TEXT: 1
  TABLE OF CONTENTS
  Level Map East  .  .  .  .  .  .  .2
  Level Map West  .  .  .  .  .  .3
  Random Encounters   .  .4
  Room 144  .  .  .  .  .  .  .  .  .  .  .  .6
  Room 145  .  .  .  .  .  .  .  .  .  .  .  .7
  Room 146  .  .  .  .  .  .  .  .  .  .  .  .8
  Room 147  .  .  .  .  .  .  .  .  .  .  .  .9
  Room 148  .  .  .  .  .  .  .  .  .  .  .10
  Room 149  .  .  .  .  .  .  .  .  .  .  .11
  Room 150  .  .  .  .  .  .  .  .  .  .  .12
  Room 151  .  .  .  .  .  .  .  .  .  .  .13
  Room 152  .  .  .  .  .  .  .  .  .  .  .14
  Room 153  .  .  .  .  .  .  .  .  .  .  .15
  Room 154  .  .  .  .  .  .  .  .  .  .  .16
  Room 155  .  .  .  .  .  .  .  .  .  .  .17
  Room 156  .  .  .  .  .  .  .  .  .  .  .18
  Room 157  .  .  .  .  .  .  .  .  .  .  .19
  Room 158  .  .  .  .  .  .  .  .  .  .  .21
  Room 159  .  .  .  .  .  .  .  .  .  .  .21
  Room 160  .  .  .  .  .  .  .  .  .  .  .22
  Room 161  .  .  .  .  .  .  .  .  .  .  .24
  Room 162  .  .  .  .  .  .  .  .  .  .  .25
  Room 163  .  .  .  .  .  .  .  .  .  .  .26
  Room 164  .  .  .  .  .  .  .  .  .  .  .27
  Room 165  .  .  .  .  .  .  .  .  .  .  .28
  Room 166  .  .  .  .  .  .  .  .  .  .  .29
  Room 167  .  .  .  .  .  .  .  .  .  .  .30
  Room 168  .  .  .  .  .  .  .  .  .  .  .32
  Room 169  .  .  .  .  .  .  .  .  .  .  .34
  Room 170  .  .  .  .  .  .  .  .  .  .  .35
  Room 171  .  .  .  .  .  .  .  .  .  .  .36
  Room 172  .  .  .  .  .  .  .  .  .  .  .38
  Room 173  .  .  .  .  .  .  .  .  .  .  .39
  Room 174  .  .  .  .  .  .  .  .  .  .  .40
  Room 175  .  .  .  .  .  .  .  .  .  .  .41
  Room 176  .  .  .  .  .  .  .  .  .  .  .42
  Room 177  .  .  .  .  .  .  .  .  .  .  .44
  Room 178  .  .  .  .  .  .  .  .  .  .  .46
  Room 179  .  .  .  .  .  .  .  .  .  .  .47
  Room 180  .  .  .  .  .  .  .  .  .  .  .48
  Room 181  .  .  .  .  .  .  .  .  .  .  .52
  Room 182  .  .  .  .  .  .  .  .  .  .  .53
  Appendices
   A: Monsters & NPCs  55
   B: Spells & Magic   .  .64
   C: Handouts  .  .  .  .  .  .  .65
   D: Glossary  .  .  .  .  .  .  .  .80
  
  2
   DRAGON’S DELVE 
  LEVEL 6: DOMAIN OF THE 
  VENOM CULT
  
  3
   DRAGON’S DELVE 
  LEVEL 6: DOMAIN OF THE 
  VENOM CULT
  
  4
  DUNGEON A DAY
  LEVEL 6: DOMAIN OF  
  THE VENOM CULT
  Level 6 of Dragon’s Delve has two 
  distinct parts, the western, and the 
  eastern . The two are connected by a 
  long tunnel . The western portion is 
  mostly abandoned . Long ago, it was 
  utilized by followers of Master Mui 
  Yan, a legendary expert in martial arts 
  of all kinds . It has since been ravaged 
  by fire, although portions of it are 
  intact . Undead remnants of those 
  killed in the fire still haunt the region, 
  however .
  The eastern, larger portion of the 
  level gives it its name . This is the 
  section of the dungeon closest to the 
  town of Brindenford, and in fact is 
  connected to secret catacombs that 
  lie beneath the community . Today it 
  is the domain of the Venom Cult, a 
  devious, evil, and clandestine group 
  of followers of the dark god Nag . 
  The cultists will do whatever they 
  can to keep themselves secret from 
  the prying eyes of dungeon explorers 
  who might expose them to the town 
  above . 
  Doors in the western part of the 
  dungeon are all iron, with a hardness 
  of 10, 60 hp, and a Break DC of 28 . 
  Doors in the eastern portion, unless 
  otherwise 
  specified, 
  are 
  strong 
  wooden doors, with a hardness of 5, 20 hp, 
  and a Break DC of 25 if locked .
  There are 40 rooms in Level 6 .
  LEVEL 6 RANDOM 
  ENCOUNTERS
  WESTERN PORTION
  Use this chart for determining random 
  encounters for the western portion of Level 
  6 of Dragon’s Delve . Check once per hour 
  or major portion of an hour in the dungeon . 
  For example, if the PCs rest for half an hour, 
  make a check then as well . 
  Die Roll     Result
  01-70       No encounter
  71-75       2d6 Dire Rats
  76-80       1d2 Gray Oozes
  81-87       Troll
  88-91       1d6 Fire mephits
  92-95       1d2 Wraiths
  96            Belker
  97            Cloaker
  98            Spectre
  99            1d4+2 Venom Cultist Warriors
  00            1d3+1 Venom Cultist Rogues        
  Wandering encounters typically have no 
  treasure, although the intelligent creatures 
  on the list, such as the the troll will have 3d6 
  gp per HD .
  EASTERN PORTION
  Use this chart for determining random 
  encounters for the eastern portion of Level 
  6 of Dragon’s Delve . Check once per hour 
  or major portion of an hour in the dungeon . 
  For example, if the PCs rest for half an hour, 
  make a check then as well . 
  
  5
  Die Roll     Result
  01-60       No encounter
  61-65       Troll
  66-68       1d4 Fire mephits
  69-75       1d2 Wraiths
  76-88       Venom Cultist Warrior
  89-95       1d6 Venom Cultist Commoners
  96            Lamia
  97            1d4+2 Venom Cultist Warriors
  98            Spectre
  99            Annis Hag
  00            1d3+1 Venom Cultists Rogues
  Wandering encounters typically have no 
  treasure, although the intelligent creatures 
  on the list, such as the hag or the troll will 
  have 2d6 gp per HD .
  Venom Cultist Commoner
  Male or Female Human (Neutral Evil)
  Commoner 2  
  CR 1
  HD 2d6+4 
   
  hp 11
  Init +0  
   
   
  Speed 30 feet
  Languages Common, Elvish
  AC 10, touch 10, flat-footed 10
  BAB/Grapple +1/+1
  Attack/Full Attack +2 melee (1d4 plus 
  poison, dagger) or +2 ranged (1d4 plus 
  poison, thrown dagger)
  Fort +2 Ref +0 Will +2
  Str 11, Dex 10, Con 15, Int 12, Wis 14, Cha 10
  Crucial Feats N/A 
  Other Feats Skill Focus (Hide), Weapon 
  Focus (dagger)
  Crucial Skills Climb +5, Jump +5, Listen +7, 
  Hide +8
  Other Skills Knowledge (religion) +3
  Possessions dagger, 1 dose of greenblood 
  oil poison (DC 13 1 Con/1d2 Con), cultist 
  robes, 12 sp, 14 cp
  Notes: These are just people of Brindenford 
  who are secretly members of the cult, visiting 
  the temple. They probably flee if attacked.
  Venom Cultist Warrior
  Male or Female Human (Neutral Evil)
  Warrior 3  
   
  CR 2
  HD 3d10+6  
  hp 26
  Init +1  
   
   
  Speed 20 feet
  Languages Common
  AC 17, touch 11, flat-footed 16
  BAB/Grapple +3/+5
  Attack/Full Attack +7 melee (1d8+2 plus 
  poison, battle axe) or +5 ranged (1d8 plus 
  poison, light crossbow)
  Fort +5 Ref +2 Will +1
  Str 14, Dex 13, Con 15, Int 11, Wis 10, Cha 9
  Crucial Feats Dodge, Point Blank Shot 
  Other Feats Weapon Focus (battle axe)
  Crucial Skills Climb +1, Jump +0, Hide -1
  Other Skills Knowledge (religion) +1
  Possessions 
  Masterwork 
  chainmail, 
  masterwork 
  light 
  wooden 
  shield, 
  masterwork battle axe, dagger, masterwork 
  light crossbow, 12 bolts, 4 doses of 
  greenblood oil poison (DC 13 1 Con/1d2 
  Con), cultist robes, 22 gp, 12 sp, 14 cp
  Notes: These are guards and defenders of 
  the temple who rarely leave the dungeon .
  Venom Cultist Rogue
  Male or Female Human (Neutral Evil)
  Rogue 3  
   
  CR 3
  HD 3d6+3 
   
  hp 17
  Init +3  
   
   
  Speed 30 feet
  Languages Common, Abyssal
  AC 17, touch 13, flat-footed 14
  BAB/Grapple +2/+3
  Attack/Full Attack +4 melee (1d6+1 plus 
  poison, rapier) and +4 melee (1d6+1 plus 
  poison, short sword) or +5 ranged (1d4+1 
  plus poison, thrown dagger)
  SA +2d6 Sneak Attack
  Fort +2 Ref +6 Will +1
  Str 13, Dex 17, Con 13, Int 12, Wis 11, Cha 12
  Crucial Feats N/A 
  Other Feats Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse
  Crucial Skills Balance +9, Bluff +4, Disable 
  Device +6, Disguise +3, Hide +8, Intimidate 
  +7, Listen +2, Move Silently +9, Spot +5, 
  Tumble +8
  Other 
  Skills 
  Appraise 
  +4, 
  Gather 
  Information +5, Knowledge (Local) +2, 
  Knowledge (religion) +1, Search +4
  Possessions +1 studded leather, masterwork 
  short sword, masterwork rapier, 3 daggers, 
  potion of cure light wounds, 6 doses of medium 
  spider venom (DC 14 1d4 Str/1d4 Str), cultist 
  robes, 18 gp, 11 sp, 16 cp .
  Notes: These are scouts and spies for the 
  temple who occasionally go to Brindenford 
  (but conceal their profession and religion) .
  
  6
  144. PILLARED HALL
  Summary: This fire-scorched room hides 
  a few surprises to those who search it 
  carefully .
  Sights and Sounds: This room is dark and 
  quiet .
  Obviously, a terrible fire once raged in this 
  room. The walls, floor, and ceiling are blackened 
  with soot. Four thick, round pillars rise from 
  the floor to the vaulted ceiling, and they are also 
  scorched and burned.
  The room was likely once well-furnished, but 
  all that remains today are small bits of charred 
  wood scattered across the floor.
  Stairs: The stairs descend down to area 142 . 
  They are also blackened and burned .
  Pillars: Each of the four pillars is hollow 
  and has a secret door providing access to 
  the inside. (Search DC 20 to find.) These 
  doors are all at about chest height and are 
  Development: If anyone makes a great deal 
  of noise in this room, the two heatwraiths in 
  area 145 come here and attack.
  Connections: This chamber connects to 
  areas 142, 145, and 146 .
  See the Map of Level 6 .
  New Item
  Necklace of the Neophyte This gold 
  necklace is typically found with an empty 
  setting in which a three gemstones could be 
  placed . Without special magical crystals in 
  those settings, the necklace has no power, 
  although it retains its magical aura . There 
  are three specific crystals, red, green, and 
  about 2 feet tall and one foot across . All 
  push in slightly and then slide to one side, 
  turning within the curve of the pillar . Each 
  pillar contains something different.
  Northwest Pillar: The door slides open to 
  reveal what appears to be a compartment 
  inside the pillar . On the inside of this 
  compartment there are three small hooks . 
  On one, a gold necklace hangs . This is a 
  necklace of the neophyte with no gems .
  Southwest Pillar: The door opens to reveal 
  an empty compartment inside the pillar, 
  similar to the southwest pillar (without the 
  necklace), complete with empty hooks . 
  Southeast Pillar: When a PC slides the door 
  open, a magic mouth inside speaks, saying, 
  “Follow the path of the Master, and all will 
  be revealed . Red, Green, and Yellow are the 
  colors you seek, in that order .”
  Northeast Pillar: This is similar to the 
  southwest pillar, with three empty hooks 
  in the compartment . However, unlike that 
  one, a small blue crystal lies at the bottom of 
  the compartment. It fits into the necklace of 
  the neophyte, but if it is placed within, the 
  wearer suffers 4d6 points of negative energy 
  damage and must make a DC 16 Fort save 
  to avoid being sickened for 1d100 minutes . 
  The crystal has a magical aura, is worth 100 
  gp, and turns to worthless powder if placed 
  within the necklace .
  Background: Like so much of the western 
  end of this level, a fire raged in this room 
  about 12 years ago when someone created a 
  faulty portal to the plane of fire in area 151. 
  
  7
  yellow intended to be placed within the 
  necklace . The powers of the necklace are 
  based on what gems are placed within the 
  settings. There must be three crystals placed 
  within it before there are any abilities 
  gained . It is a full round action to place a 
  crystal in a setting, or to remove one.
  Red: If a red crystal is in the setting, the 
  wearer gains a +1 bonus to melee damage . If 
  two red crystals are in the setting, the bonus 
  is +3, but the wearer suffers a -1 penalty to 
  AC. If three red crystals are in the setting, 
  the bonus is +5, but the wearer suffers a -2 
  penalty to AC .
  Green: If a green crystal is in the setting, the 
  wearer gains a +1 deflection bonus to AC. 
  If two green crystals are in the setting, the 
  AC bonus is +2, but the wearer suffers a -1 
  penalty to Will saves . If three green crystals 
  are in the setting, the bonus is +3, but the 
  wearer suffers a -2 penalty to Will saves.
  Yellow: If a yellow crystal is in the setting, 
  the wearer can pass through the force fields 
  in area 149 and area 150 . Multiple yellow 
  crystals do no change anything .
  Strong 
  transmutation; 
  CL 
  14; 
  Craft 
  Wondrous Item, bull’s strength, cat’s grace, 
  etherealness; Price: 20,000 (price includes 
  three red crystals, three green crystals, and 
  one yellow crystal)
  145. HEATWRAITHS (EL 7)
  Summary: Two undead spirits, slain in fire, 
  wait here for living victims to take out their 
  anger upon .
  Sights and Sounds: This room is dark . 
  Those making a successful Listen check (DC 
  18) can hear distant crackling sounds, like 
  something burning. This is a ghostly effect, 
  and not a real noise . It disappears if the 
  wraiths are destroyed .
  The fire damage extends into this room as well. 
  At the confluence of three passages heading east, 
  west, and south, the open room stands empty 
  aside from a few bits of charred wood on the floor. 
  The northern wall likely once held a fresco, but 
  the fire has obscured it forever.
  Suddenly, there is a flash of heat and flickering 
  orange light. Hovering in the middle of the room 
  are two ghastly looking figures, each appearing 
  to have been horribly burned. Scar tissue and 
  peeling, burned flesh covers their translucent 
  bodies. These once-human creatures are now 
  clearly ghostly undead, and their faces, burned 
  free of flesh altogether, leer with angry, hungry 
  grimace. 
  Inhabitants: Two wraiths wait in this room 
  forever, killing any living creature that 
  enters. These two died here in the fire, and 
  as such are imbued with special abilities 
  that differ from those of regular wraiths. 
  They have the Fire subtype, are immune to 
  fire, and their touch inflicts incredible heat 
  (3d6 fire damage). Each time they inflict 
  heat damage (or suffer heat damage), they 
  are healed 1d6 hit points . They do not drain 
  Constitution, although those that are slain 
  by their touch do become heatwraiths like 
  these two .
  Heatwraiths (wraiths): hp 39, 33
  The Fresco: Curious and resourceful PCs 
  who use magic to restore or otherwise 
  view the fresco find that it depicts a scene 
  of combat between two warriors, one with 
  a sword and the other with a short glaive . 
  Those making a successful Knowledge 
  (history) check (DC 15) recognize this as 
  a famous battle between Stronil Emilad 
  and Holmast Larr, two noted experts of all 
  things martial that reported lasted for a day 
  and a half .  Each is depicted as wearing a 
  necklace similar to that which may have 
  been found in area 144 . Each image bears 
  an actual single red crystal for the necklace 
  of the neophyte that can be easily pried out . 
  To find the tiny crystals (covered in soot 
  and char) otherwise, PCs will need to make 
  Search checks (DC 24) .
  Upping the Ante (EL 9): Give the heatwraiths 
  their normal Constitution drain ability as 
  well as the heat damage . This would make 
  each a CR 7 challenge .
  
  8
  REVISIT (EL 0)
  If the PCs destroy the undead, the next time 
  they come through this chamber (assuming 
  at least some time has passed), there are 
  large moths here . These moths are harmless 
  although they are about three inches across . 
  On one side, the moths are the exact color 
  of soot, so when they land on the walls or 
  floors and remain very still they are almost 
  impossible to see (Spot check DC 25) . Once 
  they alight, however, their pale white 
  underside is easily seen . The moths follow 
  the PCs around, attracted to their light 
  but careful usually not to get so close that 
  they can be swatted. These moths will trail 
  the PCs around this level of the dungeon 
  wherever they go, providing a nuisance, but 
  not a threat .
  Connections: This chamber connects to 
  areas 144, 146, 147, and 151 .
  See the Map of Level 6 .
  146. COLLAPSED FLOOR (EL 4)
  Summary: The fire caused the floor to 
  collapse here, revealing a chamber beneath . 
  More undead threats wait in the lower 
  chamber, however .
  Sights and Sounds: The room is dark . 
  Those making a successful Listen check (DC 
  15) can hear the skeletons moving around in 
  the lower area .
  It appears that the fire burned so hotly here 
  that it weakened the floor, which collapsed. The 
  center part of the room is a gaping hole, revealing 
  a lower chamber almost 20 feet below. Unlike the 
  upper chamber, this lower area does not appear 
  to have been ravaged by fire. Perhaps the floor 
  collapsed after the fire went out. It is, however, 
  filled with rubble and loose debris, both stone 
  and wood. 
  Across the upper portion of the room, there 
  is an exit leading south and a metal door on the 
  north wall. There appears to be no way to easily 
  get from one to the other, however. 
  Something glowing red, like the 
  embers of a fire, moves in the darkness 
  below.
  The Broken Floor: Standing on 
  the edge is dangerous, as the floor 
  crumbles beneath one’s feet . PCs 
  standing on the edge must make 
  Balance checks (DC 10) or fall 20 
  feet into the lower chamber .
  Inhabitants: There are a dozen 
  skeletons in the lower area . These 
  skeletons, slain in the fire, are 
  imbued with the heat of that fire, 
  and inflict 1d6 additional points of fire 
  damage with any attack--even a ranged 
  attack. They have the fire subtype and area 
  immune to fire. Each bears a javelin (+1 
  attack, 1d6+1 plus 1d6 fire damage) as well 
  as the traditional scimitar . They also wear 
  chain mail armor glowing faintly red with 
  heat, giving them AC 20 . Once a skeleton 
  is destroyed, it crumples to soot and dust, 
  including its armor and weapons .
  Skeletons (12): hp 12, 12, 11, 10, 9, 8, 8, 6, 4, 
  4, 4, 2
  Tactics: These skeletons are adept climbers 
  (+3 bonus) and will climb in either the 
  southwest or northeast corners (DC 18) to 
  get at foes . However, if it suits the situation, 
  they will remain in the pit and make ranged 
  attacks. If they use their javelins, they pick 
  up stones from the floor which become 
  superheated (+1 attack, 1d4+1 plus 1d6 heat 
  damage) .
  
  9
  The North Door: This iron door is blackened 
  but still very much intact . It is not locked, 
  but the great heat that once burned here has 
  caused it to become stuck .
  The Lower Area: PCs can search the rubble . 
  They will find a number of broken and rusty 
  weapons as well as a masterwork glaive and 
  a masterwork quarterstaff if they succeed 
  at a Search check DC 18 . However, if they 
  succeed at a harder (DC 25) check, they find 
  a red crystal for the necklace of the neophyte .
  Background: Like so much of the western 
  end of this level, a fire raged in this room 
  about 12 years ago when someone created 
  a faulty portal to the plane of fire in area 
  151 . This room was originally a dormitory 
  and the skeletons were followers of Master 
  Mui Yan who died here . The lower area was 
  accessed by a hatch and served as a practice 
  room for fighting.
  Development: If anyone makes a great deal 
  of noise in this room, the two heatwraiths in 
  area 145 come here and attack.
  Connections: This chamber connects to 
  areas 144, 145, 148, and 152 .
  See the Map of Level 6 .
  147. THE MARTIAL 
  SHRINE
  Summary: This sealed chamber provides a 
  safe haven and a boon to those who engage 
  in physical combat .
  The Door: The iron door leading into this 
  room is blackened but still very much intact . 
  An arcane lock (caster level 8) seals it . If it 
  is opened and then closed again, the arcane 
  lock goes back into effect unless removed by 
  dispel magic (as opposed to a knock) .
  Sights and Sounds: This room is lit by 
  continual flames and is quiet.
  This room has been spared from the flames. The 
  east and western walls bear elaborately painted 
  frescoes of huge battles with hundreds, if not 
  thousands, of combatants. Two slender pillars 
  rise from floor to ceiling, sporting large hooks 
  upon which hang lit brass lanterns. Between the 
  pillars lies a carpet woven of red and gold fibers. 
  A large wooden cabinet, beautifully crafted, sits 
  at the south end of the room. An incense burner 
  rests atop it.  
  Frescoes: These are famous battles from 
  history, but the details are not important .
  Lanterns: These two lanterns can be taken 
  and removed, their flames never going 
  out . However, removing the lanterns 
  permanently disrupts the subtle supernatural 
  aura of the place, and the bonus for resting 
  here is gone .
  Cabinet: 
  The 
  cabinet 
  doors 
  swing 
  open 
  to 
  reveal 
  that 
  the 
  piece is actually 
  a sort of shrine . 
  K n o w l e d g e 
  (religion) checks 
  (DC 14) suggest 
  that the shrine is 
  not dedicated to a 
  god, but rather to 
  the very ideal of 
  martial prowess . 
  
  10
  Those who created this place clearly revered 
  the skill and mastery of martial arts in all 
  their forms . The shrine, if removed, would 
  be worth 850 gp for its craftsmanship, but 
  like the lanterns, removing or disturbing it 
  dispels the magic in the chamber .
  Resting in the Room: Wise PCs will realize 
  this is an ideal place to rest in the dungeon . 
  Not only is the room easily sealed, there an 
  almost supernatural calm here, granting 
  restful sleep . Further, those who spend a 
  full eight hours in the room are granted a +1 
  luck bonus to attack and damage rolls the 
  following day, as long as the room and its 
  contents are left in their original condition .
  Background: This chamber was built  as 
  a shrine by the 
  followers 
  of 
  Master Mui Yan . 
  Since its creation, 
  it has served as 
  a waystation for 
  those who attempt 
  to make their way 
  to the training dojo 
  of Mui Yan, said 
  to lie much deeper 
  in 
  the 
  dungeon . 
  A 
  Knowledge 
  (history) check (DC 
  18) reveals these 
  details .
  Connections: This 
  chamber connects 
  to area 145 .
  See the Map of 
  Level 6 .
  148. THE WATCHERS (EL 6)
  Summary: The statues in this chamber are 
  the key to its secrets . You will need Master 
  Mui Yan’s Book handout (see Appendix C) .
  Sights and Sounds: This room is dark and 
  quiet .
  Plaster covers the walls and ceiling of this 
  rectangular chamber. Marble tiles of blue and 
  white line the floor. A mosaic of small tiles 
  stretches across the entire ceiling, displaying 
  two conflicting patterns, one of rigidly straight 
  lines and right angles, the other of uncontrolled 
  swoops and curves.
  An iron door stands closed on both the north 
  and south walls. Against the eastern wall, two 
  life-size bronze statues of 
  warriors--one 
  male, 
  one 
  female--perch upon round 
  pedestals 10 inches tall and 
  25 inches across. 
  Near the western entrance, 
  a book lies discarded upon the 
  floor.
  The Doors: Each of these 
  doors is locked (DC 40 to 
  open) and trapped so that 
  anyone standing in front of 
  the doors when opened is 
  attacked from above by a 
  torrent of iron spikes . The 
  statues, however, are the 
  key for opening the doors 
  safely .
  Torrent of Iron Spikes 
  Trap: CR 6; mechanical; 
  repair reset; Attack +21 ranged (1d8, spear); 
  multiple targets (1d6 spears per target in a 
  10 ft .-by-10-ft . area); Search DC 26; Disable 
  Device DC 24 .
  The Statues: The northern statue is a woman 
  with a breastplate, an imposing helm, and 
  a greataxe . The southern a man with loose 
  fitting garments and a quarterstaff. Both are 
  in a battle-ready pose. A successful Search 
  check (DC 22) reveals that each statue can 
  be turned on its base . If this is done so that 
  a statue points at a door, anyone standing 
  near the door can attempt a Listen check (DC 
  17) to hear a click . If the woman is pointed 
  so that she looks at a door, the door unlocks . 
  If the man is pointed so that he looks at a 
  door, the trap is disarmed .
  The Book: The book describes the teaching 
  and history of Mui Yan . It is so old that it 
  falls apart in the hands of anyone picking 
  
  11
  it up, but most of the pages are still legible . 
  Give the players the Master Mui Yan’s Book 
  handout which is a summary of the book’s 
  contents .  If the players have questions 
  about something in the book that isn’t in 
  the summary, it’s probably not in the book, 
  either .
  Background: The followers of Master Mui 
  Yan built this room to protect some of their 
  treasures .
  Connections: This chamber connects to 
  areas 146, 149, and 150 .
  See the Map of Level 6 .
  149. THE FIRST ROOM OF 
  TREASURES
  Summary: This is the first of two rooms 
  containing treasures important to the 
  followers of Master Mui Yan .
  The Door: As described in area 148, the iron 
  door leading into this chamber is locked 
  (DC 40 to open) and trapped so that anyone 
  standing in front of the door when opened 
  is attacked from above by a torrent of iron 
  spikes . The statues in area 148, however, are 
  the key for opening the door safely .
  Torrent of Iron Spikes Trap: CR 6; 
  mechanical; repair reset; Attack +21 ranged 
  (1d8, spear); multiple targets (1d6 spears 
  per target in a 10 ft .-by-10-ft . area); Search 
  DC 26; Disable Device DC 24 .
  Sights and Sounds: This chamber is dark 
  and silent .
  This long room’s plastered walls are painted 
  light green. The floor is tiled in white. The 
  chamber appears mostly empty. Only a pair 
  of alcoves in the eastern portion of the room 
  provides anything of interest. Each of the alcoves 
  bears a shelf upon which lie various items. 
  The Force Field: A particular invisible wall 
  of force cuts this room in half on a north-
  south axis . In other words, the PCs can 
  explore the western half, but they can’t reach 
  the eastern . The wall of force is somewhat 
  different than others. It doesn’t feel so much 
  like a solid wall as a force that pushes and 
  shoves people back . DMs should not allow 
  this flavorful change to give the wall more 
  or less power than it should have, however . 
  It doesn’t push characters down or inflict 
  damage . Likewise, there’s no way to sneak 
  past the shoving or anything of the kind . 
  Let the PCs work against it for a while, 
  but eventually it should be clear there’s no 
  getting past it.
  PCs can use the traditional means of 
  bringing down the wall, which is to say a 
  disintegrate spell, but the other means is to 
  use the necklace of the neophyte with a yellow 
  crystal in it . Anyone wearing the device can 
  simply walk through the force field as if it 
  does not exist .
  The North Alcove: This alcove holds three 
  things: First is a sword wrapped in a sash . 
  The sword is a +1 sword with etched runes 
  filled with gold. The hilt is set with three 
  small pearls . (The sword’s value is 600 gp 
  over its normal value .) The sash is purple 
  silk with gold embroidery that reads, “A 
  GIFT FROM LORD SARAL .” The second is 
  a small hinged box made of silver and wood 
  (55 gp) that contains a green crystal for the 
  necklace of the neophyte . Third is a crystal 
  phial containing oil of magic weapon +4 .
  
