TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ©2003 ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.  
   
  COR3-15 
   
  NINE LIVES 
   
  A one-round D&D® LIVING GREYHAWK™  
  Core Adventure 
  Version 1 
   
  by Jason R. O’Gorman 
  Artwork by and special thanks to Johno Raymond 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
   
   
   
   
   
  Magic is such a wonderful thing. Its complexity challenges its students, its beauty dazzles the blooded, and its mystery 
  impresses all. But one day in Greyhawk, magic shows its unpredictable side and unleashes something never before seen. 
  One plea, one in need, one to bare witness, and six to complete the task, nine lives intertwined for one day. An 
  adventure for APLs 2-10 
  
  Nine Lives  
   
  Page 2 
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  PREPARATION 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  SCORING 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  
  Nine Lives  
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  LIVING GREYHAWK LEVELS OF PLAY  
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  TIME UNITS AND UPKEEP 
   
   
  This is a standard one-round Core adventure, set in the 
  City of Greyhawk. 
  As 
  such, 
  all 
  characters 
  must 
  pay 
  two 
  Time 
  Units per round.  
  Adventurer’s 
  Standard Upkeep 
  costs 
  12gp 
  per 
  Time Unit.  Rich 
  Upkeep costs 50gp 
  per 
  Time 
  Unit.  
  Luxury 
  Upkeep 
  costs 100gp per 
  Time Unit. 
   
   
  ADVENTURE BACKGROUND 
  Fonkin Zimble Twiddlefist was having a great day. He 
  had just completed a yearlong research experiment into 
  creating a viable medium for potions. His goal was to 
  create a liquid that could take the base for any magical 
  potion. The resulting fluid would save alchemists hours 
  of mixing time and they could make any potion from 
  simply adding one or two additional ingredients to the 
  mixture. Everything was going well, until Fonkin’s cat 
  familiar, Wifflepurr, walked by the experimentation table 
  and got a little too close to a lit burner. The poor animal’s 
  tail caught on fire but Fonkin didn’t see this happen, as 
  he was busy scribbling notes into his logbook. 
  Wifflepurr, spooked by the fire, bolted across the table 
  and up the nearest bookshelf. The familiar’s actions 
  toppled many beakers and vials, including Fonkin’s new 
  potion base. The resulting components mixed together 
  and exploded!  
   
  Fonkin was thrown from his upper level laboratory 
  down into his bedroom. The resulting spray of explosion 
  splashed out over the room and washed out over 
  chemicals from the floor and down the ladder that goes 
  from his bedroom to his lab. Fonkin was shocked by the 
  explosion and watched in horror as his lab caught fire 
  and began filling with smoke. He tried climbing the 
  ladder to get to his familiar but the fluids soaking his lab 
  and bedroom were also covering the ladder. Strong acids 
  burned his hands and he could not continue his climb. 
  Desperate, he tried to cast a spell, pyrotechnics, to try and 
  get rid of the fire. It partially worked and the spell turned 
  most of the fire into smoke. The next thing that Fonkin 
  did was to cast fire shield to protect himself from the 
  flames as he called for his familiar. But Wifflepurr did not 
  answer. Now in a panic, he was searching his mind for 
  something to do when a force picked him up and threw 
  
  Nine Lives  
   
  Page 4 
  him through his bedroom window. (The unknown force 
  was an animated object from his bedroom that attacked 
  him.) Now outside, Fonkin raced around to the front of 
  his house to get back in but he had locked the front door 
  from the inside so he wouldn’t be disturbed, and he 
  doesn’t have his key on him! Fonkin is now having a 
  terrible day.  
   
  The animated creatures are the articles of furniture 
  in his bedroom that were hit by the magical spray from 
  the explosion.  
   
  The explosion did more than just cause a fire, wreak 
  the experiment and cause damage to the house. The 
  magic released from the explosion caused a short-term 
  rift in the planar fabrics that bind the multiverse. A 
  creature somehow came through this brief magical portal 
  and this creature is now making Fonkin’s laboratory and 
  upper level its new home. The creature is a chaos ooze—a 
  creature formed from the very forces of chaos. It’s 
  attracted to, and thrives in, liquid and high-energy 
  environments (see new creature entry in appendix 2).  
   
  Lastly, the explosion brought down some of the 
  timbers that support the roof. These fell on the glass 
  cages that hold Fonkin’s two digesters. They escaped and 
  rampaged their room, freeing other creatures captured 
  for magical component extraction. The other creatures 
  released were a giant wasp and a carrion crawler. The APL 
  of the PCs determines which creature they meet. The 
  other creatures will have fled the building and will not 
  meet up with the PCs.  
   
  The building is filled with smoke and is on fire. If 
  the characters don’t reach the upper level in time, 
  Wifflepurr and the spellbook might be lost.  
   
  ADVENTURE SUMMARY 
  The PCs most likely course of action is to enter the 
  wizard’s home, and get to the top to find Wifflepur and 
  the spellbook. On the way they will meet the following:  
  • 
  The ingredient creatures are first; either the 
  wasp, carrion crawler, or digesters. 
  • 
  The animated creatures are second. They are in 
  Fonkin’s bedroom and fight any who enter. 
  • 
  The chaos ooze is the final battle. 
  • 
  On the way out, they have to contend with the 
  fire. (They could try to tackle the fire but they 
  get no extra XP for doing this.) 
   
  Remember, there is an oil lamp trap on the way out. 
  This is the final encounter for the PCs before they leave 
  the wizard’s home  
         
  INTRODUCTION 
  “Your days of adventure seemed to have hit a lull period and 
  you found yourself with nothing to do until you came to 
  Greyhawk city. The free city is exciting and adventurous, with 
  its large markets and plentiful selection of the rare and the 
  magical. It seemed a perfect venue to purchase new items, 
  replace equipment, and hear gossip. Browsing around the 
  multitude of shops in the Artisan’s Quarter, the loud activity 
  almost seems to pause for a moment. Momentously, a loud 
  explosion breaks the silence. Off to your left, a large cloud of 
  smoke, with dark gray tendrils of smoke arcing away from it, 
  emanates from a rooftop. Seconds later a chunk of wood lands 
  in the road and skids to a stop close to your feet. It’s billowing 
  smoke. Screams of shock come from some of the bystanders and 
  everyone stops what they are doing to look at the scene. Then 
  there’s a panicked shout and someone points to a nearby 
  rooftop. There, on an overhang, is another piece of smoking 
  debris.” 
   
  The characters have just witnessed the explosion at 
  Fonkin’s laboratory. The debris is only smoldering and 
  won’t readily set the overhang on fire. If left undisturbed, 
  however, the rooftop catches fire in 1d4 minutes. There 
  are three nearby water troughs in the street that can be 
  used to fill water buckets. Every shop has a bucket in case 
  of a fire. Closer examination of the debris, requiring a 
  Spot check (DC 10), shows that the wood has a green 
  glow to it and the smoke is silver, not gray. Success at a 
  Knowledge (arcane) check (DC 20), a Spellcraft check 
  (DC 25) or a DC 10 Craft (alchemy) check (DC 10) shows 
  trace amounts of the spray of chemicals from the 
  explosion on the wood.  
   
  If the characters go to explore the explosion, proceed 
  to Encounter 1. If they do not, their adventure ends here. 
    
    
  ENCOUNTER 1: 
  INVESTIGATIONS 
  The characters have noticed the explosion and have come 
  to investigate. Read or paraphrase the following: 
   
  Just coming into view is the site of the explosion. A large, four-
  story building has a large hole in its roof from which white-
  gray smoke is billowing out into the sky. A large crowd has 
  gathered, but is keeping their distance, merely pointing at the 
  destroyed roof. A smaller group of people are holding a small, 
  soot covered man who is sitting on the ground, crying. “He’s in 
  there! I have to go in and save him! Let me go! He’ll die!” the 
  small figure shouts and struggles before collapsing.  
   
  The small figure is the gnome Fonkin Zimble Twiddlefist 
  and the “he” that the gnome’s talking about is his cat 
  familiar, Wifflepurr. Fonkin is desperate for help. His 
  hands are seriously burned and he’s panicked to the point 
  of being frantic. His actions aren’t rational and he’s 
  quickly becoming distraught—so distraught that he 
  periodically closes his eyes and breaks into reciting 
  arcane rites. His arcane recitation is one of the things he’s 
  taught himself to do when he is feeling nervous and it 
  has helped him in his adventuring career, but today he is 
  facing the prospect of losing everything and everyone 
  that means anything to him and it is more than he can 
  handle emotionally. Treat him as being at the threshold 
  of a complete emotional breakdown! 
   
  The PCs may charge off to save whoever is inside; at 
  which point they enter the building without knowing 
  that it’s a cat that they are after. Should they stop to talk 
  
  Nine Lives  
   
  Page 5 
  to Fonkin and try to get him to relax and talk coherently, 
  here is what he relates based on a successful Diplomacy 
  check: 
   
  DC 10: That it is his cat that is in the building 
   
  DC 15: the cat, Wifflepurr, is his familiar 
   
  DC 20: His spellbook is still inside 
   
  DC 25: He was working on a magical experiment 
   
  DC 30: He was thrown out of his window by some 
  force. He doesn’t have his key on him to get past his front 
  door. Door is not trapped.  
   
