TEXT: LEVEL 1: THE OVERGROWN
  LPJ9332
  
  Infinite Dungeon: The Halls of the Eternal Moment - Level 1:The Overgrown
  Page 2
  DESIGN &  
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  Jeff Lee, Michael McCarthy and Rich Redman 
  with Louis Porter Jr.
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  Infinite Dungeon: The Halls of the Eternal Moment - Level 1:The Overgrown
  Page 3
  FLOOR 1 - THE OVERGROWN
  Despite their name, the Halls of the Eternal Moment are not a 
  single structure. Instead, they are the collective name for every 
  temple, fortress and complex that has been built to venerate, 
  protect, or harness the mysterious power radiating from deep 
  underground. Some of these structures extend deep underground, 
  while others simply built atop the foundations of what is already 
  there. Yet whether their motives are pure or not, whether they 
  seek to guard the complex by means of traps or guardians, or 
  whether they seek to use the power or destroy it - every one of 
  them has eventually faded out of memory leaving the temple 
  abandoned once more.
  Built atop the foundations of a long-ago ruined city, the most 
  recent group to claim the Halls as their own were the Circle of 
  Ages: a group of druids who venerated the power of the Eternal 
  Moment as a natural force. Yet after only a few years living in the 
  Halls, the druids were already passing on from age. After burying 
  his allies, the last of their number sacrificed himself in a great 
  ritual, calling nature itself to continue to protect the Halls in their 
  stead.
  The spirits of nature answered his call, animating the trees of the 
  forest by taking the form of Leaf Leshies (Pathfinder Roleplaying 
  Game: Bestiary 2). These Leshies took to their task enthusiastically, 
  filling the complex with a riot of plant life and doing what they 
  could to keep everything else away. The result is a clatter of rooms 
  who share twisting hallways instead of walls, where every surface 
  is overgrown by lush moss, thick vines, blooming bushes, and 
  trees of all shapes and sizes. 
  THE STATE OF THE OVERGROWN
  Engineered to withstand the ravages of time, and especially 
  time magic, the Overgrown is sprawling more than it is grand. 
  Yet no engineering could account for the number of plants that 
  now thrive within the Halls, whose roots ever so slowly pull the 
  building apart brick by brick.
  Walls
  The walls of the Overgrown are constructed from of huge, 
  interlocking granite blocks, each two by two by three feet. 
  Between them, a rough mortar offers purchase for all sorts of 
  plant life, and nearly every surface in the Overgrown is covered 
  in creepers, moss and vines. Climbing a wall without clearing it 
  off (which takes 2d4 rounds per 5 ft. section) is nearly impossible 
  (DC 30) as the vines rip free under any real weight. Once cleared 
  off, the large blocks offer plenty of purchase and can be climbed 
  easily (DC 15).
  Ceilings
  The ceilings in most chambers begin 10 feet high, and arch 
  upwards to a height of 15 feet at their peak. Despite the expert 
  LEVEL 1: THE OVERGROWN
  engineering that went into them, the ceilings in most rooms have 
  begun to fail, and man-sized holes in the roofs leave the interior 
  of the structure open to the elements. Despite the damage in some 
  places, the ceilings remain sturdy overall, and are not at risk of 
  accidental collapse.
  Halls
  Despite being aboveground, the individual rooms of the 
  overgrown are connected by narrow passages, built to comfortably 
  accommodate Medium creatures, with ceilings 7 feet high. Unlike 
  the chambers themselves the halls are almost entirely intact, and 
  mostly clear of plant life as a result.
  Doors
  Every doorway in the Overgrown was once home to a door, but 
  between the Leshies and the irregular flow of adventurers in 
  and out of the Halls, few remain. Those that do remain are good 
  wooden doors that are beginning to rot, and easily torn from their 
  hinges with a few good strikes.
  Lighting
  Though there are no lights in this level, artificial or otherwise, the 
  gaps in the ceiling allow for plenty of natural lighting. Rooms in 
  this level are brightly lit during the day, and dimly lit at night.
  INHABITANTS OF THE OVERGROWN
  Most of the creatures that live or nest in the Overgrown have 
  everything they need near the place where they make their lair. 
  They rarely wander, and when they do they typically leave by 
  climbing or flying up through the holes in the roof instead of 
  navigating the passages towards the entrance.
  The leshies that care for the room remain bound here by magic, 
  and while they don’t wander from location to location they regrow 
  quickly when defeated. When a party clears a room that contains 
  leshies, those leshies will regrow from the surrounding plants in 
  1d6 hours. Any encounters the PCs have against regrown leshies is 
  worth 1/4 the normal amount of experience for the encounter.
  Any room that did not contain leshies is likely to be visited by 
  one or more giant caterpillars after any dangers within have 
  been cleared away. Any time the party clears a room that did not 
  contain leshies, there is a 10% chance that when they return they 
  will encounter an unfriendly giant caterpillar rapidly devouring 
  the plantlife within. This caterpillar is worth 1/4 the normal 
  amount of experience for the encounter.
  The only creatures who are always unfriendly to the PCs are the 
  overgrown zombies, headless humanoids held together by fungus 
  and animated by dark magic. Any time the PCs stop for more 
  than 1 hour in a single location, there is a 25% chance that an 
  overgrown zombie will stumble into their location after 1 hour 
  and immediately attack. These zombies are worth 1/4 the normal 
  
  Infinite Dungeon: The Halls of the Eternal Moment - Level 1:The Overgrown
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  amount of experience for the encounter. No more than one 
  overgrown zombie can be encountered in this way per day.
  Leaf Leshie
  The Leshies that grow throughout the Overgrown aren’t passive, 
  but they are far from aggressive. They grow hostile only when 
  attacked, and prefer to deter or drive off creatures instead of 
  killing them. When creatures at least as large as they are (Small or 
  larger) try to move through the area they are protecting despite 
  their efforts, only then will they attack.
  The leshies are intelligent opponents, though simple. If characters 
  manage to speak to them, the plant-creatures cryptically repeat “It 
  is the will of the order” - referring to the order of druids interred 
  in area 13.  