  12
  The South Alcove: 
  This alcove holds 
  only one thing: a 
  bundle of three 
  thin 
  wooden 
  dowels, about 12 
  inches long . Each 
  is engraved with 
  runes . If broken, 
  the 
  character 
  holding the dowel 
  and up to six allies 
  chosen by him or her are transported (as 
  greater teleport) to area 147 . Once broken, the 
  wooden stick is useless . 
  Connections: This chamber connects to area 
  148 .
  See the Map of Level 6 .
  150. THE SECOND ROOM 
  OF TREASURES
  Summary: This is the second of two rooms 
  containing treasures important to the 
  followers of Master Mui Yan . You will need 
  the Dojo Clue Handout (See Appendix C) .
  The Door: As described in area 148, the iron 
  door leading into this chamber is locked 
  (DC 40 to open) and trapped so that anyone 
  standing in front of the door when opened 
  is attacked from above by a torrent of iron 
  spikes . The statues in area 148, however, are 
  the key for opening the door safely .
  Torrent of Iron Spikes Trap: CR 6; 
  mechanical; repair reset; Attack +21 ranged 
  (1d8, spear); multiple targets (1d6 spears 
  per target in a 10 ft .-by-10-ft . area); Search 
  DC 26; Disable Device DC 24 .
  Sights and Sounds: This chamber is dark 
  and silent .
  This long room’s plastered walls are painted 
  pale blue. The floor is tiled in green and white. 
  The chamber appears mostly empty. Only a pair 
  of alcoves in the eastern portion of the room 
  provides anything of interest. Each of the alcoves 
  bears a shelf upon which lie various items. 
  The Force Field: An invisible wall of force 
  cuts this room in half on a north-south 
  axis . In other words, the PCs can explore 
  the western half, but they can’t reach the 
  eastern . The wall of force is somewhat 
  different than others. It doesn’t feel so much 
  like a solid wall as a force that pushes and 
  shoves people back . DMs should not allow 
  this flavorful change to give the wall more 
  or less power than it should have, however . 
  It doesn’t push characters down or inflict 
  damage . Likewise, there’s no way to sneak 
  past the shoving or anything of the kind . 
  Let the PCs work against it for a while, 
  but eventually it should be clear there’s no 
  getting past it.
  PCs can use the traditional means of 
  bringing down the wall, which is to say a 
  disintegrate spell, but the other means is to 
  use the necklace of the neophyte with a yellow 
  crystal in it . Anyone wearing the device can 
  simply walk through the force field as if it 
  does not exist .
  The North Alcove: The north alcove holds 
  a single weapon: a +1 ooze-bane falchion . The 
  weapon’s blade always seems slightly wet . 
  It cannot be damaged by the caustic nature 
  of any ooze .
  The South Alcove: There are two objects 
  in this alcove. The first is a single stick of 
  incense . This incense must be burned in the 
  burner on top of the shrine in area 147 . If 
  it is, everyone in the room (maximum 10 
  characters) is affected by a bear’s endurance 
  spell with its duration extended to 24 
  hours . The second is a manual of gainful 
  exercise +1 . However, this particular book 
  is enchanted with a final test. Before the 
  bonus can be gained, the reader must 
  defeat a trio of owlbears, one right after 
  the next, in solo combat . Each owlbear 
  is magically summoned to wherever the 
  reader is, starting with the moment the 
  reader finishes the book, although there is 
  enough time for the reader to ready himself 
  (don armor, quaff a potion, etc.) There is but 
  a single round between when one dies and 
  the next appears, and the reader knows that 
  any personal magic items and whatnot can 
  be used, but any aid from an ally will void 
  the bonus .
  
  13
  Lastly, the book 
  has a piece of 
  paper tucked into 
  it . Give the players 
  the 
  Dojo 
  Clue 
  Handout . This slip 
  of paper provides 
  a clue to how to 
  find Master Mui 
  Yan’s dojo .
  Connections: This 
  chamber connects 
  to area 148 . See the Map of Level 6 .
  151. THE SOURCE OF FIRE 
  (EL 7)
  Summary: 
  This 
  room 
  is 
  where 
  the 
  conflagration on this level started. A pit in 
  the room still conceals a half-open portal to 
  the plane of fire.
  Sights and Sounds: This room is dimly lit 
  by the fire in the pit. Those making Listen 
  checks (DC 14) as they approach this room 
  hear the crackling of flames and distant, 
  muffled growls.
  Soot covers this large chamber and the 
  passageways that lead up to it. In places, it 
  seems that the stone of the walls and floors was 
  blasted smooth with tremendous heat. The room 
  itself holds a pit 10 feet across and 20 feet wide. 
  Flames flicker deep within the pit, and the floor 
  all around the pit is scored and melted more than 
  anywhere else.
  The Pit: The pit is 20 feet deep. The fire at 
  the bottom burns but there is no obvious 
  source of fuel--no coals, no wood, etc . This 
  is a clue that it is actually a very slight gate 
  to the plane of fire. The gate is only partially 
  open . That is to say, only creatures with 
  the fire subtype can pass through it, and 
  even then only slowly . After its initial burst, 
  which caused so much of this section of the 
  dungeon to burn, only a small amount of fire 
  and heat escapes through the magical “tear .”
  Anyone at the bottom of the pit suffers 
  2d6 points of fire damage (no save) each 
  round unless the gate is somehow closed .
  The gate can be dispelled . The caster level 
  is 10 . This will close it forever .
  Inhabitants: Six hellhounds wait on the other 
  side of the planar gate in the pit . They are 
  producing the muffled growls the PCs may 
  hear as they approach this room . (Describe 
  the growls as seeming strange, like there’s 
  a thick barrier between whatever it is that 
  is growling and the PCs .) They wait with 
  a single wight that was killed in the initial 
  blast of fire--it is, 
  in fact, the wizard/
  fighter that created 
  the gate in the first 
  place, 
  although 
  he has lost all his 
  class levels and is 
  now 
  a 
  standard 
  wight, other than 
  the fact that he has 
  the fire subtype, is 
  immune to fire, and 
  his attacks inflict an 
  additional +1d6 fire 
  damage . 
  Hellhounds (6): hp 26, 25, 24, 22, 20, 19
  Wight: hp 25
  Tactics: The hounds come through the gate 
  two per round, leaping up out of the pit and 
  standing at its edge . This is a move action for 
  them, which the first two will accomplish on 
  their surprise round . The wight comes last, 
  on its own . The hellhounds and the wight 
  work together to attempt to achieve flanks, 
  and all fight until destroyed.
  Background: One of the followers of Master 
  Mui Yan attempted to create a teleporter 
  here that would lead directly to the Master’s 
  dojo. This wizard/fighter failed, and instead 
  created a partial gate to the elemental 
  plane of fire. The initial creation blasted 
  much of this region of the dungeon with 
  unimaginable heat, but those flames receded 
  to the flickering seen now. 
  Treasure: At the bottom of the pit, jammed 
  in between two stones, lies a yellow crystal 
  for the necklace of the neophyte . It can only 
  be found by someone searching in the pit 
  (Search DC 20), however, so either they 
  need to be fire resistant or the gate needs to 
  be closed . 
  Upping the Ante (EL 8): The EL of the 
  standard encounter is reduced because the 
  hellhounds only come out of the pit two 
  per round . If they all came up at once, the 
  encounter would be more challenging .
  Connections: This chamber connects to area 
  145 and area 153 .
  See the Map of Level 6 .
  
  14
  152. THE WINDOW (EL 3)
  Summary: This difficult to reach room bears 
  a huge stained glass window that looks into 
  the next room . You will need the Master 
  Mui Yan’s Book handout and the Stained 
  Glass Window handout (see Appendix C) .
  Sights and Sounds: This room is dimly lit 
  by the light in area 153 coming through 
  the window . Characters making successful 
  Listen checks (DC 15) can hear the troll in 
  area 153 moving about .
  This chamber is like the inside of a giant cube, 
  with the 30-foot ceiling matching the 30-foot 
  walls. The northern wall is made of stained glass, 
  a massive window illuminated from behind by 
  some unknown light source. The image of a 
  serene bald man floating crosslegged in mid-
  air dominates the window. Is that something 
  moving around behind the window?
  The Window: Show the players the Stained 
  Glass Window handout. Those getting 
  close to the window and peering through 
  can see into area 153 . However, if the PCs 
  bring light into this chamber, the troll can 
  also see them . (The stained glass is enough 
  to obscure darkvision .) The window has a 
  hardness of 1, 5 hit points, and a Break DC 
  of 15 .
  Loose Tile: Those searching the floor (Search 
  DC 24) find a loose tile. Beneath it is a small 
  niche, in which is an iron box, about twenty 
  inches by 10 inches by 10 inches . If the box is 
  removed, the change in weight triggers both 
  an arrow trap hidden in the east wall and 
  a falling block from the ceiling . These are 
  targeted at the character picking up the box .
  Block from Ceiling: CR 2; mechanical; no 
  reset; Attack +12 melee (3d6, block); Search 
  DC 20; Disable Device DC 20 .
  Arrow Trap: CR 2; mechanical; no reset; 
  Attack +15 ranged (1d8+4/×3, arrow); Search 
  DC 20; Disable Device DC 20 . 
  The box is locked (DC 25 to open) . Inside 
  is another copy of Master Mui Yan’s book, 
  just as in area 148 . Show the players Master 
  Mui Yan’s Book handout . Also in the box are 
  two keys. The first unlocks the locked door 
  in area 154 . The second unlocks the hidden 
  chest in that same room .
  REVISIT (EL 3)
  If the PCs revisit this chamber, they find 
  a fire elemental has wandered in, having 
  come through the gate in area 151 . It is more 
  curious than aggressive, but the slightest 
  threat or provocation causes it to attack.
  Note that the PCs may actually have this 
  encounter in area 153, looking through the 
  stained glass window and seeing a bright 
  light moving around in this room .
  
  15
  Medium Fire Elemental: hp 36
  Connections: This chamber connects to area 
  146 and area 153 (through the window) .
  See the Map of Level 6
  153. THE TROLL AND THE 
  PIT (EL 7)
  Summary: A troll working for the Venom 
  Cult tortures a prisoner here . You will need 
  the Blade Troll Illustration handout (see 
  Appendix C) .
  Sights and Sounds: This room is dimly lit 
  by torches . Characters listening at the door 
  or in 153A making successful Listen checks 
  (DC 15) can hear the troll moving about .
  A dark pit yawns menacingly below a 
  bound man suspended from the ceiling 
  by a chain . In the dim torchlight, you can 
  ascertain that the man appears to have 
  been tortured by his captor, a lumbering 
  troll with blades, hooks, and metal plates 
  imbedded into its limbs and torso . These 
  terrible implements have been a part of the 
  troll’s body for a long time, for its flesh has 
  grown around them, accepting them as a 
  part of itself . The troll grins at you 
  with murder in its eyes .
  Inhabitants: The creature here is a 
  blade troll, a variant kind of troll, 
  working for the Venom Cult as a 
  mercenary . He patrols the western 
  end of the level and even up into 
  Level 5, looking for those that might 
  cause the cult trouble . He captured 
  an adventurer and is torturing him 
  to find out what he knows.
  This troll wears a necklace of the 
  neophyte with a red, green, and 
  yellow crystal in it . This gives it +1 
  damage and +1 AC (AC 24) .
  Show the players the Blade Troll 
  Illustration handout .
  Blade troll: hp 75
  Tactics: The troll stands next to the pit and 
  attempts to grab anyone that comes within 
  reach, tossing them down into it after they’ve 
  been ripped up by the blades and hooks . It 
  fights to the death in its lust for battle.
  The Pit: The smelly pit is 20 feet deep and is 
  filled with refuse and dung. The prisoner’s 
  masterwork longsword is in the pit .
  The Prisoner: The man’s name is 
  Bradock Fess and he is an adventurer 
  who found the Old Man’s Tunnel (see 
  area 155) and came down it to explore . 
  He and his friends encountered the 
  troll in area 155, where the others died .
  Bradock is a kindhearted fellow 
  with broad shoulders, brown hair and 
  a scar on his cheek . If rescued, Bradock 
  will gratefully serve the PCs as a cohort or 
  follower, even just as a porter or lantern 
  bearer . 
  Bradock Fess
  Male Human (Neutral Good)
  Fighter 3  
   
  CR 3
  Init +6  
   
   
  Speed 30 feet
  HD 3d10+6  
  hp 26 (currently 2)
  AC 15, touch 12, flat-footed 13
  Languages Common, Elven
  BAB/Grapple +3/+6
  Attack +8 melee (1d8+3, longsword)
  Fort +5 Ref +5 Will +2
  Str 16, Dex 14, Con 15, Int 13, Wis 13, Cha 10
  Crucial Feats Dodge, Combat Expertise
  Other Feats Improved Initiative, Lightning 
  Reflexes, Weapon Focus (longsword)
  
  16
  Crucial Skills Climb +8, Intimidate +5, 
  Jump +7 
  Other Skills Handle Animal +4, Ride +8, 
  Search +3 .
  Possessions masterwork studded leather
  Treasure: In the northwest corner of the 
  room lies Braddock’s backpack, containing 
  a vial of holy water, a potion of cure light 
  wounds, two day’s of iron rations, 53 gp, 
  49 sp, and 15 cp . Next to the backpack is 
  a burlap bag with some dried meat, 188 
  gp, and three battered silver platters, each 
  worth 20 gp .
  153A: As the troll dragged his prisoner 
  through this room, he dropped the man’s 
  longbow, quiver of 16 arrows, and a coil of 
  50 feet of rope attached to a grappling hook.
  Connections: This chamber connects to area 
  151, 152 (through the window), 154, and 155 .
  See the Map of Level 6 .
  154. STOREROOM
  Summary: A simple storeroom untouched 
  for years holds more than simple supplies .
  Door: This iron door is locked (DC 28 to 
  open) . The key for this door can be found 
  in area 152 . It is obvious that over the years, 
  multiple attempts were made to open this 
  door, all in failure .
  Sights and Sounds: This room is dark and 
  very quiet .
  The stench of rotting wood and moldy straw 
  fill this room, as well as other odors of decay. 
  The well-locked door appears to have been 
  safeguarding vital supplies, but they stopped 
  being vital years ago. Now the room holds rotten 
  wooden crates and barrels, a small collection of 
  tools hanging on pegs on the walls, and a pile of 
  sacks of grain and flour, many broken open and 
  having spilled their rotten contents on the floor.
  Crates, Barrels, Etc.: Nothing in this room 
  is of any value . A few useful tools or other 
  mundane supplies can be found, however . 
  Hidden Chest: Within a crate filled with 
  straw and what appear to be clay mugs is a 
  chest. To find this chest, a thorough search 
  is required (Search DC 25) . The DM may 
  require that the searching players actually 
  state that they open up the crates and barrels 
  in the room .
  The smallish iron and wood chest is 
  locked with a complex lock (DC 30 to open) . 
  Inside, the PCs can find ten potions in glass 
  vials: Four bull’s strength potions, four 
  bear’s endurance potions, and two cat’s 
  grace potions . (If smashed open, all the 
  contents are destroyed and the PCs have 
  nothing but a pile of wet broken glass .)
  REVISIT (EL 0 AND THEN 6)
  If the PCs open this door and do not relock it, 
  within a week some cultists have come from 
  the east and searched through its contents . 
  Should the PCs pass by the room yet another 
  time after encountering the Venom Cultists 
  to the east, three Venom Cult Rogues hide 
  here, waiting in ambush for them .
  Venom Cultist Rogue
  Male or Female Human (Neutral Evil)
  Rogue 3  
   
  CR 3
  HD 3d6+3 
   
  hp 17
  Init +3  
   
   
  Speed 30 feet
  Languages Common, Abyssal
  AC 17, touch 13, flat-footed 14
  BAB/Grapple +2/+3
  Attack/Full Attack +4 melee (1d6+1 plus 
  poison, rapier) and +4 melee (1d6+1 plus 
  poison, short sword) or +5 ranged (1d4+1 
  plus poison, thrown dagger)
  SA +2d6 Sneak Attack
  Fort +2 Ref +6 Will +1
  Str 13, Dex 17, Con 13, Int 12, Wis 11, Cha 12
  Crucial Feats N/A 
  Other Feats Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse
  Crucial Skills Balance +9, Bluff +4, Disable 
  Device +6, Disguise +3, Hide +8, Intimidate 
  +7, Listen +2, Move Silently +9, Spot +5, 
  Tumble +8
  Other 
  Skills 
  Appraise 
  +4, 
  Gather 
  
  17
  Information +5, Knowledge (Local) +2, 
  Knowledge (religion) +1, Search +4
  Possessions +1 studded leather, masterwork 
  short sword, masterwork rapier, 3 daggers, 
  potion of cure light wounds, 6 doses of medium 
  spider venom (DC 14 1d4 Str/1d4 Str), cultist 
  robes, 18 gp, 11 sp, 16 cp .
  Notes: These are scouts and spies for the 
  temple who occasionally go to Brindenford 
  (but conceal their profession and religion) .
  Connections: This chamber connects to area 
  153 and area 155 .
  See the Map of Level 6 .
  155. NATURAL CAVE AND 
  THE OLD MAN’S TUNNEL
  Summary: When digging out the passage 
  connecting the western and eastern sections 
  of Level 6, the builders found a natural cave 
  connected to a tunnel leading to the surface .
  Sights and Sounds: The cave is dark . 
  Somewhere in the distance, PCs can hear 
  water dripping .
  A cold draft greets you as you come upon 
  a natural, damp cave, smelling distinctly of 
  limestone. The cave is blackened like the passage 
  to the west, as if burned long ago in a fire. Distinct 
  footprints in the old soot run from the natural 
  tunnel to the north to the worked passage to the 
  east and back again. 
  Near a limestone column rising from the floor 
  to the ceiling lie two corpses, one a human the 
  other perhaps an orc. Dried blood 
  stains the stone around them.
  Corpses: 
  These 
  are 
  the 
  companions of Braddock (area 
  153) slain by the blade troll . The 
  corpses appear to have been slain 
  no more than a day ago, each 
  sliced and ripped by blades and 
  hooks in a grisly manner .
  The 
  human 
  is 
  a 
  female 
  wearing a long coat with many 
  pockets, each containing odds 
  and ends that most can see are 
  spell components . In a small 
  leather bag she still has a scroll of 
  invisibility, and another of magic 
  weapon and truestrike .
  The orc is actually a male half-orc, wearing 
  masterwork banded mail . A masterwork 
  greataxe lies nearby .
  Footprints: Made over the years by cultists 
  using the Old Man’s Tunnel to go from town 
  to the temple, the tracks come from both a 
  wearing 
  away 
  of the soot stains 
  and the tracking 
  of 
  soot 
  from 
  the cave (where 
  the fire mostly 
  stopped) down 
  the passage to 
  the east . Mainly, 
  they 
  indicate 
  that a lot of 
  activity 
  went 
  from north to 
  east and east 
  to 
  north, 
  but 
  virtually 
  none 
  when 
  west . 
  Those with the tracking feat making a 
  Survival check (DC 20) can determine that 
  the tracks range from being years old to 
  being merely days old .
  155A (The Old Man’s Tunnel): This damp, 
  dark tunnel winds its way generally north 
  for just under two miles, gently sloping up . 
  It emerges in a cave on the side of a tree 
  covered slope southwest of Brindenford . 
  Anyone with the tracking feat making a 
  Survival check (DC 20) can follow tracks to 
  and from this cave to Gardok’s house . 
  Special Note to DMs: If you wished to add 
  an extensive section of your own to the 
  dungeon, one place to do so would be in 
  this tunnel . Rather than having it be a single 
  passage, it might be a long series of natural 
  caves with various inhabitants and dangers 
  (perhaps darkmantles, dire bats, rockfalls, 
  and so forth) . Of course, there would need 
  
  18
  to be a believable way for Gardok and the 
  other cultists to make it through this cave 
  system and its challenges on a fairly routine 
  basis . With that in mind, it would perhaps 
  be better to have this additional cave system 
  be found on a natural passage branching off 
  from the Old Man’s Tunnel .
  Passage East: The man-made passage 
  headed east continues straight for 800 feet 
  beyond the point marked on the map, where 
  it joins with the map of the Eastern End of 
  Level 6 .
  Connections: This chamber connects to 
  areas 153, 154, 156 and the surface .
  See the Map of Level 6 .
  156. GUARD ROOM (EL 4)
  Summary: Two temple guards stand vigil 
  here, watching for intruders coming from 
  the west . This chamber marks the beginning 
  of Venom Cult’s well-used temple complex .
  Sights and Sounds: Torches in sconces on 
  the north and south walls light this room, 
  along with a lit lantern hanging from a hook 
  on the centermost two pillars along the 
  eastern wall . PCs making a listen check (DC 
  12) from outside the range of the light can 
  hear the two guards idly chatting while they 
  stand another boring watch . 
  Two guards dress in chainmail and black 
  cloaks stand ready with crossbows in this well-
  lit room. A high ceiling with decorative lacunars 
  rises 30 feet above the black and yellow tiled floor. 
  Plastered walls--with a few cracks and water 
  stains here and there showing some age--bear 
  brass sconces for torches on either side of an oak 
  door, one leading north, the other south. Pillars 
  painted gray and yellow stand in a colonnade 
  along the eastern wall, flanked by archways on 
  either end with passages leading away to the 
  east. Another, wider passage leads west.
  Inhabitants: Two guards stand in this room, 
  watching down the hallway with loaded 
  crossbows . They are not particularly alert, 
  and thus make Spot and Listen checks with 
  a total -2 modifier. 
  Venom Cultist Warrior
  Male or Female Human (Neutral Evil)
  Warrior 3  
   
  CR 2
  HD 3d10+6  
  hp 26
  Init +1  
   
   
  Speed 20 feet
  Languages Common
  AC 17, touch 11, flat-footed 16
  BAB/Grapple +3/+5
  Attack/Full Attack +7 melee (1d8+2 plus 
  poison, battle axe) or +5 ranged (1d8 plus 
  poison, light crossbow)
  Fort +5 Ref +2 Will +1
  Str 14, Dex 13, Con 15, Int 11, Wis 10, Cha 9
  Crucial Feats Dodge, Point Blank Shot 
  Other Feats Weapon Focus (battle axe)
  Crucial Skills Climb +1, Jump +0, Hide -1
  Other Skills Knowledge (religion) +1
  Possessions 
  Masterwork 
  chainmail, 
  masterwork 
  light 
  wooden 
  shield, 
  masterwork battle axe, dagger, masterwork 
  light crossbow, 12 bolts, Nag medallion, 
  4 doses of greenblood oil poison (DC 13 1 
  Con/1d2 Con), golden serpent-shaped horn 
  (25 gp) 20 gp, 9 sp, 6 cp
  Tactics: If given the chance, one of the 
  guards will shout a warning as a free action . 
  If a guard has an action and is not adjacent 
  
  19
  to a foe, he will draw his serpent-shaped 
  horn and sound it (drawing and sounding 
  is a full round action) . If able, a guard may 
  also open the door to area 157 to let the 
  snake inside loose upon foes .
  Taking these guards out quickly and 
  quietly will make a huge difference to how 
  difficult dealing with the temple will be. If 
  these guards are able to call out a warning, 
  the guards from 156A and the cultists in 
  area 159 will come running . If they are able 
  to blow their horns, it can draw the priests 
  from area 167 and 168, and the assassin from 
  area 161, with word spreading throughout 
  the complex that the cult is under attack.
  Treasure: 
  Each 
  guard 
  wears 
  a 
  Nag 
  medallion--a symbol of cult affiliation with 
  a black, coiled serpent . These have a faint 
  magic aura about them because they allow 
  the wearer to enter area 178 but have no 
  other powers . They are worth 5 gp .
  156A: This is the guards’ living quarters, 
  with room to billet seven guards . Currently, 
  there are just two warriors here (same 
  stats as above, although they do not have 
  Nag medallions) . The guards are awake 
  but relaxing, and will take 1d2 rounds to 
  respond to shouts or sounds of combat in 
  the room to the south .
  Aside from cots, there are a few boxes 
  and trunks with clothing and standard gear 
  inside . A few additional standard weapons 
  (spears and axes) hang on the walls .
  156B: Another room for guards to sleep, 
  this room houses five guards. Like 156A, 
  there is a supply of mundane gear and some 
  weapons here, but nothing of great value . 
  Currently, no one is present .
  Development: If anyone shouts a warning, 
  or the sounds of combat continue for more 
  than two consecutive rounds, the cultists 
  in area 159 come running here . If a horn 
  sounds, the priests from area 167 and 168, 
  and the assassin from area 161 come here . 
  If the door to area 157 is left open, the large 
  fiendish viper will come out and attack 
  intruders .
  Upping the Ante (EL 6 and 4): Have the 
  guards from 156A come to the sounds of 
  combat in the main room immediately, and 
  put two relaxing guards in area 156B .
  REVISIT (EL 6)
  If the PCs kill the guards here and then 
  return at a later time, they will find four 
  guards posted in the chamber, who will be 
  particularly alert (+2 total Spot and Listen 
  modifiers). These guards have the same 
  stats as those presented above .
  Connections: This chamber connects to 
  areas 155, 157,158, 159 and 160 .
  See the Map of Level 6 .
  157. GUARD CAPTAIN’S 
  QUARTERS (EL 4)
  Summary: The leader of the temple’s guards 
  lives here . Although she is not currently 
  present, her pet snake is on guard . You will 
  need the Naralliki’s Assessment handout 
  and the Naralliki’s Assessment handout 
  (part 2) (see Appendix C) .
  Sights and Sounds: This room is dark and 
  quiet . PCs making a listen check (DC 17) 
  here can hear the guards in area 156 idly 
  chatting while they stand another boring 
  watch, assuming they are still alive .
  This room appears to be the living quarters 
  of a single individual. The bed is particularly 
  large and the place smells of animal hair. 
  Against one wall is a table that seems to serve as 
  a writing desk covered with papers, ink bottles, 
  and pens. The room also has a small wardrobe 
  and what appears to be a stout wooden chest 
  
  20
  bound in iron, with a large lock. A round red 
  rug covers much of the floor, and the plaster-
  covered walls, painted light blue, are decorated 
  with small shelves with bric-a-brac. 
  Inhabitant: Although Naralliki, the lamia 
  captain of the guards of the temple, is not 
  currently here, her pet, a fiendish giant 
  viper, is. It hides under the bed and attacks 
  (perhaps with surprise) anyone who comes 
  into the room .
  Fiendish giant viper
  Large magical beast 
  (extraplanar) (Neutral 
  Evil) CR 2 
  HD 3d8  
  hp 13  
  Init +7
  Spd 20 ft, climb 20 ft, 
  swim 20 ft
  AC 15, touch 12, flat-
  footed 12
  BAB/Grapple +2/+6
  Attack/Full Attack +4 
  melee (1d4 plus poison, 
  bite)
  Space/Reach 10 feet/5 ft
  SA Poison (DC 11, 
  1d6/1d6 Con), Smite good 
  1/day (+3 attack against 
  good foe)
  SQ Darkvision 60 feet, 
  Resistance to cold and 
  fire 5, SR 8, Scent
  Fort +3 Ref +6 Will +2
  Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2
  Crucial Feats N/A 
  Other Feats Alertness, Improved Initiative, 
  Weapon Finesse
  Crucial Skills Balance +11, Climb +11, Hide 
  +8, Listen +7, Spot +8, Swim +8
  Other Skills N/A
  Table: Amid a few half-written notes 
  of unimportance is a single page where 
  Naralliki assesses the defenses of the temple . 
  Show the players the Naralliki’s Assessment 
  handout .
  Chest: The chest in the 
  room is locked (DC 27 to 
  open) . The lock is trapped 
  with a poison needle trap . 
  Poison Needle Trap: CR 2 
  mechanical; touch trigger; 
  repair reset; lock bypass 
  (Open 
  Lock 
  DC 
  30); 
  Attack +14 melee (1 plus 
  poison, needle); poison 
  (giant viper poison, DC 
  11 Fortitude save resists 
  (poison 
  only), 
  1d6/1d6 
  Con); 
  Search 
  DC 
  22; 
  Disable Device DC 17 .
  The chest contains 299 
  gp, a silver mirror (15 gp), 
  a gold necklace (75 gp), 
  and a lantern with jewel-
  studded screens (450 gp) . 
  Also in the box is a Nag 
  medallion--a symbol of cult affiliation with 
  a black, coiled serpent . It has a faint magic 
  aura about it because it allows the wearer to 
  enter area 178 but has no other powers . It is 
  worth 5 gp .
  Lastly, at the bottom of the chest, a piece 
  of paper--the second page of Naralliki’s 
  defense assessment--lies face down . (Search 
  DC 15 to find it and realize its significance.) 
  Show the players the Naralliki’s Assessment 
  handout (part 2) .
  Shelves: Small wooden carvings of animals 
  of all kinds rest upon the tiny shelves 
  hanging on the walls . They are crude and 
  worthless .
  REVISIT (EL 7)
  If the PCs return to this room but have not 
  yet encountered Naralliki, she is here . See 
  area 174 for more information .
  Connections: This chamber connects to area 
  156 and area 162 .
  See the Map of Level 6 .
  
