TEXT: 1
  SCALING UP
  HELLSPIKE PRISON
  Scaling the Adventure for Four
  12th-Level Characters
  CREDITS
  Design:
  Eric Cagle
  Editing:
  Miranda Horner
  Typesetting:
  Nancy Walker
  Cartography:
  Mike Schley
  Design Manager:
  Christopher Perkins
  Web Production
  Bart Carroll
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  and Jen Page
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
  by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
  Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
  thereof are trademarks owned by Wizards of the Coast, Inc. 
  This material is protected under the copyright laws of the United
  States of America. Any reproduction or unauthorized use of the
  material or artwork contained herein is prohibited 
  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2005 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A. 
  This product is a work of fiction. 
  Any similarity to actual people, organizations, places, 
  or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. 
  No portion of this work may be reproduced in any form without 
  written permission. To learn more about the Open Gaming License 
  and the d20 System License, 
  please visit www.wizards.com/d20.
  For more DUNGEONS & DRAGONS articles, adventures, and information, 
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  The adventure Fantastic Locations: Hellspike Prison w a s
  designed for four 9th-level characters. The following
  web enhancement provides alternative encounters that
  scale the adventure up for four 12th-level characters.
  Each section below should match up with the appropri-
  ate section in the original adventure.
  1: MAGMA KEEP
  The following areas can be adjusted to increase their
  challenge.
  2. HELLSTRIKE BARGHEST
  MERCENARIES (EL 12)
  Replace the barghests with five ogre barbarians.
  Og re Barbarian (5): hp 79 each; Monster Manual
  page 199; Suggested Miniature: Ogre (H a r b i n g e r 7 1 / 8 0 ) ,
  Ogre Ravager (D r a g o n e y e 56/60), Skullcrusher Ogre
  (D e a t h k n e l l 41/60), or Half-Ogre Barbarian (U n d e r d a r k
  1 8 / 6 0 ) .
  3. REINFORCEMENTS (EL 11)
  Replace the barghests with four ogre barbarians (see
  above).
  5. CHAIN CHRYSALISES (EL 13)
  Replace the chain devils with the statistics for Zence-
  lada on page 5 in the original text of Hellspike Prison
  (3 total).
  T r e a s u r e: A search through the cocoons finds a total
  of 20 large fire opals, each worth 650 gp each.
  6. CHAINED CHAIN DEVIL (EL 14)
  Use the statistics for Zencelada below.
  ZENCELADA
  CR 14
  Female chain devil fighter 8
  LE Medium outsider (evil, extraplanar, lawful)
  I n i t +8; S e n s e s darkvision 60 ft.; Listen +13, Spot +13
  Languages Common, Infernal
  AC 24, touch 16, flat-footed 20; Dodge, Mobility
  h p 127 (16 HD); regeneration 2; D R 5/silver or good
  Immune cold
  SR 18
  Fort +15, Ref +14, Will +9
  Speed 30 ft. (6 squares)
  Melee 2 +2 chains +25 (2d4+9/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with chains)
  Base Atk +16; Grp +21
  Atk Options Combat Reflexes
  Special Actionsdancing chains, unnerving gaze (DC 21)
  
  2
  Combat Gear potion of blur, potion of bull’s
  strength, 3 potions of cure light wounds, 2
  potions of cure serious wounds
  Abilities Str 20, Dex 18, Con 16, Int 6, Wis 8, Cha 16
  Feats Alertness, Combat Reflexes, Dodge, Greater
  Weapon Focus (chain), Improved Cr i t i c a l
  (chain), Improved Initiative, Iron Will, Lightning
  Reflexes, Mobility, Weapon Focus (chain),
  Weapon Specialization (chain)
  S k i l l s Climb +16, Craft (blacksmithing) +17,
  Escape Artist +15, Intimidate +20, Listen +13,
  Spot +13, Use Rope +4 (+6 with bindings)
  Possessions combat gear plus ring of protection +2, 2
  +2 chains
  Dancing Chains (Su) MM 53.
  Unnerving Gaze (Su) MM 54.
  Hook Stumbles over simple words when speaking,
  enraging her all the more.
  8. STORAGE
  T r e a s u r e : A Search (DC 30) check reveals a secret com-
  partment in the bottom of one barrel that contains 750
  sheets of highest-grade vellum.
  2: HELLSPIKE GROTTO
  The following areas can be adjusted to increase their
  challenge.
  11. VARGOUILLE ROOST (EL 12)
  Replace the vargouilles with five ghosts (5th-level
  fighter). When not roused, they rest in the same loca-
  tions as the vargouilles would have.
