TEXT: 1
  Purple Mountain VII
  Domain of 
  the Hidden God
  Perry Fehr
  
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  A
  
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  Purple Mountain VII
  Domain of the Hidden God
  Purple Mountain – A Megadungeon in Twenty Parts
  Credits
  Author: Perry Fehr
  Development: Mark Gedak
  Editing: Mark Gedak, Perry Fehr
  Cover Image: Gary Dupuis
  Cartography: Kristian Richards of Crooked Staff Publishing
  Interior Artist: Gary Dupuis, Jacob Blackmon
  Playtesters: Thomas Boxall, Perry Fehr, Mark Gedak,
  Patrick Kossmann, Kent Little, Michael Vanderstelt
  Publisher: Purple Duck Games
  Purple Mountain - Level Seven: Domain of the Hidden God is a Pathfinder Compatible Module de-
  signed for four 6th level characters and uses the medium XP advancement track. This module is designed 
  to be played in any campaign setting with a mountain containing a megadungeon such as the Purple 
  Duck Games’s setting of Porphyra. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from 
  Paizo Publishing, Inc. See http://paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, Inc. does not guarantee compatibility, and does not endorse this 
  product.
  Open Game Content: All text is considered open game content.
  
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  Adventure Background
   A Word was spoken.  The Word was heard.  It was 
  heard in a Place where titanic individuals summed up 
  the ideas of nations, races and civilizations on an indi-
  vidual scale.  One of those Beings heard the Word- and 
  the word was, “COME”.  The Being, who embodied 
  Knowledge, and held the physical, “earthly” soul of his 
  Place in His mind, heeded that Word, that Call, and 
  grew a cold, selfishly rational need to be a giant among 
  pygmies, a colossus among ants, – a - (the Being had 
  learned a new word) a God.  That titanic, exceptional 
  Being summoned all of His will, and, aided by the 
  cosmic magic of The Call, left the Place that was His 
  world, and entered the void of the Outer Spaces of the 
  Great Beyond.  In doing so, the Being was the first if 
  His kind to do so, and absorbed much of the essence 
  of that vacuumed emptiness, though protected by his 
  metallic substance and the force of his individual titanic 
  will.  The Being moved through the empty spaces flying 
  on a shard of stone from his home, and with lesser be-
  ings, as the Being was encouraged by The Call to bring 
  these things to the place of The Calling. But the Being 
  did not expect to be challenged by others summoned 
  by The Calling.  In ironic innocence or arrogance He 
  meant to join those of the new world that devoted 
  themselves to the four Elements that were part of all 
  things, a logical assumption in the alien mind of the 
  Being.  That was not in the plan for the other gods, as 
  they were engaged in immediate war with the Elemen-
  tal Lords of the new world Porphyra.  Furthermore, 
  the Being had been contacted by the followers of the 
  Elemental Lords, sensing His affinity for stones and 
  space, and had even given him a name as a bond of al-
  liance.  The name was ‘NAJIM’, meaning ‘Star’ in their 
  language.  As Najim approached the glittering jewel of 
  a world for whom He had traveled so far, He met two 
  beings of a type never encountered, easily his equal 
  or more- Gods.  Specifically the New Gods; Linium 
  the Forge-Master, and Kamus the Slaver.  The two 
  gods knew much of ‘Najim’ through their cooperative 
  manipulation of Language and Light, and did not want 
  a new God to join the Elemental ranks.  More directly, 
  they did not want a being as skilled at Artifice as they, 
  and Najim was ‘Artifice’ personified…  The ambush was 
  total, the battle unequal, and Najim unaided.  Warriors 
  on the battlefield recorded an awesome event in the sky 
  that day, supposed by many to be a “supernova”, the 
  death of a star.  It was the closest thing to death that 
  Najim, the Star-Fallen would experience, being sorely 
  wounded, driven unconscious and deep into the earth 
  of Purple Mountain, a place of power for the Gods.  
  His obscurity complete, Linium stole the adamantine-
  rich worldlet brought to Porphyra, and claimed as his 
  own, being the black-operations land of The Enclave to-
  day.  Kamus took his share, the nascent sentient beings 
  from the Great Beyond as slaves for his cause- though 
  none know exactly what race he stole. And Najim 
  sleeps, comatose, beneath the mountain, beings sum-
  moned by his impaired will inhabited his great body, 
  his errant thoughts attempting to rouse himself to take 
  his place in the Material world- or perhaps with the 
  help of the short lived ones that crawl about the world, 
  and even inside his form, unknowing…
  Adventure Overview
  This is a Pathfinder adventure for four 7th level adven-
  turers on the medium experience track.  As well as the 
  core rulebooks, material from daemon-related supple-
  ments from is also used.
  As Part of the Purple Mountain Dungeon 
  Purple Mountain VII - Domain of the Hidden God can 
  be used as part of the Purple Mountain megadungeon 
  experience using the previous level, Purple Mountain 
  VI - The Well of Stars and exits to the subsequent eighth 
  level of Purple Mountain.  The vertical flow of water 
  in Area 4: Midden of Effluvium connects via a watery 
  channel to Area 10: Mysterious Visitors on Purple 
  Mountain VI, albeit with no access to air.  The door at 
  the top of the ‘foot’ in Area 7: Defense Point leads to 
  an access to Purple Mountain VIII.  There is little traffic 
  through the Domain, as it is mostly sealed, as well as 
  being patrolled and guarded in several places.  Oozes 
  can and do come and go, spawned by the unconscious 
  will of Najim, and various outsiders and beings sum-
  moned from the Realms Beyond.  The current wave of 
  pilgrimages by the insane derro race has not been very 
  successful, as the horrors of the Domain have killed 
  several groups of the subterranean humanoids (Areas 1 
  and 7) The skum heretics in The Well of Stars worship 
  the nearby will of The Hidden God, but as of yet have 
  not ventured forth to discover His Domain.
  As a Stand-Alone Adventure
  Purple Mountain VII can also be used as a single-level 
  adventure. The entrance arriving from Area 1 of Purple 
  Mountain VI, The Well of Stars can be at the end of a 
  deep shaft from the surface of any ‘badlands’ or moun-
  tainous terrain, likely a place that is frequently bom-
  
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  barded by ‘falling stars’… Below are some hooks that can 
  bring an inquisitive party to the adventure area.
  Domain of the Hidden God
  • 
  Suicidal attacks by bands of derro commandos 
  against Linite and Kamian temples and installations 
  have become regular occurrences as of late.  All that 
  can be gotten from the fanatical survivors are the 
  statements “Revenge for the Attack”, “Pilgrimage to 
  the Land of Fallen Stars” and “Service to the Hid-
  den God”.  Research will have to pinpoint a location 
  where meteorites frequently fall, and it is likely that 
  derro pilgrimages will be encountered on the way.  
  Reward for discovering the motive for the attacks 
  (from the faithful of Kamus or Linium) is 3,000 gp, 
  and potions of cure moderate wounds will be given to 
  each party member.
  • 
  An artificer near the Domain’s location has invented 
  a device he calls a clockwork locator. It works like 
  a double-strength locate object spell except that it 
  points to the largest source of clockworks or self-
  animated mechanisms in the vicinity.  When the ar-
  tificer took it to a desolate area near his home where 
  he prospects for ‘godmetal’ (adamantine) the device 
  nearly knocked him down.  He will reward the party 
  with their own machine soldier robot (see Appendix 
  I) if they can locate and chronicle the source of the 
  awesome machinery
  • 
  The party comes into possession of an ancient 
  adamantine tablet inscribed with a prophecy of “A 
  new power, a new Element of Earth, from the Realm 
  Beyond, come to us as a star falls to the planet be-
  low”.  If the party is aligned with the Elementalists, 
  they could seek to fulfill the prophecy, by finding 
  the place ‘where the stars fall’ and completing the 
  requirements. If they are aligned with the Deists 
  (those who follow gods) they could seek to subvert 
  the prophecy, and see that it does not come about.
  Structure of the Domain
  The entire structure of the Domain of the Hidden God 
  is actually the skin, flesh, and organs of the dormant 
  demi-deity Najim the Starfallen.  As such it constantly 
  radiates magic and evil, making both detect spells virtu-
  ally useless while within the Domain.  All structures are 
  also impervious to physical harm by anything less than 
  a +5 weapon, and has a hardness of 50 that cannot be 
  bypassed by non-deific power.  Magical attacks simply 
  have no effect on the walls, floors and other structures 
  of the Domain.  Spells like groundswell and entangle will 
  not work unless otherwise specified.  Areas are 20 feet 
  high unless stated otherwise, and a faint glow is given off 
  by the interior surfaces of the Domain, sufficient as Dim 
  lighting- again, unless stated otherwise.
  The Truth of the Domain: As the party progresses 
  through The Domain, it will eventually occur to them 
  that they are traveling through the body of another be-
  ing, possibly a living one.  The first player to vocalize this 
  suspicion is assumed to do so as their character!  This 
  awesome fact synchronizes with the comatose conscious-
  ness of Najim in the form of a mental thunderbolt that 
  affects the first character to realize what is going on. 
  That character takes 1 point of Wisdom drain, and must 
  make a DC 25 Will save or take 1d6 more Wisdom 
  damage, and be confused for 1d6 rounds, by an attack 
  of gibbering madness.  This contact with a semi-divine 
  being gives that character a one-time spell-like ability of 
  limited wish, without the need for a material component.  
  The GM should let the recipient of this power know of 
  it secretly, and reveal that should he speak of his power, 
  he will be driven insane (permanently confused).
  Reviving The Starfallen: Certain acts will revive Najim 
  the Betrayed, ending his comatose dormancy and allow-
  ing Him to enter the world- and establish Himself as a 
  nascent godling.  All acts must be performed:
  1. Slaying both of the suspiradaemons in areas 10 and 
  2. Awakening the crystal dragon in area 12 (but not 
  freeing it)
  3. Speaking the name of NAJIM in one of areas 18-21, 
  or using the limited wish gift of realization in those 
  areas.
  If both 2 and 3 are completed, but only 1 suspiradae-
  mon is slain, the remaining daemon will be released 
  from its bondage and move from its area to attack the 
  party.  
     If Najim is revived, he will slowly shake Himself awake 
  and prepare to exit His subterranean tomb. Tremors 
  will cause his interior to become difficult terrain for 10 
  minutes; He will start to rise, and for 10 minutes any 
  movement requires a DC 15 Acrobatics check or fall 
  prone—remaining monsters may flee their areas and be 
  encountered in adjacent areas; then, Najim will begin to 
  claw his way through the mountain, raising temperatures 
  in His interior so that all beings without fire resistance 
  will take 1 point of heat damage per round, no save.  
  Thirty minutes after being revived, Najim will burst 
  
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  from His mountain grave and finally become one with 
  the Material Plane. If the party has not fled His body by 
  then, they will be converted into higher daemons (such 
  as astradaemons) to serve Najim in his new ascendancy. 
     Those that revive Najim and escape find a tattoo of his 
  holy symbol on their chests; invoking this tattoo grants 
  a wish to the bearer, but doing so also moves the wisher 
  one alignment step closer to neutral evil. Thus, a neutral 
  good cleric becomes neutral, or a chaotic neutral one 
  becomes true neutral; a neutral character then becomes 
  neutral evil.
  Wandering Monsters
  One check every hour, 1 in 8 chance of an encounter.  
  The wraiths, wisp, and daemons can appear out of no-
  where, the jelly ooze or mud elementals through a door 
  crack, and the clockworks enter as normal. They are all 
  independent of any areas or creatures in the Domain, 
  and none carry any treasure, except for the clockwork 
  soldier and its magical halberd.
  d10
  Encounter
  1
  1-2 wraiths
  2
  3-6 lacridaemons
  3
  1-2 venedaemons
  4
  1 ochre jelly
  5
  1 will-o’-wisp
  6
  clockwork soldier and clockwork servant
  7
  1-3 medium mud elementals
  8
  Pulsing of hidden runes, DC 17 Will or all 
  within 20’ take 1 Int damage; this encounter 
  can only happen once per area.
  9-10
  Greater Ceustodaemon: This encounter 
  should take place only once, in an area that 
  does not otherwise have a creature-encounter 
  ie. Areas 3, 5, 13, 16, or 17.  The daemon will 
  emerge from a floor or door, attempting to be 
  Stealthy (+10).  The token about its neck is a 
  sigil of service, which adds a number of time 
  units to a summoned creature’s service as the 
  summoner has Charisma modifier points.  If 
  worn, it inflicts a -2 penalty on Will saves, 
  unknown to the wearer until a Will save must 
  be made.
  Area A. The Strange Door (CR 7)
  At the end of a tunnel chiseled from raw stone, you find 
  an exposed wall of metal bearing a door- an oblong door 
  made of smooth metal, pale blue in color.  A glowing pad-
  lock is affixed to the left side of the door.
  Trap: See the description above for properties of the 
  “Domain”, including all metal fixtures.  The padlock 
  is an arcane lock (DC 20), which, if bypassed, reveals a 
  puzzle lock; a set of four reels with pictures upon them.  
  Each reel bears the four images of the major types of 
  geniekind, in the following order: shaitan, efreeti, marid, 
  djinn.  If placed in the correct order and left for a round, 
  the door will swing open. The correct order (In descend-
  ing order of genie power) is marid, efreeti, shaitan, 
  djinn. If the order is incorrect, a summon monster VI 
  trap will be triggered, summoning 2-5 mephits, equally 
  divided between salt or earth types, will be summoned, 
  and attack the intruders. A dispel magic against a DC of 
  27 will suppress the summoning effect for 10 minutes.
  Note that once the arcane lock is bypassed or knock is 
  used upon it, it will reseal in 10 minutes (you can use 
  real time for discovering the lock puzzle!) and that it 
  works on both sides. 
  SUMMON MONSTER VI TRAP (CR 8) 
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger incorrect puzzle solution; Reset automatic (10 
  minutes)
  Effect spell effect (summon monster VI, 1d4+1 mephits)
  Purple Duck Note: Note that the experience listed is 
  one time, for bypassing the trap; not for killing endless 
  hordes of mephits!  
  MEPHITS, SALT OR EARTH (2-5) 
  hp 19 (see Appendix I)
  Area 1. “Stranded” (CR 7)
  The dimensions of the room beyond the strange door are 
  unclear, due to masses of sparkling strands that cover the 
  walls and crisscross the interior.  A glow suffuses the web-
  bing from somewhere beyond.  Not surprisingly, a large 
  spider –with a humanlike head- regards you from 10 feet 
  away. Another spider hangs from the ceiling.
  This area is partially exposed to the outside world, and is 
  experiencing fluctuations of existence, probably due to 
  
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  some binding magic of the Two Attackers, Linium and 
  Kamus.  All of the room is subject to gravity reversal, 
  and is partially contiguous with the Ethereal Plane.  The 
  webs are not sticky, and have the tensile properties of 
  spider silk ropes, 6 hp and a break DC of 25—but they 
  do not burn.
     Moving and attacking normally through the web-field 
  requires a DC 15 Acrobatics check or the attacker trips 
  and fall prone.
  Trap: Gravity reversal will cause any who enter to ‘fall’ 
  15 feet up into the webs at the ceiling, taking only 1d6 
  damage but possibly becoming tangled in the semi-ethe-
  real webs.  Anyone that ‘falls’ must make a DC 20 Reflex 
  save or become entangled.  Two successful attacks with a 
  bladed instrument (or one Break attempt) against an AC 
  of 20 that do at least 6 points of damage each will free 
  an entangled creature. 
  Creatures: The webs are the product of two phase spi-
  ders, who are building a lair here.  Due to the contigu-
  ous nature of the room, their ethereal ambush attack is 
  ineffective. The spiders will seek to eat any intruders, but 
  will flee if reduced to 10 hp or less, burrowing into their 
  webs and entering the Ethereal Plane proper.  Following 
  them into the Ethereal Plane would not be a good idea, 
  as it would take a successful DC 20 Knowledge (planes) 
  and Survival to return to the Domain, or otherwise be-
  come lost in the Ether…
  PHASE SPIDERS (2) (CR 5)
  hp 51 (see Appendix I)
  Treasure: On either side of the door north 
  are 4 web-wrapped corpses of derro, the 
  previous inhabitants of the cham-
  ber.  If laboriously cut loose, an 
  orrery of the unknown, a stone 
  of weight, and 48 pp will be 
  found on the bodies.
  Development: If the phase 
  spiders are cleared out, a 
  pair of xill will reoccupy 
  the room.
  XILL (2) (CR 6)
  hp 67 (see Appendix I)
  Area 2. Room of the Wound (CR 7)
  This hall-like room is vaguely tubular, with dimly glow-
  ing metal walls.  Lengthwise seams are visible, and heat 
  emanates from a gaping, ragged hole in the “floor”.
  The ‘gravity reversal’ continues in this area, so the “hole”, 
  a wound suffered by Najim, is actually in the “ceiling”.  
  Loose dirt surrounds the domain outside the hole, and 
  the edges of the hole can support a rope or hook.
  Trap: The “ceiling” (actually the floor) has been accu-
  mulating infection from the Material world, and Najim’s 
  body has adapted to isolate the infection, so that a 1 ft. 
  deep pool of green slime now fills the middle 5 ft. of the 
  room.  The floor parts in the middle, making a trough 
  into the slime.
     Any object weighing more than 50 lbs. causes the floor 
  to fall away, dropping anyone on the floor 10 feet into a 
  trough filled with green slime.
  WEAKENED FLOOR (CR 7)
  Type mechanical; Perception DC 27; Disable Device 
  DC 27
  EFFECTS
  Trigger location; Reset automatic (1 hour)
  Effect 10-ft.-deep-pit (1d6 falling damage plus green 
  slime; DC 25 Reflex avoids; multiple targets (all targets 
  on floor) See green slime’ in the Appendix I.
  