  21
  158. MINOR SHRINE (EL 5)
  Summary: Visitors to the temple must pass 
  through this shrine and swear allegiance to 
  the forces of darkness and murder .
  Sights and Sounds: Four hanging brass 
  lamps light the room . It is quiet . PCs making 
  a listen check (DC 12) here can hear the 
  guards in area 156 idly chatting while they 
  stand another boring watch, assuming they 
  are still alive .
  Four brass lamps hang from thin chains from 
  the ceiling, each about eight feet off the floor of 
  white marble. The walls are paneled with black 
  wood. In the middle of the room stands a statue 
  of a bearded man entwined with serpents. A 
  large brass-framed mirror engraved with block 
  letters hangs on the south wall. There is a sickly 
  sweet odor in this room that is difficult to find as 
  anything but unpleasant.
  The Statue: The man with the pointed 
  beard is relatively life-sized, and the statue 
  is made of marble . It shows some cracks, 
  and one of the serpents’ heads has broken 
  off. However, it still has a moderate magical 
  aura of conjuration . 
  This magic kicks in only when someone 
  passes across the room from west to east 
  (going past the statue) without saying aloud 
  the words engraved on the mirror . If 
  this happens three times--three people 
  walking past, or one person walking 
  back and forth--the statue makes an 
  angry hissing sound and 1d6 toxic 
  zombies appear in the room and attack.
  Toxic zombies look like normal 
  human zombies but are bloated with 
  skin the color of a bruise . They use 
  troglodyte zombie stats, plus every 
  time they are struck by a piercing or 
  slashing weapon, or any time one is 
  destroyed (by any means) they spray 
  poison on all adjacent foes . When this 
  occurs, as an automatic, free action, the 
  zombie makes a +0 ranged touch attack 
  on each drawing no attack of opportunity. 
  Those struck must make a Fort save (DC 13, 
  1d3 Con primary and secondary damage) . 
  Each is considered CR 2 .
  Toxic zombies: hp 29 each
  The Mirror: The mirror is eight feet long 
  and three feet high . The inscription is in 
  Draconic, and it reads:
  O friend and companion of night, thou 
  who rejoices in the hissing of snakes and spilt 
  blood, who murders and steals to get all that 
  is desirable, who thirsts for blood and brings 
  terror to mortals, Nag, Nagaina, thousand-faced 
  serpent, look favorably on our sacrifices!
  Background: This small shrine was the first 
  part of the temple complex dedicated to 
  Nag, years ago .
  Connections: This chamber connects to 
  areas 156, 160, and 165 .
  See the Map of Level 6 .
  159. COMMON ROOM
  Summary: Even an evil cultist needs to 
  kick back and relax sometimes . You will 
  need the Black Book of Venom handout (see 
  Appendix C) .
  Sights and Sounds: This room is lit by 
  three lanterns on tables . PCs making a listen 
  check (DC 12) before entering the room can 
  hear a few people talking in subdued tones 
  on strange religious matters.
  An incense burner on a table fills this room 
  with a thick, cloying scent. Long tables covered in 
  the remains of what appears to have been a feast 
  stretch across the center of the room. The tables are 
  flanked by oak benches, but comfortable, padded 
  chairs and divans ring the edges of the room. In 
  the southwestern corner of the room, a small niche 
  
  22
  holds robes and cloaks on wooden pegs. A few 
  pairs of shoes are on the floor there as well. 
  Three people in dark hooded robes gather around 
  one of the tables. They do not appear friendly.   
  Inhabitants: There are three cultists here, 
  two male and one female, all human . Like 
  most of the cultists here, they are fanatical 
  devotees of a religion based around murder 
  and death, so they do not flee even though 
  they likely have no hope of surviving the 
  encounter with the PCs . If a PC has 
  been to Brindenford, allow him or her 
  to make a Spot check (DC 15) . Success 
  means that he or she recognizes one 
  of the cultists--not by name, but as 
  someone he or she has passed on the 
  street or seen in a shop .
  Venom Cultist Commoner
  Male or Female Human (Neutral Evil)
  Commoner 2  
  CR 1
  HD 2d6+4 
   
  hp 11
  Init +0  
   
   
  Speed 30 feet
  Languages Common, Elvish
  AC 10, touch 10, flat-footed 10
  BAB/Grapple +1/+1
  Attack/Full Attack +2 melee (1d4 plus 
  poison, dagger) or +2 ranged (1d4 plus 
  poison, thrown dagger)
  Fort +2 Ref +0 Will +2
  Str 11, Dex 10, Con 15, Int 12, Wis 14, Cha 10
  Crucial Feats N/A 
  Other Feats Skill Focus (Hide), Weapon 
  Focus (dagger)
  Crucial Skills Climb +5, Jump +5, Listen +7, 
  Hide +8
  Other Skills Knowledge (religion) +3
  Possessions dagger, 1 dose of greenblood 
  oil poison (DC 13 1 Con/1d2 Con), cultist 
  robes, 15 sp, 10 cp
  Treasure: One of the cultists holds a copy 
  of the Black Book of Venom, the holy text of 
  the cult . Show the players the Black Book of 
  Venom handout .
  Development: The cultists here will go to 
  area 156 if they hear a warning or the sounds 
  of combat . Likewise, if the guards in 156 are 
  alive and hear shouts or sounds of combat 
  here, they will come, as will the priests in 
  area 167 and 168 .
  Connections: This chamber connects to 
  areas 156, 167, and 168 .
  See the Map of Level 6 .
  160. STUDY
  Summary: This library/meditation room is 
  for cult members and priests to study about 
  or meditate on the grisly glory of murder, 
  poison, and other dark topics .
  Sights and Sounds: This chamber is dark, 
  although there are numerous oil-lamps 
  throughout the room . It is quiet .
  Wooden bookshelves stand against one wall, 
  and a table with a large iron box sets in the 
  middle of the room. A few chairs and a decorative 
  urn complete the room. Two oaken doors provide 
  exits on the east wall, as do a passage leading 
  north and another leading south through an 
  archway decorated with carved stone heads of 
  men and women with grim expressions.
  The Bookshelves: The books and scrolls 
  stored here are all nonmagical, handwritten 
  tomes on varied topics such as poisons, 
  dangerous animals and beasts, religion, the 
  outer planes, and botany . Nothing here is 
  particularly valuable .
  The Box on the Table: The box bears a 
  label written in chalk on the front reading 
  “miscellaneous papers .” It is locked (DC 24 
  to open) but not trapped . Inside are indeed a 
  
  23
  miscellany of handwritten notes on religion 
  and philosophy, random entries from a 
  personal journal with numerous references 
  to Gardok (“Talked to Gardok today, and 
  he told me of the layout of the catacombs 
  beneath 
  Brindenford .” 
  “Gardok 
  came 
  down to the temple yesterday to give us 
  some news.”), and some half-finished notes 
  on several new spells or potion formulas 
  (none of which work) . However, amid all 
  this relatively worthless stuff is a rolled up 
  parchment that serves as a scroll for the 
  spell poison blades . A Search check (DC 13) 
  reveals with worthwhile treasure .
  The Urn: This ceramic urn is decorated with 
  painted images of serpents and nagas, and 
  is in fact a gift from Kadru (see area 163) to 
  the cult . It is empty, and worth about 50 gp .
  South Door: The door in the south wall is 
  locked (DC 25 to open) . 
  160A: This library has a selection on books 
  that all deal with Nag, poison, death, and 
  various evil gods . A Search of the shelf 
  (DC 24) reveals a false book, into which are 
  tucked two scrolls, one of poison and the 
  other of neutralize poison .
  160B: This is a room for meditation . It has 
  one large, comfortable chair and two small 
  padded mats on the floor. The walls are 
  decorated with abstract hangings of woven 
  black and red strings .
  Development: Any loud, suspicious noise 
  here is likely to bring the assassin from area 
  161 .
  REVISIT (EL 5)
  One of the lesser priests is here, studying . If 
  attacked, she immediately calls out for help, 
  which likely brings the assassin in area 161 
  here in two rounds .
  Darcien
  Female Human (Lawful Evil)
  Cleric 5 
  CR 5
  Init +0  
  Speed 20 feet
  HD 5d8 hp 32
  AC 16, touch 10, flat-footed 16
  Languages Common, Draconic
  BAB/Grapple +3/+3
  Attack +5 melee (1d6+1 plus poison, 
  short sword)
  SA rebuke undead 3/day
  SQ +4 bonus to saving throws versus 
  poison, handle poison safely
  Fort +4 Ref +1 Will +10
  Str 11, Dex 10, Con 11, Int 12, Wis 18, 
  Cha 16
  Crucial Feats Combat Reflexes 
  Other Feats Iron Will, Weapon 
  Focus (short sword)
  Crucial Skills Concentration +7, Diplomacy 
  +9, Heal +8, Spot +7
  Other Skills Knowledge (Religion) +4, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged touch) 
  3rd--animate dead, protection from energy
  2nd--death knell (DC 16/W), enthrall (DC 
  16/W), hold person (DC 16/W)
  1st--cause fear (DC 15/W), detect good, 
  obscuring mist, summon monster I
  0--cure minor wounds, guidance, inflict minor 
  wounds, purify food and drink, resistance
  Deity Nag . Domains: Death, Evil
  Possessions +1 breastplate, +1 short sword, 
  potion of owl’s wisdom, 3 doses of greenblood 
  oil poison (DC 13 1 Con/1d2 Con), silver and 
  onyx holy symbol (75 gp), 14 gp, 8 sp, 11 cp .
  Connections: This chamber connects to 
  areas 156, 167, and 168 .
  See the Map of Level 6 .
  
  24
  New Spell
  Poison Blades
  Transmutation
  Level: Cleric 3
  Components: S, M
  Casting Time: One action
  Range: Close (25 feet + 5 feet/two levels)
  Targets: One weapon/3 levels
  Duration: One round/level or until used (D)
  Saving Throw: None
  Spell Resistance: No
  Once cast, the weapons affected by this 
  spell are envenomed with a single dose of 
  whatever injury poison you hold in your 
  hand . Each weapon must be either a slashing 
  or piercing weapon . 
  Material Component: One dose of injury 
  poison .
  161. ASSASSIN’S QUARTERS (EL 7)
  Summary: The cult has two assassins in 
  their ranks, and they both live here .
  Door: The door into this room is locked (DC 
  25 to open) . 
  Sights and Sounds: This room is lit by a 
  pair of oil lamps . Anyone listening at the 
  door (Listen check DC 16) can hear Gyllid 
  throwing daggers at the dummy .
  This large chamber has a single large bed in 
  one corner, flanked by a pair of chest of drawers. 
  A chest and a wardrobe, a table with a pair of 
  chairs, and a coatrack with a few cloaks hanging 
  from it complete the furnishing of the room. 
  However, much of the room is open and empty 
  except for a straw-filled dummy with a dagger 
  stabbed into its chest.  
  Iron bars form a lattice that lines the bare 
  stone walls, curved into shapes amorphous and 
  yet disturbing. There is only one exit out of the 
  room, to the north.
  Inhabitant: This is the quarters of two 
  assassins that belong to the Venom Cult, 
  but only one is currently here, an assassin 
  named Gyllid . Both of these assassins come 
  from the far east and belong to an esoteric 
  order known as the Leprous Warriors of 
  Pu-jhong. Each of these assassins is afflicted 
  with a disease (although not, as the name 
  would suggest, leprosy) but learn to halt and 
  even reverse any adverse affects the disease 
  might have for them . Instead, they become 
  willing carriers and learn to expose foes to 
  their disease with every melee strike . This 
  disease has a save DC of 15, an incubation 
  period of 1 minute, and inflicts 1d4 points of 
  Strength damage each day .
  Gyllid has a sallow complexion, dark 
  hair, and a regal nose . He wears all black 
  and silver, and speaks in a hoarse, phlegmy 
  voice, when he speaks at all .
  Gyllid
  Male Human (Lawful Evil)
  Rogue 5/Assassin 1  
  CR 7
  Init +6  
   
   
   
   
  Speed 30 feet
  HD 5d6+10 + 1d6+2  
  hp 40 (6HD)
  AC 16, touch 12, flat-footed 14
  BAB/Grapple +3/+4
  Attack +6 melee (1d6+2 plus poison/18-20, 
  rapier) or +5 ranged (1d8 plus poison, light 
  crossbow)
  Full Attack +4 melee (1d6+2 plus poison plus 
  disease/18-20, rapier) and +4 melee (1d4+2 
  plus poison plus disease/19-20, dagger) or 
  +5 ranged (1d8 plus poison, light crossbow)
  SA death attack (DC 14), disease attack (DC 
  15) sneak attack +4d6
  SQ evasion, poison use, trap sense +1, 
  trapfinding, and uncanny dodge
  Fort +3 Ref +8 Will +2
  Str 12, Dex 15, Con 14, Int 17, Wis 13, Cha 13
  Feats Combat Reflexes, Improved Initiative, 
  Two-Weapon Fighting, Weapon Finesse
  Skills Bluff +7, Climb +7, Diplomacy +12, 
  Disguise +10, Escape Artist +11, Forgery 
  +11, Hide +11, Knowledge (Local) +7, Listen 
  +7, Move Silently +10, Open Lock +10, Sense 
  Motive +9, Spot +2, Tumble +9, Use Rope +9 .
  Spells CL 1, +4 melee touch, +5 ranged touch 
  1st (1/day)--disguise self, true strike
  
  25
  Possessions +1 studded leather, +1 rapier, 
  +1 dagger, two potions of invisibility, potion 
  of cure light wounds, 6 doses of medium 
  spider venom (DC 14 1d4 Str/1d4 Str), light 
  crossbow and 12 bolts, key to the door in 
  this room, 12 gp, 8 sp .
  Tactics: Gyllid is practicing throwing 
  daggers into the dummy . However, if he 
  hears an intruder coming (picking the lock 
  to the door, for example), he will drink 
  a potion of invisibility and then wait for 
  intruders to come to him, hopefully giving 
  him time to study them for a death attack.
  Treasure: The chest is not locked, but is 
  in fact fake--a trap for unwanted snoops . 
  When opened, the 10 square upon which is 
  rests drops like a trapdoor, dumping those 
  in that area down into a pit with whirling 
  poisonous blades at the bottom.
  Pit with Whirling Poison Blades: CR 7; 
  mechanical; no reset; DC 25 Reflex save 
  avoids; 40 ft . deep (4d6, fall); 
  Atk +10 melee (1d4+4/19-20 plus 
  poison, whirling blade); poison 
  (purple worm poison, DC 24 
  Fortitude save resists, 1d6 Str/2d6 
  Str); all targets in the pit; Search 
  DC 26; Disable Device DC 25 . 
  The chests of drawers contain 
  clothing and mundane items . The 
  wardrobe, however, in addition to 
  more clothing, contains a hidden 
  bottom compartment (Search DC 
  22) that contains a single dose of 
  wyvern poison and a potion of 
  poison .
  Development: If Gyllid hears the sound on 
  combat or a shout of alarm, he will go toward 
  the sound, but probably after drinking a 
  potion of invisibility .
  Upping the Ante (EL 9): Simply having 
  Gyllid wait invisibly until the PCs are in 
  the midst of dealing the trap on his fake 
  chest and then make his initial attack--when 
  at least one member is perhaps in the pit, 
  another is in the middle of helping them get 
  out (lowing a rope or whatnot), and so on--
  makes this a much deadlier encounter .
  REVISIT (EL 7)
  If they have not yet encountered the other 
  assassin (see area 171), the PCs could 
  encounter her here, should they return . 
  She’s likely out for vengeance against those 
  that killed her partner .
  Connections: This chamber connects to area 
  160 . See the Map of Level 6  .
  162. TRAPPED CAVE (EL 4)
  Summary: While excavating this level, the 
  builders dug their way into some natural 
  caves . Now it is trapped and warded by the 
  naga that dwells in the cavern to the south .
  Sights and Sounds: This cave is dark and quiet .
  The northern end of this area has walls 
  of worked stone, smooth and flat. The rest 
  of the chamber, however, is a natural cave . 
  The walls and floor are slick with moisture 
  and the air is thick with the smell of earth . 
  A tunnel winds away from this cave at its 
  southern end . 
  On the floor 
  in front of this 
  exit something 
  appears to be 
  carved into the 
  stone floor.
  Alarm 
  Spell: 
  Kadru the dark 
  naga (see area 
  163) has cast 
  an alarm spell 
  in 
  this 
  cave 
  to alert her of 
  intruders .
  Engraved Message: The message, scribed 
  by Kadru, is written in Common, and says:
  NONE WHO PASS
  SHALL SEE THE LIGHT OF DAY
  NONE SO CRASS
  SHALL HAVE THEIR WAY
  INTRUDERS TAKE HEED: VENOMOUS 
  DEATH AND SERPENTINE COILS 
  AWAIT YOU!
  
  26
  Crimson Snake Sigil: Kadru has also cast 
  crimson snake sigil, a variant of sepia snake 
  sigil . This variant works similar to the 
  original, creating a symbol hidden amid at 
  least 25 words--in this case in the engraving 
  on the stone floor--that activates when the 
  text is read . A snake of red magical energy 
  appears and strikes the reader unless they 
  succeed at a Reflex saving throw (DC 15). 
  A creature struck is encased in scintillating 
  red energy that lasts for 1d6 minutes . The 
  victim is immobile and suffers great pain for 
  that period in the form of 1 point of damage 
  per round (thus, 10-60 points of damage) .
  Development: When Kardu is alerted by 
  her alarm spell, she takes five rounds to cast 
  preparatory spells and then comes here to 
  investigate if no one has come to her first.
  Connections: This chamber connects to area 
  160 .
  See the Map of Level 6 .
  163. KADRU (EL 8)
  Summary: A dark naga has recently joined 
  the Venom Cult . She dwells here now .
  Sights and Sounds: The cave is dark . 
  Anyone attempting a Listen check (DC 14) 
  can hear the naga moving around .
  A very large cavern stretches from northeast 
  to southwest here, with limestone draperies 
  forming the walls and a large stone configuration 
  rising up near the center of the chabmer, its 
  relatively flat top being almost 12 feet off the 
  floor. The ceiling here is nearly 30 feet. Every 
  surface is slick, and some odd fungi in bright red 
  and yellow hues grows along the southeastern 
  wall. 
  Ledge with Passage to the East: It’s 
  important to note that the ledge is 32 feet off 
  the floor and won’t be noticed with a casual 
  look around . Only a Search check (DC 15) 
  allows a character to notice it . Climbing up 
  to it is not difficult (DC 15)--in fact, a barely 
  noticeable path has been artificially carved 
  into the wall to enable a large snake to wend 
  its way up .
  Inhabitant: Kadru the dark naga dwells 
  here . Her spell list is standard except she 
  knows alarm rather than silent image .
  Dark Naga: hp 62
  Tactics: If alerted by the noise of intruders 
  or her alarm spell in area 162, she casts 
  expeditious retreat (+30 to speed), shield, cat’s 
  grace (+2 to AC, Reflex saves, ranged attacks 
  and Dex skills; total AC 20 with shield (+4 
  to AC for a total of AC 18), invisibility, and 
  displacement and then goes to investigate . 
  She casts the spells in that order, so if she 
  has less than five rounds to prepare, the DM 
  can determine what she has cast . If possible, 
  she gets close while invisible and then looses 
  a lightning bolt . She’s not afraid of melee 
  thanks to her displacement and enjoys taking 
  down foes with her poison stinger .
  Alternatively (particularly if she didn’t 
  get a chance to cast all her defensive spells), 
  the naga crawls up to the top of the central 
  rock formation here and casts ranged spells 
  down on foes .
  Treasure: Kadru’s belongings are secreted 
  behind a loose rock on the south side of the 
  
  27
  large rock formation in the cave (Search DC 
  18 to find). A large leather sack holds three 
  smaller silk bags . One of the bags holds 
  255 gp . Another contains an assortment of 
  23 small or crude gemstones, each worth, 
  on average, about 5 gp . The third contains 
  three magical scrolls, each with one spell: 
  crimson snake sigil (see area 162), lightning 
  bolt, and fly .
  The third bag also contains a Nag 
  medallion--a symbol of cult affiliation with 
  a black, coiled serpent . It has a faint magic 
  aura about it because it allows the wearer to 
  enter area 178 but has no other powers . It is 
  worth 5 gp .
  Connections: This chamber connects to area 
  162 and area 164 .
  See the Map of Level 6 .
  164. UPPER CAVERNS (EL 4)
  Summary: A pair of caverns, both difficult 
  to find and reach, provides a connection 
  between two areas of Level 6 .
  Serpent Ambush: There are two fiendish 
  giant vipers here, one at the top of each ledge 
  (connecting to area 163 and area 169) . They 
  attempt to make a surprise attack against 
  anyone attempting to come up. If one hears 
  the other one in combat, it moves to aid .
  Fiendish Giant Viper
  Large magical beast (extraplanar) (Neutral 
  Evil)
  CR 2  
  HD 3d8  
  hp 13
  Init +7  
  Spd 20 ft, climb 20 ft, swim 20 ft
  AC 15, touch 12, flat-footed 12
  BAB/Grapple +2/+6
  Attack/Full Attack +4 melee (1d4 plus 
  poison, bite
  Space/Reach 10 feet/5 feet
  SA Poison (DC 11, 1d6/1d6 Con), Smite 
  good 1/day (+3 attack against good foe)
  SQ Darkvision 60 feet, Resistance to cold 
  and fire 5, SR 8, Scent
  Fort +3 Ref +6 Will +2
  Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2
  Crucial Feats N/A 
  Other Feats Alertness, Improved Initiative, 
  Weapon Finesse
  Crucial Skills Balance +11, Climb +11, Hide 
  +8, Listen +7, Spot +8, Swim +8
  Other Skills N/A
  Sights and Sounds: These caves are dark 
  and quiet .
  A pair of natural 
  caverns hides out of 
  the normal traffic 
  patterns, well above 
  other portions of the 
  dungeon level. Here 
  and there across the 
  cave floor lie cast 
  off bits of molted 
  snakeskin from 
  creatures of great 
  size. Eerie limestone 
  twists run down 
  from the ceiling, like 
  writhing and coiling 
  serpents, stone scales 
  glistening wet.
  Snakes and Ledges: It’s worth noting that 
  the snakes can move easily from this area 
  to area 163 and back . They can drop down 
  to area 169, but cannot get back up without 
  travelling all the way around the dungeon 
  level .
  164A: This is a storage cave used by Kadru 
  in area 163 . Currently in the corner farthest 
  from the entrance there is a flat stone slab, 
  on which are three clay jugs and a bowl . 
  Each jug contains one dose of an alchemical 
  mixture, basically the opposite of antitoxin, 
  called toxin enhancer . This concoction 
  increases the potency of a poison so that the 
  saving throw DC of the poison increases by 
  +2, but it loses potency after 24 hours . This 
  will even work on natural poisons, so for 
  example Kadru can soak her stinger in the 
  
  28
  mixture and enjoy the benefits, but only for 
  the first attack. Each dose is worth 130 gp.
  Secret Cache: Under the stone slab lies a 
  hidden cache (Search DC 20 to find) that 
  contains a potion of cure moderate wounds 
  and a large gold amulet on a heavy gold 
  chain (120 gp) . The medallion bears the 
  image of a wyvern on one side, and the 
  name “Baralast,” which has particular 
  significance on Level 9.
  Connections: This chamber connects to area 
  163 and area 169 .
  See the Map of Level 6 .
  165. CLEANSING ROOM
  Summary: This room is used by cultists to 
  perform preparatory rituals before heading 
  into the temple to the east . You will need 
  the Snake Carving Illustration handout (see 
  Appendix C) .
  Sights and Sounds: This room is very dimly 
  lit with a single torch in a sconce in the 
  southern portion of the room . It is quiet .
  The walls of this L-shaped chamber are 
  covered in painted frescoes. Stylized images 
  of entwined serpents and spiders in webs with 
  oversized, leering eyes cavort amid more abstract 
  black and red shapes. The vaulted ceiling is 
  also painted, resembling a night sky where all 
  the constellations form serpentine shapes with 
  glaring eyes. All of the doors in the room are 
  wooden and painted red. The door to the east 
  bears a painted black coiled serpent symbol on it. 
  In the center of the northern portion of the 
  room, a thick stone table holds two large ceramic 
  basins with high sides, one black and the other 
  red, each carved in an elaborate snake motif. 
  Along the eastern wall, south of the door 
  with the snake symbol, a cabinet made of 
  stone with swinging stone doors, is built 
  flush with the wall. An iron sconce holds a 
  torch just above it.  
  Table: The stone table holds two basins . 
  The top of the table is engraved with 
  these words, in Common:
  TO KNOW THE ESSENCE OF 
  MURDER, YOU MUST WASH AWAY 
  ALL ELSE
  CLEANSE YOURSELF OF THE 
  IMPURITIES OF LIFE
  Beneath the table, an iron brace affixed 
  to the table holds a sword slid into it . (Search 
  DC 14 to find.) There is room for four more 
  such blades in the brace . The longsword 
  is masterwork, has a faint magical aura 
  (conjuration), and even bears a sheen that 
  only a magical sword can have . However, 
  it has no magical enhancement bonus, and 
  there is no way for the PCs to determine 
  what magical property it possesses until 
  they 
  find 
  its 
  four 
  matching 
  mates . (It helps 
  power a specific 
  s u m m o n i n g 
  effect in area 
  177 .) 
  Basins: 
  Show 
  the players the 
  Snake Carving 
  I l l u s t r a t i o n 
  handout 
  to 
  indicate 
  the 
  designs on each 
  vessel . Each of 
  these basins holds a faint aura of necromantic 
  magic . Any character of evil alignment 
  touching the water in either basin gains a +1 
  luck bonus to their next skill or ability check . 
  Anyone of non-evil alignment touching the 
  water in the black basin suffers a -1 penalty 
  to their next saving throw . Anyone of non-
  evil alignment touching the water in the red 
  basin must make a Will saving throw (DC 
  18) to avoid becoming shaken for the next 5 
  minutes .
  Cultists ritually clean their hands and 
  even sometimes their face in these basins, 
  but despite this, the water is always crystal 
  clear and fresh . The basins have no power or 
  real value if removed from this room .
  Stone Cabinet: Stuffed into the cabinet 
  is a huge, black serpent costume made of 
  leather, cloth, and a painted plaster head . It 
  requires at least three people to “wear” it . 
  This costume is a part of certain cult rituals, 
  and has no real value .
  
  29
  Hallway to the East: The door is not locked . 
  However, no character without a special 
  Nag medallion can pass through it to the 
  east . The hallway itself is round, and the 
  bare stone is painted black .
  Door to the South: This door is locked 
  (DC 20 to open) . Anyone listening at the 
  door (Listen check DC 16) can hear Eredish 
  moving around in area 166 .
  Connections: This chamber connects to 
  areas 158, 166, and 178 .
  See the Map of Level 6 .
  166. EREDISH AND 
  KOTHAN’S ROOMS (EL 6)
  Summary: Two special cultists use the two 
  chambers here as their personal chambers . 
  You will need the Kothan’s Unfinished Note 
  handout (see Appendix C) .
  Door From the North: This door is locked 
  (DC 20 to open) . Kothan and Eredish have 
  keys .
  Sights and Sounds: These rooms are lit by 
  braziers and oil lamps . Anyone listening at 
  the door (Listen check DC 20) or from the 
  room to the south (DC 18) can hear Kothan 
  moving around .
  This room is well-lit and comfortable. 
  Braziers provide light and warmth, and the 
  oak furnishings include a few tables, chairs, a 
  cabinet full of dishes, and large cauldron full of 
  stew, which actually smells quite good.
  Inhabitants: Kothan is present, but Eredish 
  is in area 176 . Kothan is a half orc barbarian . 
  He’s also secretly a spy for the demonic 
  forces on Level 7 . Unless he’s been alerted 
  to danger, he is at the table in the south end 
  of the room, using the fact that Eredish is 
  gone to write a quick note to his demonic 
  master, Czarzem . He’s a beefy half orc with 
  a permanent scowl and a shock of black hair . 
  His axe has a red blade and always smells of 
  blood .
  He wears a Nag medallion--a symbol of 
  cult affiliation with a black, coiled serpent. 
  It has a faint magic aura about it because it 
  allows the wearer to enter area 178 but has 
  no other powers . It is worth 5 gp .
  Kothan
  Male Half-Orc (Chaotic Evil)
  Barbarian 6  
  CR 6
  Init +2  
   
   
  Speed 40 feet
  HD 6d12+12  
  hp 62
  AC 17, touch 12, flat-footed 15
  Languages Common, Orc, Gnoll
  BAB/Grapple +6/+10
  Attack +11 melee (1d12+7, great axe)
  Full Attack +11/+6 melee (1d12+7, greataxe)
  SA rage 2/day (7 rounds)
  SQ darkvision 60 feet, fast movement, 
  improved uncanny dodge, trap sense +2
  Fort +7 Ref +4 Will +6
  Str 19, Dex 15, Con 15, Int 13, Wis 15, Cha 11
  Crucial Feats Power Attack, Quick Draw
  Other Feats Iron Will
  Crucial Skills Jump +16 .
  