  Ghost, 5th-Level Fighter (5): hp 32 each; Mon-
  ster Manual page 117; Suggested Miniature: S p e c t r e
  (D e a t h k n e l l 42/60) or Cursed Spirit (A r c h f i e n d s 4 9 / 6 0 ) .
  Replace the read-aloud text with the following:
  12. HELLSTRIKE BARGHEST 
  MERCENARIES (EL 12)
  Replace the barghests with five ogre barbarians.
  Ogre Barbarian (5): hp 79 each; Monster Manual
  page 199; Suggested Miniature: Ogre (H a r b i n g e r 7 1 / 8 0 ) ,
  Ogre Ravager (D r a g o n e y e 56/60), Skullcrusher Ogre
  (D e a t h k n e l l 41/60), or Half-Ogre Barbarian (U n d e r d a r k
  18/60)
  13. HELLMAIDEN’S SUITE (EL 12)
  Replace the erinyes with the advanced erinyes below.
  ADVANCED ERINYES
  CR 12
  LE Medium outsider (evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness,
  true seeing; Listen +20, Spot +20
  L a n g u a g e s Infernal, Celestial, Draconic; telepathy
  100 ft.
  AC 26, touch 18, flat-footed 20; Dodge, Mobility
  hp 123 (13 HD); DR 5/good
  Immune fire, poison
  Resist acid 10, cold 10; SR 20
  Fort +13, Ref +14, Will +12
  Speed 30 ft. (6 squares), fly 50 ft. (good); Shot on
  the Run
  Melee +1 longsword +19/+14 (1d8+6) or
  Ranged +1 flaming composite longbow [+5 Str]
  +19/+19/+14 (1d8+6[ts]3 plus 1d6 fire) with
  Rapid Shot or
  +1 flaming composite longbow [+5 Str]
  +21/+16 (1d8+6/Xplus 1d6 fire) or
  rope +19 (entangle)
  Base Atk +13; Grp +18
  Atk Options Rapid Shot
  Special Actions entangle, summon baatezu
  Spell-Like Abilities (CL 12th):
  At will—greater teleport (self plus 50 pounds of
  objects only), charm monster (DC 19), minor
  image (DC 17), unholy blight (DC 19)
  A b i l i t i e sStr 21, Dex 22, Con 21, Int 14, Wis 18, Cha 20
  Feats DodgeB, MobilityB, Point Blank Shot, Precise
  Shot, Rapid Shot, Shot on the Run, Weapon
  Focus (longbow)
  S k i l l s Concentration +21, Diplomacy +7, Escape
  Artist +22, Hide +22, Knowledge (any two) +18,
  Listen +20, Move Silently +22, Search +18, Sense
  Motive +20, Spot +20, Survival +4 (+6 following
  tracks), Use Rope +6 (+8 with bindings)
  Possessions ring of protection +2, +1 longsword, +1
  flaming composite longbow [+5 Str], 50-foot rope
  Entangle (Ex) MM 54.
  Summon Baatezu (Sp) MM 54.
  True Seeing (Su) MM 54.
  Tr e a s u r e : Silver comb with moonstones worth 750 gp
  and a jeweled anklet worth 3,600 gp.
  14. HELL PILE (EL 12)
  Replace the lemures with advanced versions, described
  below.
  A band of spectral humanoids rush toward you, holding
  aloft transparent swords. They moan and scream, angry
  at your presence.
  
  3
  ADVANCED LEMURE
  CR 5
  LE Medium outsider (evil, extraplanar, lawful)
  Init +0; Senses darkvision 60 ft., see in darkness,
  Listen +1, Spot +1
  AC 14, touch 10, flat-footed 14
  hp 27 (6 HD); DR 5/good or silver
  Immune fire, poison
  Resist acid 10, cold 10
  Fort +5, Ref +5, Will +6
  Speed 20 ft. (4 squares)
  Melee 2 claws +6 (1d4)
  Base Atk +6; Grp +6
  A b i l i t i e s Str 10, Dex 10, Con 10, Int —, Wis 12, Cha 5
  Feats None
  Skills None
  Mindless (Ex) MM 57
  15. HELLSPIKE (EL 16; VARIABLE)
  Replace the barbed devil with a horned devil.
  K a z a rzikal (Horned De v i l ): hp 172; M o n s t e r
  M a n u a l page 23; Suggested Miniature: Vrock (A r c h f i e n d s
  58/60).