  8
  Special: After the floor has dropped, it becomes difficult 
  to move without coming into contact with the slime.  A 
  DC 15 Acrobatics check enables a PC to make a normal 
  move without falling in the trench, A DC 20 Acrobatics 
  check to make a double move or run.  Note also that the 
  door to Area 3 is 10 ft. above the ‘true’ floor.
  Development: The floor will reset in 1 hour.  It would 
  likely take weeks of digging to reach another open space 
  from the wound.
  Area 3. Room of Faded Glyphs 
  This room is wider and more stable than the previous 
  rooms, and pulses with cold and heat.  The dimly glowing 
  metal walls are covered with faint scratches, and there are 
  round, metal doors in the north and northeast walls.
  The scratches are runes defining the existence of Najim, 
  damaged in the battle of the Two Attackers, and greatly 
  weakened in power.  A DC 25 Linguistics, Knowledge 
  (planes) or Knowledge (religion) check will reveal that 
  ancient information is present here, but it will be dif-
  ficult to decode. A second check by any of these will 
  determine how long: 26-29—4 hours, 30-35—3 hours 
  36-39—2 hours, 40+—1 hour.  
  Treasure: Battered platinum holy symbols (500 gp each) 
  of Kamus and Linium can be found in the corner by the 
  highest Perception check, if one is made.
  Development: Information acquired from the ancient 
  rules could reveal.
  • 
  Knowledge (Planes): the Call was made, the Earth of 
  the soon to be revealed comes to the new Place, from 
  the realms Beyond. the Earth would join to the new 
  Place, and the Attendants from realms Beyond, the 
  Guardian of watery Earth, the breathless Ones, and 
  the Servant of the Name.
  • 
  Knowledge (Religion): the hidden One, soon to be 
  Revealed, Lord of Earth and Metal, Knowledge and 
  Void, from the realms Beyond to the Place of Call-
  ing, to join the Elemental Lords and sit on their 
  Council. his Lore is not to be consumed, his Hands 
  hold Death and Life, his Heart holds Malice.
  • 
  Linguistics: you can make out some of the words 
  particularly: Call Earth Place Beyond. Earth Place 
  Attendants Beyond Guardian Earth Ones Servant 
  Name. One Revealed Lord Earth Metal Knowledge 
  Void Beyond Place Calling Elemental Lords Coun-
  cil. Lore Hands Death Life Heart Malice.
  Area 4. Midden of Effluvium (CR 8)
  As you enter, a nearly physical stench hits you like a 
  palpable wave- as though all the distilled foulness in the 
  world were dripping down the walls.  This chamber is a 
  20 by 20 ft. cube, with doors in every face; the doors on 
  the ceiling and floor are open. A dark channel of water 
  flows from the door in the ceiling to the door in the floor.  
  A noisome 10 ft. pool fills the center 10 ft. of the chamber.
  The upper and lower doors cannot be shut by any mortal 
  means, and the watery channel connects to Area 10. 
  Mysterious Visitors in Purple Mountain VI: The Well of 
  Stars.  The walls cannot be climbed by any means, they 
  are too slippery with metaphysical slime.  Entering the 5 
  ft. feet deep pool exposes adventurer to the same poison 
  as the otyughs bear, and requires a saving throw each 
  round they are in the pool.
  Trap: The south “door”, slightly different from all others, 
  bears a rune indicating masculinity, decipherable with 
  a DC 15 Knowledge (planes) or Linguistics. Touching 
  it deals 1 point of Charisma drain, no saving throw. It 
  cannot be opened by any mortal means, and leaves those 
  who are drained with a deep sense of sadness.
  Creatures: The pool holds 4 fiendish otyughs, mutated 
  by bathing in the excretions and effluvia of the Hidden 
  God.  All possess an extra tentacle, and vaguely glowing 
  red eyes.  They will attack any who enter their area, but 
  could be avoided by the stealthy.
  FIENDISH  MUTANT OTYUGHS (4) (CR 6)
  hp 57 (see Appendix I)
  Development: Entering the foul pool contaminates all 
  carried food supplies.  Anyone consuming the food is 
  subjected the filth fever disease.  
  Area 5. Library of Dire Knowledge (CR 9)
  This room resembles the one you passed through to the pre-
  viously to the west, except that the runes inscribed on the 
  walls are highly visible and glow prominently. Also, there 
  is some kind of mechanical control panel in the northeast 
  alcove.
  This area is a dynamic library of definition of the mind 
  of Najim Starfallen, and as such it is dangerous to re-
  search the information contained within.  Reading the 
  runes and glyphs even casually, as well as with magical 
  
  9
  Midden of Effluvium
  
  10
  methods, will unleash the power within them.
  Trap: The information contained in the active glyphs of 
  Najim’s dormant consciousness will ensnare the mind 
  of lesser beings; they are likely to unable to stop reading 
  them, reading and absorbing until their physical shell 
  decays…
  ETERNAL GLYPH TRAP (CR 9) 
  Type magic; Perception DC 32; Disable Device DC 32
  EFFECTS
  Trigger when read; Reset automatic
  Effect suggestion effect (heightened to 8th level) to con-
  tinue reading glyphs (Will DC 22 negates, new save may 
  be attempted every 8 hours at a cumulative -1 penalty)
  Whoever falls prey to the trap will ignore all other 
  stimuli until the save is made, not eating, drinking (see 
  Environmental Rules in the Pathfinder Roleplaying Game 
  Core Rulebook) or sleeping (fatigued in 8 hours).  Wan-
  dering monsters will definitely be active for long periods 
  of time spent here, and encounter #8 (pulsing runes) 
  can happen multiple times here.  An afflicted victim will 
  always attempt to return and continue reading, even if 
  dragged out of the room, and knocking them uncon-
  scious only keeps them from reading and resisting being 
  dragged from the room.  
  Treasure: In a hidden panel (DC 30 Perception) below 
  the control panel is a storage area for audio recording 
  gems from clockwork spies in the Domain.  The searcher 
  must be specifically looking for compartments or open-
  ings to have a chance to find it.  There are 52 gems cur-
  rently in storage, each worth 50 gp, but also containing 
  recorded audio for at least a millennia.  The GM may 
  use the contents of the gems, if they can be deciphered, 
  to start any adventure or campaign they wish.
  Development: If a reader makes the initial save vs. the 
  endless glyphs, the GM may wish to give one of the four 
  positive effects of a full reading.  Any who complete at 
  least 8 hours of reading (and survive) gain a sliver of 
  knowledge about Najim.  They can access the entire Ad-
  venture Background narrative, are subject to the effects of 
  The Truth of the Domain, know how to free the ghost of 
  ‘The Last Faithful’ in Area 20b), or gain a permanent +2 
  bonus to Knowledge (planes), and must make a further 
  DC 17 Will save or have their alignment move one step 
  closer to neutral evil; should the reader’s alignment be 
  neutral evil, they gain a metamagic feat as a bonus feat.   
  Freeing an obsessed party member
  Falling victim to the endless glyphs of the 
  library of dire knowledge has serious effects, 
  and the victim’s fellows will undoubtedly 
  try to do something about it.  Though their 
  actions will have to be handled as they are 
  attempted, here are some possible methods of 
  handling what may be typical responses.
     Dispelling: Dispel evil, dispel magic, and re-
  move curse will free a victim, against a DC 20 
  target.  The freed victim will have no knowl-
  edge of his experience or what he read.
     Identifying the Affliction: A DC 20 Spell-
  craft or Knowledge (arcana) check will reveal 
  what is taking place with the victim—but 
  if the examiner fails the save by more than 
  5, they must make a save against the trap as 
  though they had read it! The Aid Another ac-
  tion can be used when the time comes for the 
  next save, 8 hours into the endless reading.
     Knocking Them Out: This requires reduc-
  ing the victims hit points to 0.  Unless they 
  have specific skills in dealing nonlethal or 
  knockout damage, they will have to use lethal 
  weapons, or their bare hands. Using a lethal 
  weapon to do nonlethal damage inflicts a -4 
  penalty ‘to hit’.  
  Area 6. Maintainer’s Workshop (CR 6)
  This crowded space resembles a gnome’s workshop- gears, 
  levers and devices festoon the walls, ceiling and floors.  
  Moving amongst this complicated machinery are several 
  four-armed, three-legged creatures made of metal, and the 
  size of a human.  Buzzing randomly amongst them is a 
  metallic eyeball, blinking and twitching as it moves from 
  machine to machine.
  This area was once a sort of immune system for Najim, 
  but is largely useless now, and the work of its inhabitants 
  barely keeps the status quo, preventing further dam-
  age and deterioration, keeping invasive organisms to a 
  minimum.  
  Trap: Anyone manipulating any of the machinery must 
  make a DC 20 Disable Device check or take 1d12 
  electricity damage.  Making the save gives the user a 
  +2 bonus on one saving throw or Disable Device check 
  
  11
  when dealing with any further traps, locks, or devices in 
  the rest of the Domain.
  Creatures: The maintenance crew consists of five clock-
  work servants and a clockwork spy.  The spy will im-
  mediately begin to record all activities of the intruders, 
  up until it is ‘full’ at 1 hour of audio. One of the clock-
  work servants (with a star symbol on its ‘head’) has a +1 
  throwing net as the first-loaded net in its arsenal, all of its 
  subsequent nets (4) and all of the nets of its companions 
  (5 each) are masterwork nets of fine chain link.  The lead 
  servant will break off its work and follow the party while 
  they are in the room, but the party will not be molested 
  as long as they do not interfere with the machinery.   
  Doing so or attacking any of the clockworks will result 
  in attack by 4 of the servants (first round with nets), 
  interference by the spy, and one servant going to Area 7 
  for the clockwork soldiers.
  CLOCKWORK SERVANTS (5) (CR 2)
  hp 31 (see Appendix I)
  CLOCKWORK SPY (CR 1/2)
  hp 5 (see Appendix I)
  Treasure: The lead clockwork servant is loaded with a +1 
  throwing net, and all other nets of all clockwork servants 
  are of fine metal masterwork.  A DC 12 Appraise check 
  will reveal the true worth of all masterwork nets recov-
  ered.
  Development: If the clockwork soldiers in Area 7 enter 
  combat, the servants will prioritize repairing them, firing 
  nets if no repair is required. If the clockwork servants are 
  destroyed, 1 hour later, a new clockwork servant will as-
  semble itself out of gear and machinery within the walls, 
  and reassemble the entire team within 8 hours.
  Area 7. Defense Point (CR 8)
  The chamber beyond is oddly shaped; the ceiling, 30 ft. 
  up, is much smaller than the floor, and has a door in it. 
  And there are two armored beings, bearing halberds at 
  attention, standing against the opposite wall.
  This area is identical to Area 1, except that the foot 
  stands on its heel - thus the north wall slants inward and 
  the ceiling is 30 ft. off of the floor.  The door is arcane 
  locked as in Area 1, but has no puzzle lock beyond that.  
  Climbing the sheer surface to the door is a DC 25 dif-
  ficulty.
  Creatures: Two clockwork soldiers are on standby here, 
  ready to repel invasive organisms from outside The Do-
  main.  They are aware of their surroundings, but have a 
  Perception bonus of -4.  They will come to the aid of the 
  clockwork servants in Area 6 if they are alerted or make 
  a DC 8 Perception check. They will attack any intrud-
  ers that are not clockworks or daemons, with their racial 
  initiative bonus.
  CLOCKWORK SOLDIERS (2) (CR 6)
  hp 64 (see Appendix I)
  Treasure: The soldiers each bear a +1 halberd, and, 
  hacked to bits in the corner, is the desiccated corpse of 
  a derro (a savant leader, in fact). It still wears jewelry 
  worth 1,000 gp, and a crumpled divine scroll of lesser 
  restoration, cure moderate wounds and augury.  
  Development: The clockwork servants will reassemble 
  the soldiers in about a day, less time for their own reas-
  sembly, if necessary.  ‘New’ soldiers will be armed with 
  masterwork halberds.
     Beyond the door is a landing directly above a steeply 
  slanted tunnel leading down to Purple Mountain VIII.  
  If that product is not being used, the landing can lead 
  (after a long climb and at least one cavern interrupting 
  it) to the outside world.
  Area 8. Gurgling Room (CR 7)
  This 20 ft. x 20 ft. chamber is dominated by transpar-
  ent piping twisting and turning through all areas of the 
  chamber, seeming to come from the four corners of the 
  room, and a larger branch from whatever is beyond the 
  wall to the east. Though the pipes seem to be empty much 
  of the time, fluids clear and discolored occasionally pass 
  through in gurgling spurts, and solid chunks of matter rest 
  at the bottom of the piping in various locations.
  The piping has a hardness of 10 and has 10 hit points. 
  The room counts as difficult terrain for all movement.  
  Creatures: If a pipe is broken, the mud elemental in 
  Area 9 will surge through the pipes in 2 rounds, gaining 
  a +5 initiative bonus. It is not affected by difficult terrain 
  restrictions here.  If the mud elemental has been dealt 
  with already, the room will still fill up as described, pos-
  sibly exposing those recovering minerals to toxins.
  HUGE MUD ELEMENTAL (CR 7)
  hp 95 (see Appendix I)
  
  12
  Treasure: Various chunks of distilled minerals can be 
  observed in the piping—4 such clumps can be identified 
  with a DC 17 Appraise as: 1,200 gp in gold nuggets, 20 
  lbs of dreamstone ore (see Godmetals of Porphyra) worth 
  1,000 gp, 100 flake-worth of pure porphyrite worth 500 
  gp, and 300 gp worth of adamantine ore (a fist-sized 
  chunk). They cannot be accessed without breaking the 
  piping.
    