  30
  Other Skills Knowledge (Religion) +5, 
  Handle Animal +8, Intimidate +7, Ride +10, 
  Survival +9, Read/Write Common
  Possessions +2 studded leather, +1 human 
  bane greataxe, Nag medallion, 8 sp .
  The following changes are in effect as long 
  as Eredish rages:
  AC 15, touch 10, flat 13
  hp 74 Fort +9 Will +8
  Attack +13 melee (1d12+9, greataxe)
  Full Attack +13/+8 melee (1d12+9, greataxe)
  BAB/Grapple +6/+12
  Abilities Str 23, Con 19
  Skills Jump +18
  Tactics: Kothan is the traditional barbarian 
  (although he’s smarter than most, and can 
  read and write) . He grabs his axe and charges 
  into the fight. Rage first, ask questions later. 
  Treasure: In the china cabinet 
  there is a pair of large silver 
  spoons of elegant design worth 
  10 gp each . A large pot painted 
  gold sits atop one table which 
  appears to be worth something, 
  but an Appraise check (DC 
  15) indicates that it is actually 
  worthless . On the southern 
  table one can find some paper, 
  writing implements, and a few 
  worthless books on the rules 
  of various games . If they look 
  at the table, show the players 
  Kothan’s 
  Unfinished 
  Note 
  handout .
  166A: This is the bedchamber for both 
  cultists. There is little of value here other 
  than another Nag medallion in a chest 
  otherwise filled with clothes and mundane 
  gear .
  Upping the Ante (EL 8): Give Kothan a 
  special one-use item (a gem that he crushes) 
  that he uses immediately to summon a 
  babau demon that attacks his enemies for 6 
  rounds .
  REVISIT (EL 6)
  If the PCs return here later and Eredish is 
  alive, he is here . Look for his stats in area 
  176 .
  Connections: This chamber connects to area 
  165 and area 169 .
  See the Map of Level 6 .
  167. 
  POISON 
  LAB (EL 6)
  Summary: This is 
  where the priests 
  of the Venom Cult use herbalism, biology, 
  alchemy, and magic to create new and 
  terrible poisons .
  Sights and Sounds: This room is lit by many 
  candles around the room . 
  This is clearly a laboratory of some kind. 
  Shelves filled with all manner of bottles, jars, and 
  vessels line the walls, while workbenches and 
  tables covered in alchemical equipment clutter 
  the rest of the room. The place stinks of a miasma 
  of foul chemical odors, some acrid, some sour, 
  some greasy, and others sickly sweet.
  Inhabitant: A Venom Cult priest named 
  Franin is here . She is hard at work in the 
  lab unless she hears someone coming, in 
  which case she prepares for trouble . Franin 
  is thin-faced, wiry, and bookish . She even 
  wears spectacles while she works . She also 
  wears a Nag medallion--a symbol of cult 
  affiliation with a black, coiled serpent. It has 
  a faint magic aura about it because it allows 
  the wearer to enter area 178 but has no other 
  powers . It is worth 5 gp .
  Franin
  Female Human (Lawful Evil)
  Cleric 5 
   
   
  CR 5
  Init +5  
   
   
  Speed 20 feet
  HD 5d8+5 
   
  hp 40
  AC 18, touch 11, flat-footed 17
  
  31
  Languages Common, Draconic, Elven
  BAB/Grapple +3/+3
  Attack +4 melee (1d6 plus poison, short sword)
  SA rebuke undead 3/day
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +5 Ref +2 Will +7
  Str 10, Dex 13, Con 12, Int 14, Wis 16, Cha 11
  Crucial Feats Combat Reflexes 
  Other Feats Alertness, Improved Initiative
  Crucial Skills Concentration +8, Heal +6, 
  Listen +8, Spot +8
  Other Skills Craft (alchemy) +10, Knowledge 
  (Nature) +5, Knowledge (Religion) +6, 
  Spellcraft +6 .
  Spells (CL 5, +3 melee touch, +4 ranged 
  touch) 
  3rd--animate dead, magic vestment
  2nd--cat’s grace, death knell (DC 15/W), 
  enthrall (DC 15/W)
  1st--cause fear (DC 14/W), detect good, 
  obscuring mist, sanctuary (DC 14/W)
  0--cure minor wounds, guidance, inflict minor 
  wounds (DC 13/W), purify food and drink, 
  resistance
  Deity Nag . Domains: Death, Evil
  Possessions 
  masterwork 
  breastplate, 
  masterwork 
  short 
  sword, heavy steel shield, wand 
  of hold person (21 charges), 3 doses 
  of greenblood oil poison (DC 13 
  1 Con/1d2 Con), Nag medallion, 
  silver and onyx holy symbol (75 
  gp), 10 gp, 24 sp .
  Tactics: Franin uses the trap 
  above the door to her advantage, 
  activating it as soon as anyone 
  hostile enters . If she has time, she 
  casts the following spells, in this 
  order: magic vestment (+1 AC for a 
  total of 19), cat’s grace (+2 Initiative, 
  Reflex saves, and AC, for a total AC of 21), 
  and resistance. In a fight, she uses her wand 
  mainly . If in trouble, she’ll try sanctuary 
  and/or obscuring mist to get away, running 
  all the way to area 180 . If that doesn’t 
  work, she’ll surrender . However, she is a 
  compulsive liar . She will lie regarding just 
  about any important topic--even if her life is 
  threatened--she can’t help herself .
  Trap: Above the door, three globes filled 
  with contact poison wait to drop on anyone 
  coming through . The globes are made of 
  pigs’ bladders and burst when they come 
  down . The trap is activated by a switch on 
  one of the tables (where Franin is) .
  Poison Bladder Trap: CR 4; manual trigger; 
  manual reset; poison (DC 13 Fortitude save 
  resists, 1d6 Con/1d6 Con); Search DC 25; 
  Disable Device DC 19 .
  Treasure: The lab itself has 1,000 gp worth 
  of equipment and ingredients, although 
  transporting them may be a challenge . 
  Those searching the lab (Search check DC 
  18) find two doses of Sassone leaf residue 
  (DC 16, 2d12 hp/1d6 Con, 300 gp), and a 
  dose of large scorpion venom (DC 18, 1d6 
  Str/1d6 Str, 200 gp), as well as a potion of 
  neutralize poison . There’s also a crystal and 
  silver flask worth 50 gp.
  167A: This strange room has three miniature 
  trees floating in midair, about six feet off the 
  ground, encased in transparent globes . The 
  trees look like tiny elms, but their leaves 
  are a very dark green--almost black . These 
  are creations of potent spells that produce 
  magical poisons . If any of the globes is 
  touched, the tree secretes the poison, which 
  oozes through the magical membrane that 
  surrounds it . This poison (DC 18 Fortitude 
  save resists, 1d4 Con/1d4 Con) causes 
  
  32
  any victim that it slays to be animated as 
  a toxic zombie (see area 158) . The globes 
  and the miniature trees can be destroyed 
  by inflicting just 6 points of damage upon 
  them . However, striking them does cause 
  them to secrete poison (so the weapon that 
  strikes them comes away envenomed, and a 
  natural weapon forces the attacker to make 
  a save) .
  Connections: This chamber connects to area 
  159 and area 168 .
  See the Map of Level 6 .
  168. LESSER PRIEST’S 
  CELLS (EL 6)
  Summary: The priests of the temple (other 
  than the high priest) all live here .
  Sights and Sounds: The corridor is lit with 
  a few torches in sconces . One of the rooms 
  (Hachul’s, the one with the open door) is lit 
  with an oil lamp . Anyone nearby can hear 
  Hachul singing .
  This long corridor is decorated with frescoes 
  of lurid scenes of murder and betrayal in between 
  small wooden doors, one of which hangs open and 
  leads into a Spartan bedchamber. From the door, 
  you hear a man singing a well known ballad of a 
  famous battle. What he lacks in talent he makes 
  up for in volume.
  Inhabitants: Only one of the priests is 
  currently in his room . Hachul is a dark-
  skinned man in his 30s with a large build and 
  a cruel sneer . He is proud of his magic armor 
  and sword and is hopelessly overconfident.
  He wears a Nag medallion - a symbol of 
  cult affiliation with a black, coiled serpent. 
  It has a faint magic aura about it 
  because it allows the wearer to enter 
  area 178 but has no other powers . It 
  is worth 5 gp .
  Hachul
  Male Human (Lawful Evil)
  Cleric 6 
   
   
  CR 6
  Init +0  
   
   
  Speed 20 feet
  HD 6d8+6 
   
  hp 45
  AC 21, touch 10, flat-footed 21
  Languages Common, Draconic, Elven
  BAB/Grapple +4/+7
  Attack +9 melee (1d6+4 plus poison, short 
  sword)
  SA rebuke undead 3/day
  SQ +4 to all saves versus poison, 
  can handle poisons safely
  Fort +5 Ref +3 Will +7
  Str 16, Dex 11, Con 13, Int 10, Wis 
  17, Cha 13
  Crucial Feats Power Attack 
  Other Feats Lightning Reflexes, 
  Weapon Focus (short sword)
  Crucial Skills Concentration +10, Diplomacy 
  +7, Heal +6, Listen +5, Spot +6
  Other Skills Knowledge (Religion) +6, 
  Spellcraft +5 .
  Spells (CL 5, +7 melee touch, +4 ranged 
  touch) 
  3rd--animate dead, cure serious wounds, magic 
  vestment
  2nd--bear’s endurance, bull’s strength, cure 
  moderate wounds, death knell (DC 15/W)
  1st--cure light wounds, detect good, divine 
  favor, shield of faith
  0--cure minor wounds, guidance, inflict minor 
  wounds (DC 13/W), purify food and drink, 
  resistance
  Deity Nag . Domains: Death, Evil
  Possessions +1 full plate, +1 short sword, 
  masterwork heavy steel shield, scroll of 
  poison, 3 doses of greenblood oil poison 
  (DC 13 1 Con/1d2 Con), Nag medallion, 
  silver and onyx holy symbol (75 gp), 10 gp, 
  24 sp .
  Tactics: Hachul casts the following spells if 
  he has the prep time: bear’s endurance (+12 hp 
  and +2 Fort saves and Concentration checks), 
  bull’s strength (+2 attack and damage), magic 
  vestment (+1 AC), divine favor (+2 attack and 
  damage) and shield of faith (+1 AC) . If he gets 
  all these spells off, his AC is 23, he has 57 
  hit points, and his melee attack is +13 (1d6+8 
  plus poison) . Once engaged, he focuses 
  primarily on engaging in melee, happily 
  using at least 3 points of Power Attack to 
  bash foes all the harder (+10 attack, 1d6+11 
  damage) . 
  
  33
  The bedchambers: Each of the small doors 
  off the hall lead into a bedchamber with a 
  single bed . The smaller chambers on the 
  south end have little other than the bed 
  and an iron coiled cobra symbol nailed into 
  the plastered wall . The somewhat larger 
  chambers have slightly more furnishings (a 
  chair, a small bedside table, a small trunk 
  with clothes, a few books) . Each also has a 
  black mask and hood in the form of a cobra 
  that fits over the entirety of the wearer’s 
  head .
  REVISIT (EL 7)
  Two of the lesser priests are here . They are 
  resting, and likely do not have their armor 
  on (AC 12 with just their shields, but their 
  speed is 30 feet) . Malloch is a fanatic and 
  fights to the death, but Bursel will surrender 
  and tell the PCs anything he can if seriously 
  threatened .
  Malloch and Bursel
  Male Human (Lawful Evil)
  Cleric 5  
   
  CR 5
  Init +0  
   
   
  Speed 20 feet
  HD 5d8+10   
  hp 42
  AC 18, touch 10, flat-footed 18
  Languages Common, Draconic
  BAB/Grapple +3/+3
  Attack +5 melee (1d6 plus poison, 
  short sword)
  SA rebuke undead 3/day
  SQ +4 to all saves versus poison, can 
  handle poisons safely
  Fort +6 Ref +1 Will +10
  Str 11, Dex 10, Con 14, Int 12, Wis 18, Cha 12
  Crucial Feats Combat Reflexes 
  Other Feats Iron Will, Weapon Focus (short 
  sword)
  Crucial Skills Concentration +7, Diplomacy 
  +7, Heal +8, Spot +7
  Other Skills Knowledge (Religion) +4, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged 
  touch) 
  3rd--animate dead, protection from energy
  2nd--detect thoughts (DC 16/W), enthrall (DC 
  16/W), hold person (DC 16/W)
  1st--cause fear (DC 15/W), cure light wounds, 
  divine favor, shield of faith
  0--cure minor wounds, guidance, inflict minor 
  wounds, purify food and drink, resistance
  Deity Nag . Domains: Death, Knowledge
  Possessions 
  masterwork 
  banded 
  mail, 
  masterwork large shield, masterwork short 
  sword, potion of owl’s wisdom, scroll of dispel magic 
  and cure serious wounds, 4 doses of medium 
  spider venom (DC 14 1d4 Str/1d4 Str), silver 
  and onyx holy symbol (75 gp), 90 gp .
  Connections: This area connects to areas 
  159, 167, and 170 . See the Map of Level 6 .
  
  34
  169. PRISON (EL VARIES)
  Summary: This place offers a magical 
  “prison” for holding potential sacrifices for 
  the temple .
  Sights and Sounds: Glowing gems in the 
  snake statues’ eyes light the room in a blue 
  glow . It is quiet .
  An oddly shaped room with strange nooks, this 
  room’s plaster-covered walls are painted white 
  but the glow in the room makes them appear 
  blue. This glow comes from a pair a statues, each 
  in one of the strange nooks. These stone figures 
  are coiled serpents of great size painted black. 
  A woman dressed in typical commoner’s garb 
  stands motionless in the center of the room. 
  To the south, a staircase 
  descends 
  into 
  a 
  dark, 
  sunken area.
  Statues: These magical 
  statues 
  have 
  a 
  gaze 
  attack. Anyone within 
  sight of them must make 
  a Will save (DC 15) or 
  be held motionless, as if 
  with a hold person spell . 
  This effect lasts until 
  the figure is touched by 
  another living creature 
  not held . Because it is a 
  gaze attack, the save is 
  required each round, but 
  PCs can choose to avert 
  their gaze or close their 
  eyes .
  Worshippers of Nag 
  are immune to this effect.
  Prisoner: The woman is Narla Devertis 
  (female human Com1), a farmer from outside 
  of Brindenford kidnapped on the road and 
  brought here . She has 1 hit point and is not 
  a combatant . If brought back to her family, 
  they will reward her rescuers with an old 
  ring the family patriarch (Dushal) wears . 
  This ring is a ring of climbing . Further, award 
  PCs who return Narla experience points as 
  if they had overcome a CR 5 challenge .
  Ledge Up to Area 164: It’s important to note 
  that the ledge is 20 feet off the floor and won’t 
  be noticed with a casual look around . Only 
  a Search check (DC 15) allows a character to 
  notice it . Unlike the ledge in area 163, there 
  are no easy handholds to get up to this one, 
  so climbing up the smooth wall is 
  challenging (DC 25) .
  169A: Prisoners are thrown down 
  the stairs into this lower area 
  where they must fight for their 
  lives, and even if they live they are 
  likely anointed (poisoned) and 
  ready for sacrifice. Each living 
  creature that touches the floor of 
  this lower area causes a venom 
  devil to appear . A venom devil 
  is similar in appearance and stats 
  to a lemure devil, except that its 
  flesh is black and oozing, and its 
  touch also carries with it a contact 
  poison (DC 14, 1d4 Con/1d4 Con) . 
  Each is a CR 2 challenge .
  Venom Devils (lemures): hp 9 ea .
  Door to Area 173: This door is 
  locked (DC 20 to open) .
  Passage to Area 180: This short corridor is 
  painted black . However, unlike the passages 
  into area 178, no magic prohibits entry here . 
  It is merely tradition and ritual that keeps 
  cultists from using this passage other than 
  to bring prisoners to the temple for sacrifice.
  Connections: This chamber connects to 
  areas 164, 166, 173, and 180 .
  See the Map of Level 6 .
  
  35
  170. CREEPY ROOM
  Summary: Giant moths in cages, severed 
  heads on shelves, and other disturbing 
  things make this a very creepy room .
  Sights and Sounds: This room is dark . 
  Characters making a Listen check (DC 15) 
  can hear the moths fluttering in their cages.
  Red curtains hang in from of some of the walls 
  here, which themselves have been painted black. 
  A table rests against the north wall, and upon 
  it are a collection of long knives of all shapes 
  and sizes. Shelves above the table and along 
  that half of the room, inset into the wall, hold 
  heads in various states of decay. Some are fairly 
  well preserved in sealed glass jars. Others rest 
  out in the open, dried flesh peeling away from 
  yellowed skulls. Wire cages of various sizes hang 
  from the ceiling at seemingly random heights. 
  Within them are creatures that at first seem to 
  be birds, but then reveal themselves to in fact be 
  shockingly large moths fluttering with white, 
  black, and gray wings.
  Knives: This collection of 34 blades is 
  exquisitely maintained . While none are 
  magical, 
  two 
  are 
  pearl-handled 
  and 
  elegantly designed (100 gp each), one is a 
  dagger with a clip-point blade, gold thread 
  inlay throughout the hilt and even in the 
  fuller of the blade, with tiny emeralds on 
  the tips of the cross-guard (260 gp), two are 
  masterwork (one counts as a dagger, the 
  other a short sword), and one particularly 
  long blade (a masterwork short sword) 
  has a black pommel in the shape of a cobra 
  with ruby eyes (total value, including 
  masterwork, is 600 gp) . 
  The polished boxwood table itself has an 
  elaborate floral marquetry top, and anyone 
  with Knowledge (nature) can attempt a 
  check (DC 15) to recognize the flowers in the 
  pattern as being black lotuses.  
  Heads: Closer examination reveals that each 
  head has a parchment label in Common, 
  with a field of study, area of knowledge, 
  or type of expertise by it . For example, one 
  might say, “Duchy of Chordille history,” 
  while another might say, “Arcane 
  Artifacts .” Other labels include: 
  The Undead, Architecture, The 
  Abyss, 
  Conjuration, 
  Botany 
  Secrets, and Human Physiology . 
  Anyone 
  making 
  a 
  Spellcraft 
  check (DC 19) can determine that 
  these heads have all been ritually 
  prepared for the speak with dead 
  spell . These heads serve as a 
  potential research resource for the 
  temple .
  Moths: 
  Anyone 
  making 
  a 
  Knowledge (nature) check (DC 
  16) can determine that these are 
  natural, but rare moths . Another check, or 
  a Craft (alchemy) check, either with a DC 
  of 20, allows a character to know that these 
  particular types of moths can be encouraged 
  to secrete a substance which is a virulent 
  contact poison when properly prepared 
  that weakens and then kills (DC 17, 1d4 
  Strength/2d4 Con) .
  Hallway to 171: The walls of this hallway 
  are painted in frescoes of dark colors and 
  strange design, with tiny men peering out of 
  windows and slightly open doors, or from 
  behind rocks or walls . It is disturbing .
  Door to 171: The door at the end of the 
  hallway is locked (DC 20 to open) . It has a 
  secret peephole allowing anyone in area 171 
  to look out without being seen .
  Connections: This chamber connects to 
  areas 168, 171, and 172 .
  See the Map of Level 6 .
  
  36
  171. THE HAG’S ROOM (EL 8)
  Summary: An annis hag that works with 
  the cult lives here, and is currently plotting 
  with Aeraki, an assassin .
  Door: The door is locked (DC 20 to open) . 
  It has a secret peephole allowing anyone to 
  look out without being seen .
  Sights and Sounds: This room is lit by an 
  iron chandelier with many candles hanging 
  above the middle of the chamber . Anyone 
  listening at (either) door can possibly hear 
  (Listen check DC 18) the inhabitants quietly 
  talking .
  This chamber clearly serves as a bedroom 
  and personal quarters of a single, large creature 
  judging by the size of the bed, the chairs, and 
  other furnishings. In the room you see a wooden 
  chest bound in iron, fashioned to look like a giant 
  frog’s head, a wooden bookcase filled with books 
  and scrolls, a copper cauldron embossed with 
  images of cavorting monsters and fell beasts, and 
  a pair of large ceramic vessels painted with skulls 
  and bones and symbols of death. A black iron 
  chandelier filled with dripping candles hangs 
  above the cauldron, which appears to be empty 
  but stained a weird blue-green on the inside.
  Inhabitants: This is the personal chamber 
  of one of the cult’s more prominent 
  members, an annis hag named Takshaka . 
  Unless they are alerted of danger, she talks 
  quietly here with a human assassin named 
  Aeraki . Takshaka is the hag mentioned in 
  the adventure hook The Paladin’s Sword . 
  Likewise, Aeraki and her partner Gyllid 
  were also a part of that story . In fact, Aeraki 
  and Takshaka are plotting how to get the 
  sword back just at this moment . 
  Aeraki hails from the far east and belongs 
  to an esoteric order known as the Leprous 
  Warriors of Pu-jhong. She is afflicted with 
  a disease (although not, as the name would 
  suggest, leprosy) but has learned to halt 
  and even reverse any adverse affects the 
  disease might have for her . Instead, she has 
  become a willing carrier and has learned to 
  expose foes to the disease with every melee 
  strike . This disease has a save DC of 15, an 
  incubation period of 1 minute, and inflicts 
  1d4 points of Strength damage each day .
  Takshaka wears +1 bracers of armor . 
  Aeraki wields the rapier of the venom lord, 
  a +1 rapier with the powers of a dagger of 
  venom . The wounds it leaves always take 
  the shape of a coiling cobra . 
  Takshaka (annis hag): hp 53; AC 21
  Aeraki
  Female Human (Lawful Evil)
  Rogue 5/Assassin 1  
  CR 7
  Init +6  
   
   
   
   
  Speed 30 feet
  HD 5d6+10 + 1d6+2  
  hp 40 (6HD)
  AC 16, touch 12, flat-footed 14
  BAB/Grapple +3/+4
  Attack +6 melee (1d6+2 plus poison/18-20, 
  rapier) or +5 ranged (1d8 plus poison, light 
  crossbow)
  Full Attack +4 melee (1d6+2 plus poison plus 
  disease/18-20, rapier) and +3 melee (1d6+1 
  plus poison plus disease/19-20, dagger) or 
  +5 ranged (1d8 plus poison, light crossbow)
  SA death attack (DC 14), disease attack (DC 
  15) sneak attack +4d6
  SQ evasion, poison use, trap sense +1, 
  trapfinding, and uncanny dodge
  Fort +3 Ref +8 Will +2
  Str 12, Dex 15, Con 14, Int 17, Wis 13, Cha 13
  Feats Combat Reflexes, Improved Initiative, 
  Two-Weapon Fighting, Weapon Finesse
  Skills Bluff +7, Climb +7, Diplomacy +12, 
  Disguise +10, Escape Artist +11, Forgery 
  +11, Hide +11, Knowledge (Local) +7, Listen 
  +7, Move Silently +10, Open Lock +10, Sense 
  Motive +9, Spot +2, Tumble +9, Use Rope +9 .
  Spells CL 1, +4 melee touch, +5 ranged touch 
  1st (1/day)--disguise self, true strike
  Possessions masterwork studded leather, 
  +1 rapier of the venom lord, short sword, two 
  potions of invisibility, 3 doses of medium 
  spider venom (DC 14 1d4 Str/1d4 Str), light 
  crossbow and 12 bolts, key to the door in 161 .
  Tactics: If they hear someone trying the door 
  or picking the lock, Takshaka peeks out the 
  peephole . Depending on how much time 
  they have, they may simply leave through 
  the secret door and either try to come 
  around and attack the PCs from behind or 
  go get help, perhaps in area 176 .
  
  37
  Both of the evil women here leap right 
  into the fray if confronted, trying flank foes 
  and take them out one by one . They work 
  well together . However, if given the chance, 
  Aeraki uses a potion of invisibility to sneak up 
  on foes and try a death attack.
  Bookcase: The books in the case cover 
  plants, animals, and strange creatures of 
  the wild and the sea . One, an innoculous 
  looking book on fish, is actually quite rare 
  and valuable (150 gp) but one must make 
  a Knowledge (nature) check (DC 12) to 
  recognize it as such .
  Chest: The wooden chest is locked, and 
  there is no key . Instead, one must say “frog” 
  in Giant (the language hags speak) in order 
  to open it . Breaking into it by force requires 
  a Strength check DC 30, and if the PCs want 
  to smash it open it has a hardness of 7 and 
  30 hp. Inside one can find 547 gp and two 
  potions, both with their durations 
  doubled: bull’s strength and spider 
  climb . Smashing into the chest 
  breaks both potions .
  Background: Takshaka, Aeraki, 
  and Glynnis killed the paladin 
  Baine Strongbow in Brindenford 
  and took the holy sword that 
  held his soul . They brought it 
  here (area 170, actually), but it 
  was stolen soon after by a thief 
  hired by Setaraghos and Ilithstra, 
  who worked in the service of the 
  demon lord Rivenyk who wanted 
  Baine’s soul . That plan, in turn, 
  was foiled by Drathos, who slew 
  Setaraghos and forced Ilithstra to work with 
  him on Level 5 . 
  Takshaka knows and hates Esmona 
  and her sisters (see The Peddler bonus 
  encounter) . If she sees a PC with their hag’s 
  eye, she recognizes it for what it is and 
  attacks that PC before all others.
  Secret Door: The secret door here hinges 
  silently near the floor, and thus opens down, 
  into area 172 .
  Connections: This chamber connects to area 
  170 and area 172 .
  See the Map of Level 6 .
  The Paladin’s Sword
  When the PCs come to the Temple of Vune 
  needing healing, advice, or just to worship, 
  a priestess named Sillitta Ederus speaks to 
  them confidentially. She explains that about 
  two years ago, a noble knight dedicated to 
  the cause of righteousness named Baine 
  Strongbow came to Brindenford and 
  befriended the clerics of Vune . They were 
  impressed with his sincerity and altruism . 
  One day, a hideous hag appeared in the 
  town and demanded a young girl to be given 
  to her or she would curse the entire town . 
  The hag’s spells and summoned demons 
  showed that she was nothing to trifle with. 
  Baine took up his sword and confronted 
  her, claiming that no innocent would be 
  sacrificed. He battled her and her conjured 
  beasts, and eventually drove her off.
  However, a month and a day later, deadly 
  assassins attacked and killed the heroic 
  paladin while he slept . His belongings 
  were all taken, of course . However, Baine 
  had confided in Sillitta that his sword was 
  enchanted so that if he were to ever die as 
  the result of a good deed, his spirit would 
  not pass on but instead would inhabit his 
  sword . With the proper ritual, he could be 
  restored to life .
  Silletta now believes that both the 
  assassins and the hag dwell in the dungeons 
  of Dragon’s Delve . If the paladin’s sword 
  could be recovered, she could bring him 
  back . She tells the PCs that should they ever 
  find the sword and bring it to the Temple 
  of Vune, she would reward them with 8,000 
  gp worth of spellcasting services or clerical 
  magic items (such as healing potions or 
  wands) .
  The hag and the assassins are a part of 
  the Venom Cult, but the sword now lies on 
  Level 5 . A clue to that fact, however, can be 
  discovered on Level 3 . 
  
  38
  172. RITUAL PREPARATION 
  ROOM (EL 1)
  Summary: This room contains objects 
  important to Venom Cult rituals .
  Sights and Sounds: A faint light comes 
  through the stained glass window . The 
  room is quiet, although anyone listening 
  at the secret door can possibly hear (Listen 
  check DC 18) the inhabitants in the room 
  beyond quietly talking .
  This rectangular room has a door in the 
  western wall and an arch in the north wall 
  leading to a passage. The south wall is dominated 
  by a massive stained glass window that stretches 
  almost floor to ceiling. The window depicts a 
  number of coiled serpents, scuttling spiders and 
  scorpions, and other venomous beasts swarming 
  around a pair of swords. The room itself contains 
  a copper gong of large size etched with all manner 
  of religious symbols, flanked by two skeletons in 
  chainmail and cult robes. The skeletons stand 
  upright and hold mallets, but do 
  not appear animate.
  Inhabitants: To the surprise of 
  no seasoned adventurer, the 
  skeletons are animate and are 
  “playing possum” as only an 
  undead can . If anyone steps 
  into the room (as opposed to 
  just looking in), they strike 
  the gong, which reverberates 
  throughout most of the level . 
  They draw scimitars and fight 
  if attacked. Otherwise, they do 
  nothing .
  Skeleton (human warrior): hp 12 each
  Gong: The gong is worth only 50 gp, 
  probably not worth the trouble it would 
  be to move . The symbols all belong 
  to the Venom Cult: curved knives, 
  dripping blades, coiled serpents, and 
  so on . Its sounding is supposed to 
  signal the beginning of a long ritual 
  processional that goes through areas 
  178, 179 and 180 .
  Window: 
  Anyone 
  examining 
  the 
  window can see (no check needed) that 
  the swords are real, set into depressions 
  in the thick glass panes . Further, 
  there is room for three more swords . The 
  swords cannot be easily removed--a magic 
  similar to an arcane lock holds them in 
  place . Only speaking the following phrase 
  allows a sword to be removed: “O friend 
  and companion of night, thou who rejoices 
  in the hissing of snakes and spilt blood, 
  who murders and steals to get all that is 
  desirable, 
  who 
  thirsts 
  for blood and brings 
  terror to mortals, Nag, 
  Nagaina, thousand-faced 
  serpent, look favorably 
  on our sacrifices!” This 
  phrase can be found in 
  the mirror in area 158 . It 
  is also inscribed on the 
  wall in area 176 .
  These 
  swords 
  are 
  identical to the sword 
  found in area 165:  they 
  are masterwork, have a 
  faint magical aura (conjuration), and even 
  bear a sheen that only a magical sword 
  can have . However, they have no magical 
  enhancement bonus, and there is no way 
  for the PCs to determine what magical 
  property they possess until they find the 
  three matching mates . (They help power a 
  specific summoning effect in area 177.)
  Those getting close to the window and 
  peering through can see into area 176 . 
  However, if the PCs bring light into this 
  chamber, those in 176 can also see them . The 
  window has a hardness of 1, 5 hit points, 
  and a Break DC of 15 .
  Secret Door: The secret door here hinges 
  silently near the floor, and thus opens down, 
  into this room .
  Development: If the skeletons ring the gong, 
  basically everyone on the level hears it . 
  However, that doesn’t mean that everyone 
  comes running, although that’s what 
  the PCs will expect (and that’s OK) . The 
  
  39
  skeletons ring the gong when anyone comes 
  into the room, cultists and non-cultists alike . 
  Thus, the gong sounding doesn’t mean that 
  there are intruders, necessarily . That said, 
  some of the inhabitants are smart enough 
  and in-tune enough with the goings-on in 
  the temple that they’ll know that no one was 
  supposed to be in the room when the PCs 
  go in . The inhabitants of areas 168, 171, 174, 
  176, and 180 will be more on their guard and 
  suspicious if the gong is rung, and perhaps 
  (DM option) a lesser cleric--see area 168 
  for stats--will come and investigate in 2d6 
  rounds .
  Connections: This chamber connects to 
  areas 170, 171, 176 (through the window), 
  178, and 179 .
  173. STATUE GALLERY (EL 7)
  Summary: A hall of statues and spiders 
  proves that all venomous creatures are 
  sacred to the Venom Cult, not just snakes .
  Sights and Sounds: This room is dark and 
  quiet .
  A sixty foot long hall with eight statues--
  four to a side, in rows along the north and south 
  walls--stretches before you. On the 
  western end, there is a door. On the 
  eastern end, a spiral staircase going 
  up. A red and gold carpet runs the 
  length of the hall.
  The statues themselves appear to 
  be of men and women but are greatly 
  obscured by thick sheets of cobwebs. 
  Wait. What’s the black thing 
  scuttling across them! Yug, a spider!
  Inhabitants: 
  Two 
  medium 
  monstrous 
  spiders live in this room . These spiders have 
  been bred, pampered, and experimented 
  upon by the cultists for some time . Due to 
  treatments performed by the cultists, their 
  venom is more virulent, with a DC of 15 
  rather than 12 . Other than that, they are 
  standard monstrous spiders . However, the 
  cultists have used magic to enable them 
  to do still more . Each spider has woven a 
  magical symbol in its web .
  Medium monstrous spiders (2): hp 13 and 
  hp 12
  North Web: This web has a symbol of pain 
  (DC 19) in between the middle two statues, 
  triggered whenever someone looks at the 
  rune . The spiders and all the cultists are 
  attuned to the symbol and thus do not 
  trigger it .
  South Web: This web has a symbol of sleep 
  (DC 19) in between the westernmost two 
  statues, triggered whenever someone looks 
  at the rune . The spiders and all the cultists 
  are attuned to the symbol and thus do not 
  trigger it .
  Statues: The statues in the room are carved 
  with only moderate skill from granite and 
  marble . They depict various (in)famous 
  murderers, backstabbers, and assassins from 
  history . A successful Knowledge (history) 
  check (DC 18) allows a PC to recognize them 
  as such .
  Treasure: Hidden and lost within the north 
  web is a rare and rather old book of poetry 
  by an ancient poet named Griffin Del Brenna 
  worth 150 gp (even rarer than the one found 
  in area 42) . It was dropped there long ago 
  by mistake by one of the cultists, and has 
  since been forgotten. Of course, if the web is 
  burned, the book is destroyed .
  Development: If Naralliki in area 174 hears 
  sounds of combat here, she will come down 
  the stairs and investigate, attacking the PCs 
  immediately . It takes her two full rounds to 
  get here .
  Upping the Ante (EL 8): Double the number 
  of spiders and give them 24 hit points each 
  with an additional +2 bonus to attack and 
  damage rolls . 
  Connections: This chamber connects to 
  areas 169 and 174 . See the Map of Level 6 .
  
