TEXT: 1
  Table of conTenTs
  Level Map  .  .  .  .  .  .  .  .  .  .  .2
  Room 496  .  .  .  .  .  .  .  .  .  .  .  .4
  Room 497  .  .  .  .  .  .  .  .  .  .  .  .6
  Room 498  .  .  .  .  .  .  .  .  .  .  .11
  Room 499  .  .  .  .  .  .  .  .  .  .  .14
  Room 500  .  .  .  .  .  .  .  .  .  .  .19
  Room 501  .  .  .  .  .  .  .  .  .  .  .22
  Room 502  .  .  .  .  .  .  .  .  .  .  .23
  Room 503  .  .  .  .  .  .  .  .  .  .  .25
  Room 504  .  .  .  .  .  .  .  .  .  .  .29
  Room 505  .  .  .  .  .  .  .  .  .  .  .31
  Appendices
   A: Monsters & NPCs  36
   B: Magic & Feats   .  .  .47
   C: Handouts  .  .  .  .  .  .  .49
   D: Glossary  .  .  .  .  .  .  .  .52
  
  2
  Dragon’s Delve 
  The Tomb of nibul
  
  3
  The Tomb of nibul
  The lower levels of the Dragon’s Delve are a 
  complex structure, with magic passageways 
  and hidden tunnels intersecting with 
  the more obvious network of rooms and 
  stairwells, not to mention the chambers 
  holding two gods . The Tomb of Nibul is a 
  side area, existing partly in normal space 
  within the material plane, and partly in the 
  extradimensional area of the wendways . It 
  serves as a bridge from level 16 to level 18, 
  and thus players may skip the tomb entirely 
  if they wish (or if they don’t happen to find 
  it), or use it as a route to bypass level 17 .
  Created by Metterak himself more than 
  500 years ago to honor--and neutralize--a 
  fallen foe, the tomb sits outside the normal 
  paths running from the Upper Reaches to 
  the lair of the Dragon Prince himself . It holds 
  the last vestige of the being known as Nibul 
  of the Seven Arches, as well as numerous 
  tortured spirits, and one amazing secret .
  Background: Nibul of the Seven Arches 
  was a powerful demi-mortal being that had 
  learned the secrets of controlling divine 
  power without worshiping the gods, and 
  planned on continuing his research until it 
  allowed him to become a god . In many ways, 
  Nibul was a dark shadow to Azassarah, the 
  legendary being known as the Red Saint, 
  though Nibul’s interests were more selfish 
  (but not necessarily evil) .
  Nibul believed that to ascend into 
  divinity, a mortal must pass through twelve 
  Arches of Transition, each a trial or mystic 
  accomplishment rather than a physical 
  doorway . At the time of his death Nibul had 
  successfully passed seven of these arches, 
  making him a creature more than halfway 
  down the path of divinity--something 
  more than mortal, if not yet a demigod . In 
  particular Nibul had discovered the secret 
  of wending, a form of teleportation which 
  bypassed the normal arcane protections 
  used by spellcasters to guard their lairs from 
  planar assault .
  The Eighth Arch required Nibul to create 
  a scroll, the deosorium, that would describe 
  what his existence as a god would entail . 
  If finished, the deosorium would be an 
  artifact, granting Nibul the power for 
  his spells and magic to affect other 
  artifacts and to be immune to most 
  non-artifact magics . While he would 
  still have lacked the full power of a 
  god, the spells of Nibul of the Eight 
  Arches would have had the power 
  and immunities of a deity’s will .
  However, all of Nibul’s efforts to 
  create the deosorium failed . After 
  years of research he concluded the 
  materials he had used were insufficient, 
  and he needed to create special vellum from 
  the hide of a great dragon . Consulting legend 
  and divination alike, Nibul chose Metterak 
  as the source of that hide . After allying 
  himself with Lord Saral, whom he hoped 
  had the weapons skill needed to slay and flay 
  an ancient dragon, the pair assaulted the lair 
  of Metterak. In their final battle, Metterak 
  nearly slew Lord Saral, and Nibul foresaw 
  defeat . In an act of desperation, Nibul took 
  himself and the Dragon Prince away from 
  the battle by wending, without giving any 
  thought to a destination . This resulted in the 
  creation of the wendways, and also became 
  the site of Nibul’s death, for alone he was 
  unable to defeat Metterak, though he came 
  closer than any being before or since . 
  Lord Saral fled the lower levels, though in 
  the end his retreat would not save him (see 
  the Song of Azassarah for more information 
  on Lord Saral’s fate) . 
  Metterak recognized the newly-created 
  wendways as a threat to his lair’s security, 
  and sought to seal them off forever. He 
  
  4
  created the Tomb of Nibul to honor his fallen 
  foe, in the belief Nibul was close enough to 
  godhood his spirit had to be appeased . The 
  dragon bound the wendway-space used by 
  the tomb to the stone of the Delve, to ensure 
  he could check up on it from time to time, 
  and used powerful magics and the spirits 
  of those he’d defeated in battle to serve as 
  guardians within it . Then, the Dragon Prince 
  saw to it the lower levels of the complex were 
  properly guarded (see the Halls of Hunger) .
  Access to the Tomb: The Tomb of Nibul 
  can be accessed one of two ways . First, the 
  hallway leading to area 496 is hidden behind 
  the secret door in area 434 . This is, in fact, 
  one reason Shakaran Titanslayer chose that 
  room to be his dojo, before he turned himself 
  into The Thing That Was Once Shakaran, so 
  he would be free to explore the tomb and 
  see if it held secrets he could use to become 
  a god himself . When Lissandera created a 
  pocket dimension to trap the remains of her 
  old confederate, she used the dimension-
  bending powers of the tomb to power it . As 
  a result, it’s not possible to find the tomb 
  until The Thing That Was Once Shakaran 
  Titianslayer is dealt with . If the secret door 
  is closed, then opened again, it reveals the 
  hallway leading into area 496 .
  Second, because the tomb of Nibul 
  actually rests within the wendways, 
  a GM can have any trip through the 
  wendways take a wrong turn and dump 
  characters in area 496 directly . In this 
  case the characters should still be able to 
  walk back out of the hallway, through the 
  secret door, into area 434 .
  Design Note: While the Tomb is intended 
  to work as a side-trek (or a really massive 
  ‘Revisit’ entry for area 434), GMs looking 
  for a way to bypass any of the lower levels 
  of the Delve (such as Level 17, some of 
  whose encounters might be too non-heroic 
  for some campaigns), or whose players 
  refuse to follow some normal route, or just 
  to shake things up, can move it to bridge 
  any two (or more) lower levels, or even as 
  an alternate route out of The Secret City . 
  The tomb is an emergency-valve to access 
  to the lower levels of the Delve, and while 
  we’ve put it in The Fourfold Keep, GMs can 
  move it around as needed .
  If used for characters lower than 17th level, 
  the GM may add an “Aura of Rebellion” 
  within the tomb, giving PCs a morale bonus 
  to attack rolls, damage rolls, caster level 
  checks, skill checks and saving throws, with 
  the value of the bonus being +1 for every 
  level the characters are below 17th . If it is 
  used for higher-level characters, an “Aura of 
  Lamentation” can be used instead, placing a 
  penalty to the same categories equal to -1 for 
  every level a character is above 17th . Either 
  aura would exist as one of the strange and 
  inexplicable magic effects of the Delve itself.
  Even with these modifications, it’s 
  probably not a good idea to use the Tomb 
  of Nibul for characters below 14th level or 
  above 20th, as the monsters and traps just 
  won’t scale properly .
  Wendways: Anyone who has been within 
  the wendways recognizes that each area of 
  the tomb is connected to them . However 
  until a character has touched the Fountain 
  of Passageways in area 504, it is not possible 
  to use the wendways to enter or leave 
  anyplace within the tomb .
  There are 10 encounters (in 9 areas) in 
  the Tomb of Nibul . There are no random 
  encounters in the Tomb of Nibul .
  496. The vaulT of 
  Warnings (el 7)
  Summary: The antechamber of the Tomb 
  of Nibul is covered in warnings ancient 
  (and more recent), and a teleportation ward 
  designed to ensure intruders can’t see where 
  they are going .
  Sights and Sounds: The chamber is dark and 
  initially quiet . If the PCs have an adequate 
  light source, they see the following .
  A long corridor stretches ahead of you, 
  made of smooth, polished black stone. Veins of 
  cream color streak through the material like a 
  fine marble, and reflective points are scattered 
  throughout the material. The effect is much as if 
  this stone was cut from the night sky itself, with 
  clouds and stars form its patterns. 
  Once the PCs have entered the vault itself, 
  more is revealed .
  This cubical chamber is covered in 
  writing, scrawled across the stone in chalk, 
  bolted above the far door in a heavy bronze 
  plaque, and carved into the walls and ceiling 
  in letters of a dozen languages in letters 
  ranging in size from the width of a finger to 
  the length of spear-shafts . 
  Secondary Sights and Sounds: Roughly 
  every ten minutes, groans of obvious pain 
  
  5
  and misery can be faintly heard echoing 
  down the corridor from area 497 . If no noise 
  is being made within the Vault of Warnings, 
  the moans are easily heard, but if the normal 
  work of adventurers is going on (casting 
  spells, searching for secret doors, etc .) it 
  requires a DC 20 Listen check to notice 
  them . In either case, a DC 25 Listen check 
  also reveals the sounds are clearly coming 
  from a woman, and are not an illusion .
  Background: This is the only room of the 
  Tomb of Nibul that the Dragon Price ever 
  intended for anyone to have access . The 
  bronze plaque above the north doors out of 
  the room holds the Main Epitaph, honoring 
  Nibul of the Seven Arches. Metterak also 
  arranged for several warnings in the 
  languages he thought of as “important” 
  (abyssal, celestial, and draconic) to be 
  carved into the walls of the vault . Over the 
  centuries other explorers, ranging from the 
  Mages Four to adventurers much like the 
  “Leave What You May To Honor the  
  Unmortal Nibul. But Leave.”
  There are also warnings in other languages, 
  added by those who have been to the tomb 
  in the centuries since its creation . Some are 
  crudely carved (clearly not as professional 
  a job as those left at Metterak’s command), 
  while some are just written in chalk or paint. 
  Each of these warnings lists what language 
  it’s in .
  “We can not get out. We can not get out.  
  They are coming.” (Abyssal)
  “No sea nor stream formed these fountains.” 
  (Aquan)
  “The world is hollow,  
  and I have touched the sky.” (Auran)
  “No gods within.” (Celestial)
  “Twelve of us came here. Eight gained entry. 
  Only we two are left. And I’m going to kill her, 
  to keep this failure secret.” (Common)
  “If you have come to rescue the Horned Man, it 
  is too late. His spirit is enslaved to this place.” 
  (Druidic)
  “Tunneling through does not work. Also, the 
  elf-mating rock is useless outside” (Dwarven)
  “Do not set up a fall-back here. Your camp will 
  disappear when you leave it.” (Elven)
  “Krog dead.” (Giant)
  “Can’t move on. Shouldn’t go back.  
  I’m going home.” (Gnomish)
  “Krog Two-Head brought the Death’s Grin 
  tribe here, to drive us forth and clear this 
  accursed place. Remember us.” (Gnoll)
  PCs, have made it this far and left their own 
  additions in chalk and carved runes .
  The Main Epitaph: Located directly above 
  the door in the northern wall is the Main 
  Epitaph .
  Here Lies Nibul,  
  also titled Of The Seven Arches 
  Lord of the Wend  
  and Keeper of the Twelve Sigils 
  Faithful Companion to Lord Saral 
  And Honored Foe of the Dragon Prince 
  May His Rest Never Be Disturbed 
  Nor His Memory Ever Inspire  
  Other Fools to Follow His Path 
  Know That While You Look Upon His Tomb, 
  You May Never Enter It 
  Other Warnings: The following warnings 
  are carved in the walls of the vault at several 
  locations in abyssal, celestial, draconic, and 
  infernal. All these were placed at Metterak’s 
  command .
  “Angel, Demon or God Yourself,
  Be Warned, No Creature May Pass Deeper 
  Within Lest He Incur  
  the Wrath of the Dragon Prince.”
  “Those Who Once Opposed Me Serve In 
  Eternal Guardianship
  Of the Tomb of the One Entity  
  that Challenged Me.
  They Are Denied Eternal Rest.  
  Do Not Share Their Fate.”
  “Wend Not, Want Not.”
  “Know all Ye Who Revere the Dragon Prince,
  This Place is Protected.  
  No Tresspass Shall Be Forgiven.”
  
  6
  “I hear screaming. Always, screaming. This 
  isn’t fun anymore.” (Halfling)
  “Fire does not slow them, but they don’t breathe 
  poison gas, either.” (Ignan)
  “She promised to show me how to become a god. 
  It was a bad deal. I’m sorry.” (Infernal)
  “Neither blade nor spell can harm the unliving 
  shield-men.” (Orcish)
  “The pastry is a deception.” (Sylvan)
  “The walls are not stone, the floor not earth, 
  and at night our work is undone.” (Terran)
  “Had hoped this was a test for the Dragon 
  Prince to see who had the will to oppose 
  him, so as to be worthy of alliance. It is not.” 
  (Undercommon)
  Nightstone: The vault, and the entire 
  tomb of Nibul, is made of nightstone . This 
  mystic material exists halfway between the 
  extradimensional space of the wendways, 
  and the material plane . If any is taken out 
  of the tomb, it turns into air . If it is damaged 
  within the tomb, it fully repairs itself at the 
  following midnight .
  The Teleport Barrier: The main epitaph’s 
  warning is a literal one . Any character that 
  passes through the doorway out of area 496, 
  to proceed down the hallway to area 497 
  activates the tomb’s teleport barrier and is 
  immediately teleported back to the entrance 
  hall leading into area 496 . (Any character 
  entering the tomb through any means, 
  including teleportation, traveling to other 
  planes, or tunneling through the walls, 
  also runs afoul of the teleport barrier and is 
  teleported back to the entrance hall .)
  However if a character cannot see (due 
  to blindness, covering his eyes, or being in 
  darkness) he has no senses to penetrate and 
  this effect does not occur. Metterak wished 
  to make sure his agents could check on the 
  tomb to ensure Nibul remained dead (not a 
  sure thing when dealing with entities of his 
  power level), but wanted to keep others out . 
  Thus the warning of the epitaph “while you 
  look upon it,” the teleport barrier ensures 
  creatures who do not know the secret of the 
  teleport barrier can not enter, but the dragon 
  prince’s agents have easy and safe access .
  The teleport barrier acts as a 9th-level 
  spell, cast at 20th-level of effect. It is actually 
  emanating from the Fountain of Essence 
  in area 501. Any effort to overcome the 
  teleport barrier (as with mage’s disjunction, 
  an antimagic field, dispel magic, wish 
  or similar effect) requires the character 
  attempting to overcome the barrier make 
  a caster level check with a DC of 1d20 +20 
  (based on the 20th caster level of the tomb’s 
  effect). On a successful check, the teleport 
  barrier is neutralized for 1d6 minutes . 
  Characters who enter the tomb during this 
  time are free to move around it even once 
  the barrier returns, unless they leave the 
  tomb and attempt to re-enter.
  The teleport barrier has one secondary 
  function. If an object is left unattended in the 
  Vault of Warnings, one hour after all other 
  creatures have left the object is teleported to 
  area 500 .
  Upping the Ante: If a group is having too 
  easy a time in the Delve overall, the tomb’s 
  teleport barrier can be made more deadly 
  by having it also effect anyone who sets it 
  off with a disintegrate, cast at 15th-level.
  Connections: The area connects to area 434 and 
  area 497 . See the Map of The Tomb of Nibul .
  Pathfinder Conversions: The Listen checks 
  under “Secondary Sights and Sounds” 
  become Perception checks . The warning in 
  dwarven is also repeated in aklo . Otherwise, 
  no further modifications are needed to run 
  this encounter using Pathfinder.
  497. The Killing 
  grounD (el 17)
  Summary: This is the first line of guardians 
  of the tomb, four golems built solely for 
  this purpose, their designs used nowhere 
  else . You will need the Bronze Cranequinier 
  Illustration handout (see Appendix C) .
  Sights and Sounds: This room is dark until 
  illuminated by the PCs . If they have an 
  adequate light source, they see the following .
  Made of the same night-sky marble as the 
  rest of the tomb, even the slightest sounds echo 
  off the hard surfaces of this long room. A single 
  ten-foot wide, ten-foot tall hallway leads off the 
  to east. Standing in front of the hallway are four 
  large metal men. The two in front have enormous 
  shields build into their arms. The two in back each 
  spout six crossbows from limbs made of gears and 
  complex leavers. As these figures move, the sounds 
  of clockwork reverberate loudly off the walls. 
  Background: The threats in the killing 
  ground come in the form of two sets of 
  golems, each set made up of one bronze 
  cranequinier, and one rook . Once, these 
  
  7
  constructs could be deactivated with 
  command amulets Metterak possessed. 
  When the Mages Four took over much of 
  the Delve, the Dragon Prince destroyed the 
  amulets to ensure they would never fall into 
  the mages’ hands. Now the golems attack 
  any creature that enters area 497 . They do 
  not, however, enter area 496 or area 498, or 
  attack creatures in those areas.
  The bronze cranequiniers move only if 
  there is some obvious reason they need to 
  do so (get around a wall of stone to establish 
  line of sight to targets, or move out of an ice 
  storm, or get away from a melee combatant 
  who is dealing significant damage), but 
  for the most part prefer to stand in one 
  place and make full-attack routines. When 
  deciding who to shoot they go with: 1 . A foe 
  they can attack without moving or suffering 
  major penalties; 2 . The nearest foe; 3 . The last 
  creature to harm them if multiple foes are at 
  the same range . The bronze cranequiniers 
  do not concern themselves with rooks when 
  deciding where to move .
  The rooks are somewhat more 
  complex in their movements . Their 
  number one priority is to move adjacent 
  to the closest bronze cranequinier that 
  doesn’t already have a rook next to it . 
  After that, to move between a bronze 
  cranequinier 
  and 
  the 
  nearest 
  foe 
  (without moving away from the bronze 
  cranequinier the rock is guarding) . 
  When selecting a foe, a rook always 
  goes 1: for a target within melee range 
  damaging a bronze cranequinier, 2: for 
  a foe with melee weapons . A rook never 
  moves away from a bronze cranequinier 
  to attack a target, though a rook will ready to 
  attack the first foe that moves within range, 
  if there’s no target they can reach .
  If a rook is not adjacent to a bronze 
  cranequinier, and there isn’t a bronze 
  cranequinier without a rook adjacent to it, 
  the cranequinier-less rook simply charges 
  the nearest foe and attacks it until it dies, or a 
  situation arises where a bronze cranequinier 
  does not have an adjacent rook .
  It’s a Trap!: It’s worth noting that even 
  though they are written as monsters, both 
  the bronze cranequiniers and rooks qualify 
  as traps for spells and abilities that key off 
  traps . For example, the AC bonus from the 
  trap sense class ability applies to attacks 
  made by bronze cranequiniers and rooks .
  As a result, both types of threat are also 
  vulnerable to Disable Device attempts. While 
  it is not possible to disable the workings of 
  the golems themselves (they remain animate 
  magic creatures), it is possible to disable 
  their crossbows and shields, rendering them 
  harmless . A DC 38 Disable Device check 
  made as a full-round action (or 2 rounds of 
  standard actions) can disable a set of three 
  crossbows on a bronze cranequinier, or one 
  shield on a rook. (For Pathfinder, increase 
  the skill check to DC 45) .
  A Disable Device check that fails by 5 or 
  more on a bronze cranequinier results in the 
  character immediately being targeted by 3 
  ranged attacks. A Disable Device check that 
  fails by 5 or more on a rook results in the 
  character immediately being targeted by 
  a shield crush attack. These attacks do not 
  count as actions for the golems, as they are 
  the disabling-character’s own fault .
  Bronze Cranequinier: This golem has a 
  roughly humanoid body made from bronze . 
  Its form has no head, and rather than two 
  arms is possesses six, each ending in a Large 
  heavy repeating crossbow rather than a 
  hand . The arms are connected to the body 
  by a complex arrangement of gears and 
  leavers . A bronze cranequinier is 10 feet tall 
  and weighs about 4,500 pounds . It cannot 
  speak or make any vocal noise, and smells 
  slightly of fresh oil and hot metal . It moves 
  with a ponderous but smooth gait . Show the 
  players the Bronze Cranequinier Illustration 
  handout (see Appendix C) .
  Bronze Cranequinier (Neutral) CR 13
  Large Construct 
  HD      18d10+30        hp 129
  Init      -1         Speed 20 ft .
  Armor Class 30 (-1 size, -1 Dex, +22 natural), 
  touch 8, flat-footed 30
  
  8
  Base Attack/Grapple             +12/+28
  Attack 
  +23 
  ranged 
  (2d6+5, 
  repeating 
  crossbow)
  Full Attack +23/+23/+23/+23/+23/+23 ranged 
  (2d6+5, repeating crossbow)
  Space/Reach 10 ft ./10 ft .
  SA Volley     SQ Construct traits, damage 
  reduction 15/adamantine, darkvision 60 ft ., 
  immunity to magic, low-light vision, see 
  invisibility
  Fort +6, Ref +5, Will +6
  Str 33, Dex 9, Con --, Int --, Wis 11, Cha 1
  Skills: --
  Feats:   --
  Combat 
  Arcane 
  Crossbows 
  (Su): 
  The 
  bronze 
  cranequinier does not need to take time to 
  reload its six arcane crossbows . Through the 
  gearwork of its arms they automatically reload 
  themselves each round . New ammunition is 
  conjured to keep the cases of the crossbows 
  full (when destroyed, each crossbow has 5 
  large masterwork repeating crossbow bolts) . 
  Because the crossbows are part of the golem 
  itself, its Strength score is used to determine 
  how hard and accurately they hit, allowing 
  it to add its Strength to attack rolls (rather 
  than Dexterity), and half its Strength score to 
  damage rolls (like a light thrown weapon) . 
  Also, it does not suffer attacks of opportunity 
  from making ranged attacks.
  The six repeating crossbows of a bronze 
  cranequinier can be sundered . Each has the 
  same AC and DR as the bronze cranequinier 
  itself, and requires 20 hit points to destroy . 
  This damage is separate from the hit points 
  of the bronze cranequinier, destroying its 
  crossbows leaves the creature essentially 
  harmless, but does not reduce the golem’s 
  own hit point total .
  Immunity to Magic (Ex): A bronze 
  cranequinier is immune to any spell or 
  spell-like ability that allows spell resistance . 
  In addition, certain spells and effects 
  function differently against the creature, as 
  noted below .
  A magical attack that changes the bronze 
  cranequinier’s move rate (such as slow)--but 
  not effects that simply create difficult terrain-
  -causes its interior gears to misconnect and 
  bind, stunning it for 1 round .
  A magical attack that deals (Acid) damage 
  heals a bronze cranequinier for 1 point of 
  damage for each 3 points of damage the 
  attack would otherwise deal. If the amount 
  of healing would cause the golem to exceed 
  its full normal hit points, the excess hit 
  points are lost .
  See Invisibility (Sp): Bronze cranequiniers 
  constantly see invisibility, as the spell .
  Volley (Ex): As a full-round action, a bronze 
  cranequinier can fire each of its crossbows 
  three times, for a total of eighteen attacks. 
  No more than six of these attacks can be 
  directed at a single target . It can do this once 
  every 2d4 rounds .
  Construction: A bronze cranequinier’s body 
  is sculpted from 4,500 pounds of pure bronze, 
  combined with six size Large masterwork 
  repeating crossbows, and then polished with 
  rare tinctures and admixtures costing at least 
  5,000 gp . Assembling the body requires a DC 
  30 Craft (armorsmithing) check .
  CL 16th; Craft Construct, Weapon Focus 
  (any crossbow), animate objects, magic missile, 
  major creation, stoneskin, caster must be at 
  least 16th level; Price 150,000 gp; Cost 80,000 
  gp + 5,600 XP . 
  Rook: This golem has a roughly humanoid 
  body made from pewter . Its forearms 
  have massive built-in tower shields, and it 
  possesses no hands . A rook is 13 feet tall and 
  weighs about 6,000 pounds . It cannot speak 
  or make any vocal noise, and gives off a 
  faintly metallic scent . It moves with sudden 
  jerks, seeming to constantly be in danger of 
  pitching itself sideways, but has broad feet 
  that keep it remarkably stable .
  Rook (Neutral)          CR 13
  Large Construct 
  HD 18d10+30 
  hp 129     Init +3   Spd 30 ft .
  Armor Class 34 (-1 size, -1 Dex, +4 shield, 
  +22 natural), touch 8, flat-footed 34
  Base Attack/Grapple             +12/+28
  Attack +23 melee (1d10+16, shield ram)
  Full Attack +23/+23 melee (1d10+16, shield ram)
  Space/Reach 10 ft ./10 ft .
  SA Shield ram 
  SQ Construct traits, damage reduction 15/
  adamantine, darkvision 60 ft ., immunity to 
  magic, improved initiative,  low-light vision, 
  see invisibility, stable, towering shieldman
  Fort +6, Ref +5, Will +6
  