  Development: If the pipes are broken, fluids and mate-
  rial will accumulate in the room until it is repaired, fill-
  ing it to a depth of about 4 feet. The fluid is mildly poi-
  sonous, requiring a DC 12 Fort save for each exposure 
  or lose 1 Con.  A repair team of 2 clockwork servants (if 
  available) will arrive in 20 minutes and repair the pipes 
  with glass-extruding devices in their bodies.
  Area 9. Chamber of Putrid Purification (CR 7)
  The floor and walls of this large, square room are covered 
  with dried and wet puddles of mud.  The west wall seems 
  to be covered in a spongy material that oozes, weeps, and 
  reabsorbs muddy secretions.
  The ‘spongy wall’ purifies the magical aura of anything 
  it touches.  As such, the wall dispells all magical effects 
  which touch its surface, even if a radius intersects its sur-
  face.  It also poisons those who touch it with bare flesh 
  as a contact poison (save F-DC 26, frequency 1/ round 
  for 6 rounds, effect 1d3 Str, cure 1 save). Pieces of the 
  ‘putrid purifier’ can be removed, and remain active for 
  24 hours or until used.  Its properties can be identified 
  with a DC 27 Knowledge (arcana) check.
  Creatures: A huge mud elemental is bound to this room 
  and Area 8, to maintain the cleaning processes that keep 
  Najim cohesive in the hostile environment of the Mate-
  rial Plane.  It will ferociously attack those in Area 8 that 
  break the piping tubes, and those that molest the ‘putrid 
  purifier’- but will allow those that quickly pass through, 
  as long as they don’t take longer than 1 round.
  HUGE MUD ELEMENTAL (CR 7)
  hp 95 (see Appendix I)
  Treasure: Only the properties of the ‘putrid purifier’; 
  there is enough of it to provide 20 chunks, which weigh 
  5 pounds each.
  Development: The ‘putrid purifier’ will regenerate in 8 
  hours, and another huge mud elemental will rise from 
  Area 4 in the same amount of time.
  Area 10. Sinister Chamber of Suffocation (CR 7)
  You enter a dark area, lit occasionally by a dim crackle 
  of indigo energy, across the seemingly bare space.  The air 
  seems thin, as though you were climbing through a moun-
  tain pass.
  Areas 10 and 11 are virtually identical areas that once 
  served as storage facilities for vital essences that sustained 
  Najim through interstellar flight. 
  Creatures: Since Najim’s defeat by ambush and entomb-
  ment, this area is inhabited by a suspiradaemon set 
  to maintain his dormancy, out of the view of the Two 
  Attackers.  A suspiradaemon is formed from the souls of 
  those who have suffocated or have been strangled, appro-
  priate for Najim’s condition and alignment. The daemon 
  in Area 11 may not meet, aid, or come into contact with 
  this one; should they do so, both will be nauseated for 
  one round. 
  SUSPIRIDAEMON (CR 7)
  hp 85 (see Appendix I)
  Treasure: The suspiradaemon that inhabits this cham-
  ber bears a loose cold-iron chain of soul gems wrapped 
  around its neck, of the following variety; 2 grand souls 
  (1000 gp level each) a noteworthy soul (500 gp) and a 
  basic soul (100 gp) (see Appendix V for more on soul 
  gems). One round after the suspiradaemon is slain, the 
  chain will crumble to dust, and the gems the round after 
  that, if not physically pulled from the chain itself, with a 
  Strength check.
  Area 11. Dexter Chamber of Suffocation (CR 7)
  You enter a dark area, lit occasionally by a dim crackle 
  of vermillion energy, across the seemingly bare space.  The 
  air seems thin, as though you were climbing through a 
  mountain pass.
  Creatures: A virtually identical suspiradaemon main-
  tains this space, as in Area 11.  Combat behavior for 
  both is as follows; 1st round—if the intruders are not 
  using Stealth, the daemon attempts to summon lacridae-
  mons (35%, 1-3), 2nd round—the daemon uses cloud-
  kill if no lacridaemons are summoned, and hides with 
  Stealth if they are; it finds a victim to strangle and does 
  so on subsequent rounds. If a victim escapes, it will use 
  
  13
  Suspiradaemon
  
  14
  concussive gasp to get the upper hand, and attack again.  
  Sundering the daemons’ soul gem chain will drive it into 
  a frenzy attacking the thief above all others.
  SUSPIRIDAEMON (CR 7)
  hp 85 (see Appendix I)
  Treasure: This daemon has the same type of necklace of 
  soul gems, except it has a larger Grand Soul gem (2000 
  gp) and 6 basic souls (100 gp each). It will not hesitate 
  to ingest a basic gem to give it fast healing 2 (see Soul 
  Trade, Appendix V). The soul gems are recoverable as per 
  the directions in the previous entry.
  Area 12. Dragon Heart (CR 6)
  This room glows not from the walls, but from a golden 
  10’ disc that slowly rotates in the center of the room.  A 
  draconian creature with scales composed of multifaceted 
  minerals is curled into a shimmering pile in the center of 
  the disc.  The ceiling depicts disturbing patterns of points 
  of light on a black background.
   
  The disc radiates strong conjuration and evocation 
  magic.  Coming into contact with the disc drains 1 
  point of Intelligence per round, unless a DC 27 Will 
  save is made.
  Creatures: The young crystal dragon – comatose, with 
  a current Intelligence score of 0 – is currently serving as 
  the ‘heart’ of Najim, in his own comatose state, as his 
  unfathomable psuedobiology needs a powerful good 
  creature to be a helpless slave to his heart’s desire.  To be 
  woken, the dragon will have to somehow be moved from 
  the disc (it weighs 500 lbs.) and have at least 1 point of 
  Intelligence restored.
  YOUNG CRYSTAL DRAGON (CR 6)
  hp 66 (see Appendix I)  
  Treasure: The dragon weeps in its sleep, and the co-
  alesced tears area are similar to jewels.  Fifteen can be 
  found scattered on the floor, each worth 100 gp.  
  Development: If the dragon is removed from the disc 
  (or killed), a ball of coruscating energy will form over the 
  disc, the prelude to another summoning of a ‘heart’ for 
  Najim; in 1 hour a ki-rin will be fully summoned, and 
  quickly made comatose.
     The young dragon, upset and mentally impaired, will 
  seek to leave the Domain, and will haltingly express 
  such, in Draconic and Undercommon-“HOME!”.  If it 
  is escorted to Area 2, or if the locks to Areas 1 or Area 
  7 opened for it, it will burrow away. Award the party 
  experience as though they had defeated it.
  Area 13. Desolate Hall
  This area is utterly silent. The walls and ceiling are dotted 
  with twinkling, starlike points of light. The air seems thin 
  and cold.
  This area has a connection to the Outer Spaces, and 
  gravity is somewhat weak here.  Though the walls seem 
  to be of some invisible substance, the ceiling is not.  
  Loose items under 20 lbs. will float away, and if any 
  come in contact with the ceiling, will be lost into the 
  vacuum of the Outer Spaces. Missile attacks, as well as 
  Strength and Dexterity-based checks are all at -2.
  Area 14. Adamantine Armory (CR 7)
  The walls in this area do not glow- they bear a dull sheen 
  that suggests high density, and bear blunt, harsh sigils. The 
  end of the hallway widens into three short passageways, 
  with thick metal walls separating each.
  Desolate Hall
  
  15
  A  DC 25 Linguistics check will determine the specific-
  ity of the sigils; a repetition of the concepts “Right” “De-
  feat the Enemy” and “Indestructible”.  The decipherer 
  will not be able to tell that they are actually in the ‘right’ 
  arm of Najim (which is the rune’s intent) or the refer-
  ence to ‘rightness’ of morality.
  Trap: The three passages hold symbolic arms and armor 
  of the might of Najim; but they are protected by his 
  ‘fingers’ which will crush the unwary or the slow.  
  CRUSHING HAND OF NAJIM (CR 7)
  Type mechanical; Perception DC 27; Disable Device 
  DC 27 (see below)
  EFFECTS
  Trigger location; Reset automatic (1d12 days)
  Effect 2 Atks +18 melee, 4d6 damage, or 12d6 damage 
  if both hit the target
  A Disable Device attempt assumes that a metal object is 
  placed to brace the walls apart.  If successful, the charac-
  ter retrieving the object gets in and out unharmed, and 
  the bracing object gains the broken condition.  If unsuc-
  cessful, the bracing object is destroyed, and the retriever 
  receives the attacks, albeit with a reduction to +11 melee.  
  A ‘crushed’ player, if killed, will be pulverized complete-
  ly, as will all of his goods, unless the GM wishes to give 
  certain items saving throws.
  Treasure: The leftmost passage holds a mithral heavy 
  shield, the center an adamantine aklys, and the right-
  most an adamantine chain shirt.
  Development: If any damage was taken here, and the 
  party returns at a later date, a large grey ooze will be 
  ‘cleaning up’ the mess.
  GRAY OOZE, GIANT (CR 5)
  hp 58 (see Appendix I)
  Area 15. Warehouse of Forbidden Knowledge (CR 8)
  A tubular hall with walls of glowing metal stretches into 
  the distance.  About twenty feet away, some kind of pillar 
  rises from floor to ceiling.  In the dim light, you can see 
  opaque glass globes drifting through the hall towards and 
  away from you.  
  Each globe (AC 10, hp 4, Move 10’) levitates itself and 
  moves randomly, any given globe encountered will be 
  random from the list under “Treasure”. There is no door 
  to Area 16, it is beyond the second pillar.  
  Trap: The globes do not detect as traps, and cannot be 
  disabled as devices. Dispel magic vs. a target of 18 will 
  disable a globe’s motive force, and it will shatter on the 
  floor, releasing its effect.
  Creatures: Lurking beyond the dimensional veil are two 
  hounds of Tindalos, which will be allowed to enter this 
  plane if any quasi-permanent angle is created in this 
  area.  Breaking a globe definitely creates angles, from the 
  shards on the floor.  Other actions by intruders could do 
  so, as well.  Each hound must have its own entry source, 
  thus one globe for each hound. They will pursue their 
  quarry wherever they are able.
  HOUND OF TINDALOS (2) (CR 7)
  hp 85 (see Appendix I)
  Treasure: Each of the drifting globes has a phrase on 
  it in Aklo that is one of the divine domains of Najim.  
  They are numbered for randomization, and the effects/
  contents of each are listed.
  1. Artifice: Contains a clockwork spy (see Appen-
  dix I) that will serve the opener faithfully.
  2. Dark Tapestry: A crimson egg falls out, cracks 
  open, and releases an alien creature called the 
  emissary of the starfallen but appears as some 
  kind of alien wasp.  It attacks, and if killed 
  extrudes an egg that hatches another ‘wasp’ that 
  will serve its parent’s killer.
  3. Earth: The opener is pulled through a portal 
  into the Elemental Plane of Earth, unable to find 
  another portal to Area 1-8 (random) for 1 hour. 
  There is a 20% chance they will have an encoun-
  ter there.
  4. Knowledge: An icy voice reveals the circumstanc-
  es of the opener’s death; the opener is shaken for 
  24 hours.  
  5. Metal: Contains an adamantine gauntlet.
  6. Stars: A permanent hypnotic pattern comes into 
  being at eye level, DC 19 Will to resist.  Every 
  time the pattern is looked upon, the save must 
  be made!
  7. Thought: A burst of energy restores one spell slot 
  to an opener who is a spellcaster; a non-spellcast-
  er takes 1 Int damage
  
  16
  8. Void: The vacuum of space sucks all the air out 
  the opener’s body-they pass out, but when they 
  awake in 10 rounds, they find they automatically 
  pass the next three Will saves they are required to 
  make, ie. “You feel mentally strong, now.”
  EMMISARY OF THE STARFALLENT (CR 4)
  hp 47 (see Appendix II)
  Development: Clockwork servants will arrive in an hour 
  to rebuild the globes, and the will of Najim will refill 
  them in 1 day—though not necessarily in the same man-
  ner!  More hounds of Tindalos will be on hand, as well.
  Area 16. The Hand of Magic (CR 7)
  This chamber is roughly spherical, lit only by the glow 
  of the tubular hall.  In the center of the chamber, in the 
  middle of space is a black figure, its face a glowing circle.  
  Cables and spans of metal form a roughly spherical net 
  around the figure, which holds objects in its hands.
  This chamber is the hollow musculature of a hand, 
  specifically Najim’s hand, in the shape of a fist.  Entering 
  the net to reach the figure is a DC 20 Climb or Acrobat-
  ics check, or fall for 2d6 damage.
  Treasure/Trap: The face of the figure is a mirror of 
  guarding reflection—when mounted on the cable-
  suspended figure it functions as a mirror of opposition for 
  the first being to look directly in it.  A DC 27 Disable 
  Device check is required to remove the mirror.  The left 
  hand of the figure holds a canister of void dust, the right 
  hand, a metal tube containing a scroll of call the void.
  Purple Duck Note: The cursed crown of blasting in 
  Area 13c. of  Purple Mountain VII - The Well of Stars 
  belongs on the figure’s brow-returning it here will cause 
  the mirror of guarding reflections to be released, with 
  an audible click.  If the crown even enters this cham-
  ber, the mirror will pulse, and not activate unless the 
  Disable Device check fails. A DC 27 Use Magic Device 
  check will note the connection between the two.
  Area 17. Chamber of Abasement
  Beyond the heavy curtains, the chamber is a wide cylinder, 
  with you standing on the curved side.  Beneath you and 
  on all sides are scenes of titanic battles between smooth-
  featured, giant-like beings with enormous, glowing eyes.  
  A circular door, like the ones before but larger, is in the 
  north wall. You sense an oppressive intelligence that seems 
  to be pushing you away!
  The door forward is locked (DC 20) Disable Device.
  Area 18. Chamber of the Voice
  [With a light source]
  You enter a chamber with a bowl-like floor and ceiling, 
  which depicts a swirling nexus of energy. A wall of trans-
  parent material stands between you and two chambers to 
  the north. Out of swirling currents of mist appear a gem-
  eyed skull to the left, and a strange being—humanoid, but 
  bug-eyed, pointy eared, and transparent, on the right.
  [via Darkvision]
  You enter a chamber with a bowl-like floor and ceil-
  ing, which depicts or contains a swirling nexus of energy.  
  There are two chambers to the north. Within the center of 
  the one on your left is a gem-eyed skull, and a strange be-
  ing -humanoid, but bug-eyed, pointy eared, and transpar-
  ent, on your right.
  The panels that make up the north ‘walls’ are of 
  “glassteel”; each 1 foot square has 30 hp and a hardness 
  of 10. Note that darkvision alone will not see the ‘glass’ 
  in a perfectly dark environment, using the second alter-
  nate description wording.  
  Areas 19a/b. Zones of The Word (CR 3/3)
  This small chamber has dead black, featureless walls, but 
  you can feel raw power thrumming from inside them.
  If any deliberate sound is made here, all within are af-
  fected as though by a sound burst spell, taking 1d8 dam-
  age and making a DC 19 Fortitude save or be stunned 
  for 1 round.  One can touch a wall and use clairaudience 
  on any place visualized, up to ½ mile away.  This prop-
  erty has no limit to its use, but every use after the first 
  requires a DC 17 Fortitude save to avoid being deaf-
  ened, as the spell.  The secret doors in each of the zones 
  can be found with a DC 20 Perception check.  They 
  are not trapped, as such, but a check to search for traps 
  reveals that the hinges that move the doors are almost 
  
