Knowledge (arcana) +20, Knowledge 
  (dungeoneering) +18, Perception +24, Sense Motive +11, 
  Spellcraft +12, Use Magic Device +18; Racial Modifiers +8 
  Escape Artist, +4 Use Magic Device
  Languages Aklo, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  Combat Gear wand of magic missile (CL 7th, 29 charges), 
  scroll of rainbow pattern (CL 7); Other Gear masterwork 
  scimitar, masterwork composite longbow, 20 arrows, amulet 
  of natural armor +2, ring of protection +2, gold necklaces 
  with 8 rubies worth 3,500 gp, pouch containing 200 pp.
   
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  THORILLITH 
   
   
  CR 10
  XP 9.600
  Male serpentfolk ranger 9 (Pathfinder Roleplaying Game 
  Bestiary 2, “Serpentfolk”)
  NE Medium monstrous humanoid
  Init +11 (+15 underground); Senses darkvision 60 ft., scent; 
  Perception +20 (+24 underground)
   
  AC 26, touch 18, flat-footed 18 (+5 armor, +7 Dex, +1 dodge, 
  +3 natural)
  hp 155 (5d10+9d10+70 plus 9)
  Fort +14; Ref +17; Will +10 
  Defensive Abilities evasion; Immune mind-affecting effects, 
  paralysis, poison; SR 24
   
  Speed 30 ft.
  Melee +2 scimitar +21/+16/+11 (1d6+4/18–20), bite +16 
  (1d6+1 plus poison) or +2 scimitar +21/+16/+11 (1d6+4/18–
  20) and +1 short sword +20/+15/+10 (1d6+2)
  Ranged +1 composite longbow +22/+17/+12 (1d8+3) 
  Special Attacks favored enemy (humanoid [elf] +4, magical 
  beasts +2), hunter’s bond (companions)
  Spell-like Abilities (CL 9th)
  At will—disguise self (DC 13), ventriloquism
  1/day—blur, dominate person (DC 18), major image (DC 
  15), mass suggestion (DC 18), mirror image, suggestion (DC 
  15), teleport
  Spells Prepared (CL 6th)
  2nd—bear’s endurance, detect good
  1st—alarm, longstrider, pass without trace
   
  Str 14, Dex 25, Con 20, Int 16, Wis 17, Cha 14
  Base Atk +14; CMB +16; CMD 34 
  Feats Blind-Fight, Dodge, EnduranceB, Great Fortitude, 
  Improved Initiative, Improved Two-Weapon FightingB, 
  Mobility, Spring Attack, Two-Weapon FightingB, Weapon 
  Finesse
  Skills Acrobatics +21, Climb +14, Disguise +7, Escape Artist 
  +28, Knowledge (arcana) +8, Knowledge (dungeoneering) 
  +19, Knowledge (religion) +12, Perception +20, Sense Motive 
  +8, Spellcraft +15, Stealth +19, Survival +18, Use Magic 
  Device +14; Racial Modifiers +8 Escape Artist, +4 Use Magic 
  Device
  Languages Aklo, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  SQ favored terrain (underground +4, jungle +2), swift tracker, 
  track, woodland stride
  Gear +2 studded leather armor, +2 scimitar, +1 short sword, 
  +1 composite longbow [+2 Str], 20 masterwork arrows, holy 
  symbol, spell component pouch, pouch with 400 pp.
   
  Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  PANDORAN 
   
  CR 10
  XP 9.600
  Male serpentfolk cleric 9 (Pathfinder Roleplaying Game 
  Bestiary 2, “Serpentfolk”)
  NE Medium monstrous humanoid
  Init +8; Senses darkvision 60 ft., scent; Perception +26
   
  AC 26, touch 16, flat-footed 21 (+6 armor, +4 Dex, +1 dodge, 
  +5 natural)
  hp 160 (5d10+9d8+70 plus 9)
  Fort +14; Ref +11; Will +15 
  Defensive Abilities death’s embrace; Immune mind-
  affecting effects, paralysis, poison; SR 24
   
  Speed 30 ft.
  Melee +1 flaming scimitar +16/+11/+6 (1d6+2/18–20 plus 1d6 
  fire), bite +10 (1d6 plus poison)
  Ranged +1 composite longbow +16/+11/+6 (1d8+2)
  Special Attacks channel negative energy (7/day, 5d6, DC 
  18), scythe of evil (1/day, 4 rounds)
  Domain Spell-like Abilities (CL 9th; melee touch +12)
  8/day—bleeding touch, touch of evil
  Spell-like Abilities (CL 9th)
  At will—disguise self (DC 15), ventriloquism (DC 15)
  1/day—blur, dominate person (DC 19), major image (DC 
  17), mass suggestion (DC 20), mirror image, suggestion (DC 
  17), teleport
  Spells Prepared(CL 9th; melee touch +12, ranged touch +12)
  5th—greater command (DC 20), flame strike, slay livingD (DC 
  20)
  4th—cure critical wounds, divine power, poison (DC 19), 
  unholy blightD (DC 19)
  451
  level 12a
  
  3rd—blindness/deafness (DC 18), cure serious wounds, dispel 
  magic, invisibility purge, magic circle against goodD (DC 18)
  2nd—aid, bull’s strength, cure moderate wounds, 
  desecrateD, hold person (DC 17), sound burst (DC 17)
  1st—bane (DC 16), cause fear (DC 16), cure light wounds 
  (x2), doom (DC 16), entropic shield, protection from goodD
  0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell Domains Death, Evil
   
  Str 12, Dex 19, Con 20, Int 18, Wis 20, Cha 18
  Base Atk +11; CMB +12; CMD 26 
  Feats Alertness, Combat Casting, Dodge, Great Fortitude, 
  Improved Initiative, Toughness, Weapon Finesse
  Skills Acrobatics +18, Appraise +15, Disguise +10, Diplomacy 
  +16, Escape Artist +18, Knowledge (arcana) +20, Knowledge 
  (religion) +21, Perception +26, Sense Motive +12, Spellcraft 
  +14, Use Magic Device +16; Racial Modifiers +8 Escape 
  Artist, +4 Use Magic Device
  Languages Aklo, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  Combat Gear wand of cure serious wounds (CL 5th, 20 
  charges), scroll of raise dead (CL 12th); Other Gear +2 chain 
  shirt, +1 flaming scimitar, +1 composite longbow [+1 Str], 
  20 arrows, amulet of natural armor +2, unholy symbol, spell 
  component pouch, pouch containing 500 pp.
   
  Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  12A–42. Cave of the Undead Army 
  (Cr 18-plus)
  Tribitz is gradually assembling a large, unusually skilled undead 
  army. The skeletons and zombies are “stationed” here until needed. In 
  all, there are 100 zombies and 85 skeletons, packed together in tight, even 
  rows. Anyone entering the chamber who is not a cleric of Orcus or is not 
  accompanied by such a cleric is attacked.
  In the eastern corner of the cave is a 5 ft. high statue of Orcus. This idol 
  permits Tribitz to cast a special and very powerful permanent desecrate 
  spell. Any skeleton or zombie created within the cave receives triple its hit 
  dice (to a maximum of 20 HD for skeletons and 10 HD for zombies) and 
  a maximum number of hit points per Hit Die for the first 10 Hit Dice, a +4 
  profane bonus to AC, and a +6 profane bonus to attack, damage, and saving 
  throws, CMB and turn resistance +8 (these bonuses are incorporated into 
  the stats below). Without the idol, however, the undead return to their 
  normal state. The small statue is made of solid gold and weighs 50 pounds 
  (2,500 gp value if the desecrate is dispelled). Anyone other than a cleric 
  of Orcus who touches the idol must succeed at a DC 19 Fortitude save or 
  suffer 1d6 Strength damage; protection from evil grants a +2 save bonus. 
  Simply removing the statue from the cave, however, is not sufficient to 
  de-power the undead, as the skeletons and zombies pursue the idol to the 
  best of their ability. As long as they are within 50 yards of the statue, the 
  undead retain their heightened power. A typical consecrate spell does not 
  counter this desecrate spell, but dispel magic cast by a good-aligned cleric 
  of at least 12th level cancels the idol’s power.
  ENHANCED HUMAN SKELETON (85) 
   
  CR 3
  XP 800
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Skeleton”)
  Init +6; Senses darkvision 60 ft.; Perception +0
   
  AC 20, touch 16, flat-footed 18 (+2 armor, +2 Dex, +2 natural, 
  +4 profane)
  hp 24 (3d8)
  Fort +6; Ref +8; Will +8 
  Defensive Abilities turn resistance +8; DR 5/bludgeoning; 
  Immune cold, undead traits
   
  Speed 30 ft.
  Melee 2 claws +8 (1d4+8)
   
  Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +2; CMB +10; CMD 22 
  Feats Improved InitiativeB
  ENHANCED HUMAN ZOMBIE (100) 
   
  CR 4
  XP 1,200
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 18, touch 16, flat-footed 18 (+2 natural, +6 profane)
  hp 54 (6d8 plus 6)
  Fort +8; Ref +8; Will +11
  Defensive Abilities turn resistance +8; DR 5/slashing; Immune 
  undead traits
   
  Speed 30 ft.
  Melee slam +13 (1d6+10)
   
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +4; CMB +13; CMD 23 
  Feats ToughnessB
  Special Qualities staggered
  12A–43. The Falls of Hell
  The narrow tunnel opens onto a damp precipice standing 30 ft. above 
  the Unholy Lake. Steam flows swiftly over the precipice, forming a 
  waterfall that plummets onto jagged rocks below. A devout worshiper 
  of Orcus who submerges in the stream and is carried over the waterfall 
  is teleported to the Unholy Island (Area 12A–45) before he strikes the 
  rocks below. Anyone else attempting this feat suffers 6d6 points of falling 
  damage when striking the rocks.
  12A–44. Unholy Lake
  This large body of water is 40 ft. deep. It is fed from four sources, 
  including the waterfall and an underground stream in the north. The water 
  flows out through a wide channel in the southwest and anyone in the water 
  must succeed at a DC 12 Swim check to avoid being carried off by the 
  current. PCs unlucky enough to be swept away in the channel with no 
  means of breathing water eventually drown, as the channel is 10 miles 
  long and has several stretches of more than two miles where there is no 
  headspace to permit breathing.
  12A–45. Unholy island 
  (Cr 17 with glabrezus)
  At the east end of this circular island are three red pedestals, one large 
  and two smaller. Should Greznek come under attack, Tribitz and two of 
  his underpriests teleport themselves to this island, where they perform a 
  special summoning ritual. While standing atop the pedestals, the clerics 
  chant complex incantations for 10 rounds, after which 4 glabrezus appear 
  and defend the city to the death, and the Titan Cyclops awakens. These 
  demons have been sent by Orcus himself, and obey the high priest without 
  question.
  To leave the island, the clerics leap into the pool of water in its center 
  452
  level 12a
  
  and are teleported to Area 12A–43; the glabrezu know to do this as well. 
  Note: only demons and clerics of Orcus can teleport themselves from the 
  island in this manner.
  GLABREZUS (4)  
   
  CR 13
  XP 25,600
  hp 186 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Glabrezu”)
  12A–46. Hobgoblins (Cr 13)
  This cave houses all the elite hobgoblins that perform the special 
  services for the clerics throughout the city. In all, 30 hobgoblins call this 
  cave home, though only half are ever present here at one time. There are 
  30 bedrolls, 30 trunks or small chests containing personal belongings, 
  and, in the eastern corner of the cave, a small silver statue of Orcus (see 
  treasure below).
  HOBGOBLIN FIGHTERS (6) 
   
  CR 4
  XP 1,200
  Male hobgoblin fighter 5 (Pathfinder Roleplaying Game 
  Bestiary, “Hobgoblin”)
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Perception +8
   
  AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, 
  +2 shield)
  hp 41 (5d10+15 plus 9) 
  Fort +7; Ref +3; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk longsword +11 (1d8+6/19–20)
  Ranged javelin +7 (1d6+3/x3)
  Special Attacks weapon training 1 (heavy blades +1)
   
  Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +8; CMD 21 
  Feats Alertness, DodgeB, Improved Initiative, Toughness, 
  Weapon Focus (longsword)B, Weapon Specialization 
  (longsword)B
  Skills Perception +8, Sense Motive +3, Stealth +12; Racial 
  Modifiers +4 Stealth
  Languages Common, Goblin
  SQ armor training 1
  Gear masterwork chain shirt, heavy steel shield, masterwork 
  longsword, 4 javelins, 20 gp
  ELITE HOBGOBLIN GUARDS (4) 
   
   
  CR 7
  XP 3,200
  hp 82 (see Area 12A–20)
  HOBGOBLIN OFFERING GUARDS (4) 
   
  CR 5
  XP 1,600
  hp 44 (see Area 3C)
  Tactics: The hobgoblins are alert. If intruders are spotted, the fighters 
  quickly form a battle line at the narrow entrance to the cave, while the 
  enforcers take up position behind to reinforce the fighters.
  Treasure: Searching all the trunks and trash in the cave nets 3,450 gp 
  and 240 pp. The silver statue is worth 1,000 gp, but radiates powerful 
  chaos; however, if dispel chaos is cast upon it, the statue undergoes a 
  transformation: it quickly takes the shape of Hecate and grants the owner 
  one wish. Whoever cast dispel chaos is contacted telepathically by the 
  statue and told of this powerful boon. As well, if there are any lawful- 
  or neutral-aligned (but not chaotic) clerics, wizards, or sorcerers in the 
  party, these PCs gain a +4 insight bonus to their Spellcraft checks while 
  in possession of the statue. Once transformed, the idol is worth 2,500 gp.
  453
  level 12a
  
  Level 12B: 
  Tiamat’s Puzzle
  This dungeon level contains a series of puzzles culminating in an epic 
  encounter in a temple to the dragon goddess Tiamat. The area is shown 
  on Map RA–12B.
  GREEN SLIME 
   
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazard”)
  This dungeon peril is a dangerous variety of normal slime. Green 
  slime devours flesh and organic materials on contact and is 
  even capable of dissolving metal. Bright green, wet, and sticky, 
  it clings to walls, floors, and ceilings in patches, reproducing as it 
  consumes organic matter. It drops from walls and ceilings when it 
  detects movement (and possible food) below.
  A single 5 ft. square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (destroying the scraping device), but after that it 
  must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, 
  sunlight, or a remove disease spell destroys a patch of green 
  slime. Against wood or metal, green slime deals 2d6 points 
  of damage per round, ignoring metal’s hardness but not 
  that of wood. It does not harm stone.
  DIRE RATS 
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  MUSTARD JELLY  
   
  CR 7
  XP 3,200
  hp 105 (Frog God Games The Tome of Horrors Complete, 
  “Jelly, Mustard”)
  SLITHERING TRACKER 
   
   
  CR 3
  XP 800
  hp 47 (Frog God Games The Tome of Horrors Complete, 
  “Slithering Tracker”)
  PURPLE MOSS 
   
   
  CR 2
  XP 600 (Frog God Games The Tome of Horrors Complete, 
  “Hazards”)
  This plant is a distant cousin of yellow mold. It feeds on 
  moisture, so any area in which it grows is always extremely 
  dry. Purple moss emits a sweet smell to a range of 10 ft. 
  that has the same effect as a sleep spell (DC 12 Fortitude 
  save). A victim that falls asleep is quickly covered by 
  the moss. It takes 1 full round to cover a creature of 
  diminutive or smaller size and one additional round for 
  each size larger than Diminutive. A creature so covered 
  takes suffocation damage. Slain victims are digested in 
  1d2 hours by acidic secretions from the moss. Purple moss 
  can be destroyed by fire.
  WRAITH  
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)
  CRIMSON BASILISK 
   
  CR 6
  XP 2,400
  hp 68 (Frog God Games The Tome of Horrors Complete, 
  “Basilisk, Crimson”)
  12B–1. Entrance
  Staircase leading from Level 12A, Area 12A–3B. 
  12B–2. Empty rooms (Cr varies)
  Self-explanatory, although this is a good time to roll for wandering mon-
  sters. The GM should also fill these areas with whatever dungeon dressing 
  he feels is appropriate, perhaps noting the abundance of stalactites (setup for 
  a later roper or piercer encounter) an inside-out rat corpse, or the presence of 
  evil-looking green pools of water (all harmless of course). 
  12B–3. The Spinning room (Cr 3)
  This room is circular with walls of rough masonry into which four iron-
  banded doors have been set, equidistant from each other. Starting at knee 
  height and extending to the top of the doors are five bands of colored stone 
  running the entire circumference of the room. Each is 6 inches wide and 
  separated from the next by a hand’s span of normal gray masonry and has 
  Level 12B
  Difficulty Level: 10 
  Entrances: Tunnel from Level 12–A 
  Exits: Chute to Level 13C, Area 1 in Area 12B–13.
  Wandering Monsters: Check once per hour on 1d20: 
   
   1 
  Patch of green slime on ceiling
   2 
  Phasma (if killed deduct from Area 12B–4)
   3 
  3d6 dire rats
   4 
  1d2 mustard jelly
   5 
  Slithering Tracker
   6 
  Patch of purple moss
   7 
  2d6 wraiths (any killed deduct from 
   
   
  Area 12B–5)
   8 
  1d6 crimson basilisks
   9–20 
  No encounter 
   
  Detections: Faint evil and conjuration radiates from 
  each door to Area 12B–8 
  Shielding: Area 12B–8 is shielded by lead, and its doors 
  each have the equivalent of an antimagic field in a 2 
  ft. radius around them.
  Standard Features: The floors and ceilings are carved 
  and smooth. Doors (except those to Area 12B–8) 
  require standard checks to open and are unlocked. 
  454
  
  455
  level 12b
  
  been chiseled into the shape of large, draconic scales. The bands are — in 
  order from bottom to top — chalky-colored limestone, green hornblende, 
  gritty bluestone, red jasper, and polished onyx.
  When the room is entered, any open doors slam shut after 1 round (any-
  one standing in the doorway must make a DC 12 Reflex save to avoid 
  being struck by a slamming door or take 1d6 damage) and seal shut. They 
  cannot be opened for 1 round by any means, during which time the room 
  suddenly lurches and spins rapidly counterclockwise. After 1 round, the 
  room comes to a halt, but the doors have moved 1d3 positions counter-
  clockwise from their starting positions. Once the room has come to a stop, 
  the doors can be opened as normal. If the room is left and then entered 
  again, the process repeats itself.
  Trap: The colored bands of stone along the wall are trapped to channel 
  the energy of the type of dragon they represent. Touching one of the bands 
  deals 4d6 points of the appropriate energy damage (cold, acid, electric-
  ity, fire, and acid, respectively) per round of contact with no save. They 
  are easily avoided, except when the room begins to spin. When that oc-
  curs, everyone in the room must make a DC 15 Reflex save or be thrown 
  against the wall by centrifugal force. Anyone coming into contact with the 
  wall in this way touches 1d3 of the colored bands (roll d10 to determine: 
  1–2 white, 3–4 green, 5–6 blue, 7–8 red, 9–10 black; subtract 2 for each 
  size smaller than Medium).
  DRAGON COLORS TRAP  
  CR 3
  Type magical; Perception DC 15; Disable Device DC N/A
   
  Trigger touch; Reset automatic
  Effect energy damage (4d6 energy damage, no save); 
  multiple targets (all targets that touch the bands)
  12B–3A. Corridor of Fiery 
  Torment (Cr 5)
  Around the second turn in this corridor (from Area 3), the walls are 
  painted with scenes of a fiery, parched desert land with jagged moun-
  tains of sharp-edged obsidian. A blood-red sun looks down from above 
  where thousands of naked figures, stooped with heat and fatigue work to 
  construct immense stepped ziggurats of the knife-edged stone. A DC 20 
  Knowledge (religion) recognizes this as a depiction of the underworld 
  where souls condemned to an eternity of torment toil for the dragon god-
  dess Tiamat.
  Anyone walking into the east-west portion of the corridor that leads 
  into Area 5 finds that the baking sun and parched winds become all too 
  real — the hall becomes sweltering with waves of heat rising from the 
  baking stone. Every 10 ft. that an individual proceeds forward in the last 
  50 ft. requires a DC 18 Fortitude save. On the first failed save, the vic-
  tim becomes fatigued. On the next failed save, he takes 1d6 fire damage. 
  This damage doubles with each failed save until the individual either turns 
  back or makes it into Area 5. Once the damage stops accruing, the fatigue 
  and any damage already suffers remains until recovered from naturally or 
  by magic. The most insidious aspect of this corridor is that if it is entered 
  from the eastern end at Area 5 then the damage starts at 8d6 as if the 
  individual had proceeded all the way from the west and failed his save 
  every 10 ft. However, in this case, on advancement down the corridor east 
  to west the damage diminishes as the inverse of how it is accrued when 
  traveling from west to east. Old damage is not healed, it just uses half of 
  the damage dice with each 10 ft. of advancement where a save is failed.
  FIERY TORMENT TRAP 
   
  CR 5
  Type magical; Perception DC 18; Disable Device DC N/A
   
  Trigger touch; Reset automatic
  Effect fire damage (1d6 fire damage to 8d6 fire damage, 
  save allowed – see description above); multiple targets (all 
  targets that enter and/or progress through the corridor)
  12B–3B. Corridor of Cold 
  Condemnation (Cr 5)
  Around the turn towards Area 5, this corridor is painted in blacks and 
  grays to resemble an underground corridor descending into the unknown 
  depths. Painted stalactites and stalagmites along the walls give the ap-
  pearance of many fanged maws waiting to devour anyone daring to make 
  their way down its length, and glowing pairs of inhuman eyes can be seen 
  peering from behind them. The figures of countless naked beings make 
  their way through this dank labyrinth under constant assault from unseen 
  shadowy things. A DC 20 Knowledge (religion) recognizes this as a de-
  piction of the underworld where souls found wanting are sent before the 
  subterranean court of the dragon goddess Tiamat for judgment.
  Anyone walking into the east-west portion of the corridor that leads 
  into Area 5 finds that the dank cold and airless claustrophobia become 
  all too real — the hall chilled with the bitter cold of the underworld. This 
  functions exactly the same as 12B–3A above, except the damage dealt is 
  cold damage rather than fire damage.
  COLD TORMENT TRAP 
   
  CR 5
  Type magical; Perception DC 18; Disable Device DC N/A
   
  Trigger touch; Reset automatic
  Effect cold damage (1d6 cold damage to 8d6 cold 
  damage, save allowed – see Area 12B–3A for description 
  of Fire torment Trap); multiple targets (all targets that enter 
  and/or progress through the corridor)
  12B–4. Consequence of illusion 
  (Cr 14)
  This large room is empty except for the seven desiccated bodies that 
  lie, wrapped in gray robes, in a rough circle on the floor. Their feet all 
  point inward, and their empty eye sockets stare sightlessly at the ceiling 
  above where the faint remains of some runic inscription can just barely 
  be detected.
  A group of adventuring clerics calling themselves the Gray Pilgrims 
  made it to this room in the dungeon. Here they all fell to a phantasmal 
  killer trap magically inscribed into the ceiling that has long since deterio-
  rated to nothing (the faint runes). Some helpful dungeon denizen looted 
  their corpses and arranged them in their current position. No one has mo-
  lested them since as two have now risen as 2 phasmas, translucent robed 
  figures sheathed in a pulsing white light. They arise when anyone enters 
  and immediately attack with their phantasmagoria ability.
  PHASMAS (2)  
   
  CR 12
  XP 19,200
  hp 123 (Frog God Games The Tome of Horrors Complete, 
  “Phasma”)
  Treasure: Though they have been looted, one still has a necklace of 
  ancient bronze coins strung together on a silver chain hidden in the heel of 
  a boot (DC 17 Perception to locate). It is worth 155 gp.
  12B–5. King E-Head redux (Cr 12)
  The interior of this chamber is decorated like a royal tomb. Two gilded 
  doors enter from the east, and the walls are covered with mosaics depict-
  ing regal dragons in flight and in rulership over lesser creatures. Engaged 
  columns line the walls and have been carved to resemble palm trees with 
  their fronds extending out over the 40 ft. ceiling as vaulting supports. At 
  the far end of the room is a gilded sarcophagus, its top open to reveal the 
  desiccated, perfectly preserved body of a slender boy in his early teens. 
  456
  level 12b
  
  He wears only a simple loin cloth of white silk. Atop his head is a golden 
  headdress cast with five dragon heads extending above it. The top of the 
  sarcophagus is covered by a single sheet of thick glass. Arrayed around 
  the edges of the sarcophagus and attached to its sides are the preserved 
  heads of five actual young dragons in colors of red, green, blue, black, and 
  white. These are all in sad shape, having lost many scales and more than a 
  small amount of the sand with which they have been filled.
  The boy in the sarcophagus was once a powerful prophet of Tiamat and 
  was interred in this temple at some point in ages past. He now exists as a 
  greater mummy, sealed within his tomb. The spirits of his advisors were 
  then captured in the dragon heads as 5 wraiths to serve him in the afterlife 
  and protect his tomb.
  WRAITHS (5) 
   
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary “Wraith”)
  NAPHTHRA-TEP  
  CR 12
  XP 12,800
  Male young mummy sorcerer 10 (Pathfinder Roleplaying 
  Game Bestiary, “Mummy,” Pathfinder Roleplaying Game 
  Bestiary, “Monster Advancement,” Young Creature)
  LE Small undead
  Init +7; Senses darkvision 60 ft.; Perception +17
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 19 
  negates)
   
  AC 23, touch 15, flat-footed 19 (+3 Dex, +1 dodge, +8 
  natural, +1 size)
  hp 161 (8d8+10d6+90)
  Fort +10; Ref +10; Will +15
  DR 5/—; Immune undead traits; Resist acid 10, cold 10, 
  electricity 10, fire 10
  Weaknesses vulnerability to fire
   
  Speed 20 ft.
  Melee slam +15 (1d6+3 plus mummy rot) or 2 claws +13 
  (1d2+2)
  Special Attacks bloodline arcana (+1 damage per die for 
  spells with acid, cold, electricity, or fire descriptor), breath 
  weapon 1/day (acid 30-foot cone, acid 60-foot line, cold 
  30-foot cone, electricity 60-foot line, fire 30-foot cone; 9d6; 
  Reflex DC 20 half), claws 8 rounds/day, mummy rot (DC 19)
  Spells Known (CL 10th; melee touch +14, ranged touch +15)
  5th (4/day)—cone of cold (DC 20)
  4th (6/day)—confusion (DC 19), fear (DC 19)B, ice storm
  3rd (7/day)—dispel magic, flame arrow, flyB, lightning bolt 
  (DC 18)
  2nd (7/day)—arcane lock, command undead (DC 17), 
  glitterdust (DC 17), resist energyB, scorching ray
  1st (8/day)—burning hands (DC 16), mage armorB, magic 
  missile, obscuring mist, ray of enfeeblement, true strike
  0 (at will)—bleed (DC 15), dancing lights, daze (DC 15), 
  detect magic, message, open/close, read magic, touch of 
  fatigue 
  Bloodline Draconic (all)
   
  Str 15, Dex 16, Con —, Int 10, Wis 15, Cha 21
  Base Atk +11; CMB +12; CMD 26
  Feats Combat Casting, Dodge, Eschew MaterialsB, Improved 
  Initiative, Lightning Reflexes, Power Attack, Silent Spell (see 
  Tactics), Skill Focus (Fly)B, Skill Focus (Perception), Stealthy, 
  Still Spell (see Tactics), Weapon Focus (slam)
  Skills Bluff +17, Escape Artist +5, Fly +19, Knowledge (religion) 
  +20, Perception +17, Spellcraft +11, Stealth +20
  Languages Common
  SQ bloodline power (all chromatic dragons)
   
  Despair (Su): All creatures within a 30-foot radius that see 
  Naphthra-Tep must make a DC 19 Will save or be paralyzed 
  by fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by his despair 
  ability for 24 hours. This is a paralysis and a mind-affecting 
  fear affect. The save DC is Charisma-based.
  Mummy Rot (Su): Curse and disease—slam; save Fort DC 
  19; onset 1 minute; frequency 1/day; effect 1d6 Con and 
  1d6 Cha; cure —. Mummy rot is both a curse and disease 
  and can only be cured if the curse is first removed, at which 
  point the disease can be magically removed. Even after the 
  curse element of mummy rot is lifted, a creature suffering 
  from it cannot recover naturally over time. Anyone casting 
  a conjuration (healing) spell on the afflicted creature must 
  succeed on a DC 20 caster level check, or the spell is wasted 
  and the healing has no effect. Anyone who dies from mummy 
  rot turns to dust and cannot be raised without a resurrection or 
  greater magic. The save DC is Charisma-based.
  Tactics: As soon as intruders enter the tomb, the wraiths arise from the 
  dragon heads, taking the shape of shadowy dragons in flight, and attack, 
  their incorporeal touch attacks appearing to be close range uses of their 
  breath weapons. They fight until destroyed and are immune to the effects of 
  channeled positive energy as long as the sheet of glass over the sarcophagus 
  is intact, as is the mummy. The boy-mummy within the sarcophagus is actu-
  ally rather frail and does not make any motions or give any signs that it is 
  animate. It has the natural ability to use Still Spell and Silent Spell on all the 
  spells it casts without using higher level spell slots, so the only indication 
  that it is casting spells is from a glow that encompasses the corpse as the 
  spell is cast. The spell itself manifests from one of the stuffed dragon heads, 
  though even if these heads are destroyed the spells continue to manifest. 
  To get to the mummy, the sheet of glass sealing it within its tomb must be 
  destroyed (hardness 3; hp 30; Break DC 35). If this happens, the mummy 
  rises to cast spells normally and enter melee if necessary.
  Treasure: The mummy’s golden diadem is worth 3,500 gp. A secret 
  compartment lies in the hollow sarcophagus below where the mummy re-
  clined. If it is discovered with a DC 23 Perception check, it can be opened 
  to reveal a hoard of 12,800 sp, 3,400 gp, and three clay urns overflowing 
  with jewels (2,500 gp per urn).
  12B–6. Wall Murals
  This pentagonal room has a large mural painted in the center of each 
  wall. As follows:
  a. An overgrown swamp filled with black pools, and the barest glimpse 
  of stony ruins through the foliage.
  b. Mountainous terrain with knife-edged cliffs and bottomless chasms 
  beneath a brilliant blue sky.
  c. A vast desert of rolling dunes and salt flats. A brazen sun burns over-
  head in a sky white with heat.
  d. A thick forest of ancient trees with great, twisted boles and a canopy 
  of green stretching for miles in all direction.
  e. Ice caverns in a glacier hanging above a Northern fjord.
  As soon as the door is opened a magic mouth booms, “Look left to find the 
  way,” before falling silent. The magic mouth activates each time the room is 
  entered. This is a clue to the order of doors in Room 8 and indicates that the 
  habitats revealed in the murals starting to the left of the door and working 
  around the room indicate the order of the colored doors to be entered in Room 
  8. If the PCs think of it, a DC 15 Knowledge (arcana) reveals the type of 
  chromatic dragon commonly found in the pictured habitats: swamp — black, 
  mountains — red, desert — blue, forest — green, and glacier — white.
  12B–7. False room (Cr 10)
  This oddly shaped room is heaped with broken stone and debris that 
  is smeared with dried blood stains. The air bears the stink of sulfur and 
  457
  level 12b
  
  blood. The entire chamber is considered difficult terrain. A small pool 
  near the back of the room is fed by a spring. The chamber is inhabited by 
  4 crimson basilisks that hide among the stony ruin. The pool at the back 
  of the chamber is actually a permanent image (CL 15th). In reality it is 
  a 15-foot-deep pool of fuming sulfuric acid that deals 3d6 acid damage 
  to anyone who touches it or 10d6 acid damage per round of immersion. 
  The basilisks know better than to try and drink from this pool. If anyone 
  is able to dive to the bottom of the pool, he finds a stone trapdoor that 
  opens onto a tunnel leading to Room 7A. It can only be located with a 
  DC 15 Perception check if someone braves swimming to the bottom of 
  the muck. If opened, it floods Room 7A to a depth of 1 ft., but leaves 
  the pit drained.
  CRIMSON BASILISKS (4)  
  CR 6
  XP 2,400
  hp 68 (see Wandering Monsters, above)
  12B–7A. True room
  This low-ceilinged chamber (5 ft. high) contains a massive stack of 
  silver bars. Each bar weighs 20 lbs. and is worth 100 gp. There are a total 
  of 150 of the bars, but they should prove extremely difficult to move from 
  their hiding place in order to sell.
  12B–8.Tiamet’s Cathedral (Cr 13)
  Each door to this chamber is made of an unidentifiable metal of a single 
  color: A — white, B — green, C — blue, D — red, and E — black. The 
  doors radiate faint evil and conjuration magic. In addition, each door has 
  the equivalent of an anti-magic shell extending out from them for 2 ft. As 
  each door is opened, it reveals only solid stone beyond and unleashes a 
  blast of energy into the 10 ft. in front of the door dealing 6d6 damage as if 
  from the breath weapon of a dragon of the corresponding color. This oc-
  curs each time a door is opened in the wrong order (see below).
  In fact, the room beyond exists out of phase with the rest of the dun-
  geon complex. To successfully enter the room beyond, the doors must be 
  opened in the proper order as described in Room 6 (white, green, blue, 
  red, and black). If this is done, then when the black door is opened, it re-
  veals Room 8 beyond. Once inside the room, any of the doors can be used 
  as an exit, but once the door has closed the room can only be re-entered by 
  opening them in the proper sequence again.
  Beyond the door is a vast cathedral chamber supported by vaulting 
  pillars. Its walls are lined with lead sheets. Above each of the colored 
  doors is a massive sculpture of the neck and head of the corresponding 
  type of dragon, its mouth agape as if firing its breath weapon towards 
  the center of the room. In the center of the room is a massive pile of 
  glittering gold and silver coins with a number of weapons and other 
  items protruding from it — a true dragon’s hoard. This hoard is guarded, 
  though. If anyone touches it, 5 young dragons are instantly summoned 
  (as the spell, CL 24th) — one for each color. These dragons immediately 
  attack anyone in the room.
  YOUNG BLACK DRAGON  
   
  CR 7
  XP 3,200
  hp 76 (Pathfinder Roleplaying Game Bestiary, “Chromatic 
  Dragon, Black”)
  YOUNG BLUE DRAGON 
   
   
  CR 9
  XP 6,400
  hp 95 (Pathfinder Roleplaying Game Bestiary, “Chromatic 
  Dragon, Blue”)
  YOUNG GREEN DRAGON  
   
  CR 8
  XP 4,800
  hp 85 (Pathfinder Roleplaying Game Bestiary, “Chromatic 
  Dragon, Green”)
  YOUNG RED DRAGON 
   
   
  CR 10
  XP 9,600
  hp 115 (Pathfinder Roleplaying Game Bestiary, “Chromatic 
  Dragon, Red”)
  YOUNG WHITE DRAGON  
   
  CR 6
  XP 2,400
  hp 66 (Pathfinder Roleplaying Game Bestiary, “Chromatic 
  Dragon, White”)
  Tactics: The dragons appear in front of their respective doors, and im-
  mediately take flight to perch high upon the pillars in order to catch the 
  PCs with their breath weapons. If anyone takes flight or seeks to climb a 
  pillar, the dragons concentrate their attacks on that individual. They fight 
  to the death to protect their queen’s hoard.
  Treasure: The hoard contains 3,800 gp, 5,500 sp, 19,345 cp, a torc 
  of twisted gold and silver (1,200 gp), a brass ring with a large ruby (550 
  gp), a suit of masterwork full plate armor, an adamantine longsword, a +2 
  dragon-bane longspear, and a rod of the python.
  12B–9. Far From Home (Cr 12)
  The door to the chamber is locked (hardness 5; hp 15; Break DC 25; Dis-
  able Device 20). This chamber is largely isolated from the rest of the complex, 
  which is for the best considering it is inhabited by a massive abyssal apelike 
  creature with red fur, twisted horns, and a fanged maw in the center of its chest 
  called a baregara. How the creature came to be here is a mystery, but it is 
  tasked with guarding the room’s treasure, and never leaves its post.
  BAREGARA 
   
   
  CR 12
  XP 19,200
  hp 168 (Pathfinder Roleplaying Game Bestiary 3, 
  “Baregara”)
  Tactics: As soon as the baregara hears intruders at the door, it begins 
  summoning 1d4 dire apes followed by a quickened hold person once the 
  door opens. Once the apes appear in front of the PCs, the bargara teleports 
  behind the party and uses another quickened hold person. It then proceeds 
  to attack the rear ranks of the party while the apes deal with the front.
  Treasure: Hidden beneath a loose flagstone (DC 17 Perception) is 
  a velvet lined cavity. Within this cavity lies The Sword of Princes and 
  Princesses (see sidebar).
  12B–10. The Sword in the Stone 
  (Cr 9)
  A sword is embedded in the center of this room’s stone floor. It’s golden hilt 
  and 2 ft. of shining steel blade are visible. This chamber is a trap. The sword 
  is actually just part of a gilded and painted longsword that was broken and set 
  into the floor. It is valueless and can only be removed with a DC 22 Strength 
  check. The real purpose of the room is as a trap. When anyone steps foot more 
  than 5 ft. into the room, the entire floor electrifies and shocks anyone stand-
  ing on it. Flying above the floor does not set off the trap and avoids damage 
  if the trap is activated. Once the trap has been activated, it does not reset until 
  someone touches the hilt of the sword. This immediately resets the trap and 
  activates it if anyone still stands on the floor. This can occur multiple times.
  SHOCKING FLOOR TRAP  
  CR 9
  Type magical; Perception DC 26; Disable Device DC 26
   
  Trigger touch; Reset manual
  Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 
  electricity damage); multiple targets (all targets in the room)
  458
  level 12b
  
  12B–11. The Distorted Maze 
  (Cr varies)
  This maze is under a powerful magical effect that distorts the distances 
  traveled so that it seems to be approximately 2 miles long and takes the 
  time and resources necessary to cover such a distance in order to reach 
  the middle. As a result, wandering monsters frequently become trapped in 
  here. Double the frequency of random encounters occurring in this area. 
  The magical distortion can be removed with a wish or break enchantment 
  (CL 20th). The secret door in the floor at its center can be found with a 
  DC 15 Perception check, though there is a large pile of bloody crimson 
  basilisk dung that lies on the center of it and will need to be removed to 
  avoid getting it on the PCs in a bloody mess.
  12B–12. The green Tunnel (Cr 20)
  The trapdoor in Room 11 drops 5 ft. into a 5-foot-high tunnel that ex-
  tends to another trapdoor 5 ft. above leading into Room 12. The entire 
  tunnel is completely filled with a massive colony of green slime (the 
  equivalent of 280 patches). Rusted iron rungs are secured to the stone 
  just above the level of the slime to allow the two trapdoors to be reached 
  (though each rung has a 50% chance of breaking if any weight is put on it 
  and dumping a climber into the slime below). Moving through this tunnel 
  will require either the ability to pass through the green slime and survive 
  or the destruction of the accumulated patches. Area spells will only affect 
  the top layer patches within their area of effect, since the ones below are 
  shielded by the ones above. Each 5-foot by 5-foot patch is 6 inches thick.
  GREEN SLIME 
   
   
   
  CR 4
  XP 1,200 (see Wandering Monsters, above)
  12B–12A. The Hidden Crypt 
  (Cr 12)
  Beyond the green tunnel is a small airless crypt. Here on a stone bier 
  rests Magerly, a lich necromancer interred here centuries ago who then 
  cultivated the green slime to protect the entrance to his lair. Since the 
  room is airless, unless the PCs destroyed the green slime and created a 
  way for air to flow here, they are considered to be suffocating every round 
  spent here. If an airway has been opened to this room, once the trapdoor is 
  opened, it will still take at least an hour before the chamber is sufficiently 
  oxygenated. Until then a DC 15 Fortitude save is required for any living 
  creatures in the chamber or they will become fatigued until receiving suf-
  ficient breathable air. 
  MAGERLY 
   
   
  CR 12
  XP 19,200
  hp 111 (Pathfinder Roleplaying Game Bestiary, “Lich”)
  Tactics: Magerly is, of course, unaffected by the lack of air and attacks 
  as creatures attempt to enter through the trapdoor. He first attempts to 
  clear it out with a cloudkill and then, if he is able to cast down the length of 
  the tunnel, he will cast a maximized fireball towards the far end followed 
  by a quickened magic missile at any close threats. If engaged in melee he 
  adds fire shield (cold) to his mage armor already cast.
  Magerly’s phylactery is currently being held by the ogre mage on Level 
  13B, Area 4 as a trophy, though that creature has no idea what it actually is.
  12B–13. Chutes and Ladders 
  (well, Chutes)
  A permanent image (CL 20th) on this corridor makes it appear to 
  stretch another 60 ft. before making a sharp turn to the left. In reality it 
  dead ends with a pit trap in the floor directly before the blank stone wall. 
  The pit trap is covered by the illusion, so it can only be discovered (with a 
  DC 16 Perception check) if the illusion is first disbelieved. Anyone falling 
  through the pit finds themselves on a chute that deposits them (no dam-
  age) in Level 13C, Area 1. Climbing back up the cute requires a DC 23 
  Climb check. 
  The Sword of Princes and 
  Princesses
  Aura faint transmutation; CL 12th
  Slot none; Weight 2 lbs.
   
  DESCRIPTION
  This +3 short sword is only usable by a Small being. 
  It otherwise functions as a –2 cursed short sword for 
  anyone else (though it retains its other abilities and its 
  curse). This sword has a blade of a bluish metal with 
  nursery rhymes engraved on it. This sword has the 
  ability to cast locate object (for the Sword of Kings 
  and Queens only) 1/hour. It can cast light 1/day, and 
  can cast protection from evil and sanctuary, each 
  1/week. The wielder of this sword has a continuous 
  effect of feather fall and water walk while the sword 
  is drawn. It has an ego of 24 (never trust anyone over 
  30) and an intelligence of 12. 
  Like its parent sword, this sword initially carries a 
  curse. This curse can only be removed by a miracle, 
  wish or by the prescribed method. The effect of the 
  curse is two-fold. First, it causes fear on its wielder 
  whenever he enters combat (DC 20 Will save avoids). 
  Second, if the wielder saves, the sword falls out of 
  the characters hand every other round of combat, 
  quivering on the ground (the sword itself trembles with 
  fear). This curse can be lifted permanently by striking 
  it with the blade of the non-cursed parent sword 
  (spanking it). 
   
  DESTRUCTION
  The sword can only be destroyed by a wielder 
  simultaneously holding the non-cursed Sword of Kings 
  and Queens, and telling the Sword of Princes and 
  Princesses they wished the sword had never been 
  created.
  459
  level 12b
  
  Level 12C:  
  Beetle-Juice?
  These caverns are the home of a large number of vermin. There are 
  numerous connections with other caves and caverns within the dungeon, 
  and this level serves as a nexus point. One major encounter area (12C–10 
  and 12C–11) is significantly more dangerous than the rest of the level. The 
  level is shown on Map RA–12C.
  DIRE RATS 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  CAVE LEECHES  
   
  CR 6
  XP 2,400
  hp 76 (Frog God Games The Tome of Horrors Complete, 
  “Cave Leech”)
  SLITHERING TRACKER 
   
   
  CR 4 
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary 2, “Slithering 
  Tracker”)
  PURPLE MOSS 
   
   
  CR 2
  XP 600 (Frog God Games The Tome of Horrors Complete, 
  “Hazards”)
  This plant is a distant cousin of yellow mold. It feeds on 
  moisture, so any area in which it grows is always extremely 
  dry. Purple moss emits a sweet smell to a range of 10 ft. that 
  has the same effect as a sleep spell (DC 12 Fortitude save). 
  A victim that falls asleep is quickly covered by the moss. It 
  takes 1 full round to cover a creature of diminutive or smaller 
  size and one additional round for each size larger than 
  Diminutive. A creature so covered takes suffocation damage. 
  Slain victims are digested in 1d2 hours by acidic secretions 
  from the moss. Purple moss can be destroyed by fire.
  TUNNEL WORM  
   
  CR 7
  XP 3,200
  hp 112 (Frog God Games The Tome of Horrors Complete, 
  “Tunnel Worm”)
  GREATER MEDUSA 
   
   
  CR 8
  XP 4,800
  hp 60 (Frog God Games The Tome of Horrors Complete, 
  “Medusa, Greater”)
  PIERCERS 
   
   
  CR 1/4
  XP 100 (Frog God Games The Tome of Horrors Complete, 
  “Hazards”)
  Piercers resemble 1 ft. long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 
  1d6 points of piercing damage. If the save succeeds, the 
  piercer misses its target and may not attack again until it 
  climbs back into position. (Piercers move 5 ft. per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  Level 12C
  Difficulty Level: 7
  Entrances: Tunnel from Level 0A–6
  Exits: Tunnel to river course (no path) on Level 12A, 
  Area12A–36 from room Area 12C–7; rift in the ceiling 
  to Level 6A, Area 6A–1, south side, in Area 0A–9, 
  chasm to level 13C in Area 12C–5.
  Wandering Monsters: Check once per hour on 1d20: 
   
   
  1 
  1–2 giant stag beetles (in areas near 
   
   
  Area 12C–9)
   
  2 
  3d6 fire beetles (in areas near Area 12C–9)
   
  3 
  3d6 dire rats
   
  4 
  1d2 cave leeches
   
  5 
  1 slithering tracker
   
  6 
  1 patch of purple moss 
   
  7 
  1 tunnel worm (90% chance) or greater 
   
   
  medusa (10% chance)
   
  8 
  1d6 carrion claws (see Area 12C–8)
   
  9 
  1d3 piercers
   10–20 No encounter
   
  Detections: Faint evil radiates from the bottom of Area 
  12C–5 (the Zombie Stone from Level 13C). 
  Shielding: None.
  Standard Features: The floors and ceilings are 
  covered with stalagmites and stalactites. Walls, 
  columns and other features on this level are wet 
  and slippery. Spider webs are all over Area 12C–9. 
  Climbing all features requires a DC 15 Climb check 
  unless otherwise noted. Light sources used by PCs 
  result in automatic surprise for most monsters. This 
  area is fungus-filled. About 20% of the fungus is 
  edible while 10% is poisonous. A DC 20 Knowledge 
  (dungeoneering or nature) or Survival check allows 
  PCs to determine which are edible. (Gnomes and 
  other underground creatures gain a +2 bonus to their 
  checks.)
  POISONOUS FUNGUS
  Type poison (ingested); save Fortitude DC 16
  onset 10 minutes; frequency 1/minute for 4 minutes
  effect 1d6 Con damage; cure 1 save
  460
  
  461
  level 12c
  
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 ft. Those of 2 to 4 ft. in 
  length are CR 1 and deal 2d6 points of damage if they hit a 
  foe. Their acid deals 1d6 points of acid damage. Those of 5 
  to 6 ft. in length are CR 2 and deal 3d6 points of damage if 
  they hit. Their acid deals 1d6 points of acid damage. The DC 
  to avoid a piercer’s attack is 15, regardless of its size.
  12C–1. Tunnel Entrance (Cr 5)
  This tunnel leads 500 ft. from Area 0A–6 and terminates in a 40 ft. 
  diameter cavern. As the cavern is approached from the tunnel, strange, 
  moving red lights can be seen in the distance, dozens of them. This is the 
  result of a swarm of 20 fire beetles that inhabit these chambers. They are 
  all over the walls, floor and ceiling. The beetles attack any who enter the 
  chamber at a rate of 1d6 per round joining in (they are unintelligent and do 
  not attack until they notice “food” is nearby). They have no tactics, they 
  attack the nearest opponent. Beetles are easily distracted by food thrown 
  near them, and allow characters to pass if they are busy eating (2 days of 
  food per beetle distracts it for 2d6 rounds).
  FIRE BEETLES (20)  
   
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Beetle, Fire”)
  12C–2. Empty Caverns
  Self-explanatory, although this is a good time to roll for wandering 
  monsters. The GM should also fill these areas with whatever dungeon 
  dressing he feels is appropriate, perhaps noting the abundance of stalactites 
  (setup for a later roper or piercer encounter) an inside-out rat corpse, or 
  the presence of evil-looking green pools of water (all harmless of course). 
  12C–3. Parkour? (Cr 1)
  This vertical zigzag section of corridor consists of a series of 5 walls 
  and crawls that must be bypassed to pass through to the cave beyond. 
  The first wall is 8 ft. high (open at the top), followed by a 5 ft. flat area, 
  with a hole to the next section of tunnel at its base (its top connects to 
  the ceiling, open at the bottom). Past this crawlspace, there is a 3 ft. flat 
  section, followed by another wall, 12 ft. high (open at the top), that must 
  be climbed to move to the 4th area, also flat with the floor for 7 ft. Then 
  there is another 9 ft. wall with an opening 7 ft. up, only 2 ft. wide that must 
  be crawled through (it connects both floor and ceiling) that after 8 ft. turns 
  sharply down, creating a 20 ft. 60 degree angle, slide into Area 12C–2 
  beyond. Climbing back through this requires a DC 10 Climb check. While 
  this area is not difficult to pass through, Joe Platemail III likely has to get 
  naked to make it, and the chance of a wandering monster happening by is 
  a real possibility. Anyone attempting to crawl through in heavy armor has 
  a 40% chance of becoming partially stuck (can be freed by friends after 
  2 rounds) and a 10% chance of becoming horribly stuck (like cut your 
  armor off and take 1d6 damage while your friends drag you out, crushing 
  you stuck) at each passage. The GM should properly warn players that Joe 
  just “ain’t likely to make it through the hole.”
  12C–4. Bigger Bugs! (Cr 10)
  This room contains what looks to be several large boulders. These 
  “boulders” are in reality 6 giant stag beetles and 1 goliath beetle. A DC 
  20 Perception check notices 1–2 of the “boulders” are slightly moving! 
  They are simply resting when the players arrive, and 1–2 start attacking 
  each round until all are engaged in combat. They are big, dumb and 
  hungry, and simply attack the nearest opponent until slain. Beetles are 
  easily distracted by food thrown near them, and allow characters to pass if 
  they are busy eating (7 days of food per beetle distracts it for 2d6 rounds).
  GIANT STAG BEETLES (4)  
   
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary, “Beetle, Giant 
  Stag”)
  GOLIATH STAG BEETLE 
   
   
  CR 8
  XP 4,800
  hp 104 (Pathfinder Roleplaying Game Bestiary 2, “Beetle, 
  Goliath Stag”)
  12C–5. The Chasm to Zombieland 
  (Cr 9)
  A 5 ft. path runs 80 ft. along the side of the tunnel. Below is a deep 
  chasm sinkhole. The sinkhole drops down 70 ft. to another cave below. 
  If detect evil is cast, the cavern below (and all of Level 13C) radiates 
  strong evil (from the zombiestone of Akarno). The walls and sides of the 
  tunnel are full of large holes and handholds, making passage across the 
  pathway easy. The only problem with the crossing is the 3 cave leeches 
  that rest in these holes. The leeches attack when the first creature reaches 
  the mid-point of the narrow section. Combat while on the path requires 
  a DC 10 Acrobatics check with a +5 circumstance bonus each round. 
  Failure indicates that either the player has slipped and fallen (50% chance, 
  8d6 damage) or dropped any held items (50% chance) down the sinkhole. 
  Anything that dies from the fall, or is dead and cast down the sinkhole, is 
  subject to zombification as noted in Level 13C.
  CAVE LEECHES (3) 
   
   
  CR 6
  XP 2,400
  hp 76 (Frog God Games The Tome of Horrors Complete, 
  “Cave Leech”)
  Tactics: The cave leeches attack using their tentacles, keeping their 
  bodies inside the cracks and caves in which they live. Each focuses all its 
  attacks on one individual, trying to kill and pull into their cave a victim 
  each. They effectively have cover (+4 to AC) due to these tunnels, and 
  have learned over time that hunting in this way can be very easy and 
  successful. 
  Treasure: One thing about successful hunter monsters is that they 
  accumulate things. The holes in the ceiling are too small to enter by 
  any except an unarmored Small creature. Entering them requires a fly 
  or levitate spell (or a DC 20 Climb check). The tunnels are barely 2 ft. 
  in diameter, and any creature man sized or larger would be crushed on 
  entry. The tunnels (3 of them) lead back to a 20 ft. diameter cave and 
  the cave leeches nest. Inside the cave leech lair are the remains of an 
  entire adventuring party that was killed 3 months before. Six bodies can 
  be found. All are intact except that they have been completely drained of 
  blood and a little squished and broken from the journey in. 
  • A human wizard 7. Wears robes, has a wand of fireballs (11 charges, 
  CL 6th) on his belt. A backpack containing a tinderbox, 8 flasks of lamp 
  oil (he dropped the lamp), 2 scrolls (CL 5th; levitate, magic mouth, arcane 
  lock), (CL 6th; fly, protection from arrows, slow), 50 ft. of rope, 2 weeks of 
  rations, 6 iron spikes and a mallet, and his spellbook (fifteen 1st and 2nd 
  level spells (each), five 3rd level spells and three 4th level spells).
  • A human fighter 8. Wears +2 full plate, has a +1 silver dagger on his 
  belt. His shield is broken. No main melee weapon (long since taken away 
  by a zombie on Level 13 after he dropped it) is present. His backpack was 
  torn open and empty, however 20 pp are sewn into his tan leather belt.
  • A human cleric 6. Wears plate armor, and has a light mace strapped to 
  his side. His shield is also broken. In his pouch are a silver holy symbol, 6 
  garlic cloves, 4 blocks of incense of meditation, and 3 vials of holy water 
  (and the shattered remains of 4 additional vials) and 2 potions of cure 
  462
  level 12c
  
  moderate wounds.
  • A dwarf fighter 6. Wears plate armor, and has a longsword on his belt. 
  His backpack contains a small sack of 200 gp, 6 torches, a tinderbox, 2 
  weeks of rations, a silver flask (worth 20 gp) of fine whiskey (1 pint). On 
  his left index finger is a ring of water walking.
  • An elf fighter 2/wizard 3. Wears robes, and has a quiver of arrows 
  on his back. Inside the quiver are 11 arrows, 3 +3 arrows, and one black 
  arrow of giant slaying. His belt pouch contains a potion of heroism, 16 gp 
  and 6 ounces of catnip.
  • A human rogue 8. Wears +2 leather armor, and has 5 daggers (and 6 
  dagger sheaths) strapped all over his body. His backpack contains 1 week 
  of rations, a wineskin, 2 pounds of soap, thieves’ tools, 50 ft. of rope, and 
  30 gp. His belt pouch contains a potion of enlarge person (CL 6th) and 20 
  sp. Hidden in a secret lead-lined compartment in his boot is a figurine of 
  wondrous power, a golden lion.
  12C–6. Beetles, Beetles Everywhere 
  (Cr varies)
  This large cavern literally crawls and moving lights can be seen 
  everywhere (fire beetles). Hundreds of beetles of all shapes and sizes 
  swarm over the area, feasting on the large colonies of fungus (and one 
  another) that cover almost every square inch of wall, floor and ceiling. 
  Thousands of bats (normal bats) nest in the 200 ft. high cavern ceiling. 
  This room is considered to be lit (so many fire beetles), and all exits from 
  the tunnels can be seen.
  The beetles attack any who enter the chamber at a rate of 1d6 per round 
  joining in (they are unintelligent and do not attack until they notice “food” 
  is nearby). They have no tactics, they attack the nearest opponent. Beetles 
  are easily distracted by food thrown near them, and allow characters to 
  pass if they are busy eating (2 days of food per beetle distracts it for 2d6 
  rounds). The type of beetle attacking the players is randomly generated as 
  follows (roll 1d8):
   
   1–3 
  Beetle Swarm (up to 20 total)
   4–5 
  Fire Beetle (up to 40 total)
   6–7 
  Stag Beetle (up to 12 total)
   8 
  Goliath Beetle (up to 4 total)
  BEETLE SWARM 
   
   
  CR 1
  XP 400
  hp 10 (Pathfinder Roleplaying Game Bestiary, “Spider 
  Swarm,” with the following changes: Melee remove poison)
  FIRE BEETLES 
   
   
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Beetle, Fire”)
  GIANT STAG BEETLES 
   
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary, “Beetle, Giant 
  Stag”)
  GOLIATH STAG BEETLE 
   
  CR 8
  XP 4,800
  hp 104 (Pathfinder Roleplaying Game Bestiary 2, “Beetle, 
  Goliath Stag”)
  If the players are smart, they can toss a bunch of food to one side and 
  quickly pass through as the beetles frenzy to grab it. Alternatively, paths 
  can be cleared using fire or some other area-affecting magic to deter the 
  beetles from attacking. 
  463
  level 12c
  
  12C–7. Tunnel to the great Cavern
  The far eastern tunnel from Area 12C–6 leads back 50 ft. and then drops 
  off a cliff 20 ft. to another wide tunnel leading off 1,600 ft. This tunnel 
  terminates along a river course that leads in from the north side of Area 
  12A–36, Level 12A. There is no path along the cold, swift-moving river, 
  though it can be waded (less than 3 ft. deep) all the way to Level 12A.
  12C–8. New Bugs (Cr 10)
  This cave is covered with hundreds of dead beetle shells that appear to 
  have been eaten by something. Examination of the shells reveals each has 
  been cracked by what looks like a spear or several spears. Three rounds 
  after the players enter the room, they are attacked from above by 4 carrion 
  claws. These creatures are hiding on the ceiling and can be spotted only if 
  their natural stealth is overcome. 
  Tactics: Surprise attack, grapple and drag away. These beasts are 
  looking for food, nothing else.
  CARRION CLAWS (4) 
   
  CR 6
  XP 2,400
  NE Large magical beast
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
   
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 51 (6d10+12 plus 6)
  Fort +7; Ref +7; Will +3 
  Weaknesses light sensitivity, vulnerable to magical light
   
  Speed 40 ft., climb 40 ft.
  Melee 6 claws +10 (1d6+4 plus grab), bite +9 (1d3+4 plus 
  paralysis)
  Space 10 ft.; Reach 5 ft.
  Special Attacks hatred of elves (+1 to hit and damage), 
  paralysis (1d4 hours, DC 15)
   
  Str 18, Dex 14, Con 14, Int 4, Wis 12, Cha 11
  Base Atk +6; CMB +11 (+15 to grapple); CMD 23 (can’t be 
  tripped) 
  Feats Improved Initiative, Toughness, Weapon Focus (claw)
  Skills Climb +17, Perception +6, Stealth +11; Racial Modifiers 
  +8 Stealth
  SQ superior climbing
   
  Superior Climbing (Ex) A carrion claw need not make Climb 
  checks to traverse a vertical or horizontal surface (even 
  upside down). It retains its Dexterity bonus to Armor Class 
  while climbing, and opponents get no special bonus to their 
  attacks against it. It cannot, however, use the run action 
  while climbing.
  Vulnerable to Magical Light (Ex) A carrion claw that is the 
  target of a spell with the light descriptor must succeed on a 
  Will save or be dazed for 1 round. The Will save DC is equal 
  to 10 + the spell level + the caster’s key ability.
  12C–9. Heaven and Hell (Cr varies)
  This cavern looks like some strange scene out of a diorama or perhaps even 
  a Chinese Emperor’s tomb. Dozens of intricate stone statues of men, elves, a 
  giant lizard, a giant spider, and even a troll, carved as if by a master craftsman, 
  appear randomly spaced throughout the cave in various poses — some locked 
  in combat, some kneeling, standing and even prone. These statues are the 
  result of encounters with the Greater Medusa in Area 12C–11. Hundreds of 
  small piles of rubble remain where the medusa has destroyed statues she is 
  tired of or are “ugly” (hence no dwarves remain). Encounters here are always 
  giant black widow spiders (1–3 on d6) or Ophidia (4–6 on d6). The medusa 
  always comes here at least once a day to check on her garden.
  A large hole is the ceiling (120 ft. up, 60 ft. long and 40 ft. wide) leads 
  up to Area 6A–1, south side of the cavern (to a huge sinkhole above on 
  Level 6A). Egress requires flight of some sort, as there is no way to climb 
  up. Occasionally spiders fall down, however.
  All of the items present on the statues are currently made of stone and 
  cannot be retrieved without a stone to flesh spell or its equivalent, except 
  as noted. It is assumed that all potions etc. have spoiled, and that each 
  character statue has 2d4 mundane items of equipment. Notable statues 
  include the following:
  • A human fighter 7 wearing antique plate armor and bearing a heavy 
  steel shield (+3 shield if restored). The man has been a statue for 450 
  years, and is particularly heroic looking (Charisma 18).
  • A troll locked in combat with a human thief 9. The thief wears +1 
  leather armor and is armed with a short sword. His pack contains 200 gp. 
  Both creatures are released by a spell cast to restore them.
  • An elven fighter 3/wizard 5 shooting a +2 longbow. 
  • A giant black widow spider
  • A medusa. The former pet of the greater medusa. This statue may lead 
  players to believe the threat has been stopped.
  • An elven fighter 5 wearing +1 elven chainmail.
  • A human cleric 6 with a +1 holy mace.
  • 22 giant beetles of various sizes (see Area 12C–6 above, no swarms).
  • A giant lizard 
  • A human fighter 9 wearing full plate armor and carrying a heavy 
  steel shield. The sword on his belt was NOT turned to stone, and can be 
  removed by destroying the statue. The statue must be carefully examined 
  to find this sword, as dust and age have covered its exposed hilt (DC 
  35 Perception check to notice the sword is not stone). It radiates strong 
  magic. It is a questionably chaotic/evil act to destroy the statue to take this 
  sword — as this forever destroys the man. If restored, the fighter gladly 
  gives up the sword to his rescuers (he is free of the curse at this point). The 
  sword is a minor artifact — The Sword of Kings and Queens.
  TROLL 
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  GIANT BLACK WIDOW SPIDER 
   
  CR 3
  XP 800
  N Large vermin (Pathfinder Roleplaying Game Bestiary, 
  “Spider, Giant Black Widow”)
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +4
   
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 37 (5d8+15)
  Fort +7; Ref +3; Will +1
  Immune mind-affecting effects
   
  Speed 30 ft., climb 30 ft.
  Melee bite +6 (1d8+6 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks web (+4 ranged, DC 19, 5 hp)
   
  Str 19, Dex 15, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +8; CMD 20 (32 vs. trip)
  Skills Climb +20, Perception +4, Stealth +2 (+6 webs); Racial 
  Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 webs)
   
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. 
  Save DC is Constitution based with a +2 racial bonus.
  MEDUSA 
   
   
  CR 7
  XP 3,200
  hp 76 (Pathfinder Roleplaying Game Bestiary, “Medusa”)
  464
  level 12c
  
  GIANT FRILLED LIZARD 
   
  CR 5
  XP 1,600
  hp 59 (Pathfinder Roleplaying Game Bestiary, “Lizard, Giant 
  Frilled”)
  12C–10. Spiders and Snakes (Cr 8)
  This cavern has a 70 ft. ceiling, and looks like a crowded forest of 
  stone pillars. This area is covered with stalactites and columns, and 
  contains a hundred of large and small rocks and rubble (cover 50% 
  chance at any given location, maximum 3 creatures can engage in hand 
  to hand combat due to rubble piles and stalactites), the remains of 
  statues crushed to dust by Ophidia, the Greater Medusa. The things 
  she has not destroyed are 3 dozen giant spider statues, remnants of  
  her victims from Level 6A. The spider statues are piled high  
  against the north wall, effectively blocking it off from view of her 
  lair. There is a 50% chance that she is present here, otherwise she is in  
  Area 12C–11 (40%) or wandering about (10%). 
  GREATER MEDUSA 
   
   
  CR 8
  XP 4,800
  hp 76 (Frog God Games The Tome of Horrors Complete, 
  “Medusa, Greater”)
  Tactics: Ophidia is armed with a bow (poison arrows), and uses cover 
  to the best of her ability to avoid hand to hand combat. She tries to move 
  into position to petrify armored foes while using her poisoned arrows on 
  lightly armored foes. She is also armed with the Dragon Hook of Eathe, 
  a magical hook that she uses to trip foes or to climb up a column and out 
  of combat. Three such columns exist (30 ft. high with a flat top) that can 
  be climbed and used as a missile platform. If Ophidia is warned of the 
  characters’ approach, she begins the combat on top of the pillar closest to 
  the entrance. 
  The Sword of Kings and Queens
  Aura strong divination, illusion, and transmutation; CL 15th
  Slot none; Weight 4 lbs.
   
  DESCRIPTION
  This jewel encrusted +3 longsword is made of an 
  unbreakable, purplish metal engraved with twin crowns. 
  It contains the souls of both a demon and an angel. It is 
  neutrally aligned. It can emit a blinding flash 1/day (DC 
  20 Fortitude save avoids blindness for 2d4 rounds to all 
  within 30 ft., the sword wielder is not affected), and it has 
  the ability to erase a sleeping creatures dreams 1/day 
  (spellcasters may not recover spells, no natural daily healing 
  is received, daily abilities are not recovered). It can cast 
  find the path 1/week (to locate the Sword of Princes and 
  Princesses only until found). Further, the sword gains the 
  ability to cast the dream spell 1/week. The sword has an 
  ego of 21, and an intelligence of 13. The major drawback 
  to this sword is that it carries a curse and a geas. 
  This curse can only be removed by a miracle, wish or 
  by the prescribed method. The curse attracts monsters 
  and creates hostility towards non-neutral creatures; with 
  triple normal chances of wandering monsters occurring 
  while a being possesses the sword, and a –4 Charisma 
  modifier when determining actions of non-neutral 
  creatures towards the wielder. 
  Magic runes inscribed on the blade read “destroy 
  me” if a read magic is cast. If destroyed, this action frees 
  both the demon and angel from the sword. Both then 
  disappear. This lifts the curse from the owner. Better yet, 
  the sword then reappears in the owner’s possession (in a 
  non-cursed state) the first time he is unarmed, disarmed, or 
  in danger or combat and without a weapon. The owner 
  does not know of this last effect until it actually happens. 
  The geas on this sword forces the owner to quest for 
  what it considers its offspring, the Sword of Princes and 
  Princesses, located on Level 12B, Area 12B–9. Its powers 
  and description are listed here as well for reference.
   
  DESTRUCTION
  The sword can only be destroyed by an aristocrat 
  melting it in lava.
  The Sword of Princes and 
  Princesses
  Aura faint transmutation; CL 12th
  Slot none; Weight 2 lbs.
   
  DESCRIPTION
  This +3 short sword is only usable by a Small being. It 
  otherwise functions as a –2 cursed short sword for anyone 
  else (though it retains its other abilities and its curse). The 
  sword is forged from a bluish metal with nursery rhymes 
  engraved on it. It has the ability to cast locate object 
  (for the Sword of Kings and Queens only) 1/hour, can 
  cast light 1/day, and can cast protection from evil and 
  sanctuary, each 1/week. The wielder of this sword has a 
  continuous effect of feather fall and water walk while the 
  sword is drawn. It has an ego of 24 (never trust anyone 
  over 30) and an intelligence of 12. 
  Like its parent sword, this sword initially carries a curse. 
  This curse can only be removed by a miracle, wish or 
  by the prescribed method. The effect of the curse is 
  two-fold. First, it causes fear on its wielder whenever he 
  enters combat (DC 20 Will save avoids). Second, if the 
  wielder saves, the sword falls out of the characters hand 
  every other round of combat, quivering on the ground 
  (the sword itself trembles with fear). This curse can be 
  lifted permanently by striking it with the blade of the non-
  cursed parent sword (spanking it). 
   
  DESTRUCTION
  The sword can only be destroyed by a wielder 
  simultaneously holding the non-cursed Sword of Kings 
  and Queens, and telling the Sword of Princes and 
  Princesses they wished the sword had never been 
  created.
  (The Sword of Kings and Queens author  
  John Bentley Webb)
  New Magic items
  465
  level 12c
  
  12C–11. The Slithering Lair (Cr 12)
  Hidden behind the pile of 36 giant spider statues is a small tunnel leading 
  to the lair of Ophidia. Inside are the tattered remains of fine linens, tapestries 
  and other fineries, long since torn and made filthy by the evil medusa. Hiding 
  within the piles of cloth is a blind giant amphisbaena, the pet of the medusa. 
  It attacks as soon as anyone touches the cloth or the medusa’s bed. Strewn 
  about the room are various treasures and mundane items. These include:
  • A total of 6,800 gp, 23,000 sp, and 12,000 cp
  • 14 gems (3 beryls, worth 800 gp each or 3000 gp as a matched set, a 
  huge chunk of turquoise worth 100 gp, a yellow topaz worth 250 gp, an 
  aquamarine (50 gp), a tourmaline (60 gp), 2 pearls (100 gp each), a black 
  pearl (2000 gp, but detect magic reveals this to be a pearl of power (4th 
  level), a ruby (500 gp), a sapphire (500 gp), an emerald (1000 gp) and 
  a star sapphire (2500 gp).  A golden cup picturing a stag hunting scene, 
  encrusted with semiprecious stones (1,200 gp)
  • A magical tapestry (does not wear out or get dirty) depicting a pastoral 
  scene and a castle, worth 800 gp
  • A silver necklace set with pearls (2,200 gp)
  • A bolt of cloth woven with silver and gold thread, weighs 60 pounds 
  (1,000 gp)
  • A magical brazier that gives off heat, but consumes no fuel (2 ft. 
  square in size, weighs 30 pounds)
  • Over 20 non-magical weapons and 7 sets of random non-magical armor
  • 6 books of various titles, worth 10d10 gp each
  GIANT BLIND AMPHISBAENA ANACONDA  
  CR 12
  XP 19,200
  N Gargantuan magical beast (Frog God Games The Tome 
  of Horrors Complete, “Templates, Amphisbaena”)
  Init +5; Senses scent; Perception +29 (non-sight related)
   
  AC 21, touch 7, flat-footed 20 (–2 blind, +1 dodge, +16 
  natural, –4 size)
  hp 195 (15d10+105)
  Fort +16; Ref +10; Will +6
  Defensive Abilities split; Resist cold 10
  Weaknesses blind
   
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +30 (6d6+22/19–20 plus grab) and bite +30 
  (6d6+22/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (6d6+21)
   
  Str 40, Dex 12, Con 25, Int 1, Wis 13, Cha 2
  Base Atk +15; CMB +34 (+38 to grapple); CMD 43 (can’t be 
  tripped)
  Feats Blind-Fight, Dodge, Improved Critical (bite), Improved 
  Initiative, Improved Natural Attack (bite), Power Attack, Skill 
  Focus (Perception), Weapon Focus (bite)
  Skills Climb +23, Perception +29 (non-sight related), Swim 
  +23; Racial Modifiers +8 Climb, +4 Perception, +8 Swim
   
  Blind The creature cannot see. It takes a –2 penalty to Armor 
  Class, loses its Dexterity bonus to AC (if any), and takes a –4 
  penalty on most Strength- and Dexterity-based skill checks 
  and on opposed Perception skill checks. All checks and 
  activities that rely on vision (such as reading and Perception 
  checks based on sight) automatically fail. All opponents 
  are considered to have total concealment (50% miss 
  chance) against the blinded character. Characters who 
  remain blinded for a long time grow accustomed to these 
  drawbacks and can overcome some of them.
  Split (Ex) Each of the amphisbaena’s heads functions 
  independently of the other. An amphisbaena that is cut in 
  half by 10 or more points of slashing damage from a single 
  attack for a Tiny creature, 20 or more points of damage for 
  a Small or Medium creature, 30 or more points of damage 
  for a Large creature, 40 or more points of damage for 
  a Huge creature, 50 or more points of damage for a 
  Gargantuan creature, and 60 or more points of damage 
  for a Colossal creature continues to function normally 
  (each with half its current hit points) and reattaches its body 
  together in 1d2 days. An amphisbaena that has been split 
  cannot be split again until it reattaches.
  The Dragon Hook of Eathe
  Aura faint transmutation; CL 6th
  Slot none; Price 7,000 gp; Weight 5 lbs.
   
  DESCRIPTION
  This magical +1 grappling hook has a 50 ft. golden 
  rope attached. It can be used as a weapon (10 ft. 
  reach), dealing 1d6+1 damage if swung on a rope 
  as an attack. It can also be used to trip an opponent 
  if thrown. Should an opponent be tripped, the hooks 
  close tight around the creature hit (like a claw). The 
  hook itself is shaped like a dragon’s head with spines 
  forming the hooks. If used for climbing, it aids climbing 
  by pulling the climber up its 50 ft. of rope (+15 to all 
  Climb checks). If used for descent, two quick pulls 
  (perhaps an accident the first time), causes the 
  dragon hook to release its grip and fall, allowing its 
  owner to retrieve it.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects, 
  animate rope; Cost 3,500 gp
  466
  level 12c
  
  Level 13: 
  The Portal of Darkness
  This level provides access to the final encounter with the “Master” on 
  Level 15. No other point of access is available to PCs. While not extensive, 
  there are several key encounters found here, as well as several very nasty 
  traps. The party needs to dig deep into their moral and religious values if 
  they are to have any chance of defeating Orcus on this plane of existence. 
  Travel here is not for the weak-willed or weak-hearted, and only the 
  bravest and most powerful have any hope of survival. Once traversed, 
  they know that the end of their descent into Rappan Athuk, one way or 
  another, is imminent. A map of this level is depicted in Map RA–13.
  13–1. The guardian at the gates 
  (Cr 14)
  These stairs descend from Level 7. They are neither trapped nor 
  dangerous in any way. All of the walls, floor, and ceiling are made of 
  seamless white stone. The staircase opens into a 60 ft. by 40 ft. room, of 
  the same white stone as before. In the room are two huge pillars, carved in 
  the shape of demons, as well as piles of moldering bones and rusted metal. 
  A wicked looking set of double doors stands before the party, etched with 
  horrific scenes of demons, slaughter, and blood sacrifices to the demon 
  prince, Orcus. Mithral runes are inlaid into the doors in magical script.
  Creature: Igni was a paladin who almost defeated the avatar of Orcus. 
  When Igni was defeated, Orcus concocted a particularly cruel undeath 
  for the man. The demon lord cursed Igni to his current ghost state but 
  also perverted all of Igni’s abilities into those of an antipaladin. Under the 
  curse Igni is compelled to slay any who try to open the doors. Because the 
  change from paladin to antipaladin was involuntary Igni remains lawful 
  good, but cannot act on his alignment, further adding to his torture.
  Two rounds after the PCs enter the room, the ghost of Ingi appears. He 
  attempts to converse with the PCs, begging them to leave this evil place. 
  He is forbidden to describe the area behind the gates, as well as the gates 
  themselves; he does not attack unless the party persists in trying to open 
  the gates. If the gates are touched in any way, Ingi attacks, sobbing and 
  apologizing all the while. He begins by using his frightful moan, followed by 
  three rounds of corrupting gaze. Then he attacks using his sword. If reduced to 
  half his hit points Igni uses channel negative energy to restore himself. He also 
  uses smite good against other paladins, further protecting himself from attack. 
  Remember, Igni is not evil and therefore not subject to smite evil.
  Igni’s antipaladin abilities are a potent mix with a ghost’s abilities. 
  Opponents within his aura take significant penalties to save against his 
  frightful moan, corrupting gaze and cruelties. He can heal himself of 
  significant damage with negative energy. 
  He can be laid to rest only if the avatar of Orcus (on Level 15) is slain 
  on this plane.
  IGNI 
   
   
  CR 14
  XP 38,400
  Human ghost antipaladin of Orcus 12 (Pathfinder 
  Roleplaying Game Bestiary, “Ghost,” Pathfinder Roleplaying 
  Game Advanced Player’s Guide,” “Antipaladin”)
  LG Medium undead (augmented humanoid, incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +21
  Aura cowardice (10 ft.), despair (10 ft.)
   
  AC 29, touch 16, flat-footed 28 (+10 armor, +5 deflection, +1 
  Dex, +3 shield)
  hp 154 (12d10+60 plus 12)
  Fort +13; Ref +10; Will +14 
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
   
  Speed fly 30 ft. (perfect)
  Melee +4 ghost touch longsword +18/+13/+8 (1d8+5/19–20) 
  or corrupting touch +13 (12d6, DC 13)
  Ranged +2 ghost touch longbow +15/+10/+5 (1d8+2/x3)
  Special Attacks aura of vengeance (10 ft.), channel 
  negative energy (DC 21, 6d6, 8/day), corrupting gaze, 
  cruelty (paralyzed, frightened, sickened, staggered), frightful 
  moan, smite good (4/day, +5 attack and AC, +12 damage), 
  telekinesis, touch of corruption (6d6, 11/day)
  Spell-Like Abilities (CL 12th)
  At will—detect good
  Spells Prepared (CL 12th; melee touch +12) 
  3rd—bestow curse (DC 18), defile armor
  2nd—blindness/deafness, eagle’s splendor, hold person (DC 17)
  1st—bane, command (DC 16), doom, inflict light wounds (DC 16)
   
  Str —, Dex 12, Con ––, Int 14, Wis 13, Cha 20
  Level 13
  Difficulty Level: 15
  Entrances: Secret staircase from Level 7.
  Exits: Magical portal to Level 15.
  Wandering Monsters: None.
  Detections: The entire area radiates magic, evil, and 
  chaos. No pinpointing of sources is possible on this 
  level.
  Shielding: The entire level is shielded, and no means 
  of magical transport such as teleport, dimension 
  door, plane shift, ethereal jaunt, and so on functions, 
  though these spells can be used normally as long as 
  no walls or doors are bypassed. In addition, no divine 
  spells involving extra-planar contact of the higher 
  planes, such as summoning or commune, operate 
  on this level. Contact with the lower planes of Evil is 
  allowed, however, placing good-aligned PCs at a 
  distinct disadvantage.
  Continuous Effects: No divine spells may be recovered 
  while resting on this level, due to the proximity to the 
  portal and Level 15. All divination spells register as 
  ambiguous due to the chaos aura of the place.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of stone and locked (3 in. 
  thick; hardness 8, hp 35, Break DC 28, DC 20 Disable 
  Device). All secret doors are made of stone (3 in. 
  thick; hardness 8, hp 45, Break DC 22, DC 20 Disable 
  Device, DC 20 Perception).
  467
  
  468
  level 13
  
  Base Atk +12; CMB +13; CMD 29 
  Feats Endurance, Improved Initiative, Power Attack, Run, Skill 
  Focus (Knowledge [religion])B, Toughness, Weapon Focus 
  (longsword)
  Skills Bluff +13, Craft (sculpture) +13, Handle Animal +16, 
  Heal +13, Knowledge (religion) +16, Perception +21, Stealth 
  +9, Sense Motive +12; Racial Modifiers + 8 Perception, 
  Stealth
  Languages Abyssal, Celestial, Common
  SQ fiendish bond (weapon +2, 2/day), ghostly possessions, 
  unholy resilience
  Gear +1 ghost touch full plate, +1 ghost touch heavy steel 
  shield, +4 ghost touch longsword, +2 ghost touch longbow, 
  12 +1 ghost touch arrows
   
  Corrupting Gaze (Su) The ghost is disfigured through age or 
  violence, and has a gaze attack with a range of 30 feet that 
  causes 2d10 damage and 1d4 Charisma damage (Fortitude 
  save negates Charisma damage but not physical damage).
  Ghostly Possessions (Su) A side effect of Igni’s transformation 
  was to imbue his armor and weapons with the ghost touch 
  enhancement. However, Igni’s gear is also considered 
  incorporeal so only creatures on the ethereal plane can 
  hold or wear Igni’s sword, bow and armor.
  Frightful Moan (Su) The ghost died in the throes of crippling 
  terror. It can emit a frightful moan as a standard action. All 
  living creatures within a 30-foot spread must succeed on a 
  Will save or become panicked for 2d4 rounds. This is a sonic 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by the same 
  ghost’s moan for 24 hours.
  Telekinesis (Su) The ghost’s death involved great physical 
  trauma. The ghost can use telekinesis as a standard action 
  once every 1d4 rounds (caster level 12th or equal to the 
  ghost’s HD, whichever is higher).
  13–2. The Demon gate (Cr 15)
  These doors appear as an artistic marvel of depravity. No scene of terror 
  is spared in the carvings and inlays on these doors. Hearts are ripped out of 
  living victims, demons devour babies, men are impaled on spikes, women 
  are dismembered, and other scenes too grisly to describe are carved in 
  detail from floor to ceiling. The doors are not locked, but they are trapped. 
  The mithral inlay is a set of magical runes. If read magic is used to view 
  the runes, they say:
  “Beware the crossing,
  For those who disturb the Master’s rest
  Gain only eternal torment”
  Anyone passing through the doors is subjected to a curse equivalent to 
  an imprisonment spell cast by a 27th level wizard. Those failing the DC 
  30 Will save are trapped in one of the pillars in Area 13–4 until released 
  469
  level 13
  
  by a freedom spell or its equivalent.
  Creatures: When the doors are opened, the 2 glabrezu guardians 
  awake and step out of the two demonic pillars in front of the door.
  GLABREZUS (2)  
   
  CR 13
  XP 25,600 
  hp 186 (Pathfinder Roleplaying Game Bestiary (Demon, 
  “Glabrezu”)
  Tactics: Each glabrezu immediately uses its summon ability to attempt 
  to bring in 1d2 vrock demons. They cast mirror image, followed by 
  confusion (one) and reverse gravity (two). They use teleport to stay away 
  from fighter types, casting chaos hammer and unholy blight until forced 
  to fight hand-to-hand. The demons fight until slain.
  13–3. War and Peace
  The corridor beyond the demon gate is set with bricks of pure white 
  on the right side and of glossy red brick on the left. The dividing line 
  running between the two is made of a 2 ft. wide strip of strange greenish 
  metal. Painted on the right wall are pastoral scenes, happy times on the 
  farm, and other peaceful tidings. Painted on the left wall are scenes of war 
  and destruction, fighting and killing. Inscribed on the floor of the room, 
  immediately beyond the demon gate, is the following magical text:
  “The struggles of life for the good are many,
  for the evil are few and dictate the path chosen.
  War and peace, one and the same,
  To fail in war is to lose peace, and war the way
  to win it. ’Tis a fine line the good men walk.”
  Anyone crossing the room must choose to cross on the left, the right, 
  or on the centerline. Anyone who crosses the room on the red (war) side 
  is immediately faced in battle by themselves, equipped and with spells 
  prepared exactly the same. This effect is similar to a mirror of opposition. 
  Anyone who crosses on the white side (peace) is affected by a curse of 
  non-violence. A DC 40 Will save avoids the curse. Anyone so cursed 
  cannot do violence until the curse is removed. They are not immediately 
  aware of this situation, however, and should not be told anything other 
  than they feel at peace, with a sense of safety and contentment, until battle 
  begins. Anyone who crosses along the center path (the green metal) is 
  unaffected by the curses.
  The double doors at the north end of the hall are typical for this level.
  13–4. The Chamber of the Portal
  This 200 ft. diameter room is lit with an eerie golden glow. It contains 
  numerous huge pillars that hold tortured souls imprisoned by the gate 
  passing described in Area 13–2. All told, 12 individuals, as well as any 
  PCs so imprisoned, are present in the pillars. The horrible sight of men 
  in pain, trapped inside the columns, is enough to bring tears to even the 
  eldest dwarf’s eyes. These individuals can be seen moving and writhing 
  within the stone, but no means short of a freedom, wish, or miracle spell 
  frees them. Any NPCs freed from the pillars are assumed to be good-
  aligned characters of 12-15th level (companions of Igni, for instance), 
  and may join or serve the PCs as a reward for being freed. The GM can 
  generate these NPCs as needed. The remaining pillars are empty of souls 
  and are merely nicely carved stone. In the center of the room is a reflective 
  black circular pit, and in front of it lies an altar covered in blood, with 
  several sponges, knives, and bowls atop its black stone exterior.
  13–5. The Altar of Blood
  This altar consists of a solid black piece of rock about 6 ft. long and 
  2 ft. wide, with one shelf-like protrusion on the south side. On the shelf 
  are three silver bowls, coated in dried blood, three sharp knives made of 
  obsidian, and three sponges stained with the blood of men. The altar is 
  inscribed with words in Common. They read:
  “To pass the portal of oblivion
  One must cover themselves for the dark god
  in only a coat of his own crimson.”
  If anyone bleeds himself into one of the silver bowls and then coats his 
  naked body with his own blood, he may pass through the portal unharmed 
  (taking his equipment with him, if desired), and thus pass into Level 15, 
  Area 15–1, where the Master awaits. If the blood of another is used, or if 
  passage is attempted without a blood coating, the PC attempting to pass 
  is destroyed utterly as if by a sphere of annihilation. Blood loss inflicts 
  1d4 Constitution damage in order to generate sufficient quantities for the 
  coating.
  13–6. The Portal of Darkness
  This pure black circle shimmers and reflects back all light that touches 
  it. As mentioned above, those who coat their naked bodies with their own 
  blood may pass through the portal unharmed and thus pass into Level 15, 
  Area 15–1, where the Master awaits.
  470
  level 13
  
  Level 13A:
  The goblin Barracks
  This small level contains additional barracks for the goblins of Greznek. 
  Within it are a large number of low-level goblin warriors; a handful of 
  elite goblin fighters; Herzord, the Captain of the guard — a ruthless half-
  hobgoblin with high ambitions; as well as his hobgoblin lieutenants. 
  The PCs may approach this level in one of two ways: hack-and-slash or 
  roleplaying. Obviously, they can simply attempt to storm the barracks 
  and let the goblin blood flow. On the other hand, Herzord has designs on 
  Greznek throne, and who better to carry off this coup d’état than the PCs? 
  A map of this level is depicted in Map RA–13A.
  13A–1. Stairs from Level 12A
  The steep stairs from Level 12A terminate in a landing blocked by a 
  solid iron portcullis (hardness 10; hp 100; DC 30 Break).
  13A–2. Chute from Level 10
  The chute from Level 10 empties out into this small cavern. A set of 
  stairs leads up to Area 13A–1.
  13A–3. Portcullis and guard (Cr 9)
  On the north side of the portcullis 1 elite guard stands watch at all times. 
  The winch and pulley for the portcullis are on the eastern wall just south 
  of the door to Area 13A–4. At the sound of approaching footsteps, the 
  guard readies his heavy crossbow and prepares to alert the guards in Area 
  13A–4. If the creatures approaching the portcullis are not immediately 
  hostile, he waits to learn why they have come. The guard speaks Goblin 
  and Undercommon, but prefers Goblin (+2 to Bluff or Diplomacy checks if 
  spoken to in Goblin). If the PCs have disguised themselves as goblins and 
  have a reasonably plausible explanation as to why they need to enter the 
  barracks, they might be able to bluff their way through. PCs not disguised 
  as goblins face a harder time (–5 circumstance penalty to Bluff checks), 
  but still might be able to convince the guard they have business here. If 
  they mention Herzord by name or that they have some business with the 
  captain, they receive a +8 or +4 circumstance bonus respectively to their 
  Bluff checks. Remember, however, that elves, gnomes, and dwarves are 
  not allowed into the barracks under any circumstances.
  ELITE GOBLIN GUARDS (5) 
   
  CR 4
  XP 1,200 
  Male and Female goblin fighter 5 (Pathfinder Roleplaying 
  Game “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +5
   
  AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 42 (5d10+5 plus 5)
  Level 13A
  Difficulty Level: 12
  Entrances: Chute from Level 10; from Level 12A.
  Exits: None
  Wandering Monsters: There are no wandering 
  monsters in the barracks, though goblin warriors are 
  common throughout (see side box).
  Standard Features: Most of the rooms on this level 
  are made of cut stone. These areas have 12 f t. high 
  ceilings and smooth walls. The caves are rough-
  hewn (DC 20 Climb) and the ceilings are 8–15 ft. 
  high. Because Herzord has only low-light vision and 
  not darkvision, all areas, except the caves, are lit by 
  everburning torches secured in sconces. All doors are 
  made of solid wood and are iron bound (2 in. thick; 
  hardness 5; hp 20; DC 25 Break). Secret doors require 
  a DC 20 Perception check to locate.
  The River: This river is particularly swift, deep (15 ft.), 
  and cold. Anyone falling into the river must succeed 
  at a DC 20 Swim check or be swept downstream. The 
  river channel has only minimal headroom, and soon 
  after exiting the map there is none at all. A PC carried 
  that far can be presumed dead unless possessed of a 
  means to breathe under water.
  goblin Warriors
  This level contains a large number of low-level goblin warriors.
  GOBLIN WARRIOR 
  CR 1/2
  XP 200
  Male goblin warrior 2 (Pathfinder Roleplaying Game 
  Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception –1
   
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 
  shield, +1 size)
  hp 13 (2d10+2)
  Fort +4; Ref +2; Will –1 
   
  Speed 30 ft.
  Melee morningstar +3 (1d6/19–20)
  Ranged javelin +5 (1d4) or light crossbow +5 (1d6)
   
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +2; CMB +1; CMD 13 
  Feats Improved Initiative
  Skills Ride +11, Stealth +15, Swim +4; Racial Modifiers 
  +4 Ride, +4 Stealth
  Languages Goblin
  Gear leather armor, light wooden shield, morning star, 
  2 javelins or light crossbow, 20 bolts, 3d4 sp, 4d4 cp.
  471
  
  472
  level 13a
  
  Fort +5; Ref +4; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee +1 short sword +12 (1d4+6/19–20)
  Ranged mwk heavy crossbow +10 (1d8+1/x3)
  Special Attacks weapon training (light blades +1)
   
  Str 14, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +5; CMB +6; CMD 20 
  Feats Dodge, Point-Blank Shot B, Improved Initiative, 
  Weapon Finesse, Weapon Focus (short sword) B, Weapon 
  Specialization (short sword) B
  Skills Perception +5, Ride +11, Stealth +16, Swim +6; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork studded leather armor, +1 light steel shield, +1 
  short sword, masterwork heavy crossbow, 10 +1 bolts, 25 gp
  Tactics: If the PCs are trying to storm the gates, the elite guard and the 
  two goblin fighters from Area 13A–4 attempt to hold off the intruders with 
  their crossbows while they call for help from Area 13A–5. The occupants 
  of Area 13A–5 arrive in 1d4+1 rounds, but not before sending one of 
  their numbers to warn Herzord, his lieutenants, and the goblin warriors. 
  If the combat is going poorly, or if the intruders are capable powerful 
  ranged attacks, the goblins take up defensive positions in Area 13A–5, 
  using over-turned tables as cover.
  13A–4. guard rooms (Cr 4)
  Each room contains a small table, a stool, and a barrel holding 50 
  normal crossbow bolts. Standing guard here 2 goblin fighters armed with 
  heavy crossbows. The goblin fighters are not particularly alert, however, 
  and so take 10 on all their Perception checks. If either goblin hears the 
  sounds of combat in Area 13A–3, they immediately investigate. If there is 
  trouble at the portcullis, and intruders are still on the south side of the gate, 
  the goblins fire their crossbows through the arrow slits until the enemy is 
  out of range, at which point they head for Area 13A–3.
  GOBLIN FIGHTERS (2) 
  CR 2
  XP 600 
  Male and female goblin fighter 3 (Pathfinder Roleplaying 
  Game “Goblin”)
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception +3
   
  AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 29 (3d10+3 plus 3)
  Fort +4; Ref +4; Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk morningstar +6 (1d6+1)
  Ranged mwk heavy crossbow +8 (1d8/x3)
   
  Str 13, Dex 16, Con 12, Int 10, Wis 11, Cha 6
  Base Atk +3; CMB +3; CMD 17 
  Feats Dodge, Improved Initiative, Weapon Finesse B, 
  Weapon Focus (short sword) B
  Skills Perception +3, Ride +11, Stealth +15, Swim +5; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear potion of cure light wounds; Other Gear 
  masterwork studded leather armor, light wooden shield, 
  masterwork morningstar, masterwork heavy crossbow, 10 +1 
  bolts, 20 gp.
  13A–5. Elite Common room 
  (Cr 10)
  This large room serves as a gathering place for the elite members of the 
  barracks. There are four long wooden tables, dozens of wooden chairs, and 
  a keg of ale and several pewter mugs on a wooden tale in the northeast.
  Creatures: Currently, 8 goblin fighters and 1 hobgoblin lieutenant are 
  lounging about here, drinking ale and belching. They are not particularly alert 
  (assume a 5 for all Perception checks), but are fully armored and capable of 
  being ready for combat in 3 rounds. If combat is joined here, they call for help 
  from Areas 13A–6, 13A–7, and 13A–8, and attempt to alert Herzord.
  HOBGOBLIN LIEUTENANT  
  CR 7
  XP 3,200
  Male hobgoblin fighter 8 (Pathfinder Roleplaying Game 
  Bestiary “Hobgoblin”)
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Perception +9
   