  LEAF LESHIE     
  CR 1/2 — XP 200
  hp 5 (Pathfinder Roleplaying Game: Bestiary 3)
  Knowledge (nature) DC 11 for facts on leshies, and DC 16 for 
  leaf leshies
  Giant Caterpillar
  Although normal caterpillars aren’t particularly hostile, the 
  combination of magical energy and plentiful food have resulted 
  in an infestation of enormous and territorial insects throughout 
  the Overgrown. Though they typically ignore creatures while 
  they’re eating, they will otherwise react with posturing or outright 
  attacking any creature that comes close--even eating leshies who 
  try and corral them.
  HORN CATERPILLAR 
  CR 1 — XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary 5)
  Overgrown Zombie
  The leshies that inhabit the Overgrown occasionally deal 
  with undead wandering up from below. Normally leshies use 
  those who die on this level to fertilize the plants, however 
  there has been a strange interaction between the plant life and 
  the necromantic energies of the headless zombies who most 
  commonly wander up.
  Their rotting bodies quickly sprout with fungal growth, 
  remaining animate and hostile to animals but otherwise subject 
  to the commands of the leshies. They appear as shambling, 
  corpses, overgrown with plant and fungal growth, with a cluster 
  of mushrooms where their heads should be.
  OVERGROWN ZOMBIE      
  CR 2 — XP 800
  Fungal human zombie (Pathfinder Roleplaying Game Bestiary, 
  Pathfinder Roleplaying Game Bestiary 4)
  NE Medium plant (augmented undead)
  Init -1; Senses low-light vision; Perception +0
  DEFENSE
  AC 13, touch 9, flat-footed 13 (-1 Dex, +4 natural)
  hp 16 (2d8+7)
  Fort +5; Ref -1; Will +0
  Defensive Abilities poisonous blood (DC 13); DR 5/slashing; 
  Immune disease, plant traits
  OFFENSE
  Speed 20 ft.
  Melee slam +4 (1d6+4)
  Special Attacks create spawn, poison spore cloud (DC 13)
  STATISTICS
  Str 17, Dex 8, Con 14, Int --, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 13
  Feats ToughnessB
  SQ fungal metabolism, rejuvenation, staggered
  ROOM 1 - THE COLLAPSED ENTRY HALL
  The interior of this stone temple is no less verdant than the forest 
  outside. Flowering vines create brilliant patterns along the walls 
  and floor as the room stretches out ahead of you, seemingly 
  ending as the remains of a stairwell thrusts feebly upwards, the 
  only remains of what used to be a tower. In the wall to your left, 
  the pattern of vines and flowers is interrupted by two yawning 
  doorways, leading deeper into the ruins.
  This large room once served as an entranceway for the original 
  complex, and a central place of worship for the Circle of Ages. 
  It still serves as the only convenient entryway, but the detailed 
  
  Infinite Dungeon: The Halls of the Eternal Moment - Level 1:The Overgrown
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  illustrations that cover the walls are now overgrown with moss 
  and vines, and the bell tower that once rose behind the altar has 
  long since crumbled to rubble. The arched ceiling of the room 
  begins at a height of 20 feet, before rising tan apex twice as high - 
  where it remains intact.
  Characters who succeed a DC 15 Perception or Knowledge 
  (nature) check during a search of the room will realize the pattern 
  of growth is not merely the random accumulation of nature, but 
  seems to have been guided by an outside force: the growth is too 
  uniform, and there are no dead spots behind or beneath larger 
  plants.
  Examining the rubble in detail remains the peak of the tower’s 
  buried iron bell, rusted to uselessness even if it weren’t mostly 
  buried. However, from the vantage atop the pile of rubble 
  characters are able to see the door in the eastern wall. 
  While the doorways in the northern wall (to areas 2 and 5) are 
  obscured by nothing more than a tangle of hanging vines the 
  eastern door (leading to area 10) opens less than an inch before 
  striking a large, heavy object that blocks the door from opening 
  further. Only destroying the door entirely can open it from this 
  side.
  Connections: This room connects to rooms 2, 5, and 10.
  ROOM 2 - WRITHING HALL (EL 1)
  Vines and roots reach down from the ceiling, overtaking three 
  statues along the West wall. The shells of insects and the bones of 
  small mammals litter the flagstone floor of this room, like sacrifices 
  laid at the feet of the barely-visible statues.
  This anteroom was once a place where visitors could pay their 
  respects to the three high druids of the temple. Time has 
  weathered the features of the statues so much that not even those 
  familiar with the temple’s history would recognize who the statues 
  represent.
  Characters who succeed on a Knowledge (nature) check (DC 
  15) recognize that the shells and bones all belong to herbivores - 
  creatures who exclusively eat plants.
  Creatures: Under the vines and roots, the three statues are 
  recognizably humanoid. However, they are hosts to the local pest 
  control. Even getting within five feet of a statue draws the ire of 
  two giant centipedes. Characters who succeed on a Perception 
  check (DC 20) spot the giant centipedes before they attack. 
  The leshies tolerate and avoid the centipedes because the giant 
  arthropods eat creatures that would otherwise eat the plants and 
  fungi of the temple.
  GIANT CENTIPEDES (2) CR 1/2 — XP 200
  hp 5 each (Pathfinder Roleplaying Game Core Rulebook)
  Knowledge (nature), DC 11, for facts about giant centipedes.
  An archway in the North opens into a corridor that leads north 
  to rooms 3 and east to room 6. A curtain of vines obscures a 
  doorway in the South leading to room 1.
  Connections: This room connects to rooms 1, 3 and 6
  Secret: A hidden door exists in the eastern wall, leading to area 
  24, which can be discovered by a PC who succeeds a DC 25 
  Perception check, so long as the Patreon has a minimum level of 
  funding.
  ROOM 3 - BRAMBLE MAZE (EL 1/3)
  The dimensions of this room are lost in twisting bramble hedges, as 
  is anything that might remain within.
  Hazard: This room is filled with a maze of brambles that naturally 
  secrete an irritating poison.
  Poisonous brambles CR 1/3 — XP 135
  The thorns of these brambles are poisonous. Creatures that move 
  through them find they catch and scratch, and the natural oils 
  of the plants aggravate the wounds. For every 10 feet traveled 
  in this room, a creature without a natural armor bonus takes 1 
  hit point of nonlethal damage and must succeed at a Fortitude 
  saving throw (DC 12) or suffer a -2 penalty to Dexterity for the 
  next hour as its wounds itch and burn terribly (A DC 15 Heal 
  check will alleviate the Dexterity penalty, as will delay poison or 
  stronger magics). A successful Perception or Survival check (DC 
  14) reveals twisting paths through the undergrowth. Creatures 
  of Small or smaller size that notice these paths can use them to 
  traverse the room at half speed without suffering damage from 
  the thorns. Slashing weapons can be used to cut through the 
  brambles. This takes 3 rounds to cut a clear path through a 5-foot 
  square. The cutter must make a Reflex save each round (DC 12) 
  or be caught by the thorns and suffer their effects. Cutting the 
  brambles with a reach weapon does not require a Reflex save. 