  17
  stuck, and will squeak loudly unless lubricated in some 
  way, triggering the sound burst effect.  The effect cannot 
  be deactivated by anything other than a silence spell or 
  similar magic.
  Development: This power may be used to listen in on 
  other levels of Purple Mountain, if the GM allows, likely 
  limited to levels VI and VIII.
  Area 20a. Chamber of Vision (CR 7)
  The walls of this chamber are festooned with faintly 
  glowing, and slowly pulsing lines and nodes of energy. In 
  the absolute center of the chamber is a swirling nexus of 
  energy. Floating in this nexus is a jewel-eyed skull coated 
  in some metallic substance.
  A being that stands within the ‘nexus of energy’ cannot 
  perceive anything with his physical body, but may use 
  clairvoyance on any area they request, up to ½ a mile 
  away.  They may break the connection and move out of 
  the nexus at any time that they wish.
  Creatures: Floating in this chamber is an animated skull, 
  the adamantine-coated body part of “The Last Faithful’s” 
  mate—its familiar, as well.  The skull possesses, in one of 
  its eye sockets, an eye of the void (see Appendix III), from 
  which it launch a gaze attack using the most efficient 
  pattern.  After that attack, it will taunt any intruders 
  loudly, threatening all kinds of foul magic and doom 
  each round.  It has only the powers listed in the appen-
  dix entry.
  Suggested Random Dooms:
  • 
  “The blistering blast of my breath will roast you alive!”
  • 
  “My gaze will boil the flesh from your bones!”
  • 
  “Your body shall be mine to carry me to your world’s 
  doom!”
  • 
  “I shall eternally eat your internal organs!”
  • 
  “Gorgathar na yadigg vo sumalla Karethekon!” [means 
  nothing…]
  • 
  “Your appearance is repulsive and your maternal parent 
  chose your apparel in a vindictively humorous manner!”
  ANIMATED SKULL FAMILIAR
  hp 29 (see Appendix II)
  Treasure: The eye of the void cannot be recovered from 
  the skull if any hit-point damage are done in excess of 
  the animated skull’s hit points—otherwise, it will be 
  pulverized along with the skull.
  Development: The power of the nexus may be used to 
  view other levels of Purple Mountain, if the GM allows, 
  likely limited to levels VI and VIII.
  Area 20b. The Last Faithful (CR 7)
  The walls of this chamber are festooned with faintly glow-
  ing, and slowly pulsing lines and nodes of energy.  In the 
  absolute center of the chamber is a swirling nexus of energy. 
  Emerging from this nexus is a bizarre, transparent being, 
  bug-eyed and pointy-eared, like no humanoid race you have 
  ever seen.
  As in Area 20a, a being that stands within the ‘nexus of 
  energy’ cannot perceive anything with his physical body 
  where they are; they may use clairvoyance on any area 
  they request, up to ½ a mile away.  They may break the 
  connection and move out of the nexus at any time that 
  they wish.
  Creatures: The strange being thinks of itself as “The Last 
  Faithful” is the ghost of a member of a lower race from 
  Najim’s reality, probably its first worshiper and acolyte.  
  Volunteering to accompany Najim to its new reality, it 
  survived the journey only to perish during the attack by 
  the two ambushing gods.  Its body vaporized, it exists 
  
  18
  only to try and preserve the purpose of Najim, though 
  it is confused by death as to how to do that.  It can 
  consistently use its corrupting gaze power through the 
  “glassteel”, and either must be lured through that barrier 
  or confronted in its chamber to battle physically, though 
  channeled energy can pass through the glassteel.
  THE LAST FAITHFUL  (CR 7)
  hp 45; (see Appendix II)
  Treasure: Placed around the perimeter of this chamber 
  are items created to be relics of Najim’s church, never 
  sanctified.  They include an ornate portable altar (450 
  gp), two sets of gilt-edge authoritative vestments (450 
  gp each) and a pair of platinum holy symbols of Najim 
  (500 gp each).
  Development: The power of the nexus may be used to 
  view other levels of Purple Mountain, if the GM allows, 
  likely limited to levels VI and VIII.  “The Last Faithful” 
  will rejuvenate in the manner of ghosts in 2d4 days, un-
  less Najim is freed from his comatose state to again tread 
  the Multiverse.  If the PCs know enough to somehow 
  convince it that they can bring about Najim’s return, it 
  will howl in joy and disintegrate into a handful of dust, 
  equivalent to a dose of void dust.  
   
  Area 21. Chamber of the Neh-Thalggu (CR 8)
  This irregular chamber resembles half of a globe turned on 
  its side. Dotting the north wall are small shelves hold-
  ing faintly glowing tablets with what appear to be runes 
  upon them.  A vilely glowing black sphere is attached to 
  the ceiling by a metal framework. Far more distracting 
  than these features is the large, bizarre creature that turns 
  to face you, a crab-like nightmare with a lamprey mouth, 
  twitching eyes on its legs, and several blisters on its back 
  that seem to hold humanoid brains.  In a voice that seems 
  to scream from nowhere and everywhere, you hear “Do 
  you know the Hidden God?”
  The sinister sphere on the ceiling is an immovable device 
  that creates a portal to the Plane of Abbadon, releasing 
  1 cacodaemon for every round that a living or magical 
  organ is touching it.  As this is a portal and not a sum-
  moning effect, the cacodaemons are here permanently, 
  thus creating a food source for the brain collector, as 
  well as amusement. If a summon spell is cast upon the 
  sphere, a daemon of a Challenge Rating of 1 higher than 
  the summon spell can be called forth.
  Creatures: The nightmarish creature, guardian of the 
  cerebral spaces of Najim is a brain collector (or neh-
  thalggu), foul aberration of the nether spaces and would-
  be Hand of whatever high priest eventually comes to 
  revive the cult of the Betrayed. It endlessly pores over the 
  sacred tiles on the walls of the cerebral chamber, sum-
  moning monsters to torture and interrogate, 
  NEH-THALGGU (CR 8)
  hp 105 (see Appendix I)
  Treasure: The rune-tablets that the neh-thalggu obsesses 
  over are representatives of all of the symbols of magical 
  writing, for the 26 ‘letters’ of the magical alphabet.  Each 
  is also a single spell-scroll, weighs ½ a pound, with 2 
  hardness and 2 hp.  They are: A-augury (150 gp), B-
  blessing of the mole (375 gp), C-comprehend languages (50 
  gp), D-detect thoughts (150 gp), E-expeditious excavation 
  (50 gp), F-feather fall (50 gp), G-guiding star (375 gp), 
  H-heat metal (150 gp), I-instrument of agony (150 gp), 
  J-jury-rig (50 gp), K-know the enemy (50 gp), L-levitate 
  (150 gp), M-mask of the void (see Appendix IV; 1,125 
  gp) N-nondetection (375 gp), O-obscure object (375 
  gp), P-planar binding (1,650 gp), Q-qualm (150 gp), 
  R-raging rubble (375 gp),  S-summon monster II (150 
  gp),  T-transmute rock to mud (1,125 gp),               U-
  unshakeable chill (150 gp), V-vampiric touch (375 gp), 
  W-wandering star motes (700 gp), X-x-ray vision (see 
  Appendix IV; 1,125 gp), Y-youthful appearance (50 gp),  
  Z-zone of truth (150 gp)
  Development: Stacking the rune-tablets for N, A, J, I, 
  and M on top of one another causes them to glow and 
  develop an aura of transmutation (DC 17 Spellcraft to 
  identify). If a further transmutation spell of any level, or 
  a DC 17 Use Magic Device check is made while manip-
  ulating the tablets, the Star-Shard of Najim (see Appen-
  dix III) will be created, a minor artifact meant to further 
  the power of Najim on Porphyra.  
  Conclusion
  Consequences of the adventure within The Domain 
  of the Hidden God depend heavily on what the party 
  discovers in and about the comatose body of the Star-
  fallen. Many of the treasures within the Domain would 
  be recognized as sacred to the few faithful of Najim, and 
  would definitely shift their mad attention to the party. 
  If the party awakens Najim, the consequences for the 
  world would be significant, to say the least!  Emergence 
  
  19
  of new cults (see Appendix V), an upsurge in daemon 
  activity and technological advancement would be defi-
  nitely evident in the next year or so.  The party may have 
  much to answer for…
     Should Najim not be awakened, but knowledge of his 
  existence made widely known, the party may be obligat-
  ed to suppress that possibility, maybe by sealing passages, 
  cleaning out neighboring levels of Purple Mountain in a 
  kind of quarantine, or hunting down vestiges of existing 
  Najimite cults.  A series of regularly-applied consecrate 
  spells would probably blunt the comatose god’s purpose 
  on Porphyra.
  Appendix I: Dungeon Monsters
  The following monsters appear in the seventh level of
  Purple Mountain. They are arranged here in alphabetical
  order.
  Clockworks
  Clockworks are constructs created through a fusion of 
  magic and technology. They have the following traits un-
  less otherwise noted.
  • 
  Winding (Ex) Clockwork constructs must be 
  wound with special keys in order to function. As a 
  general rule, a fully wound clockwork can remain 
  active for 1 day per Hit Die, but shorter or longer 
  durations are possible.
  • 
  Vulnerable to Electricity: Clockwork constructs 
  take 150% as much damage as normal from electric-
  ity attacks.
  • 
  Swift Reactions (Ex) Clockwork constructs gener-
  ally react much more swiftly than other constructs. 
  They gain Improved Initiative and Lightning Reflex-
  es as bonus feats, and gain a +2 dodge bonus to AC.
  • 
  Difficult to Create (Ex) The time and gp cost 
  required to create a clockwork is 150% of normal. 
  Construction requirements in individual clockwork 
  monster entries are already increased.
  Clockwork Servant
  This four-armed, human-sized clockwork construct balances 
  on three legs that rise into a central body.
  CLOCKWORK SERVANT (CR 2; XP 600)
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Per-
  ception +0
  DEFENSE
  AC 16, touch 14, flat-footed 12 
  (+2 Dex, +2 dodge, +2 natural)
  hp 31 (2d10+20); fast healing 2
  Fort +0, Ref +4, Will +0
  Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +6 (1d4+6)
  Ranged net +4 (entangle)
  STATISTICS
  Str 19, Dex 14, Con —, Int —, Wis 11, Cha 1
  Base Atk +2; CMB +6; CMD 20
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ repair clockwork, swift reactions, winding
  SPECIAL ABILITIES
  Net (Ex) As a standard action, a clockwork servant can 
  launch a net from its shoulder. The launcher itself can 
  contain up to five nets—loading a folded net into the 
  launcher is a standard action. Some clockwork ser-
  vants are outfitted with masterwork or even magic nets, 
  although the clockwork servant presented here is armed 
  with standard nets.
  Repair Clockwork (Ex) Clockwork servants are adept 
  at repairing other clockwork constructs. As a standard 
  action that does not provoke an attack of opportunity, a 
  clockwork servant can repair damage done to either itself 
  or an adjacent clockwork creature, healing 1d10 points 
  of damage to the target.
  Clockwork Soldier
  Cogs and gears are visible in the gaps of this metallic 
  creature’s armor. It wields a polearm as it stands ready at 
  attention.
  CLOCKWORK SOLDIER (CR 6; XP 2,400)
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Per-
  ception +0
  DEFENSE
  AC 20, touch 14, flat-footed 16 
  (+2 Dex, +2 dodge, +6 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +6, Will +2
  DR 5/adamantine; Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee +1 halberd +18/+13 (1d10+13/×3)
  Special Attacks latch
  
  20
  STATISTICS
  Str 28, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +8; CMB +17 (+19 disarm); CMD 31 (33 vs. 
  disarm)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ efficient winding, proficient, standby, swift reactions
  SPECIAL ABILITIES
  Efficient Winding (Ex) A clockwork soldier can func-
  tion for 2 days per Hit Die every time it is wound.
  Latch (Ex) Clockwork soldiers have specially designed 
  hands that easily grasp and lock onto weapons and 
  objects. A soldier can attempt to disarm or grapple as a 
  standard action without provoking an attack of opportu-
  nity, and it receives a +2 bonus on disarm checks. In ad-
  dition, it receives a +2 bonus to CMD against attempts 
  to disarm it.
  Proficient (Ex) A clockwork soldier is proficient with all 
  simple and martial weapons.
  Standby (Ex) A clockwork soldier can place itself on 
  standby as a standard action. While on standby, a clock-
  work soldier cannot move or take any actions. It remains 
  aware of its surroundings but takes a –4 penalty on Per-
  ception checks. Time spent on standby does not count 
  against the soldier’s wind-down duration. A clockwork 
  soldier can exit standby as a swift action—if it does so to 
  initiate combat, it gains a +4 racial bonus on its Initia-
  tive check.
  Clockwork Spy
  This tiny steel creature has one oversized eye, a spherical 
  body, and several spiderlike legs of grinding metal.
  CLOCKWORK SPY (CR 1/2; XP 200)
  N Tiny construct (clockwork)
  Init +5; Senses darkvision 60 ft., low-light vision; Per-
  ception +0
  DEFENSE
  AC 15, touch 15, flat-footed 12 
  (+1 Dex, +2 dodge, +2 size)
  hp 5 (1d10)
  Fort +0, Ref +3, Will +0
  Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee slam +3 (1d2)
  Special Attacks record audio, self-destruct
  STATISTICS
  Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1
  Base Atk +1; CMB +0; CMD 12
  Feats Improved InitiativeB, Lightning ReflexesB
  Skills Climb +2, Fly –3, Stealth +11; Racial Modifiers 
  +2 Climb, +2 Stealth
  SQ swift reactions, winding
  SPECIAL ABILITIES
  Record Audio (Su) A clockwork spy can record nearby 
  sounds as a swift action, archiving all sound within 
  a 20-foot spread onto a small gemstone worth 50 gp 
  embedded in its body. The clockwork spy can record 
  up to 1 hour of sound per Hit Die it possesses. Start-
  ing and stopping playback of recorded sound is a swift 
  action. Removing a gemstone or installing a gemstone 
  into a clockwork spy requires a DC 25 Disable Device 
  check as a full-round action—failure does not damage 
  the gemstone but does erase any recorded sounds on 
  the gemstone. Since clockwork spies are not intelligent, 
  they must be given simple commands as to when they 
  are to start recording sounds. A clockwork spy can dif-
  ferentiate between creature types and subtypes, but not 
  between specific individuals—a spy can be ordered to 
  start recording sound as soon as a humanoid (human) or 
  an aberration comes in range, but it cannot be ordered 
  to start recording when a specific person comes within 
  range. Once a clockwork spy begins recording sound, it 
  cannot cease recording early. Likewise, it cannot record 
  sound onto a gemstone that already contains a recording.
  Self-Destruct (Su) Unless specifically programmed oth-
  erwise by its creator, a clockwork spy explodes 1 round 
  after it is destroyed. During this round, the thing shrieks 
  and thrashes about as if undergoing convulsions. On 
  what would normally have been the clockwork spy’s next 
  action, it explodes, dealing 1d6 points of fire damage in 
  a 5-foot radius (Reflex DC 10 for half damage). A DC 
  20 Disable Device check made as a standard action can 
  halt the spy’s self-destruct sequence, but does not prevent 
  it from dying. A clockwork spy that self-destructs auto-
  matically destroys its gemstone, along with any informa-
  tion contained inside it. The save DC is Constitution-
  based.
  Daemon, Ceustodaemon
  This brown, shaggy-furred beast stands on slate grey hooves. 
  Its head resembles that of a maniacal horned ape.
  CEUSTODAEMON (CR 6; XP 2,400)
  NE Large outsider (daemon, evil, extraplanar)
  Init +1; Senses darkvision 60 ft., detect good, detect 
  magic, see invisibility; Perception +15
  DEFENSE
  AC 20, touch 10, flat-footed 19 
  