  9
  Str 33, Dex 9, Con --, Int --, Wis 11, Cha 1
  Skills: --
  Feats: --
  Combat 
  Immunity to Magic (Ex): A rook is immune 
  to any spell or spell-like ability that allows 
  spell resistance . In addition, certain spells 
  and effects function differently against the 
  creature, as noted below .
  A magical attack that deals (Cold) damage 
  causes the rook to be slowed (as the spell) 
  for 1d4 rounds .
  A magical attack that deals (Fire) 
  damage softens the pewter hide of a rook . 
  The increased flexibility causes it to act 
  as if hasted, but also reduces its damage 
  reduction by 1 point for every level of the 
  fire effect. The change lasts for 1d6 rounds, 
  or until it takes (Cold) damage .
  Improved Initiative (Ex): The sudden, 
  jerky movement of a rook gives it the same 
  benefits as the Improved Initiative feat, a +4 
  bonus to initiative checks .
  See Invisibility (Sp): Rooks constantly see 
  invisibility, as the spell .
  Shield Ram (Ex): All a rook’s attacks are 
  made by ramming foes with its shield-
  arms . In addition to dealing damage, 
  every successful attack qualifies as a bull 
  rush. A rook does not provoke an attack 
  of opportunity for making this special bull 
  rush, and if it wins the opposed Strength 
  check, the foe is pushed back 5 feet further 
  than normal and knocked prone . A rook’s 
  Strength check for a bull rush is 1d20 + 15 .
  Stable (Ex): The design of a rook makes it 
  extraordinarily stable . It gains a +4 bonus 
  on ability checks made to resist being bull 
  rushed or tripped when standing on the 
  ground (but not when climbing, flying, 
  riding, or otherwise not standing firmly on 
  the ground) .
  Towering Shieldman (Ex): A rook is built to 
  defend other creatures, and each is assigned 
  a type of creature it seeks to defend . The 
  heavy armor and enormous shields of a 
  rook allow it to grant cover to one adjacent 
  creature, as well as reduce the damage that 
  creature takes from area effects by 50%.
  Construction: A rook’s body is sculpted from 
  6,000 pounds of pewter, two masterwork 
  tower shields, etched with defensive runes 
  using magic acids costing at least 5,000 gp . 
  Assembling the body requires a DC 30 Craft 
  (armorsmithing) check .
  CL 16th; Craft Construct, proficiency 
  with the tower shield, acid arrow, animate 
  objects, haste, mage armor, shield, caster must 
  be at least 16th level; Price 150,000 gp; Cost 
  80,000 gp + 5,600 XP . 
  Upping the Ante: There’s no intrinsic 
  reason you can’t just keep adding bronze 
  cranequiniers and rooks to beef up this 
  encounter, 
  though 
  practically 
  speaking 
  a 40-foot by 50-foot room only has space 
  for so many Large foes . A third bronze 
  cranequinier & rook team should have plenty 
  of room, but after that a different solution is 
  likely in order . If your players have a lot of 
  heavy-hitting melee characters, you might 
  consider giving each bronze cranequinier a 
  constant repulsion, as the spell (caster level 
  13) . If their major damage-dealers are ranged 
  combatants, adding Snatch Arrow to each 
  rook and allowing it to be used to protect an 
  adjacent bronze cranequinier should make 
  things tougher . Each of these options would 
  boost the EL by +1 more .
  If the PCs depend on spells to overcome 
  most fights chances are you don’t need to up 
  the ante here, even if you do elsewhere . Golems 
  are tough enough on spellcasters as it is--brand 
  new forms of golems are even rougher .
  Connections: The area connects to area 496 and 
  area 498 . See the Map of The Tomb of Nibul .
  Pathfinder Conversion: Use the Pathfinder 
  versions of the bronze cranequinier and the 
  rook, as described below . Otherwise, no 
  further modifications are needed to run this 
  encounter using Pathfinder.
  Pathfinder Stats 
  BRONZE CRANEQUINIER CR 13
  Large Construct (Neutral) 
  Init -1; Senses Perception +0 (darkvision 60 
  ft ., low-light vision, see invisibility)
  DEFENSE
  AC 30 (-1 size, -1 Dex, +22 natural), touch 8, 
  flat-footed 30
  hp 129 (18d10+30)
  Fort +6, Ref +5, Will +6
  OFFENSE 
  Spd 20 ft .
  Ranged +23/+23/+23/+23/+23/+23  
  ranged (2d6+5, repeating crossbow)
  
  10
  Space/Reach 10 ft ./10 ft .
  SA Volley     
  SQ Construct traits, damage reduction 15/
  adamantine, darkvision 60 ft ., immunity to 
  magic, low-light vision, see invisibility
  STATISTICS 
  Str 33, Dex 9, Con --, Int --, Wis 11, Cha 1
  Base Atk +12; CMB +24; CMD 33
  Skills   --
  Feats   --
  Combat 
  Arcane 
  Crossbows 
  (Su): 
  The 
  bronze 
  cranequinier does not need to take time to 
  reload its six arcane crossbows . Through 
  the gearwork of its arms they automatically 
  reload 
  themselves 
  each 
  round . 
  New 
  ammunition is conjured to keep the cases 
  of the crossbows full (when destroyed, each 
  crossbow has 5 large masterwork repeating 
  crossbow bolts) . Because the crossbows are 
  part of the golem itself, its Strength score is 
  used to determine how hard and accurately 
  they hit, allowing it to add its Strength to 
  attack rolls (rather than Dexterity), and 
  half its Strength score to damage rolls (like 
  a light thrown weapon) . Also, it does not 
  suffer attacks of opportunity from making 
  ranged attacks.
  The six repeating crossbows of a bronze 
  cranequinier can be sundered . Each has 
  the same CMD and DR as the bronze 
  cranequinier itself, and requires 20 hit points 
  to destroy . This damage is separate from 
  the hit points of the bronze cranequinier, 
  destroying its crossbows leaves it essentially 
  harmless, but does not reduce the golem’s 
  own hit point total .
  Immunity to Magic (Ex): A bronze 
  cranequinier is immune to any spell or 
  spell-like ability that allows spell resistance . 
  In addition, certain spells and effects 
  function differently against the creature, as 
  noted below .
  A magical attack that changes the bronze 
  cranequinier’s move rate (such as slow)--but 
  not effects that simply create difficult terrain-
  -causes its interior gears to misconnect and 
  bind, stunning it for 1 round .
  A magical attack that deals acid damage 
  heals a bronze cranequinier for 1 point of 
  damage for each 3 points of damage the 
  attack would otherwise deal. If the amount 
  of healing would cause the golem to exceed 
  its full normal hit points, the excess hit 
  points are lost .
  See Invisibility (Sp): Bronze cranequiniers 
  constantly see invisibility, as the spell .
  Volley (Ex): As a full-round action, a bronze 
  cranequinier can fire each of its crossbows 
  three times, for a total of eighteen attacks. 
  No more than six of these attacks can be 
  directed at a single target . It can do this once 
  every 2d4 rounds .
  Construction: A bronze cranequinier’s body 
  is sculpted from 4,500 pounds of pure bronze, 
  then combined with six size Large masterwork 
  repeating crossbows, and polished with rare 
  tinctures and admixtures costing at least 5,000 
  gp . Assembling the body requires a DC 30 
  Craft (armorsmithing) check .
  CL 16th; Craft Construct, Weapon focus 
  (any crossbow), animate objects, magic missile, 
  major creation, stoneskin, caster must be at least 
  16th level; Price 150,000 gp; Cost 75,000 gp
  ROOK CR 13
  Large Construct (Neutral) 
  Init +3; Senses Perception +0 (darkvision 60 
  ft ., low-light vision, see invisibility)
  DEFENSE
  AC 34 (-1 size, -1 Dex, +4 shield, +22 natural), 
  touch 8, flat-footed 34
  hp 129 (18d10+30)
  Fort +6, Ref +5, Will +6
  OFFENSE
  Spd 30 ft .
  Melee +23/+23melee (1d10+16, shield ram)
  Space/Reach 10 ft ./10 ft .
  SA Shield ram
  SQ  Construct traits, damage reduction 15/
  adamantine, darkvision 60 ft ., immunity to 
  magic, improved initiative,  low-light vision, 
  see invisibility, stable, towering shieldman
  STATISTICS
  Str 33, Dex 9, Con 0, Int 0, Wis 11, Cha 1
  Base Atk +12; CMB +24; CMD 33 (37 against 
  bull rush and trip)
  Skills   -
  Feats   -
  Combat 
  Immunity to Magic (Ex): A rook is immune 
  to any spell or spell-like ability that allows 
  
  11
  spell resistance . In addition, certain spells 
  and effects function differently against the 
  creature, as noted below .
  A magical attack that deals cold damage 
  causes the rook to be slowed (as the spell) 
  for 1d4 rounds .
  A magical attack that deals fire damage 
  softens the pewter hide of a rook . The 
  increased flexibility cause it to act as if 
  hasted, but also reduce its damage reduction 
  by 1 point for every level of the fire effect. 
  The change lasts for 1d6 rounds, or until it 
  takes cold damage .
  Improved Initiative (Ex): The sudden, 
  jerky movement of a rook gives it the same 
  benefits as the Improved Initiative feat, a +4 
  bonus to initiative checks .
  See Invisibility (Sp): Rooks constantly see 
  invisibility, as the spell .
  Shield Ram (Ex): All a rook’s attacks are 
  made by ramming foes with its shield-
  arms . In addition to dealing damage, 
  every successful attack qualifies as a bull 
  rush. A rook does not provoke an attack 
  of opportunity for making this special bull 
  rush, and if its CMB check is successful, 
  the foe is pushed back 5 feet further than 
  normal, and knocked prone .
  Stable (Ex): The design of a rook makes it 
  extraordinarily stable . It gains a +4 bonus 
  to its CMD against bull rush and trip 
  maneuvers .
  Towering Shieldman (Ex) : A rook is built to 
  defend other creatures, and each is assigned 
  a type of creature it seeks to defend . The 
  heavy armor and enormous shields of a 
  rook allow it to grant cover to one adjacent 
  creature, as well as reduce the damage that 
  creature takes from area effects by 50%.
  Construction: A rook’s body is sculpted from 
  6,000 pounds of pewter, two masterwork 
  tower shields, etched with defensive runes 
  using magic acids costing at least 5,000 gp . 
  Assembling the body requires a DC 30 Craft 
  (armorsmithing) check .
  CL 16th; Craft Construct, proficiency 
  with the tower shield, acid arrow, animate 
  objects, haste, mage armor, shield, caster must 
  be at least 16th level; Price 150,000 gp; Cost 
  75,000 gp . 
  498. raiDers of The 
  losT arch (el 17)
  Summary: Four demons torture a guardian 
  ghost in an effort to find the legendary 
  Eighth Arch .
  Sights and Sounds: The room is at least sixty 
  feet tall, and runs easily a hundred fifty feet 
  north-to-south. The floor is scattered with 
  bits of rags, broken and yellowed bones, 
  and rusting bits of twisted metal . There is 
  a strong smell of mildew and brimstone . 
  There are two doors on the west wall--one 
  in the middle of the wall and one near the 
  northern end--and a short corridor from the 
  north wall that leads to another door .
  Additional Sights and Sounds: If the PCs 
  linger outside this area, or approach it only 
  as a result of hearing the sound of pain in 
  area 497, you may wish to add the following .
  The sounds of a woman’s voice crying out in 
  pain and despair fills this vast chamber. 
  Background: This room was originally 
  where Metterak recuperated after his battle 
  with Nibul of the Seven Arches, and later 
  it was his secondary lair as he oversaw 
  construction of the tomb itself . Since it’s an 
  otherwise empty area, it’s also traditionally 
  where the spirits that have been forced 
  to guard the tomb generally gather to 
  talk to each other, the only real form of 
  entertainment they have .
  Now, however, only one spirit is within 
  the area, the ghost of Gaitha the Spear 
  Maiden--a warrior who accompanied Nibul 
  and Lord Saral into Dragon’s Delve, and 
  died in their confrontation with Metterak. 
  Gaitha has been captured by four demons 
  (two glabrezu and two nalfeshnee), and is 
  being tortured by them .
  The four demons have been exploring 
  the tomb, for they believe the secret of the 
  Eighth Arch--a step toward godhood--lies 
  within . Such a secret would be a powerful 
  bribe 
  for 
  mortal 
  spellcasters 
  seeking 
  immortality but not wishing to become 
  liches . As it happens the secret does not 
  truly dwell within the tomb, because Nibul 
  never managed to complete that step, but the 
  demons have yet to find the inner chamber 
  of the fountain of Seven Arches (area 502) 
  and are thus convinced the secret lies with 
  the body of Nibul, which they have not 
  found . Worse (for them), they contracted 
  a curse by stealing tribute from area 500 . 
  The curse they are suffering is particularly 
  rare--partial insubstantiality known as “the 
  
  12
  wends” 
  (see 
  below) .
  The 
  Demons: 
  The 
  room 
  is 
  currently 
  inhabited 
  by 
  four 
  demons 
  who 
  spend 
  most of their 
  time torturing 
  the 
  ghost 
  of 
  Gaitha 
  the 
  Spear Maiden . 
  The glabrezu 
  demons are two 
  females, 
  Ylka 
  and 
  Seliliah . 
  The Nalfeshnee 
  are two males, 
  Mathiselfar and 
  Pemisazas . The 
  four 
  demons 
  have 
  worked 
  together for centuries, working to lure 
  powerful mortal spellcasters into evil by 
  promising them the power to become gods . 
  This is part of a long-term plan of the two 
  nalfeshnee to increase the spellcasting 
  power available to the abyss . The glabrezu 
  just want credit for winning souls to the side 
  of evil. All four demons suffer from “the 
  wends” (see below) .
  Through centuries of deal making, 
  Seliliah and Ylka have gained the spell-
  like ability to use veil at will, but only on 
  themselves . They wear the forms of comely 
  female storm giants at all times .
  Of course being demons, each of the four 
  has its own agenda as well . The glabrezu Ylka 
  is the lover to the nalfeshnee Mathiselfar, 
  and the glabrezu Seliliah is the lover of 
  the nalfeshnee Pemisazas . Ylka also wishes 
  to kill Pemisazas, and Seliliah is hoping to 
  tempt Mathiselfar to make a claim for the 
  abyssal throne of Ylka’s pit fiend patron. 
  But those issues are more long-term goals, 
  and aren’t likely to come out in the face of a 
  common enemy .
  The demons have set up camp in this 
  room, as they’re not sure if they will be able 
  to re-enter the tomb once they leave (they 
  figured out the riddle in area 496, but are 
  afraid it might change if they leave and come 
  back) and want to base themselves in a large 
  area for the comfort it allows . They found a 
  warden’s shield in area 500, and have used 
  its force cage ability to capture one of the 
  tomb’s guardian spirits (Gaitha the Spear 
  Maiden) and are using chaos hammer and 
  unholy aura to torture her . Gaitha has long 
  since been coerced into telling the demons 
  the truth--the body of Nibul is not in the 
  tomb, there is no secret of the Eighth Arch--
  but since the demons don’t believe her, they 
  continue to torture her .
  Seliliah (glabrezu): hp 169 
  Ylka (glabrezu): hp 179 
  Mathiselfar (nalfeshnee): hp 158 
  Pemisazas (nalfeshnee): hp 193 
  Tactics: None of these demons are masters 
  of subtlety when it comes to combat, but 
  they do know enough to use “the wends” 
  to their advantage (see below) . When the 
  glabrezu are out of phase, they maneuver 
  to be near spellcasters (or anyone else who 
  isn’t wearing much armor and doesn’t look 
  like a monk) then take full-attack routines 
  on the rounds they are tangible . If they are 
  attacked by a fighter that doesn’t seem to 
  be a paladin, they take time to target that 
  character with a confusion .
  The nalfeshnee also maneuver when out 
  of phase, but also make sure to activate their 
  smite supernatural ability as well, causing it 
  to take effect when they become substantial 
  again the next round . They also put up their 
  unholy auras during their first round out 
  of phase, then try to avoid making melee 
  attacks so they keep the defensive benefit 
  (using slow, feeblemind and call lightning, 
  in that order to harry and harm their foes) .
  Summoning: These four demons aren’t 
  going to summon any other demons, even 
  if that means they die here. They’ve gotten 
  in over their heads and have no interest 
  in news of their failure spreading through 
  the abyss on the tongues of summoned 
  hirelings . Since they are smart enough to 
  take advantage of the effects of the wends, 
  the EL of the encounter is not reduced by 
  their unwillingness to call for help .
  The Wends: This is a curse connected to 
  the wendways, which can be contracted by 
  stealing loot for area 500 . It causes its victims 
  to flicker in and out of reality. Those afflicted 
  become entirely intangible every other 
  round . On these rounds they can move, but 
  cannot attack or affect the world around 
  them. Likewise they cannot be attacked 
  on these rounds, even by spells (including 
  
  13
  force magic) . While intangible, they do not 
  provoke attacks of opportunity, so they 
  can move where they wish, even through 
  other creatures . However, they cannot pass 
  through the nightstone walls of the tomb . 
  Victims cannot control this ability in any way . 
  Rarely, the wends can also cause mutations 
  in creatures born in or near Dragon’s Delve . 
  It is this affliction that changed the minotaur 
  in area 113 .
  Because they all took part in stealing an 
  item from area 500 (the warden’s shield), 
  all four demons are afflicted by the wends. 
  Worse, though, is the coincidence that the 
  glabrezu and nalfeshnee are out of cycle with 
  each other . When the glabrezu are material, 
  the nalfeshnee are intangible, and vice 
  versa . This poses a serious inconvenience as 
  they can therefore never interact physically, 
  which is only exacerbated by the fact that 
  the pairs were once lovers and are now 
  denied physical congress . 
  Gaitha the Spear Maiden: Gaitha is a ghost 
  gaurdian of the tomb . At the start of this 
  encounter, she is trapped in a forecage and 
  being tortured by the four demons in the 
  chamber . If the PCs defeat these creatures, 
  Gaitha will remain in the room, glaring 
  defiantly at anyone remaining in the room.
  If attacked or threatened, she refuses to 
  talk further (she’s seen how little good it 
  did with the demons) . If bargained with 
  or treated well, she may offer to give some 
  guidance to the PCs (Diplomacy check, DC 
  30), though particularly good treatment of 
  her may get her to speak freely about the 
  details of the tomb and its secrets .
  Gaitha can tell the PCs she was a 
  companion to Nibul of the Seven Arches, 
  and she died in his battle with Metterak. The 
  Dragon prince has bound her spirit here, 
  and she cannot be freed (even by a wish) 
  until Metterak is killed. She cannot discuss 
  most of the defenses of the place (the magic 
  of the tomb makes it impossible), but she 
  can talk about other things such as:
  * 
  The room to the North is the Offerarium, 
  where tribute from area 496 ends up . Nibul’s 
  spirit does not care about this tribute, but 
  the room itself has a curse . If the PCs take 
  anything from it, they must leave something 
  as well. Value does not matter, just one 
  object for each object taken . If they do not, a 
  random curse will strike them .
  * 
  The spirit (but not body) of Nibul rests 
  within the Fountain of Seven Arches . It is to 
  the west, in a round room . There is no door 
  into the main chamber with the fountain, so 
  the PCs must tunnel, teleport, or find some 
  other way through solid rock to reach it .
  * 
  You can’t enter the tomb unless you close 
  your eyes (in case the PCs used major magic 
  to bypass the riddle in area 496) .
  * 
  There are many ghost guardians, but 
  they do not fight to protect the tomb. Instead 
  they are tasked with repairing any broken 
  trap, sorting the tribute, and generally 
  keeping the place tidy . If the PCs leave the 
  ghosts alone, they won’t bother the PCs .
  If asked about area 499, Gaitha seems 
  nervous, and says only that is it The 
  Sepulcher of Ka’Ret-Tem . She tells the PCs 
  she can’t tell them anything else (and she 
  really can’t) .
  Treasure: There is a warden’s shield on the 
  ground near Gaitha .
  Warden’s Shield
  This +3 heavy steel shield is appears to be 
  made of silver and crystal . Once a day, on 
  command, it can cast forcecage at the wearer’s 
  direction .
  Strong evocation; CL 13th; Craft Magic 
  Arms and Armor, forcecage; Price 45,500 gp; 
  Cost 22,750 gp + 1,820 XP . 
  Connections: This room connects to areas 
  497, 499, and 500 . See the Map of the Tomb 
  of Nibul .
  Revisit: If the PCs return to this room more 
  than a day after killing one or more of the 
  demons, it is inhabited by a pit fiend named 
  Volgurak, and his twelve succubus minions . 
  Volgurak wants to know who killed his 
  faithful demon agents, and blames the PCs 
  immediately upon seeing them .
  Pathfinder Conversion: Use the Pathfinder 
  versions of the demons . (Seliliah and 
  Ylka do not need to add a veil ability, as 
  their Pathfinder versions already have 
  it.) Otherwise, no further modifications 
  are needed to run this encounter using 
  Pathfinder.
  Seliliah (glabrezu): hp 179 
  Ylka (glabrezu): hp 189 
  Mathiselfar (nalfeshnee): hp 188 
  Pemisazas (nalfeshnee): hp 223 
  
