TEXT: 1
  PurPle Mountain iii: 
  the Feasting
  by Perry Fehr
  
  2
  
  3
  THE FEASTING
  Purple Mountain – a Megadungeon in twenty Parts
  Credits
  author: Perry Fehr
  editing: Mark Gedak, Perry Fehr
  Cover image: Tamas Baranya
  Cartography: Kristian Richards of Crooked Staff Publishing
  interior artist: Brian Brinlee, Tamas Baranya
  Playtesters: Thomas Boxall, Mark Gedak, Patrick Kossmann, 
  Kent Little, Michael Vanderstelt 
  Publisher: Purple Duck Games
  Purple Mountain - level Three: The Feasting is a Pathfinder Compatible Module designed for 
  four 3rd level characters and uses the medium XP advancement track. This module is designed to 
  be player in any campaign setting with a mountain containing a megadungeon such as the Purple 
  Duck Games’s setting Porphyra.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  open game Content: All text on pages 3 to 41 
  are considered open game content.
  
  4
  The Quartz Elemental Elder existed in corporeal form, once, 
  before the hated New Gods came.  The war of gods and 
  elementals was so long ago, but it remembered.  It remem-
  bered its warriors of stone melting before the fires of the god 
  called Ferrakus, and its crystalline troops falling before the 
  onslaught of the iron of Gerana, called Lady Justice.  Still 
  seeking to exist, it fled into the comforting earth, to the 
  stones themselves.  After a time, it grew lonely, and used 
  what remaining power it had to summon moving beings 
  to its presence, that it might enjoy their vitality vicariously.  
  Sealed in a cyst in the earth as it was, it took many months, 
  years, centuries of summoning to create an environment fir 
  for those who would alleviate its loneliness.  The Quartz El-
  der became known as the Stone of Loneliness to its subjects.  
  With its limited senses, the Stone could tell that some of 
  them moved farther away, and did not acknowledge its pres-
  ence, changing over time into cruel beings (whatever “cruel” 
  was) and dominating and feeding on the unique beings that 
  surrounded it.  As their numbers grew, both they and the 
  Stone learned that items of magical power increased its abil-
  ity to summon beings to stem the loneliness.  This became 
  its goal, to increase the source of power for its ethereal quest.  
  Then, one day, its loyal servants brought an item of such 
  power that the Stone knew something special would come…
  The Caverns of The Feasting is situated where the 
  dwarves who made the mine complex on the second 
  level of Purple Mountain broke through into a deposit of 
  adamantine, and thus into the subterranean lava caverns, 
  water-eroded chambers, and humanoid-carved spaces 
  connected to the Stone of Loneliness, a sentient crystal 
  housing the essence of a long-defeated elemental lord, 
  a Quartz Elder.  The Stone had the power to summon 
  creatures to its vicinity, and thus obtain companions.  
  Over the centuries since its imprisonment, a tragic eco-
  system has come into place in the caves: humans, who 
  were the primary beings that the Stone could summon 
  ad the beginning, built a semi-civilized community in 
  the dark depths, but eventually rejected veneration of the 
  Stone, and sank into decadence and devolution, becom-
  ing a small tribe of foul creatures known as morlocks.  
  The slave class of the Stone’s servants were those of other 
  humanoid races, that banded together and interbred 
  until they became the hideous but placid monstrosi-
  ties called mongrelmen by the surface dwellers.  The 
  morlocks, seething in the lava vents in the upper caves, 
  turned to evil idols of one of the New Gods: The Out-
  cast, Nemyth Vaar, for worship.  They survived by catch-
  ing underworld vermin and the odd wandering mongrel-
  man, who began calling themselves the Allies, to bravely 
  celebrate their conglomerate nature.  Then, about a half-
  century ago, an alien being crawled up from the lower 
  depths of Purple Mountain, a primordial foulness known 
  as an ugothol, a dreaded faceless stalker.  After quickly 
  infiltrating the morlock tribe and draining the blood of 
  the priest-leader, the ugothol established a sinister cycle 
  in the caverns: using a magical bell unearthed from a 
  bygone era, the morlocks summon weak-willed members 
  of the mongrelman Allies tribe, and consume them in a 
  horrid feast.  The faceless one, in morlock guise, enforces 
  controlled consumption of the misshapen cattle, saving 
  the tastiest morsels for its own exsanguination.  The Al-
  lies accept this as a penance to the Stone, their perceived 
  God and leader.  The morlocks, however, are not with-
  out their own trials; their erstwhile god Nemyth Vaar, 
  angered at their abandonment of his worship, regularly 
  sends extraplanar pests to goad his once-followers back 
  into the fold, and has maintained a garthok, or priest-
  inquisitor, secretly among the tribe.  
  Recently, however one of the allies, Makuriss the Oracle 
  has gained abilities that might just change the balance 
  of power and the subterranean god Ferrakus has seen his 
  chance to supplant his rival, Nemyth Vaar.  Makuriss 
  has begun to craft his own magic items, and through 
  research, has learned that the Stone of Loneliness can in-
  crease its summoning power if a magic item is sacrificed 
  at its monthly Time of Summoning.  Through dreams 
  sent to him by Ferrakus, the Lord Beneath, Makuriss 
  located a naturally-occurring magic item called a tooth 
  of Ferrakus.  Sacrificing some magic dust, he summoned 
  a rust monster to remove the deposit of adamantine 
  surrounding the tooth, and is preparing to give it to the 
  Stone.  It is his wish to use the higher-level summoned 
  creature to fight the morlocks, and free his people from 
  their oppression.  Though the mongrelman Allies are 
  worthy of help, their strange methods of worship and 
  precarious position between morlocks, Vaarian pests, and 
  the enigmatic Stone could be the downfall of the inno-
  cent adventuring party.
  Purple Duck note: This adventure takes place in two 
  seperate, but connected cavern complexes. The first is 
  controlled by a society of morlocks and comprises areas 
  1-10 (see page 1 for the map). The second is controlled 
  by the morlock community and comprises areas 11-20 
  (see the end of this product for the map).
  
  5
  adventure overview
  The party arrives on the third level of Purple Mountain, 
  exploring, trapped, or directed to find a rare item of 
  god-created power.  A spelunking trip reveals an isolated 
  system of caverns with two strange communities of 
  subterranean dwellers, both with hidden secrets and the 
  potential for disaster.  More than just a dungeon crawl, 
  diplomacy and discovery must be used to preserve in-
  nocent lives as well as provide for profit!
  The Purple Mountain Campaign
  If the party did not naturally continue into the mine face 
  (area 1) from area 3b) in Purple Mountain 2, there are 
  many ways to bring the party to the Feasting.
  •	
  A marginal note in the journal from 8b) speaks of a 
  mother-lode of adamantine that had been scouted 
  out, just before everything went VERY WRONG at 
  the dwarven colony.
  •	
  Katna Hargrymsdotter reveals a racial dream had 
  by every member of her colony, about a sacred item 
  placed by the subterranean god of miners, Ferrakus, 
  the Lord Beneath (see Stand-Alone Options, below) 
  The dwarves, superstitiously desiring to avoid a place 
  plagued by dwarven undead, cannot retrieve the 
  item, called the tooth of Ferrakus, but will forge +1 
  magic weapons for those that bring the tooth back to 
  the colony. Areas 1, 2, or 3a) begin to collapse, and 
  the party must run to the lower mines to escape.  
  •	
  An NPC or hireling might be caught in the collapse, 
  and, dying, gasp, “Find the tooth… the tooth shall 
  set you free…”
  as a stand-alone Dungeon
  Level 3 of Purple Mountain can also be used as a single-
  level adventure.  The entrance from area 3b) level 2 can 
  easily be changed into an ordinary mine shaft that broke 
  into a mysterious chamber, prompting the miners to call 
  for adventuring assistance.  The shaft would be long and 
  deep, but uneventful, until entering the mine face cham-
  ber, area 1.   The following quest could be used to draw 
  the characters to this location:
     recovery Mission (Cr 3; 800 XP): The party could 
  be hired by Katna Hargrymsdotter in the manner above, 
  whereupon she would give a map to the mine’s location 
  as well as a note from the visionaries of Ferrakus (see 
  Gods of Porphyra):
     “The visionaries of the Lord Beneath have seen the Tooth 
  of Ferrakus, and found its resting place.  It is in the mine of 
  the folk of Lady Bogra Hargrymsdotter, in the east wall of 
  the mining face, beneath a deposit of adamantine, pure and 
  unbreakable.  The Lord Beneath wishes his people to have 
  the Tooth, and his wish will have his way”    
  standard Features
  Unless noted otherwise in the text, the following stan-
  dard features are applicable throughout the third level of 
  Purple Mountain – The Feasting.
     Caverns: The cavern complex is a combination of 
  natural tunnels and chambers caused by volcanic action, 
  and those created by water and millennia of tool-work.  
  Regardless of location, climbing walls in the complex is a 
  DC 15 Climb check, and all Acrobatics checks increase 
  their DC by 5.  If an Acrobatics check is listed, the ad-
  justment has already been made.
     exits: The main entrance to these caverns is from 
  area 3b in Purple Mountain Level 2: Desolate Dwarven 
  Delve, or, if used as a standalone module, from a mine 
  tunnel shaft entering area 1.  Though not specifically 
  mapped to join particular areas, all of the ‘magma river’ 
  areas link up with lava areas in Purple Mountain Level 
  4, though only the ‘river’ going east of area 1a) could be 
  traversed without actually walking on the magma.  The 
  water pools of the caverns of the Allies (areas 12a, 15, 
  16, 18) connect with one another, and may connect with 
  any internal water source in Purple Mountain.  Also, the 
  cave of Szerl the faceless stalker has cracks and fissures 
  that lead to other subterranean realms, at the GM’s dis-
  cretion.  The fissure at area 19c, if left unblocked by the 
  GM, leads a winding path the entrance of Purple Moun-
  tain 4, area 1.
     Flora and Fauna: Due to harsh conditions, fungus 
  is typically in large quantities only through cultivation, 
  though there are exceptions (areas 8, 11b). Areas with 
  water will have small quantities of mosses and fungi of 
  various innocuous types.  Various small vermin live off 
  fungus and each other, and can be seen here and there 
  scuttling about.  A wild species of web-building spider 
  was once prevalent throughout the hot caves, but is now 
  they have been partially domesticated for food and fabric 
  in the dens of the morlocks.
     light: None of the creatures in the caves depends on 
  light, though the allies mongrelman tribe will some-
  times use phosphorescent fungus to enjoy visual esthet-
  ics, learned from purebred ancestors.  Chambers with 
  magma present will have a dim illumination.
  