  21
  (+1 Dex, +10 natural, –1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +3, Will +8
  DR 10/good or silver; Immune acid, death effects, dis-
  ease, mind-affecting effects, paralysis, poison, polymorph 
  effects, sleep effects; Resist cold 10, electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee bite +11 (2d6+4), 2 claws +11 (1d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (30-ft. cone; 6d6 fire 
  damage; R-DC 17 for half; usable once every 1d4 
  rounds)
  Spell-Like Abilities (CL 8th; concentration +10)
     Constant—detect good, detect magic, see invisibility
     At will—dimension door
     3/day—dispel magic, fly
     1/day—hold monster (W-DC 17), slow (W-DC 15)
  STATISTICS
  Str 18, Dex 13, Con 16, Int 11, Wis 14, Cha 15
  Base Atk +8; CMB +13; CMD 24
  Feats Alertness, Blind-Fight, Power Attack, Step Up
  Skills Bluff +13, Intimidate +11, Knowledge (planes) 
  +9, Perception +15, Sense Motive +15, Stealth +8, Sur-
  vival +9
  Languages Abyssal, Infernal; telepathy 100 ft.
  SQ drawn to service
  SPECIAL ABILITIES
  Drawn to Service (Su) When brought to another plane 
  with a planar binding or planar ally spell (or any similar 
  calling effect), ceustodaemons take a –5 penalty on the 
  initial Will save and on their Charisma check to refuse 
  service. Ceustodaemons also take a –5 penalty on saves 
  against binding, planar binding, and other spells designed 
  to bind a creature to a particular plane as long as the 
  daemon is commanded to serve as a guardian for a single 
  area or small complex.
  Daemon, Lacridaemon 
  Sobbing uncontrollably, this gray-skinned creature possesses 
  thin legs ending in black cloven hooves, as well as a fero-
  cious, manic grin. Its flesh is torn and scratched even down 
  to the tip of its misshapen tail, while a patchwork sheet of 
  dirty ice covers its body. Its tears sizzle violently as they hit 
  the ground.
  LACRIDAEMON (CR 3; XP 800)
  NE Medium outsider (daemon, evil, extraplanar)
  Init +7; Senses darkvision 60 ft., detect good, detect 
  magic; Perception +8
  Aura weeping aura 100 ft.
  DEFENSE
  AC 15, touch 13, flat-footed 12 
  (+3 Dex, +2 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +4, Will +5
  DR 5/good or silver; Immune acid, death effects, dis-
  ease,
  poison; Resist cold 10, electricity 10, fire 10; SR 14
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+2 plus 1d4 acid and poison), 2 claws 
  +7 (1d4+2 plus 1d4 acid)
  Special Attacks poisonous tears
  Spell-Like Abilities (CL 4th; concentration +5)
     Constant—detect good, detect magic
     At will—pass without trace
     3/day—overwhelming grief (W-DC 14), teleport (self  
  plus 50 lbs. of objects only)
     1/day—hold person (W-DC 14), invisibility, snare, 
  summon (level 4, 1 lacridaemon, 50%)
  STATISTICS
  Str 14, Dex 17, Con 14, Int 11, Wis 13, Cha 12
  Base Atk +4; CMB +6; CMD 19
  Feats Improved Initiative, Weapon Focus (claws)
  Skills Acrobatics +10 (+14 jump), Bluff +8, Climb +9,
  Perception +8, Sense Motive +8, Stealth +10
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Poisonous Tears (Su) A lacridaemon’s tears are poison-
  ous to other creatures. As a move action that provokes an
  attack of opportunity, a lacridaemon can coat both of its
  claws with its tears, giving its next attack the possibil-
  ity of poisoning its victim. A lacridaemon must attack 
  with its claws on the same round or the round immedi-
  ately after it applies its tears in order to use this ability; 
  after that time, the tears lose their potency. Once it has 
  attacked a creature using its tear-coated claws, a lacri-
  daemon must reapply the tears again in order to use this 
  ability.  A lacridaemon’s bite attack is always treated as 
  having its poisonous tears applied to it.
     Lacridaemon poison: Injury; save F-DC 14; frequency 
  1/round for 6 rounds; effect 1 Wis plus staggered for 1 
  round; cure 2 consecutive saves.
  Weeping Aura (Su) A lacridaemon emits an invisible 
  aura that sounds like the whimpers of a crying child. 
  The whimpers sound almost as if they’re coming from 
  all directions at once, or perhaps from one’s own mind, 
  disorienting those within the aura’s area. Any creature 
  that enters this area takes a –5 penalty on Survival checks 
  
  22
  to avoid becoming lost. Creatures within the aura’s range 
  need not be able to physically hear the whimpers in 
  order to be affected by this ability (and those who try to 
  identify its origin so they can get nearer take a –5 pen-
  alty on their Perception checks to do so). A lacridaemon 
  can suppress or reactivate its aura as a free action, and 
  the effects from multiple lacridaemon auras stack (up to 
  a maximum penalty of –20). This aura is a sonic, mind-
  affecting effect.
  Daemon, Suspiridaemon 
  This tall, three-legged fiend possesses an avian body and 
  head, save for its gangly arms, which end in thin, clawlike 
  fingers. Its scrawny neck is adorned with three thick iron 
  rings, and a grotesquely long, barbed tongue resembling 
  an octopus’s tentacle winds out of its oversized beak. Burst 
  blood vessels fill the creature’s wide eyes, and
  reddish speckled blotches cover its cyanotic flesh.
  SUSPIRIDAEMON (CR 7; XP 3,200)
  NE Medium outsider (daemon, evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +14
  Aura thin air
  DEFENSE
  AC 20, touch 14, flat-footed 16 
  (+3 Dex, +1 dodge, +6 natural)
  hp 85 (9d10+36)
  Fort +9, Ref +9, Will +8
  DR 10/good or silver; Immune acid, disease, death ef-
  fects, poison; Resist cold 10, electricity 10, fire 10, sonic 
  30; SR 18
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d4+4), tongue +8 (1d6+6/19–20 
  plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
  Special Attacks concussive gasp, constrict (1d6+6), 
  strangle, suffocate
  Spell-Like Abilities (CL 9th; concentration +13)
     At will—death knell (W-DC 16), ghoul touch (F-DC 
  16), ray of enfeeblement
     3/day—stinking cloud (F-DC 17), vampiric touch
     1/day—cloudkill (F-DC 19), summon (level 4, 1d3
  lacridaemons 35%)
  STATISTICS
  Str 19, Dex 17, Con 18, Int 14, Wis 15, Cha 18
  Base Atk +9; CMB +13 (+17 grapple); CMD 27
  Feats Combat Reflexes, Dodge, Great Fortitude, Im-
  proved Critical (tongue), Improved Initiative
  Skills Climb +16, Diplomacy +16, Intimidate +16, 
  Knowledge (nature) +14, Knowledge (planes) +14, Per-
  ception +14, Sense Motive +14, Stealth +15
  Languages Abyssal, Draconic, Infernal (cannot speak);
  telepathy 100 ft.
  SQ no breath
  SPECIAL ABILITIES
  Concussive Gasp (Su) Once per day, a suspiridaemon 
  can inhale with such sudden force as to evacuate the air 
  in its proximity, causing a sudden wave of air pressure 
  from the implosion. Every creature within 30 feet must 
  make a DC 18 Fortitude save or take 5d6 points of sonic 
  damage and become sickened for 1d4 rounds. Any crea-
  ture that makes a successful save takes only half damage 
  and is not sickened. A suspiridaemon cannot perform 
  this ability if it is currently grappling a creature with its 
  tongue. The save DC is Constitution-based.
  Strangle (Ex) Suspiridaemons have an unerring talent
  for seizing their victims by the neck. A creature that is
  grappled by a suspiridaemon cannot speak or cast spells
  with verbal components.
  Suffocate (Ex) A creature affected by the daemon’s 
  strangle ability cannot breathe and must hold its breath. 
  Because of the daemon’s thin air aura, this can quickly 
  render an opponent unconscious.
  Thin Air (Su) A suspiridaemon’s aura makes the air 
  around it difficult to breathe. Creatures that need to 
  breathe can only hold their breath half as long as normal 
  while within this aura, and suffer from altitude sickness 
  as if in a low peak or high pass (see Altitude Zones in the 
  Pathfinder Core Rulebook).
  Daemon, Venedaemon 
  Silken robes drape this androgynous fiend’s form, pro-
  viding only an outline of the body beneath. Claw-tipped 
  tentacles emerge from the cuffs, clutching wands and 
  soul gems, while below its robe’s margins, its multiple-
  jointed legs—almost like a reptilian insect’s—end in 
  clawed, three-toed chitinous feet. Its face remains per-
  petually covered by a dark veil, and a trio of long, forked 
  tongues periodically emerges from its rounded mouth 
  and tastes the air around its thin lips.
  VENEDAEMON (CR 5; XP 1,600)
  NE Medium outsider (daemon, evil, extraplanar)
  Init +6; Senses arcane sight, darkvision 60 ft.; Perception 
  +12
  DEFENSE
  AC 18, touch 12, flat-footed 16 
  (+2 Dex, +6 natural)
  hp 51 (6d10+18)
  
  23
  Fort +5, Ref +7, Will +8
  DR 5/good or silver; Immune acid, death effects, dis-
  ease, poison; Resist cold 10, electricity 10, fire 10; SR 
  16
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 tentacles +6 (1d6)
  Special Attacks arcane soul-crush
  Spell-Like Abilities (CL 6th; concentration +11)
     Constant—arcane sight
     3/day—dimension door, dispel magic, slow
     1/day—summon (level 3, 1 cacodaemon, 75%)
  Spells Known (CL 6th; concentration +11)
     3rd (4/day)—hold person (W-DC 18)
     2nd (6/day)—invisibility, scorching ray 
     1st (8/day)—charm person (W-DC 16), mage armor, 
  magic missile, shield
     0 (at will)—acid splash, arcane mark, bleed (W-DC 
  15), mage hand, prestidigitation, ray of frost, read magic
  STATISTICS
  Str 11, Dex 15, Con 16, Int 22, Wis 16, Cha 21
  Base Atk +6; CMB +6; CMD 18
  Feats Combat Casting, Eschew MaterialsB, Improved 
  Initiative, Magical Aptitude
  Skills Bluff +14, Disguise +11, Fly +11, Intimidate +14,
  Knowledge (arcana) +15, Knowledge (planes) +15, 
  Knowledge (religion) +12, Perception +12, Sense Motive 
  +12, Spellcraft +17, Stealth +11, Use Magic Device +16
  Languages Abyssal, Aquan, Celestial, Common, Dra-
  conic, Ignan, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Arcane Soul-Crush (Su) A venedaemon may consume a 
  held soul gem as a swift action, allowing it to cast any of 
  its spells known without using a spell slot. For the dae-
  mon to use this ability, the consumed gem must contain 
  the soul of a creature with Hit Dice equal to or greater 
  than the spell level of the desired spell.
  Dragon, Crystal
  This brilliantly colored dragon has scales, teeth, and claws 
  made of multicolored crystal, and its wings are sheets of flex-
  ible glass.
  YOUNG CRYSTAL DRAGON (CR 6; XP 2,400)
  CG Medium dragon (earth, extraplanar)
  Init +2; Senses dragon senses, tremorsense 30 ft.; Per-
  ception +11
  DEFENSE
  AC 20, touch 12, flat-footed 18 
  ( +2 Dex, +8 natural)
  hp 66 (7d12+21)
  Fort +10, Ref +9, Will +6
  Immune paralysis, sleep, sonic
  OFFENSE
  Speed 60 ft., burrow 30 ft., climb 30 ft., fly 150 ft. 
  (average)
  Melee bite +10 (1d8+4), 2 claws +10 (1d6+3), 2 wings 
  +5 (1d4+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (30-ft. cone, 6d4 sonic, 
  DC 16)
  Spell-Like Abilities (CL 7th; concentration +11)
     At will—color spray (W-DC 15)
  STATISTICS
  Str 17, Dex 14, Con 17, Int 12, Wis 13, Cha 18
  Base Atk +7; CMB +10; CMD 22 (26 vs. trip)
  Feats Deceitful, Great Fortitude, Lightning Reflexes, 
  Power Attack
  Skills Bluff +16, Climb +21, Disguise +6, Fly +12, In-
  timidate +14, Knowledge (dungeoneering) +11, Percep-
  tion +11, Stealth +12
  Languages Draconic, Undercommon
  SQ razor sharp
  SPECIAL ABILITIES
  Razor Sharp (Sp) All of a crystal dragon’s natural attacks 
  deal slashing damage.
  Elemental, Mud
  This animate pile of mud seems barely able to maintain the 
  semblance of a humanoid form made of dripping sludge.
  MEDIUM MUD ELEMENTAL (CR 3; XP 800)
  N Medium outsider (earth, elemental, extraplanar, wa-
  ter)
  Init +0; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +7
  DEFENSE
  AC 16, touch 10, flat-footed 16 
  (+6 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +4, Will +1
  Immune acid, elemental traits
  OFFENSE
  Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
  Melee slam +7 (1d6+4 plus entrap)
  Special Attacks entrap (F-DC 14, 10 minutes, hardness 
  5, hp 5)
  STATISTICS
  Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 17
  
  24
  Feats Cleave, Improved Bull Rush, Power Attack
  Skills Climb +8, Escape Artist +5, Knowledge (planes) 
  +2, Perception +7, Stealth +5, Swim +11
  SPECIAL ABILITIES
  Earth Glide (Ex) A burrowing mud elemental can pass 
  through dirt, gravel, or other loose or porous solid mat-
  ter as easily as a fish swims through water. It cannot use 
  this ability to pass through a solid barrier such as a stone 
  or brick wall. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or other sign of its 
  presence. A move earth spell cast on an area containing 
  a burrowing mud elemental flings the elemental back 30 
  feet, stunning the creature for 1 round unless it succeeds 
  on a DC 15 Fortitude save.
  Entrap (Ex) The mud from an elemental’s entrap abil-
  ity can be washed away in 1d3 rounds of immersion in 
  water.
  HUGE MUD ELEMENTAL (CR 7; XP 3,200)
  N Huge outsider (earth, elemental, extraplanar, water)
  Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +13
  DEFENSE
  AC 20, touch 12, flat-footed 16 
  (+3 Dex, +1 dodge, +8 natural, –2 size)
  hp 95 (10d10+40)
  Fort +11, Ref +10, Will +3
  DR 5/—; Immune acid, elemental traits
  OFFENSE
  Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
  Melee 2 slams +15 (2d6+7 plus entrap)
  Space 15 ft.; Reach 15 ft.
  Special Attacks entrap (F-DC 19, 10 minutes, hardness 
  5, hp 15)
  STATISTICS
  Str 24, Dex 16, Con 19, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +19; CMD 33
  Feats Cleave, Dodge, Great Cleave, Greater Bull Rush, 
  Improved Bull Rush, Power Attack
  Skills Climb +17, Escape Artist +13, Knowledge 
  (planes) +7, Perception +13, Stealth +8, Swim +15
  SPECIAL ABILITIES
  Earth Glide (Ex) A burrowing mud elemental can pass 
  through dirt, gravel, or other loose or porous solid mat-
  ter as easily as a fish swims through water. It cannot use 
  this ability to pass through a solid barrier such as a stone 
  or brick wall. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or other sign of its 
  presence. A move earth spell cast on an area containing 
  a burrowing mud elemental flings the elemental back 30 
  feet, stunning the creature for 1 round unless it succeeds 
  on a DC 15 Fortitude save.
  Entrap (Ex) The mud from an elemental’s entrap abil-
  ity can be washed away in 1d3 rounds of immersion in 
  water.
  Gray Ooze, Giant
  A seemingly mundane puddle, patch of moist stone, or 
  glistening rock is suddenly revealed to be more as a terrible 
  pseudopod lashes out.
  GRAY OOZE (CR 5; XP 1,600)
  N Large ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 6, touch 4, flat-footed 6 
  (–5 Dex, +2 natural, -1 size)
  hp 58 (4d8+40)
  Fort +9, Ref –4, Will –4
  Defensive Abilities ooze traits; Immune cold, fire
  OFFENSE
  Speed 10 ft.
  Melee slam +7 (1d8+5 plus 1d6 acid and grab)
  Special Attacks acid, constrict (1d8+5 plus 1d6 acid)
  STATISTICS
  Str 20, Dex 1, Con 30, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +7 (+11 grapple); CMD 12 (can’t be 
  tripped)
  SQ transparent
  SPECIAL ABILITIES
  Acid (Ex) The digestive acid that covers a gray ooze dis-
  solves metals and organic material, but not stone. Each 
  slam and constrict attack deals 1d6 additional acid dam-
  age. Armor or clothing worn by a creature grappled by a 
  gray ooze takes the same amount of acid damage unless 
  the wearer succeeds on a DC 20 Reflex saving throw. A 
  wooden or metal weapon that strikes a gray ooze takes 
  1d6 acid damage unless the weapon’s wielder succeeds on 
  a DC 20 Reflex save. The ooze’s touch deals 12 points of 
  acid damage per round to wooden or metal objects, but 
  the ooze must remain in contact with the material for 1 
  full round in order to deal this damage. The save DCs 
  are Constitution-based.
  Transparent (Ex) Due to its lack of vivid coloration, a 
  gray ooze is difficult to discern from its surroundings 
  in most environments. A DC 15 Perception check is 
  required to notice the gray ooze. Any creature that fails 
  to notice a gray ooze and walks into it automatically suf-
  fers damage as if struck by the ooze’s slam attack and is 
  immediately subject to a grab attempt by the ooze.
  