  AC 21, touch 13, flat-footed 18 (+5 armor, +2 Dex, +1 dodge, 
  +3 shield)
  hp 86 (8d10+24 plus 14)
  Fort +9; Ref +6; Will +3 (+5 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +1 longsword +15/+10 (1d8+7/17–20)
  Ranged mwk composite longbow +11/+6 (1d8+3/x3)
  Special Attacks weapon training (heavy blades +1)
   
  Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +8; CMB +11; CMD 24 
  Feats Blind-FightB, Dodge, Greater Weapon Focus 
  (longsword)B, Improved Critical (longsword)B, Improved 
  Initiative, Lightning Reflexes, Toughness, Weapon Focus 
  (longsword)B, Weapon Specialization (longsword)B
  Skills Climb +11, Perception +9, Stealth +12; Racial Modifiers 
  +4 Stealth
  Languages Common, Goblin
  SQ armor training 2
  Combat Gear potion of bull’s strength, potion of cure 
  moderate wounds; Other Gear +1 chain shirt, +1 heavy steel 
  shield, +1 longsword, masterwork composite longbow [+3 
  Str], 20 arrows, 100 gp.
  GOBLIN FIGHTERS (8) 
   
   
  CR 2
  XP 600 
  hp 21 (see Area 13A–4)
  13A–6. goblin Fighters’ Chambers 
  (Cr 11)
  This barracks houses 20 goblin fighters. There are 20 cots, 20 trunks, 
  two small tables, and trash everywhere. Currently 12 goblin fighters are 
  resting in this chamber. They are unarmored at the moment (AC 14) and 
  require one minute to don their studded leather armor hastily.
  GOBLIN FIGHTERS (20) 
   
   
  CR 2
  XP 600 
  hp 21 (see Area 13A–4)
  473
  level 13a
  
  Treasure: Most of the trunks contain only personal belongings and a spare 
  dagger here and there. One, however, has a false bottom (DC 15 Perception to 
  notice) and contains a gold necklace with a jade tiger pendant worth 1,000 gp.
  13A–7. Elite guards’ Chambers 
  (Cr 8)
  This room houses 4 elite guards. There are four cots, four trunks, and a 
  table with four chairs. Currently 3 elite guards relax here. They are fully 
  armored, however, and can be ready for combat in three rounds. They are, 
  however, not particularly alert (5 on all Perception checks).
  ELITE GOBLIN GUARDS (4) 
   
   
  CR 4
  XP 1,200 
  hp 36 (see Area 13A–3)
  13A–8. Lieutenants’ Chambers (Cr 11)
  Herzord’s three lieutenants are housed here. The room contains three 
  beds, three locked iron trunks (DC 25 Break; each lieutenant has a key), 
  a table with a jug of wine and three goblets upon it, and three wooden 
  chairs. At the moment, 2 lieutenants are relaxing here. They are fully 
  armored, however, and can be ready for combat in 3 rounds.
  HOBGOBLIN LIEUTENANTS (4) 
   
  CR 7
  XP 3,200 
  hp 83 (see Area 13A–5)
  Treasure: The iron trunks contain the lieutenants’ personal belongings. 
  In one trunk is a winter cloak, in the pocket of which is a diamond ring 
  worth 2,500 gp (DC 15 Perception to notice).
  13A–9. Armory
  The door to this chamber is locked (DC 20 Disable Device, DC 25 
  Break). The room contains spare weapons and armor stored on racks, in 
  crates, or just piled about. In all there are 15 short swords (one of which 
  is a +1 short sword), 50 morningstars, 250 javelins, 4 masterwork heavy 
  crossbows, 300 crossbow bolts, 25 +1 crossbow bolts, 2 small breastplates, 
  3 small suits of chainmail, 40 small suits of leather armor, 3 small light 
  steel shields, and two heavy steel shields.
  13A–10. Herzord’s Office (Cr 11)
  Herzord keeps the door to his office locked (DC 25 Disable Device, DC 25 
  Break) when he is away and unlocked when he is present. This room serves as an 
  office and meeting area, and it contains a wooden table (Herzord’s desk), a lamp, 
  and five wooden chairs. A whip hangs on a hook on the western wall, directly 
  behind the desk. Herzord makes frequent use of the whip when patrolling the 
  ranks, and it is entirely possible the PCs might come upon the captain in the 
  midst of disciplining a foot soldier. On the table are a quill pen and several 
  sheets of vellum with information about the troops and their general state of 
  readiness. Although statistics for Herzord are given here, it is not necessary he 
  remain in his chambers while the PCs explore the barracks. Herzord is an active 
  leader and likes to wander among his troops, sniffing out slackers, instilling 
  discipline, and even, from time to time, attempting to keep up morale.
  474
  level 13a
  
  HERZORD 
   
  CR 11
  XP 12,800
  Male hobgoblin fighter 12 (Pathfinder Roleplaying Game 
  Bestiary, “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +6; Senses low-light vision; Perception +13
   
  AC 23, touch 13, flat-footed 20 (+10 armor, +2 Dex, +1 
  dodge)
  hp 130 (12d10+36 plus 23)
  Fort +13; Ref +8; Will +7 (+10 vs. fear)
  Defensive Abilities bravery +3
   
  Speed 20 ft. (30 ft. base)
  Melee +2 greatsword +22/+17/+12 (2d6+14/17–20)
  Ranged +1 composite longbow +16/+11/+6 (1d8+6/x3)
  Special Attacks weapon training (heavy blades +2, bows +1)
   
  Str 18, Dex 15, Con 16, Int 14, Wis 12, Cha 8
  Base Atk +12; CMB +16; CMD 29 
  Feats Blind-FightB, CleaveB , Dodge, Greater Weapon Focus 
  (greatsword)B , Greater Weapon Specialization (greatsword)
  B, Improved Critical (greatsword)B, Improved Initiative, 
  Mobility, Power Attack, Spring Attack, Toughness, Weapon 
  Focus (greatsword)B , Weapon Specialization (greatsword)B
  Skills Climb +17, Intimidate +14, Perception +13, Stealth +19; 
  Racial Modifiers +4 Stealth
  Languages Common, Dwarven, Goblin, Undercommon
  SQ armor training 3, goblinoid blood
  Gear potion of bull’s strength, 2 potion of cure serious 
  wounds, potion of invisibility; Other Gear +1 full plate, +2 
  greatsword, +1 composite longbow [+4 Str], 20 arrows, cloak 
  of resistance +2, key ring with four keys
  Tactics: Herzord will not likely face the PCs on his own. Should this 
  occur, however, he fights ferociously, making full use of his potions 
  of bull’s strength and cure serious wounds. If he is reduced to half his 
  hit points, he attempts to drink his potion of invisibility and escape. If 
  encountered with his troops, no goblin or hobgoblin flees the combat, no 
  matter how dire the odds, until Herzord himself is dead.
  Development: As stated earlier, Herzord has ambitions to assume the 
  seat of power in Greznek He despises and distrusts Tribitz, and is himself 
  revered by most of the citizenry of the city. Unfortunately for Herzord, 
  his troops, including his lieutenants, do not share his distrust of Tribitz. 
  In fact, the high priest is viewed with a kind of divine awe by the goblins 
  in the barracks, which only incites Herzord further. It is well known that 
  the quickest way to taste Herzord’s whip is to sing Tribitz’s praises within 
  earshot of the Captain.
  Herzord would like to see Tribitz dead. If the high priest and several 
  of his underpriests were to meet an untimely end, Herzord would be the 
  natural successor to the throne of Greznek Since his troops are loyal to 
  Tribitz, he cannot do this himself. If, on the other hand, some adventurers 
  were to take on the job, he would be blameless and free to assume power. 
  Thus, if possible, Herzord (who speaks Common, Dwarven, Goblin, and 
  Undercommon) seeks to parlay with the PCs, assuming — since they have 
  made it this deep into Rappan Athuk — that they are quite powerful. This 
  exchange occurs in private, in Area 13A–10. Herzord offers the PCs a 
  deal: for the head of Tribitz and his underpriests, he rewards them 1,000 
  pp and a staff of fire.
  If the GM wishes, Tribitz might feel similarly toward Herzord. 
  Although the Captain’s might and authority are useful for maintaining 
  a ready fighting force, Tribitz senses Herzord’s treachery and knows that 
  he must strike first. Thus, Tribitz could hire the PCs to slay Herzord, for 
  which he would reward them with a pearl of power (4th level) and a pair 
  of +4 gloves of incredible dexterity (as a belt of the same name). Both 
  of these items would be in Area 12A–16B, if Tribitz were interested in 
  offering this deal. Otherwise, the room’s contents would be as written.
  13A–11. Herzord’s Bedchamber
  This room contains a four-poster bed, a nightstand, an armoire, and an 
  oak trunk. On the walls are tapestries depicting goblinoids felling scores 
  of men in battle. The trunk is locked (DC 25 Disable Device; Herzord 
  has the key) and holds many fine winter cloaks, fine leather boots, a dress 
  sword (masterwork rapier), and several nice wool hats. The armoire holds 
  three capes, a suit of masterwork chainmail, a masterwork halberd, and a 
  masterwork heavy crossbow.
  13A–12. Herzord’s Treasure room 
  (Cr 7)
  The door to this secret room is locked (DC 25 Perception to notice, DC 
  25 Disable Device, DC 25 Break; Herzord has the key). It is also trapped 
  (see below). The room contains only the treasure.
  POISON GAS TRAP 
   
  CR 7
  XP 3,200
  Type mechanical; Perception DC 20; Disable Device DC 22
   
  Trigger touch (door); Reset repair
  Effect poison gas (burnt othur fumes); onset delay (1 round); 
  multiple targets (all targets within 20 ft. of the door)
  Burnt othur fumes (poison)—inhaled; save DC 18 Fort; 
  frequency 1/round for 6 rounds; initial effect 1 Con drain; 
  secondary effect 1d3 Con; cure 2 consecutive saves.
  Treasure: A small unlocked iron chest containing 3,500 gp, 1,000 pp, 
  and a staff of fire (10 charges).
  13A–13. The Bridge and river
  A solid stone bridge spans the river, connecting the two portions of the 
  barracks. While unlikely to break, the bridge is without sides or handrails 
  and slightly damp. Anyone attempting to run on the bridge must succeed 
  at a DC 15 Acrobatics check or slip and fall into the water.
  13A–14. Common room  
  (Cr varies)
  The mass of goblin warriors gather here to eat, argue, brawl, and 
  complain. There are two dozen long wooden tables and over a hundred 
  small wooden stools scattered about this large chamber. At present, 100 
  goblin warriors are engaged in all the above listed activities. The place is 
  foul smelling and utterly filthy. From time to time, Herzord or one of his 
  lieutenants comes through and commands the warriors to clean the place 
  up, but this has not happened recently.
  The goblins here do not automatically assume the PCs are hostile. They 
  grow suspicious, however, if the PCs attempt to enter Area 13A–16, and 
  a band of twenty or so demands some explanations. If, however, the PCs 
  simply poke their heads into the common room to investigate, the goblins 
  take notice but ignore them.
  GOBLIN WARRIORS (100)  
  CR 1/2
  XP 200 
  hp 13 (see Area 13A)
  Tactics: Without a leader to rally or guide them, the warriors really 
  have no battle plan. If attacked, they charge their assailants. If the PCs 
  prove too formidable, they retreat to the caves, where they are joined by 
  the rest of the warriors and stage a last defense.
  475
  level 13a
  
  GM Note: the wholesale slaughter of low-level goblins by high-level 
  PCs should not be rewarded with a pile of experience points. Use your 
  discretion.
  If the goblins hear the sounds of combat in Area 13A–5, a group of 20 
  goes to investigate. These warriors are not very alert, however, and so take 
  5 on their Perception checks, thus requiring a very loud combat to draw 
  their attention.
  13A–15. Kitchen
  The food for the entire barracks is prepared here by 6 common goblins 
  (hp 4 each, non-combatants). The room contains a large fireplace with 
  an enormous pot suspended over it, a wide wooden table for cutting and 
  chopping, and several cleavers and chef’s knifes hung on the wall. These 
  goblins have absolutely no interest in fighting and cower in the corner if 
  they hear any trouble in Area 13A–14.
  13A–16. The Warriors’ Caves 
  (Cr varies, up to 9)
  Both these large caves house the barracks’ 200 goblin warriors. 
  Presently, 50 goblin warriors are relaxing in each cave. These areas are 
  unlit and are scattered with debris and piles of cloth and hides that might 
  or might not be bedding.
  Creatures: The goblins, as they are wont to do, simply lie down 
  wherever seems comfortable. As in Area 13A–14, these goblins are 
  not alert, although they question anyone they do not recognize. Unless 
  successfully bluffed, they become hostile. If attacked, they defend 
  themselves as best they can. If combat breaks out in Area 13A–14, 4d6 of 
  these goblins grab their weapons and run to investigate. The rest arrive 10 
  rounds later, if combat continues.
  GOBLIN WARRIOR (50) 
   
   
  CR 1/2
  XP 200
  hp 13 (see Area 13A)
  476
  level 13a
  
  Level 13B:
  The Dark river
  This dungeon level contains a deep dark river that runs through territory 
  controlled by a tribe of hostile mites. The map for this level is depicted at 
  Map RA–13B.
  DOOMBAT 
   
  CR 4
  XP 1,200
  hp 42 (Frog God Games The Tome of Horrors Complete, 
  “Bat, Doombat”)
  PESTIE 
   
   
   
   
   
  CR 1
  XP 400
  hp 7 (see Area 5)
  MITE 
   
   
   
   
   
  CR 1/2
  XP 200
  hp 6 (see Area 3)
  GIANT SPIDER 
   
   
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, 
  Giant”)
  FUATH GREMLIN  
   
   
  CR 1
  XP 400
  hp 7 (Pathfinder Roleplaying Game Bestiary 3, “Gremlin, Fuath”)
  Difficulty Level: 9 
  Entrances: River tunnel from Levels 10A and 13C.
  Exits: River tunnel to a portion of the Under Realms called 
  the Cyclopean Deeps.
  Wandering Monsters: Check once per hour on 1d20 (see 
  “The Dark River” below for water encounters):  
   1 
  1d4+1 doombats
   2 
  2d4 pesties
   3 
  1d4+2 mites riding giant spiders
   4 
  1d6 fuath gremlins
   5 
  1d6+2 giant spiders
   6 
  1d3 monstrous crabs
   7 
  2 gray oozes
   8 
  Invisible spirit oni
   9–20 
  No encounter  
  Standard Features: The floors and ceilings are natural 
  stone formations and tend to be cramped and 
  convoluted with ceiling heights ranging from 5 to 7 ft. in 
  tunnels. The tunnels between caverns are considered 
  squeezing for Medium and larger creatures. Caverns 
  have ceiling heights that vault as high as 50 ft. and have 
  many stalactites and stalagmites on ceiling and floor 
  respectively.
  The Dark River: The river flowing through this level is 
  swift and deep. Its dark waters descend 20 ft. to its 
  pebble-strewn floor, and the stalactite-laden ceiling 
  rises 20 ft. above with at least one stalactite extending 
  down to within 10 ft. of the water’s surface in every 
  10 ft. square. The water flows at a speed of 20 ft. per 
  round and requires a DC 15 Swim check. Climbing the 
  condensation-slick walls or stalactites of the river tunnels 
  requires a DC 25 Climb check. 
  At the southern end of the level is an old rock fall that 
  partially dams the river and creates a 30 ft. waterfall. 
  The Swim checks within 50 ft. of the waterfall rise to 
  DC 25. Anyone going over the falls takes 5d6 damage 
  from battering on the rocks. The catch basin below the 
  fall forms a whirlpool (also DC 25 Swim check) and a 
  sort of sump that traps most of the heavy particles that 
  come over the falls before the water continues on its 
  way into the Under Realms. The water of this basin is 30 
  ft. deep, and the floor of it is strewn with broken bones 
  and equipment of those who have gone over the falls 
  in ages past. Even a successful Swim check in this pool 
  still deals 1d6 damage per round from the constant 
  buffeting. A failed check results in 3d6 damage per 
  round. Caught within this swirling pool is a still functional, 
  though half-submerged, folding boat in its rowboat form. 
  Searching the bottom of this pool (one DC 20 Perception 
  check allowed per minute of searching) can turn up the 
  following items:
  • Split leather backpack spilling 155 gp
  • Ogre skull with a still-serviceable greater aberration-
  slaying arrow protruding from its forehead
  • Pair of gauntlets chased with silver and electrum (120 gp)
  • Brass spittoon (5 gp) with Sweep, Shroud, and Stow 
  engraved on it (command words for the folding boat)
  • Gold ring with a flawed emerald (75 gp)
  • Half-buried skeletal legs still wearing boots of friendly 
  terrain (underground)*
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  Wandering monsters are not encountered for those 
  boating on the river, but as soon as someone enters 
  the water, roll 1d6 and consult the table below for the 
  natural denizens of the water that attack swimmers. 
  These creatures are accustomed to the current and are 
  able to move freely about in it without danger of being 
  swept away.
   
   1 
  gulper eel
   2 
  1d4+1 monstrous crabs
   3 
  3d4 fuath gremlins
   4–6 
  No encounter
  Level 13B
  477
  
  478
  level 13b
  
  MONSTROUS CRAB 
   
   
  CR 2
  XP 600
  hp 19 (see Area 3)
  GRAY OOZE 
   
   
   
   
  CR 4
  XP 1,200
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gray Ooze”)
  SPIRIT ONI 
   
   
   
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 3, “Oni, Spirit”)
  GULPER EEL 
   
   
   
   
  CR 5
  XP 1,600
  hp 60 (see Area 8)
  MONSTROUS CRAB 
   
   
  CR 2
  XP 600
  hp 19 (see Area 3)
  FUATH GREMLIN  
   
   
  CR 1
  XP 400
  hp 7 (Pathfinder Roleplaying Game Bestiary 3, “Gremlin, Fuath”)
  13B–1. river Landing (Cr 9)
  The river slows slightly here as it washes up on gravel beach. All sorts 
  of detritus have washed up on this beach just above the waterline. Just past 
  this line of debris wash are lined up three small coracles made of some 
  sort of lizard hide stretched over the wing appendages of some massive 
  breed of bat. Each is capable of holding up to 2 Small creatures, though 
  the mites that use them for fishing know to use hooked 10 ft. poles (four 
  are stacked just inside the nearby tunnel entrance next to a heap of fishing 
  nets) to catch the lower-hanging stalactites in order to check their progress 
  and not be swept downriver. Doing this without practice requires a touch 
  attack against AC 10 with a –4 penalty for non-proficiency.
  The coracles are overturned, and under each one is a poisoned arrow 
  trap left by the mites who use them for fishing the Dark River.
  POISON ARROW TRAP 
   
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset manual
  Effect Atk +15 ranged (1d4 plus wyvern poison/x3)
  13B–2. Empty rooms
  Self-explanatory; although this is a good time to roll for wandering mon-
  sters. The GM should also fill these areas with whatever dungeon dressing 
  he feels is appropriate, perhaps noting the abundance of stalactites (setup for 
  a later roper of piercer encounter) an inside-out rat corpse, or the presence of 
  evil-looking green pools of water (all harmless of course). 
  13B–3. Crabs and Mites (Cr 6)
  A group of 5 mites — small, bulging-eyed, ugly humanoids with pointed 
  ears and bulbous noses — sit around a small pit of smoldering coals over 
  which they roast soft-shelled cave crabs for their dinner. Near one wall are 
  3 monstrous crabs that serve the strange little creatures and steeds and 
  guardians that scuffle over the rotting corpse of a well-gnawed dire rat. 
  MITES (5) 
   
   
   
  CR 1/2
  XP 200
  hp 6 (Frog God Games The Tome of Horrors Complete, 
  “Mite”)
  MONSTROUS CRABS (3)  
   
  CR 2
  XP 600
  hp 19 (Frog God Games The Tome of Horrors Complete, 
  “Crab, Monstrous”)
  Tactics: The mites cast doom on the PCs while the crabs move forward 
  to attack. If the crabs are killed, the mites either retreat to Area 1 where 
  they make a stand and attempt to cause the PCs to set off the arrow traps 
  or retreat through the winding passage to Area 5 (see that area for details).
  Treasure: Between them the mites have a total of 7 gp, mostly in cop-
  per coins. One of the crabs has a chunk of quartz crystal (25 gp) lodged 
  in its shell.
  13B–4. Solitary Vigil (Cr 10)
  Seated atop a boulder in a side alcove off of this chamber is a single 
  mite, apparently lost in thought. This creature is actually an ogre mage 
  using its change shape ability to appear as one of the Small fey. The corpse 
  of another mite lies in the center of the floor, a Large arrow bisecting its 
  body (the handiwork of the ogre mage). Since mites are fey and the ogre 
  mage’s change shape ability only works to perfectly reproduce the ap-
  pearance of a humanoid, a DC 15 Knowledge (nature) check is able to 
  detect that the creature only strongly resembles a mite but is not, in fact, 
  one of the fey. The ogre mage is part of a small band of his fellows that 
  have infiltrated the mite tribe in order to usurp it and use it for their own 
  nefarious ends. The fact that the mites are generally rather dim-witted and 
  are more than over-awed by the power of these new members of the tribe 
  has prevented them from detecting the duplicity themselves.
  OGRE MAGE 
   
   
  CR 8
  XP 4,800
  hp 92 (Pathfinder Roleplaying Game Bestiary “Oni, Ogre 
  Mage”)
  The ceiling of the chamber is 40 ft. high and masked in shadow by the 
  proliferation of large stalactites. Many of these have been partially sawn 
  through, so that they hold on by only a small bit of stone. Any area effect 
  spells that deal energy damage (other than acid) is sufficient to cause the 
  stones in their area of effect to snap off and drop as massive deadfall 
  traps. Each such area can only be affected once before all of the stalac-
  tites in that area have been cleared. Once the trap has been activated, the 
  squares beneath it are considered difficult terrain.
  FALLING STALACTITE TRAP 
   
  CR 9
  Type mechanical; Perception DC 29; Disable Device DC N/A
   
  Trigger touch; Reset none
  Effect Atk +15 melee (10d6); multiple targets (all targets in 
  spell area of effect)
  Tactics: The ogre mage is easily annoyed by the mites of the tribe and 
  has retreated here for some solitude. One of the irritating fey that followed 
  him recently received an arrow from the creature’s composite longbow 
  for its troubles. When the mite/ogre mage spots intruders, it immediately 
  turns invisible and flies straight up in the air to ceiling level. It then un-
  leashes its cone of cold above the party so that the stalactites along the 
  length of this cone are caused to fall upon the PCs below. It then flies 
  among the remaining stalactites and turns invisible again to try and pro-
  voke the PCs in unleashing more area effect spells above them that could 
  bring down more of the stone missiles. Individual attacks are insufficient 
  to knock down enough of the stalactites to make attacks on people below. 
  If reduced to below 20 hp, it retreats to Area 5 to try and lead the PCs into 
  an ambush.
  Treasure: The ogre mage wars a gold and jade pectoral (350 gp) and 
  carries a bag with 212 gp. Also in the bag is a small, leather tobacco pouch 
  that has been stitched shut with copper wire and is filled with some sort 
  479
  level 13b
  
  of dry, shifting substance (the ash from a cremated heart). This seemingly 
  fragile item is actually quite hardy, being the phylactery of the lich on 
  Level 12B, Area 12A that was located by the ogre mage in a small hollow 
  beneath the boulder that it sits upon. It has determined that the pouch is 
  magical and nigh indestructible but has not figured out its true purpose.
  Searching around the boulder with a DC 23 Perception check locates 
  the same hollow and detects a second hollow below into which a small 
  iron chest has been wedged (left by the lich and unnoticed by the ogre 
  mage). The chest is unlocked and contains 4 tiger’s eye agates (1,000 gp 
  each), though one is actually a gem of brightness.
  13B–5. The grand Trap room 
  (Cr 10)
  This vast cavern is littered with a field of boulders and debris from 
  many ceiling collapses over the ages, and the ceiling itself — 50 ft. above 
  — is lost in darkness. The floor is so strewn with large pieces of  detritus 
  that any creature of size Medium or larger considers it to be difficult ter-
  rain (smaller creatures are able to pick out paths between the rubble) and 
  creatures of size Small or smaller have cover against attacks by larger 
  creatures. The west corridor leads to the “Winding Passage” (see below) 
  and has a large stack of round boulders—each approximately the size of a 
  human’s head—set beside it.
  In addition to the nearly indiscernible paths through the rubble, the floor 
  of the cavern is likewise honeycombed with tunnels that allow a Small 
  creature passage but are a squeeze for Medium creatures, and require a 
  DC 25 Escape Artist check for Large creatures. These tunnels are acces-
  sible through two hidden openings (one near the south entrance and one 
  at the far end of the Winding Passage that require a DC 30 Perception 
  check to notice). Likewise several concealed ledges have been cut into 
  the rock of the ceiling. All of these features serve to make the room the 
  perfect ambush for the mite tribe that inhabits this level. Always on guard 
  in this room are 12 mites, 10 pesties (the slightly taller, mute cousins of 
  the mites), and their trained giant whiptail centipede and 4 cave fishers. 
  A pestie lookout always keeps watch on the northern and western pas-
  sages, so an approaching party is likely to be detected and ambushed as 
  explained under “Tactics” below.
  MITES (12) 
   
   
   
   
  CR 1/2
  XP 200
  hp 6 (see Area 3)
  GIANT WHIPTAIL CENTIPEDE 
   
  CR 3
  XP 800
  hp 38 (Pathfinder Roleplaying Game Bestiary 2, “Centipede, 
  Giant Whiptail”)
  CAVE FISHERS (4) 
   
   
   
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Cave Fisher”)
  PESTIES (10) 
   
   
   
   
  CR 1
  XP 400
  hp 7 (Frog God Games The Tome of Horrors Complete, 
  “Mite”)
  The Winding Passage: Opening off to the west of Area 5, this pas-
  sage wends back and forth making progress frustrating for creatures of 
  Medium size or larger, due to its narrow confines. One of the crawl tunnels 
  from Area 5 runs underneath this passage and opens at its southern end 
  (where is can be located with a DC 30 Perception check). The entire pas-
  sage has a detectable slope to the southwest. When intruders are detected 
  in this passage, the mites in Area 5 push the round boulders over, and they 
  begin to roll down the passage (speed 40 ft.), violently colliding with the 
  walls, each other, and anything that gets in their way. This continues for 
  5 rounds until all of the boulders have been exhausted and have collected 
  down at the intersection between Areas 2 and 3. Each round somebody re-
  mains in this passage while the boulders are rolling, they must make a DC 
  17 Fortitude save or take 5d6 points of crushing damage and be knocked 
  prone. If knocked prone they must make an initiative roll against the mites 
  (their Initiative is +1) to stand up before the next wave of boulders arrives. 
  Prone characters take a –4 penalty on their Reflex saves. 
  While the PCs are dealing with the boulders, the pesties in Area 5 
  make sneak attacks through small holes in the floor against any PCs who 
  have fallen prone. Up to two pesties can attack a single prone character. 
  The holes are too small to make effective attacks back against the pesties 
  (though simply standing up prevents the pesties from being able to effec-
  tively attack either). If the secret entrance to the crawl tunnel is discov-
  ered, the pesties quickly retreat back to Area 5.
  Tactics: When intruders enter here, if the mites and pesties have not 
  had warning, then they are sitting about throwing things at their centi-
  pede’s armored back for sport, while it sits curled up snoozing. The cave 
  fishers remain on their ledges. If warning has been given, then 5 of the 
  mites ride atop the centipede flinging their darts. They carry bags of an 
  additional 20 darts each. The centipede is unhindered by the rubble on the 
  floor due to its immense size and many legs. The rest of the mites and the 
  pesties hide in their crawl spaces beneath the floor. 
  At many places in the room the floor has been weakened over the crawl 
  space so that the mites can remove supports (as a standard action) and 
  cause PCs to fall through into shallow spiked pits. Each round of combat 
  in which a PC moves to a new square, there is a 20% chance that it is 
  over such a pit. As long as any mites remain beneath the floor to activate 
  the trap, then the PC breaks through and potentially falls upon the spikes. 
  Any PC that fails his save and falls is considered prone in the pit and is 
  immediately swarmed by pesties that rush from their small burrows to 
  make sneak attacks. Up to 4 pesties attack a single PC in this manner to try 
  and finish him with flanking and sneak attacks. The mites remain hidden. 
  Once five such pits have been activated, the remaining mites come forth 
  from their tunnels to do battle alongside their allies. For creatures willing 
  to enter the crawl tunnels, consider them to have direct access under any 
  square in the room, though they are squeezing if larger than size Small as 
  mentioned above. 
  The cave fishers remain on their ledges throughout the battle attempting 
  to snare and devour individual PCs. If 15 total mites and pesties as well 
  as the centipede are killed, then the survivors attempt to climb up to these 
  ledges in order to make their last stand.
  Treasure: Searching the room and making a DC 25 Perception check 
  uncovers the mites’ small cache of treasure totaling 23 gp, and a pair of 
  yellowed ivory tusks taken from a strange Under Realms fish caught in the 
  river years ago. These tusks are worth 120 gp each.
  13B–6. Tribal Den (Cr 8)
  This room is a mess of rotten food, discarded trash, soiled clothing, 
  and other detritus of habitation by creatures of little intelligence and less 
  cleanliness. There are a total of 17 mites in here along with another 33 
  noncombatant females and young. With them are 5 giant spiders that 
  serve as guards and beasts of burden. The combatants and spiders im-
  mediately move to face any intruders, while the rest cower against the 
  southeast wall. The mites here fight to the death. A small passageway in 
  the floor near the west wall can be found with a DC 17 Perception check, 
  but none of the mites use it to try to escape, too fearful of their “bosses 
  with their scary masks” that stay down there.
  MITES (17) 
   
   
   
   
  CR 1/2
  XP 200
  hp 6 (see Area 3)
  GIANT SPIDERS (5) 
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, 
  Giant”)
  480
  level 13b
  
  Treasure: Spread out among the junk and recoverable with an hour 
  of careful sifting are a total of 32 gp, 117 sp, 833 cp, and a set of bronze 
  bangles (10 gp).
  13B–7. Treasury (Cr 11)
  Heaped around this elongated cave are a number of old chests, now 
  rotten and broken open from which spill coins and gems. Hanging on the 
  walls are six fiendish masks. Seated at a small table at the center of the 
  room are 2 mites. These creatures are actually 2 ogre magi using their 
  change shape ability like the one in Area 4. In addition the masks are ac-
  tually 6 spirit oni that they have brought in to use as spies and enforcers 
  over their mite underlings. Realizing their ruse has been discovered, they 
  fight to the death.
  OGRE MAGI (2)  
  CR 8
  XP 4,800
  hp 92 (Pathfinder Roleplaying Game Bestiary, “Oni, Ogre 
  Mage”)
  SPIRIT ONI (6) 
   
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 3, “Oni, Spirit”)
  Treasure: The chests contain the treasures the oni have collected dur-
  ing their time on the Dark River. These treasures total 2,290 gp, 6,586 sp, 
  17,050 cp, and gems worth a total of 5,500 gp.
  13B–8.Pestie Beach (Cr 8)
  A net stretches across the river here just below water level so that it 
  does not catch boats but does catch anything submerged in the water. The 
  pesties use this to scavenge for valuable and edible items. Currently 3 
  gulper eels writhe around the base of net looking for something to eat. 
  They attack anyone who enters the water. Two small rafts composed of 
  bits of broke wood (doors, shields, etc.) that have drifted down the river 
  are pulled up on shore here. In the center of the cave is a small 5-foot-deep 
  pool, the bottom of which opens into a tunnel that leads to Area 10. Any 
  light source brought into the cave reflects off the surface of the pool and 
  makes the tunnel invisible from above due to the glare (DC 30 Percep-
  tion check to notice). It is easily discernible with darkvision. The narrow 
  tunnel itself is water-filled, requiring anyone using it to hold their breath 
  if they are unable to breathe underwater (see the Pathfinder Roleplaying 
  Game Core Rulebook, Environment, “Drowning”). A DC 16 Perception 
  check reveals a rock-filled niche in one wall of the cavern at floor level. 
  Inside it our four old wineskins that have been thoroughly oiled and made 
  airtight for use as breathing devices. Anyone inflating it can use it to draw 
  three additional breaths of air while swimming through the passage be-
  neath as the pesties do.
  GULPER EELS (3)  
   
  CR 5
  XP 1,600
  hp 60 (Frog God Games The Tome of Horrors Complete, “Eel, 
  Gulper”)
  13B–9. Oni Conclave (Cr 4)
  Approaching this room allows the PCs to smell the sulfurous gas that 
  fills the halls in the vicinity of Area 11, though they suffer no harmful ef-
  fects. See that area for more details.
  This bare chamber is where the oni who have taken over the mite tribe 
  meet to make their plans in secret. It is guarded at all times by 2 spirit 
  oni that lurk in the shadows near the ceiling. Tacked to one wall is a crude 
  map of Level 5A. They have come to believe that a great treasure is hid-
  den somewhere on that level with a dangerous guardian and are trying to 
  figure out how to use their pathetic minions to recover it. The GM should 
  feel free to give as much or as little detail on this map as he sees fit.
  SPIRIT ONI (2) 
   
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 3 “Oni, Spirit”)
  13B–10. Pestie Ambush (Cr 7)
  This small tunnel is air-filled and connects to the river cavern just above 
  eater level (DC 23 Perception check to notice for anyone traveling along 
  with the current). In addition, a small pool in one corner is actually a wa-
  ter-filled tunnel that connects to Area 8. Two of the well-oiled wineskins 
  are stacked nearby to allow the pesties to safely come and go through the 
  tunnel. The river outside is watched by 6 fuath gremlins, distant cousins 
  to the pesties and mites. They watch through the hidden openings for any-
  one traveling along the river. They attack anyone who passes by in a boat 
  and attempt to drown them using their congeal water ability. Any who 
  don’t succumb are the targets of a sleep spell followed by an attempt to 
  tip their boat. There are also 5 pesties in this small chamber. If an attack 
  occurs, they slip through the water tunnel to Area 8 to kill any survivors 
  that wash downstream and salvage any goods from the net there.
  FUATH GREMLINS (6) 
   
   
  CR 1
  XP 400
  hp 7 (Pathfinder Roleplaying Game Bestiary 3, “Gremlin, 
  Fuath”)
  PESTIES (5) 
   
   
   
   
  CR 1
  XP 400
  hp 7 (see Area 5)
  13B–11. Poison Cavern (Cr 12)
  The passages around this room are filled with noxious fumes. These are 
  the concentrated exhalations of the catoblepas that dwells in this poorly 
  ventilated room. This creature is exceedingly old and vile but has grown 
  lethargic with age. Its cave is a swamplike mud pit fed by a seep from the 
  river, in which all manner of fungi and molds grown in a fetid stew. The 
  creature lurks in this muck and rarely emerges, content to feed on this 
  swill rather than going to hunt. The passages within 20 ft. of this room 
  and the entire room itself is considered to be filled with a weaker form of 
  the creatures’ breath (DC 18; frequency 1/round per round of exposure; 
  effect 1d2 Con damage; cure 1 save) and requires a new save each round 
  that a creature remains within it. In addition, the catoblepas’s own breath 
  weapon requires a save as well, if it is used in combat. The ogre magi have 
  heard the creature moving its bulk around at times in the past but have not 
  worked up the courage to brave the poison gas and see what sort of beast 
  lives within it.
  CATOBLEPAS 
   
   
  CR 12
  XP 19,200
  hp 161 (Pathfinder Roleplaying Game Bestiary 2, 
  “Catoblepas”)
  13B–12. Lost Treasure Cache (Cr 10)
  Hanging above the entrance to this chamber are three wind chimes: one 
  corroded copper, one rusted iron, and one tarnished silver. A wooden sign 
  hangs on the nearby wall and is so faded, it requires a DC 10 Perception 
  check to make out what it says (written in Infernal), “The gift of stars and 
  teat of sow grants safe passage. Sound the chime before going within.” 
  The correct chime to sound is the one made of iron, a metal known to be 
  found in both meteoritic deposits and smelted in the form of pig iron. See 
  “Tactics” below for the consequences of sounding a chime.
  481
  level 13b
  
  A treasure was placed in this chamber long ago with a sepia snake (the 
  namesake of the infamous spell) set to guard it. However, after the cato-
  blepas moved into Area 11 and flooded the surrounding chambers with 
  its noxious breath, nothing has come here since. The gas does not reach 
  this room, and the flying anaconda-like serpent has remained herein in a 
  somnolent state. The strange creature is wingless, and has two glowing 
  orbs for eyes. Its tail ends in a vicious stinger.  
  SEPIA SNAKE 
   
  CR 10
  XP 9,600
  hp 114 (Frog God Games The Tome of Horrors Complete, 
  “Sepia Snake” )
  Tactics: The sepia snake comes instantly awake as soon as it hears 
  someone moving about in the tunnel outside its lair (+9 Perception — au-
  tomatic if a battle is fought against the catoblepas or a chime is sounded). 
  Its orders are to attack any intruders that fail to sound the iron chime 
  before entering. It recognizes that chime’s distinctive tone, and knows if 
  the wrong one was sounded. If either of the other two chimes are sounded 
  or intruders enter without sounding any chime, it fires its cocoon web at 
  anyone in the doorway. It then uses it gaze attack on those who escape 
  its web. It fights to the death to defend its treasure. If the iron chime was 
  sounded, it lets the PCs enter the room with impunity and take whatever 
  they like, though if attacked it immediately becomes hostile and attempts 
  to kill the intruders.
  Treasure: The treasure in this chamber is stored in seven copper caul-
  drons (worth 30 gp each). They contain the following: #1. 7,305 cp; #2. 
  10,550 sp; #3. 6,800 gp mixed with 855 pp; #4. 5 royal outfits of black 
  silk (200 gp each) and accompanying jewelry worth a total of 800 gp; 
  #5. 8,030 cp; #6. a marble bust of a the arch-devil Gorson (known as The 
  Blood Duke) with twisting horns of hammered bronze, bloodstone eyes, 
  and a mane of spun gold thread (worth 7,000 gp and weighing 245 lbs.); 
  #7. a satchel holding 16 arcane scrolls: (1st—ghost sound; 3rd—arcane 
  sight, major image, protection from energy, sepia snake sigil; 4th—ani-
  mate dead, detect scrying, enervation, scrying; 5th—hold monster, mind 
  fog, mirage arcana, sending, telekinesis, transmute rock to mud; 6th—
  create undead) and a silver ewer (75 gp) filled with small seed pearls (250 
  gp total).
  482
  level 13b
  
  Level 13C:
  Zombieland
  This level contains and evil artifact, the Zombiestone of Karsh. This artifact 
  causes any creature that is killed within 500 yards to re-animate as a zombie 
  creature. The closer to the stone, the greater the toughness of the zombie. Zom-
  bies near the stone are so tough in fact, that they must be physically hacked to 
  pieces or burned to destroy them. The area is shown on Map RA–13C.
  PARTIAL ZOMBIE  
   
  CR 1/3
  XP 135
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init –1; Senses darkvision 60 ft.; Perception +0
   
  AC 11, touch 9, flat-footed 11 (–1 Dex, +2 natural)
  hp 5 (2d8+3)
  Fort +0; Ref –1; Will +3
  Defensive Abilities channel resistance +4; DR 10/slashing  
  and DR 5/– (see Continuous Effects, above);  
  Immune undead traits
   
  Speed 30 ft.
  Melee slam +3 (1d6+3)
   
  Str 14, Dex 8, Con –, Int –, Wis 10, Cha 10
  Base Atk +1; CMB +3; CMD 12
  Feats Toughness 
  SQ staggered 
  ZOMBIE FIRE BEETLES 
   
  CR 1/2
  XP 200
  NE Small undead (Pathfinder Roleplaying Game Bestiary, 
  “Beetle, Fire”, “Zombie”)
  Init –1; Senses darkvision 60 ft.; Perception +0
   
  AC 12, touch 10, flat-footed 12 (–1 Dex, +2 natural, +1 size)
  Difficulty Level: 11 
  Entrances: Chasm in ceiling to Level 12C, area 12C–5. 
  River tunnel from Level 10A. Tunnel from Level 0A, Area 
  0A–11 in Area 13C–9.
  Exits: River tunnel to Level 13B, Area 13B–1.
  Wandering Monsters: Check once per hour on 1d20, 
  with zombies, consult distance to the Zombiestone to 
  determine damage resistance: 
   
   
  1  
  1–6 partially hacked apart human zombies
   
  2  
  2d6 zombie fire beetles 
   
  3  
  3d6 zombie dire rats
   
  4  
  1d2 Large troll zombies 
   
  5  
  1 slithering tracker (alive)
   
  6  
  1 patch of green slime
   
  7 
  1d6 violet fungi 
   
  8  
  1 Huge ogre spider zombie
   
  9  
  1d3 piercers (alive)
   10–20  No encounter
   
  Detections: Strong magic and extreme evil from Area 
  13C–11. Strong divine magic from the statues and pool in 
  Area 13C–10.
  Shielding: Area 13C–13 is shielded against all divination 
  magic.
  Standard Features: The floors and ceilings are covered 
  with stalagmites and stalactites. Walls, columns and 
  other features on this level are dry. Climbing all features 
  requires a DC 10 Climb check unless otherwise noted. 
  Random fungus and dripping water are everywhere, 
  and a stench of decay permeates the air. This area is 
  fungus-filled. About 20% of the fungus is edible while 
  10% is poisonous. A DC 20 Knowledge (dungeoneering) 
  or Knowledge (nature) check allows PCs to determine 
  which are edible. (Gnomes and other underground 
  creatures gain a +2 bonus to their checks.) 
  POISONOUS FUNGUS
  Type poison, ingested; save Fortitude DC 16
  onset 10 minutes; frequency 1/minute for 6 minutes
  effect 1d3 Con damage; cure 2 consecutive saves
  Continuous Effects: Any creature slain on this level rises as a 
  zombie in 1d3 rounds (except in Areas 13C–9 and 13C–10) 
  of HD equal to 1+ the racial HD of the creature (drop all 
  class levels). These zombies have DR 10/slashing and DR 5/–, 
  if they are north of Area 13C–12 and channel resistance is 
  +4 (or existing channel resistance is increased +4), and have 
  DR 15/slashing and DR 10/– if in Areas 13C–7–8, and channel 
  resistance is +4 (or existing channel resistance is increased 
  +4). In Area 13C–11 and 13C–13, all zombie creatures (and 
  other undead) have DR 15/– and is immune to channeled 
  energy. In addition, all of Area 13C–11 is protected by a 
  magic circle against good. Fire and holy water affect them 
  normally (assumes pieces must be chopped off to slay them, 
  and even then “slay” is the wrong word). 
  Zombies have no tactics; they mindlessly follow and 
  attack any living creature. Anyone returned as a zombie-
  creature cannot be raised from the dead or resurrected 
  by any power short of a wish or miracle. These zombies 
  are terrifying in appearance. They are maggot ridden, 
  and never actually de-animate unless burned to ashes. 
  Bits and pieces of them continue to wiggle and crawl 
  about even if the whole is hacked to tiny bits. All zombies 
  immediately cease to be animate if the Zombiestone is 
  destroyed.
  Level 13C
  483
  
  484
  level 13c
  
  hp 12 (2d8+3)
  Fort +0; Ref –1; Will +3
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee bite +3 (1d4+1) and slam +3 (1d4+1) 
   
  Str 12, Dex 9, Con –, Int –, Wis 10, Cha 10
  Base Atk +1; CMB +1; CMD 10 (18 vs. trip)
  Feats Toughness 
  Skills Fly –3, Stealth +3
  SQ staggered
  ZOMBIE DIRE RATS 
   
  CR 1/2
  XP 200
  NE Small undead (Pathfinder Roleplaying Game Bestiary, 
  “Rat, Dire”, “Zombie”)
  Init +2; Senses darkvision 60 ft.; Perception +0
   
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
  hp 11 (2d8+3)
  Fort +0; Ref +2; Will +3
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead 
  traits
   
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +3 (1d4+1) and slam +3 (1d4+1) 
   
  Str 12, Dex 15, Con –, Int –, Wis 10, Cha 10
  Base Atk +1; CMB +1; CMD 13 (17 vs. trip)
  Feats Toughness 
  Skills Climb +10, Stealth +6, Swim +10
  SQ staggered 
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 11; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  ZOMBIE TROLL 
  CR 3
  XP 800
  NE Large undead (Pathfinder Roleplaying Game Bestiary, 
  “Troll”, “Zombie”)
  Init +1; Senses darkvision 60 ft.; Perception +0
   
  AC 18, touch 10, flat-footed 17 (+1 Dex, –1 size, +8 natural)
  hp 43 (8d8+8)
  Fort +2; Ref +3; Will +5
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead 
  traits
   
  Speed 30 ft.
  Melee bite +11 (1d8+6) and 2 claws +11 (1d6+6) and slam 
  +11 (1d8+9) 
  Space 10 ft.; Reach 10 ft.
   
  Str 23, Dex 12, Con –, Int –, Wis 10, Cha 10
  Base Atk +6; CMB +13; CMD 24
  Feats Toughness 
  Skills Climb +6, Stealth –3
  SQ staggered  
  SLITHERING TRACKER 
   
   
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary 2, “Slithering 
  Tracker”)
  GREEN SLIME 
   
   
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazard”)
  This dungeon peril is a dangerous variety of normal slime. 
  Green slime devours flesh and organic materials on contact 
  and is even capable of dissolving metal. Bright green, wet, 
  and sticky, it clings to walls, floors, and ceilings in patches, 
  reproducing as it consumes organic matter. It drops from 
  walls and ceilings when it detects movement (and possible 
  food) below.
  A single 5 ft. square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (destroying the scraping device), but after that it 
  must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, 
  sunlight, or a remove disease spell destroys a patch of green 
  slime. Against wood or metal, green slime deals 2d6 points 
  of damage per round, ignoring metal’s hardness but not 
  that of wood. It does not harm stone.
  VIOLET FUNGI 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Violet Fungi”)
  ZOMBIE OGRE SPIDER 
   
  CR 5
  XP 1,600
  NE Huge undead (Pathfinder Roleplaying Game Bestiary, 
  “Spider, Giant”, “Zombie”)
  Init +1; Senses darkvision 60 ft.; Perception +4
   
  AC 21, touch 9, flat-footed 20 (+1 Dex, –2 size, +12 natural)
  hp 60 (11d8+11)
  Fort +3; Ref +4; Will +7
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 40 ft., climb 40 ft.
  Melee bite +12 (2d8+6) and slam +12 (2d6+9) 
  Space 15 ft.; Reach 15 ft.
   
  Str 23, Dex 13, Con –, Int –, Wis 10, Cha 10
  Base Atk +8; CMB +16; CMD 27 (35 vs. trip)
  Feats Toughness 
  Skills Climb +30, Perception +4, Stealth –3
  SQ staggered 
  PIERCERS 
   
   
  CR 1
  XP 100 (Frog God Games The Tome of Horrors Complete, 
  “Hazards”)
  Piercers resemble 1 ft. long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 
  1d6 points of piercing damage. If the save succeeds, the 
  piercer misses its target and may not attack again until it 
  climbs back into position. (Piercers move 5 ft. per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 ft. Those of 2 to 4 ft. in 
  length are CR 1 and deal 2d6 points of damage if they hit a 
  485
  level 13c
  
  foe. Their acid deals 1d6 points of acid damage. Those of 5 
  to 6 ft. in length are CR 2 and deal 3d6 points of damage if 
  they hit. Their acid deals 1d6 points of acid damage. The DC 
  to avoid a piercer’s attack is 15, regardless of its size.
  13C–1. Chasm from Above (Cr 5)
  Above this deep chasm is a sinkhole. The sinkhole rises 70 ft. to a cave above 
  (see Area 12C–5). Strange undead bugs crawl around on the floor (harmless, 
  but surprisingly difficult to squash. Three rounds after the room is entered, 6 
  humanoid zombies and 1 giant crawfish zombie rise and attack from the river. 
  They appear as bloated, rotting corpses, with chunks taken out of them. Due to 
  the water saturation, these zombies have fire resistance 10. Note zombie crea-
  tures here absorb the first 4 hit points of damage from any attack as noted above.
  ZOMBIES (6) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”, 
  with the following changes: add Defensive Abilities 
  channel resistance +4; DR 10/slashing and DR 5/–, and see 
  “Continuous Effects”; Resist fire 10)
  MONSTROUS CRAYFISH ZOMBIE 
   
  CR 2
  XP 600
  NE Large undead (aquatic) (Frog God Games The Tome 
  of Horrors Complete, “Crayfish, Monstrous”, Pathfinder 
  Roleplaying Game Bestiary, “Zombie)
  Init –1; Senses darkvision 60 ft.; Perception +0
   
  AC 18, touch 9, flat-footed 18 (–1 size, +9 natural)
  hp 36 (6d8+6)
  Fort +2, Ref +1, Will +5
  Defensive Abilities channel resistance +4; DR 10/slashing 
  and DR 5/– (see Continuous Effects, above); Resist fire 10; 
  Immune undead traits
   
  Speed 20 ft., swim 40 ft.
  Melee 2 claws +7 (1d6+4/19–20), slam (1d8+4)
  Space 10 ft.; Reach 5 ft.
   
  Str 18, Dex 8, Con –, Int –, Wis 10, Cha 10
  Base Atk +4; CMB +9 (+13 to grapple); CMD 18 (30 vs. trip)
  Feats Toughness
  Skills Climb +4, Stealth –1, Swim +12
  SQ staggered
  13C–2. Empty rooms
  Self-explanatory, although this is a good time to roll for wandering 
  monsters. The GM should also fill these areas with whatever dungeon 
  dressing he feels is appropriate, perhaps noting the abundance of stalac-
  tites (setup for a later roper of piercer encounter) a hacked apart and still 
  wiggling pile of zombie bits, or the presence of evil-looking green pools 
  of water (all harmless of course). 
  13C–3. Thriller!  
  (Cr varies, up to 9)
  This room contains a veritable army of 32 zombie-creatures. They at-
  tack anything that gets within 30 ft. of the room. There are a total of 14 
  dire rat zombies, 8 beetle zombies, an otyugh zombie, 7 human zom-
  bies, a basilisk zombie (scary, but its gaze does not work), and a troll 
  zombie. These zombies attack relentlessly, following the party until slain. 
  486
  level 13c
  
  ZOMBIE DIRE RATS (14) 
   
  CR 1/2
  XP 200 
  hp 11 (see Wandering Monsters, above)
  ZOMBIE FIRE BEETLES (8)  
  CR 1/2
  XP 200 
  hp 12 (see Wandering Monsters, above)
  ZOMBIE OTYUGH  
   
  CR 3
  XP 800
  NE Large undead (Pathfinder Roleplaying Game Bestiary, 
  “Otyugh”, “Zombie”)
  Init –1; Senses darkvision 60 ft.; Perception +0
   
  AC 19, touch 8, flat–footed 19 (–1 Dex, –1 size, +11 natural)
  hp 42 (8d8+8)
  Fort +2; Ref +1; Will +6
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 20 ft.
  Melee bite +10 (1d8+5) and slam +10 (1d8+7) and 2 
  tentacles +5 (1d6+2)
  Space 10 ft.; Reach 10 ft.
   
  Str 20, Dex 8, Con –, Int –, Wis 10, Cha 10
  Base Atk +6; CMB +12 (+16 to grapple); CMD 21
  Feats Toughness +8
  Skills Climb +5, Stealth –5
  SQ staggered  
  ZOMBIES (4) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”, 
  with the following changes: add Defensive Abilities 
  channel resistance +4; DR 10/slashing and DR 5/–, and see 
  “Continuous Effects”)
  ZOMBIE BASILISK  
  CR 3
  XP 800
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Basilisk”, “Zombie”)
  Init –2; Senses darkvision 60 ft.; Perception +0
   
  AC 18, touch 8, flat-footed 18 (–2 Dex, +10 natural)
  hp 50 (8d8+8)
  Fort +2; Ref +0; Will +6
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 20 ft.
  Melee bite +10 (1d8+4) or slam +10 (1d8+6)
   
  Str 18, Dex 6, Con –, Int –, Wis 10, Cha 10
  Base Atk +6; CMB +10; CMD 18 (26 vs. trip)
  Feats Toughness 
  Skills Stealth +2
  SQ staggered 
  ZOMBIE FIGHTER  
   
  CR 1/2
  XP 200
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init –1; Senses darkvision 60 ft; Perception +0
   
  AC 21, touch 9, flat-footed 21 (+10 armor, –1 Dex, +2 natural)
  hp 11 (2d8+3)
  Fort +0, Ref –1, Will +3
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 20 ft.
  Melee +1 halberd +4 (1d10+4/x3) or slam +3 (1d6+3)
   
  Str 14, Dex 8, Con –, Int –, Wis 10, Cha 10
  Base Atk +1; CMB +3; CMD 12
  Feats Toughness 
  Skills Climb –3, Escape Artist –6, Stealth –6, Swim –3
  SQ staggered 
  Combat Gear 3 potions (cure light wounds, energy 
  resistance [fire], heroism); Other Gear +1 full plate, +1 
  halberd, backpack, 22 gp, 123 sp
  ZOMBIE WIZARD  
   
  CR 1/2
  XP 200
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init +0; Senses darkvision 60 ft.; Perception +2
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 11 (2d8+3)
  Fort +2; Ref +2; Will +5
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 30 ft.
  Melee quarterstaff +2 (1d6+1) or slam +1 (1d6+1)
   
  Str 12, Dex 10, Con –, Int –, Wis 10, Cha 10
  Base Atk +1; CMB +2; CMD 12
  Feats Toughness 
  Skills Perception +2
  SQ staggered 
  Gear quarterstaff, cloak of resistance +2, backpack, 11 gp, 
  44 sp, 22 cp, spellbook, spell component pouch
  ZOMBIE ROGUE  
  CR 1/2
  XP 200
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init +3; Senses darkvision 60 ft.; Perception +0
   
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 11 (2d8+3)
  Fort +0; Ref +3; Will +3
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 30 ft.
  Melee slam +2 (1d6+1)
   
  Str 12, Dex 16, Con –, Int –, Wis 10, Cha 10
  Base Atk +1; CMB +2; CMD 16
  Feats Toughness 
  Skills Climb +1
  SQ staggered
  Combat Gear ring of spell storing (water breathing, 
  invisibility)
  ZOMBIE TROLL 
   
   
  CR 3
  XP 800
  hp 43 (see Wandering Monsters, above with the following 
  changes: add Defensive Abilities channel resistance +4; DR 
  10/slashing and DR 5/–, and see “Continuous Effects”)
  Treasure: Three of the humanoid zombies still have useful gear (see 
  statistics above). These three are mostly intact, and appear more freshly 
  “made” than the rest. 
  487
  level 13c
  
  1. A human fighter wearing +1 full plate and carrying a +1 halberd. In 
  his pack are 22 gp, 123 sp, and 3 potions (cure light wounds, fire resis-
  tance and heroism)
  2. An elf wizard wearing a cloak of resistance +2 and carrying a nor-
  mal quarterstaff (still only does 1d8 damage). His pack contains a blood-
  stained spellbook (1d6 spells of each level 1–5 are still readable), 11 gp, 
  44 sp and 22 cp. Imbedded in his back is a +2 keen short sword.
  3 A human thief wearing a ring of spell storing (6 levels—currently 
  contains water breathing and invisibility)
  13C–4. The Fungus garden (Cr 7)
  This side of the river appears at first to be zombie free. Heavy growths 
  of fungus cover the area, hanging from the roof and walls in thick, multi-
  colored clumps. The fungus is mostly harmless, except on the far south 
  side of the cavern. This section is covered with a large colony of yellow 
  mold. Moreover, rotting in the mold is a yellow mold encrusted troll 
  zombie, also covered in the mold. Every blow inflicted on this creature 
  releases a cloud of mold spores until the creature is burned for 10 points of 
  damage (slays mold, even if the troll-zombie is still “alive”). 
  YELLOW MOLD 
   
   
  CR 6
  XP 2,400 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  If disturbed, a 5 ft. square of this mold bursts forth with 
  a cloud of poisonous spores. All within 10 ft. of the mold 
  must make a DC 15 Fortitude save or take 1d3 points of 
  Constitution damage. Another DC 15 Fortitude save is 
  required once per round for the next 5 rounds, to avoid 
  taking 1d3 points of Constitution damage each round. A 
  successful Fortitude save ends this effect. Fire destroys yellow 
  mold, and sunlight renders it dormant.
  ZOMBIE TROLL 
   
   
  CR 3
  XP 800
  hp 43 (see Wandering Monsters, above with the following 
  changes: add Defensive Abilities channel resistance +4;  
  DR 10/slashing and DR 5/– (see Continuous Effects, above)
  13C–5.  Sinkhole to Safety?
  This sinkhole descends at a 60-degree angle thirty feet below the floor 
  of this cavern. Rubble on the floor blocks a small crawlspace. If the rubble 
  is moved aside, a 3 ft. diameter tunnel leading to Area 13C–9 is found. 
  The good news is no zombie creatures have found Areas 13C–9 and 
  13C–10 beyond this tunnel. No set encounters are present in this cavern; 
  however, a wandering monster check is appropriate upon first entering 
  the chamber. 
  13C–6. Zombie King (Cr 10)
  Several years ago, a particularly tough adventuring group journeyed 
  down into these depths and encountered a behir that had taken up resi-
  dence in these caves. After a long battle, they slew the beast, only to have 
  it rise again and destroy them. The tunnel leading to this area is scarred 
  with lightning burns and melted sections of rock (the behir found that 
  lightning destroyed the zombies that harassed it). Large broken rocks litter 
  the floor, and about halfway up the tunnel, under a large boulder, a human 
  hand protrudes, grasping at anything that walks by (no effective attacks). 
  This zombie’s arm and hand continues to live its undead existence, even 
  though crushed to pulp under two tons of rock.
  In the cavern itself are the zombified remains of the behir and the 4 ad-
  venturers who killed it, now allied in an unknowing, un-living alliance. 
  Note: zombie creatures here absorb the first 4 hit points of damage from 
  any attack as noted above. 
  ZOMBIE BEHIR 
  CR 4
  XP 1,200
  NE Huge undead (Pathfinder Roleplaying Game Bestiary, 
  “Behir”, “Zombie”)
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 24, touch 8, flat–footed 24 (+16 natural, –2 size)
  hp 73 (14d8+14)
  Fort +4; Ref +4; Will +9
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 40 ft., climb 20 ft.
  Melee bite +15 (2d6+7) and 6 claw rakes +15 (1d4+7) and 
  slam +15 (2d6+10)
  Space 15 ft.; Reach 10 ft.
   
  Str 25, Dex 10, Con –, Int –, Wis 10, Cha 10
  Base Atk +10; CMB +19 (+23 to grapple); CMD 29 (can’t be tripped)
  Feats Toughness 
  Skills Climb +15, Stealth –8
  SQ staggered  
  ZOMBIE FIGHTER  
  CR 1/2
  XP 200
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init –1; Senses darkvision 60 ft; Perception +0
   
  AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 natural)
  hp 11 (2d8+3)
  Fort +0, Ref –1, Will +3
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 20 ft. (30 ft. base)
  Melee +1 halberd +4 (1d10+4/x3) or slam +3 (1d6+3)
   
  Str 14, Dex 8, Con –, Int –, Wis 10, Cha 10
  Base Atk +1; CMB +3; CMD 12
  Feats Toughness 
  Skills Climb –3, Escape Artist –6, Stealth –6, Swim –3
  SQ staggered 
  Combat Gear elixir of tumbling, 3 vials holy water; Other 
  Gear full plate armor, boots of striding and springing, belt 
  pouch, 12 gp, 23 sp
  ZOMBIE CLERIC  
  CR 1/2
  XP 200
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init –1; Senses darkvision 60 ft.; Perception +0
   
  AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 natural)
  hp 16 (2d8+3)
  Fort +2, Ref –1, Will +4
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 20 ft. (30 ft base)
  Melee light mace +1 (1d6+1) and slam –4 (1d6+1) 
   
  Str 12, Dex 8, Con –, Int –, Wis 10, Cha 10
  Base Atk +0; CMB +1; CMD 10
  Feats Toughness 
  Skills Climb –2, Stealth –4
  SQ staggered 
  Gear full plate, light mace, backpack, 6 flasks oil, tinderbox, 
  4 sticks incense of meditation, +2 phylactery of Thyr (see 
  sidebox), bracers of the ape (see sidebox)
  488
  level 13c
  
  DWARF ZOMBIE FIGHTER CR 1/2
  XP 200
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init –1; Senses darkvision 60 ft.; Perception +0
   
  AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 natural)
  hp 15 (2d8+3)
  Fort +2, Ref –1, Will +2
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead 
  traits
   
  Speed 20 ft.
  Melee +1 greataxe +5 (1d12+5/x3) and slam –1 (1d6+4)
   
  Str 16, Dex 8, Con –, Int –, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 13
  Feats Toughness 
  Skills Acrobatics –7, Climb –3, Escape Artist –7, Stealth –7, 
  Swim –3
  SQ staggered
  Combat Gear potion of magic circle against evil (CL 10th); 
  Other Gear full plate armor, +1 greataxe, 6 torches, cask of 
  whiskey (11 gp)
  WIZARD ZOMBIE  
  CR 1/2
  XP 200
  NE Medium undead (Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 14, touch 12, flat-footed 14 (+2 deflection , +2 natural)
  hp 12 (2d8+3)
  Fort +0; Ref +0; Will +3
  Defensive Abilities channel resistance +4; DR 10/slashing and 
  DR 5/– (see Continuous Effects, above); Immune undead traits
   
  Speed 30 ft.
  Melee slam +0 (1d6)
   
  Str 10, Dex 11, Con –, Int –, Wis 10, Cha 10
  Base Atk +0; CMB +0; CMD 12
  Feats Toughness 
  Skills Stealth +0
  SQ staggered 
  Combat Gear wand of fireballs (CL 6th, 22 charges); Other 
  Gear +2 ring of protection, back pack, spellbook, ring of 
  protection from lycanthropy (see sidebox)
  Treasure: All four of the adventurers carry their gear (detailed below). In 
  addition, the behir had a large treasure of gold and silver (unrefined). Gold ore 
  weighing 2,000 pounds (contains 11,000 gp of gold once refined) and 22,000 
  pounds (contains 220,000 sp of silver once refined) is piled in a mixed heap in 
  the far corner of the cavern. The dead humans carry the following:
  1. Human fighter, full plate armor (slightly rusty), heavy steel shield 
  (on ground, not carried), belt pouch containing 12 gp, 23 sp, 3 vials of 
  holy water and an elixir of tumbling, wears boots of striding and leaping.
  2. Human cleric, full plate armor (slightly rusty, his AC is 0), has a light 
  mace on his belt, wears bracers of the ape and a backpack containing 6 
  flasks of lamp oil, a tinderbox, a lead box containing 4 sticks of incense of 
  meditation, and wears a +2 phylactery of Thuir). 
  3. Dwarven fighter, full plate armor (slightly rusty), +1 greataxe, back-
  pack containing a sack of 120 gp, a potion of magic circle against evil, 6 
  torches and a small cask of cheap whiskey (3 pints left) worth 11 gp.
  4. Human wizard, robes covered with stars and moons (and blood), 
  wand of fireballs in a belt sheath, backpack containing his spellbook (con-
  tains 8 spells each of level 1–3, 4 level 4 and level 5 spells, and 2 level 
  6 spells), on this right hand is a +2 ring of protection, and on his left 
  hand is a silver ring set with three moonstones (a ring of protection from 
  lycanthropy).
  Phylactery of Thyr
  Aura moderate necromancy [good]; CL 10th
  Slot headband; Weight —.; Price 2,000 gp (+1), 6,000 
  gp (+2), 12,000 gp (+3), 25,000 gp (+4), 50,000 gp (+5)
   
  DESCRIPTION
  This holy item allows divine spellcasters of Thyr to 
  increase their effective caster level (+1 to +5). It also 
  allows clerics and paladins to channel energy as a 
  phylactery of positive channeling (+1d6 to +5d6). Any 
  other good-aligned priest may use the phylactery as 
  a holy symbol, but only a worshipper of Thyr may gain 
  the magical benefits.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator muct be 
  a 10th level cleric of Thyr; Cost 1,000 gp (+1), 3,000 gp 
  (+2), 6,000 gp (+3), 12,500 gp (+4), 25,000 gp (+5)
  Bracers of the Ape
  Aura moderate transmutation; CL 7th
  Slot wrists; Weight 1 lb.; Price 10,600 gp 
   
  DESCRIPTION
  The fur-lined bracers of ape grant the wearer a climb 
  speed of 20 feet in forest or jungle areas. The wearer 
  gains a +4 racial bonus on all Climb checks, and it 
  can always choose to take 10, while climbing, even if 
  rushed or threatened. 
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, spider climb; 
  Cost 5,300 gp
  ring of Protection from 
  Lycanthropy
  Aura faint abjuration; CL 10th
  Slot ring; Weight —; Price 26,500 gp 
   
  DESCRIPTION
  The delicate silver ring holds 3 moonstones (1,500 
  gp value as jewelry alone). In addition to its monetary 
  value, the ring grants the wearer immunity to all forms of 
  lycanthropy. Should the ring be placed on the finger of an 
  afflicted lycanthrope, the target is allowed an immediate 
  DC 25 Will save to throw off the effects of the curse. The ring 
  cannot remove lycanthropy from a natural lycanthrope.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, remove curse; 
  Cost 13,500 gp
  489
  level 13c
  
  13C–7. Ain’t Nothing gonna Keep 
  Me Down! (Cr 12)
  This room teems with zombies of all sizes. The real problem with 
  these is that they are very close to the Zombiestone, and thus significantly 
  tougher. The cavern itself is full of detritus and rubble, and the entire room 
  is considered difficult terrain (zombies move normally, as they are im-
  mune to pain, sprains and twisted ankles etc.). There are a total of 42 
  zombie-creatures in this room:
  ZOMBIE DIRE RATS (12) 
   
  CR 1/2
  XP 200 
  hp 11 (see Wandering Monsters, above with the following 
  changes: add Defensive Abilities channel resistance +4; DR 
  15/slashing and DR 10/–, and see “Continuous Effects”)
  ZOMBIES (4) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”, 
  with the following changes: add Defensive Abilities 
  channel resistance +4; DR 15/slashing and DR 10/–, and see 
  “Continuous Effects”)
  GOBLIN ZOMBIES (7) 
   
   
  CR 1/2
  XP 200
  NE Small undead (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”, “Zombie”)
  Init +1; Senses darkvision 60 ft.; Perception +0
   
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size,)
  hp 11 (2d8+3)
  Fort +0; Ref +1; Will +3
  Defensive Abilities channel resistance +4; DR 15/slashing and 
  DR 10/– (see Continuous Effects, above); Immune undead 
  traits
   
  Speed 30 ft.
  Melee slam +2 (1d4)
   
  Str 11, Dex 12, Con –, Int –, Wis 10, Cha 10
  Base Atk +1; CMB +0; CMD 11
  Feats Toughness 
  Skills Ride +5, Stealth +9
  SQ staggered 
  ZOMBIE FIRE BEETLES (9)  
  CR 1/2
  XP 200
  hp 12 (see Wandering Monsters, above with the following 
  changes: add Defensive Abilities channel resistance +4;  
  DR 15/slashing and DR 10/–, and see “Continuous Effects”)
  ZOMBIE TROLLS (7) 
   
   
  CR 3
  XP 800
  hp 43 (see Wandering Monsters, above with the following 
  changes: add Defensive Abilities channel resistance +4;  
  DR 15/slashing and DR 10/–, and see “Continuous Effects”)
  ZOMBIE DRAGON 
   
  CR 5
  XP 1,600
  NE Large undead (water) (Pathfinder Roleplaying Game 
  Bestiary, “Dragon, Black”, “Zombie”)
  Init +0; Senses darkvision 120 ft.; Perception +0
   
  AC 30, touch 9, flat-footed 30 (+21 natural, –1 size)
  hp 117 (16d8+16)
  Fort +5; Ref +5; Will +10
  Defensive Abilities channel resistance +4; DR 15/slashing and 
  DR 10/– (see Continuous Effects, above); Immune undead traits
   
  Speed 60 ft., fly 200 ft. (clumsy), swim 60 ft.
  Melee bite +19 (2d6+12) and 2 claws +19 (1d8+8) and slam 
  +19 (1d8+12) and tail slap +14 (1d8+12) and 2 wings +14 
  (1d6+4)
  Space 10 ft.; Reach 5 ft.
   
  Str 27, Dex 10, Con –, Int –, Wis 10, Cha 10
  Base Atk +12; CMB +21; CMD 31 (35 vs. trip)
  Feats Toughness
  Skills Climb +8, Fly –6, Stealth –4, Swim +16
  SQ staggered
  ZOMBIE GUG 
   
  CR 7
  XP 3,200
  NE Large undead (Pathfinder Roleplaying Game Bestiary 2, 
  “Gug”, Pathfinder Roleplaying Game Bestiary, “Zombie”)
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 26, touch 9, flat-footed 26 (+17 natural, –1 size)
  hp 96 (17d8+17)
  Fort +5; Ref +5; Will +10
  DR 10/slashing and DR 5/– (see Continuous Effects, above); 
  Immune undead traits
   
  Speed 40 ft., climb 20 ft.
  Melee bite +19 (1d8+8) and 4 claws +19 (1d6+8) and slam 
  +19 (1d8+12) 
  Space 10 ft.; Reach 15 ft.
   
  Str 27, Dex 10, Con –, Int –, Wis 10, Cha 10
  Base Atk +12; CMB +21; CMD 31
  Feats Toughness
  Skills Climb +16, Escape Artist +4, Stealth –4
  SQ staggered
  ZOMBIE PURPLE WORM 
   
  CR 8
  XP 4,800
  NE Gargantuan undead (Pathfinder Roleplaying Game 
  Bestiary, “Purple Worm”, “Zombie”)
  Init –3; Senses darkvision 60 ft.; Perception +0
   
  AC 32, touch 3, flat-footed 32 (–3 Dex, +29 natural, –4 size)
  hp 140 (22d8+22)
  Fort +7; Ref +4; Will +13
  DR 10/slashing and DR 5/– (see Continuous Effects, above); 
  Immune undead traits
   
  Speed 20 ft., burrow 20 ft., swim 10 ft.
  Melee bite +25 (4d8+13/20/x2) and slam +25 (3d6+19) and 
  sting +25 (2d8+13)
  Space 20 ft.; Reach 15 ft.
   
  Str 37, Dex 4, Con –, Int –, Wis 10, Cha 10
  Base Atk +16; CMB +33; CMD 40 (can’t be tripped)
  Feats Toughness 
  Skills Stealth –15, Swim +21
  SQ staggered
  13C–8. They Just Won’t Die!  
  (Cr 12)
  This cavern is also crawling with maggot-ridden undead. They are less 
  numerous than in Area 13C–7, but dangerous nonetheless as they are very 
  490
  level 13c
  
  close to the Zombiestone, and thus absorb the first 8 hit points of damage 
  inflicted on them, as well as resist turning checks at +8 levels. A substan-
  tial rockfall blocks an 80 ft. long, 10 ft. wide tunnel to Area 13C–9. The 
  tunnel is completely blocked and would take 4 man-weeks to clear with 
  picks and shovels.
  Also in this cavern is a large patch of 10 violet fungi (in the western 
  spur of the room). The good news is that this is a way to easily dispose of 
  zombies, as they can be drawn close to the fungus and rotted away. The 
  fungus attacks the nearest “creature”, and zombies are not immune to its 
  effects. Clever characters note that moldering, inanimate carcasses of sev-
  eral zombie-creatures lie about these large mushrooms.
  Getting past the fungi without getting attacked by 1d4 tendrils requires 
  a DC 20 Reflex save. Once bypassed, a 20 ft. “safe area” exists in the far 
  western spur of the room, where the fungi cannot reach. The zombies, of 
  course, pursue any living creatures wherever they go—including through 
  the fungus patch. If all characters move to the safe zone, the zombies 
  politely file through the fungus patch to them, effectively committing sui-
  cide. 
  VIOLET FUNGI (10) 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Violet Fungi”)
  ZOMBIES (4) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”, 
  with the following changes: add Defensive Abilities 
  channel resistance +4; DR 15/slashing and DR 10/–, and see 
  “Continuous Effects”)
  GOBLIN ZOMBIES (8) 
   
   
  CR 1/2
  XP 200
  hp 11 (see Area 13C–7)
  ZOMBIE TROLLS (4) 
   
   
  CR 3
  XP 800
  hp 43 (see Wandering Monsters, above with the following 
  changes: add Defensive Abilities channel resistance +4; 
  DR 15/slashing and DR 10/–, and see “Continuous Effects”)
  ZOMBIE FIRE BEETLES (6)  
  CR 1/2
  XP 200
  hp 12 (see Wandering Monsters, above with the following 
  changes: add Defensive Abilities channel resistance +4; 
  DR 15/slashing and DR 10/–, and see “Continuous Effects”)
  ZOMBIE STAG BEETLE 
   
   
  CR 3
  XP 800
  NE Large undead (Pathfinder Roleplaying Game Bestiary, 
  “Beetle, Giant Stag”, “Zombie”)
  Init –1; Senses darkvision 60 ft.; Perception +0
   
  AC 19, touch 8, flat-footed 19 (–1 Dex, +11 natural, –1 size)
  hp 50 (9d8+9)
  Fort +3; Ref +2; Will +6
  Defensive Abilities channel resistance +4; DR 15/slashing and 
  DR 10/– (see Continuous Effects, above); Immune undead 
  traits
   
  Speed 20 ft., fly 20 ft. (clumsy)
  Melee bite +10 (2d8+5) and slam +10 (1d8+7) 
  Space 10 ft.; Reach 5 ft.
   
  Str 21, Dex 8, Con –, Int –, Wis 10, Cha 10
  Base Atk +6; CMB +12; CMD 21 (29 vs. trip)
  Feats Toughness 
  Skills Climb +5, Fly –7, Stealth –5
  SQ staggered 
  GRAY RENDER ZOMBIE 
   
  CR 4
  XP 1,200
  NE Large undead (Pathfinder Roleplaying Game Bestiary 
  2, “Gray Render”, Pathfinder Roleplaying Game Bestiary, 
  “Zombie”)
  Init +0; Senses darkvision 60 ft.; Perception +4
   
  AC 23, touch 9, flat-footed 23 (+14 natural, –1 size)
  hp 55 (10d8+10)
  Fort +3, Ref +3, Will +7
  Defensive Abilities channel resistance +4; DR 15/slashing and 
  DR 10/– (see Continuous Effects, above); Immune undead 
  traits
   
  Speed 30 ft.
  Melee bite +14 (2d6+8), 2 claws +14 (1d8+8) and slam +14 
  (1d8+12) 
  Space 10 ft.; Reach 10 ft.
   
  Str 27, Dex 11, Con –, Int –, Wis 10, Cha 10
  Base Atk +7; CMB +16 (+18 to Bull Rush, +20 to Grappling); 
  CMD 26 (28 vs. Bull Rush)
  Feats Toughness 
  Skills Perception +4, Stealth –4
  SQ staggered
  Treasure: If the area is thoroughly searched (DC 30 
  Perception check), one of the moldering corpses covers 
  (with a mound of spores, causing exposure to violet fungus 
  unless burned away) a golden crown (in reality a major 
  crown of blasting).
  VIOLET FUNGI 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Violet Fungi”)
  13C–9. The Secret Tunnel (Cr 7)
  The tunnel from Area 13C–5 opens into the bottom of yet another sinkhole. 
  The walls can be climbed normally, and at the top is a rough-hewn cavern. 
  Strange murals and cave paintings adorn the walls, painted with red ochre and 
  charcoal. The paintings depict cavemen and old, now extinct beasts like mast-
  odons, diamotheres and sabre-tooth tigers (well… maybe not totally extinct). 
  To the south, the sound of running water can be heard. The murals look as if 
  they are alive, and are quite well drawn. Translation of the pictograms (using 
  comprehend languages or a DC 25 Linguistics check) gives primitive prayers 
  and chants to various deities unknown in current times. The names do not even 
  make sense, but rough understanding of their particular animal totem (bears, 
  lions, and mastodons) can be roughly associated with each. Sadly, before this 
  can all be examined, the party must deal with the gorgimera that broke free of 
  its chains on Level 0A. It has no treasure, but wears an iron collar. 
  GORGIMERA 
   
  CR 9
  XP 6,400
  hp 95 (Frog God Games The Tome of Horrors Complete, 
  “Gorgimera”)
  No zombie-creature can enter this room, due to the power of the Temple 
  of the Elder Gods in Area 13C–10. Likewise, anyone killed here is not 
  raised as a zombie. 
  13C–10. The Lost Temple (Cr 12)
  Seemingly sculpted by natural processes, this cavern contains four large, 
  crudely carved statues of a sabre-tooth tiger, a cave bear, a mastodon and 
  a wooly rhinoceros. They are arranged on a nearly perfect rectangle around 
  491
  level 13c
  
  a small natural spring of bubbling water. This is an ancient temple of long-
  dead cavemen, and the animal totems represent the gods they worshipped 
  (for additional information, see Rappan Athuk, the Lost Levels, coming 
  soon from Frog God Games). Other than a safe place to land, this temple 
  area is safe, as long as no desecration or other insulting behavior towards the 
  pool or statues is performed. The magic of the pool is divine in nature, and 
  anyone submerged in the pool is transported as follows:
   
  1  
  Outside the dungeon, in the present time, near the 
   
   
  Mausoleum (Level 0)
   2–7 
  To Level 11, Area 11–1, in the present time
   8–13 
  To Level 10A, Area 10A–1, in the present time
   14–15 
  To the seacoast near the entrance to Level 0A, 
   
   
  in the present time
   16–18 
  To the area near the Mausoleum, 20,000 years in the past 
   
   
  (no Mausoleum is present)
   19 
  To this room, 20,000 years in the past (with cavemen present)
   20 
  To another plane (of chaotic neutral alignment) in front of 
   
   
  these god totems, who then judge the characters, possibly 
   
   
  killing them, polymorphing them, or even rewarding them 
   
   
  (GM’s discretion)
  If any desecrates the pool or the statues, each animates and attacks. 
  These animal totems animate as maximum hit point versions of their re-
  spective animal, with the added bonus of having resistance to magic spells 
  and to non-magical weapons. 
  SABRE-TOOTH TIGER 
   
  CR 8
  XP 4,800
  N Large animal (Pathfinder Roleplaying Game Bestiary, 
  “Tiger, Dire”)
  Init +6; Senses low-light vision, scent; Perception +12
   
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 154 (14d8+42)
  Fort +12; Ref +11; Will +5
  Defensive Abilities 15/magic; SR 20
   
  Speed 40 ft.
  Melee bite +18 (2d6+8) and 2 claws +18 (2d4+8)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +18, 2d4+8)
   
  Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +10; CMB +19 (+23 to grapple); CMD 31 (35 vs. trip)
  Feats Improved Critical (bite), Improved Initiative, Run, Skill 
  Focus (Perception), Skill Focus (Stealth), Weapon Focus 
  (bite), Weapon Focus (claw)
  Skills Acrobatics +6, Perception +12, Stealth +15, Swim +13; 
  Racial Modifiers +4 Acrobatics, +6 Stealth (+8 in tall grass)
  CAVE BEAR 
   
   
  CR 7
  XP 3,200
  N Large animal (Pathfinder Roleplaying Game Bestiary, 
  “Bear, Dire”)
  Init +5; Senses low-light vision, scent; Perception +12
   
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 95 (10d8+50)
  Fort +12; Ref +8; Will +6
  Defensive Abilities 15/magic; SR 20
   
  Speed 40 ft.
  Melee bite +13 (1d8+7) and 2 claws +13 (1d6+7 plus grab) 
  Space 10 ft.; Reach 5 ft.
   
  Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 10
  Base Atk +7; CMB +15 (+19 to grapple); CMD 26 (30 vs. trip)
  Feats Endurance, Improved Initiative, Iron Will, Run, Skill 
  Focus: Perception
  Skills Perception +12, Stealth –3, Swim +19; Racial Modifiers 
  +4 Swim
  MASTODON 
   
   
  CR 9
  XP 6,400
  N Huge animal (Pathfinder Roleplaying Game Bestiary, 
  “Elephant, Mastodon”)
  Init +1; Senses low-light vision, scent; Perception +24
   
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 133 (14d8+70)
  Fort +14; Ref +10; Will +7
  Defensive Abilities 15/magic; SR 20
   
  Speed 40 ft.
  Melee gore +21 (2d8+12) and slam +20 (2d6+12)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (2d8+18, DC 29)
   
  Str 34, Dex 12, Con 21, Int 2, Wis 13, Cha 7
  Base Atk +10; CMB +24 (+26 to bull rush); CMD 35 (37 vs. bull 
  rush, 39 vs. trip)
  Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will, 
  Power Attack, Skill Focus (Perception), Weapon Focus (Gore)
  Skills Perception +24, Stealth –7
  WOOLY RHINOCEROUS 
   
   
  CR 6
  XP 2,400
  N Large animal (Pathfinder Roleplaying Game Bestiary, 
  “Rhinocerous, Wooly”)
  Init +0; Senses low-light vision, scent; Perception +15
   
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 104 (8d8+40)
  Fort +13; Ref +6; Will +3
  Defensive Abilities 15/magic; SR 20
   
  Speed 30 ft.
  Melee gore +14 (2d8+13) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 4d8+18), trample 
  (DC 23, 2d6+13)
   
  Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 3
  Base Atk +6; CMB +16; CMD 26 (30 vs. trip)
  Feats Diehard, Endurance, Great Fortitude, Skill Focus 
  (Perception)
  Skills Perception +15, Stealth –4
  13C–11. The Zombiestone of 
  Karsh (Cr 8)
  This cavern glows from a hellish purple light radiating from a small 
  block of stone (see sidebox) in its center. The evil and magic of the stone 
  can almost be felt; a deep sense of dread and a sharp chill running down 
  any living creature’s spine, can be felt within 100 ft. of the stone. Anyone 
  here feels uncomfortable, and wants to get away from the stone, badly. 
  Within this chamber are 11 zombies. One of the humanoid zombies wears 
  a brooch of shielding. No other treasure exists in this hellish place.
  ZOMBIES (5) 
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”, with 
  the following changes: add DR 15/–; Immune channeled 
  energy; see Continuous Effects, above)
  492
  level 13c
  
  UNDEAD FIRE BEETLES (3)  
  CR 1/2
  XP 200
  NE Small undead 
  hp 12 (see Area 13C–3, with the following changes: add DR 
  15/–, see Continuous Effects, above; Immune channeled 
  energy)
  ZOMBIE TROLLS (2) 
   
   
  CR 3
  XP 800
  hp 43 (see Wandering Monsters, above with the following 
  changes: add DR 15/–, see Continuous Effects, above; 
  Immune channeled energy)
  VROCK ZOMBIE  
   
  CR 4
  XP 1,200
  NE Large undead (chaotic, demon, evil, extraplanar) 
  (Pathfinder Roleplaying Game Bestiary, “Demon, Vrock”, 
  “Zombie”)
  Init +1; Senses darkvision 60 ft.; Perception +8
   
  AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 71 (11d8+11)
  Fort +3; Ref +4; Will +7
  DR 15/–; Immune channeled energy; see Continuous Effects, 
  above; Immune undead traits; SR 20
   
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite +13 (1d8+6) and 2 claws +13 (2d6+6) and slam 
  +13 (1d8+9) and 2 talons +13 (1d6+6) 
  Space 10 ft.; Reach 10 ft.
   