  Alternatively, a calm emotions spell (Fronkin allows 
  the spell to be cast on him. In fact, he is greateful for it) 
  cast on Fonkin sooths him enough to reveal all this 
  information.  
   
  Fonkin’s hands are burnt but a DC 15 Heal check 
  discerns that it’s from acid, not fire, and that he is 
  exhausted from smoke inhalation. Shortly after speaking 
  to the characters, he collapses into a fit of despair.  No 
  amount of diplomacy breaks this (but a calm emotion spell 
  or similar magic does). However, his present condition 
  would make it risky for him to enter his home. Any PC 
  can make a DC 10 Intelligence check to understand this. 
   
  Fonkin gives permission to the characters to enter 
  his house if they suggest that they would like to save his 
  cat.  
   
  �Fonkin: Male gnome Wiz9; hp 36, currently 4. 
   
  The city fire brigade is not here yet but a Listen 
  check (DC 30) can hear them approaching off in the 
  distance. They are a far distance off and are not soon to 
  arrive as they are dealing with the smoking debris that 
  was flung into the city. It will take at least another five 
  minutes before the watch arrives at the burning building 
  and the fire could well engulf the building by that point. 
   
  It is up to the characters to enter the house and 
  rescue Wifflepurr. 
   
  For PCs entering the building, refer to the DM’s 
  maps found at the back of this adventure. Before going 
  into the building DMs should be aware of a few 
  circumstance modifiers. 
   
  Smoke  
  See DUNGEON MASTER’S Guide, page 304. 
   
  A character that breathes heavy smoke must make a 
  DC 15 (+1 per previous check) Fortitude save each round. 
  Failure means they spend that round choking and 
  coughing. A character that chokes for two consecutive 
  rounds takes 1d6 points of nonlethal damage. Smoke 
  obscures vision, giving concealment (20% miss chance). 
   
  Heat  
  See DUNGEON MASTER’S Guide, page 303 
   
  The areas on fire in the building give the condition 
  of extreme heat*. Characters take 1d6 points of lethal 
  damage per minute (no save) while in these areas. Every 5 
  minutes they must make a DC 15 +1 per previous check 
  Fortitude save or take 1d4 points of nonlethal damage.  
   
  Heavy clothing or any armor makes the save at –4. 
  Metal armor wearers who come into contact with metal 
  are affected like the heat metal spell. 
   
  *Special: The presence of the chaos ooze delays the 
  onset 
  of 
  the 
  extreme 
  heat condition. Extreme 
  temperatures are only present after all the oozes have 
  died. 
   
  A character that takes any nonlethal damage from 
  heat exposure now suffers from heatstroke and is 
  fatigued (see Dungeon Master’s Guide, page 301). This 
  condition ends when the character recovers the damage 
  she took form the heat. 
   
  Catching on Fire  
  See DUNGEON MASTER’S Guide, page 303 
   
  Characters at risk of catching fire must make a DC 
  15 Reflex save to avoid catching on fire. If they fail the 
  save, their clothes and hair have caught fire and they take 
  1d6 points of damage. A Reflex save is made each round 
  and each failure indicates an additional 1d6 points of 
  damage. Success indicates that the fire has gone out. 
  Those unlucky enough to catch on fire must make a DC 
  15 Reflex save for each article of flammable clothing or 
  equipment; Failure indicates that the item suffers the 
  same damage as the PC. 
   
  Flux Effects 
  The presence of the chaos ooze is causing a few changes 
  to the environment. First, it is lowering the heat from the 
  fire from extreme heat to severe heat. Second, it is 
  altering the physical condition of the smoke and liquid 
  spill (see the Laboratory for more information). Lastly, 
  the combination of the ooze with the potion base has 
  caused an area of random magical effect to be created 
  within Fonkin’s house. The effect that is generated is 
  listed in each room that has a flux effect. A detect magic 
  spell reveals the randomness of the fluxing. Treat each 
  new round as viewing a different school in a non-
  repeating pattern. If it is not stated, randomly determine 
  the type of magic present. PCs radiate the appropriate 
  type of magic while under the influence of flux effects. A 
  successful Spot check (DC 15) notices the fluxing mist in 
  the air. The flux effect, unless stated, takes up all of the 
  room. 
   
  Fonkin’s House 
  This house was originally built for human-size occupants. 
  Fonkin had adapted certain features to fit his small 
  stature. Every door in his house has two doorknobs: one 
  at human level and one at small creature level. All privies 
  have two seats, first a large one, then a small seat over top. 
  All furniture is human size (cheaper to buy and acquire) 
  except for one chair and desk in his library. There is a rail 
  track for his food trolley that runs up the staircase from 
  area 3 to area 10. All staircases have double steps on them 
  on the right hand side. The left side is for medium-sized 
  creatures 
   
  How much time do they have? 
  The PCs are not under any stringent amount of time in 
  their efforts to rescue Wifflepurr, however that does not 
  mean that they can take their time with the rescue. If the 
  
  Nine Lives  
   
  Page 6 
  PCs exit the building, take more than five minutes in 
  game with resting, or generally waste their time, they 
  won’t reach Wifflepurr in time, but they can still attempt 
  to save the spellbook. 
   
  ENCOUNTER 2:  
  FONKIN’S HOUSE 
  The following text describes the various portions of 
  Fonkin’s house and what can be found within. 
   
  AREA 1: FRONT DOOR (GROUND 
  FLOOR) 
  The front door to Fonkin’s place is a reinforced 
  hardwood. 
   
  � Strong Wooden Door: 2 in. thick; hardness 5; hp 
  25; AC 5; Break DC 33. This door is warded by an  arcane 
  lock and is also physically locked. The arcane lock has been 
  cast by an 8th-level wizard, requiring a DC 18 dispel check 
  to be bypassed by dispel magic. 
   
  After defeating the door’s locks, the PCs discover the 
  entryway. Across from them is a statue of Fonkin. There 
  is a rack for coats and boots on the south wall, two sturdy 
  looking doors on the west wall, and a stone staircase 
  going up 
   
  Flux: none 
   
  Heat/Smoke: none 
   
  AREA 2: VENDING ROOM (GROUND 
  FLOOR) 
  The door to this room is a stone door that has arcane lock 
  and alarm on it. Both are permanent. 
   
  � Stone Doors: 4 in. thick; hardness 8; hp 60; Break 
  DC 38. Permanent alarm (mental alarm) on door. Both 
  spells have been cast by a 9th-level wizard, requiring a DC 
  19 dispel check to be bypassed by dispel magic. 
   
  This room is where Fonkin stores most of his goods 
  for sale. He has a large window overlooking the street 
  from which he takes requests for items and sells his 
  potions.  All items in here are locked up in crates and 
  have arcane lock on them. Their contents are itemized and 
  listed on the boxes 
   
  Treasure: There are only a few boxes with potions in 
  them. Use this table for determining box content: 
   
  1-4 empty 
   
  5 potion of invisibility 
   
  6 potion of (stat increase-determined randomly) 
  Due to the effects of the flux these potions are unstable 
  and cease to function when removed from the tower. A 
  maximum of three such potions can be found 
   
  The window overlooking the street is also arcane 
  locked. There is a privy off of this room on the eastern 
  wall. 
   
  Any thieving of items from this area will be 
  discovered. 
  Guilty 
  character(s) 
  face 
  appropriate 
  punishment. 
   
  Flux: The liquid from the laboratory is slowly 
  seeping into this room from cracks in the ceiling, 
  creating a flux. Characters must make a DC 10 + APL 
  Fortitude save or suffer one of the effects below effects 
  (roll 1d8): 
  1- Slowed as per the spell. Duration 1 minute. (Faint 
  Transmutation). 
  
  Nine Lives  
   
  Page 7 
  2- Confused as per the spell. Duration 5 rounds. 
  (Moderate Enchantment) 
  3- Reduced as per the spell. Duration 1 hour. (Faint 
  Transmutation). 
  4- Hair becomes multicolored feathers. Duration 1 
  hour. (Faint Transmutation). 
  5- Gets the hiccups. (DC 15 + spell level Concentration 
  check to cast spells with verbal components). (Faint 
  Transmutation). 
  6- Hold person as per the spell. Duration 2 rounds. (Faint 
  Enchantment). 
  7- Rusting 
  grasp 
  as 
  per 
  the 
  spell. 
  (Moderate 
  Transmutation). 
  8- Character shouts at top of lungs when conversing for 
  1 minute. (Faint Transmutation). 
   
  Heat/Smoke: none 
   
  AREA 3: HALLWAY (2ND FLOOR) 
  The stairs leads the PCs into a hallway that leads around 
  to the west. There is a window that overlooks the 
  entranceway on the east wall but it is arcane locked.   
   
  � Window: 1 in. thick; hardness 1; hp 1; AC 5; Break 
  DC 13.  
   
  The hallway has two doors on the north side and a 
  door on the west side and there are two oil lamps here, 
  both are unlit. Light comes in from the window. A stone 
  staircase leads up to the third floor. The staircase has a set 
  of bronze rails leading up the right side of the staircase. 
  The rails are used for the food trolley. On the right-hand 
  side of the staircase are small steps built for Small 
  characters. The left-hand side of the staircase has 
  Medium steps. 
   