  Connections: This room connects to rooms 2 and 4.
  ROOM 4 - TIME-TWISTED OAK
  The room’s stone floor is split open like a pulsing boil, allowing a 
  single oak tree to grow in the center of a narrow shaft of light from 
  a split in the ceiling. As you watch, you realize that the ground isn’t 
  pulsing of its own accord. Instead, the ground is slowly shifting as 
  the tree grows, so quickly you can see buds blossoming into leaves. 
  In a ring around the tree lie the bodies of two dozen assorted forest 
  animals, overtaken by purple and green mushrooms.
  The tree isn’t dangerous, merely caught in a long time loop. PCs 
  examining the tree who succeed a DC 10 Knowledge (nature) or 
  Knowledge (arcana) check will determine as much. Passing the 
  check by 5 or more suggests that the tree is growing about three 
  thousand times its natural rate - and roughly a decade would pass 
  over the course of a day. 
  This effect extends beyond the tree, but not quite so dramatically. 
  Creatures in the room age, and spells expire, at ten times their 
  
  Infinite Dungeon: The Halls of the Eternal Moment - Level 1:The Overgrown
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  normal rate. However, 1d12 hours after the PCs first arrive in 
  the room, the time loop will hit it’s edge, and time will then 
  flow backwards at the same rate. Creatures in the room age in 
  reverse, while the durations of any effects accumulate one round 
  of duration for each round spent in this room - though when an 
  effect’s duration would exceed its normal maximum, it instead is 
  immediately dispelled.
  The leshies use the rapid time in this room to help decompose 
  animals they have managed to catch. Roughly once an hour, a 
  leaf leshie enters the room to deliver the recently deceased body 
  of a woodland creature, and take away an armload of soil. Should 
  one encounter the PCs while doing so, it will drop its burden and 
  immediately flee.
  The animals here are animated by the same mix of ambulatory 
  fungus and dark magic that animates the overgrown zombies who 
  wander the level. Unlike the larger zombies, these animals are 
  too small and heavily decomposed to be any threat to the PCs, 
  animating only when touched before thrashing themselves apart.
  Connections: This room connects to rooms 3 and 7.
  ROOM 5 - ROOM OF THE PENITENT
  A soft layer of loam and moss covers the floor of this room. Puddles 
  of water stand in several places. Knobby, intertwined, roots hold the 
  ceiling in place. A deep, narrow alcove interrupts one wall.
  When the temple was still operating, this room was where 
  supplicants came to leave offerings and to pray. Prayer rugs, 
  wooden benches, and tables once furnished the room. They 
  rotted away long ago, and provided a rich foundation for growing 
  things. Where roots pierce the ceiling, earth and water seep 
  through. The loam and moss do not extend into the alcove.
  While the vaulted ceiling of this room reaches twenty feet high at 
  its peak, the ceiling of the alcove is only ten feet high.
  The alcove was once a place where a member of the temple clergy 
  could hear prayers and confessions. At that time, a tapestry 
  hung from the ceiling, concealing the far end of the alcove from 
  parishioners. Although the tapestry has long since rotted away, 
  the cunningly concealed door at the far end of the alcove remains 
  hidden.
  The door is stone (hardness 8, 60 hp, break DC 28). Characters 
  who succeed on a DC 20 Perception check discover the presence 
  of the secret door (leading to room 9). The secret door has a 
  central pivot, requiring characters of Small or Medium size to 
  squeeze through it. Tiny and smaller characters can pass through 
  normally. Large creatures can squeeze through the alcove, but 
  cannot pass through the secret door.
  A curtain of vines hangs in the archway between this room and 
  room 1.
  Connections: This room connects to rooms 1 and 9.
  ROOM 6 - THE STRANGLER (EL 2)
  The rich smells of soil and greenery in this room are enhanced by 
  air flowing through cracks in the walls and ceiling. The floor, walls, 
  and ceiling are covered in vegetation, including a wild tangle of 
  vines which sway gently in the breeze.
  The doors exiting this room are overgrown with vines and 
  considered stuck and must be forced open (DC 16). A character 
  that succeeds on a DC 16 Perception check notices bones, bits of 
  cloth and leather, and rusting metal poking out amid the loam 
  and vines in the southeast corner of the room.
  Creature: Not all movement of the vines is caused by the air 
  currents here. One plant in particular is mobile. The strangling 
  vine is a smaller cousin of the assassin vine. Kept from growing 
  out of control by the leshies, it eagerly grasps at other creatures 
  that enter the room, seeking more food to grow.
  STRANGLING VINE CR 2 — XP 600
  Young assassin vine
  N Medium plant (Pathfinder Roleplaying Game: Bestiary)
  AC 16, touch 12, flat-footed 14; hp 22
  Fort +6; Ref +3; Will +2
  Melee slam +5 (1d6+3 plus grab); CMB +6 (+10 grapple); CMD 
  18
  Knowledge (nature) DC 13 for facts on assassin vines
  Treasure: Among the remains of the strangling vine’s previous 
  victims are 37 gp, 42 sp, and 38 cp in loose coin, as well as 2 flasks 
  of alchemist’s fire and a silver ring set with black onyx worth 50 
  gp.
  Connections: This room connects to room 7.
  ROOM 7 - THE EMPTY CHEST (EL 1)
  Grass and small trees have grown up between the complex maze of 
  interlocking tiles that make up the floor of this room. In the center, 
  a heavy stone chest stands open, empty save for a skeleton leaning 
  in. A spiderweb of cracks zigzags across the ceiling, seemingly held 
  together only by the heavy vines that anchor themselves in these 
  hair-thick crevasses.
  The ground in front of both doors into this room is warded with 
  a phantom trap - as is the open chest in the middle of the room. 