  3: MUSHROOM CAVERN
  The following areas can be adjusted to increase their
  challenge.
  17. DERRO SERVITORS (EL 13)
  Replace the derro with the derro rogues described
  below (eight total).
  DERRO ROGUES
  CR 7
  Male and female derro rogue 4
  LE, NE, or CE Small monstrous humanoid
  Init +6; Senses Listen +5, Spot + 1
  Languages Common, Undercommon
  AC 20, touch 13, flat-footed 18; uncanny dodge
  hp 33 (7 HD)
  Immune confusion and insanity effects
  SR 15
  Weakness sunlight
  Fort +3, Ref +9, Will +7
  Speed 20 ft. (4 squares)
  Melee +1 short sword +8 (1d4+1) or
  R a n g e d
  mwk repeating light crossbow +10
  (1d6/19–20 plus poison)
  Base Atk +6; Grp +2
  Atk Options Blind-Fight, Point Blank Shot, poison
  (see poison use), sneak attack +3d6
  Combat Gear potion of cure moderate wounds,
  potion of magic weapon
  Spell-Like Abilities (CL 3rd):
  1/day—daze (DC 13), sound burst (DC 15)
  At will—darkness, ghost sound
  A b i l i t i e s Str 11, Dex 15, Con 13, Int 10, Wis 5,
  Cha 16
  S Q madness, poison use, trap sense +1, trapfinding
  Feats Blind-Fight, Improved Initiative, Point Blank
  Shot
  S k i l l s Balance +6, Bluff +9, Climb +4, Hide +14,
  Listen +5, Move Silently +12, Spot +1, Tumble +6
  Possessions combat gear plus studded leather armor,
  +1 short sword, +1 buckler, masterwork repeating
  light crossbow, masterwork studded leather armor,
  10 poisoned crossbow bolts
  Madness (Ex) MM 49
  Poison Use (Ex) MM 49
  Vulnerability to Sunlight (Ex) MM 49
  18. DERRO DIGS (EL 13)
  Replace the derro with the derro rogues described
  above (eight total).
  T r e a s u r e : The DC 20 Search check reveals 330 plat-
  inum pieces.
  19. ROPER GALLERY (EL 16)
  Replace the roper with the advanced version described
  below.
  ADVANCED ROPER
  CR 16
  CE Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision;
  Listen, +17, Spot +16
  Languages Terran, Undercommon
  AC 24, touch 10, flat-footed 23
  hp 119 (14 HD)
  Immune electricity
  SR 30
  Weakness fire
  Fort +12, Ref +12, Will +9
  Speed 10 ft. (2 squares)
  Melee 6 ranged touch (strands) +16 (drag) and
  bite +18 (2d6+7)
  Space 10 ft.; Reach 10 ft. (50 ft. with strand)
  Base Atk +14; Grp +23
  Atk Options drag, strands, weakness (DC 20)
  Abilities Str 20, Dex 13, Con 17, Int 12, Wis 16, 
  Cha 12
  Fe a t s Alertness, Improved Initiative, Iron Will,
  Lightning Reflexes, Weapon Focus (strand)
  
  Skills Climb +16, Hide +12 (+20 in rocky or icy
  terrain), Listen +17, Spot +16
  Drag (Ex) MM 215
  Strands (Ex) MM 215
  Weakness (Ex) MM 215
  20. ROCK AND A SHARP PLACE 
  (EL 11)
  Replace the earth elementals with two advanced earth
  elementals below.
  ADVANCED EARTH ELEMENTAL
  CR 9
  N Large elemental
  Init –1; Senses darkvision 60 ft., Listen +8, Spot +7
  Languages Terran
  AC 18, touch 8, flat-footed 18
  hp 114 (12 HD); DR 5/—
  I m m u n e critical hits, flanking, poison, sleep
  effects, paralysis, stunning
  Fort +13, Ref +3, Will +5
  Speed 20 ft. (4 squares)
  Melee 2 slams +15 (2d8+7)
  Space 10 ft.; Reach 10 ft.
  Base Atk +9; Grp +20
  Atk Options Improved Bull Rush, Improved
  Sunder, Power Attack
  Special Actions earth mastery, push
  A b i l i t i e s Str 25 , Dex 8, Con 20, Int 6, Wis 11,
  Cha 11
  Feats Cleave, Great Cleave, Improved Bull Rush,
  Improved Sunder, Power Attack
  Skills Listen +8, Spot +7
  Earth Mastery (Ex) MM 98
  Push (Ex) MM 98
  Earth Glide (Ex) MM 98
  21. BEHOLD THE TRUTH (EL 17)
  Replace the beholder with the advanced version
  described below.