  Flux: none 
   
  Heat/Smoke: When the ooze dies this area erupts 
  into flames. Those within the hallway take 1d6 points of 
  fire damage per round (no save). A successful DC 15 +1 
  per previous save Fortitude save every 5 rounds allows a 
  PC to avoid taking 1d4 points of nonlethal damage. The 
  heat is heating up the oil lamps here and they are ready to 
  explode. The oil lamps can be cooled off with a ray of 
  frost, create water, cone of cold, or similar spell, disabling the 
  traps. Allow a DC 16 + APL Spot check to notice the 
  danger 
   
  Note: at all APL’s there is the risk of catching fire 
   
  APL 2  
  �Oil Lamp Trap: CR 3; 6d6 fire damage in 15 ft. radius 
  burst; Reflex DC 11 for half damage; Search DC 15; 
  Disable Device 16. 
   
  APL 4 
  �Oil Lamp Trap: CR 4; 8d6 fire damage in 20 ft. radius 
  burst; Reflex DC 14 for half damage; Search DC 15; 
  Disable Device DC 16. 
   
  APL 6 
  �Oil Lamp Trap: CR 4; 8d6 fire damage in 20 ft. radius 
  burst; Reflex DC 14 for half damage; Search DC 15; 
  Disable Device DC 16. 
   
  APL 8 
  �Oil Lamp Trap: CR 4; 8d6 fire damage in 20 ft. radius 
  burst; Reflex DC 14 for half damage; Search DC 15; 
  Disable Device DC 16. 
   
  APL 10 
  �Oil Lamp Trap: CR 6; 16d6 fire damage in 20 ft. radius 
  burst; Reflex DC 22 for half damage; Search DC 15; 
  Disable Device DC 15 
   
  Note: The Search DC is low enough that all PCs can 
  search for this trap. Give the first thee PCs coming down 
  the stairs a DC 10 + APL Spot check to notice that the oil 
  in the lamps 1s boiling. Also, the trap can be overcome by 
  common sense as well as a Disable Device check. Should 
  a PC come up with a clever way to disarm the trap, let 
  them. 
   
  AREA 4: SITTING ROOM (2ND FLOOR) 
  Door is not locked. This room has a group of four chairs 
  and two tables. On the tables lie complex drawings of 
  clockwork design. A DC 15 Knowledge (engineering) 
  check is required to understand that one is a device for 
  opening locks and another is an automaton. Both have 
  notes scribbled on them. One of the chairs (successful 
  DC 14 + APL Spot check) has a hole in its back, made 
  from a liquid that seems to be dripping on it from above. 
  A DC 10 Craft (alchemy) recognizes the liquid as acid. 
  (This acid is from the released digesters in the room 
  above.)   
   
  A door on the west wall leads to a privy. 
   
  Flux: none 
   
  Heat/Smoke: none 
   
  AREA 5: CLOCKWORK WORKSHOP (2ND 
  FLOOR) 
  This door is a good wooden door that has been arcane 
  locked. 
   
  �Good Wooden Door: 1-1/2 in. thick; hardness 5; 
  hp 20; AC 5; Break DC 28. Arcane locked. 
   
  Inside is a workshop with hammers, saws, and other tools 
  set about workbenches and a worktable. On the table is a 
  humanoid form. This is Fonkin’s clockwork automaton, 
  It is not complete and the automaton project has been set 
  aside while the potion base project was being worked on.  
   
  On the workbench is a clockwork device that is 
  almost complete. This device is a mechanical burglar 
  Type 1 (see Song and Silence, page 55). This is another side 
  project that Fonkin is working on to pass the time while 
  working on his potion base. 
  
  Nine Lives  
   
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  Flux: A crack in the ceiling is letting in some of the 
  liquid. The PCs must make a DC 15 + APL Fortitude save 
  or suffer a random effect: 
  1- 
  Grass grows on target for 1 hour (Faint 
  Transmutation). 
  2- 
  PC gains speak with animals ability for 1 minute. 
  (Faint Divination). 
  3- 
  PC changes sex. Last for one hour. (Moderate 
  Transmutation). 
  4- 
  PC suffers 1 point of ability damage (randomly 
  determined) 
  lasts 
  one 
  hour. 
  (Moderate 
  Necromancy). 
  5- 
  PC is silenced for 5 minutes. (Faint Illusion) 
  6- 
  PC gains 100 pounds in mass  (note 
  encumbrance) for 1 minute. (Faint Alteration). 
   
  Heat/Smoke: none 
   
  AREA 6: KITCHEN (2ND FLOOR) 
  The kitchen is a normal kitchen with a preparation table, 
  iron stove, racks, plates, and a chopping block. Fonkin 
  likes to have well prepared meals and his kitchen shows 
  this. There are droplets of a strange liquid everywhere. 
   
  Flux: This area has droplets coming down from the 
  ceiling. PCs entering the room must make a DC 15 
  Fortitude save or suffer one of the following random 
  effects: 
  1- 
  Gain the ability to telekinesis for 2 minutes (50 
  pounds maximum). (Moderate Transmutation). 
  2- 
  Boots are disintegrated (reroll if magical boots) 
  (Moderate Transmutation). 
  3- 
  PC 
  is 
  fatigued 
  for 
  5 
  minutes. 
  (Faint 
  Transmutation). 
  4- 
  PC glows for one day giving off the same 
  amount of illumination as a light spell. (Faint 
  Evocation). 
  5- 
  Random stat improves by +4 for 5 minutes. 
  (Faint Transmutation). 
  6- 
  PC 
  can 
  levitate 
  for 
  15 
  rounds. 
  (Faint 
  Transmutation). 
  7- 
  PC is wild shaped into a cow/dog/chicken with 
  a human head for 1 minute. (Moderate 
  Transmutation). 
  8- 
  Must eat everything edible for 1 minute and do 
  nothing else. (Faint Transmutation). 
  9- 
  Turned to stone for 3 rounds. (Moderate 
  Transmutation). 
  10- Talks in rhyme, if not, then gibberish for 5 
  rounds. (DC 15 + spell level Concentration 
  check to cast spells with verbal components). 
  (Faint Transmutation). 
   
  Off of the kitchen is a door on the north wall that leads to 
  the pantry. 
   
  Heat/Smoke: When the ooze dies, this room will 
  erupt into flames. Any within will take 1d6 points of fire 
  per round (no save). A failed DC 15 +1 per previous save 
  Fortitude save every 5 rounds indicates the PC suffers 
  1d4 points of nonlethal damage caused by smoke 
  inhalation. 
   
  AREA 7: PANTRY (2ND FLOOR) 
  This room holds all of the food for the house and there is 
  also a wine rack on the western wall. The room is also 
  cold, as there is a box with a brown mold in it in the 
  northern corner. There is lots of extra food here as well as 
  seed (for birds) 
   
  Flux: none 
   
  Heat/Smoke: None as this is a well-sealed room with 
  lots of frost on the walls. 
   
  AREA 8AND 9: BEDROOMS (3RD FLOOR) 
  These bedrooms are for guests. They are simply adorned 
  and have nothing of value. There is a hole in the ceiling 
  of room 8 put there by the escaped digesters. They used 
  their acid spray to burn a hole through from above.  
   
  The bed in room 9 is saturated with acid from the 
  digesters. Should any PC fall from above and land on the 
  bed, they take 2d8 points of acid damage. A successful 
  Reflex save (DC 12) halves this damage. 
   
  Flux: The liquid is all around this room. PCs 
  entering the room must make a DC 17 + APL Fortitude 
  save or suffer one of the following effects: 
  1- 
  PC is affected by an air walk spell for 2 rounds. 
  (Moderate Transmutation). 
  2- 
  PC falls in love with a random member of the 
  opposite sex for 1 hour. (Faint Transmutation). 
  3- 
  All animals harbor animosity toward the PC for 
  1 hour. (Moderate Transmutation). 
  4- 
  PC is affected by a blur spell for 2 minutes. 
  (Faint Illusion). 
  5- 
  PC must speak the truth (1 hour). (Faint 
  Enchantment). 
  6- 
  PC gains a+10 circumstance bonus to Bluff for 
  10 minutes. (Faint Enchantment). 
  7- 
  Butterflies fill room. (Faint Conjuration).  
  8- 
  PC becomes invisible for 1 minute. (Faint 
  Illusion). 
   
   
  Heat/Smoke: When the ooze dies this room erupts into 
  flames. Any within take 1d6 points of fire per round (no 
  save). A failed DC 15 +1 per previous save Fortitude save 
  every round indicates the PC suffers 1d4 points of 
  nonlethal damage caused by smoke inhalation. 
   
  AREA 10: HALLWAY (3RD FLOOR) 
  On the 3rd floor, this hallway leads to a wooden staircase 
  to the 4th floor, two doors on the northern wall, and one 
  door on the western wall. At this junction the escaping 
  creatures from Fonkin’s creature room attack the PCs.  
   
   
  APL 2 (EL 3) 
  �Giant Wasp (1): hp 32; see Monster Manual. 
   
  APL 4 (EL 4) 
  �Carrion Crawler (1): hp 21; see Monster Manual. 
   
  APL 6 (EL 6) 
  �Giant Wasp (1): hp 32; see Monster Manual. 
  
  Nine Lives  
   
  Page 9 
  �Carrion Crawler, Advanced (1): hp 39; see Appendix 1.  
   