  While the phantom traps are obviously unable to do anything 
  other than pretend to be threatening, a pair of leaf leshies hide 
  in the ceiling of the room, one above each door. When a creature 
  steps into the room, and at random intervals afterwards, they 
  will make a scraping noise against the ceiling with a rock. A 
  character succeeding a DC 12 Perception check will identify the 
  sound as from the ceiling, and passing the check by 5 or more 
  will realize the sound isn’t as in time with stepping as it seems to 
  be - implying it isn’t related to movement in the room. Characters 
  
  Infinite Dungeon: The Halls of the Eternal Moment - Level 1:The Overgrown
  Page 7
  LEAF LESHIE (2) 
  CR 1/2 — XP 200
  hp 5 (Pathfinder Roleplaying Game: Bestiary 3)
  Treasure: The skeleton in the chest has been stripped bare, of 
  both possessions and head, and the chest is empty. In the lock of 
  the chest is a small ring of corroded bronze keys. One key belongs 
  to this chest, but the other two belong to the chest in room 8 and 
  to the chest in room 16.
  Connections: This room connects to rooms 4 and 6
  ROOM 8 - THE PARDONER’S CHEST (EL 1)
  Though the door in the North wall is obvious from inside the 
  room, locating it from the corridor requires successful DC 20 
  Perception check. The door is stone (hardness 8, 60 hp, break DC 
  28).
  Time has been kinder to this room than to some others. The ceiling 
  is mostly free of roots. The crumbling masonry walls are free of 
  vines. A few clusters of spongy mold spatter the floor, and  large 
  petrified tree stump rises from the center of the room as if shaped 
  from the very stones of the floor. A verdigrised padlock mounted on 
  its front.
  This room has no light. Creatures without darkvision are 
  effectively blinded. In addition to the obvious effects, a blinded 
  creature has a 50% miss chance in combat (all opponents have 
  total concealment), loses any Dexterity bonus to AC, takes a –2 
  penalty to AC, and takes a –4 penalty on Perception checks that 
  rely on sight and most Strength- and Dexterity-based skill checks.
  The petrified stump is actually a cunningly shaped chest. The 
  lock, however, is a dead giveaway as to its true purpose. The 
  chest is locked and trapped. It uses nested hinges, which cannot 
  be attacked directly. The chest itself has hardness 8 and 60 hp, 
  while the lock has AC 12, hardness 10 and 30 hp. It can be picked 
  (Disable Device, DC 25), but attempting to pick the lock triggers 
  a poison needle trap. Using the key from room 7 bypasses the 
  trap, disabling it until the lock is locked again.
  If PCs elect to smash the chest open rather than pick the lock, 
  they bypass the poison needle trap but each round that they 
  spend hacking at the chest attracts 1d4 leaf leshies to the room, 
  up to a total of 4.
  POISON NEEDLE TRAP 
  CR 1 — XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch (lock); Reset manual
  Effect Atk +8 ranged (1 plus greenblood oil poison)
  Treasure: Inside the chest, PCs find:
   • 330 gp
   • 100 sp
   • 80 cp
  failing the Perception check instead determine that they have 
  triggered a mechanism that has lead to a change in another area. 
  The leshies are simply attempting to protect the chest in the 
  center of the room - oblivious to it being empty. When a 
  character reaches it, they will begin firing at that character. 
  Characters on the ground can reach leshies directly above them 
  with melee weapons, but any attack made against them that 
  misses has a 25% chance of causing a cascade of masonry that 
  does 1d6 points of bludgeoning damage to any character in that 
  square - though it will also knock the leshie free from the ceiling.
  
  Infinite Dungeon: The Halls of the Eternal Moment - Level 1:The Overgrown
  Page 8
   • 7 flasks of alchemist’s fire (worth 20 gp each)
   • 1 dose of antitoxin (worth 50 gp)
   • A suit of banded mail armor (worth 250 gp)
   •  2 suits of Small masterwork studded leather armor (worth 
  175 gp each)
   •  A Large mighty composite longbow (+1 Str bonus) (worth 
  200 gp)
   •  A Large mighty composite longbow (+2 Str bonus) (worth 
  300 gp)
  Connections: This room connects rooms 6 and 14 indirectly.
  Secret: The door in the West wall (leading to room 24) is 
  cunningly concealed from both sides. Success on a DC 25 
  Perception check reveals its presence, and how to open it, so long 
  as Paetreon has a minimum level of funding.
  ROOM 9 - THE SAFE ROOM
  The room beyond the concealed door is nearly free of vegetation, 
  save for creepers that have grown in around the cracks of the 
  door and fungi sprouting up in damp corners. A pile of dried 
  undergrowth sits next to the remains of a camp fire. A crevice in the 
  ceiling serves as a natural chimney. A canvas tarp covers something 
  sitting in a far corner. The walls and even parts of the floor are 
  scrawled in all manner of graffiti.
  This hidden room has been used in the past by delvers to rest and 
  recuperate, and the door can be securely barred from the inside. 
  The graffiti is done mostly in charcoal, though in some writers 
  used ink or scratched words into the wall with sharp objects. 
  Much has become unreadable over time, though many messages 
  still remain legible. PCs can find the following words left here by 
  their predecessors.
  “Beware the water on the fourth level.”
  “Eyes! Eyes everywhere! WATCHING ALWAYS WATCHING 
  ALWAYS”
  “I cannot sleep for the stench of Farnoth’s foul feet and the 
  thunderous snoring of Alessa.”
  “9, 3, 6, 6,” (There appear to have been more numbers, but they’ve 
  been smeared away.)
  “Amira al-Shabbah slew his mortal enemy, Ursio. She cut out Ursio’s 
  eyes so that her enemy could not see his way to the afterlife. Three 
  days later, Amira was slain on the third level, killed by flying heads 
  without bodies. One of the heads belonged to Ursio. None had eyes.”
  “Don’t forget to look up.”
  “We hid Teril’s spear in a sarcophagus on the fifth level.”
  “Lost my lucky hat on level 3. If found, return it to the Fyreside Inn. 
  Reward. --Vera the Currently Not-so-Fortunate.”
  “Brunik went down a pit on level 5. Couldn’t get the lid open. Can 
  still hear him screaming. Never heard him scream, ever, before then. 
  What was down there?”
  “Made of wood: always good. Made of stone: leave it alone. Made of 
  steel: might be real. Made of gold: do as you’re told.”
  Treasure: Under the canvas is a pile of cached goods, including 
  three days worth of firewood, six days of iron rations, a cask 
  containing a gallon of water, a pint of oil, and two flasks of 
  alchemist’s fire. The pile of dried vegetation is kindling.