  6
     Magma: As stated in the Pathfinder Roleplaying Game 
  (see environment), contact with magma does 2d6 dam-
  age per round, and continues for 1d3 rounds afterward 
  at half damage once removed from contact.  Submersion 
  in magma should always result in instant death, unless 
  significant magical protection is used.  All tools, weap-
  ons, and materials are subject to this damage, as well.
  Dungeon Populations
  The two functional communities in the linked caverns 
  are not static, as members of both do some traveling and 
  hunting in the space of the adventure.  This is especially 
  true of the morlock tribe, as there are more members 
  then are listed for encounters; some may be encoun-
  tered as wandering monsters, and, as stated in the toll 
  of feasting event (see page 24), even wiping the listed 
  community members out will not preclude a showdown 
  with absent members that were elsewhere during the 
  PCs predations.  The magma mephits in area 2 will not 
  return once the idol in area 3a) is restored.  If it is not 
  destroyed, the Stone of Loneliness will keep summoning 
  monsters, about once a month, though the Allies have 
  a tendency to eat them, or make babies with them (or 
  both). If left unchecked, shriekers and violet fungi might 
  spread to other areas of the caverns, though the Allies are 
  good at handling them.
  random encounters
  The caverns are a fairly closed system, but occasionally 
  strange creatures do come up from the depths looking 
  for trouble.  Roll a d12 on the table below if the PCs 
  spend an inordinate amount of time in an area, make a 
  lot of racket outside of combat, or spend a rest period 
  outside of the mongrelman community.  
  d12
  Creatures 
  source
  1
  Stray morlock
  Pathfinder Bestiary
  2
  Mongrelman rogue 1
  Pathfinder Bestiary II
  3
  Magmin
  Pathfinder Bestiary III
  4
  1d4 dire rats
  Pathfinder Bestiary
  5
  Dire bat
  Pathfinder Bestiary
  6
  1d3 jinkins
  Pathfinder Bestiary II
  7-8
  Narfel, in mongrel-
  man disguise
  see Appendix II
  9-12
  No encounter. Environmental noise
   
  room 1: Mining Chamber (Cr 3)
  This raggedly excavated chamber is clumsily shored up 
  with heavy timbers, and seems to have been enlarged 
  with hand labor and fortuitous collapses.  There is 
  evidence of work here; tool handles, discarded gloves, a 
  wooden water-pail.  The chamber is very warm due to 
  a river of dully-glowing, rumbling magma to the north, 
  and which seems to have been exposed by the work of 
  the erstwhile miners.  There is a large pile of red soil 
  in the east face of the chamber--several orange beetles 
  crawl amongst it, clicking softly.                                                  
  The red soil is all that remains of a deposit of adaman-
  tine that once held the artifact known as the tooth of 
  Ferrakus. A DC 20 Perception check can be used to 
  identify the red soil as the remains of adamantine (crea-
  tures with stonecunning may apply their bonus to this 
  check).  The orange beetles can be identified with a DC 
  10  Knowledge (dungeoneering) check  as rust beetles 
  (the larva form of a rust monster). The adamantine was 
  hungrily devoured by an adult rust monster that is now 
  sleeping off its meal at location X on the map. 
  Creatures:  The adult rust monster will wake if metal 
  is brought within 20 feet of it, if it is attacked or if any 
  of the four rust beetles are attacked.  Rust beetles are 
  ineffective combatants and will be killed by a single hit 
  against AC 12, however killing the rust beetles carries 
  with it the same risk to rusting as an adult rust mon-
  ster’s antennae.  The rust monster was summoned by the 
  Stone of Loneliness, and brought here at considerable 
  peril by the mongrelmen, who subsequently abandoned 
  it.   
  rust Monster (Cr 3; 800 XP)
  hp 17; see Appendix III
  Development: The cavity that the tooth of Ferrakus was 
  removed from detects for conjuration magic, as does a 
  trail of crumbs from the item-- they stop at the river of 
  magma at room 1-A.
  treasure: Under the water-pail is a folded divine scroll 
  of shatter, endure elements and commune.  This was left 
  here by one of the dwarven priests of Ferrakus, who 
  worked with the miners before they fled.
  
  7
  room 1-a: Magma river
  The river of magma moves almost like a living thing, 
  cool spots of black shiny rock showing through in places. 
  The heat is intense, but bearable.  The vein of molten 
  rock curves away into a tunnel to the east, and seems to 
  pool and drop out of sight, at least 60 feet away.  There 
  is a large, dark chamber on the other side of the river.  
  Two platforms of solid rock lift above the surface of a 
  darker area of the seam.
  This sluggishly surging seam of magma has begun to 
  cool somewhat since the dwarven miners broke through 
  to it, but it is still very dangerous.  Touching it in any 
  way deals 2d6 damage per round, continuing at half 
  damage for 1d3 rounds afterward (see environment rules 
  in the Pathfinder Roleplaying Game). Two large protru-
  sions of stone jut from the magma river, and can be used 
  to cross it more or less safely.  Simply leaping from shore 
  to stone is a DC 19 Acrobatics check; using shoring 
  timbers as crude bridges lowers that to 10.  Each round 
  the timbers will be charred by the magma, lasting no 
  more than 1 minute (10 rounds) before it is completely 
  destroyed by the magma.  
  Development: Removing more than 4 timbers from the 
  chamber risks (40%) a small cave-in, doing 4d6 damage 
  to everyone within 20 feet, (Reflex save DC 15 halves).  
  Increase the chance by 10% for every timber past 5 
  timbers removed.  A dwarf character or a character with 
  Profession (miner) will know the risks automatically.
  room 2: obsidian Chamber (Cr 4)
  This oppressively warm chamber seems to be formed 
  primarily out of basalt and flows of obsidian, and 
  glints darkly in the reflected light of the magma river 
  you have just crossed, and another pool of molten rock 
  to the east, blocking the path to a stalactite-filled cave. 
  A narrow passage leads to the north, and a larger, less 
  smooth tunnel to the west. There seems to be small 
  puddles of lava on the floor, as well.  
  Dwarves can note that the floor seems to slope down-
  wards to the west. On the pyramidal flow of obsidian 
  on the east side of the cavern is the charred corpse of a 
  mongrelman, identifiable as such with a DC 20 Knowl-
  edge (nature) check.  This was once the leader of the 
  mongrelman tribe, who bravely held off the mephits 
  while his people retreated from their mission in room 1.  
  Creatures: The primary inhabitants of this crossroads 
  cavern are two magma mephits, who spend as much 
  time as possible in pool form, as they are when the PCs 
  enter.  As the inhabitants of the caverns avoid this place, 
  PCs that walk right in will be attacked by them with rel-
  ish, and the mephits will have a +1 bonus to Stealth for 
  quickly assuming solid form.  The two current mephits, 
  Bernirnirnirii and Schaschaskchak, have a vaguely corvid 
  appearance, as they are servants of Nemyth Vaar, former 
  deity of the morlocks that inhabit the caverns.  They 
  have sketchy instructions to harass the morlocks, but 
  rarely get up the ambition to do much other than make 
  faces at the rare patrols or trap-setters, as the water-traps 
  that Narfel the Garthok (see page XX) creates cause 
  them great discomfort.  They will pause briefly before 
  pursuing into areas 3 or 7, but will bravely charge on if 
  the PCs trigger the traps.
  MagMa MePhits (2) (Cr 3; 800 XP)
  hp 19; see Appendix III
  traps:   The traps constructed by Narfel to impede the 
  mephits are marked by the dotted lines at the entrances 
  to 3 and 7; there are similar traps along the entrance to 
  5, but players are unlikely to trigger them (see area 5).
  Water-blaDDer traP (Cr 3; 800 XP)
  type mechanical; Perception DC 20; Disable Device 
  DC 20
  eFFeCts   
  trigger location; reset repair 
  effect Atk +10 melee touch (cholera)*
  *special: Because of multiple bladder-triggers in a loca-
  tion, the trap can be sprung again after the initial trigger, 
  at +5 melee touch, and a third time at +0 melee touch.
  Cholera, disease—ingestion; save Fortitude DC 13; 
  onset 1d3 days; frequency 1/day; effect 1d2 Con damage; a 
  long as a character suffers Con damage from cholera, he 
  is fatigued.
  Narfel makes water-bladder traps with spider-silk cords, 
  bladders and organs from the morlocks’ nasty dinners, 
  and water from area 8.  Narfel’s devotion to Nemyth 
  Vaar and the proximity to His idol give the added bonus 
  
  8
  of confusion to the effect.  The traps have little effect on 
  the mephits, which is Narfel’s intention, but keep them 
  from harassing the morlock tribe too much. The day will 
  come when the tribe and its leader, Szerl, will be com-
  placent enough for Narfel to put his traps to other uses.
  treasure: The charred mongrelman’s body still bears his 
  necklace of office, a string of beautifully cut blue quartz 
  crystals worth 1,000 gp, and a masterwork porphy-
  rium dagger (see page 26).  If the mongrelmen see the 
  necklace, they will want it back.  If the players return 
  the necklace to the mongrelmen willingly they should re-
  ceive a CR 2 story award.  Obsidian fragments picked up 
  here act as non-magical sling bullets that deal +1 damage 
  due to their sharpness.  A maximum of 15 are fit for use.
  Development:   If both the mephits are destroyed (and 
  any they may have summoned), it will be 3d10 hours 
  before Nemyth Vaar replaces a single mephit.  Narfel 
  checks the traps’ status every day, in case he needs to re-
  build them- they will not stay unrestored for more than 
  24 hours.
  room 3: hall of heat 
  This chamber is hot and stifling, and it feels like the 
  breath is almost sucked out of you.  The long scramble 
  from above makes you pant and puff, making it worse.  
  A slowly cooling ribbon of magma moves though a 
  gravel-pile of volcanic fragments to the north, and a 
  stepped ‘chimney’ leads upward.  Stalagmites of cooled 
  lava form tooth-like protrusions on the cavern floor.  
  Whitish markings appear to be on the west wall of the 
  cave, in jagged swoops and swirls.
  The heat environment rules apply here (very hot condi-
  tions) and in area 3-A and 4, and if the party spends a 
  total of more than an hour here, they will take damage 
  as the rules state.  Keep track of any actions and add 
  minutes as appropriate.  Be sure to emphasize the hot 
  conditions, for comic effect, if you wish.  The stalagmites 
  are natural and normal, though there is evidence of tool 
  marks on them, the marks in the wall are a crude prayer 
  to Nemyth Vaar in Undercommon [DC 15 Knowledge 
  (religion)  to identify] Read the following to the PCs, 
  as many times as they wish, adding minutes on to their 
  time in the hot caves.
  Oh Vaar, sacred Nemesis, hide us in the places of the earth.  
  Hide us from those who would have us dig in the sacred 
  earth, to grub like worms.  The stone, the stone of domi-
  nance, the bringing stone, the stone that takes, the stone that 
  is not Nemyth, oh Betrayer, betray us not now-
  Development: This does give some clues as to the nature 
  of the Stone of Loneliness, the quartz elder in area 20.  
  The magma ribbon to the north can be crossed with a 
  DC 15 Acrobatics check.  Breaking off a suitable stalag-
  mite for a bridge would require a Break DC of 24, hard-
  ness of 8, with 60 hp.
  room 3-a: Chamber of the idol (Cr 3)
  This chamber, though still hot, seems to be maintained, 
  after a fashion.  The typical molds, debris and gravel 
  have been cleared away, perhaps even swept.  The 
  chamber is dominated by a large idol in the west half 
  of the room. It seems to be of a robust fighter in heavy 
  armor, carrying a large sword, but the face and front of 
  the statue is covered in thick layers of splattered mud, 
  and none too fragrant.  Crude steps lead downwards 
  and east into even more oppressive heat.
  This idol is that of Nemyth Vaar, the God of outcasts 
  and betrayal.  He is also an earth deity, and this place 
  under Purple Mountain is strong with His presence, de-
  tecting conjuration and enchantment magic and chaos- 
  but not evil! 
  