  APL 8 (EL 8) 
  �Digester (2): hp 68, 71; see Monster Manual. 
   
  APL 10 (EL 8) 
  �Digester (2): hp 68, 71; see Monster Manual. 
   
  Tactics: The giant wasp is trying to get out but it attacks 
  any PCs in the hallway. The wasp attacks paralyzed 
  victims first. The carrion crawler attacks for food and it 
  also attacks any PC in the hallway. The digester(s) burst 
  through the door to room 8 and acid spray at every 
  opportunity. 
   
  Flux: none 
   
  Heat/Smoke: none 
   
  AREA 11: BATHROOM (3RD FLOOR) 
  This room has a bronze tub in its center with some 
  bronze tubing coming down through the ceiling and the 
  tubes end in spigots. Fonkin uses this room to relax and 
  clean himself after a long day of research.   
   
  The PCs can immerse themselves in water here by 
  turning one of the spigots to the open position.  
   
  Flux: none 
   
  Heat/Smoke: The pipes are hot to the touch but 
  don’t put out enough heat to affect the PCs. However, 
  should a PC touch a pipe barehanded, they’ll take 1d6 
  points of heat damage.  
   
  AREA 12: SEPARATION (3RD FLOOR) 
  This area is a divider between the hallway and the main 
  bedroom. 
   
  Flux: none 
   
  Heat/Smoke: If the door to bedroom is open when 
  the ooze dies, this room takes on all of the heat 
  characteristics of area 13 Bedroom. If it is closed than this 
  room has no heat properties. 
   
  AREA 13: BEDROOM (3RD FLOOR) 
  This room opens into a large, flat styled, bedroom and 
  reading room. The southern part of the room has a large 
  bed that is flanked by two, two story windows. One of the 
  windows is broken.  
   
  In the center of the room is a fireplace.  
   
  To the north side is a table with chairs, a couple of 
  bookshelves, an iron keg, and a dinner trolley. A 
  successful Spot check (DC 20) determines that on the 
  table is Fonkin’s spellbook.  
   
  The ceiling is 20 feet high, but 10 feet up on the 
  north side is a platform room. A ladder did lead up to that 
  area but it is now in pieces (eaten away by acid). There is a 
  large hole in the ceiling, through which smoke and green 
  flames are pouring out. The smoke is making it difficult 
  to see anything on the platform. Curiously, all of the 
  green flames seem to hug the walls and are somehow 
  subdued.  
   
  There is a liquid covering almost everything here. It 
  is constantly dripping from the platform above. 
   
  The danger to the PCs in this room is the animated 
  pieces of furniture that attack when a PC enters the 
  room.  
   
  APL 2 (EL 2) 
  �Animated Objects, small (2): hp 15, 13; see Monster 
  Manual and Appendix 1. 
   
  APL 4 (EL 4) 
  �Animated Objects, small (4): hp 15, 15, 13, 11; see 
  Monster Manual and Appendix 1. 
   
  APL 6 (EL 6) 
  �Animated Objects, small (4): hp 15, 15, 13; see Monster 
  Manual and Appendix 1. 
  �Animated Objects, medium (2): hp 31, 36; see Monster 
  Manual and Appendix 1. 
   
  APL 8 (EL 8) 
  �Animated Objects, small (4): hp 15, 15, 13; see Monster 
  Manual and Appendix 1. 
  �Animated Objects, medium (2): hp 31, 36; see Monster 
  Manual and Appendix 1. 
  �Animated Objects, huge (2): hp 84, 78; see Monster 
  Manual and Appendix 1. 
   
  APL 10 (EL 10) 
  �Animated Objects, small (4): hp 15, 15, 13; see Monster 
  Manual and Appendix 1. 
  �Animated Objects, medium (2): hp 31, 36; see Monster 
  Manual and Appendix 1. 
  �Animated Objects, large (2): hp 54, 52; see Monster 
  Manual and Appendix 1. 
  �Animated Objects, huge (2): hp 84, 78; see Monster 
  Manual and Appendix 1. 
   
  Tactics: The animated objects attack based on their 
  abilities. They attack until destroyed. The objects range 
  from small to huge. 
   
  Small: Footstool, brazier, ledger and trunk. These 
  objects swarm one PC and try to overwhelm him. The 
  brazier tries to catch them on fire (use the standard 
  catching on fire rules presented earlier), the ledger flies 
  and tries to blind by wrapping about the head, the trunk 
  slams and footstool uses its better move to chase.  
   
  Medium: Iron keg and dinner trolley. These objects 
  attack by slamming. The keg has a high hardness and 
  uses its round body to roll into targets. The dinner trolley 
  rolls into its target as well. 
   
  Large: Rug and bed. The bed attacks by slamming. 
  The rug attacks by blinding and constricting. 
   
  Huge: Table, curtains and iron kiln. The table slams 
  targets. The curtains constrict and blind. The iron kiln is 
  on the platform and jumps down onto the first PC it can 
  hit. It weighs 1400 lbs. and inflicts 7d6 on the PC that it 
  hits. A targeted PC gets an attack of opportunity but not a 
  Reflex for half if they take the attack of opportunity. The 
  furnace is hot so it deals 2d6 heat damage to targets that it 
  
  Nine Lives  
   
  Page 10 
  grapples (iron retains and conducts heat) and it is 
  immune to fire.  
   
  Note: the animated objects are mindless. They don’t 
  deliberately move to flank, target spell casters, or think 
  tactically. They move to and attack the nearest opponent. 
   
  Due to the open ceiling of this room, there could 
  very well be a situation where the PCs trigger two 
  encounters, the animated and the ooze. This possibility 
  increases should any of the PCs be able to fly. The ooze is 
  unwilling to descend to the lower level so they attack 
  only those PCs on their platform  
   
  Flux: The liquid covering this room is the cause of 
  the fluxing effect. PCs entering the room must make a 
  DC 12 + APL Fortitude save or suffer one of the following 
  effects: 
  1- 
  PC is invisible as per spell for 5 rounds. (Faint 
  Illusion) 
  2- 
  PC is affected by a cure light wounds spell. (3rd 
  level caster). (Faint Conjuration). 
  3- 
  PC gains spider climb ability for 2 rounds. (Faint 
  Transmutation).  
  4- 
  PC is affected by an enlarge person spell for 5 
  rounds. (Faint Transmutation). 
  5- 
  A gust of wind erupts from the PC’s mouth for 2 
  rounds. (DC 15 + spell level Concentration 
  check to cast spells with verbal components). 
  (Faint Evocation). 
  6- 
  All personal items affected by an invisibility spell 
  (for 1 hour). (Faint Illusion). 
   
  Heat/Smoke: The heat in this room is contained near the 
  top of the room and is suppressed. When the ooze dies 
  this room will erupt into flames. Any individuals within 
  the room take 1d6 fire per round (no save). The PCs also 
  run the risk of catching on fire. Smoke is billowing out 
  the hole in the roof. When the ooze dies, this room fills 
  with smoke. A failed DC 15 +1 per previous save 
  Fortitude save every round indicates the PC suffers 1d4 
  points of nonlethal damage caused by smoke inhalation.  
   
   
  AREA 14: HALLWAY (4TH FLOOR) 
  Coming up the wooden stairs leads to a hallway and it is 
  filled with smoke. Refer to rules about smoke when the 
  PCs are in this corridor.  
   
  There is a door on the south wall and a door on the 
  west wall. The door to the south is missing the lower half 
  of the door and the door to the west is simply missing.  
   
  There is a chimney that runs to the roof through this 
  hallway. A successful Knowledge (engineering) check 
  (DC 15) notes that a hole in the chimney here will create 
  sufficient wind turbulence to clear half of the smoke 
  (saves against smoke get a +4 circumstance modifier) as 
  the smoke now can escape this area. 
   
  Flux: none 
   
  Heat/Smoke: After the ooze dies, this hallway fills 
  with smoke regardless of whether there is a hole in the 
  chimney or not.     
   
  AREA 15: CREATURE PENS (4TH FLOOR) 
  This room holds many cages. Two of the largest are made 
  of glass but a timber from the ceiling has broken them 
  and they lie empty. Around the room are other dissolved 
  cages (the digesters ate some of the other creatures that 
  were caged up here). Two large iron cages have sections 
  missing from them and they lie empty. There is a hole in 
  the floor (10 feet by 10 feet) that descends into the lower 
  floor. Through the smoke you can make out a 
  multicolored parrot squawking in its cage. 
   
  The parrot’s feathers are what Fonkin uses for 
  scribing his scrolls. He takes a feather every once in 
  awhile and the bird shows signs of missing plumage.  
   
  Druids who see this room may be appalled. Animals 
  in the cages and the cages themselves show evidence of 
  neglect. A druid character should feel justified in freeing 
  all of the animals here. 
   
  There is one Parrot and two hedgehogs remaining 
  here. The rest have escaped or have been eaten. 
   