  Connections: This room connects to room 5
  ROOM 10 - ABANDONED SANCTUARY (EL 1)
  A large stone planter holding a potted bush has been pushed up 
  against the western door of this room, likely to save it from the 
  bowing floor in the center of the room. Empty alcoves that may once 
  have held statuary run along the north and south walls, now empty.
  While the floor of this chamber is unstable, the obvious dip in 
  the center of this room is relatively stable. Anyone keeping an eye 
  on the floor can detect this with a successful DC 10 Knowledge 
  (engineering) or a DC 15 Perception check. Characters who pass 
  their check by 5 or more also recognize that the northwest and 
  southwest corner of the room are actually in danger of collapse, 
  despite the less obvious damage.
  A single Medium character standing in one of those corners of 
  the room has a 30% chance per round of the ground collapsing 
  beneath them, dropping them into the crawlspace beneath the 
  chamber. Two or more Medium characters automatically cause 
  the floor to collapse.
  The crawlspace is three to four feet tall and about six feet wide, 
  requiring a Medium character to squeeze, and runs from the 
  northwest to southwest corner of the room. Beneath the door and 
  the planter has been reinforced by a second leshie who is carefully 
  shaping the growth of a sturdy root underground. Any character 
  entering the crawlspace surprises it, causing it to immediately 
  attack. 
  In addition to the leshie under the floor, Inside the planter is not 
  a typical bush, but a leaf leshie transformed into tree form. It 
  waits for someone to try and move the planter (A DC 13 Strength 
  check) before acting - transforming into leshie form to swat away 
  the character moving it and try to move the planter back. Moving 
  the planter north or south immediately causes that section of 
  floor to collapse. A character pushing must make a DC 12 Reflex 
  save or fall prone into the crawlspace. A character aiding or 
  pulling must make a DC 16 Reflex save or fall into the pit and 
  have the planter fall on top of them, dealing them 1d6 points of 
  falling damage.
  LEAF LESHIE (2)     
  CR 1/2 — XP 200
  hp 5 (Pathfinder Roleplaying Game: Bestiary 3)
  
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  Connections: This room connects to rooms 1 and 11
  ROOM 11 - THE WAGES OF FEAR (EL 2)
  This room has the detritus you’ve come to expect, including leaves, 
  the husks of dead insects, moss, and so forth. Dim light filters 
  through the roots and dirt visible through cracks in the ceiling. 
  Splashes of lichen and fungus provide colorful splashes on the 
  crumbling masonry walls. A stone-lined pool rests at the base of the 
  East wall.
  The pool radiates a faint necromantic aura, visible to anyone 
  examining the pool with detect magic.
  There are two traps in this room. One is the pool, and the other 
  is triggered by anyone moving through the archway in the North 
  wall, connecting to room 12.
  POOL OF FEAR TRAP 
  CR 1 — XP 400
  Type magical; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger looking into the pool; Reset automatic
  Effect spell effect (cause fear, frightened for 1d4 rounds, Will DC 
  11 negates)
  Those who gaze into the pool see their reflection as a horrid, 
  rotting creature that slowly turns to murder the others in the 
  room. Those who make their saving throws against this trap 
  are immune to its effects for 24 hours. Those who fail their save 
  flee, screaming.
  SWINGING ROCKS TRAP 
  CR 1 — XP 400
  Type mechanical; Perception DC 15 (the Stonecunning racial 
  trait provides a +2 bonus on this Perception check); Disable 
  Device DC 15
  EFFECTS
  Trigger location (moving through the archway in the North 
  wall); Reset manual
  Effect Atk +5 (6d6); multiple targets (against everyone in the 
  westernmost 15 feet of this room)
  When someone enters the archway linking this room and 
  room 12, for example someone fleeing from the effect of the 
  pool of fear trap, large stones tied to vines swing down from 
  the ceiling and across the room. They attack everyone in the 
  westernmost 15 feet of this room, one stone for every five feet. 
  2d6 rounds after the swinging rocks trap triggers, 2d4 leaf leshies 
  arrive to reset the trap. If these leshies are attacked, they will 
  scatter and never reset the trap.
  Connections: This room connects to rooms 10 and 12
  ROOM 12 - DEATH FROM BELOW (EL 2)
  The floor of this room is covered with rolling hummocks of green 
  moss, interspersed with thick patches of red ferns. The ceiling is 
  buckled and bowed, seemingly held together by a network of thick 
  roots that twist through the wreckage. In the northwestern corner of 
  the room a skeletal form in rusted armor lies amid the dried husks 
  of several dog-sized caterpillars.
  Though it looks unsafe, the roots hold the remnants of the ceiling 
  tightly and only excavation or severe damage will bring it down. 
  It retains its normal 10 foot height in the southwest corner, but 
  lowers to only 5 feet in the northeast corner. The moss is soft and 
  spongy, and covers a litter of rubble from the collapsed ceiling, 
  making it tricky to find footing. The floor of the entire room is 
  considered difficult terrain.
  Creature: The corpse was not killed by the caterpillars - both 
  were victims of the room’s inhabitant. The trapdoor spider lunges 
  out to attack anyone that moves near to examine the body. It will 
  attempt to grab a victim and drag it into its lair to be devoured. 
  Characters who succeed a DC 25 Perception check will notice the 
  trap door before it opens. The spider will fight to the death, but 
  will not pursue opponents beyond the room.
  GIANT TRAPDOOR SPIDER 
  CR 1 — XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary)
  CMB +2 (+6 grapple); replace web special attack with grab
  Knowledge (nature) DC 6 for facts on giant spiders
  Treasure: The remains of the adventurer are garbed in rusted 
  chainmail (the armor has the broken condition until cleaned and 
  repaired) and a bastard sword lies nearby. A leather belt on the 
  skeleton’s belt contains a pouch holding 16 gp, 12 sp, a polished 
  but uncut agate worth 5 gp, and an average pair of loaded dice 
  (see Pathfinder Roleplaying Game: Ultimate Equipment).
  Connections: This room connects to rooms 11 and 16
  ROOM 13 - THE TOMB OF THE CIRCLE (EL 2)
  Not immediately obvious from outside, there were once doors 
  leading into this room, long ago torn from their hinges. Inside, 
  there is only cold stone: you can see not so much as a blade of grass 
  beyond the threshold.