  9
  trap:  Removing the mud from the statue will inflict 
  touch of idiocy at 6th level to all who participate, as 
  Nemyth Vaar exercises his wrath.  Narfel shamefully 
  checks this chamber every other day, and will replace the 
  mud when he does so. 
  CurseD iDol traP (Cr 3; 800 XP)
  type magical; Perception DC 27; Disable Device DC 
  27
  eFFeCts 
  trigger touch; reset special (1 day)  
  effect spell effect (touch of idiocy, 60 minutes)
  treasure: Under the mud is Nemyth Vaar’s visage, 
  dominated by a large fire opal.  The opal is easily worth 
  1000 gp, but as soon as it is taken in hand, the remover 
  is struck with a confusion spell, cast at CL 7, requiring a 
  DC 16 Will save to avoid.  The stone is safe to handle af-
  ter that, but will reactivate and cast confusion on its pos-
  sessor every three days until it is returned to the idol.  A 
  DC 15 Perception will find a stone offering bowl tucked 
  behind the statue; if at least one gold piece or its equiva-
  lent in money or goods is placed in it, the petitioner will 
  hear a cawing noise, and discover that a Vaar’s Raven (see 
  Appendix II) has entered the chamber from area 4, and 
  settles on the donator’s shoulder.  It acts in all ways as a 
  wizard’s familiar, though it will not be replaced if it dies, 
  and has a chaotic neutral alignment.  The creature will 
  live up to its reputation as a creature of Nemyth Vaar, 
  the Betrayer, and will give the party away at the most in-
  opportune moment, to judge their fitness.  This does not 
  mean that the raven will leave its chosen service!  Only 
  one PC can receive a Vaar’s raven in this manner.
  Development: If enough time has passed, Narfel will 
  have detected interference in his god’s chamber, and be 
  even more on his guard.  Give him a +1 circumstance 
  bonus to Initiative if this chamber has been disturbed 
  and 24 hours have passed.
  room 4: Falls of the test (Cr 2)
  As the smooth steps lead down and down, the air seems 
  to grow hotter and stiller, and rumble sounds in your 
  ears.  Curving slightly to the north, the chamber wid-
  ens into an awesome sight; a slow-moving cataract of 
  lava, like an infernal waterfall, red and yellow viscous 
  molten rock dropping from more than 40 feet above 
  in a smooth, superhot sheet.  Where the flow is inter-
  rupted, multicolored crystals jut out from the rock face 
  winking in the light of the molten fire.  The south wall 
  appears to have chiseled markings on it, where the rock 
  is cooler; a pair of iron rods are placed in the rock, in 
  front of the magma-fall.  Thrust upon each is a heavy 
  metal gauntlet.  An air of expectation fills the chamber, 
  like a hot eye upon your back.
  A DC 15 Perception check can determine that artificial 
  means have been used to smooth the steps, probably 
  with stone tools; heavier means have been used to alter 
  the chamber beneath, possibly changing the flow of the 
  lava.  The chiseled words read, in Undercommon, “Do 
  what must be done to be one of Mine.”  Inspecting the 
  gauntlets shows the word ‘Trust’ on each of them, in 
  Common. This area detects as strongly chaotic.
  Creatures: See development, below.
  Development: Consequences of actions in this room are 
  listed below:
  •	
  Don the gauntlets and try to grab a crystal: Take 1 
  damage from the hot gloves, a -5 Dexterity ability 
  check to grab the crystal; user takes 1d6 fire damage 
  from the attempt and is -1 on all tasks using manual 
  dexterity until he receives a DC 15 Heal check.  
  These blue quartzes are worth 10 gp as a gem, and 
  can be used as an offering in 3a, but have no other 
  properties.
  •	
  Throw the gauntlets into the magma fall: the proper 
  observance of Nemyth Vaar.  The rumble will in-
  crease for a second, and the performer will gain a 
  reward from Nemesis.  Roll on the table below:
   
  d6
  spell-like ability gained
  1
  Litany of sloth (2/day)
  2
  Litany of weakness (2/day)
  3
  Litany of defense (1/day)
  4
  Litany of eloquence (1/day)
  5
  Litany of entanglement (1/day)
  6
  Roll twice, ignore further 6 results
  These powers fade in 24 hours if not used, and give no 
  permanent ability in any case.
  Purple Duck note: A divine spell-caster, especially a 
  lawful one, may be censured by their deity for perform-
  
  10
  ing the ritual correctly, at the GM’s discretion.  This 
  may include loss of spells and abilities until atonement 
  can be cast on the performer, or some other task, such as 
  throwing the Toll of Feasting into the magma fall.
  •	
  Leave the cavern without doing either of the above: 
  The gauntlets will animate and attack random 
  intruders. The gauntlets will be replaced within 24 
  hours by a mephit from area 3, from a compartment 
  hidden by the lava flow.
  tiny aniMateD obJeCts (2) (Cr ½; 200 XP)
  hp 5; see Appendix III
  room 5: home of the ancients (Cr 3)
  Even a non-subterranean can tell that this magma-
  heated cavern used to be much larger.  The eastern side 
  has been intruded by a massive bubble of expanding 
  volcanic stone, gradually encroaching on this cave and 
  the chimney leading upwards and to the north.  Judg-
  ing by the ancient stone crockery, furniture, and wall 
  decorations, someone used to call this place home.  The 
  temperature is quite moderate here.
  The ancestors of the morlocks made their home here 
  long ago, before they degenerated into their present 
  form.  The area is taboo for them now, but they of-
  ten challenge one another to get as close as possible.  
  The place seems eerily untouched, as though they just 
  stepped out for a minute, a thousand years ago.
  haunt: One of the reasons for the taboo, the reason that 
  the mephits do not intrude in this area, and a factor in 
  the halting of the lava bubble, is the presence of a left-
  over spirit from that bygone era, a cold haunt of the last 
  true human in the caverns.
  ColD sPot (Cr 3; 800 XP)
  NE persistent haunt (15-ft. radius)
  Caster level 3rd
  notice Perception DC 10 (to notice temperature drop)
  hp 13; trigger proximity; Weakness damaged by fire; 
  reset 1 hour
  effect When the area of a cold spot is entered, the 
  temperature immediately drops to freezing as the minor 
  spirit draws warmth from living creatures.  This action 
  duplicates the effects of a chill touch spell (save DC 11), 
  automatically affecting all creatures in the area for each 
  round they remain.
  Destruction An unattended metal object must be sub-
  jected to heat metal while the cold spot manifests.  The 
  warm object will absorb the entity, and must be quickly 
  buried in hallowed ground. 
  treasure: Each DC 15 Perception check can find the 
  following; a small fetish of Nemyth Vaar [DC 15 Knowl-
  edge (religion) to identify], a blue-quartz offering stone 
  (10 gp) and a masterwork obsidian dagger (see below 
  for information on the obsidian material).  The chest 
  marked in the alcove beyond the cold spot’s effect radius 
  is ancient and collapses at a touch; it contains a beautiful 
  mithril shirt, and a handful of ancient coins; 4 cp, 5 sp, 
  3 gp 2 pp.  They can be sold for 10 gp apiece to a col-
  lector of such items, a fact noted by a DC 20 Appraise 
  check.
  Material: obsidian
  This black volcanic glass is extremely sharp, 
  and can be shaped into a variety of weapons 
  that do piercing and slashing damage. Bits of 
  obsidian inserted into a length of tempered 
  wood create effective swords called terbutjes.
  Obsidian weapons cost half of what base 
  items of their type do, and weigh 75% of 
  what base items of their type do.
  Weapons: Obsidian can be used to craft light 
  and one-handed weapons that do piercing 
  or slashing damage, as well as spear tips and 
  arrowheads.
  Obsidian weapons have half the hardness of 
  their base weapon and have the fragile quality.
  armor: The fragile glass nature of obsidian is 
  perfect for creating sharp points and blades, 
  but those same qualities make it unsuitable 
  for creating armor. Armor cannot be con-
  structed from obsidian.
  
  11
  room 5-a: Forbidden Chimney 
  (Cr 3)
  This circular, sloping tunnel has a small 
  but cooling breeze blowing through it.  
  As it widens ahead of you, crevices in the 
  volcanic stone are notable, and most seem 
  to contain moisture.
  The description can be used for either direction, 
  from 6 down to 5, or 5 up to 6. 
  Creatures:  There are three morlocks (hp 22) 
  lurking in crevices and cracks, arguing and 
  bullying one another to enter area 5, but 
  now lying in wait for the PCs; their Stealth 
  bonus is reduced to +6.  One of the mor-
  locks is wedged into a crack in the ceil-
  ing, and all will use their sneak attack 
  and swarming abilities. 
  MorloCKs (2) (Cr 2; 600 P)
  hp 22; see Appendix III
  treasure:  There are three blue-
  quartz crystals (10 gp each) in 
  various cracks and crevices in the 
  chimney.
  room 6: bat Cave (Cr 2)
  After climbing up the lava chimney, you enter a large, 
  irregular chamber, dark and fetid.  The floor is slick 
  with guano, at least an inch thick.  Strange cross 
  breezes assault you, and the ceiling is lost in darkness.
  The guano on the floor makes for difficult terrain in the 
  entire cave, created by the inhabitants of the cavern’s 
  upper reaches.  Morlock tracks can be found here, with a 
  DC 16 Survival check.
  Creatures: Two bat swarms call this area home (hp 13), 
  one in the north half, and another in the southern half 
  of the cavern, at least 40 feet up.  They are unlikely to 
  attack PCs unless they fire missiles in the chamber (75% 
  chance). 
  bat sWarMs (Cr 2; 600 XP)
  hp 13; see Appendix III
  Development:  If the party spends more than 10 min-
  utes here, there is a 10% chance per minute of a pair of 
  morlocks (not from any encounter list) will enter the 
  chamber, from the opposite direction the PCs entered.  
  If they perceive the party, they will climb the walls and 
  attack from there.
  room 7: Cavern of Waiting (Cr 3)
  This wide cavern has a number of entrances and exits, 
  and the floor is fairly even, even if the other areas in 
  these haunted caves are not.  There seems to be more 
  debris of a non-mineral nature here, bits of rotten plant 
  material, small bones and the like.  Out of the corner 
  