  Flux: PCs entering the room must make a DC 15 + 
  APL Fortitude save or suffer one of the following effects: 
  1- 
  PC is affected by a grease spell. A DC 15 Balance 
  check or DC 15 Reflex save is required to avoid 
  falling into area 9 through the hole in floor. 
  (Faint Conjuration). 1-minute duration. 
  2- 
  The PCs is slightly magnetized. He loses 5 ft. of 
  movement and becomes stuck to the iron cages 
  for 2 rounds unless a DC 15 + APL Reflex save is 
  made. If stuck the PC is unable to move and 
  takes a –2 circumstance penalty to attack and 
  damage rolls. 1 minute duration 
  3- 
  PC is turned to stone as if affected by a flesh to 
  stone spell. Duration for 1 round. (Moderate 
  Transmutation). 
  4- 
  A war dog is summoned as if the PC had cast a 
  summon monster spell. 3 round duration. (Faint 
  Conjuration). 
  5- 
  The PC is affected by an aid spell. 2 minutes 
  duration. (Faint Enchantment). 
  6- 
  PC is subject to a disguise self spell which gives 
  them the appearance of an orc, hobgoblin, gnoll 
  or goblin (Randomly determine). 3-minute 
  duration. (Faint Transmutation). 
  7- 
  An antimagic field is centered on the PC. 3 round 
  duration. (Moderate Abjuration). 
  8- 
  The PC is hit by an acid splash and takes 1d3 
  points of acid damage. (Faint Conjuration).  
   
  Heat/Smoke: Heat from the fire is present in this room. 
  When the ooze dies this room erupts into flames. 
  Creatures within take 1d6 points of fire damage per 
  round (no save). A failed DC 15 +1 per previous save 
  Fortitude save every 5 rounds indicates the PC suffers 
  1d4 points of nonlethal damage caused by smoke 
  inhalation.  
   
  AREA 16: LABORATORY (4TH FLOOR) 
  This is Fonkin’s laboratory. This is where his potion base 
  was created and where his cat familiar, Wifflepurr, is. The 
  
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  Page 11 
  cat is hiding on a bookshelf near the north wall. The cat is 
  aware of the ooze and is afraid. It does not come down 
  from its perch. It takes a DC 18 + APL Spot check for the 
  PCs to see the animal. If called by name, Wifflepurr 
  meows. 
   
  �Wifflepurr: hp 17, Fort +2, Ref +2, Will +6 
   
  The danger in this room is the chaos ooze, which is 
  currently feeding off of the fire and simultaneously 
  suppressing it. If the PCs kill the ooze, the whole room 
  erupts into flames (the potion base is highly flammable). 
  See the Heat/Smoke section. 
  APL 2 (EL 4) 
  �Chaos ooze (1): hp 30; see Appendix 2. 
   
  APL 4 (EL 6) 
  �Chaos ooze (2): hp 35, 33; see Appendix 2.  
   
  APL 6 (EL 8) 
  �Chaos ooze, Advanced (2): hp 103, 100; see Appendix 1. 
   
  APL 8 (EL 10) 
  �Chaos ooze, Advanced (4): hp 103, 100, 115, 121; see 
  Appendix 1. 
   
  APL 10 (EL 12) 
  �Chaos ooze, Advanced (4): hp 103, 100, 115, 121; see 
  Appendix 1. 
   
  Tactics: Chaos ooze is mindless and moves to attack the 
  nearest thing.  
   
  APL 2-8: They attack when a PC opens the door to 
  this area. They grab and constrict. Note: there is not 
  enough liquid here to conceal the oozes. 
   
  APL 10: The rain barrel on the roof collapses and fills 
  the room with water creating two effects: 
  • 
  Steam fills the room (treat as an obscuring mist for 
  vision and concealment affects). The steam causes 
  1d6 damage (no save) each round that a PC breathes 
  in this room. It also warrants a DC 15+ 1 per 
  previous save Fortitude save every 5 rounds or the 
  PC takes 1d4 points of non-lethal damage. 
  • 
  The water level here gives the oozes their 
  concealment and swim ability. The water also makes 
  it slippery. PCs moving must make a DC 10 (or DC 
  20 on a double move) Balance check or fall prone. If 
  the PC is on the edge of the platform, they must 
  make a DC 20 Reflex save or fall to the floor below 
  (DC 15 Tumble or Jump Check to convert the 
  damage to nonlethal). Note: Characters attacking 
  from below can’t hit the ooze as it has cover and the 
  ladder up to the platform is broken. This 
  advantageous setup gives the ooze a +2 EL modifier 
  as it unaffected by the conditions. 
   
  Note: The barrel falls when a PC opens the door but it 
  does not land on a PC.  
   
  Wifflepurr takes the damage from the conditions as 
  well but he holds his breath after being damaged.  
   
  Flux: Yes. Use ooze fluxing for this effect. See new 
  monster entry 
   
  Heat/Smoke: Heat from the fire is present in this 
  room. When the ooze dies this room erupts into flames. 
  If this occurs everyone in the room including the 
  Wifflepurr, suffers fire damage. The amount of damage 
  suffered is dependent on the APL of the table:  
   
  APL 2: 1d6 point of fire damage 
   
  APL 4: 2d6 points of fire damage 
   
  APL 6: 3d6 points of fire damage 
   
  APL 8: 4d6 points of fire damage 
   
  APL 10: 5d6 points of fire damage 
   
  A DC 15 + APL Reflex save halves this damage. After the 
  initial fiery explosion the PCs are subject to extreme heat 
  and follow the DUNGEON MASTER’s Guide listed rules for 
  heat.  Any within take 1d6 points of fire damage per 
  round (no save). A failed DC 15 +1 per previous save 
  Fortitude save every 5 rounds indicates the PC suffers 
  1d4 points of nonlethal damage caused by smoke 
  inhalation.  
   
   
  CONCLUSION 
  SUCCESS 
  If the PCs successfully rescue Wifflepurr read the 
  following:  
   
  After your entrance into the flaming dangers of the wizard’s 
  home, you emerge to the shouts of congratulations from the 
  assembled crowd. The city watch has just arrived to start 
  putting out the flames. Their captain gives your soot-covered 
  form a look over before ordering his men into action. Fonkin 
  looks at you with tear-stained eyes. A cry of joy passes his lips 
  when he sees his beloved familiar, Wifflepurr, emerge from 
  your person and hop to the ground. The cat is quickly scooped 
  up and given a big hug.” I cannot begin to repay you for your 
  kindness. I will find some way to repay the debt that I now owe 
  you.” 
   
  Fonkin rewards the characters with valuable potions and 
  he is willing to sell his services at any time. 
   
  Should the PCs have also saved his spellbook, 
  Fonkin rewards them with access to his inventions, 
  which he will specially build for them. If they did not 
  retrieve his spell book, then the PCs do not gain access to 
  the special items. 
   
  APL 2: Coin 200 gp; Magic: 3 potions of heroism  (63 gp 
  each), potion of blur (25 gp). 
   
  APL 4: Coin 250 gp; Magic: 5 potions of heroism  (63 gp 
  each), potion of blur (25 gp). 
   
  APL 6: Coin 300 gp; Magic: 6 potions of heroism (63 
  gp), 2 potions of blur (25 gp), oil of daylight (63 gp), potion of 
  displacement (63 gp). 
   
  APL 8: Coin 350 gp; Magic: 6 potions of heroism (63 gp 
  each), 4 potions of water breathing (63 gp each), 2 potions of 
  blur (25 gp each), oil of daylight (63 gp), potion of 
  displacement (63 gp), potion of good hope (88 gp). 
  
  Nine Lives  
   
  Page 12 
   
  APL 10: Magic: 6 potions of heroism (63 gp each), 6 
  potiosn of water breathing (63 gp each), 3 potions of blur (25 
  gp each), barricade buckler (347 gp), oil of daylight (63 gp), 
  potion of displacement (63 gp), potion of good hope 88 gp). 
   
  At all APLs the PCs gain access to the following items if 
  the PCs save Fonkin’s spellbook: 
   
  Mechanical burglar type I 
   
  Barricade buckler 
   
  Spool of endless rope 
   
  FAILURE 
  If the PCs fail to rescue Wifflepurr read the following:  
   
  After your entrance into the flaming dangers of the wizard’s 
  home, you emerge to the shouts of congratulations from the 
  assembled crowd. The city watch has just arrived to start 
  putting out the flames. Their captain gives your soot-covered 
  form a look over before ordering his men into action. Fonkin 
  looks at you with tear stained eyes. He looks to the ground and 
  then back up at you, knowing that your attempt to save his 
  familiar was not successful. “I know he’s dead and I thank you 
  for at least trying to save him.” 
   
  Fonkin rewards the PCs for their effort, even if they are 
  unsuccessful in saving Wifflepurr. 
   
  The PCs gain access to the specialty items if they 
  retrieve Fonkin’s spellbook. If they did not retrieve his 
  spellbook, then the PCs do not gain access to the special 
  items. 
   
  APL 2: Coin 150 gp; Magic: 2 potions of heroism (63 gp 
  each). 
   
  APL 4: Coin 200 gp; Magic: 3 potions of heroism- (63 gp 
  each). 
   
  APL 6: Coin 250 gp; Magic: 6 potions of heroism (63 
  gp), 2 potions of blur (25 gp), oil of daylight (63 gp), potion of 
  displacement (63 gp). 
   