  Str 23, Dex 13, Con –, Int –, Wis 10, Cha 10
  Base Atk +8; CMB +15; CMD 26
  Feats Toughness 
  Skills Fly –1, Perception +8, Stealth –3
  SQ staggered 
  Karsh was a high level priest in the service of Orcus who was slain when 
  he battled Zelkor’s army at the gates of this place. He was utterly destroyed 
  (disintegrated) during the battle, and all the secrets of his greatest creation 
  died with him. Forged from the blood of Orcus himself, and imbued with 
  the power that wrought, the Zombiestone was created for the armies of evil 
  to carry with them like an unholy Ark of the Covenant. The plan was to 
  create an unending supply of soldiers by animating the fallen on both sides 
  and creating nearly un-killable troops that would horrify the troops that laid 
  siege to this place. The only problem was that the undead created by the 
  stone were uncontrollable, even by the priests of Orcus. Once the dead be-
  gan to walk, they attacked everyone, friend or foe, inflicting horrific losses 
  on the evil army as well. The battle commanders moved away from the 
  stone for fear of losing their still living troops, and it was not until some 
  months later that the stone was retrieved and brought here by Orcus’ priests. 
  13C–12. Behind the rocks
  The cavern wall here is collapsed in a rockfall. If cleared (takes 20 
  minutes), a 2 ft. wide, 6 ft. high passage can be opened leading to Area 
  13C–13. The passageway slopes slightly downward, and the entrance is 
  protected by a permanent wall of force. 
  13C–13. You Don’t Always Like 
  What You Find (Cr 23)
  This encounter area is likely far beyond the power of most characters. 
  After all, this is Rappan Athuk, and if we didn’t include a ridiculously un-
  balanced and overpowered monster at least somewhere in the new levels, 
  it wouldn’t be right. One should not always bother things one finds here, 
  and a warning should dissuade most from proceeding down this tunnel. 
  The wall of force was the first clue. Taking down the wall of force awakens 
  the sleeping liches, and they prepare for battle.
  The two foot wide tunnel is carved with intricate detail with moving, 
  animated shapes of human skulls and shapes of dead and rotting bod-
  ies grinning in soundless screams and leering at any who pass. A terrible 
  sense of foreboding permeates the corridor. At the 60 ft. mark is the first 
  layer of a prismatic wall, with another layer every 10 ft. until the chamber 
  at Area 13C–13 is reached. 
  The cavern at the end of the tunnel contains an elaborate crypt carved 
  of inlaid ivory, lapis, silver and gold inlays, almost completely covering 
  the walls, floor and ceiling of the chamber (total value 200,000 gp in ma-
  terials). Two large sarcophagi stand on a raised dais in the center of the 
  chamber. Each coffin contains a lich. 
  DARIUS THE CLERIC-LICH  
  CR 21
  XP 307,200
  Male human lich cleric 20 (Pathfinder Roleplaying Game 
  Bestiary, “Lich”)
  CE Medium undead (augmented humanoid)
  Init –1; Senses darkvision 60 ft.; Perception +14
   
  AC 31, touch 9, flat-footed 31 (+11 armor, –1 Dex, +5 natural, 
  The Zombiestone of Karsh
  Aura strong necromancy; CL 20th
  Slot none; Weight — (immobile)
   
  This 2 ft. square stone of eerily glowing purple material 
  seems to waver in shape and form, and at times even 
  seems to bleed a black ichor. No carvings or markings 
  are present on the stone, except some faint chisel 
  marks on the exposed top. The stone radiates chaos, 
  evil and magic of the greatest power.
  The stone has several necromantic powers.
  • bestow curse (effects all living creatures in a 60 ft. 
  radius, as a doom spell, no save, continuous)
  • contagion (40 ft. radius, continuous , DC 20 Fortitude 
  save avoids for 5 rounds each save)
  • unhallow (100 ft. radius, all undead immune to 
  channeled energy; 100 ft. to 800 ft. undead gain 
  channel resistance +4, continuous)
  • Bolster undead (100 ft. radius, DR 15/–; 300 ft. radius, 
  DR 15/slashing and DR 10/–; 700 ft. radius,  DR 10/
  slashing and DR 5/–; continuous)
  • antimagic field (continuous, all magic except 
  artifact or deity level powers)
  • Rise to Undeath (any creature slain on this level 
  immediately rises as a zombie within 1d3 rounds 
  [except in Areas 13C–9 and 13C–10], see Level 13C 
  “Continuous Effects,” above). The possessor of the 
  stone cannot control the newly risen zombies.
  • Overcome by Evil (alignment shifts to chaotic evil, 
  DC 25 Will save avoids, new check 1/ hour) if exposed 
  to the stone for more than 1 hour (within 100 ft.)
  • Wisdom drain (DC 20 Will save negates 1 point of 
  Wisdom drain per hour within 100 ft. of the stone)
   
  DESTRUCTION
  A simple hammer and chisel coated in the blood of a 
  unicorn and wielded by an innocent child can crack 
  the stone, thereby killing the child (irrevocably and 
  forever) and destroying the stone.
  493
  level 13c
  
  +6 shield)
  hp 183 (20d8+80)
  Fort +18; Ref +8; Will +21
  Defensive Abilities death’s embrace; DR 15/–; Immune 
  channeled energy (due to proximity to the Zombiestone), 
  cold, electricity, mind-affecting, polymorph, undead traits
   
  Speed 20 ft. (30 ft. base)
  Melee +1 grayflame, unholy, vicious heavy mace +17/+12/+7 
  (1d8+2/19–20) or touch +16 (1d8+10 plus paralysis)
  Special Attacks channel energy (10d8, DC 23, 11/day), 
  paralysis (DC 23), scythe of evil (10 rounds, 4/day)
  Necromancer Spell-Like Abilities (CL 20th; melee touch +16, 
  ranged touch +14)
  9/day—bleeding touch, touch of evil 
  Spells Prepared (CL 20th; melee touch +11, ranged touch +9)
  9th—energy drain (DC 26), implosion (DC 25), miracle (DC 
  25), summon monster IX, wail of the bansheeD (DC 26)
  8th—frightful aspect (DC 24)*, mass inflict critical wounds 
  (DC 25), summon monster VIII, unholy auraD (DC 24), unholy 
  aura (DC 24)
  7th—blasphemyD (DC 23), blasphemy (DC 23), destruction 
  (DC 24), repulsion (DC 23), summon monster VII
  6th—create undeadD, greater dispel magic, harm (DC 23), 
  harm (DC 23), summon monster VI, word of recall
  5th— dispel good (DC 21), greater command (DC 21), 
  righteous might (DC 21), slay livingD (DC 22), slay living (DC 
  22), true seeing
  4th—control summoned creature (DC 20), dimensional 
  anchor, divine power, spell immunity, summon monster IV, 
  unholy blightD (DC 20)
  3rd—dispel magic, invisibility purge (DC 19), magic circle 
  against goodD (DC 19), magic vestment (DC 19), prayer, 
  protection from energy (DC 19) 
  2nd—align weaponD (evil), desecrate, lesser restoration, 
  owl’s wisdom, silence (DC 18), spiritual weapon, weapon of 
  awe
  1st— bane (DC 17), deathwatch, divine favor, forbid action 
  (DC 17), murderous command (DC 17), protection from 
  goodD, shield of faith
  0 (at will)—bleed (DC 17), resistance, read magic, virtue
  D Domain spell Domains Death, Evil
   
  Str 13, Dex 8, Con –, Int 12, Wis 23, Cha 17
  Base Atk +15; CMB +16; CMD 25
  Feats Allied Spellcaster, Channel Smite, Combat Casting, 
  Divine Interference, Extra Channel, Greater Channel Smite, 
  Improved Channel, Improved Critical (heavy mace), 
  Persistent Spell, Spell Focus (necromancy), Toughness 
  Skills Diplomacy +20, Heal +20, Intimidate +25, Knowledge 
  (Arcana) +20, Knowledge (Planes) +20, Knowledge 
  (Religion) +24, Perception +14, Sense Motive +14, Spellcraft 
  +8, Stealth +1
  Languages Abyssal, Common
  SQ Cleric Channel Negative Energy 10d6 (8/day) (DC 25) 
  (Su), Cleric Domain: Death, Cleric Domain: Evil, Fear Aura 
  (DC 23), Rejuvenation (Su), Ring of Shooting Stars, Rod of 
  Absorption, Spontaneous Casting
  Combat Gear ring of shooting stars, rod of absorption; Other 
  Gear +5 breastplate, +4 heavy steel shield, +1 grayflame, 
  unholy, vicious heavy mace, cloak of resistance +3, bone 
  holy symbol of Orcus, spell component pouch
  *Pathfinder Roleplaying Game Ultimate Combat
  ARIMIC THE SORCERER-LICH 
   
  CR 21
  XP 307,200
  Male human lich sorcerer 20 (Pathfinder Roleplaying Game 
  Bestiary, “Lich”)
  CE Medium undead (augmented humanoid)
  Init +6; Senses darkvision 60 ft.; Perception +10
  Aura fear (60 ft. radius, DC 24)
   
  AC 30, touch 17, flat-footed 28 (+8 armor, +2 Dex, +5 
  deflection , +5 natural)
  hp 182 (20d6+80)
  Fort +10; Ref +8; Will +14
  Defensive Abilities rejuvenation; DR 15/–; Immune 
  channeled energy (due to proximity to the Zombiestone), 
  cold, electricity, mind-affecting, polymorph, undead traits
   
  Speed 30 ft.
  Melee touch +11/+6 (1d8+10 plus paralyzing touch)
  Special Attacks paralyzing touch (DC 24)
  Spells Known (CL 20th, melee touch +11, ranged touch +12):
  9th (6/day)—wall of suppression*, wail of the banshee (DC 
  25), weird (DC 23), wishB
  8th (6/day)—horrid wilting (DC 26), mass charm monster (DC 
  24), prismatic wall (DC 22), power word stunB
  7th (6/day)—finger of death (DC 25), greater teleportB, 
  prismatic spray (DC 21), waves of exhaustion
  6th (6/day)—flesh to stone (DC 20), globe of invulnerability, 
  true seeingB, unwilling shield (DC 22)*
  5th (6/day)—dominate person (DC 21), feeblemind (DC 21), 
  magic jar (DC 23), overland flightB, teleport
  4th (7/day)—dimension doorB, enervation, greater false 
  life**, greater invisibility, stoneskin
  3rd (7/day)—dispel magicB, fly, lightning bolt (DC 17), spiked 
  pit (DC 17)*, suggestion (DC 19)
  2nd (7/day)—fox’s cunning, glitterdust (DC 16), invisibilityB, 
  spectral hand, summon swarm, web (DC 16)
  1st (7/day)—break (DC 15)*, identifyB, magic missile, 
  protection from good, shield, unseen servant 
  0 (at will)—acid splash, arcane mark, bleed (DC 16), detect 
  magic, disrupt undead, flare (DC 14), open/close, mage 
  hand, resistance, read magic, touch of fatigue (DC 18)
  Bloodline Arcane
   
  Str 12, Dex 15, Con –, Int 17, Wis 15, Cha 19
  Base Atk +10; CMB +11; CMD 28
  Feats Allied Spellcaster, Arcane Blast, Combat Casting, 
  Echoing Spell, Eschew MaterialsB, Greater Spell Focus 
  (enchantment), Greater Spell Focus (necromancy), 
  Improved Counterspell, Improved Initiative, Intensified 
  Spell, Quicken Spell, Spell Focus (enchantment), Spell Focus 
  (necromancy), Spell Specialization (wail of the banshee), 
  Undead Master
  Skills Appraise +12, Bluff +14, Diplomacy +12, Fly +20, 
  Intimidate +15, Knowledge (arcana) +26, Knowledge 
  (planes) +23, Linguistics +10, Perception +10, Sense Motive 
  +17, Spellcraft +26, Stealth +10
  Languages Abyssal, Common, Draconic, Goblin
  SQ arcane apotheosis, arcane bond (ring of spell turning), 
  school power (necromancy)
  Combat Gear staff of power (10 charges); Other Gear +8 
  bracers of armor, ring of protection +5, ring of spell turning, 
  spell component pouch
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  **Pathfinder Roleplaying Game Ultimate Magic
  This lich pair has no desire to be disturbed in any way, and try to imme-
  diately slay any intruders. They also don’t want to bother with any intrud-
  ers, so anyone leaving the tunnel (empty handed, and without taking any 
  of the lich’s things), are left alone. Before the “exit stage right”, the pair 
  shower down spells with an intention of destroying any who disturb them.
  Tactics: Spells, spells and more spells. The sorcerer lich immediately 
  casts lightning bolt, fireball and cone of cold. He then uses whatever spell 
  the GM thinks has the best effect and kill the most PCs. The cleric-lich  
  494
  level 13c
  
  begins the combat with targeted dispel magic spells. He targets anyone 
  that gets near him with a destruction spell. It should not require a great 
  deal of imagination on the part of the GM to end this rapidly.
  Treasure: Ok, just for fun. In addition to the 200,000 gp of inlay, the 
  pair have amassed 120,000 gp of various gems and jewelry. 
  13C–14. Passage Down
  This river passage leads down to Level 13B, Area 13B–1. Convenient-
  ly, someone has stashed a small box here (DC 25 Perception check to 
  notice). This hidden box is a folding boat. If the magical nature of the boat 
  is detected, and the command word is somehow determined (GM’s discre-
  tion), the PCs have gained a very useful item indeed.
  495
  level 13c
  
  Level 14: 
  The Chapel of Orcus
  This level contains the last of three power centers for the evil temple of 
  Orcus in the dungeon of Rappan Athuk. If the PCs are to have any hope 
  of expunging the evil forces of this place, they must first succeed in the 
  destruction of this place. The power of this final temple is far greater than 
  that of the two above. Note that this level may only be accessed by the 
  secret door on Level 5, and that that door may only be opened by the key 
  held by the high priest on Level 9. A map of this level is depicted in Map 
  RA–14.
  14–1. Entrance
  This steep drop from Level 5 seems to go on forever. The ladder 
  descends fully 90 ft. into a foul smelling black pit of a room, reeking of 
  decay and filth. As the ladder is descended, the air warms then suddenly 
  cools, as alternating currents of hot and cold air waft about. The tunnel 
  continues to Level 12.
  14–2. Empty Areas
  The occasional piece of junk or debris litters those areas marked 14–2. 
  GMs should also roll a wandering monster check each time PCs enter 
  areas designated “14–2.”
  14–3. The great golden idol
  This room contains a huge statue, made of solid gold, in the form of 
  a bloated, wart-covered demonic mass of flesh (Tsathogga). The statue 
  radiates evil to such a degree that anyone attempting to use a spell or 
  ability to detect such on it must make a DC 40 Will save or be stunned 
  for 2d4 hours from sheer mental overload. The statue itself is all but 
  indestructible (hardness 30; hp 500), and anyone successfully damaging 
  it is cursed (DC 35 Will save to avoid) with a rotting disease similar to 
  mummy rot, but removable only by heal, wish, limited wish, or miracle 
  spell. Even paladins are affected. This statue allows evil priests and 
  demons to commune with Tsathogga in cases where a “second opinion” 
  is needed. Aid from this demon prince was needed to seal the crypt of 
  Bofred. This vile deed required the powers of both avatars (Orcus and 
  Tsathogga). If the statue is somehow disenchanted or destroyed, a story 
  award of 10,000 XP should be awarded. The gold in the statue carries the 
  curse as well (permanently), so while worth almost 1 million gp, it is truly 
  of no value.
  14–4. The Seven Seals (Cr 12)
  When the demon princes finally defeated Bofred, the high priest 
  of Thyr, they created a nearly impenetrable set of wards to prevent his 
  escape. Bofred was an extraordinarily powerful priest (26th level!), and 
  while neither avatar could alone defeat him, Orcus and Tsathogga were 
  able finally to entrap and imprison him behind 7 binding seals, breakable 
  only by members of diverse classes and alignments. Bofred remained 
  alive for many years in this prison, finally succumbing to old age and 
  joining his god in the Seven Heavens. Writing on the floor provides some 
  Level 14
  Difficulty Level: 15
  Entrances: Staircase from Level 5, Area 5–11, and from 
  Level 12, Area 12–25 (co-located entrance).
  Exits: None.
  Wandering Monsters: Check once every hour on 1d20:
   
   1 
  2d3 acolytes of Orcus (see Area 14–8)
   2 
  1d6 shadows
   3 
  1d6 wraiths
   4–5 
  1d3 priests of Orcus and acolytes of Orcus 
   
   
  (see Area 14–8)
   6 
  1d2 vrock demons
   7–20 
  No encounter
   
  Detections: Strong evil emanates from the whole level.
  Shielding: None.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; DC 23 Break, DC 
  20 Disable Device). All secret doors are made of stone 
  (2 in. thick; hardness 8; hp 30; DC 22 Break, DC 20 
  Disable Device, DC 25 Perception).
  All attempts to turn undead suffer a –4 profane 
  penalty due to the evil temple. No turning is possible 
  in the chapel area itself. The entire level radiates a 
  continuous dispel good aura.
  Humanoid bones litter all halls and rooms as well, 
  crushed and gnawed on by some evil being.
  New Curse and Disease
  Tsathoggan Rot: curse and disease—slam; save Will DC 35; 
  onset 1 minute; frequency 1/day; effect 2d6 Con and 1d6 Cha 
  drain; cure —. 
  Tsathoggan Rot is both a curse and disease and can only be 
  cured if the curse is first removed, at which point the disease can be 
  magically removed. Even after the curse element of Tsathoggan rot 
  is lifted, a creature suffering from it cannot recover naturally over 
  time. Anyone casting a conjuration (healing) spell on the afflicted 
  creature must succeed on a DC 35 caster level check, or the spell 
  is wasted and the healing has no effect. Anyone who dies from 
  Tsathoggan Rot turns into slimy mass of flesh and putrescence and 
  cannot be raised without a resurrection or greater magic. 
  496
  
  497
  level 14
  
  clue as to the opening of each seal. Written in fine lettering along the edges 
  of the room in silver script is the following:
  “The first is passed by the quick and disorderly, selfish in his own right
  The second by the seer who has studied the books to pass the colors, yet 
  only through order and self may the colors be faded
  The third may be broken asunder by the wildman in a rage. Only a good 
  man may succeed.
  The fourth barrier may only be crossed by the unstudied mage. He 
  alone may pass the fires of hell with a mere touch of his hand.
  The muse of no allegiance may sunder the fifth seal; only his harp may 
  quiet the waves of chaos
  The sixth seal is broken by the humble hands of the willing servant of 
  his god and of humankind.
  Only through slavery to his principles may a man break this seal
  The last may be crossed by the blood of its creator’s servants”
  The Seals
  Each seal detects as a specific alignment if appropriate divination 
  magic is used. Each seal has an area behind it leading into the stone 
  that can be safely passed into once the curse is triggered. Each curse 
  may affect each individual once. No method of bypassing the seals is 
  allowed, due to the power of the binding put down by the demon lords. 
  Remember, these seals contained a 26th level priest! Not even a miracle 
  spell worked to bypass them. Each seal is considered a CR 7 encounter if 
  bypassed successfully. The seven seals’ effects and methods of breaking 
  are as follows:
  Seal 1: The first seal is a door with a lock, warded to allow only a rogue 
  of chaotic neutral alignment to open by picking it with a DC 35 Disable 
  Device check. Anyone else of an alternate class or alignment crossing 
  the seal is cursed (DC 32 Will save avoids) with weakness (–6 Strength), 
  removable only by a heal, wish, limited wish, or miracle spell. This seal 
  detects as chaotic neutral.
  Seal 2: The second seal is a prismatic wall warded to allow only a lawful 
  neutral wizard to cast the counterspells to bring it down. Anyone else of an 
  alternate class or alignment crossing the seal is cursed (DC 32 Will save 
  avoids) with a curse of stupidity (–6 Intelligence) removable only by a 
  heal, wish, limited wish, or miracle spell. This curse is in addition to the 
  effects of the wall. This seal detects as lawful neutral.
  Seal 3: The third seal is a simple fence created from wood, which 
  allows only a barbarian of chaotic good alignment to chop down safely. 
  Anyone else of an alternate class or alignment crossing the seal is cursed 
  (DC 32 Will save avoids) with clumsiness (–6 Dexterity), removable only 
  by a heal, wish, limited wish, or miracle spell. This seal detects as chaotic 
  good.
  Seal 4: The fourth seal is an illusion of a wall of fire, which can only be 
  passed by a sorcerer of any alignment. Having the sorcerer simply touch 
  the wall of fire, dispelling it, can do this. Anyone else of an alternate class 
  or alignment crossing the seal is cursed (DC 32 Will save avoids) with 
  ugliness (–6 Charisma), removable only by a heal, wish, limited wish, or 
  miracle spell. This seal has no alignment.
  Seal 5: The fifth seal is a wall of rushing air, creating a loud noise. Only 
  a bard of neutral alignment playing loudly may break a hole in this wall 
  of sound on a DC 35 Perform check. Anyone else of an alternate class or 
  alignment crossing the seal is cursed (DC 32 Will save avoids) with illness 
  (–6 Constitution), removable only by a heal, wish, limited wish, or miracle 
  spell. This seal detects as neutral.
  Seal 6: The sixth seal is a wall of stone, with bricks set without mortar. 
  Only a lawful good priest may dismantle the wall and cross the threshold. 
  This is easy and takes about 20 minutes. Anyone else of an alternate class 
  or alignment crossing the seal is cursed (DC 32 Will save avoids) with 
  foolishness (–6 Wisdom), removable only by a heal, wish, limited wish, or 
  miracle spell. This seal detects as lawful good.
  Seal 7: The seventh seal is a cloth curtain of pure white. It can only 
  be passed by soiling it with the blood of a chaotic evil creature. Anyone 
  attempting to pass the curtain finds themselves transported to the Astral 
  Plane (DC 32 Will save avoids, but does not allow passage), with no way 
  to return. If the cloth is coated in evil blood, it may be passed easily, and 
  Area 14–6 accessed. This seal detects as chaotic evil.
  14–5. Shadow Boxing (Cr 12)
  This room contains many niches and wall cracks. The walls and 
  ceilings look unstable and the occasional trickle of loose dirt falls from the 
  roof. The room is unnaturally dim and shadowy, partly from the inherent 
  darkness of the cave-like setting, but mostly from the presence of the 
  24 shadows that inhabit this area. These creatures attack immediately. 
  Remember, turning undead suffers a –4 profane penalty on this level. 
  They have no treasure.
  SHADOWS (24)  
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow.”)
  Tactics: These nasties are trained by their masters to attack in groups. 
  Six attack one individual, attempting to drain that person prior to attacking 
  someone else. They fight until slain, only retreating in the face of a 
  daylight spell or its equivalent. If forced to flee, the shadows hang on the 
  edges of the light effect, waiting until the spell wears off before resuming 
  the attack. Remember that shadows can attack from within a wall or floor, 
  gaining concealment in addition to their incorporeal nature. 
  14–6. Bofred’s Tomb (Cr 10)
  This room contains the final resting place of Bofred, the high priest of 
  Thyr who led the mighty army of good to destroy this place. Bofred nearly 
  succeeded in this feat. He was imprisoned by the combined demonic 
  forces of Tsathogga and Orcus, his tomb sealed by the wards described 
  in Area 14–4. The room is simple, containing only a pile of moldering 
  bones, some rusty metal, and dust. Hidden in the room, and warded with a 
  Major Artifact
  Thyr’s gavel
  Aura strong transmutation; CL 22nd
  Slot none; Weight 8 lbs.
   
  DESCRIPTION
  The Lawgiver bestows this unique warhammer 
  upon his greatest champion, typically a high priest or 
  paladin, though warriors have been known to wield 
  the weapon at times as well. The weapon currently 
  sits deep underground, in a makeshift tomb of the 
  last Champion of Thyr, a priest named Bofred. Thyr 
  patiently bides his time, waiting for a new champion 
  to rise up and claim the weapon.
  Thyr’s Gavel is a +6 holy axiomatic cold iron 
  warhammer. If the weapon is willingly picked up by an 
  undead, evil outsider or chaotic outsider, that creature 
  must make a DC 37 Will save or be slain (no additional 
  save). If the creature is successful, a new save must 
  be attempted every hour, and it still suffers from the 
  negative levels imposed by the holy and axiomatic 
  weapon properties. The wielder of Thyr’s Gavel can 
  cast daylight at will as a spell-like ability (CL 20th). If the 
  wielder is a follower of Thyr, she may add her Charisma 
  bonus (if any) to her armor class as a sacred bonus 
  and to her saving throws as a luck bonus.
   
  DESTRUCTION
  Thyr’s Gavel will be cracked and powerless when all 
  chaos is eliminated, and ultimate Law reigns.
  498
  level 14
  
  forbiddance spell (CL 26th, affects all non-lawful good individuals from 
  touching it), is Thyr’s Gavel (see the sidebar), a powerful artifact. Only 
  a lawful good individual may ever use the warhammer. Bofred has been 
  dead for many years, his soul happily at peace at the right hand of his god. 
  Speak with dead spells fail, though commune spells allow contact with 
  this great priest. If contacted, he warns the party of the Avatar of Orcus 
  present on Level 15, and also warns that only by praying to the fell god 
  may one enter into his abode and finally slay the demon on this plane (see 
  Level 13).
  Parties recovering Thyr’s Gavel should be awarded experience equal to 
  a CR 10 encounter.
  14–7. Transport to the Stoneheart 
  Mountain Dungeon
  The wall on this corridor shimmers with a silvery light. The surface 
  appears to be polished steel, and little flashes of electric energy pulse 
  constantly over the mirror. This wall is in reality a teleportal to Level 
  5, Area 27 of the Stoneheart Mountain Dungeon, detailed in the 
  Necromancer Games adventure D1: The Tomb of Abysthor. Anyone 
  touching the wall is instantly teleported to that location. The priests of 
  Orcus from Rappan Athuk have expansion plans, and are seeking a great 
  power contained in the Stoneheart Mountain Dungeon: a black monolith 
  of ancient evil. They have sent a delegation there through this teleportal. 
  See that module for more details.
  14–8. The Chapel of Orcus (Cr 22)
  The final temple to Orcus in Rappan Athuk is manned by one of his 
  demonic lieutenants, Maphistal and his retinue of demons, undead, and 
  priests. There are a total of 8 wraiths, 12 shadows, 8 acolytes, 4 priests, 
  2 high priests (Wharaz and Gernaldra), and 2 mariliths here. Unlike 
  the other temples, the entrance to the Chapel of Orcus appears unguarded, 
  and no gates or doors prohibit entrance into it. It appears to be a 40 ft. deep 
  room, ending in an ornate altar to Orcus. This is a permanent image. The 
  room is in fact a 200 ft. by 100 ft. long hall, ending in a vast onyx altar 
  coated with blood and gore. The altar is flanked by pillars of pure bronze, 
  and the tile inlaid floor contains scenes of horror and malaise, evil deeds 
  beyond comprehension.
  If the room is entered, the shadows and wraiths attack — appearing to 
  come right through the back wall — giving the priests and demons a few 
  rounds to cast spells. Then evil priests and demons seem just to appear 
  from nowhere, passing through the illusory walls to attack.
  Magical Protections: The chapel is under the effects of unhallow and 
  dispel good spells. Each pillar radiates an unholy aura, as does the altar 
  itself and the statue of Orcus. In addition, the room is guarded with a 
  forbiddance spell, preventing access by non-evil creatures (CL 18th). 
  MAPHISTAL 
   
   
  CR 21
  XP 409,600
  hp 330 (Frog God Games The Tome of Horrors Complete, 
  “Demon Lord, Maphistal”)
  WRAITHS (8) 
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)
  SHADOWS (12)  
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  WHARAZ 
   
   
  CR 9 
  XP 6,400
  Male human disciple of Orcus 5/zealot of Orcus 5 (see 
  Appendix B)
  CE Medium humanoid (human)
  Init +4; Senses darkvision 90 ft., see in magical darkness; 
  Perception +3
   
  AC 25, touch 12, flat-footed 23 (+10 armor, +1 Dex, +1 
  dodge, +3 shield)
  hp 108 (5d8+5d8+30 plus 10) 
  Fort +10; Ref +7; Will +13 
  Defensive Abilities death’s embrace
   
  Speed 20 ft. (30 ft. base)
  Melee +1 heavy mace +9/+4 (1d8+3)
  Special Attacks channel negative energy (4/day, DC 16, 
  5d6), death’s kiss (2 rounds, 7/day), rite of Orcus (channel 
  energy, +4 levels), rite of Orcus (necromantic strike)
  Spells Prepared (CL 9th; melee touch +8, ranged touch +10)
  4th—cure critical wounds, enervationD (DC 20), poison (DC 20) 
  3rd—animate deadD, blindness/deafness (DC 19) (x2), dispel 
  magic, meld into stone
  2nd—bull’s strength, ghoul touchD (DC 18), hold person (DC 
  16), shatter, spiritual weapon
  1st—bane (DC 17), cause fearD (DC 17), cure light wounds 
  x2, deathwatch, obscuring mist
  0 (at will)—bleed (DC 14), detect magic, light, read magic
  D Domain spell Domain Undead*
   
  Str 14, Dex 18, Con 16, Int 11, Wis 19, Cha 12
  Base Atk +6; CMB +10; CMD 23 
  Feats Agile Maneuvers, Combat Casting, Command 
  UndeadB, Dodge, Greater Spell Focus (necromancy)B, 
  Iron Will, LeadershipB, Selective Channeling, Spell Focus 
  (necromancy)
  Skills Heal +12, Knowledge (arcana) +4, Knowledge (planes) 
  +7, Knowledge (religion) +13, Spellcraft +13 
  Languages Common
  499
  level 14
  
  SQ undead lord’s proxy, variant channeler
  Combat Gear potions of cure serious wounds; Other Gear 
  +1 full plate, +1 heavy steel shield, +1 heavy mace, cloak 
  of resistance +1, ring of counterspells (dispel magic), spell 
  component pouch, unholy symbol of Orcus, silver necklace 
  with jade lion-shaped pendant (100 gp), 18 gp.
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  GERNALDRA 
   
   
  CR 9
  XP 6,400
  Female human disciple of Orcus 10 (see Appendix B)
  CE Medium humanoid (human)
  Init +6; Senses darkvision 90 ft., see in magical darkness; 
  Perception +7
   
  AC 23, touch 12, flat-footed 22 (+9 armor, +1 deflection, +1 
  Dex, +2 shield)
  hp 78 (10d8+20 plus 10) 
  Fort +9; Ref +5; Will +13
  Defensive Abilities death’s embrace
   
  Speed 20 ft. (30 ft. base)
  Melee +1 flaming heavy mace +10/+5 (1d8+3 plus 1d6 fire)
  Special Attacks channel negative energy (DC 17, 5d6, 5/
  day), death’s kiss (5 rounds, 7/day), touch of darkness (10/
  day, DC 19)
  Spells Prepared (CL 10th; melee touch +9, ranged touch +9)
  5th—slay livingD (DC 19), spell resistance, true seeing
  4th—cure critical wounds, death ward, enervationD (DC 20), 
  freedom of movement
  3rd—animate deadD, bestow curse (DC 17), deeper 
  darkness, dispel magic, prayer
  2nd—aid, death knell, ghoul touchD (DC 16), hold person 
  (DC 16) x2, silence
  1st—bane, cause fearD (DC 15), command (DC 15), cure 
  light wounds x2, divine favor
  0 (at will)—cure minor wounds, detect magic, light, 
  resistance
  D Domain spell Domain Undead*
   
  Str 14, Dex 14, Con 15, Int 11, Wis 18, Cha 15 
  Base Atk +7; CMB +9; CMD 22 
  Feats Blind-Fight, Combat Casting, Command UndeadB, 
  Improved Initiative, Improved Sunder, Iron WillB, Power 
  Attack
  Skills Heal +8, Knowledge (arcana) +4, Knowledge (history) 
  +5, Knowledge (planes) +5, Knowledge (religion) +13, 
  Perception +8, Spellcraft +13 
  Languages Common
  SQ undead lord’s proxy, variant channeler
  Combat Gear potion of cure serious wounds; Other Gear 
  full plate, heavy steel shield, +1 flaming heavy mace, ring of 
  protection +1, spell component pouch, gold unholy symbol, 
  ruby ring (150 gp), 2 pp, 23 gp
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  PRIESTS (5) 
   
   
  CR 5
  XP 1,600
  Male human disciple of Orcus 6 (see Appendix B)
  CE Medium humanoid (human)
  Init –1; Senses darkvision 90 ft.; Perception +6
   
  AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)
  hp 48 (6d8+6 plus 12) 
  Fort +7; Ref +2; Will +10 
   
  Speed 20 ft. (30 ft. base)
  Melee mwk heavy mace +8 (1d8+2)
  Special Attacks channel negative energy (DC 14, 3d6, 6/
  day), death’s kiss (3 rounds, 4/day)
  Spells Prepared (CL 6th; melee touch +6)
  3rd—animate deadD, blindness/deafness (DC 17), invisibility 
  purge, prayer
  2nd—align weapon, bear’s endurance, ghoul touchD (DC 
  16), hold person (DC 16), spiritual weapon
  1st—bane (DC 15), cause fearD (DC 17), entropic shield, 
  obscuring mist
  0 (at will)—bleed (DC 14), detect magic, detect poison, 
  guidance
  D Domain spell Domain Undead*
   
  Str 14, Dex 8, Con 12, Int 10, Wis 18, Cha 13
  Base Atk +4; CMB +6; CMD 15 
  Feats Command Undead, Extra Channel, ToughnessB, 
  Weapon Focus (heavy mace)
  Skills Heal +8, Knowledge (arcana) +4, Knowledge (planes) 
  +6, Knowledge (religion) +9, Linguistics +5, Perception +6, 
  Spellcraft +6 [3 ranks, +3 class, +0 Int]
  Languages Abyssal, Common, Orc
  SQ undead lord’s proxy, variant channeler
  Combat Gear 2 potions of cure serious wounds, potion of 
  invisibility; Other Gear +1 breastplate, masterwork heavy 
  steel shield, masterwork heavy mace, cloak of resistance +1, 
  spell component pouch, unholy symbol of Orcus, 18 gp,
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  ACOLYTES (8) 
   
  CR 2
  XP 600 
  Male human disciple of Orcus 3 (see Appendix B)
  CE Medium humanoid (human)
  Init +0; Senses darkvision 60 ft.; Perception +6
   
  AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 23 (3d8+3 plus 3) 
  Fort +4; Ref +3; Will +6 
   
  Speed 20 ft. (30 ft. base)
  Melee mwk light mace +5 (1d6+2)
  Special Attacks channel negative energy (DC 10, 2d6, 4/
  day), death’s kiss (1 round, 2/day)
  Spells Prepared (CL 3rd; melee touch +4)
  2nd—aid, darkness, ghoul touchD (DC 15)
  1st—cause fearD (DC 14), endure elements, magic weapon, 
  summon monster I
  0 (at will)—create water, detect magic, read magic, virtue
  D Domain spell Domain Undead*
   
  Str 14, Dex 10, Con 13, Int 12, Wis 17, Cha 8
  Shrines of Power
  The unholy shrines in this dungeon, of which this is the last, 
  provide power to the demon prince, Orcus, and his avatar, the 
  “Master.” To cleanse the area of evil, PCs must destroy and 
  consecrate each unholy shrine. Additionally, destroying the 
  unholy shrines weakens Orcus’ avatar, making it possible for a 
  high-level party to defeat him on Level 15. For each shrine the PCs 
  manage to cleanse, the Master gains 2 effective negative levels. In 
  addition, if one shrine is cleansed, the Master loses the use of his 
  9th level spells. If 2 shrines are cleansed, the Master loses all his 
  summoning spell-like abilities. If all 3 shrines are brought low, the 
  Master is reduced to the following: DR 15/cold iron and good, SR 
  36, all At will Spell-Like Abilities are usable 1/day, and he loses 
  the use of all Domain and Class Spell-Like Abilities.
  500
  level 14
  
  Base Atk +2; CMB +4; CMD 14 
  Feats Alignment Channel, Command UndeadB, Extra 
  Channel, Lightning ReflexesB
  Skills Knowledge (planes) +7, Knowledge (religion) +7, 
  Perception +6, Spellcraft +7 
  Languages Abyssal, Common
  SQ undead lord’s proxy, variant channeler
  Combat Gear 2 potions of cure light wounds, potion of 
  entropic shield, potion of longstrider, wand of inflict light 
  wounds (50 charges); Other Gear masterwork scale mail, 
  masterwork heavy wooden shield, masterwork light mace, 
  unholy symbol of Orcus, spell component pouch, 38 gp
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  MARILITHS (2) 
   
  CR 17
  XP 102,400
  hp 264 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Marilith” with the following changes: replace the blade 
  barrier spell-like ability with cloudkill)
  Tactics: All priests and demons summon creatures to delay and hamper 
  PCs, focusing on spellcasters. Maphistal avoids combat until all his 
  servitors are slain, summoning a balor as a last resort if it appears they 
  might lose. He uses blasphemy, power word stun, and other spells from 
  behind the illusory wall until he is discovered. The priests cast spells as 
  needed, using all their protective and enhancement spells before entering 
  combat if possible. The acolytes cast aid, darkness, and ghoul touch, then 
  wade into melee, relying on their god’s protection. The priests’ actions 
  parallel that of the acolytes, but they also cast align weapon and bane 
  or prayer before joining combat, and animate dead (creating 5 skeletons 
  each from the bones ever present on this level, for a total of 20 skeletons). 
  When the opportunity presents itself, each priest uses his blindness or hold 
  person spells. As befits their chaotic evil nature, the higher-level priests 
  let the acolytes bear the brunt of combat (e.g., melee with PC fighters). 
  The mariliths use spells as well, but are careful with their cloudkill spells 
  to avoid slaying their own priests. They only use this spell if they can 
  position it to include only demons and undead in its area of effect. They 
  also may summon hezrous to assist in the combat. Only after the PCs are 
  all engaged do they enter combat. The wraiths and shadows simply attack 
  until slain. None of the creatures in this room offers quarter or retreats. 
  They all fight to the death. Remember, undead creatures cannot be turned 
  or rebuked in this room.
  The True Altar: At the end of the long hall is a 20 ft. by 20 ft. block 
  of solid onyx carved to contain a 2 ft. deep basin. This basin is 5 ft. in 
  diameter and is filled with hot, bubbling blood. Inscribed above the basin 
  is the following: “Pure food for the great god.” The only way that this 
  shrine may be destroyed is for a lawful good priest to cast purify food and 
  drink on the blood and then consecrate and hallow on the altar. If this is 
  done, Orcus’ avatar is weakened as described below (Shrines of Power).
  Treasure: Other than the priests’ equipment, there is no real treasure 
  here. All magical items are sacrificed to Orcus or used by the priests. 
  Mundane items, if desired, may be found in relative abundance, though 
  most are worn and useless.
  501
  level 14
  
  Level 14A: 
  The refugees of Tsar
  Many, many years ago, the last great army of Tsar was locked in battle 
  with the goodly forces in the army of Light. Untold numbers fell on both 
  sides, and as the army of Light saw victory within their grasp, the fallen 
  soldiers on both sides began rising up to continue the warfare for the forc-
  es of Evil. Redoubling their efforts, bolstered by the fact that if they lost, 
  Good would be expunged from the earth and eventually from existence, 
  the army of Light summoned their full might and threw themselves at 
  the citadel of Tsar in an attempt to crush the evildoers once and for all. 
  The forces of light and Good brought all their power to bear, and it was 
  enough, for as the army of Light neared exhaustion, the last of the army 
  of Twilight fell in defeat.
  But total victory was not to be had. The Grand Cornu, high priest of 
  Orcus in Tsar, had foreseen the fall of his army, and made arrangements 
  to transport his remaining forces to a place of safety and security, so that 
  he may rebuild, and plan a counterattack to destroy the holy warriors and 
  regain control of the surrounding areas. However, the Grand Cornu’s plan 
  was not without flaws… 
  This level is the location where shattered remnants of the army of Tsar 
  ultimately retreated to after the fall of that great citadel (for more informa-
  tion on the city of Tsar, see Frog God Games’ Slumbering Tsar). This 
  level is depicted on Map RA–14A.
  502
  
  VAMPIRE 
   
  CR 9
  XP 6,400
  hp 102 (Pathfinder Roleplaying Game Bestiary, “Vampire”)
  SHADOW 
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  GHOST  
  CR 7
  XP 3,200
  hp 73 (Pathfinder Roleplaying Game Bestiary, “Ghost”)
  LICH 
   
  CR 12
  XP 19,200
  hp 111 (Pathfinder Roleplaying Game Bestiary, “Lich”)
  DEVOURER 
   
  CR 11
  XP 12,800
  hp 133 (Pathfinder Roleplaying Game Bestiary, “Devourer”)
  NALFESHNEE DEMON 
   
  CR 14
  XP 38,400
  hp 203 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Nalfeshnee”)
  WRAITH  
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)
  14A–1. grand Arrival (Cr 16)
  This cavernous area is the location the besieged army of Tsar retreated to 
  after the fall of that great edifice (for more information on the city of Tsar, 
  see Frog God Games Slumbering Tsar). Pitch black, foreboding, and vast 
  of proportion, the entire area appears to be built to withstand some monu-
  mental cataclysm. The ceiling soars some 100 ft. or better in the air. The air 
  is chill, with faint, conflicting reeks of rotting flesh, old blood, a dank musty 
  odor, and less identifiable scents. The dark stone walls and floor are oddly 
  pliable and strangely smooth (DC 25 Climb check), and seem to absorb 
  sound, making any that travel here feel even more insignificant. Should the 
  PCs use a non-magical light source, the dark stone drinks in the light, caus-
  ing all mundane light sources to shed their radiance in half the normal radi-
  us. Magical light sources shed light to their full extents, but one step darker 
  (bright light is treated as normal light, normal light is treated as dim light).
  The central teleportal (Area 14A–1A) is the one-way arrival point from 
  Tsar (GM’s discretion if this portal may be linked to other places in the 
  world) the army of Twilight used to establish their base here at Rappan 
  Athuk. The arrival point is surrounded by black stone pillars capped with 
  small bowls filled with some unknown substance which gives off a red-
  dish steam emitting a ghastly red glow; these pillars light up a 40 ft. wide 
  path that leads directly to the Black Garrison (Area 14–A214A–2) across 
  an immense 60 ft. long, 50 ft. wide iron-bound oak drawbridge. The pil-
  lars stop at the edge of the drawbridge.
  A massive sunken pit roughly 10 ft. deep surrounds the center of the 
  chamber. This depression (Area 14A–1B) is the domain of the haunted 
  choir (Area 14A–1B on Level 14A map). These poor souls, survivors of 
  the retreat but not their master’s cruelty, have each offended one of the 
  clergy of Orcus in some way. The haunted choir, all mindless zombies 
  moaning in unison, fill the area with a dreadful dirge that causes any non-
  evil living being to make a DC 20 Will save or be stricken with fear for 
  1d6 minutes. 
  To the northwest (Area 14A–1C) a 50-ft. wide ramp rises gently in a 
  vast spiral, corkscrewing its way to the surface (at Wilderness Area 28, 
  currently buried under 50 ft. of earth and stone). Originally planned as 
  the access route for the rebuilt army of Twilight, the Spiral to the Light 
  (Area 14A–1C on Level 14A map) has since been abandoned, awaiting 
  the day when the dark hordes of Orcus are once again ready to rise from 
  the depths of Rappan Athuk to plague the world with a new age of dark-
  ness. While it can be accessed from the surface, it would take roughly 300 
  man-days of excavation to clear a 10 ft. passage through the debris—as-
  suming it could even be found.
  THE HAUNTED CHOIR (ZOMBIE HORDE) (2)  
  CR 14
  XP 38,400
  NE Colossal undead (horde) (see Appendix A)
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 17, touch 6, flat-footed 17 (+11 natural, –4 size)
  hp 110 (20d8 plus 20)
  Fort +6; Ref +6; Will +12
  Defensive Abilities half damage from piercing weapons; DR 
  10/slashing; Immune undead traits
   
  Speed 30 ft.
  Level 14A
  Difficulty Level: 15
  Entrances: Teleportal at 14A–1A, ramp from surface 
  (Wilderness Area 28).
  Exits: Promenade to Level 14; teleportal at Area 14A–3 
  to level 14C–1. 
  Wandering Monsters: In Areas 14A–3, 14A–4, and 14A–
  5 only; check once every 15 minutes on 1d20:
   
   1 
  1d3 vampire harlots
   2 
  1d6 shadows
   3 
  1d2 ghost noblemen
   4 
  1 lich
   5 
  1 devourer
   6 
  1 nalfeshnee demon
   7 
  2d4 shadows
   8 
  2d6 wraiths
   9 
  1d3 underpriests of Orcus (see Area 14A–4)
   10–20 
  No encounter
   
  Detections: Strong evil emanates from the entire level.
  Shielding: The entire level is shielded, and no means 
  of magical transport such as teleport, dimension 
  door, plane shift, ethereal jaunt, and so on functions 
  beyond the Black Garrison (Area 14A–2), except in 
  very specific areas (the Mall, Area 14A–3, the stage 
  bearing the High Altar at Area 14A–4). In addition, 
  no divine spells involving extraplanar contact of the 
  non-evil planes, such as summoning or commune, 
  operate on this level. Contact with the lower planes of 
  Evil is allowed, however, placing good-aligned PCs at 
  a distinct disadvantage. The entire level radiates an 
  unhallow spell.
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, iron-reinforced 
  wood (2 in. thick; hardness 5; hp 20; Break DC 23, 
  Disable Device DC 20). 
  GM Note: This is a high-level area. The possible actions 
  of the PCs at this level are too varied to plan for, so 
  the level is much less structured than other locations. 
  There are a lot of wandering groups on this level, 
  and it is supposed to feel like an area in flux, where 
  anything may change when you go around a corner. 
  Please plan out a few encounters, but let the chips 
  fall where they may. If the PCs are lucky, they may be 
  able to walk away unscarred!
  503
  level 14a
  
  504
  level 14a
  
  Melee horde attack (6d6)
  Space 30 ft.; Reach 5 ft.
  Special Attacks feral rage, rend (+3d6)
   
  Str 22, Dex 10, Con –, Int –, Wis 10, Cha 10
  Base Atk +15; CMB +25; CMD 35 (can’t be tripped
  Feats Improved OverrunB, ToughnessB
  Skills Stealth –13
   
  Feral Rage (Ex) The horde attacks as a ruthless mob, intent 
  only on tearing apart those that fall into their clutches. This 
  frenzy prevents them from using any sort of tactics, and frees 
  them from any form of control by other beings. However, 
  the sheer force of the wave attack allows them to deal 
  6d6 points of damage to any creature whose space they 
  occupy at the end of their move. This ability is lost if the 
  horde is broken up.
  Horde Traits (Ex) Hordes are not so called because of the 
  size of the group but rather the size of the creatures that 
  compose the horde. Unlike normal swarms, hordes are 
  composed of Medium creatures which are usually a normal 
  version of a creature but otherwise behave in a swarm-
  like manner. There are usually around 50 creatures in a 
  horde. The net effect is that they take only half damage 
  from piercing weapons but take normal damage from 
  other weapons. In addition when the swarm is reduced 
  to 0 hit points or lower and breaks up, unless the damage 
  was dealt by area-affecting attacks, then 2d6 surviving 
  members of the horde continue their attack, though now 
  only as individual creatures. Otherwise, a horde conforms to 
  all of the other swarm traits as described in the Pathfinder 
  Roleplaying Game Bestiary.
  Rend (EX) Due to the grasping and clawing nature of the 
  zombie horde attack, any time the horde does more than 
  25 points of damage, add 3d6 slashing damage from the 
  additional pulling and tearing. This ability is lost if the swarm 
  is broken up.
  14A–2. The Black garrison  
  (Cr varies, 18-plus)
  This enormous gatehouse has been carved out of the strange black stone 
  of the cavern itself; no seams or joints can be found along its face. This 
  makes the towering walls (50 ft. tall) nearly impossible to scale (DC 40 
  Climb, checked every 20 ft.). Nearly 25 ft. thick, and topped with machi-
  colated battlements, the walls offer an excellent view of the surround-
  ing area for the 3d6 black skeletons lurking atop the walls. The walls 
  are composed of a strangely resilient, almost squishy-feeling black stone. 
  This flexibility grants it additional resistance to damage (hardness 10, hp 
  500 per 5 ft. section), even though it is slightly pliable and “squishy.”, DC 
  25 Climb checks unless otherwise noted.
  The massive drawbridge is tethered by huge iron chains, each link half 
  the height of a man. The drawbridge is down unless an alarm has been 
  sounded. 
  The courtyard behind the garrison leads to buildings to the east (2B) 
  and west (2A), and to the Great Mall (Area 14A–3). The four-story build-
  ing to the east holds undead troops of various types, ready to deploy at any 
  time. As the occupants have no need of rest or refreshment, the building 
  functions as a giant warehouse; consisting of 4 floors, each completely 
  open with no furnishings other than weapons stored along the perimeter 
  of the room. Each floor is dedicated to a different type of undead troop. 
  Packed in like terra-cotta soldiers, the first floor of the barracks con-
  tains 100 normal skeletons; while the second floor is more sparsely 
  populated with 50 normal zombies. The third floor houses the elite 
  guard, 50 black skeletons, and the fourth floor holds another 30 black 
  skeletons armed with various missile weapons. The fourth floor has a 
  staircase to the roof of the building, which in turn has a staircase to the 
  battlements along the wall.
  The building to the west (Area 14A–2A) serves as the headquarters 
  of the Black Garrison. It has 3 stories, is much more elaborate than the 
  eastern barracks, and is designed with a decorative style reminiscent of 
  a noble’s tomb. The first floor is the office of patrol captain Luther, a 
  dwarven vampire who controls the skeleton and zombie troops that patrol 
  the courtyard (Area 14A–2) and makes certain nothing arriving at the 
  teleportal (Area 14A–1A) gets by the drawbridge. The second floor is a 
  wide open floor plan; the inhabitant is a marilith demon known as Blayze. 
  She personally leads the elite black skeleton troops, deploying the archers 
  along the battlements before meeting with her infantry to repel anyone 
  in the courtyard. The third floor is a magnificently appointed greatroom, 
  with maps of the wilderness for miles in all directions adorning the walls. 
  Several tables show what look to be miniature scale troop movements 
  in unknown lands. This area is the domain of the garrison captain, Lord 
  Naphrathoth, the fallen empyreal, and former lieutenant to General 
  Nimrod (see Frog God Games Slumbering Tsar, “ST 13”, Area 408). 
  Turned at the battle of Tsar, and tasked to keep the “back door” into Rap-
  pan Athuk secure, Naphrathoth takes his station VERY serious. He would 
  rather die than lose this garrison position, and will fight any force to his 
  utter destruction. 
  NORMAL SKELETONS (100)  
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  NORMAL ZOMBIES (50)   
  CR 1/2
  XP 200
  hp 12 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  BLACK SKELETONS (50) 
   
   
  CR 5
  XP 1,600
  hp 45 (Frog God Games The Tome of Horrors Complete, 
  “Black Skeleton”)
  BLACK SKELETON ARTILLERY (30)  
   
  CR 5
  XP 1,600
  CE Medium undead (Frog God Games The Tome of Horrors 
  Complete, “Black Skeleton”)
  Init +8; Senses blindsight 60 ft.; Perception +10
  Aura frightful presence (60 ft., DC 15)
   
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 45 (7d8+14)
  Fort +4; Ref +6; Will +5
  Defensive Abilities channel resistance +4; DR 10/
  bludgeoning and good; Immune undead traits
   
  Speed 40 ft.
  Melee 2 claws +9 (1d4 plus 1d3 Strength damage)
  Ranged +1 longbow +11 (1d8+1/x3 plus 1d3 Strength 
  damage) 
  Special Attacks superior two-weapon fighting
   
  Str 11, Dex 19, Con —, Int 13, Wis 10, Cha 14
  Base Atk +5; CMB +5; CMD 19
  Feats Improved Initiative, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (longbow)
  Skills Acrobatics +11, Climb +10, Escape Artist +11, 
  Perception +10, Stealth +14
  Languages Abyssal, Common
  Gear +1 longbow, 40 arrows
   
  Strength Damage (Su)A black skeleton’s attacks (either by 
  a weapon or natural attack) deal 1d3 points of Strength 
  damage to a living creature. This is a negative energy 
  effect. This is a function of the black skeleton itself, not its 
  weapons.
  505
  level 14a
  
  Superior Two-Weapon Fighting (Ex) A black skeleton usually 
  fights with a short sword in each hand. Because of its 
  magical nature, its Two-Weapon Fighting feat allows it to 
  attack with both weapons at no penalty.
  PATROL CAPTAIN LUTHER 
  CR 15
  XP 51,200
  Male dwarf graveknight barbarian 2/fighter 12 (Pathfinder 
  Roleplaying Game Bestiary 3, “Graveknight”)
  NE Medium undead (augmented humanoid) 
  Init +6; Senses darkvision 120 ft; Perception +28 
   
  AC 29, touch 10, flat-footed 27 (+12 armor, +2 Dex, +7 
  natural, –2 rage)
  hp 166 (2d12+12d10+56 plus 26)
  Fort +13 (+15 vs. poison); Ref +6; Will +9; (+11 vs. spells, spell-
  like abilities, +12 vs. fear)
  Defensive Abilities Bravery +3, channel resistance +4, 
  rejuvenation, uncanny dodge; DR 10/magic and 3/—; 
  Immune acid, cold, electricity, undead traits; SR 26
   
  Speed 20 ft.
  Melee +2 frost, vicious dwarven waraxe +31/+26/+21 
  (1d10+19 plus 3d6 acid/19–20/x3) and slam +20 (1d4+5 plus 
  3d6 acid)
  Special Attacks channel destruction, devastating blast (8d6 
  acid, DC 19), hatred, rage (6 rounds/day), rage powers 
  (strength surge +2), undead mastery (DC 19), weapon 
  training (axes +2, hammers +1)
   
  Str 33, Dex 14, Con —, Int 12, Wis 16, Cha 14
  Base Atk +14; CMB +25; CMD 35 (39 vs. bull rush and trip)
  Feats Cleave, Crippling Critical*, Critical Focus, Deep 
  Sight*, Greater Weapon Focus (dwarven waraxe)B, Greater 
  Weapon Specialization (dwarven waraxe)B, Improved 
  Critical (dwarven waraxe)B, Improved InitiativeB, LungeB, 
  Mounted CombatB, Power AttackB, Ride-By AttackB, 
  Staggering Critical, Step Up, ToughnessB, Vital Strike, 
  Weapon Focus (dwarven waraxe)B, Weapon Specialization 
  (dwarven waraxe)B
  Skills Acrobatics +0, Climb +9, Escape Artist +14, Intimidate 
  +27, Knowledge (dungeoneering) +8, Perception +28 (+30 
  unusual stonework), Ride +8, Stealth +0, Swim +9; Racial 
  Modifiers +8 Intimidate, +8 Perception, +8 Ride
  Languages Common, Dwarven, Goblin
  SQ armor training 3, fast movement, phantom mount, 
  ruinous revivification, stonecunning 
  Gear +2 frost vicious dwarven waraxe, +3 moderate 
  fortification unrighteous* adamantine full plate armor, 
  amulet of natural armor +3, belt of giant strength, +6, boots 
  of speed 
  * Pathfinder Roleplaying Game Advanced Player’s Guide
   
  Channel Destruction (Su): Any weapon Patrol Captain 
  Luther wields seethes with energy, and deals an additional 
  1d6 points of damage for every 4 Hit Dice he has. This 
  additional damage is of the energy type determined by the 
  ruinous revivification special quality.
  Devastating Blast (Su): Three times per day, Patrol Captain 
  Luther may unleash a 30-foot cone of energy as a standard 
  action. This blast deals 2d6 points of damage for every 3 Hit 
  Dice he has (Reflex for half). This damage is of the energy 
  type determined by his ruinous revivification special quality.
  Phantom Mount (Su): Once per hour, Patrol Captain Luther 
  can summon a skeletal horse similar to a phantom steed. 
  This mount is more real than a typical phantom steed, and 
  can carry one additional rider. The mount’s powers are 
  based on Luther’s total Hit Dice rather than caster level. His 
  mount looks distinctive and always appears the same each 
  time it is summoned. If the mount is destroyed, it can be 
  summoned again with full hit points 1 hour later.
  Rejuvenation (Su): One day after Patrol Captain Luther 
  is destroyed, his armor begins to rebuild the undead 
  horror’s body. This process takes 1d10 days — if the body 
  is destroyed before that time passes, the armor merely 
  starts the process anew. After this time has elapsed, Luther  
  wakens fully healed.
  Ruinous Revivification (Su): At the time of its creation, a 
  graveknight chooses one of the following energy types: 
  acid, cold, electricity, or fire. This energy type should be 
  relevant to the graveknight’s life or death, defaulting to fire if 
  none are especially appropriate. This energy type influences 
  the effects of several of a graveknight’s special abilities. 
  Patrol Captain Luther’s chosen energy type is acid.
  Sacrilegious Aura (Su): Patrol Captain Luther constantly 
  exudes an aura of intense evil and negative energy in a 
  30-foot radius. This aura functions as the spell desecrate 
  and uses his armor as an altar of sorts to double the effects 
  granted. He constantly gains the benefits of this effect 
  (including the bonus hit points, as this aura is part of the 
  graveknight’s creation). In addition, this miasma of fell 
  energies hinders the channeling of positive energy. Any 
  creature that attempts to summon positive energy in this 
  area — such as through a cleric’s channel energy ability, 
  a paladin’s lay on hands, or any spell with the healing 
  subtype — must make a concentration check with a DC 
  equal to 10 + 1/2 Luther’s Hit Dice + his Charisma modifier. 
  If the character fails, the effect is expended but does not 
  function.
  Undead Mastery (Su): As a standard action, Patrol Captain 
  Luther can attempt to bend any undead creature within 
  50 feet to his will. The targeted undead must succeed at a 
  Will save or fall under his control. This control is permanent 
  for unintelligent undead; an undead with an Intelligence 
  score is allowed an additional save every day to break free 
  from Luther’s control. A creature that successfully saves 
  cannot be affected again by the same graveknight’s 
  undead mastery for 24 hours. Luther can control 5 Hit Dice of 
  undead creatures for every Hit Die he has. If he exceeds this 
  number, the excess from earlier uses of the ability becomes 
  uncontrolled, as per animate dead.
  Base Statistics When not raging, Patrol Captain Luther’s statistics are AC 
  31, touch 12, flat-footed 29; hp 138; Fort +11, Will +7; +2 frost, vicious 
  dwarven waraxe +29/+24/+19 (1d10+17 plus 3d6 acid/19–20/x3), slam 
  +18 (1d4+4 plus 3d6 acid); devastating blast (8d6 acid, DC 17), undead 
  mastery (DC 17), Str 29, Cha 10; CMB 23, CMD 35; Skills Climb +7, 
  Intimidate +25, Swim +7
  graveknight Armor
  In death, the graveknight’s life force lingers on in its armor, not 
  its corpse, in much the same way that a lich’s essence is bound 
  within a phylactery. Unless every part of a graveknight’s armor is 
  ruined along with its body, a graveknight can rejuvenate after it is 
  destroyed. A typical suit of full plate graveknight armor has hard-
  ness 10 and 45 hit points, though armor with enhancements or made 
  of special materials proves more difficult to destroy. Merely break-
  ing a graveknight’s armor does not destroy it; it must be ruined, 
  such as by being disintegrated, taken to the Positive Energy Plane, 
  or thrown into the heart of a volcano.
  506
  level 14a
  
  BLAYZE  
   
  CR 17
  XP 102,400
  hp 264 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Marilith”)
  LORD NAPHRATHOTH, FALLEN EMPYREAL COMMANDER  CR 18
  XP 153,600
  Male deathleech corrupted empyreal angel (Frog God 
  Games The Tome of Horrors Complete, “Angel, Empyreal,” 
  “Deathleech”)
  CE Large outsider (angel, extraplanar, good, lawful) 
  Init +8; Senses darkvision 60 ft., deathsight 60 ft., low-light 
  vision; Perception +28
  Aura aura of death (DC 23), aura of evil (DC 25), protective 
  aura
   
  AC 28, touch 14, flat-footed 23 (+5 Dex, +14 natural, –1 size; 
  +4 deflection vs. good)
  hp 175 (13d10+78)
  Fort +16 (+20 vs. poison); Ref +13; Will +8; +4 resistance vs. 
  good
  DR 10/evil; Immune ability damage, ability drain, acid, cold, 
  death effects, evil spells, negative energy, petrification; 
  Resist electricity 10, fire 10; SR 26
   
  Speed 40 ft., fly 70 ft. (good)
  Melee +1 brilliant energy unholy greatsword +25/+20/+15 
  (2d6+17 plus 2d6 vs. good/19–20 ) or 2 slams +23 (1d8+16 
  plus energy drain) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks death knell (CL 13th, 4/day), energy drain 
  (DC 23), greater death knell (DC 23, 1/month), unholy blast 
  (DC 21, 15d6 plus blindness)
  Spell-Like Abilities (CL 13th; melee touch +24, ranged touch 
  +18) 
  Constant—detect good
  At will—aid, bestow curse (DC 20), contagion (DC 20), 
  continual flame, discern lies (DC 21), dispel magic, fear (DC 
  21), invisibility (self only), plane shift (DC 22), unholy blight 
  (DC 21)
  5/day—inflict moderate wounds (DC 19)
  3/day—blade barrier (DC 23), flame strike (DC 22), inflict 
  serious wounds (DC 20), scorching ray (3 rays)
  1/day—harm (DC 22), slay living (DC 22)
   
  Str 32, Dex 20, Con 22, Int 18, Wis 18, Cha 24
  Base Atk +13; CMB +25; CMD 40
  Feats Alertness, Blind-Fight, Cleave, Great Fortitude, 
  Improved Initiative, Power Attack, Weapon Focus 
  (greatsword)
  Skills Diplomacy +23, Fly +23, Heal +20, Intimidate +20, 
  Knowledge (planes) +20, Knowledge (religion) +17, 
  Perception +28, Sense Motive +24, Stealth +17, Survival +20; 
  Racial Modifiers +4 Perception
  Languages Abyssal, Celestial, Common, Draconic; 
  truespeech
  Gear +1 brilliant energy unholy greatsword
   
  Aura of Death (Su) Deathleeches radiate an unnerving aura 
  of death and destruction. Undead recognize this aura and 
  the powerful necromantic energy that it represents. Mindless 
  undead do not attack a deathleech unless attacked 
  first. Intelligent undead with Hit Dice at least equal to the 
  deathleech’s total Hit Dice plus class levels must succeed 
  on a DC 23 Will save to attack a deathleech. Once it makes 
  a successful save, that undead creature never again has 
  to make a save to attack that same deathleech. Intelligent 
  undead with more Hit Dice than the deathleech are 
  unaffected by this aura. This aura radiates in a 5-foot radius 
  around the deathleech creature. The save DC is Charisma-
  based.
  Aura of Evil (Su) Naphrathoth radiates an aura in a 30 ft. 
  radius spread around his form. Any non-good creature in this 
  area must succeed on a DC 25 Will save or be overcome 
  with awe and unable to attack him that round.
  Good creatures within the area must make a successful 
  DC 25 Will save or be unable to even look at Naphrathoth 
  for one day. An affected good creature functions 
  as if blinded (as the blindness spell) when attacking 
  Naphrathoth. On a successful save, a creature is immune 
  to Naphrathoth’s aura of evil for one day. The save DC is 
  Charisma-based and includes a +2 bonus.
  Death Knell (Su) Once per day for each 3 Hit Dice plus 
  class levels (if any) a deathleech has, it can draw forth the 
  ebbing life force of a creature to fuel its own power. This 
  functions as a death knell spell with a caster level equal to 
  the deathleech’s total Hit Dice plus class levels (if any).
  Deathsight (Su) A deathleech can determine the condition 
  of creatures near death within 30 feet. (This range 
  doubles for every 10 HD a deathleech has.) This functions 
  as a deathwatch spell with a caster level equal to the 
  deathleech’s Hit Dice. This ability is always on, but can be 
  suppressed or negated. A deathleech can restart it again as 
  a free action on its next turn.
  Greater Death Knell (Su) Once per month for each 8 Hit Dice 
  plus class levels (if any) a deathleech has, it musters enough 
  negative energy to perform a greater death knell. This ability 
  functions as a death knell spell, except the hit points and 
  Strength gained are permanent. If the target succeeds on 
  its Will save, the deathleech actually loses 1d8 hit points 
  permanently and takes 2 points of Strength drain.
  A deathleech can only ever gain a number of hit points 
  equal to three times its Hit Dice from using this ability. It can 
  never gain more than 6 Strength points from this ability.
  Naphrathoth has used this ability to gain 6 points of Strength 
  and 15 permanent hit points, and now may only drain 24 
  more hit points and gain the temporary caster level.
  Unholy Blast (Su) Once per day, Naphrathoth can increase 
  the radiance of his form and release it in a cone-shaped 
  blast to a range of 60 ft. that deals 15d6 points of damage 
  and blinds any creature in the area (as the blindness spell) 
  for 3d6 minutes. Affected creatures can make a successful 
  DC 22 Reflex save to halve the damage and avoid being 
  blinded. The save DC is Constitution-based.
  Treasure: These troops care nothing for mundane treasure, and have 
  little beyond their weapons and armor. The headquarters furnishings could 
  fetch a combined total of 25,000 gp, with a total weight of 500 pounds.
  14A–3. The great Mall (Cr varies)
  This area is simply a vast open square with hundreds of beings mill-
  ing about. Large abhorrent murals decorate the walls, with all manner of 
  atrocities depicted. The depravity of the art is like none the PCs have ever 
  Corrupted!
  As a special gift to the fallen angel, Orcus has granted him 
  unique abilities, twisting those abilities naturally possesses by his 
  race into ones more useful in his current calling. Naphrathoth’s 
  aura of goodness and radiant blast special abilities have been 
  twisted as described in his stat block. In addition, several changes 
  to his array of spell-like abilities were made, making him more 
  undead friendly.
  507
  level 14a
  
  508
  level 14a
  
  seen (really play up the obscenity of the decoration here). Small kiosks 
  litter the area, some for trading goods, some for selling slaves, body 
  parts, magic items, books, poisons or even less savory items; groups of 
  cowled figures gather together, hatching schemes and plots against their 
  fellow conspirators; and occasionally, lesser priests of Orcus have gath-
  ered throngs of observers to hear their litany. Vampires rub shoulders 
  with lichs; demons push past undead as if they didn’t exist; monstrous 
  humanoids perform dark deals with underground aberrations. In all, the 
  place is too vast and the throng to varied to describe accurately; the GM 
  is free to determine the specifics the PCs may find here. This is a central 
  meeting and gathering place for the faithful of Orcus, and all manner of 
  undead, daemons, demons, humans, humanoids, and other less-easily-
  defined being wander this area.
  Nearly any evil mundane item may be found here, and evil magic 
  items up to 20,000 gp may be acquired as well.
  Located along the southwestern wall, part of the hideous mural de-
  picts a great horned being with a gaping mouth. Anyone who draws to 
  within 10 ft. of the mural must make a DC 30 Will save or avoid the area 
  like the plague. The area is covered in layers of antipathy spells (CL 
  20th) warding away ALL creatures, fueled by the anima engine on Level 
  14C. The mouth is a teleportal to Level 14C, The Architect’s Workshop. 
  14A–4. grand Cathedral of Orcus 
  (Cr varies, 15-plus)
  The seat of the High Altar of Orcus (the Demon Lord’s primary point 
  of worship), this area is the grandest temple anywhere in Rappan Athuk. 
  With towering arched ceilings, gilt fixtures and lavish appointments 
  everywhere to be seen, this sanctuary overflows with opulence. Lit by 
  multitudes of black candles giving off shadows that dance and frolic as 
  if they were alive (or undead), the cathedral looks like some deranged 
  artists nightmarish rendition of a gothic chapel.
  Usually, the cathedral appears empty save for the few underpriests 
  tasked to replace the candles and keep the chamber immaculate. A score 
  of zombies, swaying hypnotically in the northwest corner act as a mor-
  bid choir, replicating the loathsome cacophony of the haunted choir 
  (Area 14A–1B). These zombies have orders to maintain this “singing,” 
  but will attack en masse if threatened or ordered by the underpriests.
  Should the PCs appear in the cathedral during one of Orcus’s unholy 
  days, or when the Grand Cornu Lorvius is exhorting his congregation, the 
  scene is much different; intelligent undead line up in ordered rows, all 
  eyes facing the High Altar, in rapt awe. The PCs gain a +5 circumstance 
  bonus to Stealth if the Grand Cornu is in mid-sermon when they arrive; 
  Lorvius can capture a crowd! However, should even one creature notice 
  the PCs, heads slowly begin turning in their direction, as a ripple across a 
  very still pond. As the last head turns, the PCs may notice the Grand Cornu 
  has stopped speaking, and is staring directly at them. Time to run!
  Area 14A–4A is the High Altar itself. This massive, jet-black, sar-
  cophagus is roughly 4 ft. tall, fully 20 ft. long and nearly 10 ft. wide, and 
  looks like nothing so much as a giant ebony coffin. Upon closer inspec-
  tion (within 10 ft. of the altar), a casual DC 10 Perception check reveals 
  the top of the altar is a lid. Any being of non-evil alignment approaching 
  the altar within 5 ft. must make a DC 25 Will save, or flee in abso-
  lute panic (as the fear spell, CL 20th). Should anyone except the Grand 
  Cornu of Orcus attempt to raise the lid of the altar, they must make a DC 
  30 Will save or flee the entire level (beings of good alignment suffer a 
  –10 penalty to the save). The lid is heavy, and requires a DC 25 Strength 
  check for anyone besides the Grand Cornu; for him, the lid rises easily.
  Inside the altar is a most unusual sight; it is a delicate, desiccated el-
  ven corpse. What may have once been a beautiful drow noblewoman is 
  now a dried and leathery husk. Silver jewelry and gossamer veils drape 
  the body, with iron manacles at wrists and ankles. A silver dagger pro-
  trudes from the corpse’s chest, acid slowly eating away at the body, but 
  never fully destroying it, as if the corpse continues to fend off annihila-
  tion. Whatever this being once was, she must have great importance to 
  the clergy of Orcus.
  509
  level 14a
  
  Behind the altar, a massive stone pillar bears a great, horned human 
  skull nearly 20 ft. in diameter. Hellish light glows within the hollow pits of 
  its eyes, and it seems to stare directly at anyone who enters the chamber. 
  This pillar and skull is an accurate representation of the wand Orcus bears 
  as his personal symbol.
  The cathedral is never empty. Shadows fill nearly all the nooks in the 
  ceiling, flickering in and out of sight as they please. As one of Orcus’s 
  favored undead, they enjoy some freedom of action, although they tend to 
  stay close to the perimeter of the temple.
  UNDERPRIESTS (6) 
  CR 5
  XP 1,600
  Male human disciple of Orcus 6 (see Appendix B)
  CE Medium humanoid (human)
  Init –1; Senses darkvision 90 ft.; Perception +7
   
  AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)
  hp 48 (6d8+6 plus 12) 
  Fort +7; Ref +4; Will +10 
   
  Speed 20 ft. (30 ft. base)
  Melee mwk heavy mace +8 (1d8+2)
  Special Attacks channel negative energy (DC 14, 3d6, 6/
  day), death’s kiss (3 rounds, 4/day)
  Spells Prepared (CL 6th; melee touch +6)
  3rd—animate deadD, blindness/deafness (DC 17), invisibility 
  purge, prayer
  2nd—align weapon, bear’s endurance, ghoul touchD (DC 
  16), hold person (DC 16), spiritual weapon
  1st—bane (DC 15), cause fearD (DC 15), doom (DC 15), 
  entropic shield, obscuring mist
  0 (at will)—bleed (DC 14), detect magic, detect poison, 
  guidance
  D Domain spell Domain Undead*
   
  Str 14, Dex 8, Con 12, Int 10, Wis 18, Cha 13
  Base Atk +4; CMB +6; CMD 15 
  Feats Command UndeadB, Extra Channel, Lightning 
  ReflexexB, Toughness, Weapon Focus (heavy mace)
  Skills Knowledge (arcana) +4, Knowledge (planes) +6, 
  Knowledge (religion) +9, Linguistics +5, Perception +7, 
  Spellcraft +6
  Languages Abyssal, Common, Orc
  SQ undead lord’s proxy, variant channeler
  Combat Gear 2 potions of cure serious wounds, potion of 
  invisibility; Other Gear +1 breastplate, masterwork heavy 
  steel shield, masterwork heavy mace, cloak of resistance +1, 
  spell component pouch, unholy symbol of Orcus, 18 gp
  * Pathfinder Roleplaying Game Advanced Player’s Guide 
  ZOMBIES (20) 
   
  CR 1/2
  XP 200
  hp 12 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  SHADOWS (40)  
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  Treasure: All the gold appointments are highest quality, and worth a 
  king’s ransom (various candelabra, vessels, dishes, goblets, tapestries, etc. 
  easily more than 200,000 gp). However, most have been bathed in evil for 
  centuries, and retain the taint of wickedness. Anyone removing treasure or 
  furnishings from this cathedral must make a DC 30 Will save or be subject 
  to a nightmare effect until the items are returned or destroyed. If the thiev-
  ing party retains the items, all saves against the nightmare effect are made 
  at –10. If the items are given away or sold, the new owner gains the night-
  mare effect, and the save is at –5 (let the buyer beware!). If the items are 
  destroyed in a temple dedicated to a good deity, by a priest of at least 12th 
  level, the save drops to DC 20, and if successful stops the nightmare effect.
  14A–5. Promenade (Cr varies, 9 to 11)
   This wide corridor is painted with images of Orcus, various demons 
  and undead, and scenes of atrocities galore. The scenes seem to become 
  less abhorrent as one approaches Level 14, almost as if intentionally not-
  ing that Level 14A is more sinister and terrible. Wraiths haunt this prom-
  enade in packs (4–7), eagerly waiting for any non-priests to torment. The 
  wraiths do not approach anyone wearing the unholy garb of Orcus and 
  suffer a –4 circumstance penalty to Perception checks to notice a creature 
  so disguised.
  WRAITHS 
   
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)
  14A–6. The High reliquary (Cr 14)
  This dismal vault hangs heavy with an uneasy pall; something here 
  drains the very life out of the air. Shelves made of solid, black wood 
  line the walls, and each of the 3 ft. risers. Every shelf contains grisly and 
  bizarre trophies; a skull here, a necklace made of bones there, goblets 
  encrusted with blood and tissue, weapons of every make, a seemingly 
  freshly-severed hand, etc. these items are the holy relics of the clergy of 
  Orcus, gathered from across the land. Many of these items hold only “sen-
  timental” or nostalgic value, but a few items bear mentioning.
  A blackened, filthy chalice along the first tier is actually a potent magi-
  cal item. Pouring any liquid into it creates either holy or unholy water, 
  depending on the alignment of the bearer. One of the less gaudy necklaces 
  is a necklace of fireballs (type VI), with half of the damage fire and the 
  other half being divine energy, exactly like a flame strike spell. Two of the 
  daggers presented, one on the first tier and one on the second, are actually 
  +4 daggers of venom.
  Upon the third tier, lying reverently on a pillow of blackest silk, sits 
  a small, non-descript piece of jewelry. Any good being approaching the 
  item is filled with dread, and unless a DC 25 Will save is made, the good 
  being does not approach closer than 5 ft. The item is a talisman of ultimate 
  evil.
  The reliquary is a very popular location on this level, as many wish to 
  bask in the glory of Orcus. Wandering monster checks are made every 5 
  minutes, and there are always 3 dread wraiths stationed here to make 
  sure items are not removed. These dread wraiths will pursue anyone re-
  moving any items from this room until they are retrieved or the wraiths 
  are destroyed.
  DREAD WRAITHS (3) 
   
  CR 11
  XP 12,800
  LE Large undead (incorporeal) (Pathfinder Roleplaying 
  Game Bestiary, “Wraith”)
  Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception 
  +23
  Aura unnatural aura (30 ft.)
   
  AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 
  dodge, –1 size)
  hp 184 (16d8+112)
  Fort +12; Ref +14; Will +14
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  Weakness sunlight powerlessness
   
  Speed fly 60 ft. (good)
  Melee incorporeal touch +20 (2d6 negative energy plus 1d6 
  Con drain)
  Space 10 ft.; Reach 10 ft.
  510
  level 14a
  
  Special Attacks Constitution drain (DC 25), create spawn
  Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24
  Base Atk +12; CMB +22; CMD 40
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Natural Attack (incorporeal touch), 
  Mobility, Spring Attack, Step Up
  Skills Diplomacy +23, Fly +30, Intimidate +26, Knowledge 
  (planes) +19, Knowledge (religion) +22, Perception +23, 
  Sense Motive +23, Stealth +24
  Languages Abyssal, Common, Giant
   
  Create Spawn (Su) A humanoid slain by a dread wraith 
  becomes a wraith in 1d4 rounds. These spawn are less 
  powerful than typical wraiths, and suffer a –2 penalty on all 
  d20 rolls and checks, receive –2 hp per HD, and only drain 
  1d2 points of Constitution on a touch. Spawn are under the 
  command of the dread wraith that created them until its 
  death, at which point they lose their spawn penalties and 
  become free-willed wraiths. They do not possess any of the 
  abilities they had in life.
  Constitution Drain (Su) Creatures hit by a dread wraith’s 
  touch attack must succeed on a DC 25 Fortitude save or 
  take 1d8 points of Constitution drain. On each successful 
  attack, the wraith gains 5 temporary hit points. The save DC 
  is Charisma-based. 
  Lifesense (Su) A wraith notices and locates living creatures 
  within 60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight 
  cannot attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 
  30 feet of a wraith, unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check.
  14A–7. Stairs to Level 14B (Cr 17)
  These stairs lead down to the High Cornu’s private suites. Each step is 
  graven with foul symbols, images, prayers to Orcus, and the like. If magic 
  is checked for, no auras are discerned. This is due to a magic aura spell 
  (CL 20th) which masks the symbols of death inscribed upon the third and 
  the final steps of the staircase; both are triggered if a good-aligned creature 
  passes over the step.
  SYMBOL OF DEATH TRAP  
   
  CR 15
  XP 51,200
  Type magic; Perception DC 34; Disable Device DC 34
   
  Trigger proximity; Reset none
  Effect spell effect (symbol of death, CL 21st, DC 28 Fortitude 
  negates); multiple targets (up to 150 hit points of creatures in 
  a 60 ft. area)
  511
  level 14a
  
  Level 14B: The grand 
  Cornu of Orcus
  In the clergy of Orcus, there are many high priests, beings holding pow-
  er, prestige, and above all, an affinity for death and destruction. These high 
  priests are often the most frightening and terrible forces of their particular 
  area, combining and leading divergent masses bent only on spreading evil 
  and atrocity. Taking down a high priest of Orcus and thwarting their plans 
  is often the goal of any adventuring group, whatever their party’s moral 
  code. Evil fights evil, as well as everyone else. Only the strongest, smart-
  est, and most ruthless reach the upper echelon of this clergy. And above all 
  these demented individuals, sits the Grand Cornu of Orcus, the supreme 
  authority of Orcus’s will on the material plane. The level is shown on Map 
  RA–14A.
  The grand Cornu
  The current Grand Cornu, Lorvius, has held the position since shortly 
  after the fall of Tsar and the retreat to Rappan Athuk by the army of Twi-
  light. Opening the gateway, thus allowing the army to get to their new 
  garrison at Rappan Athuk, proved to be too much for then-Cornu Jeravix 
  (see Frog God Games Slumbering Tsar for more information on Jeravix), 
  and as the gate closed, and neither the Grand Cornu, nor any of the Voices 
  of the Master arrived, then-Canon Lorvius took control of the situation. As 
  second in command to the Seneschal of Tsar, Lorvius had tasted power in 
  the past, and looked forward to solidifying his position.
  After some immediate preparation, the army of Light found where the 
  survivors of Tsar had fled. In their haste, the army of Light split their 
  forces; some remained in Tsar to cleanse that wicked place, while the rest 
  pursued the refugees. Not knowing Jeravix’s plan all along was to send 
  the army of Twilight to Rappan Athuk, the army of Light was woefully 
  unprepared for what awaited them upon their arrival.
  After the defeat of the army of Light, Lorvius celebrated as only he 
  knew how. Always a sadomasochistic and deviant man, he did not al-
  low the army of Light to rest after death. Animating their bodies, Lorvius 
  positioned many of the fallen army to posts in Rappan Athuk. Over time, 
  as other undead and despicable beings were drawn to the Dungeon of 
  Graves, Lorvius lost track of the army, and now only on occasion can a 
  former soldier of the army of Light be recognized by a scrap of armor or 
  a standard.
  During the rebuilding, the Archbishop of Orcus, Pagonis, came to Rap-
  pan Athuk. Having attempted to create a center of worship in the city of 
  Tercople, Pagonis was not part of the evacuation, and was looked upon 
  as an “outsider” in Lorvius’s eyes. In the years Lorvius served Seneschal 
  Vrrius, Pagonis had always lorded his status over Lorvius and all the other 
  disciples. Now that Lorvius had secured Rappan Athuk, and was prepar-
  ing the coronation ceremony for the next Grand Cornu, who was Pagonis 
  to come in and take control? Lorvius planned a very clever assassination 
  to remove his rival. Successful, Lorvius had the archbishops body brought 
  to the Cathedral (Area 14A–4) and before his body was cold, Lorvius 
  bathed the new High Altar with the former archbishops blood, thus elevat-
  ing himself to High Cornu of Orcus.
  After the ceremony, and upon returning to his own personal level of the 
  dungeon, Grand Cornu Lorvius retired to his private lounge for relaxation. 
  Upon entering, he was horrified to find the shadowy figure of Archbishop 
  Pagonis standing there waiting for him. Upon his death, Orcus had de-
  cided to send the archbishop back to the material plane to act as an “advi-
  sor” to the new Grand Cornu, and maintain his position as Archbishop is 
  his “new and improved” form. The archbishop is rarely far away from the 
  Grand Cornu, always offering advice and observing his actions.
  As the Canon of Orcus in Tsar, Lorvius was allowed to feed his taste 
  for self-torture, mutilation, and other deviant acts. After his ascension to 
  Grand Cornu, his devotion to personal abuse was elevated to a new level. 
  Cornu Lorvius tests new concepts on victims in the Torturatorium (Area 
  14B–2) before trying them out on himself, always seeking the next level 
  of “devotion”.
  As an extremely busy man, Lorvius moves around this complex fre-
  quently. The Grand Cornu is either in the Torturatorium (1–10, Area 14B–
  2), the Library (11–15, Area 14B–5), the Lounge (16-17, Area 14B–6), 
  here (18), or elsewhere in the complex (19–20 on d20, GM’s discretion 
  where).
  The Grand Cornu is never alone while on this level; the Dark Arch-
  bishop, Pagonis, is always near him offering advice on how to avoid be-
  ing assassinated, how to run the clergy, etc., much to the Grand Cornu’s 
  chagrin. Lorvius is extremely cautious about anyone meeting him on this 
  level (fear of assassinations) and never meets with outsiders without his 
  retinue of 4 spectre bodyguards he specifically created for the task and 
  never leaves his side.
  GRAND CORNU LORVIUS  
  CR 18
  XP 153,600
  Male human cleric 10/Tsar disciple of Orcus 9 (Frog God 
  Games Slumbering Tsar, “HC: 5, The Mind of Chaos”)
  CE medium humanoid (human)
  Init +2; Senses darkvision 60 ft.; Perception +11
   
  AC 25, touch 13, flat-footed 23 (+9 armor, +2 Dex, +3 
  natural)
  hp 218 (10d8+9d8+114 plus 29)
  Fort +25; Ref +13; Will +26
  Defensive Abilities friend of death (DC 25)
   
  Speed 20 ft. (30 ft. base)
  Melee +1 grayflame, unholy, wounding cold iron heavy 
  mace +19/+14/+9 (1d8+5) or rod of withering, melee touch 
  +18/+13/+8 (1d4 Strength and 1d4 Constitution)
  Special Attacks channel energy (10d6, DC 25, 11/day), 
  destructive aura (10 rounds, +5 damage, 30 ft. radius), 
  destructive smite (+5 damage, 12/day), scythe of evil (5 
  rounds, 1/day), summon undead (38 hd/day, 19 rounds), 
  touch of the death god (2d4 negative levels, DC 21)
  Domain Spell-like Abilities (CL 19th; melee touch +17)
  12/day—touch of evil (5 rounds)
  3/day—animate dead, speak with dead
  Spells Prepared (CL 19th; melee touch +17, ranged touch 
  +15)
  9th—implosionD (DC 28), implosion (DC 28), miracle, polar 
  midnight (DC 28) (x2)*
  8th—discern location (x2), frightful aspect#, greater spell 
  immunity, unholy auraD (DC 29)
  7th—blasphemyD (DC 26), destruction (DC 28), greater 
  scrying (DC 26), regenerate, repulsion (DC 26) (x2) 
  6th—antilife shell, banishment (DC 25), blade barrier (DC 25), 
  harmD (DC 27), undeath to death (DC 25), word of recall
  5th—break enchantment, dispel goodD (DC 24), dispel good 
  512
  
  513
  level 14b
  
  (DC 24), major curse (DC 24)*, righteous might, slay living 
  (DC 26) (x2)
  4th—aura of doom (DC 25)*, divine power, poison (DC 25), 
  spell immunity, spit venom (DC 23)*, terrible remorse (DC 
  23)*, unholy blightD (DC 25)
  3rd—animate dead, blindness/deafness, blood biography 
  (DC 22)**, chain of perdition#, deadly juggernaut#, rageD, 
  searing light
  2nd—augury, death knell (DC 21), death knell (DC 21), 
  enthrall (DC 21), lesser restoration, shatterD (DC 21), silence 
  (DC 21)
  1st—command (DC 20), comprehend languages, 
  deathwatch (x2), divine favor, doom (DC 20), protection 
  from goodD (DC 20), ray of sickening (DC 20)
  0 (at will)—bleed (DC 19), guidance, stabilize, virtue
  D Domain spell Domains Destruction, Evil 
   
  Str 19, Dex 14, Con 23, Int 12, Wis 28, Cha 23
  Base Atk +13; CMB +17; CMD 30
  Feats Diehard, Divine Interference, Endurance, 
  Extra Channel, Great Fortitude, Greater Spell Focus 
  (necromancy), Leadership, Power Attack, Spell Focus 
  (necromancy), Toughness, Voice of the Sibyl
  Skills Bluff +13, Diplomacy +16, Heal +20, Knowledge 
  (arcana) +12, Knowledge (planes) +12, Knowledge (religion) 
  +23, Linguistics +9, Perception +11, Perform (Oratory) +14, 
  Sense Motive +13, Spellcraft +12
  Languages Abyssal, Aklo, Celestial, Common, Draconic, 
  Elven, Goblin
  SQ cloak of Orcus (channel resistance +4, 30 ft. radius), 
  greater summoning, improved animation, necromantic 
  power
  Gear +3 ghost touch, glamered, unrighteous adamantine 
  breastplate, +1 grayflame, unholy, wounding cold iron 
  heavy mace, rod of withering, amulet of natural armor +3, 
  belt of physical might (Str & Con) +6, cloak of resistance +5, 
  crown of the grand cornu (see sidebar), three ioun stones 
  (dusty rose prism, orange prism, and pearly white spindle), 
  mask of the skull, ring of delayed doom, ring of spell turning, 
  vault keys, spell component pouch, wooden holy symbol of 
  Orcus (chipped and scratched)
  * Pathfinder Roleplaying Game Ultimate Magic
  ** Pathfinder Roleplaying Game Advanced Player’s Guide
  # Pathfinder Roleplaying Game Ultimate Combat
  ARCHBISHOP PAGONIS  
  CR 15
  XP 51,200
  Male advanced fiendish greater shadow (Pathfinder 
  Roleplaying Game Bestiary, “Shadow, Greater”)
  CE Medium undead (incorporeal)
  Init +9; Senses darkvision 60 ft.; Perception +31
   
  AC 29, touch 29, flat-footed 19 (+9 Dex, +9 deflection, +1 
  dodge)
  hp 257 (19d8+171)
  Fort +15; Ref +15; Will +18
  Defensive Abilities channel resistance +2, incorporeal; DR 
  10/good; Immune undead traits; Resist cold 15, fire 15; SR 20
   
  Speed fly 40 ft. (good)
  Melee incorporeal touch +24 (1d8 Strength/19–20)
  Special Attacks create spawn, smite good (1/day, +9 to hit, 
  +19 damage), strength damage
   
  Str –, Dex 28, Con –, Int 15, Wis 24, Cha 29
  Base Atk +14; CMB +14; CMD 42
  Feats Combat Reflexes, Critical Focus, Dodge, Flyby Attack, 
  Improved Critical (touch), Mobility, Skill Focus (Perception), 
  Skill Focus (Stealth), Spring Attack, Weapon Finesse, Weapon 
  focus (touch)
  Skills Diplomacy +19, Intimidate +19, Fly +25, Knowledge 
  (arcana) +24, Knowledge (religion) +24, Perception +31, 
  Sense Motive +28, Stealth +35, Swim +3; Racial Modifiers +4 
  Stealth in dim light, -4 in bright light
  Languages Abyssal, Common, Goblin
   
  Create Spawn (Su) A humanoid creature killed by a 
  shadow’s Strength damage becomes a shadow under the 
  control of its killer in 1d4 rounds.
  Strength Damage (Su) A greater shadow’s touch deals 
  1d8 points of Strength damage to a living creature. This is 
  a negative energy effect. A creature dies if this Strength 
  damage equals or exceeds its actual Strength score.
  SPECTRES (4) 
   
   
  CR 7
  XP 3,200
  hp 52 (Pathfinder Roleplaying Game Bestiary, “Spectre”)
  Minor Artifact
  The Crown of the grand Cornu
  Aura strong necromancy; CL 20th
  Slot none; Weight 3 lb. 
   
  DESCRIPTION
  This impressive headpiece is the undisputed 
  symbol of the Grand Cornu. It is large and imposing, 
  composed of fluted iron and black opals, and is worth 
  100,000 gp for its materials and workmanship alone. 
  In addition to being a badge of office, the crown 
  acts as a headband of mental prowess, granting a 
  +6 enhancement bonus to the wearer’s Wisdom and 
  Charisma scores. However, it also bears a terrible 
  curse that strikes anyone who puts on the crown 
  without having been sworn in as the Grand Cornu 
  in an official ceremony in a major temple of Orcus. 
  Creatures that have the crown forced upon their 
  head gain a DC 30 Will save to avoid the curse; those 
  who willingly don the headpiece, however, receive 
  no save. 
  The crown’s curse immediately turn’s the wearer’s 
  alignment to chaotic evil. The wearer’s skin turns a 
  darker shade, as if coated by a layer of shadows, 
  and the irises of the eyes turn a smoky, roiling black. 
  In addition to the alignment change, the wearer 
  becomes a devoted servant of Orcus, seeking to 
  further the demon lord’s cause in whatever way 
  possible. Likely this involves first disposing of any allies! 
  Removing or even destroying the helm does not lift 
  this curse; it can only be removed by a good-aligned 
  cleric of 16th level or higher.
   