  14
  499. The sepulcher of 
  Ka’reT-Tem (el 18)
  Summary: An almost-undead dragon lairs 
  here, waiting to destroy anyone foolish enough 
  to bother it . You will need the Dracolich 
  Illustration handout (see Appendix C) .
  An acrid haze clings to the floor of this room, 
  and the strong smell of burned stone and well-
  charred meat permeate the air. The ground is 
  covered in crushed ash, though the occasional 
  shape of a humanoid torso or bestial head can still 
  be made out from some of the larger mounds of 
  char. In the center of the room lies a huge dragon 
  skeleton, flesh and bits of sinew still clinging 
  to the bone. It glows from within as if a green 
  bonfire burned within its ribs, and a roaring 
  sound rises from its form.
  Background: When Nibul of the Seven 
  Arches used his wending ability to pull 
  Metterak into an extra-dimensional space 
  for single combat, he did so knowing he 
  had a secret weapon up his sleeve . With his 
  demi-mortal status, and the secret ability 
  to wend, Nibul had created a spell, wend 
  of opposition (see below), that created a 
  near-duplicate of one creature, that was the 
  complete opposite of the target creature in 
  every way . The instant Nibul had wended 
  himself and the Dragon prince away, he 
  cast this secret spell to create Ka’Ret-Tem, 
  a dragon that was the opposed equal to 
  Metterak. Nibul had hoped that, even 
  with just a few seconds of existence and 
  experience, Ka’Ret-Tem would turn the tide 
  of the battle and allow Nibul to gain victory.
  Such was not to be .
  Later, when Metterak began the work 
  of constructing this tomb, he discovered 
  a sliver of the entity of Ka’Ret-Tem still 
  in existence . Despite the spell’s duration 
  having ended long ago, the strange mix 
  of the wendways, the near-divine power 
  of both Nibul and the Dragon Prince, and 
  perhaps even the workings of the Entropy 
  engine combined to allow the nonexistent 
  Ka’Ret-Tem to continue a partial life, as long 
  as it remained within the tomb where it had 
  briefly held a physical form. Metterak called 
  upon considerable resources to bind Ka’Ret-
  Tem to the form of an undead dragon-thing, 
  the punishment for daring to be something 
  like great Metterak himself.
  Ka’Ret-Tem’s existence is one of constant 
  existential and physical misery and pain . It 
  is aware that it is a temporary simulacrum 
  rather than a fully living creature, and is 
  sanguine about the fact that it was always 
  destined to wink out of existence after 
  a relatively short time and, indeed, has 
  already lived well beyond its intended time . 
  Still, Ka’Ret-Tem clings to life and holds 
  out hope that it may someday be granted 
  full and real existence, so much so that it is 
  unwilling to attempt leave the tomb, which 
  would be an act of self-destruction (if the 
  bindings of Metterak would even allow 
  such a thing) . It is bound to obey anyone 
  who has a control amulet (which, like those 
  for the golems in area 497, no longer exist) 
  and attack any other creature on sight.
  Inhabitants: Only on thing dares lair 
  here, the massive and mighty non-entity, 
  Ka’Ret-Tem . Show the players the Dracolich 
  Illustration handout (see Appendix C) .
  Ka’Ret-Tem (Neutral)          CR 18
  Huge Dragon (Fire, Undead) 
  HD 25d12+125           hp 287
  Init +4 Speed 60 ft .
  Armor Class 32 (2 size, +24 natural), touch 
  8, flatfooted 32
  Base Attack/Grapple +12/+28
  Attack Melee bite +32 (2d8+9)
  Full Attack Melee bite +32 (2d8+9), 2 claws 
  +30 (2d6+4), 2 wings +30 (1d8+4), tail slap 
  +30 (2d6+13)
  Space/Reach 20 ft ./10 ft . (20 ft, bite only)
  SA breath weapon, death gaze, frightful 
  presence, spell-like abilities
  SQ bound, fire subtype, undead subtype, 
  dragon traits, undead traits, DR 10/cold iron, 
  blindsight (120 ft .), keen senses, immunity 
  to fire, immunity to electricity, resist acid 10
  Fort +19, Ref +16, Will +17
  Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 6
  Skills: 
  Bluff 
  +28, 
  Concentration 
  +30, 
  Diplomacy +28, Escape Artist +25, Listen 
  +28, Scry +28, Search +28, Sense Motive +28, 
  Spellcraft +28, Spot +28
  Feats: Big Step (new), Combat Reflexes, 
  Great Cleave, Multiattack, Power Attack, 
  Cleave, Improved Initiative, Lightning 
  Reflexes, Perfect Blow (new)
  Spell-Like Abilities: At will speak with 
  animals; 3/day  endure elements (radius 80 
  ft); 1/day  suggestion and control winds .
  
  15
  Spells Known (cast 6/7/7/7/6/4; as a level 
  11 sorcerer): 0--detect magic, resistance, 
  detect poison, read magic, dancing lights, 
  ghost sound, mage hand, open/close, mending; 
  1--endure elements, mage armor, divine favor, 
  cure light wounds, shield; 2--bull’s strength, 
  cat’s grace, blur, endurance, fog cloud; 3--haste, 
  dispel magic, protection from elements, slow; 
  4--spell immunity, dimension door, improved 
  invisibility; 5--cloudkill, mind fog .
  Bound (Su): Ka’Rat-Tem is bound to the 
  Tomb of Nibul . If it ever leaves these 
  chambers, the semi-real dragon would 
  cease to exist. Failing that, no matter how 
  thoroughly it is destroyed, Ka’Ret-Tem 
  reforms in this room after 2d4 days . Only 
  the direct intervention of a god, or the death 
  of Metterak, can prevent this.
  Breath Weapon (Su): Cone of balefire, 50 
  feet long, every 1d4 rounds; damage 16d6, 
  Reflex half DC 27. Damage is half fire 
  damage, half force effect. All those in the 
  area are also affected as by the area dispel 
  option of a greater dispel magic spell (CL 
  20) . Ka’Ret-Tem can use a cone of paralysis 
  instead, forcing subjects who fail a Will save 
  to be held (as hold person) for 1d6+8 rounds . 
  Targets who are held get a new saving throw 
  every round, as with hold person .
  Death Gaze (Su): Death, range 30 feet, 
  Fortitude DC 25 negates . Humanoids 
  who die from this attack are transformed 
  into bodaks 24 hours later . The save DC is 
  Charisma-based .
  Frightful Presence (Ex): Dragons can 
  unsettle foes with their mere presence. 
  This ability takes effect automatically 
  (radius 240 ft) whenever the dragon uses 
  its breath weapon, attacks, charges, or flies 
  overhead. A potentially affected creature 
  (one with less than 25 HD) that succeeds 
  at a Will save (DC 25) remains immune to 
  that dragon’s frightful presence for one day . 
  On a failure, creatures with 4 or fewer HD 
  become panicked for 4d6 rounds and those 
  with more than 5 HD become shaken for 
  4d6 rounds . Dragons ignore the frightful 
  presence of other dragons .
  Undead Subtype (Su): Though Ka’Ret-Tem 
  was never truly alive, and thus cannot truly 
  be either dead or undead, his current state 
  of eternally tormented semi-existence is 
  closer to undeath than any other state . The 
  monstrous creature, in addition to counting as 
  a dragon, counts as an undead for purposes 
  of all spells and abilities . Despite retaining 
  his Constitution score, Ka’Ret-Tem has all 
  the other normal traits and immunities of 
  an undead--immunity to all mind-affecting 
  effects (charms, compulsions, phantasms, 
  patterns, and morale effects), poison, sleep 
  effects, paralysis, stunning, disease, and 
  death effects. He is not subject to critical hits, 
  nonlethal damage, ability drain, or energy 
  drain, is immune to damage to its physical 
  ability scores (Strength, Dexterity, and 
  Constitution) and to fatigue and exhaustion 
  effects, and has imunity to any effect that 
  requires a Fortitude save (unless the effect also 
  works on objects or is harmless) . Ka’Rat-Tem 
  is not at risk of death from massive damage, 
  but when reduced to 0 hit points or fewer he is 
  immediately destroyed. He is not affected by 
  raise dead and reincarnate spells or abilities 
  and does not breathe, eat, or sleep .]
  Tactics: Immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, 
  death effects, critical hits nonlethal damage, 
  ability or energy drain, physical ability score 
  damage, most effects that require Fort saves, 
  and fire damage, and possessing a death 
  gaze, Ka-Ret-Tem does not normally have 
  to be particular careful with its tactics . Even 
  so it is a dragon, and knows humanoids can 
  be cunning .
  Ka-Ret-Tem uses Big Step and Perfect 
  Blow to his advantage (and remember with 
  Combat Reflexes he can take an attack of 
  opportunity even in the surprise round), 
  moving close to foes and still taking full 
  attack routines. Unless someone enters the 
  room with an obvious spell effect (which 
  he can make Spellcraft to identify), Ka’Ret-
  Tem waits until the second or third round 
  of combat to use his balefire breath weapon. 
  He then alternate between his two breath 
  weapon types, using them as often as 
  possible and coving as many foes as possible 
  each time . He saves his own spellcasting 
  for situations where he can’t make a melee 
  attack and his breath weapon is not yet 
  recharged .
  The Twelve Arches of Transition: If the PCs 
  defeat Ka’Ret-Tem, they have passed one on 
  the arches--the tasks that Nibul undertook 
  to attain immortality and (hopefully) 
  godhood . “Defeat a guardian created by a 
  demi-mortal who has passed six of more 
  arches” is one of the steps (in this case, 
  Ka’Ret-Tem was created by Nibul, though 
  
  16
  he never expected the creature to continue 
  to exist for so long) . 
  A few upcoming events (or possible 
  events) in the lower levels of Dragon’s 
  Delve 
  certainly 
  qualify 
  as 
  additional 
  Arches--freeing Glarias, killing Metterak, 
  for example . Reaching 20th level also counts 
  as an arch, so just by completing the Delve, a 
  character can have passed 4 of the 12 arches . 
  And after that, it’s up to each individual 
  GM to decide how close to godhood players 
  should be allowed to get .
  With the addition of “arches” spells (see 
  “Treasure”), as GM you must be ready to 
  answer player inquiries about how to pass 
  more of the arches . There’s nothing wrong 
  with telling players that becoming gods is 
  beyond the scope of your campaign, and 
  that only a few arches will ever be available 
  to them . Even information about what the 
  latter arches are is likely outside the realm 
  of mortal divination efforts (which you can 
  explain the players before they waste time 
  casting commune or after, depending on your 
  own whimsy) . After all, you may wish to 
  remind them, neither Nibul nor Metterak ever 
  managed to attain full godhood--it’s hard. 
  There’s also nothing wrong with creating 
  massive side-quests (along the lines of 
  the creating the artifact scroll, deosorium, 
  which Nibul tried unsuccessfully to create) 
  to allow players to work on an arch as a 
  long-term goal . Ultimately, it’s a question of 
  play style and what a given group of players 
  becomes interested in . The Twelve Arches of 
  Transition is a subject on which no further 
  official advancement is going to be presented 
  in Dungeonaday .com . Each GM can craft as 
  many or as few arches challenges as desired, 
  with no fear of conflict with official material. 
  Treasure: Searching through the destroyed 
  corpse of Ka’Ret-Tem will reveal the burned 
  and scorched remains of the Book of Five 
  Arches--a back-up spellbook of Nibul’s that 
  survived him and was used as a focus by 
  Metterak to bind Ka’Ret-Tem to the tomb. The 
  book is badly damaged, but the following 
  spells can still be made out: balefire, wend, 
  wending of opposition, wending weapons . 
  (These spells are described in the “New 
  Spells” section below .)
  neW feaTs
  Ka’Ret-Tem never really existed, and he has 
  combat techniques that never really existed . 
  Now, in a bit of existential legerdemain, they 
  do . Whether they continue to exist after Ka’Ret-
  Tem is destroyed, and whether other monsters 
  can make use of them, is up to the GM .
  Big Step 
  The creature’s size and long limbs let it shift 
  a greater distance safely .
  Prerequisite: Natural reach greater than 
  5-feet .
  Benefit: When the monster takes a 5-foot 
  step, it can actually move as far as it’s natural 
  reach .
  Perfect Blow 
  Efforts to avoid the creature’s attacks of 
  opportunity usually fail .
  Prerequisites: 16+ HD, natural reach greater 
  than 10-feet, Combat Reflexes
  Benefit: Once per round, when a foe takes 
  an action that would normally provoke an 
  attack of opportunity from the creature but 
  no attack is provoked due to a skill check, 
  feat, spell, or other ability the foe possesses, 
  the creature may make an opposed level 
  check (1d20 + HD or level) check against the 
  target . On a successful check, the creature 
  may take an attack of opportunity on the 
  target .
  neW spells
  The following new spells are found in the 
  Book of Five Arches . These new spells are 
  all “arches” spells . Rather being able to be 
  cast by a specific class, they are available to 
  be learned (or selected as known) by any 
  spellcasting character that has passed one 
  or more of the Twelve Arches of Transition 
  (see above) . For each Arch of Transition you 
  have passed, you may learn or know one 
  Arches spell .
  
  17
  Balefire 
  Evocation [Fire, Force] 
  Level: Arches 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft . + 40 ft ./level)
  Area: 20 ft . radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A balefire spell is an explosion of flame 
  and magic that detonates with a howl 
  and deals 1d6 points of damage per caster 
  level (maximum 15d6) to every creature 
  within the area. Half this damage is fire 
  damage and half is an untyped force effect. 
  Unattended objects also take this damage. 
  The explosion creates almost no pressure . 
  The ongoing spell-like and supernatural 
  effects associated with any creature killed 
  by balefire end immediately (including 
  those without durations, such as curses and 
  permanent spells, but not including magic 
  items they have created) .
  If the damage caused to an interposing 
  barrier shatters or breaks through it, the 
  balefire continues beyond the barrier if 
  the area permits and continues to deal full 
  damage (as if the barrier had not existed); 
  otherwise it stops at the barrier just as any 
  other spell effect does.
  Wend 
  Conjuration (teleportation) 
  Level: Arches 5
  Casting Time: 1 swift action
  As dimension door, except as noted above, 
  and use of this spell is not blocked by 
  dimensional anchor or similar magics .
  Wend of Opposition 
  Conjuration 
  Level: Arches 9
  Components: V, S, M
  Casting Time: 1 full round
  Range: Close (25 ft . +5 ft ./2 levels)
  Effect: One duplicate creature
  Duration: 1 round/10 levels
  Saving Throw: None
  Spell Resistance: No
  This spell creates a duplicate of a target 
  creature within range . The duplicate is an 
  example of what the target creature would 
  have been like if it had made different life 
  choices and taken different paths in its 
  life  (in most cases, the duplicate has made 
  choices diametrically opposed to the ones 
  that the target creature did) . The duplicate’s 
  alignment is exactly the opposite of the 
  target creature, and its only desire during 
  its brief existence is to destroy the creature 
  upon which it is based . The duplicate has 
  all the attributes, spells, and abilities of the 
  creature it is based on .
  Once created, the duplicate is not limited 
  by the spell’s range . However, its existence is 
  transitory, as are most of the actions it takes . 
  When this spell’s duration ends, the duplicate 
  and all its items and spell effects cease to exist. 
  The sole exception to this is damage dealt by 
  the duplicate (including ability damage and 
  drains) during its existence .
  Material Component: Powdered diamond 
  dust worth 100 gp per HD of the target creature .
  Wending Weapons 
  Evocation [Force] 
  Level: Arches 3
  As magic missile, except as noted above, and 
  you do not need line of sight or even line of 
  effect to your target. As long as you are aware 
  of your target’s location (as by scrying, for 
  example) you can attack it with this spell. 
  The magic force bolts teleport through any 
  interposing barrier, as necessary .
  Connections: This area connects to area 498 
  and area 501 . See the Map of the Tomb of 
  Nibul .
  Pathfinder Conversion: The Pathfinder 
  version of Ka’Ret-Tem and the Perfect 
  Blow feat are presented below . Otherwise, 
  no further changes are needed to run this 
  encounter and make use of the new material 
  while playing Pathfinder.
  Pathfinder Stats 
  KA’RET-TEM          CR 18
  Gargantuan dragon (fire, undead) (Neutral) 
  Init +3; Senses dragon senses; Perception 
  +33
  Aura frightful presence (240 ft ., DC 26)
  DEFENSE 
  AC 31, touch 5, flatfooted 31 (1 Dex, +26 
  natural, 4 size)
  hp 250 (20d12+120)
  Fort +18, Ref +11, Will +18
  DR 10/cold iron; Resist acid 10; Immune fire, 
  electricity, paralysis, sleep, undead traits
  
  18
  OFFENSE 
  Speed 60 ft .
  Melee bite +26 (4d6+15/19-20), 2 claws +26 
  (2d8+10), tail slap +24 (2d8+15), 2 wings +24 
  (2d6+5)
  Space 20 ft .; Reach 15 ft . (20 ft . with bite)
  Special Attacks death gaze (30 ft ., DC 26 
  Fort negates), breath weapon (60-ft . Cone, 
  DC 26, 8d6 fire, 8d6 force, greater dispel 
  magic), breath weapon (60-ft . Cone, DC 26, 
  hold person), tail sweep (2d6+15, DC 26)
  Spell-Like Abilities (CL 20th; concentration 
  +26)
  At will--create food and water, detect thoughts 
  (DC 18), fog cloud, speak with animals
  Sorcerer 
  Spells 
  Known 
  (CL 
  11th; 
  concentration +17)
  5th (5/day)--cloudkill, mind fog
  4th (7/day)--spell immunity, dimension door, 
  improved invisibility
  3rd (7/day)--haste, dispel magic, protection 
  from elements, slow
  2nd (8/day)--2-bull’s strength, cat’s grace, blur, 
  endurance, fog cloud
  1st (8/day)--endure elements, mage armor, 
  divine favor, cure light wounds, shield
  0 (at will)--detect magic, detect poison, light, 
  mage hand, mending, message, read magic, 
  resistance, prestidigitation
  STATISTICS 
  Str 31, Dex 8, Con 23, Int 22, Wis 23, Cha 22
  Base Atk +20; CMB +34; CMD 43 (47 vs . trip)
  Feats Alertness, Big Step (new feat), Cleave, 
  Improved Critical (bite), Improved Initiative, 
  Improved Vital Strike, Multiattack, Perfect 
  Blow (new feat), Power Attack, Vital Strike
  Skills Diplomacy +29, Fly +8, Handle 
  Animal +26, Intimidate +29, Knowledge 
  (arcana, geography, history) +29, Perception 
  +33, Sense Motive +33, Spellcraft +29, Stealth 
  +10, Swim +41; Racial Modifiers +8 Swim
  Languages Aquan, Common, Draconic, 
  Elven, Gnome, 2 more
  Special Qualities bound, fire subtype, 
  undead subtype, dragon traits, undead 
  traits, DR 10/cold iron, blindsight (120 ft .), 
  keen senses, immunity to fire, immunity to 
  electricty, resist acid 10
  SPECIAL ABILITIES 
  Bound (Su): Ka’Rat-Tem is bound to the 
  Tomb of Nibul . If it ever leaves these 
  chambers, the semi-real dragon would 
  cease to exist. Failing that, no matter how 
  thoroughly it is destroyed, Ka’Ret-Tem 
  reforms in this room after 2d4 days . Only 
  the direct intervention of a god, or the death 
  of Metterak, can prevent this.
  Breath Weapon (Su): Cone of balefire, 50 feet 
  long, every 1d4 rounds; damage 8d6, Reflex 
  half DC 26. Damage is half fire damage, half 
  force effect. All those in the area are also 
  affected as by a greater dispel magic spell (CL 
  20) . Ka’Ret-Tem can use a cone of paralysis 
  instead, forcing subjects who fail a Will save 
  to be held (as hold person) for 1d6+8 rounds . 
  Targets who are held get a new saving throw 
  every round, as with hold person .
  Death Gaze (Su): Death, range 30 feet, 
  Fortitude DC 26 negates . Humanoids 
  who die from this attack are transformed 
  into bodaks 24 hours later . The save DC is 
  Charisma-based .
  Frightful Presence (Ex): Dragons can 
  unsettle foes with their mere presence. 
  This ability takes effect automatically 
  (radius 240 ft) whenever the dragon uses 
  its breath weapon, attacks, charges, or flies 
  overhead. A potentially affected creature 
  (one with less than 25 HD) that succeeds 
  at a Will save (DC 25) remains immune to 
  that dragon’s frightful presence for one day . 
  On a failure, creatures with 4 or fewer HD 
  become panicked for 4d6 rounds and those 
  with more than 5 HD become shaken for 
  4d6 rounds . Dragons ignore the frightful 
  presence of other dragons .
  Undead Subtype (Su): Though Ka’Ret-Tem 
  was never truly alive, and thus cannot truly 
  be either dead or undead, his current state 
  of eternally tormented semi-existence is 
  closer to undeath than any other state . The 
  monstrous creature, in addition to counting 
  as a dragon, counts as an undead for 
  purposes of all spells and ability . Despite 
  retaining his Constitution score, Ka’Ret-
  Tem has all the other normal traits and 
  immunities of an undead .
  Perfect Blow 
  Efforts to avoid the monster’s attacks of 
  opportunity usually fail .
  Prerequisites: 16+ HD, natural reach greater 
  than 10-feet, Combat Reflexes
  
  19
  Benefit: Once per round, when a foe takes 
  an action that would normally provoke an 
  attack of opportunity from the monster, and 
  no attack is provoked due to a skill check, 
  feat, spell or other ability the foe possesses, 
  the monster may make a CMB check against 
  the target . On a successful check, the 
  monster may take an attack of opportunity 
  on the target .
  500. The offeraTorium 
  (el 16)
  Summary: In a large treasure room that 
  contains both useless knick-knacks and true 
  magic items plus one surprise that is less 
  delicious than it looks .
  Sights and Sounds: A warm, golden light 
  fills this room, filtered down from the 
  apparently magical ceiling . 
  Scattered about the room are dozens of odd 
  items: a bit of rope, a skull, a pair of shears, a 
  rolled-up carpet, a single bright coin, and more. 
  The largest of these is an enormous pastry sitting 
  in the just 10 feet from the only door in the room. 
  More than eight feet in diameter and five feet tall, 
  the pastry has seen better days. It is lop-sided, 
  molding, and looks to have been burned on one 
  side. A tattered cloak has been thrown over the 
  burned section of the huge baked good.
  Background: While Metterak wanted to 
  ensure tribute could be left for the spirit of 
  Nibul, in order to appease the hopefully 
  dead-and-gone near-god, the Dragon Prince 
  did not want a pile of easily-accessed loot to 
  become a draw, bringing more adventurers 
  into his lair. So he had the Offeratorium built, 
  as a receptacle for offerings left in area 496. 
  And, being a dragon, he used the energies 
  of Nibul himself to lay a curse on the room, 
  punishing those who took its contents 
  without proper recompense . Of course, since 
  that time, many adventurers have found 
  their way here, and one of the creatures that 
  arrived in this place opted not to leave .
  Magic Auras: The Offeratorium has two 
  magic properties . First, it casts a kind of 
  reverse- magic aura, at 20th caster level, on 
  every unattended, inanimate object placed 
  within it, once per day . This version of the 
  magic aura spell causes nonmagic objects 
  to appear to be magical, with a randomly 
  selected school of magic . As a result, 
  absolutely everything in the room detects 
  as magic . (Items that are actually magical 
  retain their real auras .)
  Second, if anything is removed from the 
  room without another item being left in its 
  place, everyone involved in the removal 
  (including anyone who agreed to the theft, 
  even if they never touched a thing) is cursed . 
  Randomly determine a curse from bestow 
  curse . There is no saving throw against this 
  effect, and even a wish cannot remove it. 
  However, if the stolen item is returned, the 
  curse ends. (Once a curse is in effect, merely 
  leaving some other item is no longer good 
  enough--the original item must be returned .) 
  Very rarely a more serious curse such as 
  “the wends” is placed on thieves, but such 
  occurrences are so rare that they do not have 
  a special set of rules to govern them--rather 
  they fall under the auspices of GM fiat.
  This is also the place to which anything 
  left unattended in area 496 is teleported. 
  So if the PCs left anything behind, it’s 
  here now . Additionally, a large number of 
  random items left from previous visitors 
  are scattered about, each with its own (fake) 
  magic aura . The following list (including 
  the mundane value and fake magic aura of 
  each item) is far from inclusive, and the GM 
  should fell free to create more useless junk .
  * 
  The skull of a dwarf, carved with scenes 
  of a war between medusa and dwarves 
  riding iron bulls . (38 gp) (abjuration)
  * 
  One coin made of electrum . (5 sp) 
  (transmutation)
  * 
  Three feet of silk rope . (66 sp) 
  (conjuration)
  * 
  A scroll with a recipe for a drink made of 
  dragon’s blood and honey . (5 gp) (illusion)
  * 
  A pair of tin shears . (2 gp) (necromancy)
  * 
  One leather boot, with hole in sole (1 cp) 
  (divination)
  * 
  A small steel mirror, the face of which has 
  been blackened with soot (9 gp) (enchantment)
  