  25
  Green Slime
  (CR 4) This dungeon peril is a dangerous variety of nor-
  mal slime. Green slime devours flesh and organic materi-
  als on contact and is even capable of dissolving metal. 
  Bright green, wet, and sticky, it clings to walls, floors, 
  and ceilings in patches, reproducing as it consumes 
  organic matter. It drops from walls and ceilings when it 
  detects movement (and possible food) below.
     A single 5-foot square of green slime deals 1d6 points 
  of Constitution damage per round while it devours flesh. 
  On the first round of contact, the slime can be scraped 
  off a creature (destroying the scraping device), but after 
  that it must be frozen, burned, or cut away (dealing 
  damage to the victim as well). Anything that deals cold 
  or fire damage, sunlight, or a remove disease spell de-
  stroys a patch of green slime. Against wood or metal, 
  green slime deals 2d6 points of damage per round, 
  ignoring metal’s hardness but not that of wood. It does 
  not harm stone.
  Hound of Tindalos
  This gaunt, long-limbed quadruped has huge, soulless eyes 
  and a toothy maw. The lean creature moves with a preda-
  tory grace.
  HOUND OF TINDALOS (CR 7; XP 3,200)
  NE Medium outsider (evil, extraplanar)
  Init +9; Senses darkvision 120 ft.; Perception +18
  DEFENSE
  AC 20, touch 15, flat-footed 15 
  (+5 Dex, +5 natural)
  hp 85 (10d10+30)
  Fort +10, Ref +12, Will +8
  DR 10/magic; Immune mind-affecting effects, poison
  OFFENSE
  Speed 40 ft.
  Melee bite +15 (2d6+3), 2 claws +15 (1d8+3)
  Special Attacks ripping gaze
  Spell-Like Abilities (CL 10th; concentration +13)
     Constant—air walk
     At will—fog cloud, invisibility, locate creature
     3/day—dimensional anchor, discern location, greater 
  scrying (W-DC 20), haste, slow (W-DC 16)
  STATISTICS
  Str 17, Dex 21, Con 16, Int 16, Wis 21, Cha 16
  Base Atk +10; CMB +13; CMD 28 (32 vs. trip)
  Feats Blind-Fight, Combat Reflexes, Improved Initiative, 
  Vital Strike, Weapon Finesse
  Skills Acrobatics +18 (+22 jump), Intimidate +16, 
  Knowledge (arcana) +16, Knowledge (geography) +13, 
  Knowledge (planes) +16, Perception +18, Sense Motive 
  +18, Stealth +18, Survival +18
  Languages Aklo
  SQ angled entry, otherworldly mind
  SPECIAL ABILITIES
  Angled Entry (Su) Hounds of Tindalos move through 
  the dimensions in ways other creatures cannot com-
  prehend. They may use greater teleport (self only) once 
  per round as a swift action and plane shift (self only) 3/
  day as a standard action (caster level 10th). A hound of 
  Tindalos can use these powers anywhere, but its destina-
  tion point must be adjacent to a fixed angle or corner in 
  the physical environment, such as a wall, floor, or ceiling 
  (as determined by the GM); temporary angles created by 
  cloth, flesh, or small items are not sufficient. It cannot 
  use these abilities to enter curved architecture or open 
  outdoor environments.
  Otherworldly Mind (Ex) Any non-outsider attempting 
  to read the thoughts of a hound of Tindalos or commu-
  nicate with it telepathically takes 5d6 points of nonlethal 
  damage and must make a DC 18 Will save or become 
  confused for 2d4 rounds. This is a mind-affecting effect. 
  The save DC is Charisma-based.
  Ripping Gaze (Su) 5d6 slashing damage, 30 feet, Forti-
  tude DC 18 negates. A creature that succeeds on its save 
  is immune to that hound’s gaze for 24 hours. Damage 
  caused by a ripping gaze can be defeated by damage 
  reduction, but it bypasses DR/magic and slashing. The 
  save DC is Charisma-based.
  Machine Soldier
  A metal construct advances toward you. Its eye glow with 
  intelligence.
  MACHINE SOLDIER (CR 4; XP 1,200)
  Animated object fighter 1
  N Medium construct (robot)
  Init +2; Senses darkvision 60 ft., low-light vision; Per-
  ception +3
  DEFENSE
  AC 18, touch 12, flat-footed 16 
  (+2 Dex, +6 natural)
  hp 42 (4d10+21)
  Fort +3, Ref +3, Will –3
  Defensive Abilities hardness 10; Immune construct 
  traits
  Vulnerable critical hits, electricity
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +8 (1d8+4/19–20), mwk short 
  
  26
  sword +7 (1d6+2/19–20)
  Ranged mwk light crossbow +8 (1d8/19–20)
  STATISTICS
  Str 18, Dex 15, Con —, Int 13, Wis 3, Cha 1
  Base Atk +4; CMB +8; CMD 20
  Feats Power Attack, Two-Weapon Fighting, Weapon 
  Focus (longsword)
  Skills Climb +11, Perception +3, Sense Motive +3
  Languages Common, Goblin
  SQ Construction Points (metal)
  Gear masterwork light crossbow with 10 bolts,
  Mephit
  This small humanoid creature has thin, leathery wings, 
  small horns, and a mischievous smile.
  MEPHIT (CR 3; XP 800)
  N Small outsider (varies)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 14 
  (+2 Dex, +1 dodge, +3 natural, +1 size)
  hp 19 (3d10+3); fast healing 2
  Fort +2, Ref +5, Will +3
  DR 5/magic
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +5 (1d3+1)
  Special Attacks breath weapon (15-foot cone, effect 
  based on type, Reflex DC 13 for half)
  Spell-Like Abilities (CL 6th)
     1/day—summon (level 2, 1 mephit of the same type 
  25%), additional abilities based on mephit type
  STATISTICS
  Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
  Base Atk +3; CMB +3; CMD 15
  Feats Dodge, Improved Initiative
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Common, one appropriate elemental lan-
  guage (Aquan, Auran, Ignan, or Terran)
  SPECIAL ABILITIES
  Breath Weapon (Su) Each type of mephit can unleash 
  a particular breath weapon every 4 rounds as a standard 
  action. The DC is Constitution-based and includes a +1 
  racial bonus.
  Earth Mephit (Earth)
  Earth mephits are commonly found on the Plane of Earth. 
  These mephits are plodding and humorless.
  • 
  Fast Healing: Works only while underground.
  • 
  Breath Weapon: A cone of rocks that deals 1d8 
  bludgeoning damage.
  • 
  Change Size: Once per day, an earth mephit can en-
  large one size category, as enlarge person, except that 
  it only works on the earth mephit. This power acts as 
  a 2nd-level spell.
  • 
  Spell-Like Abilities: soften earth and stone 1/day
  Salt Mephit (Earth)
  Salt mephits are commonly found on the Plane of Earth. 
  These mephits are cruel and aloof.
  • 
  Fast Healing: Works only in arid environments.
  • 
  Breath Weapon: A cone of salt crystals that deals 
  1d4 slashing damage. The salt also causes living 
  creatures to be sickened for 3 rounds. A Reflex save 
  halves the damage and negates the sickened effect.
  • 
  Dehydrate (Su): Once per day a salt mephit can 
  draw the moisture from an area in a 20-foot radius 
  centered on itself. Living creatures within range take 
  2d8 points of damage (Fortitude DC 14 half; caster 
  level 6th). This effect is especially devastating to 
  plant and aquatic creatures, which take a –2 penalty 
  on their saving throws. This ability is the equivalent 
  of a 2nd-level spell.
  • 
  Spell-Like Abilities: glitterdust 1/hour.
  Neh-Thalggu
  This crab-like nightmare has a lamprey mouth, twitching 
  eyes on its legs, and several blisters along its back that hold 
  human brains.
  NEH-THALGGU (CR 8; XP 4,800)
  CE Large aberration
  Init +7; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 21, touch 19, flat-footed 18 
  (+3 Dex, +2 natural, +7 insight, –1 size)
  hp 105 (10d8+60)
  Fort +9, Ref +6, Will +11
  DR 10/magic; Immune confusion effects; SR 19
  OFFENSE
  Speed 10 ft., fly 40 ft. (perfect)
  Melee bite +13 (1d8+7 plus poison), 2 claws +13 
  (1d6+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks rend (2 claws, 2d6+7)
  Sorcerer Spells Known (CL 7th; concentration +17)
     3rd (5/day)—major image (Wd-DC 16), suggestion 
  
  27
  (DC 16)
     2nd (7/day)—create pit (R-DC 15), summon monster 
  II, touch of idiocy 
     1st (7/day)—comprehend languages, magic missile, ray of 
  enfeeblement (F-DC 14), shield, unseen servant
     0 (at will)—acid splash, dancing lights, detect magic, 
  mage hand, open/close, prestidigitation, read magic
  STATISTICS
  Str 24, Dex 16, Con 23, Int 19, Wis 18, Cha 17
  Base Atk +7; CMB +15; CMD 35 (cannot be tripped)
  Feats Arcane Strike, Extend Spell, Combat Reflexes, 
  Eschew MaterialsB, Improved Initiative, Power Attack
  Skills Fly +15, Knowledge (arcana, dungeoneering, and 
  planes) +23, Perception +17, Sense Motive +17, Spell-
  craft +17, Stealth +12, Use Magic Device +16
  Languages Abyssal, Aklo, Common, Draconic, Protean, 
  Undercommon; telepathy (100 feet)
  SQ brain collection, strange knowledge
  SPECIAL ABILITIES
  Brain Collection (Ex) A neh-thalggu can store up to 
  seven humanoid brains and use them to enhance its 
  knowledge and power. Each stored brain grants a neh-
  thalggu a cumulative +1 insight bonus to AC, concentra-
  tion checks, and Knowledge checks. A neh-thalggu can 
  extract a brain from a helpless opponent with a coup de 
  grace attack, or as a standard action from a body that has 
  been dead for no more than 1 minute. A neh-thalggu 
  that has fewer than seven brains gains one negative level 
  for each missing brain. These negative levels can never 
  become permanent, but they can only be removed by 
  replacing one of its collected brains. The stats presented 
  here assume a monster with a full collection.
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/
  round for 6 rounds; effect 1d2 Strength damage and stag-
  gered; cure 2 consecutive saves. The save DC is Constitu-
  tion-based.
  Spells A neh-thalggu casts spells as a 7th-level sorcerer. 
  For each negative level it takes from missing brains, its 
  caster level is reduced by 1. A neh-thalggu with no col-
  lected brains cannot cast any of its spells.
  Strange Knowledge (Ex) All Knowledge skills are class 
  skills for neh-thalggus.
  Ochre Jelly
  This yellow-orange amoeboid creature slithers across the 
  ground, pseudopods grasping ahead of its slow approach.
  OCHRE JELLY (CR 5; XP 1,600)
  N Large ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 4, touch 4, flat-footed 4 
  (–5 Dex, –1 size)
  hp 63 (6d8+36)
  Fort +8, Ref –3, Will –3
  Defensive Abilities split; Immune electricity, mind-af-
  fecting effects, ooze traits, slashing and piercing damage
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee slam +5 (2d4+3 plus 1d4 acid and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (2d4+3 plus 1d4 acid)
  STATISTICS
  Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +7 (+11 grapple); CMD 12 (can’t be 
  tripped)
  Skills Climb +10
  SPECIAL ABILITIES
  Acid (Ex) An ochre jelly secretes a digestive acid that dis-
  solves only flesh (not bone) when it strikes a foe—crea-
  tures not made of flesh (including most constructs and 
  oozes, skeletal undead, plants, and incorporeal creatures) 
  are immune to the ochre jelly’s acid damage.
  Split (Ex) Slashing weapons, piercing weapons, and 
  electricity attacks deal no damage to an ochre jelly. 
  Instead the creature splits into two identical jellies, each 
  with half of the original creature’s current hit point total, 
  rounded down. A jelly with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points.
  Otyugh, Fiendish Mutant
  This three-legged freak is mostly mouth. Three tentacles, two 
  tipped with barbs and one with eyes, extend from its sides. 
  OTYUGH (CR 6; XP 2,400)
  Variant fiendish mutant otyugh
  N Large aberration (augmented magical beast)
  Init +0; Senses all-around vision, darkvision 60 ft., low-
  light vision; Perception +13
  DEFENSE
  AC 19, touch 9, flat-footed 19
  (+10 natural, -1 size)
  hp 57 (6d10+24)
  Fort +9, Ref +5, Will +2
  DR 5/good; Immune disease, radiation; Resist cold 10, 
  fire 10
  Weakness fractured mind
  OFFENSE
  Speed 30 ft.
  Melee bite +12 (1d8+8 plus disease), 3 tentacles +9
  