  DESTRUCTION
  The crown may be destroyed by any cleric or paladin 
  of Muir or Thyr consecrating it in a temple of one of 
  those gods; otherwise it is indestructible.
  514
  level 14b
  
  14B–1. Entry (Cr 17)
  These stairs lead down from Level 14A. Each step is graven with foul 
  symbols, images, prayers to Orcus, and the like. If magic is checked for, 
  no auras are discerned other than those present throughout the level. This 
  is due to a magic aura spell (CL 20th) which masks the symbols of death 
  inscribed upon the third and the final steps of the staircase; both are trig-
  gered if a good-aligned creature passes over the step.
  SYMBOL OF DEATH TRAP  
   
  CR 15
  XP 51,200
  Type magic; Perception DC 34; Disable Device DC 34
   
  Trigger proximity; Reset none
  Effect spell effect (symbol of death, CL 21st, DC 28 Fortitude 
  negates); multiple targets (up to 150 hit points of creatures in 
  a 60 ft. area)
  14B–2. Torturatorium (Cr varies)
  The current Grand Cornu of Orcus, Lorvius, has a long history of 
  sadomasochism and deeply deviant behavior. Much of this abuse is 
  self-directed, but ever the vanguard of mutilation, Lorvius has been 
  directing his attentions lately to testing new theories of torment on 
  others before inflicting the punishment on himself. To this end, he has 
  enlisted the aid of a being called “Doctor Tremble”, an interlocutor 
  kyton. The “doctor” has worked with Lorvius and the master trapsmith 
  Sourfang to develop this torture testing-ground for Lorvius’s entertain-
  ment and enlightenment. 
  In the central chamber stand six pillars, each 3 ft. tall, with a dark, 
  smoothly polished crystal lens approximately the size of a small shield 
  affixed to the top of each. These crystals are magical scrying devices al-
  lowing those activating them to gaze into the specialized torture rooms 
  (Areas 14B–2A through F; see below). The crystals are permanently 
  attached to the pillars; removing them destroys their magic. Each pil-
  lar bears a pair of hidden buttons concealed upon it (DC 30 Perception 
  checks to locate). One button activates and deactivates the scrying crys-
  tal; the other activates or deactivates an effect within each associated 
  chamber.
  The six alcoves indicated on the map each holds a teleportal that trans-
  ports any creature entering the alcove to the corresponding torture room. 
  These teleportals are one-way transports.
  In addition to Doctor Tremble, there are always 4 kyton aides in the 
  room to “help” anyone with their observations and to try-out any room 
  they like. If any of the PCs are so unlucky as to be brought before the 
  Grand Cornu, he initially tries to determine the characters weaknesses 
  (with the aid of the doctor) and find a perfect torture for them. After a 
  torture area is determined, the PC is placed on the attuned teleportal and 
  shifted into the trap. Their reactions are then observed by anyone viewing 
  the attuned crystal in Area 14–B2. 
  It is important to remember, the entire area is shielded (see Level 
  14B, Shielding), so no teleportation or planar travel is possible out of the  
  traps.
  The various rooms are described below.
  DOCTOR TREMBLE 
  CR 20
  XP 307,200
  Male interlocutor kyton expert 10 (Pathfinder Roleplaying 
  Game Bestiary 3, “Kyton, Interlocuter”)
  LE Large outsider (evil, extraplanar, kyton, lawful)
  Init +8; Senses darkvision 60 ft.; Perception +30
   
  AC 27, touch 14, flat-footed 22 (+4 Dex, +1 dodge, +13 
  natural, –1 size)
  hp 247 (14d10+10d8+120); regeneration 5 (good or silver 
  weapons, good spells, silver weapons)
  Fort +17; Ref +13; Will +24
  DR 10/good or silver; Immune cold; SR 23
   
  Speed 40 ft.
  Melee 4 claws +27 (1d8+7 plus bleed/19–20) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6), surgical strikes, unnerving gaze 
  (30 ft., DC 27)
  Spell-Like Abilities (CL 14th; melee touch +28)
  At will—bleed (DC 15), plane shift (material to shadow 
  plane, self only) , stabilize 
  3/day—cure serious wounds, restoration
  1/day—breath of life
   
  Str 24, Dex 19, Con 21, Int 25, Wis 22, Cha 20
  Base Atk +21; CMB +29; CMD 44
  Feats Bloody Assault, Cleave, Combat Reflexes, Crippling 
  Critical, Critical Focus, Dodge, Improved Initiative, Iron Will, 
  Lightning Reflexes, Lunge, Power Attack, Rending Claws
  Skills Bluff +20, Diplomacy +20, Disable Device +20, Handle 
  Animal +10, Heal +23, Intimidate +30, Knowledge (arcana) 
  +25, Knowledge (dungeoneering) +17, Knowledge (local) +14, 
  Knowledge (nature) +20, Knowledge (planes) +30, Knowledge 
  (religion) +24, Linguistics +20, Perception +30, Profession 
  (torturer) +22, Sense Motive +30, Sleight of Hand +30, Spellcraft 
  +30, Stealth +17, Survival +30, Use Magic Device +29
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, 
  Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, 
  Infernal, Orc, Sylvan, Terran, Undercommon, Yithian
   
  Surgical Strikes (Ex) An interlocutor’s claws threaten a 
  critical hit on a roll of 19-20. On a successful critical hit, that 
  claw deals 2d6 bleed damage rather than 1d6.
  Unnerving Gaze (Ex) A creature that succumbs to an 
  eremite’s unnerving gaze becomes staggered for 1 round 
  as it becomes convinced that it recognizes some of its own 
  body parts entangled in the interlocutor’s body.
  Level 14B
  Difficulty Level: 17
  Entrances: Stairs down from Level 14A at Area 14–B1.
  Exits: None 
  Wandering Monsters: None.
  Detections: Strong evil and magic emanates from the 
  entire level.
  Shielding: The entire level is shielded, and no means 
  of magical transport such as teleport, dimension 
  door, plane shift, ethereal jaunt, and so on functions 
  except in very specific areas (the teleportal at Area 
  14B–3; the attuned teleportals in the Torturatorium 
  at Area 14B–2). In addition, no divine spells involving 
  extraplanar contact of the non-Evil planes, such 
  as summoning or commune, operate on this level. 
  Contact with the lower planes of Evil is allowed (and 
  encouraged!), placing good-aligned PCs at a distinct 
  disadvantage. The entire level radiates unhallow and 
  invisibility purge, and the Grand Cornu’s private rooms 
  (Areas 5–8) provide him the effects of an unholy aura 
  while he is there. All permanent spells on this level 
  operate at CL 20th. The Grand Cornu alone is not 
  subject to the teleportation shielding, as he may use 
  word of recall as normal to return to his chambers.
  Standard Features: Unless otherwise noted, all doors on 
  this level are made of locked, solid iron doors (2 in. thick; 
  hardness 10; hp 60; Break DC 28, Disable Device DC 30).
  515
  level 14b
  
  KYTON AIDES (4)  
  CR 12
  Male and female kyton expert 8 (Pathfinder Roleplaying 
  Game Bestiary, “Kyton”)
  LE Medium outsider (evil, extraplanar, lawful)
  Init +8; Senses darkvision 60 ft.; Perception +14
   
  AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4 
  natural)
  hp 116 (8d10+8d8+32); regeneration 2 (good weapons and 
  spells, silver weapons)
  Fort +10; Ref +12; Will +9
  DR 5/good or silver; Immune cold; SR 17
   
  Speed 30 ft.
  Melee 4 chains +17 (2d4+2)
  Special Attacks dancing chains (DC 18), unnerving gaze 
  (DC 18)
   
  Str 15, Dex 18, Con 15, Int 23, Wis 13, Cha 10
  Base Atk +14; CMB +16; CMD 30
  Feats Alertness, Blind-Fight, Improved Initiative, Skill Focus 
  (Craft [sculpture]), Skill Focus (Heal), Skill Focus (Profession 
  [torturer]), Skill Focus (Use Magic Device), Weapon Focus 
  (chains)
  Skills Acrobatics +15, Bluff +15, Climb +13, Craft (blacksmith) 
  +15, Craft (sculpture) +18, Diplomacy +10, Disable Device 
  +10, Escape Artist +15, Heal +21, Intimidate +11, Knowledge 
  (arcana) +20, Knowledge (engineering) +20, Knowledge 
  (planes) +20, Perception +14, Profession (butcher) +17, 
  Profession (engineer) +17, Profession (torturer) +21, Sense 
  Motive +20, Sleight of Hand +15, Spellcraft +11, Use Magic 
  Device +15
  Languages Abyssal, Aklo, Common, Daemonic, Draconic, 
  Elven, Infernal, Undercommon
  SQ chain armor 
   
  Chain Armor (Ex) The chains that adorn a kyton grant it a +4 
  armor bonus, but are not treated as armor for the purpose 
  of arcane spell failure, armor check penalties, maximum 
  Dexterity, weight, or proficiency.
  Dancing Chains (DC 18) (Su) A kyton can control up to 
  four chains within 20 feet as a standard action, making 
  the chains dance or move as it wishes. In addition, a 
  kyton can increase these chains’ length by up to 15 feet 
  and cause them to sprout razor-edged barbs. These 
  chains attack as effectively as the kyton itself. If a chain 
  is in another creature’s possession, the creature can 
  attempt a DC 15 Will save to break the kyton’s power 
  over that chain. If the save is successful, the kyton 
  cannot attempt to control that particular chain again 
  for 24 hours or until the chain leaves the creature’s 
  possession. A kyton can climb chains it controls at its 
  normal speed without making Climb checks. The save 
  DC is Charisma-based.
  Unnerving Gaze (DC 18) (Su) Range 30 ft., Will DC 15 
  negates. A kyton can make its face resemble one of an 
  opponent’s departed loved ones or bitter enemies. Those 
  who fail their saves become shaken for 1d3 rounds. This 
  is a mind-affecting fear effect. The save DC is Charisma-
  based.
  Tactics: If the opposition from any intruders seems minimal, Doctor 
  Tremble and his aides seek to immobilize their opponents, either through 
  grappling or by trying to force them into one of the teleportal alcoves. 
  Should they face more serious opposition, they animate the chains hang-
  ing throughout the room to cause general mayhem while Doctor Tremble 
  focuses his attentions on one threat at a time. Any combat within this area 
  can be heard throughout the level, and will likely bring the swift attention 
  of the Grand Cornu if he is not already present.
  Area 14B–2A, Bathophobia: Once the target is placed upon the tele-
  portal, they are immediately transported into a room 20 ft. long and wide, 
  and 200 ft. deep. The receiving point of the teleportal is inscribed on the 
  ceiling of the room, and the target immediately begins to fall. At a dis-
  tance of roughly 1 in. below the receiving teleportal, an antimagic field 
  (CL 30th) fills the room. As the target reaches the bottom, they notice 
  another outlined teleportal fast approaching. Again, roughly 1 inch above 
  the floor, the antimagic field stops, allowing the falling target to contact 
  the opposite teleportal, only to be transported back to the top of the room! 
  Not normally possible (without the use of the anima engine on Level 
  14C), the trap continues to cycle the target through as many revolutions 
  as necessary to eventually starve to death. Once the target has expired, the 
  antimagic field is suppressed by means of one of the hidden buttons on the 
  scrying crystal pillar attuned to this chamber (DC 25 Perception check to 
  find the button on the pillar), and the body is removed.
  Area 14B–2B, Demophobia (CR 14): Creatures placed upon the tele-
  portal are transported into a room 30 ft. long, wide, and deep. The receiv-
  ing point of the teleportal is again inscribed on the ceiling of the room, 
  and the target immediately falls to the floor (taking 2d6 points of damage). 
  One in. below the teleportal the entire room is covered by an antimagic 
  field (CL 30th). The stench of this room is so overwhelming the target 
  must make a DC 20 Fortitude save or become sickened. Except for a five-
  foot diameter area directly beneath the teleportal, the floor of the chamber 
  is packed by a horrid mass of shambling, moaning zombies. The instant 
  the target lands, the zombies move forward with their grasping, rotted 
  hands, seeking to tear the new arrival limb from limb. 
  ZOMBIE HORDE  
  CR 14
  XP 38,400
  hp 110 (see Appendix A)
  Area 14B–2C, Aquaphobia: The teleportal accessing this area trans-
  ports the target to a 20 ft. square room completely filled with water. The 
  target may attempt to hold its breath, but eventually beginswill begin to 
  drown (see the Pathfinder Roleplaying Game Core Rulebook, Environ-
  ment, “Drowning,” for rules on drowning). Once the target has perished, 
  the water is drained away by means of a hidden scrying pillar button (see 
  14–2A, above) and refilled from some unseen source.
  Area 14B–2D, Achulophobia (CR 12): Similar to other areas, the tele-
  porter transports the target to a location on the ceiling, dropping the target 
  to the floor 20 ft. below (for 1d6 points of damage). One inch below the 
  receiver location, an antimagic field (CL 30th) fills the room. This room 
  is quite large (40 ft. square) and unlit. It is the home of 24 shadows that 
  love nothing more than to add to their ranks. Any targets drained by the 
  shadows join their ranks in this room forever. The hidden button on the 
  scrying pillar associated with this area (see 142A, above) activates and 
  deactivates the antimagic field.
  SHADOWS (24)  
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  Area 14B–2E, Autophobia: The teleporter transfers the target into a fea-
  tureless room, well lit from an unseen source. However, by means of the but-
  ton on the scrying pillar, a section of wall can slide open, revealing a mirror 
  of opposition. There is nowhere in the chamber to avoid being reflected by 
  the mirror. Any creature reflected within the mirror causes it to activate, pro-
  ducing an exact duplicate of the target, which emerges from the mirror and 
  attacks its double using the best tactics possible, and fights to the death. If the 
  reflection should win, it vanishes upon the death of its counterpart. However, 
  if the victim should survive, they might be released from the chamber and 
  tortured in some other fashion…or the wall might be reactivated, causing an-
  other reflection to appear. The mirror has Hardness 8 and 30 hit points; those 
  viewing the fun in this chamber always close the wall back over the mir-
  ror after activating it. This moving wall section has Hardness 10 and 100 hit 
  points. It can be activated from within the room with a DC 30 Disable Device 
  or Break check, and then moved with a successful DC 20 Strength check.
  Area 14B–2F, Claustrophobia: This teleporter transfers the target to a 2 
  1/2 ft. wide by 2 1/2 ft. deep by 7 ft. tall space. The teleporter point is on an 
  516
  level 14b
  
  adamantine grate with 1 inch square spaces. Every minute the target is in the 
  space, the ceiling lowers 3 inches. For Medium targets, they are safe for ap-
  proximately 8 to10 minutes. Depending on armor worn, items carried, etc. the 
  target runs out of space after this time. The ceiling can be slowed with a DC 
  35 Disable Device check, slowing the rate of decent to 1 inch per minute. The 
  target is eventually squeezed completely through the grate, and the ground 
  fluid and tissue is transported to other places in the dungeon. The hidden but-
  ton on the scrying pillar (DC 25 Perception check to find the button on the 
  pillar) activates and deactivates the crushing walls. As this chamber is only 
  effective on Medium or smaller sized creatures, Lorvius is currently consider-
  ing having an additional chamber created to hold larger victims.
  14B–3. Teleportal (Cr 17)
  The floor of this room is dominated by a massive circle of lines and 
  runes permanently etched into the floor and inlaid with platinum, obvi-
  ously a summoning circle of some kind. The area within this circle is one 
  of the few locations on the level not shielded against magical transport.
  The chamber is guarded at all times by 8 bodak priests who defend it 
  against any unauthorized intrusion.
  The circle inscribed in the floor is frequently used in conjunction with 
  magic circle against good when Lorvius wishes to try to lure or force a 
  Good-aligned outsider into his domain, as a precursor to binding it and 
  trying out his latest torture experiments upon it.
  BODAK PRIESTS (8) 
  CR 11
  XP 12,800
  Male bodak cleric 6 (Pathfinder Roleplaying Game Bestiary 
  2, “Bodak”)
  CE Medium undead (extraplanar) 
  Init +8; Senses darkvision 60 ft.; Perception +19
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 
  natural)
  hp 168 (10d8+6d8+80 plus 16)
  Fort +13, Ref +11, Will +20
  DR 10/cold iron; Immune electricity, undead traits; Resist 
  acid 10, fire 10
  Weakness vulnerability to sunlight
   
  Speed 20 ft.
  Melee 2 slams +13 (1d8+1)
  Special Attacks channel energy (3d6, DC 20, 10/day), death 
  gaze (DC 20)
  Domain Spell-Like Abilities (CL 6th; melee touch +12)
  11/day—bleeding touch (3 rounds), touch of evil (3 rounds)
  Spells Prepared (CL 6th; melee touch +12, ranged touch 
  +13)
  3rd—bestow curse (DC 21) (x2), contagion (DC 21), magic 
  circle against goodD, prayer
  2nd—bull’s strength, death knellD (DC 20), dread bolt (DC 
  20)*, desecrate, hold person (DC 20), shatter (DC 20)
  1st—bane (DC 19), divine favor, murderous command (DC 
  19)*, protection from goodD, ray of sickening (DC 19)*, shield 
  of faith
  0 (at will)—bleed (DC 18), guidance, read magic, resistance 
  D Domain spell Domains Death, Evil 
   
  Str 13, Dex 18, Con —, Int 8, Wis 26, Cha 20
  Base Atk +11; CMB +12; CMD 27
  Feats Dodge, Extra Channel, Improved Channel, Improved 
  Initiative, Lightning Reflexes, Mobility, Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +16, Knowledge (Planes) +7, Knowledge 
  (Religion) +10, Perception +19, Spellcraft +8, Stealth +1
  Languages Common
  Gear holy symbol of Orcus, spell component pouch
   
  Death Gaze (Su) 1d4 negative levels, 30 ft.; Fortitude DC 20 
  negates. The save DC is Charisma-based. A humanoid slain 
  by a bodak’s death gaze rises as a bodak 24 hours later. This 
  is a death effect.
  Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for 
  its merest touch burns their impure flesh. Each round of 
  exposure to direct sunlight deals 2d6 points of damage to a 
  bodak.
  *Pathfinder Roleplaying Game Ultimate Magic
  14B–4. grand Cornu’s Office 
  (Cr 17)
  Entering this area from the previous debauchery is quite a shock to the 
  senses; this is a very ordered and business-like den. A large darkwood 
  desk sits along the southern wall, with just enough space for the over-
  stuffed chair behind it, and a huge (10 ft. by 15 ft.) tapestry showing the 
  landscape of Tsar. Paintings and tapestries cover the other walls, lending a 
  warm, pleasant feel to the room. A large fireplace sits in the western wall, 
  with a warm fire blazing merrily within. A dozen rather uncomfortable 
  chairs are arrayed in a semicircle about the center of the room, surround-
  ing a large bas relief set into the floor depicting a massive angelic figure, 
  bound and suffering from the gleeful tortures of surrounding demons.
  Lorvius only meets important underlings in this room for private 
  conversations and official business requiring face-to-face discussion. 
  If the Cornu wishes to meet with someone in a less formal manner, he 
  meets them at the Torturatorium (Area 14B–2) and they conduct their 
  business there.
  Lorvius remembers well the path he took to gain his position as the 
  Grand Cornu, and is ever vigilant with his protections and defenders. The 
  animated darkwood desk itself is a bodyguard, and a group of 6 greater 
  shadows lurk in the corners, and the bas relief set in the center of the floor 
  is actually a stone golem.In addition, the set into the floor, and the illusary 
  fireplace is an illusion that covers a symbol of death (Lorvius is attuned to 
  the symbol, thus immune to its effect); it activates immediately should the 
  fireplace be dispelled or disbelieved and the symbol seen. In addition, the 
  tapestry behind Lorvius’s chair covers another symbol of death, a symbol 
  of strife, and a symbol of weakness (again, Lorvius is attuned to all of them 
  and immune to their effects). The tapestry can be dropped with a move-
  equivalent action from anyone behind the desk. 
  DARKWOOD DESK (LARGE ANIMATED OBJECT) 
  CR 5
  XP 1,600
  N Large construct (Pathfinder Roleplaying Game Bestiary, 
  “Animated Object”)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
   
  AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size)
  hp 52 (4d10+30)
  Fort +1; Ref +0; Will –4
  Defensive Abilities hardness 5; Immune construct traits 
   
  Speed 30 ft.
  Melee slam +9 (3d6+9/19–20) 
  Space 10 ft.; Reach 10 ft.
   
  Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +11; CMD 20
  SQ construction points (3, augmented critical*, exceptional 
  reach*, improved melee attack*)
  * Pathfinder Roleplaying Game Ultimate Magic
  GREATER SHADOWS (6)  
  CR 8
  XP 4,800
  hp 58 (Pathfinder Roleplaying Game Bestiary, “Shadow, 
  Greater”)
  517
  level 14b
  
  STONE GOLEM 
   
  CR 11
  XP 12,800
  hp 107 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Stone.” This stone golem originally fought with the army of 
  Light in the battle for Rappan Athuk, but was captured by 
  Lorvius and turned to the side of Evil. Though he has only 
  limited control over it, he finds it a very effective defense 
  against treacherous undead, for its slam attacks have been 
  enhanced with the ghost touch and undead bane weapon 
  special abilities. Its statistics are otherwise normal for a 
  stone golem. Lorvius can command it to emerge or return 
  to the floor (as a move action), and direct its movements 
  when no other creatures are around, but in the presence 
  of undead it always targets them first over any other threat. 
  It never attacks anyone wearing the crown of the Grand 
  Cornu, which could come as a surprise to Lorvius if it should 
  somehow be removed from his head!)
  SYMBOL OF DEATH TRAP  
   
  CR 15
  XP 51,200
  Type magic; Perception DC 34; Disable Device DC 34
   
  Trigger proximity; Reset none
  Effect spell effect (symbol of death, CL 18th, DC 26 Fortitude 
  negates); multiple targets (up to 150 hit points of creatures in 
  a 60 ft. area)
  SYMBOL OF STRIFE TRAP  
   
  CR 10
  XP 9,600
  Type magic; Perception DC 34; Disable Device DC 34 
   
  Trigger proximity; Reset none
  Effect spell effect (symbol of strife*, CL 18th, DC 27 Will 
  negates); multiple targets (all creatures in a 60 ft. area)
  * Pathfinder Roleplaying Game Ultimate Magic
  SYMBOL OF WEAKNESS TRAP 
   
   
  CR 8
  XP 4,800
  Type magic; Perception DC 32; Disable Device DC 32
   
  Trigger proximity; Reset none
  Effect spell effect (symbol of weakness, CL 18th, DC 25 
  Fortitude negates); multiple targets (all creatures in a 60 ft. 
  area)
  Treasure: The 8 paintings are all masterpieces, and will fetch 2,000 to 
  5,000 gp each to a collector. The 10 tapestries are all large and well-made 
  and are worth 300 to 1,800 gp each. The paintings weigh 20 pounds each 
  while the tapestries each weigh 40 pounds.
  14B–5. Library (Cr 18)
  This area is crammed with many tomes, folios, scrolls and other media. 
  There is a dizzying amount of information in this place. Floor to ceiling 
  bookshelves groan under the weight of all the books. Volumes dedicated 
  to torture, pain, healing, and alchemy compete with books of clerical 
  dogma, humanoid sacrificial rites, while strange metal plates engraved 
  with numerical ciphers lie stacked against, stone tablets with etched inde-
  cipherable scratches.
  There seems to be a fairly well-arranged order to the library, and should 
  the PCs somehow get the time to study these books, they could gain quite 
  a boost to the appropriate Knowledge skill (add a +1d10 insight bonus to 
  any of the following Knowledge skills: arcana, history, nature, and planes; 
  and add a +2d12 insight bonus to religion). The Knowledge boost is only 
  granted after 1 week of study. Assume there are plenty of books to go 
  around.
  A small stack of parchment sheets and several journals lie on the floor 
  near the center of the room, arranged in a small circle (Lorvius prefers 
  to kneel on the hard stone floor to relax while reading). Two of the jour-
  nals are written in strange, twisted sigils (Daemonic), while three others 
  are written in Draconic, Aklo, and a third language of strange, serpentine 
  script (Yithian). All these journals and notes seem to reference something 
  known as the “Pain Trade,” although it is unclear what that is referring to. 
  Many of the parchments are notes trying to knit together bits and pieces of 
  the journals, but it is difficult to see if there is any success. Another of the 
  notes looks like a half-completed draft of some sort, written in the Com-
  mon tongue, with many scrapes and revisions visible on it (see side box).
  Deciphering all this information in the library may be a difficult task, as 
  the PCs are not alone! The librarian makes an appearance 1d6 rounds after 
  “It is with the uttermost sense of [scraped off] satisfaction that 
  I chronicle the rise of Our Leader, the Grand Cornu Lorvius, the 
  High Atrociter, the Hand of Orcus, the Dark Archbishop. 
  Grand Cornu Lorvius began his rise to power in the far city 
  of Tsar, lo these many years ago. A [scraped off] man of humble 
  beginnings, his rise to the High Altar has come not from privilege 
  or station, but by the strict adherence to the doctrine of Orcus. The 
  Horned Father selected the High Atrociter many years ago, and 
  [scraped off] personally guided his growth and promotion through 
  the ranks of His clergy. 
  [large area scraped off]
  …and after the Canon led the advance guard from the treachery 
  of Tsar at the hands of the Unnamed Heretic, the High Atrociter 
  began to build, with [scraped off] only his faith in Our Horned 
  Father, the new High Altar of Orcus in the depths below the Forest 
  of Light. 
  Luring the remnants of the Fool’s Errand to the fortification, 
  the High Atrociter and His Twilight Army decimated their foes, 
  converting some to the One True Faith, while utterly annihilating 
  the Unbelieving. It was over the course of many months, but final 
  victory was assured.
  After the Great Purge, when naught were left of the Fool’s 
  Errand, but perhaps a few stragglers saved for later use, the High 
  Atrociter declared the consecration of the High Altar to be nigh. 
  The Time of Blackest Night was upon us, the greatest of holy days 
  to Our Horned Father. The High Atrociter sought the Sign of 
  Orcus in the sky, the waning moon with the Face of Death upon 
  it, when he noticed [scraped off] the Betrayer returned to fortified 
  Rappan Athuk! 
  Seeking to steal the High Altar and supplant our High Atrociter 
  in the eyes of the Horned Father, the Betrayer made his intentions 
  of becoming the new Grand Cornu known. Upon hearing the 
  proclamation, our Leader knew the time for action in the name of 
  Orcus was upon him. Seeing the Betrayer not as a challenge to his 
  authority and rightful place as Grand Cornu, but as a gift from the 
  Horned Father to be used in consecration of the High Altar, the 
  High Atrociter used his [scraped off] righteous might to subdue 
  the Betrayer, lash him to the Altar, and offer his soul to the Horned 
  Father in supplication. The Blood Ceremony complete, the High 
  Atrociter placed the Horned Crown upon his brow, declaring 
  himself the new Grand Cornu of Orcus!
  [Another large area scraped off]
  These facts are documented for my Lord; the High Atrociter; 
  the Hand of Orcus; the Will of Our Horned Father; the Dark 
  Archbishop; the Flayed Canon; Lorvius, the Grand Cornu of 
  Orcus
  —Ashfallen, Annalist of the Grand Cornu
  518
  level 14b
  
  anyone enters the library, teleporting in. The current librarian, Ashfallen, 
  appears as a human-sized, cowled figure wearing a veiled face-wrap, his 
  only clearly visible body parts being the wickedly sharp claws extending 
  from his loose robes. Ashfallen is tasked with maintaining order here and 
  documenting the Grand Cornu’s rise to power. He is not immediately hos-
  tile, although he is quite surprised to find the PCs here alone. Ashfallen is 
  an ally of Glazerel on Level 14C, and possesses a warden ring, allowing 
  him to teleport or plane shift while on this level (Lorvius keeps Ashfallen 
  around for this reason; he still doesn’t understand how the annalist can 
  perform this feat). If the PCs are able to manage a successful DC 30 Di-
  plomacy score to make him friendly, Ashfallen may be a useful source of 
  information. Ashfallen has no loyalty to Lorvius, but uses his position to 
  gather information for himself and Glazerel. If the PCs manage to make 
  Ashfallen helpful (DC 40 Diplomacy check), he may even allow the PCs 
  draws from his deck of many things, if they are so inclined.
  ASHFALLEN 
  CR 18
  XP 153,600
  Male denizen of Leng sorcerer 14 (Pathfinder Roleplaying 
  Game Bestiary 2, “Denizen of Leng,” Pathfinder Roleplaying 
  Game Advanced Player’s Guide, “Sorcerer, Dreamspun”)
  CE Medium outsider (chaotic, evil, extraplanar)
  Init +13; Senses darkvision 60 ft.; Perception +32
   
  AC 31, touch 17, flat-footed 24 (+5 armor, +6 Dex, +1 dodge, 
  +9 natural)
  hp 224 (10d10+14d6+120); planar fast healing 5
  Fort +19, Ref +20, Will +20
  Defensive Abilities no breath, unusual anatomy; Immune 
  poison, Resist cold 30, electricity 30; SR 19
   
  Speed 40 ft.
  Melee bite +23 (1d6+1 plus Dexterity drain), 2 claws +23 
  (1d4+1)
  Special Attacks dreamshaper 1/day (DC 28), sneak attack 
  +5d6
  Spell-Like Abilities (CL 10th)
  Constant—tongues
  3/day—detect thoughts (DC 23), hypnotic pattern (DC 23), 
  levitate, minor image (DC 23)
  1/day—locate object, plane shift (self only)
  Bloodline Spell-Like Abilities (CL 14th)
  14/day—lullaby (DC 21)
  Spells Known (CL 14th; melee touch +23, ranged touch +23)
  7th (5/day)—mass hold person (DC 28)
  6th (7/day)—eyebite (DC 27), legend lore, shadow walkB 
  5th (8/day)—baleful polymorph (DC 26), dreamB, nightmare 
  (DC 26), teleport
  4th (8/day)—charm monster (DC 25), crushing despair (DC 
  25), dimension door, divinationB, greater invisibilty 
  3rd (9/day)—arcane sight, deep slumberB (DC 24), dispel 
  magic, nondetection (DC 24), suggestion (DC 24)
  2nd (9/day)—alter self, auguryB, bear’s endurance, detect 
  thoughts (DC 23), glitterdust (DC 23), touch of idiocy
  1st (9/day)—anticipate peril* (DC 22), comprehend 
  languages, identify, magic missile, sleepB (DC 22), unseen 
  servant 
  0 (at will)—arcane mark, detect magic, detect poison, 
  disrupt undead, light, mage hand, mending, open/close, 
  prestidigitation
  Bloodline Dreamspun
   
  Str 12, Dex 22, Con 21, Int 24, Wis 21, Cha 32
  Base Atk +17; CMB +18; CMD 35
  Feats Ability Focus (Dexterity drain), AlertnessB, Deceitful, 
  Dimensional Agility#, Dodge, Eschew MaterialsB, Greater 
  Spell Penetration, Improved Initiative,  Magical Aptitude, 
  Persuasive, Skill Focus (Sense Motive)B, Skill Focus (Linguistics), 
  Spell Penetration, Weapon Finesse
  Skills Bluff +36, Diplomacy +33, Disable Device +16, Disguise 
  +27 (+31 as Medium humanoid), Intimidate +28, Knowledge 
  (arcana) +30, Knowledge (planes) +30, Knowledge (religion) 
  +17, Linguistics +34, Perception +32, Profession (sailor) +13, 
  Sense Motive +30, Sleight of Hand +25, Spellcraft +30, Stealth 
  +26, Use Magic Device +38; Racial Modifiers +4 Disguise as 
  Medium humanoid
  Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, 
  Common, Daemonic, Dark Folk, Draconic, Drow Sign 
  Language, Elven, Giant, Goblin, Ignan, Infernal, Protean, 
  Shae, Sylvan, Terran, Undercommon, Yithian; tongues
  SQ bloodline arcana, combat precognition (+2 Init)
  Combat Gear cube of force; Other Gear amulet of natural 
  armor +3, cloak of resistance +3, bracers of armor +5, deck 
  of many things, headband of mental superiority +4, 
  warden ring
   
  Dexterity Drain (Su) The otherworldly teeth and tongues of 
  a denizen of Leng deal 1d6 points of Dexterity drain with a 
  bite. Constructs, elementals, and other creatures that do not 
  possess flesh are immune to this effect. A successful DC 19 
  Fortitude save reduces the Dex drain to 1 point. The save DC 
  is Constitution-based.
  Planar Fast Healing (Su) A denizen of Leng maintains a 
  connection to Leng at all times, and when away from 
  Leng, it has fast healing 5. It loses this ability on Leng or in 
  areas where planar connections do not function. If killed, 
  a denizen’s body dissolves into nothingness. Ashfallen 
  maintains his connection as long as he wears the 
  warden ring. 
  Unusual Anatomy (Ex) A denizen’s internal anatomy varies 
  from individual to individual, and has a 50% chance to treat 
  any critical hit or sneak attack against it as a normal hit.
  * Pathfinder Roleplaying Game Ultimate Magic
  # Pathfinder Roleplaying Game Ultimate Combat
  14B–6. The Lounge (Cr 16)
  Decorated in the plush style of the desert genies, the room is covered in 
  lush throw rugs, satin pillows of various sizes, hanging draperies of gos-
  samer silk, with iron braziers and golden stools punctuating the perimeter. 
  Smoke drifts from the incense smoldering in the braziers, filling the air 
  with stifling heat and cloying, exotic smells.
  This area is the Grand Cornu’s relaxation chamber, for his less abusive 
  indulgences. While not on the level of his typical atrocities, the usual in-
  habitants of this room are no less deviant.
  Twelve kytons typically inhabit this room, indulging their own brand 
  of abuses and abhorrent behaviors. Should the PCs enter this room unat-
  tended by the Grand Cornu or one of his minions, they are considered 
  “fair game” by the kytons, and they ply their expert ministrations upon 
  the party.
  KYTON COURTESANS (12)  
  CR 9
  XP 6,400
  Male and Female kyton expert 6 (Pathfinder Roleplaying 
  Game Bestiary, “Kyton”)
  LE Medium outsider (evil, extraplanar, lawful)
  Init +8; Senses darkvision 60 ft.; Perception +18
   
  AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4 
  natural)
  hp 99 (8d10+6d8+28); regeneration 2 (good weapons and 
  spells, silver weapons)
  Fort +10; Ref +12; Will +8
  DR 5/good or silver; Immune cold; SR 17
   
  Speed 30 ft.
  Melee 4 chains +15 (2d4+2)
  519
  level 14b
  
  Space 5 ft.; Reach 5 ft. (10 ft. with chain)
  Special Attacks dancing chains (DC 19), unnerving gaze 
  (DC 19)
   
  Str 15, Dex 19, Con 14, Int 12, Wis 12, Cha 20
  Base Atk +12; CMB +14; CMD 28
  Feats Alertness, Blind-Fight, Improved Initiative, Skill Focus 
  (Heal), Skill Focus (Profession [courtesean]), Skill Focus 
  (Profession [torturer]), Weapon Focus (chains)
  Skills Acrobatics +17, Climb +15, Craft (blacksmith) +16, 
  Escape Artist +17, Heal +24, Intimidate +18, Perception +18, 
  Profession (courtesan) +20, Profession (torturer) +20, Sense 
  Motive +5, Sleight of Hand +17
  Languages Abyssal, Common, Infernal
  SQ chain armor 
  Gear Masterwork blacksmith’s tools, courtier’s outfit, healer’s 
  kit (10 uses), masterwork manacles
   
  Chain Armor (Ex) The chains that adorn a kyton grant it a +4 
  armor bonus, but are not treated as armor for the purpose 
  of arcane spell failure, armor check penalties, maximum 
  Dexterity, weight, or proficiency.
  Dancing Chains (Su) A kyton can control up to four chains 
  within 20 ft. as a standard action, making the chains dance 
  or move as it wishes. In addition, a kyton can increase these 
  chains’ length by up to 15 ft. and cause them to sprout 
  razor-edged barbs. These chains attack as effectively as the 
  kyton itself. If a chain is in another creature’s possession, the 
  creature can attempt a DC 19 Will save to break the kyton’s 
  power over that chain. If the save is successful, the kyton 
  cannot attempt to control that particular chain again for 
  24 hours or until the chain leaves the creature’s possession. 
  A kyton can climb chains it controls at its normal speed 
  without making Climb checks. The save DC is Charisma-
  based.
  Unnerving Gaze (Su) Range 30 ft., Will DC 19 negates. A 
  kyton can make its face resemble one of an opponent’s 
  departed loved ones or bitter enemies. Those who fail 
  their saves become shaken for 1d3 rounds. This is a mind-
  affecting fear effect. The save DC is Charisma-based
  Treasure: The silks, golden furnishings, and tapestries are worth a 
  combined total of 35,000 gp, double that to a macabre collector. All the 
  items combined weigh 500 pounds.
  14B–7. The grand Cornu’s Suite 
  (Cr 19)
  This is the bedchamber of Lorvius, although the furnishings certainly 
  indicate a decorator of suspect taste and decorum. A raised platform 2 ft. 
  off the ground is actually a bed of barbed nails; a large vanity mirror and 
  table look to be coated in a sticky, coppery substance resembling dried 
  blood; a 15 ft. tall statue of Orcus in the center of the room is alternately 
  coated in blood, tissue and what looks like flowers. Scourges, whips, fine 
  fillet knives, branding irons, braziers, and other hideous implements litter 
  the room.
  Cornu Lorvius tests new concepts on victims in the Torturatorium 
  (Area 14B–2) before trying them out on himself, always seeking the next 
  level of “devotion.”
  The contents of the room, while disturbing, are all of masterwork qual-
  ity and quite valuable. In bulk, if all the implements of torture were gath-
  ered and removed from here, the PCs could fetch 30,000 gp from a col-
  lector of such items. Any Good clerics or paladins should surely frown on 
  distributing these items outside this accursed place.
  14B–8. Vault (Cr 15)
   Due to Grand Cornu Lorvius’s increasing paranoia, he had his own 
  personal vault created, and after its construction, he slew the builders and 
  tasked their undead forms to guard the treasures within. The massive iron 
  door of this vault (6 in. thick; hardness 10; hp 180; Break DC 32, Disable 
  Device DC 50 [x3]) has three superior locks (the keys are always with 
  Lorvius) and each is protected with an arcane lock . 
  The vault door opens into a 20 ft. hallway, and terminates at a shim-
  mering, rainbow-colored wall. This is a permanent prismatic wall that 
  reforms 1 hour after all layers are disabled. Beyond the wall is the en-
  trance to the Grand Cornu’s treasury. Vast wealth fills this 30 ft. by 50 ft. 
  chamber. Suits of armor, weapons and oddly-shaped items are stacked 
  and placed upon the racks, stands and shelves that cover the walls. Coins, 
  gems, statuettes, and even more obscure jewelry items litter the floor, are 
  piled upon tables, and swept into corners. The value of this trove is obvi-
  ous to anyone who sees it; indeed, it almost seems to whisper invitations 
  to gather as much as one can carry away.
  The treasure within the chamber is protected by the grand curse (see 
  sidebar). Anyone entering the room, except Lorvius, must make a DC 25 
  Will save or be compelled to gather all the treasure they can. The compul-
  sion is so strong that friends will turn on friends; partner will fight partner; 
  and a group of adventurers will kill each other to be the last one to leave 
  with everything.
  In addition to the magical wards in the room, the former builders of the 
  room are very angry with anyone able to bypass the protections and enter 
  without Lorvius. The 10 builders have become powerful allips, and the 
  wizard who created the prismatic wall is bound here as a horribly malig-
  nant spectre. As all their bones were ground to powder and included in the 
  finishing touches of the room, their restless spirits cannot leave the room, 
  nor pursue beyond the vault door.
  ADVANCED ALLIPS (10) 
  CR 7 
  XP 3,200 
  CE Medium undead (incorporeal) (Pathfinder Roleplaying 
  Game Bestiary 3, “Allip”)
  Init +9; Senses darkvision 60 ft.; Perception +14 
  Aura babble (60 ft., DC 24)
   
  AC 22, touch 20, flat-footed 17 (+7 deflection, +5 Dex) 
  hp 115 (10d8+70) 
  Fort +10; Ref +8; Will +11 
  Defensive Abilities incorporeal, channel resistance +2; 
  Immune undead traits 
   
  Speed fly 30 ft. (perfect) 
  Melee incorporeal touch +12/+7 (1d4 Wisdom damage) 
  Special Attacks touch of insanity (DC 22)
   
  Str —, Dex 20, Con —, Int 19, Wis 19, Cha 24 
  Base Atk +7; CMB +12; CMD 34 
  Feats Ability Focus (babble), Improved Initiative, Lightning 
  Reflexes, Skill Focus (Profession), Weapon Finesse 
  Skills Fly +22, Intimidate +18, Knowledge (dungeoneering) 
  +14, Knowledge (engineering) +14, Perception +14, 
  Profession (construction) +13, Stealth +14 
  Languages Abyssal, Common 
  SQ madness 
   
  Babble (Su) An allip constantly mutters and whines to itself, 
  creating a hypnotic effect. All sane creatures within 60 ft. of 
  the allip must succeed on a DC 22 Will save or be fascinated 
  for 2d4 rounds. While a target is fascinated, the allip can 
  approach without breaking the effect, but an attack by 
  the allip breaks the effect. This is a sonic, mind-affecting 
  compulsion effect. Creatures that successfully save cannot 
  be affected by the same allip’s babble for 24 hours. The 
  520
  level 14b
  
  save DC is Charisma-based. 
  Madness (Su) Anyone targeting an allip with 
  thought detection, mind control, or telepathic 
  ability makes direct contact with its tortured mind 
  and takes 1d4 points of Wisdom damage. 
  Touch of Insanity (Su) The touch of an allip deals 
  1d4 points of Wisdom damage. A successful 
  critical hit causes 1d4 points of Wisdom damage 
  and 1 point of Wisdom drain (instead of double 
  Wisdom damage). On each successful attack, an 
  allip gains 5 temporary hit points.
  ADVANCED SPECTRE 
   
   
  CR 13
  XP 25,600
  LE Medium undead (incorporeal) (Pathfinder 
  Roleplaying Game Bestiary, “Spectre”, 
  “Advanced”)
  Init +9; Senses darkvision 60 ft.; Perception +36
  Aura unnatural aura (30 ft.)  
   
  AC 19, touch 17, flat-footed 14 (+2 deflection, +5 
  Dex, +2 natural)
  hp 152 (18d8+72)
  Fort +10, Ref +13, Will +18
  Defensive Abilities incorporeal, channel 
  resistance +2
  Weaknesses resurrection vulnerability, sunlight 
  powerlessness 
   
  Speed fly 80 ft. (perfect)
  Melee incorporeal touch +18/+13 (1d8 plus 
  energy drain) 
  Special Attacks create spawn, energy drain (2 
  levels, DC 25) 
   
  Str —, Dex 20, Con —, Int 26, Wis 20, Cha 19
  Base Atk +13; CMB +13; CMD 30
  Feats Ability Focus (energy drain), Blind-Fight, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Skill Focus (Knowledge [arcana]), Skill Focus 
  (Perception), Skill Focus (Spellcraft), Weapon 
  Finesse
  Skills Fly +17, Intimidate +13, Knowledge (arcana) 
  +37, Knowledge (history) +13, Knowledge 
  (religion) +13, Knowledge (the planes) +25, 
  Perception +36, Spellcraft +36, Stealth +14, 
  Survival +11
  Languages Common 
   
  Create Spawn (Su)) Any humanoids slain by a 
  spectre become spectres themselves in 1d4 
  rounds. Spawn so created are less powerful 
  than typical spectres, and suffer a –2 penalty 
  on all d20 rolls and checks, receive –2 hp per 
  HD, and only drain one level on a touch. Spawn 
  are under the command of the spectre that 
  created them and remain enslaved until its 
  death, at which point they lose their spawn 
  penalties and become full-fledged and free-
  willed spectres. They do not possess any of the 
  abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or 
  similar spell cast on a spectre destroys it (Will 
  negates). Using the spell in this way does not 
  require a material component.
  Sunlight Powerlessness (Ex) Spectres are powerless 
  in natural sunlight (not merely a daylight spell) 
  and flee from it. A spectre caught in sunlight 
  cannot attack and is staggered.
  521
  level 14b
  
  Unnatural Aura (Su) Animals, whether wild or domesticated, 
  can sense the unnatural presence of a spectre at a 
  distance of 30 feet. They do not willingly approach nearer 
  than that and panic if forced to do so unless a master 
  succeeds at a DC 25 Handle Animal, Ride, or wild empathy 
  check. A panicked animal remains so as long as it is within 
  30 feet of the spectre.
  Treasure: It takes hours to gather all the items in this room, but the area 
  contains the following: 
  1. Gems and jewelry worth a total of 115,000 gp.
  2. 40,000 gp in fine clothing, furnishings, and objets d’art.
  3. Coins, both loose and in stacks; in total there are 600,000 cp, 240,000 
  sp, 54,000 gp, and 3,600 pp.
  In addition, Lorvius has amassed a sizable hoard of magical items, 
  mixed in within the valuables listed above:
  1. Magic weapons: +2 quarterstaff, +1 hand crossbow, +3 sickle, +4 
  darkwood spear, two +2 light crossbows, a nine lives stealer bastard 
  sword, two maces of terror, a life-drinker greataxe, and a sword of the 
  planes.
  2. Magic armor: +3 full plate, +3 half-plate, +2 half-plate, +4 banded 
  mail, +2 scale armor, three +2 heavy steel shields, a +2 buckler, and a 
  +3 tower shield.
  3. Thirteen wands (choose randomly).
  4. Four rings (choose randomly).
  5. 25 potions (choose randomly).
  6. Four scrolls: order’s wrath, bestow curse, and stone shape; confu-
  sion, invisibility sphere, magic circle against law, and lesser planar bind-
  ing; air walk; and dispel magic (CL 10th).
  7. Miscellaneous items: bracers of armor +4, a pair of golden lion figu-
  rines of wondrous power, a carpet of flying (5 ft. by 5 ft.), and a crystal 
  jar holding a single red mushroom with yellow spots magically preserved 
  within (the jar loses its magic if opened; the mushroom within is one of 
  the famous “mushrooms of youth” from Area 6–14 of Level 6). 
  Feel free to place additional items here as you see fit, especially if they 
  are tied in with a quest or unexplored location elsewhere within Rappan 
  Athuk. For example, one of the dagger-keys unlocking the vault door that 
  seals Level 3B could have found its way into the vault.
  grand Curse
  School necromancy [curse]; Level cleric 8, sorcerer/
  wizard 9
  Casting Time 1 standard action or see below
  Components V, S, DF
  Range close (25 ft. +5 ft./2 levels)
  Target or Area see below
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  You can use the grand curse to duplicate the effects 
  of major curse, except the DC to remove the curse is 
  equal to the save DC +10, or the grand curse can be 
  used to place a permanent curse on an area. 
  If used to place a curse on an area, the caster may 
  affect one 10 ft. by 10 ft. square per caster level. 
  The nature of the grand curse is decided by the 
  spellcaster upon conclusion of the ritual, which takes 
  1 hour to complete; any of the effects of bestow 
  curse may be placed upon the area, and any time 
  a target comes into contact with the area they are 
  subject to the curse. If another spell effect is desired, 
  the grand curse may duplicate any compulsion spell 
  of 4th level or less. The player should be creative with 
  the types of curses available, but should be in line 
  with the above restrictions.
  Example: The grand curse used in Area 14B–8 was 
  created with an elaborately worded suggestion spell.
  522
  level 14b
  
  Level 14C: 
  The Architect’s Workshop
  GM Note: This level is very sparsely described; only the most basic of 
  detail is given about the rooms and their inhabitants. This is not done to 
  “pass off” the work to the GM, but to allow for customized expansion ap-
  propriate to the individual campaign. Players reaching this level should be 
  considered seasoned, and their PCs are worthy of respect and challenge. 
  Each of the rooms gives a basic description of design intent, and a table for 
  some beginning encounters, but the GM is encouraged to tailor this level to 
  make it interesting and distinct for their own specific campaign.
  The structure of Rappan Athuk (except for the natural caverns, which 
  were used as a basis for expansion) was created by one “man,” the half-
  devil Glazerel. Known as the Architect, Glazerel is a master artist and 
  engineer known throughout the multiverse for his creations. The son of 
  Cheshimiboth, Armorer of the Hells, Glazerel took his place in the dia-
  bolic hierarchy early on. His mechanical aptitude was readily apparent, 
  and Lucifer himself ordered Glazerel the finest education the lower planes 
  had to offer. He excelled in creating new and unique devices for use in the 
  Hells, and eventually left the plane to seek out other projects and works. 
  One of his greatest projects was the creation of a vast apparatus designed 
  to draw the soul from a being and convert it to pure magical energy. The 
  anima engine, as the device is known, was instrumental in the creation 
  of Rappan Athuk, and in the powering of some of the odd effects in the 
  dungeon. There is no known limit to what the anima engine can do, and no 
  one knows the correct way to operate it besides Glazerel (a fail-safe when 
  dealing with Orcus; he remains useful).
  Glazerel himself is often away from the level, conducting experiments 
  and creating even more astonishing things elsewhere, but he does come 
  back to this level often to check up on progress.
  This area is shown on Map RA–14C.
  IRON GOLEMS (2) 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Iron”)
  LILIN SORCERESS  
  CR 16
  XP 76,800
  Female lilin sorcerer 10 (Frog God Games The Tome of 
  Horrors Complete “Devil, Lilin”)
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft.; Perception +19
   
  AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
  hp 158 (7d10+10d6+85) (180 with greater false life); 
  regeneration 5 (good, silver)
  Fort +10; Ref +15; Will +18
  DR 10/silver; Immune fire, poison; Resist acid 10, cold 10; SR 17
   
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +14 (1d6+2)
  Special Attacks hellfire (1/day, 10d6, DC 25)
  Spell-Like Abilities (CL 9th; melee touch +14, ranged touch 
  +17) 
  At will—charm monster (DC 29), greater teleport (self plus 50 
  pounds of objects only), protection from good, suggestion 
  (DC 28)
  3/day—animate dead
  1/day—unholy aura, summon (level 3, 2d10 lemures, or 1d4 
  bearded devils or hellstokers, or 1 hellcat 50%)
  Spells Known (CL 10th; melee touch +5, ranged touch +5):
  5th (5/day)—fire snake (DC 25)*
  4th (7/day)—confusion (DC 24), greater false life**†
  3rd (8/day)—fireball (DC 23), ray of exhaustion (DC 23), wind 
  wall
  2nd (9/day)—eagle’s splendor (DC 22), flaming sphere (DC 
  22), scorching ray, see invisibility, web (DC 22)
  1st (9/day)—alarm, burning hands (DC 21), mage armor, 
  magic missile, shield 
  0 (at will)—arcane mark, bleed (DC 20), daze (DC 20), 
  detect magic, disrupt undead, mage hand, message, 
  Level 14C
  Difficulty Level: 18+
  Entrances: Teleportation mural on Level 14A, at 
  Area14A–3.
  Exits: None 
  Wandering Monsters: Check once every 90 minutes 
  on 1d20:
   
   1–4 
  2 iron golems and 1 lilin sorceress, patrolling 
   
   
  the hallways
   5–6 
  4 yithians (see Area 14C–3G)
   7–8 
  1d3 pixies (see Area 14C–3H)
   
  9 
  1 moon beast with 2d4 denizen of Leng 
   
   
  minions (see Area 14C–3G)
   10 
  1 eremite (see Area 14C–3B), only occurs 
   
   
  once
   11 
  1d2 interlocutors with 8 kyton aids 
   
   
  (see Area 14C–3B)
   12–13 
  1 brass golem
   14 
  Roll again on this table. 1d3 mercane 
   
   
  haggling with the secondary result 
   
   
  (see 14C–3C)
   15–17 
  1d6 serpentfolk technicians 
   
   
  (see Area 14C–3A)
   18 
  Glazerel
   19–20  
  No encounter
   
  Detections: Strong evil and magic emanates from the 
  entire level.
  Shielding: The entire level is shielded, and no means 
  of divination or magical transport such as teleport, 
  dimension door, plane shift, ethereal jaunt, and so on 
  functions except in very specific areas (Area 14C–1). 
  Each of the workshop demiplanes has their own 
  features (GMs discretion).
  Standard Features: Unless otherwise noted, all doors 
  on this level are made of locked, solid metal doors 
  (2 in. thick; Hardness 10; hp 90; DC 28 Break, DC 30 
  Disable Device).
  523
  
  524
  level 14c
  
  open/close, read magic 
  Bloodline Infernal
   
  Str 14, Dex 20, Con 20, Int 17, Wis 18, Cha 30
  Base Atk +12; CMB +14; CMD 29
  Feats Antagonize, Alertness, Combat Casting, Improved 
  Initiative, Iron Will, Lightning Reflexes, Persuasive, Skill Focus 
  (intimidate), Spell Penetration, Uncanny Concentration
  Skills Bluff +23, Diplomacy +24, Fly +9, Heal +14, Intimidate 
  +29, Knowledge (planes) +13, Perception +19, Sense Motive 
  +19, Survival +14
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  Gear wardtoken, warden ring
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  **Pathfinder Roleplaying Game Ultimate Magic
  † already cast
  BRASS GOLEM 
   
   
  CR 14
  XP 38,400
  hp 150 (Pathfinder Roleplaying Game Bestiary 3, “Golem, 
  Brass”)
  GLAZEREL, THE ARCHITECT 
   
  CR 25
  XP 1,638,400
  Male half-fiend loremaster 8/sorcerer 15 (Pathfinder 
  Roleplaying Game Bestiary, “Half-Fiend”)
  LE Medium outsider (native)
  Init +1; Senses darkvision 60 ft.; Perception +14
   
  AC 26, touch 17, flat-footed 24 (+8 armor, +5 deflection, +1 
  Dex, +1 dodge, +1 natural; +16 deflection vs. good)
  hp 148 (23d6+46)
  Fort +15 (+19 vs. poison); Ref +16; Will +27
  Defensive Abilities mage’s evasion spell in effect (see 
  below); DR 10/magic; Immune poison; Resist acid 10, cold 
  10, electricity 10, fire 10; SR 35
   
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +12 (1d6+1) and 2 claws +12 (1d4+1)
  Special Attacks hellfire (15d6, 1/day, DC 28), smite good (1/
  day, +11 to hit, +23 damage, +11 deflection)
  Spell-Like Abilities (CL 23rd; melee touch +12, ranged touch +12)
  14/day—corrupting touch (7 rounds)
  3/day—darkness (3/day), poison (DC 26), unholy aura (DC 
  29) 
  1/day—blasphemy (DC 28), contagion (DC 25), desecrate, 
  destruction (DC 28), horrid wilting (DC 29), summon monster 
  IX (fiends only), unhallow (DC 26), unholy blight (DC 25)
  Spells Known (CL 23rd; melee touch +12, ranged touch +12)
  9th (7/day)—gate, time stop, wish
  8th (7/day)—dimensional lock, polymorph any object (DC 29), 
  telekinetic sphere (DC 29)
  7th (8/day)—greater teleport, limited wish, prismatic spray 
  (DC 28)
  6th (8/day)—flesh to stone (DC 27), legend lore, planar 
  binding (DC 27), true seeing
  5th (8/day)—baleful polymorph (DC 26), break 
  enchantment, contact other plane, dominate person (DC 
  26), telekinesis
  4th (8/day)—charm monster (DC 27), detect scrying, greater 
  invisibility, scrying (DC 25), stoneskin
  3rd (9/day)—arcane sight, dispel magic, suggestion (DC 24), 
  tongues
  2nd (9/day)—arcane lock, detect thoughts (DC 23), eagle’s 
  splendor, levitate, scorching ray, see invisibility
  1st (9/day)—comprehend languages, identify, mage armor, 
  magic missile, protection from good, unseen servant
  0 (at will)—detect magic, flare (DC 21), jolt, light, mage 
  hand, mending, message, open/close, read magic
  New Spell
  Mage’s Evasion
  School evocation Level sorcerer/wizard 9
  Casting Time: at least 10 minutes; see text
  Components: V, S, M, (quicksilver, and an eyelash 
  from the caster), F (silver statuette of the caster worth 
  5,000 gp)
  Range: personal
  Target: you
  Duration: 1day/level or until discharged
  This powerful variant of the contingency spell 
  transfers you and everything you carry (except for 
  other creatures or objects that weigh more than 
  50 pounds) to a destination you designate at the 
  time of casting. When casting mage’s evasion, you 
  must specify the locale and detail up to six specific 
  conditions that trigger this spell. When any of these 
  conditions occurs, your body, mind, and soul are 
  transported to the target destination. The location 
  can be any place you have familiarity (studied 
  carefully, as defined by the teleport spell), even 
  another plane.
  When casting the spell, you cast greater teleport 
  and possibly other spells that take effect when 
  you arrive at your destination point. The 10 minute 
  casting time is the minimum total for all spells cast 
  (if the companion spells have combined casting 
  times longer than 10 minutes, use the combined 
  casting times instead). In addition to any material 
  components required by the companion spells, the 
  initial casting of mage’s evasion drains 1d6 hp from 
  the spellcaster. These hit points are “stored” in the 
  spell, and may be regained by the caster normally. 
  The stored hit points are immediately recovered by 
  the caster upon the triggering of the evasion.
  The greater teleport aspect of this spell takes you 
  to your destination, so any condition that prevents 
  teleporting also prevents mage’s evasion. Once 
  reaching the destination point, the companion spells 
  included in the evasion instantly and simultaneously 
  take effect. The companion spells must be ones that 
  have a range of personal and be of a spell level no 
  higher than one-third of your caster level. The total 
  combined level of companion spells may not exceed 
  your caster level. The conditions you specify to bring 
  the spell into effect must be clear, although they can 
  be general in nature (see the contingency spell, in 
  the Pathfinder Roleplaying Game Core Rulebook for 
  guidelines).
  The spell pulls together your mind, body, and soul 
  if they have been separated. For example, if your 
  soul is trapped in a magic jar when the evasion is 
  triggered, your soul returns to your body (breaking 
  the magic jar spell).If your body or soul has been 
  bound (for example, with a binding, imprisonment, 
  or trap the soul spell), you must succeed at a 
  opposed caster level check (DC 11 + the caster 
  level of the person who cast the trapping spell) to 
  break free.
  You may only use one mage’s evasion spell at a 
  time; if a second is cast, or if a contingency spell is 
  cast, the first spell (if still active) is dispelled.
  525
  level 14c
  
  Bloodline Infernal
   
  Str 12, Dex 12, Con 14, Int 24, Wis 21, Cha 32
  Base Atk +11; CMB +12; CMD 29
  Feats Combat Casting, Cooperative Crafting, Craft Rod, 
  Craft Staff, Craft Wondrous Item, Echoing Spell, Eschew 
  MaterialsB, Forge Ring, Improved Counterspell, Improved 
  Iron Will, Iron Will, Persistent Spell, Quicken Spell, Skill Focus 
  (Knowledge [arcana]), Skill Focus (Spellcraft), Skill Focus (Use 
  Magic Device)
  Skills Appraise +11, Bluff +15, Craft (alchemy) +28, 
  Diplomacy +15, Intimidate +34, Knowledge (arcana) +40, 
  Knowledge (engineering) +35, Knowledge (planes) +33, 
  Linguistics +21, Perception +14, Sense Motive +28, Spellcraft 
  +35, Use Magic Device +49
  Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, 
  Common, Daemonic, Draconic, Dwarven, Elven, Giant, 
  Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
  SQ greater lore, on dark wings
  Combat Gear 1 scroll of mage’s evasion (see side box); 
  Gear boots of teleportation, bracers of armor +8, brooch 
  of shielding, cloak of resistance +5, cube of force, gem of 
  seeing, headband of mental superiority +6, pearl of power 
  (9th level), ring of protection +5, greater warden ring (see 
  sidebar), wardtoken
  Glazerel’s mage’s evasion takes place under the following base condi-
  tions: being reduced to 0 or less hit points; failing any hostile Will save; 
  failing any hostile Fortitude save; subject to magical silence for 1 round; 
  and his speaking the word “Diabalaire.” Under any of these conditions 
  Glazerel is instantly transported to his private demiplane “safe zone,” 
  where his retinue of servants may attend his recovery. The GM may 
  change these conditions to account for PC tactics. Glazerel should not be 
  defeated at this point.
  14C–1. The Arrival (Cr 16)
  As the PCs arrive at the teleportal receiver, the first thing they notice is 
  a set of vast (30 ft. tall by 40 ft. wide) double doors directly ahead of them. 
  Seemingly made of some kind of polished metal (DC 30 Knowledge 
  [alchemy] discovers the metal is actually hardened mercury), the doors 
  have no handles or obvious method of opening. A single seam runs 
  vertically down the center. 
  In addition to the metal doors, a large (20 ft. x 20 ft. x 30 ft. tall) hallway 
  runs to the left and right. Crafted of tight-fitting flagstones, the hallway 
  is not the typical dungeon affair; it is very clean, with no trace of dust or 
  grime of any kind. Ambient light radiates form unseen locations giving 
  the walkway an even, almost pleasant glow. The absence of any odor 
  (even the stones forming the hallway) is slightly unsettling, and nature-
  based PCs (druids, some rangers, etc.) may find this disconcerting. Any 
  animal companions certainly balk at the strange sterility of the level (DC 
  25 Handle Animal check to calm any creature of Animal or lower Int; in 
  addition, the Scent special ability does not work here). No sounds are 
  immediately apparent, although a DC 25 Perception check notices a slight 
  hum from the direction of the large metal doors.
  If the PCs do not move from this position, or spend time investigating 
  the doors ahead, a patrol happens by after 2 minutes.
  IRON GOLEMS (2) 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Golem, Iron”)
  LILIN SORCERESS  
  CR 16
  XP 76,800
  hp 158 (see Wandering Monsters, above)
  Tactics: The lilin stays back and uses her fire spells to bolster the iron 
  golems. The golems simply go forth and crush!
  New Magic items
  Wardtoken
  Aura faint universal; CL 3rd
  Slot —; Price 2,500 gp; Weight —.
   
  DESCRIPTION
  These small, specialized tokens are crafted of a 
  material similar in texture to bone, but much stronger 
  and more durable (hardness 10; resist 10 [all energy 
  types]; hp 100). The tokens are 2 in. wide by 3 in. tall, 
  and 1/2 in. thick, and have a glowing rune on one 
  side (a permanent arcane mark). They can be worn 
  around the neck like a necklace, but not take up the 
  neck slot for other items.
  The wardtokens’ sole purpose is to open the door 
  at Area 14C–2 in Rappan Athuk. They are useless 
  elsewhere. 
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, arcane mark; 
  Cost 1,250 gp
  Warden ring
  Aura strong conjuration; CL 20th
  Slot ring; Price 140,000 gp (warden ring); Weight —
   
  DESCRIPTION
  This plain-looking steel band bypasses the shielding 
  on Level 14C of Rappan Athuk, allowing the wearer 
  to teleport normally and use any planar traveling 
  abilities. The ring does not grant the ability to teleport 
  or summon aid by itself.
  There is a more powerful version of the ring, the 
  greater warden ring, which controls the lesser rings. 
  The greater warden ring can suspend the powers of 
  any warden ring as long as the wearer of the greater 
  warden ring desires, as a move-equivalent action that 
  does not provoke attacks of opportunity. The greater 
  warden ring is a singular item; it is a minor artifact.
   
  CONSTRUCTION 
  Requirements Forge Ring, limited wish; Cost 71,500 gp 
  (warden ring)
  526
  level 14c
  
  14C–2. The Anima Engine 
  (CL varies, 19 or 26)
  The central work area of this level, this area is secured by smooth metal 
  doors. There is no keyhole, handle or any other obvious means of entry 
  or opening the doors. The doors are opened with special wardtokens; 
  besides using the tokens, the door is magically warded (immune to knock 
  and any transmutation spells less than 8th level) and fortified to be near-
  impregnable (hardness 15; hp 1,000; Break DC 35; Disable Device DC 
  50; the door self-repair all damage at the rate of 20 hp per round, returning 
  to their mirror-smoothness). Should the PC manage to find a wardtoken, 
  or some other means of entry, describe the following:
  Major Artifact
  Anima Engine
  Aura overwhelming transmutation, strong (all schools); CL 30th
  Slot none; Weight 8 lbs.
   
  DESCRIPTION
  This great contraption seems to be an endless series 
  of winding tubes, glass spheres, metallic and crystal 
  structural beams, and even more exotic materials fused 
  into an icosahedral shape. The facets of the engine 
  cascade with electrical and eldritch energies. Roughly 
  40 ft. in diameter, the engine is a marvel of craftsmanship 
  for its sheer size alone. Surrounding the base of the 
  structure are nine box-like containers of various sizes.
  Aside from its size and obvious power, the most 
  frightening aspect of the anima engine is what it is 
  able to do. The engine captures the latent soul energy 
  of any being dying within a 1 mile radius. This energy 
  is stored in the engine and may be used to fuel both 
  arcane and divine magic. Souls are not immediately 
  used by the engine; they are stored within the machine’s 
  power reservoir for a matter of time (GM to determine 
  exact length of time if necessary; allow any dead PCs 
  the chance at resurrection). The limits on what can be 
  accomplished with the anima engine are unknown. In 
  addition to passively collecting soul energy, the anima 
  engine may be used to actively drain a target of its 
  animating force. The necromantic power of the engine 
  is strong enough that if a target is placed in one of the 
  sarcophagus-shaped retainers surrounding the engine, 
  the target’s soul is torn from the still living body (DC 40 
  Fortitude save allows the target to withstand the process 
  for 1 round; save each round). This process of draining 
  splits the victim into two parts; soul energy, captured in 
  the engine, and a soulless husk of a still-living being. The 
  victim’s body is then freed to be used as a physical tool 
  for Orcus (by his ally, Glazerel), ideally giving the Demon 
  Lord both benefits: a soul to be used to fuel his dungeon 
  and shrines, and a physical being to be used to do his 
  bidding (the victims of the anima engine gain the soulless 
  template [see Appendix A]). 
  The anima engine has 9 receptacles encircling its 
  bulk; 3 Small, 3 Medium, 2 Large, and 1 Huge. Each of 
  the receptacles can receive an appropriately-sized 
  occupant, and a smaller subject may be placed in a 
  receptacle one size larger than they are (a Small subject 
  may be placed in a Medium receptacle, but not a Large).
  Targets subjected to the anima engine suffer the 
  effects of losing their soul, but retain most of their abilities 
  (subject to the soulless template). Their memories are 
  intact (a tormenting reminder of their former lives), 
  but they follow the orders of Orcus implicitly, not as 
  automatons but as fully capable beings.
  Currently, there is only one being in the multiverse 
  that knows the proper way to use the anima engine, 
  the diabolic archwizard Glazerel. If the anima engine 
  falls into the control of the PCs, allow any with an 
  Intelligence of 24 or better the opportunity to make a DC 
  50 Use Magic Device check to attempt to control the 
  engine, and loose some of its energy. Failure indicates 
  magical backlash (a defense mechanism constructed 
  into the engine by Glazerel, as a safeguard he is never 
  “replaced”), requiring a DC 40 Fortitude save or the 
  controller is subject to a maximized disintegration (CL 
  30th), and anyone within 30 ft. of the engine (including 
  the operator) is subject to a heightened chain lightning 
  (CL 30th, spell level 9th, DC 26 Reflex save for half).
  Should the PC manage to successfully harness the 
  power of the anima engine, allow them the ability 
  to duplicate any one spell effect (divine or arcane), 
  modified with any metamagic feats, up to a combined 
  spell level of 10th; i.e. the PCs might create the effect 
  of a maximized prismatic spray or such. Note that 
  once the PCs determine what the engine is, and how 
  it works (preparing to Use Magic Device), actually 
  using it is considered an evil act. PCs with alignment 
  considerations will be severely affected (good clerics 
  lose spellcasting powers for 1 week, paladins stripped 
  of abilities until they atone, etc.). The anima engine 
  currently stores enough soul energy for 2 successful 
  magical effects before new subject must be placed in 
  the receptacles.
  The anima engine was used in the construction of 
  Rappan Athuk, and is the power source for many of the 
  unusual magic effects present in the dungeon.
   
  DESTRUCTION
  If Glazerel is ever placed in the anima engine, it ceases 
  to function.
  Major Artifact - Anima Engine
  As the shimmering portal opens, you see before you an incredible 
  sight: a huge, looming geometric shape. Reaching some forty feet 
  in diameter, it appears to be some kind of misshapen sphere, the 
  sides ground down into facets, somewhat resembling a gemstone, 
  with twenty or more sides. The object is looks to be formed of 
  a jumble of materials; steel, glass, crystal and more are fused 
  together to fashion the sphere. 
  Towering metal scaffolding surrounds the orb, with ladders and 
  stairs at various locations. Catwalks cross above and to the sides 
  of the object, granting access to all sides of it. Around the base, 
  various box-like containers surround the structure. 
  The room itself is dim, as if light itself is being drawn into the 
  orb. Any light source brought into the room has its illumination 
  reduced one step.
  527
  level 14c
  
  This workroom is quite spacious, roughly 100 ft. square, with a 60 ft. 
  ceiling. The area is dimly lit from unseen sources. There is a 1–4 chance 
  on a d20 that Glazerel is here working with the engine. He is not happy 
  intruders have breached this workroom. His first action is to ask, “By 
  who’s authority do you enter?” This is simply to catch the PCs off-guard; 
  Glazerel cares not for anyone else’s authority here! He initially throws a 
  few high-level spells at the PCs, to assess their strengths (as possible tools 
  later?). If an easy victory is possible, the Architect defeats the party, calls 
  for lilins take them away to be used later and gets back to work. If they 
  seem a challenge, Glazerel simply teleports away to come back after his 
  minions and security have driven the outsiders away. He does not fear for 
  the engine; he assumes the PCs incapable of harnessing its power. 
  If Glazerel is not here, there are 6 iron golems under the direction of a 
  single lilin sorceress guarding the structure.
  IRON GOLEMS (6) 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Iron”)
  LILIN SORCERESS  
  CR 16
  XP 76,800
  hp 158 (see Wandering Monsters, above)
  14C–3. The Workshops
  Each of the workrooms beyond their respective doors is a self-
  contained demiplane. The rooms were created by Glazerel with liberal 
  applications of create demiplane, and may be morphed and changed as 
  the room “owner” desires to facilitate their individual experiments and 
  research (within reason; a demiplane controller could not simply “crush 
  all intruders” once they enter the plane; see Pathfinder Roleplaying Game 
  Ultimate Magic, “Create Demiplane,” for more information). 
  Entering each of these rooms is a simple process. Approach the door, 
  touch the rune in the center of the door, and it melts away into nothingness 
  for 3 rounds. If the party needs more time, the next person in line can 
  simply touch the door and have it open. Any attempts to break the door 
  or bash it down are futile; the doors are anchored in time and space, and 
  are impervious to any harm (as long as the anima engine is functioning). 
  Each of the following areas are accompanied by several paragraphs of 
  description, but these are merely designed as starting points. PCs with the 
  power and experience needed to reach this level may desire specific or non-
  traditional gaming to interest them, and this is an excellent opportunity to 
  add your own personal twists to Rappan Athuk. Many of these levels are 
  below the power level of the PCs if they are capable of traveling to Level 
  14C. Treat these levels as a pleasant distraction to the horror of Rappan 
  Athuk, and allow the PCs a chance to embrace their “explorer spirit” and 
  have some fun!
  The sub-rooms are:
  14C–3A. The Beginning of Time
  The door opens up on a high mountainside, affording the PCs an 
  excellent view of the verdant valley below. Lush tropical foliage and huge 
  plants stretch as far as the eye can see. Large bodies of deep blue water 
  and an occasional rock hillock break up the blanket of greenery. The heat 
  and humidity are staggering, and anyone not prepared immediately begins 
  528
  level 14c
  
  perspiring profusely. Dehydration is a serious threat here, even with the 
  abundance of water everywhere (see the Pathfinder Roleplaying Game 
  Core Rulebook, Environment, “Starvation and Thirst”)
  Occasional movement catches the eye as enormous lizards and gigantic 
  mammalians travel about the valley. These massive creatures seem like 
  ordinary versions, but are of even more colossal size. The overall view is 
  breathtaking, just for the sheer amount of life represented here.
  If the party descends to the floor of the valley, they happen upon what 
  looks like a campsite not far from where they descend. Several conical tents 
  are erected near a rather large, but unlit, bonfire. If the PCs approach, they 
  are greeted by an emerging group of curious serpentfolk. The serpentfolk 
  are not immediately hostile, and if some form of communication can be 
  established, they are quite helpful while the PCs are here. The serpentfolk 
  are technicians and scientists, digging nearby to unearth a technological 
  device (beyond the comprehension of the PCs). 
  While the technicians are trying to communicate their needs with the 
  PCs a colossal spinosaurus comes to investigate and perhaps have some 
  lunch!
  This realm is a generally low-technology land of giant dinosaurs and 
  their ilk. The few native races are barely above the creation of fire and 
  primitive tool building. The group of serpentfolk technicians is not from 
  this land; how they arrived here is unknown, and they have a difficult time 
  explaining it. They did not come through the portal from Level 14; they 
  arrived in a flying ship. They have been searching for a device to repower 
  their craft so they can return home, but until they can locate the device 
  (the power source), they are marooned here. They welcome any and all 
  help, and can in turn offer help surviving in the prehistoric environment.
  Should the PCs help the serpentfolk find their power source, and 
  repair the flying ship, the technicians will offer them a “fuel rod” in 
  compensation. The fuel rod is a 1 ft. long by 3 in. glass tube filled with 
  glowing green light (hardness 5; hp 10). It emits a strange form of energy; 
  with a DC 35 Use Magic Device check the energy can be harnessed to 
  power spells that bypass all spell resistance. The fuel rod can be used once 
  per hour. Glazerel knows about the technology on the flying ship, and is 
  why he sealed the portal back to Level 14C. 
  The environment here, while beautiful, is harsh. The heat and humidity 
  are nearly overwhelming, and dehydration is a serious threat here, even 
  with the abundance of water everywhere (see the Pathfinder Roleplaying 
  Game Core Rulebook, Environment, “Starvation and Thirst”). If the GM 
  desires, in addition to environmental challenges and the frequent dinosaur 
  encounters, the PCs may run across new strains of diseases, exotic 
  poisonous plants, strange semi-intelligent fungi, etc.
  ALLOSAURUS 
   
   
  CR 7
  XP 25,600
  hp 93 (Pathfinder Roleplaying Game Bestiary 2, “Dinosaur, 
  Allosaurus”)
  ANKYLOSAURUS  
   
  CR 6
  XP 2,400
  hp 75 (Pathfinder Roleplaying Game Bestiary, “Dinosaur, 
  Ankylosaurus”)
  BRACHIOSAURUS 
   
   
  CR 10
  XP 9,600
  hp 171 (Pathfinder Roleplaying Game Bestiary, “Dinosaur, 
  Brachiosaurus”)
  DEINONYCHUS  
   
  CR 3
  XP 800
  hp 34 (Pathfinder Roleplaying Game Bestiary, “Dinosaur, 
  Deinonychus”)
  DIMETRODON 
   
   
  CR 3
  XP 800
  hp 34 (Pathfinder Roleplaying Game Bestiary 3, “Dinosaur, 
  Dimetrodon”)
  IGUANODON 
   
   
  CR 6
  XP 2,400
  hp 76 (Pathfinder Roleplaying Game Bestiary 3, “Dinosaur, 
  Iguanodon”)
  PACHYCEPHALOSAURUS  
   
  CR 4
  XP 1,200
  hp 37 (Pathfinder Roleplaying Game Bestiary 3, “Dinosaur, 
  Pachycephalosaurus”)
  PARASAUROLOPHUS 
   
   
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary 2, “Dinosaur, 
  Parasaurolophus”)
  SPINOSAURUS 
   
   
  CR 11
  XP 12,800
  hp 170 (Pathfinder Roleplaying Game Bestiary 3, “Dinosaur, 
  Spinosaurus”)
  STEGOSAURUS 
   
   
  CR 7
  XP 3,200
  hp 90 (Pathfinder Roleplaying Game Bestiary, “Dinosaur, 
  Stegosaurus”)
  TRICERATOPS 
   
   
  CR 8
  XP 4,800
  hp 119 (Pathfinder Roleplaying Game Bestiary, “Dinosaur, 
  Triceratops”)
  TYRANNOSAURUS REX 
   
   
  CR 9
  XP 6,400
  hp 153 (Pathfinder Roleplaying Game Bestiary, “Dinosaur, 
  Tyrannosaurus Rex”)
  Difficulty Level: 5 to 15
  Demiplane Controller: Glazerel (absentee, no active 
  control)
  Exits: The portal back to Level 14C does not open from 
  this side. Transporter in serpentfolk skyship (inactive 
  until power source found), can return the PCs to the 
  material plane. “Weather events” may transport large 
  areas to other random locations (GMs discretion; the 
  timing of these events is also random).
  Detections: Moderate magic emanates from the 
  entire plane.
  Shielding: The demiplane is shielded from divination 
  or magical transport such as teleport, dimension door, 
  plane shift, ethereal jaunt, and so on. 
  Wandering Monsters: Check once every 120 minutes 
  on 1d20:
   
   1–3 
  Normal random dinosaur (roll on d20; 
   
   
  1–2 allosaurus; 3 ankylosaurus; 
   
   
  4-5 brachiosaurus; 6 1d6 deinonychus; 
   
   
  7 dimetrodon; 8–9 iguanodon; 
   
   
  10–12 pachycephalosaurus; 1
   
   
  3 parasaurolophus; 14 spinosaurus; 
   
   
  15–17 stegosaurus; 18-19 triceratops; 
   
   
  20 tyrannosaurus rex)
   4–10 
  Random dinosaur 2 size categories larger 
   
   
  (up to colossal, use list above)
   11–12 
  Degenerate serpentfolk
   13–14 
  Lizardfolk savages
   15–16 
  Random megafuana (roll on d20; 
   
   
  1–3 arsinoitherium; 4–10 baluchitherium; 
   
   
  11–15 megalania; 16–20 megatherium)
   17–20 
  None.
  529
  level 14c
  
  ARSINOITHERIUM 
   
   
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary 2, 
  “Megafauna, Arsinoitherium”)
  BALUCHITHERIUM 
   
   
  CR 8
  XP 4,800
  hp 114 (Pathfinder Roleplaying Game Bestiary 3, 
  “Megafauna, Baluchitherium”)
  MEGALANIA 
   
   
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary 3, 
  “Megafauna, Megalania”)
  MEGATHERIUM  
   
  CR 5
  XP 1,600
  hp 59 (Pathfinder Roleplaying Game Bestiary 2, 
  “Megafauna, Megatherium”)
  DEGENERATE SERPENTFOLK 
   
   
  CR 11
  XP 12,800
  Male and female degenerate serpentfolk barbarian 8 
  (Pathfinder Roleplaying Game Bestiary 2, “Serpentfolk”)
  N Medium monstrous humanoid
  Init +1; Senses darkvision 60 ft., scent; Perception +11
   
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 169 (8d12+5d10+78)
  Fort +13; Ref +7; Will +8
  Defensive Abilities improved uncanny dodge, rage power 
  (beast totem, +2 natural armor), trap sense +2; DR 1/–; 
  Immune mind-affecting, paralysis, poison; SR 23
   
  Speed 45 ft.
  Melee bite +16 (1d6+4 plus poison) and spear +21/+16/+11 
  (1d8+8/x3) 
  Special Attacks rage (40 rounds/day), rage power (lesser 
  beast totem, 2 claws, 1d6+6), rage power (quick reflexes), 
  rage power (roused anger) 
   
  Str 26, Dex 12, Con 22, Int 4, Wis 10, Cha 6
  Base Atk +13; CMB +19; CMD 30
  Feats Extra Rage (x3), Fleet, Iron Will, Outflank, Pack Attack
  Skills Escape Artist +9, Perception +11, Survival +14
  Languages Common; telepathy 100 ft.
  SQ fast movement 
  Gear spear 
   
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  Note: When not raging, the barbarian’s statistics are AC 18, touch 11, 
  flat-footed 17; hp 143; Melee bite+14 (1d6+3 plus poison) and spear 
  +19/+14/+9 (1d8+6/x3); Str 22, Con 18; CMB +19, CMD 30
  These serpentfolk are not directly related to the serpentfolk technicians; 
  perhaps they are somehow distantly related, as man is to ape. 
  LIZARDFOLK SAVAGES 
   
  CR 8
  XP 4,800
  Male and female lizardfolk warrior 10 (Pathfinder Roleplaying 
  Game Bestiary, “Lizardfolk”)
  N Medium humanoid (reptilian)
  Init +1; Perception +5
   
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 130 (2d8+10d10+60)
  Fort +14; Ref +4; Will +3
   
  Speed 30 ft., swim 15 ft.
  Melee bite +9 (1d4+1) and 2 claws +9 (1d4+1) or spear 
  +15/+10/+5 (1d8+4/x3)
   
  Str 17, Dex 13, Con 18, Int 6, Wis 10, Cha 12
  Base Atk +11; CMB +14; CMD 25
  Feats Lunge, Pack Attack, Rending Claws, Stealthy, 
  Toughness, Weapon Focus (spear)
  Skills Acrobatics +5, Escape Artist +3, Perception +5, Stealth 
  +3, Survival +10, Swim +11
  Languages Draconic
  SQ hold breath 
  Gear spear 
   
  Hold Breath (Ex) A lizardfolk can hold its breath for a number 
  of rounds equal to 4 times its Constitution score before it risks 
  drowning.
  SERPENTFOLK TECHNICIANS 
   
   
  CR 13
  XP 25,600
  Male serpentfolk expert 12 (Pathfinder Roleplaying Game 
  Bestiary 2, “Serpentfolk”)
  N Medium monstrous humanoid
  Init +9; Senses darkvision 60 ft., scent; Perception +21
   
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 138 (5d10+12d8+51)
  Fort +10; Ref +13; Will +16
  Immune mind-affecting, paralysis, poison; SR 27
   
  Speed 20 ft.
  Melee bite +19 (1d6–1 plus poison) 
  Spell-Like Abilities (CL 9th)
  At will—disguise self, ventriloquism 
  1/day—blur, dominate person (DC 18), major image (DC 
  16), mass suggestion (DC 19), mirror image, teleport
   
  Str 8, Dex 20, Con 16, Int 23, Wis 14, Cha 16
  Base Atk +14; CMB +19; CMD 26
  Feats Agile Maneuvers, Great Fortitude, Improved Initiative, 
  Iron Will, Nimble Moves, Self-sufficient, Skill Focus (Knowledge 
  [engineering]), Skill Focus (Profession [engineer]), Weapon Finesse
  Skills Acrobatics +7, Appraise +21, Climb +6, Craft 
  (alchemy) +15, Diplomacy +16, Disguise +8, Escape Artist 
  +15, Fly +2, Heal +17, Knowledge (arcana) +11, Knowledge 
  (dungeoneering) +21, Knowledge (engineering) +29, 
  Knowledge (geography) +16, Knowledge (local) +16, 
  Knowledge (nature) +16, Linguistics +19, Perception +21, 
  Ride +2, Sense Motive +19, Spellcraft +11, Stealth +11, 
  Survival +19, Swim +4, Use Magic Device +18
  Languages Aklo, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  Combat Gear alchemical solvent, alchemist’s fire flask; 
  Other Gear portable alchemist’s lab, 3 empty scroll cases, 
  sextant, spyglass
   
  Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  COLOSSAL SPINOSAURUS 
  CR 20
  XP 307,200
  N Colossal advanced animal (Pathfinder Roleplaying Game 
  Bestiary 3, “Spinosaurus”)
  Init +8; Senses low-light vision, scent; Perception +32
   
  AC 33, touch 9, flat-footed 27 (+6 Dex, +25 natural, –8 size)
  530
  level 14c
  
  hp 435 (30d8+300)
  Fort +27; Ref +25; Will +17
   
  Speed 40 ft., swim 30 ft.
  Melee bite +27 (4d6+20 plus grab/19–20) and 2 claws +27 
  (2d8+20) 
  Space 30 ft.; Reach 30 ft.
  Special Attacks pounce, swallow whole (4d6+20, AC 22, 43 hp)
   
  Str 50, Dex 23, Con 30, Int 6, Wis 21, Cha 21
  Base Atk +22; CMB +42 (+44 to grapple or overrun ); CMD 60 
  (62 to overrun) 
  Feats Critical Focus, Diehard, Endurance, Greater Vital 
  Strike, Improved Critical (bite), Improved Initiative, Improved 
  Overrun, Improved Vital Strike, Iron Will, Lightning Reflexes, 
  Power Attack, Run, Skill Focus (Perception), Staggering 
  Critical, Vital Strike
  Skills Perception +32, Stealth –5, Swim +36
  SQ hold breath 
   
  Hold Breath (Ex) A spinosaurus can hold its breath for a 
  number of rounds equal to 4 times its Constitution score 
  before it risks drowning.
  14C–3B. The Hospital
  Entering past this doorway is a shock to the senses. Bright light is 
  everywhere, and the floor and walls are made of close-fitting white 
  tiles, very different from the flagstone of the previous hallway. A 10 ft. 
  hallway leads 20 ft. past the door, and turns a corner. PCs making a DC 10 
  Perception check notice a strange smell in the air, a stinging, acrid odor 
  reminiscent of cat urine (antiseptic and bleach). 
  As the party proceeds around the corner, the scene changes drastically; 
  blood stains the floor in wide swaths, with spatter covering the walls and 
  ceilings. Flesh and chunks of tissue are tossed away into corners, and the 
  entire hallway looks like an abattoir.
  As the party absorbs the scene, they hear a distant, distorted voice come 
  from an indeterminate location, “Paging Doctor Chance; Doctor Chance, 
  proceed to admitting; Doctor Chance, please proceed to admitting.”
  The PCs have many options at this point. Retreating back into Level 
  14C is not one of them. If the PCs advance further and continue down the 
  hallway, on each side of the hallway they see large doors (10 ft. tall, 5 ft. 
  wide) with small glass windows in them. Peering into the rooms offers a 
  variety of grisly scenes: humanoid forms secured to strange metal tables 
  with wheels (gurneys), covered in blankets with widening wet marks, 
  fluids dripping on the floor to pool; large cabinets with various drawers 
  (alchemical and medical supplies), with bloody handprints and ghastly 
  streaks of some unpleasant substance on them; darkened rooms that house 
  unseen creatures bumping and thrashing about. As the PCs observe the 
  interiors of the rooms, they hear the sounds of approaching footsteps, as 
  the doctor comes to admit new patients.
  An experimental ward dealing with the manipulations of flesh, this 
  area is the home of “Doctor Chance” an eremite kyton that loves nothing 
  more than teasing new forms out of his subjects. Fascinated with n’gathau 
  workmanship and a practitioner of their art, the doctor takes pride in 
  reconfiguring his patients and assembling them to his questionable 
  vision of “perfection.” Dr. Chance struck a deal with Glazerel to give the 
  devil information and research on his work, but even Glazerel became 
  disgusted with the doctor’s work, and trapped him and his staff here. The 
  kytons have discovered they may not leave this plane by any means (the 
  anima engine binds them here). The doctor has thus been experimenting 
  on patients in an attempt to find out how to manipulate a fleshy form to 
  bypass the wards and escape (no one said he was sane!)
  The hallways of the hospital are a never-ending maze; there is no 
  escape to the “outside.” The PCs must find an exit in one of the ward 
  rooms, as the door back to Level 14C cannot be opened from this side 
  (this is a “closed ward”). There are additional portals and gates in some of 
  the rooms, but they have special activation requirements (blood, human 
  sacrifice, etc.). These gates may take the PCs back to their home, they may 
  take them to other lands tortured by the doctor’s influence, or they may 
  open up to the Plane of Agony itself.
  KYTON ORDERLIES 
   
   
  CR 12
  XP 19,200
  Male and female kyton expert 8 (Pathfinder Roleplaying 
  Game Bestiary, “Kyton”)
  LE Medium outsider (evil, extraplanar, lawful)
  Init +8; Senses darkvision 60 ft.; Perception +14
   
  AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4 
  natural)
  hp 116 (8d10+8d8+32); regeneration 2 (good weapons and 
  spells, silver weapons)
  Fort +10; Ref +12; Will +9
  DR 5/good or silver; Immune cold; SR 17
   
  Speed 30 ft.
  Melee 4 chains +17 (2d4+2)
  Special Attacks dancing chains (DC 18), unnerving gaze 
  (DC 18)
   
  Str 15, Dex 18, Con 15, Int 23, Wis 13, Cha 10
  Base Atk +14; CMB +16; CMD 30
  Feats Alertness, Blind-Fight, Improved Initiative, Skill Focus 
  (Craft [sculpture]), Skill Focus (Heal), Skill Focus (Profession 
  [torturer]), Skill Focus (Use Magic Device), Weapon Focus 
  (chains)
  Skills Acrobatics +15, Bluff +15, Climb +13, Craft (blacksmith) 
  +15, Craft (sculpture) +18, Diplomacy +10, Disable Device 
  +10, Escape Artist +15, Heal +21, Intimidate +11, Knowledge 
  (arcana) +20, Knowledge (engineering) +20, Knowledge 
  (planes) +20, Perception +14, Profession (butcher) +15, 
  Profession (engineer) +15, Profession (torturer) +21, Sense 
  Difficulty Level: 14+
  Demiplane Controller: Doctor Chance (present, 
  active control)
  Exits: Portal back to Level 14C does not function from 
  this side. Room titled “Outpatient Ward” contains a 
  locked desk (DC 35 Disable Device). In the desk is 
  a specialized token (a “badge”) that allows a non-
  kyton bearer to bypass the shielding of Level 14C; the 
  badge may be passed back through the doorway to 
  allows all PCs to return. Due to the spatial/temporal 
  location of the demiplane, attempts to teleport to 
  any location other than Level 14C fail (although the 
  spell is not used up in that case).
  Detections: Faint magic emanates from the entire 
  plane.
  Shielding: The demiplane is shielded from divination 
  or magical transport such as teleport, dimension door, 
  plane shift, ethereal jaunt, and so on. Summoning 
  spells work here at caster level –2 (it is a strain to bring 
  others here).
  Wandering Monsters: Check once every 10 minutes 
  on 1d20:
   
   1–10 
  2d6 kyton orderlies
   11–12 1d4 interlocutor kyton “residents”
   13 
  surgical “patient”(n’gathau)
   14 
  surgical “patient”(ogrekin)
   15–16 “quarantine patient” (chaos beast)
   17 
  Crazed human patient
   18–20 None.
  531
  level 14c
  
  Motive +20, Sleight of Hand +15, Spellcraft +11, Use Magic 
  Device +15
  Languages Abyssal, Aklo, Common, Daemonic, Draconic, 
  Elven, Infernal, Undercommon
  SQ chain armor 
   
  Chain Armor (Ex) The chains that adorn a kyton grant it a +4 
  armor bonus, but are not treated as armor for the purpose 
  of arcane spell failure, armor check penalties, maximum 
  Dexterity, weight, or proficiency.
  Dancing Chains (Su) A kyton can control up to four 
  chains within 20 feet as a standard action, making the 
  chains dance or move as it wishes. In addition, a kyton 
  can increase these chains’ length by up to 15 feet  
  and cause them to sprout razor-edged barbs. These 
  chains attack as effectively as the kyton itself. If a chain 
  is in another creature’s possession, the creature can 
  attempt a DC 15 Will save to break the kyton’s power 
  over that chain. If the save is successful, the kyton 
  cannot attempt to control that particular chain again 
  for 24 hours or until the chain leaves the creature’s 
  possession. A kyton can climb chains it controls at its 
  normal speed without making Climb checks. The save 
  DC is Charisma-based.
  Unnerving Gaze (Su) Range 30 ft., Will DC 18 negates.  
  A kyton can make its face resemble one of an 
  opponent’s departed loved ones or bitter enemies. 
  Those who fail their saves become shaken for 1d3 
  rounds. This is a mind-affecting fear effect. The save DC 
  is Charisma-based.
  DOCTOR CHANCE, EREMITE KYTON 
   
  CR 20
  XP 307,200
  hp 310 (Pathfinder Roleplaying Game Bestiary 3, “Kyton, Eremite”)
  INTERLOCUTER KYTON 
   
   
  CR 12
  XP 19,200
  hp 147 (Pathfinder Roleplaying Game Bestiary 3, “Kyton, 
  Interlocuter”)
  N’GATHAU PATIENT 
   
   
  CR 12
  XP 19,200
  hp 150 (Frog Gog Games The Tome of Horrors Complete, 
  “N’gathau”)
  OGREKIN PATIENT 
   
   
  CR 2
  XP 600
  hp 25 (Pathfinder Roleplaying Game Bestiary, “Ogrekin”)
  QUARENTINE PATIENT 
   
   
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary 2, “Chaos 
  Beast”)
  CRAZED HUMAN PATIENT  
   
  CR 6
  XP 2,400
  Male crazed human barbarian 7 (see Appendix A)
  N Medium humanoid (human)
  532
  level 14c
  
  Init +1; Perception +5
   
  AC 9, touch 9, flat-footed 8 (+1 Dex, –2 rage)
  hp 107 (7d12+49 plus 7) 
  Fort +12; Ref +3; Will –1 
  Defensive Abilities improved uncanny dodge, rage power 
  (renewed vigor, 1d8+7 hp), trap sense +2, DR 2/— 
   
  Speed 40 ft.
  Melee bite +13 (1d6+6 plus disease)
  Special Attacks disease, rage (19 rounds/day), rage power 
  (intimidating glare), rage power (no escape)
   
  Str 23, Dex 13, Con 25, Int 12, Wis 0, Cha 8 
  Base Atk +7; CMB +11; CMD 22 
  Feats Cleave, Combat Reflexes, Improved Natural Attack 
  (bite), Power Attack, Weapon Focus (bite)
  Skills Climb +13, Escape Artist +5, Intimidate +9, Perception 
  +5, Survival +5, Swim +13 
  Languages Common, Draconic
  SQ fast movement, insane
   
  Disease (Ex) Bite—Injury (filth fever); save Fort DC 12; onset 
  1d3 days; frequency 1 day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves.
  Insane (Ex) A crazed creature’s mind is shattered. A 
  crazed creature no longer desires magical trinkets such as 
  weapons, armor, or wondrous items. Instead, it seeks only to 
  take trophies from those it kills, such as teeth or ears. It leaves 
  behind anything of actual value. 
  Note: When not raging, the barbarian’s statistics are AC 11, touch 11, 
  flat-footed 10; hp 93; Melee bite+11 (1d6+4 plus disease); Str 19, Con 
  21; CMB +11, CMD 22; Climb +11, Swim +11
  14C–3C. Chuck’s Bar-n-grill 
  The area on the other side of this door is the grandest restaurant and 
  bar the PCs have ever encountered. As far as the PC can see are patrons 
  of every race, sitting around tables of all sizes, enjoying a quiet drink in a 
  booth, laughing, crying, shouting, kissing and a hundred other acts.
  Dimly lit, various dancing lights and magical effects keep the place 
  from seeming too dark. The smell of roasted meats and freshly baked 
  bread instantly makes the mouth water. If this were not in the lower levels 
  of Rappan Athuk, one might think this the greatest place on earth!
  A vastly long ebony bar is situated along one wall. Seemingly endless, 
  hundreds of patrons line its length. Exotic, beautiful members of both 
  sexes serve drinks and food to the seated patrons, but for spirits, one must 
  approach the bar. Behind the bar, a tall, robust blue-skinned “man” cleans 
  a wide glass with an impeccable white towel, gives the PCs a wry glance 
  and says, “What’ll ya’ have?”
  This restaurant is Glazerel’s experiment in race relations and 
  manipulation. It is a completely neutral ground for anyone to meet with 
  anyone; there is a general sense of passivity here, and while fights do 
  happen, they are quite rare (considering the clientele). 
  Any race the GM wants to introduce may be here, and the proprietor 
  of the establishment and head bartender is a mercane named Chuck. A 
  very pleasant fellow, he has a great fondness for art, and looks favorably 
  on artists and bards that don’t mind “talking shop” about any new works. 
  Chuck also has a vast array of magical and mundane wares for sale (as all 
  mercane do), and is always willing to make a deal. “I founded this place to 
  get customers to come to me. I’m too old to go around chasing the deal,” 
  is one of Chuck’s favorite statements. The mercane seems very happy 
  here, and has a steady stream of “regulars” from many lands. Few patrons 
  exit the demiplane into Level 14C, probably due to the sign over the door 
  that reads “Employees Only.” Glazerel frequently sends a lilin to Chuck 
  in order to gain some rare item that only a mercane could procure, thus 
  there is currently a tenuous beneficial relationship. Should one side tip the 
  balance however, it could be full-out war very quickly.
  On the rare occasions when a bar-brawl does break out, Chuck has a 
  very capable security team, led by a head bouncer with the bizarre name 
  of “Suga.”
  CHUCK, MERCANE BARTENDER 
   
   
  CR 5
  XP 1,600
  hp 51 (Pathfinder Roleplaying Game Bestiary 2, “Mercane”)
  VALKYRIE SECURITY GAURDS (12)  
   
  CR 16
  XP 25,600
  Female valkyrie cavalier (order of the dragon) 5 (Pathfinder 
  Roleplaying Game Bestiary 3, “Valkyrie,” Pathfinder 
  Roleplaying Game Advanced Payer’s Guide)
  N Medium outsider (extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +24
   
  AC 28, touch 19, flat-footed 25 (+9 armor, +6 deflection, +3 Dex)
  hp 228 (21d10+105)
  Fort +14; Ref +14; Will +16
  DR 10/cold iron, 10/lawful; Immune cold, electricity, poison; 
  Resist acid 10, fire 10; SR 23
   
  Speed 40 ft., fly 100 ft. (perfect)
  Melee +4 defending adamantine spear +30/+25/+20/+15 
  (1d8+10/x3) or unarmed strike +25/+20/+15/+10 (1d3+4)
  Special Attacks cavalier’s charge, dragon’s challenge (+5, 
  2/day)
  Spell-Like Abilities (CL 12th)
  Constant—deathwatch, tongues 
  At will—aid, death ward, gentle repose, plane shift (self and 
  mount only) 
  3/day—call lightning storm, divine power, geas/quest 
  1/day—breath of life, heal, summon (level 8, 1 sleipnir 100%) 
  <RULE>
  Str 19, Dex 17, Con 20, Int 11, Wis 20, Cha 23
  Base Atk +21; CMB +25; CMD 44
  Feats Catch Off-Guard, Critical Focus, Improved Vital Strike, 
  Mounted Combat, Power Attack, Ride-by Attack, Skill Focus 
  (Ride), Spirited Charge, Swap Places, Trample, Vital Strike, 
  Weapon Focus (spear)
  Skills Acrobatics +1, Climb +2, Diplomacy +13, Escape 
  Artist +1, Fly +28, Handle Animal +25, Heal +24, Knowledge 
  (planes) +19, Perception +24, Ride +28, Sense Motive +24, 
  Stealth +1, Swim +2; Racial Modifiers +2 Ride while riding 
  your bonded mount
  Languages Abyssal, Celestial, Common; tongues (constant)
  SQ aid allies (+3), animal companion link, banner (+2/+1), 
  battle trained, choose the slain, expert trainer (+2), tactician 
  (swap places, 5rounds, 2/day) 
  Gear celestial armor; +4 defending adamantine spear, 
  boots of striding and springing
   
  Battle Trained (Ex) A valkyrie is proficient with all armor. 
  Armor never impacts a valkyrie’s speed, nor does a valkyrie 
  Difficulty Level: Varies
  Demiplane Controller: Chuck (present, active control)
  Exits: Portal back to Level 14C functions from this side. 
  Frequently used by lilin guards in their “off time.”
  Detections: Moderate magic emanates from the 
  entire plane.
  Shielding: The demiplane is shielded from divination 
  magic.
  Wandering Monsters: Anything from anywhere may 
  be found here.
  533
  level 14c
  
  take armor check penalties on Ride checks.
  Choose the Slain (Su) A valkyrie can draw the soul from 
  a newly dead body and store it in her spear for transport 
  to the Outer Planes. This functions as soul bind, but the 
  dead creature must be willing to have its soul taken. If the 
  creature is unwilling, this ability has no effect.
  Holy Zeal (Su) A valkyrie adds her Charisma modifier as a 
  deflection bonus to her Armor Class.
  SUGA, HEAD BOUNCER 
   
   
  CR 18
  XP 25,600
  Male rock troll monk (tetori) 13 (Pathfinder Roleplaying 
  Game Ultimate Combat, Frog God Games The Tome of 
  Horrors Complete, “Rock Troll”)
  LN Large humanoid (earth, giant)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +26
   
  AC 38, touch 23, flat-footed 36 (+6 armor, +2 Dex, +3 monk, 
  +9 natural, –1 size, +8 Wis)
  hp 315 (7d8+13d8+180 plus 26); regeneration 5 (acid or 
  sonic)
  Fort +25; Ref +16; Will +24
  Defensive Abilities break free, diamond body, evasion, 
  wholeness of body (13 hp), purity of body, still mind; Immune 
  disease, poison; Resist acid 20, sonic 20
  Weakness sunlight petrification
   
  Speed 35 ft.
  Melee bite  +20 (1d8+7) and 2 claws +21 (2d6+7 plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks counter-grapple, form lock, ki strike (lawful, 
  magic), stunning fist (stun, fatigue, sicken, stagger, DC 24, 
  13/day), inescapable grasp 
   