  12
  of your eye, a small figure darts across your field of vi-
  sion, and comes to a halt.
  This large chamber is a no-man’s-land of the cave system, 
  though it often becomes a killing ground during the 
  Time of the Toll.  Extensive forensic searching (Take 20 
  on Perception or Survival, roll on the encounter table 
  with a d10) can determine the debris is of mushroom-
  based textiles, digit bones of some kind of humanoid, rat 
  and bat bones, and broken bits of crudely manufactured 
  clubs.
  Creatures:  The ‘small figure’ that stands so boldly and 
  examines the party is Narfel the Garthok, currently 
  using his powers of disguise and the form of a mon-
  grelman.  [See area 12 for the appearance of the Allies 
  Mongrelmen] From whatever entrance the PCs use, 
  Narfel will be at least 30 feet away, and near a close exit.  
  Narfel’s appearance differs only in that his bracers appear 
  as manacles- he refuses to completely disguise his badge 
  of office.  At this point Narfel is only curious about the 
  party’s intentions; because they in all likelihood slew 
  his god’s minions (the mephits) he will not initially be 
  inclined to approach.  
  narFel (Cr 4; 1,200 XP)
  hp 45; see Appendix I
  Development: Narfel’s motivations are complicated, 
  [see his NPC entry in the appendix] but for now, he will 
  shout, in Common, laced with animal noises, “You come 
  kill big morlock?” (a phrase he has practiced for some 
  time, trying to influence the mongrelmen) and then race 
  off to area 7a), drinking his potion of pass without trace, 
  throwing the ceramic container into the lava.  He will 
  scramble up the chimney at area 6, and follow the party 
  from thereon, in morlock form, not engaging unless his 
  various motivations come into play [see appendix].
  room 7-a: Magma Corridor
  You look down the low-ceilinged cavern corridor to see 
  that it will eventually be dissolved in a pool of magma, 
  which borders the path on both sides.  It is still just less 
  than 20 feet wide, 5 feet high and about 50 feet long, 
  before it ramps upward to the cave on the other side.
  The magma here has the same properties as in the other 
  areas, [see area 1a)] and is treated as difficult terrain due 
  to the breaking up of the corridor surface.  Though it 
  would be difficult to fight in (-1 to attacks for those over 
  5 feet tall) there are no special dangers here.
  room 8: Cave of bones (Cr 3)
  The unmistakable odor of death hangs in the air in this 
  large, irregular chamber, and you kick a drift of old 
  bones out of the way almost immediately up on enter-
  ing.  The shimmer of dark water on stone comes from 
  the large cave to your right, the glint of metal to your 
  left.  A pulsing purple light comes from ahead, casting 
  dark shadows on the sinister white carpet at your feet.
  The marked area in the eastern part of the cavern is cov-
  ered with about 10 inches of water, which, if consumed, 
  may inflict cholera (see area 2), with a +2 bonus on the 
  save.
  hazard: If the party moves any further into the cavern, 
  they will trigger a scream from a shrieker, a man-sized, 
  mobile purple mushroom that normally wanders near 
  the Toll of Feasting (marked at T).  Consider it to be 
  AC 8, hp 11, with a move of 5 and no attacks.  Bearing 
  completely to the right, towards the shallow pond may 
  (GM’s discretion) avoid the shrieker, but unless the party 
  is relying on darkvision, they will probably trigger it.  
  The screaming of the shrieker alerts the morlock at 10 
  of an intruder, but most of the other morlocks are too 
  far away to be alerted.  The shrieker’s screaming also sets 
  up a sympathetic vibration with the Toll of Feasting, an 
  ancient magical device used by the ancient pre-morlock 
  humans to summon food, mostly vermin, in days gone 
  by.  It appears as a dull bronze gong, etched with ancient 
  symbols.  It hangs on an arched frame of fitted obsidian 
  shards, which looks wickedly sharp.  Though the Toll 
  cannot be moved from its location, when stimulated 
  properly, it casts a sympathy spell no more than once 
  per day, at CL 16th, with a range of 65 feet and a DC 
  16 Will saving throw.  A patch of tiny shriekers grows 
  behind the gong, replacing the guardian if necessary.  
  shrieKer 
  hazard; see Appendix III
  
  13
  Creatures: Bones and leavings are thrown to the perma-
  nent inhabitant of the cavern, a bloated violet fungus 
  (hp 40) marked at V; Szerl seems quite in awe of the 
  creature.  This purple, puff-ball shaped fungus has more 
  hit points than average, and is 8 feet in diameter, at the 
  high end of medium; its surface is laced with the com-
  mon phosphorescent mold of the dungeons, one of the 
  few places in the hot caverns where it thrives.  It is well-
  fed, and does not normally move, though if attacked, it 
  will break out of its root mat and pursue.  
  Violet Fungus (Cr 3; 800 XP)
  hp 30; see Appendix III
    
  Development:   When Szerl, the morlock leader decides 
  it is time to feed, he simply leads his favorites to the 
  cave, activates the shrieker, and waits with his grisly crew 
  for weak-willed mongrelmen to arrive from areas 11-13.  
  treasure:  The litter under the fungus contains a por-
  phyrium sickle, a beaten copper helmet worth 50 gp, 
  and a lesser metamagic merciful rod.  Splashing through 
  the eastern pond may (DC 15 Perception) reveal 1d6 
  copper, silver and gold coins.  Roll d10 on the wander-
  ing monster table if the party decides to do this.
  room 9: sepulcher of silk (Cr 2)
  The caverns here continue to be low-ceilinged, and the 
  tunnel rises to a large opening; the cave beyond is al-
  most completely filled with fine webbing, though a tun-
  nel- like path seems to wind its way through the mass, 
  and stalagmites poke through at these points.  Small 
  white spiders the size of a coin scurry here and there on 
  the silvery threads, chittering and clicking softly.
  Areas 9, 9-A and 9-B are all have low ceilings (5 feet) 
  and inflict a -1 circumstance attack penalty for those 
  characters over that height; no light sources whatsoever 
  are present.  Moving through the webs without disturb-
  ing them and their inhabitants is a DC 15 Acrobatics 
  check, very easy for morlocks (who are +13).  The webs 
  count as difficult terrain, and moving through them 
  requires a Strength check at -1; each 10 foot square has 
  2 hp, if area effects are used against them.  Failing a 
  strength check results in the character being grappled for 
  that turn. 
  Creatures:  The spiders in this mass count as a spider 
  swarm (hp 9) who will attack those that fail to navigate 
  the path, those that attack the web, or those who try to 
  bull their way through the strands.  
  sPiDer sWarM (Cr 1; 400 XP)
  hp 9; see Appendix III
  treasure:  A masterwork bone club can be recovered, if 
  all of the webs are removed from the area.
  room 9-a: lockling Pits (Cr 4)
  This area seems to contain less webbing, limited to two 
  recesses in the cavern walls.  The floor is pitted and 
  uneven, sloping downwards to the south.  A chittering, 
  mewling sound is heard in the stillness of the cave.
  The floor of this elongated cave is pitted with shallow 1’ 
  holes, making the floor difficult terrain, and requiring 
  a DC 10 Acrobatics check to move at half speed, and 
  becoming flat-footed.  Failing a check results in stepping 
  in a pit, which is 50% likely to be occupied by an infant 
  morlock, which will attack the intruding member with a 
  bite at +0 (though the target is flat-footed) doing 1 point 
  of damage, and hanging on to do 1 point every round 
  until dislodged, a combat maneuver check CMB +0 vs. a 
  CMD of 15.  If locklings are attacked (AC 11, hp 4, bite 
  +0 1d3) they will scamper off into the darkness.  There 
  are at least 12 lockings currently in the nursery pits.  
  Creatures: The marked areas contain webs and spider 
  swarms identical to area 9, but these are cultivated spe-
  cifically for trap parts and some crude native cloth; the 
  morlocks eat them when nothing else is available.
  sPiDer sWarM (2) (Cr 1; 400 XP)
  hp 9; see Appendix III
  Purple Duck note: For a time, I worked on trying to 
  develop a traditional statistic block for the locklings, 
  but after several repeated attempts that failed to capture 
  the feel of the encounter I abandoned those designs. 
  Instead we have presented them as listed above. In this 
  format they act as more of a hazard than a monster. 
  They are more of a nuisance than a credible threat so 
  no experience points is listed for their slaughter.
  
  14
  room 9-b: sleeping Cave (Cr 6)
  Masses of shredded spider-silk, mushroom fiber and 
  skulls cover the floor of this area; the eyes of the skulls 
  seen to be filled with clay.  The smell of unwashed bod-
  ies, blood, and meat seems permanent.
  The skulls are drinking vessels for the morlock tribe, the 
  spider-silk and mushroom fiber used for crude bedding.  
  It is likely that these goods are stolen from the mongrel-
  men, noticeable if the party has already visited them.
  Creatures: There are currently five morlocks sleeping 
  and resting here, huddled in a mass on the floor.  If the 
  PCs had to deal with locklings in 9a), it is likely that 
  they will be aware and ready for any intruders, waiting 
  in this chamber if only one lockling is assaulted, but 
  spilling forth in a snarling swarm if a second is attacked 
  or attacks.  They will use their swarming ability on the 
  nearest PC, trying to bring them down or bull rush 
  them into the spider swarm areas. 
  MorloCKs (5) (Cr 2; 600 XP)
  hp 22; see Appendix III
  Development:  If the morlocks are confronted in this 
  area, Szerl and his current servant in 9c) will join the 
  melee in 2 rounds. 
  treasure:  Besides trash and sleeping goods, there are 10 
  blue-quartz crystals (10 gp each) scattered throughout 
  the sleeping space.
  room 9-C: Cyst of the usurper (Cr 5)
  A bulging wall of volcanic stone pulses a weak glow on 
  the east wall of this collapsed sphere; cracks and holes 
  that seem too small for any being with bones are on all 
  sides of the chamber.  Much of the surfaces of this space 
  are covered by blankets of spider silk and mushroom 
  fiber that have been soaked with water, creating a foul 
  steaming pit.  A bowl-like stone suggestive of a throne 
  sits between two large balls of spider silk.
  This is the de facto throne room of Szerl, a faceless 
  stalker, or ugothol,  that crept up from the deeper under-
  world and found his own tiny kingdom within Purple 
  Mountain.  Nearly a century ago, in Szerl’s youth, he/
  it infiltrated the morlock tribe and slew the strongest 
  of their group.  Even though morlocks don’t typically 
  recognize leaders, Szerl became theirs- those who did not 
  drop their gaze from his turned up drained of blood and 
  unavailable for tribal consumption.  Szerl, who probably 
  couldn’t conceive of better prospects, set about dominat-
  ing his/it’s little empire, suppressing the garthoks of the 
  tribe to menial status, and utilizing the Toll of Feasting 
  to regulate the food supply, enabling Szerl’s choice of 
  perfect victims.  The faceless stalker has grown compla-
  cent, however, and avoids conflict whenever possible, 
  leaving the problem of the mephits to his minions, and 
  to the hapless (so he/it thinks) garthok, Narfel. 
  Creatures: Szerl, drug-addled ugothol leader of the 
  morlocks, and Calsto, his morlock servant.  Additional 
  morlocks may have retreated here, as well.  Szerl fights 
  intelligently, using his sword or his natural attacks as ap-
  propriate to the situation.
  MorloCK (Cr 2; 600 XP)
  hp 22; see Appendix II
  FaCeless stalKer (Cr 4; 1,200 XP)
  hp 42; see Appendix III
  Development:  If surprised here, Szerl will be rambling 
  on about imaginary conquests of his/its youth to his 
  current servant, a young morlock named Calsto, who is 
  preparing mushroom spores into Szerl’s poison of choice, 
  a concoction that closely resembles blue whinnis (q.v.) 
  Szerl uses this poison to facilitate his feeding sessions, 
  and ingests tiny amounts of it as a sort of depressant 
  drug- as such, he has permanent Con damage (17) and 
  thus 37 hp, and Fort save +5.  Note that Szerl is almost 
  always in the form of a robust morlock, and has a habit 
  of smacking his/its lips, no matter what form it is in.  If 
  Szerl joins in combat in 9b), he/it will fight savagely to 
  aid the morlocks, but if three of them (including Calsto) 
  go down, he/it will flee north and hide itself among the 
  mongrelmen, to poison their minds against the intrud-
  ers.  Szerl will avoid assuming its natural form during 
  combat, as the morlocks do not know his/its true nature.  
  Note that it takes 10 minutes for the ugothol to assume 
  a new shape, and it will not do so in front of any mor-
  locks.  
    