  ADVANCED BEHOLDER
  CR 17
  LE Large aberration
  Init +6; Senses all-around vision, darkvision 60 ft.,
  Listen +22, Spot +26
  Languages Common, Draconic, Undercommon
  AC 26, touch 11, flat-footed 24
  hp 127 (15 HD)
  Fort +11, Ref +9, Will +13
  Speed 5 ft. (1 squares), fly 20 ft. (good)
  Melee bite +5 (2d4) and
  Ranged touch eye rays +12
  Space 10 ft.; Reach 5 ft.
  Base Atk +11; Grp +15
  Atk Options Combat Reflexes, Flyby Attack
  Special Actions antimagic cone, eye rays (DC 20)
  A b i l i t i e s Str 10, Dex 14, Con 18, Int 17, Wis 15,
  Cha 16
  SQ antimagic cone
  Feats AlertnessB, Combat Reflexes, Flyby Attack,
  Great Fortitude, Improved Initiative, Lightning
  Reflexes, Iron Will
  Skills Hide +16, Knowledge (arcana) +21, Listen
  +22, Search +25, Spot +26, Survival +2 (+4 to
  follow tracks)
  Antimagic Cone (Su) MM 27
  Eye Rays (Su) MM 27
  4: TEMPLE OF THE
  PRISMATIC FLAME
  The following areas can be adjusted to increase their
  challenge.
  25. LAVA FISSURE (EL 13)
  Add seven additional average salamanders (total is ten).
  Treasure: The gems are worth a total of 4,500 gp.
  26, 27, AND 28. LAVA GALLERY 
  (EL 10 EACH)
  Add three additional average salamanders in each room
  (four total per room).
  29. TEMPLE OF THE PRISMATIC
  FLAME (EL 15)
  Increase the DC of the Spot check to DC 30.
  Unearthly Music: Increase the Unearthly Music’s
  Will save to DC 20.
  A l t a r s: Increase the Knowledge (arcana) check to
  DC 30.
  Demonic Statues: Replace the stone golems with
  advanced stone golems, described below.
  ADVANCED STONE GOLEM
  CR 15
  N Large Construct
  Init –1; Senses darkvision 60 ft, low-light vision,
  Listen +0, Spot +0
  Languages None
  AC 26, touch 8, flat-footed 26
  hp 129 (18 HD); DR 10/adamantine
  Immune magic, poison, sleep effects, paralysis,
  stunning, disease, death effects, necromancy
  effects, nausea, fatigue, exhaustion, energy
  4
  
  5
  drain, breathe, mind-affecting effects, critical
  hits, nonlethal damage, ability damage, ability
  drain, effects that require a Fortitude save
  (unless the effect also works on objects or is
  harmless); not at risk of death due to massive
  damage
  Fort +6, Ref +5, Will +6
  Speed 20 ft. (4 squares)
  Melee 2 slams +22 (2d10+10)
  Space 10 ft.; Reach 10 ft.
  Base Atk +13; Grp +27
  Atk Options slow (DC 19)
  A b i l i t i e s Str 30, Dex 9, Con —, Int —, Wis 11, Cha 1
  Feats None
  Skills None
  Slow (Su) MM 137
  Immunity to Magic (Ex) MM 137
  30. HAUNTED HALL (EL 13)
  Replace the wraiths with two dread wraiths. One sits
  inside the northwest corner and the other in the south-
  east corner.
  Dread Wraiths (2): hp 104 each; Monster Manual
  page 228; Suggested Miniature: Boneclaw (D e a t h k n e l l
  47/60) or Aspect of Nerull (D e a t h k n e l l 31/60) or Large
  Air Elemental (Angelfire 20/60).
  32. VAULT (EL 13)
  Replace the poisoned spiked pit trap with a p e r m a n e n t
  symbol of death (CL 13th). The symbol is large enough
  to fill the area defined where the pit trap is on the
  map. Increase all break, Disable Device, and Search
  checks by 3.
  Treasure: The chest reveals a large hoard of cash: 803
  platinum pieces.
  33. STUDY
  Increase the stone door break check to DC 30.
  Increase the stone door Open Lock check to DC 25.
  Increase the desk drawer Open Lock check to DC 30.
  34. RUINED LIBRARY
  Increase the DC of all Search checks by 3.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/Hellspike Prison.pdf