  Str 25, Dex 14, Con 26, Int 10, Wis 26, Cha 6
  Base Atk +14; CMB +26 (+34 to grapple); CMD 46 (52 vs. 
  grapple)
  Feats Catch Off-Guard, Chokehold*, Deadly Finish*, Greater 
  GrappleB, Improved GrappleB, Improved Initiative, Improved 
  Unarmed StrikeB, Intimidating Prowess, Iron Will, Pinning 
  KnockoutB*, Power Attack, Rending Fury*, Stunning FistB, 
  Stunning PinB*, Toughness, Weapon Focus (claw)
  Skills Acrobatics +15, Climb +11, Diplomacy +1, Disguise +8, 
  Escape Artist +15, Intimidate +28, Linguistics +1, Perception 
  +26, Sense Motive +27, Stealth –2
  Languages Common, Giant
  SQ AC Bonus +12, Fast Movement (+40’), x Graceful 
  Grappler (Ex), Ki Defense (Su), Ki Pool (Su), 
  Combat Gear 3 potions of barkskin (+5), 3 potions of enlarge 
  person; Other Gear bracers of armor +6, headband of 
  inspired wisdom +6 (included above), belt of physical 
  perfection +2 (included above), cloak of resistance +4 
  (included above), dimensional shackles, manacles of 
  cooperation, boots of speed, figurine of wondrous power 
  (golden lions), hat of disguise, major ring of acid resistance 
  (included above), major ring of sonic resistance (included 
  above)
   
  Break Free (Ex) At 5th level, a tetori adds his monk level 
  on combat maneuver or Escape Artist checks made to 
  escape a grapple. If a tetori fails a save against an effect 
  that causes him to become entangled, paralyzed, slowed, 
  or staggered, he may spend 1 point from his ki pool as an 
  immediate action to attempt a new save. 
  Counter-Grapple (Ex) At 4th level, a tetori wrestler may 
  make an attack of opportunity against a creature 
  attempting to grapple him. This ability does not allow the 
  tetori to make an attack of opportunity against a creature 
  with the Greater Grapple feat. At 6th level, he may use 
  counter-grapple even if his attacker has concealment or 
  total concealment, at 8th level even if he is flat-footed, and 
  at 10th level even if his attacker has exceptional reach.
  Form Lock (Su) At 13th level, a tetori can negate a 
  polymorph effect by touch with a Wisdom check, adding 
  a bonus equal to his monk level, against a DC of 11 + 
  the caster level of the effect (or HD of the creature, for 
  supernatural polymorph effects). This is a standard action 
  requiring 2 points from the tetori’s ki pool, or an immediate 
  action if a creature the tetori is grappling attempts to use a 
  polymorph effect.
  Graceful Grappler (Ex) A tetori uses his monk level in 
  place of his base attack bonus to determine CMB and 
  CMD for grappling. At 4th level, he suffers no penalties 
  on attack rolls, can make attacks of opportunity while 
  grappling, and retains his Dexterity bonus to AC when 
  pinning an opponent or when grappled. At 8th level, a 
  tetori gains the grab special attack when using unarmed 
  strikes, and can use this ability against creatures his own 
  size or smaller by spending 1 point from his ki pool, or 
  against larger creatures by spending 2 points from his ki 
  pool. 
  Inescapable Grasp (Su) At 9th level, a tetori can spend 1 
  point from his ki pool to suppress his opponents’ freedom 
  of movement and magical bonuses to Escape Artist or on 
  checks to escape a grapple. At 13th level, this ability also 
  duplicates the effect of dimensional anchor. Inescapable 
  grasp is a swift action and lasts until the beginning of the 
  wrestler’s next turn.
  Sunlight Petrification (Ex) A rock troll that is exposed to 
  natural sunlight is staggered and must make a DC 20 
  Fortitude save each round to resist permanently turning 
  to stone. A stone to flesh spell (or similar effect) restores a 
  petrified rock troll, but if it remains expose
  *Pathfinder Roleplaying Game Ultimate Combat
  14C–3D. Arachnophobia
  Entering this dark, cavernous room, lit only with the ambient light of 
  the doorway, there is a sudden chill, which may or may not be from the 
  local temperature. Enormous webs hang from floor to ceiling. Draping 
  like decorations, the strands of webbing are as thick as a man’s arm; 
  whatever spun these webs was big. After the initial observation, the 
  PCs notice what looks to be a tunnel leading away into darkness. 
  Fully 30 ft. in diameter, anyone possessing darkvision notices that the 
  sides of the tunnel teem with movement. Hundreds of insects, spiders, 
  scorpions and other unidentifiable crawlies skitter along much of the 
  surface of the tunnel. In the distance, a shout is heard, and the voice 
  sounded human!
  This colossal tunnel complex is filled with insect and arachnid life, 
  most of gigantic proportions. The wandering monsters here are unusually 
  massive, with only the “babies” or particularly venomous varieties being 
  normal size. There is no natural light in these tunnels, and the temperature 
  is quite cool, but very dry.
  The master of this area is Aleavix, a gharros demon who grew weary of 
  his demonic overlord’s instruction, so one day he slaughtered his lord and 
  took his treasure. He then struck out on his own, until he eventually met and 
  struck a deal with Glazerel. Aleavix was granted mastery of this demiplane 
  to breed and care for his beloved verminous “children,” cultivating them 
  to distil more and more powerful venoms, which he then trades back to 
  Glazerel. Aleavix is very protective of the insects here, considering them his 
  “children,” and will come for any intruders harming them.
  Aleavix has recently discovered one of his giant spider breeds is 
  capable of producing a venom that affects demons and devils alike (a fact 
  he has not informed Glazerel about), but has not gathered a large supply. 
  If peaceful contact is somehow reached, he may be interested in selling 
  the venom to PCs. 
  534
  level 14c
  
  ALEAVIX, GHARROS DEMON ASSASSIN 
   
  CR 19
  XP 204,800
  Male gharros demon assassin (Frog Gog Games The Tome of 
  Horrors Complete “Demon, Gharros”)
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +30
   
  AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, –1 size)
  hp 335 (16d10+6d8+220)
  Fort +22; Ref +17; Will +10
  Defensive Abilities improved uncanny dodge; DR 15/cold 
  iron and good; Immune electricity, poison; Resist acid 10, 
  cold 10, fire 10; SR 25
   
  Speed 30 ft.
  Melee +1 vorpal battle axe +32/+72/+22/+17 (1d8+12/x3) 
  and 2 stings +31 (1d8+16/19–20 plus poison)
  Special Attacks death attack (DC 22), quiet death, sneak 
  attack +3d6, true death (DC 21)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 12th; ranged touch +26)
  At will—darkness, desecrate, detect good, detect magic, 
  mirror image, telekinesis (DC 21), greater teleport (self plus 
  50 pounds of objects only)
  1/day—summon (level 6, 4d10 dretches, 1d4 vrocks, or 1d2 
  glabrezus 50%; or 1 gharros 20%)
   
  Str 33, Dex 22, Con 30, Int 22, Wis 16, Cha 22
  Base Atk +20; CMB +32; CMD 48 (56 vs. trip)
  Feats Ability Focus (poison), Blind-Fight, Cleave, Great 
  Cleave, Greater Vital Strike, Improved Critical (sting), 
  Improved Initiative, Improved Vital Strike, Power Attack, Vital 
  Strike, Weapon Focus (sting)
  Skills Acrobatics +20, Bluff +25, Climb +34, Diplomacy +20, 
  Disguise +18, Escape Artist +26, Intimidate +29, Knowledge 
  (planes) +26, Perception +30, Sense Motive +17, Spellcraft 
  +19, Stealth +19, Survival +26; Racial Modifiers +4 Perception
  Languages Abyssal, Common, Draconic, Elven, Terran; 
  telepathy 100 ft.
  SQ hidden weapons (+12), poison use
  Combat Gear 2 doses black lotus extract, 4 doses giant 
  emperor scorpion venom, 3 doses purple worm poison; Gear 
  +1 vorpal battle axe
   
  Poison (Ex) Sting—injury; save Fort DC 28; frequency 1/round 
  for 6 rounds; effect 1d4 Con damage; cure 1 save.
  FIENDISH GOLIATH SPIDER 
  CR 12
  XP 19,200
  CE Colossal fiendish vermin (Pathfinder Roleplaying Game 
  Bestiary, “Spider, Goliath,” Pathfinder Roleplaying Game 
  Bestiary, “Fiendish”)
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +0
   
  AC 18, touch 3, flat-footed 17 (+1 Dex, +15 natural, –8 size)
  hp 189 (14d8+126)
  Fort +18; Ref +5; Will +4
  DR 10/good; Immune mind-affecting; Resist cold 15, fire 15; 
  SR 17
   
  Speed 30 ft., climb 30 ft.
  Melee bite +18 (4d6+24 plus poison) 
  Space 30 ft.; Reach 20 ft.
  Special Attacks smite good (1/day, +0 to hit , +14 damage), 
  web (14 hp, 8/day, DC 26)
   
  Str 43, Dex 13, Con 28, Int –, Wis 10, Cha 2
  Base Atk +10; CMB +34; CMD 45 (53 vs. trip)
  Feats 
  Skills Climb +24, Stealth –15; Racial Modifiers +4 Perception 
  in webs, +4 Stealth in webs
   
  Poison (Ex) Bite—injury; save Fort DC 26; frequency 1/round 
  for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. 
  GIANT EMPORER SCORPION 
   
  CR 11
  XP 12,800
  N Gargantuan vermin (Pathfinder Roleplaying Game 
  Bestiary, “Scorpion”)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +0
   
  AC 19, touch 5, flat-footed 19 (–1 Dex, +14 natural, –4 size)
  hp 184 (16d8+112)
  Fort +17; Ref +4; Will +5
  Immune mind-affecting
   
  Speed 50 ft.
  Melee 2 claws +20 (2d6+12 plus grab) and sting +20 
  (2d6+12)
  Space 20 ft.; Reach 15 ft.
  Special Attacks constrict (2d6+12)
   
  Str 35, Dex 8, Con 24, Int –, Wis 10, Cha 2
  Base Atk +12; CMB +28 (+32 to grapple); CMD 37 (45 vs. trip)
  Skills Stealth –13
   
  Poison (Ex) Sting—injury; save Fort DC 27; frequency 1/round 
  for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. 
  TENEBROUS PURPLE WORM 
   
  CR 15
  XP 51,200
  hp 232 (Frog Gog Games The Tome of Horrors Complete, 
  “Tenebrous Purple Worm”)
  Difficulty Level: 14+
  Demiplane Controller: Aleavix (present, active 
  control)
  Exits: Portal back to Level 14C does not function from 
  this side. Aleavix has a teleportation circle in his den 
  that allows transport back to Level 14C.
  Detections: Moderate magic emanates from the 
  entire demiplane. Faint evil emanates from Aleavix’s 
  den.
  Shielding: The demiplane is shielded from divination 
  or magical transport such as teleport, dimension door, 
  plane shift, ethereal jaunt, and so on. Summoning 
  spells work here at caster level –1 (it is a strain to bring 
  others here).
  Wandering Monsters: Check once every 20 minutes 
  on 1d20:
   
   
  1 
  Aleavix
   2–5 
  6 fiendish goliath spiders
   6–8 
  2d8 giant emperor scorpions
   9–12 
  1d4+1 tenebrous purple worms
   13–15 
  Random vermin (roll on d20; 1–5 2d6 giant 
   
   
  soldier ants; 6–7 2 goliath stag beetles; 
   
   
  8–12 titan centipede; 13–17 3d6 giant 
   
   
  solifugids; 18–20 2d6 giant ticks)
   16–20 
  minor insect life (non-combative bugs the 
   
   
  size of one’s hand)
  535
  level 14c
  
  14C–3E. The Siphon
  Beyond the door to this area, what looks to be a vast empty space is 
  broken by nine vertical shafts of light in the distance, each of different 
  diameters surrounding a tenth, much smaller beam in the center. The 
  light beams are too bright to look directly at, but a quick glance discerns 
  the width of each beam varies from a few feet to two score or more. No 
  walls or ceiling is visible in the room; no floor can be made out, although 
  the footing is solid. The air is cool, with a slight ozone taste in the air, 
  reminding one of a fall night after a lightning storm.
  Approaching the pillars of light (the nearest is 100 ft. away), forms 
  in the beams become visible. The closest beam is massive, easily thirty 
  feet in diameter; if the PCs approach, the brightness of the light actually 
  diminishes, and it is possible to make out a form in the light. Soon you 
  realize you are face to face with a dragon! And not just any dragon, an 
  immense, jet black specimen that turns its massive head to stare back at 
  the intruders.
  Moving to investigate the other pillars, you recognize other figures in 
  the beams:
  • The creature closest to the entry portal is a sleek, black dragon, nearly 
  30 ft. tall, with jet-black scales and wings like curtains of utter darkness 
  (an ancient umbral dragon).
  • A spiny, serpentine creature roughly twice the height of a man, its 
  body is a colorful blend of red and orange tones, with a white underbelly 
  and ridges of black horns along its sides and back. Its head is draconic, 
  with a wide, toothed maw and eyes with slitted pupils that glitter with 
  intelligence. A crown formed from glowing runes of light floats above its 
  head (a keketar protean).
  • A six-armed creature formed from blue stone, its lower body is a series 
  of slowly spinning rings of metal. It hovers in the beam of light just off the 
  ground, and is roughly the size of a large ogre or small hill giant. Wings 
  with feathers like steel blades jut from its rocky back (a lhaksharut 
  inevitable).
  • A powerful bipedal humanoid standing nearly 40 ft. tall, wearing 
  ornate armor. Bony protrusions jut from his thick, muscular hide and 
  crown his massive head (an akvan div).
  • This humanoid creature is a strange blend of serpentine and draconic, 
  with great wings and sweeping horns. It is clothed in robes of flowing 
  white with glittering runes woven along the fringes, and stands nearly ten 
  feet tall (a draconal agathion).
  • This large cowled figure at first appears to be some sort of shadow 
  entity trapped by the beam, but on closer inspection, lights glitter within 
  its dark frame, as if it were not truly a creature at all, but a portal to the 
  night sky (a pelorma aeon).
  • This figure appears to be a normal human woman in modest clerical 
  robes, bearing a holy symbol of Muir (Sister Macry, human high priestess 
  of Muir). 
  • This being floats in the light beam on a fluffy cushion. It appears 
  to be a man at first, dressed in the finest bejeweled silks, but on closer 
  inspection his hands bend backward, and flanking his face on either side 
  are additional faces of various beasts—those of a bear, a panther, a tiger 
  and a dragon (a maharajah rakshasa). 
  • Easily the largest of the creatures imprisoned within the illuminated 
  fields, this giant stands nearly 70 ft. tall. He has dusky skin with a slightly 
  reddish hue, and is clad in silver armor. His hands, the size of a large cart 
  could easily crush a troll with a single blow (an elysian titan).
  This room is one of Glazerel’s early attempts to funnel magical energy with 
  the “aid” of powerful and unique beings. Designed in conjunction with a mad 
  mage from another world, Glazerel eventually abandoned the experiment 
  after several failed attempts and the anima engine began to show promise. 
  Now more a storage facility or “prison,” the creatures contained herein have 
  been largely forgotten. Few come here from the outside, and the contained 
  creatures cannot leave of their own power. Due to the extremely dangerous 
  nature of the inhabitants, there are always 9 iron golems stationed here, just 
  in case any of the beams weaken and one of the captives escapes. The golems 
  do not attack anyone else in the area, unless attacked first.
  How power was to be drained from the captured beings is not readily 
  apparent, but clever characters may be able to make the room function 
  again in a limited capacity. A PC with ranks in Use Magic Device is able 
  to stand in the central beam of light and concentrate on focusing power 
  from the surrounding prison beams. With a DC 40 Use Magic Device 
  check, the PC in the center beam draws energy directly from the prisoners; 
  power courses through his veins healing all wounds as well as curing any 
  disease and removing any toxin. With a DC 45 Use Magic Device check 
  the PC gains 1 effective level for 1 week. A DC 50 Use Magic Device 
  check gives the PC the ability to open the portal back to Level 14C for one 
  minute. Use of the beam is considered an Evil act, and any Good cleric 
  or paladin using the beam is such a fashion is immediately stripped of all 
  spellcasting and class abilities until he receives an atonement spell cast by 
  a 16th level cleric of Good alignment.
  Note: Should any of the captives escape confinement, the focusing 
  power of the light beams is corrupted, and no longer functions. This is a 
  fail-safe designed by Glazerel; if a captive breaks out of its prison, it still 
  cannot escape the demiplane (in theory; these are powerful beings, and 
  may have other ways to escape! A GM should determine an alternate way 
  for the PC to escape the Siphon if he is feeling particularly generous!)
  Sister Macry is a special prisoner; as the first being captured by Glazerel 
  many years ago, she understands what must be done to allow the PCs to 
  escape. She explains the use of the light beams in a rudimentary fashion, 
  and informs the PCs that one of them must stand in the central beam and 
  concentrate on opening the portal back to Level 14C. They must focus 
  on draining power form her beam only, and take all the power she can 
  offer (reducing the Use Magic Device check to DC 35). She does this 
  willingly, sacrificing herself so that good may return to the material plane. 
  This results in killing Sister Macry (and releases her soul, which bypasses 
  the anima engine, although the PCs won’t know that!), but opening the 
  portal back to Level 14C. This should be a dramatic scene for the PCs; 
  they know what they have to do, but they must perform a heinous act 
  to do it. This is an excellent opportunity for roleplaying, and should be 
  rewarded thusly. Good-aligned PCs should have a major moral dilemma 
  on their hands, but suffer no ill effects if they go through with opening the 
  portal with Sister Macy’s blessing.
  If the PCs open the portal, and Sister Macry is drained, the light beam 
  matrix fails, and the PCs have 1 minute to get out! The other light beams 
  flicker briefly; then all prisoners are released. Most of the former prisoners 
  begin fighting amongst themselves, but a few single out the PCs to vent 
  their wrath. Should any of the other prisoners escape out the portal, the 
  PCs may gain a powerful future adversary or ally (GMs discretion).
  ANCIENT UMBRAL DRAGON 
  CR 19
  XP 204,800
  hp 475 (Pathfinder Roleplaying Game Bestiary 2, “Primal 
  Dragon, Umbral”)
  KEKETAR PROTEAN  
   
  CR 17
  XP 102,400
  hp 391 (Pathfinder Roleplaying Game Bestiary 2, “Protean, 
  Keketar”)
  Difficulty Level: 19+
  Demiplane Controller: Glazerel (absentee, no active 
  control)
  Exits: Portal back to Level 14C does not function from 
  this side. No alternate exit directly back to Level 14C. 
  The PCs may be able to use the central beam to 
  travel back to Level 14C with Sister Macry’s help.
  Detections: Overwhelming magic emanates from the 
  entire plane.
  Shielding: The demiplane is shielded from divination 
  or magical transport such as teleport, dimension door, 
  plane shift, ethereal jaunt, and so on. Summoning 
  spells work here at caster level –10 (it is a massive 
  strain to bring others here).
  536
  level 14c
  
  LHAKSHARUT INEVITABLE  
  CR 20
  XP 307,200
  hp 436 (Pathfinder Roleplaying Game Bestiary 2, “Inevitable, 
  Lhaksharut”)
  AKVAN DIV  
   
   
  CR 20
  XP 307,200
  hp 480 (Pathfinder Roleplaying Game Bestiary 3, “Div, 
  Akvan”)
  DRACONAL AGATHION   
  CR 20
  XP 307,200
  hp 432 (Pathfinder Roleplaying Game Bestiary 2, “Draconel, 
  Agathion”)
  PELORMA AEON   
   
  CR 20
  XP 307,200
  hp 432 (Pathfinder Roleplaying Game Bestiary 2, “Aeon, 
  Pelroma”)
  SISTER MACRY, HIGH PRIESTESS OF MUIR 
  CR 19
  XP 204,800
  Female human cleric 20
  LG Medium humanoid (human)
  Init +0; Perception +7
   
  AC 10, touch 10, flat-footed 10
  hp 143 (20d8+40)
  Fort +16; Ref +6; Will +21
   
  Speed 30 ft.
  Melee unarmed strike +16/+11/+6 (1d3+1)
   
  Str 12, Dex 11, Con 14, Int 12, Wis 25, Cha 24
  Base Atk +15; CMB +16; CMD 26
  Feats Alignment Channel (good), Channeled Revival**, 
  Divine Interference*, Endurance, Great Fortitude, Improved 
  Great Fortitude, Iron Will, Sacred Summons*, Selective 
  Channeling, Skill Focus (Knowledge [religion]), Turn Undead 
  Skills Diplomacy +20, Heal +16, Knowledge (arcana) 
  +15, Knowledge (history) +15, Knowledge (nobility) +14, 
  Knowledge (planes) +16, Knowledge (religion) +30, Linguistics 
  +5, Profession (scribe) +11, Sense Motive +20, Spellcraft +12
  Languages Celestial, Common
  *Pathfinder Roleplaying Game Ultimate Magic
  **Pathfinder Roleplaying Game Ultimate Combat
  Due to the long-term and remote confinement, Sister Macry has lost 
  access to most of her class abilities and to spellcasting. This does not 
  diminish her resolve, but does greatly reduce her personal power.
  MAHARAJAH RAKSHASA   
   
  CR 20
  XP 307,200
  hp 400 (Pathfinder Roleplaying Game Bestiary 3, “Rakshasa, 
  Mahajarah”)
  ELYSIAN TITAN   
   
  CR 21
  XP 409,600
  hp 504 (Pathfinder Roleplaying Game Bestiary 2, “Titan, 
  Elysian”)
  IRON GOLEMS (9) 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Golem, Iron”)
  14C–3F. DragonHolme
  STONE GIANT MINER 
   
   
  CR 8
  XP 4,800
  hp 102 (Pathfinder Roleplaying Game Bestiary, “Giant, 
  Stone”)
  ROC 
   
   
  CR 9
  XP 6,400
  hp 120 (Pathfinder Roleplaying Game Bestiary, “Roc”)
  CAVE GIANT 
   
   
  CR 9
  XP 6,400
  hp 126 (Frog God Games The Tome of Horrors Complete, 
  “Giant, Cave”) 
  ETTIN 
   
   
  CR 6
  XP 2,400
  hp 65 (Pathfinder Roleplaying Game Bestiary, “Ettin”)
  YRTHAK  
   
  CR 9
  XP 6,400
  hp 114 (Pathfinder Roleplaying Game Bestiary 2, “Yrthak”)
  WYVERN 
   
   
  CR 6
  XP 2,400
  hp 73 (Pathfinder Roleplaying Game Bestiary, “Wyvern”)
  Four iron golem guards and a lilin sorceress are posted near this 
  doorway. They do not interfere with anyone entering the portal form this 
  side; they attack anyone entering from the demiplane side who is not 
  wearing a wardtoken.
  IRON GOLEMS (2) 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Iron”)
  LILIN SORCERESS  
  CR 16
  XP 76,800
  hp 158 (see Wandering Monsters, above)
  When the party breaches this doorway, they are greeted with a blast of 
  Difficulty Level: 16+
  Demiplane Controller: Auriferous, gold dragon 
  ravener (present, active control)
  Exits: Portal back to Level 14C functions from this side. 
  Rare minerals are gathered by Glazerel from the 
  stone giant miners.
  Detections: Moderate magic emanates from the 
  entire plane.
  Shielding: The demiplane is shielded from divination 
  magic.
  Wandering Monsters: Check once every hour on 
  1d20:
   
   1–8 
  4–8 stone giant miners
   9–10 
  1–2 rocs
   11–15 
  2–5 cave giants
   16 
  3–6 ettins
   17 
  2 yrthak
   18 
  3–6 wyverns
   19 
  Auriferous (see below)
   20 
  None.
  537
  level 14c
  
  chilly mountain air. Entering a large cavern, observant PCs notice a cave 
  opening 100 yards distant. Approaching the cave mouth, the panorama 
  comes into full view. 
  Looking out over the landscape, they see a breathtaking sight. A vast 
  mountain range stretches as far as the horizon. Gigantic stone masses 
  compete for space, and not a patch of flat ground can be seen anywhere. 
  Towering spires reach for the heavens; bold and craggy precipices 
  dominate the skyline, many formed into cones bearing impossibly sharp 
  peaks. Between the herculean outcroppings, abyssal crevasses sink into 
  gloom. Travel in this land appears to be either by air, or on a slope of some 
  kind. Land travel looks difficult at best.
  Lower down the slope bearing the cave entrance, there is an impressive 
  structure; a massive suspension bridge. A track down from the cave mouth 
  to one side of the bridge appears to be passable, if steep.
  If the PCs descend the hundred or so feet to the bridge, allow them a DC 
  10 Climb check a few times (no more than three). Failure indicates a slide 
  of ten to fifteen feet, but causes no damage, just a good scare! 
  Viewing the bridge from a distance did not do its workmanship justice. 
  The ropes supporting the bridge are made up of individual strands as thick 
  as a man’s waist; a dozen or so make up each of the four cables supporting 
  each side of the bridge. The ropes are anchored to the side of the mountain 
  under piles of boulders and slabs of rock.
  The planks that form the walkway are split tree-trunks, each six to ten 
  feet in width. Close-set, the entire bridge looks more stable than many 
  roads you have seen. Considering the constant wind, the bridge does not 
  sway or even seem to notice the breeze. Whoever or whatever built this 
  structure, they wanted it to be sturdy.
  Now that you have descended to the bridge, in the far distance, you can 
  just make out what looks like another bridge. Glancing below, deeper into 
  the abyssal crevasse, you can barely make out what might be another. It 
  seems there are people here interested in ground travel.
  This land was developed to mine rare minerals and metals in a way-
  station between the material plane and the plane of earth. Not desiring 
  to enter that plane and deal with its denizens, Glazerel created his own 
  version. Forgoing the laws of physics, he shaped the mountains as he saw 
  fit, and seeded the land with giant servitors to mine the precious stones 
  he needed. While creating the connection to the plane of earth, a “splinter 
  connection” was formed tying into the plane of air (hence the great winds). 
  All in all, this is something of an inhospitable place if you’re not native to 
  the planes of earth or air.
  The demiplane became another “prison” when Glazerel decide to house 
  one of his experiments gone awry here. In an attempt to draw forth the 
  soul of an ancient gold dragon named Auriferous, the beast was instead 
  turned in to a ravener. Being unwilling to deal with the creature, Glazerel 
  placed it here. 
  Additional portals have opened in this land (possibly from the stone 
  giants, possibly just from the tenuous connections to the elemental 
  planes), as stone giant mining clans and cave giants have formed a kind 
  of society, and various avian monstrosities have found their way here over 
  the years. A few tribes of barbaric humans eke out an existence here, their 
  days being dominated by avoiding the spectrum of deadly predators that 
  come from any direction. The fear of sliding off the edge of a mountain 
  into the vast divides housing who-knows-what is a constant antagonist. 
  Denizens from the planes of earth and air come here to trade with 
  the giants, as there are minerals and metals here in unusual abundance 
  due to Glazerel’s tinkering with the laws of physics. All arrivals placate 
  Auriferous with magical treasures, as he considers minerals or coins 
  worthless (he has plenty!)
  Auriferous’s horde contains several items Glazerel is concerned about. 
  In addition to the golembane scarab Auriferous possesses, the half-devil 
  knows of three items he fears; 12 greater arrows of evil outsider slaying, a 
  +4 evil outsider bane greatsword, and a sphere of annihilation.
   
  AURIFEROUS 
  CR 22
  XP 614,400
  Male ancient gold dragon ravener (Pathfinder Roleplaying 
  Game Bestiary 2, “Ravener, ” Pathfinder Roleplaying Game 
  Bestiary, “Dragon, Gold”)
  CE Gargantuan undead (dragon, fire)
  Init –1; Senses blindsense 120 ft., darkvision 240 ft., dragon 
  senses, low-light vision; Perception +50
  Aura cowering fear, fire (10 ft., 1d6 fire), frightful presence 
  (300 ft., 5d6 rounds, DC 33)
   
  AC 44, touch 10, flat-footed 44 (+5 deflection, –1 Dex, +34 
  natural, –4 size)
  hp 429 (26d12+260)
  Fort +25; Ref +14; Will +26
  Defensive Abilities channel resistance +4, soul ward (50 hp); 
  DR 15/good; Immune fire, undead traits; SR 33
  Weakness vulnerability to cold
   
  Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.
  Melee bite +38 (4d6+24/17–20) and 2 claws +38 (2d8+16/17–
  20) and tail slap +36 (2d8+24/17–20) and 2 wings +36 
  (2d6+8/17–20)
  Space 20 ft.; Reach 15 ft.
  Special Attacks breath weapon (60 ft. cone, 20d10 fire, 
  every 1d4 rounds, DC 33), energy drain (natural attacks, 
  1 level, DC 33), soul consumption (DC 33), soul magic, 
  weakening breath (DC 33)
  Spell-Like Abilities (CL 26th)
  At will—bless, daylight, detect evil, geas/quest, sunburst (DC 28)
  3/day—detect gems
  1/day—luck
  Spells Known (CL 18th; melee touch +38, ranged touch +21)
  9 (4/day)—clashing rocks (DC 29)#
  8 (6/day)—earthquake (DC 28), stormbolts (DC 28)#
  7 (7/day)—control weather, forcecage (DC 27), greater 
  scrying (DC 27)
  6 (8/day)—move earth, repulsion (DC 26), unwilling shield 
  (DC 26)#
  5 (8/day)—cone of cold (DC 25), slay living (DC 25), 
  transmute rock to mud (DC 25), wall of stone
  4 (8/day)—inflict critical wounds (DC 24), locate creature, 
  solid fog, stoneskin
  3 (8/day)—displacement, gaseous form, stone shape, 
  vampiric touch
  2 (9/day)—dread bolt (DC 22)*, invisibility, scorching ray, 
  spectral hand, stone call
  1 (9/day)—alter winds (DC 21), divine favor, protection from 
  good, true strike, unseen servant
  0 (at will)—flare (DC 20), detect magic, guidance, open/
  close, mage hand, message, prestidigitation (DC 20), read 
  magic, virtue
   
  Str 43, Dex 8, Con –, Int 28, Wis 29, Cha 30
  Base Atk +26; CMB +46; CMD 60 (64 vs. trip)
  Feats Alertness, Critical Focus, Extend Spell, Improved Critical 
  (bite), Improved Critical (claw), Improved Critical (tail slap), 
  Improved Critical (wing), Iron Will, Multiattack, Power Attack, 
  Quicken Spell, Stunning Critical, Vital Strike
  Skills Appraise +20, Climb +30, Diplomacy +39, Fly +14, Heal 
  +38, Intimidate +47, Knowledge (arcana) +38, Knowledge 
  (history) +38, Knowledge (local) +38, Knowledge (nobility) 
  +38, Knowledge (planes) +38, Knowledge (religion) +38, 
  Perception +50, Sense Motive +42, Spellcraft +38, Stealth –5, 
  Survival +15, Swim +53, Use Magic Device +17
  Languages Abyssal, Aklo, Celestial, Common, Daemonic, 
  Draconic, Elven, Ettin, Giant, Infernal
  SQ change shape (humanoid or animal, polymorph, 3/day), 
  fire aura 
   
  Cowering Fear (Su)
  Any creature shaken by the ravener’s frightful presence is 
  cowering instead of shaken for the first round of the effect, 
  and shaken for the rest of the duration. Any creature that 
  is frightened by its frightful presence is instead cowering for 
  538
  level 14c
  
  the duration.
  Change Shape (Su)
  A very young or older gold dragon can assume any animal 
  or humanoid form three times per day as if using polymorph.
  Detect Gems (Sp)
  A young or older gold dragon can detect gems three times 
  per day. This functions as locate object, but can only be 
  used to locate gemstones.
  Divine Aid (Sp)
  Once a week, a great wyrm gold dragon can call upon 
  celestial powers for aid. This functions as a miracle.
  Fast Flight (Ex)
  A young or older gold dragon is treated as one size 
  category larger when determining his fly speed.
  Fire Aura (Su)
  An old or older gold dragon is surrounded by an aura of 
  fire. All creatures within 5 ft. of the dragon take 1d6 points 
  of fire damage at the beginning of the dragon’s turn. An 
  ancient gold dragon’s aura extends to 10 ft. A great wyrm’s 
  damage increases to 2d6. The dragon can activate or 
  suppress this aura as a free action.
  Luck (Sp)
  Once per day an adult or older gold dragon can touch 
  a gem, usually one embedded in the dragon’s hide, and 
  enspell it to bring good luck. As long as the dragon carries 
  the gem, it and every good creature within a given radius 
  of it (10 ft. per age category) receives a +1 luck bonus on 
  all saving throws. If the dragon gives an enspelled gem 
  to another creature, only that bearer gets the bonus. The 
  effect lasts 1d3 hours plus 3 hours per age category of the 
  dragon. This ability is the equivalent of a 2nd-level spell.
  Soul Ward (Su)
  An intangible field of siphoned soul energy protects a 
  ravener from destruction. This ward has a maximum number 
  of hit points equal to twice the ravener’s Hit Dice, but starts 
  at half this amount. Whenever a ravener would be reduced 
  below 1 hit point, all damage in excess of that which would 
  reduce it to 1 hit point is instead dealt to its soul ward. If this 
  damage reduces the soul ward to fewer than 0 hit points, 
  the ravener is destroyed.
  Soul Consumption (Su)
  When a living creature within 30 ft. of a ravener dies, that 
  creature’s soul is torn from its body and pulled into the 
  ravener’s maw if the dying creature fails a Will save (DC 
  equals the save DC of the ravener’s breath weapon). This 
  adds a number of hit points to the ravener’s soul ward equal 
  to the dead creature’s Hit Dice. Creatures that have their 
  souls consumed in this way can only be brought back to life 
  through miracle, true resurrection, or wish.
  Soul Magic (Sp)
  A ravener retains the base creature’s spellcasting capability, 
  adding three levels to the base creature’s caster level. This 
  increases the number of spells known by the ravener, but the 
  ravener loses all spell slots. Instead, whenever the ravener 
  wishes to cast any one of its spells known, it consumes a 
  number of hit points from its soul ward equal to the spell slot 
  level necessary to cast the spell (including increased levels for 
  metamagic feats and so on). If the soul ward has insufficient 
  hit points, the ravener cannot cast that spell. Casting a spell 
  that reduces its soul ward to exactly 0 hit points does not 
  harm the ravener (though most are not comfortable without 
  this buffer of soul-energy and try to replenish it quickly).
  Weakening Breath (Su)
  Instead of a cone of fire, a gold dragon can breathe a 
  cone of weakening gas. Creatures within the cone must 
  succeed on a Fortitude save or take 1 point of Strength 
  damage per age category (Will save half).
  *Pathfinder Roleplaying Game Ultimate Magic
  #Pathfinder Roleplaying Game Advanced Player’s Guide
  14C–3g. The Plateau
  Four iron golem guards and a lilin sorceress are posted near this 
  doorway. They do not interfere with anyone entering the portal form this 
  side; they attack anyone entering from the demiplane side who is not 
  wearing a wardtoken. Any of the native denizens of the demiplane are 
  swiftly repelled by the security forces on this side. Additional security 
  arrives in 3 rounds, if called for by the lilins.
  IRON GOLEMS (4) 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Iron”)
  LILIN SORCERESS  
  CR 16
  XP 76,800
  hp 158 (see Wandering Monsters, above)
  DENIZEN OF LENG 
   
   
  CR 8
  XP 4,800
  hp 95 (Pathfinder Roleplaying Game Bestiary 2, “Denizen of 
  Leng”)
  GHUL 
   
   
  CR 5
  XP 1,600
  hp 51 (Pathfinder Roleplaying Game Bestiary 3, “Ghul”)
  Difficulty Level: 16–20
  Demiplane Controller: The Amber Prince (present, 
  active control)
  Exits: Portal back to Level 14C functions from this 
  side. Due to the spatial/temporal location of the 
  demiplane, attempts to teleport to any location 
  on the PCs’ native material plane other than the 
  entrance to Level 14C fail (although teleporting to 
  another material plane is possible). Teleporting to the 
  doorway on Level 14C is possible, as is travel inside this 
  demiplane.
  Detections: Faint magic emanates from the entire 
  demiplane.
  Shielding: Summoning spells work here at caster level 
  –6 (it is a strain to bring others here).
  Wandering Monsters: Check once every 2 hours on 1d20:
   
  On the plateau:
   1–3 
  1–8 denizens of Leng
   4–6 
  2–8 ghuls
   
  7 
  1 moon-beast
   8–10 
  11–20 shining children
   11–13 3–12 shantak
   14 
  1 mu spore
   15–16 2–5 Leng spiders
   17 
  2–12 hounds of tindalos
   18–20 None
  in the city
   1–5 
  4–24 juju-zombies
   6–7 
  1 worm that walks
   8–10 
  2–12 yithians
   11 
  2–12 hounds of tindalos
   12–16 5–50 ghouls
   17–20 1 zombie horde
  539
  level 14c
  
  MOON-BEAST 
   
   
  CR 11
  XP 12,800
  hp 133 (Pathfinder Roleplaying Game Bestiary 3, “Moon-
  Beast”)
  SHINING CHILD  
   
  CR 12
  XP 4,800
  hp 152 (Pathfinder Roleplaying Game Bestiary 2, “Shining 
  Child”)
  SHANTAK 
   
   
  CR 8
  XP 4,800
  hp 104 (Pathfinder Roleplaying Game Bestiary 2, “Shantak”)
  MU SPORE 
   
   
  CR 21
  XP 409,600
  hp 418 (Pathfinder Roleplaying Game Bestiary 2, “Mu 
  Spore”)
  LENG SPIDER 
   
   
  CR 14
  XP 38,400
  hp 202 (Pathfinder Roleplaying Game Bestiary 2, “Leng 
  Spider”)
  HOUND OF TINDALOS 
   
   
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary 2, “Hound of 
  Tindalos”)
  JUJU ZOMBIE 
   
   
  CR 2
  XP 600
  hp 15 (Pathfinder Roleplaying Game Bestiary 2, “Juju 
  Zombie”)
  WORM THAT WALKS 
   
   
  CR 14
  XP 38,400
  hp 113 (Pathfinder Roleplaying Game Bestiary 2, “Worm That 
  Walks”)
  YITHIANS 
   
   
  CR 9
  XP 6,400
  hp 105 (Pathfinder Roleplaying Game Bestiary 3, “Yithian”)
  GHOUL  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  ZOMBIE HORDE  
   
  CR 14
  XP 38,400
  hp 110 (see Appendix A)
  Cold desolation greets the PCs on the other side of this portal. A frigid 
  moon hangs over the entire landscape, casting an eerie luminescence to 
  the alien terrain.  A gusting tempest blows across the wasted plateau, with 
  little in the way of shelter in sight. Rolling dunes and occasional gulleys 
  offer the only relief from the scouring wind. Rocky outcropping rise from 
  the sand, only to be swallowed up moments later. 
  Off in one direction, the PCs can vaguely make out what looks to be a 
  modest structure; a forlorn monastery, possibly here to provide shelter to 
  waylaid travelers approximately a half-mile in the distance. Hazy waves 
  blur accurate perception of the place, and the distance plays tricks on the 
  eye. One moment, the structure appears angular and “right”; in the next 
  moment is appears curved and misshapen, as if the place were made of 
  some kind of oozing, flexible surface. 
  In the opposite direction, a rising glow can be seen from what may be a 
  town, but the distance is difficult to judge. The rolling dunes confuse the 
  mind, and either structure may be a mirage.
  This desolate area is an alternate material plane, reached when Glazerel 
  experimented with the anima engine and create demiplane. A tear in the 
  fabric of space was opened, and this portion of the alternate universe was 
  drawn in. Horrible creatures from nightmare and dream live here amongst 
  disfigured humanoids and creatures beyond all mortal recognition. The 
  small structure a half mile from the entrance is a dwelling similar in 
  structure to a monastery, and is the home to a moon-beast lord, served by 
  his denizen of Leng servants, and assorted other beings held in slavery. 
  What the lord’s purpose for being here is, one cannot even fathom. 
  Trekking across the desolation, the PCs may encounter Leng spiders, 
  shining children, shantaks, a mu spore, a tribe of ghuls, a caravan of 
  denizens of Leng transporting slaves (of myriad races and forms) and 
  more.
  As the party approaches the larger town (a journey of no more than 
  1 day), observant PCs notice that the moon never changes position, and 
  that time does not appear to flow the same as they are used to (this is 
  incorrect; time flows the same, but the moonscape and lighting conditions 
  never change). Upon reaching the city, they discover more examples of 
  alien architecture. Large, brick buildings are tightly packed, with narrow 
  alleyways slicing up the entire city. No broad streets are seen anywhere; 
  the widest passage is a mere 10 ft. at most. Slick cobblestones pave the 
  alleys, damp as if from a recent rainstorm. Sewer grates dot the alleys 
  at regular intervals, and odd chittering can be heard from their depths. 
  Ghouls, juju-zombies, worms that walk, and even more hideous 
  creatures roam the crossing streets, eager to feast on the “new arrivals.”
  The PCs quickly realize the entire town is just a series of alleyways; 
  without climbing to the rooftop of a building and getting a better 
  perspective, they are essentially trapped in a maze. What greets them 
  at the top is far more unsettling. Looking out across the city, the PCs 
  estimate the town is formed as a five-mile-wide arc around the perimeter 
  of a dark lake, the buildings roughly a half-mile deep. The lake gives off a 
  terrible feel, as if it is the edge of infinity. 
  In one of the taller buildings lives the Amber Prince, a being of 
  immense magical power (GM to determine the Amber Prince’s abilities to 
  fit the campaign). The Prince wrested control of the plane from Glazerel, 
  and has designs to use this area as a staging ground for an assault on the 
  material plane. When the Prince becomes aware of the PCs presence, he 
  observes them to discover their motives, and lays plans on how to use his 
  “new tools” against Glazerel.
  14C–3H. The garden 
  Six iron golem guards and a lilin sorceress are posted near this 
  doorway. They do not interfere with anyone entering the portal form this 
  Difficulty Level: 12+
  Demiplane Controller: Lady Elan (present, active 
  control)
  Exits: Portal back to Level 14C functions from this side. 
  Numerous “faerie rings” are portals to other locations 
  (GM’s discretion).
  Detections: Strong magic emanates from the entire 
  plane. Faint chaos radiates from the entire plane.
  Shielding: Summoning spells work here at caster level 
  +2 (it is easy to bring others here).
  Wandering Monsters: Check once every 30 minutes 
  on 1d20:
   
   1–2 
  11–20 pixies
   3–5 
  7–14 sprites
   6–8 
  2 leprechauns
   9–11 
  4–16 ogres
   12–14 
  Any one fey creature (GM’s discretion)
   15 
  2–10 will-o’-wisps
   16 
  2–3 ghaele azata
   17 
  Lady Elan (see below)
   18–20 
  None.
  540
  level 14c
  
  side; they attack anyone entering from the demiplane side who is not 
  wearing a wardtoken. Any of the native denizens of the demiplane are 
  swiftly repelled by the security forces on this side. Additional security 
  arrives in 3 rounds, if called for by the lilins.
  IRON GOLEMS (6) 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Iron”)
  LILIN SORCERESS  
  CR 16
  XP 76,800
  hp 158 (see Wandering Monsters, above)
  PIXIE 
   
   
  CR 4
  XP 1,200
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Pixie”)
  SPRITE 
   
   
  CR 1/3
  XP 135
  hp 3 (Pathfinder Roleplaying Game Bestiary 3, “Sprite”)
  LEPRCHAUN 
   
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary 2, 
  “Leprechaun”)
  OGRE 
   
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  WILL-O’-WISP 
   
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o’-Wisp”)
  GHAELE AZATA  
   
  CR 13
  XP 25,600
  hp 136 (Pathfinder Roleplaying Game Bestiary, “Azata, 
  Ghaele”)
  This doorway opens onto a lush meadow with thick forest off in the 
  distance. A wide stone ring dominates the meadow. A large stone slab 
  lies in the center of the huge menhirs, giving a sense that whoever built 
  this scene meant it to last. Flickering lights dance in and out of the circle, 
  answered by similar lights on the edge of the forest. Who or what is 
  creating the light is unknown.
  A large white stag emerges from the forest some distance away. It raises 
  its head, seemly in the party’s direction. Staring for a moment, the stag 
  slowly shakes its head, as if in disapproval. It stares hard at the group for 
  another moment, then retreats back to the forest.
  If the PCs enter the meadow, they discover the portal door is the center 
  of the grassy area. The meadow radiates out from the door some 300 yards 
  to reach the encircling forest. There does not appear to be any roads or 
  track through either the meadow or the forest.
  Once around the side of the portal, the PCs see a mushroom circle, each 
  of the fungi the size of a human’s chair. Perched atop the toadstool is a 
  gnomish-looking man, with a dark crimson cap. Several of his fellows sit 
  under the mushroom in a circle, playing some sort of game with sticks and 
  twigs. The fellow hops down from his seat and approaches the party. After 
  surveying them briefly he says, “Nope, you ain’t supposed to be here. 
  What’dya doin’ here?” The little man waits sternly for a reply.
  No matter what the PCs response, the redcap thug leaps to the attack. 
  His 11 brothers join in a soon as they see the scuffle commence.
  REDCAP THUGS (12) 
  CR 13
  XP 25,600
  Male redcap rogue (thug) 8 (Pathfinder Roleplaying 
  Game Bestiary 2, “Redcap,” Pathfinder Roleplaying Game 
  Advanced Player’s Guide, “Thug”)
  CE Small fey
  Init +11; Senses low-light vision; Perception +21
   
  AC 24, touch 15, flat-footed 20 (+6 armor, +4 Dex, , +3 
  natural, +1 size)
  hp 148 (8d8+8d6+80); fast healing 3
  Fort +9; Ref +19; Will +10
  Defensive Abilities evasion, improved uncanny dodge, 
  resiliency (1/day); DR 10/cold iron
  Weakness irreligious
   
  Speed 60 ft.
  Melee +1 wounding cold iron scythe +20/+15 (2d4+15/19–
  20/x4) and kick +13 (1d4+7)
  Special Attacks rogue talent (assault leader,1/day)#, boot 
  stomp, brutal beating (4 rounds)#, red cap, sneak attack 
  +4d6
   
  Str 24, Dex 24, Con 21, Int 16, Wis 15, Cha 13
  Base Atk +10; CMB +16; CMD 30
  Feats Antagonize*, Cleave, Critical Focus, Improved Critical 
  (scythe), Improved Initiative, Outflank#, Power Attack, 
  Precise Strike#, Weapon Focus (scythe)
  Skills Acrobatics +25, Appraise +10, Bluff +20, Climb +19, 
  Escape Artist +25, Intimidate +20, Knowledge (nature) +16, 
  Perception +21, Sense Motive +21, Sleight of Hand +21, 
  Stealth +29, Survival +12, Swim +6, Use Magic Device +14; 
  Racial Modifiers Acrobatics (jump) +12
  Languages Aklo, Common, Giant, Sylvan
  SQ heavy weapons 
  Gear +1 wounding cold iron scythe, +2 chain shirt, minor ring 
  of spell storing (haste)
    
  Boot Stomp (Ex)
  A redcap wears heavy iron boots with spiked soles that 
  it uses to deadly effect in combat. These boots give the 
  redcap a kick attack that it can make as a secondary 
  attack, either as part of a full-attack action or as part of its 
  movement just as if it had the Spring Attack feat.
  Heavy Weapons (Ex)
  A redcap can wield weapons sized for Medium creatures 
  without penalty.
  Irreligious (Ex)
  Bitter and blasphemous, redcaps cannot stand the symbols 
  of good-aligned religions. If a foe spends a standard action 
  presenting such a holy symbol, any redcap that can see 
  the creature must make a DC 15 Will save or become 
  frightened for 1 minute and attempt to flee. A redcap who 
  successfully saves is shaken for 1 minute.
  Red Cap (Su) 
  A redcap wears a tiny, shapeless woolen hat, dyed over 
  and over with the blood of its victims. While wearing 
  this cap, a redcap gains a +4 bonus on damage rolls 
  (included in the above totals) and fast healing 3. These 
  benefits are lost if the cap is removed or destroyed. 
  Caps are not transferable, even between redcaps. A 
  redcap can create a new cap to replace a lost cap 
  with 10 minutes of work, although until the redcap takes 
  a standard action to dip the cap in the blood of a foe 
  the redcap helped to kill, the cap does not grant its 
  bonuses.
  *Pathfinder Roleplaying Game Ultimate Magic
  #Pathfinder Roleplaying Game Advanced Player’s Guide
  The redcaps are one faction in this fanciful land fighting to gain control 
  of the summerstone, a fey artifact thought to control the seasons and 
  grant dominion over the Seelie Court. All manner of fey creature may 
  be encountered in this land, and although none of them may leave by the 
  portal door, there are faerie rings than can take a traveler to even more 
  541
  level 14c
  
  fanciful and remote lands. Should the PCs make an ally, and aid that 
  faction in the war for the summerstone, it is possible the PCs may be able 
  to found their own faerie kingdom!
  When Glazerel first created this demiplane and populated it with 
  fey (to learn the secrets of their specific brand of magic), he did not 
  count on the “pathetic” faeries usurping control of the land! A constant 
  struggle between fey and evil alike has ensued since, with alternate 
  routes and portals to the demiplane being created by the inhabitants. 
  Strangely enough, the “pathetic faeries” have created some powerful 
  effects here, many of which Glazerel is unaware of (and unprepared 
  for). Should the faerie realm become united, they could be a threat to 
  Glazerel’s base.
  Lady Elan, a druidess nymph is the “controller” of this area. Although 
  she is able to manipulate the lands, she is loath to do so, feeling it is 
  “unnatural” (considering it was entirely created by magic). Lady Elan 
  is completely neutral regarding each faction living here, and does 
  not interfere with their struggles. She alone knows the location of the 
  summerstone, and does not reveal it to anyone, for fear they will use it to 
  overthrow the realm. Lady Elan may show an interest in the PCs, perhaps 
  trying to forge an alliance to destroy Glazerel or sunder his hold over the 
  demiplane completely.
  LADY ELAN 
   
   
  CR 20
  XP 307,200
  Female nymph druid 14 (Pathfinder Roleplaying Game 
  Bestiary, “Nymph”)
  N Medium fey
  Init +5; Senses low-light vision; Perception +17
  Aura blinding beauty (DC 30)
   
  AC 25, touch 25, flat-footed 19 (+9 deflection, +5 Dex, +1 
  dodge)
  hp 186 (14d8+8d6+88)
  Fort +24; Ref +24; Will +30
  Defensive Abilities resist nature’s lure, unearthly grace; DR 
  10/cold iron; Immune poison
   
  Speed 30 ft., swim 20 ft.
  Melee unarmed strike +19/+14/+9 (1d3)
  Special Attacks stunning glance (DC 30)
  Spell-Like Abilities (CL 14th)
  At will—a thousand faces (alter self)
  14/day—lightning lord 
  9/day—storm burst
  1/day—dimension door
  Spells Prepared (CL 21st; melee touch +14, ranged touch 
  +19):
  9 (4/day)—foresight, mass cure critical wounds, polar 
  midnight (DC 25)*, shapechange, storm of vengeance (DC 
  25)
  8 (4/day)—euphoric tranquility#, frightful aspect (DC 24)**, 
  reverse gravity, stormbolts (DC 24)#, whirlwind (DC 24) 
  7 (4/day)—control weather, creeping doom (DC 23), 
  sunbeam (DC 23), true seeing, wind walk 
  6 (5/day)—antilife shell, control winds, greater dispel magic, 
  sirocco (DC 22)#, stone tell, tar pool (DC 22)**
  5 (5/day)—atonement, awaken, death ward, ice storm, 
  stoneskin, wall of thorns
  4 (5/day)—air walk, ball lightning (DC 20)#, reincarnate, 
  scrying (DC 20), sleet storm, true form (DC 20)#
  3 (5/day)—burst of nettles (DC 19)*, call lightning (DC 19), 
  dominate animal (DC 19), neutralize poison, plant growth, 
  speak with plants 
  2 (6/day)—animal messenger, barkskin, feast of ashes (DC 
  18 #, fog cloud, heat metal (DC 18), resist energy, share 
  language 
  1 (6/day)—calm animals (DC 17), entangle (DC 17), 
  longstrider, magic fang, obscuring mist, remove sickness*, 
  speak with animals 
  0 (at will)—detect magic, know direction, read magic, 
  stabilize
   
  Str 10, Dex 21, Con 18, Int 16, Wis 23, Cha 29
  Base Atk +14; CMB +19; CMD 39
  Feats Agile Maneuvers, Combat Casting, Dodge, Mobility, 
  Natural Spell, Powerful Shape, Quick Wild Shape, Self-
  Sufficient, Uncanny Concentration, Weapon Finesse, Wild 
  Speech
  Skills Bluff +22, Diplomacy +34, Escape Artist +30, Handle 
  Animal +30, Heal +19, Knowledge (nature) +30, Perception 
  +17, Sense Motive +17, Spellcraft +15, Stealth +30, Survival 
  +37, Swim +19, Use Magic Device +17
  Languages Common, Druidic, Elven, Infernal, Sylvan
  SQ druid domain (weather), inspiration, nature sense, 
  trackless step, wild empathy +37, wild shape (6/day, beast 
  shape III, elemental body IV, plant shape III), woodland 
  stride 
  Gear staff of conjuration
   
  Blinding Beauty (Su)
  This ability affects all humanoids within 30 ft. of a nymph. 
  Those who look directly at Lady Elan must succeed on a 
  DC 30 Fortitude save or be blinded permanently. She can 
  suppress or resume this ability as a free action. The save DC 
  is Charisma-based.
  Inspiration (Su)
  A nymph can choose an intelligent creature to inspire and 
  serve as a muse by giving that creature some token of her 
  affection (typically a lock of her hair). As long as the nymph 
  retains her favor for this creature and as long as the creature 
  carries the nymph’s token, the creature gains a +4 insight 
  bonus on all Will saving throws, Craft checks, and Perform 
  checks. A bard who has a nymph for a muse in this way 
  can use his bardic performance for an additional number 
  of rounds per day equal to his nymph muse’s Charisma 
  modifier. The nymph retains a link to her token and its 
  carrier as if she had cast a status spell on the carrier. The 
  nymph can end this effect at any time as a free action. A 
  single nymph may only inspire one creature at a time in this 
  manner.
  Stunning Glance (Su)
  As a standard action, Lady Elan can stun a creature within 
  30 ft. with a look. The target must succeed on a DC 30 
  Fortitude save or be stunned for 2d4 rounds. The save DC is 
  Charisma-based.
  Unearthly Grace (Su)
  A nymph adds her Charisma modifier as a racial bonus on 
  all her saving throws, and as a deflection bonus to her Armor 
  Class.
  *Pathfinder Roleplaying Game Ultimate Magic
  **Pathfinder Roleplaying Game Ultimate Combat
  # Pathfinder Roleplaying Game Advanced Player’s Guide
  542
  level 14c
  
  Level 15: 
  The Den of the Master
  This level is the final page of adventure within the halls of Rappan Athuk. 
  In 25 years of GMing and playtesting, it has never been reached, let alone 
  conquered. This level should be treated as the epic finale of many years of 
  play. It is neither forgiving nor fair. Here in this small pocket plane, connected 
  to both the Material Plane and the Abyss itself, the party encounters the 
  avatar of a demon prince with its full powers and many servants. This level 
  is incredibly dangerous, and no one may survive travel here even without 
  encountering Orcus himself. Remember, this is not a computer roleplaying 
  game. There are no cheat codes to kill Orcus. The PCs are not supposed 
  to win. If they have survived this far, they are powerful and foolhardy. Yet 
  Orcus’ avatar should prove more than a match for them. This is the end. 
  Good luck! A map of this level is depicted in Map RA–15.
  15–1. The Maze
  The teleportal from Level 13 deposits PCs on a flat stone pathway. 
  Before them stretches a vast, flat maze. The pathway is the top of the 
  maze walls, and the sides of the pathway drop down into utter darkness 
  and oblivion. The screams and shrieks of the damned fill the sulfurous, hot 
  air. Any good-aligned PCs are immediately stricken as per a blasphemy 
  spell (CL 20th).
  No sign or means of return is present. Only by defeating or skirting 
  the demon prince’s avatar may the PCs return to the world above. As 
  noted above, anyone falling off the sides of the maze path is lost forever 
  (transported to eternal torment in the Abyss). Note the spell restrictions 
  from above regarding travel within the maze. Along the back edge of the 
  maze are several paths that may be taken into it. Only one leads anywhere.
  While in the maze area, PCs are treated to random evil events. See the 
  side bar.
  Level 15
  Difficulty Level: All But Impossible (20+)
  Entrances: Teleport from Level 13.
  Exits: None.
  Wandering Monsters: None.
  Detections: The entire area radiates magic, evil, and 
  chaos. No pinpointing of sources is possible on this 
  level.
  Shielding: The entire level is shielded, and no means 
  of magical transport such as teleport, dimension 
  door, ethereal jaunt, and so forth functions at all, 
  though this does not apply to demons! Magical flight 
  and levitation likewise do not function in any form. 
  The only exception is the druidic wild shape ability, 
  as this ability is attuned to nature and thus functions 
  normally.
  Continuous Effects: No divine spells may be recovered 
  while resting on this level. All divination spells register 
  as ambiguous due to the chaos aura of the place. 
  The entire area acts as if unhallow and dispel good 
  spells are constantly in effect.
  Standard Features: All floors are made of smooth, 
  seamless stone. All walls drop off into the Abyss. 
  Anyone falling off a wall to the maze below is lost 
  forever. No ceiling can be seen, as the entire level 
  exists in an alternate plane. All is shadowy, with vision 
  limited to half normal distances.
  random Evil Events
  While in the maze, there is a 66 percent chance (1–4 on 1d6) 
  each hour that a random evil event occurs. If one does occur, roll 
  1d10 on the following table: Spell effects are at CL 20th.
   1 
  A random member of the party must make a 
    
  DC 25 Will save or lose 1 point of Wisdom 
    
  permanently
   2 
  The entire party is affected by great despair. 
    
  Each must succeed at a DC 25 Will save or 
    
  suffer a –2 morale penalty to all attacks, 
    
  damage, saving throws, and skill checks for 
    
  2 days.
   3 
  A glabrezu is gated in and attacks the PCs 
    
  (see below).
   4 
  The party is affected by a reverse find the path 
    
  spell. A DC 30 Will save avoids this. The GM 
    
  should give false directions (left=right, and so 
    
  on) to all affected.
   5 
  The entire party is teleported to the initial 
    
  entrance area.
   6 
  The party is again subjected to the effects of a 
    
  blasphemy spell. Reroll on this table.
   7 
  One randomly determined party member must 
    
  make a DC 25 Will save or be affected by a 
    
  confusion spell.
   8 
  A skeleton with 4 vials of oil of grease appears in 
    
  front of the party and breaks the vials on the 
    
  pathway. Anyone attempting to cross the area 
    
  must make a DC 20 Reflex save or slide off the 
    
  side if attempting to cross it. The skeleton slides 
    
  off screaming in demonic glee after them. Any 
    
  attack on the skeleton causes it to drop the vials 
    
  as well.
   9 
  The entire party must make a DC 31 Will save or 
    
  be affected by a symbol of strife (Pathfinder 
    
  Roleplaying Game Ultimate Magic).
   10 
  12 shadows attack the party, rising up from the 
    
  pits along the corridor. They cannot be turned 
    
  or commanded by the party on this level (see 
    
  below)
  543
  
  544
  level 15
  
  15–2. The Demon greeting (Cr 19)
  At the end of the maze, two of Orcus’ marilith consorts confront 
  the party, teleporting in to attack as soon as the threshold is crossed at 
  the maze exit. They do not fight to the death, as their only purpose is to 
  “soften up” the PCs before the final encounter. Note that these demons 
  are already here, and do not count toward Orcus’ summon demon ability 
  for the day! These ladies wade into combat, casting cloudkill spells on 
  themselves as they do so. When reduced to 100 hit points, they teleport 
  to their lord’s side and prepare for the final battle. Once these demons are 
  defeated, the area may be examined. The entrance to Area 15–3 is a long 
  corridor, filled with thousands of bones, crushed and powdered with age 
  and abuse. Moldering corpses and rusty, rotted gear of all kinds litters the 
  hallway. It leads 400 ft. to the final room.
  MARILITHS (2) 
   
   
  CR 17
  XP 102,400
  hp 264 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Marilith” with the following changes: replace the blade 
  barrier spell-like ability with cloudkill)
  GLABREZU 
   
   
  CR 13
  XP 25,600
  hp 186 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Glabrezu”)
  Tactics: The demon immediately uses its summon ability to attempt 
  to bring in 1d2 vrocks. It casts mirror image, followed by confusion and 
  reverse gravity. It uses its teleport ability to stay away from fighter types, 
  using chaos hammer, unholy blight, and finally one power word, stun 
  before fighting hand-to-hand.
  SHADOWS (12)  
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  15–3 The Den of the Master  
  (Cr Seriously? 35-plus)
  This is it, the final encounter. The GM should very carefully prepare for 
  this battle prior to initiating combat. Even if the PCs have destroyed all 
  three shrines, it is highly unlikely that they will defeat the demon prince. 
  This room is a huge shrine, dedicated to all that is dark and evil. It is the 
  den and living quarters for the most foul presence of the Avatar of Orcus 
  himself 
  In addition to the Avatar of Orcus, the room also contains 2d6 skeletons, 
  1d8 zombies, 1d6 ghouls, 1d6 shadows, 1d3 wights, 1d2 spectres, and 
  Orcus’s new experiment, 3 soulless minions.
  GHOULS  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  SHADOWS 
   
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  SKELETONS  
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  SPECTRE  
   
   
  CR 7
  XP 3,200
  hp 52 (Pathfinder Roleplaying Game Bestiary, “Spectre”)
  WIGHTS  
   
  CR 3
  XP 800
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight”)
  ZOMBIES  
   
   
  CR 1/2
  XP 200
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  ATIYA ISEUL, WITHERED HAND OF ORCUS   
  CR 20
  XP 307,200
  Female human soulless witch 20 (Pathfinder Roleplaying 
  Game Advanced Players Guide, see Appendix B, 
  “Templates”)
  N Medium humanoid (human)
  Init +2; Senses darkvision 60 ft. true seeing; Perception +22
   
  AC 19, touch 14, flat-footed 17 (+3 armor, +2 deflection, +2 
  Dex, +2 natural)
  hp 98 (20d6+20)
  Fort +9; Ref +10; Will +16 
  Defensive Abilities hex (ward, +4 ); Immune critical hits, 
  disease, fear, poison, positive and negative energy, soul 
  magic; Resist fire 10
  Weaknesses soulless
   
  Speed 30 ft.
  Melee+1 throwing sickle +10/+5 (1d6) 
  Ranged+1 throwing sickle +13 (1d6)
  Special Attacks abyssal stare (DC 27), hex (agony, 20 
  rounds, DC 27), hex (cackle), hex (eternal slumber, DC 27), 
  hex (evil eye, –4, DC 27), hex (misfortune, 3 rounds, DC 27), 
  hex (slumber, DC 27), hex (waxen image, 7 uses, DC 27)
  Spell-like Abilities (CL 20th)
  At will—feather fall
  1/day—fly (20 minutes/day), levitate
  Spells Prepared (CL 20th; melee touch +9, ranged touch +12)
  9th—mass hold monster (DC 28), power word, kill, wail of the 
  banshee (DC 28) (x2)
  8th— irresistible dance (DC 27), prediction of failure (DC 25), 
  stormbolts (DC 25), summon monster VIII
  7th—chain lightning (DC 24) (x3), power word blind, waves 
  of exhaustion
  6th—circle of death (DC 25), cloak of dreams (DC 25), 
  plague storm (DC 25), slay living (DC 25), true seeing (DC 
  23)†
  5th—break enchantment (+15) (x2), suffocation (DC 23) (x2), 
  summon monster V
  4th— confusion (DC 23), enervation (x2), inflict serious 
  wounds (DC 23), rest eternal
  3rd—deep slumber (DC 22), lightning bolt (DC 20) (x2), 
  loathsome veil (DC 20), sands of time, speak with dead (DC 
  22)
  2nd—death knell (DC 21), frost fall (DC 19), inflict moderate 
  wounds (DC 21), scare (DC 21), touch of idiocy (x2)
  1st—burning hands (DC 18), deathwatch†, decompose 
  corpse (DC 20), ear-piercing scream (DC 18), fumbletongue 
  (DC 20), sleep (DC 20)
  0—bleed (DC 19), daze (DC 19), putrefy food and drink (DC 
  17), touch of fatigue (DC 19)
  Patron Death
  † Already cast
   
  Str 8, Dex 14, Con 13, Int 24, Wis 14, Cha 20
  Base Atk +10; CMB +9; CMD 23 
  Feats Ability Focus (abyssal stare)B, Brew Potion, Combat 
  Casting, Extra Hex, Greater Spell Focus (enchantment), 
  Greater Spell Focus (necromancy), Improved Familiar, Spell 
  Focus (enchantment), Spell Focus (necromancy), Split Hex*, 
  Split Major Hex*, Uncanny Concentration*
  545
  level 15
  
  Skills Bluff +9, Craft (alchemy) +24, Fly +24, Heal +19, 
  Intimidate +26, Knowledge (arcana) +27, Knowledge 
  (nature) +24, Knowledge (planes) +24, Knowledge (religion) 
  +21, Perception +22, Sense Motive +19, Spellcraft +24, 
  Stealth +22, Swim +3, Use Magic Device +27; Racial Modifier 
  +4 Intimidate
  Languages Aboleth, Abyssal, Aklo, Common, Daemonic, 
  Dark folk, Infernal
  SQ bound soul, deliver touch spell, divine exclusion, familiar 
  (quasit named Calogera), empathic link, fortune (3 rounds), 
  hex (flight), hex (major healing [cure critical wounds]), hex 
  (retribution, 7 rounds, DC 27), scry on familiar, share spells, 
  speak with animals, speak with familiar, vessel of Orcus
  Combat Gear scroll of enlarge person, scroll of polar 
  midnight*, potion of chill touch, 2 potions of cure light 
  wounds, potion of mask dweomer; Other Gear bracers of 
  armor +3, +1 throwing sickle, tiara (treat as a headband) 
  of mental prowess +4, cloak of resistance +2, hand of the 
  mage, hat of disguise, ioun stone (pale lavender ellipsoid), 
  ring of minor fire resistance, ring of protection +2, spell 
  component pouch
   
  Abyssal Stare (Su) As a standard action a soulless creature 
  can stare into the eyes of another living being within 30 ft. 
  and force it to confront the infinite, empty void beyond 
  death. Targets who fail a Will save (DC 10 +1/2 soulless HD 
  + Charisma modifier) waver in their will to survive and take 
  a –4 penalty to all saves and skill and ability checks for 
  1d4 rounds. Divine casters are particularly disturbed. They 
  must succeed on a caster level check (20 + spell level) to 
  cast a divine spell while under the effect of abyssal stare 
  or the spell is lost. Creatures affected by abyssal stare are 
  immune to other uses of the stare for 24 hours. This is a mind-
  affecting, fear effect.
  Bound Soul (Ex) The soul of a soulless creature resides in a 
  special prison in the Abyss. This soul cannot return to the 
  base creature without the permission of Orcus. A soulless 
  creature cannot be raised or resurrected, nor do these spells 
  have any effect on a soulless creature.
  Divine Exclusion (Ex) The soulless creature has no 
  connection to the divine. A soulless creature cannot take 
  levels in any divine class, cast divine spells, or use magic 
  items constructed with spells found only on a divine caster’s 
  spell list.
  Vessel of Orcus (Su) By manipulating an imprisoned soul 
  Orcus can possess a soulless creature, enabling the demon 
  lord to see and hear through the soulless creature’s body.
  *Pathfinder Roleplaying Game Ultimate Magic
  CALOGERA 
   
   
  CR —
  XP —
  Female quasit familiar (Pathfinder Roleplaying Game 
  Bestiary, “Demon, Quasit”)
  CE tiny outsider (chaotic, demon, evil, extraplanar) 
  Init +6; Senses darkvision 60 ft.; Perception +11
   
  AC 26, touch 14, flat-footed 24 (+2 Dex, +2 size, +12 natural)
  hp 39 (20 HD); fast healing 2
  Fort +6; Ref +8; Will +13
  Defensive abilities improved evasion; DR 5/good or cold 
  iron; Immune electricity, poison; Resist acid 10, cold 10, fire 
  10; SR 25
   
  Speed 20 ft., fly 50 ft. (perfect)
  Melee bite +13 (1d4–1 and poison) and 2 claws +13 (1d3–1)
  Space 2–1/2 ft.; Reach 0 ft.
  Spell-like abilities
  At will—detect good, detect magic, invisibility (self only)
  1/day—cause fear (30 ft. radius, DC 20)
  1/week—commune (six questions)
   
  Str 8, Dex 14, Con 11, Int 15, Wis 12, Cha 11
  Base Atk +10; CMB +7; CMD 19
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +8 , Bluff +14, Craft (alchemy) +19, Fly 
  +31, Heal +15, Intimidate +14, Knowledge (arcane) +16, 
  Knowledge (history) +16, Knowledge (nature) +16, Knowledge 
  (planes) +16, Knowledge (religion) +16, Perception +18, Sense 
  Motive +15, Spellcraft +16, Stealth +27, Survival +7, Swim +8
  Languages Abyssal, Common; telepathy (touch)
  SQ alternate form (bat, monstrous centipede, toad or wolf; 
  polymorph)
  Gear ring of regeneration
   
  Alternate Form (Su) Calogera can assume the form of a bat, 
  monstrous centipede, toad, or wolf.
  Poison (Ex) Claw—injury; save Fort DC 11;frequency 1/round 
  for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves
  KHURSHID, THE EMBRACE OF ORCUS 
  CR 18
  XP 153,600
  Male human soulless monk (tetori) 18 (Pathfinder Roleplaying 
  Game Ultimate Combat, see Appendix B, “Templates”)
  N Medium humanoid (human)
  Init +2; Senses darkvision 60 ft.; Perception +10
   
  AC 23, touch 21, flat-footed 23 (+3 deflection, +2 Dex, +4 
  monk, +2 natural, +2 Wis)
  hp 171 (18d8+36 plus 36) 
  Fort +13; Ref +13; Will +13 (+15 vs. enchantment)
  Defensive Abilities diamond body, evasion, form lock, purity 
  of body, still mind, wholeness of body (18 hp); Immune 
  critical hits, disease, fear, poison, positive and negative 
  energy, soul magic
  Weaknesses soulless
   
  Speed 90 ft. 
  Melee corrosive unarmed strike +22/+17/+12 (2d8+9 plus 1d6 
  acid plus constrict or grab)
  Special Attacks abyssal stare (DC 22), constrict (2d8+9), 
  counter-grapple, stunning fist (blind, deafen, fatigue, sicken, 
  stagger, stun, DC 21, 18/day), quivering palm (DC 21, 1/day)
   
  Str 24, Dex 14, Con 14, Int 10, Wis 15, Cha 12
  Base Atk +13; CMB +25 (+33 to grapple); CMD 41 (49 vs. 
  grapple) 
  Feats Ability Focus (abyssal stare)B, BackbreakerB *, Boar 
  Ferocity*, Boar Style*, Body Shield*, ChokeholdB *, Crushing 
  EmbraceB *, Dazzling Display (grapple), Deadly Finish*, 
  Greater GrappleB, Improved GrappleB, Improved Unarmed 
  StrikeB, Intimidating Prowess, Pinning Rend*, Rapid Grappler*, 
  Stunning FistB, Twin LockB *, Toughness, Weapon Focus 
  (grapple) B Skills Acrobatics +23, Climb +28, Escape Artist 
  +23 (+41 to escape grapple), Intimidate +31, Knowledge 
  (religion) +6, Perception +10, Stealth +10, Swim +15; Racial 
  Modifiers +4 Intimidate 
  Languages Common
  SQ bound soul, break free (+18), divine exclusion, graceful 
  grappler, inescapable grasp, ki strike (adamantine, lawful, 
  magic), ki pool (11 points), maneuver training, vessel of 
  Orcus
  Combat Gear potion of barkskin +2, potion of blur, 2 potions 
  of cure light wounds; Other Gear +2 corrosive** amulet of 
  mighty fists, belt of giant strength +4, winged boots, ring of 
  protection +3, masterwork manacles
   
  Abyssal Stare (Su) As a standard action a soulless creature 
  can stare into the eyes of another living being within 30 ft. 
  546
  level 15
  
  and force it to confront the infinite, empty void beyond 
  death. Targets who fail a Will save (DC 10 +1/2 soulless HD 
  + Charisma modifier) waver in their will to survive and take 
  a –4 penalty to all saves and skill and ability checks for 
  1d4 rounds. Divine casters are particularly disturbed. They 
  must succeed on a caster level check (20 + spell level) to 
  cast a divine spell while under the effect of abyssal stare 
  or the spell is lost. Creatures affected by abyssal stare are 
  immune to other uses of the stare for 24 hours. This is a mind-
  affecting, fear effect.
  Break Free (Ex) At 5th level, a tetori adds his monk level 
  on combat maneuver or Escape Artist checks made to 
  escape a grapple. If a tetori fails a save against an effect 
  that causes him to become entangled, paralyzed, slowed, 
  or staggered, he may spend 1 point from his ki pool as an 
  immediate action to attempt a new save.
  Bound Soul (Ex) The soul of a soulless creature resides in a 
  special prison in the Abyss. This soul cannot return to the 
  base creature without the permission of Orcus. A soulless 
  creature cannot be raised or resurrected, nor do these spells 
  have any effect on a soulless creature.
  Counter-Grapple (Ex) At 4th level, a tetori wrestler may 
  make an attack of opportunity against a creature 
  attempting to grapple him. This ability does not allow the 
  tetori to make an attack of opportunity against a creature 
  with the Greater Grapple feat. At 6th level, he may use 
  counter-grapple even if his attacker has concealment or 
  total concealment, at 8th level even if he is flat-footed, and 
  at 10th level even if his attacker has exceptional reach. 
  Divine Exclusion (Ex) The soulless creature has no 
  connection to the divine. A soulless creature cannot take 
  levels in any divine class, cast divine spells, or use magic 
  items constructed with spells found only on a divine caster’s 
  spell list.
  Form Lock (Su) At 13th level, a tetori can negate a 
  polymorph effect by touch with a Wisdom check, adding 
  a bonus equal to his monk level, against a DC of 11 + 
  the caster level of the effect (or HD of the creature, for 
  supernatural polymorph effects). This is a standard action 
  requiring 2 points from the tetori’s ki pool, or an immediate 
  action if a creature the tetori is grappling attempts to use a 
  polymorph effect.
  Graceful Grappler (Ex) A tetori uses his monk level in place 
  of his base attack bonus to determine CMB and CMD for 
  grappling. At 4th level, he suffers no penalties on attack 
  rolls, can make attacks of opportunity while grappling, and 
  retains his Dexterity bonus to AC when pinning an opponent 
  or when grappled. At 8th level, a tetori gains the grab 
  special attack when using unarmed strikes, and can use this 
  ability against creatures his own size or smaller by spending 
  1 point from his ki pool, or against larger creatures by 
  spending 2 points from his ki pool. At 15th level, a tetori gains 
  the constrict special attack, inflicting his unarmed strike 
  damage on any successful grapple check.
  Inescapable Grasp (Su) At 9th level, a tetori can spend 1 
  point from his ki pool to suppress his opponents’ freedom 
  of movement and magical bonuses to Escape Artist or on 
  checks to escape a grapple. At 13th level, this ability also 
  duplicates the effect of dimensional anchor. At 17th level, 
  the tetori’s unarmed strike gains the ghost touch special 
  ability, and an incorporeal creature that he strikes gains the 
  grappled condition (Reflex negates, DC 10 + 1/2 the tetori’s 
  level + his Wisdom modifier). Inescapable grasp is a swift 
  action and lasts until the beginning of the tetori’s next turn.
  Vessel of Orcus (Su) By manipulating an imprisoned soul 
  Orcus can possess a soulless creature, enabling the demon 
  lord to see and hear through the soulless creature’s body.
  *Pathfinder Roleplaying Game Ultimate Combat
  **Pathfinder Roleplaying Game Advanced Player’s Guide
  VOID, THE EATER OF MAGIC 
   
   
  CR 18
  XP 153,600
  Male drow soulless sorcerer 15/archwizard 3 (Pathfinder 
  Roleplaying Game Bestiary, “Drow, Noble”, see Appendix B, 
  “Templates”)
  N Medium humanoid (elf) 
  Init +4; Senses darkvision 120 ft.; Perception +7
   
  AC 23, touch 17, flat-footed 19 (+4 armor, +3 deflection, +4 
  Dex, +2 natural)
  hp 83 (3d6+15d6+15)
  Fort +7 (+11 vs. polymorph, petrification, and transmutation); 
  Ref +10; Will +11 (+13 vs. enchantment)
  Defensive Abilities protean resistances; Immune critical hits, 
  disease, fear, poison, positive and negative energy, sleep, 
  soul magic; Resist acid 10; SR 31
  Weaknesses light blindness, soulless
   
  Speed 30 ft.
  Melee unarmed strike +7 (1d3–1)
  Special Attacks abyssal stare (DC 32) 
  Spell-Like Abilities (CL 18th; ranged touch +12)
  Constant—detect magic, unseen servant (100 ft. range)
  At will—dancing lights, faerie fire, feather fall, levitate, reality 
  wrinkle (15 rounds/day)
  1/day—divine favor, dispel magic, spatial tear, suggestion 
  (DC 24)
  14/day—protoplasm
  Spells Known (CL 18th; melee touch +7, ranged touch +12)
  9th (4/day)—mage’s disjunction
  8th (6/day)—polymorph any object (DC 31), power word, 
  stun
  7th (8/day)—greater polymorph (DC 30)B, power word blind, 
  reverse gravity (DC 30), spell turning
  6th (8/day)—antimagic field, disintegrate (DC 29)B, greater 
  dispel magic, major curse (DC 27)**
  5th (8/day)—baleful polymorph (DC 28), break 
  enchantment, major creationB, telekinesis (DC 28), wall of 
  force
  4th (8/day)—acid pit (DC 25)*, black tentacles (DC 25), 
  confusion (DC 25) B, greater invisibility, stoneskin
  3rd (9/day)—dispel magic, displacement, gaseous formB, 
  protection from energy, vampiric touch
  2nd (9/day)—alter self, blurB, eagle’s splendor, see invisibility, 
  spectral hand, touch of idiocy
  1st (9/day)—entropic shieldB, grease, mage armor, magic 
  missile, protection from good, shield
  0 (at will)—arcane mark, bleed (DC 19), daze (DC 17), 
  detect magic, mage hand, mending, open/close, 
  resistance, touch of fatigue (DC 19)
  Bloodline Protean*
   
  Str 8, Dex 18, Con 12, Int 14, Wis 10, Cha 32
  Base Atk +8; CMB +7; CMD 24 
  Feats Ability Focus (abyssal stare)B, Combat Casting, 
  Enlarge SpellB, Eschew MaterialsB, Extend Spell, Greater Spell 
  Focus (abjuration), Greater Spell Focus (transmutation), 
  Scribe ScrollB, Skill Focus (Knowledge [arcana]), Skill 
  Focus (Spellcraft), Spell Focus (abjuration), Spell Focus 
  (transmutation)B, Spell Penetration
  Skills Bluff +19, Fly +11, Intimidate +23, Knowledge (arcana) 
  +25, Knowledge (nature) +6, Knowledge (planes) +10, 
  Knowledge (religion) +6, Linguistics +6, Perception +7, Sense 
  Motive +5, Spellcraft +25, Stealth +8, Use Magic Device +34; 
  Racial Modifier +4 Intimidate
  Languages Abyssal, Common, Elf, Undercommon
  SQ arcane servant, augmented ability (Void has cast 
  wish to raise his Charisma 1 point), bloodline arcana (+4 
  to dispel transmutation or creation spells, not included 
  547
  level 15
  
  above), bound soul, detect expertise, divine exclusion, forgo 
  materials, metamagic enhancement, vessel of Orcus
  Combat Gear staff of abjuration (10 charges), rod of 
  negation, scroll of break enchantment (CL 15th), scroll of 
  greater dispel magic (CL 18th), scroll of mage’s disjunction; 
  Other Gear cloak of Charisma +6 (as headband), ring of 
  protection +3, spell component pouch
   
  Abyssal Stare (Su) As a standard action a soulless creature 
  can stare into the eyes of another living being within 30 ft. 
  and force it to confront the infinite, empty void beyond 
  death. Targets who fail a Will save (DC 10 +1/2 soulless HD 
  + Charisma modifier) waver in their will to survive and take 
  a –4 penalty to all saves and skill and ability checks for 
  1d4 rounds. Divine casters are particularly disturbed. They 
  must succeed on a caster level check (20 + spell level) to 
  cast a divine spell while under the effect of abyssal stare 
  or the spell is lost. Creatures affected by abyssal stare are 
  immune to other uses of the stare for 24 hours. This is a mind-
  affecting, fear effect.
  Arcane Servant (Su) All archwizards of 2nd and higher level 
  are treated as if they have a permanent unseen servant 
  near them at all times. The servant can go no further than 
  100 ft., but otherwise confer to the rules of normal unseen 
  servants. If destroyed, the servant reappears the following 
  round.
  Bound Soul (Ex) The soul of a soulless creature resides in a 
  special prison in the Abyss. This soul cannot return to the 
  base creature without the permission of Orcus. A soulless 
  creature cannot be raised or resurrected, nor do these spells 
  have any effect on a soulless creature.
  Detect Expertise All of a 3rd level archwizards detect spells 
  are treated as if using the Detect Expertise feat. In addition, 
  the archwizard gains information one round earlier than 
  normal, if the detect is round-dependent. At 6th level, the 
  archwizard gains information 2 rounds earlier.
  Divine Exclusion (Ex) The soulless creature has no 
  connection to the divine. A soulless creature cannot take 
  levels in any divine class, cast divine spells, or use magic 
  items constructed with spells found only on a divine caster’s 
  spell list.
  Forgo Materials A first level archwizard no longer needs 
  mundane material components to fuel his spells, and acts as 
  if he has the Eschew Materials feat. The archwizard may cast 
  any spell with a material component cost of up to 10 gp per 
  archwizard level without needing the actual component.
  Metamagic Enhancement (Su) An archwizard is a master 
  at manipulating magical forces. At first level, he reduces 
  the cost of any metamagic feat known by one level less 
  than standard i.e. a first level archwizard casts a spell with 
  the Empower feat at one spell slot higher than the original 
  spell. The metamagic enhancement can only be applied to 
  one enhancement per spell. This ability does not affect the 
  Heighten Spell feat. At 5th level and 10th level, the adjusted 
  level is reduced one additional spell level.
  Spellcasting Master At 2nd level, the archwizard gains a +5 
  insight bonus to Knowledge (arcana), Spellcraft, and Use 
  Magic Device.
  Vessel of Orcus (Su) By manipulating an imprisoned soul 
  Orcus can possess a soulless creature, enabling the demon 
  lord to see and hear through the soulless creature’s body.
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  ** Pathfinder Roleplaying Game Ultimate Magic
  THE MASTER 
   
   
  CR 35
  XP 52,480,000
  CE Huge outsider (chaotic, demon, evil, extraplanar) (Frog 
  God Games The Tome of Horrors Complete, “Demon Lord, 
  Orcus”)
  Init +10; Senses darkvision 60 ft., life sight 40 ft. (20 rounds), 
  true seeing; Perception +65
  Aura destructive aura (30 ft., +7 damage, 15 rounds); fear 
  (60 ft., Will DC 44, CL 35th), unholy aura (DC 30)
   
  AC 55, touch 35, flat-footed 49 (+6 Dex, +9 insight, +20 
  natural, +12 profane , –2 size)
  hp 742 (45d10+495); fast healing 5
  Fort +37; Ref +21; Will +35
  Defensive Abilities death’s embrace; DR 25/cold iron and 
  good; Immune electricity, poison; Resist acid 10, cold 10, fire 
  10; SR 46
   
  Speed 40 ft., fly 60 ft. (average)
  Melee +5 unholy greatclub +62/+57/+52/+47 (2d8+26 plus 
  death) or 2 slams +57 (2d6+14), sting +52 (2d4+7 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks channel negative energy (DC 19, 8d6, 15/
  day), channel negative energy to command undead (DC 
  32, 12/day), destructive smite 12/day (+7 damage), scythe 
  of evil 2/day (7 rounds)
  Spell-Like Abilities (CL 35th) 
  Constant—speak with dead, true seeing, unholy aura (DC 
  30)
  At will—animate dead, blasphemy (DC 29), charm monster 
  (DC 26), deeper darkness, desecrate, detect good, detect 
  magic, detect thoughts (DC 25), fear (DC 26), greater dispel 
  magic, greater teleport (self plus 50 pounds of objects only), 
  lightning bolt (DC 28), polymorph, read magic, suggestion 
  (DC 28), symbol of death (DC 30), symbol of pain (DC 27), 
  tongues (self only), true seeing, unhallow, unholy blight (DC 
  26), wall of fire
  3/day—summon (level 9, 1d4 mariliths, 1d3 nalfeshnees, or 1 
  balor 100%)
  1/day—feeblemind (DC 29), summon (level 9, 90 HD of 
  undead 100%)
  Domain Spell-Like Abilities (CL 15th)
  12/day—bleeding touch (7 rounds), touch of evil (7 rounds)
  Necromancer Spell-Like Abilities (20th)
  12/day—grave touch (10 rounds) 
  Unholy Spells Prepared (CL 15th; melee touch +61, ranged 
  touch +51)
  8th—cloak of chaos (DC 27), create greater undeadD, 
  greater spell immunity
  7th—destructionD (DC 26), destruction (DC 26), repulsion (DC 
  26), word of chaos (DC 26)
  6th— blade barrier (DC 25) (x2), geas/quest (DC 25), harm 
  (DC 25), harmD (DC 25)
  5th—break enchantment, dispel good (DC 24), dispel goodD 
  (DC 24), dispel law (DC 24), slay living (DC 24)( x2), scrying
  4th—control summoned creature* (DC 23), death ward, 
  death wardD, dimensional anchor (x2), divine power, spell 
  immunity
  3rd—bestow curse (DC 22)(x3), blindness/deafness (DC 
  22)(x2), contagion (DC 22), magic circle against goodD, 
  protection from energy
  2nd—bull’s strength, death knell (DC 21), dread bolt* (DC 
  21)( x3), shatter (DC 21), shatterD (DC 21), silence (DC 21)
  1st—bane (DC 20), cause fearD (DC 20), command (DC 20), 
  detect undead, doom (DC 20), entropic shield, murderous 
  command* (DC 20)( x3)
  0 (at will)—bleed (DC 19), guidance, light, resistance
  D domain spell Domains Death, Destruction, Evil
  Arcane Spells Prepared (CL 20th; melee touch +61, ranged 
  548
  level 15
  
  touch +51)
  9th—energy drain (DC 28)(x2), meteor swarm (DC 28), soul 
  bind (DC 28), wail of the banshee (DC 28), wish
  8th—create greater undead, horrid wilting (DC 27)( x3), iron 
  body, polar ray
  7th—control weather, finger of death (DC 26)(x2), limited 
  wish, spell turning, waves of exhaustion
  6th—acid fog, circle of death (DC 25, x2), create undead 
  (x2), eyebite (DC 25)
  5th—blight (DC 24), cloudkill (DC 24, x2), cone of cold (DC 
  24), magic jar (DC 24), symbol of pain (DC 24), waves of 
  fatigue
  4th—animate dead, bestow curse (DC 23), enervation (x2), 
  ice storm, shout (DC 23), wall of fire
  3rd—gaseous form, gentle repose, halt undead (DC 22), 
  haste, ray of exhaustion (DC 22, x2), vampiric touch
  2nd—false life, flaming sphere (DC 21), ghoul touch (DC 21), 
  gust of wind (DC 21), scare (DC 21), scorching ray, spectral 
  hand
  1st—cause fear (DC 20), chill touch (DC 20), grease (DC 20), 
  hold portal, obscuring mist, ray of enfeeblement (x3)
  0 (at will)—acid splash, arcane mark, dancing lights, disrupt 
  undead, touch of fatigue (DC 19)
   
  Str 38, Dex 22, Con 33, Int 28, Wis 28, Cha 34
  Base Atk +45; CMB +61; CMD 98
  Feats Alertness, Awesome Blow, Blind-Fight, Cleave, Combat 
  Casting, Combat Expertise, Command UndeadB, Craft 
  Wand, Craft Wondrous Item, Critical Focus, Deceitful, 
  Empower Spell, Extend Spell, Great Cleave, Great Fortitude, 
  Heighten Spell, Improved Initiative, Iron Will, Maximize Spell, 
  Power Attack, Quicken Spell, Sickening Critical, Staggering 
  Critical, Stunning Critical
  Skills Bluff +64, Diplomacy +60, Disguise +14, Escape Artist 
  +51, Fly +50, Heal +54, Intimidate +60, Knowledge (arcana) 
  +57, Knowledge (history) +54, Knowledge (nobility) +54, 
  Knowledge (planes) +57, Knowledge (religion) +54, 
  Perception +69, Sense Motive +61, Spellcraft +57, Survival 
  +54; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Common, Draconic, Giant, 
  Goblin, Ignan, Infernal, Sylvan; telepathy 100 ft.
  SQ planar omniscience
  Gear Wand of Orcus
   
  Poison (Ex)
  Sting—injury; save Fort DC 43; onset immediate; frequency 
  1/round for 10 rounds; effect 2d6 Constitution; cure 3 
  consecutive saves. The save DC is Constitution-based.
  *Pathfinder Roleplaying Game Ultimate Magic
  GM Note: The undead minions cannot be turned or commanded while 
  in the presence of Orcus.
  549
  level 15
  
  The room itself is huge, fully 200 ft. in diameter, with an evil, pulsating 
  altar of the demon lord in its center, carved of entwined bones and in the 
  shape of a throne. The throne itself seems to scream and writhe as if in 
  pain.
  Treasure is heaped about in piles, and the bones of previous victims are 
  liberally strewn among piles of weapons, armor, and gold.
  Consequences: Now the fight begins! If the PCs lose, their souls are 
  devoured and they are forever dead. If, on the other hand, they win, Orcus 
  is banished from the Material Plane for 666 years. The GM should take 
  care with this, as all priests of Orcus lose their ability to cast spells of 
  7th to 9th level for 666 years! This event has a dramatic effect on global 
  politics and power struggles. Who is kidding whom, though, Orcus will 
  destroy them all!
  Magical Protections: The den is under the effects of unhallow and 
  dispel good spells. The altar radiates an unholy aura, as does Orcus 
  himself. This affect is not calculated into his stats above.
  Special Note to the GM: If the PCs are to have any chance, they must 
  have destroyed the evil temples on Levels 4, 9, and 14. If they have not, 
  the avatar has his full powers and is absolutely unbeatable. For each shrine 
  destroyed, the demon prince is weakened, and his ability to hold mortal 
  form and fight the PCs is diminished. As you will note, only if all three 
  shrines were destroyed is there really any hope of the PCs ridding the 
  planet of this evil god.
  Tactics: Orcus spends 2 rounds taunting the PCs. The minions attack 
  immediately. The tactics used are too variable to list; however, it is 
  unlikely that the more powerful minions simply dash into combat. The 
  undead are merely canon-fodder, and are not expected to last long. They 
  position themselves in the way, so charging PCs are nullified. Khurshid 
  moves to grapple any spellcasters; Void, after casting an extended greater 
  invisibility, seeks to counterspell or dispel any spells the PCs use to buff 
  themselves (Orcus is not overly concerned with any spells affecting him). 
  Atiya generally annoys the entire party, and tries to pick off the priests of 
  the party (whom she despises), or anyone hovering around the edges of 
  combat. She uses hexes and evocations to soften the group and distract 
  from the main goal. All demons summon additional help as their first 
  action, then use their spells and abilities to aid the melee troops before 
  finally closing with the PCs. Orcus prefers to summon shadows, as he can 
  summon a large number of them (30 at once!) and they are unturnable and 
  can gang up on his enemies and drain Strength. If pressed, he summons a 
  balor or mariliths, though he is loath to do so. Finally, the Master wades 
  into combat, dealing death with every swing. The other minions aid him as 
  necessary, but all are wary not to rob the Master of his kills.
  GM Note: The above tactics are suggestions. If the PCs have made it 
  this far, they are powerful adversaries, and Orcus takes them somewhat 
  seriously (although the end result is never in doubt in his mind). When PCs 
  enter this level, Orcus immediately knows it, and has been watching them 
  and their tactics for some time. Adjust any tactics you deem necessary to 
  make the fight as one-sided as possible. This is not supposed to be a well-
  balanced encounter; this is a battle with the heart of chaos and evil itself, 
  spare no enemies and take no prisoners!
  Treasure: If you are reading this, ask yourself… did I give this away 
  too easily? If the answer is no, well then, it’s time to reward the PCs 
  and realize you are kidding yourself. Orcus’ lair contains a vast hoard. 
  In addition to the wand of Orcus, it contains the following: 2,500,000 
  gp in various coins; 1,200,000 gp worth of gemstones of various shapes, 
  sorts, and sizes; 200,000 gp worth of objects of art and jewelry of various 
  sorts and sizes; a suit of +5 full plate of etherealness; a staff of the magi; 
  the Axe of the Dwarvish Lords (another extraordinarily powerful major 
  artifact; how Orcus got it is another story); a book of infinite spells; 12 
  randomly determined +1 to +3 weapons and armor, no special abilities; an 
  apparatus of the crab; and a teleportation circle, which allows transport 
  back to the Portal of Darkness, Level 13, Area 13–4. The circle cannot 
  be moved. It is positioned at the far end of the den, behind the main altar. 
  Good luck getting to it with Orcus around!
  Experience: It is left to the individual GM to award experience for this 
  encounter as there are too many variables. Needless to say, encountering 
  Orcus, even if the PCs flee through the teleportation circle, should be 
  worth enough experience to gain a level.
  550
  level 15
  
  Albino Cave Spider
  This tiny hunting spider is about the size of a man’s fist. It is pallid 
  white, often with irregular light brown blotches on its abdomen, which 
  helps it blend in with the toadstools and fungus which is its home. The 
  albino cave spider normally feeds on normal and dire rats, but it attacks 
  anything that comes within range.
  ALBINO CAVE SPIDER 
   
   
  CR 1/2
  XP 200
  N Tiny vermin
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +4
   
  AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  Fort +2; Ref +4; Will +0 
  Immune vermin traits
   
  Speed 20 ft., climb 10 ft.
  Melee bite +6 (1d3–3 plus poison)
  Space 2 1/2 ft.; Reach 2 1/2 ft.
   