  40
  174. UPPER GALLERY (EL 7)
  Summary: This chamber is where the 
  PCs finally meet the captain of the temple 
  guard, a lamia . You will need the Naralliki 
  Illustration handout (see Appendix C) .
  Sights and Sounds: This room is dark . PCs 
  making Listen checks (DC 12) from the stairs 
  or the hallway may hear Naralliki walking 
  though the area .
  A large room stands mostly empty here. A 
  spiral staircase descends to the west, and a long, 
  pillared hall stretches north from here, with 
  what might be some odd alcoves farther down its 
  length.
  A creature stands in this 
  chamber, 
  however, 
  plate 
  armor covering her upper 
  torso and part of her leonine 
  lower body. Although she 
  wears a helmet, you still 
  see her dark eyes flare with 
  malevolence. In a human-like 
  hand, she bears a sturdy axe, 
  and her clawed, cat-like feet 
  paw the ground.
  Inhabitant: The captain 
  of the temple guards, 
  Naralliki the lamia is 
  passing through this area 
  on her way back to her 
  chamber . She routinely 
  patrols the entire temple 
  complex just to check on 
  things . Show the players 
  the Naralliki Illustration 
  handout .
  Naralliki wears a masterwork breastplate, 
  giving her AC 23, and a +1 battle axe. Unlike 
  most of her kind, she is Lawful Evil, not 
  Chaotic Evil .
  In addition to her armor and axe, she 
  carries a small leather pouch that contains 
  the key to the chest in her room (area 157) 
  and 87 gp .
  Naralliki (lamia): hp 62; AC 23; Attack: 
  Touch +12 melee (1d4 Wisdom drain) or axe 
  +13 melee (1d8+5)
  Tactics: Naralliki is an intelligent and wise 
  combatant using her abilities to their fullest . 
  She always uses mirror image right away 
  in an encounter, and if there is a 
  target obviously susceptible to 
  enchantments (a big burly looking 
  barbarian, for example), she’ll 
  use suggestion or deep slumber . 
  She’ll also use charm monster to 
  neutralize summoned monsters 
  arrayed against her .
  That said, she doesn’t hesitate 
  to go into melee combat . She 
  won’t bother with her Wisdom 
  draining touch unless facing a 
  cleric or a foe that seems to have 
  a Wisdom so low that a couple 
  of drains could take them out of 
  the fight. Rather, she’ll use her 
  axe and--in a full attack action-
  -her claws as well, all at once . If 
  she does use her Wisdom drain 
  ability, she’ll be sure to follow 
  it up with a suggestion or other 
  power, taking advantage of her 
  foe’s lowered Will save bonus .
  174A: This long hallway has six pillars 
  running up the middle, each a different 
  shade of gray, with the lightest in the south 
  and the darkest in the north . The four alcoves 
  each contain a small shelf with a human 
  skull on it . Each skull has gems placed into 
  the eyesockets, worth 100 gp each (8 gems 
  total) .
  Secret Door: The secret door in the north 
  wall is very well hidden (Search DC 25 
  to find). It slides into the wall to the east, 
  which is slow and difficult (Strength check 
  DC 15, takes a full round action), but it is 
  not locked .
  Passage to Area 180: This corridor is painted 
  black . However, unlike the passages into 
  area 178, no magic prohibits entry here . 
  Tradition and ritual necessitates that cultists 
  use this passage to go from area 180 to here, 
  but not the reverse . That is, in part, why 
  they have the secret passage (area 175) .
  Development: If Naralliki hears sounds of 
  combat in area 173, she will come down the stairs 
  
  41
  and investigate, attacking the PCs immediately. 
  It takes her two full rounds to get here .
  Upping the Ante (EL 9): Naralliki has a 
  squad of eight of her guards with her . If 
  you want to up it even further to EL 10, you 
  could allow Naralliki to make her touch 
  attack as a part of her full attack action: hack 
  with the axe, touch with the other hand, and 
  still make two claw attacks. Nasty.
  Venom Cultist Warrior
  Male or Female Human (Neutral Evil)
  Warrior 3  
   
  CR 2
  HD 3d10+6  
  hp 26
  Init +1  
   
   
  Speed 20 feet
  Languages Common
  AC 17, touch 11, flat-footed 16
  BAB/Grapple +3/+5
  Attack/Full Attack +7 melee (1d8+2 plus 
  poison, battle axe) or +5 ranged (1d8 plus 
  poison, light crossbow)
  Fort +5 Ref +2 Will +1
  Str 14, Dex 13, Con 15, Int 11, Wis 10, Cha 9
  Crucial Feats Dodge, Point Blank Shot 
  Other Feats Weapon Focus (battle axe)
  Crucial Skills Climb +1, Jump +0, Hide -1
  Other Skills Knowledge (religion) +1
  Possessions 
  Masterwork 
  chainmail, 
  masterwork 
  light 
  wooden 
  shield, 
  masterwork battle axe, dagger, masterwork 
  light crossbow, 12 bolts, 3 doses of 
  greenblood oil poison (DC 13 1 Con/1d2 
  Con), 22 gp, 9 sp, 6 cp
  REVISIT (EL 6)
  The next time the PCs come this way, 
  there are four cultist warriors here, talking 
  amongst themselves or perhaps on patrol 
  (searching for the PC invaders in the 
  temple!) . Use the stats above .
  Connections: This chamber connects to 
  areas 173, 175, and 180 .
  See the Map of Level 6 .
  175. MIRRORED HALLWAY 
  AND SECRET ROOM (EL 9)
  Summary: A secret passage bears a 
  magical trap--it also conceals the temple’s 
  considerable treasury .
  Sights and Sounds: The hall is dark and quiet .
  The secret door gives way to a narrow hallway 
  about eight feet across. The walls and floors are 
  covered with mirrored glass tiles, about one 
  foot square. When you look closely, however, 
  while some of the mirrors display an accurate 
  reflection, some instead hold a deathly, skull-like 
  visage.
  Secret Door to Area 174: The secret door in 
  the south wall is not hidden on this side . It 
  slides into the wall to the east, which is slow 
  and difficult (Strength check DC 
  15, takes a full round action), but it 
  is not locked .
  Secret Door to Area 177: The 
  secret door in the north wall is not 
  hidden on this side . It pivots easily 
  on the eastern side and it is not 
  locked .
  Secret Doors to 175A: Each of these well 
  concealed doors (Search check DC 25) is 
  also deviously locked (DC 30 to open), but 
  to open the locks one has to find the secret 
  panels where the keys go (another Search 
  check DC 25) . Once unlocked, they slide 
  down rather easily into the floor.
  Mirrors: The mirrors are a magical trick with 
  dangerous consequences . Most intruders 
  will likely be afraid to touch the mirrors that 
  show deathly reflections and will attempt 
  to avoid touching them as they make their 
  way down the hall . A few will think that 
  since this belongs to a cult of murder and 
  death, they should touch only the mirrors 
  with frightening visages as they make their 
  way down the hall . Neither is correct . If 
  anyone passes 10 feet down the hall without 
  touching at least one mirror of both types, 
  they are suddenly shocked for 4d6 points of 
  electrical damage . This means that anyone 
  crawling along the (mirror-free) ceiling or 
  flying down the corridor is also in trouble. 
  The shock happens every ten feet traveled 
  without touching one of each kind of mirror .
  The irony is that anyone simply walking 
  down the hallway without paying any 
  attention can be assumed to touch one of 
  each mirror and will be fine.  
  
  42
  175A: This is the treasury room of the Venom 
  Cult . It can be entered from either secret 
  door, but if both doors are not opened at the 
  same time, entering the room is dangerous . 
  One round after any pressure is put on the 
  floor, if both doors are not open, whichever 
  door is open slams shut and seals with 
  an arcane lock for 10 rounds . For those 10 
  rounds, the room fills with poison gas.
  Gas in the Locked Room Trap: CR 8; 
  mechanical; location trigger; repair reset; 
  gas; multiple targets (all targets in room); 
  onset delay (1 round); poison (burnt othur 
  fumes, DC 18 Fortitude save resists, 1 Con 
  drain/3d6 Con); Search DC 21; Disable 
  Device DC 21 .
  The room contains four chests . Each chest 
  is made of iron and is bolted to the floor. 
  None, however, are locked .
  * The first chest contains 1,945 gp.
  * The second chest contains 5,830 sp and a 
  small wooden box inlaid with ivory (worth 
  75 gp) that contains 10 various pieces of 
  jewelry, each worth 100 gp .
  * The third chest contains sixty gold ingots 
  (each worth 25 gp) and a long dress made 
  of silk and cloth of gold, studded with small 
  gemstones (worth 500 gp) .
  * The fourth chest contains a set of silver 
  dishes (worth 200 gp), a gold-bound book 
  of lineages (120 gp), an onyx jaguar statue 
  with pearl eyes (275 gp), and two feathers 
  dipped in gold (worth 25 gp each) . 
  Connections: This chamber connects to area 
  174 and area 177 .
  See the Map of Level 6 .
  176. CHAPEL OF NAGAINA 
  (EL 7)
  Summary: A pair of evil cultists prepare to 
  make a sacrifice in this chamber. You will 
  need the Priestess Illustration handout (see 
  Appendix C) .
  Sights and Sounds: This room is lit by 
  hanging braziers and burning candles 
  all along the walls . Anyone listening 
  at either door (or at the window) can 
  hear the sounds of ritualistic chanting 
  (Listen DC 10) .
  A long chamber with a vaulted 
  ceiling, plaster covered walls, and a 
  dark marble floor is marked on the north 
  end by a massive stained glass window 
  with images of coiled serpents, scuttling 
  scorpions and similar creatures, and an 
  altar on a black dais on the south end. In 
  between, an alcove with a font is recessed 
  into both the east and 
  west walls. South of 
  each alcove, a pair of 
  pillars, each carved 
  with strange faces, 
  some human, others 
  more demonic. 
  You seem to be 
  interrupting a ritual 
  around 
  the 
  altar. 
  A masked priestess 
  appears 
  about 
  to 
  plunge 
  a 
  massive 
  dagger, dripping with 
  venom, into the heart 
  of a bound sacrifice while others look on.
  Inhabitants: Four figures stand around 
  the altar while the ritual is performed . One 
  is a male elf wizard named Eredish .  Two 
  are toxic zombies . One is the priestess 
  herself, named Bashra . Show the players the 
  Priestess Illustration handout .
  Eredish is a tall, dark-haired elf with a 
  coiled serpent tattoo on his arm. He spends 
  much of his time roaming the countryside, 
  abducting victims for sacrifice here. Eredish 
  is devious and ruthless .
  Toxic zombies look like normal human 
  zombies but are bloated with skin the color 
  of a bruise . They use troglodyte zombie stats, 
  plus every time they are struck by a piercing 
  or slashing weapon, or any time one is 
  destroyed (by any means) they spray poison 
  on all adjacent foes . When this occurs, as an 
  automatic, free action, the zombie makes a 
  +0 ranged touch attack on each drawing no 
  attack of opportunity. Those struck must 
  
  43
  make a Fort save (DC 13, 1d3 Con primary 
  and secondary damage) . Each is considered 
  CR 2 .
  Bashra is a priest of the Venom Cult that 
  specializes in rites directed toward Nagaina . 
  She is muscular with skin the color of milk 
  and long brown hair . Bashra wears a large 
  bronze mask with imposing features . Bashra 
  is almost insane in her fanaticism .  
  Both Eredish and Bashra wear Nag 
  medallions--a symbol of cult affiliation with 
  a black, coiled serpent . The medallions have 
  a faint magic aura because they allow the 
  wearer to enter area 178 . They have no other 
  powers and are worth 5 gp .
  Eredish Mallini
  Male Elf (Neutral Evil)
  Wizard 5  
   
  CR 5
  Init +4  
   
   
  Speed 30 feet
  HD 5d4+5 
   
  hp 22 (33 with false life)
  AC 20, touch 16, flat-footed 16 (AC includes 
  mage armor and shield of faith)
  Languages Common, Elven, Orc, Gnome, 
  Sylvan, Gnoll
  BAB/Grapple +2/+2
  Attack +2 melee (1d4, dagger)
  SQ low-light vision, immunity to sleep, elf 
  traits and low-light vision
  Fort +2 Ref +5 Will +8
  Str 11, Dex 18, Con 12, Int 19, Wis 15, Cha 10
  Crucial Feats Combat Casting
  Other Feats Alertness, Craft Wand, Iron 
  Will, Scribe Scroll
  Crucial Skills Balance +6, Concentration +6, 
  Listen +8, Spot +9 .
  Other Skills Decipher Script +9, Knowledge 
  (Arcana) +11, Knowledge (History) +7, 
  Search +7, Spellcraft +13
  Spells (CL 5, +2 melee touch, +6 ranged 
  touch) 
  3rd--lightning bolt (DC 17/R), suggestion (DC 
  17/W)
  2nd--gust of wind (DC 16/F), false life (already 
  cast), invisibility
  1st--expeditious retreat, hypnotism (DC 15/W), 
  mage armor (already cast), silent image (DC 
  15/W)
  0--dancing lights, daze (DC 14/W), ray of frost, 
  read magic
  Possessions wand of acid arrow (13 charges), 
  potion of darkvision, Nag medallion, 7 pp, 19 
  gp, 13 sp, 15 cp, 2000 gp in other assets .
  Eredish’s rat familiar: hp 11
  Bashra
  Female Human 
  (Lawful Evil)
  Cleric 5 
  CR 5
  Init +3  
  Speed 30 ft
  HD 5d8 hp 31
  AC 15, touch 15, flat-
  footed 12 (AC includes 
  shield of faith)
  Languages Common, 
  Draconic
  BAB/Grapple +3/+3
  Attack +5 melee (1d6+2 plus poison, short 
  sword)
  SA rebuke undead 3/day
  Fort +4 Ref +4 Will +10
  Str 11, Dex 17, Con 11, Int 12, Wis 18, Cha 9
  Crucial Feats Combat Reflexes 
  Other Feats Iron Will, Weapon Focus (short 
  sword)
  Crucial Skills Concentration +7, Heal +8, 
  Listen +5, Spot +7
  Other Skills Knowledge (Religion) +8, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged touch) 
  3rd--animate dead, protection from energy (DC 
  17/F)
  2nd--death knell (DC 16/W), hold person (DC 
  16/W) (2)
  1st--cause fear (DC 15/W), detect good, 
  obscuring mist, summon monster I
  0--cure minor wounds (DC 14), 
  guidance (DC 14/W), inflict minor 
  wounds (DC 14/W), purify food and 
  drink (DC 14/W), resistance (DC 
  14/W)
  Deity 
  Nag/Nagaina . 
  Domains: 
  Death, Evil
  Possessions 
  masterwork 
  short 
  sword, periapt of wisdom +2, wand 
  of divine favor (23 charges), wand 
  of shield of faith (8 charges), scroll of 
  poison blades, 2 doses of greenblood 
  oil poison (DC 13 1 Con/1d2 Con), 
  silver and onyx holy symbol (75 
  
  44
  gp), bronze mask (15 gp), Nag medallion, 
  gold ring (25 gp) .
  Toxic zombies: hp 29 each; AC 18; +1 attack 
  and damage rolls; poison spray (see above)
  Tactics: Eredish has already cast mage armor 
  and false life on himself . Bashra has used 
  her wand of divine favor on herself and the 
  zombies, and her wand of shield of faith on all 
  four of them . (Statistics are already changed . 
  The charges have already been deducted .) 
  In a fight, the zombies rush forward while 
  the spellcasters hang back and cast . Eredish 
  uses lightning bolt and suggestion right away . 
  Bashra relies on hold person .
  If Relosa happens to be with the PCs, 
  Eredish may attempt to use the sacrifice, her 
  brother, to his advantage--
  threatening to kill the elf with 
  a dagger to his throat (coup 
  de grace) if his foes don’t do 
  as he says .
  The 
  Sacrifice: 
  A 
  poorly 
  treated male elf, hands and 
  feet tied with rope, lies on 
  the altar . This prisoner of 
  the cult is named Lyratham 
  Quardak (Expert 2) . His 
  sister Relosa seeks vengeance 
  upon Eredish, although she 
  believes her brother to be 
  dead . Even if freed from his 
  bonds, Lyratham is too weak 
  and malnourished to do 
  much . He can barely walk on 
  his own . He currently has 2 
  hit points, but his total is 10 .
  Window: Those getting close to the window 
  and peering through can see into area 172 . 
  However, unless there is light in that room, 
  it’s difficult to see very much--perhaps two 
  figures (the skeletons) and something large 
  and shiny (the gong) . The window has a 
  hardness of 1, 5 hit points, and a Break DC 
  of 15 .
  Alcoves: Each alcove holds a font filled with 
  mildly poisonous water (DC 11, damage 1 
  Con/1 Con) . 
  Altar: The front of the altar is graved with 
  the words (in Draconic): “Nagaina, Mate to 
  Nag and Mother of Death .”
  Hallway to the West: The door is not locked . 
  However, no character without a special Nag 
  medallion 
  can 
  pass through it 
  to the east . The 
  hallway itself is 
  round, and the 
  bare 
  stone 
  is 
  painted black .
  Eredish’s 
  Spellbook: 
  Eredish has 
  his spellbook 
  with him . It has 
  the following 
  spells:
  0--acid splash, 
  arcane mark, 
  dancing lights, 
  daze, detect 
  magic, detect 
  poison, disrupt 
  undead, flare, ghost sound, light, mage hand, 
  mending, message, open/close, prestidigitation, 
  ray of frost, read magic, resistance, touch of 
  fatigue
  1st--charm 
  person, 
  disguise 
  self, 
  erase, 
  expeditious retreat, hypnotism, jump, mage 
  armor, magic aura, magic weapon, silent image
  2nd--acid arrow, false life, gust of wind, 
  invisibility, protection from arrows, blindness/
  deafness
  3rd--lightning bolt, suggestion
  Development: If Eredish or Bashra become 
  aware of intruders either due to lights 
  through seeing them in the window or 
  hearing a fight nearby (such as in areas 172, 
  177 or 178) they leave the zombies to guard 
  their sacrifice and move to investigate. If 
  they merely hear the gong or see lights 
  through the window, they remain on their 
  guard, but attempt to finish the evil ritual, 
  which takes another 5 minutes .
  Connections: This chamber connects to area 
  172 (through the window), 177, and 178 .
  See the Map of Level 6 .
  177. CHAPEL OF 
  SUMMONING (EL 7 AND 6)
  Summary: Mucking around in this side 
  chapel results in a terrible snake-creature 
  being summoned that will attack the 
  PCs . You will need the Serpentine Giant 
  Illustration handout (see Appendix C) .
  Sights and Sounds: This room is dark and 
  quiet .
  
  45
  An enormous black cobra made of stone, 
  more than 15 feet high and 25 feet across, with 
  glittering yellow eyes coils behind a dark altar 
  in this chapel of evil. The ceiling is thirty feet 
  high. Curtains of red, gold, and black drape 
  the walls. Unlit braziers flank the altar, and 
  incense burners rest cold on its black marble top, 
  although the smell of their smoke clings to the 
  air. The faint outline of a pentagram is etched 
  before the altar on the gray marble floor.
  Summoning: 
  The 
  cult 
  has 
  specially 
  prepared this chapel 
  for praying to its dark 
  gods to send them 
  servitors . 
  This 
  is 
  where they summon 
  evil creatures, and 
  all 
  evil 
  creatures 
  summoned in this 
  chamber (after the 
  proper 
  rites 
  are 
  intoned) gain +1 to 
  attack and damage 
  and 10 bonus hit points .
  In addition, even just touching the altar 
  or statue summons the “serpentine giant,” 
  a being of pure evil that serves Nag . It 
  appears before the altar . Show the players 
  the Serpentine Giant Illustration handout .
  This being is exactly like a hill giant except 
  that it wears chain mail and carries a shield 
  (giving it AC 24) and uses an appropriately 
  sized scimitar as its weapon, inflicting 
  1d8+7 damage . It normally uses 5 points of 
  Power Attack, however, making that 1d8+12 
  damage .
  Serpentine giant: hp 102
  The serpentine giant is entirely uncontrolled 
  unless five special swords (found in areas 
  165, 172, and 178) that form an interlocking 
  pentagram are placed on the floor before 
  the altar . If this is done before the creature 
  is summoned, the snake giant--when it 
  appears--will obey the commands of the 
  first being it sees for 10 minutes or until it is 
  slain . It will obey all commands, even those 
  detrimental to itself or the cult . See The Five 
  Swords .
  Secret Door to Area 175: The secret door in 
  the south wall is cleverly concealed (Search 
  DC 25) . It pivots easily on the eastern side 
  and it is not locked .
  Secret Room Behind Statue: This secret 
  door is located 15 feet up the wall, behind 
  the head of the serpent statue . If someone 
  gets up to it, it’s not too difficult to find 
  (Search DC 20) but from the floor it is much 
  harder (DC 28) .
  The small room beyond has a low ceiling 
  (only 6 feet) . At the very rear of the narrow 
  chamber a small iron and ebony box (worth 
  100 gp) trapped with a glyph of warding 
  cast by the old high priest of the temple 
  (now dead) . It holds a number of powerful 
  divine scrolls: restoration, break enchantment, 
  heal, summon monster V, and divine power .
  Glyph of blasting (sonic): CR 6; spell 
  trigger; no reset; spell effect (glyph of 
  warding [blast], 16th-level cleric, 8d8 sonic, 
  DC 14 Reflex save half damage); multiple 
  targets (all targets within 5 feet); Search DC 
  28; Disable Device DC 28 .
  Development: If Eredish or Bashra hear 
  sounds of a fight here they leave the 
  zombies to guard their sacrifice and move 
  to investigate . 
  Connections: This chamber connects to area 
  175 and area 176 .
  See the Map of Level 6 .
  The Five Swords
  In area 165, area 172, and area 178, PCs can 
  find five special swords. Even just looking 
  at two of the swords suggests that they 
  interlock somehow, with the blade of one 
  inserted at an angle into the hilt of another . 
  It’s a small matter to determine, with all 
  
  46
  five swords in hand, that they fit together 
  to make a 5-pointed star . Should anyone in 
  possession of all five swords cast identify 
  or a similar spell, or make a Knowledge 
  (arcana) or Knowledge (religion) check (DC 
  24) looking at all five swords, they learn of 
  their magical use, as discussed in area 177 . 
  This determination is impossible, however, 
  without all five swords present (although it 
  need not be done in area 177 .)
  The swords are used in the least common 
  ritual of all, where the cultists (usually just 
  the priests, but sometimes others as well) 
  proceed to area 177 to ask for the blessing 
  of supernatural aid in a physical form after 
  gathering the five swords. This enables them 
  to conjure and control the serpentine giant .
  The giant isn’t a source for information . 
  In fact, it cannot even speak . It exists only 
  for fighting or acts of brute strength. The 
  cult uses it very, very rarely now, but plans 
  on using it to help gather sacrifices soon.
  178. HALL OF YIG (EL 3)
  Summary: Two cultists pay homage to their 
  god in this processional hall leading to the 
  heart of the Temple of Nag .
  Note: It is impossible to enter this area from 
  any direction other than the south without 
  wearing a special Nag medallion found 
  throughout the level . 
  Sights and Sounds: This hall is lit by candles 
  and a few torches in sconces . Sounds of the 
  prayers of the cultists here and the larger 
  ceremony in area 180 can’t be missed .
  You come into a wide hallway here, thirty feet 
  wide and just as tall, with arches 
  supporting the vaulted ceiling. The 
  hall runs north and south, the black 
  tiled floor smooth and reflective. 
  Torches and candles burning here 
  have stained the white plaster-
  covered walls gray. To each side 
  of smaller, round passages leading 
  both east and west stand malevolent 
  shrines flanked by thin pillars 
  painted red. There are four shines 
  in all.
  Two hooded cultists kneel before 
  one of the shrines, chanting foul 
  prayers. 
  Inhabitants: Two cultists pay 
  homage at one of the four 
  shrines . Each of them carries 
  one of the five swords needed 
  to make the pentagram in area 
  177 . These swords are identical 
  to the sword found in area 165 
  and those in area 172:  they are masterwork, 
  have a faint magical aura (conjuration), and 
  even bear a sheen that only a magical sword 
  can have . However, they have no magical 
  enhancement bonus, and there is no way 
  for the PCs to determine what magical 
  property they possess until they find the 
  three matching mates .
  Both wear Nag medallions--a symbol of 
  cult affiliation with a black, coiled serpent. 
  The medallions have a faint magic aura 
  because they allow the wearer to enter this 
  area . They have no other powers and are 
  worth 5 gp .
  Venom Cultist Commoner
  Male or Female Human (Neutral 
  Evil)
  Commoner 2 
   
  CR 1
  HD 2d6+4   
   
  hp 11
  Init +0  
   
   
  Speed 30 feet
  Languages Common, Elvish
  AC 10, touch 10, flat-footed 10
  BAB/Grapple +1/+1
  Attack/Full Attack +2 melee 
  (1d4 plus poison, dagger) or +2 
  ranged (1d4 plus poison, thrown 
  dagger)
  Fort +2 Ref +0 Will +2
  Str 11, Dex 10, Con 15, Int 12, 
  Wis 14, Cha 10
  Crucial Feats N/A 
  Other Feats Skill Focus (Hide), 
  Weapon Focus (dagger)
  Crucial Skills Climb +5, Jump +5, Listen +7, 
  Hide +8
  Other Skills Knowledge (religion) +3
  Possessions dagger, masterwork ritual 
  sword, 1 dose of greenblood oil poison 
  (DC 13 1 Con/1d2 Con), cultist robes, Nag 
  medallion, 15 sp, 10 cp
  Tactics: These two flee immediately to area 
  180 if confronted, yelling warnings and 
  calling for help . They will never use the 
  ritual swords they carry as weapons . If the 
  PCs just ignore them or act like they belong, 
  however, these two continue with their 
  
  47
  prayers and then go to area 172 to collect the 
  swords there before proceeding to area 177 . 
  Being slightly incompetent, they forgot the 
  sword in area 165 .
  The Four Shrines: Each of these shrines is 
  slightly different, sporting different symbols 
  and imagery . Each has 1d6 small objects, 
  idols, or other easily removed gold or jeweled 
  trinkets worth about 20 gp each . The idea is 
  that after cleansing themselves in area 165 
  but before proceeding to the main temple, 
  worshippers pray here to ready themselves 
  for the horrific rites ahead. Occasionally, 
  cultists will proceed from here to area 176, 
  or--like these two--177 .
  Development: If there are sounds of 
  trouble coming from this area, Eredish 
  and Bashra come from area 176 and most 
  of those worshipping in area 180 come as 
  well, making this extremely dangerous 
  encounter .
  Connections: This chamber connects to area 
  175 and area 176 .
  See the Map of Level 6 .
  179. THE DARK PATH
  Summary: Stray not into the dark recesses 
  found in a true temple of evil, my children, 
  or you will be lost forever .
  Sights and Sounds: This area is filled with 
  magical darkness and silence .
  It is dark. You hear nothing, not even the 
  sounds of your companions.  The temperature 
  seems to drop at a steady rate, and you are 
  feeling farther and farther from the world you 
  understand with each step into what may very 
  well be the void beyond all things.
  The Effect: Starting at the point where 
  the “snake’s tail” angles to the northwest, 
  continual darkness and silence effects begin. 
  These are absolute--no magical light will 
  work here. The effects are CL 20 with respect 
  to attempts to dispel or overcome the magic 
  somehow . Further, once characters enter 
  this effect, they must make Will saving 
  throws (DC 17) to avoid losing all sense of 
  direction . Further, those that fail can wander 
  and wander, but never can find a wall. New 
  saving throws are allowed each round, 
  but five consecutive failures mean that the 
  character succumbs to the feeling of total 
  isolation and despair, believing that they 
  have accidentally blundered into some kind 
  of portal or transition to some otherworldly 
  realm of eternal darkness and loneliness . 
  They remain in the darkness until they die 
  of starvation or until they are saved .
  A successful saving throw, either at the 
  beginning or eventually, allows a character 
  to find his or her way out. This takes one 
  round for each round spent in the darkness, 
  however . 
  If someone makes a successful save, 
  he or she can attempt to find and help his 
  companions . To do so, such characters must 
  make a Spot check (DC 15) to find a comrade 
  by feeling around, and a melee touch attack 
  to grab and drag them out of the darkness . 
  Once a character is out of the darkness, all of 
  the dark path’s mind-affecting effects end.
  Development: If the members of the Venom 
  Cult know that the PCs have blundered 
  into this area, they use it to their advantage, 
  standing at the edge, waiting for those that 
  make it out, and leaving those trapped for a 
  