  APL 8: Coin 300 gp; Magic: 6 potions of heroism- (63 gp 
  each), 4 potions of water breathing (63 gp each), 2 potions of 
  blur (25 gp each), oil of daylight (63 gp), potions of 
  displacement (63 gp), potion of good hope (88 gp) 
   
  APL 10: Coin 350 gp; Magic: 6 potions of heroism (63 
  gp each), 3 potions of blur (25 gp each), oil of daylight (63 
  gp), potion of displacement (63 gp), potion of good hope 88 gp), 
  barricade buckler (347 gp). 
   
  At all APLs the PCs gain access to the following items if 
  the PCs save Fonkin’s spellbook: 
   
  Mechanical burglar type I 
   
  Barricade buckler 
   
  Spool of endless rope 
   
   
  The End 
   
   
   
   
   
   
   
   
  
  Nine Lives  
   
  Page 13 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Area 10: Hallway  
  Defeat the creatures 
   
  APL2  
  90 XP   
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  240 XP  
  APL10  
  240 XP 
   
  Area 13: Bedroom 
  Defeat the animated objects 
  APL2  
  60 XP 
  APL4  
  120 XP 
  APL6  
  180 XP  
  APL8  
  240 XP 
  APL10  
  300 XP 
   
  Area 16: Laboratory 
  Defeat the chaos ooze 
  APL2  
  120 XP 
  APL4  
  180 XP 
  APL6  
  240 XP 
  APL8  
  300 XP 
  APL10  
  360 XP 
   
  Area 3: Hallway 
  Evade oil lamp trap 
  APL2  
  90 XP 
  APL4  
  120 XP 
  APL6  
  120 XP  
  APL8  
  120 XP 
  APL10  
  180 XP 
   
  Story Award 
  Braving the burning tower to save Wifflepurr and 
  spellbook. 
  APL2  
  60 XP 
  APL4  
  100 XP 
  APL6  
  150 XP 
  APL8  
  200 XP 
  APL 10  
  240 XP 
   
  Additional Discretionary roleplaying award 
  APL2  
  30 XP 
  APL4  
  35 XP 
  APL6  
  30 XP 
  APL8  
  25 XP 
  APL10  
  30 XP 
   
  Total possible experience:  
   
  APL2  
  450 XP 
  APL4  
  675 XP  
  APL6  
  900 XP 
  APL8  
  1,125 XP 
  APL 10  
  1,350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
   
  MAX GP BY APL 
  APL 2: 400 gp 
  APL 4: 600 gp    
  APL 6: 800 gp 
  APL 8: 1,215 gp  
  APL 10: 2,100 gp  
  
  Nine Lives  
   
  Page 14 
   
  CONCLUSION 
  SUCCESS 
   
  APL 2: Coin 200 gp; Magic: 3 potions of heroism (63 gp 
  each), potion of blur (25 gp). 
   
  APL 4: Coin 250 gp; Magic: 5 potions of heroism (63 gp 
  each), potion of blur (25 gp). 
   
  APL 6: Coin 300 gp; Magic: 6 potions of heroism (63 
  gp), 2 potions of blur (25 gp), oil of daylight (63 gp), potion of 
  displacement (63 gp). 
   
  APL 8: Coin 350 gp; Magic: 6 potions of heroism (63 gp 
  each), 4 potions of water breathing  (63 gp each), 2 potions of 
  blur (25 gp each), oil of daylight (63 gp), potion of 
  displacement (63 gp), potion of good hope (88 gp). 
   
  APL 10: Magic: 6 potions of heroism (63 gp each), 6 
  potions of water breathing (63 gp each), 3 potions of bluer (25 
  gp each), barricade buckler (347 gp), oil of daylight (63 gp), 
  potion of displacement (63 gp), potion of good hope (88 gp). 
   
  At all APLs the PCs gain access to the following items if 
  the PCs save Fonkin’s spellbook: 
   
  Mechanical burglar type I 
   
  Barricade buckler 
   
  Spool of endless rope 
  FAILURE 
   
  APL 2: Coin 150 gp; Magic: 2 potions of heroism (63 gp 
  each). 
   
  APL 4: Coin 200 gp; Magic: 3 potion of heroism (63 gp 
  each). 
   
  APL 6: Coin 250 gp; Magic: 6 potions of heroism (63 
  gp), 2 potion of blur (25 gp), oil of daylight (63 gp), potion of 
  displacement (63 gp). 
   
  APL 8: Coin 300 gp; Magic: 6 potion of heroism  (63 gp 
  each), 4 potions of water breathing  (63 gp each), 2 potions of 
  blur (25 gp each), oil of daylight (63 gp), potion of 
  displacement (63 gp), potion of good hope (88 gp) 
   
  APL 10: Coin 350 gp; Magic: 6 potions of heroism  (63 
  gp each), 3 potion of blur (25 gp each), oil of daylight (63 gp), 
  potion of displacement (63 gp), potion of good hope (88 gp), 
  barricade buckler (347 gp). 
   
  At all APLs the PCs gain access to the following items if 
  the PCs save Fonkin’s spellbook: 
   
  Mechanical burglar type I 
   
  Barricade buckler 
   
  Spool of endless rope 
   
  Special Items 
  Mechanical Burglar Type I: A gnome invention, the 
  mechanical burglar is a tiny, clockwork device that 
  automatically picks mechanical locks. (It cannot bypass 
  magic locks). The device is a sophisticated mechanism in 
  which springs extend and retract tiny metal probes to 
  manipulate a lock’s inner workings. 
   
  To use the mechanical burglar, the owner simply 
  winds it up and inserts it into the lock where the key 
  would normally fit. The device is not silent; it ticks, 
  whirs, and pings the whole time it is working. A 
  mechanical burglar takes 1d10 rounds to pick a lock. 
   
  The quality of the device determines how complex a 
  lock it can open: Type 1 Very Simple locks (DC 20) 
   
  To maintain the device, the owner must keep it dry, 
  oil it occasionally and protect it from impact. Failure to 
  take proper care of the mechanical burglar causes it to 
  cease functioning until repaired, which costs half its 
  original cost. The mechanical burglar only works on 
  traditional key locks and padlocks 
   
  Market Price 2,000 gp weight 3lbs. See Song and 
  Silence page 55. 
   
  Barricade Buckler: The command word transforms this 
  +1 buckler into a tower shield. Like any other tower shield, 
  it does not modify AC directly; rather, it provides up to 
  total cover for any one character behind it. A second 
  command word shrinks the barricade buckler back to its 
  original size. 
   
  Caster level: 5th; Prerequisites: Craft Magic Arms and 
  Armor, enlarge; Market Price: 4,165gp; Weight: 5 lb. in 
  buckler form, 45 lb. in tower shield form. See Song and 
  Silence pg55 
   
  Spool of Endless Rope: Some adventurers never seem to 
  have enough rope. The spool of endless rope contains 300 
  feet of the finest silk rope, yet the whole weighs only 10 
  lb. The spool comes with a belt loop. One end of the 
  spool is attached firmly inside the spool that a sharp tug 
  would pull the owner over before it would break the 
  connection. 
   
  To use it, the owner feeds out as little or as much 
  rope as desired, up to a max of 300 feet. When finished 
  with the rope, the owner can simply wind it back onto 
  the spool. (Rewinding requires 1 round per 50 feet fed 
  out, rounded up). 
   
  If some of the rope is cut off, the rest remains 
  attached to the spool and works as before, though its total 
  length is shortened by the amount removed. Extra 
  lengths can be tied onto the rope to extend its length 
  beyond 300 feet, but that extra length cannot be wound 
  into the spool.  
   
  Cater level: 9th; Prerequisites; Craft Wondrous item, 
  Leomunds secret chest, 5 ranks use rope; Market Price: 
  2,000gp; Weight: 10 lb. See Song and Silence pg58 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Fonkin was so happy at getting Wifflepurr back that he 
  will make potions for the PC. Each core that the PC plays, 
  they may purchase one potion up to 900gp in value. The 
  PC pays full market price for the item. 
   
  With the retrieval of Fonkin’s spellbook, the wizard 
  offers to build items for the PCs. They get access to the 
  following: 
   
  Mechanical burglar Type I: A gnome invention, the 
  mechanical burglar is a tiny, clockwork device that 
  
  Nine Lives  
   
  Page 15 
  automatically picks mechanical locks. (It cannot bypass 
  magic locks). The device is a sophisticated mechanism in 
  which springs extend and retract tiny metal probes to 
  manipulate a lock’s inner workings. 
   
  To use the mechanical burglar, the owner simply 
  winds it up and inserts it into the lock where the key 
  would normally fit. The device is not silent; it ticks, 
  whirs, and pings the whole time it is working. A 
  mechanical burglar takes 1d10 rounds to pick a lock. 
   
  The quality of the device determines how complex a 
  lock it can open: Type 1 Very Simple locks (DC 20) 
   
  To maintain the device, the owner must keep it dry, 
  oil it occasionally, and protect it from impact. Failure to 
  take proper care of the mechanical burglar causes it to 
  cease functioning until repaired, which costs half its 
  original cost. The mechanical burglar only works on 
  traditional key locks and padlocks 
   
  Market Price 2,000 gp; weight 3lbs. See Song and 
  Silence pg 55. 
   
  Barricade Buckler: The command word transforms this 
  +1 buckler into a tower shield. Like any other tower shield, 
  it does not modify AC directly; rather, it provides up to 
  total cover for any one character behind it. A second 
  command word shrinks the barricade buckler back to its 
  original size. 
   