  treasure:  Szerl wears a necklace of crudely polished 
  blue quartzes, worth 500 gp; leaning against his ‘throne’ 
  
  15
  is a still-wicked masterwork longsword, and an obsidian 
  dagger laced with blue whinnis.  Sealed into the spider-
  silk balls by Szerl’s throne are odd treasures of Szerl’s, 
  and a scarlet spider (hp 4) nests in the lid of each (de-
  tect as a trap, DC 20 Perception) The leftmost contains 
  a ceramic-bottled potion of fox’s cunning, another dose 
  of blue whinnis in an identical bottle, a defaced fetish 
  of Nemyth Vaar, 8 blue quartz crystals (10 gp each) 
  12 porphyrite crystals, and a whip made out of violet 
  fungus tentacles, that does 1 Str and 1 Con damage per 
  strike, three times before it becomes a normal whip.  The 
  rightmost contains 3 sealed bottles of morlock blood, 
  adulterated with blue whinnis; drinking them makes 
  the consumer violently ill (sickened, no save) and causes 
  hallucinations for 1d4 hours (1d4 Wis damage) a sack 
  full of 12 aboleth  figurines shaped from obsidian (10 gp 
  each) as well as a silver-dressed mirror worth 150 gp.
  Purple Duck note: During our playtest, one of our 
  characters was reduced to unconsciousness. Having 
  exhausted our healing we tried to feed him the bowl 
  of blue goo to heal him. Often at our table, healing 
  potions are blue. Since we are ridiculously stupid some 
  times, we successfully killed him with the blue whinnis 
  poison instead of healing him. Sadly, this was already 
  the second character we lost this game due to our own 
  stupidity.
  room 10: throat oF hunger (Cr 3)
  This tubular tunnel is reminiscent of a throat, with sta-
  lagmite and stalactite teeth, and an odd pinkish sheen 
  to the stone walls.  The tunnel floor is smooth, and it is 
  noticeably cooler here.
  A DC 15 Perception check will notice some tool-work 
  on the passage, and that the smoothness is due to the 
  traffic of many years of feet; the tunnel seems to descend 
  slightly, into granite and porous limestone.  
  Creatures: Two morlocks are always posted here, to 
  report and observe any activity of their food source, the 
  mongrelmen that live in the wetter caverns to the west.  
  They will attack the last person to pass their post, if their 
  collective Stealth leaves them unnoticed, fighting to the 
  death with club and teeth.
  MorloCK (2) (Cr 2; 600 XP)
  hp 22; see Appendix III
  Development: A large amount of racket may (20% 
  chance) attract the attention of a curious mongrelman 
  passerby, who will warn the community.
  CaVerns oF the 
  MongrelMen
  There are no light sources in the mongrelman caves, and 
  they only use them while fishing; there will be a contain-
  er of phosphorescent moss kept near each water area [12 
  a), 15, 17, 18 a)] Areas 10 through 20 are the ancient 
  home of the Allies tribe of mongrelmen, who were and 
  are created by the actions of the Stone of Loneliness (see 
  area 20) a quartz elder, a trapped elemental lord.  The 
  centuries of summoning on the Stone’s part has created 
  this race of friendly, deformed and bizarre creatures, and 
  they pay homage to it and try to obey its wishes.  They 
  have been more successful lately due to the powers of 
  the religious leader of the community, Makuriss, who 
  has, in turn, been guided also by the god of the under-
  world, Ferrakus.  Markuriss and his servants know of 
  the morlocks, but their success in convincing others has 
  been minimal. The Allies lead a tenuous but vigorous 
  existence, and live mostly oblivious to the race of hor-
  rific subterranean predators that see them as a kept food 
  source: the morlocks.  When initially interacting with 
  the mongrelman tribe, each PC should do a Diplomacy 
  check, modified by whatever factors the GM deems 
  pertinent.  News travels fast in the Allies home, and at-
  titudes towards particular PCs will be uniform!  Feel free 
  to adapt information and cooperation based on attitudes 
  developed by the relationship of the party and the com-
  munity.  Mongrelmen will give answers to PC questions 
  as listed below: 
  •	
  “What are those creatures in the other caverns?” 
  – They are the Shadows.  They left us long ago. [The 
  mongrelmen believe they possess no shadows, and if 
  pointed out, say “Where?” and spin around.  If forc-
  ibly shown with torches, they will scream and run 
  away to their homes.]
  •	
  “how did you get here?” – We owe our lives to the 
  Stone.  The Stone brings.  The Stone tells.
  •	
  “how do you survive in this place?”- Oh, we work 
  hard.  We pick mushrooms; we fish, when it is not 
  too dangerous.  We make many children, to replace 
  
  16
  those who go away.”
  •	
  “Where do they ‘go’?” – Those are the ones who 
  have paid the toll. The bell calls, and they go to a 
  bigger cavern with lots of fish and delicious mush-
  rooms!”
  •	
  “Who is your leader?” – Glifiniss died [area 2] 
  when we went to get the magic rock.  We don’t have 
  the Leader’s Necklace any more.  Makuriss is leader 
  until a good leader is decided on.  Makuriss is talk-
  ing to the Stone, he’s always busy.
  •	
  “Where is the magic rock?” – “Oh, Makuriss is 
  probably talking to it. Or talking to the Stone.  Or 
  whatever it is that he does.  Wanna go fishing?”
  The primary strains of these mongrelmen are dwarf, 
  gnome, gremlin, human and mite.  Thus, the Allies are 
  rather short and hairy, fairly human-normal, but with 
  odd shrunken (as mites) or insectile (as jinkin) parts.  
  A common look is a tiny arm and a bug-like eye on a 
  chubby body with a scraggly beard.  Skin color is blu-
  ish, with earth-tone hair.  If the PCs recruit an informal 
  guide, use one of the following, as the PCs choose; they 
  will have standard mongrelman stats.
  •	
  slibslobbiss, male mongrelman builder: comments 
  on structural integrity of everything.  Has a home-
  made masterwork slingshot that he likes to shoot at 
  random things.  He will want to show off homes and 
  construction.
  •	
  Flubardunar, female (bearded) mongrelman mother 
  and mushroom picker: terrible gossip, has a com-
  ment about everyone in the community.  Very 
  perceptive, adds +1 to the party’s Perception and 
  initiative.
  •	
  sclumbugug, male mongrelman child; has a Dex 
  of 16, and Sleight of Hand +8; he will be extremely 
  helpful and courteous, but frequently attempts to 
  steal from the party!  He will seek to take the PCs 
  fishing at 15.
  CoMMunity suMMary: 14 males, 13 females, 9 
  children, 2 NPC rogues, 1 NPC oracle
  Purple Duck note: If the mongrelmen are dealt with 
  harshly or attacked outright, they can deal with intrud-
  ers fairly effectively, which is why the morlocks use the 
  Toll of Feasting.  If attacked by the PCs, a few will 
  stay behind to delay the group, while others run off 
  and secure weapons and slings.  These mongrelmen use 
  slings to hunt bats and such, and are +3 to hit, +3 to 
  damage.  They will gather as a group and fire en masse, 
  hoping to drive PCs away.
  MongrelMan (Cr 1; 400 XP)
  hp 15; see Appendix III
  room 11: room of greeting
  Walking down the passage, the air cools considerably, 
  and opens into a tool-worked room roughly forty feet 
  square.  There are two branches, north and southwest, 
  but before you can choose, you hear a voice from a 
  cave opening above your heads to the south cry, “Be ye 
  damned Shadows, or servants of the Stone?”  Looking 
  up, you see a stubby bearded creature in fibrous gray 
  clothing, with multifaceted eyes and a tiny left arm.  
  That arm clutches a forked stick with a sinew tied to 
  both ends.
  A reasonable answer and a DC 18 Diplomacy check 
  will cause the guard, Slibslobsiss to ask the party to wait 
  there; his child, Sclumbugug will simply scramble down 
  the 15 foot rock face. Failing the check will necessitate 
  further negotiation, and Slibslobsiss will likely chuck 
  a thunderstone down to alert the community, which 
  will have an Unfriendly attitude until convinced other-
  wise.  Slibslobsiss and his son live here since his mother 
  disappeared at the last Toll of Feasting; thus he is more 
  militant than most of the Allies.
  Creatures: Slibslobsiss, mongrelman, and his son, Sc-
  lumbugug, young mongrelman. (q.v.)
  Development: Engage Slibslobsiss as guide: “Let me 
  show you our Wall of Big Protection!  It really is a 
  marvel!” Proceed to area 13.  Engage Sclumbugug as 
  guide: “Ya wanna go fishin’?  That’s a real nice poky stick 
  thing…” Proceed to area 12, then 12a).
  room 11-a: Watch-Chamber/residence
   
  A narrow, steep passage leads to a low-ceilinged space 
  that overlooks a squarish chamber 15 feet below.  A pile 
  of goods are in the southeast corner.
  
  17
  The watching-room chamber contains mushroom-fiber 
  mats, a few stone toys, a pile of three thunderstones, 
  a water-bucket and a week’s rations worth of dried 
  mushrooms. Using missiles from this ledge gives partial 
  concealment (20%) against targets below.
  room 11-b: Mushroom Patch (Cr 2)
   
  This chamber smells of earth and rot, and a bluish glow 
  comes from patches of phosphorescent fungus here and 
  there.  Mushrooms of all shapes and sizes grow here, 
  though it is hard to say why.  [You can hear a tuneless 
  humming, and a scraping noise from further in.]
  Read the last part of the description only if the party is 
  making no more than normal noise.  
  Creatures: Flubardunar, Slibslobsiss’ s mate, is picking 
  fungus here.  If the party is rambunctious, Flubardunar 
  will attempt to hide (Stealth +1), due to her knowledge 
  of this cave.  She is at X, scraping away at a patch of 
  azure fungus.   Intruders will have to pass the required 
  Knowledge check to avoid triggering the fungus, if 
  Flubardunar is not available. 
  hazard: The fungus growing on the walls of this cavern
  is a rather dangerous hazard known as azure fungus. 
  As a byproduct of its growth, the fungus builds up 
  a charge of electricity that it releases in bursts into 
  its surroundings. Normally this can 
  be detected by a faint sizzling noise 
  coming from the fungus. 
  The azure fungus is sen-
  sitive to touch and dis-
  charges its electricity if 
  contacted.The fungus 
  discharges randomly
  once every 1d10 rounds. 
  When the fungus dis-
  charges, all creatures in 
  this room or adjacent to a 
  square in this room take 2d6 
  points of electricity dam-
  age; a DC 14 Fortitude save 
  halves the damage.  After a 
  discharge, the fungus can-
  not discharge again for 1d6 
  rounds. Scraping it from the wall kills it and takes 1 
  round per 5-foot square patch. Azure fungus is immune 
  to electricity and fire, but any amount of cold damage 
  causes one 5-foot patch to become inert for 1 hour. This 
  room is not safe to traverse unless the patches on every 
  wall adjacent to the water are destroyed first.
  The basic abilities of this fungus can be determined
  with a DC 17 Knowledge (nature) check. Exceeding this
  check by 5 or more reveals the fungus’s weakness.
  Development:  Flubardunar is picking mushrooms, but 
  can be convinced to help or guide the PCs with a DC 
  13 Diplomacy check.  Engage Flubardunar as guide: 
  “Well, we’ll have to find somemongrel in charge, won’t 
  we!  Since Glifiniss died, we’ll have to see the Cave of 
  Important People.  Quickly, now!”  [Proceed to area 12 
  then 19]
  room 12: Cavern of great-bigness (Cr 2)
  The tunnel widens into a seemingly limitless under-
  ground space, damp and littered with patches of slimy 
  growths and smelly materials.  A few glow-
  funguses must be growing 
  somewhere, as lights like 
  stars dot the blackness.  
  The air is stale and seems 
  to eat up any light you 
  might have, but not 
  so stale you can’t hear 
  noises in the darkness 
  above.
  A DC 15 Survival 
  check allows the 
  PCs to follow a 
  