  28
  (1d6+4 plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
  Special Attacks constrict (tentacle, 1d6+3), smite law 1/
  day (+5 damage)
  STATISTICS
  Str 26, Dex 10, Con 19, Int 9, Wis 11, Cha 4
  Base Atk +6; CMB +13 (+17 grapple); CMD 23 (25 vs.
  trip)
  Feats Ability Focus (disease), Stealthy, Weapon Focus
  (tentacle)
  Skills Escape Artist +2, Perception +13, Stealth -2 (+6 in
  lair); Racial Modifier +4 Perception, +8 Stealth in lair
  Languages Common, (or Femanx)
  SQ mutation (armored, extra arm)
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Bite—injury; save Fortitude
  DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex
  damage and 1d3 Con damage; cure 2 consecutive saves.
  The save DC is Constitution-based; the diseases carried
  by otyughs are modified by their unique and magical
  physiology so the DCs are calculated and do not use
  standard values.
  Fractured Mind (Ex) When the fiendish mutant otyugh 
  fails a Will save, it is confused for 1 round.
  Phase Spider
  This large spider-like monster has an eerie, humanoid face 
  surrounded by a shaggy mane of fur.
  PHASE SPIDER (CR 5; XP 1,600)
  N Large magical beast
  Init +7; Senses darkvision 60 ft., low-light vision; Per-
  ception +6
  DEFENSE
  AC 17, touch 12, flat-footed 14 
  (+3 Dex, +5 natural, –1 size)
  hp 51 (6d10+18)
  Fort +8, Ref +8, Will +3
  Defensive Abilities ethereal jaunt
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +10 (2d6+7 plus poison and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks ethereal ambush
  STATISTICS
  Str 20, Dex 17, Con 16, Int 7, Wis 13, Cha 10
  Base Atk +6; CMB +12 (+16 grapple); CMD 25 (37 vs. 
  trip)
  Feats Ability Focus (poison), Improved Initiative, Skill 
  Focus (Stealth)
  Skills Climb +18, Perception +6, Stealth +7
  Languages Aklo
  SPECIAL ABILITIES
  Ethereal Ambush (Ex) A phase spider that attacks foes 
  on the Material Plane in a surprise round can take a full 
  round of actions if it begins the combat by phasing into 
  the Material Plane from the Ethereal Plane.
  Ethereal Jaunt (Su) A phase spider can shift from the 
  Ethereal Plane to the Material Plane as a free action, and 
  shift back again as a move action (or as part of a move 
  action). The ability is otherwise identical to ethereal jaunt 
  (CL 15th).
  Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/
  round for 8 rounds; effect 1d2 Constitution damage; cure 
  2 consecutive saves. The save DC is Constitution-based.
  Will-o’-Wisp
  This faintly glowing ball of light bobs gently in the air, the 
  nebulous image of what might be a skull visible somewhere 
  in its depths.
  WILL-O’-WISP (CR 6; XP 2,400)
  CE Small aberration (air)
  Init +13; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 26, touch 26, flat-footed 16
  (+5 deflection, +9 Dex, +1 dodge, +1 size)
  hp 40 (9d8)
  Fort +3, Ref +12, Will +9
  Defensive Abilities natural invisibility; Immune magic
  OFFENSE
  Speed fly 50 ft. (perfect)
  Melee shock +16 touch (2d8 electricity)
  STATISTICS
  Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14
  Base Atk +6; CMB +0; CMD 24
  Feats Alertness, Blind-Fight, Dodge, Improved Initia-
  tive, Weapon Finesse
  Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly 
  +31, Perception +17,Stealth +25
  Languages Aklo, Common
  SQ feed on fear
  SPECIAL ABILITIES
  Feed on Fear (Su) Any time a will-o’-wisp is within 15 
  feet of a dying creature or creature subject to a fear ef-
  fect, it gains fast healing 5.
  Immunity to Magic (Ex) Will-o’-wisps are immune to 
  all spells and spell-like abilities that allow spell resistance, 
  except magic missile and maze.
  Natural Invisibility (Ex) Will-o’-wisps have the ability 
  
  29
  to extinguish their natural glow as a move action, effec-
  tively becoming invisible, as per the spell.
  Wraith
  This ghostly creature is little more than a dark shape with 
  two flickering pinpoints of light where its eyes should be.
  WRAITH (CR 5; XP 1,600)
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception 
  +10
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 18, touch 18, flat-footed 14 
  (+5 deflection, +3 Dex)
  hp 47 (5d8+25)
  Fort +6, Ref +4, Will +6
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +6 (1d6 negative energy plus 
  1d6 Con drain)
  Special Attack create spawn
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +6; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +10, Fly +7, Intimidate +13, Knowl-
  edge (planes) +7, Perception +10, Sense Motive +10, 
  Stealth +11
  Languages Common, Infernal
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid slain by a wraith 
  becomes a wraith in 1d4 rounds. These spawn are less 
  powerful than typical wraiths, and suffer a –2 penalty on 
  all d20 rolls and checks, receive –2 hp per HD, and only 
  drain 1d2 points of Constitution on a touch. Spawn are 
  under the command of the wraith that created them un-
  til its death, at which point they lose their spawn penal-
  ties and become free-willed wraiths. They do not possess 
  any of the abilities they had in life.
  Constitution Drain (Su) Creatures hit by a wraith’s 
  touch attack must succeed on a DC 17 Fortitude save or 
  take 1d6 points of Constitution drain. On each success-
  ful attack, the wraith gains 5 temporary hit points. The 
  save DC is Charisma-based.
  Lifesense (Su) A wraith notices and locates living crea-
  tures within 60 feet, just as if it possessed the blindsight 
  ability.
  Sunlight Powerlessness (Ex) A wraith caught in sun-
  light cannot attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach 
  within 30 feet of a wraith, unless a master makes a DC 
  25 Handle Animal, Ride, or wild empathy check.
  Xill
  This flame-red humanoid appears to be a strange mix of 
  insect and reptile, with four arms and twitching, fanged 
  mandibles.
  XILL (CR 6; XP 2,400)
  LE Medium outsider (evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 21, touch 14, flat-footed 17 
  (+4 Dex, +5 natural, +2 shield)
  hp 67 (9d10+18)
  Fort +8, Ref +10, Will +6
  SR 17
  OFFENSE
  Speed 40 ft.
  Melee short swords +13/+13/+8 (1d6+3/19–20), claw 
  +13 (1d4+3 plus grab), bite +7 (1d3+1 plus paralysis), 
  or 4 claws +13 (1d4+3 plus grab), bite +12 (1d3+3 plus 
  paralysis)
  Ranged 2 longbows +13 (1d8/×3)
  Special Attacks implant, paralysis (1d4 hours, F-DC 
  16)
  STATISTICS
  Str 17, Dex 18, Con 14, Int 15, Wis 12, Cha 11
  Base Atk +9; CMB +12 (+16 grapple); CMD 26
  Feats Combat Reflexes, Improved Initiative, Iron Will, 
  Weapon Focus (claw, short sword)
  Skills Acrobatics +16, Bluff +12, Intimidate +12, 
  Knowledge (arcana) +14, Knowledge (planes) +14, Per-
  ception +13, Sense Motive +13, Stealth +14
  Languages Common, Infernal
  SQ multiweapon mastery, planewalk
  SPECIAL ABILITIES
  Implant (Ex) As a standard action, a xill can lay 2d6 
  eggs in a helpless creature. A xill’s eggs hatch in 24 
  hours, at which point the young consume the host from 
  within, inflicting 1 point of Con damage per hour per 
  young until the host dies. The young then emerge and 
  planewalk to the Ethereal Plane, if possible, to mature. 
  A remove disease spell (or similar effect) rids a victim of 
  all implanted eggs or active young, or they can be cut 
  out one at a time with DC 20 Heal checks (each at-
  
  30
  tempt takes 10 minutes). If a check fails, the healer can 
  try again, but each attempt (successful or not) deals 1d4 
  points of damage to the patient.
  Multiweapon Mastery (Ex) A xill never takes penalties 
  to an attack roll when fighting with multiple weapons, 
  and treats claws as primary attacks even when also wield-
  ing weapons.
  Planewalk (Su) A xill can shift from the Ethereal Plane 
  to the Material Plane as a move action. Shifting from 
  the Material Plane to the Ethereal Plane takes 2 consecu-
  tive full-round actions, during which time the xill is 
  immobile. As a xill fades away, it becomes harder to hit: 
  opponents have a 20% miss chance in the first round 
  and a 50% miss chance in the second. A xill can take a 
  single willing or helpless creature with it when it switch-
  es planes.
  Appendix II: New Monsters/NPCs
  The following new monsters and NPCs appear in the 
  seventh level of Purple Mountain. They are arranged 
  here in alphabetical order.
  Emissary of the Starfallen
  A distorted replica of an earthly wasp grown nightmarishly 
  large and electrified, this slate-blue insectoform crackles and 
  buzzes as it approaches.
  EMISSARY OF THE STARFALLEN (CR 4; XP 1,200)
  NE Large magical beast
  Init +3; Senses darkvision 60 ft.; Perception +1
  DEFENSES
  AC 19, touch 13, flat-footed 15
  (+3 Dex, +1 dodge, +6 natural, -1 size)
  hp 47 (5d10+20)
  Fort +8, Ref +3, Will +2
  DR 5/adamantine
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee sting +9 (1d6+6 plus 2d6 electricity plus poison)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 5th; concentration +8)
     At-Will—dark light (F-DC 16), detect thoughts (W-DC 
  15)
  STATISTICS
  Str 18, Dex 16, Con 18, Int 4, Wis 13, Cha 17
  Base Atk +5; CMB +10; CMD 24
  Feats Dodge, Mobility, Weapon Focus (sting)
  Skills Fly +10, Stealth +5
  SQ no breath
  ECOLOGY
  Environment outer spaces, underground
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 16; frequency 
  1/round for 6 rounds; effect 1d2 Wisdom damage; cure 1 
  save. 
  These insectoid creatures are the would-be emissaries and 
  heralds of the nascent demi-deity Najim the Starfallen.  
  They resemble giant wasps but are more mechanical-
  looking, a possess an electrical sting generated by their 
  internal organs.  It is likely that they are a low-level life-
  form on Najim’s planet and dimension of origin, maybe 
  some source of food or mascot for the dominant races 
  there.  Emissaries of Najim are extremely skilled hunters, 
  psychically tracking their prey and stunning them with 
  flares from their dark light power, which suggests that 
  their home environment is extremely dark.  
     As emissaries of Najim are, so far, extremely rare on 
  the Material Plane, it is unknown what their feeding and 
  reproductive habits are, but it can be conjectured that 
  they are similar to a giant wasp’s.  Emissaries of Najim 
  are somewhat intelligent, however, and can be assumed 
  
  31
  to be very cunning in their hunting and defensive be-
  havior, even more so if it is discovered that they possess 
  social behavior or a hive mind.
  THE LAST FAITHFUL (CR 7; XP 3,200)
  Male humanoid ghost adept 7
  NE Medium undead (augmented humanoid, incorpo-
  real)
  Init +5; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 13, touch 13, flat-footed 12
  (+2 deflection, +1 Dex)
  hp 45 (7d8+14)
  Fort +4, Ref +3, Will +6
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
  OFFENSE 
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +4 (7d6, F-DC 15)
  Special Attacks corrupting gaze (30 ft., 1d4 Cha, F-DC 
  14)
  Spells Prepared (CL 7th; concentration +8/+12 defen-
  sively)
     2nd—darkness, mirror image
     1st—cause fear (W-DC 12), command (W-DC 12), 
  comprehend languages, detect law
     0th—detect magic, guidance, read magic
  STATISTICS
  Str —, Dex 12, Con —, Int 12, Wis 13, Cha 15
  Base Atk +3; CMB +5; CMD 15
  Feats Combat Casting, Improved Familiar, Improved 
  Initiative, Skill Focus (Knowledge [religion])
  Skills Craft (alchemy) +10, Heal +12, Knowledge (his-
  tory) +6, Knowledge (local) +6, Knowledge (nature) 
  +6, Knowledge (religion) +9, Profession (herbalist) +10, 
  Spellcraft +6, Survival +13
  SQ summon familiar (animated skull)
  Languages Aklo, Terran
  This specter is the shade of Najim’s first humanoid 
  worshipper, from a far-off race in another dimension.  It 
  appears as a translucent, hairless humanoid with long, 
  pointed ears, protuberant eyes, and a fanged, lipless 
  mouth.  See encounter area 20b) for more information.
  ANIMATED SKULL FAMILIAR  
  NE small animated skull 
  Init +5; Senses darkvision 60 ft., low-light vision; Per-
  ception +2
  DEFENSE
  AC 19, touch 13, flat-footed 18
  (+1 Dex, +1 dodge, +7 natural, +1 size)
  hp 29 (7 HD); fast healing 2
  Fort +4, Ref +3, Will +6
  DR 3/adamantine; Defensive Abilities improved eva-
  sion
  OFFENSE
  Speed fly 30 ft. (good)
  Melee bite +5 (1d4+1), slam +4 (1d4+1)
  Special Attacks deliver touch spells, eye of the void (see 
  Appendix III)
  STATISTICS
  Str 12, Dex 13, Con —, Int 14, Wis 10, Cha 12
  Base Atk +3; CMB +4, CMD 16
  Feats Alertness, Dodge, Improved Initiative, Toughness, 
  Weapon Focus (bite)
  Skills Fly +16, Intimidate +11, Knowledge (local) +11, 
  Knowledge (planes) +11, Perception +2
  Languages Aklo, Terran
  SQ  empathic link, share spells, speak with master
  This being functions as a familiar to the “Last Faith-
  ful”, the animated skull of its spouse.  The eye of the 
  void is integrated into it, and is destroyed if the skull is 
  destroyed.  This animated skull is not undead, and is a 
  construct-like, self-willed being. For more information 
  on animated skulls, see PDG’s Purple Duck Storeroom; 
  Animated Skulls, available on PDF.
  Appendix III: Magic Items
  The following new or non-core magic items appear in 
  the seventh level of Purple Mountain. They are arranged 
  here in alphabetical order.
  GLASSTEEL (SPECIAL MATERIAL)
  This material has the strength and durability of glass 
  while being as transparent as glass. Spellcasters and 
  alchemists have developed the ability to give glass the 
  properties of steel, and steel the properties of glass. 
  Hit Points/Inch: 30 
  Hardness: 10 
  Cost: light armor +2,000 gp, medium armor +5,000 
  gp, heavy armor +10,000 gp, shield +500 gp, ammuni-
  tion +50 gp, light weapon +500 gp, one-handed weapon, 
  or one head of a double weapon +1,500 gp, two-handed 
  weapon, or both heads of a double weapon +2,500 gp, 
  other items 500 gp/lb. 
  
  32
  ORRERY OF THE UNKNOWN [NAJIM]
  Aura faint divination; CL 5th; Weight 2 lbs
  Slot none; Price 800 gp  
  DESCRIPTION
  This intricate model of worlds in space whirling around 
  a tiny, glowing sun is cold to the touch.  Possession of 
  an orrery of the unknown gives a +2 bonus to Perception 
  checks, and, once per day, the owner can cast augury as a 
  cleric of 5th level.
  CONSTRUCTION
  Requirements Craft Wondrous Item; augury; creator 
  must possess the Void domain; Cost 400 gp
  STAR-SHARD OF NAJIM (MINOR ARTIFACT)
  Slot hand; Aura strong (divination, transmutation),  
  oderate abjuration 
  CL 18th; Weight 5 lbs
  DESCRIPTION
  Appearing as an irregular rod of raw, steely-blue metal, 
  the star-shard of Najim embodies alien magics, and is 
  meant to be the ecclesiastic symbol of that lost god’s 
  faith. Whoever encounters the star-shard (or creates it) 
  must accept the artifact in an open declaration, though 
  those of Lawful Good or Chaotic Good alignment may 
  not wield the star-shard, receiving 2d6 points of damage 
  per round for doing so.  Those of Neutral Evil align-
  ment may use it without penalty, those with a Neutral or 
  Evil component may wield it if they accept a permanent 
  negative level.  This level cannot be restored by less than 
  divine intervention, though any others that attempt to 
  seize it suffer the same penalty.  
  The possessor may use the following powers once per 
  day:
  • 
  augury
  • 
  instrument of agony
  • 
  jury-rig
  • 
  nondetection
  • 
  mask of the void
  The possessor also receives two of the following Domain 
  powers (as a cleric of their level): Artifice, Earth, Knowl-
  edge, or Void. If they possess two of them already, they 
  gain a third.  
     Finally, the star-shard can be used as a weapon, and 
  acts as a +3 adamantine club.  
  DESTRUCTION
  The star-shard of Najim can be destroyed by feeding it 
  to a Lawful Good or Chaotic Good being of the ooze 
  creature type such as angel jelly.
  Appendix IV: Spells
  The following new or non-core spells appear in the sev-
  enth level of Purple Mountain. They are arranged here in 
  alphabetical order.
  Dark Light
  School evocation [light]; Level cleric 3, druid 3, magus 
  3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (a pinch of Underdeep earth)
  Range medium (100 ft. + 10 ft./level)
  Target living creatures without light sensitivity
  Area 20-ft.-radius burst
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You evoke a powerful light that affects all sighted crea-
  tures that do not posses light sensitivity. Those that 
  succeed on their saves are dazzled for 1 round per level; 
  those who fail are blinded for the same duration.
  Mask of the Void [Najim] 
  School abjuration; Level cleric 5, inquisitor 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (tiny metal star)
  Range personal
  Duration 1 round/level
  This spell forms a helmet of star-speckled matter to form 
  around the caster’s head, and forms an invisible shield 
  around the body.  For the duration of the spell the caster 
  is immune to acid, cold, drowning electricity, fire, gases 
  and suffocation, but suffers a -4 penalty to dexterity, 
  moving as if in heavy gravity, and cannot speak. The 
  caster deals 1d6 cold damage on a touch attack, and 
  touching or grappling the affected caster deals 1d6, as 
  well.
     Note: For followers of Najim, this spell replaces the 5th 
  level domain spell for the Void domain.
  X-Ray Vision
  School divination; Level cleric 5, summoner 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (crystal lenses that cost 250 gp)
  Range touch
  Duration 10 minutes
  This spell gives the target being the ability to see into 
  and through solid matter.  Vision range is 20 feet, with 
  