  Trap: immediately upon entering the room, the PCs will 
  trigger a trap - the floor immediately inside both doors of this 
  room are protected by wide pressure plates. Stepping on either 
  causes a large swinging axe blade to swing in front of both 
  doors - swinging directly into the doorway. After striking, a 
  counterweight will crank the axes back into the ceiling - though 
  the counterweights will eventually need to be manually reset.
  SWINGING AXES TRAP 
  CR 2 — XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
  
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  EFFECTS
  Trigger location (inside door); Reset automatic (1 minute, 3 
  times)
  Effect Atk +12 melee (1d8+2/×3); multiple targets (all targets 
  in a 10-ft. line in front of each door)
  Once the PCs have moved beyond the trap, they are able to 
  survey the interior of the room.
  The southern end of the room holds a dozen stone coffins, arranged 
  artfully around a carved stone tree. Ten are sealed tight, but one 
  has been smashed open, and one looks like it had never been used. 
  Written in charcoal on the ground in front says “do not open, 
  zombies within.”
  Additionally, if characters have not already defeated the giant bees 
  in Room 14, they will hear its deep, irregular buzz coming from 
  the northern door.
  The warning is correct - the ten remaining interred corpses have 
  indeed animated as zombies, though they aren’t able to break free 
  of their sealed caskets. The caskets have hardness 10 and 15 hp. 
  Breaking one open releases a human zombie that immediately 
  attacks anyone nearby (as Human Zombie, Pathfinder Roleplaying 
  Game Bestiary). Because the zombies are easily anticipated or 
  avoided by the PCs, they aren’t worth any experience if defeated.
  These zombies are the remains of the druidic Circle of Ages who 
  most recently occupied the Halls of the Eternal Moment - except 
  one, who is interred in Room 22, they were buried here simply, 
  without any possessions of value.
  Connections: This room connects to rooms 14 and 17.
  ROOM 14 -THE SQUIRE’S APIARY (EL 3)
  Shafts of sunlight provide flickering illumination this large, 
  L-shaped, room. Piles of debris under large holes in the thirty-foot 
  high ceiling sport an abundance of brilliantly colored flowers.Vines 
  and roots dangle from the holes. A buzzing noise reverberates 
  through the room.
  The flickering light is caused by wind blowing leaves and tree 
  limbs above the holes in the ceiling. Otherwise, the room may 
  have bright light, depending on the time of day. Success on a DC 
  12 Perception check reveals that some of the flickering shadows 
  are caused by the creatures in this room.
  Creature: Two giant bees move among the flowers of this room. 
  They perceive the leshies as plants, and do not attack them. 
  They perceive animals and insects as threats, and defend their 
  gathering territory aggressively against all threats.
  GIANT BEE (2) 
  CR 1 — XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary 2)
  Knowledge (nature) DC 13 for facts about giant bees.
  Connections: This room connects to rooms 6, 13, and 15 directly, 
  and to room 8 indirectly.
  Secret: The door in the East wall (leading to room 25) is 
  cunningly concealed from both sides. Success on a DC 25 
  Perception check reveals its presence, and how to open it, so long 
  as Paetreon reaches a minimum level of support.
  ROOM 15 - DON’T GO DOWN THE WELL (EL 1)
  The vegetation in this room appears limited to mounds of moss, 
  patches of grass, and thin creepers that cover the ceiling. Hanging 
  vines festooned in small, yellow flowers hang down in a gauzy 
  curtain, obscuring the room’s top half and exuding a fragrant 
  perfume as gentle drafts cause them to sway. In the center of the 
  room is a well, its low stone rim rising a foot above the floor. An old 
  wooden bucket attached to a coil of rope sits on the well’s edge.
  The vines are not dangerous, but provide concealment to 
  anything that is in the upper half of the room (including the 
  blind beheaded listed below and the isitoq). If the PCs have not 
  been through Room 14 yet, they can hear a buzzing noise coming 
  down the hallway leading there.
  
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  Creatures: If the PCs linger here for more than two rounds, a 
  trio of blind beheaded rise up out of the well and attack. These 
  wandering creations are typically found on the third level, but 
  occasionally escape to terrorize other levels of the halls. The well 
  is built upon a natural shaft that leads down 40 feet to a flooded 
  cavern (Room 3 of Level 3). If the bucket or any other utensil is 
  sent down, it can draw up clean, drinkable water.
  An isitoq also lurks here, winding its way silently through the 
  concealing vines, observing. If spotted (Perception check DC 28) 
  it will attempt to flee down the well, only fighting if cornered or 
  prevented from doing so.
  BLIND BEHEADED (3) CR 1/3 — XP 135 (PATHFINDER BESTIARY 4)
  hp 4 each; replace darkvision with lifesense
  Knowledge (religion) DC 15 for facts about beheaded
  ISITOQ 
  CR 1/2 — XP 200
  hp 9 (Pathfinder Bestiary 4)
  Knowledge (religion) DC 15 for facts about isitoq
  Treasure: A character who succeeds on a DC 15 Perception check 
  to search the room discovers a well-oiled masterwork dagger in 
  a partially rotten sheath that lies on the floor, nearly overgrown 
  with moss.
  Connections: This room connects to room 14.
  ROOM 16 - DISABLED TRAP
  A tangle of briars and bushes grow in the center of the room, 
  climbing up a pair of narrow central supports so thickly overgrown 
  it is impossible to tell at a glance what they might have once been. 
  Almost a perfectly circular path has been worn into the ground 
  around them, revealing the stone tiles beneath.
  The central ‘supports’ are actually swinging axe blades; part of a 
  trap that had been tripped by the growth of plants in the floor of 
  the room, and are immediately obvious upon closer examination. 
  The leshies simply left the swinging blades hanging limp and 
  uselessly to slowly dissolve away to rust.
  Characters who succeed at a DC 12 Disable Device check will 
  identify that the pendulum-style axe blades originally emerged 
  from a concealed section of ceiling to swing North-to-South in a 
  tight arc, separating the room into thirds. Passing their check by 
  5 or more will also realize that rust dripping off the axe-blades 
  highlights a very faint pattern in the trigger tiles beneath the trap, 
  one that is consistent for all traps throughout the Overgrown. 
  Characters discovering this gain a +4 circumstance bonus on all 
  Perception checks to detect traps throughout the Overgrown.