  Str 4, Dex 18, Con 10, Int —, Wis 10, Cha 3
  Base Atk +0; CMB +2; CMD 9 
  Feats Weapon Finesse B
  Skills Acrobatics +4 (+12 jump), Climb +12, Stealth +16; 
  Racial Modifiers +8 to Acrobatics when jumping, +4 
  Perception, +4 Stealth; use Dex to modify Climb
   
  Environment underground
  Organization solitary or nest (2–20)
  Treasure standard
   
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round 
  for 4 rounds; effect 1d2 Constitution damage; cure 1 save. 
  The save DC is Constitution-based and includes a +4 racial 
  bonus.
  Animal, Elemental
  At various places in the planes, rifts of special tears appear and allow 
  the mundane creatures of one plane to intermix with the creatures of other 
  planes. On these occasions, it is most often not the terrible beasts such 
  as demons or angels that pour through, but much less powerful (but not 
  harmless) creatures mirroring the beasts of the natural realm.
  These are just a few of the possible creatures available, but they should 
  be a good starting point to create other elemental animals.
  FIRE CRAB, SMALL 
   
   
  CR 1/2
  XP 200
  N Tiny vermin (fire)
  Init +2; Senses darkvision 60 ft.; Perception +4 
   
  AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
  hp 5 (1d8+1)
  Fort +3; Ref +2; Will +0
  Immune fire, vermin traits
  Weaknesses cold vulnerability
   
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +0 (1d2–2 plus grab and heat)
  Space 2–1/2 ft.; Reach 0 ft.
  Special Attacks constrict (1d2–2), heat (1d4 fire damage) 
   
  Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
  Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)
  Skills Perception +4, Swim +10; Racial Modifiers +4 
  Perception
   
  Environment any warm or hot
  Organization solitary or clutch (2–20)
  Treasure none
  FIRE CRAB, MEDIUM 
   
   
  CR 2
  XP 600
  N Medium vermin (fire)
  Init +1; Senses darkvision 60 ft.; Perception +4
   
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 19 (3d8+6)
  Fort +5; Ref +2; Will +1
  Immune fire, vermin traits
  Weaknesses cold vulnerability
   
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +4 (1d4+2 plus grab and heat)
  Special Attacks constrict (claw) 1d4+2, heat (+1d6 fire 
  damage)
   
  Str 14, Dex 12, Con 14, Int –, Wis 10, Cha 2
  Base Atk +2; CMB +4 (+8 to grapple); CMD 15
  Skills Perception +4, Swim +10; Racial Modifiers +4 
  Perception
   
  Environment any warm or hot
  Organization solitary or clutch (2–20)
  Treasure none
  FIRE FISH 
   
   
  CR 1
  XP 400
  N Small animal (aquatic*, fire)
  Init +6; Senses low-light vision, tremorsense 10 ft.; Perception 
  +7
  Aura heat (5 ft. radius)
   
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 13 (3d8)
  Fort +3; Ref +5; Will +2
  Appendix A:
  New Monsters
  551
  
  Immune fire
  Weaknesses vulnerability to cold
   
  Speed swim 40 ft.
  Melee slam –1 (1d4–4 plus heat) 
  Special Attacks heat (1d4 fire damage)
   
  Str 3, Dex 14, Con 10, Int 1, Wis 12, Cha 5
  Base Atk +2; CMB +0; CMD 12
  Feats Alertness, Improved Initiative
  Skills Perception +7, Sense Motive +3, Swim +15; Racial 
  Modifiers modifies Swim with Dex
   
  Environment Plane of Fire
  Organization solitary or school (4–80)
  Treasure none
   
  Aquatic Firefish can swim and breathe in molten lava as 
  easily as a regular fish in water. They are ‘aquatic’ only in the 
  sense that their natural environment is lava instead of water.
  Amalgamation 
  A large collection of items rises up, forming into a swirling chaos that is 
  the body of this being. The items move about throughout its bulk, somehow 
  not touching one another in their mad dance.
  The amalgamation is a special creation used by certain ancient 
  spellcasters to defend their hordes and treasure vaults—for even should 
  the guardian fall, most of the items being guarded would be destroyed, 
  and hence not fall into enemy hands.
  The creature is composed of a large number of magical and mundane 
  items, and it can use any of them to attack. Because of its magical nature, 
  the amalgamation can even wield magic items such as wands without 
  penalty.
  The amalgamation resembles a vortex or cloud of items 20 ft. in 
  diameter, swirling within a shimmering field of energy. The precise 
  appearance of the construct depends on the items that comprise its bulk.
  AMALGAMATION 
   
   
  CR 20
  XP 307,200
  N Gargantuan Construct
  Init +9; Senses blindsight 100 ft., darkvision 60 ft., low-light 
  vision; Perception +5
   
  AC 25, touch 25, flat-footed 16 (+10 deflection, +9 Dex, –4 
  size)
  hp 225 (30d10+60)
  Fort +10; Ref +19; Will +15 
  DR 10/—; Immune construct traits, magic
   
  Speed 10 ft., fly 50 ft. (perfect)
  Melee varies +33 (damage by weapon)
  Ranged varies +35 (damage by weapon)
  Space 20 ft.; Reach 15 ft.
  Special Attacks multiple attacks, swarm attack (10d6)
   
  Str 24, Dex 28, Con —, Int —, Wis 20, Cha 1
  Base Atk +30; CMB +41; CMD 60 
  SQ item use
   
  Environment underground
  Organization solitary
  Treasure standard (varies with individual Amalgamation)
   
  Item Use (Su)The amalgamation can use any of the items 
  contained within its bulk. When activating magic items, it is 
  considered to be using them as if a person of the required 
  class, with a 20 in any relevant ability scores (or its natural 
  scores, whichever are better). Furthermore, because 
  of its innate magical nature, the save DC against any 
  effects produced by magic items is 2 greater than normal. 
  Finally, it can wield weapons and items as if it were of 
  the appropriate size class for their type, so it suffers no hit 
  penalties for being a Gargantuan construct with such items.
  Unless instructed otherwise, the amalgamation uses items 
  at random from its bulk. However, it does not target them 
  randomly—it uses them with care and precision, as if it had 
  18 Intelligence. Items with limited uses, such as scrolls and 
  wands, are expended normally.
  Multiple Attacks (Ex) The amalgamation can activate and 
  use up to five items per round. It can therefore attack with 
  weapons, activate magic items, hurl alchemical items like 
  thunderstones, or slam random objects against opponents.
  Swarm Attack (Ex) The amalgamation can move over 
  enemies and damage them with the flying weapons and 
  objects composing its bulk. It does this simply by moving 
  over its victims, who are allowed either a DC 34 Reflex save 
  or an attack of opportunity against the amalgamation, at 
  their option.
  Anyone who begins their turn engulfed by the 
  amalgamation takes 10d6 points of damage per round, 
  with a DC 34 Reflex save allowed for half. This is not 
  considered an area effect for the purposes of evasion and 
  similar abilities. The damage inflicted by the amalgamation 
  overcomes all forms of damage reduction except epic. The 
  save DC for both Reflex saves is Dexterity-based. Further, 
  this damage is considered continuous for the purposes of 
  determining if it disrupts spellcasting, concentration and the 
  like.
  Immunity to Magic (Ex) The amalgamation is immune to 
  any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature, as noted below.
  Dispel magic and greater dispel magic can be used to 
  deactivate magic items, as per a targeted item dispel.
  Mage’s disjunction causes it to subside into quiescence for 
  1d4+1 rounds, during which time it is considered helpless.
  Blood Orchid
  This beast has three downward curving “petals” of flesh with a dark, 
  pebbly outer hide and a pallid whitish underside. The petals end with 
  split tip, and converge at the blood orchid’s center. On its underside at the 
  center dangle a swarm of writhing pallid tentacles: 16 manipulator arms 
  and eight thinner tendrils with red eyes at the ends. At the center of these 
  tentacles is a sphincter-shaped mouth at the end of a flexible trunk one 
  foot long and six inches in diameter. At the apex of the creature there is 
  another cluster of eye tendrils. 
  Blood orchids are territorial, xenophobic, and possessive. They rarely 
  form alliances with other creatures, as their alien mindset keeps them from 
  forming any common ground. They regard other races as aberrant and not 
  to be trusted, even other lawful creatures.
  Communication for blood orchids is through a means of empathy/
  telepathy. They have no sense of hearing, which helps render them 
  immune to sonic effects.
  The blood orchid can close its outer petals downward and rest on the 
  ground, where it resembles a rocky nodule or fungus of some kind.
  Blood orchids occasionally develop sorcerous talents, and transform 
  into savants. When their abilities have reached a certain level, they can 
  evolve into a grand savant. Normally each colony of blood orchids is led 
  by a single grand savant, and another cannot evolve while one is present. 
  Typically, a blood orchid savant ready to become a grand savant leaves 
  552
  appendix a: New Monsters
  
  the colony with a few followers, and set out to establish a new brood 
  elsewhere.
  BLOOD ORCHID  
   
  CR 5
  XP 1,600
  LE Large aberration
  Init +5; Senses all-around vision, darkvision 60 ft.; Perception 
  +15
   
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 52 (7d8+21)
  Fort +5; Ref +5; Will +8 
  Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 6 tentacles +7 (1d3+2 plus grab plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain
   
  Str 15, Dex 12, Con 16, Int 11, Wis 12, Cha 13
  Base Atk +5; CMB +8 (+12 to grapple); CMD 19 
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (tentacle)
  Skills Fly +7, Intimidate +10, Knowledge (dungeoneering) 
  +10, Perception +15, Stealth +7; Racial Modifiers +4 
  Perception
  SQ telepathic link
   
  Environment underground
  Organization solitary, brood (3–8), or colony (9–20)
  Treasure standard
   
  All-Around Vision (Ex) A blood orchid sees in all directions at 
  once. It cannot be flanked.
  Blood Drain (Ex) On a successful grapple check with two or 
  more tentacles against a single foe a blood orchid can pull 
  the grappled creature to the mouth on its underside as a 
  free action that does not provoke an attack of opportunity. 
  The mouth latches on and drains blood from the victim. 
  Each round it maintains its grapple, the blood orchid 
  automatically deals 1d4 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood.
  Poison (Ex) Tentacle—injury; save Fort DC 16; frequency 1/
  round for 4 rounds; effect unconsciousness; cure 1 save.
  Telepathic Bond (Ex) Blood orchids communicate through 
  a non-magical telepathic bond. They can sense emotions 
  in other blood orchids at a distance of 100 ft. or less, and 
  emotions in other creatures at a range of five feet. They 
  can communicate mentally with each other through full 
  telepathy at a distance of 20 ft. or less, and can share 
  knowledge very rapidly when touching each other.
  BLOOD ORCHID SAVANT  
   
  CR 6
  XP 2,400
  Blood orchid sorcerer 4
  LE Large aberration
  Init +6; Senses all-around vision, darkvision 60 ft.; Perception 
  +21
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 70 (7d8+4d6+22 plus 3)
  Fort +5; Ref +7; Will +14 
  Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 6 tentacles +9 (1d3+2 plus grab plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain, long limbs
  Bloodline Spell-Like Abilities
  7/day—acidic ray (1d6+1)
  Spells Known (CL 4th; concentration +12)
  2nd (4/day)—touch of idiocy
  1st (7/day)—burning hands, cure light wounds, magic 
  missile, shield
  0 (at will)—daze, detect magic, flare, light, mage hand, 
  resistance
  Bloodline Aberrant
   
  Str 15, Dex 14, Con 14, Int 13, Wis 16, Cha 18
  Base Atk +7; CMB +10 (+14 to grapple); CMD 22 
  Feats Combat Casting, Eschew MaterialsB, Extend Spell, 
  Improved Initiative, Iron Will, Lightning Reflexes, Weapon 
  Focus (tentacle)
  Skills Fly +9, Intimidate +13, Knowledge (arcana) +12, 
  Knowledge (dungeoneering) +11, Perception +21, Spellcraft 
  +10, Stealth +9; Racial Modifiers +4 Perception
  SQ telepathic link
   
  All-Around Vision (Ex) A blood orchid sees in all directions at 
  once. It cannot be flanked.
  Blood Drain (Ex) On a successful grapple check with two or 
  more tentacles against a single foe a blood orchid can pull 
  the grappled creature to the mouth on its underside as a 
  free action that does not provoke an attack of opportunity. 
  The mouth latches on and drains blood from the victim. 
  Each round it maintains its grapple, the blood orchid 
  automatically deals 1d4 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood.
  Poison (Ex) Tentacle—injury; save Fort DC 17; frequency 1/
  round for 4 rounds; effect unconsciousness; cure 1 save.
  Spells: The blood orchid savant replaces its bloodline bonus 
  spells with the following: cure light wounds (3rd), cure 
  moderate wounds (5th), cure serious wounds (7th). Also, 
  blood orchid savants do not cast spells in the same way 
  most creatures do. Their spells require no verbal or material 
  components to be cast, though somatic components 
  (tentacle writhing) is still required.
  Telepathic Bond (Ex) Blood orchids communicate through 
  a non-magical telepathic bond. They can sense emotions 
  in other blood orchids at a distance of 100 ft. or less, and 
  emotions in other creatures at a range of five feet. They 
  can communicate mentally with each other through full 
  telepathy at a distance of 20 ft. or less, and can share 
  knowledge very rapidly when touching each other.
  BLOOD ORCHID GRAND SAVANT  
  CR 9
  XP 6,400
  Blood orchid sorcerer 7
  LE Huge aberration
  Init +5; Senses all-around vision, darkvision 60 ft.; Perception 
  +22
   
  AC 22, touch 12, flat-footed 20 (+2 deflection, +1 Dex, +1 
  dodge, +10 natural, –2 size)
  hp 117 (7d8+7d6+56 plus 6)
  Fort +8; Ref +7; Will +15 
  Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 6 tentacles +14 (1d3+6 plus grab plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain, long limbs
  Bloodline Spell-Like Abilities
  8/day—acidic ray (1d6+1)
  Spells Known (CL 7th; melee touch +13, ranged touch +8)
  3rd (5/day)—lightning bolt (DC 18), vampiric touch
  2nd (7/day)—cure moderate wounds, false life, scorching 
  ray, touch of idiocy
  553
  appendix a: New Monsters
  
  1st (8/day)—burning hands, color spray (DC 16), cure light 
  wounds, mage armor, magic missile, shield
  0 (at will)—daze, dancing lights, detect magic, flare, light, 
  mage hand, resistance
  Bloodline Aberrant
   
  Str 23, Dex 13, Con 18, Int 13, Wis 16, Cha 20
  Base Atk +8; CMB +15 (+19 to grapple); CMD 26 
  Feats Arcane Strike, Combat CastingB, Dodge, Eschew 
  MaterialsB, Extend Spell, Improved Initiative, Iron Will, 
  Lightning Reflexes, Weapon Focus (tentacle)
  Skills Fly +7, Intimidate +14, Knowledge (arcana) +14, 
  Knowledge (dungeoneering) +11, Perception +22, Spellcraft 
  +12, Stealth +8; Racial Modifiers +4 Perception
  SQ telepathic link
  Gear ring of protection +2
   
  All-Around Vision (Ex) A blood orchid sees in all directions at 
  once. It cannot be flanked.
  Blood Drain (Ex) On a successful grapple check with two or 
  more tentacles against a single foe a blood orchid can pull 
  the grappled creature to the mouth on its underside as a 
  free action that does not provoke an attack of opportunity. 
  The mouth latches on and drains blood from the victim. 
  Each round it maintains its grapple, the blood orchid 
  automatically deals 1d4 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood.
  Poison (Ex) Tentacle—injury; save Fort DC 21; frequency 1/
  round for 4 rounds; effect unconsciousness; cure 1 save.
  Spells: The blood orchid savant replaces its bloodline bonus 
  spells with the following: cure light wounds (3rd), cure 
  moderate wounds (5th), cure serious wounds (7th). Also, 
  blood orchid savants do not cast spells in the same way 
  most creatures do. Their spells require no verbal or material 
  components to be cast, though somatic components 
  (tentacle writhing) is still required.
  Telepathic Bond (Ex) Blood orchids communicate through 
  a non-magical telepathic bond. They can sense emotions 
  in other blood orchids at a distance of 100 ft. or less, and 
  emotions in other creatures at a range of five feet. They 
  can communicate mentally with each other through full 
  telepathy at a distance of 20 ft. or less, and can share 
  knowledge very rapidly when touching each other.
  Bone Crawler
  Unarmored, the bone crawler is a fleshy disc-shaped lump 
  approximately six ft. in diameter, with a slightly concave top. The bottom 
  curves downward, and ends with a circular mouth at its nadir. From the 
  central mass sprout several dozen tentacles, each specialized to perform 
  different functions: stubby muscular ones provide movement, thin graceful 
  tendrils are tipped with sensory organs, and the long, limber whipfronds 
  are used as a means of attack and manipulation. The flesh of a bone 
  crawler ranges from olive green to slate grey to jet black.
  When it is encased in bone armor, the bone crawler appears much 
  different. When still, it resembles a 15 ft. diameter mound of bones, piled 
  haphazardly together. A canny observer may note fleshy tendrils or roots 
  webbed through the mass. Once it begins to move, the armored crawler 
  is a whirling nightmare of interlocked bones forming a 15 ft. diameter 
  central mass, with bony tentacles extending out from it in all directions. 
  The bone crawler is an unusual aberration that girds itself with 
  hardened bones, fused together and manipulated by lenticular limbs called 
  whipfronds, to serve as both a weapon and a defense. 
  Bone crawlers exist by attacking and killing just about anything they 
  can come to grips with. They feast upon the flesh of their enemies, then 
  integrate the bones of their prey into their armor, repairing any damage it 
  has sustained. Some bone crawlers have been known to seek out crypts 
  and graveyards, exhuming bodies for their bones.
  BONE CRAWLER  
   
  CR 12
  XP 19,200
  N Huge aberration
  Init +3; Senses blindsight 60 ft.; Perception +15
   
  AC 11, touch 11, flat-footed 8 (+3 Dex, –2 size); or AC 18, 
  touch 8, flat-footed 18 (+10 natural armor, –2 size) in bone 
  armor
  hp 114 (12d8+60)
  Fort +13; Ref +9; Will +10
  Defensive Abilities bone armor, cannot be flanked; SR 23
   
  Speed 20 ft. in bone armor (30 ft. base); climb 10 ft.
  Melee up to 12 bone blades +16 (1d8+8/19–20) and/or up to 
  12 whipfronds +15 (1d4+8)
  Space 15 ft.; Reach 10 ft.
  Special Attacks bone blades, whipfronds, whirling frenzy
   
  Str 26, Dex 16, Con 21, Int 9, Wis 15, Cha 9
  Base Atk +9; CMB +19; CMD 32
  Feats Cleave, Improved Critical (bone blade), Lightning 
  Reflexes, Lunge, Power Attack, Weapon Focus (bone blade)
  Skills Acrobatics +9, Climb +25 (+15 in bone armor), Disguise 
  +5 (+15 disguised as mound of bones), Perception +15, 
  Stealth +8; Racial Modifiers when in bone armor, a bone 
  crawler gains a +10 on disguise checks to resemble a 
  mound of bones, and takes a –10 armor check penalty on 
  Climb checks
  Languages Aklo
   
  Environment underground
  Organization solitary
  Treasure standard
   
  Bone Armor (Ex) The bone crawler is normally encountered 
  encased in a shell of iron-hard bones. This shell has a 
  hardness of 10, takes half damage from energy attacks 
  (except sonic attacks) and has hit points equal to 10 x 
  (HD + 1). Bone armor weighs 1 pound per hit point. It can 
  take damage like any object, though it receives the bone 
  crawler’s saving throws and spell resistance. Unlike carried 
  objects, area of effect attacks require the bone crawler 
  to roll a separate saving throw for its bone armor, even if it 
  makes the saving throw itself. Spell resistance is checked just 
  once for the overall creature and its armor, however. While 
  it bears bone armor, the bone crawler receives no bonus to 
  AC for its Dexterity. 
  After the first 10 hit points of damage, every 10 hit points 
  worth of bone armor provides the bone crawler with one 
  bone blade that it can use in melee as described below. 
  As its armor receives damage, it likewise loses these bone 
  blades. The last 10 hit points of bone armor represent those 
  protecting the main body itself; until the armor is destroyed, 
  the central body is considered to have total cover.
  A bone crawler can repair its armor by absorbing new 
  bones into its mass. This requires a 24-hour period while 
  enzymes secreted by specialized tendrils harden the bone. 
  The number of hit points gained depends on the size of 
  the skeleton or bone collection absorbed: a Tiny skeleton 
  repairs 1 hit point, a Small skeleton 1d4 hit points, a Medium 
  skeleton 2d4 hit points, and Large and larger skeletons 
  4d4 hit points. Note that skeletons of Huge size and larger 
  contain many bones that are too large for the bone crawler 
  to absorb effectively into its mass, which is why the hit points 
  gained do not increase after Large size.
  Bone Blade (Ex) The bone crawler has a number of bony 
  554
  appendix a: New Monsters
  
  limbs that it can manipulate with its whipfronds. When 
  attacking with these, it gains its full attack bonus as a 
  primary weapon attack. It can only attack a creature or 
  creatures in a single 5 ft. square with a maximum of 4 bone 
  blades at once. Sunder attacks directed at bone blades do 
  damage to the creature’s bone armor (see above).
  Whipfrond (Ex) The bone crawler’s primary attacking 
  tentacles are called whipfronds. It has one whipfrond per hit 
  die. A whipfrond can be severed with a successful Sunder 
  attack with a slashing weapon that inflicts, in a single blow, 
  a number of points of damage equal to or greater than the 
  bone crawler’s hit dice. Whipfronds cannot be sundered 
  while encased in bone armor; the armor must be destroyed 
  first. As with the bone blades, the bone crawler can only 
  attack a single 5 ft. square area with up to 4 whipfronds at a 
  time, no more.
  Whirling Frenzy (Ex) As a full round action the bone crawler 
  may whirl its bone blades around it in a swirling storm 
  of sharpened edges. This attack inflicts 1d8+4 points of 
  damage per three bone blades used (round down) on 
  anyone within the bone crawler’s reach. A DC 19 Reflex 
  save is allowed to take only half damage from this attack; 
  alternately, a targeted creature may opt instead to make 
  an attack of opportunity against the bone crawler instead. 
  The save DC is Dexterity-based.
  Carrion Claw
  This insect-like horror has six large, spear-like legs and a poison bite. 
  It crawls about on hundreds of legs, using its six spears to impale victims 
  which it then bites. It resembles a centipede. Its body is covered with tiny 
  hair-like barbs that allow this creature to grapple a man sized or smaller 
  opponent.
  Carrion claws have a preferential taste for elf flesh, and seek to attack 
  and eat elves before other opponents. It does not like halfling flesh, and 
  kills, but does not devour, halflings. The creature can climb any surface, 
  even hanging upside down from the ceiling if desired. The carrion claw is 
  terrified of and hates magical light.
  CARRION CLAW  
  CR 6
  XP 2,400
  NE Large magical beast
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
   
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 51 (6d10+12 plus 6)
  Fort +7; Ref +7; Will +3 
  Weaknesses light sensitivity, vulnerable to magical light
   
  Speed 40 ft., climb 40 ft.
  Melee 6 claws +10 (1d6+4 plus grab), bite +9 (1d3+4 plus 
  paralysis)
  Space 10 ft.; Reach 5 ft.
  Special Attacks hatred of elves (+1 to hit and damage), 
  paralysis (1d4 hours, DC 15)
   
  Str 18, Dex 14, Con 14, Int 4, Wis 12, Cha 11
  Base Atk +6; CMB +11 (+15 to grapple); CMD 23 (can’t be 
  tripped) 
  Feats Improved Initiative, Toughness, Weapon Focus (claw)
  Skills Climb +17, Perception +6, Stealth +11; Racial Modifiers 
  +8 Stealth
  SQ superior climbing
   
  Environment underground or temperate forest
  Organization solitary, gang (2–5) or fist (5–30)
  Treasure incidental
   
  Superior Climbing (Ex) A carrion claw need not make Climb 
  checks to traverse a vertical or horizontal surface (even 
  upside down). It retains its Dexterity bonus to Armor Class 
  while climbing, and opponents get no special bonus to their 
  attacks against it. It cannot, however, use the run action 
  while climbing.
  Vulnerable to Magical Light (Ex) A carrion claw that is the 
  target of a spell with the light descriptor must succeed on a 
  Will save or be dazed for 1 round. The Will save DC is equal 
  to 10 + the spell level + the caster’s key ability.
  Crimson Death
  Seemingly made of red vapor, the crimson mist is an outstanding stealth 
  hunter. The crimson death is vaguely humanoid in appearance, with arms, 
  torso and a head being discernible. The creature has no distinct facial 
  features, other than 2 glowing points where eyes should be.
  A crimson death attacks from ambush, usually hiding in naturally 
  occurring fog and waiting for potential prey to wander close. Often times, 
  a crimson death uses sound (imitating cries for help, for example) in an 
  attempt to lure a victim into its grasp.
  CRIMSON DEATH  
   
  CR 10
  XP 9,600
  NE Medium aberration 
  Init +8; Senses darkvision 60 ft.; Perception +29
   
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 127 (17d8+51) 
  Fort +10; Ref +11; Will +15 
  DR 5/magic and silver; SR 21
   
  Speed 60 ft. (30 ft. after feeding)
  Melee 2 tentacles +17 (1d6 plus engulf)
  Special Attacks engulf (DC 18, 1d6 plus 1d6 Con)
   
  Str 11, Dex 18, Con 16, Int 17, Wis 16, Cha 16
  Base Atk +12; CMB +16; CMD 26 
  Feats Agile Maneuvers, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Skill Focus (Perception), Skill 
  Focus (Stealth), Weapon Finesse, Weapon Focus (tentacles)
  Skills Climb +20, Escape Artist +24, Knowledge 
  (dungeoneering) +23, Perception +29, Stealth +30 (+42 in 
  mist or fog), Survival +23, Swim +20; Racial Modifiers +12 
  Stealth in mist or fog
  Languages Aklo (can’t speak)
  SQ susceptibility
   
  Environment swamp or underground
  Organization solitary
  Treasure incidental
   
  Engulf (Ex) When a crimson death strikes a target with one 
  of its tentacles, it can immediately make an engulf attack, 
  including moving into the opponent’s square. Targeted 
  creatures can make attacks of opportunity against the 
  crimson death, but if they do so, they are not entitled to 
  a saving throw against the engulf attack. Those who do 
  not attempt attacks of opportunity can attempt a Reflex 
  (DC 18) save to avoid being engulfed—on a success, they 
  are pushed back or aside (target’s choice) as the crimson 
  death moves forward. Engulfed opponents gain the pinned 
  condition, are in danger of suffocating, are trapped 
  within the crimson death’s body until they are no longer 
  555
  appendix a: New Monsters
  
  pinned, and suffer 1d6 points of damage and 1d6 points of 
  Constitution damage every round. A victim reduced to 0 
  Constitution dies. The save DC is Strength-based.
  Susceptibility (Ex) After draining its victim’s Constitution, 
  the crimson death, sated from its feeding, moves at half 
  its normal speed, loses its racial bonus to Stealth checks 
  (because it flushes crimson, hence the name), and suffers a 
  –4 circumstance penalty to AC. These effects last for 1 hour.
  Defender globe
  This small glowing orb radiates light similar to that of a lantern. Small 
  filaments of electrical energy dance across its illuminated surface.
  This small outsider is bound by spellcasters using the summon monster 
  III or lesser planar binding spells, serving for up to 1 day per caster level. 
  Using more powerful incantations can bind the globes for longer periods 
  (GM’s discretion). They can understand, but not speak, any language 
  spoken by their summoner. The summoned globes can understand simple 
  orders, and carries out their last order until destroyed or dismissed.
  DEFENDER GLOBE 
   
  CR 3
  XP 800
  N Small outsider (elemental, native)
  Init +3; Senses darkvision 60 ft.; Perception +8
   
  AC 17, touch 17, flat-footed 13 (+2 deflection, +3 Dex, +1 
  dodge, +1 size)
  hp 26 (4d10+4)
  Fort +2; Ref +7; Will +5 
  Defensive Abilities awareness, defensive aura; Immune 
  electricity; Resist cold 10, fire 10
   
  Speed 5 ft., 40 ft. fly (perfect)
  Ranged electrical bolt +8 (2d6 electricity)
  Spell-Like Abilities (CL 4th)
  Continuous—light
   
  Str 4, Dex 16, Con 12, Int 4, Wis 12, Cha 14
  Base Atk +4; CMB +0; CMD 16 (can’t be tripped) 
  Feats Dodge, Mobility
  Skills Fly +20, Knowledge (planes) +4, Perception +8 
   
  Environment any
  Organization solitary
  Treasure incidental
   
  Awareness (Ex) A defender globe cannot be surprised or 
  flanked.
  Defensive Aura (Ex) A defender globe adds its Charisma 
  bonus to its AC and CMD as a deflection bonus.
  Flight (Su) A defender globe can cease or resume flight 
  as a free action. The ability is supernatural, so it becomes 
  ineffective in an antimagic field, and the defender globe 
  loses its ability to fly for as long as the antimagic effect persists.
  Demon, Pestilenzi
  These putrid creatures reek of decay and rot. Appearing as small 
  cherubs covered in sores and weeping wounds, the small stature of these 
  demons belies their danger and destructive potential.
  Pestilenzi demons are hideous, hateful creatures born to spread disease 
  and dismay. These little beasts spread contagion where ever they go, 
  always seeking to have their work carry on without them. The pestilenzi 
  may be summoned with a summon monster III or lesser planar binding 
  spell. They are spiteful, difficult to control, and generally terrible little 
  monsters.
  PESTILENZI DEMON 
   
  CR 3
  XP 800
  CE Small outsider (chaotic, demon, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +9
   
  AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
  hp 30 (4d10+8)
  Fort +6; Ref +10; Will +3
  DR 5/cold iron or good; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10
   
  Speed 20 ft., fly 60 ft. (perfect)
  Melee bite +5 (1d6 plus 1d6 acid and pestilenzi rot)
  Spell-Like Abilities (CL 8th)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  invisibility (self only)
  3/day—grease, summon swarm, whispering wind
  1/day—summon (level 3, 1 pestilenzi or 1d4 dretches, 40%)
   
  Str 11, Dex 18, Con 14, Int 9, Wis 15, Cha 12
  Base Atk +4; CMB +3; CMD 17
  Feats Improved Initiative, Lightning Reflexes
  Skills Bluff +8, Fly +21, Knowledge (planes) +6, Perception +9, 
  Stealth +15
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
   
  Environment any (Abyss)
  Organization solitary or rash (2–12)
  Treasure none
   
  Pestilenzi Rot (Su) Disease—bite; save Fort DC 14; onset 1 
  minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; 
  cure —. A creature suffering from pestilenzi rot cannot 
  recover naturally over time. Anyone casting a conjuration 
  (healing) spell on the afflicted creature must succeed on 
  a DC 10 caster level check, or the spell is wasted and the 
  healing has no effect. Anyone who dies from pestilenzi rot 
  turns to dust and cannot be raised without a resurrection or 
  greater magic. The save DC is Constitution-based.
  Devouring Mist
  This drifting nightmare resembles a cloud of dark red vapor about 10 ft. 
  in diameter.
  Spawned of the dreams of the Bloodwraith, devouring mists are undead 
  composed of equal parts blood and malice, wedded together by negative 
  energy. They drift the halls of the Bloodways, looking for living prey to 
  feed on and torment. When they strike, they surround their enemies and 
  draw their blood from their bodies. 
  Devouring mists are possessed of a malicious cunning. They are quite 
  capable of blending into the mists of the Bloodways so as to take their prey 
  unaware. They may also follow creatures for a time and attack when they 
  are distracted or preoccupied. A devouring mist may even stalk its prey over 
  hours or even days, striking again and again, in effect milking them of blood.
  DEVOURING MIST  
  CR 10
  XP 9,600
  NE Large undead (swarm)
  Init +4; Senses darkvision 60 ft.; Perception +26
   
  AC 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, –1 size)
  hp 133 (14d12+42)
  556
  appendix a: New Monsters
  
  Fort +9; Ref +10; Will +12 
  Defensive Abilities channel resistance +4, swarm traits; 
  Immune undead traits, weapon damage; SR 24
  Weaknesses swarm traits
   
  Speed fly 40 ft. (perfect)
  Melee swarm (blood drain)
  Space 10 ft.; Reach 0 ft.
  Special Attacks create spawn, distraction (DC 20)
   
  Str 1, Dex 19, Con —, Int 8, Wis 16, Cha 16
  Base Atk +10; CMB —; CMD—
  Feats Dodge, Great Fortitude, Improved Channel 
  Resistance, Lightning Reflexes, Mobility, Skill Focus 
  (Perception), Skill Focus (Stealth)
  Skills Fly +27, Perception +26, Stealth +20 (+30 in the 
  Bloodways); Racial Modifiers +10 circumstance bonus on 
  Stealth checks while in the red mists of the Bloodways
   
  Environment underground (the Bloodways)
  Organization solitary
  Treasure none
   
  Blood Drain (Ex) Creatures in the devouring mist’s space 
  at the end of its movement each round take 1d4 points of 
  Constitution damage as it siphons blood out of the victim’s 
  body. For every point so drained, the devouring mist heals 
  5 hit points of damage. Creatures without blood take no 
  damage from the devouring mist.
  Create Spawn (Su) Any creature slain by a devouring mist 
  rises as a vampire spawn in 1d4 days, unless the remains are 
  blessed. If the victim had more than 5 hit dice, there is a 1% 
  chance per hit die that it arises as a full-fledged vampire 
  instead, or a 5% chance per hit die if the victim was of the 
  humanoid type.
  Ebon Ooze
  This is a jet-black, loathsome mass in a roughly spherical shape that 
  slithers forward with a wet slurping sound.
  The ebon ooze is a cousin of the black pudding. It has an affinity for 
  negative energy, and tends to dwell in locations near undead and evil 
  priests. Unlike most oozes, an ebon ooze is intelligent, and takes great 
  pleasure in stalking and devouring living creatures. Although it is not 
  harmed by sunlight, the ebon ooze finds it painful, and usually takes 
  shelter in a dark, shady location if outdoors during the day. 
  Ebon oozes are ambush predators, using terrain to their advantage to 
  conceal itself until prey draws near. If it feels it clearly outmatches its 
  prey, an ebon ooze may choose to forego grabbing and killing it outright, 
  instead stalking and toying with it. However, when facing a clearly 
  superior opponent, the ebon ooze is not afraid to retreat, and generally 
  tries to have some means of escape should a fight go against it, such as a 
  deep, narrow crevice or the bottom of a deep pool.
  EBON OOZE 
   
   
   
  CR 6
  XP 2,400
  NE Huge ooze
  Init +2; Senses blindsight 60 ft.; Perception +2
   
  AC 6, touch 6, flat-footed 6 (–2 Dex, –2 size)
  hp 100 (8d8+56 plus 8)
  Fort +9; Ref +2; Will +4
  Defensive Abilities negative energy affinity; Immune acid, 
  disease, ooze traits, sonic
   
  Speed 20 ft., swim 20 ft.
  Melee slam +12 (3d6+10 plus 2d6 acid plus grab)
  Space 15 ft.; Reach 10 ft. 
  Special Attacks disease (slimy doom, DC 21)
   
  Str 24, Dex 7, Con 24, Int 8, Wis 14, Cha 3
  Base Atk +6; CMB +15 (+19 to grapple); CMD 23 (can’t be 
  tripped) 
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Stealth), ToughnessB, Weapon Focus (slam)
  Skills Stealth +1 
   
  Environment underground 
  Organization solitary
  Treasure standard
   
  Negative Energy Affinity (Ex) An ebon ooze is healed by 
  negative energy attacks, and harmed by positive energy, 
  as if it were undead.
  Slimy Doom (Ex) Slam—injury; save Fort DC 21; onset 1 
  day; frequency 1 day; effect 1d4 Con damage; cure 2 
  consecutive saves.
  Fungus Man
  These small, non-aggressive plant-men appear to be mobile toadstools, 
  with brightly colored caps, stubby arms and thick, trunk-like legs. They do 
  not speak, but they hold up their hands in a sign of peace or supplication.
  Fungus men are an extremely peaceful and easy-going race of intelligent 
  plants. They are bipedal, in a squat, humanoid fashion. The fungus men 
  are sexless, and reproduce by means of spore clouds. They lack the 
  appendages for fine manipulation of objects, but are quite dexterous in 
  their own way. The fungus men are fiercely loyal to their fungus man king, 
  and attack immediately if it is threatened. 
  FUNGUS MAN 
   
   
  CR 2
  XP 600
  N Small plant 
  Init +2; Senses low-light vision; Perception +9
   
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 16 each (3d8+3) 
  Fort +4; Ref +3; Will +2 
  DR 5/slashing or piercing; Immune poison, plant traits, Resist 
  cold 5
  Weaknesses vulnerable to fire
   
  Speed 20 ft.
  Melee slam +5 (1d3–2)
  Special Attacks spore cloud
   
  Str 6, Dex 15, Con 13, Int 9, Wis 12, Cha 10
  Base Atk +2; CMB +3; CMD 11 
  Feats Agile Maneuvers, Skill Focus (Perception), Weapon 
  FinesseB
  Skills Perception +9, Stealth +10 
   
  Environment underground
  Organization pod (4–16), branch (17–30), colony (30+, plus a 
  fungus man king)
  Treasure incidental
   
  Spore Cloud (Ex) Once per round as a standard action, 
  a fungus man can release a cloud of noxious spores. All 
  living creatures within 5 ft. must make a DC 12 Fortitude 
  save or become nauseated for 1d4+1 rounds. The save DC 
  is Constitution-based. This is a poison effect, and once a 
  557
  appendix a: New Monsters
  
  creature successfully saves it is immune to the spore cloud of 
  that particular fungus man for 24 hours.
  FUNGUS MAN KING 
   
  CR 4
  XP 1,200
  Male giant fungus man
  N Medium plant 
  Init +1; Senses low-light vision; Perception +12
   
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 45 (6d8+18) 
  Fort +8, Ref +3, Will +5 
  DR 5/slashing or piercing; Immune poison, plant traits, Resist 
  cold 5
  Weaknesses vulnerable to fire
   
  Speed 20 ft.
  Melee slam +5 (1d4)
  Special Attacks spore cloud
   
  Str 10, Dex 13, Con 17, Int 9, Wis 12, Cha 10
  Base Atk +4; CMB +5; CMD 15 
  Feats Agile Maneuvers, Iron Will, Skill Focus (Perception), 
  Weapon FinesseB
  Skills Perception +12, Stealth +5 
   
  Spore Cloud (Ex) Once per round as a standard action, 
  a fungus man can release a cloud of noxious spores. All 
  living creatures within 5 ft. must make a DC 16 Fortitude 
  save or become nauseated for 1d4+1 rounds. The save DC 
  is Constitution-based. This is a poison effect, and once a 
  creature successfully saves it is immune to the spore cloud of 
  that particular fungus man for 24 hours.
  gibbering Abomination
  A horrifying expanse of fused faces and parts of faces, the gibbering abom-
  ination is the result of foul arcane experiments studying the creation of chime-
  rical creatures. It bears a close superficial resemblance to a gibbering mouther 
  or lesser gibbering orb, and may be mistaken for one of those, but they are no 
  true relation. Instead, the gibbering abomination has been cobbled together 
  from the faces and organs of dozens of humanoid creatures; its innards are a 
  bizarre tangle of brains, hearts, and other organs. The gibbering abomination 
  is in constant pain as a result of the process that created it, haunted by half-
  remembered memories from the creatures it was composed from. 
  Gibbering abominations have clear memories of the experiments and 
  procedures they suffered in their formation, and value nothing more than 
  their own personal freedom. Beyond that, their constant anguish has given 
  them a hateful attitude toward other creatures.
  GIBBERING ABOMINATION 
  CR 13
  XP 25,600
  CE Large aberration
  Init +7; Senses all-around vision, darkvision 60 ft., tremorsense 
  60 ft.; Perception +18
   
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 162 (13d8+91 plus 13); fast healing 3
  Fort +13; Ref +8; Will +8 
  Defensive Abilities amorphous; DR 10/bludgeoning; Immune 
  critical hits, nausea, pain, precision damage, sickening; 
  Resist electricity 10, sonic 10
   
  Speed 10 ft., climb 10 ft.
  Melee 6 bites +13 (1d8+4 plus grab /19–20)
  Space 10 ft.; Reach 5 ft.
  Special Attacks arcane frenzy, blood drain, disruptive 
  cacophony
  Spell-like Abilities (CL 13th; ranged touch +12)
  At will—blur, confusion (single target only, DC 18), daze 
  monster (no HD limit, DC 16), dispel magic, enfeeblement 
  (as ray but no ranged attack required, DC 15), fear (single 
  target only DC 18), freedom of movement, freezing ray (as 
  scorching ray but cold damage) overland flight, telekinesis 
  (325 pounds max, DC 19)
   
  Str 18, Dex 16, Con 25, Int 10, Wis 6, Cha 19
  Base Atk +9; CMB +14 (+18 to grapple); CMD 27 (can’t be 
  tripped)
  Feats Combat Reflexes, EnduranceB, Great Fortitude, 
  Improved Critical (bite), Improved Initiative, Iron Will, 
  Lightning Reflexes, Toughness, Weapon Focus (bite)
  Skills Climb +12, Fly +9, Knowledge (dungeoneering) +9, 
  Perception +18, Spellcraft +12, Stealth +15, Survival +10; 
  Racial Modifiers +4 Perception
  Languages Aklo
  SQ deathless
   
  Environment forest or underground
  Organization solitary
  Treasure standard
   
  All-around Vision (Ex) A gibbering abomination sees in all 
  directions at once. It cannot be flanked List special ability 
  info here. 
  Amorphous (Ex) A gibbering abomination’s body is 
  malleable and shapeless. It is immune to precision damage 
  (like sneak attacks) and critical hits, and can move through 
  an area as small as one-quarter its space without squeezing 
  or one-eighth its space when squeezing.
  Arcane Frenzy (Ex) A gibbering abomination is capable 
  of using its spell-like abilities more frequently than other 
  creatures. It may use a single spell-like ability each round 
  as a swift action, two spell-like abilities as a standard 
  action, or four spell-like abilities as a full-round action; it 
  may not choose to do more than one of these in the same 
  round, and cannot use this ability in the same round it 
  uses Disruptive Cacophony. When engaging in an arcane 
  frenzy, the gibbering abomination may use the same spell-
  like ability multiple times, but may not use the same spell-
  like ability against the same target twice in one round. If 
  more than one spell-like ability is used, the specific spell-like 
  abilities and their targets must be determined before any 
  effects are determined, including saves and attack rolls.
  Blood Drain (Ex) On a successful grapple check after 
  grabbing, several of the creature’s mouths attach to its 
  target. Each round it maintains its grapple, the gibbering 
  abomination automatically deals 3d6+12 points of bite 
  damage and 1 point of Constitution damage as it drains its 
  victim’s blood.
  Deathless (Su) When a gibbering abomination is slain, it is 
  not truly dead, and 1 hour later it returns to life at 0 hit points, 
  allowing fast healing thereafter to resume healing it. A 
  gibbering abomination can be permanently destroyed only 
  with death magic or complete incineration of its remains 
  (such as dumping it into a pool of magma).
  Disruptive Cacophony (Su) As a free action the gibbering 
  abomination may produce a horrible quasi-arcane 
  chanting that is highly disruptive to nearby magic effects. 
  Any creature that can clearly hear this chanting (maximum 
  range 100 ft.) must make a concentration check (DC 20 
  plus level of spell) to successfully cast a spell or use a spell-
  like ability. The check DC is Charisma-based. A gibbering 
  abomination that uses this ability may not use any of its spell-
  like abilities on its current turn, or until the start of its next turn.
  Pain Immunity (Ex) Because the gibbering abomination 
  558
  appendix a: New Monsters
  
  is already in incredible pain, it is immune to any effect or 
  condition caused as a result of extreme pain or agony. This 
  ability does not protect it against any physical damage it 
  might suffer as well, however.
  gibbering Abomination Variants
  As the result of the twisted experiments that created them, no two gib-
  bering abominations have the same selection of spell-like abilities. The 
  abilities listed in the stat block above are merely an example of a typical 
  specimen—if such a term could be applied to a creature as bizarre as this.
  When creating new gibbering abominations, use the following guide-
  lines to assist in assigning spell-like abilities to the creature:
  1 The abomination should have between 8 and 12 spell-like abilities, 
  with a combined total spell level of 38–45.
  2 Roughly half the spell-like abilities should be derived from 1st to 
  3rd–level spells, and the other half 4th to 6th–level spells. Just one should 
  be of 7th to 9th level; the higher level that spell is, the more it should be a 
  non-primary combat spell effect. 
  3 Any spell with an area effect should be changed to affect a single 
  target only with a range of Close. Similarly, any spell that would normally 
  generate a ray effect no longer needs a ranged touch attack to hit, but if the 
  spell would normally generate multiple rays, any additional rays are lost. 
  4 Any caps for maximum hit dice of creatures affected should be re-
  moved, but other level-dependent caps, such as maximum number of dice 
  of damage, should remain.
  5 Do not use spell-like abilities with casting times greater than one 
  standard action, such as most summoning spells.
  6 In general, it is best to pick spell-like abilities with a balance of of-
  fensive, defensive, tactical, and utilitarian spell effects. However, creating 
  a gibbering abomination focused for a particular task is certainly possible, 
  as the mad beings who created it may have designed it with just such a 
  purpose in mind.
  gibbering Orb
  These great masses of floating amorphous flesh appear to be covered in 
  bloodshot, weeping eyes and disgustingly vile mouths. The gibbering orb 
  is a pulsing mass of sickly greyish-green flesh, roughly 20 ft. in diameter. 
  The orb distends and undulates as it flies, seeming to spasm through the 
  air rather than fly. The creature does not seem to have a top or bottom, nor 
  does it have any form of appendages for handling objects.
  These great harbingers of insanity and chaos are fortunately very rare 
  indeed. Locked away by whatever powers preserve order and sanity, the 
  gibbering orbs occasionally make their way to the civilized world to satiate 
  its ravenous hunger for sentient beings. While the gibbering orb looks 
  like a mass of chaotic, insanely impossible flesh, it is a clever and very 
  intelligent adversary. If any being is so foolish as to attack a gibbering orb, 
  it hurls itself at its foes with complete abandon, somehow making tactical 
  decisions despite its completely random approach to destruction.
  GIBBERING ORB  
   
  CR 27
  XP 3,276,800
  CE Huge aberration
  Init +16; Senses darkvision 60 ft.; Perception +37
   
  AC 48, touch 32, flat-footed 36 (+12 Dex, +12 insight, +16 
  natural, –2 size)
  hp 337 (27d8+216)
  Fort +17; Ref +21; Will +24 
  Defensive Abilities all-around vision; DR 10/epic; Immune 
  critical hits, flanking; SR 37
   
  Speed 5 ft., fly 20 ft. (good)
  Melee 12 bites +30 (2d8+11/19–20 plus grab)
  Ranged 24 eye rays +31 touch 
  Space 15 ft.; Reach 10 ft.
  Special Attacks eye rays, gibbering (60 ft., Will DC 29), steal 
  spell, steal spell-like ability, swallow whole (4d8 constriction 
  damage plus 3d10 acid damage, AC 18, hp 33)
  Spell-like Abilities (CL 27th, save DC 16 + spell level)
  At will— two stolen spells or spell-like abilities per round
   
  Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22
  Base Atk +20; CMB +33 (+37 to grapple); CMD 55 (can’t be 
  tripped) 
  Feats Bleeding Critical, Critical Focus, Die Hard, Endurance, 
  Flyby Attack, Greater Vital Strike, Improved Initiative, 
  Improved Critical (bite), Improved Iron Will, Improved 
  Vital Strike, Iron Will, Vital Strike, Weapon Focus (eye ray), 
  Weapon Focus (bite)
  Skills Acrobatics +42, Bluff +33, Diplomacy +33, Escape Artist 
  +42, Fly +42, Heal +34, Intimidate +36, Knowledge (arcana) 
  +45, Knowledge (dungeoneering) +42, Knowledge (history) 
  +42, Knowledge (local) +42, Knowledge (planes) +45, 
  Linguistics +42, Perception +41, Sense Motive +34, Spellcraft 
  +45 , Stealth +34, Survival +37, Use Magic Device +33; Racial 
  Modifiers +4 Perception
  Languages all
  SQ flight
   
  Environment any
  Organization solitary
  Treasure standard
   
  Eye Rays (Su) Two dozen of the eyes can each produce a 
  magical ray each round, with each eye emulating a spell 
  from among the list of spells below (CL 27th). The save DCs, 
  where applicable, are 16 + spell level. A gibbering orb has 
  no directional limitations on where it can point its eye rays, 
  because the eyes orbiting around its body drift and float 
  wherever needed. However, a gibbering orb can never aim 
  more than five rays at any single target, due to limitations of 
  aiming. All rays have a range of 150 ft. Each of these effects 
  functions as a ray, regardless of the normal parameters of 
  the spell it resembles. That is, each is usable against a single 
  target and requires a ranged touch attack. The eye rays 
  are: cone of cold, disintegrate, dominate monster, energy 
  drain, feeblemind, finger of death, flesh to stone, greater 
  dispel magic, harm, hold monster, horrid wilting, implosion, 
  inflict critical wounds, lightning bolt, magic missile, mage’s 
  disjunction, irresistible dance, baleful polymorph, power 
  word blind, power word kill, power word stun, prismatic 
  spray, slay living, and temporal stasis.
  Flight (Ex) The gibbering orb’s body is naturally buoyant. 
  This buoyancy allows it to fly as the spell, as a free action, at 
  a speed of 20 ft. This buoyancy also grants it a permanent 
  feather fall effect with personal range. 
  Gibbering (Su) The cacophony of speech emanating from 
  the scores of mouths that make up the orb forces all within 
  60 ft. of the creature to succeed at a DC 29 Will save each 
  round or suffer the effects of an insanity spell.
  Steal Spell/Steal Spell-Like Ability (Su) When a creature dies 
  by being swallowed whole (or when a creature killed by 
  the gibbering orb in some other fashion is eaten by it), the 
  gibbering orb absorbs the creature’s known spells, prepared 
  spells, and spell-like abilities. The orb can use any two of 
  those abilities per round as a free action. Each originates 
  from an eye that is not producing an eye ray (see above) 
  that round. Stolen spells and spell-like abilities are lost after 
  24 hours.
  559
  appendix a: New Monsters
  
  gibbering Orb, Lesser
  These hideous masses of floating flesh appear to be covered with staring 
  eyes and hungry mouths. The lesser gibbering orb is a pulsing mass of 
  sickly greyish-green flesh, roughly 8 ft. in diameter. The orb seems to fly in 
  starts and fits, but this is a ruse, for the creature is nimble for its bulk. It 
  may be a distant cousin to the eye of the deep or similarly-orbed entities.
  The lesser gibbering orb is either a version of the gibbering orb, or so 
  similar it makes no difference for naming purposes. These odd beasts are 
  not quite the force of nature their larger brethren are, but they are every 
  bit as chaotic and hungry as the larger version. These creatures are very 
  distinct, and no two lesser gibbering orbs encountered are the same, if the 
  encounter is survived at all!
  The gibbering orb has the ability to bite its foes by extending a pseudopod 
  with one of its mouths protruding from the end. The orb can extend two of 
  these at any one foe, or a total of six in any given round. At the same time, 
  the legions of eyes have the ability to cast a host of spells at a rapid rate. 
  LESSER GIBBERING ORB 
   
  CR 11
  XP 12,800
  CE Large aberration
  Init +7; Senses darkvision 60 ft.; Perception +23
   
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 91 (14d8+42)
  Fort +7; Ref +7; Will +13 
  Defensive Abilities all-around vision; Immune critical hits, 
  flanking; SR 21
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 6 bites +12 (1d8+3 plus grab)
  Ranged 6 eye rays +13 touch 
  Space 10 ft.; Reach 5 ft.
  Special Attacks eye rays, gibbering (60 ft., Will DC 23), 
  steal spell, steal spell-like ability, swallow whole (1d8 acid 
  damage, AC 14, hp 9)
  Spell-like Abilities (CL 14th, save DC 16 + spell level)
  Constant—fly
  At will— one stolen spell or spell-like ability per round
   
  Str 16, Dex 17, Con 17, Int 20, Wis 14, Cha 22
  Base Atk +10; CMB +14 (+18 grapple); CMD 27 (can’t be 
  tripped) 
  Feats Diehard, Endurance, Flyby Attack, Improved Initiative, 
  Iron Will, Vital Strike, Weapon Focus (eye ray)
  Skills Acrobatics +20, Fly +22, Intimidate +23, Knowledge 
  (arcana) +22, Knowledge (dungeoneering) +19, Linguistics 
  +19, Perception +23, Sense Motive +16, Stealth +16; Racial 
  Modifiers +4 Perception
  Languages all
  SQ flight
   
  Environment any
  Organization solitary or occulum (2–3)
  Treasure standard
   
  Eye Rays (Su) Six of the eyes can produce a magical ray 
  per round, with each eye emulating a spell from among 
  the list of spells below as if cast by a 14th-level caster. The 
  save DCs, where applicable, are 16 + spell level. A gibbering 
  orb has no directional limitations on where it can point its 
  eye rays, because the eyes orbiting around its body drift 
  and float wherever needed. However, a gibbering orb can 
  never aim more than three rays at any single target, due to 
  limitations of aiming. All rays have a range of 80 feet. Each 
  of these effects functions as a ray, regardless of the normal 
  parameters of the spell it resembles. That is, each is usable 
  against a single target and requires a ranged touch attack. 
  The eye rays are: daze monster, dispel magic, flaming 
  sphere, inflict moderate wounds, magic missile, and ray of 
  enfeeblement. The save DC is Charisma-based.
  Flight (Sp) The gibbering orb’s body is naturally buoyant. This 
  buoyancy allows it to cast fly, as the spell, as a free action, 
  at a speed of 30 ft. This buoyancy also grants it a permanent 
  feather fall effect with personal range. 
  Gibbering (Su) As a free action, no more than once per 
  1d4 rounds, a gibbering orb can emit a cacophony of 
  maddening sound. All creatures other than gibbering 
  mouthers and gibbering orbs within 60 feet must succeed 
  on a DC 23 Will save or be confused for 1d4 rounds. This is a 
  mind-affecting compulsion insanity effect. A creature that 
  saves cannot be affected by the same orb’s gibbering for 
  24 hours. The save DC is Charisma-based.
  Steal Spell/Steal Spell-Like Ability (Su) When a creature dies 
  by being swallowed whole (or when a creature killed by 
  the gibbering orb in some other fashion is eaten by it), the 
  gibbering orb absorbs the creature’s known spells, prepared 
  spells, and spell-like abilities. The orb can use any one of 
  those abilities per round as a free action. Each originates 
  from an eye that is not producing an eye ray (see above) 
  that round. Stolen spells and spell-like abilities are lost after 
  24 hours.
  Leeser gibbering Orb Eye rays
  Lesser gibbering orbs are an immature or offshoot form of the great 
  and terrible aberrations that are known to inhabit the dark recesses of 
  the world. Created in some manner of magical nightmare, the orbs are 
  as different as their underground realms. If the GM so desires, these 
  additional eye powers are presented as possible replacements. 
  Eye Rays (Su) Six of the eyes can each produce a magical ray each 
  round, with each eye emulating a spell from among the list of spells below 
  as if cast by a 14th-level caster. The save DCs, where applicable, are 16 
  + spell level. A gibbering orb has no directional limitations on where it 
  can point its eye rays, because the eyes orbiting around its body drift and 
  float wherever needed. However, a gibbering orb can never aim more than 
  three rays at any single target, due to limitations of aiming. All rays have a 
  range of 80 feet. Each of these effects functions as a ray, regardless of the 
  normal parameters of the spell it resembles. That is, each is usable against 
  a single target and requires a ranged touch attack.
  A lesser gibbering orb can have up to 6 eye rays, each based on a 0–3rd 
  level cleric or sorcerer spell. The rays can be determined by the GM or 
  rolled randomly on the table below.
   
   
   Roll Eye Ray
   1 
  acid arrow
   2 
  blindness/deafness
   3 
  chill touch
   4 
  color spray
   5 
  daze monster
   6 
  dispel magic
   7 
  flaming sphere
   8 
  glitterdust
   9 
  grease
   10 
  hypnotism
   Roll Eye Ray
   11 
  hypnotic pattern
   12 
  inflict light wounds
   13 
  inflict moderate wounds
   14 
  magic missile
   15 
  ray of enfeeblement
   16 
  ray of frost
   17 
  shatter
   18 
  sleep
   19 
  slow
   20 
  touch of fatigue
  560
  appendix a: New Monsters
  
  Horde, Zombie
  A stumbling crush of moaning, reaching bodies comes towards you. 
  Empty eyes seek you out, each staggering footstep bringing the deathless 
  mass closer. Straining to grasp you, this group of zombies are so tightly 
  packed together it seems to be a single mass of undead, flailing limbs.
  Zombies are one of the most used and abused of the mindless undead. 
  Singly, a zombie may be dealt with by experienced adventurers. When 
  gathered together in a horde, these mindless creatures are a terror to 
  behold. Packed together as tightly as they are, they appear as one solid 
  mass of decaying flesh and sinuous limbs.
  The flailing nature of the zombie horde’s limbs allow the throng to 
  grasp and tear at opponents, dealing rend damage in addition to their base 
  attack. Any time the horde is in an opponent’s square, the target risks 
  being completely overrun by the horde 
  If the horde takes enough individual damage to break it up, up to a 
  dozen of the creatures continue on their rampage of destruction, until 
  finally they too must be slain.
  ZOMBIE HORDE  
  CR 14
  XP 38,400
  NE Colossal undead (horde)
  Init +0; Senses darkvision 60 ft.; Perception +0
  AC 13, touch 2, flat-footed 13 (+11 natural, –16 size)
  hp 110 (20d8 plus 20)
  Fort +6; Ref +6; Will +12
  Defensive Abilities half damage from piercing weapons; DR 
  10/slashing; Immune undead traits
   
  Speed 30 ft.
  Melee horde attack (6d6)
  Space 30 ft.; Reach 5 ft.
  Special Attacks feral rage, rend (+3d6)
   
  Str 22, Dex 10, Con –, Int –, Wis 10, Cha 10
  Base Atk +15; CMB +29; CMD 39 (can’t be tripped)
  Feats Improved OverrunB, ToughnessB
  Skills Stealth –16
   
  Environment any
  Organization solitary, mass (2–4 hordes), apocalypse (7–12 
  hordes)
  Treasure none
   
  Feral Rage (Ex) The horde attacks as a ruthless mob, intent 
  only on tearing apart those that fall into their clutches. This 
  frenzy prevents them from using any sort of tactics, and frees 
  them from any form of control by other beings. However, 
  the sheer force of the wave attack allows them to deal 
  6d6 points of damage to any creature whose space they 
  occupy at the end of their move. This ability is lost if the 
  horde is broken up.
  Horde Traits (Ex) Hordes are not so called because of 
  the size of the group but rather the size of the creatures 
  that compose the horde. Unlike normal swarms, hordes 
  are composed of Medium creatures which are usually a 
  normal version of a creature but otherwise behave in a 
  swarmlike manner. There are usually around 50 creatures in 
  a horde. The net effect is that they take only half damage 
  from piercing weapons but take normal damage from 
  other weapons. In addition when the swarm is reduced 
  to 0 hit points or lower and breaks up, unless the damage 
  was dealt by area-affecting attacks, then 2d6 surviving 
  members of the horde continue their attack, though now 
  only as individual creatures. Otherwise, a horde conforms to 
  all of the other swarm traits as described in the Pathfinder 
  Roleplaying Game Bestiary.
  Rend (EX) Due to the grasping and clawing nature of the 
  zombie horde attack, any time the horde does more than 
  25 points of damage, add 3d6 slashing damage from the 
  additional pulling and tearing. This ability is lost if the swarm 
  is broken up.
  Mordnaissant 
  Floating before you is a horrid, shriveled human fetus nested within a 
  translucent sphere of dark energy. Its jet-black eyes glitter with intensity 
  as it twitches and spasms slightly, as if in great pain.
  Occasionally when a gravid woman dies violently in a place infused 
  with unholy or negative energies, the unborn child within her does not 
  perish, but instead continues to grow, vitalized by dark power, until it 
  is capable of clawing its way free from its dead mother. This horrible 
  creature, known as a mordnaissant, lives an existence of eternal pain, 
  loneliness and suffering, relived only by its ability to inflict harm on those 
  around it. Mordnaissants avoid bright light if they can, though they suffer 
  no ill effects from it.
  MORDNAISSANT  
   
  CR 7
  XP 3,200
  NE Tiny undead
  Init +6; Senses darkvision 60 ft., lifesense; Perception +18
   
  AC 20, touch 20, flat-footed 18 (+6 deflection, +2 Dex, +2 
  size,)
  hp 94 (9d8+54)
  Fort +9; Ref +5; Will +10 
  Defensive Abilities channel resistance +2, shield of agony; 
  Immune undead traits
   
  Speed 5 ft. (cannot run), fly 50 ft. (perfect) 
  Melee 2 claws +10 (1d2–4)
  Ranged lash of fury +11/+6 
  Space 2–1/2 ft.; Reach 0 ft. (30 ft. with lash)
  Special Attacks death curse, lash of fury, pain wail
   
  Str 3, Dex 14, Con —, Int 7, Wis 18, Cha 23
  Base Atk +6; CMB +6; CMD 18 
  Feats Ability Focus (lash of fury), Improved Initiative, Skill 
  Focus (Perception), Weapon Finesse, Weapon Focus (ray)
  Skills Fly +19, Perception +18, Stealth +21 
   
  Environment any
  Organization solitary, twins, or litter (3–8)
  Treasure none
   
  Death Curse (Su) As a final cruel jest to the individual that 
  puts a mordnaissant out of its misery, the slayer must make 
  a DC 20 Will save or suffer from a terrible curse that reduces 
  all subsequent experience points awarded by 50%. The save 
  DC is Charisma-based.
  Lash of Fury (Su) The mordnaissant can lash out with its 
  negative energy powers and directly attack the vitality of 
  living creatures, in the form of a twisting stream of black 
  energy. The mordnaissant must make a ranged touch 
  attack against its target as an attack action. If the ray 
  hits, the victim must make a DC 22 Fortitude save for half 
  damage or duration, depending on the specific effect 
  chosen by the mordnaissant. The save DC is Charisma-
  based. The lash of fury has a range of 30 ft. with no range 
  increment.
  The mordnaissant can pick from three possible lashes; it 
  must make its choice prior to rolling the attack. The three 
  561
  appendix a: New Monsters
  
  options are: whip the flesh (as inflict moderate wounds, 2d8+9 
  damage), whip the mind (1d4 points of Intelligence damage), 
  or whip the soul (stun 1d4+1 rounds). A critical hit doubles the 
  damage rolled or the duration, in the case of whip the soul. 
  Lifesense (Su) A mordnaissant notices and locates living 
  creatures within 60 ft., just as if it possessed the blindsight 
  ability.
  Pain Wail (Su) As a swift action, the mordnaissant can 
  produce a terrible wailing sound that reflects the pain 
  it experiences every moment of its existence. All living 
  creatures within 20 ft. must make a DC 20 Will save or be 
  dazed for one round. For every 20 points of damage the 
  mordnaissant takes, the save DC increases by +1.
  Shield of Agony (Su) A mordnaissant harnesses the pain of 
  its existence to shield it. It adds its Charisma modifier as a 
  deflection bonus to its AC and CMD.
  Plantoid
  This creature is a floating sphere of moss with several red eyes that 
  are randomly spaced over the surface of the sphere, looking out through 
  eyelid-like gaps.
  Plantoids are creatures from another dimension or plane of existence, 
  occasionally summoned forth into the Material Plane. The eyes are not 
  magical, but the long strands of moss trailing after the plantoid have a very 
  dangerous ability to enslave anyone caught within them. The soft, mossy 
  consistency of plantoids makes these creatures immune to blunt weapons. 
  The plantoids can snap their mossy beards out like whips, attempting to 
  touch a potential victim. 
  PLANTOID 
   
  CR 4
  XP 1,200
  N Medium plant (extraplanar)
  Init +1; Senses low-light vision; Perception +11
   
  AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 
  natural)
  hp 42 (5d8+10)
  Fort +6; Ref +2; Will +4
  Immune bludgeoning damage, plant traits
   
  Speed fly 40 ft. (perfect)
  Melee 4 tendrils +3 (1d4–1 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tendrils)
  Special Attacks control, create servitor, moss tendrils (+1 to 
  grapple per tendril)
   
  Str 8, Dex 13, Con 14, Int 12, Wis 16, Cha 16
  Base Atk +3; CMB +2 (+6 grapple); CMD 14 (can’t be 
  tripped)
  Feats Dodge, Mobility, Weapon Focus (tendrils)
  Skills Fly +17, Knowledge (planes) +6, Perception +11, Stealth 
  +7
  Languages Plantoid
  SQ alien plant
   
  Environment any
  Organization group (1–8 plus one servitor per plantoid) 
  Treasure none
   
  Alien Plant (Ex): Plantoids are extradimensional fungi, and 
  have the same class skills as aberrations.
  Moss Tendrils (Ex) A plantoid lashes out with several mossy 
  tendrils when it attacks, gaining a +1 bonus on its grapple 
  check for each tendril that hit its opponent.
  Control (Ex) The tendrils of a plantoid inject a mind-controlling 
  substance, which it injects as a free action as part of its 
  grapple check. Anyone touched by the mossy tendrils must 
  succeed on a DC 15 Will save or fall under control of the 
  plantoid. This otherwise acts like the dominate person spell 
  except that the plantoid must touch the target and it functions 
  on any Medium humanoid or monstrous humanoid. Control 
  lasts for as long as the plantoid maintains contact. The victim 
  also gets another saving throw to resist as described under the 
  dominate person spell, and once every 4 hours after control is 
  initiated. The save DC is Charisma-based.
  Create Servitor (Ex) Anyone who remains controlled by a 
  plantoid for more than 24 hours becomes a plantoid servitor, 
  all human reason irrevocably lost. A plantoid can only 
  control and transform a single creature or servitor at a time.
  Plantoid King
  It is rumored that plantoid “Kings” exist, with 10 HD and a 
  limited immunity to both spells (SR 11+CR) and non-magic 
  weapons (DR 5 magic).
  Plantoid Servitor 
  These shambling humanoids resemble green-skinned zombies with 
  glowing red eyes, their heads draped with moss.
  Plantoid servitors are humans (and their ilk) who have fallen prey to a 
  plantoid. It is possible for a plantoid servitor to operate independently of 
  a plantoid, in which case the eyes will not glow. Plantoid servitors acting 
  independently from one of the plantoid masters are capable of following 
  only the simplest of instructions, such as “attack anyone entering this 
  room,” and the plantoid is not able to give further instructions until it can 
  once again gain physical contact with the plantoid servitor.
  Plantoid servitors drop any held equipment when they are first 
  dominated, but retain any worn gear such as armor, backpacks, capes, 
  rings, and so on. At the GM’s discretion, a plantoid servitor may still be 
  wearing—and gaining the full benefit of—any special worn gear or magic 
  items it possessed in its previous life.
  PLANTOID SERVITOR 
   
  CR 2
  XP 600
  N Medium plant
  Init +0; Senses low-light vision; Perception +4
   
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 22 (3d8+6 plus 3)
  Fort +3; Ref +1; Will +1
  Immune plant traits
   
  Speed 40 ft.
  Melee 2 slams +4 (1d4+2 plus grab)
  Special Attacks grab and bite (melee +4, 1d3+2 plus 
  poison), poison
   
  Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 1
  Base Atk +2; CMB +4 (+8 grapple); CMD 14
  Feats Endurance, Die HardB, Toughness
  Skills Perception +4, Stealth +5
  Combat Gear special (see description)
   
  Environment any
  Organization solitary, gang (2–5)
  Treasure special (see description)
   
  Grab and Bite (Ex) A plantoid servitor that succeeds on a 
  grapple check can make a bite attack against its opponent 
  as an immediate action. This attack uses the plantoid 
  servitor’s full attack bonus and deals 1d3+2 damage.
  562
  appendix a: New Monsters
  
  Poison (Ex) Transformative Poison: Bite—injury; save Fort DC 
  13; frequency 1/round for 4 rounds; effect special; cure 1 
  save. On the first failed save, the victim is paralyzed for 1d6 
  rounds. On the second failed saving throw, moss rapidly 
  grows on all skin surfaces. The victim gets a +2 bonus on 
  the third saving throw, but if the third save fails the victim 
  becomes a plantoid servitor under the control of the nearest 
  plantoid. There is a 25% chance that the victim becomes 
  a new plantoid in a hideous transformation that takes 24 
  hours. If the victim succeeds on his third saving throw, the 
  moss that grew on him withers and dies and falls away within 
  a few minutes. The save DC is Constiution-based.
  ravager
  The Ravager has three possible forms, and corresponding descriptions:
  The Crawler: This enormous creature stands 18 ft. high at the shoulders 
  and has a body 30 ft. long. Its body is long and narrow, with eight stubby 
  legs ending in ebon claws the size of large falchions. Its mouth is filled 
  with sharp black teeth, and its eyes are jet-black orbs the size of dinner 
  platters, set
  above a delicate muzzle like that of a bulldog. The body is hairless, 
  covered with a thick, leathery crimson hide.
  The Brawler: Towering 35 ft. high is a massive, apelike creature, 
  resting on two sets of powerfully muscled legs. A third set of arms, thick 
  and corded with muscle, bulges out from its massive shoulders, ending 
  with massive black claws. The mouth is filled with jagged black teeth, and 
  glistening black
  eyes are set over a wide muzzle. Its skin is deep red, somewhat lighter 
  on the underbelly.
  The Flier: With a crack and boom, this creature spreads a pair of 
  great leathery wings over 50 ft. in span. Its body is lean and covered with 
  rippling muscle beneath a thick, leathery crimson hide. Its claws and teeth 
  are black, as are its eyes.
  The Ravager was created eons ago by a primeval race of beings who 
  believed in the unity of three forces: body, mind, and spirit. In their 
  ongoing war with another race of savages, they created several weapons 
  of terrible power. The greatest of these is the living beast known only as 
  the Ravager.
  This beast was given incredible vitality, and the power to manipulate its 
  own body to assume a form most advantageous to it: a crawling weasel-
  like form that can burrow, a hulking apelike humanoid form with greater 
  reach and strength, and a winged form to allow it greater mobility and 
  agility.
  After being used once or twice on the battlefield, those who created it 
  realized its awesome danger and contained it in the strongest prison they 
  could devise, suspended in time until it would once again be needed.
  However, due to the subsequent influence of Orcus near the vault where 
  the Ravager was contained, the wards were damaged, and a taint of evil 
  infected its quarantine. This has resulted in it reproducing asexually, and 
  has granted the ravager an astonishing capacity for growth. For every 
  week that it lives, it permanently gains 1 hit die. There is no known limit 
  to how far this advancement can go before it either devastates the planet it 
  lives on or collapses under its own weight.
  THE RAVAGER (CRAWLER FORM)  
   
  CR 30
  XP 9,830,400
  N Gargantuan magical beast
  Init +7; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +45
   
  AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size)
  hp 857 (35d10+630 plus 35); regeneration 20 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +39, Ref +26, Will +20 
  Defensive Abilities magic disruption (1–4 on d20); DR 30/
  epic; Immune energy drain; Resist death, energy 20
   
  Speed 50 ft., burrow 20 ft.
  Melee bite +46 (6d6+15/19–20/x3), 4 claws +46 (4d6+15/15–
  20)
  Space 20 ft.; Reach 15 ft.
  Special Attacks trample (4d6+22, DC 42)
   
  Str 40, Dex 24, Con 46, Int 6, Wis 25, Cha 24
  Base Atk +35; CMB +54; CMD 71 (75 vs. trip) 
  Feats Cleave, Combat Reflexes, Critical Focus, Great 
  Cleave, Great Fortitude, Improved Critical (bite), Improved 
  Critical (claw), Improved Natural Armor (x4), Improved 
  Natural Attack (bite), Improved Natural Attack (claw), 
  Improved Vital Strike, Iron Will, Power Attack, Toughness, 
  Vital Strike
  Skills Perception +45 
  SQ form-shifting
   
  Environment any
  Organization solitary
  Treasure none
  THE RAVAGER (BRAWLER FORM)  
   
  CR 30
  XP 9,830,400
  N Gargantuan magical beast
  Init +7; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +45
   
  AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size)
  hp 612 (35d10+385 plus 35); regeneration 20 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +32; Ref +26; Will +20 
  Defensive Abilities magic disruption (1–4 on d20); DR 30/
  epic; Immune energy drain; Resist death, energy 20
   
  Speed 70 ft.
  Melee bite +51 (3d8+20/x3), 2 claws +51 (3d8+20/15–20)
  Space 20 ft.; Reach 20 ft.
  Special Attacks trample (3d8+30, DC 45)
   
  Str 50, Dex 24, Con 32, Int 6, Wis 25, Cha 24
  Base Atk +35; CMB +59; CMD 76 
  Feats Awesome Blow, Cleave, Combat Reflexes, Critical 
  Focus, Great Cleave, Great Fortitude, Improved Critical 
  (claw), Improved Natural Armor (x4), Improved Natural 
  Attack (claw) (x2), Improved Sunder, Iron Will, Power Attack, 
  Toughness, Vital Strike
  Skills Perception +45 
  SQ form-shifting
   
  Environment any
  Organization solitary
  Treasure none
  THE RAVAGER (FLIER FORM) 
   
  CR 30
  XP 9,830,400
  N Gargantuan magical beast
  Init +14; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +45
   
  AC 52, touch 20, flat-footed 38 (+14 Dex, +32 natural, –4 size)
  hp 612 (35d10+385 plus 35); regeneration 20 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +34; Ref +33; Will +20 
  Defensive Abilities magic disruption (1–4 on d20); DR 30/
  epic; Immune energy drain; Resist death, energy 20
   
  Speed 20 ft., fly 140 ft. (good)
  563
  appendix a: New Monsters
  
  Melee bite +46 (6d8+15/x3), 2 claws +46 (2d8+15/18–20)
  Space 20 ft.; Reach 15 ft.
   
  Str 40, Dex 38, Con 32, Int 6, Wis 25, Cha 24
  Base Atk +35; CMB +54; CMD 78
  Feats Cleave, Combat Reflexes, Critical Focus, Flyby Attack, 
  Great Cleave, Great Fortitude, Hover, Improved Natural 
  Attack (bite) (x2), Improved Natural Armor (x4), Improved Vital 
  Strike, Iron Will, Power Attack, SnatchB, Toughness, Vital Strike
  Skills Perception +45 
  SQ form-shifting
   
  Environment any
  Organization solitary
  Treasure none
   
  Death Resistance (Ex) The Ravager possesses an innate 
  resistance to effects that would kill or permanently 
  incapacitate it, including petrification and imprisonment. 
  Against such effects it is considered to automatically make 
  any required saving throws.
  Energy Resistance (Ex) The Ravager possesses energy 
  resistance against all forms of energy attack (fire, cold, 
  electricity, acid, and sonic).
  Form-Shifting (Ex) The Ravager can physically alter its 
  physiology to take on one of the three listed forms: the 
  crawler, the brawler, or the flier. Doing so takes one minute, 
  and during this period it cannot take any other actions, 
  though it is not considered helpless.
  Magic Disruption (Su) Every time the Ravager comes into 
  contact with a spell or spell-like or supernatural effect, there 
  is a chance as indicated above that the magic does not 
  affect it. In the case of ongoing effects, a new check is 
  made each round.
  Regeneration (Ex) The Ravager and its brood treat all 
  damage as subdual, except damage from epic-level 
  weapons and artifacts.
  Trample (Ex) The Ravager gains its vampiric healing ability 
  on this damage where appropriate. The Ravager does not 
  have this ability in its flier form. Instead, it gains Snatch as a 
  bonus feat.
  Vampiric Healing (Su) Whenever the Ravager hits with 
  a melee attack, it is healed hit points equal to half the 
  damage it inflicts on its opponent. This ability cannot heal it 
  above its natural maximum hit points. This ability extends to 
  its trample special attack, where applicable.
  RAVAGER SPAWN (CRAWLER FORM) 
  CR 20
  XP 307,200
  N Huge magical beast
  Init +5; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +40
   
  AC 40, touch 13, flat-footed 35 (+5 Dex, +27 natural, –2 size)
  hp 495 (30d10+300 plus 30); regeneration 5 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +29; Ref +22; Will +19 
  Defensive Abilities magic disruption (1 on d20); DR 15/epic; 
  Immune energy drain; Resist death, energy 5
   
  Speed 40 ft., burrow 10 ft.
  Melee bite +37 (3d8+9/19–20/x3), 4 claws +37 (2d8+9/18–20)
  Space 15 ft.; Reach 10 ft.
   
  Str 28, Dex 20, Con 30, Int 5, Wis 25, Cha 18
  Base Atk +30; CMB +41 (+43 to bull rush); CMD 56 (58 vs. bull 
  rush, 60 vs. trip)
  Feats Cleave, Combat Reflexes, Critical Focus, Great 
  Cleave, Great Fortitude, Improved Bull Rush, Improved 
  Critical (bite), Improved Natural Armor (x3), Improved 
  Natural Attack (bite), Improved Natural Attack (claw), Iron 
  Will, Power Attack, Toughness
  Skills Perception +40 
  SQ form-shifting
   
  Environment any
  Organization solitary or brood (2–8)
  Treasure none
  RAVAGER SPAWN (BRAWLER FORM) 
   
  CR 20
  XP 307,200
  N Huge magical beast
  Init +5; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +26
   
  AC 37, touch 13, flat-footed 32 (+5 Dex, +24 natural, –2 size)
  hp 405 (30d10+210 plus 30); regeneration 5 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +26; Ref +22; Will +19 
  Defensive Abilities magic disruption (1 on d20); DR 15/epic; 
  Immune energy drain; Resist death, energy 5
   
  Speed 50 ft.
  Melee bite +40 (3d6+12/x3), 2 claws +40 (1d12+12/15–20)
  Space 15 ft.; Reach 15 ft.
   
  Str 34, Dex 20, Con 24, Int 5, Wis 25, Cha 18
  Base Atk +30; CMB +43 (+45 to bull rush); CMD 58 (60 vs. bull 
  rush)
  Feats Awesome Blow, Cleave, Combat Reflexes, Critical 
  Focus, Great Fortitude, Greater Vital Strike, Improved Bull 
  Rush, Improved Critical (claw), Improved Vital Strike, Iron 
  Will, Power Attack, Staggering Critical, Stunning Critical, 
  Toughness, Vital Strike
  Skills Perception +40 
  SQ form-shifting
   
  Environment any
  Organization solitary or brood (2–8)
  Treasure none
  RAVAGER SPAWN (FLIER FORM) 
   
   
  CR 20
  XP 307,200
  N Huge magical beast
  Init +8; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +18
   
  AC 40, touch 16, flat-footed 32 (+8 Dex, +24 natural, –2 size)
  hp 405 (30d10+210 plus 30); regeneration 5 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +25; Ref +27; Will +19 
  Defensive Abilities magic disruption (1 on d20); DR 15/epic; 
  Immune energy drain; Resist death, energy 5
   
  Speed 20 ft., fly 100 ft. (good)
  Melee bite +37 (3d6+9/x3), 2 claws +37 (1d12+9/18–20)
  Space 15 ft.; Reach 10 ft.
   
  Str 28, Dex 26, Con 24, Int 5, Wis 25, Cha 18
  Base Atk +30; CMB +41; CMD 59 
  Feats Cleave, Combat Reflexes, Critical Focus, Endurance, 
  Flyby Attack, Great Fortitude, Hover, Iron Will, Lightning 
  Reflexes, Lunge, Power Attack, Skill Focus (Fly), Snatch, 
  Toughness, Wingover
  Skills Fly +22, Perception +18 
  SQ form-shifting
   
  Environment any
  564
  appendix a: New Monsters
  
  Organization solitary or brood (2–8)
  Treasure none
   
  Death Resistance (Ex) A Ravager spawn possesses an 
  innate resistance to effects that would kill or permanently 
  incapacitate it, including petrification and imprisonment. 
  Against such effects it is considered to automatically make 
  any required saving throws.
  Energy Resistance (Ex) A Ravager spawn possesses energy 
  resistance against all forms of energy attack (fire, cold, 
  electricity, acid, and sonic).
  Form-Shifting (Ex) A Ravager spawn can physically alter 
  its physiology to take on one of the three listed forms: the 
  crawler, the brawler, or the flier. Doing so takes one minute, 
  and during this period it cannot take any other actions, 
  though it is not considered helpless.
  Magic Disruption (Su) Every time a Ravager spawn comes 
  into contact with a spell or spell-like or supernatural effect, 
  there is a chance as indicated above that the magic does 
  not affect it. In the case of ongoing effects, a new check is 
  made each round.
  Regeneration (Ex) A Ravager spawn treats all damage as 
  subdual, except damage from epic-level weapons and 
  artifacts.
  Vampiric Healing (Su) Whenever a Ravager spawn hits 
  with a melee attack, it is healed hit points equal to half the 
  damage it inflicts on its opponent. This ability cannot heal it 
  above its natural maximum hit points. This ability extends to 
  its trample special attack, where applicable.
  reflection, Bone reaper 
  The reflection appears as a hazy representation of the large humanoid 
  statue bearing large, bony hooks mounted where hands should be, not 
  unlike the claws of a praying mantis. The perspective is quite disorienting.
  BONE REAPER REFLECTION 
   
   
  CR 10
  XP 9,600
  N Large Construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 90 (11d10+30)
  Fort +3; Ref +5; Will +3 
  Defensive Abilities reflection; DR 15/adamantine; Immune 
  bone reaper traits, construct traits
   
  Speed 40 ft. (can’t run)
  Melee 2 claws +15 (1d8+5/x4)
  Space 10 ft.; Reach 10 ft.
   
  Str 20, Dex 14, Con —, Int —, Wis 11, Cha 1
  Base Atk +11; CMB +17; CMD 29 
   
  Environment any
  Organization solitary
  Treasure none
   
  Bone Reaper Traits (Ex) The bone reaper reflection takes no 
  damage from fire attacks; instead, fire heals the reaper one 
  hit point for every 3 points of damage inflicted, and breaks 
  any slow effects. At least 5 points of electrical damage in 
  a single attack slows the reaper for 1 round. It is affected 
  by rust attacks normally. It is immune to all other spells and 
  effects that would not affect a golem. Finally, any damage 
  that is done to the statue anchoring the bone reaper is also 
  inflicted upon the bone reaper reflection (and vice versa).
  Reflection (Su) The bone reaper can only be directly 
  attacked by viewing its reflection and striking blindly 
  at where it would be from that view. This incurs a –4 
  circumstance penalty to attack rolls and CMB checks and a 
  –2 circumstance penalty to AC against its attacks. Note that 
  this is not invisibility, and see invisibility or even true seeing 
  does not allow one to look directly at the bone reaper 
  reflection’s effective location. 
  Shadow Hunter
  The shadow hunter is a great, dark serpent that dwells in deep caverns 
  beneath the earth, where it hunts dark elves and other Medium to Large 
  sized creatures. An adult specimen is over 40 ft. long and nearly 5 ft. thick 
  in its midsection. In bright light it can be seen to be covered with non-
  reflective black scales, and its underbelly is the dark red of clotted blood. 
  Shadow hunters have the supernatural ability to blend in with shadows, 
  both to protect themselves and to stalk and ambush prey. Unlike normal 
  snakes, shadow hunters often work in groups of two or three to corner 
  prey in passages.
  Shadow hunters generally prefer to hunt in networks of twisting 
  passages that allow them to move around their intended prey, or even 
  approach it from multiple directions. They are particularly fond of elf 
  flesh, but eats any Small to Large creature as long as it is living, organic, 
  and animal-based (i.e., not a plant or fungus). When they attack, they 
  prefer to strike and envenom their prey, holding on and chewing the 
  poison into their opponent until it stops struggling. If there is more than 
  one foe present, they do not try to grab their prey, preferring to strike at 
  those that threaten it, retreating if need be to return later to consume their 
  hopefully dead prey.
  SHADOW HUNTER 
   
   
  CR 8
  XP 4,800
  N Huge magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +12
   
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
  hp 76 (8d10+32)
  Fort +10; Ref +8; Will +4 
  Defensive Abilities shadowblend
   
  Speed 30 ft., climb 20 ft., swim 30 ft.
  Melee bite +14 (1d8+10 plus poison plus grab)
  Space 15 ft.; Reach 10 ft.
   