  18
  sketchy path through the cavern; add +5 to the roll if 
  lead by a mongrelman.  Otherwise, the party will move 
  in a random direction for its full move until they come 
  within 10 feet of another tunnel.  PCs with darkvision 
  will avoid this problem.  
  Creatures: There is a flock of 4 semi-domesticated dire 
  bats (hp 22) living in this cavern, with 1d3+1 of them 
  being present at any given time.  They know the mon-
  grelmen by their blindsense ‘signature’ and only attack 
  them when withheld a ‘treat’ of some sort, which all 
  mongrelmen carry.  Having a guide through this area 
  reduces the number of bats that will interfere with the 
  party by one; the PCs, being strangers, will be attacked 
  by any that remain. Slaying one of the bats will cause the 
  others, if any, to retreat.
  Dire bats (4) (Cr 2; 600 XP)
  hp 22; See Appendix III
  treasure:  If the PCs insist on searching the place, they 
  will find 1d6 old-fashioned silver pieces, but incur an-
  other attack by a returning dire bat.
  room 12-a: Fishin’ hole (Cr 4)
  You can smell water at the end of this narrow passage, 
  and see a faint glow, as of lightning bugs in a jar.
  There is a glow-fungus jar kept here, and a crude fishing-
  pole.  A DC 10 Survival check, made once per hour, can 
  catch a blind cave-fish, good for ½ daily rations. 
  Creatures: There is a 1 in 4 chance of a devilfish (see 
  area 15) lurking here and attacking anyone who ap-
  proaches the water’s edge, even to the point of coming 
  after them on land.
  DeVilFish (Cr 4; 1,200 XP)
  hp 42; see Appendix III
  room 13: The Wall of big Protection
  Lit slightly by a jar of palely-glowing fungus is a cham-
  ber bustling with activity.  At least a dozen bizarre-
  looking creatures are working here, attempting to 
  mortar a stone wall, cleaning up bits of stone, even 
  patching stone tools.  Smaller creatures run around hit-
  ting one another with what look like mushroom stems.  
  The beings look like a mixed-up conglomeration of 
  dwarf, insect, and gray-skinned goblin, with some body 
  parts being significantly smaller than the rest.  Though 
  ugly, they seem to be industrious, and turn to see you- 
  many of them make curious noises, like that of a bat or 
  cricket.  A large, crude stone door is mortared into wall 
  in the east side of the chamber, but no symbol or mark-
  ing is on it.
  Eight mongrelmen are working on a wall, in a vague 
  attempt to halt the disappearances that plague the com-
  munity.  They are not very good masons, however, and a 
  DC 10 Knowledge (Engineering) or Profession (Build-
  ing) can readily tell that.
  Creatures: The mongrelmen are armed with tools, 
  equivalent of clubs.
  MongrelMen (8)
  hp 15; see appendix III
  Development: Citizens called by the Toll of Feasting 
  just break through the wall with a few hits- if a PC even 
  touches the wall (and Slibslobsiss will encourage this) 
  a 10 foot section will collapse, and the PCs will get 
  shouted at until they proceed through it. The Allies keep 
  gamely trying to build though, and four young mongrel-
  lings run about, barely minded by their elders.  
  room 13-a: room of storing stuff
  Once past the heavy door, you see piled of dried food-
  stuffs, stone jugs, a few stone-and-fiber clubs, various 
  tools of different materials, and bundles of fibrous grey 
  cloth.  [If using light] Your light source alights on a 
  large, glittering spherical object that reflects as though a 
  solid rainbow.
  Both heavy stone doors to this area require a combined 
  Strength of 30 to move, though an equivalent DC 30 
  Strength check would also work.  The food, dried fish 
  and mushrooms, with a bit of rat and bat, are the equiv-
  alent of 30 days’ worth of rations.  
  treasure: The jugs contain a fermented mushroom 
  wine that is the equivalent of elven absinthe though half 
  
  19
  strength, and half value.  20 bolts of mushroom-fiber 
  cloth, 10 clubs (1 masterwork) 5 sets of artisans’ tools, 
  and an overlooked stack of 10 porphyrite flakes, 20 gp 
  in value.  The iridescent object is a flail snail shell worth 
  800 gp, if only it could be removed from the room.
  elVen absinthe
  type drug (ingested); addiction moderate, Fortitude 
  DC 16 Price 500 gp effects 1 hour; +1d4 Cha Damage 
  1d4 Con damage
  room 14: Mongrelman homes (4)
  [Exterior] This construction is a cave enclosed by an 
  un-mortared wall of stones, with a loophole window 
  and a door made from a gigantic mushroom cap.
  [Interior]  In the center of this homey cave is a circle of 
  hot stones, which are used to cook a woven basket filled 
  with some kind of stew.  Sleeping mats made of greyish 
  earthy- smelling fibers are placed here and there, with 
  half-carved implements, stone toys, fibrous clothing and 
  plump rats everywhere.
  Creatures: Typically, 5 or 6 mongrelmen will occupy 
  one of these homes, usually two parents and their off-
  spring, but sometimes an elder or unattached friend will 
  live there as well.  1d6 will be in the place at any given 
  time, though there is a 20% chance it will be empty for 
  the moment.
  MongrelMan (Cr 1; 400 XP)
  hp 15; see Appendix III
  Development: Inhabitants will be rather upset by intru-
  sion, and are likely to throw rocks at random house-
  breakers [+0, 1d3+1] unless mollified.  Nothing the PCs 
  would value is in any of these homes, except perhaps a 
  hunting sling or cooking knives.
   
  room 15: The swimmin’ hole
  A glittering underground grotto sparkles with the light 
  of a bottle of phosphorescent moss hung on a  stand of 
  laced-together bones, possibly from some flying beast.  A 
  couple of crude fishing poles leans against the cave wall, 
  and a stone bucket beside them.  A small, ugly human-
  oid sits on a flowstone  protrusion in this small lake, 
  weeping loudly.
  Creatures:  Grumgrumlump, young mongrelman. Use 
  mongrelman statistics.  If the devilfish is encountered 
  here, see area 12.
  Development: The child, Grumgrumlump, is afraid 
  to swim back to shore because she “Saw a thing in the 
  water- full of arms and spikes and stuff,”  Any adults 
  here will look upset and explain that the community has 
  been plagued by an aquatic beast that comes up through 
  the four bodies of water in the community, seemingly 
  at random.  Careful interviews with the mongrelmen 
  and a DC 14 Knowledge (arcana) check reveal that the 
  marauding monster is a devilfish.  There is, indeed, a 1 
  in 4 chance that the beast is at this site when the PCs are 
  present (as at area 12a) and will attack.  Otherwise, the 
  child must be coaxed back to shore, possibly triggering 
  an attack of the devilfish!  If the problem of the maraud-
  ing magical beast is addressed by the PCs, the mongrel-
  men will become very helpful and arrange for an audi-
  ence with the Stone of Loneliness, which the PCs should 
  realize by now, is the location of the tooth of Ferrakus.  
  Rescuing Grumgrumlump is worth a CR 1 story award.
  room 16: little Pond
  Descending into the darkness of this tunnel, you can 
  taste the dampness and iron of water.  A small pool 
  gurgles against the shore, barely 20 feet across.  Instead 
  of a fishing rod, a crude harpoon lays on the cold stone 
  “beach”.
  A Perception DC 15 check determines that no tool-work 
  has touched this tunnel, and that the path is seldom 
  used, descending nearly twenty feet from the normal 
  tunnel level.  As with the other cave-pools, there is a 1 in 
  4 chance of the devilfish attacking when the water is ap-
  proached.  The harpoon was a tool of an intrepid mon-
  grelman who sought to hunt the mysterious beast- and 
  met his end after one good hit.  As with all disappear-
  ances among the Allies, the others shrugged and chalked 
  it up to the “big cavern with fish and mushrooms” Some 
  foul devilfish blood remains on the obsidian blade, how-
  ever, detectable with a DC 14 Survival check. 
  
  20
  Creatures: If the devilfish is encountered here, see area 
  12.
  Development: If devilfish blood is placed in any of the 
  four bodies of water, the devilfish will arrive and attack 
  within 1d6 rounds.
  17.  hall of the stone speaker
  [Exterior] The east wall of this cavern passage has been 
  dressed and tooled extensively, and over a long period 
  of time.  Thin shards of stone, in colored patterns, have 
  been used to create a wall and door frame, somewhat 
  like the other dwellings in the cave complex, but vastly 
  more intricate.  The large door seems to be balanced 
  to open easily, and bears a cunning mosaic of colored 
  stone, of a purple crystal, surrounded by carved stone 
  tablets, sitting in a spherical cave- the detail is impres-
  sive.  The rough western side of the passage extends to 
  a small underground river segment, with a dark cave 
  beyond.
  [Interior] The interior of this place is less like a cave 
  and more like a cathedral.  Intricate mosaics of small 
  stones depict images of myriads of humanoids, with a 
  recurring image that appeared on the front door; the 
  purple crystal and its surrounding tablets; the eastern 
  apse bears a circle of large crystals on the floor, and 
  transepts lead north and south to less-decorated areas.
  Creatures: Two mongrelman acolytes of Makuriss stay 
  here, one in each transept, and wear mushroom-fiber 
  robes with colored stones sewn in.  They are Floppkrunk 
  and Gillfarf, and they take themselves very seriously!  
  They are armed with masterwork clubs and have an 
  Unfriendly attitude towards intruders.  A great deal of 
  explaining will need to be done to mollify them. 
  MongrelMan (2) (Cr 1; 400 XP)
  hp 15; see Appendix III
  treasure: The crystals on the floor in the apse are crys-
  tals that act as damaged ioun stones and reflect Makuriss’ 
  increasing attention to Ferrakus, the Lord Beneath.  The 
  crystals are: a flawed dark blue rhomboid, a cracked dark 
  blue rhomboid, a dull gray spindle, a cracked mulberry pen-
  tacle, a cracked pale blue rhomboid, cracked pink and green 
  sphere, and a cracked scarlet and blue sphere. (see appendix 
  IV) Makuriss (area 20) uses his crystal sight to meditate 
  on these stones—if he survives the arrival, he will allow 
  each PC to take one.
  room 17-a: north transept – room of Visits
  This chamber is filled with stone tablets on shelves, 
  upon which are inscribed tiny runes and characters.  A 
  fiber-mat lies on the floor, with food and utensils on a 
  crude stone table nearby.
   