  Treasure: A previous adventuring party used the tangle of growth 
  between the two blades to stash supplies in a small chest. The 
  chest is invisible at a glance, but obvious to anyone who takes 
  time to search the growth. It is locked with an average lock 
  (Disable Device DC 20 to open), while the key was in possession 
  of a now-dead adventurer in Room 7. Inside are a dozen glass 
  phials (ten are inert alchemical extracts, but two are potions of 
  cure light wounds), a drawstring pouch (containing 35gp and an 
  elaborate silver scroll tube worth 55gp), two winter blankets, and 
  some long-ago spoiled provisions.
  Connections: This room directly connects to rooms 12, 17, and 
  20.
  ROOM 17 - A REPTILE’S FLOWERBED (EL 1)
  This room is barely more than a wide section of a long hallway. 
  Narrower corridors lead East and West from here. The vaulted 
  ceiling is ten feet high at its peak. Part of the ceiling has collapsed 
  along the North wall. Vines and roots cascade down through the 
  hole, carpeting the wall there. Ferns grow thick among the rubble 
  below the hole.
  Behind the vines and roots on the north wall is a door (leads to 
  room 18). The vines and roots are so thick that success on a DC 
  20 Perception check is required to locate the door. 
  Creature: A fungal lizardfolk basks in the light beneath the hold 
  in the ceiling, concealed among the ferns. Even when seen, it 
  appears to be dead. A character who succeeds a DC 10 Perception 
  check allows a character to realize that it is a living creature. Note 
  that because of the dirt that fell in when the ceiling collapsed, 
  this area counts as moist natural earth for the fungal lizardfolk’s 
  rejuvenation ability.
  The fungal lizardfolk attacks creatures that disturb its rest. The 
  leshies avoid it, considering it useful for reducing the numbers of 
  intruders and threats to their cultivated plants.
  FUNGAL LIZARDFOLK 
  CR 1 — XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, Pathfinder 
  Roleplaying Game Bestiary 4)
  Knowledge (nature) DC 17 for facts about fungal creatures. 
  Knowledge (local) DC 11 for facts about lizardfolk
  An archway in the West wall opens onto a short corridor that 
  leads to room 13. An archway in the South wall leads to room 
  16. A hallway leads from the East wall to a corridor that leads to 
  rooms 20 and 21.
  Connections: This room connects to rooms 13, 16, and 18; and 
  indirectly to rooms 20 and 21.
  ROOM 18 - COMPOST HEAP (EL 2)
  This room emits a powerful odor of decay. In its center sits a large 
  pile of charnel debris, including several humanoid bodies, all 
  missing their heads. A large growth of fungus covers most of the 
  heap, as well as portions of the floor and walls. Patches of pale, 
  bulbous mushrooms sprout from the rotting pile.
  The fungus here is harmless to living creatures. The leshies use 
  it to raise new fungal zombies from the headless that wander up 
  from the third level, as well as breaking down compost to use 
  elsewhere in the Overgrown.
  
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  Creature: An overgrown zombie moves about slowly in this 
  room, piling new material onto the compost heap. It attacks any 
  creatures other than the leshies who enter the room or attack it 
  from outside.
  OVERGROWN ZOMBIE 
  CR 2 — XP 600
  hp 16 (See Inhabitants of the Overgrown)
  Treasure: The leshies care little for valuables and tend to overlook 
  items on their victims. Adventurers who brave the compost heap 
  can find 39 gp, 72 sp, 101 cp, a gold bracelet worth 30 gp, and a 
  potion of cure light wounds.
  Connections: This room connects to room 17.
  ROOM 19 - CATERPILLAR’S GARDEN (EL 2)
  Short trees with broad leaves grow in a perfect grid, every five feet 
  through the center of this room. Despite the care taken to grow 
  them in such a precise manner, none of the trees is entirely intact; 
  caterpillars of all sizes, some as long as a foot, crawl through the 
  miniature forest, gorging themselves at the expense of the trees 
  around them.
  The caterpillars aren’t here by accident, but by design of the 
  leshies who care for this area. The trees here have been carefully 
  grown and treated to attract caterpillars from other areas of the 
  Halls, to protect the plants elsewhere. The leshies also use this 
  lure to attempt to exterminate the caterpillar population when it 
  becomes too abundant.
  In the center of the room, one brave leshy is attempting to harness 
  one of the giant caterpillars with a harness made of bark and 
  sap. When it notices the PCs - which it will if the PCs get within 
  15 feet of it, or 3 rounds after they enter, it will shriek at the 
  caterpillar and climb on top without any saddle, and hold on tight 
  as it directs the caterpillar’s attention towards the PCs.
  LEAF LESHIE     
  CR 1/2 — XP 200
  hp 5 (See Inhabitants of the Overgrown)
  HORN CATERPILLAR 
  CR 1 — XP 400
  hp 16 (See Inhabitants of the Overgrown)
  Morale when reduced to 10 hp or less, as a swift action the 
  caterpillar twists and devours its leshie rider. This kills the 
  leshie, but the resulting verdant burst heals the caterpillar to 
  full health.
  Hazard: The regularly planted trees makes diagonal movement 
  between squares impossible. Each tree has hardness 3 and 10 hp.
  Treasure: A character who succeeds a DC 12 Knowledge (nature) 
  or Craft (alchemy) check realizes that the cocoon silk that litters 
  the trees and floors of this room is a reasonably uncommon 
  alchemical ingredient. By spending 20 minutes collecting it, the 
  party can amass 150 gp worth of cocoon fragments. A character 
  who succeeds a DC 17 Spellcraft check recognizes their potential 
  to take the place of 1,000 gp of materials towards the creation of a 
  cocoon cloak (Pathfinder Roleplaying Game: Ultimate Equipment).
  Connections: This room connects to rooms 15 and 23
  Secret:  The door in the South wall (leading to room 25) is 
  cunningly concealed from both sides. Success on a DC 25 
  Perception check reveals its presence, and how to open it, so long 
  as Paetreon reaches a minimum level of support.
  ROOM 20 - FIRE HAZARD (EL 2)
  This large room seems cooler than the surrounding rooms. Most 
  of the roots and vines seem dry and withered. Patches of brown 
  and gray lichen and mold flake off the crumbling masonry walls. 
  Hallways in the West and North walls provide exits from this room. 
  Curved stone benches, shaped from the earth itself, provide places 
  to rest.
  This room was once a place for debate and conversation, with 
  participants sitting on the benches in small groups. Now, the 
  benches provide cover and sufficient concealment to allow Stealth 
  checks.