  Str 24, Dex 15, Con 19, Int 5, Wis 14, Cha 3
  Base Atk +8; CMB +17 (+21 to grapple); CMD 29 (can’t be 
  tripped) 
  Feats Ability Focus (poison), Skill Focus (Perception), Skill 
  Focus (Stealth), Weapon Focus (bite)
  Skills Climb +15, Perception +12, Stealth +4 (+14 in dimly lit & 
  unlit areas), Swim +15; Racial Modifiers +10 racial bonus on 
  Stealth checks in areas of dim or no light.
  SQ hunt by scent
   
  Environment underground
  Organization solitary, pair, trio, or nest (1–3 adults and 5–8 
  hatchlings)
  Treasure standard
   
  Shadowblend (Su) In areas of dim and no light, shadow 
  hunters gain improved concealment; there is a 40% miss 
  chance when attacking one in such conditions. 
  Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/
  round for 6 rounds; effect 1d4 Constitution damage; cure 2 
  565
  appendix a: New Monsters
  
  consecutive saves. The save DC is Constitution-based.
  Hunt by Scent (Ex) Shadow hunters are expert at tracking 
  prey through the dim warrens where they dwell. They can 
  track using their Perception skill in place of Survival.
  SHADOW HUNTER HATCHLINGS 
   
  CR 2
  XP 600
  N Medium magical beast
  Init +1; Senses darkvision 30 ft., low-light vision, scent, 
  tremorsense 30 ft.; Perception +9
   
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 22 (3d10+3)
  Fort +4; Ref +4; Will +1 
  Defensive Abilities shadowblend
   
  Speed 20 ft., climb 10 ft., swim 20 ft.
  Melee bite +6 (1d4+3 plus poison plus grab)
  <RULE>
  Str 16, Dex 13, Con 12, Int 5, Wis 10, Cha 3
  Base Atk +3; CMB +6 (+10 to grapple); CMD 17 (can’t be 
  tripped) 
  Feats Ability Focus (poison), Skill Focus (Perception)
  Skills Climb +14, Perception +9, Stealth +14 (+24 in dimly lit & 
  unlit areas), Swim +14; Racial Modifiers +10 racial bonus on 
  Stealth checks in areas of dim or no light.
  SQ hunt by scent
   
  Environment underground
  Organization solitary, or nest (5–8 hatchlings)
  Treasure standard
   
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/
  round for 6 rounds; effect 1d4 Constitution damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Hunt by Scent (Ex) Shadow hunters are expert at tracking 
  prey through the dim warrens where they dwell. They can 
  track using their Perception skill in place of Survival.
  Shadowblend (Su) In areas of dim and no light, shadow 
  hunters gain improved concealment; there is a 40% miss 
  chance when attacking one in such conditions.
  Stirge Swarm
  Even an animal-level of intelligence is enough for a creature to know 
  there is safety in numbers in Rappan Athuk!
  STIRGE SWARM  
  CR 6
  XP 2,400
  N Tiny magical beast (swarm) 
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +11
   
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 78 (12d10 plus 12) 
  Fort +8; Ref +14; Will +5 
   
  Speed 10 ft., fly 40 ft. (average)
  Melee swarm (3d6 plus blood drain)
  Space 10 ft.; Reach 0 ft.
  Special Attacks blood drain (1d6 Constitution), distraction (DC 16)
   
  Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
  Base Atk +12; CMB —; CMD —
  Feats Improved Initiative, Improved Lightning Reflexes, 
  Lightning Reflexes, Skill Focus (Perception), Skill Focus 
  (Stealth), Toughness
  Skills Fly +17, Perception +11, Stealth +20 
  SQ diseased
   
  Environment underground or temperate and warm swamps
  Organization solitary, or a pall (2–4 swarms)
  Treasure none
   
  Diseased (Ex) Stirges are harbingers of disease. Any creature 
  subjected to a stirge’s blood drain attack has a 10% chance 
  of being exposed to filth fever, blinding sickness, or a similar 
  disease (Pathfinder Roleplaying Game Core Rulebook, 
  “Diseases”). Once this check is made, the victim can no 
  longer be infected by this particular stirge, though attacks 
  by different stirges are resolved normally and may result in 
  multiple illnesses.
  Stone Treant
  This creature looks much like an animated sculpture of a tree. It has 
  a thick, corrugated hide of bark like stone, with many thick branches. It 
  travels along on clusters of humping and twining stone roots. It possesses 
  no discernible face.
  The stone treant is a variant of the treant native to the Plane of Earth. 
  They are very rare even there, located in isolated pockets in the plane where 
  they tend groves of crystals and natural gem outcroppings. Knowledge of 
  their existence has been all but lost, as has the ritual of summoning and 
  binding them into service.
  A stone treant stands 20–30 ft. tall, with a trunk about 4 ft. in diameter. 
  It weighs close to 10,000 pounds.
  Stone treants are intelligent, and speak Terran. They generally do not 
  bother to communicate with non-earth elemental beings, however.
  STONE TREANT 
  CR 16
  XP 76,800
  N Huge outsider (earth, elemental, native)
  Init –1; Senses darkvision 60 ft., tremorsense 120 ft.; 
  Perception +27
   
  AC 22, touch 7, flat-footed 22 (–1 Dex, +15 natural, –2 size)
  hp 346 (21d10+210 plus 21)
  Fort +17; Ref +13; Will +17 
  DR 10/slashing and adamantine; Immune elemental traits; 
  SR 31
   
  Speed 30 ft., burrow 5 ft.
  Melee 6 slams +32 (3d8+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks acidic blood (5d4 acid, DC 20 Reflex half), 
  trample (3d8+18, DC 32)
   
  Str 35, Dex 8, Con 30, Int 10, Wis 16, Cha 12
  Base Atk +21; CMB +35 (+39 to bull rush and sunder); CMD 44 
  Feats Awesome Blow, Cleave, Greater Sunder, Improved 
  Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, 
  Power Attack, Toughness, Vital Strike, Weapon Focus (slam)
  Skills Intimidate +25, Knowledge (history) +24, Knowledge 
  (planes) +24, Perception +33, Sense Motive +27, Stealth +15 
  (+21 in stony underground areas); Racial Modifiers +6 Stealth 
  in stony underground areas
  Languages Sylvan, Terran
  SQ radial symmetry
   
  Environment underground
  Organization solitary, or grove (2–16)
  Treasure standard
   
  Acidic Blood (Ex) Anyone striking the stone treant with a 
  566
  appendix a: New Monsters
  
  piercing or slashing attack and inflicting damage releases 
  a gout of acidic blood, which causes 5d4 points of acid 
  damage to the person who struck it. A DC 20 Reflex save 
  reduces this damage by half. The blood becomes inert one 
  round after leaving the elemental’s body.
  Radial Symmetry (Ex) Because of its shape, the stone treant 
  can bring no more than four of its slam attacks to bear on 
  any one target. However, it also perceives the area around 
  it equally well, and thus it cannot be flanked.
  Troll, river
  Similar in many respects to their swamp-loving kin, river trolls prefer a 
  less slimy existence, and prefer to live in forested regions near rivers and 
  streams, or under bridges.
  RIVER TROLLS 
   
   
   CR 5
  XP 1,600
  CE Large humanoid (amphibious, giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11; Ref +4; Will +3 
   
  Speed 30 ft., swim 40 ft.
  Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
   
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 22 
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Intimidate +9, Perception +8, Swim +13 
  Languages Giant
  SQ amphibious
   
  Environment temperate forest
  Organization solitary, or gang (3–6)
  Treasure standard
  Water Weird
  The water weird is an evil watery, snake-like creature summoned to the 
  Material Plane by an evil spellcaster. They are often employed as guards 
  to watch over the spellcaster or his belongings. When summoned, a water 
  weird appears in a large pool of water where it makes its lair. It cannot 
  leave this pool.
  The water weird appears as a 10 ft. long (or longer) snake-like creature 
  composed entirely of water. Other than its snake-like body, its only 
  distinguishing features are its slitted eyes and its large mouth.
  Water weirds hate all living non-water-based creatures and attack them 
  on sight. 
  WATER WEIRD 
   
   
  CR 4
  XP 1,200
  CE Large outsider (elemental, water) 
  Init +6; Senses darkvision 60 ft.; Perception +12
   
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
  hp 26 each (4d10+4) 
  Fort +2; Ref +6; Will +6 
  Defensive Abilities reform body, transparent; DR 10/
  bludgeoning; Immune elemental traits
   
  Speed 30 ft., swim 90 ft.
  Melee slam +6 (1d6+4 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks control water elemental, drown (DC 15), 
  water mastery
   
  Str 17, Dex 14, Con 12, Int 11, Wis 14, Cha 11
  Base Atk +4; CMB +8 (+12 to grapple); CMD 20 
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Bluff +7, Escape Artist +9, Intimidate +7, Perception +12, 
  Stealth +5, Swim +18 
  Language Aquan
   
  Environment any aquatic
  Organization solitary, or gang (2–4)
  Treasure standard
   
  Control Water Elemental (Ex) With a successful 
  Intelligence check (DC 10), a water weird may control 
  a single water elemental within 30 feet of it, as though 
  it had summoned it with a summon monster spell. If the 
  elemental is already under the control of another caster, 
  the DC of the Intelligence check is instead 10 plus the 
  Intelligence modifier of the creature controlling the 
  elemental. Control lasts for a number of hours equal to 
  the water weird’s Hit Dice.
  Drown (Ex) A water weird who successfully grabs an 
  opponent attempts to pin it under water. A creature 
  unable to escape the water weird’s pin who fails its 
  Fortitude save (DC 15) begins to drown. The save DC is 
  Strength-based.
  Reform Body (Ex) When reduced to zero or fewer hit points, 
  the water weird collapses. If it was on water at the time, 
  it reforms at full strength 1d4+1 rounds later. A purify food 
  and drink spell deals 1d4 points of damage per caster level 
  (max 10d4), and any damage sustained in this manner is not 
  regained when the water weird reforms.
  Transparent (Ex) A water weird is effectively invisible in water 
  until it attacks.
  Water Mastery (Ex) A water weird gains a +1 circumstance 
  bonus to attacks and damage for every 4 Hit Dice it 
  possesses if both it and its opponent touch water. If the 
  opponent or water weird is on land, it instead suffers a –4 
  penalty to attack and damage. (The statistics block above 
  does not include this bonus).
  Wight, Sword
  These wicked and depraved creatures lived and died by the sword, and 
  now, their dark taint passes through their weapons to tear at your soul.
  Much like the standard wight, these undead abominations are warped 
  and twisted caricatures of their former selves. The sword wight bears a 
  massive greatsword, and the cold touch of the grave courses through the 
  creature, through the weapon, into the hapless target.
  SWORD WIGHT  
  CR 6
  XP 2,400
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +15
   
  AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4 
  natural)
  hp 60 (8d8+16 plus 8)
  Fort +4; Ref +3; Will +7 
  567
  appendix a: New Monsters
  
  Defensive Abilities channel resistance +4, undead traits
   
  Speed 20 ft. (base 30 ft.) 
  Melee greatsword +8/+3 (2d6+1/19–20 plus energy drain), or 
  slam +7/+2 (1d4+1 plus energy drain)
   
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +6; CMB +7; CMD 18 
  Feats Blind-Fight, Skill Focus (Perception), Toughness, 
  Weapon Focus (greatsword)
  Skills Acrobatics +4, Climb +7, Perception +15, Stealth +12 
  SQ sword channel
  Gear chainmail, greatsword, gold circlet set with a sapphire 
  (worth 800 gp for the gem, or 1,000 gp for the entire circlet)
   
  Environment any 
  Organization solitary, or garrison (2–20)
  Treasure standard
   
  Sword Channel (Ex) A sword wight’s energy drain ability 
  functions through melee weapon attacks it makes, in 
  addition to its slam attacks.
  Witchlights 
  These fey, when young, resemble caterpillars or worms 1/2 in. long 
  with miniscule elven faces. Once they mature they resemble tiny elves no 
  larger than a fat housefly, with moth-like wings on their backs. They emit 
  a beautiful pastel glow, and when doing so at night they appear to be no 
  more than bobbing globes of soft light.
  Witchlights are a race of diminutive fey that are bred by pixies and other 
  sylvan creatures to provide illumination and atmosphere to their events. 
  They are born on midsummer in their larval state. In the autumn they 
  spin cocoons for themselves in which they ride out the winter, hatching 
  in early spring in their adult form. As adults, their beating wings release 
  thousands of spores which, when it comes in contact with flower pollen 
  and moonlight, germinate into eggs. 
  Adult witchlights are vulnerable to cold temperatures, and in all but the 
  warmest climates they die in the fall when the weather turns chilly. 
  However, favored witchlights may be cared for through the harsh 
  winter months; those that survive become elder witchlights. They increase 
  to 1 HD fey, and gain +1 hit point per year of life until they have reached 
  the maximum possible for their hit dice. Elder witchlights have an 
  Intelligence score of 2, which increases to 3 when they reach maximum 
  hit points. The most intelligent witchlights have limited sentience, capable 
  of understanding the sylvan language to a degree and even speaking a few 
  words of it.
  For every point of intelligence an elder witchlight possesses, it gains 
  one of the following spell-like abilities usable at will: stabilize, dancing 
  lights, daze, flare, ghost sound, light, prestidigitation, purify food and 
  drink (1/hour only), or virtue. 
  Larval and normal witchlights have no combat abilities, and are worth 
  no XP. Elder witchlights may be worth ad-hoc experience (no more than 
  CR 1/4) if they have spell-like abilities usable in combat. 
  Witchlight Familiars: A witchlight may be taken as a familiar through 
  the Improved Familiar feat. The minimum level to acquire such a familiar 
  is caster level 3. Elder witchlights do not gain additional spell-like abilities 
  for having their intelligence raised due to being a familiar. 
  WITCHLIGHTS 
   
   
  CR—
  XP 0
  N Fine fey
  hp 1 (common witchlights have no combat capabilities; 
  see the stats below for elder witchlights and the side bar for 
  further details).
  ELDER WITCHLIGHTS 
   
   
  CR 1/4
  XP 100
  N Fine fey
  Init +4; Senses low-light vision; Perception +4
   
  AC 21, touch 21, flat-footed 18 (+3 Dex, +8 size)
  hp 4 (1d6–2)
  Fort –2; Ref +5; Will +3 
   
  Speed fly 30 ft. (perfect)
  Melee none
  Spell-Like Abilities (CL 1st)
  At will—daze (DC 11), ghost sound (DC 11), virtue (elder #1)
  dancing lights, flare (DC 11), purify food and drink (1/hour) 
  (elder #2)
  daze (DC 11), light, prestidigitation (elder #3)
   
  Str 1, Dex 16, Con 6, Int 3, Wis 13, Cha 12
  Base Atk +0; CMB –5; CMD 0 
  Feats Skill Focus (Perception)
  Skills Acrobatics +7, Fly +19, Perception +8, Stealth +19 
  Languages Sylvan (limited)
   
  Environment temperate forest
  Organization solitary, pair or cloud (4–20), summer swarm 
  (20–100)
  Treasure standard
   
  Glimmer (Su) Witchlights produce a luminance in their larval 
  stage equal to a candle in brightness. In their adult and 
  elder stage the light is up to half torchlight intensity (bright 
  light in a 10 ft. radius). They can change the intensity or 
  extinguish this light as a free action. The glimmer is a steady, 
  soft glow, and may be silvery-white or just about any color, 
  though the fey that raise them favor pastel shades. Each 
  witchlight has its own unique color which it cannot change.
  New Templates
  Crazed (Template)
  Wild-eyed and insane, a crazed creature is slightly more than a wild 
  animal.
  Creating a Crazed creature
  “Crazed” is an acquired template that can be added to any living, 
  corporeal creature with an Intelligence score of 3 or greater (hereafter 
  referred to as the “base creature.” Normally, when a creature is reduced 
  to 0 Wisdom, it falls unconscious; within the confines of levels 9B and 
  9C, however, such creatures instead gain this template. A crazed creature 
  retains all the abilities of the base creature, except it cannot cast spells or 
  use spell-like abilities, nor can it make use of ranged weapons of any kind. 
  A crazed creature cannot easily be cured of its insanity. In order to 
  cure a crazed creature, it must first be targeted with a heal spell followed 
  immediately with a remove curse spell. At that point, the curse is broken, 
  and creatures loses the crazed template; it has a Wisdom score of 1, 
  making it susceptible to suffering the curse again the next day.
  CR: Same as the base creature.
  Immune: A crazed creature is immune to all mind-affecting 
  effects—including those that would otherwise be beneficial, 
  such as the spells aid and bless.
  Melee Attacks: A crazed creature gains a bite attack, if it 
  didn’t already have one. This attack is a primary natural 
  568
  appendix a: New Monsters
  
  attack, or can be used as a secondary natural attack if 
  the creature opts to attack with manufactured weapons. 
  Damage is based on the table below or the creature’s usual 
  damage, whichever is better. In addition, creatures bitten 
  by a crazed creature risk the wound becoming infected 
  with filth fever.
  Bite Damage
   
  Size 
  Damage
   
  Diminutive 
  1
   
  Tiny 
  1d2
   
  Small 
  1d3
   
  Medium 
  1d4
   
  Large 
  1d6
   
  Huge 
  1d8
   Gargantuan 
  2d6
   
  Colossal 
  3d6
  Abilities: A crazed creature has a –2 racial modifier to 
  Charisma and a Wisdom score of 0. Treat the creature’s 
  Wisdom as being 1 (–5 modifier) for all abilities and effects, 
  such as Will save and skill modifiers.
  SQ: Add the following special quality to the base creature:
  Insane (Ex) A crazed creature’s mind is shattered. A 
  crazed creature no longer desires magical trinkets such as 
  weapons, armor, or wondrous items. Instead, it seeks only 
  to take trophies from those it kills, such as teeth or ears. It 
  leaves behind anything of actual value. Typically a crazed 
  creature possesses one weapon and ratty leather or hide 
  armor.
  Meat Puppet (Template)
  Meat puppets are boneless, skinless corpses reanimated after being 
  exposed to necromantic energies.
  Creating a meat puppet
  “Meat puppet” is an acquired template that can be added to any 
  corporeal creature (other than an undead) that had a skeletal system at 
  one point, but had its bones extracted or completely crushed (referred to 
  hereafter as the base creature).
  Senses: Meat puppets have darkvision out to 60 ft.
  Challenge Rating: This depends on the creature’s new total 
  number of Hit Dice, as follows:
   
  HD 
  CR 
  XP
   
  4 
  4 
  1,200
   
  6 
  5 
  1,600
   8-10 
  6 
  2,400
   12-14 
  8 
  4,800
   15-17 
  10 
  9,600
   18-20 
  12 
  19,200
   21-24 
  14 
  38,400
   25-27 
  16 
  76,800
   28-30 
  18 
  153,600
   
  Alignment: Always neutral evil.
  Type: The creature’s type changes to undead. It retains any 
  subtype except for alignment subtypes (such as good) and 
  subtypes that indicate kind. It does not gain the augmented 
  subtype. It uses all the base creature’s statistics and special 
  abilities except as noted here.
  Armor Class: A meat puppet has no bones to reinforce its 
  body, and has only half the base creature’s natural armor 
  bonus (round down). It tends to shed any possessions it had 
  in life, and so is only 5% likely to be encountered wearing 
  any armor it once had.
  Hit Dice: Drop HD gained from class levels (minimum of 1) 
  and change racial HD to d8s. Meat Puppets gain a number 
  of additional HD as noted on the following table.
   
   Meat Puppet Size 
  Bonus Hit Dice
   
  Tiny or smaller 
  +1 HD
   Small or Medium 
  +3 HD
   
  Large 
  +5 HD
   
  Huge 
  +7 HD
   
  Gargantuan 
  +11 HD
   
  Colossal 
  +15 HD
  Meat Puppets use their Charisma modifiers to determine 
  bonus hit points (instead of Constitution).
  Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, 
  and Will +1/2 HD + 2.
  Defensive Abilities: Meat puppets lose their defensive 
  abilities and gain all of the qualities and immunities granted 
  by the undead type. Meat puppets gain channel resistance 
  +4, DR 5/slashing or piercing, and regeneration (cold iron or 
  good) which heals 1 hp per round per Hit Die.
  Speed: The base creature loses fly and burrow speeds, but 
  retains land, swim, and climb speeds, if any.
  Attacks: A meat puppet loses all of the base creature’s 
  natural attacks and gains 2 slam attacks, or one slam 
  attack for every natural attack it lost (whichever is 
  greater). It retains all weapon proficiencies of the 
  base creature, but as with armor is only 5% likely to be 
  encountered with a weapon in hand. Its slam attacks 
  deal damage based on the meat puppet’s size, but as if 
  it were one size category larger than its actual size (see 
  Natural Attacks in the Pathfinder Bestiary). It retains any 
  extraordinary special abilities that improve its melee or 
  ranged attacks.
  Special Attacks: A meat puppet retains none of the base 
  creature’s special attacks. However, it gains the grab and 
  constrict special attacks.
  Special Qualities: A meat puppet loses most special qualities 
  of the base creature.
  Abilities: Str +6, Dex +4. A meat puppet has no Constitution 
  score, its Intelligence changes to 3, its Wisdom and 
  Charisma change to 14.
  BAB: A meat puppet’s base attack is equal to 3/4 its Hit 
  Dice.
  Skills: A meat puppet does not retain the skills of the base 
  creature, but it has 1 skill rank per Hit Die. The following are 
  class skills for a meat puppet: Climb, Disguise, Fly, Intimidate, 
  Knowledge (arcana), Knowledge (religion), Perception, 
  Sense Motive, Spellcraft, and Stealth.
  Feats: A meat puppet gains feats normally based on its Hit 
  Dice, but loses all feats possessed by the base creature. A 
  meat puppet also gains Toughness as a bonus feat.
  Environment: Any land and underground.
  Organization: Any.
  Treasure: 5% chance of standard goods.
  HUMAN MEAT PUPPET 
   
  CR 4
  XP 1,200
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +9
   
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
  hp 21 (4d8+8 plus 4); regeneration 4 (cold iron or good)
  Fort +3; Ref +3; Will +6 
  Defensive Abilities channel resistance +4; DR 5/slashing or 
  569
  appendix a: New Monsters
  
  piercing; Immune undead traits
   
  Speed 30 ft.
  Melee 2 slams +6 (1d6+3 plus grab)
  Special Attacks constrict (1d6+3)
   
  Str 17, Dex 14, Con —, Int 3, Wis 14, Cha 14
  Base Atk +3; CMB +3 (+7 to grapple); CMD 19 
  Feats Dodge, Improved Initiative, ToughnessB
  Skills Perception +9
  OTYUGH MEAT PUPPET  
   
   
  CR 8
  XP 4,800
  NE Large undead
  Init +5; Senses darkvision 60 ft.; Perception +17
   
  AC 10, touch 10, flat-footed 9 (+1 Dex, –1 size)
  hp 90 (12d8+24 plus 12); regeneration 12 (cold iron or good)
  Fort +6; Ref +7; Will +10 
  Defensive Abilities channel resistance +4; DR 5/slashing or 
  piercing; Immune undead traits
   
  Speed 30 ft.
  Melee 3 slams +16 (2d6+7/19–20 plus grab)
  Special Attacks constrict (1d8+7)
   
  Str 24, Dex 12, Con —, Int 3, Wis 14, Cha 14
  Base Atk +9; CMB +17 (+21 to grapple); CMD 29 (31 vs. trip) 
  Feats Dodge, Improved Critical (slam), Improved Initiative, 
  Improved Natural Attack (slam), Lightning Reflexes, 
  ToughnessB, Weapon Focus (slam)
  Skills Perception +17
  Soulless (Template)
  In his eternal war against the gods, Orcus, the Prince of Demons, 
  discovered a way to sever the connection between living beings and their 
  divine creators. He learned that by stripping the soul of a humanoid while 
  leaving the body alive and intact, he could create a soulless creature 
  beholden only to him and outside the influence of the divine.
  A soulless creature becomes a being without connection to the 
  divine or living creatures. Flensed of all distinctions of alignment, the 
  soulless embrace true amorality, characterized by acts of depravity and 
  destruction. The soulless creature takes no pleasure in this behavior, they 
  are disturbingly without expression or emotion, but engage in it as an 
  automaton.
  Though a soulless shares some characteristics with the undead, they 
  remain alive and fully sentient creatures. They eat, breathe, and sleep. 
  The absence of an animating spark means a soulless lacks the natural 
  fears and desires of normal humanoids and some of their vulnerabilities, 
  but they also have no final energy to cling to when the body is severely 
  damaged.
  The stripped soul ends up in an Abyssal prison where Orcus can subject 
  it to further experiments or employ it in some other hideous plan.
  Creating a Soulless 
  “Soulless” is an acquired template that can be added to any living 
  corporeal humanoid, magical beast, or monstrous humanoid (referred to 
  hereafter as the base creature), provided it possesses a soul separate from 
  its physical body. A soulless retains all the base creature’s statistics and 
  special abilities except as noted here.
  CR: Same as base creature +1.
  Alignment: Neutral
  Senses: A soulless gains darkvision 60 ft.
  Armor Class: A soulless has a +2 natural armor bonus or the 
  base creature’s natural armor bonus, whichever is better.
  Defensive Abilities: A soulless possesses no connection to the 
  divine and also lacks the vulnerabilities of other corporeal 
  creatures. As such it is immune to the following:
  Critical Hits: The disconnection between a soulless creature’s 
  physical and immaterial forms turns it into a semi-automaton 
  and immune to precision damage.
  Fear: A soulless creature has already confronted the black 
  infinity that lies beyond the mortal coil. It does not fear 
  anything.
  Positive and Negative Energy: This includes effects linked to 
  positive and negative energy such cure and inflict spells, 
  ability and level damage and drain and abilities that modify 
  or alter a cleric’s channel energy ability.
  Soul Magic: The soulless creature is immune to all types of 
  magic that manipulate or affect the soul such as magic jar 
  or soul bind.
  Weaknesses: The soulless have no innate desire to remain 
  alive. A soulless creature reduced to 0 or fewer hit points is 
  destroyed in the way of an undead creature.
  Special Attacks: The soulless retains all of the base creature’s 
  special attacks and gains those described here.
  Abyssal Stare (Su) As a standard action a soulless creature 
  can stare into the eyes of another living being within 30 feet 
  and force it to confront the infinite, empty void beyond 
  death. Targets who fail a Will save (DC 10 +1/2 soulless HD 
  + Charisma modifier) waver in their will to survive and take 
  a –4 penalty to all saves and skill and ability checks for 1d4 
  rounds. Divine casters are particularly disturbed. They must 
  succeed on a caster level check (20 + spell level) to cast 
  a divine spell while under the effect of abyssal stare or the 
  spell is lost. Creatures affected by the abyssal stare gaze are 
  immune to other uses of the stare for 24 hours. This is a mind-
  affecting, fear effect.
  Abilities: +2 Con, –2 Wis, +4 Cha.
  Feats: Ability Focus (abyssal stare).
  Skills: +4 Intimidate. All other skills are the same as the base 
  creature.
  Special Qualities: The soulless creature gains the following 
  special quality:
  Bound Soul (Ex) The soul of a soulless creature resides in 
  a special prison in the Abyss. This soul cannot return to the 
  base creature without the permission of Orcus. A soulless 
  creature cannot be raised or resurrected, nor do these spells 
  have any effect on a soulless creature.
  Divine Exclusion (Ex) The soulless creature has no 
  connection to the divine. A soulless creature cannot take 
  levels in any divine class, cast divine spells, or use magic 
  items constructed with spells found only on a divine caster’s 
  spell list.
  Vessel of Orcus (Su) By manipulating an imprisoned soul 
  Orcus can possess a soulless creature, enabling the demon 
  lord to see and hear through the soulless creature’s body.
  SOULLESS HILL GIANT 
   
  CR 8
  XP 4,800
  N Large humanoid (giant)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
   
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, 
  –1 size)
  hp 95 (10d8+50)
  Fort +12, Ref +2, Will +2
  Defensive Abilities rock catching; Immune critical hits, fear, 
  positive and negative energy, soul-affecting magic
  Weaknesses soulless
   
  Speed 40 ft. (30 ft. in armor)
  Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
  570
  appendix a: New Monsters
  
  Ranged rock +6 (1d8+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks abyssal stare (DC 18), rock throwing (120 ft.)
   
  Str 25, Dex 8, Con 21, Int 6, Wis 8, Cha 11
  Base Atk +7; CMB +15; CMD 24
  Feats Ability Focus (abyssal stare)B, Cleave, Intimidating 
  Prowess, Martial Weapon Proficiency (greatclub), Power 
  Attack, Weapon Focus (greatclub)
  Skills Climb +10, Intimidate +18, Perception +5; Racial 
  Modifiers +4 Intimidate
  Languages Giant
  SQ bound soul, divine exclusion, vessel of Orcus
   
  Ecology any land
  Organization solitary, gang (2–5), band (6–8), raiding party 
  (9–12 plus 1d4 zombie dire wolves)
  Treasure standard (hide armor, greatclub, other treasure)
  571
  appendix a: New Monsters
  
  Disciple of Orcus 
  (Archetype)
  The Disciple of Orcus has dedicated their life from their first pious 
  moments to serving the Demon Lord of the Undead. They instruct the 
  secret cabals in the teachings of Orcus and also work to raise the undead 
  army that will someday rise up to destroy the world. The disciples of 
  Rappan Athuk differ theologically from the disciples of Tsar, and will 
  attack the later more often than not.
  Death Domain: The disciple of Orcus must choose the Death domain 
  (or the Undead subdomain from the Advanced Player’s Guide, if available 
  in the campaign). They gain no second domain or domain powers. In all 
  other respects, this works like and replaces the standard cleric’s domain 
  ability.
  Variant Channeler: When the Disciple of Orcus channels energy it is 
  modified by the undeath variant from Ultimate Magic.
  See in Darkness (Ex): The holiest of rites to Orcus are performed in 
  total darkness. At 1st level the Disciple of Orcus gains darkvision 60 ft. 
  The range increases to 90 ft. at 6th level. At 8th level the Disciple of 
  Orcus can also see in magical darkness. If the Disciple of Orcus already 
  possesses darkvision its range increases by +30 ft. at 1st and 6th levels.
  Bonus Feat (Ex): At 1st level the Disciple of Orcus gains Command 
  Undead as a bonus feat.
  Undead Lord’s Proxy (Su): Undead recognize the Disciple of Orcus 
  as a conduit to the Demon Lord. At 3rd level Disciples add +2 to the DC 
  to resist channeled energy when used to command undead.
  Touch of Darkness (Su): At 9th level, once per day per level, the 
  Disciple may make a melee touch attack to deal 1d4+1 points of Strength 
  damage to a target (Fortitude save for half damage). If the target is reduced 
  to 0 Strength or less, they die, and rise as a shadow under the control of the 
  Disciple one round later. The Disciple may have one controlled shadow 
  per two Disciple levels. This is equivalent to a 5th level spell. The save 
  DC is Wisdom-based.
  Undead Creation Mastery (Su): At 11th level when the Disciple of 
  Orcus creates undead (either through the spell or other means) they gain a 
  +4 bonus to their caster level when determining what type of undead they 
  can create. Undead the Disciple of Orcus creates are immediately under 
  their control as per control undead.
  Archwizard  
  (Prestige Class)
  Arcane casters that are smart (or lucky) enough to have long and 
  impressive careers often branch off into different fields of specializations. 
  Some study ancient secrets and haunt long-forgotten libraries, yearning to 
  glean any lost bit of lore. Some combine their arcane talents with martial 
  skills, and become spell-wielding knights or archers or even trickster 
  rogues. Some few of these wizards dabble in alchemy, or even combine 
  their skills with the divine to become masters of both types of magic.
  And, there are those that follow a pure path of arcane crafting, studying 
  the magic for no purpose other than the magic itself, raw power, the ability 
  to transform, or to charm and beguile, or create objects from nothing more 
  than whim; these are the true arcane masters, these are the wizards and 
  sorcerers that command the mightiest of magical abilities. These are the 
  archwizards.
  Role: The archwizard is often in a position to determine whatever 
  role they choose. As a master of spellcasting, an archwizard may fulfill 
  many roles for the party in attack, defense or utility. Archwizards are 
  often traveling the world, on some great quest for a rare or imagined spell 
  component. Archwizards usually have a high opinion of themselves, and 
  tend to look down on other classes, though this is not always the case.
  Alignment: Archwizards tend to be polarizing characters, frequently 
  being powerful members of their alignment arch. While they may be 
  of any alignment, most tends to the extremes (lawful good, lawful evil, 
  chaotic good, chaotic evil).
  Hit Die: d6.  
  requirements
  To qualify to become an archwizard, a character must fulfill all the 
  following criteria. 
  Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks, Use Magic 
  Device 15 ranks. 
  Feats: Greater Spell Focus in two schools of magic, Skill Focus 
  (Knowledge [arcana]), Skill Focus (Spellcraft), Spell Penetration. 
  Spells: Ability to cast 8th-level arcane spells, knowledge of 5th-level or 
  higher spells from all schools.  
  Class Skills
  The archwizard’s class skills (and the key ability for each skill) are 
  Craft (Int), Fly (Dex), Knowledge (all skills taken individually) (Int), 
  Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  All the following are Class Features of the archwizard prestige class. 
  Weapon and Armor Proficiency: Archwizards gain no proficiency 
  with any weapon or armor. 
  Spells per Day/Spells Known: When a new archwizard level is gained, 
  the character gains new spells per day (and spells known, if applicable) as 
  if he had also gained a level in whatever arcane spellcasting class in which 
  he could cast 8th level spells before he added the prestige class level. He 
  does not, however, gain any other benefit a character with that class would 
  have gained. If a character had more than one arcane spellcasting class 
  in which he could cast 7th-level spells before he became an archwizard, 
  he must decide to which class he adds each level of archwizard for the 
  purpose of determining spells per day. 
  Forgo Materials: A first level archwizard no longer needs mundane 
  material components to fuel his spells, and acts as if he has the Eschew 
  Appendix B:
  New Classes
  572
  
   Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells per Day
   1 
  +0 
  +0 
  +0 
  +1 
  Forgo Materials, Metamagic Enhancement 
  +1 level of spellcasting class
   2 
  +1 
  +1 
  +1 
  +1 
  Spellcasting Master , Arcane Servant 
  +1 level of spellcasting class
   3 
  +1 
  +1 
  +1 
  +2 
  Detect Expertise 
  +1 level of spellcasting class
   4 
  +2 
  +1 
  +1 
  +2 
  Spell Echo 
  +1 level of spellcasting class
   5 
  +2 
  +2 
  +2 
  +3 
  Spell-Like Ability, Epic Crafter 
  +1 level of spellcasting class
   6 
  +3 
  +2 
  +2 
  +3 
  Overcome School, Restriction 
  +1 level of spellcasting class
   7 
  +3 
  +2 
  +2 
  +4 
  Shaped Area 
  +1 level of spellcasting class
   8 
  +4 
  +3 
  +3 
  +4 
  Selective Targets 
  +1 level of spellcasting class
   9 
  +4 
  +3 
  +3 
  +5 
  Bypass Spell Resistance 
  +1 level of spellcasting class
   10 
  +5 
  +3 
  +3 
  +5 
  Archwizardry 
  +1 level of spellcasting class
  Materials feat. The archwizard may cast any spell with a material 
  component cost of up to 10 gp per archwizard level without needing the 
  actual component.
  Metamagic Enhancement (Su): An archwizard is a master at 
  manipulating magical forces. At first level, he reduces the cost of any 
  metamagic feat known by one level less than standard i.e. a first level 
  archwizard casts a spell with the Empower feat at one spell slot higher 
  than the original spell. The metamagic enhancement can only be applied 
  to one enhancement per spell. This ability does not affect the Heighten 
  Spell feat. At 5th level and 10th level, the adjusted level is reduced one 
  additional spell level. The adjusted enhancement can never reduce the 
  base spell below its original level i.e. a flesh to stone spell can never be 
  lower than 6th level, no matter the level of the archwizard casting it. This 
  ability replaces metamagic mastery, if the base creature possesses that 
  ability.
  Spellcasting Master: At 2nd level, the archwizard gains a +5 insight 
  bonus to Knowledge (arcana), Spellcraft, and Use Magic Device.
  Arcane Servant (Su): All archwizards of 2nd and higher level are 
  treated as if they have a permanent unseen servant near them at all times. 
  The servant can go no further than 100 ft., but otherwise confer to the 
  rules of normal unseen servants. If destroyed, the servant reappears the 
  following round.
  Detect Expertise: All of a 3rd level archwizards detect spells are 
  treated as if using the Detect Expertise feat. In addition, the archwizard 
  gains information one round earlier than normal, if the detect is round-
  dependent. At 6th level, the archwizard gains information 2 rounds earlier.
  Spell Echo: A 4th level archwizard holds on to some of the arcane 
  energy in a cast spell. One spell per 2 archwizard levels/ day, is treated as 
  if under the Echoing Spell feat, with no increase in casting level.
  Spell-Like Ability (Sp): An archwizard can use one of his arcane spell 
  slots to permanently prepare one of his arcane spells as a spell-like ability 
  that can be used twice per day. The spell slot is permanently removed for 
  the spellcaster’s use i.e. if a wizard has five 3rd level spells available, 
  and chooses to make fly a spell-like ability, he will only have four slots 
  available until a new level is gained. The archwizard does not use any 
  components when casting the spell. Note that this ability may only be used 
  with spells that qualify under the Forgo Materials ability, above. 
  The spell-like ability normally uses a spell slot of the spell’s level, 
  although the archwizard can choose to make a spell modified by a 
  metamagic feat into a spell-like ability at the appropriate spell level. This 
  ability may not be combined with the Metamagic Enhancement ability, 
  above.
  Epic Crafter: An archwizard of 5th level may craft magic weapons 
  with the Epic descriptor, to bypass DR/Epic.
  Overcome School Restriction: A 6th level archwizard is no longer 
  required to use 2 spell slots to memorize spells of their opposition schools, 
  if any.
  Shaped Area (Su): The 7th level archwizard can alter areas of effect 
  for spells that use one of the following shapes: burst, cone, cylinder, 
  emanation, or spread. The alteration consists of creating spaces within 
  the spell’s area or effect that are not subject to the spell. The minimum 
  dimension for these spaces is a 5 ft. cube. Furthermore, any shapeable 
  spells have a minimum dimension of 5 ft. instead of 10 ft.
  Selective Targets (Su): At 8th level, the archwizard may select 
  up to one target per point of Intelligence bonus to exclude from any 
  area-of-effect spell cast, or double the number of targets affected by a 
  spell. In the first application, the targets are engulfed in the effect, but 
  do not suffer any of the effects. This is a target-based exclusion; other 
  opponents sharing the excluded target’s space are still affected by the 
  spell. In the second case, when a spell description specifies an effect 
  of “one creature/level,” the archwizard may instead affect up to two 
  creatures/level.
  Bypass Spell Resistance (Ex): At 9th level, the archwizard’s command 
  of magic is such that he may unravel a creature’s natural resistance to 
  magic. An archwizard may reduce a target’s spell resistance by his 
  archwizard level, once per day per target. In addition, an archwizard 
  ignores energy resistance equal to his combined spellcasting levels.
  Archwizardry (Ex): At 10th level, an archwizard is truly the master of 
  magic and its weavings. An archwizard of this level may cast 2 spells with 
  a casting time of “1 standard action” in a single round. The archwizard 
  may do this 1 time per 6 spellcaster levels per day. This ability does not 
  stack with Quicken Spell or any other ability that increases spells per 
  round. The archwizard must still expend spell slots or prepared spells 
  normally, as if the spells were cast on two consecutive rounds.
  Archwizard Advancement Table
  573
  appendix b: New classes
  
  Zealot of Orcus 
  (Prestige Class)
  The Zealot of Orcus is an individual whose veneration of death magic 
  and necromancy has led him or her to pledge obedience and servitude 
  to Orcus, the Demon Lord of Undeath. Only the most powerful of 
  necromancers, death priests and undead sorcerers are allowed into this 
  circle, as Orcus prefers such beings give themselves willingly to him.
  In exchange they receive power over the undead, the ability to assume 
  aspects of undead creatures, and raise armies of undead for the war Orcus 
  wages on all living things. 
  Most often clerics and necromancers become Zealots of Orcus, 
  but sorcerers and antipaladins can make good Zealots. After binding 
  themselves to Orcus, they are expected to lead other faithful in obscene 
  rights and work to swell the ranks of undead that one day Orcus plans to 
  employ in his final battle against the living and rival demon lord
  Role: With their potent spellcasting ability and undead minions, the 
  Zealots of Orcus are best suited for the typical role of the evil cleric or 
  wizard who blasts foes from behind a wall of dedicated followers. If 
  melee combat is inevitable a Zealot can utilize their undead resistances 
  and ability to cast necromantic spells through their weapon to make 
  opponents think twice about confronting them directly.
  Alignment: All Zealots of Orcus are evil.
  Hit Die: d8.
  requirements
  To qualify to become a Zealot of Orcus, a character must fulfill all the 
  following criteria.
  Alignment: Any evil.
  Skills: Knowledge (religion) 5 ranks.
  Spells: Ability to cast at least 5 necromancy spells, and one spell 
  must be of 3rd or higher level. A wizard may not have necromancy as an 
  opposition school.
  Feats: Spell Focus (necromancy).
  Other: Must be a worshipper of Orcus.The ability to control undead in 
  some manner. This can be from any source, excluding magic items less 
  than artifact status.
  Class Skills
  The bound to Orcus class skills (and key ability for each skill) are Bluff 
  (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) 
  (Int), Knowledge (religion) (Int), Perception (Wis), Spellcraft (Int), and 
  Stealth (Dex).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the Zealot of Orcus prestige 
  class.
  Weapon and Armor Proficiency: Zealots of Orcus gain no proficiency 
  with any weapon or armor.
  Spells per Day: At 2nd, 3rd, 4th, 6th, 7th, 9th, and 10th level, the 
  character gains new spells per day as if they had also gained a level in any 
  one arcane or divine spellcasting class they belonged to before they added 
  the prestige class. They do not, however, gain other benefits a character 
  of that class would have gained. This essentially means that they add the 
  level of Zealot to the level of whatever other arcane spellcasting class or 
  divine spellcasting class the character has, then determines spells per day, 
  spells known, and caster level accordingly. If a character had more than 
  one arcane spellcasting class or more than one divine spellcasting class 
  before they became a Zealot, they must decide to which class they add 
  each level of Zealot of Orcus for the purpose of determining spells per 
  day.
  Channel Negative Energy (Su): All Zealot of Orcus levels stack with 
  cleric levels when determining channel energy effects.
  Bonus Feat: At 4th, 6th and 8th level the Zealot of Orcus may 
  select a bonus feat from the following list: Channel Smite, Command 
  Undead, Extra Channel, Greater Spell Focus (necromancy), Improved 
  Channel, Skeleton Summoner, and Undead Master. They must meet the 
  prerequisites for these feats.
  Undead Leadership (Ex): The Zealot of Orcus receives the Leadership 
  feat. Their followers and cohort must be undead creatures.
  Rite of Orcus: At 1st, 3rd, 5th 7th and 9th levels the Zealot of Orcus can 
  perform a rite to Orcus to gain special benefits from the demon lord. Each 
  rite takes 24 hours to complete and once performed cannot be changed. 
  The rite must be performed in total darkness and include the sacrifice of 
  one sentient being of a number of HD equal to 1/2 the character level or 
  Hit Dice, whichever is greater, of the Zealot of Orcus. Once completed the 
  Zealot may choose one of the following abilities:
  Darkvision (Ex): The Zealot of Orcus gains darkvision of 60 ft. If they 
  already possess darkvision the range increases +30 ft. This rite may be 
  selected more than once. Each time after the first increase the range of 
  darkvision 30 ft.
  Death Aura (Su): The Zealot of Orcus radiates a death aura of 10 ft. 
  Within this aura creatures take a –4 penalty to stabilization checks and all 
  bleed effects within the aura persist until ended with a source of magical 
  healing. This rite may be chosen once.
  Necromantic Strike (Su): As a swift action, the Zealot of Orcus may 
  cast a necromancy spell with a duration of 1 standard action or less and 
  then make a melee attack, all as a standard action. On a successful hit, the 
  target of the melee attack also suffers the effect of the necromancy spell. 
  If the attack misses the spell is discharged without effect. This rite may 
  be chosen once.
  Powerful Necromancy (Sp): Once per day the Zealot may apply 
  Empower Spell or Heighten Spell to one necromancy spell they cast 
  without increasing the spell’s casting time. Casting Empower Spell does 
  not increase the spell’s level. This rite may be chosen more than once to 
  increase the number of uses per day.
   Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells per Day
   1 
  +0 
  +1 
  +0 
  +1 
  Rite of Orcus 
   
   
   2 
  +1 
  +1 
  +1 
  +1 
  Undead Leadership 
  +1 level of spellcasting class
   3 
  +2 
  +2 
  +1 
  +2 
  Rite of Orcus 
  +1 level of spellcasting class
   4 
  +3 
  +2 
  +1 
  +2 
  Bonus Feat 
  +1 level of spellcasting class
   5 
  +3 
  +3 
  +2 
  +3 
  Rite of Orcus 
   
   6 
  +4 
  +3 
  +2 
  +3 
  Indomitable Casting 
  +1 level of spellcasting class
   7 
  +5 
  +4 
  +2 
  +4 
  Rite of Orcus 
  +1 level of spellcasting class
   8 
  +6 
  +4 
  +3 
  +4 
  Bonus Feat 
   
   
   9 
  +6 
  +5 
  +3 
  +5 
  Rite of Orcus 
  +1 level of spellcasting class
   10 
  +7 
  +5 
  +3 
  +5 
  Slay Living 
  +1 level of spellcasting class 
  Zealot of Orcus Advancement Table
  574
  appendix b: New classes
  
  Channel Energy Focus (Su): The Zealot of Orcus is considered 2 levels 
  higher when channeling negative energy. They must have the channel 
  energy class ability to select this rite. This rite may be chosen more than 
  once. Its effects stack.
  Undead Body (Ex): The Zealot of Orcus gains a 25% chance to ignore 
  critical hits and sneak attacks. This rite may be chosen once. 
  Undead Fortitude (Ex): The Zealot of Orcus can use their Charisma 
  modifier instead of theirs Constitution modifier when determining how 
  many bonus hit points they receive per Hit Die, as well as Fortitude saves 
  and other checks that rely on Constitution. This rite may be chosen once.
  Undead Mind (Ex): The Zealot of Orcus becomes immune to fear. This 
  rite may be chosen once.
  Universal Necromancy (Ex): The Zealot of Orcus may add one 
  necromancy spell not on their spell list. For example, a cleric may choose 
  to add eyebite to their spell list. The Zealot must be of a high enough level 
  to cast the spell they add to their spell list. This rite may be chosen more 
  than once. Its effects stack.
  Wand of Orcus (Sp): The Zealot of Orcus may cast spiritual weapon 
  once per day as a spell-like ability (caster level equals caster’s hit dice). 
  The weapon deals 1d10 points of damage + 1 point for every two Zealot 
  levels. On a successful critical hit with the weapon the target gains 1 
  negative level in addition to any damage taken. This rite can be chosen 
  more than once. Each additional rite increases the uses per day.
  Wounding Touch (Sp): The Zealot of Orcus may cast inflict light wounds 
  3/day as a spell-like ability with a caster level equal to the Zealot’s hit 
  dice. The Zealot may select this rite more than once. Each additional time 
  the Zealot selects this rite the spell-like ability increases by one step. For 
  example, from inflict light wounds to inflict moderate wounds, and so on.
  Indomitable Casting (Ex): The Zealot of Orcus becomes unshakeable 
  when casting death spells. They do not need to make concentration checks 
  to cast necromancy spells. 
  Slay Living (Sp): Once per day the Zealot may use slay living as a 
  melee touch attack (caster level equal to caster’s hit dice). The DC against 
  the spell-like ability is 15 + the creature’s Charisma modifier. A creature 
  slain with this ability rises 1 round later as an undead creature created with 
  greater create undead under the control of the Zealot.
  575
  appendix b: New classes
  
  Weapons
  Dacris
  Aura strong necromancy; CL 20th
  Slot none; Price 128,318 gp; Weight 10 lbs.
   
  DESCRIPTION
  Dacris is a +2 unholy dark energy scythe. It functions like a 
  brilliant energy weapon, bypassing nonliving matter, but 
  it has a blade of smoking, inky darkness instead. Dacris is 
  also imbued with two special blessings by Orcus: first, once 
  per day when its owner calls it, it teleports to his hand, no 
  matter where it is; second, it grants the wielder the ability 
  to use word of recall once per day. The use of word of 
  recall may be preset to activate if a specific circumstance 
  occurs, such as death or permanent incapacitation, similar 
  to the contingency spell. Hesperix currently has it set to 
  transport him to the altar at Area 10C–3 should he be slain or 
  incapacitated.
   
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, circle of death, 
  limited wish, unholy blight; Cost 64,318 gp
  Demonclaw
  Aura moderate evocation (chaotic), faint necromancy; CL 
  12th
  Slot —; Price 412,350; Weight 8 lbs.
   
  DESCRIPTION
  Demonclaw is a +3 anarchic lawful outsider bane 
  thundering greatsword. Demonclaw is a CN intelligent 
  weapon with Int 11, Wis 12, Cha 16, Ego 21; can 
  communicate by speech and telepathy; knows the 
  languages abyssal and common. Demonclaw is a proud 
  chaotic weapon, and as such either selects or rejects 
  a bearer based on their alignment (it only accepts a 
  chaotic bearer). The sword appears as a greatsword 
  made of rune encrusted superior quality metal, with 
  a hilt made from the hand of a demon, withered and 
  dried from age. It has the primary powers of granting 
  the wielder a spell turning ability vs. lawful outsiders only; 
  grants the bearer use of the Improved Initiative feat; 
  allows the bearer to rage as a barbarian of equivalent 
  level (no rage powers gained), and has the extraordinary 
  power of true seeing (at will). Its special purpose is to 
  slay lawful outsiders, and each successful hit on a lawful 
  outsider reduces the creature’s natural AC by 1 point 
  permanently. The only drawback to wielding Demonclaw 
  is that once grasped, it bonds to the left hand of the 
  bearer and cannot be removed by any means short of 
  a limited wish, wish, or miracle. It also compels (DC 21 
  Will save to avoid) the bearer to attack immediately any 
  lawful outsider he encounters.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, blindness/
  deafness, chaos hammer, protection from law, true seeing; 
  Cost 206,175 gp
  The Dragon Hook of Eathe
  Aura faint transmutation; CL 6th
  Slot none; Price 7,000 gp; Weight 5 lbs.
   
  DESCRIPTION
  This magical +1 grappling hook has a 50 ft. golden rope 
  attached. It can be used as a weapon (10 ft. reach), 
  dealing 1d6+1 damage if swung on a rope as an attack. 
  It can also be used to trip an opponent if thrown. Should 
  an opponent be tripped, the hooks close tight around the 
  creature hit (like a claw). The hook itself is shaped like a 
  dragon’s head with spines forming the hooks. If used for 
  climbing, it aids climbing by pulling the climber up its 50 ft. 
  of rope (+15 to all Climb checks). If used for descent, two 
  quick pulls (perhaps an accident the first time), causes the 
  dragon hook to release its grip and fall, allowing its owner 
  to retrieve it.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects, 
  animate rope; Cost 3,500 gp
  The glutton
  Aura moderate evocation, moderate transmutation; CL 12th
  Slot —; Price 79,750; Weight 4 lbs.
   
  DESCRIPTION
  The Glutton is an intelligent +3 keen wounding longsword. 
  The “Glutton” is a CE weapon with Int 13, Wis 13, Cha 13, 
  Ego 11 and communicates by empathy (a driving hunger). 
  It transmits touch attacks such as vampiric level drain as if 
  it were an extension of its wielder’s body. Any blood spilled 
  upon the blade soaks into the sword like a sponge.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, bleed, 
  enervation, keen edge; Cost 39,875 gp
  Appendix C:
  Magic items
  576
  
  Koshag’s Sword
  Aura moderate transmutation, and divination; CL 9th
  Slot none; Weight 6 lbs.; Price 40,435 gp
   
  DESCRIPTION
  This intelligent +3 bastard sword is thoroughly and 
  completely chaotic evil. It has Int 14, Wis 12, Cha 15, Ego 
  12, and speaks Abyssal and Common. Its special abilities 
  are hold person, 3/day, see invisibility in a 10 ft. range and 
  levitate, 3/day. The sword is extremely vain and vindictive, 
  stopping at nothing to mercilessly destroy the “thief” 
  who took it from its rightful owner. It forces an Ego check 
  immediately upon being acquired, and every chance 
  afterwards. If the check fails, the sword forces the wielder to 
  enter a berserk rage or commit suicide. It can only be truly 
  mastered by a character of superior willpower—someone 
  who matches the sword’s evil and egoism and succeeds 
  at least five consecutive Will saves against the weapon’s 
  mental assault. Thereafter, Koshag’s sword allows the 
  character to use its powers… as long as the PC’s superiority 
  remains unquestionable, and he wields it as a harsh and 
  merciless conqueror.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, hold person, levitate, 
  see invisibility; Cost 20,335 gp
  rings
  ring of Protection  
  From Lycanthropy
  Aura faint abjuration; CL 10th
  Slot ring; Weight —; Price 26,500 gp 
   
  DESCRIPTION
  The delicate silver ring holds 3 moonstones (1,500 gp value 
  as jewelry alone). In addition to its monetary value, the 
  ring grants the wearer immunity to all forms of lycanthropy. 
  Should the ring be placed on the finger of an afflicted 
  lycanthrope, the target is allowed an immediate DC 25 Will 
  save to throw off the effects of the curse. The ring cannot 
  remove lycanthropy from a natural lycanthrope.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, remove curse; Cost 
  13,500 gp
  ring of Pure Form
  Aura strong abjuration; CL 9th
  Slot ring; Price 100,000 gp; Weight —
   
  DESCRIPTION
  Designed to keep the body from being affected by 
  unfriendly spells that could alter their shape, this ring, 
  composed of hard geometric shapes, grants a +10 bonus 
  against transmutation spells and effects (such as a medusa 
  or cockatrice’s gaze).
   
  CONSTRUCTION
  Requirements Forge Ring, break enchantment; Cost 50,000 gp
  577
  appendix c: magic items
  
  Staves
  Staff of the Batrachian
  Aura strong necromancy; CL 13th 
  Slot none; Price 25,000 gp; Weight 5 lbs. 
   
  DESCRIPTION
  This quarterstaff-length rod, appearing as a grotesque 
  amalgamation of toads, tadpoles, and less savory things, is 
  in fact a cursed rod of withering, worth at least 6,000 gp as 
  a bizarre curiosity in itself (not to mention its value to frog-
  cultists). 
  Alas, if an unbeliever holds the staff for even a moment, 
  the touch of Tsathogga is upon them. The bearer of the staff 
  contracts slimy doom with no save; such is the power of 
  the rod that the wasting disease incubates in a minute and 
  causes ability damage every hour thereafter! A character 
  immediately renouncing the staff after the disease manifests 
  may roll a DC 16 Fortitude save to avoid further harm. 
  Wrapping the staff in blessed or holy water-soaked cloth 
  grants resistance for 24 hours, but not a minute more.
  Tsathogga’s Touch (Slimy Doom)
  Type disease, contact; Save initial none; continued contact 
  requires a DC 17 Fortitude save 
  Onset 1 minute; Frequency 1/hour
  Effect 1d4 Str and Con damage, target must make a second 
  Fort save or 1 point of the damage is drain instead, on a 
  critical hit the damage is permanent; Cure 2 consecutive 
  saves
   
  CONSTRUCTION 
  Requirements Craft Rod, contagion, creator must be the 
  reigning high priest of Tsathogga; Cost 12,500 gp 
  Wondrous 
  items
  Banana of Holding
  Aura moderate conjuration; CL 9th
  Slot —; Price 1,200 gp; Weight 1 lb.
   
  DESCRIPTION
  This dried and leathery banana peel is stitched up the sides, 
  with an opening at the top about the diameter of a coin. 
  Only something small enough to fit through the opening can 
  be placed into the banana of holding, because if the side-
  stitching is torn the item’s magic is lost. The banana holds 
  a maximum of 40 pounds of such small items, and always 
  weighs the same as a banana peel. It is also quite slippery, 
  as most banana peels are.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, secret chest; Cost 300 gp
  Bracers of the Ape
  Aura moderate transmutation; CL 7th
  Slot wrists; Weight 1 lb.; Price 10,600 gp 
   
  DESCRIPTION
  The fur-lined bracers of ape grant the wearer a climb speed 
  of 20 feet in forest or jungle areas. The wearer gains a +4 
  racial bonus on all Climb checks, and it can always choose 
  to take 10, while climbing, even if rushed or threatened. 
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, spider climb; Cost 5,300 gp
  Bracers of Quickness
  Aura moderate transmutation; CL 8th
  Slot wrists; Price 25,000; Weight 1 lb.
   
  DESCRIPTION
  These items appear to be leather arm guards. They reinforce 
  the wearer’s reaction time and speed, granting him a +4 
  bonus to initiative and +10 ft. to his base speed. Both bracers 
  must be worn for the magic to be effective.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, cat’s grace, expeditious 
  retreat; Cost 12,500
  578
  appendix c: magic items
  
  Brazier of Commanding  
  Fire Elementals
  Aura strong conjuration; CL 13th
  Slot —; Price 100,000 gp; Weight 5 lbs.
   
  DESCRIPTION
  Decorated in flame motifs and intricate filigree, this 
  deep-sided brass container holds burning coals. When a 
  fire is lit in the brazier and the proper summoning words 
  are spoken (1 full round), a Large fire elemental appears 
  under the command of the speaker, functioning as a 
  summon monster VI spell. If brimstone or alchemist’s 
  fire is added, the elemental is Huge instead of large, 
  and the brazier works as a summon monster VII spell. 
  Only one elemental can be summoned at a time. A 
  new elemental requires a new fire, which cannot be lit 
  until after the first elemental disappears (or is dispelled, 
  dismissed, or slain).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, summon monster VII; 
  Cost 50,000 gp
  Chaos Diamond
  Aura strong varied; CL 19th
  Slot —; Price 361,000 gp; Weight 1 lb.
   
  DESCRIPTION
  This lustrous gemstone is uncut and about the size of a 
  human fist. The gem grants its possessor the following 
  powers:
  • cloak of chaos
  • lesser confusion
  • magic circle against law
  • word of chaos
  Each power is usable 1d4 times per day. This is rolled for 
  each power individually and the character does not know 
  the result.
  A non-chaotic character who possesses a chaos diamond 
  gains one negative level. Although this level never results in 
  actual level loss, it remains as long as the diamond is in the 
  character’s possession and cannot be overcome in any 
  way (including restoration spells).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, cloak of chaos, lesser 
  confusion, magic circle against law, word of chaos;  
  Cost 180,500 gp
  Claw of Orcus
  Aura moderate transmutation; CL 8th
  Slot neck; Price 11,200 gp; Weight —
   
  DESCRIPTION
  A claw of Orcus is a small gold pendant in the shape of a 
  clenched claw. If a devoted worshiper of Orcus wears the 
  pendant, he or she is granted a +4 enhancement bonus to 
  his or her Strength. Non-believers wearing a claw suffer 1d6 
  temporary Strength loss for as long as it remains around their 
  neck. A non-worshipper must succeed at a DC 18 Will save 
  or refuse to remove the claw, believing it is granting him 
  great power.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, bestow curse, bull’s 
  strength, creator must be a worshipper of Orcus; Cost 5,750 gp 
  Desrach’s Chest
  Aura strong transmutation; CL 15th
  Slot —; Price 25,000; Weight 10 lbs.
   
  DESCRIPTION
  This chest resembles an iron chest except reliefs of powerful 
  magic symbols and images depicting the lich-mage 
  Deserach cover the outside. The magic used to create the 
  item makes it almost impossible to open by means other 
  than with a cipher created when the chest is created. The 
  lid cannot be opened by either breaking it or the Disable 
  Device skill. The chest has a hardness of 100 and 10 hp.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, arcane lock, secret 
  chest, limited wish; Cost 12,500
  Elixir of All-Seeing Doom
  Aura moderate necromancy [evil]; CL 12th
  Slot –; Weight –; Price 13,332 gp 
   
  DESCRIPTION
  This potion radiates evil if detected for. It was created from 
  strong venoms, infused with disease and buried under the 
  earth for six years. Bits of dried earth still cling to the black 
  glass. Drinking the elixir initiates a terrible transformation 
  unless the imbiber succeeds at a DC 28 Fortitude save. 
  In 1d6 days, small warts and boils start to appear on 
  the body. At this stage, a cure disease and a remove 
  curse spell cast by a 7th or higher level cleric gets rid of 
  the infection. After this time has passed, the boils grow 
  and pop open, revealing hundreds of tiny frog eyes. The 
  imbiber may see with them as per a robe of eyes, but the 
  horrendous pain causes 1 point of temporary Con and 
  Str damage each day (DC 18 Fortitude save or damage 
  is permanent). At this stage, a heal spell is also necessary 
  for recovery. Once the victim is reduced to 1 Con/Str or a 
  month elapses, he dissolves into a vile mass that generates 
  666 killer frogs (Pathfinder Roleplaying Game Bestiary, 
  “Frog, Giant”). Cutting off, burning or otherwise removing 
  eyes is of no use, as they regrow in a day with double 
  ability damage caused.
   
  CONSTRUCTION
  Requirements Brew Potion, bestow curse, polymorph any 
  object, cleric of Tsathogga; Cost 6,666 gp
  579
  appendix c: magic items
  
  globe of Devious 
  Entrapment
  Aura strong conjuration; CL 17th
  Slot none; Weight 3 lb.; Price 81,000 gp 
   
  DESCRIPTION
  This item looks like a 1 ft. diameter glass orb filled with water. 
  Its surface is cool to the touch. Maintaining contact for 
  more than a round shrinks and draws the individual into 
  the orb unless he succeeds at a DC 18 Will save. The water 
  inside the orb is a gate to the Plane of Water, where the 
  character is imprisoned (unless rescued by an expedition). 
  The globe has hardness 10 and takes 30 hit points to crack. 
  If it is cracked within 2d6 rounds of trapping a character, the 
  character within may escape from imprisonment.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, gate; Cost 40,500 gp
  gold Unholy 
  Symbol of Orcus
  Aura moderate enchantment; CL 8th
  Slot –; Weight 1 lb.; Price 12,000 gp 
   
  DESCRIPTION
  Once per day, a cleric of Orcus may cast prayer as a spell-
  like ability with this item, with a caster level equal to his own. 
  This also grants a +1 luck bonus on attacks, saving throws, 
  and skill checks to a follower of Orcus who wears this unholy 
  symbol.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, prayer, guidance; Cost 
  6,000 gp
  Hand of the revenant
  Aura moderate necromancy; CL 7th
  Slot neck; Price 21,000 gp; Weight 2 lbs.
   
  DESCRIPTION
  This mummified member casts spectral hand 3/day (CL 7th). 
  If affixed to the stump of a severed hand, its “wielder” can 
  use chill touch at will, but every time the hand drains a point 
  of Strength, they have to succeed at a DC 16 Will save or 
  move one step closer to chaotic evil alignment. On chaotic 
  evil characters, the hand grants +2 natural AC bonus.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, chill touch, spectral 
  hand; Cost 10,500 gp
  Handy Charm Bracelet
  Aura moderate transmutation; CL 8th
  Slot none; Weight —; Price 10,000 gp
   
  DESCRIPTION
  This piece of jewelry is a platinum or gold chain festooned 
  with tiny charms, objects that bear a resemblance to 
  mundane items. When a charm is pulled from the bracelet, 
  it transforms into a permanent, non-magical object. As 
  long as at least one charm remains on the bracelet, it 
  regenerates one charm per day. Removing a random 
  charm is a swift action; removing a specific one is a move 
  action that does not provoke an attack of opportunity. 
  Either action requires a free hand to pluck loose the charm.
  Bracelets come with six charms maximum, and always 
  regenerate the same charms they had when they were first 
  created. Possible charms include: a tiny mug (produces a 
  frosty mug of decent quality ale), a scroll (produces a blank 
  parchment scroll, a vial of ink, and a quill pen), a lantern 
  (produces a lit standard lantern filled with lamp oil), a ladder 
  (produces a 15 foot long wooden ladder), a coil of rope 
  (produces a 50 foot length of rope with a grappling hook 
  attached to one end), and a dagger (produces a steel 
  dagger). The GM is free to improvise items, but they should 
  have a market value of less than 25 gp, should not be 
  masterwork, and should not be magical.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, fabricate, shrink item
  Headband of  
  Spiritual Focus 
  Aura strong transmutation; CL 12th
  Slot headband; Price 37,000 gp; Weight 1 lb.
   
  DESCRIPTION
  The headband of spiritual focus is a heavy iron headpiece 
  that grants the wearer a +4 enhancement bonus to 
  Intelligence, a +2 enhancement bonus to Charisma, and a 
  +5 insight bonus on Concentration checks.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, eagle’s splendor, fox’s 
  cunning, must possess the Uncanny Concentration feat; 
  Cost 18,500 gp
  Horn of Flies
  Aura moderate conjuration; CL 12th
  Slot —; Price 70,000 gp; Weight 1 lb.
   
  DESCRIPTION
  Made of wrought brass, this object is sacred to the 
  worshippers of The Lord of Flies. The pitted, corroded 
  and singed surface of the horn is covered by ornaments 
  depicting swarming flies. 
  When blown by a non-believer, the horn casts bane 
  (the wielder chooses a target within 60 ft., DC 17 Will save 
  negates) and summons a swarm of flies, 1/day. A follower 
  580
  appendix c: magic items
  
  of The Lord of Flies may draw forth swarms 7/day and cast 
  desecrate, 3/day. A good or neutral character in possession 
  of the horn risks spiritual taint, and must roll a DC 14 Will save 
  every week or move one step towards lawful evil alignment. 
  Even on a touch, the horn leaves an indelible blackness on 
  the member or lips touching it—only remove curse or the 
  equivalent can remove it.
  If the horn is attacked (a futile effort trying to harm it—
  hardness 20 and 70 hp), it sounds on its own and summons 
  1d4 swarms (Pathfinder Roleplaying Game Bestiary, “Wasp 
  Swarm”,”, with the following changes: remove Melee and 
  Special Attack poison).
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, bane, insect plague, 
  unhallow, follower of the Lord of Flies; Cost 35,000 gp
  Jug of Alchemy
  Aura moderate transmutation; CL 10th
  Slot wrists; Price 33,000; Weight 4 lbs.
   
  DESCRIPTION
  This magical jug can pour forth various liquids on command. 
  The quantity depends on the liquid summoned. The jug can 
  pour only one kind of liquid, with up to seven decantations 
  of that liquid, on any given day. Possible liquids and their 
  respective daily maximum quantities are as follows:
  • Ammonia, 1 quart
  • Aqua regia, 8 ounces (a powerful acid causing 2d6 acid 
  damage per ounce on a direct hit)
  • Beer, 4 gallons
  • Chlorine, 1 ounce
  • Cyanide, 0.5 ounces
  • Fresh water, 8 gallons
  • Oil, 1 pint
  • Pure alcohol, 4 ounces
  • Salt water, 16 gallons
  • Vinegar, 2 gallons
  • Wine, 1 gallon
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, minor creation, creator 
  must have at 10 ranks in Craft (alchemy); Cost 16,500
  Mirror of Mental Prowess
  Aura strong conjuration and divination; CL 17th
  Slot —; Price 175,000 gp; Weight 40 lbs.
   
  DESCRIPTION
  This mirror resembles an ordinary looking glass 5 ft. tall by 2 ft. 
  wide. The possessor who knows the proper commands can 
  cause it to perform as follows.
  Read the thoughts of any creature reflected therein, as 
  long as the owner is within 25 ft. of the mirror, even if those 
  thoughts are in an unknown language.
  View other places as if with clairvoyance, but vision 
  extends even onto other planes if the viewer is sufficiently 
  familiar with them.
  Use it as a portal to visit other places. The user first views 
  the place with the clairvoyance function, then steps through 
  the mirror to the place pictured. Others can follow her 
  through the mirror if they like. An invisible portal remains on 
  the other side where she arrives, and she can return through 
  that portal. Once she returns, the portal closes. The portal 
  closes on its own after 24 hours (trapping the user if she’s 
  still in the other place), and the user can also close it with a 
  command word. Any creature who steps through the portal 
  appears in front of the mirror.
  Once per week the mirror accurately answers one short 
  question regarding a creature whose image is shown on its 
  surface (giving answers similar to those from the legend lore 
  spell).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, detect thoughts, 
  clairaudience/clairvoyance, gate, legend lore; Cost 87,500 gp
  Phylactery of Thyr
  Aura moderate necromancy [good]; CL 10th
  Slot headband; Weight —.; Price 2,000 gp (+1), 6,000 gp 
  (+2), 12,000 gp (+3), 25,000 gp (+4), 50,000 gp (+5)
   
  DESCRIPTION
  This holy item allows divine spellcasters of Thyr to increase 
  their effective caster level (+1 to +5). It also allows clerics 
  and paladins to channel energy as a phylactery of positive 
  channeling (+1d6 to +5d6). Any other good-aligned 
  priest may use the phylactery as a holy symbol, but only a 
  worshipper of Thyr may gain the magical benefits.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator muct be a 10th 
  level cleric of Thuir; Cost 1,000 gp (+1), 3,000 gp (+2), 6,000 gp 
  (+3), 12,500 gp (+4), 25,000 gp (+5)
  Pipes of Pain
  Aura faint enchantment and evocation; CL 6th
  Slot none; Price 12,000 gp; Weight 3 lb.
   
  DESCRIPTION
  These appear to be like any other standard set of pipes 
  with nothing to reveal their true nature. When played 
  by someone who succeeds on a DC 15 Perform (wind 
  instruments) check, the pipes create a wondrous melody. All 
  within 30 ft. must make a DC 14 Will save or be fascinated 
  by the sound. (This is a mind-affecting sonic compulsion.)
  As soon as the piping stops, all those affected are 
  stricken by intense pain at even the slightest noise. Unless a 
  character is in a totally silent area, she takes 1d4 points of 
  damage per round for 2d4 rounds. During this time, damage 
  from sonic attacks is doubled. Thereafter, the least noise 
  causes an affected character to become shaken (except 
  when she is in a totally silent area). This hypersensitivity is a 
  curse and therefore hard to remove (see the bestow curse 
  spell).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must have the 
  bardic music class feature, sound burst; Cost 6,000 gp
  581
  appendix c: magic items
  
  Prism of Seperation
  Aura strong abjuration; CL 12th
  Slot neck; Weight 2 lb.; Price 36,000 gp 
   
  DESCRIPTION
  This glass object separates light like any other prism, but may 
  also be used to reduce the effectiveness of ray spells if worn 
  openly. All such spells are safely dispersed (90%) or turned 
  into color spray (10%). Prismatic spray, however, is amplified 
  twofold (double damage or add +6 to DC). Hurled through 
  a prismatic wall or sphere, the prism brings it down but loses 
  its powers permanently, turning into a 6,000 gp gem.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, greater dispel magic; 
  Cost 18,000 gp
  Tooth of Emergency Air
  Aura strong transmutation; CL 12th
  Slot none; Weight —; Price 15,000 gp
   
  Description
  This looks like a normal human or humanoid tooth. When 
  placed in the socket of a freshly-removed tooth, it grafts 
  itself in place, and assumes a form in harmony with the teeth 
  around it. Thereafter, whenever the creature with the tooth 
  bites down upon it (a free action), it provides one minute of 
  breathable air, protecting against vacuum, drowning, and 
  poisonous fumes for the duration. Once the tooth has been 
  activated, or when it is first emplaced, it requires one hour to 
  charge itself before it can function again.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, water breathing; 
  Cost 7,500 gp
  Unholy Oilskin
  Aura moderate transmutation; CL 9th
  Slot —; Weight 1 lb.; Price 20,000 gp 
   
  DESCRIPTION
  This piece of cloth has been impregnated with unholy oils 
  and sanctified with dark blessings. It allows the handling of 
  holy (or cursed) items without a risk to an evil character.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, unhallow; Cost 10,000 gp
  Artifacts
  Minor Artifacts
  Agememnon’s Sword, “Butcher”
  Aura moderate abjuration; CL 20th
  Slot none; Weight 4 lbs.
   
  DESCRIPTION
  Butcher is a sword of immense power, given to Agamemnon 
  by the goddess of magic herself. Only a non-good person 
  may wield Butcher. It confers a +4 enhancement bonus to 
  attack and damage rolls, as well as a +4 luck bonus to AC 
  and CMD. In addition, it acts as a permanent lesser globe 
  of invulnerability for the wielder only. Finally, it is the key to 
  escape from this level of the dungeon.
   
  DESTRUCTION
  If removed from this level, the Butcher loses all powers.
  Cauldron of Blood
  Aura strong (divination); CL 20th
  Slot none; Weight 100 lbs. (800 lbs. when filled with liquid)
   
  DESCRIPTION
  The cauldron of blood appears to be a normal cauldron 
  forged of blackish-red iron. The true origins of this artifact 
  have been lost over time.
  The cauldron of blood allows the user to view past or 
  future events (similar to a divination or legend lore spell) by 
  donating blood from his body to the boiling waters of the 
  cauldron. To use this device, the user must bring water in 
  the cauldron to a boil, and then bleed himself; allowing his 
  fresh blood to drip into the boiling water. (This deals normal 
  damage and temporary Constitution damage to the user 
  based on how far in the past or future he wishes to look.) 
  At this time, the user decides whether to view past or future 
  events. The events can concern a person, place, or thing; 
  they can be current or forgotten, or even information that 
  is not yet known (see the divination spell). The cauldron 
  functions for a maximum of 10 minutes before the visions 
  disappear.
   
   Damage* 
  Viewable Time Future/Past 
  Fee**
   2 
  30 minutes/6 months 
  50 gp
   4 
  1 hour/1 year 
  100 gp
   6 
  12 hours/20 years 
  500 gp
   8 
  1 day/50 years 
  2000 gp
   12 
  1 week/100 years 
  5000 gp in 
    
   
  magic items
   16 
  1 month/300 years 
  10,000 gp in 
    
   
  magic items
   20 
  1 year/500 years 
  20,000 gp in 
    
   
  magic items
   
  *Damage is applied to both current hit points and 
  Constitution. Both heal at the normal rate. Note that a user 
  cannot bring his Constitution below 1 using the cauldron. 
  The damage lost also represents the effective caster level of 
  582
  appendix c: magic items
  
  the cauldron to penetrate any magical wards against such 
  scrying.
  **This base price excludes the blood/Con loss required to 
  fuel the cauldron; the value listed is suggested as a starting 
  point for bargaining. The hags go as low as 75% of this value 
  if the negotiation is sufficiently skillful. Alternately, they may 
  require in lieu of this fee that the PC fetch them a particular 
  item, such as a lock of hair from a king’s daughter, an 
  enchanted lyre in the keeping of an ogre mage, or the 
  skull of the Oracle of Rappan Athuk (see Level 3, Area 3–7). 
  Note: it is advisable that the GM only allows the hags to 
  use the cauldron unless the PCs wish to negotiate with the 
  demons that gave the hags their powers and this instrument. 
  Good-aligned PC’s would likely find that to be repugnant 
  and if they contribute or allow such use, would likely not 
  maintain their good alignment. 
   
  DESTRUCTION
  The cauldron of blood is destroyed if it is filled with 500 flasks 
  worth of holy water that is brought to a boil and allowed to 
  boil away over a period of 24 hours.
  The Crown of the grand Cornu
  Aura strong necromancy; CL 20th
  Slot none; Weight 3 lb. 
   
  DESCRIPTION
  This impressive headpiece is the undisputed symbol of the 
  Grand Cornu. It is large and imposing, composed of fluted 
  iron and black opals, and is worth 100,000 gp for its materials 
  and workmanship alone. 
  In addition to being a badge of office, the crown 
  acts as a headband of mental prowess, granting a +6 
  enhancement bonus to the wearer’s Wisdom and Charisma 
  scores. However, it also bears a terrible curse that strikes 
  anyone who puts on the crown without having been sworn 
  in as the Grand Cornu in an official ceremony in a major 
  temple of Orcus. Creatures that have the crown forced 
  upon their head gain a DC 30 Will save to avoid the curse; 
  those who willingly don the headpiece, however, receive no 
  save. 
  The crown’s curse immediately turn’s the wearer’s 
  alignment to chaotic evil. The wearer’s skin turns a darker 
  shade, as if coated by a layer of shadows, and the irises 
  of the eyes turn a smoky, roiling black. In addition to the 
  alignment change, the wearer becomes a devoted servant 
  of Orcus, seeking to further the demon lord’s cause in 
  whatever way possible. Likely this involves first disposing of 
  any allies! Removing or even destroying the helm does not 
  lift this curse; it can only be removed by a good-aligned 
  cleric of 16th level or higher.
   
  DESTRUCTION
  The crown may be destroyed by any cleric or paladin of 
  Muir or Thyr consecrating it in a temple of one of those gods; 
  otherwise it is indestructible.
  Silver Cross of St. Yora
  Aura moderate necromancy [good]; CL 12th
  Slot none; Weight 1 lb. 
   
  DESCRIPTION
  This magic item functions as a phylactery of positive 
  channeling, and allows its bearer to also turn lycanthropes 
  (as the Turn Undead feat, DC 20 Will save to avoid). Only 
  good characters may employ the cross; evil characters must 
  succeed on a DC 20 Fortitude save to even touch it, and 
  suffer 2 negative levels doing so (DC 22 Fortitude save to 
  remove the level drain)
   
  DESTRUCTION
  To destroy the silver cross, it must be melted down in the 
  forges of the Abyss.
  The Sword of Kings and Queens
  Aura strong divination and illusion; CL 15th
  Slot none; Weight 4 lbs.
   
  DESCRIPTION
  This jewel encrusted +3 longsword is made of an 
  unbreakable, purplish metal engraved with twin crowns. 
  It contains the souls of both a demon and an angel. It is 
  neutrally aligned. It can emit a blinding flash 1/day (DC 20 
  Fortitude save avoids blindness for 2d4 rounds to all within 30 
  ft., the sword wielder is not affected), and it has the ability 
  to erase a sleeping creatures dreams 1/day (spellcasters 
  may not recover spells, no natural daily healing is received, 
  daily abilities are not recovered). It can cast find the path 
  1/week (to locate the Sword of Princes and Princesses only 
  until found). Further, the sword gains the ability to cast the 
  dream spell 1/week. The sword has an ego of 21, and an 
  intelligence of 13. The major drawback to this sword is that it 
  carries a curse and a geas. 
  This curse can only be removed by a miracle, wish or by 
  the prescribed method. The curse attracts monsters and 
  creates hostility towards non-neutral creatures; with triple 
  normal chances of wandering monsters occurring while a 
  being possesses the sword, and a –4 reaction roll modifier 
  when determining actions of non-neutral creatures towards 
  the wielder. 
  Magic runes inscribed on the blade read “destroy me” if 
  a read magic is cast. If destroyed, this action frees both the 
  demon and angel from the sword. Both then disappear. 
  This lifts the curse from the owner. Better yet, the sword 
  then reappears in the owner’s possession (in a non-cursed 
  state) the first time he is unarmed, disarmed, or in danger or 
  combat and without a weapon. The owner does not know 
  of this last effect until it actually happens. 
  The geas on this sword forces the owner to quest for what 
  it considers its offspring, the Sword of Princes and Princesses, 
  located on Level 3A, Area 3A–4 (in the pool). Its powers and 
  description are listed here as well for reference.
   
  DESTRUCTION
  The sword can only be destroyed by an aristocrat melting it 
  in lava.
  The Sword of 
  Princes and Princesses
  Aura faint transmutation; CL 12th
  Slot none; Weight 2 lbs.
   
  DESCRIPTION
  This +3 short sword is only usable by a Small being. It 
  otherwise functions as a –2 cursed short sword for anyone 
  else (though it retains its other abilities and its curse). This 
  sword has a blade of a bluish metal with nursery rhymes 
  583
  appendix c: magic items
  
  engraved on it. This sword has the ability to cast locate 
  object (for the Sword of Kings and Queens only) 1/hour. It 
  can cast light 1/day, and can cast protection from evil and 
  sanctuary, each 1/week. The wielder of this sword has a 
  continuous effect of feather fall and water walk while the 
  sword is drawn. It has an ego of 24 (never trust anyone over 
  30) and an intelligence of 12. 
  Like its parent sword, this sword initially carries a curse. 
  This curse can only be removed by a miracle, wish or by 
  the prescribed method. The effect of the curse is two-
  fold. First, it causes fear on its wielder whenever he enters 
  combat (DC 20 Will save avoids). Second, if the wielder 
  saves, the sword falls out of the characters hand every 
  other round of combat, quivering on the ground (the 
  sword itself trembles with fear). This curse can be lifted 
  permanently by striking it with the blade of the non-cursed 
  parent sword (spanking it). 
   
  DESTRUCTION
  The sword can only be destroyed by a wielder 
  simultaneously holding the non-cursed Sword of Kings and 
  Queens, and telling the Sword of Princes and Princesses they 
  wished the sword had never been created.
  Major Artifacts
  Demonbane
  Aura strong evocation and transmutation; CL 20th
  Slot none; Weight 7 lbs.
   
  DESCRIPTION
  Demonbane was forged with one purpose in mind: to kill 
  demons, specifically Orcus. Strangely, Demonbane was 
  created not by paladins or clerics of good, but rather by the 
  arch-devil, Baalzebul, who proposed to overthrow the Lord 
  of the Undead. Because of their mutual evil alignments, the 
  sword focuses on law versus chaos. Also, because the arch-
  devil did not particularly care who used the sword against 
  Orcus, he made it lawful neutral, rather than lawful evil.
  This sword functions as a +3 cold iron axiomatic keen 
  bastard sword: Int 14, Wis 14, Cha 18, Ego 27; Alignment 
  LN; telepathy; Primary Powers detect chaos (at will), bull’s 
  strength (30 minutes, 1/day), dictum (1/day), wielder gains 
  a +4 insight bonus on all saves against attacks from demons, 
  the sword automatically ignores the damage reduction 
  of any demon it strikes, and the wielder of Demonbane is 
  immune to the wand of Orcus. If used against a devil (or any 
  other lawful evil Outsider), the sword becomes powerless 
  and non-magical for 24 hours.
  Once in the possession of a lawful-aligned PC, the sword 
  urges its wielder towards defeating Orcus. It knows Orcus 
  is “near” and can guide the PC by letting him know if he 
  is getting closer or further away from the Demon Prince. 
  If the wielder does not proceed directly toward Orcus, 
  Demonbane asks (it speaks Common and Draconic) to 
  be handed over to a more dedicated warrior. If this fails, 
  it attempts to control the PC (DC 27 Will save resists). A 
  controlled PC follows Demonbane’s directions and is 
  allowed an additional saving throw every 24 hours.
   
  DESTRUCTION
  The sword melts into gold upon delivering the killing blow to 
  Orcus; otherwise, there is no way to destroy Demonbane.
  Thyr’s gavel
  Aura strong transmutation; CL 22nd
  Slot none; Weight 8 lbs.
   
  DESCRIPTION
  The Lawgiver bestows this unique warhammer upon his 
  greatest champion, typically a high priest or paladin, 
  though warriors have been known to wield the weapon at 
  times as well. The weapon currently sits deep underground, 
  in a makeshift tomb of the last Champion of Thyr, a priest 
  named Bofred. Thyr patiently bides his time, waiting for a 
  new champion to rise up and claim the weapon.
  Thyr’s Gavel is a +6 holy axiomatic cold iron warhammer. If 
  the weapon is willingly picked up by an undead, evil outsider 
  or chaotic outsider, that creature must make a DC 37 Will save 
  or be disrupted (no additional save). If the save is successful, a 
  new save must be attempted every hour, and it still suffers from 
  the negative levels imposed by the holy and axiomatic weapon 
  properties. The wielder of Thyr’s Gavel can cast daylight at will 
  as a spell-like ability (CL 20th). If the wielder is a follower of Thyr, 
  she may add her Charisma bonus (if any) to her armor class as a 
  sacred bonus and to her saving throws as a luck bonus.
   