  48
  good long while, dragging them out one by 
  one and subduing them so that they can be 
  sacrificed.
  Background: The Dark Path was created as 
  a sort of side effect of the evil of the temple 
  drawing on the powers of the chaos magic 
  deep within the dungeon . Sometimes, a 
  priest will go into the path to “commune” 
  with the dark forces and gain visions (a plan 
  which occasionally actually works), but 
  eventually other cultists will likely have to 
  come and drag them out .
  Connections: This chamber connects to area 
  172 and area 178 .
  See the Map of Level 6 .
  180. THE POISON ALTAR 
  (EL 12)
  Summary: This is the big one (at least for 
  Level 6) . You will need the Venom Cult 
  Priestess Illustration handout and the Poison 
  Altar Illustration handout (see Appendix C) .
  Sights and Sounds: This room is lit by 
  many flickering torches and candles. 
  The sound of chanting can be heard 
  easily from quite far off.
  This monumentally sized chamber is 
  130 feet long, 70 feet wide, and 60 feet 
  tall. The floor is white marble, but the 
  walls and vaulted ceiling are painted 
  black. Occupying most of the central 
  portion of the chamber is a massive 
  raised platform, with stairs at the north 
  end leading up to the top of it. The sides 
  of the stone platform are decorated with 
  frescoes showing scenes from strange 
  tales involving giant serpents and wicked 
  men with pointed beards. The platform 
  has through daises upon it, each holding its own 
  marble altar. These altars are round, with what 
  appears to be a massive cobra coiled around each.
  A terrible ceremony seems to be taking place as 
  you enter, with hooded cultists gathered around 
  one of the altars. A priestess is flamboyant black 
  and red garb leads them in an unholy chant that 
  sends needles of pain into your mind just to hear 
  the foul words. Another priest stands in the back, 
  holding a red banner emblazoned with a black, 
  coiled viper.
  Effects: A unhallow spell is in effect here. 
  In addition to its affects on undead, all 
  worshippers of Nag have medium viper 
  poison (DC 13; 1d6/1d6 Con damage) on 
  their bladed or piercing weapons as a 
  default condition . In other words, even if 
  the cultists do not poison their weapons, 
  they have venom on them . They cannot 
  accidentally poison themselves, and gain 
  a +4 bonus to saving throws versus poison 
  while here . Further, the saving throw DCs 
  of any poison brought or conjured into the 
  area is increased by +2 while it remains here . 
  This includes the magical medium viper 
  poison--thus the increase of the DC from 11 
  to 13 . All poison stats below have already 
  been modified.
  L a s t l y , 
  any 
  ongoing 
  delay 
  poison 
  or 
  neutralize 
  poison 
  effects 
  have a dispel 
  magic 
  cast 
  upon 
  them 
  i m m e d i a t e l y 
  (caster 
  level 
  10) . Alchemical 
  a n t i t o x i n , 
  however, is not 
  affected.
  Platform: 
  The 
  platform is 10 
  feet high . There 
  are three altars 
  on it, each on raised daises . 
  Inhabitants: A significant portion of the 
  cult (16 members) are present at a ritual 
  ceremony here in the main sanctuary of the 
  temple of Nag . Further, if there is combat 
  here, reinforcements of a significant nature 
  are nearby (see Development, below) . In 
  other words, a full-out PC assault on this 
  
  49
  temple right at the moment would likely be 
  a very big mistake . 
  There are eight temple guards here, four 
  standard cultists (commoners), two cultist 
  rogues, and two priests: Pergan and Yllissa . 
  They are gathered around the Poison Altar, 
  the northernmost of the three altars on the 
  raised platform . Show the players the Venom 
  Cult Priestess Illustration handout, which 
  shows everyone gathered around Yllissa 
  while Pergan stands in the back holding a 
  sacred banner . Everyone here wears Nag 
  medallions, symbols of cult affiliation with 
  a black, coiled serpent . The medallions have 
  a faint magic aura because they allow the 
  wearer to enter area 178 . They have no other 
  powers and are worth 5 gp .
  Venom Cultist 
  Commoner
  Male or Female Human 
  (Neutral Evil)
  Commoner 2 CR 1
  HD 2d6+4  
  hp 11
  Init +0  
   
  Spd 30 ft
  Languages 
  Common, 
  Elvish
  AC 10, touch 10, flat-
  footed 10
  BAB/Grapple +1/+1
  Attack/Full Attack +2 melee (1d4 plus 
  poison, dagger) or +2 ranged (1d4 plus 
  poison, thrown dagger)
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +2 Ref +0 Will +2
  Str 11, Dex 10, Con 15, Int 12, Wis 14, Cha 10
  Crucial Feats N/A 
  Other Feats Skill Focus (Hide), Weapon 
  Focus (dagger)
  Crucial Skills Climb +5, Jump +5, Listen +7, 
  Hide +8
  Other Skills Knowledge (religion) +3
  Possessions dagger, 1 dose of greenblood 
  oil poison (DC 15; 1 Con/1d2 Con), Nag 
  medallion, cultist robes, 28 sp, 16 cp
  Venom Cultist Warrior
  Male or Female Human (Neutral Evil)
  Warrior 3  
   
   
  CR 2
  HD 3d10+6  
   
  hp 26
  Init +1  
   
   
   
  Speed 20 feet
  Languages Common
  AC 17, touch 11, flat-footed 16
  BAB/Grapple +3/+5
  Attack/Full Attack +7 melee (1d8+2 plus 
  poison, battle axe) or +5 ranged (1d8 plus 
  poison, light crossbow)
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +5 Ref +2 Will +1
  Str 14, Dex 13, Con 15, Int 11, Wis 10, Cha 9
  Crucial Feats Dodge, Point Blank Shot 
  Other Feats Weapon Focus (battle axe)
  Crucial Skills Climb +1, Jump +0, Hide -1
  Other Skills Knowledge (religion) +1
  Possessions 
  Masterwork 
  chainmail, 
  masterwork 
  light 
  wooden 
  shield, 
  masterwork battle axe, dagger, masterwork 
  light crossbow, 12 bolts, 4 doses of greenblood 
  oil poison (DC 15; 1 Con/1d2 Con), Nag 
  medallion, cultist robes, 2 gp, 31 cp
  Venom Cultist Rogue
  Male or Female Human (Neutral Evil)
  Rogue 3  
   
   
  CR 3
  HD 3d6+3 
   
   
  hp 17
  Init +3  
   
   
   
  Speed 30 feet
  Languages Common, Abyssal
  AC 16, touch 13, flat-footed 14
  BAB/Grapple +2/+3
  Attack/Full Attack +4 melee (1d6+1 plus 
  poison, rapier) and +4 melee (1d6+1 plus 
  poison, short sword) or +5 ranged (1d4+1 
  plus poison, thrown dagger)
  SA +2d6 Sneak Attack
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +2 Ref +6 Will +1
  Str 13, Dex 17, Con 13, Int 12, Wis 11, Cha 12
  Crucial Feats N/A 
  Other Feats Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse
  Crucial Skills Balance +9, Bluff +4, Disable 
  Device +6, Disguise +3, Hide +8, Intimidate 
  +7, Listen +2, Move Silently +9, Spot +5, 
  Tumble +8
  Other 
  Skills 
  Appraise 
  +4, 
  Gather 
  Information +5, Knowledge (Local) +2, 
  Knowledge (religion) +1, Search +4
  
  50
  Possessions Masterwork studded leather, 
  masterwork 
  short 
  sword, 
  masterwork 
  rapier, 3 daggers, potion of cure moderate 
  wounds, 6 doses of medium spider venom 
  (DC 16; 1d4 Str/1d4 Str), Nag medallion, 
  cultist robes, 16 gp, 17 sp, 12 cp .
  Pergan
  Male Human (Lawful Evil)
  Cleric 5   
   
   
  CR 5
  Init +0  
   
   
   
  Speed 20 feet
  HD 5d8+10  
   
  hp 42
  AC 19, touch 10, flat-footed 19
  Languages Common, Draconic
  BAB/Grapple +3/+4
  Attack +6 melee (1d6+1 plus poison, short 
  sword)
  SA rebuke undead 3/day
  SQ +8 to all saves versus poison, can handle 
  poisons safely
  Fort +6 Ref +3 Will +10
  Str 12, Dex 11, Con 14, Int 13, Wis 16, Cha 12
  Crucial Feats N/A 
  Other Feats Iron Will, Lightning Reflexes, 
  Weapon Focus (short sword)
  Crucial Skills Concentration +7, Diplomacy 
  +7, Heal +8, Spot +7
  Other Skills Knowledge (Religion) +4, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged 
  touch) 
  3rd--clairvoyance/clairaudience, poison blades
  2nd--detect thoughts (DC 15/W), enthrall (DC 
  15/W), hold person (DC 15/W)
  1st--cause fear (DC 14/W), cure light wounds, 
  divine favor, shield of faith
  0--cure minor wounds, guidance (DC 13/W), 
  inflict minor wounds (DC 13/W), purify food 
  and drink, resistance (DC 14/W)
  Deity Nag . Domains: Death, Knowledge
  Possessions +1 banded mail, masterwork 
  large shield, masterwork short sword, 
  scroll of cat’s grace and cure serious wounds, 4 
  doses of medium spider venom (DC 16 1d4 
  Str/1d4 Str), Nag medallion, silver and onyx 
  holy symbol (75 gp), pouch with 6 small 
  gemstones (10 gp each) .
  Yllissa
  Female Human (Lawful Evil)
  Cleric 7 
   
   
   
  CR 7
  Init +2  
   
   
   
  Speed 20 feet
  HD 7d8+7 
   
   
  hp 47
  AC 19, touch 12, flat-footed 17
  Languages Common, Draconic
  BAB/Grapple +5/+5
  Attack +7 melee (1d6 plus poison, short 
  sword)
  SA rebuke undead 3/day
  SQ +8 to all saves versus poison, can handle 
  poisons safely
  Fort +6 Ref +6 Will +11
  Str 11, Dex 15, Con 13, Int 13, Wis 18, Cha 15
  Crucial Feats Combat Casting, Dodge
  Other Feats Iron Will, Lighting Reflexes
  Crucial Skills Concentration +9, Diplomacy 
  +8, Heal +8, Spot +7
  Other Skills Knowledge (Religion) +8, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged 
  touch) 
  4th--cure critical wounds, unholy blight (DC 18/W)
  3rd--animate dead, cure serious wounds, 
  summon monster III
  2nd--death knell (DC 16/W), enthrall (DC 
  16/W), hold person (DC 16/W), silence (DC 
  16/W)
  1st--cause fear (DC 15/W), cure light wounds 
  (3), shield of faith
  
  51
  0--cure minor wounds (DC 14), guidance (DC 
  14/W), inflict minor wounds (DC 14/W), purify 
  food and drink (DC 14/W), resistance (DC 14/W) 
  Deity Nag . Domains: Death, Evil
  Possessions +2 breastplate, masterwork short 
  sword, potion of see invisibility, scroll of slay 
  living, scroll of restoration, wand of poison (15 
  charges), Nag medallion, silver and onyx 
  holy symbol (75 gp), silver and onyx ring 
  (100 gp) .
  Tactics: The key advantage the PCs have 
  here is that if they don’t do anything overtly 
  aggressive, they’re likely to be ignored . 
  They could easily come in, turn around and 
  leave, and no one would probably say or do 
  anything to stop them, particularly if the 
  PCs are dressed as cultists (if the temple is 
  on particular alert, such as if the gong in area 
  172 has rung, or the guards in area 156 blew 
  their horns, some kind of disguise would 
  be essential to keep the cultists here from 
  stopping their ritual and attacking). Even 
  the guards are currently participating in the 
  ritual . This also means that if the PCs really 
  want to start a fight here, they’re likely to 
  get a surprise round to act against their foes .
  When a fight does start, the warriors 
  and rogues move right in to fight. The 
  commoners are more reluctant, but do what 
  they have to .
  Pergan stays in the back, casting poison 
  blades to benefit all his allies and then uses 
  the next two rounds of the encounter to cast 
  divine favor and shield of faith on himself 
  (+1 to attack and damage, +2 to AC for a 
  total of 21) . Finally, he heads into combat .
  Yllissa uses her wand of poison if anyone 
  gets too close . Otherwise, she casts shield of 
  faith on herself (+3 to AC for a total of 22) 
  and then stays behind, using heal spells to 
  support her fellow cultists . Once at least 
  seven figures lay dead on the floor, she casts 
  animate dead to raise them as zombies . 
  Note the effects of the room’s unhallow on 
  this spell .
  The Ritual: If left undisturbed, the ritual 
  goes on for another 20 minutes, with 
  chanting and singing and praises to Nag . 
  Then the high priest comes in from area 181 
  and plays the flute. Finally, Pergan goes to 
  area 169 to bring the sacrifice, who is killed 
  on the altar in another 10 minute ritual .
  The Poison Altar: Show the players the 
  Poison Altar Illustration handout . This evil 
  altar is made of marble, with iron shackles 
  to bind sacrifices. Any non-evil creature 
  touching the altar suffers 1d6 points of 
  negative energy damage (no save) . This 
  is a one-time effect, not an ongoing one. 
  Further, any delay poison or neutralize 
  poison effects are automatically dispelled 
  (no check needed). Lastly, the figure must 
  make a Fortitude save (DC 18) or become 
  sickened for 10 minutes .
  The altar has a hardness of 8, 100 hit points, 
  and a Break DC of 35 . However, a consecrate 
  or hallow spell destroys it outright, and a 
  dispel magic spell cast by a good-aligned 
  caster inflicts 50 points of damage upon it 
  automatically and decreases the Break DC 
  to 18 for one round . Good aligned characters 
  in this room when the altar is destroyed are 
  all healed 20 hit points, have all poisons 
  afflicting them neutralized, and gain the 
  effects of a bless spell for 10 rounds.
  The eyes of the marble cobra portion of 
  the altar are each black pearls worth 500 gp 
  each. However, they have a mystical effect 
  as well . If used as a part of the creation of 
  a periapt of proof versus poison, either of 
  these gems negate any xp cost to create 
  the item, and the value of the gem counts 
  double toward the its gp cost . A Knowledge 
  (arcana) check (DC 20) allows a character to 
  recognize this .
  The Lesser Altars: These altars look exactly 
  like the poison altar except that they have 
  no shackles. They are for sacrifices to Nag 
  other than living humanoids . Each has a 
  
  52
  hardness of 8, 60 hit points, and a Break 
  DC of 28. Neither has any special effects for 
  those who touch them or destroy them .
  The Pit: The pit is 20 feet deep and filled 
  with refuse and dead bodies of humans and 
  animals in various states of decay .
  Going to Area 178: It is possible to go 
  from this area to area 178 without a Nag 
  medallion .
  Secret Door: The secret door into area 181 is 
  not too difficult to find (Search check DC 20) 
  and slides open easily once found .
  Development: At the sounds of anything 
  amiss here, the new high priest comes in 
  from area 181 . Also, Naralliki from area 174 
  will come at the sounds of fighting in about 
  three rounds .
  REVISIT (EL 0)
  The next time the PCs come here, the place is 
  empty . There’s no ritual going on . The high 
  priest in area 181 will still come at the sound 
  of any thing untoward (like altar smashing) 
  here .
  If the inhabitants of this room still live 
  but are no longer here, the DM should 
  make sure to place them somewhere else 
  in the level . For example, the clerics might 
  be in area 181 talking with the high priest, 
  the guards might be patrolling in area 170, 
  and the commoners and rogues might be in 
  area 165 or 178 preparing for a new ritual . 
  Alternatively, the guards and clerics might 
  be in their quarters (areas 156 and 168, 
  respectively) and the others might be in 
  Brindenford .
  Connections: This chamber connects to area 
  169, 174, 178, and 181 .
  See the Map of Level 6 .
  181. SECRET ROOM (EL 7 
  AND 8)
  Summary: The strange new high priest of 
  the Venom Cult waits here to join in on the 
  ceremony in area 180 . You will need the 
  New High Priest Illustration handout (see 
  Appendix C) .
  Sights and Sounds: This room is lit with 
  a brazier in each corner and a chandelier 
  hanging from the middle of the ceiling . It is 
  quiet .
  This room appears mostly empty. The walls 
  are covered in plaster painted white, and the 
  floor is black and white tile. 
  Inhabitant: The new high priest is a 12 
  year old boy . Born once every 
  100 years, the venom-touched 
  are particularly blessed by the 
  dark gods of murder . The cult, 
  knowing he had been born, built 
  this hidden temple fortress for 
  him so that they could protect 
  him . His real name is unknown . 
  He has no character class, and 
  may not actually be considered 
  truly human . He is an evil, awful 
  beast of a boy, delighting in the 
  pain and suffering of others far 
  more than any other member of 
  the cult .  Show the players the 
  New High Priest Illustration 
  handout .
  The New High Priest
  Male Outsider (Lawful Evil) CR 7
  Init +4  
   
   
   
  Speed 30 feet
  HD 5d8+5 
   
   
  hp 45
  AC 19, touch 16, flat-footed 15
  Languages Common, Infernal
  BAB/Grapple +5/+4
  Attack +4 melee touch (poison)
  SA poison touch (DC 18 1d6 Con/1d6 Con), 
  flute playing
  SQ Immune to poison, SR 22
  Fort +5 Ref +10 Will +10
  Str 9, Dex 18, Con 13, Int 13, Wis 18, Cha 20
  Crucial Feats N/A
  Other Feats Iron Will, Lighting Reflexes
  Crucial Skills Bluff +12, Diplomacy +12, 
  Heal +11, Listen +11, Spot +11
  Other Skills Knowledge (Religion) 
  +8, Knowledge (Arcana) +8 .
  Possessions +2 ring of protection, 
  silver flute (95 gp), Nag medallion, 
  silver and onyx holy symbol (75 
  gp), silver and onyx ring (230 gp) .
  Poison Touch (Ex): This works 
  whether he makes an attack or is 
  attacked. The poison is so virulent 
  that it runs down the blades 
  and hafts of weapons and flows 
  through gloves and gauntlets, thus, 
  any melee strike hitting him forces 
  the save . The saving throw DC is 
  Con based, with a +5 divine bonus .
  
  53
  Flute Playing (Su): When the high priest 
  plays the flute, all within 60 feet must make 
  a Will save (DC 18) or be affected by either 
  a confusion or charm monster spell (high 
  priest’s choice) as if cast by a 10th level 
  caster . The saving throw DC is Charisma-
  based .
  Tactics: The new high priest avoids combat 
  if he can help it, preferring to let others 
  protect him . However, if confronted, he will 
  attempt to use his flute and allow his poison 
  touch to be defensive .
  He knows about the trap in 181A, and he 
  knows that he’s too light to trigger it . So he 
  won’t hesitate to run to area 182, leading 
  pursuers right into the hallway trap .
  Lastly, if he needs to, he will pretend 
  that he is really just a victim in all this--
  an innocent boy forced or perhaps even 
  magically compelled into this role . He will 
  beg to be returned to the loving arms of his 
  mother (who is, in fact, dead) .
  Development: Any member of the cult 
  would die willingly before seeing the new 
  high priest come to harm, so any and all 
  would come if they thought he might be in 
  danger .
  Secret Door: The secret door into area 180 is 
  not too difficult to find (Search check DC 20) 
  and slides open easily once found .
  181A: This hallway is trapped . The north 30-
  foot section is a pit trap that dumps victims 
  down into a 30 foot deep pit where they are 
  impaled on poisoned spikes and then slashed 
  with wall scythes . The trap door only opens 
  if 100 pounds or more is placed upon it .
  Pit with Spikes and Blades Trap: CR 
  8; mechanical; location trigger; repair 
  reset; multiple targets; DC 25 Reflex save 
  avoids; 30 ft . deep (3d6, fall); pit spikes 
  (Attack +10 melee, 1d4 spikes per target 
  for 1d4+5 each); poison (blue whinnis, DC 
  14 Fortitude save resists (poison only), 1 
  Con/unconsciousness); Attack +20 melee 
  (2d4+8/×4, scythe); poison (blue whinnis, 
  DC 14 Fortitude save resists (poison only), 
  1 Con/unconsciousness); Search DC 27; 
  Disable Device DC 18 .
  Connections: This chamber connects to area 
  180 and area 182 .
  See the Map of Level 6 .
  182. HIGH PRIEST’S 
  QUARTERS (EL 5 AND 6)
  Summary: The chambers of the new head 
  of the temple contain many powerful and 
  interesting treasures, but they are of course 
  well warded .
  Sights and Sounds: This room is dark and 
  quiet .
  This large, sumptuous bedchamber has plaster 
  walls with framed paintings, a thick black and 
  white carpet on the floor, a large four-poster bed, 
  and some very nice furnishings.
  Table: On the table are a variety of dishes 
  and silverware (75 gp for the lot) . One of the 
  spoons is a sustaining spoon . 
  Chest and Wardrobe: These contain a 
  variety of boys’ clothing and broken toys .
  Paintings: These paintings are comical and 
  show clowns and big-nosed fools doing 
  absurd things . They are worthless .
  Western Secret Door: This door is well-
  concealed (Search DC 25) and trapped with 
  a glyph of warding that activates when the 
  door is opened .
  Glyph of Warding Trap: CR 5; spell trigger; 
  no reset; spell effect (glyph of warding 
  
  54
  [blast], 7th-level cleric, 3d8 acid, DC 14 
  Reflex save half damage); multiple targets 
  (all targets within 5 feet); Search DC 28; 
  Disable Device DC 28 .
  Eastern Secret Door: This door is also well-
  concealed (Search DC 25) and trapped so 
  that when opened a poisoned arrow shoots 
  out at the opener .
  Poison Arrow Trap: CR 6; mechanical; 
  proximity trigger; manual reset; Attack +14 
  ranged (1d8 plus poison, arrow); poison 
  (wyvern poison, DC 17 Fortitude save 
  resists, 2d6 Con/2d6 Con); Search DC 20; 
  Disable Device DC 16 .
  182A: This room contains a single unlocked 
  chest . It holds six scrolls, each with one spell: 
  heal, summon monster V, spell resistance, 
  divination, freedom of movement, and 
  remove blindness/deafness . It also has a false 
  bottom (Search DC 30 to find) containing a 
  scroll of dictum .
  182B: This room has a simple oak table 
  with a deck of illusions on it in an ivory 
  case (worth 80 gp) . The deck is missing the 
  female half-elf bard, the iron golem, and the 
  bugbear cards. A flesh golem manual lies 
  next to the deck . A small leather satchel is 
  hidden on the underside of the table (Search 
  DC 17 to find). Inside are two identical keys 
  (these open the locked secret doors in area 
  175) and a flask with a single dose of elixir 
  of sneaking .
  Connections: This chamber connects to area 
  181 .
  
  55
  APPENDIX A: MONSTERS & 
  NPCS
  Aeraki (Room 171)
  Female Human (Lawful Evil)
  Rogue 5/Assassin 1  
  CR 7
  Init +6  
   
   
   
   
  Speed 30 feet
  HD 5d6+10 + 1d6+2  
  hp 40 (6HD)
  AC 16, touch 12, flat-footed 14
  BAB/Grapple +3/+4
  Attack +6 melee (1d6+2 plus poison/18-20, 
  rapier) or +5 ranged (1d8 plus poison, light 
  crossbow)
  Full Attack +4 melee (1d6+2 plus poison plus 
  disease/18-20, rapier) and +3 melee (1d6+1 
  plus poison plus disease/19-20, dagger) or 
  +5 ranged (1d8 plus poison, light crossbow)
  SA death attack (DC 14), disease attack (DC 
  15) sneak attack +4d6
  SQ evasion, poison use, trap sense +1, 
  trapfinding, and uncanny dodge
  Fort +3 Ref +8 Will +2
  Str 12, Dex 15, Con 14, Int 17, Wis 13, Cha 13
  Feats Combat Reflexes, Improved Initiative, 
  Two-Weapon Fighting, Weapon Finesse
  Skills Bluff +7, Climb +7, Diplomacy +12, 
  Disguise +10, Escape Artist +11, Forgery 
  +11, Hide +11, Knowledge (Local) +7, Listen 
  +7, Move Silently +10, Open Lock +10, Sense 
  Motive +9, Spot +2, Tumble +9, Use Rope +9 .
  Spells CL 1, +4 melee touch, +5 ranged touch 
  1st (1/day)--disguise self, true strike
  Possessions masterwork studded leather, 
  +1 rapier of the venom lord, short sword, two 
  potions of invisibility, 3 doses of medium 
  spider venom (DC 14 1d4 Str/1d4 Str), light 
  crossbow and 12 bolts, key to the door in 161 .
  Bashra (Room 176)
  Female Human (Lawful Evil)
  Cleric 5 
  CR 5
  Init +3  
  Speed 30 ft
  HD 5d8 hp 31
  AC 15, touch 15, flat-footed 12 (AC includes 
  shield of faith)
  Languages Common, Draconic
  BAB/Grapple +3/+3
  Attack +5 melee (1d6+2 plus poison, short 
  sword)
  SA rebuke undead 3/day
  Fort +4 Ref +4 Will +10
  Str 11, Dex 17, Con 11, Int 12, Wis 18, Cha 9
  Crucial Feats Combat Reflexes 
  Other Feats Iron Will, Weapon Focus (short 
  sword)
  Crucial Skills Concentration +7, Heal +8, 
  Listen +5, Spot +7
  Other Skills Knowledge (Religion) +8, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged touch) 
  3rd--animate dead, protection from energy (DC 
  17/F)
  2nd--death knell (DC 16/W), hold person (DC 
  16/W) (2)
  1st--cause fear (DC 15/W), detect good, 
  obscuring mist, summon monster I
  0--cure minor wounds (DC 14), guidance (DC 
  14/W), inflict minor wounds (DC 14/W), purify 
  food and drink (DC 14/W), resistance (DC 14/W)
  Deity Nag/Nagaina . Domains: Death, Evil
  Possessions 
  masterwork 
  short 
  sword, 
  periapt of wisdom +2, wand of divine favor (23 
  charges), wand of shield of faith (8 charges), 
  scroll of poison blades, 2 doses of greenblood 
  oil poison (DC 13 1 Con/1d2 Con), silver and 
  onyx holy symbol (75 gp), bronze mask (15 
  gp), Nag medallion, gold ring (25 gp) .
  Bradock Fess (Room 153)
  Male Human (Neutral Good)
  Fighter 3  
   
  CR 3
  Init +6  
   
   
  Speed 30 feet
  HD 3d10+6  
  hp 26 (currently 2)
  AC 15, touch 12, flat-footed 13
  Languages Common, Elven
  BAB/Grapple +3/+6
  Attack +8 melee (1d8+3, longsword)
  Fort +5 Ref +5 Will +2
  Str 16, Dex 14, Con 15, Int 13, Wis 13, Cha 10
  Crucial Feats Dodge, Combat Expertise
  Other Feats Improved Initiative, Lightning 
  Reflexes, Weapon Focus (longsword)
  Crucial Skills Climb +8, Intimidate +5, Jump +7 
  Other Skills Handle Animal +4, Ride +8, 
  Search +3 .
  Possessions masterwork studded leather
  
  56
  Darcien (Room 160)
  Female Human (Lawful Evil)
  Cleric 5 
  CR 5
  Init +0  
  Speed 20 feet
  HD 5d8 hp 32
  AC 16, touch 10, flat-footed 16
  Languages Common, Draconic
  BAB/Grapple +3/+3
  Attack +5 melee (1d6+1 plus poison, short 
  sword)
  SA rebuke undead 3/day
  SQ +4 bonus to saving throws versus poison, 
  handle poison safely
  Fort +4 Ref +1 Will +10
  Str 11, Dex 10, Con 11, Int 12, Wis 18, Cha 16
  Crucial Feats Combat Reflexes 
  Other Feats Iron Will, Weapon Focus (short 
  sword)
  Crucial Skills Concentration +7, Diplomacy 
  +9, Heal +8, Spot +7
  Other Skills Knowledge (Religion) +4, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged touch) 
  3rd--animate dead, protection from energy
  2nd--death knell (DC 16/W), enthrall (DC 
  16/W), hold person (DC 16/W)
  1st--cause fear (DC 15/W), detect good, 
  obscuring mist, summon monster I
  0--cure minor wounds, guidance, inflict minor 
  wounds, purify food and drink, resistance
  Deity Nag . Domains: Death, Evil
  Possessions +1 breastplate, +1 short sword, 
  potion of owl’s wisdom, 3 doses of greenblood 
  oil poison (DC 13 1 Con/1d2 Con), silver and 
  onyx holy symbol (75 gp), 14 gp, 8 sp, 11 cp .
  Eredish Mallini (Room 176)
  Male Elf (Neutral Evil)
  Wizard 5  
   