  Creatures:: Floppkrunk is in charge of the Room of 
  Visits, which lists all of the ‘arrivals’ that the Stone of 
  Loneliness has brought to them, as well as the visions 
  and revelations that Makuriss has had in his tenure.  
  MongrelMan (Cr 1; 400 XP)
  hp 15; see Appendix III
   treasure:  Within the large library, there are three tab-
  lets that can be used as spell scrolls, summon monster I, 
  II, and III.
  Development:  All of the listings are written in an 
  ecclesiastical language of the mongrelmen’s invention, 
  a combination of Terran and Undercommon, which is 
  impossible to read unless both languages are known- a 
  DC 25 Linguistics check could do it, as well.  If a PC 
  took time to read them all –a day’s work- he would gain 
  a +1 competence bonus on Knowledge  (local) checks to 
  identify humanoids.
  room 17-b: room of the earthtremor
  This chamber seems to be under construction, or at least 
  alteration.  Serious carving in the south wall, with the 
  incorporation of stones, different soils, even metallic bits 
  enhance the image.  A ragged mat sits on the floor, with 
  a handled stone jug with a stopped beside it.  Obsidian 
  and stone tools are everywhere.
  Creatures:  Gillfarf resides here, and at the behest of 
  Makuriss, is studying the nature of the strange new deity 
  speaking to him; Ferrakus the Earthtremor, the Lord 
  Beneath.  Currently, he is fasting and trying to construct 
  
  21
  a scoria shrine, a wall-carving site sacred to Ferrakus.  He 
  has an amphora of dreamtime tea (see page XX) that he 
  samples from time to time to help him.
  Mongr
  MongrelMan (Cr 1; 400 XP)
  hp 15; see Appendix III
  Development:  The Shrine can be identified as poten-
  tially dedicated to Ferrakus with a DC 15 Knowledge 
  (religion) check.   A dwarf or adherent of that god would 
  have to behave respectfully, or receive a bestow curse 
  spell upon them, from the ambitious god’s spirit.
  treasure: Among the litter and tools in the room is a 
  wand of lesser ward with 23 charges. 
  room 18: Pond of exile
  A subterranean river forms a small cataract here, gur-
  gling over the wet stone.  Bits of pumice litter the  
  shore, along with shreds of fiber.  A dark tunnel extends 
  beyond the other side of the river, its walls glittering 
  with white crystal.
  The mongrelfolk often come here to wash their clothing 
  (hence the pumice) and it amuses Makuriss to witness 
  the mephit’s frustration that none of them will help him 
  be free, no matter how much he screams at them (or 
  anyone who approaches the river).  
  Creatures:  Sulking in the back of the cave is Sodil-
  crimembulus, a salt mephit (hp 19) who was erroneously 
  summoned by the Stone of Loneliness some time ago, 
  and it was not long before he was exiled to this wet cave 
  (which he hates) behind a lesser ward (sonic) which he 
  fears. 
  salt MePhit (Cr 3; 800 XP)
  hp 19; see Appendix III
  trap:  The ward, outlined in crushed white stone, covers 
  the entire entrance to the cave- Sodilcrimembulus can-
  not fly over it or approach it within 5 feet, though it can 
  be triggered by those entering his prison.
  Lesser Ward: one target, 2d4 sonic damage, DC 11 Reflex 
  save for half damage.  spellcraft 15 identifies.
  Development:  That the mephit would be very useful in 
  the final battle with the new Arrival, might be apparent 
  to the party.  Or not.  As with all watery areas, there is a 
  1 in 4 chance of the devilfish attacking when the party 
  approaches the shore.
  room 19: Caves of the Most important allies
  The entrance to this cavern system has a look of civi-
  lized importance about it, with rune-phrases carved 
  into the stone walls, and chiseled steps neatly swept, 
  though cave-rats run hither and thither. The face of a 
  dwarf, a gnome, some kind of bug- 
  like humanoid, 
  a crude human, and a bug-eyed goblin-like thing are 
  painted on one of the walls in primitive paint.  Facing 
  west, a short passage leads forward through scores of 
  scratches on the stone, and passages slope downwards to 
  the southwest and southeast past a mortared building 
  with an actual wooden door; a sigil of a stout club is 
  crudely carved into the weathered wood.
  The self-declared elite of the mongrelmen live and work 
  here, consciously or not aware of the limits of the Toll of 
  Feasting.  Travel between the Caves and the common-
  ers’ area must be done through area 12, which can be 
  problematic, reducing interaction on both parts.  Since 
  the successful but tragic mission to retrieve the tooth 
  of Ferrakus, resulting in the death of Glifiniss their 
  ranger leader, the mood among the Most Important is 
  subdued and rather grouchy.  Producing the necklace 
  of office from area 2, and helping them select a new 
  leader will make a great impression on the mongrelmen, 
  and upgrade their attitude to Helpful.  Roleplaying the 
  procedure, or making a DC 15 Knowledge (nobility) 
  check will do the trick; Flubardunar would likely make 
  a good leader!  All areas here, including the homes, are a 
  bit cleaner than in the community proper- except for the 
  remnants of Garushshish’s rat swarms.
  room 19-a: ratmongrel’s Cage
  The corridor ends in an approximation of a barred cell, 
  the bars themselves being made of painstakingly tooled 
  rods of stone being mortared into place into the open-
  ing.  Sitting cross-legged, on stunted bluish legs, is a 
  small-statured mongrelman in natty rat-fur clothing, 
  a toothy smile on his almost completely gnomish face.  
  
  22
  “Well, aren’t you the bigbig peoples” he says in squeaky 
  common.
  The stone bars can be broken with a bludgeoning weap-
  on and a DC 18 Strength check, and the rat-mongrel 
  will try every trick in the book to obtain freedom, even-
  tually promising a treasure of magic stones (the damaged 
  ioun stones in 17)  
  Creatures: The fur-clothed mongrelman is Garushshish, 
  a clever fellow who has made friends with the scores of 
  rats that inhabit the caves under the earth.  His friend-
  ship was made easier with his skill with pipes of the 
  sewers, an item brought (and stolen) about a year ago 
  with a ratfolk summoned by the Stone. With this power, 
  Garushshish frequently challenged Glifiniss, until, in 
  anticipation of the mission to the mine-face, Glifiniss 
  arrested Garushshish and confiscated the pipes.  He has 
  stewed in the cell for a week since; the others are afraid 
  to let him out. 
  garushshish (Cr 3; 800 XP)
  hp 38; see Appendix II
  rat sWarM (Cr 2; 600 X)
  hp 16; see Appendix III
  Development: If the PCs free him, Garushish will im-
  mediately go to 18b) and ransack the place, take his pipes 
  and whatever treasure he can find, and take his chances 
  in the hot caverns—it is likely he will be caught up in 
  the Toll of Feasting.   If he hears the door to 19b) open, 
  (+9 vs. DC 15 Perception check) he will send his last, 
  most loyal friend, a large dire rat (hp 8) to invade the 
  place and find his pipes, a task it will perform in 1d3 
  rounds, and return it to Garushshish, using total defense 
  if interfered with.  Garushshish will call his rat-swarm 
  friends with the pipes and be free in 10 minutes.  He will 
  be cross if not freed by the PCs.
  room 19-b: Chieftain’s Quarters
  So strange to see a wooden door in this underground 
  place, the boards seem to have been weathered by water 
  and wind.  Several slots are present in the building’s 
  wall for vision-or for weapons.
  This place has hardly been touched since Glifiniss’ death 
  in area 2 a week ago.  It is spartan and neat, contain-
  ing three chest-like containers made of huge mushroom 
  stems, a stack of ‘prison bars’ a mushroom-fiber pallet 
  and a pile of strongly woven fibers, treated with other 
  substances, that makes a rope the equivalent of spider 
  silk (worth 100 gp).  
  treasure: There are three chests in this room. The first 
  and second chests are trapped against intruders who 
  would seek to steal their wealth.
  A sewer centipede dwells within chest 1, gaining a +5 
  circumstance bonus to initiative.  The chest contains a 
  set of pipes of the sewers, a masterwork stone knife, and 
  three pieces of bat chow 
  seWer CentiPeDe (Cr ¼; 100 XP)
  hp 4; see Appendix III
  A dead toad is stored in chest 2, though it still has 
  poison glands in its skin, treat as a poisonous frog if 
  touched. Also within the chest is a pair of human-sized 
  leather boots, two tanglefoot bags, a potion of cure light 
  wounds, and an elixir of intimidation (see appendix 
  IV).   
  toad Poison—contact; save Fort 10; frequency 1/round 
  for 6 rounds; effect 1d2 Con damage; cure 1 save 
  Bound with stout metal wire, chest 3 contains a flask of 
  curses, a stone dagger, and a bag of 67 gold coins.
  Development: The treated rope was used to handle the 
  rust monster to its appointed task at area 1.  Note that 
  Garushish (area A) dearly wants to ransack this area, and 
  find his pipes.
   
  room 19-C: Cell of the smaller stone
  You follow a dank hallway to see a large, uneven cleft 
  in the stone, piercing deep into the rock, and past it, 
  you glimpse a round chamber with a column of purple 
  stone in its center.
  The column of stone contains natural amethyst and 
  obsidian, and the mongrelmen of this part of the caverns 
  come here once a day to pay homage to the Stone of 
  Loneliness--the real one kind of creeps them out.  
  
  23
  
  24
  Development: The cleft in the stone can lead to any 
  other part of Purple Mountain that you wish, but 
  becomes impassibly narrow if this adventure is a stand-
  alone.  
  treasure: Smashing off a chunk of the column yields a 
  semi-precious shard worth 10 gp (2d12 shards possible) 
  but if any mongrelmen discover the deed, they will at-
  tack the perpetrators without mercy.
  room 19-D: artisan’s chambers
  Behind a neatly fitted stone door, a group of the 
  strange-looking mongrelfolk is busily working away on 
  mushroom-fiber clothing, carving stone tools, making 
  new doors and batches of mortar.  They stop their work, 
  turn, and look at you with their multifaceted, buggy, 
  and big brown eyes.
  Creatures: These skilled mongrelman workers (6 in 
  total) are not warlike, but will be curious about intruders 
  to their workplace; start with an initial attitude of indif-
  ferent.  All have masterwork clubs and the equivalent of 
  padded armor (+1 AC) though it is fitted for their own 
  personal deformities. 
  MongrelMan (Cr 1; 400 XP)
  hp 15; see Appendix III
  treasure: Roll d6 for other 0-3 (1d4-1) additional items 
  here: 
  1. Thunderstone  
   