  DESTRUCTION
  Thyr’s Gavel will be cracked and powerless when all chaos is 
  eliminated, and ultimate Law reigns.
  The Zombiestone of Karsh
  Aura strong necromancy; CL 20th
  Slot none; Weight — (immobile)
   
  This 2 ft. square stone of eerily glowing purple material seems to 
  waver in shape and form, and at times even seems to bleed a 
  black ichor. No carvings or markings are present on the stone, 
  except some faint chisel marks on the exposed top. The stone 
  radiates chaos, evil and magic of the greatest power.
  The stone has several necromantic powers.
  • bestow curse (effects all living creatures in a 60 ft. radius, 
  as a doom spell, no save, continuous)
  • contagion (40 ft. radius, continuous , DC 20 Fortitude save 
  avoids for 5 rounds each save)
  • unhallow (100 ft. radius, all undead immune to channeled 
  energy; 100 ft. to 800 ft. undead gain channel resistance +4, 
  continuous)
  • Bolster undead (100 ft. radius, DR 15/–; 300 ft. radius, DR 15/
  slashing and DR 10/–; 700 ft. radius,  DR 10/slashing and DR 
  5/–; continuous)
  • antimagic field (continuous, all magic except artifact or 
  deity level powers)
  • Rise to Undeath (any creature slain on this level 
  immediately rises as a zombie within 1d3 rounds [except 
  in Areas 13C–9 and 13C–10], see Level 13C “Continuous 
  Effects,” above). The possessor of the stone cannot control 
  the newly risen zombies.
  • Overcome by Evil (alignment shifts to chaotic evil, DC 25 
  Will save avoids, new check 1/ hour) if exposed to the stone 
  for more than 1 hour (within 100 ft.)
  • Wisdom drain (DC 20 Will save negates 1 point of Wisdom 
  drain per hour within 100 ft. of the stone)
   
  DESTRUCTION
  A simple hammer and chisel coated in the blood of a unicorn and 
  wielded by an innocent child can crack the stone, thereby killing 
  the child (irrevocably and forever) and destroying the stone.
  584
  appendix c: magic items
  
  Found here are the deities commonly worshipped in the Stoneheart 
  River Valley. This list is by no means exhaustive; for more information 
  on the gods of the Stoneheart River Valley, please see the forthcoming 
  campaign setting from Frog God Games.
  The good
  Mitra, god of Law,
   Justice and the Sun
  Alignment: Lawful Good
  Domains: Good, Healing, Law, Protection, War
  Symbol: Scales bearing twin flames
  Garb: White and copper robes trimmed with gold 
  Favored Weapons: Longsword
  Form of Worship and Holidays: Last day of every week, 
  families gather to feast and commune.
  Typical Worshippers: Paladins, fighters, monks, farmers
  Mitra is the god of the sun, as well as law and justice. Mitra gained the 
  domains of Muir and Thyr in the ages of their decline, and has maintained 
  prominence with the common folk. His clergy is widespread, and temples 
  and shrine may be found in all lands. Mitra requires just and fair treatment 
  of all good beings from his followers, as well as piety and charity. He is 
  often depicted as a noble, strong man of middle years, wearing a pale 
  copper robe and wielding a longsword. Warriors and knights venerate 
  Mitra through great deeds and heroic quests in his name. Commoners 
  show kindness to strangers and help their fellows in times of need. His 
  symbol of a sunburst behind the scales of justice notes his former domain 
  incorporated with his new influences. The noble lion is his sacred creature.
  Thyr, god of Law and Justice
  Alignment: Lawful Good
  Domains: Good, Healing, Law, Knowledge, Protection
  Symbol: Silver cross on a white field
  Garb: White robes trimmed with silver, purple or gold — the 
  colors of kingship
  Favored Weapons: Light or Heavy Mace
  Form of Worship and Holidays: Last day of every month, on 
  the last holy day of every year is set-aside for non-royalty to 
  have their grievances heard.
  Typical Worshippers: Humans, Royalty
  Thyr is the god of wise and just rule. He is normally depicted as a 
  wizened king seated on a great throne holding a rod of kingship in one 
  hand and a chalice of peace in the other. His principles are justice, order 
  and peace. He represents proper and traditional rule and as such was once 
  worshiped (at least in name) by all human royalty. He is the embodiment 
  of the enlightened human caste system where each person has a fairly-
  determined role in a lawful society intended to create the greatest good 
  for the greatest number. 
  His symbol is a silver cross on a white field, symbolizing the upturned 
  cross-haft of his sister’s sword, which he thrust into the earth to end the 
  gods’ war. Upon seeing the blood of so many gods shed, Thyr foreswore 
  the use of swords and his priests, for this reason, may not use bladed 
  weapons. Many favor reinforced rods, similar to light maces, modeled 
  after Thyr’s own rod of kingship. The noble eagle and lion are his sacred 
  creatures.
  Muir, goddess of 
  Virtue and Paladins
  Alignment: Lawful Good
  Domains: Law, Good, Protection, War
  Symbol: Blood-red upraised sword on a white background
  Garb: White wool robes with an upraised sword and hand in 
  red.
  Favored Weapon: Longsword or bastard sword
  Form of Worship and Holidays: Regular worship and fasting 
  on the eve before known battle or before confirmation or 
  promotion of the ranks of the faithful.
  Typical Worshippers: Humans and paladins
  Muir is the sister of Thyr. While he represents law and peace, she 
  represents the martial valor necessary to make that peace a reality. As 
  such, she is the goddess of paladins. She is often depicted as a dark-tressed 
  maiden warrior in shining mail with an upraised (often bloodstained)
  sword. She is noble and single-minded of purpose. The tenets of her 
  worship include honor, truth, and courage. A great order of paladins known 
  as the Justicars are sworn to her service. Muir expects self-sacrifice, 
  humility, and charity as well as unswerving loyalty. Her standards are 
  extreme and she quickly turns her back on any who fail to live up to them. 
  Those who maintain her standards, however, may become Justicars, an 
  order of paladins imbued with even greater holiness.
  Her symbol is a blood-red uplifted sword on a white background, 
  symbolizing her endless fight against evil. Her worshipers must be lawful 
  good. The falcon is her sacred animal. She is the tireless foe of all evil 
  creatures and undead, demons, and devils in particular are her sworn enemy.
  Appendix D:
  gods & Demons of 
  Stoneheart Valley
  585
  
  Freya, goddess of 
  Love and Fertility
  Alignment: Neutral Good
  Domains: Animal, Good, Healing, War
  Symbol: Falcon
  Garb: Robes and cloaks of white, trimmed with white fur
  Favored Weapon: Longsword, longbow
  Form of Worship and Holidays: Harvest moon feast and 
  before large hunts
  Typical Worshippers: Human females
  Freya is a lesser goddess of love and fertility. She is also the leader of 
  a great band of women warriors known on some planes of existence as 
  Valkyries. Freya represents fertility in all its forms. On this plane, Freya 
  represents the cycle of death and rebirth. She is a goddess of the coming 
  harvest as well as a goddess of sexuality and procreation. Her beast is the 
  falcon, though she is fond of the winter wolf and the stag. She appears 
  most frequently to her worshipers as a beautiful human woman dressed in 
  robes and a cloak of winter wolf fur, though she occasionally appears as a 
  huntress in leather armor with a sword and bow, or as a warrior in shining 
  mail with glowing sword. She can take the form of a falcon—or any other 
  bird—at will, as well as the form of a huge winter wolf.
  Arden, god of the Sun
  Alignment: Neutral Good
  Domains: Air, Good, Sun, War
  Symbol: Sun staff (staff with a bronze sphere containing an 
  ankh)
  Garb: Ivory tunics and tabards, emblazoned with sun 
  shaped embroidered gold
  Favored Weapons: Sun staff, short sword
  Form of Worship and Holidays: The holiest of celebrations 
  occur during lunar eclipses, followed by high noon on the 
  summer solstice. High noon marks a regular prayer time for 
  most followers.
  Typical Worshippers: Of old he was worshiped by humans, 
  though Arden is not currently worshipped on this plane.
  Arden is a lesser avatar of the sun god Ra. He is depicted as a hawk-
  headed, muscular man wearing a short kilt of precious metals and jewels. 
  His eyes have the power to shoot searing beams of sunlight. He carries a 
  staff tipped on one end with a bronze sphere representing the sun
  containing an ankh and on the other end with a bronze hawk head. 
  This staff is known as a sun staff and is carried by his worshipers. They 
  are treated as quarterstaves. He also wields a bronze short sword. His 
  worshipers who select the War domain are proficient with the short sword 
  in addition to their normal proficiencies. Arden was long ago destroyed by 
  evil deities, including
  Tsathogga, the frog-demon. His remains were gathered and treasured 
  by his worshipers as relics.
  However, it has been ages since Arden has been worshiped on this 
  plane by any save beggars and the slightly mad who still speak prophecies 
  of his rebirth.
  Kel, goddess of Self-Sacrifice, 
  Lady of Protection
  Alignment: Lawful Good
  Domains: Good, Healing, Law, Protection 
  Symbol: Kite shield of purest white
  Garb: White robes trimmed in blood red
  Favored Weapon: Shields of all types for shield bash
  Form of Worship and Holidays: Evening prayers for protection 
  and health at vespers. Special holy days on the eve of the 
  solstices and equinoxes for the coming season.
  Typical Worshippers: Humans, Guardians, Paladins, though 
  not currently worshipped.
  Kel is the sister of Thyr and Muir, triplet siblings known as the Three 
  Gods. She was popular among humans until around 10,000 years ago 
  when she gave up her life to prevent Orcus from conquering the Material 
  Plane. She was normally depicted as an armored woman holding a kite 
  shield with a benevolent but sad expression on her face. It was said she 
  carried the sorrows of the world on her shoulders and later stated that she 
  must have seen the fate that would befall her. Her principles were the 
  protection and safety of civilized societies where individuals could grow 
  and achieve their destinies without fear of sudden calamity or destruction. 
  When she sacrificed herself, her siblings assumed her spheres of influence 
  and incorporated her goals into their own. It is rumored, however, that a 
  portion of her essence was released upon her death and became twisted 
  with hate and vengeance for the end that she met and coalesced into a 
  new deity that was the very antithesis of all she had stood for — Hel, 
  Lady of Death and Pestilence. If Kel’s church were somehow revived, it 
  is certain that they would make eradication of that apostate faith as one of 
  its top priorities. Her sacred animal is the lowly hedgehog for his innate 
  protective abilities, and her faithful often repeat the ancient axiom, “The 
  fox knows many tricks; the hedgehog one good one.”
  Telophus, Lord of 
  Crops and the Seasons
  Alignment: Lawful Neutral
  Domains: Air, Animal, Earth, Fire, Plant, Water
  Symbol: Raining cloud partially obscuring a radiant sun
  Garb: Green and earth tone woolen robes and vestments
  Favored Weapon: Sickle
  Form of Worship and Holidays: Telophus is worshiped by 
  harvest and planting celebrations as well as the first frost 
  and first thaw.
  Typical Worshippers: Farmers and halflings, some druids 
  revering his natural cycle aspect. 
  This god is the embodiment of the uncaring changing seasons. He is 
  prayed to not so much to bring good crops, but to be convinced to hold 
  off the early frost or bring the spring thaw. He requires appeasement and 
  devoted following, being known to test his followers’ faithfulness and 
  resolve when it suits him.
  Bowbe
  Alignment: Chaotic Neutral
  Domains: War, Chaos, Strength, Vengeance
  Symbol: Crossed Sword and Hammer of Bowbe
  Garb: Furs, skins and pelts over battle armor
  Favored Weapons: Greatsword, warhammer
  Form of Worship and Holidays: Great feasts and blood 
  sacrifice precede battles. After battle, the treasures, arms 
  and armor of defeated foes are offered to the god. Those 
  that he doesn’t keep belong to the victors. His priests 
  specialize in wild cursing and imaginative insults.
  Typical Worshippers: Barbarians, raiders, reavers and 
  plunderers.
  Bowbe is the embodiment of barbarian wrath and frenzy. He appears as 
  a mighty barbarian
  dressed in the pelt of Urson the Great Bear, whom he can summon to 
  586
  appendix d: gods & Demons of Stoneheart valley
  
  his side by tossing
  the pelt to the ground and calling its name. Bowbe carries the greatsword 
  Bm’fob in one hand and warhammer Wytch-Killer in the other. Bowbe 
  revels in war and the slaughter of his foes. His battles against giants are 
  legendary, as is his hatred for the undead, arcanists, lawyers, guardsmen, 
  and most other civilized authority figures.
  Unlike other gods, Bowbe aids only those who take his name in vain. 
  Thus it is not uncommon to hear berserkers cursing their god for his 
  indifference as readily as they curse their foes. Bowbe only grants the 
  raising of one of his followers if that follower immediately seeks blood 
  vengeance against his killers. Bowbe grants no healing spells higher than 
  4th level.
  Vanitthu, god of 
  the Steadfast guard
  Alignment: Lawful Neutral
  Domains: Law, Protection, War, Healing
  Symbol: A gray shield emblazoned with a stylized black 
  fortress tower
  Garb: A gray tabard with a black tower sigil
  Favored Weapons: Spear
  Form of Worship and Holidays: Prayers are often said to 
  Vanitthu at the start of sieges or by guardsmen prior to 
  heading out on the beat.
  Typical Worshippers: Barristers, judges, guards, professional 
  soldiers, military officers and nobles.
  Some claim that Vanitthu is the son of the great god Anumon; others 
  go so far as to say that Vanitthu is yet another aspect of the great god (this 
  schism has caused considerable conflict within the faith). In either case, 
  Vanitthu is the embodiment of martial perfection, law, the strength of the 
  state, and the punishment of the guilty. A grim and resolute deity, Vanitthu 
  is always shown bearing a spear made of lightning, and a polished mithral 
  shield. He often appears to his followers on the field of battle, especially 
  to those engaged in or defending against sieges.
  The Bad
  Orcus, Demon 
  Demon-Lord of the Undead
  Alignment: Chaotic Evil
  Domains: Chaos, Evil, Death, Destruction
  Symbol: Wand of Orcus
  Garb: Black cowl and robe ensemble
  Favored Weapons: Ornamental Heavy Mace (spiked or skull-
  tipped)
  Form of Worship and Holidays: Day of the Dead (Late Fall), 
  Nights of blood red and horned moons. Worship usually 
  involves grave robbery and the animation and conscription 
  of the newly dead to the forces of evil.
  Typical Worshippers: Monsters, Undead and Evil Humanoids
  Orcus is a demon prince with — surprisingly enough — many 
  human worshipers. He has a strange fascination with humans and 
  their desire for power, possibly because it is this very flaw that 
  causes them so frequently to seek that which he controls: power over 
  death. Orcus is the lord of all undead and he resides in the Abyss in 
  his Palace of Bones surrounded by a legion of vampires and liches. 
  Evil, ruination and wanton destruction are his only goals. He is most 
  often depicted as a bloated ram-headed, bat-winged monstrosity with 
  cloven-hoofed goat legs. He wields the “Wand of Orcus,” a legendary 
  skull-tipped obsidian rod that is rumored to slay any living thing 
  it touches. Though mostly worshiped by the monstrous races, the 
  ranks of Orcus’ human worshipers are swelling, as Orcus grants 
  his followers power in large, liberal doses. It is not uncommon for 
  Orcus to give relatively low-level priests command of vast numbers 
  of undead to do his bidding. His symbol is either a demonic ram-
  headed skull (the most common), a representation of himself seated 
  on his throne, or a depiction of his skull-tipped wand. His priests 
  favor heavy, dark hooded robes and ornamental maces stylized to 
  represent his skull-tipped wand.
  Tsathogga, Demon Frog god
  Alignment: Chaotic Evil
  Domains: Chaos, Destruction, Evil, Water
  Symbol: Likeness of the Frog God, carved in soapstone
  Garb: Green and violet robes, if any
  Favored Weapon: Any that slash, cut, and are wickedly 
  curved, as well as, ropes or nets
  Form of Worship and Holidays: Too gruesome and perverse 
  to describe even by Our standards!
  Typical Worshippers: Aberrations, tsathar, sentient frogs, evil 
  water monsters, The Violet Brotherhood
  This foul frog-demon cares less about the machinations of men and 
  power than he does about obliterating light and life with slow, oozing 
  sickness and decay. He is the vicious dark evil bubbling up from beneath 
  the surface, the foul corruption at the heart of the earth. Making his home 
  on the plane of Tarterus at the mouth of the vast swamp of filth deposited 
  by the River Styx as it flows out of the Abyss, Tsathogga’s main form 
  is a colossally bloated humanoid frog with spindly, elongated limbs 
  and fingers. His corpulent body exudes all manner of foul humors and 
  fluids that leak into the vile swamp in which he lies. He has positioned 
  himself so that all of the slime and filth from the River Styx feeds into 
  his gaping, toothy maw. He never moves and rarely speaks other than 
  to emit an unintelligible shrieking. Tsathogga commands a host of evil 
  creatures — notably evil aberrations and his own vile frog race, the 
  tsathar. Thousands of fawning tsathar servants continuously bathe his 
  body in fetid slime from the evil swamp, awaiting the divine bliss of 
  being randomly devoured by him. His hatred of light and lack of human 
  worshippers (though there are a few notable exceptions) mean that he 
  is little known to surface races. He has had few organized centers of 
  worship and no standardized holy symbol — each worshipper choosing 
  its own way to best depict his deific vileness. Occasionally, tsathar 
  priests of Tsathogga on Tarterus sculpt a small likeness of him out of 
  foul chunks of solid waste from the Styx that harden into a vile green 
  substance similar to soapstone when taken from that plane. Such items 
  are prized as holy relics.
  Hecate, goddess of Evil Magic
  Alignment: Lawful Evil
  Domains: Law, Evil, Magic, Knowledge
  Symbol: A half silver disk representing the setting full moon
  Garb: Fashionable togas of the most expensive cut and 
  material, generally in black.
  Favored Weapons: None
  Form of Worship and Holidays: Priests and Wizards  
  who venerate Hecate do so beneath the full moon  
  with sacrifices of blood and magical items as the  
  moon sets.
  Typical Worshippers: Wizards, Women, Wali Hecate 
  Assassins, Lawful evil hags, witches, and crones.
  587
  appendix d: gods & Demons of Stoneheart valleyd
  
  Hecate is the goddess of evil magic. She appears as a beautiful 
  woman flanked by numerous hell hounds, her favored creature. The 
  setting moon is her symbol. She requires sacrifices on the full moon. 
  Her priests are normally accompanied by hell hounds sent by their 
  goddess to guard her temples. Clerics of Hecate have a special rapport 
  with the beasts, allowing a chance to control them as they would 
  undead. Hecate is a jealous goddess, capricious and quick to anger. 
  One of her greatest priestesses, Akbeth, is imprisoned in the Frog God 
  Games dungeon module Rappan Athuk. Hecate resides in a floating 
  castle in the Nine Hells.
  Set, god of Evil And the Night
  Alignment: Lawful Evil
  Domains: Law, Evil, Knowledge, Death
  Symbol: Black Ankh of Set
  Garb: Kilt, sandals, and ceremonial head-dress (beast 
  mask), Black Ankh of Set
  Favored Weapon: Quarterstaff, spear, poisoned weapons
  Typical Worshippers: Evil power-seeking humanoids, evil 
  monks, assassins
  Set is a greater god, worshiped on many planes in many forms. He 
  most often appears as a scaled humanoid with the head of a jackal. He 
  is utterly dedicated to the orderly spread of evil and oppression. His 
  symbol is the coiled cobra, though any snake can be used to represent 
  his power. His temples are filled with enormous serpents, always 
  poisonous. His skin is poisonous to the touch. He makes his home in 
  the Nine Hells.
  Organized groups of assassins are known to be dedicated to his 
  worship. His priests carry staves worked on one end into the head of 
  a cobra. The cobra head is often tipped with steel fangs coated with 
  poison. His clerics often carry a stylized black spear, representing the 
  Spear of Darkness he carries. Many of his worshippers tattoo themselves 
  with serpents or cobras. 
  Hel, goddess of Death, 
  Lady of Pestilence
  Alignment: Neutral Evil
  Domains: Air, Animal, Death, Earth, Fire, Plant, Water
  Symbol: A face, black on one side and white on the other
  Garb: Druidic garb of a midnight black and snow white
  Favored Weapon: poisoned dagger or sword
  Form of Worship and Holidays: Rites to Hel are practiced by 
  her worshipers during blights and plagues, likewise sacrifices 
  are made to her by fearful non-worshipers to stave off 
  plagues and illness.
  Typical Worshippers: Diseased and disease-causing 
  creatures, evil humanoids, evil druids, women, bards.
  Hel is known to spread disease, pestilence and plague with the wave of 
  her hand. Any living thing in her presence withers and dies. She appears 
  as a strange gaunt woman of both jet black and blankest white. Diseased 
  creatures worship her. It is said a strange cult of druidic ghouls and 
  mummies worships her in a secret temple hidden from the knowledge 
  of mortals, spreading their foul diseases in secrecy. Several sects of evil 
  druids dedicated to Hel plague the land, summoning swarms of vermin 
  and causing disease in living things. She cares for nothing other than the 
  spread of death. Oddly, some evil bards worship her. She resides on a 
  plague-ridden plane in Hades.
  Kal’Ay-Mah, The Black One, 
  The Black Mother
  Alignment: Lawful Evil
  Domains: Death, Destruction, Law, Knowledge
  Symbol: A blood-covered woman with four arms wearing a 
  necklace of skulls
  Garb: Blood-stained robes adorned with skulls and the 
  severed limbs of enemies
  Favored Weapon: Longsword
  Typical Worshippers: Assassins, religious scholars
  The goddess Kal’Ay-Mah, the Black Mother, is the bringer of destruction 
  and preserver of order. She is called patron to both assassins and those 
  seeking greater understanding, an often-confusing set of extremes to those 
  who fail to truly grasp Kal’Ay-Mah’s divine role. The Black Mother is 
  described as a truly fearsome creature by those who have claimed contact 
  with her avatar — a black face wetted with blood, the heads of those she 
  has slain hanging about her neck
  and their severed arms as a girdle about her waist. Four great arms 
  stretch from her body, a bloody sword gripped in her upper left hand and 
  the head of a demon gripped by the lower left. If these grotesque features 
  alone had failed to capture attention, the eyes surely would — dark, 
  ruinous and raging.
  The Non-
  Human
  Dwerfater
  Alignment: Lawful Good
  Domains: Earth, Good, Strength, Creation
  Symbol: Hammer and anvil
  Garb: Armor of mithral or steel
  Favored Weapons: Warhammer
  Form of Worship and Holidays: Priests worship at the forge, crafting 
  items of steel and mithral. The most sacred steel is tempered in 
  virgin snow on Orenday, the first full moon after midwinter.
  Typical Worshippers: Dwarves
  Dwerfater (or Dwurfater) appears as an ancient dwarf, whose beard is 
  the color of mithral and touches the ground at his feet. He always wears a 
  blackened leather apron over a coat of mithral mail and always carries his 
  mighty warhammer Noolhamr.
  grotaag, god of Orcs
  Alignment: Chaotic Evil
  Domains: Death, Destruction, War, Evil
  Symbol: Rotting severed head
  Garb: Usually skins, hides and crude metal armor
  Favored Weapons: Greataxe
  Form of Worship and Holidays: Blood sacrifice of captured 
  foes or ceremonial victims from the priest’s own tribes, 
  performed under the waxing and waning crescent moon.
  588
  appendix d: gods & Demons of Stoneheart valley
  
  Typical Worshippers: Orcs, half-orcs, some goblins 
  Grotaag is the personification of orcish might and brutality. Appearing 
  as a huge, powerful orc, Grotaag towers over battlefields, crushing friend 
  and foe alike beneath his black hobnailed boots. He often responds to 
  blood sacrifice by sending evil creatures, or even personally manifesting 
  himself. His howls of barbaric rage rumble like thunder across the 
  battlefield causing the earth to shake. In battle, Grotaag disdains the use 
  of missile weapons, calling them the weapons of weaklings or — worse 
  — elves.
  Darach-Albith, High god of Elves
  Alignment: Chaotic Good
  Domains: Plant, Animal, Magic, War
  Symbol: A bow and sword hanging from the eternal oak
  Garb: Shades of grey, green, hazel, chestnut and sable
  Favored Weapons: Longbow, longsword
  Form of Worship and Holidays: Eve of every midmonth 
  during the summer
  Typical Worshippers: High and wood elves, warriors, wizards 
  and rangers of the elven race.
  The father of all elves and firstborn of the race, Darach-Abith is 
  portrayed as a handsome elven man draped in a cloak of forest leaves. His 
  skin may appear as gleaming white as birch bark, or any of the varying 
  shades of brown and green found in primeval woodlands. Darach has keen
  golden eyes like those of an owl. His sword Tian Tu Lan and his bow 
  Fayar Nocht are said to never miss a target and slay those of evil intent 
  instantly.
  Snuurge, Father of goblins
  Alignment: Neutral Evil
  Domains: Evil, Magic, Trickery, Earth
  Symbol: A crooked-hafted war pick
  Garb: Greasy leather clothing with golden necklaces.
  Favored Weapons: Pick
  Form of Worship and Holidays: Snuurge’s followers revel 
  in blood sacrifice, and also fling gold into forge fires as 
  a tribute to their god. His rites are held on the Night of 
  Goblins (Midsummer), and on moonless nights. Feasts and 
  overeating are also common forms of worship.
  Typical Worshippers: Goblins, hobgoblins, bugbears 
  Completely hairless, this god manifests as a grossly fat, horned goblin. 
  He wields a great double-handed warpick, and is also known for his 
  stealth and deceptiveness. A master of
  disguise, it is said that Snuurge once lay down and impersonated a 
  mountain in order to avoid the
  wrath of Bowbe, whom he had defeated in a drinking match. Snuurge 
  is also said to have fathered the goblin pantheon and is held first above all 
  other goblin gods. Even the hobgoblins who hold his son Kakobovia as 
  most revered still offer sacrifices to Snuurge for fear of his wicked wrath. 
  Snuurge is mortal enemy of all dwarves and gnomes. He wears a necklace 
  made from the skulls of dwarven kings, and earrings crafted from the 
  skeletons of gnomes. In battle, Snuurge dresses in a filthy coat of scale 
  mail in battle which barely covers his immense gut.
  New Spell
  CHANT
   
  School conjuration (creation); Level cleric 2, paladin 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 40 ft.
  Area all allies and foes within a 40-ft. burst centered on you
  Duration concentration; maximum 5 minutes per level (see
  below)
  Saving Throw none; Spell Resistance no
  As long as you chant, you bring special favor upon your 
  allies and bring disfavor to your enemies. You and your 
  allies gain a +1 luck bonus on all attack rolls, saves, and skill 
  checks while your foes suffer a –1 penalty on such rolls.
  You must chant in a clear voice. Any interruption in your 
  chanting, such as a failed concentration check, a silence 
  spell, or you speaking or casting another spell, ends the 
  effect. As an exception to the general rule, the effects of 
  this spell stack with those of a prayer spell if cast by a cleric 
  of the same deity and alignment during your chanting.
  589
  appendix d: gods & Demons of Stoneheart valleyd
  
  SINNOTH JORINN 
  CR 1/2
  Male human fighter 1
  CG Medium humanoid (human)
  Init +2; Perception +2
   
  AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
  hp 13 (1d10+2 plus 1)
  Fort +4; Ref +4; Will +1
   
  Speed 20 ft.
  Melee greatsword +4 (2d6+4/19–20), dagger +4 (1d4+3/19–20)
   
  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
  Base Atk +1; CMB +4; CMD 17
  Feats DodgeB, Iron Will, Lightning ReflexesB
  Skills Acrobatics –2, Escape Artist –2, Perception +2, Ride –2, 
  Stealth –2, Survival +5, Swim –1
  Languages Common
  Combat Gear 2 potions of cure light wounds; Gear scale mail, 
  greatsword, dagger, backpack, bedroll, chalk, belt pouch, 
  50 ft. hemp rope, 2 sacks, 5 tindertwigs 
  Appearance: Sinnoth is heavily muscled, stands 6 feet tall, and weighs 
  about 200 pounds. His close-cropped hair is so close in color to his dark 
  brown skin that casual observers have been known to overlook it entirely. 
  His usual loose, black clothing matches his eyes; with the scar down his 
  left cheek, he is the picture of a grim hero. In battle Sinnoth wears full 
  plate and wields a greatsword, but prefers to use his composite longbow 
  in situations where range can give him an advantage.
  Background: At an early age, his parents were murdered by a bandit 
  horde and Sinnoth was sold into slavery. After a time, he won his freedom 
  through a combination of perseverance, hard work and luck. Although 
  deep down Sinnoth has a good conscience, the deaths of loved ones 
  and his own slavery have left deep scars upon his soul. In the age-old 
  dichotomy regarding the nature of man, he sees the darker view: Man 
  is inherently evil. Only those with great strength of will can overcome 
  their base selfish natures. To him, the world is a sea of darkness with only 
  scattered points of light. 
  Personality: Sinnoth is very matter-of-fact; he has little patience for 
  fools or activities he deems pointless. Most people find him brusque, but 
  generally he holds himself in very tight control. However, just below his 
  surface manner lies a seething anger that can erupt quickly, especially 
  when he sees the strong or the powerful harassing the young, the weak, 
  or the poor. Sinnoth would be a strong friend to an individual who proves 
  his or her worth by deeds. On the other hand, he is perfectly willing to be 
  judge, jury, and executioner without mercy to those who do evil, especially 
  oppressing the weak. Sinnoth has begun to temper his anger since meeting 
  Cassandra and observing the way she interacts with the world; her light 
  attracts him like a moth to a flame.
  Motivation: Tales of a long-hidden temple dedicated to Orcus have 
  reached Sinnoth’s ears, and he wants to find out if the rumors are true. If 
  so, it is no doubt a source of evil, contributing to the rise of the brutal over 
  the weak, and needs to be destroyed. His rash nature would urge him to 
  rush in, but he may need to consider whether he is ready to take on the 
  temple right away or if more preparation will be necessary.
  SINNOTH JORINN 
  CR 5
  Male human fighter 6
  CG Medium humanoid (human)
  Init +6; Senses Perception +6
   
  AC 26, touch 14, flat-footed 23 (+11 armor, +1 deflection, +2 
  Dex, +1 dodge, +1 natural)
  hp 56 (6d10+12 plus 6)
  Fort +7; Ref +6; Will +5 (+7 vs. fear)
  Defensive Abilities Bravery +2
   
  Speed 20 ft.
  Melee +1 greatsword +13/+8 (2d6+10/19–20), dagger +10/+5 
  (1d4+4/19–20)
  Ranged masterwork composite longbow [Str +4] +9/+4 
  (1d8+4/x3)
  Special Attacks weapon training (heavy blades +1)
   
  Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 7
  Base Atk +6; CMB +10; CMD 24
  Feats DodgeB, Improved Initiative, Iron Will, Lightning 
  ReflexesB, Power AttackB, Vital Strike, Weapon Focus 
  (greatsword)B, Weapon Specialization (greatsword)B
  Skills Acrobatics –2, Climb +10, Escape Artist –2, Perception 
  +6, Ride –2, Stealth –2, Survival +8, Swim +7
  Languages Common
  SQ armor training 1 
  Combat Gear 8 potions of cure light wounds; Other Gear +2 
  full plate, +1 greatsword, masterwork composite longbow 
  [Str +4], 20 arrows, dagger, amulet of natural armor +1, 
  backpack, bedroll, chalk, climber’s kit, everburning torch, 
  belt pouch, ring of protection +1, ring of sustenance, 50 ft. 
  hemp rope, 2 sacks, 5 tindertwigs 
  Appendix E: Pregens
  590
  
  CASSANDRA 
  CR 1/2
  Female human paladin 1
  LG Medium humanoid (human)
  Init +1; Perception +3
  Aura good
   
  AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
  hp 11 (1d10+1)
  Fort +3; Ref +1; Will +6
   
  Speed 20 ft.
  Melee longsword +4 (1d8+2/19–20) 
  Special Attacks smite evil 1/day (+3 to hit, +1 damage, +3 
  deflection)
  Spell–Like Abilities (CL 1st):
  At will—detect evil 
   
  Str 14, Dex 12, Con 13, Int 12, Wis 15, Cha 16
  Base Atk +1; CMB +3; CMD 14
  Feats Iron WillB, Weapon Focus (longsword)
  Skills Acrobatics –5, Climb –4, Diplomacy +7, Escape Artist 
  –5, Knowledge (nobility) +5, Knowledge (religion) +5, 
  Perception +3, Ride –5, Sense Motive +6, Stealth –5, Swim –4
  Languages Celestial, Common
  Gear breastplate, longsword, heavy steel shield, backpack, 
  bedroll, blanket, wooden holy symbol of Muir, hooded 
  lantern, 3 pints of oil 
   
  Smite Evil (Su) +3 to hit, +1 to damage, +3 deflection bonus 
  to AC when used.
  Appearance: Cassandra is tall for a woman, about 5 feet 11 inches. She 
  has a muscular and athletic, but feminine, build and weighs 165 pounds. 
  Her fair cheeks and blue eyes have been likened to flowers – but never 
  more than once by the same person. In general she wears her long blonde 
  hair in a practical braid coiled around the top of her head, its crown-like 
  look enhancing her queenly bearing. As a paladin of Muir, Cassandra’s 
  usual garb is modest, form-fitting plate armor and her winged helmet. She 
  carries a longsword whose hilt is decorated by an unusual crest, worn 
  nearly smooth, and a shield bearing the design of the Justicars.
  Background: Cassandra is of royal blood and thinks of herself as a 
  mighty warrior-princess. Her parents fell with the collapse of a far-away 
  kingdom, but the baby princess was spirited away by the royal chaplain, a 
  priestess of Muir, who hid the child with a secluded order of holy clerics. 
  These wise people saw a greatness in Cassandra, and arranged to have her 
  trained as a paladin of the order.
  Personality: Cassandra is a strong optimist, seeing good in all people. 
  In the age-old dichotomy regarding the nature of man, she believes that 
  man is inherently good. In her view, evil is caused by the corruption of 
  man by denizens of the lower planes, so she fights against that corruption 
  anytime she has a chance. The world may morally be a sea of gray, with 
  regions of darkness, but Cassandra chooses the light and is convinced 
  that the actions of individuals are key in spreading that light and driving 
  out the darkness. Cassandra is beautiful in face and figure, but she has a 
  greater beauty that comes from within. Taught by many clerics of great 
  wisdom, she is the rare paladin who is straight without being stiff; loyal 
  and true without being fanatic. She cares deeply for Sinnoth and seeks to 
  redeem him from his personal darkness.
  Motivation: Cassandra has heard rumors of an existing temple of 
  Orcus, hundreds of years after the previous great temple was destroyed 
  at immense cost to her order. While others brush this off as impossible, 
  she feels it is critical to have accurate information. She wants very much 
  to verify the location of the rumored temple and perhaps even win herself 
  renown among the Justicars by not only discovering it, but possibly 
  bringing to justice and redeeming some of its evil inhabitants.
  CASSANDRA 
  CR 5
  Female human paladin 6
  LG Medium humanoid (human)
  Init +1; Perception +5
  Aura courage, good
   
  AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex,+3 shield)
  hp 51 (6d10+6 plus 5)
  Fort +10; Ref +7; Will +13
  Defensive Abilities lay on hands 8/day (3d6), mercy 
  (disease, sickened); Immune fear, disease
   
  Speed 20 ft.
  Melee +1 longsword +11/+6 (1d8+4/19–20), heavy mace 
  +9/+4 (1d8+3) and
  Special Attacks channel positive energy (3d6, DC 16), smite 
  evil 2/day (+3 to hit, +6 damage, +3 deflection)
  Spell–Like Abilities (CL 6th):
  At will—detect evil 
  1/day—divine weapon (6 minutes)
  Spells Prepared (CL 3rd; melee touch +9, ranged touch +7):
  1st—bless, protection from evil
   
  Str 16, Dex 12, Con 13, Int 12, Wis 15, Cha 17
  591
  appendix e: pregens
  
  Base Atk +6; CMB +9; CMD 20
  Feats Extra Lay on Hands, Iron WillB, Selective Channeling, 
  Weapon Focus (longsword)
  Skills Acrobatics –5, Climb –3, Diplomacy +10, Escape Artist 
  –5, Heal +8, Knowledge (nobility) +6, Knowledge (religion) 
  +9, Perception +5, Sense Motive +8, Stealth –5, Survival +3, 
  Swim –2
  Languages Celestial, Common
  SQ divine grace 
  Combat Gear 3 potions of cure moderate wounds, 2 potions 
  of heroism; Other Gear +1 full plate, +1 longsword, +1 heavy 
  steel shield, heavy mace, belt of giant strength +2, cloak of 
  resistance +1, handy haversack, bedroll, blanket, silver holy 
  symbol of Muir, hooded lantern, 3 pints of oil, 100 ft. silk rope
   
  Aura of Courage You are immune to Fear. Allies within 10 ft. 
  save at +4 vs Fear.
  Divine Weapon You can enhance your weapon for 1 minute 
  per level one or more times per day.
  Mercy: Diseased (Su) When you use your lay on hands 
  ability, it also removes disease, as per the remove disease 
  spell at a caster level of your paladin level.
  Mercy: Sickened (Su) When you use your lay on hands 
  ability, it also removes the sickened condition.
  Smite Evil +3 to hit, +6 to damage, +3 deflection bonus to 
  AC when used.
  ULMO 
  CR 1/2
  Male halfling rogue 1
  N Small humanoid (halfling)
  Init +3; Perception +7
   
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 10 (1d8+1 plus 1)
  Fort +2; Ref +6; Will +0 (+2 vs. fear)
  Defensive Abilities fearless
   
  Speed 15 ft.
  Melee dagger +0 (1d3–1/19–20), shortsword +0 (1d4–1/19–
  20) 
  Ranged shortbow +4 (1d4–1/x3)
  Special Attacks sneak attack +1d6
   
  Str 8, Dex 17, Con 12, Int 12, Wis 9, Cha 12
  Base Atk +0; CMB –2; CMD 11
  Feats Alertness
  Skills Acrobatics +6, Appraise +5, Climb +2, Disable Device 
  +7 (+8 to disable traps), Escape Artist +0, Fly +2, Knowledge 
  (local) +5, Perception +7 (+8 to find traps), Ride +0, Sense 
  Motive +5, Sleight of Hand +4, Stealth +8, Swim –4
  Languages Common, Elven, Halfling
  SQ trapfinding +1
  Gear leather, short sword, dagger, shortbow, 20 arrows, 
  backpack, 3 caltrops, chalk, crowbar, flint and steel, 
  grappling hook, 50 ft. silk rope, 3 sunrods, masterwork 
  thieves’ tools
   
  Fearless +2 morale bonus vs fear saves.
  Trapfinding +1 to find or disable traps.
  Appearance: Ulmo is a typical halfling, with tanned skin, brown hair 
  and eyes, a nose no more bulbous than necessary, a friendly smile, and 
  hairy feet. He rises to a height of about 3 feet 1 inch and weighs nearly 100 
  lbs.  Ulmo tries to always wear something in his favorite color, which is 
  blue. Usually he wears a blue shirt under his leather armor, but sometimes 
  he holds his curly hair back with a rakish blue scarf. He fights using a 
  short sword or dagger, and his exceptional hand-eye coordination makes 
  him a superior shot with his short bow.
  Background: Ulmo’s casual (even negligent) attitude toward work 
  and his generous views of what friends ought to share with him made him 
  unpopular with the staid people of his home village. As soon as he reasonably 
  could, he set out to explore the wider world, convinced it held much promise 
  for a clever and friendly fellow. Early on Ulmo discovered that not everyone 
  was going to be friendly, and that even a clever person could be taken in. 
  Slightly wiser, he has curbed some of his young recklessness but is still 
  always on the lookout for a good time. Ulmo met Sinnoth when the warrior 
  intervened in a very awkward incident with a merchant in Bard’s Gate, and 
  now considers the man to be his closest friend.
  Personality: Ulmo goes with flow and is most interested in acquiring 
  wealth, although living long enough to spend it is important, too! 
  Whether people are at base good or evil is of little concern to him as long 
  as they don’t interfere with his life. Ulmo wants to have fun, enjoy his 
  companions, and not take life too seriously. He’s after comfort rather than 
  luxury; a good drink at the local pub in the company of friends is better 
  than the finest wine elsewhere. 
  Motivation: Tales of wealth are what lure Ulmo into adventure, though 
  he has learned the wisdom of being prepared! In the case of Rappan 
  Athuk, Ulmo proudly envisions himself helping a good cause (ridding the 
  world of a bunch of demons), and would be hurt should anyone seriously 
  suggest that his motives are more mercenary, even though they are.
  ULMO 
  CR 5
  Male halfling rogue 6
  N Small humanoid (halfling)
  Init +4; Perception +12
   
  AC 20, touch 15, flat-footed 16 (+5 armor, +3 Dex, +1 dodge, 
  +1 size)
  hp 45 (6d8+6 plus 6)
  Fort +5; Ref +11; Will +3 (+5 vs. fear)
  Defensive Abilities evasion, fearless, trap sense +2, uncanny 
  dodge
   
  Speed 15 ft.
  592
  appendix e: pregens
  
  Melee +1 shortsword +5 (1d4/19–20), dagger +4 (1d3–1/19–20) 
  Ranged +1 shortbow +10 (1d4/x3)
  Special Attacks sneak attack +3d6
  Spell–Like Abilities (CL 6th)
  3/day—mage hand
   
  Str 8, Dex 18, Con 12, Int 12, Wis 9, Cha 12
  Base Atk +4; CMB +2; CMD 16
  Feats Alertness, Dodge, Mobility
  Skills Acrobatics +17, Appraise +8, Climb +5, Disable 
  Device +15 (+18 to disable traps), Escape Artist +10, Fly +3, 
  Knowledge (local) +10, Perception +12 (+15 to find traps), 
  Ride +1, Sense Motive +9, Sleight of Hand +9, Stealth +14, 
  Swim –4
  Languages Common, Elven, Halfling
  SQ rogue talent (ledge walker), rogue talent (trap spotter), 
  trapfinding +3
  Combat Gear 3 potions of cure moderate wounds; Other 
  Gear +1 glamered chain shirt, +1 shortsword, +1 shortbow, 
  20 arrows, dagger, backpack, bag of holding I, boots of 
  elvenkind, cloak of resistance +1, 3 caltrops, chalk, crowbar, 
  flint and steel, grappling hook, , 50 ft. silk rope, 3 sunrods, 
  masterwork thieves’ tools 
   
  Evasion If you succeed at a Reflex save for half damage, 
  you take none instead.
  Fearless +2 morale bonus vs Fear saves.
  Ledge Walker You may move along narrow surfaces at 
  full speed using acrobatics at full speed.  You are not 
  flat–footed while using Acrobatics to move along narrow 
  surfaces.
  Trap Sense (Ex) +2 bonus on Reflex saves and AC against 
  traps.
  Trap Spotter (Ex) Whenever you come within 10 ft. of a trap, 
  the GM secretly rolls for you to find it.
  Trapfinding +3 to find or disable traps.
  Uncanny Dodge (Ex) Retain Dex bonus to AC when flat–
  footed.
  MYTHANDYR 
  CR 1/2
  Male human wizard 1
  LN Medium humanoid (human)
  Init +5; Perception +3
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 6 (1d6)
  Fort +0; Ref +1; Will +4
   
  Speed 30 ft.
  Melee quarterstaff +0 (1d6) 
  Special Attacks hand of the apprentice 6/day
  Spells Prepared (CL 1st; melee touch +0, ranged touch +0):
  1st—charm person (DC 14), magic missile
  0 (At will)—detect magic, light, mage hand
   
  Str 10, Dex 12, Con 10, Int 17, Wis 14, Cha 12
  Base Atk +0; CMB +0; CMD 11
  Feats Combat Casting, Improved InitiativeB, Scribe ScrollB
  Skills Craft (alchemy) +7, Knowledge (arcana) +7, 
  Knowledge (dungeoneering) +7, Knowledge (local) +7, 
  Linguistics +7, Perception +3, Spellcraft +7
  Languages Common, Draconic, Elven, Giant, Orc
  SQ bonded object (quarterstaff) 1/day 
  Combat Gear potion of cure light wounds, scroll of identify; 
  Other Gear quarterstaff 
   
  Bonded Object (quarterstaff) DC 20 + spell level to cast 
  spells without the bonded object. Once per day, you can 
  cast any spell in your spellbook for free.
  Hand of the Apprentice Throw the Melee weapon you are 
  holding 6/day.
  Appearance: Mythandyr is a young man, slim, with a narrow black 
  beard. He has very strange green-black eyes and a haunting stare. At 5 
  feet 10 inches tall, he weighs about 150 pounds, and his slender build is 
  shown off by his fitted robes in dark green with black trim.  Mythandyr 
  has a quarterstaff made of polished black walnut, and he carries it with 
  him everywhere he goes.
  Background: Given early training by a village hedge-wizard, 
  Mythandyr annoyed the old man by his constant questions. He was a 
  bright lad, and always wanted to know the reasons why things worked, or 
  what might happen if things were done slightly differently. He took in all 
  the information his master could give him, but that only made him hungry 
  for more so he struck out in search of answers.
  Personality: Mythandyr is too active to simply spend his days 
  learning in some musty library.  He chooses to search for knowledge 
  through travel, gathering lore and seeking the truth behind rumors of 
  great magics. He does his fair share when traveling with a group and 
  does not consider himself above doing mundane chores. He is loyal to 
  his companions in most circumstances, but they might find themselves 
  suddenly abandoned if an inscription or obscure carving should catch his 
  eye. Mythandyr’s strong intellect gives him an excellent memory, and he 
  is quick to understand developing situations, but his insatiable curiosity 
  often overrules his caution.
  Motivation: Mythandyr works to acquire magical knowledge, but he 
  has learned that knowledge is merely the stepping stone to power and it 
  is that which he ultimately desires. He practically salivates at the thought 
  of the long-hidden treasures he might discover in the depths of an ancient 
  dungeon. In addition, in his search for power Mythandyr has had occasions 
  593
  appendix e: pregens
  
  to summon an imp for information. The creature’s devilish masters would 
  like to see the downfall of any power base of their rival demons, and so 
  the imp fires Mythandyr’s desires and imagination.
  MYTHANDYR 
  CR 5
  Male human wizard 6
  LN Medium humanoid (human)
  Init +5; Perception +8
   
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 26 (6d6)
  Fort +4; Ref +5; Will +9
   
  Speed 30 ft.
  Melee mwk quarterstaff +4 (1d6)
  Special Attacks hand of the apprentice 8/day
  Spells Known (CL 6th; melee touch +3, ranged touch +4):
  3rd—haste (DC 18), lightning bolt (DC 18), slow (DC 18) 
  2nd—glitterdust (DC 17), invisibility, knock, rope trick
  1st—charm person (DC 16), magic missile (x2), obscuring 
  mist, shield (DC 16)
  0 (At will) detect magic light, mage hand, resistance 
   
  Str 10, Dex 12, Con 10, Int 20, Wis 14, Cha 12
  Base Atk +3; CMB +3; CMD 14
  Feats Brew PotionB, Combat Casting, Improved InitiativeB, 
  Scribe ScrollB, Spell Mastery, Spell Penetration
  Skills Appraise +11, Bluff +4, Craft (alchemy) +14, Fly +10, 
  Knowledge (arcana) +14, Knowledge (dungeoneering) +10, 
  Knowledge (local) +9, Linguistics +14, Perception +8, Sense 
  Motive +5, Spellcraft +14
  Languages Abyssal, Celestial, Common, Draconic, Elven, 
  Giant, Goblin, Infernal, Orc, Sylvan, Terran
  SQ Bonded Object (masterwork quarterstaff)
  Combat Gear 2 potions of cure light wounds, 2 potions of 
  invisibility, scroll of dispel magic (CL 7th), scroll of identify; 
  Other Gear masterwork quarterstaff , bracers of armor +2, 
  brooch of shielding, cloak of resistance +2, headband of 
  vast intelligence +2, ioun torch, pearl of power (1st level)
   
  Bonded Object (masterwork quarterstaff) DC 20 + spell level 
  to cast spells without the bonded object. Once per day, you 
  can cast any spell in your spellbook for free.
  Hand of the Apprentice Throw the melee weapon you are 
  holding 8/day.
  HITHFAERON 
  CR 1/2
  Male half–elf ranger 1
  NG Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +10
   
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 11 (1d10+1)
  Fort +3; Ref +4; Will +1 (+3 vs. enchantment)
  Immune sleep
   
  Speed 20 ft.
  Melee longsword +3 (1d8+2/19–20)
  Ranged longbow +3 (1d8/x3)
  Special Attacks favored enemy (magical beasts +2)
   
  Str 14, Dex 15, Con 12, Int 10, Wis 12, Cha 14
  Base Atk +1; CMB +3; CMD 15
  Feats Point Blank Shot, Skill Focus (Perception)B
  Skills Acrobatics –1, Climb +3, Escape Artist –1, Handle 
  Animal +6, Perception +10, Ride –1, Sense Motive +2, Stealth 
  +3, Survival +5 (+6 to track), Swim +3
  Languages Common, Elven
  SQ elf blood, track +1, wild empathy +3 
  Gear leather armor, longsword, longbow, 20 arrows, 
  backpack, bedroll, winter blanket, flint and steel, 5 days 
  trail rations, grappling hook, 100 ft. silk rope, small tent, 2 
  tindertwigs, 4 torches 
   
  Elf Blood You are counted as both elves and humans for any 
  effect relating to race.
  Wild Empathy (Ex) Improve the attitude of an animal, as if 
  using Diplomacy.
  Appearance: Known as “Hith” to his friends, Hithfaeron has a slender 
  muscular build, being 6 feet tall and 175 pounds, with long hair the color of 
  pale birch, light skin, and eyes the green of spring leaves. His slightly pointed 
  ears reveal his mixed heritage. Hith usually dresses in the greens and browns 
  of the forest and wears leather armor. His weapon of choice is the longbow, 
  but he uses a longsword for melee combat. Hith is usually accompanied by 
  Remy, a leopard whose body is almost as long as Hith is tall.
  Background: Raised in an elven community deep in the woods, Hith 
  began to feel out of place as he matured more quickly than any of his 
  companions. He reached adulthood while they were barely more than 
  children, with only lightweight concerns. Being well trained in the craft 
  and lore of the woods, he struck out on his own and became a guide for 
  travelers and a protector of the woods and its inhabitants.
  Personality: Hith is more serious than his elven kin, realizing how 
  short life can be even though he expects to live many decades yet. At the 
  same time he is friendly and likable, believing every person should make 
  the most of his or her time. Hith is aware of both the short-term and long-
  594
  appendix e: pregens
  
  term cycles and patterns in nature and seeks the preservation of nature by 
  helping both people and animals. He dislikes unnatural effects that disrupt 
  the patterns, especially those caused by the use of magic. 
  Motivation: The evil of Rappan Athuk has certainly affected the region 
  surrounding it. Ridding the forests of their unnatural inhabitants would 
  be important to Hith, and cleansing the foul dungeon to prevent further 
  infection could be a significant goal. He initially met the others while 
  acting as a mere scout, but upon learning their ultimate destination Hith 
  decided to stay with the group.
  HITHFAERON 
  CR 5
  Male half–elf ranger 6
  NG Medium humanoid (elf, human)
  Init +3; Senses low–light vision; Perception +15
   
  AC 17, touch 14, flat–footed 13 (+3 armor, +3 Dex, +1 
  dodge)
  hp 46 (6d10+6)
  Fort +6; Ref +8; Will +3
  Immune sleep
   
  Speed 20 ft.
  Melee longsword +8/+3 (1d8+2/19–20)
  Ranged +1 magical beast bane composite longbow [Str +2] 
  +10/+5 (1d8+3/x3)
  Special Attacks favored enemy (magical beasts +4, 
  monstrous humanoid +2)
  Spells Prepared (CL 3rd; melee touch +8, ranged touch +9):
  1st—longstrider, speak with animals 
   
  Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 14
  Base Atk +6; CMB +8; CMD 22
  Feats Dodge, EnduranceB, Mobility, Point Blank Shot, Precise 
  ShotB, Rapid ShotB, Skill Focus (Perception)B
  Skills Climb +6, Escape Artist +2, Handle Animal +11, Heal 
  +6, Knowledge (geography) +4, Knowledge (nature) +4, 
  Perception +15, Ride +0, Sense Motive +4, Stealth +14, 
  Survival +10 (+13 to track), Swim +4
  Languages Common, Elven
  SQ animal companion link, elf blood, favored terrain 
  (plains,+2 bonus), share spells with companion, track +3, wild 
  empathy +8 
  Combat Gear 3 potions of cure moderate wounds, potion of 
  neutralize poison; Other Gear +1 shadow leather armor, +1 
  magical beast bane composite longbow [Str +2], longsword, 
  20 arrows, backpack, bedroll, winter blanket, flint and steel, 
  grappling hook,  5 days rations, 100 ft. silk rope, small tent, 2 
  tindertwigs, 4 torches 
   
  Animal Companion Link (Ex) You have a link with your 
  animal companion.
  Elf Blood You are counted as both elves and humans for any 
  effect relating to race.
  Share Spells with Companion (Ex) Spells cast on you can 
  also affect your companion, if it’s within 5 ft.
  Wild Empathy (Ex) Improve the attitude of an animal, as if 
  using Diplomacy.
  REMY THE LEOPARD 
  CR 2
  XP 600 
  N Medium animal 
  Init +4; Senses low-light vision, scent; Perception +5 
   
  AC 18, touch 15, flat–footed 13 (+5 Dex, +3 natural) 
  hp 19 (3d8+6) 
  Fort +5; Ref +8; Will +2
  Defensive Abilities evasion
   
  Speed 30 ft., climb 20 ft. 
  Melee bite +7 (1d6+3 plus grab), 2 claws +7 (1d3+3) 
  Special Attacks pounce, rake (2 claws +6, 1d3+3)
   
  Str 17, Dex 20, Con 15, Int 2, Wis 13, Cha 6 
  Base Atk +2; CMB +5 (+9 to grapple); CMD 19 (23 vs. trip) 
  Feats Skill Focus (stealth), Weapon Finesse 
  Skills Acrobatics +9, Climb +11, Perception +5, Stealth +12 
  (+16 in undergrowth); Racial Modifiers +4 on Stealth in 
  undergrowth
  SQ link, share spells
   
  Link (Ex) A ranger can handle her animal companion as a 
  free action, or push it as a move action, even if she doesn’t 
  have any ranks in the Handle Animal skill. The ranger gains 
  a +4 circumstance bonus on all wild empathy checks 
  and Handle Animal checks made regarding an animal 
  companion.
  Share Spells (Ex) The ranger may cast a spell with a target 
  of “You” on her animal companion (as a touch range 
  spell) instead of on herself. A ranger may cast spells on her 
  animal companion even if the spells normally do not affect 
  creatures of the companion’s type (animal).
  RETGAK 
  CR 1/2
  Male dwarf barbarian 1
  CG Medium humanoid (dwarf)
  Init +0; Senses darkvision 60 ft.; Perception +5
   
  AC 17, touch 10, flat–footed 17 (+7 armor) (+4 dodge bonus 
  vs. giants)
  hp 16 (1d12+3 plus 1)
  Fort +5; Ref +0; Will +1 (+2 vs. poison, spells and spell-like 
  effects)
  Defensive Abilities defensive training, hardy
   
  Speed 20 ft.
  Melee greataxe +4 (1d12+4/x3) 
  Special Attacks hatred, rage 7 rounds/day
   
  Str 17, Dex 11, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +4; CMD 14
  Feats Armor Proficiency (heavy)
  Skills Acrobatics –7, Climb +0, Escape Artist –7, Intimidate +3, 
  Perception +5, Ride –7, Stealth –7, Swim +0
  Languages Common, Dwarven
  SQ greed, slow and steady, stability, stonecunning +2
  Combat Gear splint mail, greataxe 
   
  Defensive Training +4 dodge bonus to AC against monsters 
  of the giant subtype.
  Greed +2 to Appraise checks to determine the price of non-
  magical goods that contain precious metals or gemstones.
  Hardy Gain a racial bonus to saves vs. Poison, Spells and 
  Spell–Like effects.
  Hatred +1 racial bonus to attacks against orcs and 
  goblinoids.
  Rage (Ex) +4 Str, +4 Con, +2 to Will saves, –2 to AC when 
  enraged.
  Slow and Steady Your base speed is never modified by 
  encumbrance.
  Stability +4 to avoid being bull rushed or tripped while 
  standing.
  Stonecunning +2 bonus to Perception vs. unusual stonework. 
  Free check within 10 ft.
  Appearance: Retgak is heavily muscled, stout, and dense, weighing at 
  least 230 pounds at only 4 feet 6 inches tall. His brown beard is long and full, 
  though it has a tendency to become curly in humidity so he usually keeps it 
  braided. He tends to keep his hair cut short (not past his shoulders) to keep 
  595
  appendix e: pregens
  
  it from becoming a hazard in battle. Retgar garbs himself in splint mail and 
  wields a great axe with vigor during combat. In his few moments of relaxation, 
  he usually wears leather jerkin and pants over a simple woven shirt.
  Background: Retgak is on the tall side for a dwarf, strong, and with a bad 
  temper, and at one time had a tendency to bully those less powerful than him. 
  After nearly killing another young dwarf in a fight he swore that would never 
  happen again. Instead Retgak fled to the wilds of the Under Realms and used 
  his energy fending for himself, eventually becoming a skillful warrior. In the 
  process he learned to contain his rage and then unleash it to his own benefit. 
  After some years Retgak returned to his clan and was cautiously permitted to 
  return, but he felt wild and out of place compared to the more settled members 
  of his community. Finally he decided to adventure in the surface world, sure 
  that somewhere there were companions who would welcome him as he is.
  Personality: His years in the Under Realms have made Retgak more 
  than a little paranoid in underground spaces. He feels safer where he can 
  see a little sky, though there is no real basis for this. Underground his senses 
  go on the alert, he sleeps lightly, and tenses at anything that might be a 
  threat. These habits kept Retgak alive but can make him a tense companion, 
  especially for extended underground travel. Unused to working in a group, 
  Retgak is gruff and sometimes uncooperative. He judges people on their 
  battle prowess and so often looks down on wizards and clerics, though he 
  will admit that they do have their uses on occasion. Since combat skill is 
  his measure of worth, Retgak is very impressed with Sinnoth Jorinn and 
  intrigued by the anger and rage he senses within the man.
  Motivation: Retgak considers that traveling through the Dungeon of Graves 
  would be a worthy challenge for someone who survived on his own in the 
  Under Realms. Of course, the opportunity for wealth would also be welcome, 
  though he places less store on such things than most of his race. In addition, 
  Retgak has become a good and faithful friend of Sinnoth Jorinn and would 
  agree to the adventure if the man requested it, even if he had no other interest.
  RETGAK 
  CR 5
  Male dwarf barbarian 6
  CG Medium humanoid (dwarf)
  Init +0; Senses darkvision 60 ft.; Perception +10
   
  AC 20, touch 10, flat–footed 20 (+9 armor, +1 natural) (+4 
  dodge bonus vs. giants)
  hp 71 (6d12+18 plus 6)
  Fort +9; Ref +3; Will +4 (+2 vs. poison, spells and spell-like 
  effects)
  Defensive Abilities defensive training, hardy, improved 
  uncanny dodge, trap sense +2
   
  Speed 20 ft.
  Melee +1 flaming greataxe +11/+6 (1d12+7/x3) 
  Special Attacks hatred, rage 17 rounds/day, rage power 
  (knockback, renewed vigor 1d8+3 hp [1/day], surprise 
  accuracy +2 [1/rage])
   
  Str 18, Dex 11, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +6; CMB +10; CMD 20
  Feats Cleave, Power Attack 
  Skills Acrobatics –2, Climb +3, Escape Artist –6, Intimidate +8, 
  Perception +10, Ride –6, Stealth –6, Survival +10
  Languages Common, Dwarven
  SQ greed, hardy +2, slow and steady, stability, stonecunning 
  +2
  Combat Gear 5 potions of protection from evil; Other Gear 
  +2 splint mail, +1 flaming greataxe, amulet of natural armor 
  +1, cloak of resistance +1, backpack
   
  Defensive Training +4 dodge bonus to AC against monsters 
  of the Giant subtype.
  Greed +2 to Appraise checks to determine the price 
  of nonmagical goods that contain precious metals or 
  gemstones.
  Hardy +2 Gain a racial bonus to saves vs. Poison, Spells and 
  Spell–Like effects.
  Hatred +1 racial bonus to attacks against orcs and 
  goblinoids.
  Knockback While raging, bull rush in place of an attack.
  Rage (Ex) +4 Str, +4 Con, +2 to Will saves, –2 to AC when 
  enraged.
  Renewed Vigor (Ex) 1/day while raging, heal yourself for 
  1d8+3 HP
  Slow and Steady Your base speed is never modified by 
  encumbrance.
  Stability +4 to avoid being bull rushed or tripped while 
  standing.
  Stonecunning +2 bonus to Perception vs. unusual stonework. 
  Free check within 10 feet.
  Surprise Accuracy (Ex) One attack per rage gains +2 to hit.
  Trap Sense (Ex) +2 bonus on Reflex saves and AC against 
  traps.
  CERENDELIL 
  CR 1/2
  Female elf sorcerer 1
  CN Medium humanoid (elf)
  Init +2; Senses low–light vision; Perception +2
   
  AC 12, touch 12, flat–footed 10 (+2 Dex)
  hp 9 (1d6+3 plus 3)
  Fort +0; Ref +2; Will +2
  Immune sleep
   
  Speed 30 ft.
  596
  appendix e: pregens
  
  Melee unarmed strike –1 (1d3–1)
  Ranged shortbow +2 (1d6–1/x3)
  Spell-Like Abilities (CL 1st; ranged touch +2):
  8/day—elemental ray (1d6 fire)
  Spells Known (CL 1st; melee touch –1, ranged touch +2):
  1st (5/day)—mage armor, magic missile
  0 (At will)—detect magic, mage hand, prestidigitation, read 
  magic, mage hand
  Bloodline elemental
   
  Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 20
  Base Atk +0; CMB –1; CMD 11
  Feats Eschew MaterialsB, Toughness 
  Skills Craft (tattoo) –1, Knowledge (arcana) +5, Perception 
  +2, Sense Motive +1, Spellcraft +5, Use Magic Device +9
  Languages Common, Elven, Sylvan
  SQ bloodline arcana (elemental: fire), elven magic
  Combat Gear scroll of comprehend languages, scroll of 
  sleep; Other Gear shortbow, 20 arrows
   
  Bloodline Arcana (elemental: fire) You may change any 
  energy spell to use [Fire] energy.
  Elven Magic +2 racial bonus on caster checks to overcome 
  spell resistance.  +2 to spellcraft checks to determine the 
  properties of a magic item.
  Appearance: Cerendelil, known as “Ceren” by both friends and 
  enemies, is tall and very slender, being 6 feet tall and weighing only 
  135 pounds. Nonetheless she has a very feminine figure and gives the 
  impression of softness by her mannerisms and her fluttering garments. 
  Ceren has bright flowing red hair and green eyes with flecks of gold. 
  She emphasizes her coloring by dressing in shades of green or teal, 
  warm brown when she needs to be practical, or muted gold for special 
  occasions. She is heavily tattooed with strange mystic symbols and sigils, 
  though many of these are hidden by her robes. The few abstract tattoos on 
  her face only serve to enhance her exotic beauty.
  Background: Rumor has it that the blood of an efreet found its way into 
  Ceren’s family. This fiery heritage causes their blood to flow somewhat 
  warmer than the average elf, giving her ancestors’ reputations for being 
  hot tempered, or lusty. Ceren herself grew bored with the sedate culture 
  of her home and went looking for more stimulating surroundings. Since 
  being saved from certain death by Sinnoth (after being attacked by nereids 
  when crossing a forest stream), she has become fascinated by him.
  Personality: Ceren takes the concept of “the capricious and emotional 
  nature of the fey” to a whole new level. She is seductive, alluring, and 
  radiates a hedonistic and self–absorbed nature. While she would prefer to 
  be the center of attention, Ceren can also amuse herself by watching the 
  interactions of others and commenting in her superior way. She is self-
  confident in every situation but needs to learn her own limits and how to 
  employ common sense.
  Motivation: The lure of ancient or unknown magic lures Ceren to 
  explore dungeons. She thinks highly of her own abilities, and has not yet 
  had a set-back large enough to shake her confidence, so she firmly believes 
  that she is up to the challenge of the Dungeon of Graves. In addition, her 
  fascination with Sinnoth means that she would surely accompany him into 
  the dungeon, perhaps whether he invites her or not.
  CERENDELIL 
  CR 5
  Female elf sorcerer 6
  CN Medium humanoid (elf)
  Init +6; Senses low–light vision; Perception +5
   
  AC 12, touch 12, flat–footed 10 (+2 Dex)
  hp 32 (6d6+6 plus 6)
  Fort +3; Ref +5; Will +6
  Immune sleep; Resist fire 10
   
  Speed 30 ft.
  Melee unarmed strike +2 (1d3–1)
  Ranged shortbow +5 (1d6–1/x3)
  Spell-Like Abilities (CL 1st; ranged touch +5):
  9/day—elemental ray (1d6 fire)
  Spells Known (CL 6th; melee touch +2, ranged touch +5):
  3rd (4/day)—fireball (DC 19)
  2nd (7/day)—detect thoughts (DC 18), eagle’s splendor (DC 
  18), scorching ray
  1st (8/day)—burning hands (DC 17), charm person (DC 17), 
  disguise self, mage armor, magic missile
  0 (At will)—daze (DC 16), detect magic, light, mage hand, 
  open/close, prestidigitation (DC 16), read magic 
   
  Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 23
  Base Atk +3; CMB +2; CMD 14
  Feats Combat Casting, Eschew MaterialsB, Improved 
  Initiative, Toughness 
  Skills Bluff +13, Craft (tattoo) +8, Knowledge (arcana) +6, 
  Perception +5, Sense Motive +3, Spellcraft +6, Use Magic 
  Device +13
  Languages Common, Elven, Sylvan
  SQ bloodline arcana (elemental: fire), elven magic
  Combat Gear scroll of comprehend languages, scroll of 
  sleep, wand of invisibility (50 charges), wand of magic 
  597
  appendix e: pregens
  
  missile (50 charges); Other Gear shortbow, 20 arrows, cloak 
  of resistance +1, headband of alluring charisma +2
   
  Bloodline Arcana (elemental: fire) You may change any 
  energy spell to use [Fire] energy.
  Elven Magic +2 racial bonus on caster checks to overcome 
  spell resistance.  +2 to spellcraft checks to determine the 
  properties of a magic item.
  KIT 
  CR 1/2
  Female human cleric 1
  LG Medium humanoid (human)
  Init –1; Perception +3
  Aura good
   
  AC 13, touch 9, flat–footed 13 (+4 armor, –1 Dex)
  hp 10 (1d8+1 plus 1)
  Fort +3; Ref –1; Will +5
   
  Speed 20 ft.
  Melee heavy mace –1 (1d8–1) 
  Special Attacks channel positive energy 7/day (1d6, DC 12), 
  spontaneous casting
  Spell–Like Abilities (CL 1st)
  6/day—battle rage (+3), resistant touch
  Spells Known (CL 1st; melee touch –1, ranged touch –1):
  1st—divine favor, protection from evil, sanctuaryB (DC 14)
  0 (At will)—detect magic light, read magic 
   
  Str 9, Dex 8, Con 13, Int 12, Wis 16, Cha 15
  Base Atk +0; CMB –1; CMD 8
  Feats Extra Channel, Turn UndeadB (DC 12)
  Skills Acrobatics –4, Climb –4, Diplomacy +6, Escape Artist 
  –4, Heal +7, Ride –4, Sense Motive +7, Stealth –4, Survival +4, 
  Swim –4
  Languages Celestial, Common
  Gear chain shirt, heavy mace, backpack, flint and steel, 4 
  torches 
   
  Aura The Cleric has an aura corresponding to his deity’s 
  alignment.
  Battle Rage Grant +3 to a Melee damage rolls.
  Channel Positive Energy A good cleric can Channel positive 
  energy to heal the living and injure the undead; an evil 
  cleric can Channel negative energy to injure the living and 
  heal the undead.
  Cleric Domain: Protection Granted Powers: Your faith is your 
  greatest source of protection, and you can use that faith 
  to defend others. In addition, you receive a +1 resistance 
  bonus on saving throws. This bonus increases by 1 for every 5 
  levels you possess.
  Cleric Domain: War Granted Powers: You are a crusader for 
  your god, always ready and willing to fight to defend your 
  faith.
  Resistant Touch May donate Protection Domain’s Resistance 
  bonus to ally by touch for 1 minute.
  Spontaneous Casting The Cleric can convert stored spells 
  into Cure or Inflict spells.
  Turn Undead Your Channel Energy can make undead flee.
  Appearance: Kit worships Muir, and dresses appropriately for one of 
  her clerics. She has whitish blond hair and hazel eyes, girlish features, 
  stands 5 feet 6 inches tall, and weighs 105 pounds. She is sturdy and 
  healthy, but somewhat clumsy. In combat Kit wears a chain shirt and 
  carries a mace. (She never wears platemail, as it is too heavy for her.) 
  Background: The youngest child of a retired paladin, Kit longed to 
  follow in the footsteps of her two older brothers and one sister who became 
  paladins themselves, but she was physically not suited for it. Instead she 
  entered a temple of Muir and now serves her beloved goddess as a cleric. 
  Although not as physically capable as her siblings, Kit inherited the same 
  spirit of adventure from years of stories about the life of a paladin.
  Personality: Kit is charismatic, wise, and a bit shy. She prefers casting 
  spells and turning undead to actual fighting, although she has been known 
  to charge into combat on occasion to save her fellows, as she is very loyal 
  to her comrades. She has an affinity for locating secret doors (pure luck) 
  and she approaches dungeon crawls slowly and methodically, taking 
  few risks and trying to keep everyone alive. Having spent her childhood 
  playing at adventures with her siblings in the fields and woods, Kit is more 
  at home roaming the countryside than in some dark cave or dungeon. 
  When in dark places, she has a considerable paranoia about looking up 
  and behind the party as they move; this has saved her and her fellows on 
  many occasions. Her pouch brims with potions, and she even knows what 
  some of them are. She has no fear of the undead (having been very lucky 
  at turning the undead to this point), but fears medusas and basilisks, which 
  have petrified several people she knew.  
  Motivation: Raised on stories of holy warriors, Kit has heard legends 
  of the great battle against the forces of Orcus. Discovering the continued 
  existence of a temple to Orcus would be like a personal insult to her and 
  her family, and she would do everything in her power to see it wiped out.
  KIT 
  CR 5
  Female human cleric 6
  LG Medium humanoid (human)
  598
  appendix e: pregens
  
  Init –1; Perception +7
  Aura good
   
  AC 13, touch 9, flat–footed 13 (+4 armor, –1 Dex)
  hp 45 (6d8+6 plus 6)
  Fort +8; Ref +3; Will +10
   
  Speed 20 ft.
  Melee heavy mace+3 (1d8–1) 
  Special Attacks channel positive energy 7/day (3d6, DC 17), 
  spontaneous casting
  Spell–Like Abilities (CL 6th)
  7/day—battle rage (+3), resistant touch 
  Spells Known (CL 6th; melee touch +3, ranged touch +3):
  3rd—dispel magic, magic circle against evil, prayer, 
  protection from energyB
  2nd—bull’s strength, delay poison, hold person (DC 15), 
  lesser restoration, spiritual weaponB
  1st— command (DC 14), divine favor, entropic shield, 
  protection from evil, sanctuaryB (DC 14)
  0 (At will)—detect magic light, read magic, resistance
   
  Str 9, Dex 8, Con 13, Int 12, Wis 19, Cha 15
  Base Atk +4; CMB +3; CMD 12
  Feats Combat Casting, Extra Channel, Improved Channel, 
  Turn UndeadB (DC 17)
  Skills Acrobatics –4, Climb –4, Diplomacy +6, Escape Artist 
  –4, Fly –4, Heal +11, Knowledge (religion) +10, Linguistics 
  +6, Perception +7, Ride –4, Sense Motive +9, Spellcraft +6, 
  Stealth –4, Survival +4, Swim –4
  Languages Abyssal, Celestial, Common, Draconic
  Combat Gear potion of cure moderate wounds, potion of 
  heroism, potion of levitate, 3 random potions; Other Gear 
  +1 light fortification chain shirt, +1 heavy mace, handy 
  haversack, headband of inspired wisdom +2, flint and steel, 
  4 torches 
   
  Aura The Cleric has an aura corresponding to his deity’s 
  alignment.
  Battle Rage Grant +3 to a Melee damage rolls.
  Channel Positive Energy A good cleric can Channel positive 
  energy to heal the living and injure the undead; an evil 
  cleric can Channel negative energy to injure the living and 
  heal the undead.
  Cleric Domain: Protection Granted Powers: Your faith is your 
  greatest source of protection, and you can use that faith 
  to defend others. In addition, you receive a +1 resistance 
  bonus on saving throws. This bonus increases by 1 for every 5 
  levels you possess.
  Cleric Domain: War Granted Powers: You are a crusader 
  for your god, always ready and willing to fight to defend 
  your faith and you can touch to give a creature a bonus 
  on melee damage rolls at ½ your cleric level for 1 round (+1 
  min.) for 3 plus your Wisdom modifier times per day.
  Resistant Touch May donate Protection Domain’s Resistance 
  bonus to ally by touch for 1 minute.
  Spontaneous Casting The Cleric can Convert stored spells 
  Into Cure or Inflict spells.
  Turn Undead Your Channel Energy can make undead flee.
  599
  appendix e: pregens
  
  600
  appendix F: Battle maps - Area 0A-4
  
  601
  appendix F: Battle maps - Area 1a-4 (part 1)
  
  602
  appendix F: Battle maps - Area 1a-4 (part 2)
  
  603
  appendix F: Battle maps - Area 3a-8 (Part 1)
  
  604
  appendix F: Battle maps - Area 3a-8 (Part 2)
  
  605
  appendix F: Battle maps - Area 3c-30 (Part 1)
  
  606
  appendix F: Battle maps - Area 3c-30 (Part 1)
  
  607
  appendix F: Battle maps - Area 04-9 (part 1)
  
  608
  appendix F: Battle maps - Area 04-9 (part 2)
  
  609
  appendix F: Battle maps - Area 04-9 (part 3)
  
  610
  appendix F: Battle maps - Area 04-9 (part 4)
  
  611
  appendix F: Battle maps - Area 04-9 (part 5)
  
  612
  appendix F: Battle maps - Area 04-9 (part 6)
  
  613
  appendix F: Battle maps - Area 5-6B (part 1)
  
  614
  appendix F: Battle maps - Area 5-6B (part 2)
  
  615
  appendix F: Battle maps - Area 5-6B (part 3)
  
  616
  appendix F: Battle maps - Area 5-6B (part 4)
  
  617
  appendix F: Battle maps - areas 7-3 and 7-4 (part 1)
  
  618
  appendix F: Battle maps - areas 7-3 and 7-4 (part 2)
  
  619
  appendix F: Battle maps -  Area 9c-19 (part 1)
  
  620
  appendix F: Battle maps -  Area 9c-19 (part 2)
  
  621
  appendix F: Battle maps - Area 9D-k (Part 1)
  
  622
  appendix F: Battle maps - Area 9D-k (Part 2)
  
  623
  appendix F: Battle maps - Area 9D-k (Part 3)
  
  624
  appendix F: Battle maps - Area 10-19 (part 1)
  
  625
  appendix F: Battle maps - Area 10-19 (part 2)
  
  626
  appendix F: Battle maps - Area 10-19 (part 3)
  
  627
  appendix F: Battle maps - Area 10-19 (part 4)
  
  628
  appendix F: Battle maps - area 10c-3 (part 1)
  
  629
  appendix F: Battle maps - area 10c-3 (part 2)
  
  630
  appendix F: Battle maps - area 11-4 (part 1)
  
  631
  appendix F: Battle maps - area 11-4 (part 2)
  
  632
  appendix F: Battle maps - area 11a-6 (part 1)
  
  633
  appendix F: Battle maps - area 11a-6 (part 2)
  
  634
  appendix F: Battle maps - area 12c-6 (part 1)
  
  635
  appendix F: Battle maps - area 12c-6 (part 2)
  
  636
  appendix F: Battle maps - areas 13b-8, -9, -10
  
  637
  appendix F: Battle maps - area 13C
  
  Appendix g: The Faithful 
  of Orcus and Tsathogga
  638
  Followers of Orcus and Tsathogga
  Flies of Orcus and Tsathogga
  Chickens of Orcus and Tsathogga
  ryan Baxter
  Andru Watkins
  David Arshavsky
  Chris Brockley-Blatt
  mach1.9pants
  John VanDenburgh
  Demogorgon
  Skalla Domineron — 
  The Priest Of Pain
  ScottS
  ExF3Nav
  riccardo “Hammer” Nauti
  Jason Ventura
  Chris
  TW
  davrion24
  Joe Smith
  Patricia Mcreynolds
  Andy Mcreynolds
  roger J Mcreynolds
  Elisabeth and Tristen green
  JamisonThing
  Ari Kerlew
  Kelly roberge
  JW
  Jakub Jaraczewski
  Tyler Beck
  Andrew Mc reynolds
  randy Massey
  renzo Vannucci
  Nezzeraj
  gavin Hall
  Sean Hood
  jerry
  Quinn Enochs
  Edna rouse
  James Hoppe
  J redmon
  Kenneth Mcgonigle
  Jon Johnson
  James Hines
  Victims of Orcus and Tsathogga
  Zach glazar
  Jay Burling
  Nathan Shugart
  Jay Edgeworth
  Erik Kjellquist
  ian Tichell
  Jesse Shockley
  Thomas Blanks
  John Stater
  James Dick
  Neil Foster
  Willgar
  Elpan Allandar
  judy
  Clint Fell
  
  639
  appendix g: the faithful of orcus and tsathogga
  Acolytes of Orcus and Tsathogga
  richard Develyn
  Sandy Mackay
  William Smith
  Christopher Maikisch
  Joe Maccarrone
  EricHeimburg
  David Starner
  Neil Mansell
  Neil Carr
  Matthew Davis
  Eclipse
  Steve Milner
  Karl Miller
  John Fiala
  Philip Ellerhorst
  Brendan
  John Kelbaugh
  DNTimm
  William Arndt
  ybn1197
  Jean Buhlmann
  robert Hodgson
  Doug Medesha
  John B Woodford
  grandpa Chet Cox
  rob Trimarco
  Erik Ottosen
  Andrew Harmon
  Siccus
  Aaron Stimson
  Debra Lieven
  russell Hutchins
  Matt Bogen
  Stefan Diekmann
  Albert J. Arena
  Michael Lane
  Jon Meerdink
  Heidi De Vries
  Stephen Eric Johnson
  random64
  Omer golan-Joel
  Chanin Vichaita
  Michael Brogan
  Brett Stoner
  robert Bell
  Harry Leckenby
  Brendan
  William Miller
  Erik Johnson
  Malchus
  Michael Jacobs
  rizal repin
  tom
  B.A. McLean
  Nathan
  Nick Frollini
  Chris Bekofske
  Kyle Payne
  Drakli
  Damon Wilson
  robert Bateman
  Michael Bilodeau
  David Nixon
  Bill B
  Karl Asp
  guy Fullerton
  Varl
  Matthew Pirkey
  Michael Alley
  NotDomo
  Mark McHaney
  B McC
  riley A. Vann
  sparky1479
  Christina Stiles
  russ Walton
  Zarathos
  Deathcon
  DemonPun
  Christopher Misner
  John Swiers
  Mike Browne
  d20pfsrd.com
  Scott Sinclair
  Jeremy Fox
  Brandon Stanbrough
  Paris Crenshaw
  x93edwards
  Brian Forester
  Chris Nielsen
  Treppa
  Andrew Kolodziej
  Tom Hogan
  Tavis Allison
  greg, ray
  LEFEBVrE
  John Chronakis
  Curt Meyer
  Keith E. Clendenen
  
  640
  appendix g: the faithful of orcus and tsathogga
  Priests of Orcus and Tsathogga
  Mike Mihalas
  Eric Tillemans
  sozin
  Christopher ‘Staples’ O’Dell
  acollins46805
  Lon Varnadore
  Seth Thomson
  William Z. Cohen
  Niels Adair
  guillaume Bélanger
  Andrew Hayford
  Ken McKinney
  Tom Williams
  Mark garringer
  gary McBride
  Craig Bishell
  Carl ross
  Jeffrey Palmer
  Heine Stick
  Johnn Fourr
  Mitch goldstein
  Steven Danielson
  Praeton
  ronald Tang
  Nicholas rufus Clemente Fascitelli
  jfa82
  David Wickham
  Joe Kushner
  Kevin Mayz
  robert Kuty
  Celestian
  Matthew Hughes
  bobrunnicles
  The red-gloved Man
  Lim Seng Kok
  Joel Flank
  Herve
  Martin Hamilton
  Chaosimp
  Fredrik Hansson
  Chad LaMontagne
  Mark Hart
  Franz Lunzer
  Jack
  Chris Perkins
  gnagn
  Frank Dyck
  Adam Flenar
  elorebaen
  Mike Fontana
  cthulhuslibrarian
  Mark Atkinson
  Will Downey
  ralph O’Brien
  Colin Campbell
  Vincent Diakuw
  John Coates
  Scott Thede
  BOUrriAUD
  Nathan rollins
  Heron
  Leslie Hill
  Charles
  galahad de Corbenic
  jason jay
  James Bell
  Andrew Maizels
  Charlie
  Kenn Hipkiss
  Andrew Kelsoe
  rich P
  Brian Lavelle
  Vincent Ecuyer
  Matthew Broome
  Thomas Lokum
  Mike Pawlak
  dave cutts
  Doug Bailey
  Juan Natera
  Todd Showalter
  Kevin Lai
  Lance Schroeder
  Khelbiros
  reid
  David Margowsky
  Niklas Wistedt
  Shawn Wood
  Juan Oviedo
  John Seibel
  guy LeBlanc
  Keith Sloan
  Brendan Strejcek
  robby Anderson
  Jani Waara
  Joan MacDonald
  2002simon01
  Dean Perez
  Tripp Killin
  Mike Tremaine
  Michael
  Jason Paul McCartan
  geoffrey Hughes
  Andrew Christian
  Doug Haworth
  James Jacobs
  Lee graham
  Adam Boisvert
  Deadlyreed
  Austin Stanley
  Jordan
  Bokesliden
  Matthew Winn
  Luis Loza
  rick Bullard
  Pat Bellavance
  Alexander Corzo
  Steven Lord
  Andrew Byers
  Callum Prior
  J Jacobs
  rawnkin
  ray Schmidt
  KarlThegood
  robert Merino
  Steve Huntsberry
  drew craker
  Matt Fischer
  Andrew Betts
  Chris Smaldone
  D-rock
  James Berg
  Kevin Brennan
  
  641
  appendix g: the faithful of orcus and tsathogga
  Priests of Orcus and Tsathogga continued
  Michael Kennedy
  Sam Seah
  Mark
  Daniel Shaefer
  Sean Mountcastle
  Jonas Hansson
  Adrian Taylor
  Morgan Hazel
  Anders Kirstein Jensen
  Charles Arney
  Jeremy Holley
  John Halpin
  Matthew Lynn
  Daniel
  robert Miller
  John Maxwell
  Mike Musteric
  victorpc
  Eric Swanson
  Craig Bode
  Sean Mcgowan
  Patchen Noelke
  randolph r. Metras
  Kem Templeton
  Kenneth Bruce
  Michael Schell
  Axel Boucher
  Martin Heim
  Francois Emond
  gary Schotter
  Lawrence Ore
  Zach Edwardson
  Paul Hurlbut
  Thomas Putney
  Steven Devault
  James
  Taylor Martin
  Dan Forrest
  Edward Hamilton
  Luca Spinelli
  ErykT
  Allan Parker
  Noel Addley
  Allen Billings
  Bob Arens
  Jeff Harkness
  Stefan Hummel
  Scott galliand
  Mike Schulenberg
  David
  Marchus Stensrud
  Peter gajda
  Bran
  Blake Walker
  Lance Wente
  Jens Larsen
  Stephen robinson
  Jeff Brown
  Will Church
  Jason Seal
  Mikael Stridh
  Black Kestrel
  Mike
  Kevin Patterson
  Sloan Summerfelt
  Michele Toscan
  Ed Jendek
  Scott Seeber
  Kenneth Van Matre
  Andrew Crenshaw
  Fabio Baccalaro
  Peter Schuster
  D Morris
  Docgrognard
  Josh Stein
  David Brockley
  Daniel Drazenovich
  Umbaglo
  ryan Bolduan
  Wise1
  Jens Pfaffmann
  Meiers
  Steve Fearns
  Niilo Van Steinburg
  James Journey
  David Washington
  garry Jenkins
  Dennis O’Brien
  geoff Vogel
  Kristoss
  Vestigial—Lung
  Joshua Miller
  Tara imbery
  Kris Vanhoyland
  Mike Peterson
  Benoist
  Ben Stone
  Mike Franke
  george robinson
  Will Maranto
  Ben gilmour
  Marc Meilleur
  Marc “Traveller” Miller
  David Doucey
  roger Burgess
  Michael E. Mullins
  Nick Allen
  Kevin MacMillan
  Legion
  Christopher Woldridge
  Dave Olson
  Shane Lerose
  Deane Beman
  Oliver Peltier
  Daniel Boisvert
  Patrick Dandrea
  raiko
  rema Casprowiak
  Warren Sistrom
  Trevor Holowaty
  kornholioefx
  Ken Marin
  Sam Hing
  David Monahan
  AsmodeusDM
  Kelley rogers
  Alan Brodie
  Jeremy Mcgillan
  T Mullins
  LazyLeopards
  robinBurns
  Michael Alkema
  
  642
  appendix g: the faithful of orcus and tsathogga
  Priests of Orcus and Tsathogga continued
  Simon
  carthorse
  Michael Stafford
  Eric reed
  Michael Bond
  James Heath
  rimmep
  Adam Fink
  Joshua gullion
  cris coddens
  robert stevens
  razamataz
  roland Orlando
  Charles Townsend
  roy M Mikesell
  gilbert Milner
  Josh Donovick
  Scott Smith
  rob Malo
  Marc Young
  CharlieAmra
  Darrin 
  Dan Baden
  roger W
  Sean Viall
  Anthony Clancy
  marc paladini
  Hugo Solis
  Patrik Ström
  John Edwards
  Michael Dean
  ross Carrell
  James reynolds
  Peter Benton
  stratton liberty
  Vicente Cartas
  greatzombieron
  roger
  Bobby Wullner
  Brian isikoff
  Zenfinite
  richard Arbogast
  Derek Anderson
  David Pomerleau
  Travis Tosh
  Jason F Broadley
  Alexander Metzger
  Shannon Bell
  David Auvenshine
  rls
  Bryon Almeida
  Daniel Stillwaggon
  Terrex
  Kenneth gardner
  Thomas Paradowski
  Alex Putnam
  Benjamin Stowell
  Jan ilisch
  EricAndres
  rodney Hankemeier
  Loris Zanotto
  Dana Aquadro
  Paul S. gazo
  ian Calderon
  John
  bigbadworm
  eponine72
  Paul Cavanaugh
  Voodoo Child
  Ben Armitage
  Jason Freston
  dcoda
  Daniel Flood
  Jose Luis Martin
  Nathan Christenson
  Jonathan Higgins
  rogueDeus
  Lode Schonkeren
  Harry Mosley
  Jame Elliott
  Kevin Flynn
  Henry Lopez
  Shane glodoski
  Douglas Meserve
  Tim Bush
  Michael reagin
  Santiago Lopez
  Mark r. Shipley
  Alan Larkin
  Kevin Lawrence
  Scott Bruney
  John Hitzfelder
  Tim
  gregory Morse
  Bill Lackey
  Eric Taysom
  Sean Foster
  Tibor Kosa
  Jason messenger
  russ Taylor
  Todd Cavanaugh
  Mark Magagna
  william
  roger Mikel
  Heinrich Krebs
  rob McCreary
  eddy morrow
  robert Toso
  robert Corn
  Floris van der Zwan
  gbonehead
  kikai
  Eric Sorensen
  Arthur Soares
  Steven Boucher
  Ben Mullen
  Leonard O’grady
  Kebab
  shoggothic
  Aaron reimer
  Brian Koonce
  Trent revis
  James Dyer
  Jason Applegate
  wwscrispin
  Kaleb Armstrong
  Jon Hammersley
  Seth Spencer
  David Stephenson
  Chris riedel
  ross Thompson
  Douglas Bowie
  
  643
  appendix g: the faithful of orcus and tsathogga
  Priests of Orcus and Tsathogga continued
  Ben Sennitt
  David Hentges
  Mike Baker
  Sandra Wilkinson
  caelric
  dunbruha
  rob McArthur
  Scott Krok
  Aaron Clancy
  Chris Thompson
  Alex Clatworthy
  James Mcgowan
  Kevin Keller
  Jason Stierle
  Joe Wells
  Sean
  Aaron Feingold
  Josh Higgins
  Matt Harris
  Matthew Monteiro
  decostop
  grover Browning
  Matthew Filla
  Brian Mønster
  Chris Bourne
  JHewett
  Mark Clodi
  Jordan Pennefather
  Thomas
  Justin
  Nathan Boudreau
  Anthony Baronti
  Jan Egil Bjune
  Chris Doyle
  Jim Pacek
  Heather Kalafut
  Silvan Fricker
  kik1661
  Nathaniel Chaddock
  robert J. Parker
  Chris Troxell
  Carlos de Aracil Arcos
  Lithrac
  Paul Sudlow
  Adam gilchrist
  menteroso
  Joey O’Leary
  Kent Christensen
  dantjensen
  Kelly Borys
  Terry gwazdosky
  richard Barton
  Thomas Hobday
  Daniel Duran
  Sleet
  Phil Bordelon
  Bill
  Mark Boase
  tito k autrey
  ron Yonts
  Thomas Eaton-Evans
  Paul Mollard
  Eric Statz
  grandy Peace
  pwmiller74
  David Haller
  JoeS
  rodoubleb
  John Bennett
  gavin Peake
  Mike McKeown
  Derek
  robert zimmerman
  Leif Bergman
  rick Middlebrooks
  Hector Varela y Mercedes Ortiz
  Christopher Feola
  Patrick Curtin
  Edward Ludemann
  NavyHundley
  Avurax
  Kirk Foote
  Jon Michaels
  Darian
  Brian Pugh
  gilbert DeSoto
  Dave Borne
  paul
  Nordlander
  DJ rozwick
  Bruno Wilkens iii
  Thorsten Schneider
  TooMuchCoffeeMan
  Dennis Kelley
  Steve Cranford
  
  644
  appendix g: the faithful of orcus and tsathogga
  Death Knights of Orcus and Tsathogga
  ALAN HOLVErSON
  Phillip Lewis
  Jerry r Baker
  Kevin Johnson
  robrob
  DrJohnnyFever
  Bryan richter
  Justin Folkerts
  John Petherick
  Patrick Armstrong
  Paul Woods
  JCooper
  Kimmo Warma
  Jeff Vincent
  Andrew Cowie
  Jason Alexander
  Michael Varga
  gozuja
  Joshua Murphy
  Francois MiCHEL
  ruemere
  James Stanton
  mike
  Carter Lockhart
  Malcolm Lawrenson
  Filthy Monkey
  Clint Barkley
  Jess Emerson
  Marc Palmer
  richard Flanagan
  William A. Paul ramer
  Nicholas Olivo
  Curtis Edwards
  Vinyard Vaughn
  Scott Michalek
  nick
  Chaderick
  Matthew Sutherland
  Myles Crocker
  John Stanfield
  Jeremy
  Andrew ross
  Sid138
  Donald Cosmez
  Steven Schopmeyer
  Oswaldo Sandoval
  Arthur Braune
  Constantin Terton
  Popedeadpool
  Paul Munson
  Eric Nielsen
  Lars Holgaard
  Ken Moscardini
  James P Carson
  Charles Myers
  hzg621
  Merric Blackman
  Michel godbout
  Bryan Bartrop
  Michael Bornsheuer
  Duncan
  Joshua Lee
  Alexander guzman
  Wiktor Zuzanski
  Chris Basque
  Anthony Borzotta
  Derek Blakely
  Owen
  Zeb Doyle
  chris hauschild
  John Blakemore
  roderick T Brooks
  Chris Chapman
  Joel rodriguez
  Dennis A. Pascale
  Henry Dunn
  Yuki Hyou
  Matthias
  Thilo
  Matt Blackie
  gregory geilman
  David Karoski
  Will Chase
  Alex Jensen
  Crutch
  Michael Harrington
  Michael g Townsend
  Michael Stehling
  n2aet
  bob doherty
  eric elliot
  Jim gragg
  David r.
  Jonathan Woodward
  Noah Cannoy
  Death Tribble
  Joshuha Fox
  george Vasilakos
  mmacgregor
  Peter ramos
  Christopher Cobb
  David  V Stokes
  Samuel A. Larter
  Ellen Allandar
  imredave
  Sc8rpi8n
  Scott
  David Jenks
  Schadrach
  Adam Trojanowski
  Delzenne Nicolas
  Janine O’Neil
  Allan Douglas
  John Berry
  gavin ralston
  James Dezomits
  Chris gath
  ashbringer
  Johnny
  Seth Verdot
  Joe Lessert
  Jeremy Ligman
  Joshua Villines
  Chad Drummond
  David campbell
  Alexander Macensky
  Wolfthulhu
  Martin Blake
  Shane O’Connor
  Daniel Petersen
  Machpants
  russell Hoyle
  ´
  
  645
  appendix g: the faithful of orcus and tsathogga
  Death Knights of Orcus and Tsathogga Continued
  Mark greene
  Jorge Carreras
  David W. Bowers
  ronald Hopkins
  J. Walls
  James Boland
  Scott Maynard
  Mark Hope
  Jon Funk
  Jake Parker Ⓥ
  Eric Lopez
  Michael
  imban
  bphilipson
  Brian E. Harris
  Tara Sunder
  Eric Applewhite
  David Lynch
  Thorsten Schubert
  Kurtis Evans
  Kristian Hartmann
  Mark
  Kyle Pinches
  Claus Mahler Larsen
  Aaron
  Churchill
  James Wood
  Kenny Chik - Xenon Special Forces
  Jonathan D. Terrill
  Colin Fisher
  Dave Cole
  LOUiS-rENE HEBErT
  Kimberly rogers
  David Cornwell
  Mark Jaeger
  Dwight Davis
  Will Long
  Christopher Hill
  Bret Smith
  Michael Little
  Snigg
  gerald Vanover
  random McNasty
  Dwayne Hubbert
  graham hirst
  Owlglass
  David Cline
  superlurker
  Brett Charlton
  Oliver von Spreckelsen
  rillietann
  Emiliano Marchetti
  Scott
  Marcus groenig
  Mark Platt
  AJCarrington
  Matthew Wasiak
  ryan
  Matthew Morris
  tyler leben
  Derek Jones
  Nate Swalve
  rule-of-three
  thompgc
  andy29075
  Craig Marshall
  Ben Dards
  Chris de Putron
  Benjamin
  Terence Bowlby
  James M. Yager
  Alan Beven
  Brobotron
  Christopher M Van Horn
  SirJAgman
  pinvendor
  Deke J. Tooley
  Kevin
  Mana Taylor
  Spencer Davis
  grant  Lindsay
  Patrick Jarvis
  cmastah
  Hamprecht
  Alain Bourgeois
  Jez Clement
  Aaron Zirkelbach
  Steven Dolges
  Torolf
  Simon
  Michael Hicklin
  Wolfgang Coe
  Jonathan Ziegler
  Jon Hershberger
  Eric Ludy
  Thomas Milazzo
  guild
  Henry K. Wong
  benmathis
  ryan Klemm
  greg Milton
  Vincent LaBianca
  Sean riley
  Doyle Tavener
  richard
  John Leonas
  Scott D gudeman
  thebax2k
  peter goeders
  Mario Vandaele
  robert Fugiel
  Daniel Lundsby
  Steve rubin
  Darin Kerr
  David Boe
  Johnathan L Bingham
  John Morris
  Joseph Craig Fox
  Mark Won Hong Lambe
  scantrontb
  gary ray
  Lee Kolb
  Yottaquest LLC
  rambo
  David Lovely
  dragonmajesty
  leadjunkie
  DeAnna Ferguson
  James Van Horn
  James Patterson
  Stephen Wirth
  Michael Salt
  
  646
  appendix g: the faithful of orcus and tsathogga
  Death Knights of Orcus and Tsathogga
  High Priests of Orcus and Tsathogga
  Heralds of Orcus and Tsathogga
  Mark Basgall
  David Cheatham
  Aidan Domogalla
  Sykoholic
  James Douglas iV
  thaumaturgan
  Mike Stellick
  daemonslye
  Brett 1324
  Jon Beckmon
  Darren Fong
  Lindley Davis
  Derek Plote
  seravin
  David Mitchell Spaar
  Lisa Kellogg
  Nathan Huck
  schwai
  John Caparso
  Ed Courtroul
  Sebastian Dietz
  Paul ryan
  Shawn Penrod
  Jason Verbitsky
  Terry Demeter
  David Thorp
  dafadu
  Andreas Lenhart
  Michael russell
  Paul Mcinally
  Jackson Starky
  Aaron F Stanton
  Martin Britt
  Alex Hoggett
  Mike Cary
  James Johnson
  burntwire
  Nealmilton(at)comcast.net
  David Caldwell
  ralph Kelleners
  Vance Ludemann
  Aaron Crist
  Mark greenberg
  gerald Ward
  Karen Lockwood
  Henrik Landervik
  scathaigh
  Thomas Harvey
  Nathan P Nasif
  Brandon
  EOTB
  Lyle Larue
  sgetty
  ryan Simm
  Noble Knight games
  Pandemonium
  Lion rampant
  Ted Adachi
  richard Kurtin
  Carsten reuter
  David W. Kaufman ii
  David gray
  CaptainNorway
  Alex Bianchi
  Ben ‘Kthulhu’ Bullock
  Eternal Artificer Crux 
  the Mad Captive
  robert Keller
  Ted Wyman
  Steve—geddes
  scott kehl
  Andrew Daley
  Steven Lau
  davrion
  Jason “Ace” Ventura
  r.A. Mcreynolds
  Jennifer “Skeeter’s my husband” green
  Sarah “The Sober Bartender” Kelsey
  Stoney “Funasaurus” Landrum
  
  647
  appendix g: the faithful of orcus and tsathogga
  The Vanguard of Orcus and Tsathogga
  Allan grohe
  Henrik Landervik
  Bret Winters
  Al Krombach
  David Shlafer
  gondolin
  Damien Bloodfeaster
  Jeff Harkness
  gary Schotter
  Heiszedd
  DestyNova
  The Midget Stone giant
  DnDChick
  Moorg the god of Beer
  treebore
  Dax Doomslayer
  John r. Stanfield ii
  Jediore
  TheBax
  Balrog62
  gabor Lux
  Wycen Adamantite
  gaishunk
  Magoo
  Derek “the Duke” Omote
  Marshall “Leadjunkie” Mahurin
  Terry Demeter/Lord Metal Demon
  Eryx
  Khan the Warlord
  thegrandoracle (hi Kev!)
  Tammeraut
  Dark Sasha
  Skeetyrbug
  Pale Writer
  Mythmere
  Death Tribble of Orcus and Tsathogga
  Champion of Orcus and Tsathogga
  Mr. Aspinall    
  James redmon
  
  Rappan Athuk is written under version 1.0a of the Open Game License. As of 
  yet, none of the material first appearing in Rappan Athuk is considered Open 
  Game Content.
  Open Game License Version 1.0a
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: 
  Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
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  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Rik Shepard.
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  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Au-
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  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author 
  Scott Greene.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian Livingstone and Mark Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
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  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Product Identity: The following items are hereby identified as Product 
  Identity, as defined in the Open Game License version 1.0a, Section 1(e), 
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  designated as Open Game Content or are in the public domain are not 
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  Open Content: Except for material designated as Product Identity (see 
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  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Re-
  vised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Au-
  thor: Scott Greene.
  Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: 
  Scott Greene.
  Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene and Patrick Lawinger.
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal 
  Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve 
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jona-
  than Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game: Bonus Bestiary, Copyright 2009, Paizo Publish-
  ing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Tome of Horrors, Revised Edition, Copyright 2005, Necromancer Games, Inc.; 
  Authors: Scott Greene, Clark Peterson, Erica Balsley, Kevin Baase, Casey Christ-
  offerson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, Bill Webb; 
  Based on original content from TSR.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC,  
  www.koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, 
  Matthew Cicci, John Flemming,Jeremy Jones, Derek Kagemann, Phillip Lar-
  wood, Richard Pett, and Stan!
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott 
  Greene.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Peterson and Clark Peterson, based on original material by 
  Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Re-
  vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and 
  Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.;Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Ian McDowell and Douglas
  Naismith.
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  legal appendix
  649
  
  Inc.; Author Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by 
  Gary Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Underworld Oracle.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author
  Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Erica Balsley, based on original material by Roger 
  Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Mike Roberts.
  Tick, Giant from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  Amphisbaena Creature (template) from The Tome of Horrors Complete. 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Erica Balsley.
  Angel, Empyreal from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Green.
  Basilisk, Crimson from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Green.
  Bat, Doombat from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Julian Lawerence.
  Bonesucker from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Author Erica 
  Balsley.
  Caryatid Column from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author  
  Scott Greene based on original material by Jean Wells.
  Caterprism from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Authors Erica 
  Balsley.
  Cave Leech from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene.
  Crab, Monstrous from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax.
  Crayfish, Monstrous from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax.
  Crypt Thing from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Roger Musson.
  Deer from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Green.
  Demonic Knight from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
  Demon, Gharros from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene.
  Demon Lord, Maphistal from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene.
  Demon Lord, Orcus from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Devil, Lilin from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
  Eel, Gulper from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene.
  Elemental, Time from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Green, based on original material by Gary Gygax.
  Encephalon Gorger from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Green..
  Eye of the Deep from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax.
  Flumph from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Green, 
  based on original material by Ian McDowell and Douglas Naismith.
  Gargoyle, Green Guardian from The Tome of Horrors Complete. Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors Scott Green and Clark Peterson, based on original material by Gary 
  Gygax.
  Gas Spore (Hazard) from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors 
  Scott Green and Clark Peterson, based on original material by Gary Gygax.
  legal appendix
  650
  
  Giant, Cave from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene an Erica Balsley.
  Golem, Blood from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene.
  Golem, Stone Guardian from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Lenard Lakofka.
  Gorgimera from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax.
  Groaning Spirit from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Green and Clark Peterson, based on original material by Gary Gygax.
  Jelly, Mustard from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Green, based on original material by Gary Gygax.
  Lava Child from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Green, 
  based on original material by Scott Donohoe.
  Lion, Mountain from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Green.
  Lizard, Fire from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Author  Scott 
  Greene based on original material by Gary Gygax.
  Lynx from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Green.
  Magmoid from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
  Medusa, Greater from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Wizards of the Coast.
  Memory Moss (Hazard) from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors 
  Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Mite from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene 
  and Skeeter Green, based on original material by Ian Livingstone and Mark 
  Barnes.
  Mongrelman from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Green, based on original material by Gary Gygax.
  Mummy of the Deep The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Green.
  N’gathau (template) from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors Scott Green, Erica Balsley, and Casey Christofferson.
  Ooze, Undead from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Green, based on original material by Sword & Sorcery Studios.
  Phase Creature (Template) from The Tome of Horrors Complete. Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Erica Balsley.
  Phasma from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Green.
  Piercer (Hazard) from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Purple Moss (Hazard) from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Jean Wells.
  Rot Grub (Hazard) from The Tome of Horrors Complete. Copyright 2011, Nec-
  romancer Games, Inc., published and distributed by Frog God Games; Authors 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Sepia Snake from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Author Erica 
  Balsley.
  Skeleton, Black from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Green and Bill Webb.
  Slithering Tracker from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Green, based on original material by Gary Gygax.
  Tangtal from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Tenebrous Creature (template) from The Tome of Horrors Complete. Copy-
  right 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Authors Scott Green.
  Tick, Giant from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax.
  Trapper from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax.
  Troll, Rock from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Green.
  Tsathar from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Clark 
  Peterson, Bill Webb, and Scott Greene.
  Tunnel Worm from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax.
  Twilight Mushrooms (Hazard) from The Tome of Horrors Complete. Copy-
  right 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Authors Scott Green.
  Wight, Barrow from The Tome of Horrors Complete. Copyright 2011, Nec-
  romancer Games, Inc., published and distributed by Frog God Games; Authors 
  Clark Peterson and Scott Green.
  Zombie, Brine The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Green.
  Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technol-
  ogy, Inc. Free download at http://www.wolflair.com Pathfinder® and associated 
  marks and logos are trademarks of Paizo Publishing, LLC®, and are used under 
  license.
  Rappan Athuk- Copyright 2012 Bill Webb, Frog God Games
  legal appendix
  651
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  652
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  653
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  654
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  655
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  656
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  657
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  658
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  659
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  660
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  661
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  662
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  663
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  664
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  665
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  666
  
  Obituaries
  Name & Level
  Player Name
  Cause of Death
  667
  
  668
  
  669
  
  Open Design and Midgard are trademarks of Open Design LLC. Pathﬁ nder and associated marks and logos are trademarks of Paizo 
  Publishing, LLC, and are used under license. See paizo.com/pathﬁ nderRPG for more informati on on the Pathﬁ nder Roleplaying Game.
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  Rush ad Kobold Quarterly ArcBus.indd   1
  5/21/2012   10:17:39 AM
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  672
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Rappan Athuk/Rappan Athuk.pdf