  20
  * 
  A common pair of manacles, with the 
  key (15 gp) (evocation)
  * 
  The rotting core of a pear (0 gp) 
  (enchantment)
  * 
  Broken wagon wheel (1 sp) (evocation)
  * 
  An anchor for a 50-foot longship 
  (necromancy)
  * 
  An earthenware jug with painted image 
  of a hyrda on one side (1 gp) (abjuration)
  * 
  An erotic silver statue of a buxom 
  succubus engaged with a portly wizard (35 
  gp) (conjuration)
  * 
  A bent golden spoon (5 gp) (transmutation)
  * 
  A 
  bejeweled, 
  filigree 
  golden 
  egg, 
  containing many smaller eggs within it (500 
  gp) (illusion)
  * 
  A thick leather spellbook, with a kraken 
  on the cover, with entirely blank pages (50 
  gp) (divination)
  * 
  An enormous pastry, obviously stale 
  and beginning to mold slightly at the edges, 
  eight feet in diameter . The pastry appears to 
  have a flaky crust flavored with honey, and 
  dried fruit baked into a jellied topping . It is 
  also actually a mimic . (A warning regarding 
  the mimic can be found in area 496: “The 
  pastry is a deception!”)
  The Pastry... er... the Mimic: The mimic was 
  left here once as living tribute by a group 
  of powerful gnoll clerics who wished to 
  convince Nibul to become their god . The 
  last visitors to this chamber were a group of 
  pixies, so the mimic tried looking like sweet 
  food to lure them in closer . It has since gone 
  quite insane, and just isn’t bothering much 
  with new disguises . It slept through the 
  incursion of the demons from area 498, but 
  is awake now . It wishes to kill anyone who 
  seems to have anything of value on them, 
  out of sheer evil greed (and a bit of hunger) .
  Pastry Mimic (Chaotic Evil) CR 16
  Large Aberration (Shapechanger) Rogue 10 
  HD 7d8+35+10d6+50            hp 151
  Init +8 Speed 10 ft .
  Armor Class 23 (1 size, +4 Dex, +9 natural), 
  touch 13, flatfooted 23
  Base Attack/Grapple +5/+13
  Attack +20 melee (1d8+8, plus 1d6 electricity, 
  plus 1 Con, slam)
  Full Attack +20/+20 melee (1d8+8, plus 1d6 
  electricity, plus 1 Con, slam)
  Space/Reach 10 ft ./10 ft .
  SA Adhesive, crush, sneak attack +5d6
  SQ Darkvision 60 ft ., improved evasion, 
  immunity to acid, improved uncanny dodge, 
  mimic shape, trap sense +3, trapfinding
  Fort +14, Ref +19, Will +15
  Str 24, Dex 18, Con 20, Int 10, Wis 16, Cha 8
  Skills: Bluff +15, Climb +23, Disguise +29, 
  Listen +20, Move Silently +21, Sense Motive 
  +9, Spot +20
  Feats: 
  Alertness, 
  Deceitful, 
  Improved 
  Initiative, Lightning Reflexes, Skill Focus 
  (Disguise), Weapon Focus (slam)
  Possessions: amulet of mighty fists +1 shock, 
  wounding (96,000 gp), ring of natural armor +4 
  (36,000 gp), and cloak of resistance +4 (16,000 
  gp.). The affects of these items are already added 
  into this stat block . (Because the pastry 
  mimic has massive amounts more gear than 
  an NPC of its level should its CR has been 
  boosted from 14 to 16) .
  Adhesive (Ex): A mimic exudes a thick slime 
  that acts as a powerful adhesive, holding 
  fast any creatures or items that touch it . 
  An adhesive-covered mimic automatically 
  grapples any creature it hits with its slam 
  attack. Opponents so grappled cannot 
  get free while the mimic is alive without 
  removing the adhesive first.
  A weapon that strikes an adhesive-
  coated mimic is stuck fast unless the wielder 
  succeeds on a DC 23 Reflex save. A successful 
  DC 23 Strength check is needed to pry it off.
  Strong alcohol dissolves the adhesive, 
  but the mimic still can grapple normally . A 
  mimic can dissolve its adhesive at will, and 
  the substance breaks down 5 rounds after 
  the creature dies .
  Crush (Ex): A mimic deals 1d8+7 points of 
  damage with a successful grapple check .
  Mimic Shape (Ex): A mimic can assume the 
  general shape of any object that fills roughly 
  150 cubic feet (5 feet by 5 feet by 6 feet), such 
  as a massive chest, a stout bed, or a wide 
  doorframe . The creature cannot substantially 
  alter its size, though . A mimic’s body is 
  hard and has a rough texture, no matter 
  what appearance it might present . Anyone 
  who examines the mimic can detect the ruse 
  with a successful Spot check opposed by the 
  mimic’s Disguise check . Of course, by this 
  time it is generally far too late . 
  Treasure: The treasure in this room is 
  designed to reward players for getting past 
  
  21
  the four golems in area 497, Ka’Ret-Tam in 
  area 499, and of course the pastry mimic in 
  this area . If the PCs skip those encounters in 
  a way that does not deserve a reward, feel 
  free to reduce the wealth found here .
  The pastry mimic has an amulet of mighty 
  fists +1 shock, wounding (96,000 gp), ring of 
  natural armor +4 (36,000 gp), and cloak of 
  resistance +4 (16,000 gp.). The effects of these 
  items are already added into its stat block .
  Also scattered about the room is a carpet 
  of flying (5 ft. x 10 ft.)(35,000 gp), tome 
  of understanding +1 (27,500 gp), and a 
  portable hole (20,000 gp) . Of course given 
  that everything in the room detects as 
  magical, it may take some time to find the 
  real valuables .
  Combat: It is very difficult to identify the 
  pastry mimic as being other than what it 
  appears--a huge, molding pastry . Given 
  the vast number of apparent oddities in the 
  room (all of which appear to be magical), 
  there is at least a chance someone will get 
  within 10 feet of the mimic without a fight 
  breaking out . If that is the case, the mimic 
  launches a charge sneak attack. Failing that, 
  the mimic focuses all its attacks on one foe, 
  hoping its Constitution damage can drop 
  even a high-level enemy and allow it to at 
  least die with a full stomach .
  Connections: The room connects to area 
  498 . See the Map of the Tomb of Nibul .
  Pathfinder Conversion: Change references 
  to Spot checks to Perception checks of 
  equal difficulty. Use the Pathfinder version 
  of the pastry mimic is below . Otherwise, 
  no modifications are needed to run this 
  encounter using Pathfinder.
  Pathfinder Stats 
  PASTRY MIMIC     CR 16
  XP 76,800 
  CE Large aberration (shapechanger) Rogue 10 
  Init +5; Senses darkvision 60 ft .; Perception +14
  DEFENSE 
  AC 23, touch 14, flatfooted 18 (+4 Dex, +9 
  natural, +1 dodge, -1 size)
  hp 178 (7d8+35+10d8+50+17)
  Fort +14, Ref +19, Will +15
  Immune acid
  OFFENSE 
  Speed 10 ft .
  Melee slam +10 (2d6+6, plus adhesive, plus 
  1d6 electricity, plus +1 bleed)
  Special Attacks constrict (slam, 2d6+6), 
  sneak attack +5d6
  STATISTICS 
  Str 24, Dex 18, Con 20, Int 10, Wis 16, Cha 8
  Base Atk +12; CMB +19; CMD 33 (can’t be 
  tripped)
  Feats: 
  Blind-Fight, 
  Combat 
  Reflexes, 
  Critical Focus, Dodge, Improved Initiative, 
  Lightning Reflexes, Skill Focus (Perception), 
  Toughness, Weapon Focus (slam)
  Skills: Appraise +13, Climb +27, Disguise 
  +19 (+39 when mimicking objects), Escape 
  Artist +17, Knowledge (Dungeoneering) 
  +20, Perception +26, Sense Motive +16, 
  Stealth +17; Racial Modifiers +20 Disguise 
  when mimicking objects
  Languages Common
  SQ improved evasion, improved uncanny 
  dodge, major magic (mage armor), minor 
  magic 
  (detect 
  magic), 
  mimic 
  object, 
  resiliency, surprise attack, trapfinding, trap 
  sense +3
  SPECIAL ABILITIES 
  Adhesive (Ex): A mimic exudes a thick slime 
  that acts as a powerful adhesive, holding 
  fast any creatures or items that touch it . 
  An adhesive-covered mimic automatically 
  grapples any creature it hits with its slam 
  attack. Opponents so grappled cannot 
  get free while the mimic is alive without 
  removing the adhesive first. A weapon that 
  strikes an adhesive-coated mimic is stuck 
  fast unless the wielder succeeds on a DC 
  17 Reflex save. A successful DC 17 Strength 
  check is needed to pry off a stuck weapon. 
  Strong alcohol or universal solvent dissolves 
  the adhesive, but the mimic can still grapple 
  normally . A mimic can dissolve its adhesive 
  at will, and the substance breaks down 5 
  rounds after the creature dies . The save DC 
  is Strength-based .
  Mimic Object (Ex): A mimic can assume the 
  general shape of any Large object, such as 
  a massive chest, a stout bed, or a door . The 
  creature cannot substantially alter its size, 
  though . A mimic’s body is hard and has a 
  rough texture, no matter what appearance 
  it might present . A mimic gains a +20 racial 
  bonus on Disguise checks when imitating 
  
  22
  an object in this manner . Disguise is always 
  a class skill for a mimic .
  Possessions: amulet of mighty fists +1 shock, 
  wounding (96,000 gp), ring of natural armor +4 
  (36,000 gp), and cloak of resistance +4 (16,000 
  gp.). The affects of these items are already 
  added into this stat block . (Because the 
  pastry mimic has massive amounts more 
  gear than an NPC of its level should its CR 
  has been boosted from 14 to 16) .
  501. The founTain of 
  essence (el 18)
  Summary: The room has a magic fountain 
  the PCs can touch, but doing so has 
  repercussions .
  Sights and Sounds: The only light coming 
  from this circular chamber is a constantly 
  swirling, flickering illumination radiating 
  out from the well-like structure that 
  dominates the center of the room . A short 
  wall no more than a yard high and about 
  as thick encircles the well, which is itself at 
  least forty feet across . Even from the room’s 
  only doorway, it is clear the fluid in this well 
  is more than mere water. Swirling patterns 
  of stars, moons, cosmic clouds, and even 
  moving images of silhouetted constellations 
  can be seen just below the shiny, black 
  liquid’s surface .
  Beyond the swirling well, you can see this 
  room is a vast dome of the same night-sky stone 
  as the rest of the tomb. It is easily seventy feet 
  across, and the top of the dome rises more than 
  thirty feet over the center of the room. A low, dull, 
  constant note of music plays constantly, 
  like the echo of a huge horn heard from a 
  great distance away. 
  Background: When Metterak built this 
  tomb to contain Nibul, he separated 
  the demi-mortal’s essence (his power 
  and abilities) from his spirit (his soul 
  and motivating force) . The essence of 
  Nibul is contained within the fountain 
  in the center of this room, in a loop of 
  the extra-dimensional wendways that 
  can only be accessed from this room .
  The Fountain of Essence: The fountain 
  radiates overwhelming, universal magic . 
  It is an artifact, and is otherwise immune 
  to effects to move, affect, or scry upon it.
  If a character jumps into (or teleports, 
  flies, 
  swims, 
  or 
  otherwise 
  fully 
  enters) the fountain, this results in the 
  character being violently flung to a randomly 
  determined location within Dragon’s Delve . 
  The location will be on a level the character 
  has already visited, and will not be connected 
  to the wendways . (The location is a place 
  visited by Nibul when he was exploring the 
  dungeon .) A character so hurled must make 
  6 DC 25 Fortitude saves, each one dealing 
  1d6 damage to a different ability score if 
  the save fails . Characters arrive at their new 
  destination after 2d4 minutes .
  Merely touching the surface of the 
  liquid causes the character touching it to 
  immediately freeze in place and become 
  immune to any outside effect. This is 
  essentially the same effect as the temporal 
  stasis spell, except this temporal stasis 
  cannot be removed or dispelled . (A wish 
  or similarly powerful magic can dispel this 
  effect if the caster makes a DC 31 caster 
  level check) . However, to the creature that 
  touched the liquid it instead appears that all 
  other creatures in the room freeze (to him 
  or her, the others are the ones in temporal 
  stasis) . The character is free to move about 
  the chamber, but finds it is impossible to 
  leave (teleportation and similar effects fail, 
  and the character cannot pass through the 
  walls or open the doors to area 499) . The 
  character in stasis is in a pocket dimension 
  formed of the wendways and designed to 
  hold Nibul’s essence .
  When a character arrives in this dimension, 
  a deep voice immediately growls out “You 
  dare to claim a mote of the Essence of Nibul? 
  
  23
  Let us see if you are worthy!” and creatures 
  begin to attack the character. (Use the “Trial 
  By Combat” section to determine what 
  creatures these are .) The creatures exist only 
  within the reality being experienced by the 
  character in stasis, characters who are not 
  in stasis do not see and cannot affect these 
  creatures. The creatures attack the character 
  with the most direct options they have, and 
  fight until killed or incapacitated.
  If multiple characters touch the Fountain 
  of Essence, each is placed in his or her own 
  pocket dimension . They do not interact with 
  each other, and those within do not see and 
  cannot affect creatures in different versions 
  of the trial by combat .
  Trial By Combat: To determine what 
  foes attack the character locked in the 
  extradimensional trial by combat, roll 1d6 
  and consult the table below . These creatures 
  are echoes of things Nibul fought during 
  his life, real only in the context of the trial 
  by combat, and neutral in alignment . (The 
  musically minded may, at this point, wish to 
  sing “You’re going to die . Roll a d6 .” There’s 
  a song I’m sure you can find on the Internet 
  to go along with this activity) .
  1d6 
  Creatures 
  1  
  Six couatl
  2  
  Two ghaele
  3  
  Six guardian nagas
  4  
  One 12-headed cryrohydra
  5  
  One marut
  6  
  Three ropers
  Success: If a character successfully defeats 
  the trial by combat (killing all the foes, or 
  incapacitating them all for more than 1 
  minute), he has won the trial by combat and 
  gains a mote of the essence of Nibul, one of 
  the most powerful spellcasters the Delve 
  has ever seen .
  * 
  If the character is not a spellcaster, he 
  gains the ability to cast spells as a 1st-level 
  sorcerer. The character does not suffer 
  arcane spell failure for wearing armor of any 
  kind . The character’s caster level is equal to 
  half his total character level . The player may 
  choose his new spells known . The character 
  does not gain any of the other abilities of a 
  sorcerer .
  * 
  If the character is a spellcaster he learns 
  one new 1st-level spell from another class’s 
  spell list . The player may select the class and 
  spell, but it cannot be from a prestige class’s 
  spell list . The character casts it with his 
  normal caster level, and treats it as a spell 
  from his class . (In other words a cleric that 
  chooses magic missile treats it as a 1st-level 
  cleric spell, and thus does not suffer arcane 
  spell failure . A sorcerer that selects cure 
  light wounds treats it as a sorcerer spell, and 
  thus would suffer arcane spell failure.)
  Failure: A character that is killed (or rescued 
  by allies using a wish or similar spell) 
  gains one negative level (if the level is not 
  removed within 24 hours, a DC 28 Fortitude 
  save is required or it becomes permanent) . 
  While the character has a negative level 
  gained in this fashion, touching the waters 
  of the Fountain of Essence has no effect 
  (though jumping in still flings the character 
  randomly about the Delve, though) .
  Connections: This room connects to area 
  502 . See the Map of the Tomb of Nibul .
  Revisit: When a character that has gained 
  a mote of the essence of Nibul returns 
  here after preparing spells, the Fountain of 
  Essence acts like a crystal ball, and no longer 
  offers the trial by combat when touched. 
  (Though it still functions in its original 
  capacity for any character that has not yet 
  gained a mote .)
  Pathfinder Conversion: When engaging 
  in the Trial by Combat, use the Pathfinder 
  versions of creatures from the table below . 
  Otherwise, no changes are needed in order 
  to run this encounter using Pathfinder.
  1d6 
  Creatures 
  1  
  Six couatl
  2  
  Two ghaele
  3  
  Six guardian nagas
  4  
  One marut 
  5  
  One 12-headed cryrohydra
  6  
  Three ropers
  502. The founTain of 
  seven arches (el 17)
  Summary: Within a chamber with no doors, 
  the memories and desires of Nibul await .
  Sights and Sounds: A long, curved hall 
  stretches off in either direction. 
  The star-like patterns in the black marble walls 
  glow, unlike elsewhere in the tomb, creating dim 
  illumination throughout the hall.
  If the PCs manage to enter the inner 
  chamber: 
  
  24
  Faux starlight from the walls illuminate 
  this large dome, which stretched more than 60-
  feet across and arches at least 30 feet tall at its 
  center. A large pool or well sits in the center of 
  this domed room, a three-foot tall retaining wall 
  surrounding it. Within the well a shimmering 
  liquid reflects the night sky glowing from the 
  dome above.
  Background: When Metterak created the 
  tomb of Nibul, he separated the powers and 
  abilities of Nibul (located in area 501) from 
  his soul and motivating force, contained 
  within a closed loop of the wendways in the 
  Fountain of Seven Arches in the center of 
  this chamber .
  Entering the Inner Chamber: There is no 
  door from the outer hall into the chamber 
  holding the Fountain of Seven Arches . 
  Simply out, Metterak saw no reason to 
  allow anyone to enter the place where the 
  thoughts and motivations of Nibul of the 
  Seven Arches. Thus characters must find a 
  way to pass through the stone walls . The 
  teleport barrier from area 496 does not affect 
  characters already past that area teleporting 
  from one point within the tomb to another . 
  However because of the wendways effect 
  on such magic, all teleportation used to 
  pass this wall has a +30% chance to fail 
  (minimum 30%), and all failed teleports 
  deposit the character in a random location 
  of the wendways .
  The Fountain of Seven Arches: The waters 
  of this fountain seem deep, but in truth are 
  only an inch think. Any effort to enter of 
  pass through the waters has the same effect 
  as touching them .
  Touching the surface of the liquid in 
  the fountain is dangerous . It forces 
  characters that do so to make a DC 
  40 Will save, as flashes of the life, 
  thoughts, and desires of Nibul of 
  the Seven Arches flash through their 
  mind . On a failed save, a character 
  gains one negative level (if the level is 
  not removed within 24 hours, a DC 28 
  Fortitude save is required or it becomes 
  permanent) . While the character has a 
  negative level, touching the waters of 
  the Fountain of Seven Arches has no 
  effect.
  On a successful save, the character 
  retains some of the memories and 
  knowledge 
  Nibul 
  of 
  the 
  Seven 
  Arches gathered over his centuries 
  of existence . The character gains 1 
  permanent skill point . This skill point must 
  be placed in Knowledge (history), unless 
  the character already has maximum ranks 
  in that skill, in which case the skill point 
  may be placed in any skill .
  Any effect which prevents a character 
  touching the fountain from making or 
  Will save, or protects the character from a 
  negative level, also prevents the memories 
  from flashing through the characters mind, 
  and thus prevents a skill point from being 
  gained .
  If observed carefully, it can be seen that 
  snippets of scenes from the life of Nibul can 
  be observed by looking into the fountain . 
  When studied carefully, these scenes can 
  reveal mysteries discovered in Nibul’s life, 
  and since forgotten. Spending a hour in 
  study of the fountain allows a character to 
  make a Knowledge (arcana, dungeoneering, 
  geography, history, nobility, religion, or the 
  planes) check with either a +20 total bonus to 
  the check, or the character’s own skill bonus 
  +4 (whichever is higher) . A character may 
  do this even if he has already made a failed 
  knowledge check on the same question 
  since last gaining a level .
  A character that spends at least 8 hours 
  studying the fountain qualifies to take the 
  Wend Strike and Wend Walk feats, detailed 
  below .
  neW feaTs
  Those who study at the Fountain of Seven 
  Arches can view the life and times of a near 
  god . That makes new feats available .
  