  CR 5
  Init +4  
   
   
  Speed 30 feet
  HD 5d4+5 
   
  hp 22 (33 with false life)
  AC 20, touch 16, flat-footed 16 (AC includes 
  mage armor and shield of faith)
  Languages Common, Elven, Orc, Gnome, 
  Sylvan, Gnoll
  BAB/Grapple +2/+2
  Attack +2 melee (1d4, dagger)
  SQ low-light vision, immunity to sleep, elf 
  traits and low-light vision
  Fort +2 Ref +5 Will +8
  Str 11, Dex 18, Con 12, Int 19, Wis 15, Cha 10
  Crucial Feats Combat Casting
  Other Feats Alertness, Craft Wand, Iron 
  Will, Scribe Scroll
  Crucial Skills Balance +6, Concentration +6, 
  Listen +8, Spot +9 .
  Other Skills Decipher Script +9, Knowledge 
  (Arcana) +11, Knowledge (History) +7, 
  Search +7, Spellcraft +13
  Spells (CL 5, +2 melee touch, +6 ranged touch) 
  3rd--lightning bolt (DC 17/R), suggestion (DC 
  17/W)
  2nd--gust of wind (DC 16/F), false life (already 
  cast), invisibility
  1st--expeditious retreat, hypnotism (DC 15/W), 
  mage armor (already cast), silent image (DC 
  15/W)
  0--dancing lights, daze (DC 14/W), ray of frost, 
  read magic
  Possessions wand of acid arrow (13 charges), 
  potion of darkvision, Nag medallion, 7 pp, 19 
  gp, 13 sp, 15 cp, 2000 gp in other assets .
  Eredish’s rat familiar: hp 11
  Fiendish Giant Viper (Room 157)
  Large magical beast (extraplanar) (Neutral 
  Evil) CR 2 
  HD 3d8  
  hp 13  
  Init +7
  Spd 20 ft, climb 20 ft, swim 20 ft
  AC 15, touch 12, flat-footed 12
  BAB/Grapple +2/+6
  Attack/Full Attack +4 melee (1d4 plus 
  poison, bite)
  Space/Reach 10 feet/5 ft
  SA Poison (DC 11, 1d6/1d6 Con), Smite 
  good 1/day (+3 attack against good foe)
  SQ Darkvision 60 feet, Resistance to cold 
  and fire 5, SR 8, Scent
  Fort +3 Ref +6 Will +2
  Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2
  Crucial Feats N/A 
  Other Feats Alertness, Improved Initiative, 
  Weapon Finesse
  Crucial Skills Balance +11, Climb +11, Hide 
  +8, Listen +7, Spot +8, Swim +8
  Other Skills N/A
  
  57
  Fiendish Giant Viper (Room 164)
  Large magical beast (extraplanar) (Neutral 
  Evil)
  CR 2  
  HD 3d8  
  hp 13
  Init +7  
  Spd 20 ft, climb 20 ft, swim 20 ft
  AC 15, touch 12, flat-footed 12
  BAB/Grapple +2/+6
  Attack/Full Attack +4 melee (1d4 plus 
  poison, bite
  Space/Reach 10 feet/5 feet
  SA Poison (DC 11, 1d6/1d6 Con), Smite 
  good 1/day (+3 attack against good foe)
  SQ Darkvision 60 feet, Resistance to cold 
  and fire 5, SR 8, Scent
  Fort +3 Ref +6 Will +2
  Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2
  Crucial Feats N/A 
  Other Feats Alertness, Improved Initiative, 
  Weapon Finesse
  Crucial Skills Balance +11, Climb +11, Hide 
  +8, Listen +7, Spot +8, Swim +8
  Other Skills N/A
  Franin (Room 167)
  Female Human (Lawful Evil)
  Cleric 5 
   
   
  CR 5
  Init +5  
   
   
  Speed 20 feet
  HD 5d8+5 
   
  hp 40
  AC 18, touch 11, flat-footed 17
  Languages Common, Draconic, Elven
  BAB/Grapple +3/+3
  Attack +4 melee (1d6 plus poison, short sword)
  SA rebuke undead 3/day
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +5 Ref +2 Will +7
  Str 10, Dex 13, Con 12, Int 14, Wis 16, Cha 11
  Crucial Feats Combat Reflexes 
  Other Feats Alertness, Improved Initiative
  Crucial Skills Concentration +8, Heal +6, 
  Listen +8, Spot +8
  Other Skills Craft (alchemy) +10, Knowledge 
  (Nature) +5, Knowledge (Religion) +6, 
  Spellcraft +6 .
  Spells (CL 5, +3 melee touch, +4 ranged 
  touch) 
  3rd--animate dead, magic vestment
  2nd--cat’s grace, death knell (DC 15/W), 
  enthrall (DC 15/W)
  1st--cause fear (DC 14/W), detect good, 
  obscuring mist, sanctuary (DC 14/W)
  0--cure minor wounds, guidance, inflict minor 
  wounds (DC 13/W), purify food and drink, 
  resistance
  Deity Nag . Domains: Death, Evil
  Possessions 
  masterwork 
  breastplate, 
  masterwork short sword, heavy steel shield, 
  wand of hold person (21 charges), 3 doses of 
  greenblood oil poison (DC 13 1 Con/1d2 
  Con), Nag medallion, silver and onyx holy 
  symbol (75 gp), 10 gp, 24 sp .
  Gyllid (Room 161)
  Male Human (Lawful Evil)
  Rogue 5/Assassin 1  
  CR 7
  Init +6  
   
   
   
   
  Speed 30 feet
  HD 5d6+10 + 1d6+2  
  hp 40 (6HD)
  AC 16, touch 12, flat-footed 14
  BAB/Grapple +3/+4
  Attack +6 melee (1d6+2 plus poison/18-20, 
  rapier) or +5 ranged (1d8 plus poison, light 
  crossbow)
  Full Attack +4 melee (1d6+2 plus poison plus 
  disease/18-20, rapier) and +4 melee (1d4+2 
  plus poison plus disease/19-20, dagger) or 
  +5 ranged (1d8 plus poison, light crossbow)
  SA death attack (DC 14), disease attack (DC 
  15) sneak attack +4d6
  SQ evasion, poison use, trap sense +1, 
  trapfinding, and uncanny dodge
  Fort +3 Ref +8 Will +2
  Str 12, Dex 15, Con 14, Int 17, Wis 13, Cha 13
  Feats Combat Reflexes, Improved Initiative, 
  Two-Weapon Fighting, Weapon Finesse
  Skills Bluff +7, Climb +7, Diplomacy +12, 
  Disguise +10, Escape Artist +11, Forgery 
  +11, Hide +11, Knowledge (Local) +7, Listen 
  +7, Move Silently +10, Open Lock +10, Sense 
  Motive +9, Spot +2, Tumble +9, Use Rope +9 .
  Spells CL 1, +4 melee touch, +5 ranged touch 
  1st (1/day)--disguise self, true strike
  Possessions +1 studded leather, +1 rapier, 
  +1 dagger, two potions of invisibility, potion 
  of cure light wounds, 6 doses of medium 
  
  58
  spider venom (DC 14 1d4 Str/1d4 Str), light 
  crossbow and 12 bolts, key to the door in 
  this room, 12 gp, 8 sp .
  Hachul (Room 168)
  Male Human (Lawful Evil)
  Cleric 6 
   
   
  CR 6
  Init +0  
   
   
  Speed 20 feet
  HD 6d8+6 
   
  hp 45
  AC 21, touch 10, flat-footed 21
  Languages Common, Draconic, Elven
  BAB/Grapple +4/+7
  Attack +9 melee (1d6+4 plus poison, short 
  sword)
  SA rebuke undead 3/day
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +5 Ref +3 Will +7
  Str 16, Dex 11, Con 13, Int 10, Wis 17, Cha 13
  Crucial Feats Power Attack 
  Other Feats Lightning Reflexes, Weapon 
  Focus (short sword)
  Crucial Skills Concentration +10, Diplomacy 
  +7, Heal +6, Listen +5, Spot +6
  Other Skills Knowledge (Religion) +6, 
  Spellcraft +5 .
  Spells (CL 5, +7 melee touch, +4 ranged 
  touch) 
  3rd--animate dead, cure serious wounds, magic 
  vestment
  2nd--bear’s endurance, bull’s strength, cure 
  moderate wounds, death knell (DC 15/W)
  1st--cure light wounds, detect good, divine 
  favor, shield of faith
  0--cure minor wounds, guidance, inflict minor 
  wounds (DC 13/W), purify food and drink, 
  resistance
  Deity Nag . Domains: Death, Evil
  Possessions +1 full plate, +1 short sword, 
  masterwork heavy steel shield, scroll of 
  poison, 3 doses of greenblood oil poison 
  (DC 13 1 Con/1d2 Con), Nag medallion, 
  silver and onyx holy symbol (75 gp), 10 gp, 
  24 sp .
  Kothan (Room 166)
  Male Half-Orc (Chaotic Evil)
  Barbarian 6  
  CR 6
  Init +2  
   
   
  Speed 40 feet
  HD 6d12+12  
  hp 62
  AC 17, touch 12, flat-footed 15
  Languages Common, Orc, Gnoll
  BAB/Grapple +6/+10
  Attack +11 melee (1d12+7, great axe)
  Full Attack +11/+6 melee (1d12+7, greataxe)
  SA rage 2/day (7 rounds)
  SQ darkvision 60 feet, fast movement, 
  improved uncanny dodge, trap sense +2
  Fort +7 Ref +4 Will +6
  Str 19, Dex 15, Con 15, Int 13, Wis 15, Cha 11
  Crucial Feats Power Attack, Quick Draw
  Other Feats Iron Will
  Crucial Skills Jump +16 .
  Other Skills Knowledge (Religion) +5, 
  Handle Animal +8, Intimidate +7, Ride +10, 
  Survival +9, Read/Write Common
  Possessions +2 studded leather, +1 human 
  bane greataxe, Nag medallion, 8 sp .
  The following changes are in effect as long 
  as Eredish rages:
  AC 15, touch 10, flat 13
  hp 74 Fort +9 Will +8
  Attack +13 melee (1d12+9, greataxe)
  Full Attack +13/+8 melee (1d12+9, greataxe)
  BAB/Grapple +6/+12
  Abilities Str 23, Con 19
  Skills Jump +18
  Malloch and Bursel (Room 168)
  Male Human (Lawful Evil)
  Cleric 5 
   
   
  CR 5
  Init +0  
   
   
  Speed 20 feet
  HD 5d8+10   
  hp 42
  AC 18, touch 10, flat-footed 18
  Languages Common, Draconic
  BAB/Grapple +3/+3
  Attack +5 melee (1d6 plus poison, short 
  sword)
  SA rebuke undead 3/day
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +6 Ref +1 Will +10
  Str 11, Dex 10, Con 14, Int 12, Wis 18, Cha 12
  
  59
  Crucial Feats Combat Reflexes 
  Other Feats Iron Will, Weapon Focus (short 
  sword)
  Crucial Skills Concentration +7, Diplomacy 
  +7, Heal +8, Spot +7
  Other Skills Knowledge (Religion) +4, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged 
  touch) 
  3rd--animate dead, protection from energy
  2nd--detect thoughts (DC 16/W), enthrall (DC 
  16/W), hold person (DC 16/W)
  1st--cause fear (DC 15/W), cure light wounds, 
  divine favor, shield of faith
  0--cure minor wounds, guidance, inflict minor 
  wounds, purify food and drink, resistance
  Deity Nag . Domains: Death, Knowledge
  Possessions 
  masterwork 
  banded 
  mail, 
  masterwork large shield, masterwork short 
  sword, potion of owl’s wisdom, scroll of dispel magic 
  and cure serious wounds, 4 doses of medium 
  spider venom (DC 14 1d4 Str/1d4 Str), silver 
  and onyx holy symbol (75 gp), 90 gp .
  Connections: This area connects to areas 
  159, 167, and 170 . See the Map of Level 6 .
  The New High Priest (Room 181)
  Male Outsider (Lawful Evil) CR 7
  Init +4  
   
   
   
  Speed 30 feet
  HD 5d8+5 
   
   
  hp 45
  AC 19, touch 16, flat-footed 15
  Languages Common, Infernal
  BAB/Grapple +5/+4
  Attack +4 melee touch (poison)
  SA poison touch (DC 18 1d6 Con/1d6 Con), 
  flute playing
  SQ Immune to poison, SR 22
  Fort +5 Ref +10 Will +10
  Str 9, Dex 18, Con 13, Int 13, Wis 18, Cha 20
  Crucial Feats N/A
  Other Feats Iron Will, Lighting Reflexes
  Crucial Skills Bluff +12, Diplomacy +12, 
  Heal +11, Listen +11, Spot +11
  Other Skills Knowledge (Religion) +8, 
  Knowledge (Arcana) +8 .
  Possessions +2 ring of protection, silver flute 
  (95 gp), Nag medallion, silver and onyx 
  holy symbol (75 gp), silver and onyx ring 
  (230 gp) .
  Poison Touch (Ex): This works whether he 
  makes an attack or is attacked. The poison is 
  so virulent that it runs down the blades and 
  hafts of weapons and flows through gloves 
  and gauntlets, thus, any melee strike hitting 
  him forces the save . The saving throw DC is 
  Con based, with a +5 divine bonus .
  Flute Playing (Su): When the high priest 
  plays the flute, all within 60 feet must make 
  a Will save (DC 18) or be affected by either 
  a confusion or charm monster spell (high 
  priest’s choice) as if cast by a 10th level 
  caster . The saving throw DC is Charisma-
  based .
  Pergan (Room 180)
  Male Human (Lawful Evil)
  Cleric 5   
   
   
  CR 5
  Init +0  
   
   
   
  Speed 20 feet
  HD 5d8+10  
   
  hp 42
  AC 19, touch 10, flat-footed 19
  Languages Common, Draconic
  BAB/Grapple +3/+4
  Attack +6 melee (1d6+1 plus poison, short 
  sword)
  SA rebuke undead 3/day
  SQ +8 to all saves versus poison, can handle 
  poisons safely
  Fort +6 Ref +3 Will +10
  Str 12, Dex 11, Con 14, Int 13, Wis 16, Cha 12
  Crucial Feats N/A 
  Other Feats Iron Will, Lightning Reflexes, 
  Weapon Focus (short sword)
  Crucial Skills Concentration +7, Diplomacy 
  +7, Heal +8, Spot +7
  Other Skills Knowledge (Religion) +4, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged 
  touch) 
  3rd--clairvoyance/clairaudience, poison blades
  2nd--detect thoughts (DC 15/W), enthrall (DC 
  15/W), hold person (DC 15/W)
  1st--cause fear (DC 14/W), cure light wounds, 
  divine favor, shield of faith
  0--cure minor wounds, guidance (DC 13/W), 
  inflict minor wounds (DC 13/W), purify food 
  and drink, resistance (DC 14/W)
  
  60
  Deity Nag . Domains: Death, Knowledge
  Possessions +1 banded mail, masterwork 
  large shield, masterwork short sword, 
  scroll of cat’s grace and cure serious wounds, 4 
  doses of medium spider venom (DC 16 1d4 
  Str/1d4 Str), Nag medallion, silver and onyx 
  holy symbol (75 gp), pouch with 6 small 
  gemstones (10 gp each) .
  Venom Cultist Commoner (Random 
  Encounter)
  Male or Female Human (Neutral Evil)
  Commoner 2  
  CR 1
  HD 2d6+4 
   
  hp 11
  Init +0  
   
   
  Speed 30 feet
  Languages Common, Elvish
  AC 10, touch 10, flat-footed 10
  BAB/Grapple +1/+1
  Attack/Full Attack +2 melee (1d4 plus 
  poison, dagger) or +2 ranged (1d4 plus 
  poison, thrown dagger)
  Fort +2 Ref +0 Will +2
  Str 11, Dex 10, Con 15, Int 12, Wis 14, Cha 10
  Crucial Feats N/A 
  Other Feats Skill Focus (Hide), Weapon 
  Focus (dagger)
  Crucial Skills Climb +5, Jump +5, Listen +7, 
  Hide +8
  Other Skills Knowledge (religion) +3
  Possessions dagger, 1 dose of greenblood 
  oil poison (DC 13 1 Con/1d2 Con), cultist 
  robes, 12 sp, 14 cp
  Notes: These are just people of Brindenford 
  who are secretly members of the cult, visiting 
  the temple. They probably flee if attacked.
  Venom Cultist Commoner (Room 159)
  Male or Female Human (Neutral Evil)
  Commoner 2  
  CR 1
  HD 2d6+4 
   
  hp 11
  Init +0  
   
   
  Speed 30 feet
  Languages Common, Elvish
  AC 10, touch 10, flat-footed 10
  BAB/Grapple +1/+1
  Attack/Full Attack +2 melee (1d4 plus 
  poison, dagger) or +2 ranged (1d4 plus 
  poison, thrown dagger)
  Fort +2 Ref +0 Will +2
  Str 11, Dex 10, Con 15, Int 12, Wis 14, Cha 10
  Crucial Feats N/A 
  Other Feats Skill Focus (Hide), Weapon 
  Focus (dagger)
  Crucial Skills Climb +5, Jump +5, Listen +7, 
  Hide +8
  Other Skills Knowledge (religion) +3
  Possessions dagger, 1 dose of greenblood 
  oil poison (DC 13 1 Con/1d2 Con), cultist 
  robes, 15 sp, 10 cp
  Venom Cultist Commoner (Room 178)
  Male or Female Human (Neutral Evil)
  Commoner 2  
  CR 1
  HD 2d6+4  
   
   
  hp 11
  Init +0  
   
   
  Speed 30 feet
  Languages Common, Elvish
  AC 10, touch 10, flat-footed 10
  BAB/Grapple +1/+1
  Attack/Full Attack +2 melee (1d4 plus 
  poison, dagger) or +2 ranged (1d4 plus 
  poison, thrown dagger)
  Fort +2 Ref +0 Will +2
  Str 11, Dex 10, Con 15, Int 12, Wis 14, Cha 10
  Crucial Feats N/A 
  Other Feats Skill Focus (Hide), Weapon 
  Focus (dagger)
  Crucial Skills Climb +5, Jump +5, Listen +7, 
  Hide +8
  Other Skills Knowledge (religion) +3
  Possessions dagger, masterwork ritual 
  sword, 1 dose of greenblood oil poison 
  (DC 13 1 Con/1d2 Con), cultist robes, Nag 
  medallion, 15 sp, 10 cp
  Tactics: These two flee immediately to area 
  180 if confronted, yelling warnings and 
  calling for help . They will never use the 
  ritual swords they carry as weapons . If the 
  PCs just ignore them or act like they belong, 
  however, these two continue with their 
  prayers and then go to area 172 to collect the 
  swords there before proceeding to area 177 . 
  Being slightly incompetent, they forgot the 
  sword in area 165 .
  
  61
  Venom Cultist Commoner (Room 180)
  Male or Female Human (Neutral Evil)
  Commoner 2 CR 1
  HD 2d6+4 
   
  hp 11
  Init +0  
   
  Spd 30 ft
  Languages Common, Elvish
  AC 10, touch 10, flat-footed 10
  BAB/Grapple +1/+1
  Attack/Full Attack +2 melee (1d4 plus 
  poison, dagger) or +2 ranged (1d4 plus 
  poison, thrown dagger)
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +2 Ref +0 Will +2
  Str 11, Dex 10, Con 15, Int 12, Wis 14, Cha 10
  Crucial Feats N/A 
  Other Feats Skill Focus (Hide), Weapon 
  Focus (dagger)
  Crucial Skills Climb +5, Jump +5, Listen +7, 
  Hide +8
  Other Skills Knowledge (religion) +3
  Possessions dagger, 1 dose of greenblood 
  oil poison (DC 15; 1 Con/1d2 Con), Nag 
  medallion, cultist robes, 28 sp, 16 cp
  Venom 
  Cultist 
  Rogue 
  (Random 
  Encounter)
  Male or Female Human (Neutral Evil)
  Rogue 3  
   
  CR 3
  HD 3d6+3 
   
  hp 17
  Init +3  
   
   
  Speed 30 feet
  Languages Common, Abyssal
  AC 17, touch 13, flat-footed 14
  BAB/Grapple +2/+3
  Attack/Full Attack +4 melee (1d6+1 plus 
  poison, rapier) and +4 melee (1d6+1 plus 
  poison, short sword) or +5 ranged (1d4+1 
  plus poison, thrown dagger)
  SA +2d6 Sneak Attack
  Fort +2 Ref +6 Will +1
  Str 13, Dex 17, Con 13, Int 12, Wis 11, Cha 12
  Crucial Feats N/A 
  Other Feats Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse
  Crucial Skills Balance +9, Bluff +4, Disable 
  Device +6, Disguise +3, Hide +8, Intimidate 
  +7, Listen +2, Move Silently +9, Spot +5, 
  Tumble +8
  Other 
  Skills 
  Appraise 
  +4, 
  Gather 
  Information +5, Knowledge (Local) +2, 
  Knowledge (religion) +1, Search +4
  Possessions +1 studded leather, masterwork 
  short sword, masterwork rapier, 3 daggers, 
  potion of cure light wounds, 6 doses of medium 
  spider venom (DC 14 1d4 Str/1d4 Str), cultist 
  robes, 18 gp, 11 sp, 16 cp .
  Venom Cultist Rogue (Room 154)
  Male or Female Human (Neutral Evil)
  Rogue 3  
   
  CR 3
  HD 3d6+3 
   
  hp 17
  Init +3  
   
   
  Speed 30 feet
  Languages Common, Abyssal
  AC 17, touch 13, flat-footed 14
  BAB/Grapple +2/+3
  Attack/Full Attack +4 melee (1d6+1 plus 
  poison, rapier) and +4 melee (1d6+1 plus 
  poison, short sword) or +5 ranged (1d4+1 
  plus poison, thrown dagger)
  SA +2d6 Sneak Attack
  Fort +2 Ref +6 Will +1
  Str 13, Dex 17, Con 13, Int 12, Wis 11, Cha 12
  Crucial Feats N/A 
  Other Feats Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse
  Crucial Skills Balance +9, Bluff +4, Disable 
  Device +6, Disguise +3, Hide +8, Intimidate 
  +7, Listen +2, Move Silently +9, Spot +5, 
  Tumble +8
  Other 
  Skills 
  Appraise 
  +4, 
  Gather 
  Information +5, Knowledge (Local) +2, 
  Knowledge (religion) +1, Search +4
  Possessions +1 studded leather, masterwork 
  short sword, masterwork rapier, 3 daggers, 
  potion of cure light wounds, 6 doses of medium 
  spider venom (DC 14 1d4 Str/1d4 Str), cultist 
  robes, 18 gp, 11 sp, 16 cp .
  Venom Cultist Rogue (Room 180)
  Male or Female Human (Neutral Evil)
  Rogue 3  
   
   
  CR 3
  HD 3d6+3 
   
   
  hp 17
  Init +3  
   
   
   
  Speed 30 feet
  Languages Common, Abyssal
  AC 16, touch 13, flat-footed 14
  
  62
  BAB/Grapple +2/+3
  Attack/Full Attack +4 melee (1d6+1 plus 
  poison, rapier) and +4 melee (1d6+1 plus 
  poison, short sword) or +5 ranged (1d4+1 
  plus poison, thrown dagger)
  SA +2d6 Sneak Attack
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +2 Ref +6 Will +1
  Str 13, Dex 17, Con 13, Int 12, Wis 11, Cha 12
  Crucial Feats N/A 
  Other Feats Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse
  Crucial Skills Balance +9, Bluff +4, Disable 
  Device +6, Disguise +3, Hide +8, Intimidate 
  +7, Listen +2, Move Silently +9, Spot +5, 
  Tumble +8
  Other 
  Skills 
  Appraise 
  +4, 
  Gather 
  Information +5, Knowledge (Local) +2, 
  Knowledge (religion) +1, Search +4
  Possessions Masterwork studded leather, 
  masterwork 
  short 
  sword, 
  masterwork 
  rapier, 3 daggers, potion of cure moderate 
  wounds, 6 doses of medium spider venom 
  (DC 16; 1d4 Str/1d4 Str), Nag medallion, 
  cultist robes, 16 gp, 17 sp, 12 cp .
  Venom 
  Cultist 
  Warrior 
  (Random 
  Encounter)
  Male or Female Human (Neutral Evil)
  Warrior 3  
   
  CR 2
  HD 3d10+6  
  hp 26
  Init +1  
   
   
  Speed 20 feet
  Languages Common
  AC 17, touch 11, flat-footed 16
  BAB/Grapple +3/+5
  Attack/Full Attack +7 melee (1d8+2 plus 
  poison, battle axe) or +5 ranged (1d8 plus 
  poison, light crossbow)
  Fort +5 Ref +2 Will +1
  Str 14, Dex 13, Con 15, Int 11, Wis 10, Cha 9
  Crucial Feats Dodge, Point Blank Shot 
  Other Feats Weapon Focus (battle axe)
  Crucial Skills Climb +1, Jump +0, Hide -1
  Other Skills Knowledge (religion) +1
  Possessions 
  Masterwork 
  chainmail, 
  masterwork 
  light 
  wooden 
  shield, 
  masterwork battle axe, dagger, masterwork 
  light crossbow, 12 bolts, 4 doses of 
  greenblood oil poison (DC 13 1 Con/1d2 
  Con), cultist robes, 22 gp, 12 sp, 14 cp
  Notes: These are guards and defenders of 
  the temple who rarely leave the dungeon .
  Venom Cultist Warrior (Room 156)
  Male or Female Human (Neutral Evil)
  Warrior 3  
   
  CR 2
  HD 3d10+6  
  hp 26
  Init +1  
   
   
  Speed 20 feet
  Languages Common
  AC 17, touch 11, flat-footed 16
  BAB/Grapple +3/+5
  Attack/Full Attack +7 melee (1d8+2 plus 
  poison, battle axe) or +5 ranged (1d8 plus 
  poison, light crossbow)
  Fort +5 Ref +2 Will +1
  Str 14, Dex 13, Con 15, Int 11, Wis 10, Cha 9
  Crucial Feats Dodge, Point Blank Shot 
  Other Feats Weapon Focus (battle axe)
  Crucial Skills Climb +1, Jump +0, Hide -1
  Other Skills Knowledge (religion) +1
  Possessions 
  Masterwork 
  chainmail, 
  masterwork 
  light 
  wooden 
  shield, 
  masterwork battle axe, dagger, masterwork 
  light crossbow, 12 bolts, Nag medallion, 
  4 doses of greenblood oil poison (DC 13 1 
  Con/1d2 Con), golden serpent-shaped horn 
  (25 gp) 20 gp, 9 sp, 6 cp
  Venom Cultist Warrior (Room 174)
  Male or Female Human (Neutral Evil)
  Warrior 3  
   
  CR 2
  HD 3d10+6  
  hp 26
  Init +1  
   
   
  Speed 20 feet
  Languages Common
  AC 17, touch 11, flat-footed 16
  BAB/Grapple +3/+5
  Attack/Full Attack +7 melee (1d8+2 plus 
  poison, battle axe) or +5 ranged (1d8 plus 
  poison, light crossbow)
  Fort +5 Ref +2 Will +1
  Str 14, Dex 13, Con 15, Int 11, Wis 10, Cha 9
  Crucial Feats Dodge, Point Blank Shot 
  Other Feats Weapon Focus (battle axe)
  Crucial Skills Climb +1, Jump +0, Hide -1
  Other Skills Knowledge (religion) +1
  
  63
  Possessions 
  Masterwork 
  chainmail, 
  masterwork 
  light 
  wooden 
  shield, 
  masterwork battle axe, dagger, masterwork 
  light crossbow, 12 bolts, 3 doses of 
  greenblood oil poison (DC 13 1 Con/1d2 
  Con), 22 gp, 9 sp, 6 cp
  Venom Cultist Warrior (Room 180)
  Male or Female Human (Neutral Evil)
  Warrior 3  
   
   
  CR 2
  HD 3d10+6  
   
  hp 26
  Init +1  
   
   
   
  Speed 20 feet
  Languages Common
  AC 17, touch 11, flat-footed 16
  BAB/Grapple +3/+5
  Attack/Full Attack +7 melee (1d8+2 plus 
  poison, battle axe) or +5 ranged (1d8 plus 
  poison, light crossbow)
  SQ +4 to all saves versus poison, can handle 
  poisons safely
  Fort +5 Ref +2 Will +1
  Str 14, Dex 13, Con 15, Int 11, Wis 10, Cha 9
  Crucial Feats Dodge, Point Blank Shot 
  Other Feats Weapon Focus (battle axe)
  Crucial Skills Climb +1, Jump +0, Hide -1
  Other Skills Knowledge (religion) +1
  Possessions 
  Masterwork 
  chainmail, 
  masterwork 
  light 
  wooden 
  shield, 
  masterwork battle axe, dagger, masterwork 
  light crossbow, 12 bolts, 4 doses of greenblood 
  oil poison (DC 15; 1 Con/1d2 Con), Nag 
  medallion, cultist robes, 2 gp, 31 cp
  Yllissa (Room 180)
  Female Human (Lawful Evil)
  Cleric 7 
   
   
   
  CR 7
  Init +2  
   
   
   
  Speed 20 feet
  HD 7d8+7 
   
   
  hp 47
  AC 19, touch 12, flat-footed 17
  Languages Common, Draconic
  BAB/Grapple +5/+5
  Attack +7 melee (1d6 plus poison, short 
  sword)
  SA rebuke undead 3/day
  SQ +8 to all saves versus poison, can handle 
  poisons safely
  Fort +6 Ref +6 Will +11
  Str 11, Dex 15, Con 13, Int 13, Wis 18, Cha 15
  Crucial Feats Combat Casting, Dodge
  Other Feats Iron Will, Lighting Reflexes
  Crucial Skills Concentration +9, Diplomacy 
  +8, Heal +8, Spot +7
  Other Skills Knowledge (Religion) +8, 
  Spellcraft +8 .
  Spells (CL 5, +3 melee touch, +3 ranged 
  touch) 
  4th--cure critical wounds, unholy blight (DC 18/W)
  3rd--animate dead, cure serious wounds, 
  summon monster III
  2nd--death knell (DC 16/W), enthrall (DC 
  16/W), hold person (DC 16/W), silence (DC 
  16/W)
  1st--cause fear (DC 15/W), cure light wounds 
  (3), shield of faith
  0--cure minor wounds (DC 14), guidance (DC 
  14/W), inflict minor wounds (DC 14/W), purify 
  food and drink (DC 14/W), resistance (DC 14/W) 
  Deity Nag . Domains: Death, Evil
  Possessions +2 breastplate, masterwork short 
  sword, potion of see invisibility, scroll of slay 
  living, scroll of restoration, wand of poison (15 
  charges), Nag medallion, silver and onyx 
  holy symbol (75 gp), silver and onyx ring 
  (100 gp) .
  