  Caster level: 5th; Prerequisites: Craft Magic Arms and 
  Armor, enlarge; Market Price: 4,165gp; Weight: 5 lb. in 
  buckler form, 45 lb. in tower shield form. See Song and 
  Silence pg55 
   
  Spool of endless rope: Some adventurers never seem to 
  have enough rope. The spool of endless rope contains 300 
  feet of the finest silk rope, yet the whole weighs only 10 
  lb. The spool comes with a belt loop. One end of the 
  spool is attached firmly inside the spool that a sharp tug 
  would pull the owner over before it would break the 
  connection. 
   
  To use it, the owner feeds out as little or as much 
  rope as desired, up to a max of 300 feet. When finished 
  with the rope, the owner can simply wind it back onto 
  the spool. (Rewinding requires 1 round per 50 feet fed 
  out, rounded up). 
   
  If some of the rope is cut off, the rest remains 
  attached to the spool and works as before, though its total 
  length is shortened by the amount removed. Extra 
  lengths can be tied onto the rope to extend its length 
  beyond 300 feet, but that extra length cannot be wound 
  into the spool.  
   
  Caster level: 9th; Prerequisites; Craft Wondrous item, 
  Leomund’s secret chest, 5 ranks use rope; Market Price: 
  2,000gp; Weight: 10 lb. See Song and Silence pg58 
    
  ITEM ACCESS 
  APL 2: Spool of endless rope. (Core) 
   
  Potion of heroism (Adv) 
  APL 4: Mechanical burglar type 1 (Core) 
   
  APL 2 Items 
  APL 6:  
   
  APL 2&4 Items 
  APL 8: Potion of water breathing (Adv) 
   
  APL 2, 4 & 6 Items 
  APL 10: Barricade buckler (Core) 
   
  APL 2, 4, 6 & 8 Items 
   
   
   
   
   
    
   
  
  Nine Lives  
   
  Page 16 
   
  APPENDIX 1: MONSTER 
  STATISTICS 
  APL 2 
  AREA 13: BEDROOM 
  �Animated Objects, small (2): hp 15, 13; see Monster 
  Manual. 
  �Footstool: Spd 40 ft.; Hardness of 5 
  �Brazier: Spd 30 ft.; Hardness of 10. Risk of PC 
  catching on fire while in melee. 
   
  APL 4 
  AREA 13: BEDROOM 
  �Animated Objects, small (4): hp 15, 15, 13, 11; see 
  Monster Manual pg 13. 
  �Footstool: 40 ft. move, Hardness of 5 
  �Brazier: 30 ft. move, Hardness of 10. Risk of PC 
  catching on fire while in melee. 
  �Ledger: flight 20 ft. (clumsy), Hardness 1, Blind 
  ability. 
  �Trunk: Hardness 5. 
   
  APL 6 
  AREA 10: HALLWAY  
  �Carrion Crawler, Advanced: CR5; Large Abberation; 
  HD 6D8+12; hp 39; Init +2; spd 30ft, climb 15ft; AC 17, 
  touch 11, flat-footed 15; Bab +4; Grp +10; Atk +6 melee 
  (Paralysis, tentacle); Full Atk +6 melee (Paralysis, 8 
  tentacles), bite +0 melee (1d4 +2, bite); Space/Reach 10 
  ft./5 ft.; SA Paralysis; SQ Darkvision 60 ft., scent; AL N; 
  SV Fort +4, Reflex +4, Will +7; Str 14, Dex 15, Con 14, 
  Int 1, Wis 15, Cha 6. 
   
  Skills and Feats: Climb +12 (+8 racial bonus), Listen 
  +9, Spot +6; Ability Focus (+2 to Paralysis DC), 
  Alertness, Combat Reflexes, Track. 
   
  Paralysis: Those hit by a tentacle attack must 
  succeed at a DC 15 Fort save or be paralyzed for 2d4 
  rounds. Save DC 15 is Constitution based. 
   
  Skills: +8 racial bonus to Climb checks. Can take 
  10 on Climb checks even if rushed or threatened. 
    
  AREA 13: BEDROOM 
  �Animated Objects, small (4): hp 15, 15, 13, 11; see 
  Monster Manual pg 13. 
  �Footstool: Spd 40 ft; Hardness of 5 
  �Brazier: Spd 30 ft.; Hardness of 10. Risk of PC 
  catching on fire while in melee. 
  �Ledger: Spd fly 20 ft. (clumsy), Hardness 1, Blind 
  ability. 
  �Trunk: Hardness 5. 
   
  �Animated Objects, Medium (2): hp 31, 36;  
  �Iron Keg: Hardness 10,  
  �Food Trolley: Spd 70 ft.; Hardness 5,  
   
  AREA 16: LABORATORY 
  �Chaos ooze, Advanced (2): CR 6; Large Ooze; HD 
  9d10+45; hp 103, 100; Init –5; Spd 20 ft., swim 30 ft.; 
  AC 6, touch 4, flat-footed 6; Bab +6/+1; Grap +15; Atk 
  +10 melee (1d8+5 +1d8 flux, slam); Full Atk +10/+5 
  melee (1d8+5 +1d8 flux, slam); Space/Reach 10 ft./5 ft.; 
  SA Energy Flux, constrict, improved grab, bubble 
  spray; SQ Blindsight 60 ft., energy resistant 10, ooze 
  traits, transparent; AL CN; SV Fort +8, Reflex –1, Will 
  –1; Str 20, Dex 1, Con 25, Int -, Wis 1, Cha 1. 
   
  Skills and Feats: None 
   
  Energy Flux (Ex): When the chaos ooze strikes or 
  grapples an opponent in combat or an opponent enters 
  the ooze’s bubble spray that individual is affected by an 
  energy flux. The opponent suffers 1d8 points of 
  damage of a randomly determined type. Roll 1d6 to 
  determine the kind of energy damage inflicted – 1- 
  fire; 2- cold; 3- acid; 4- electricity; 5- negative energy; 6- 
  positive energy. If a target is affected by positive 
  energy this portion of the successful attack acts as 
  healing.  
   
  Bubble Spray (Ex): The chaos ooze’s chaotic nature 
  doesn’t mix well with the liquids it so often inhabits. 
  Any liquids that the chaos ooze resides in bubbles 
  violently within 10 ft, of the ooze and anything and 
  anyone within 5 ft. of the ooze must make a DC 17 
  Reflex save or suffer the effects of an energy flux. An 
  opponent cannot be affected by both the energy flux 
  from a slam and the energy flux from the bubble spray 
  in the same round. The bubble spray damage occurs 
  before the chaos ooze attacks. 
   
  Constrict (Ex): A chaos ooze deals automatic slam 
  and energy flux damage with a successful grapple 
  check. The opponent’s clothing and armour take a –4 
  penalty on Reflex saves against these energy flux 
  attacks. See page 165 of the Player’s Handbook for more 
  information. 
   
  Improved Grab (Ex): To use this ability the chaos 
  ooze must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. It is wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Energy Resistance (Ex): A chaos ooze has energy 
  resistance 10 against fire, cold, electricity and acid. It 
  also resists negative energy damage in the same 
  fashion. 
   
  Transparent (Ex): A chaos ooze is hard to identity, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a 
  chaos ooze and walk into it are automatically hit with a 
  melee attack for slam and energy flux damage. When 
  immersed in a liquid the chaos ooze gains the benefits 
  of concealment (20% miss chance). 
   
  
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  Page 17 
   
  APL 8 
  AREA 13: BEDROOM 
  �Animated Objects, small (4): hp 15, 15, 13, 11; see 
  Monster Manual. 
  �Footstool: Spd 30 ft.; Hardness of 5 
  �Brazier: 30 ft. move, Hardness of 10. Risk of PC 
  catching on fire while in melee. 
  �Ledger: Spd fly 20 ft. (clumsy), Hardness 1, Blind 
  ability. 
  �Trunk: Hardness 5. 
   
  �Animated Objects, Medium (2): hp 31, 36;  
  �Iron Keg: Hardness 10,  
  �Food Trolley: Spd 70 ft.; Hardness 5. 
   
  �Animated Objects, huge (2): Hp 84, 78; see 
  Appendix Four  
  �Iron Kiln: Hardness 10, Move 40 ft., Trample, 
  Constrict (with iron vent shaft), grapple affects metal 
  armor like heat metal. Immune to fire 
  �Table: Hardness 5, move 40 ft. 
   
  AREA 16: LABORATORY 
  �Chaos ooze, Advanced (4): CR 6; Large Ooze; HD 
  9d10+45; hp 103, 100, 115, 121; Init –5; Spd 20 ft., swim 
  30 ft.; AC 6, touch 4, flat-footed 6; Bab +6/+1; Grap +15; 
  Atk +10 melee (1d8+5 +1d8 flux, slam); Full Atk +10/+5 
  melee (1d8+5 +1d8 flux, slam); Space/Reach 10 ft./5 ft.; 
  SA Energy Flux, constrict, improved grab, bubble 
  spray; SQ Blindsight 60 ft., energy resistant 10, ooze 
  traits, transparent; AL CN; SV Fort +8, Reflex –1, Will 
  –1; Str 20, Dex 1, Con 25, Int -, Wis 1, Cha 1. 
   