  25
  Wend Strike 
  You have learned to strike through the paths 
  between the spaces of reality .
  Prerequisites: Access to at least 1 day of 
  study with a master of wending, character 
  level 12 .
  Benefit: You can shove a weapon, fang, or 
  fist through the edges of the wendways, to 
  strike at foes beyond your normal reach . As 
  a standard action, you may make a single 
  melee attack with a reach of 30 feet. When 
  you do this your weapon spends some 
  time in the spaces between realities, and as 
  a result you do not threaten any area with 
  that melee weapon until the beginning of 
  your next turn .
  Wend Walk 
  You have learned to walk through the paths 
  between the spaces of reality .
  Prerequisites: Access to at least 1 day of study 
  with a master of wending, character level 12 .
  Benefits: You may wend once per day, plus 
  one additional time for every 10 character 
  levels or hit dice you have . This acts like the 
  dimension door spell, except it takes a move 
  action, does not prevent you from taking 
  further actions this round, and works even 
  through force effects or while you are subject to 
  a dimensional anchor or similar magic . Wend 
  walking counts as a supernatural ability .
  Upping the Ante/Revisit: Sometime after the 
  PCs leave, the demoness Kaekathyld arrives . 
  A marilith who was once an ally to and lover 
  of Nibul, she hopes to learn the secrets of 
  wending, to find a path through which Nibul 
  can return to life . She has already learned 
  enough to double the % chance of success of 
  her demon-summoning abilities .
  Of course if you need to throw another 
  fight at the PCs to up the ante, she’s a solid 
  CR 18 threat with her improved demon 
  summoning .
  Connections: This area connects to areas 
  499, 501 and 503 . See the Map of the Tomb 
  of Nibul .
  Pathfinder Conversion: If you apply 
  the “Upping the Ante” material, use 
  the Pathfinder version of a marilith 
  for Kaekathyld . Otherwise, no further 
  modifications are needed to run this 
  encounter using Pathfinder.
  503. The founTain of 
  chaineD souls (el 18)
  Summary: Here is the dwelling place of the 
  spirits bound to the tomb’s service .
  Sights and Sounds: Two 20-foot tall doors 
  lead into an enormous domed room, it’s 
  apex reaching more than 150 feet above the 
  center of the chamber . 
  A vast pool of liquid night sits in the center 
  of the room, and translucent humanoid figures 
  fly in and out of its surface. Most seem to be 
  warriors, though an occasional spellcaster 
  or lantern-bearer can be found among their 
  numbers as well. The arched ceiling carries their 
  whispers to you, in a constant murmur of soft, 
  breathy conversations.
  Background: When Metterak created this 
  tomb, he bound the spirits of scores of his 
  fallen enemies into the loop of the wendways 
  that forms its perimeter . The Dragon Prince 
  expected the tomb to last an eternity, and 
  undead spirits seemed the best possible 
  custodians of its upkeep .
  The Fountain: The Fountain of Chained 
  Souls is the focus of all the spirits bound to 
  serve the tomb . Unlike all the other fountains 
  of the Tomb touching the liquid within is 
  not directly dangerous, but it does summon 
  forth the Three Tempests . However, even 
  destroying the Fountain does not free the 
  spirits, as they are all bound here until 
  Metterak is killed or Nibul becomes a god, 
  neither of which they expect to ever happen .
  The Ghosts: There are scores of ghosts 
  bound to the service of the tomb, and when 
  not repairing its walls or fixing the golems 
  in area 497, most of them rest here or within 
  the fountain itself . Whenever the tomb is 
  in perfect repair, the ghosts can rest within 
  the waters of the fountain in a state of 
  suspension, largely ignoring the passage of 
  time . Some prefer to converse or even play 
  games in the chamber above the fountain, 
  but after a few hundred years most sink into 
  the fountain’s waters until they are needed 
  to fix something.
  The ghosts have no interest in fighting 
  anyone who comes to the tomb, so they are 
  unlikely to need game statistics . If Gaitha the 
  Spear Maiden (from area 498) was allowed 
  to leave that area, she is here now and will 
  speak with the PCs . If not, all the spirits here 
  
  26
  have the same information and limitations 
  she did, and can be dealt with as Gaitha was 
  (see area 498) .
  No ghost can discuss the existence of the 
  Tempests, or what happens if a PC touches 
  the water here . They become obviously 
  agitated if asked, and will even confess they 
  are unable to talk about it, but don’t even 
  hint to the existence of the Tempests or how 
  they are most likely to be summoned .
  The Three Tempests: The true undead 
  “guardians” of the Tomb of Nibul are the 
  Three Tempests, ghosts from a group of 
  storm giant crusaders who once threatened 
  Metterak’s rule, so he bound their undead 
  spirits here . The spirits are indignant that 
  their afterlife is spent in service to the foe that 
  killed them, and they have become bitter and 
  lazy . All three of the Tempests reside within 
  the Fountain of Chained Spirits unless they 
  hear activity in the outer chamber around 
  them . Even then, they wait 1d4+1 minutes 
  before deciding the interlopers are not going 
  to leave of their own volition . However, if 
  anyone touched the surface of the liquid in 
  the Fountain of Chained Spirits, the Three 
  Tempests arise from its surface and attack 
  immediately .
  Once roused to battle, the Tempests 
  cannot be bargained with and do not cease 
  their efforts until every living creature they 
  find in the tomb is gone or dead.
  The Tempest (Neutral Evil) CR 15
  Huge Undead 
  HD      19d12  
  hp 123
  Init      +2        Speed 50 ft. fly (perfect)
  Armor Class (Ethereal)        28 (-2 size, 
  +2 Dex, +12 natural, +6 armor), touch 
  10, flatfooted 26
  Armor Class (Manifested)     20 (-2 size, 
  +2 Dex, +4 Deflection, +6 breastplate), 
  touch 14, flat-footed 16
  Base Attack/Grapple   +14/+36
  Attack 
  +26 
  melee 
  (4d6+21/1920, 
  greatsword, ethereal only) or +16 
  ranged (2d10+11, rock, ethereal only)
  Full 
  Attack 
  +26/+21/+16 
  melee 
  (4d6+21/19-20, greatsword, ethereal 
  only) or +16/+11/+6 ranged (2d10+11, 
  rock, ethereal only)
  Space/Reach 15 ft ./15 ft .
  SA 
  Draining 
  touch 
  (manifested) 
  +16/+11/+6 touch attack (1d4 ability 
  damage), frightful moan (Will DC 22), 
  horrific appearance (60 feet, Fort DC 22, 1d4 
  Str, Dex and Con damage)
  SQ Freedom of movement, immunity to 
  electricity, lowlight vision, rock catching, 
  water breathing, manifest, rejuvenation
  Spell-Like Abilities: 1/day--call lightning 
  (DC 17), chain lightning (DC 20) . Caster 
  level 15th; 2/day--control weather, levitate . 
  Caster level 20th . The save DCs are 
  Charisma-based .
  Fort +11, Ref +8, Will +13
  Str 39, Dex 14, Con --, Int 16, Wis 20, Cha 19
  Skills: Climb +20, Concentration +22, 
  Craft 
  (weaponsmith) 
  +13, 
  Diplomacy 
  +6, Intimidate +14, Jump +24, Listen +23, 
  Perform (sing) +12, Sense Motive +15, Spot 
  +33, Swim +18
  Feats:   Awesome Blow, Cleave, Combat 
  Reflexes, Improved Bull Rush, Improved 
  Sunder, Iron Will, Power Attack
  Possessions: Each tempest has a Huge +1 
  ghost touch mithral breast plate.
  Manifestation (Su): The tempests dwell on 
  the Ethereal Plane and, as ethereal creatures, 
  they cannot affect or be affected by anything 
  in the material world . When a tempest 
  manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on 
  the Material Plane . A manifested tempest 
  can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with 
  a 50% chance to ignore any damage from 
  a corporeal source . A manifested tempest 
  
  27
  can pass through solid objects at will, and 
  its own attacks pass through armor. A 
  manifested tempest always moves silently . 
  A manifested tempest remains partially 
  on the Ethereal Plane, where is it not 
  incorporeal . A manifested tempest can be 
  attacked by opponents on either the Material 
  Plane or the Ethereal Plane . The tempest’s 
  incorporeality helps protect it from foes on 
  the Material Plane, but not from foes on the 
  Ethereal Plane .
  When a spellcasting tempest is not 
  manifested and is on the Ethereal Plane, its 
  spells cannot affect targets on the Material 
  Plane, but they work normally against 
  ethereal targets . When a spellcasting tempest 
  manifests, its spells continue to affect ethereal 
  targets and can affect targets on the Material 
  Plane normally unless the spells rely on 
  touch . A manifested tempest’s touch spells 
  don’t work on nonethereal targets .
  A tempest has two home planes, the 
  Material Plane and the Ethereal Plane . It is 
  not considered extraplanar when on either 
  of these planes .
  Draining Touch (Su): A tempest that hits 
  a living target with its incorporeal touch 
  attack drains 1d4 points from any one ability 
  score it selects . On each such successful 
  attack, the tempest heals 5 points of damage 
  to itself . Against ethereal opponents, it adds 
  its Strength modifier to attack rolls only. 
  Against nonethereal opponents, it adds its 
  Dexterity modifier to attack rolls only.
  Frightful Moan (Su): Tempests can emit 
  frightful moans as standard actions, creating 
  a sound like the roar of a massive storm . All 
  living creatures within a 30foot spread must 
  succeed on a DC 22 Will save or become 
  panicked for 2d4 rounds . This is a sonic 
  necromantic mind-affecting fear effect. A 
  creature that successfully saves against the 
  moan cannot be affected by the same ghost’s 
  moan for 24 hours . 
  Horrific Appearance (Su): Any living 
  creature within 60 feet that views a tempest 
  must succeed on a DC 22 Fortitude save or 
  immediately take 1d4 points of Strength 
  damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage . 
  A creature that successfully saves against 
  this effect cannot be affected by the same 
  tempest’s horrific appearance for 24 hours.
  Freedom of Movement (Su): Tempests have 
  a continuous freedom of movement ability 
  as the spell (caster level 20th). The effect can 
  be dispelled, but the tempest can create it 
  again on its next turn as a free action .
  Rejuvenation (Su): It’s impossible to 
  destroy a tempest through simple combat: 
  The “destroyed” tempest will restore itself 
  in 2d4 days . Even the most powerful spells 
  are only temporary solutions . The tempests 
  cannot be destroyed permanently until 
  Metterak is killed, or Nibul becomes a god.
  Rock Catching (Ex): A tempest can catch 
  Small, Medium, or Large rocks (or projectiles 
  of similar shape) . Once per round, a tempest 
  that would normally be hit by a rock can 
  make a Reflex save to catch it as a free 
  action . The DC is 15 for a Small rock, 20 
  for a Medium one, and 25 for a Large one . 
  (If the projectile provides a magical bonus 
  on attack rolls, the DC increases by that 
  amount .)
  Turn Resistance (Ex): A tempest has +4 turn 
  resistance .
  Skills: Tempests have a +8 racial bonus 
  on Hide, Listen, Search, and Spot checks . 
  Otherwise same as the base creature .
  Combat: The tempests are, as far as they 
  know, indestructible and will fight to the 
  “death” with no concern for their own 
  wellbeing. When they first appear, all three 
  use their frightful moan (forcing all living 
  creatures to make three saving throws), then 
  proceed to pick off survivors with draining 
  touches targeting Constitution (which, 
  combined with their frightful appearance, 
  rarely fails to kill or drive off interlopers). 
  They don’t worry about their spell-like 
  abilities unless a foe moves to the ethereal 
  plane, in which case all three tempests target 
  that planar traveler (alternating lightning 
  with rock throwing and melee attacks) until 
  it is dead or gone .
  It’s important to remember the tempests 
  can overlap one another (even in the ethereal 
  plane they are insubstantial enough to share 
  a space), and can fly through the walls of the 
  tomb with ease . They cannot leave the tomb, 
  but if weakened they happily hide deep in 
  the tomb’s rock walls .
  Revisit: If the Tempests are dealt with, the 
  spirits of the tomb can be downright useful . 
  They have the skills to repair most anything, 
  and can actually create mundane items like 
  ammunition or common adventuring gear . 
  
  28
  They charge for their services, but as long 
  as the Tempests are gone, the spirits of the 
  fountain can be a good place to pick up 
  and fix typical equipment. Some are even 
  spellcasters, and can cast spells for the 
  PCs for standard market prices, though 
  there is only a 10% chance a caster able to 
  produce a specific spell is available any 
  given day . Payment to the spirits (who are 
  happy to take coin, gems, and even magic 
  items) is tossed into the fountain, where it is 
  destroyed forever .
  Connections: The area connects to area 502 
  and area 504 . See the Map of the Tomb of Nibul
  Pathfinder 
  Conversions: 
  To 
  create 
  a 
  Pathfinder version of the tempests, add the 
  ghost template (with the special abilities 
  corrupting gaze, draining touch, and 
  frightful moan) to storm giants . Otherwise, 
  no further modifications are needed to run 
  this encounter using Pathfinder. Below is a 
  version created for ease of use .
  Pathfinder Stats 
  TEMPEST    CR 15
  NE Huge Undead
  Init +2; Senses Darkvision (60 feet), Low-
  Light Vision; Perception +35
  DEFENSE
  AC 20, touch 14, flat-footed 18   (+6 armor, 
  +2 Dex, -2 size, +4 deflection)
  hp 161 (19d8+76)
  Fort +15, Ref +8, Will +13
  Defensive Abilities Channel Resistance +4, 
  Incorporeal, Rejuvenation, Rock Catching; 
  Immune critical hits, electricity, precision 
  damage, Undead Traits
  OFFENSE
  Spd 35 ft ., Flight (30 feet, Perfect), 
  Swimming (30 feet)
  Melee Masterwork Greatsword +15/+10/+5 
  (4d6+3/17-20/x2) and
     Slam x2 (Giant, Storm) +9 x2 (2d6+1/20/x2) 
  Ranged Longbow, Composite (Str +14) 
  +12/+7/+2 (3d6+2/20/x3)
  Space 15 ft .; Reach 15 ft .
  Special Attacks Corrupting Gaze (DC 23), 
  Corrupting Touch 15d6 (DC 23), Draining 
  Touch, Frightful Moan (DC 23), Telekinesis
  Spell-Like Abilities Call Lightning (1/day), 
  Chain Lightning (1/day), Control Weather 
  (2/day), Freedom of Movement (Constant), 
  Levitate (2/day)
  STATISTICS
  Str -, Dex 14, Con -, Int 16, Wis 20, Cha 19
  Base Atk +14; CMB +18 (+20 Bull Rushing+20 
  Sundering); CMD 34 (36 vs . Bull Rush36 vs . 
  Sunder)
  Feats Awesome Blow, Cleave, Combat 
  Reflexes (3 AoO/round), Improved Bull 
  Rush, 
  Improved 
  Critical: 
  Greatsword, 
  Improved Sunder, Improved Vital Strike, 
  Iron Will, Power Attack -4/+8, Vital Strike
  Skills Acrobatics +18, Climb +5, Craft: 
  Enter Choice +11, Escape Artist -1, Fly +11, 
  Intimidate +22, Perception +35, Perform: 
  Sing +14, Ride -1, Sense Motive +27, Stealth 
  -1, Swim +10
  Languages Auran, Common, Draconic, 
  Giant
  SQ Water Breathing (Ex)
  Combat Gear Masterwork Breastplate, 
  Masterwork 
  Greatsword, 
  Longbow, 
  Composite (Str +14); 
  ECOLOGY
  Environment Any warm
  Organization Solitary or family (2-5 plus 1 
  sorcerer or cleric of 7th-10th level, 1-2 rocs, 
  2-6 griffons, and 2-8 sharks)
  Treasure Standard (mwk breastplate, mwk 
  composite longbow [+14 str bonus] with 20 
  arrows, mwk greatsword, other treasure)
  SPECIAL ABILITIES
  Awesome Blow You can deliver a blow that 
  sends your target flying.
  Channel Resistance +4 +4 bonus to save vs . 
  Channel Energy .
  Cleave If you hit your first target, attack an 
  adjacent target at the same attack bonus in 
  exchange for -2 AC .
  Combat Reflexes (3 AoO/round) You may 
  make up to 3 attacks of apportunity per 
  round, and may make them while flat-
  footed .
  Corrupting Gaze (DC 23) (Su) Gaze attack 
  deals 2d10 HP + 1d4 CHA .
  Corrupting Touch 15d6 (DC 23) (Su) 15d6 
  damage from Touch attack.
  Darkvision (60 feet) You can see in the dark 
  (black and white vision only) .
  
  29
  Draining Touch (Su) Touch attack deals 
  1d4 from a selected ability score and heals 
  5HP for the ghost .
  Flight (30 feet, Perfect) You can fly!
  Frightful Moan (DC 23) (Su) 30’ spread 
  panicks living creatures for 2d4r .
  Immunity to Critical Hits You are immune 
  to Critical Hits
  Immunity to Electricity You are immune to 
  electricity damage .
  Immunity to Precision Damage You are 
  immune to Precision Damage
  Improved Bull Rush Bull Rush at +2 to push 
  back. No attack of opportunity.
  Improved Sunder You Sunder at +4 and 
  don’t cause an attack of opportunity.
  Incorporeal (Ex) You aren’t quite here .
  Low-Light Vision See twice as far as a 
  human in low light, distinguishing color 
  and detail .
  Power Attack -4/+8 You can subtract from 
  your attack roll to add to your damage.
  Rejuvenation (Su) Ghosts can return after 
  a few days .
  Rock Catching (Ex) You can catch rocks that 
  are thrown at you with a successful Reflex 
  save .
  Swimming (30 feet) You have a Swim speed .
  Telekinesis (Su) Use Telekinesis every 1d4 
  rounds .
  Undead Traits Undead are immune to 
  death effects, disease, mind-affecting effects 
  (charms, 
  compulsions, 
  morale 
  effects, 
  phantasms, and patterns), paralysis, poison, 
  sleep, stun, and any effect that requires a 
  Fortitude save (unless the effect also works 
  on objects
  Vital Strike Standard action: x2 weapon 
  damage dice .
  Water Breathing (Ex) Storm giants can 
  breathe water as well as air .
  504. The founTain of 
  WenDs (el 18)
  Summary: For the first time the PCs run 
  into something Nibul’s spirit created, and 
  it’s an artifact .
  Sights and Sounds: A single pair of bronze 
  doors, each twenty feet tall, opens into this 
  eerily silent chamber . It is lit only by the 
  spiraling, glittering illumination radiating 
  out from the large round fountain-like 
  structure that dominates the center of the 
  room . A short wall no more than a yard 
  high and about as thick encircles the well, 
  which is itself at least forty feet across . A 
  cursory glance is enough to see the fluid in 
  this fountain is more than mere water, as the 
  whirling patterns of novas, stars, and even 
  moving images of silhouetted constellations 
  can be seen just below the shiny, black 
  liquid’s surface .
  There is a fresh smell to the room, as if a spring 
  breeze had just freshened the air, but all is still 
  now. There is no movement, and no sounds but 
  those you make. 
  If any character touches the surface of the 
  liquid in the fountain:
  A single ripple in the starry surface of the fluid 
  races out, gaining speed quickly and striking the 
  far wall of the fountain with a clap of thunder. 
  A voice booms out of the center of the fountain. 
  “Fool Mortal! Know that you trifle with the 
  power of Nibul of the Seven Arches, the Lord of 
  the Wend and Keeper of the Twelve Sigils. Here 
  I died, and here my secrets should die with me. 
  If you wish to walk the wend, you must first 
  prove you can survive the darkest paths. For 
  without guidance, all paths lead to nothing. So 
  it is my nothing you must face, and my nothing 
  you must master. Only as the nothing chooses 
  a new path can you cease it’s travels, for only 
  at the pivotal moment of change can nothing 
  become something.” 
  Background: The center of this room is 
  the exact spot within the wendways where 
  Nibul of the Seven Arches was killed by 
  Metterak the Dragon Prince. Alone of the 
  rooms in the tomb, this one was created by 
  Nibul’s mastery of the secret of wending at 
  the moment of his death, as a repository for 
  his secrets . In doing so, Nibul twisted bits 
  of the space-between realities and created 
  a crack that - over time - was turned into 
  the wendways by the chaos magic of the 
  Delve and the power of the Entropy Engine . 
  Metterak could not destroy or change this 
  first room, and built the rest of the tomb in 
  part to guard this place Nibul made with his 
  dying wish .
  Nibul did not wish his mastery of the art 
  of wending to disappear forever, but he also 
  
  30
  did not wish it to go to his enemies, or those 
  unworthy . Many of his secrets lay within 
  the Fountain of Wends, literally liquid 
  knowledge that can be absorbed when 
  touched . But to guard it, his near-divine 
  power created in this chamber a test, the 
  Gauntlet, which combines Nibul’s last wish 
  with his most prized possession, a sphere of 
  annihilation, to form a test of path mastery 
  for those who dare to claim his lost lore . It 
  is the voice of Nibul that speaks when the 
  pool’s liquid is touched, and the Gauntlet 
  begins immediately afterward .
  The Gauntlet: Right after the voice of Nibul 
  fades, a two-foot sphere of pure black 
  nothingness rises from the center of the 
  pool, and heads toward whoever touched 
  the Fountain of Wends’ surface . This is what 
  remains of Nibul’s sphere of annihilation, 
  an artifact he had hoped would give him 
  the power to defeat Metterak. It did not, 
  and Metterak used a rod of negation to 
  destroy the original, but the energies from 
  the sphere’s eradication still exist within the 
  tomb . (The sphere cannot exist outside of the 
  Tomb of Nibul, even if a character somehow 
  manages to gain total control over it) .
  This sphere of annihilation moves at a 
  speed of 15 feet per round . It is on a number 
  of set courses, each occurring one after the 
  other . After reaching the point that was 
  occupied by the character that touched the 
  fountain’s liquid, it moves to the center of 
  the walkway and follows a single path to 
  make an equilateral triangle that takes it to 
  the outer edge of the chamber at each point . 
  After that, it makes a perfect square that 
  takes it to the outer edge of the chamber 
  at each point . Then a pentagon, then a 
  hexagon, and so on, adding one additional 
  side to the shape created each time . (While it 
  makes sense to move the sphere in straight-
  line movements for the earlier shapes, by the 
  time it’s doing a nine-sided shape the GM 
  may just want to march it in a circle around 
  the outside of the chamber, simply noting 
  how often is makes a course correction for a 
  new straight line .)
  At most points in its path, efforts to 
  control the sphere are unusually difficult. 
  Grabbing it requires a DC 35 control check, 
  and this control check increases by one every 
  round of continuous control . Wherever the 
  sphere is when control of it lapses, it moves 
  at double speed (30 feet per round) back to 
  the point in its last geometric shape it was at 
  when control was established, and resumes 
  its normal course .
  The exception to this is if control is 
  established just as it finishes one shape 
  (characters may need to ready an action to 
  make the timing of this work) . In this case 
  the control check is the normal DC 30, the 
  sphere winks out of existence with a deep, 
  sonorous chime, and the Gauntlet has 
  ended . (See Success, below) . This is what 
  the voice of Nibul is referring to when it 
  says “Only as the nothing chooses a new 
  path can you cease it’s travels, for only at 
  the pivotal moment of change can nothing 
  become something .”
  The sphere of annihilation also varies 
  from the standard version of the artifact in 
  the following additional way . First, creatures 
  struck by it are not destroyed, though they 
  appear to be . Instead they are banished from 
  the Tomb of Nibul forever. Effectively the 
  tomb no longer exists for such characters - 
  they cannot enter it, see into it, scry on it, or 
  make it the target of their spells (not even 
  such magic as a miracle or wish) . They also 
  gain one negative level . If the level is not 
  removed within 24 hours, a DC 28 Fortitude 
  save is required or it becomes permanent .
  As the sphere moves around, characters 
  may wish to observe it, or try to affect it at 
  various ranges . Being in a space adjacent 
  to the sphere requires a DC 10 Reflex save 
  to avoid being touched by it as it floats by. 
  Intentionally moving into the same square 
  as the sphere without touching it raises the 
  Reflex DC to 15. If a sphere moves into the 
  same space as a character on its move, it 
  makes a touch attack with a +20 bonus in 
  an attempt to touch the character. It may do 
  this as a free action every time it moves into 
  a square with a target .
  Failure: A character is not considered to 
  have failed this test until the sphere of 
  annihilation touches him, at which point he 
  suffers apparent destruction as noted above. 
  If the room is left empty for 24 hours the 
  sphere of annihilation settles back into the 
  pool, but if any character who has witnessed 
  it without successfully passing the gauntlet 
  re-enters the room, it begins the Gauntlet 
  again without waiting for someone to touch 
  the pool .
  Success: A character that successfully aids 
  in stopping the sphere of annihilation as 
  