  Hazard: Brown Mold 
  CR 2 — XP 600 (Pathfinder Roleplaying 
  Game Core Rulebook)
  There is a patch of brown mold on the floor of this room. 
  Running in a line directly south from the doorway opening 
  to room 21, ending in the center of the room, above a cluster 
  of benches. It is the source of the cooler temperatures in this 
  room. Leshies know to stay away from it. Characters who 
  criss-cross this room searching for treasure, secret doors, or 
  other interesting features do not know it’s there until they’re 
  adjacent to it and take 3d6 points of nonlethal cold damage, 
  or until they’re torches or lanterns cause it to double in size 
  instantly.
  Knowledge (nature), DC 10, to identify brown mold once it 
  has been noticed, and to know anything about the hazard.
  Connections: This room connects to rooms 16 and 21
  ROOM 21 - FLOWER ROOM (EL 3)
  This room is a tapestry of bright colors, as many flowering plants 
  grow here. The air is perfumed by the myriad blossoms that grow 
  in bunches from the loamy soil or from bushes scattered around the 
  room.
  Creatures: A leaf leshy is here, overseeing an overgrown zombie 
  as it tends to the flowers. Upon noticing intruders, the leshy 
  commands the overgrown zombie to attack while it hangs 
  back and hurls seeds at opponents with missile weapons and 
  spellcasters.
  LEAF LESHY 
  CR 1/2 — XP 200
  hp 5 (See Inhabitants of the Overgrown)
  
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  OVERGROWN ZOMBIE 
  CR 2 — XP 600
  hp 16 (see Inhabitants of the Overgrown)
  Connections: This room connects to rooms 20 and 23.
  ROOM 22 - THE TITANIC OAK (CR 3)
  No trace of this room’s ceiling remains - it has given way entirely to 
  allow for the growth of a titanic oak. The tree’s roots grow almost 
  artistically around the room, giving room for a simple grave in the 
  center, marked by a massive mushroom instead of a headstone.
  In the branches of the tree above, a trio of leaf leshies watch, 
  perpetually caring for the tree and the druid’s grave at its foot. As 
  the PCs enter the room, they descend the walls of the chamber 
  cautiously, ready to defend the druid’s grave if required.
  The druid’s spirit however, is less concerned about subtlety, and 
  possesses the large mushroom that serves as his gravestone as the 
  PCs approach, animating it as a Fungus Leshy.
  Though not immediately hostile, the mushroom druid will croak 
  out a warning that nothing good can come from delving deeper 
  into the Halls, and he has sealed them away for good: growing a 
  massive tree in the only way to descend below.
  So long as PCs stay away from the trunk of the tree against the 
  Eastern wall, the druid and leshies leave the PCs be. However 
  if the PCs are hostile or attempt to examine the tree, the leshies 
  attack from hiding.
  LEAF LESHY (3)     
  CR 1/2 — XP 200
  hp 5 (See Inhabitants of the Overgrown)
  FUNGUS LESHY     
  CR 2 — XP 800
  hp 15 (Pathfinder Roleplaying Game: Bestiary 3)
  Knowledge (nature) DC 17 for facts on fungus leshies
  Development: Defeating the druid has the effect of dispersing the 
  energy that caused the leshies to constantly regrow throughout 
  the Overgrown. Over the next 24 hours, all remaining leshies will 
  flee the area into the surrounding forest. For 48 hours afterward, 
  giant caterpillars are voraciously devouring the local plantlife, 
  and 1d4-1 of them will be in every room of the floor. After the 
  ecosystem of the floor has been destroyed, they too will move into 
  the forest, leaving the floor mostly empty.
  Connections: This room connects to rooms 21 and 23.
  Secret:  The door in the West wall (leading to room 25) is 
  cunningly concealed from both sides. Success on a DC 25 
  Perception check reveals its presence, and how to open it, so long 
  as Paetreon reaches a minimum level of support.
  ROOM 23 - THE STONE GYRE
  Slender stone pillars support the ceiling of this room. Each one 
  stands five feet away from a corner of the room. Near the center 
  of the room, a large tree has been halfway torn from the ground, 
  revealing a broad, spiral staircase leading down into the darkness. 
  The stairs spiral down and to the right. In addition to the features 
  of gradual stairs, they provide cover (+4 to AC, +2 Reflex) from 
  attacks originating above.
  The slender pillars are only two feet across, and don’t occupy 
  a whole square. A creature standing in the same square as a 
  slender pillar gains a +2 cover bonus to Armor Class and a +1 
  cover bonus on Reflex saves (these bonuses don’t stack with cover 
  bonuses from other sources). The presence of a slender pillar 
  does not otherwise affect a creature’s fighting space, because it’s 
  assumed that the creature is using the pillar to its advantage when 
  it can. These pillars have AC 4, hardness 8, and 250 hit points.
  Destroying any two pillars causes the ceiling to collapse, a CR 8 
  hazard (Pathfinder Adventure Roleplaying Game Core Rulebook).
  Treasure: In the northwest corner of the room, characters can 
  find the following items, neatly piled.
   • An unlocked tin box containing 76 gp and 1,000 sp
   • A skeleton wearing a suit of half-plate armor (600 gp)
   •  A medium masterwork heavy mace (312 gp) clutched in the 
  skeleton’s right hand
  Connections: This room connects to rooms 19 and 22, and to 
  room 1 on Level 2.
  Secret: The door in the East wall (leading to area 26) is cunningly 
  concealed from both sides.  Success on a DC 25 Perception check 
  reveals its presence, and how to open it, so long as Paetreon 
  reaches a minimum level of support.
  
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  Infinite Dungeon: The Halls of the Eternal Moment - Level 1:The Overgrown
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a 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 Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  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.
  Infinite Dungeon: The Halls of the Eternal Moment Level One - The 
  Overgrown   Copyright 2016, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A 
  
  DANGER COMES DAILY FOR PATHFINDER RPG FANS
  COMING DECEMBER 1ST: LEVEL 2 - THE RATTLING CRYPT
  PATREON.COM/LPJDESIGN
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  Enemies of NeoExodus:
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  widowmaker 
  scarlet
  Ene mie s  o f  Ne o Exo du s :
  THE WORLD OF EXODUS NEEDS HEROES...
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9332 - Infinite Dungeon - Level 01.pdf