  Skills and Feats: None 
   
  Energy Flux (Ex): When the chaos ooze strikes or 
  grapples an opponent in combat or an opponent enters 
  the ooze’s bubble spray that individual is affected by an 
  energy flux. The opponent suffers 1d8 points of 
  damage of a randomly determined type. Roll 1d6 to 
  determine the kind of energy damage inflicted – 1- 
  fire; 2- cold; 3- acid; 4- electricity; 5- negative energy; 6- 
  positive energy. If a target is affected by positive 
  energy this portion of the successful attack acts as 
  healing.  
   
  Bubble Spray (Ex): The chaos ooze’s chaotic nature 
  doesn’t mix well with the liquids it so often inhabits. 
  Any liquids that the chaos ooze resides in bubbles 
  violently within 10 ft, of the ooze and anything and 
  anyone within 5 ft. of the ooze must make a DC 17 
  Reflex save or suffer the effects of an energy flux. An 
  opponent cannot be affected by both the energy flux 
  from a slam and the energy flux from the bubble spray 
  in the same round. The bubble spray damage occurs 
  before the chaos ooze attacks. 
   
  Constrict (Ex): A chaos ooze deals automatic slam 
  and energy flux damage with a successful grapple 
  check. The opponent’s clothing and armour take a –4 
  penalty on Reflex saves against these energy flux 
  attacks. See page 165 of the Player’s Handbook for more 
  information. 
   
  Improved Grab (Ex): To use this ability the chaos 
  ooze must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. It is wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Energy Resistance (Ex): A chaos ooze has energy 
  resistance 10 against fire, cold, electricity and acid. It 
  also resists negative energy damage in the same 
  fashion. 
   
  Transparent (Ex): A chaos ooze is hard to identity, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a 
  chaos ooze and walk into it are automatically hit with a 
  melee attack for slam and energy flux damage. When 
  immersed in a liquid the chaos ooze gains the benefits 
  of concealment (20% miss chance). 
   
  APL 10 
  AREA 13: BEDROOM 
  �Animated Objects, small (4): hp 15, 15, 13, 11; see 
  Monster Manual. 
  �Footstool: Spd 40 ft.; Hardness of 5 
  �Brazier: Spd 30 ft.;, Hardness of 10. Risk of PC 
  catching on fire while in melee. 
  �Ledger: Spd fly 20 ft. (clumsy), Hardness 1, Blind 
  ability. 
  �Trunk: Hardness 5. 
   
  �Animated Objects, Medium (2): hp 31, 36;  
  �Iron Keg: Hardness 10,  
  �Food Trolley: Spd 70 ft.; Hardness 5. 
  �Rug, Spd 20 ft.; No Hardness. Blinds, Constricts 
  �Bed, Spd 40 ft.; Hardness 5, slam 
   
  �Animated Objects, Huge (2): hp 84, 78;  
  �Iron Furnace: Spd 40 ft.; Hardness 10; Trample, 
  Constrict (with iron vent shaft), grapple affects metal 
  armor like heat metal. Immune to fire. 
  �Table: Spd 40 ft.; Hardness 5; slam 
  �Curtains x2: Spd fly 15 ft. (clumsy); No hardness; 
  Blind, Constrict. 
   
  AREA 16: LABORATORY 
  �Chaos ooze, Advanced (4): CR 6; Large Ooze; HD 
  9d10+45; hp 103, 100, 115, 121; Init –5; Spd 20 ft., swim 
  30 ft.; AC 6, touch 4, flat-footed 6; Bab +6/+1; Grap +15; 
  Atk +10 melee (1d8+5 +1d8 flux, slam); Full Atk +10/+5 
  melee (1d8+5 +1d8 flux, slam); Space/Reach 10 ft./5 ft.; 
  SA Energy Flux, constrict, improved grab, bubble 
  spray; SQ Blindsight 60 ft., energy resistant 10, ooze 
  traits, transparent; AL CN; SV Fort +8, Reflex –1, Will 
  –1; Str 20, Dex 1, Con 25, Int -, Wis 1, Cha 1. 
   
  Skills and Feats: None 
   
  Energy Flux (Ex): When the chaos ooze strikes or 
  grapples an opponent in combat or an opponent enters 
  
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  the ooze’s bubble spray that individual is affected by an 
  energy flux. The opponent suffers 1d6 points of 
  damage of a randomly determined type. Roll 1d6 to 
  determine the kind of energy damage inflicted – 1- 
  fire; 2- cold; 3- acid; 4- electricity; 5- negative energy; 6- 
  positive energy. If a target is affected by positive 
  energy this portion of the successful attack acts as 
  healing.  
   
  Bubble Spray (Ex): The chaos ooze’s chaotic nature 
  doesn’t mix well with the liquids it so often inhabits. 
  Any liquids that the chaos ooze resides in bubbles 
  violently within 10 ft, of the ooze and anything and 
  anyone within 5 ft. of the ooze must make a DC 17 
  Reflex save or suffer the effects of an energy flux. An 
  opponent cannot be affected by both the energy flux 
  from a slam and the energy flux from the bubble spray 
  in the same round. The bubble spray damage occurs 
  before the chaos ooze attacks. 
   
  Constrict (Ex): A chaos ooze deals automatic slam 
  and energy flux damage with a successful grapple 
  check. The opponent’s clothing and armour take a –4 
  penalty on Reflex saves against these energy flux 
  attacks. See page 165 of the Player’s Handbook for more 
  information. 
   
  Improved Grab (Ex): To use this ability the chaos 
  ooze must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. It is wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Energy Resistance (Ex): A chaos ooze has energy 
  resistance 10 against fire, cold, electricity and acid. It 
  also resists negative energy damage in the same 
  fashion. 
   
  Transparent (Ex): A chaos ooze is hard to identity, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a 
  chaos ooze and walk into it are automatically hit with a 
  melee attack for slam and energy flux damage. When 
  immersed in a liquid the chaos ooze gains the benefits 
  of concealment (20% miss chance). 
   
   
   
  
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  CHAOS OOZE 
  Medium Ooze 
  Hit Dice: 3d10+15 (30) 
  Initiative: -5 
  Speed: 20 ft. (4 squares), swim 30 ft. 
  AC: 5 (-5 Dex), touch 5, flat-footed 5 
  Base Attack/Grapple: +2/+3 
  Attack: Slam +3 melee (1d6+1 plus 1d6 energy flux) 
  Full Attack: Slam +3 melee (1d6+1 plus 1d6 energy 
  flux) 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Energy flux, constrict 1d6+1 plus 1d6 
  energy flux, improved grab, bubble spray 
  Special Qualities: Blindsight 60 ft., energy resistance 
  10, ooze traits, transparent 
  Saves: Fort +6, Ref –4, Will –4 
  Abilities: Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1 
  Climate/Terrain:  Any fluid that can accommodate its 
  mass. 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure:  None 
  Alignment: Always chaotic neutral 
  Advancement: 4-6 HD (Medium); 7-9 HD (Large) 
  Level Adjustment: -   
  COMBAT 
  A chaos ooze strikes like a snake, slamming opponents 
  with its body.  
   
  Energy Flux (Ex): When the chaos ooze strikes or 
  grapples an opponent in combat or an opponent enters 
  the ooze’s bubble spray that individual is affected by an 
  energy flux. The opponent suffers 1d6 points of 
  damage of a randomly determined type. Roll 1d6 to 
  determine the kind of energy damage inflicted – 1- 
  fire; 2- cold; 3- acid; 4- electricity; 5- negative energy; 6- 
  positive energy. If a target is affected by positive 
  energy this portion of the successful attack acts as 
  healing.  
   
  Bubble Spray (Ex): The chaos ooze’s chaotic nature 
  doesn’t mix well with the liquids it so often inhabits. 
  Any liquids that the chaos ooze resides in bubbles 
  violently within 10 ft, of the ooze and anything and 
  anyone within 5 ft. of the ooze must make a DC 17 
  Reflex save or suffer the effects of an energy flux. An 
  opponent cannot be affected by both the energy flux 
  from a slam and the energy flux from the bubble spray 
  in the same round. The bubble spray damage occurs 
  before the chaos ooze attacks. 
   
  Constrict (Ex): A chaos ooze deals automatic slam 
  and energy flux damage with a successful grapple 
  check. The opponent’s clothing and armour take a –4 
  penalty on Reflex saves against these energy flux 
  attacks. See page 165 of the Player’s Handbook for more 
  information. 
   
  Improved Grab (Ex): To use this ability the chaos 
  ooze must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an  
   
  APPENDIDIX 2: NEW RULES 
   
  attack of opportunity. It is wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Energy Resistance (Ex): Chaos ooze has energy 
  resistance 10 against fire, cold, electricity and acid. It 
  also resists negative energy damage in the same 
  fashion. 
   
  Transparent (Ex): Chaos ooze is hard to identity, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a 
  chaos ooze and walk into it are automatically hit with a 
  melee attack for slam and energy flux damage. When 
  immersed in a liquid the chaos ooze gains the benefits 
  of concealment (20% miss chance). 
   
   
   
   
   
   
   
   
   
  
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  MAPS 
   
   
  
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  Illustration 1: Exploding Tower 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Illustration 2: Ooze  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/593/COR3-15 Nine Lives (APL 2-10)/COR3-15 Nine Lives.pdf