  31
  it changes from one course to another is 
  considered to have passed the Gauntlet . 
  This 
  includes 
  anyone 
  who 
  made 
  a 
  successful control check at any point 
  during the Gauntlet, anyone who entered 
  the same space as the sphere, and anyone 
  who somehow aided in either a successful 
  control check, or in determining the correct 
  course of action .
  Characters who succeed may choose one of 
  the following rewards:
  Lord of the Wendways: The character 
  becomes a Lord of the Wendways . The 
  title is acknowledged by most outsiders, 
  especially inevitables, and carries some real 
  advantages . Any PC that earns the title gains 
  a +4 bonus to all Diplomacy and Intimidate 
  checks targeting outsiders and elementals 
  (+6 for lawful outsiders and elementals) . 
  Also, the character does not need to make 
  a Will save to safely use the wendways, 
  may travel to areas of the wendways he 
  has never been but somehow knows about, 
  always knows when an area is connected to 
  the wendways, and can set a wend-point . 
  The character also instinctively knows how 
  to use the wendways travel to (and take 
  other within him) level 18. (The specific area 
  of level 18 will be updated as that level is 
  published .)
  Wend Point: You can make a place that is 
  connected to the wendways . This requires 
  8 hours of concentration . From this point, 
  you may enter the wendways, and from 
  the wendways you can travel to your wend 
  point . You may only ever have one wend 
  point at a time, and you can only travel to it 
  from the wendways once per day .
  Sigil: The character gains one of the Twelve 
  Secret Sigils he did not already have .
  Honor Name: The character gains an honor 
  name, a kind of free-form title the player 
  may make up (subject to GM approval), 
  which is normally given after the rest of 
  the character’s name in formal situations . 
  Not only is this honor-name recognized by 
  outsiders, elementals, and divination spells, 
  but the act of earning it gives the character 
  a boost of personal power and confidence 
  represented by gaining a bonus feat . (The 
  character must meet all the feat’s normal 
  requirements .)
  Upping the Ante: A single sphere of 
  annihilation, even a fairly fast-moving one, 
  isn’t that big a threat if players decide to 
  leave it alone . A GM wishing to make things 
  more difficult can have an additional sphere 
  show up after every circuit, repeating the 
  old pattern. Thus when the first sphere 
  finishes making a circle and begins on a 
  line, a second sphere shows up and begins 
  making a circle . When using this option, 
  each sphere must be stopped in the order it 
  appeared (the oldest sphere first, then the 
  second, then the third, and so on) .
  A GM who thinks just getting a negative 
  level and kicked out of the tomb isn’t 
  punishment enough for touching a sphere 
  can cause it to banish a character from the 
  whole of the wendways forever . In fact this 
  was the original punishment listed, but it 
  can make more work for GMs, since the 
  wendways are such a great resource for 
  adding new adventure seeds and moving 
  PCs around quickly . Being denied their use 
  is cinematic and thematically appropriate, 
  but GMs should consider the consequences 
  before invoking such an option .
  Connections: The area connects to area 503 . 
  See the Map of The Tomb of Nibul .
  Pathfinder Conversion: When engaging in 
  the Gauntlet, use the Pathfinder versions 
  of the sphere of annihilation . Otherwise, 
  no changes are needed in order to run this 
  encounter using Pathfinder. 
  505. When You looK 
  inTo The voiD... (el 19)
  Summary: Nibul is gone, but a vestige of his 
  power demands the PCs prove themselves . 
  You will need the Void Golem Illustration 
  handout (see Appendix C) .
  Location: “Area” 505 is unusual in that it may 
  occur in any one of four places, or it may not 
  occur at all, and there’s no real way to know 
  in advance when/where/if it will occur . This 
  is because the encounter begins shortly after 
  someone who has already touched three of 
  the four fountains of the tomb (the Fountain 
  of Essence in area 501, the Fountain of Seven 
  Arches in area 502, the Fountain of Chained 
  Souls in area 503, and the Fountain of Wends 
  in area 504) touches the fourth fountain . If 
  the PCs happen to explore the tomb in the 
  order the encounters are numbered, this 
  would obviously be most likely to happen 
  in area 504 . However, there’s no particular 
  
  32
  reason a group would explore areas 501-
  504 in the numbered order, which means 
  any of the fountains could be the fourth one 
  touched .
  Further, touching each fountain has its 
  own effect, mostly resulting in fights or 
  similar challenges . The impact of area 505 
  does not begin until 5 minutes after any 
  such challenge has been resolved . When 
  it does, it begins by a single liquid drop of 
  night falling from whatever character first 
  touched all four fountains .
  Sights and Sounds: A single drop of liquid 
  night drops from your finger. A vast figure 
  grows from it, a roughly humanoid shape 
  made of fluid darkness and filled with stars. 
  A deep hum issues from it, as though you 
  can hear the sounds of cosmic motion . A 
  low whisper issues forth, not loud but easily 
  heard even from a considerable distance as 
  it fills the room.
  “My essence has touched my spirit, and the 
  wending ways have sought the seven arches. But 
  I am gone, and the conditions do not exist for me 
  to return. You would visit my tomb and rifle my 
  history? Then you must earn that right.” 
  Void Golem: Show the players the Void 
  Golem Illustration handout . The creature 
  speaks with the voice of Nibul, but it is not 
  truly Nibul himself, not even his ghost . This 
  is a golem, an unliving creature of pure 
  mystic power, brought into being by mixing 
  the fluids from the four fountains. Rather 
  than be made of metal or earth, this golem 
  is constructed from the void-space itself, 
  the area between the spaces of reality and 
  outside the paths of the wendways . This is 
  where Nibul’s soul was lost when he was 
  destroyed, and this weak echo of his power 
  uses that unreality to form itself .
  Void Golem (Neutral) CR 19
  This creature looks like the night sky 
  compressed into a massive humanoid 
  shape . An unnaturally black material like a 
  solid piece of darkness, it is lit from within 
  by twinkling lights and spirals of color, all 
  slowly spinning . Two unwavering eyes of 
  icy blue light fix on you. 
  Huge Construct
  HD      205 (30d10+40)          hp 205
  Init      +9        Speed 50 ft. fly (perfect)
  Armor Class 39, touch 19, flat-footed 34 (+5 
  Dex, +20 natural, +3 deflection, +3 luck, -2 
  size)
  Base Attack/Grapple             +22/+37
  Attack +28 melee (2d10+7/19-20 plus 1d12 
  cold, slam) or ranged touch +25 (6d12+3) 
  Full Attack +28/+28  melee (2d10+7/19-20 
  plus 1d12 cold, slam) or ranged touch +25 
  (6d12+3) or whirlwind attack
  Space/Reach 15 ft ./15 ft .
  SA Disintegrate, ray, vacuum
  SQ Darkvision (150 ft .), DR 20/cold iron, 
  immune cold, resist electricity & fire 20, 
  construct traits, magic immunity
  Fort +13, Ref +18, Will +19
  Str 25 Dex 20, Con -, Int 17, Wis 18, Cha 16
  Feats Blind-Fight, Cleave, Combat Expertise, 
  Combat Reflexes, Great Cleave, Improved 
  Critical (slam), Improved Initiative, Iron 
  Will, Power Attack, Weapon Focus (slam), 
  Whirlwind Attack
  Skills Intimidate +21, Hide +15; Knowledge 
  (the planes) +29, Spellcraft +13, Spot +22; 
  Racial modifiers +8 to Knowledge (the 
  planes)
  Special Abilities 
  Disintegrate (Su): As per the spell, DC 28, 
  40d6 damage. The golem can use this effect 
  once every 1d4 rounds, to a maximum 
  number of times per day equal to its 
  Charisma bonus (3) .
  Fate and Force (Su): A void golem gains 
  innate deflection and luck bonuses to AC, 
  and resistance bonuses to all saving throws, 
  equal to its Charisma bonus . (These bonuses 
  have been included above .)
  Folding (Su): A void golem can teleport 
  itself once every 24 hours by folding in 
  upon its own form . This is treated as greater 
  teleport, except it takes only a swift action to 
  fold itself into nothingness .
  Magic Immunity (Ex): A void golem is 
  immune to any spell or spell-like ability that 
  allows spell resistance . In addition, certain 
  spells and effects function differently against 
  the golem as noted below .
  • A greater dispel magic spell stuns the 
  golem for 1d6 rounds if it fails a Fortitude 
  save .
  • A banishment spell deals 1d6 points of 
  damage to the golem per caster level .
  • In addition a void golem that comes in 
  
  33
  contact with a rod of cancellation must 
  make a DC 23 Will save or be destroyed in 
  an explosion of positive energy that deals 
  10d10 to all creatures within 50 feet of it .
  Ray (Su): As a standard action the void golem 
  can create a ray of pure destruction . This is a 
  ranged touch attack with a maximum range 
  of 1,600 feet . It deals 6d12 points of damage, 
  acts as a force effect, and the golem adds its 
  Charisma bonus to the damage . The golem 
  may do this once every 1d4 rounds .
  Vacuum (Ex): Once every 1d4 rounds a 
  void golem can generate a 50-foot vacuum, 
  sucking the nearby air into itself . This puts 
  out any fires within the radius, and all living 
  creatures must make a DC 25 Fortitude save 
  or become fatigued for 1d6 hours .
  Combat: The void golem attacks every 
  living creature within the tomb once it 
  is summoned, but it starts with whoever 
  touched all four fountains . Unlike most 
  golems it is self-willed and cunning, and 
  can 
  identify 
  potential 
  threats 
  (enemy 
  healers, anyone who successfully harms it 
  significantly, arcane spellcasters) and target 
  them . Whenever it could hit more than 3 
  targets with a Whirlwind Attack it does so. 
  Otherwise it hits heavily-armored targets 
  with its disintegrate as often as possible, 
  using its ray against hard-to-hit targets 
  between rounds and forming a vacuum in 
  the first two rounds it can do so. (Remember 
  that if a fatigued character is hit by an effect 
  that makes it fatigued it is instead exhausted .)
  Victory: If the PCs defeat the void golem it 
  fades away . As it does, the same whisper 
  that heralded the golem’s arrival issues 
  forth saying the following:
  “You are worthy. My tomb is yours to explore. 
  Learn from my msitakes. Seek godhood. Destroy 
  the Dragon Prince. We shall not meet again in 
  this life.” 
  After this, anyone still alive when the golem 
  was destroyed gains a few benefits. The 
  teleport barrier from area 496 no longer 
  effects the characters. Neither the golems in 
  area 497 nor the tempests in area 503 attack 
  them, even in future visits . Ka’Ret-Tem in 
  area 499 also ceases to attack the PCs on sight, 
  althought its miserable existence means it 
  may still attack them if provoked. However, 
  if treated with respect Ka’Ret-Tem may 
  be willing to strike up conversations with 
  the characters, and though it starts with a 
  neutral attitude, if Diplomacy brings it to 
  friendly it can be convinced to guard items 
  left with it, or even look over the characters 
  as they sleep in its sepulcher .
  Spirit Servants: By defeating the void golem, 
  in a small way the PCs become part of the 
  Tomb of Nibul, or at least are linked to it in 
  a way no one has ever managed before . The 
  result of this is that the ghost spirits bound 
  here can, potentially, be bound to the PCs 
  instead .  If Gaitha the Spear Maiden from 
  area 498 was allowed to leave that area and 
  is still on good terms with the PCs, she is 
  the first to make this offer. In any case every 
  PC who gains victory over the void golem 
  gets an offer from at least one of the spirits 
  trapped by the Well of Chained Spirits . The 
  speech below is the offer as made by Gaitha, 
  the GM is encouraged to use to it craft offers 
  from other spirits .
  “My spirit is bound forever to this mortal 
  plane, but you have taken on the essence of 
  the tomb, and defeated its greatest guardians. 
  Through that act, you have become part of this 
  place, a part I could assist and follow. I would 
  serve you faithfully and well, if you would take 
  me into your service. My form is more spirit 
  than flesh, but I have shape enough to do you 
  aid. Your weapons I can oil, or your armor mend. 
  I can lay out your camp at night, and prepare 
  your trappings each morning. My existence is 
  limited to service, forever and through eternity. 
  That you cannot change. But if you allow me to 
  serve and follow you, my existence shall know 
  more than just the walls of this tomb.  Say I am 
  yours, and it shall be so. “ 
  Any character to whom this offer is made 
  need only choose to accept it to gain a 
  permanent spiritual servant . Removed from 
  the tomb the spirits lack the power to fight 
  or even defend themselves effectively, but 
  
  34
  they can engage in conversations, do minor 
  tasks, and mend and create useful items . 
  A spiritual servant acts as a permanent 
  unseen servant as if cast by the character to 
  which the spirit is in service . The spiritual 
  servant can also use the following spell-like 
  abilities with a caster level of 1: mage hand 
  (at will), mending (3/day), fabricate (1/day) . 
  The spiritual servant can act as if it had all 
  Craft and Profession skills with a total +10 
  bonus . (If for some reason it’s important 
  to know how good a conversationalist a 
  spiritual servant it, have it make a Craft: 
  Bartender or Profession: Courtesan check 
  with a +10 bonus .) If the spiritual servant is 
  killed, dispelled, or destroyed, it returns to 
  the character at the next dawn . 
  Revisit: Anyone who has not yet earned 
  victory over the void golem is defeated 
  can recreate this encounter by touching all 
  four fountains . Anyone who has defeated 
  the golem no longer gets any special effect 
  from retouching them all, but can now use 
  any one of them to form a portal to Level 18 
  (specific area to be determined on Level 18 
  is published) . This portal lasts for 1 minute, 
  during which time any character may travel 
  from the fountain to Level 18 and back .
  Connections: What areas this encounter 
  connects to depends on where it occurs . See 
  the Map of The Tomb of Nibul .
  Pathfinder Conversion: The Pathfinder 
  version of the void golem is below . 
  Otherwise, no changes are needed in order 
  to run this encounter using Pathfinder.
  Pathfinder Stats
  Void Golem 
  XP 153,600
  Neutral Huge construct
  Init +9; Senses darkvision 150 ft .; Perception +34
  Defense 
  AC 39, touch 19, flat-footed 34 (+5 Dex, +20 
  natural, +3 deflection, +3 luck, -2 size)
  hp 205 (30d10+40)
  Fort +13, Ref +18, Will +19
  DR 20/cold iron; immune cold, construct 
  traits, magic
  Resist electricity, fire 20; SR 26
  Offense 
  Speed 50 ft ., fly 50 ft . (perfect)
  Melee 2 slams +35 (2d10 +7 plus 1d12 cold)
  Ranged ray +33 (2d12+3) 100 ft . ranged 
  touch attack
  Space 15 ft .; Reach 15 ft .
  Special Attacks disintegrate, portal, ray, 
  vacuum
  Statistics 
  Str 25 Dex 20, Con -, Int 17, Wis 18, Cha 16
  Base Atk +30; CMB +39; CMD 55
  Feats Blinding Critical, Cleave, Combat 
  Expertise, Combat Reflexes, Critical Focus, 
  Greater Vital Strike, Improved Initiative, 
  Improved Vital Strike, Iron Will, Power 
  Attack, Skill Focus (Fly), Staggering Critical, 
  Stunning Critical, Vital Strike, Whirlwind 
  Attack
  Skills Fly +35, Intimidate +33, Knowledge 
  (planes) +41, Perception +34, Stealth +35; 
  Racial modifiers +8 to Knowledge (planes).
  Disintegrate (Su): As per the spell, DC 28, 
  40d6 damage. The golem can use this effect 
  once every 1d4 rounds, to a maximum 
  number of times per day equal to its 
  Charisma bonus (3) .
  Fate and Force (Su): A void golem gains 
  innate deflection and luck bonuses to AC, 
  and resistance bonuses to all saving throws, 
  equal to its Charisma bonus . (These bonuses 
  have been included above .)
  Folding (Su): A void golem can teleport 
  itself once every 24 hours by folding in 
  upon its own form . This is treated as greater 
  teleport, except it takes only a swift action to 
  fold itself into nothingness .
  Magic Immunity (Ex): A void golem is 
  immune to any spell or spell-like ability that 
  allows spell resistance . In addition, certain 
  spells and effects function differently against 
  the golem as noted below .
  • A greater dispel magic spell stuns the 
  golem for 1d6 rounds if it fails a Fortitude 
  save .
  • A banishment spell deals 1d6 points of 
  damage to the golem per caster level .
  • In addition a void golem that comes in 
  contact with a rod of cancellation must 
  make a DC 23 Will save or be destroyed in 
  an explosion of positive energy that deals 
  10d10 to all creatures within 50 feet of it .
  
  35
  Ray (Su): As a standard action the void golem 
  can create a ray of pure destruction . This is a 
  ranged touch attack with a maximum range 
  of 1,600 feet . It deals 6d12 points of damage, 
  acts as a force effect, and the golem adds its 
  Charisma bonus to the damage . The golem 
  may do this once every 1d4 rounds .
  Vacuum (Ex): Once every 1d4 rounds a 
  void golem can generate a 50-foot vacuum, 
  sucking the nearby air into itself . This puts 
  out any fires within the radius, and all living 
  creatures must make a DC 25 Fortitude save 
  or become fatigued for 1d6 hours .
  
  36
  appenDix a: monsTers & 
  npcs
  Bronze Cranequinier (Neutral) CR 13
  Large Construct 
  HD      18d10+30        hp 129
  Init      -1         Speed 20 ft .
  Armor Class 30 (-1 size, -1 Dex, +22 natural), 
  touch 8, flat-footed 30
  Base Attack/Grapple             +12/+28
  Attack 
  +23 
  ranged 
  (2d6+5, 
  repeating 
  crossbow)
  Full Attack +23/+23/+23/+23/+23/+23 ranged 
  (2d6+5, repeating crossbow)
  Space/Reach 10 ft ./10 ft .
  SA Volley     SQ Construct traits, damage 
  reduction 15/adamantine, darkvision 60 ft ., 
  immunity to magic, low-light vision, see 
  invisibility
  Fort +6, Ref +5, Will +6
  Str 33, Dex 9, Con --, Int --, Wis 11, Cha 1
  Skills: --
  Feats:   --
  Combat 
  Arcane 
  Crossbows 
  (Su): 
  The 
  bronze 
  cranequinier does not need to take time to 
  reload its six arcane crossbows . Through the 
  gearwork of its arms they automatically reload 
  themselves each round . New ammunition is 
  conjured to keep the cases of the crossbows 
  full (when destroyed, each crossbow has 5 
  large masterwork repeating crossbow bolts) . 
  Because the crossbows are part of the golem 
  itself, its Strength score is used to determine 
  how hard and accurately they hit, allowing 
  it to add its Strength to attack rolls (rather 
  than Dexterity), and half its Strength score to 
  damage rolls (like a light thrown weapon) . 
  Also, it does not suffer attacks of opportunity 
  from making ranged attacks.
  The six repeating crossbows of a bronze 
  cranequinier can be sundered . Each has the 
  same AC and DR as the bronze cranequinier 
  itself, and requires 20 hit points to destroy . 
  This damage is separate from the hit points 
  of the bronze cranequinier, destroying its 
  crossbows leaves the creature essentially 
  harmless, but does not reduce the golem’s 
  own hit point total .
  Immunity to Magic (Ex): A bronze 
  cranequinier is immune to any spell or 
  spell-like ability that allows spell resistance . 
  In addition, certain spells and effects 
  function differently against the creature, as 
  noted below .
  A magical attack that changes the bronze 
  cranequinier’s move rate (such as slow)--but 
  not effects that simply create difficult terrain-
  -causes its interior gears to misconnect and 
  bind, stunning it for 1 round .
  A magical attack that deals (Acid) damage 
  heals a bronze cranequinier for 1 point of 
  damage for each 3 points of damage the 
  attack would otherwise deal. If the amount 
  of healing would cause the golem to exceed 
  its full normal hit points, the excess hit 
  points are lost .
  See Invisibility (Sp): Bronze cranequiniers 
  constantly see invisibility, as the spell .
  Volley (Ex): As a full-round action, a bronze 
  cranequinier can fire each of its crossbows 
  three times, for a total of eighteen attacks. 
  No more than six of these attacks can be 
  directed at a single target . It can do this once 
  every 2d4 rounds .
  Construction: A bronze cranequinier’s body 
  is sculpted from 4,500 pounds of pure bronze, 
  combined with six size Large masterwork 
  repeating crossbows, and then polished with 
  rare tinctures and admixtures costing at least 
  5,000 gp . Assembling the body requires a DC 
  30 Craft (armorsmithing) check .
  CL 16th; Craft Construct, Weapon Focus 
  (any crossbow), animate objects, magic missile, 
  major creation, stoneskin, caster must be at 
  least 16th level; Price 150,000 gp; Cost 80,000 
  gp + 5,600 XP . 
  Rook (Neutral)          CR 13
  Large Construct 
  HD 18d10+30 
  hp 129     Init +3   Spd 30 ft .
  Armor Class 34 (-1 size, -1 Dex, +4 shield, 
  +22 natural), touch 8, flat-footed 34
  Base Attack/Grapple             +12/+28
  Attack +23 melee (1d10+16, shield ram)
  Full Attack +23/+23 melee (1d10+16, shield ram)
  Space/Reach 10 ft ./10 ft .
  SA Shield ram 
  SQ Construct traits, damage reduction 15/
  adamantine, darkvision 60 ft ., immunity to 
  magic, improved initiative,  low-light vision, 
  see invisibility, stable, towering shieldman
  
  37
  Fort +6, Ref +5, Will +6
  Str 33, Dex 9, Con --, Int --, Wis 11, Cha 1
  Skills: --
  Feats: --
  Combat 
  Immunity to Magic (Ex): A rook is immune 
  to any spell or spell-like ability that allows 
  spell resistance . In addition, certain spells 
  and effects function differently against the 
  creature, as noted below .
  A magical attack that deals (Cold) damage 
  causes the rook to be slowed (as the spell) 
  for 1d4 rounds .
  A magical attack that deals (Fire) 
  damage softens the pewter hide of a rook . 
  The increased flexibility causes it to act 
  as if hasted, but also reduces its damage 
  reduction by 1 point for every level of the 
  fire effect. The change lasts for 1d6 rounds, 
  or until it takes (Cold) damage .
  Improved Initiative (Ex): The sudden, 
  jerky movement of a rook gives it the same 
  benefits as the Improved Initiative feat, a +4 
  bonus to initiative checks .
  See Invisibility (Sp): Rooks constantly see 
  invisibility, as the spell .
  Shield Ram (Ex): All a rook’s attacks are 
  made by ramming foes with its shield-
  arms . In addition to dealing damage, 
  every successful attack qualifies as a bull 
  rush. A rook does not provoke an attack 
  of opportunity for making this special bull 
  rush, and if it wins the opposed Strength 
  check, the foe is pushed back 5 feet further 
  than normal and knocked prone . A rook’s 
  Strength check for a bull rush is 1d20 + 15 .
  Stable (Ex): The design of a rook makes it 
  extraordinarily stable . It gains a +4 bonus 
  on ability checks made to resist being bull 
  rushed or tripped when standing on the 
  ground (but not when climbing, flying, 
  riding, or otherwise not standing firmly on 
  the ground) .
  Towering Shieldman (Ex): A rook is built to 
  defend other creatures, and each is assigned 
  a type of creature it seeks to defend . The 
  heavy armor and enormous shields of a 
  rook allow it to grant cover to one adjacent 
  creature, as well as reduce the damage that 
  creature takes from area effects by 50%.
  Construction: A rook’s body is sculpted from 
  6,000 pounds of pewter, two masterwork 
  tower shields, etched with defensive runes 
  using magic acids costing at least 5,000 gp . 
  Assembling the body requires a DC 30 Craft 
  (armorsmithing) check .
  CL 16th; Craft Construct, proficiency 
  with the tower shield, acid arrow, animate 
  objects, haste, mage armor, shield, caster must 
  be at least 16th level; Price 150,000 gp; Cost 
  80,000 gp + 5,600 XP . 
  Ka’Ret-Tem (Neutral)          CR 18
  Huge Dragon (Fire, Undead) 
  HD 25d12+125           hp 287
  Init +4 Speed 60 ft .
  Armor Class 32 (2 size, +24 natural), touch 
  8, flatfooted 32
  Base Attack/Grapple +12/+28
  Attack Melee bite +32 (2d8+9)
  Full Attack Melee bite +32 (2d8+9), 2 claws 
  +30 (2d6+4), 2 wings +30 (1d8+4), tail slap 
  +30 (2d6+13)
  Space/Reach 20 ft ./10 ft . (20 ft, bite only)
  SA breath weapon, death gaze, frightful 
  presence, spell-like abilities
  SQ bound, fire subtype, undead subtype, 
  dragon traits, undead traits, DR 10/cold iron, 
  blindsight (120 ft .), keen senses, immunity 
  to fire, immunity to electricity, resist acid 10
  Fort +19, Ref +16, Will +17
  Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 6
  Skills: 
  Bluff 
  +28, 
  Concentration 
  +30, 
  Diplomacy +28, Escape Artist +25, Listen 
  +28, Scry +28, Search +28, Sense Motive +28, 
  Spellcraft +28, Spot +28
  Feats: Big Step (new), Combat Reflexes, 
  Great Cleave, Multiattack, Power Attack, 
  Cleave, Improved Initiative, Lightning 
  Reflexes, Perfect Blow (new)
  Spell-Like Abilities: At will speak with 
  animals; 3/day  endure elements (radius 80 
  ft); 1/day  suggestion and control winds .
  Spells Known (cast 6/7/7/7/6/4; as a level 
  11 sorcerer): 0--detect magic, resistance, 
  detect poison, read magic, dancing lights, 
  ghost sound, mage hand, open/close, mending; 
  1--endure elements, mage armor, divine favor, 
  cure light wounds, shield; 2--bull’s strength, 
  cat’s grace, blur, endurance, fog cloud; 3--haste, 
  dispel magic, protection from elements, slow; 
  4--spell immunity, dimension door, improved 
  invisibility; 5--cloudkill, mind fog .
  