  64
  APPENDIX B: SPELLS & MAGIC
  SPELLS
  Poison Blades (Room 160)
  Transmutation
  Level: Cleric 3
  Components: S, M
  Casting Time: One action
  Range: Close (25 feet + 5 feet/two levels)
  Targets: One weapon/3 levels
  Duration: One round/level or until used (D)
  Saving Throw: None
  Spell Resistance: No
  Once cast, the weapons affected by this 
  spell are envenomed with a single dose of 
  whatever injury poison you hold in your 
  hand . Each weapon must be either a slashing 
  or piercing weapon . 
  Material Component: One dose of injury 
  poison .
  ITEMS
  Necklace of the Neophyte (Room 144) 
  This gold necklace is typically found with 
  an empty setting in which a three gemstones 
  could be placed . Without special magical 
  crystals in those settings, the necklace has no 
  power, although it retains its magical aura . 
  There are three specific crystals, red, green, 
  and yellow intended to be placed within 
  the necklace . The powers of the necklace 
  are based on what gems are placed within 
  the settings. There must be three crystals 
  placed within it before there are any abilities 
  gained . It is a full round action to place a 
  crystal in a setting, or to remove one.
  Red: If a red crystal is in the setting, the 
  wearer gains a +1 bonus to melee damage . If 
  two red crystals are in the setting, the bonus 
  is +3, but the wearer suffers a -1 penalty to 
  AC. If three red crystals are in the setting, 
  the bonus is +5, but the wearer suffers a -2 
  penalty to AC .
  Green: If a green crystal is in the setting, the 
  wearer gains a +1 deflection bonus to AC. 
  If two green crystals are in the setting, the 
  AC bonus is +2, but the wearer suffers a -1 
  penalty to Will saves . If three green crystals 
  are in the setting, the bonus is +3, but the 
  wearer suffers a -2 penalty to Will saves.
  Yellow: If a yellow crystal is in the setting, 
  the wearer can pass through the force fields 
  in area 149 and area 150 . Multiple yellow 
  crystals do no change anything .
  Strong 
  transmutation; 
  CL 
  14; 
  Craft 
  Wondrous Item, bull’s strength, cat’s grace, 
  etherealness; Price: 20,000 (price includes 
  three red crystals, three green crystals, and 
  one yellow crystal)
  
  65
  APPENDIX C: HANDOUTS
  Book of Master Mui Yan
  
  66
  Dojo Clue
  
  67
  Master Mui Yan Stained Glass Illustration
  
  68
  Blade Troll Illustration
  
  69
  Naralliki’s Assessment
  
  70
  Naralliki’s Assessment, part 2
  
  71
  The Black Book of Venom
  
  72
  Snake Relief Illustration
  
  73
  Kothan’s Unfinished Note
  
  74
  Naralliki Illustration
  
  75
  Priestess Illustration
  
  76
  Serpentine Giant Illustration
  
  77
  Venom Altar Illustration
  
  78
  Venom Cult Priestess Illustration
  
  79
  New High Priest Illustration
  
  80
  APPENDIX D: GLOSSARY
  The following terms are referenced in 
  various places throughout Dragon’s Delve .
  Anra Saddana: Female human that serves 
  as Lord Mayor of Brindenford . She’s also 
  a business owner in the town . Pronounced 
  “Ann-Rah Sah-donnah” See the Gathering 
  Hall for more information .
  Baine Strongbow: A paladin that once aided 
  the town of Brindenford . Although slain by 
  assassins, his soul is held within his sword, 
  which lies somewhere on Level 5 . See also 
  The Paladin’s Sword .
  Bargelos: A draconic descendant of Metterak 
  that dwells on Level 10 of the dungeon . 
  “Cursed” to be a gold dragon rather than 
  a red . Hated enemy of Theophrastus . 
  Pronounced “Bar-gell-oss .”
  Barzonyn DuMair: A human necromancer 
  that has taken up residence in Terregaunt’s 
  Tower . She is a close friend of Jarla Vreech . 
  Pronounced “Bar-zohn-in Dew-Mayr”
  Beast God: A relatively minor god of ferocity 
  and blood . Dark and savage, the Beast God 
  calls upon the primal, bestial nature of his 
  followers, encouraging them to revel in 
  blood and violence . 
  The Beast God is Chaotic Evil . His 
  domains are Chaos, Evil, and Destruction . 
  His favored weapon is a battle axe.
  Belestros: A god of strength, stone, and 
  all things tangible . Belestros’ followers 
  are practical and usually live off of some 
  natural resource, such as farmers, herders, 
  or miners . For more information, see The 
  Temple of Belestros .
  Belestros is Lawful Neutral . His domains 
  are Law, Strength, and Earth . His favored 
  weapon is the mace or cudgel .
  Bestial Host: A strange religious cult 
  dedicated to a deity known simply as the 
  Beast God . The host is a mixture of goblins, 
  kobolds, 
  hobgoblins, 
  orcs, 
  bugbears, 
  and 
  degenerate 
  humans 
  (basically, 
  Neanderthals) . They emulate the savagery 
  of their god and usually fight with little fear 
  of pain or death . Not all the members of 
  the host speak the same language, but most 
  speak either Common or Goblin . See also 
  Using the Bestial Host .
  Bethirion: Elven knight that served the 
  Red Saint and ultimately betrayed him . 
  Pronounced “Beth-ee-ree-on .”
  Birshwar: Half-dragon cleric that reveres 
  Metterak and builds shrines around the 
  twelve secret sigils that he finds.
  Bluesteel Doors: Occasionally, delvers 
  report coming upon strange “bluesteel” 
  doors, so named because they are made 
  of steel with a distinct bluish tint . These 
  doors are sealed and particularly sturdy; 
  one cannot open them by normal magical 
  means, such as a knock spell . They have no 
  lock to pick . Instead, each door will open 
  to a specific word. Sometimes, those who 
  search can find the key word hidden in a 
  nearby relief carved in the wall or scrawled 
  upon a stone . Other times, they must 
  discover it through separate investigation 
  or divination .
  Typical bluesteel doors are 3 inches thick 
  with a hardness of 12, 120 hit points, and a 
  break DC of 31 .
  Brindenford: A small town in what is 
  now called the Fallen Duchy . Brindenford 
  lies near the ruined Chordille Keep, and 
  the numerous entrances to the dungeons 
  underneath it . For more information, see 
  Surrounding Environs .
  Captain Darkblood: Undead pirate captain 
  and self-proclaimed “Pirate King” on 
  Khorant . Discovered the secret of sailing 
  safely to the island .
  Caval the Conjurer: One of the Mages Four, 
  this human male wizard specialized in 
  conjuration spells and summoning tricks . 
  Pronounced “Cav-el .”
  Chaster: Halfling wizard that was once an 
  adventurer exploring Dragon’s Delve, now 
  a thrall of the Font of Dreams . He can be 
  found in area 42 or area 58 .
  Chordille Keep: The home of Duke Bryson 
  Chordille, razed about 100 years ago . It 
  stood above Dragon’s Delve and connected 
  with Level 1 . The ruins are still visible, 
  although there is little left. Potentially 
  reappears as a ghostly keep after the Ghost 
  Door is activated on Level 8 .
  Crasien: Tiefling wizard on Level 7 of 
  Dragon’s Delve with many half-fiends 
  under his control . He can be found in area 
  225 . Pronounced “Crass-ee-ehn .”
  Croshof: The butler of Duke Bryson 
  Chordille . He was faithful to the duke, but 
  knew of Duchess Andra Chordille’s evil 
  
  81
  schemes . He is now a ghost in Chordille 
  Keep. Pronounced “Crosh-off.”
  Czarzem the Wicked: A unique demon that 
  appears to be a man composed entirely of 
  living, buzzing flies. Can be found on Level 
  7 . Pronounced “S-zar-zem .”
  Dagon: One of many “old ones” worshipped 
  by the ancient Khorantians . Today his cult 
  has been resurrected using the name “The 
  Shark God .” 
  Dagon is Chaotic Evil . His domains are 
  Evil, Chaos, and Water . His favored weapon 
  is a spear . Pronounced “Day-gon .”
  Devil’s Maw: An old cave from which an 
  underground river flows into the River 
  Turant . Most locals consider the cave to 
  be a place to avoid--haunted, cursed, or 
  otherwise possessed of ill magic .
  Dorana: 
  The 
  dangerous 
  water 
  deity 
  representing the threat and the vengeance 
  of nature . Dorana is the Chaotic Neutral 
  goddess of the sea and vengeance and, to a 
  limited extent, all conflict and even war. She 
  is revered by all those in and on the sea as 
  well as by fighters and some paladins. See 
  the Temple of the River Gods .
  Her domains are Air, Chaos, and Water . 
  Her favored weapon is the longsword and 
  her symbol is a wave pierced by a lightning 
  bolt . Pronounced “Door-an-ah .”
  Drathos: An evil, domineering fighter living 
  on Level 5 of Dragon’s Delve .
  Duchess Andra Chordille: Wife of Duke 
  Bryson Chordille . Secretly, she revered 
  Rivenyk . 
  Duke Bryson Chordille: Dead ruler of what 
  is now called the Fallen Duchy . Pronounced 
  “Cor-deel .”
  Entropy Engine: A huge magical artifact 
  created by the Mages Four to harness some 
  of the ambient magical energies found in the 
  lower levels . The Entropy Engine is currently 
  malfunctioning and leaking energy .
  Erralak: Ocular tyrant that serves Bargelos . 
  Erralak has a shaft that connects Levels 1, 
  2, 5, 7, 8, and 10 . Pronounced “Air-uh-lack .”
  Erro Mansan: The sheriff in Brindenford-
  -a human fighter of considerable skill. 
  Pronounced “Air-oh Man-san .” See The 
  Gathering Hall for more information .
  Essoch and Enaul: These gods are twins 
  who use the river’s power to mirror the 
  stream of time, with its many branches and 
  forks . Enaul is the Lawful Neutral god of 
  cities and civilization (bards often worship 
  him), while his brother Essoch is the Chaotic 
  Neutral patron of the wilderness and the 
  primal aspects of all people (thus appealing 
  to druids, barbarians, and even rangers) . 
  The brothers make for interesting patrons of 
  the different aspects of elven nature. See the 
  Temple of the River Gods .
  Enaul’s domains are Travel, Knowledge, 
  and Law . His favored weapon is the rapiera 
  and his symbol is an hourglass and an arrow . 
  Essoch’s domains are Chaos, Animal, and 
  Strength. His favored weapon is the staff 
  and his symbol is a staff hooked around a 
  crescent moon . Pronounced “Eess-ock” and 
  “Ee-nawl .”
  Eulalai Pujalt: Halfling wizard friend 
  of Serrestique who was a prisoner of the 
  demons on Level 7 for a very long time . Can 
  be found in area 217 . Pronounced “Yoo-lal-
  eye Poo-jalt .”
  Fallen Duchy: Once known as the verdant 
  and flourishing Duchy of Chordille, this 
  remote and sparsely populated region is 
  now without a ruler .
  Felstor Knoveli: A half-elven sage in 
  Brindenford . See Felstor Knoveli, Master 
  Sage for more information .
  Font of Dreams: Magical fountain on Level 2 
  that controls creatures through their dreams . 
  This fountain was originally created by the 
  Mages Four . The font can be found in area 
  62 . See also Fights and Dreams .
  Gardok: A wealthy farmer living just on 
  the outskirts of Brindenford who is a high-
  ranking member of the Venom Cult . His full 
  name is Devin Gardok, but everyone just 
  knows him as Gardok . Pronounced “Gar-
  dock .”
  Ghost Door: A metaphysical construct 
  created by the ghost of Duchess Andra 
  Chordille on Level 8 of the dungeon to give 
  herself and her home a new “life .” This 
  magical creation, as a side effect, draws the 
  attention of ghosts and spirits throughout 
  the region . 
  Glarias, the Moon Goddess: A minor 
  goddess 
  worshipped 
  in 
  the 
  lands 
  surrounding the Fallen Duchy and revered 
  there in its heyday . Glarias presides over the 
  moon, so while she is not an evil goddess, 
  
  82
  she uses shadow (and even darkness) as 
  well as light as both tools and raiment . 
  When she was captured and imprisoned 
  by the Dragon Prince, her godly power was 
  given to the Beast God . 
  Glarias is Chaotic Good . Her domains are 
  Good, Knowledge, and Luck . Her favored 
  weapon is mace . Pronounced “Glah-ree-as .”
  Harrud: Brother Harrud is the priest of 
  Belestros in Brindenford . He is an opponent 
  of the power structure of the town .For more 
  information, see The Temple of Belestros .
  Hell coins: Reddish-gold coins with faces 
  of the tormented upon them, these perverse 
  coins are minted by demons and devils and 
  contain doomed souls . Worth 200 gp to a 
  fiend, 10 gp to others (or 0 gp to those who 
  find such things abhorrent). Also known as 
  “hell money .” See Area 205 for more .
  Iamon: Ancient god who died in a divine 
  war in the very earliest days of the world . 
  His corpse fell to earth and is now buried 
  deep below what is now Dragon’s Delve . 
  The ambient energies radiated by the corpse 
  are the source of “chaos magic” that affects 
  many sites in the dungeon . Pronounced 
  “Ee-ay-mon .”
  Iris Gellow: High priestess of the temple 
  of Vune . See the Temple of Vune for more 
  information . Pronounced “Eye-ris Gell-oh .”
  Jamissan: Greatest of the Warrior Bards of 
  the South, Jamissan is known to have found 
  and created many unique magical items .
  Jarla Vreech: Blackguard that has taken 
  up residence in Terregaunt’s Tower . Close 
  friend of Barzonyn DuMair . Pronounced 
  “Jar-lah Vreech .”
  Jaskon Tully: Miller in Brindenford . He 
  is secretly a high-ranking member of the 
  Venom Cult .
  Jumanik: Satyr cleric-bard from centuries 
  ago, Jumanik loved puzzles . He lived in 
  Dragon’s Delve for many years . Pronounced 
  “Ju-man-ick .”
  Kelmanosh: Distant land whose high king 
  technically rules over the Lost Duchy . (In 
  truth, the former duchy is a remote region 
  all but forgotten by the outside world.) 
  Pronounced “Kell-man-osh .”
  Khorant: A distant island reachable through 
  a magical gate on Level 5 of Dragon’s 
  Delve . No other means exists to reach this 
  mysterious locale located somewhere on the 
  Sea of Eternal Storms .
  Khorantians: An ancient folk native to 
  the island of Khorant . Although originally 
  elvenkind, the foul practices and ceremonies 
  they conducted eventually turned them into 
  a degenerate piscine race, akin to sharks .
  Kulaj: The creator goddess of the pantheon 
  of the River Gods, she represents the source 
  of the Celestial River . She is the mother of 
  all the other gods in the pantheon . Kulaj is 
  the creator deity and the patron of farmers, 
  artisans, and most of the common people, as 
  well as gnomes and halflings. She is also the 
  goddess of magic, and thus of wizards and 
  sorcerers . See the Temple of the River Gods .
  Kulaj is Lawful Neutral . Her domains 
  are Law, Magic, and Plants . Her symbol 
  is a hand that appears to hold a mountain 
  range in the palm . Her weapon is a mace . 
  Pronounced “Koo-lahj .”
  Lissandera the Enchanter: One of the 
  Mages Four, this female human wizard 
  loved various enchantment spells and also 
  excelled in alchemy and magic item creation . 
  Pronounced “Lis-an-dayr-ah .”
  Logger’s Guild: Guild of foresters and 
  loggers active in Brindenford and north of 
  the town . The group has frequent disputes 
  with the elves of the northern woods . See 
  also the Logger’s Landing .
  Lord Darrulm: Leader of the grahlus in the 
  Grahlus Fort on the island of Khorant . 
  Lord Saral: A powerful fighter who explored 
  and eventually lived in Dragon’s Delve . He 
  was an expert of weapons of all kinds and 
  led a legion of soldiers and creatures at one 
  time . Pronounced “Sayr-al .”
  Lost Shepherd: A tavern in Brindenford 
  owned by a former adventurer . This tavern 
  draws most of those interested in exploring 
  Dragon’s Delve .
  Lost Temple: An old temple of Glarias 
  somewhere deep in the woods about three 
  miles southwest of Brindenford . Some 
  lingering magic of the imprisoned goddess 
  keeps it hidden from the forces of the Beast 
  God who would love to claim it .
  Mages Four: A group of four aligned 
  mages of infamous power . Centuries after 
  Queen Ryssa’s people overthrew her and 
  abandoned the dungeon, they claimed most 
  of it for themselves . They built the Entropy 
  Engine, among other powerful artifacts .
  
  83
  Mallock: This god represents the treachery 
  of a river that appears to be a gentle stream 
  one moment, but becomes dangerous rapids 
  the next . Mallock is the dark god whose 
  deceptive nature makes him appealing to 
  some rogues . See Temple of the River Gods .
  He is Lawful Evil, and his domains 
  are Evil, Law, and Trickery . His favored 
  weapon is the dagger and his symbol is a 
  serpent entwined around a crescent moon . 
  Pronounced “Mal-ock .” 
  Master Mui Yan: An infamously skilled 
  warrior who teaches fighting secrets in 
  a hidden dojo deep in Dragon’s Delve . 
  Pronounced “Mwee Yahn .”
  Metterak: The self-styled Prince of Dragons, 
  this red dragon is one of the most infamous 
  wyrms in all the world . He reportedly lairs 
  deep within Dragon’s Delve (in fact, that’s 
  what gives the place its name) . Pronounced 
  “Met-er-ak .”
  Moontree: A huge tree located in Chordille 
  Keep, sacred to Glarias . It eventually 
  became tainted with evil . Even though the 
  tree was chopped down, its roots live on in 
  the dungeon .
  Nag: A minor god of serpents and poison . 
  Nag appears to be a giant cobra made of 
  darkness . He is revered by the Venom Cult 
  and a few serpentine creatures (nagas, for 
  example) . His mate is Nagaina, and they are 
  frequently worshipped together, although 
  Nagaina is never mentioned without Nag . 
  See Level 6: Domain of the Venom Cult .
  Nag is Lawful Evil . His domains are Evil, 
  Knowledge, and Death . His favored weapon 
  is a very long, curved knife (a short sword) . 
  Pronounced “Nog” and “Nog-ah-eena .”
  Nibul of the Seven Arches: A mysterious 
  magical being that traveled with Lord Saral 
  when he explored Dragon’s Delve . Nibul 
  was slain by Metterak. Pronounced “Nie-
  bull .”
  Old Man’s Tunnel: An entrance into the 
  dungeon via a natural tunnel that runs 
  just south of Brindenford into Level 6 of 
  Dragon’s Delve . Although most of the locals 
  have heard of it, very few know where it can 
  be found or if it’s real .
  Orr: A fabeled wizard-priest whose tomb lies 
  hidden in Dragon’s Delve . Pronounced “Or .”
  Phaedor Rhendelmar: A half-elven druid 
  most believe to have been mad . In ages past, 
  he attempted to create methods to grow 
  plants underground and tested his theories 
  in Dragon’s Delve .
  Pholaen the Worldweaver: An elven wizard 
  and member of the Mages Four . He has a 
  mobile laboratory deep in the dungeon . 
  Pronounced “Fo-layn .”
  Pit in the Woods: South of Dragon’s Delve 
  is a pit where, hundreds of years ago, locals 
  threw criminals and madmen . The pit 
  leads, eventually, to Level 9, where some 
  descendents of those thrown in the pit dwell .
  Poet’s Bridge: An ancient stone bridge over 
  the River Turant south of Brindenford . Site 
  of a huge battle between the forces of Lord 
  Saral and the Red Saint .
  Queen Ryssa: A cruel dwarven queen of 
  antiquity who forced her people to delve 
  deep into the earth, creating much of the 
  dungeon . Pronounced “Rie-sah .”
  Ramscorn: Ferocious orc barbarian that is 
  the leader of the Bestial Host  guards of the 
  Beast God temple on the first level of the 
  dungeon . He set out to explore and conquer 
  the rest of the dungeon and can be found on 
  Level 2 in area 51 . See also The Stolen Bracer .
  Red Saint: A powerful cleric named 
  Azassarah that led an army against the 
  forces of Lord Saral . Once he had defeated 
  Lord Saral and cleared the upper levels of 
  Dragon’s Delve, he created a magical prison 
  in which to place his enemies . Azassarah is 
  pronounced “Azz-ah-sayr-ah .”
  Rivenyk: A demon lord who holds sway 
  on Level 7 . He was secretly worshipped by 
  Duchess Chordille . Pronounced “Riv-en-ik .”
  Scrall: The troll priest-king of the Bestial 
  Host . He dwells in the hills far from the 
  dungeon but sends guards and priests there 
  to watch over the temple on Level 1 . In 
  theory, he may visit himself one day .
  Sea of Eternal Storms: A magical ocean far, 
  far away . At least one terrible storm rages 
  upon these waters at all times, making them 
  virtually impossible to navigate . At the 
  center lies the island of Khorant .
  Shakaran Titanslayer: This human male 
  sorcerer was one of the Mages Four and 
  specialized in physical combat, enhanced 
  by magic . Pronounced “Shah-kar-an .”
  Signar Fuen: Powerful adventurer who 
  died in the dungeon . Signar was once a 
  high-level fighter and explored much of 
  
  84
  the dungeon . He reached Level 14, where 
  his party all died, and he was drained by 
  undead down to 3rd level . He was killed 
  in area 2. In his flight from the dungeon, 
  he lost an intelligent amulet on Level 12 . 
  Pronounced “Sig-nar Fway-en .”
  Sillitta Ederus: Cleric of Vune . Engaged to 
  Whedon Rasholt . See the Temple of Vune
  Serrestique: Female human wizard who 
  came to the dungeon to seek information 
  about the Mages Four . She used a number 
  of chambers on Level 1, but is currently in 
  stasis in the prison on Level 5 . Pronounced 
  “Sayr-est-eek .”
  Stoneseek: Name that Queen Ryssa’s 
  dwarves gave to the location now known as 
  Dragon’s Delve .
  Teigel Fascher: Male human shopkeeper 
  in Brindenford that caters specifically to 
  adventurers headed off to Dragon’s Delve. 
  He sells regular gear as well as the occasional 
  magic item . See also Fascher’s Supply .
  Tekunki: A powerful spirit (a “fire god”) 
  that dwells atop the Angry Mountain on 
  Khorant . Likely a representative of the gods 
  or other forces that destroyed the original 
  civilization on the island . Pronounced 
  “Teck-oon-ee .”
  Tenebrynn Glimmersight: Male elf in 
  Brindenford being considered for the town’s 
  council, despite the fact that he opposes 
  the actions of the the Logger’s Guild . 
  Pronounced “Ten-ee-brin .” See Logger’s 
  Landing for more information .
  Terregaunt: A dark, brooding fighter. 
  Terregaunt was a henchman of Lord Saral 
  when he first came to Dragon’s Delve, but 
  eventually became an important figure all 
  his own . He built a tower to the southwest of 
  the dungeon . Pronounced “Terr-ah-gawnt .”
  Theophrastus: Human sorcerer who has 
  sealed himself up in an indestructible gem 
  on Level 8 of the dungeon in order to awaken 
  1,000 years in the future (and to hopefully 
  outlast his enemy Bargelos) . Pronounced 
  “Theo-frass-tuss .”
  Tral-Ferrer: A djinni lord trapped in 
  Dragon’s Delve by a strange curse for many 
  years more than a thousand years ago . To 
  enact his escape, he wove a magical carpet 
  said to hold some secret of the dungeon . 
  The carpet was divided into three parts . 
  Twelve 
  Secret 
  Sigils: 
  Physical 
  manifestations of the Dragon Prince’s power 
  in Dragon’s Delve, these symbols have 
  appeared throughout the dungeon . Finding 
  and indentifying them will grant creatures 
  power, usually having a draconic aspect of 
  some kind . Each of the twelve sigils is more 
  powerful than those that come before it, so 
  the twelfth is the greatest of them .
  Uoto: Half-celestial warrior who served 
  the Red Saint . Now buried in Terregaunt’s 
  Tower . Pronounced “Oo-oh-toe .”
  Urlaster: Sorcerer from more than 100 years 
  ago who explored Dragon’s Delve . He lived 
  in Brindenford, his former home is now the 
  tavern, the Lost Shepherd . He fashioned a 
  key that provides a way into the Prison of 
  the Red Saint . Pronounced “Ur-las-ter .”
  Urgan: Oldest of the children of Kulaj, 
  Urgan is the worker who uses the power 
  of the river for his own ends as he shapes 
  steel and stone . Urgan is the Neutral Good 
  god of the earth and metalworkers and 
  stoneworkers . He appeals to dwarves, 
  gnomes, and perhaps orcs . See the Temple 
  of the River Gods .
  His domains are Earth, Fire, and Good . 
  His favored weapon is the warhammer . 
  His symbol is a wheel with hammer and 
  gemstones set on it . Pronounced “Er-gahn .” 
  Val 
  Donage: 
  Retired 
  female 
  human 
  adventurer 
  who 
  explored 
  Dragon’s 
  Delve who now owns the Lost Shepherd . 
  Pronounced “Val Don-adge .”
  Vangell: 
  Human 
  male 
  sorcerer 
  who 
  explored much of Dragon’s Delve and 
  now lives among the pirates on Khorant . 
  Pronounced “Van-gel .”
  Venom Cult: A secretive, evil cult devoted 
  to murder, death, poison, and serpents . The 
  cult uses a portion of Dragon’s Delve as its 
  base of operations, although it has secretly 
  infiltrated the town of Brindenford as 
  well . The cult’s patron is Nag, a minor but 
  extremely sinister god .
  Vesh: Humanoid creatures descended from 
  either blind cave fish or very deep sea fish, 
  or perhaps both . These blind, freshwater 
  carnivores are strictly subterranean and 
  can be found mainly on Level 3 of Dragon’s 
  Delve, although a few have wandered 
  elsewhere . Use locathah stats .
  
  85
  Vraedix: A magical information storage 
  device based on a semi-sentient thinking 
  machine the Mages Four discovered on 
  a different world. Found on Level 7 of 
  Dragon’s Delve .
  Vimble Mirhoffal: A wealthy halfling 
  male in Brindenford . He is the proprietor 
  of Queen’s Crafts . Pronounced “Vim-bul 
  Meer-hof-al .”
  Vune: A goddess of light, purity, and 
  charity . Most, but not all of Vune’s clerics 
  are female . Those that are not belong to 
  a sub-sect called the Brothers of Charity 
  and focus on aiding the poor, the sick, 
  and orphans in the name of their goddess . 
  The rest of the clergy is interested in 
  spreading Vune’s teachings of helping 
  others before helping oneself . Vune’s 
  worship is widespread and extremely 
  popular . Her clerics are often treated as a 
  special, highly respected social class . See 
  also the Temple of Vune . 
  Vune is Lawful Good . Her domains 
  are Good, Healing, and Sun . Her favored 
  weapon is a mace . Pronounced “Voon .”
  Wendways: A mystical conduit stretching 
  through Dragon’s Delve allowing near-
  instantaneous travel between key spots 
  throughout the dungeon .
  Whedon Rasholt: Head guildsman of 
  the Logger’s Guild. Engaged to Sillitta 
  Ederus of the Temple of Vune . See also 
  the Logger’s Landing .
  BRING A GENIUS TO THE 
  TABLE!
  CREDITS
  Designer:
  Monte J . Cook
  Cover Art:
  Ed Bourelle
  Interior Art:
  Erik Lofgren and Tyler Walpole
  Graphic Design and Typesetting:
  Anthony Kenniston and Lj Stephens
  Creative Director:
  Stan!
  Producer:
  Owen K .C . Stephens
  Produced By:
  Super Genius Games
  www .supergeniusgames .com
  Copyright ©2006-2010 Monte J . Cook;  
  Copyright ©2010-2011 Super Genius Games
  Used with permission .
  All logos are the trademark of Super Genius Games All rights 
  reserved .
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc .
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dungeon A Day/DungeonADay Level 06.pdf