  33
  the viewer seeing as though he were looking at some-
  thing in normal light even if there is no illumination.  X-
  ray vision can penetrate 1 foot of stone, 1 inch of com-
  mon metal, or up to three feet of wood or dirt.  Thicker 
  substances or a thin sheet of lead blocks the vision.
  Appendix V: The Soul Trade
  There are many different ways to capture souls. The most 
  commonly used methods are spells like soul bind and 
  trap the soul, with the former imprisoning the soul of a 
  newly dead creature and the latter trapping the soul of 
  someone still alive. Other creatures, such as the undead 
  called devourers, have their own innate methods of 
  trapping souls, and likewise night hags are capable of 
  using a version of soul bind through their heartstones to 
  capture the souls of those they torment, binding them in 
  dark gems and selling them in planar markets. Still other 
  creatures create magic items called soul jars, which mimic 
  the effects of these spells.
     All of these methods, however, pale in the face of dae-
  mons’ industrialized harvesting of souls. Cacodaemons, 
  the least caste of daemons, prove vital to this harvest, 
  and represent the most common means of turning souls 
  into trade goods. These ravenous fiends possess the 
  unique ability to devour the souls of freshly killed crea-
  tures; transform their souls into small, jewel-like objects 
  called soul gems; and spit them back up for collection. 
  These gems each contain the basic essence of a soul, and 
  daemons use them for various raw and refined purposes 
  depending on the fiend in question, the quality and 
  power of the soul, and the daemon’s knowledge of soul-
  warping magic. Of course, many cacodaemons would 
  prefer to consume the souls in their entirety, rather than 
  passing the spirits on, but more powerful daemons rarely 
  give them the option, bullying the cacodaemons into 
  giving up their treasures, employing (or enslaving) a 
  particular individual as a partner in the trade, or main-
  taining whole hunting packs as pets.
     Most methods of using souls extinguish them com-
  pletely, consigning them to oblivion. In these cases, 
  only the direct intervention of a deity can return them 
  to life—and sometimes not even then. Other methods 
  bleed a fraction of a soul’s energies away, and while this 
  method is far less powerful, some daemons capture other 
  creatures for the sole purpose of entrapping them and 
  milking their souls over a prolonged period of time.
     Unconscionable as most of the universe considers these 
  practices, trapped souls exist as a commodity replete 
  with their own rampant underground economy, both 
  within the evil-aligned planes and elsewhere. Most of 
  these souls ultimately end up in Abaddon, Hell, the 
  Abyss, Axis, and even the worlds of the Material Plane, 
  as evil spellcasters and item crafters can make great use of 
  powerful souls in their dark rites. The economy is com-
  plex, with prices determined not only by the strength 
  and power inherent in a given soul, but also according to 
  each soul’s manner of death, alignment in life, and other 
  criteria.
     While the value of souls is as relative as any other 
  commodity, and pricing can fluctuate wildly based on an 
  endless parade of factors, presented here are some basic 
  categories. With each of these, it’s important to note that 
  these are guidelines only, and individual spirits may fall 
  lower or higher than one might expect. These prices are 
  based upon the supply and demand commonly faced by 
  traders upon the planes where such commodities prove 
  far less outlandish than on the Material Plane, where 
  prices might increase by 10 times or more. As with 
  anything else, the exact value of a soul is ultimately up to 
  GM discretion. It’s also worth noting that, while trading 
  spirits may prove lucrative, the practice is undeniably 
  evil and an affront to the natural order, and thus carries 
  great consequences in the afterlife.
     Mindless Spirits (10 gp): While it’s possible to cap-
  ture the vital essences of vermin, basic oozes, and other 
  such unthinking creatures, these paltry spirits are worth 
  very little.
     Animal Spirits (25 gp): This category contains crea-
  tures of animal-level intelligence, whose spirits—while 
  presumably worth something to some deities, as reflected 
  by the value of animal sacrifice—are rarely traded in the 
  soul markets. 
     Basic Soul (100 gp): This is the soul of a standard in-
  telligent creature—a commoner, a low-level adventurer, 
  a sentient monster of low CR, or any of the other hordes 
  of weak or mundane folk who live out their lives with a 
  normal amount of pomp and excitement. 
     Noteworthy Soul (500 gp): The souls of mid-level 
  characters, rulers, famous or influential people, and 
  other powerful, accomplished, and otherwise important 
  people draw greater attention than basic souls, and drive 
  bidding higher accordingly.
     Grand Soul (1000–5000 gp): High-level characters, 
  great heroes, dragons, powerful aberrations, and other 
  such spirits of fabulous power and forceful personalities 
  offer equally significant rewards to those who manage to 
  contain their essences.
     Unique Soul (priceless): For the truly unique souls—
  those of legendary figures, epic heroes, and other mas-
  
  34
  sive presences—there can be no going price. The unique 
  sparks that live within these creatures are valuable 
  beyond compare, and the frantic bidding (and backstab-
  bing) that arises when one of these trapped spirits comes 
  up for sale is the sort of thing fiends and undead wait 
  thousands of years for, paying nigh-unimaginable prices 
  for the right to consume or display such an artifact.
  Using Souls
  In addition to consuming them for the sheer joy of 
  destruction, daemons use souls to empower themselves, 
  conduct strange experiments, construct their hideous do-
  mains, and more—and mortal spellcasters have followed 
  their lead. Of these varied uses, the most common is the 
  creation or recharging of magic items, using the life force 
  contained in soul gems and other such vessels—or drawn 
  out of the victim directly at the moment of casting—to 
  empower the magic being worked. In these cases, souls 
  should be assigned values based on the categories pre-
  sented here and then treated as material components, 
  reducing the gold expenditure necessary to cast the spell 
  according to the souls’ value. (Thus a spell that requires 
  400 gp to cast might instead cost 300 gp and a basic-
  level soul.) Souls used in this manner are consumed and 
  destroyed utterly.
     Souls are especially useful in the creation of intelligent 
  items. In these cases, usually only one soul crystallizes as 
  the intelligence embedded into the item, though other 
  souls may be cannibalized in the item’s creation. Item 
  alignment, item ability scores, and languages spoken by 
  the item mirror those of the soul used to provide the 
  item’s intelligence. Scholars have long debated whether 
  the intelligence in such an item is the soul used, or if 
  the soul is destroyed and the intelligence is only pat-
  terned on it—the implication being that recovered in-
  telligent objects (especially of daemonic origin) might 
  be destroyed in order to liberate the souls used in their 
  construction. As instances of both have been reported 
  over the centuries, the question remains open, though 
  few adventurers are willing to destroy their prized 
  weapons based on conjecture.
     
  Appendix VI: Najim
  The elemental lord who is the Hidden God in this mod-
  ule was first detailed in Elemental Lords of Porphrya. 
  His entry is reprinted here.
  NAJIM (nah JEEM) 
  The Hidden God, The Starfallen, the Betrayed
  Worshipers: Currently, sentient oozes and derro; po-
  tentially, astronomers, inventors, seekers of forbidden 
  knowledge
  Alignment: Neutral Evil
  Domains: Artifice, Earth, Knowledge, Void
  Subdomains: Dark Tapestry, Metal, Stars, Thought
  Favored Weapon: Aklys
  Favored Animal: Firefly or Wasp
  Legend: The story of Najim the Starfallen has been a 
  long-suppressed cycle of events, which may or may not 
  ever come to light… When The Calling was issued, the 
  galactic being known to Porphyra as Najim (‘Star’ in Old 
  Porphyran) came to the call, eager to impart the greedy 
  knowledge of the Dark Tapestry.  Najim brought a tiny 
  planetoid with It, a rocky new worldlet rife with odd 
  energies.  The god was ambushed, however, by a tempo-
  rary coalition of the Forge-god Linium, and the envious 
  Kamus.  Attacked, rent from Its source of power, Najim 
  was buried deep beneath Purple Mountain, a coma-
  tose shell of a god, inhabited within by weird creatures 
  drawn to its alien energies.  Linium stole Najim’s Land, 
  and made it the super-secret Enclave; Kamus took the 
  humanoid beings that had been brought along with the 
  Land, the first slaves on Porphyra.
  Church: A few seekers mad enough to sense Najim’s 
  buried and comatose thoughts have found Its ‘body’ 
  deep in the earth, and are attempting to contact Its di-
  vine mind.  Oozes and aberrations are also attracted to 
  Its aura, though their thoughts on the matter are un-
  knowable.  If freed, Najim’s cult would grow rapidly, 
  as It brings a domain heretofore unknown on Por-
  phyra, and would oppose both the weapons-superior 
  Linites, and the slave-taking Kamians.
  Spell Preparation Ritual: Najim does not 
  as yet grant spells, but among those sensitive or 
  mad enough to know It, meditation under the 
  stars, or facsimiles underground, are somehow 
  important. He will be able to grant spells to his 
  followers if awoken in this adventure. 
  
  35
  Religion Traits
  The following traits may be chosen by worshipers of this 
  deity.
     Underground Faith: Those who would persecute you 
  will have to find you first.  You gain Stealth as a class 
  skill, and gain +2 to Bluff to create a diversion to hide.
     Stolen Birthright: After many centuries of oppression, 
  now is finally the time to rise.  You gain +1 to initiative 
  when casting spells, and +1 to saves vs. divine spells.
  Appendix IV: Records
  When planning for each level of the Purple Mountain
  dungeon, we were very mindful about the amount of ex-
  perience and treasure available to player characters. Each
  level of Purple Mountain is designed so a PC can ad-
  vance one level. We made the assumption that a typical
  party entering Purple Mountain will contain four player
  characters and a GM will use the medium advancement
  track. This meant that for this module, we made sure
  that at least 64,000 XP and 38,000 gp worth of wealth
  were available.
  Room 
  Challenge
  XP
  A
  Strange door
  4,800
  Area 1
  2 Phase spiders
  3,200
  Area 2
  Weakened floor (green slime)
  3,200
  Area 4
  4 Fiendish mutant otyughs
  9,600
  Area 5
  Eternal glyph trap
  6,400
  Area 6
  5 clockwork servants, 1 clock-
  work spy
  3,200
  Area 7
  2 clockwork soldiers
  4,800
  Area 8/9 Huge mud elemental
  3,200
  Area 10
  Suspiridaemon 
  3,200
  Area 11
  Suspiridaemon
  3,200
  Area 12
  Young crystal dragon
  2,400
  Area 14
  Crushing hand of Najim
  3,200
  Area 15
  2 Hounds of Tindalos
  6,400
  Area 15
  Emissary of the Starfallen
  1,200
  Areas 19 Zone of the Words
  1,600
  Areas 20 The Last Faithful
  3,200
  Area 21
  Neh-thalggu
  4,800
  Total 67,600
  The Domain of the Hidden God is a living dungeon 
  with many of the monsters and opponents being re-
  placed by others if an area is left too long or time is 
  wasted in the dungeon. As such, the total XP available 
  in this module could be significantly higher if the PCs 
  waste a lot of time or backtrack a lot. They should always 
  feel like they are under constant threat.
  Purple Duck Note: For the purpose of determining
  material wealth available, I am only going to consider
  superior equipment and magical items with more than
  one use. 
  Listed in order of appearance
  One-Shot Items: void dust (3 uses)
  Scrolls: lesser restoration, cure moderate wounds, augury, 
  call of the void, [spell tablets] augury, blessing of the mole, 
  comprehend languages, detect thoughts, expeditious excava-
  tion, feather fall, guiding star, heat metal, instrument of 
  agony, jury-rig, know the enemy, levitate, mask of the void, 
  nondetection, obscure object, planar binding, qualm, raging 
  rubble, summon monster II, transmute rock to mud, un-
  shakeable chill, vampiric touch, wandering star motes, x-ray 
  vision, youthful appearance, zone of truth
  Room
  Treasure
  Value 
  (gp)
  Area 1
  Orrery of the unknown, a stone of 
  weight, and 48 pp
  1,280
  Area 3
  Platinum holy symbol of Kamus, 
  platinum holy symbol of Linium
  1,000
  Area 5
  52 recording gems
  2,600
  Area 6
  +1 throwing net
  2,320
  Area 7
  +1 halbreds (2), jewelry
  5,620
  Area 8
  Adamantine, dreamstone, gold, 
  porphyrite
  3,000
  Area 10
  Soul gems (various)
  2,600
  Area 11
  Soul gems (various)
  2,600
  Area 12
  15 crystal dragon tears
  1,500
  Area 14
  Adamantine aklys, adamantine 
  chain shirt, mithral heavy steel 
  shield
  9,625
  Area 15
  Adamantine gauntlet, clockwork 
  spy
  4,252
  Area 16
  Mirror of guarding reflections
  7,000
  Area 20a
  Eye of the void
  10,000
  Area 20b
  Religious items
  2,350
  Total 55,747
  
  36
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawver-
  male, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author:  Jason Bulmahn.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Tay-lor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike 
  Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Ken-
  way, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Campaign Setting: Dungeons of Golarion. © 2011, Paizo Publishing, LLC. Authors: 
  Jason Bulmahn, Matthew Goodall, Brandon Hodge, Anthony Pryor, and Mike Shel.
  Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 
  2011, Paizo Publishing, LLC; Author: Todd Stewart.
  Pathfinder Player Companion: Kobolds of Golarion © 2013, Paizo Publishing, LLC; Authors: 
  Tork Shaw, Mat Smith, and Jerome Virnich.
  Pathfinder Campaign Setting: Numeria, Land of Fallen Stars © 2014, Paizo Inc.; Authors: Jim 
  Groves and Russ Taylor.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowall.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors 
  John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek 
  Kagemann, Phillip Larwood, Richard Pett, and Stan!
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Anger of Angels. © 2003, Sean K Reynolds.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Monte Cook’s Arcana Evolved Copyright 2005–2007 Monte J. Cook. All rights reserved. 
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide Copyright 2003 Monte J. 
  Cook. All rights reserved. 
  The Diamond Throne Copyright 2003 Monte J. Cook. All rights reserved. 
  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved. 
  Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, 
  LLC; Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, 
  and Keri Wiker. 
  101 Special Materials and Power Components Copyright 2012, Steven D. Russell; 
  Author Steven D. Russell
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC.; Author: Matthew 
  Sernett.
  Purple Mountain VII: Domain of the Hidden God. Copyright 2014, Purple Duck 
  Games; Author Perry Fehr.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder 
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  Pathfinder Roleplaying Game Compatibility License. See http://
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Purple Mountain Adventure Path/Purple Mountain VII - Domain of the Hidden God.pdf