  38
  Bound (Su): Ka’Rat-Tem is bound to the 
  Tomb of Nibul . If it ever leaves these 
  chambers, the semi-real dragon would 
  cease to exist. Failing that, no matter how 
  thoroughly it is destroyed, Ka’Ret-Tem 
  reforms in this room after 2d4 days . Only 
  the direct intervention of a god, or the death 
  of Metterak, can prevent this.
  Breath Weapon (Su): Cone of balefire, 50 
  feet long, every 1d4 rounds; damage 16d6, 
  Reflex half DC 27. Damage is half fire 
  damage, half force effect. All those in the 
  area are also affected as by the area dispel 
  option of a greater dispel magic spell (CL 
  20) . Ka’Ret-Tem can use a cone of paralysis 
  instead, forcing subjects who fail a Will save 
  to be held (as hold person) for 1d6+8 rounds . 
  Targets who are held get a new saving throw 
  every round, as with hold person .
  Death Gaze (Su): Death, range 30 feet, 
  Fortitude DC 25 negates . Humanoids 
  who die from this attack are transformed 
  into bodaks 24 hours later . The save DC is 
  Charisma-based .
  Frightful Presence (Ex): Dragons can 
  unsettle foes with their mere presence. 
  This ability takes effect automatically 
  (radius 240 ft) whenever the dragon uses 
  its breath weapon, attacks, charges, or flies 
  overhead. A potentially affected creature 
  (one with less than 25 HD) that succeeds 
  at a Will save (DC 25) remains immune to 
  that dragon’s frightful presence for one day . 
  On a failure, creatures with 4 or fewer HD 
  become panicked for 4d6 rounds and those 
  with more than 5 HD become shaken for 
  4d6 rounds . Dragons ignore the frightful 
  presence of other dragons .
  Undead Subtype (Su): Though Ka’Ret-Tem 
  was never truly alive, and thus cannot truly 
  be either dead or undead, his current state 
  of eternally tormented semi-existence is 
  closer to undeath than any other state . The 
  monstrous creature, in addition to counting as 
  a dragon, counts as an undead for purposes 
  of all spells and abilities . Despite retaining 
  his Constitution score, Ka’Ret-Tem has all 
  the other normal traits and immunities of 
  an undead--immunity to all mind-affecting 
  effects (charms, compulsions, phantasms, 
  patterns, and morale effects), poison, sleep 
  effects, paralysis, stunning, disease, and 
  death effects. He is not subject to critical hits, 
  nonlethal damage, ability drain, or energy 
  drain, is immune to damage to its physical 
  ability scores (Strength, Dexterity, and 
  Constitution) and to fatigue and exhaustion 
  effects, and has imunity to any effect that 
  requires a Fortitude save (unless the effect also 
  works on objects or is harmless) . Ka’Rat-Tem 
  is not at risk of death from massive damage, 
  but when reduced to 0 hit points or fewer he is 
  immediately destroyed. He is not affected by 
  raise dead and reincarnate spells or abilities 
  and does not breathe, eat, or sleep .]
  Pastry Mimic (Chaotic Evil) CR 16
  Large Aberration (Shapechanger) Rogue 10 
  HD 7d8+35+10d6+50            hp 151
  Init +8 Speed 10 ft .
  Armor Class 23 (1 size, +4 Dex, +9 natural), 
  touch 13, flatfooted 23
  Base Attack/Grapple +5/+13
  Attack +20 melee (1d8+8, plus 1d6 electricity, 
  plus 1 Con, slam)
  Full Attack +20/+20 melee (1d8+8, plus 1d6 
  electricity, plus 1 Con, slam)
  Space/Reach 10 ft ./10 ft .
  SA Adhesive, crush, sneak attack +5d6
  SQ Darkvision 60 ft ., improved evasion, 
  immunity to acid, improved uncanny dodge, 
  mimic shape, trap sense +3, trapfinding
  Fort +14, Ref +19, Will +15
  Str 24, Dex 18, Con 20, Int 10, Wis 16, Cha 8
  Skills: Bluff +15, Climb +23, Disguise +29, 
  Listen +20, Move Silently +21, Sense Motive 
  +9, Spot +20
  Feats: 
  Alertness, 
  Deceitful, 
  Improved 
  Initiative, Lightning Reflexes, Skill Focus 
  (Disguise), Weapon Focus (slam)
  Possessions: amulet of mighty fists +1 shock, 
  wounding (96,000 gp), ring of natural armor +4 
  (36,000 gp), and cloak of resistance +4 (16,000 
  gp.). The affects of these items are already added 
  into this stat block . (Because the pastry 
  mimic has massive amounts more gear than 
  an NPC of its level should its CR has been 
  boosted from 14 to 16) .
  Adhesive (Ex): A mimic exudes a thick slime 
  that acts as a powerful adhesive, holding 
  fast any creatures or items that touch it . 
  An adhesive-covered mimic automatically 
  grapples any creature it hits with its slam 
  attack. Opponents so grappled cannot 
  get free while the mimic is alive without 
  removing the adhesive first.
  
  39
  A weapon that strikes an adhesive-
  coated mimic is stuck fast unless the wielder 
  succeeds on a DC 23 Reflex save. A successful 
  DC 23 Strength check is needed to pry it off.
  Strong alcohol dissolves the adhesive, 
  but the mimic still can grapple normally . A 
  mimic can dissolve its adhesive at will, and 
  the substance breaks down 5 rounds after 
  the creature dies .
  Crush (Ex): A mimic deals 1d8+7 points of 
  damage with a successful grapple check .
  Mimic Shape (Ex): A mimic can assume the 
  general shape of any object that fills roughly 
  150 cubic feet (5 feet by 5 feet by 6 feet), such 
  as a massive chest, a stout bed, or a wide 
  doorframe . The creature cannot substantially 
  alter its size, though . A mimic’s body is 
  hard and has a rough texture, no matter 
  what appearance it might present . Anyone 
  who examines the mimic can detect the ruse 
  with a successful Spot check opposed by the 
  mimic’s Disguise check . Of course, by this 
  time it is generally far too late . 
  The Tempest (Neutral Evil) CR 15
  Huge Undead 
  HD      19d12  
  hp 123
  Init      +2        Speed 50 ft. fly (perfect)
  Armor Class (Ethereal)        28 (-2 size, +2 Dex, 
  +12 natural, +6 armor), touch 10, flatfooted 26
  Armor Class (Manifested)     20 (-2 size, +2 
  Dex, +4 Deflection, +6 breastplate), touch 14, 
  flat-footed 16
  Base Attack/Grapple   +14/+36
  Attack +26 melee (4d6+21/1920, greatsword, 
  ethereal only) or +16 ranged (2d10+11, rock, 
  ethereal only)
  Full Attack +26/+21/+16 melee (4d6+21/19-
  20, greatsword, ethereal only) or +16/+11/+6 
  ranged (2d10+11, rock, ethereal only)
  Space/Reach 15 ft ./15 ft .
  SA Draining touch (manifested) +16/+11/+6 
  touch attack (1d4 ability damage), frightful 
  moan (Will DC 22), horrific appearance 
  (60 feet, Fort DC 22, 1d4 Str, Dex and Con 
  damage)
  SQ Freedom of movement, immunity to 
  electricity, lowlight vision, rock catching, 
  water breathing, manifest, rejuvenation
  Spell-Like Abilities: 1/day--call lightning 
  (DC 17), chain lightning (DC 20) . Caster 
  level 15th; 2/day--control weather, levitate . 
  Caster level 20th . The save DCs are 
  Charisma-based .
  Fort +11, Ref +8, Will +13
  Str 39, Dex 14, Con --, Int 16, Wis 20, Cha 19
  Skills: Climb +20, Concentration +22, 
  Craft 
  (weaponsmith) 
  +13, 
  Diplomacy 
  +6, Intimidate +14, Jump +24, Listen +23, 
  Perform (sing) +12, Sense Motive +15, Spot 
  +33, Swim +18
  Feats:   Awesome Blow, Cleave, Combat 
  Reflexes, Improved Bull Rush, Improved 
  Sunder, Iron Will, Power Attack
  Possessions: Each tempest has a Huge +1 
  ghost touch mithral breast plate.
  Manifestation (Su): The tempests dwell on 
  the Ethereal Plane and, as ethereal creatures, 
  they cannot affect or be affected by anything 
  in the material world . When a tempest 
  manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on 
  the Material Plane . A manifested tempest 
  can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with 
  a 50% chance to ignore any damage from 
  a corporeal source . A manifested tempest 
  can pass through solid objects at will, and 
  its own attacks pass through armor. A 
  manifested tempest always moves silently . A 
  manifested tempest remains partially on the 
  Ethereal Plane, where is it not incorporeal . 
  A manifested tempest can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane . The tempest’s incorporeality 
  helps protect it from foes on the Material 
  Plane, but not from foes on the Ethereal Plane .
  When a spellcasting tempest is not 
  manifested and is on the Ethereal Plane, its 
  spells cannot affect targets on the Material 
  Plane, but they work normally against 
  ethereal targets . When a spellcasting tempest 
  manifests, its spells continue to affect ethereal 
  targets and can affect targets on the Material 
  Plane normally unless the spells rely on 
  touch . A manifested tempest’s touch spells 
  don’t work on nonethereal targets .
  A tempest has two home planes, the 
  Material Plane and the Ethereal Plane . It is 
  not considered extraplanar when on either 
  of these planes .
  Draining Touch (Su): A tempest that hits 
  a living target with its incorporeal touch 
  attack drains 1d4 points from any one ability 
  score it selects . On each such successful 
  
  40
  attack, the tempest heals 5 points of damage 
  to itself . Against ethereal opponents, it adds 
  its Strength modifier to attack rolls only. 
  Against nonethereal opponents, it adds its 
  Dexterity modifier to attack rolls only.
  Frightful Moan (Su): Tempests can emit 
  frightful moans as standard actions, creating 
  a sound like the roar of a massive storm . All 
  living creatures within a 30foot spread must 
  succeed on a DC 22 Will save or become 
  panicked for 2d4 rounds . This is a sonic 
  necromantic mind-affecting fear effect. A 
  creature that successfully saves against the 
  moan cannot be affected by the same ghost’s 
  moan for 24 hours . 
  Horrific Appearance (Su): Any living 
  creature within 60 feet that views a tempest 
  must succeed on a DC 22 Fortitude save or 
  immediately take 1d4 points of Strength 
  damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage . 
  A creature that successfully saves against 
  this effect cannot be affected by the same 
  tempest’s horrific appearance for 24 hours.
  Freedom of Movement (Su): Tempests have 
  a continuous freedom of movement ability 
  as the spell (caster level 20th). The effect can 
  be dispelled, but the tempest can create it 
  again on its next turn as a free action .
  Rejuvenation (Su): It’s impossible to 
  destroy a tempest through simple combat: 
  The “destroyed” tempest will restore itself 
  in 2d4 days . Even the most powerful spells 
  are only temporary solutions . The tempests 
  cannot be destroyed permanently until 
  Metterak is killed, or Nibul becomes a god.
  Rock Catching (Ex): A tempest can catch 
  Small, Medium, or Large rocks (or projectiles 
  of similar shape) . Once per round, a tempest 
  that would normally be hit by a rock can 
  make a Reflex save to catch it as a free action. 
  The DC is 15 for a Small rock, 20 for a Medium 
  one, and 25 for a Large one . (If the projectile 
  provides a magical bonus on attack rolls, the 
  DC increases by that amount .)
  Turn Resistance (Ex): A tempest has +4 turn 
  resistance .
  Skills: Tempests have a +8 racial bonus 
  on Hide, Listen, Search, and Spot checks . 
  Otherwise same as the base creature .
  Combat: The tempests are, as far as they 
  know, indestructible and will fight to the 
  “death” with no concern for their own 
  wellbeing. When they first appear, all three 
  use their frightful moan (forcing all living 
  creatures to make three saving throws), then 
  proceed to pick off survivors with draining 
  touches targeting Constitution (which, 
  combined with their frightful appearance, 
  rarely fails to kill or drive off interlopers). 
  They don’t worry about their spell-like 
  abilities unless a foe moves to the ethereal 
  plane, in which case all three tempests target 
  that planar traveler (alternating lightning 
  with rock throwing and melee attacks) until 
  it is dead or gone .
  It’s important to remember the tempests 
  can overlap one another (even in the ethereal 
  plane they are insubstantial enough to share 
  a space), and can fly through the walls of the 
  tomb with ease . They cannot leave the tomb, 
  but if weakened they happily hide deep in 
  the tomb’s rock walls .
  Void Golem (Neutral) CR 19
  This creature looks like the night sky 
  compressed into a massive humanoid 
  shape . An unnaturally black material like a 
  solid piece of darkness, it is lit from within 
  by twinkling lights and spirals of color, all 
  slowly spinning . Two unwavering eyes of 
  icy blue light fix on you. 
  Huge Construct
  HD      205 (30d10+40)          hp 205
  Init      +9        Speed 50 ft. fly (perfect)
  Armor Class 39, touch 19, flat-footed 34 (+5 
  Dex, +20 natural, +3 deflection, +3 luck, -2 size)
  Base Attack/Grapple             +22/+37
  Attack +28 melee (2d10+7/19-20 plus 1d12 
  cold, slam) or ranged touch +25 (6d12+3) 
  Full Attack +28/+28  melee (2d10+7/19-20 
  plus 1d12 cold, slam) or ranged touch +25 
  (6d12+3) or whirlwind attack
  Space/Reach 15 ft ./15 ft .
  SA Disintegrate, ray, vacuum
  SQ Darkvision (150 ft .), DR 20/cold iron, 
  immune cold, resist electricity & fire 20, 
  construct traits, magic immunity
  Fort +13, Ref +18, Will +19
  Str 25 Dex 20, Con -, Int 17, Wis 18, Cha 16
  Feats Blind-Fight, Cleave, Combat Expertise, 
  Combat Reflexes, Great Cleave, Improved 
  Critical (slam), Improved Initiative, Iron 
  Will, Power Attack, Weapon Focus (slam), 
  Whirlwind Attack
  Skills Intimidate +21, Hide +15; Knowledge 
  (the planes) +29, Spellcraft +13, Spot +22; 
  
  41
  Racial modifiers +8 to Knowledge (the 
  planes)
  Special Abilities 
  Disintegrate (Su): As per the spell, DC 28, 
  40d6 damage. The golem can use this effect 
  once every 1d4 rounds, to a maximum 
  number of times per day equal to its 
  Charisma bonus (3) .
  Fate and Force (Su): A void golem gains 
  innate deflection and luck bonuses to AC, 
  and resistance bonuses to all saving throws, 
  equal to its Charisma bonus . (These bonuses 
  have been included above .)
  Folding (Su): A void golem can teleport 
  itself once every 24 hours by folding in 
  upon its own form . This is treated as greater 
  teleport, except it takes only a swift action to 
  fold itself into nothingness .
  Magic Immunity (Ex): A void golem is 
  immune to any spell or spell-like ability that 
  allows spell resistance . In addition, certain 
  spells and effects function differently against 
  the golem as noted below .
  • A greater dispel magic spell stuns the golem 
  for 1d6 rounds if it fails a Fortitude save .
  • A banishment spell deals 1d6 points of 
  damage to the golem per caster level .
  • In addition a void golem that comes in 
  contact with a rod of cancellation must 
  make a DC 23 Will save or be destroyed in 
  an explosion of positive energy that deals 
  10d10 to all creatures within 50 feet of it .
  Ray (Su): As a standard action the void golem 
  can create a ray of pure destruction . This is a 
  ranged touch attack with a maximum range 
  of 1,600 feet . It deals 6d12 points of damage, 
  acts as a force effect, and the golem adds its 
  Charisma bonus to the damage . The golem 
  may do this once every 1d4 rounds .
  Vacuum (Ex): Once every 1d4 rounds a 
  void golem can generate a 50-foot vacuum, 
  sucking the nearby air into itself . This puts 
  out any fires within the radius, and all living 
  creatures must make a DC 25 Fortitude save 
  or become fatigued for 1d6 hours .
  paThfinDer sTaTs
  BRONZE CRANEQUINIER CR 13
  Large Construct (Neutral) 
  Init -1; Senses Perception +0 (darkvision 60 
  ft ., low-light vision, see invisibility)
  DEFENSE
  AC 30 (-1 size, -1 Dex, +22 natural), touch 8, 
  flat-footed 30
  hp 129 (18d10+30)
  Fort +6, Ref +5, Will +6
  OFFENSE 
  Spd 20 ft .
  Ranged +23/+23/+23/+23/+23/+23  
  ranged (2d6+5, repeating crossbow)
  Space/Reach 10 ft ./10 ft .
  SA Volley     
  SQ Construct traits, damage reduction 15/
  adamantine, darkvision 60 ft ., immunity to 
  magic, low-light vision, see invisibility
  STATISTICS 
  Str 33, Dex 9, Con --, Int --, Wis 11, Cha 1
  Base Atk +12; CMB +24; CMD 33
  Skills   --
  Feats   --
  Combat 
  Arcane 
  Crossbows 
  (Su): 
  The 
  bronze 
  cranequinier does not need to take time to 
  reload its six arcane crossbows . Through 
  the gearwork of its arms they automatically 
  reload 
  themselves 
  each 
  round . 
  New 
  ammunition is conjured to keep the cases 
  of the crossbows full (when destroyed, each 
  crossbow has 5 large masterwork repeating 
  crossbow bolts) . Because the crossbows are 
  part of the golem itself, its Strength score is 
  used to determine how hard and accurately 
  they hit, allowing it to add its Strength to 
  attack rolls (rather than Dexterity), and 
  half its Strength score to damage rolls (like 
  a light thrown weapon) . Also, it does not 
  suffer attacks of opportunity from making 
  ranged attacks.
  The six repeating crossbows of a bronze 
  cranequinier can be sundered . Each has 
  the same CMD and DR as the bronze 
  cranequinier itself, and requires 20 hit points 
  to destroy . This damage is separate from 
  the hit points of the bronze cranequinier, 
  destroying its crossbows leaves it essentially 
  harmless, but does not reduce the golem’s 
  own hit point total .
  Immunity to Magic (Ex): A bronze 
  cranequinier is immune to any spell or 
  spell-like ability that allows spell resistance . 
  In addition, certain spells and effects 
  function differently against the creature, as 
  noted below .
  
  42
  A magical attack that changes the bronze 
  cranequinier’s move rate (such as slow)--but 
  not effects that simply create difficult terrain-
  -causes its interior gears to misconnect and 
  bind, stunning it for 1 round .
  A magical attack that deals acid damage 
  heals a bronze cranequinier for 1 point of 
  damage for each 3 points of damage the 
  attack would otherwise deal. If the amount 
  of healing would cause the golem to exceed 
  its full normal hit points, the excess hit 
  points are lost .
  See Invisibility (Sp): Bronze cranequiniers 
  constantly see invisibility, as the spell .
  Volley (Ex): As a full-round action, a bronze 
  cranequinier can fire each of its crossbows 
  three times, for a total of eighteen attacks. 
  No more than six of these attacks can be 
  directed at a single target . It can do this once 
  every 2d4 rounds .
  ROOK CR 13
  Large Construct (Neutral) 
  Init +3; Senses Perception +0 (darkvision 60 
  ft ., low-light vision, see invisibility)
  DEFENSE
  AC 34 (-1 size, -1 Dex, +4 shield, +22 natural), 
  touch 8, flat-footed 34
  hp 129 (18d10+30)
  Fort +6, Ref +5, Will +6
  OFFENSE
  Spd 30 ft .
  Melee +23/+23melee (1d10+16, shield ram)
  Space/Reach 10 ft ./10 ft .
  SA Shield ram
  SQ  Construct traits, damage reduction 15/
  adamantine, darkvision 60 ft ., immunity to 
  magic, improved initiative,  low-light vision, 
  see invisibility, stable, towering shieldman
  STATISTICS
  Str 33, Dex 9, Con 0, Int 0, Wis 11, Cha 1
  Base Atk +12; CMB +24; CMD 33 (37 against 
  bull rush and trip)
  Skills   -
  Feats   -
  Combat 
  Immunity to Magic (Ex): A rook is immune 
  to any spell or spell-like ability that allows 
  spell resistance . In addition, certain spells 
  and effects function differently against the 
  creature, as noted below .
  A magical attack that deals cold damage 
  causes the rook to be slowed (as the spell) 
  for 1d4 rounds .
  A magical attack that deals fire damage 
  softens the pewter hide of a rook . The 
  increased flexibility cause it to act as if 
  hasted, but also reduce its damage reduction 
  by 1 point for every level of the fire effect. 
  The change lasts for 1d6 rounds, or until it 
  takes cold damage .
  Improved Initiative (Ex): The sudden, 
  jerky movement of a rook gives it the same 
  benefits as the Improved Initiative feat, a +4 
  bonus to initiative checks .
  See Invisibility (Sp): Rooks constantly see 
  invisibility, as the spell .
  Shield Ram (Ex): All a rook’s attacks are 
  made by ramming foes with its shield-
  arms . In addition to dealing damage, 
  every successful attack qualifies as a bull 
  rush. A rook does not provoke an attack 
  of opportunity for making this special bull 
  rush, and if its CMB check is successful, 
  the foe is pushed back 5 feet further than 
  normal, and knocked prone .
  Stable (Ex): The design of a rook makes it 
  extraordinarily stable . It gains a +4 bonus 
  to its CMD against bull rush and trip 
  maneuvers .
  Towering Shieldman (Ex) : A rook is built to 
  defend other creatures, and each is assigned 
  a type of creature it seeks to defend . The 
  heavy armor and enormous shields of a 
  rook allow it to grant cover to one adjacent 
  creature, as well as reduce the damage that 
  creature takes from area effects by 50%.
  KA’RET-TEM          CR 18
  Gargantuan dragon (fire, undead) (Neutral) 
  Init +3; Senses dragon senses; Perception 
  +33
  Aura frightful presence (240 ft ., DC 26)
  DEFENSE 
  AC 31, touch 5, flatfooted 31 (1 Dex, +26 
  natural, 4 size)
  hp 250 (20d12+120)
  Fort +18, Ref +11, Will +18
  DR 10/cold iron; Resist acid 10; Immune fire, 
  electricity, paralysis, sleep, undead traits
  
  43
  OFFENSE 
  Speed 60 ft .
  Melee bite +26 (4d6+15/19-20), 2 claws +26 
  (2d8+10), tail slap +24 (2d8+15), 2 wings +24 
  (2d6+5)
  Space 20 ft .; Reach 15 ft . (20 ft . with bite)
  Special Attacks death gaze (30 ft ., DC 26 
  Fort negates), breath weapon (60-ft . Cone, 
  DC 26, 8d6 fire, 8d6 force, greater dispel 
  magic), breath weapon (60-ft . Cone, DC 26, 
  hold person), tail sweep (2d6+15, DC 26)
  Spell-Like Abilities (CL 20th; concentration 
  +26)
  At will--create food and water, detect thoughts 
  (DC 18), fog cloud, speak with animals
  Sorcerer 
  Spells 
  Known 
  (CL 
  11th; 
  concentration +17)
  5th (5/day)--cloudkill, mind fog
  4th (7/day)--spell immunity, dimension door, 
  improved invisibility
  3rd (7/day)--haste, dispel magic, protection 
  from elements, slow
  2nd (8/day)--2-bull’s strength, cat’s grace, blur, 
  endurance, fog cloud
  1st (8/day)--endure elements, mage armor, 
  divine favor, cure light wounds, shield
  0 (at will)--detect magic, detect poison, light, 
  mage hand, mending, message, read magic, 
  resistance, prestidigitation
  STATISTICS 
  Str 31, Dex 8, Con 23, Int 22, Wis 23, Cha 22
  Base Atk +20; CMB +34; CMD 43 (47 vs . trip)
  Feats Alertness, Big Step (new feat), Cleave, 
  Improved Critical (bite), Improved Initiative, 
  Improved Vital Strike, Multiattack, Perfect 
  Blow (new feat), Power Attack, Vital Strike
  Skills Diplomacy +29, Fly +8, Handle 
  Animal +26, Intimidate +29, Knowledge 
  (arcana, geography, history) +29, Perception 
  +33, Sense Motive +33, Spellcraft +29, Stealth 
  +10, Swim +41; Racial Modifiers +8 Swim
  Languages Aquan, Common, Draconic, 
  Elven, Gnome, 2 more
  Special Qualities bound, fire subtype, 
  undead subtype, dragon traits, undead 
  traits, DR 10/cold iron, blindsight (120 ft .), 
  keen senses, immunity to fire, immunity to 
  electricty, resist acid 10
  SPECIAL ABILITIES 
  Bound (Su): Ka’Rat-Tem is bound to the 
  Tomb of Nibul . If it ever leaves these 
  chambers, the semi-real dragon would 
  cease to exist. Failing that, no matter how 
  thoroughly it is destroyed, Ka’Ret-Tem 
  reforms in this room after 2d4 days . Only 
  the direct intervention of a god, or the death 
  of Metterak, can prevent this.
  Breath Weapon (Su): Cone of balefire, 50 feet 
  long, every 1d4 rounds; damage 8d6, Reflex 
  half DC 26. Damage is half fire damage, half 
  force effect. All those in the area are also 
  affected as by a greater dispel magic spell (CL 
  20) . Ka’Ret-Tem can use a cone of paralysis 
  instead, forcing subjects who fail a Will save 
  to be held (as hold person) for 1d6+8 rounds . 
  Targets who are held get a new saving throw 
  every round, as with hold person .
  Death Gaze (Su): Death, range 30 feet, 
  Fortitude DC 26 negates . Humanoids 
  who die from this attack are transformed 
  into bodaks 24 hours later . The save DC is 
  Charisma-based .
  Frightful Presence (Ex): Dragons can 
  unsettle foes with their mere presence. 
  This ability takes effect automatically 
  (radius 240 ft) whenever the dragon uses 
  its breath weapon, attacks, charges, or flies 
  overhead. A potentially affected creature 
  (one with less than 25 HD) that succeeds 
  at a Will save (DC 25) remains immune to 
  that dragon’s frightful presence for one day . 
  On a failure, creatures with 4 or fewer HD 
  become panicked for 4d6 rounds and those 
  with more than 5 HD become shaken for 
  4d6 rounds . Dragons ignore the frightful 
  presence of other dragons .
  Undead Subtype (Su): Though Ka’Ret-Tem 
  was never truly alive, and thus cannot truly 
  be either dead or undead, his current state 
  of eternally tormented semi-existence is 
  closer to undeath than any other state . The 
  monstrous creature, in addition to counting 
  as a dragon, counts as an undead for 
  purposes of all spells and ability . Despite 
  retaining his Constitution score, Ka’Ret-
  Tem has all the other normal traits and 
  immunities of an undead .
  Perfect Blow 
  Efforts to avoid the monster’s attacks of 
  opportunity usually fail .
  Prerequisites: 16+ HD, natural reach greater 
  than 10-feet, Combat Reflexes
  
  44
  Benefit: Once per round, when a foe takes an 
  action that would normally provoke an attack 
  of opportunity from the monster, and no attack 
  is provoked due to a skill check, feat, spell or 
  other ability the foe possesses, the monster 
  may make a CMB check against the target . On 
  a successful check, the monster may take an 
  attack of opportunity on the target.
  PASTRY MIMIC     CR 16
  XP 76,800 
  CE Large aberration (shapechanger) Rogue 10 
  Init +5; Senses darkvision 60 ft .; Perception +14
  DEFENSE 
  AC 23, touch 14, flatfooted 18 (+4 Dex, +9 
  natural, +1 dodge, -1 size)
  hp 178 (7d8+35+10d8+50+17)
  Fort +14, Ref +19, Will +15
  Immune acid
  OFFENSE 
  Speed 10 ft .
  Melee slam +10 (2d6+6, plus adhesive, plus 
  1d6 electricity, plus +1 bleed)
  Special Attacks constrict (slam, 2d6+6), 
  sneak attack +5d6
  STATISTICS 
  Str 24, Dex 18, Con 20, Int 10, Wis 16, Cha 8
  Base Atk +12; CMB +19; CMD 33 (can’t be 
  tripped)
  Feats: 
  Blind-Fight, 
  Combat 
  Reflexes, 
  Critical Focus, Dodge, Improved Initiative, 
  Lightning Reflexes, Skill Focus (Perception), 
  Toughness, Weapon Focus (slam)
  Skills: Appraise +13, Climb +27, Disguise 
  +19 (+39 when mimicking objects), Escape 
  Artist +17, Knowledge (Dungeoneering) 
  +20, Perception +26, Sense Motive +16, 
  Stealth +17; Racial Modifiers +20 Disguise 
  when mimicking objects
  Languages Common
  SQ improved evasion, improved uncanny 
  dodge, major magic (mage armor), minor 
  magic 
  (detect 
  magic), 
  mimic 
  object, 
  resiliency, surprise attack, trapfinding, trap 
  sense +3
  SPECIAL ABILITIES 
  Adhesive (Ex): A mimic exudes a thick slime 
  that acts as a powerful adhesive, holding 
  fast any creatures or items that touch it . 
  An adhesive-covered mimic automatically 
  grapples any creature it hits with its slam 
  attack. Opponents so grappled cannot 
  get free while the mimic is alive without 
  removing the adhesive first. A weapon that 
  strikes an adhesive-coated mimic is stuck 
  fast unless the wielder succeeds on a DC 
  17 Reflex save. A successful DC 17 Strength 
  check is needed to pry off a stuck weapon. 
  Strong alcohol or universal solvent dissolves 
  the adhesive, but the mimic can still grapple 
  normally . A mimic can dissolve its adhesive 
  at will, and the substance breaks down 5 
  rounds after the creature dies . The save DC 
  is Strength-based .
  Mimic Object (Ex): A mimic can assume the 
  general shape of any Large object, such as 
  a massive chest, a stout bed, or a door . The 
  creature cannot substantially alter its size, 
  though . A mimic’s body is hard and has a 
  rough texture, no matter what appearance 
  it might present . A mimic gains a +20 racial 
  bonus on Disguise checks when imitating 
  an object in this manner . Disguise is always 
  a class skill for a mimic .
  TEMPEST    CR 15
  NE Huge Undead
  Init +2; Senses Darkvision (60 feet), Low-
  Light Vision; Perception +35
  DEFENSE
  AC 20, touch 14, flat-footed 18   (+6 armor, 
  +2 Dex, -2 size, +4 deflection)
  hp 161 (19d8+76)
  Fort +15, Ref +8, Will +13
  Defensive Abilities Channel Resistance +4, 
  Incorporeal, Rejuvenation, Rock Catching; 
  Immune critical hits, electricity, precision 
  damage, Undead Traits
  OFFENSE
  Spd 35 ft ., Flight (30 feet, Perfect), 
  Swimming (30 feet)
  Melee Masterwork Greatsword +15/+10/+5 
  (4d6+3/17-20/x2) and
     Slam x2 (Giant, Storm) +9 x2 (2d6+1/20/x2) 
  Ranged Longbow, Composite (Str +14) 
  +12/+7/+2 (3d6+2/20/x3)
  Space 15 ft .; Reach 15 ft .
  Special Attacks Corrupting Gaze (DC 23), 
  Corrupting Touch 15d6 (DC 23), Draining 
  Touch, Frightful Moan (DC 23), Telekinesis
  
  45
  Spell-Like Abilities Call Lightning (1/day), 
  Chain Lightning (1/day), Control Weather 
  (2/day), Freedom of Movement (Constant), 
  Levitate (2/day)
  STATISTICS
  Str -, Dex 14, Con -, Int 16, Wis 20, Cha 19
  Base Atk +14; CMB +18 (+20 Bull Rushing+20 
  Sundering); CMD 34 (36 vs . Bull Rush36 vs . 
  Sunder)
  Feats Awesome Blow, Cleave, Combat 
  Reflexes (3 AoO/round), Improved Bull 
  Rush, 
  Improved 
  Critical: 
  Greatsword, 
  Improved Sunder, Improved Vital Strike, 
  Iron Will, Power Attack -4/+8, Vital Strike
  Skills Acrobatics +18, Climb +5, Craft: 
  Enter Choice +11, Escape Artist -1, Fly +11, 
  Intimidate +22, Perception +35, Perform: 
  Sing +14, Ride -1, Sense Motive +27, Stealth 
  -1, Swim +10
  Languages Auran, Common, Draconic, 
  Giant
  SQ Water Breathing (Ex)
  Combat Gear Masterwork Breastplate, 
  Masterwork 
  Greatsword, 
  Longbow, 
  Composite (Str +14); 
  ECOLOGY
  Environment Any warm
  Organization Solitary or family (2-5 plus 1 
  sorcerer or cleric of 7th-10th level, 1-2 rocs, 
  2-6 griffons, and 2-8 sharks)
  Treasure Standard (mwk breastplate, mwk 
  composite longbow [+14 str bonus] with 20 
  arrows, mwk greatsword, other treasure)
  SPECIAL ABILITIES
  Awesome Blow You can deliver a blow that 
  sends your target flying.
  Channel Resistance +4 +4 bonus to save vs . 
  Channel Energy .
  Cleave If you hit your first target, attack an 
  adjacent target at the same attack bonus in 
  exchange for -2 AC .
  Combat Reflexes (3 AoO/round) You may 
  make up to 3 attacks of apportunity per 
  round, and may make them while flat-
  footed .
  Corrupting Gaze (DC 23) (Su) Gaze attack 
  deals 2d10 HP + 1d4 CHA .
  Corrupting Touch 15d6 (DC 23) (Su) 15d6 
  damage from Touch attack.
  Darkvision (60 feet) You can see in the dark 
  (black and white vision only) .
  Draining Touch (Su) Touch attack deals 
  1d4 from a selected ability score and heals 
  5HP for the ghost .
  Flight (30 feet, Perfect) You can fly!
  Frightful Moan (DC 23) (Su) 30’ spread 
  panicks living creatures for 2d4r .
  Immunity to Critical Hits You are immune 
  to Critical Hits
  Immunity to Electricity You are immune to 
  electricity damage .
  Immunity to Precision Damage You are 
  immune to Precision Damage
  Improved Bull Rush Bull Rush at +2 to push 
  back. No attack of opportunity.
  Improved Sunder You Sunder at +4 and 
  don’t cause an attack of opportunity.
  Incorporeal (Ex) You aren’t quite here .
  Low-Light Vision See twice as far as a 
  human in low light, distinguishing color 
  and detail .
  Power Attack -4/+8 You can subtract from 
  your attack roll to add to your damage.
  Rejuvenation (Su) Ghosts can return after 
  a few days .
  Rock Catching (Ex) You can catch rocks that 
  are thrown at you with a successful Reflex 
  save .
  Swimming (30 feet) You have a Swim speed .
  Telekinesis (Su) Use Telekinesis every 1d4 
  rounds .
  Undead Traits Undead are immune to 
  death effects, disease, mind-affecting effects 
  (charms, 
  compulsions, 
  morale 
  effects, 
  phantasms, and patterns), paralysis, poison, 
  sleep, stun, and any effect that requires a 
  Fortitude save (unless the effect also works 
  on objects
  Vital Strike Standard action: x2 weapon 
  damage dice .
  Water Breathing (Ex) Storm giants can 
  breathe water as well as air .
  Void Golem 
  XP 153,600
  Neutral Huge construct
  Init 
  +9; 
  Senses 
  darkvision 
  150 
  ft .; 
  Perception +34
  
  46
  Defense 
  AC 39, touch 19, flat-footed 34 (+5 Dex, +20 
  natural, +3 deflection, +3 luck, -2 size)
  hp 205 (30d10+40)
  Fort +13, Ref +18, Will +19
  DR 20/cold iron; immune cold, construct 
  traits, magic
  Resist electricity, fire 20; SR 26
  Offense 
  Speed 50 ft ., fly 50 ft . (perfect)
  Melee 2 slams +35 (2d10 +7 plus 1d12 cold)
  Ranged ray +33 (2d12+3) 100 ft . ranged 
  touch attack
  Space 15 ft .; Reach 15 ft .
  Special Attacks disintegrate, portal, ray, 
  vacuum
  Statistics 
  Str 25 Dex 20, Con -, Int 17, Wis 18, Cha 16
  Base Atk +30; CMB +39; CMD 55
  Feats Blinding Critical, Cleave, Combat 
  Expertise, Combat Reflexes, Critical Focus, 
  Greater Vital Strike, Improved Initiative, 
  Improved Vital Strike, Iron Will, Power 
  Attack, Skill Focus (Fly), Staggering Critical, 
  Stunning Critical, Vital Strike, Whirlwind 
  Attack
  Skills Fly +35, Intimidate +33, Knowledge 
  (planes) +41, Perception +34, Stealth +35; 
  Racial modifiers +8 to Knowledge (planes).
  Disintegrate (Su): As per the spell, DC 28, 
  40d6 damage. The golem can use this effect 
  once every 1d4 rounds, to a maximum 
  number of times per day equal to its 
  Charisma bonus (3) .
  Fate and Force (Su): A void golem gains 
  innate deflection and luck bonuses to AC, 
  and resistance bonuses to all saving throws, 
  equal to its Charisma bonus . (These bonuses 
  have been included above .)
  Folding (Su): A void golem can teleport 
  itself once every 24 hours by folding in 
  upon its own form . This is treated as greater 
  teleport, except it takes only a swift action to 
  fold itself into nothingness .
  Magic Immunity (Ex): A void golem is 
  immune to any spell or spell-like ability that 
  allows spell resistance . In addition, certain 
  spells and effects function differently against 
  the golem as noted below .
  • A greater dispel magic spell stuns the 
  golem for 1d6 rounds if it fails a Fortitude 
  save .
  • A banishment spell deals 1d6 points of 
  damage to the golem per caster level .
  • In addition a void golem that comes in 
  contact with a rod of cancellation must 
  make a DC 23 Will save or be destroyed in 
  an explosion of positive energy that deals 
  10d10 to all creatures within 50 feet of it .
  Ray (Su): As a standard action the void golem 
  can create a ray of pure destruction . This is a 
  ranged touch attack with a maximum range 
  of 1,600 feet . It deals 6d12 points of damage, 
  acts as a force effect, and the golem adds its 
  Charisma bonus to the damage . The golem 
  may do this once every 1d4 rounds .
  Vacuum (Ex): Once every 1d4 rounds a 
  void golem can generate a 50-foot vacuum, 
  sucking the nearby air into itself . This puts 
  out any fires within the radius, and all living 
  creatures must make a DC 25 Fortitude save 
  or become fatigued for 1d6 hours .
  
  47
  appenDix b: magic & feaTs
  spells
  Balefire 
  Evocation [Fire, Force] 
  Level: Arches 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft . + 40 ft ./level)
  Area: 20 ft . radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A balefire spell is an explosion of flame 
  and magic that detonates with a howl 
  and deals 1d6 points of damage per caster 
  level (maximum 15d6) to every creature 
  within the area. Half this damage is fire 
  damage and half is an untyped force effect. 
  Unattended objects also take this damage. 
  The explosion creates almost no pressure . 
  The ongoing spell-like and supernatural 
  effects associated with any creature killed 
  by balefire end immediately (including 
  those without durations, such as curses and 
  permanent spells, but not including magic 
  items they have created) .
  If the damage caused to an interposing 
  barrier shatters or breaks through it, the 
  balefire continues beyond the barrier if 
  the area permits and continues to deal full 
  damage (as if the barrier had not existed); 
  otherwise it stops at the barrier just as any 
  other spell effect does.
  Wend 
  Conjuration (teleportation) 
  Level: Arches 5
  Casting Time: 1 swift action
  As dimension door, except as noted above, 
  and use of this spell is not blocked by 
  dimensional anchor or similar magics .
  Wend of Opposition 
  Conjuration 
  Level: Arches 9
  Components: V, S, M
  Casting Time: 1 full round
  Range: Close (25 ft . +5 ft ./2 levels)
  Effect: One duplicate creature
  Duration: 1 round/10 levels
  Saving Throw: None
  Spell Resistance: No
  This spell creates a duplicate of a target 
  creature within range . The duplicate is an 
  example of what the target creature would 
  have been like if it had made different life 
  choices and taken different paths in its 
  life  (in most cases, the duplicate has made 
  choices diametrically opposed to the ones 
  that the target creature did) . The duplicate’s 
  alignment is exactly the opposite of the 
  target creature, and its only desire during 
  its brief existence is to destroy the creature 
  upon which it is based . The duplicate has 
  all the attributes, spells, and abilities of the 
  creature it is based on .
  Once created, the duplicate is not limited 
  by the spell’s range . However, its existence is 
  transitory, as are most of the actions it takes . 
  When this spell’s duration ends, the duplicate 
  and all its items and spell effects cease to exist. 
  The sole exception to this is damage dealt by 
  the duplicate (including ability damage and 
  drains) during its existence .
  Material Component: Powdered diamond 
  dust worth 100 gp per HD of the target creature .
  Wending Weapons 
  Evocation [Force] 
  Level: Arches 3
  As magic missile, except as noted above, and 
  you do not need line of sight or even line of 
  effect to your target. As long as you are aware 
  of your target’s location (as by scrying, for 
  example) you can attack it with this spell. 
  The magic force bolts teleport through any 
  interposing barrier, as necessary .
  Connections: This area connects to area 498 
  and area 501 . See the Map of the Tomb of 
  Nibul .
  Pathfinder Conversion: The Pathfinder 
  version of Ka’Ret-Tem and the Perfect 
  Blow feat are presented below . Otherwise, 
  no further changes are needed to run this 
  encounter and make use of the new material 
  while playing Pathfinder.
  iTems
  Warden’s Shield
  This +3 heavy steel shield is appears to be 
  made of silver and crystal . Once a day, on 
  command, it can cast forcecage at the wearer’s 
  direction .
  Strong evocation; CL 13th; Craft Magic 
  Arms and Armor, forcecage; Price 45,500 gp; 
  Cost 22,750 gp + 1,820 XP . 
  
  48
  feaTs
  Big Step 
  The creature’s size and long limbs let it shift 
  a greater distance safely .
  Prerequisite: Natural reach greater than 
  5-feet .
  Benefit: When the monster takes a 5-foot step, 
  it can actually move as far as it’s natural reach .
  Perfect Blow 
  Efforts to avoid the creature’s attacks of 
  opportunity usually fail .
  Prerequisites: 16+ HD, natural reach greater 
  than 10-feet, Combat Reflexes
  Benefit: Once per round, when a foe takes 
  an action that would normally provoke an 
  attack of opportunity from the creature but 
  no attack is provoked due to a skill check, feat, 
  spell, or other ability the foe possesses, the 
  creature may make an opposed level check 
  (1d20 + HD or level) check against the target . 
  On a successful check, the creature may take 
  an attack of opportunity on the target.
  Wend Strike 
  You have learned to strike through the paths 
  between the spaces of reality .
  Prerequisites: Access to at least 1 day of 
  study with a master of wending, character 
  level 12 .
  Benefit: You can shove a weapon, fang, or 
  fist through the edges of the wendways, to 
  strike at foes beyond your normal reach . As 
  a standard action, you may make a single 
  melee attack with a reach of 30 feet. When 
  you do this your weapon spends some 
  time in the spaces between realities, and as 
  a result you do not threaten any area with 
  that melee weapon until the beginning of 
  your next turn .
  Wend Walk 
  You have learned to walk through the paths 
  between the spaces of reality .
  Prerequisites: Access to at least 1 day of study 
  with a master of wending, character level 12 .
  Benefits: You may wend once per day, plus 
  one additional time for every 10 character 
  levels or hit dice you have . This acts like the 
  dimension door spell, except it takes a move 
  action, does not prevent you from taking 
  further actions this round, and works even 
  through force effects or while you are subject to 
  a dimensional anchor or similar magic . Wend 
  walking counts as a supernatural ability .
  
  49
  appenDix c: hanDouTs
  Dracolich Illustration
  
  50
  Void Golem Illustration
  
  51
  Level Map No Secrets No Labels
  
  52
  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 
  
  53
  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, 
  
  54
  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 .
  
  55
  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 
  
  56
  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 .
  
  57
  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:
  Super Genius Games
  Cover Art:
  Ed Bourelle
  Interior Art:
  Marin Roule
  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 .
  DESIGNATION OF PRODUCT IDENTITY
  Open Game Information
   The material in this document utilizes the Open Gaming License, available at www.
  wizards.com and reprinted below: 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into other 
  computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed 
  using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this 
  License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Dungeonaday.com. Copyright 2009, Monte J. Cook. All rights reserved.
  Designation of Product Identity: All material and references to all material found 
  in the Glossary are Product Identity. All artwork, photos, logos, and maps are Product 
  Identity. All other material is considered Open Content. 
  All Content is Copyright Monte J. Cook, 2009.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dungeon A Day/DungeonADay Tomb of Nibul.pdf