  2.  Tanglefoot bag  
  3.  Flask of acid   
   
  4. Vermin repellent
  5.  Blue-quartz crystal   
  6.  Random coin
  room 19-e: Thugmongrel’s Cell
  The open area in front of the barred cell is slightly lit 
  with tracings of phosphorescent moss, casting glittering 
  shadows on the walls.  The glittering reflection comes 
  from the bars themselves, and the stone they are made 
  of. The cell beyond seems empty (though mushroom rid-
  den), with a pile of moldy mushroom-fiber mats piled 
  in the corner.
  The stone bars of this cell are made of iron pyrite, requir-
  ing a bludgeoning weapon and a DC 20 Strength check 
  to break. Though they appear to have value, they do not. 
  Creatures:  Hiding under the mats, among the mush-
  rooms (with his Stealth of +20), is Raargulish, a skilled 
  mongrelman monk, and a nasty piece of work.  Glifiniss 
  regularly jailed him for aggressive behavior, and the 
  survivors of the mission to the mine are attempting to 
  starve him to death, rather than release him.  Raargulish 
  appears almost human, quite tall and well-proportioned, 
  but with the complete insectoid head of a jinkin and 
  gray-brown mite skin.
  raargulish (Cr 3; 800 XP)
  hp 38; see Appendix II
  Development:  Any PC examining the bars or coming 
  within 5’ of the cell will trigger his explosive attack: If he 
  wins initiative vs. his target, he will attempt a grapple, 
  and then pin the victim against the bars, with a shard of 
  obsidian against their throat; any movement will trigger 
  a coup de grace attack, as Raargulish will quickly point 
  out; “Drop yer pointies or this one gets it in the throat!”  
  The desperate thug will demand that the bars to his cell 
  be broken, and quickly, and that the PCs retreat to the 
  nearby domicile and close the door.  He will flee imme-
  diately, possibly to plague the party at a future date.  If 
  Raargulish makes his attempt but is unsuccessful at grab-
  bing a hostage, he will batter himself in an insane fury at 
  the bars, succeeding on a slam attack of 13 or more, but 
  doing 7 points of damage per attempt; he will attack the 
  nearest PC to the death, with his bare hands.
  room 19-F: Communal area
  This cool grotto has several smooth, chair-like stones in 
  a circle, a stone table, with cups and utensils on it.  A 
  strange, reptilian creature with what appears to be a gi-
  ant ruby sticking out of its head sleeps curled up around 
  a bowl of white mushrooms.
  This area is where the artisans take their breaks and 
  refreshment; their mascot lives here, and is found here at 
  all times.
  Creature: The Allies’ mascot is a rare carbuncle,  (hp 13) 
  named Spong by the mongrelmen.  The workers give it 
  
  25
  treats in exchange for its amusing behavior; imposing 
  funny suggestions on them, levitating and jumping, and 
  their favorite, its ‘fatal faker’ ability. 
  CarbunCle (Cr 1; 400 XP)
  hp 13; see Appendix III
  Development:  Spong will behave as though PCs are 
  just more workers to be amused, and go through its bag 
  of tricks.  Harming it and being discovered by the mon-
  grelmen will not go over well.
  treasure: Hanging on the wall in this area is a beaten-
  copper emblem of the Stone of Loneliness, worth 100 gp 
  to a Ferrakan cleric or collector.
  room 20. The Chamber of the stone (Varies)
  A wide passage expands into a wider-yet, spherical 
  chamber, over 100 feet in diameter; the surface of the 
  walls, ceiling, and floor sparkle with jagged purple-
  and-white crystals, like the inside of a giant geode.  
  A circle of head-sized blue stones in a 70 foot circle 
  encloses a tighter ring of 8 foot tall slabs of gray stone; 
  their inner surfaces inscribed with crimson runes.  At 
  the center of this display is a brilliant, Halfling-sized 
  crystal, in shades of violet and indigo, seeming to grow 
  from the floor itself- its sentience is almost palpable, 
  even from where you stand.  Standing next to it, chant-
  ing in thick tones, is a mongrelman in delicate fiber 
  robes, his insectile arms clutching a large, tooth-shaped 
  rock.
  A DC 15 Perception check will be able to tell that the 
  passage was tunneled out, from the inside. 
  Creatures:  The mongrelman is Makuriss the oracle, 
  who is intending to sacrifice the tooth of Ferrakus on the 
  Stone of Loneliness.   His actions will likely summon a 
  gibbering mouther to the Stone.
  Development: Though the Stone can use summoning 
  powers without magic items, Makuriss has determined 
  that placing magic items on the Stone increases its 
  power- and the tooth is powerful, indeed. Makuriss sac-
  rificed an item of his own making, which summoned a 
  rust monster, and, directed by Ferrakus, found and freed 
  the tooth.  It was not Ferrakus’ will that it be destroyed 
  however, and the power struggle between the Quartz 
  Elder that is the Stone of Loneliness, the Lord Beneath, 
  and Nemyth Vaar has brought the PCs to this point.  
  The PCs have one round to act, though it is unlikely that 
  they will be able to stop Makuriss before he places the 
  tooth on the Stone and completes his incantation.  The 
  Stone will emit a pulse of blinding light (as daze, DC 14 
  Will save) and summon a large gibbering mouther (hp 
  54, see appendix) a slavering, 15 foot tall cone of mad-
  ness and destruction.  Makuriss will likely be attacked, 
  but will try to flee after attempting to reason with the 
  new “Arrival” From this point, the ‘mouther will proceed 
  to a more inhabited area, unless stopped by the PCs.  
  Note that it is not a fast creature, but it can increase its 
  speed through ground manipulation.
  MaKuriss (Cr 2; 600 XP)
  hp 31; see Appendix II
  giant gibbering Mouther (Cr 6; 2,400 XP)
  hp 54; See Appendix III
  ePilogue
  the toll oF Feasting
  Though the community of the Allies mongrelmen is a 
  ‘sandbox’ for the PCs, and can serve as a base of opera-
  tions or a ‘safe point’ for their further adventures, there 
  is one more challenge for them before they leave.  When 
  the PCs return to either area 11 or 13, the surviving 
  morlocks, and their leader, Szerl the faceless stalker, will 
  trigger the Toll of Feasting in area 8.  If the PCs de-
  stroyed the morlock lair, the GM should still provide for 
  at least 1 morlock per PC -plus Narfel, if he is still alive-
  from members not presently in their lair.  At least twice 
  as many mongrelman as PCs will succumb to the Toll, 
  skipping merrily to their doom, arguing with PCs trying 
  to stop them… Being sandwiched between the ‘Arrival’ 
  and the would-be-feasting morlocks should make for an 
  exciting endgame.
  ConCluDing the aDVenture
  Should all go well, the mongrelman Allies should have 
  been saved from the predation of the morlocks, the 
  Toll of Feasting destroyed or put to cleaner uses, and 
  the dangers of the Stone of Loneliness brought to light.  
  The PCs should have a base of operations within Purple 
  Mountain that they can return to rest up between 
  intrepid missions.  If need be, each tunnel or rift (see 
  Exits) in the caverns can lead to another subsequent 
  
  26
  
  27
  level, each lower and more dangerous than the last…  It 
  is likely that the mission to retrieve the tooth resulted in 
  no tooth remaining, so the dwarves will not give their 
  promised reward, merely grudging thanks for proving its 
  existence.  If hard pressed for reward, (possibly requir-
  ing a Diplomacy check) masterwork weapons or armor 
  will be gifted to those of a martial nature. The survival of 
  named NPCs can also be an issue in the future, as Narfel 
  will have retreated during the Toll of Feasting as soon as 
  it was obvious his side was losing; the jailed mongrelman 
  rogues will likely still be a problem, and Makuriss, if he 
  survives, will want to continue his amplification of the 
  Stone of Loneliness’ power.  Even the Stone itself can be 
  a source of further adventures, as it is ancient and doubt-
  lessly has much knowledge of Porphyra and its hidden 
  treasures, before the Calling of the gods.
  appendix i: unique enemies
  Below is a selection of major npc enemies appearing in 
  the third level of Purple Mountain.
  narFel the garthoK (Cr 4; 1,200 XP)
  Male morlock inquisitor of Nemyth Vaar 3
  CE Medium monstrous humanoid
  init +11; senses darkvision 120 ft., scent; Perception +4
  DeFense
  aC 18, touch 14, flat-footed 15 
  (+4 armor, +3 Dex, +1 natural)
  hp 45 (3d10+3d8+12)
  Fort +6, ref +9, Will +10
  immune disease, poison
  Weaknesses light blindness
  oFFense
  speed 40 ft., climb 30 ft.
  Melee betrayer’s blade +9 (2d6+4/19-20)
  special attacks judgement 1/day, leap attack, sneak at-
  tack +2d6, swarming
  inq. spell-like abilities (CL 3rd; concentration +7)
     At-will – detect alignment
  inquisitor spells Known (CL 3rd; concentration +7)
     1st (4/day) – disguise self, doom (DC 15), linebreaker, 
  shield of faith
     0th (at-will) – bleed (DC 14), brand (DC 14), create 
  water, daze (DC 14), guidance, stabilize
  inquisition conversion
  statistiCs
  str 18, Dex 17, Con 15, int 7, Wis 18, Cha 8
  base atk +5; CMb +8; CMD 21
  Feats Cosmopolitan, Improved Initiative, Lightning 
  Reflexes, Precise StrikeB, Skill Focus (Bluff)
  skills Acrobatics +9, Bluff +15, Craft (traps) +2, Dis-
  guise +5, Climb +21, Knowledge (religion) +7, Stealth 
  +4 (+8 in caverns); racial Modifiers +4 Stealth in cav-
  erns, +8 Acrobatics, +16 Climb
  languages Common, Old Porphyran, Undercommon
  sQ cunning initiative, expert climber, monster lore, solo 
  tactics, stern gaze, track
  Combat gear dust of tracelessness, potion of pass without 
  trace, 2 vials of antiplague, vial of liquid ice; gear mwk 
  underdeep dragonhide armor, crude backpack, holy 
  symbol of Nemyth Vaar, masterwork artisan tools (Craft 
  [trap]), 8 gp
  sPeCial abilities
  expert Climber (ex) A morlock can cling to cave walls 
  and even ceilings as long as the surface has hand- and 
  footholds. In effect, a morlock is treated as constantly 
  being under a nonmagical version of the spell spider 
  Material: Porphyrite
  Porphyrite is a luminous purple stone that 
  first appeared on Porphyra during the New-
  God wars. Porphyrite is used to hold the 
  newly reformed world of Porphyra together, 
  to restrict the movement of some forces, and 
  to act as a deterrent to elenentals.
     Porphyrite has 20 hit points per inch and 
  hardness 12. 
  Weapons: Porphyrite can be used to craft 
  any sort of weapon. Crystals of porphyrite 
  respond to force as though they were metal 
  and can be treated as such. Porphyrite weap-
  ons cost three times as much to make as their 
  normal counter parts. Also, adding any magi-
  cal enhancements to a porphyrite weapon 
  increases its cost by 500 gp the first time it 
  is enhanced. Porphyrite weapons bypass the 
  untyped damage reduction of creatures of the 
  elemental subtype.
  armor: Any metal armor can be fashioned 
  from porphyrite at three times the normal 
  cost. Light armor gains DR 1/— against the 
  physical attacks of creatures of the elemental 
  subtype. Medium armor gains DR 2/— and 
  heavy armor gains DR 4/—, respectively.
  
  28
  climb, save that it cannot cling to smooth surfaces. This 
  ability doubles the normal +8 racial bonus to Climb 
  checks normally afforded creatures with a climb speed to 
  a +16 racial bonus.
  leap attack (ex) As a standard action, a morlock may 
  make a single attack during a jump. It can make this at-
  tack at any point along the course of the leap—the start, 
  the end, or while in mid-air. While jumping, a morlock 
  does not provoke attacks of opportunity for leaving a 
  threatened square.
  swarming (ex) Morlocks dwell and fight in cramped 
  quarters every day of their lives, and as such are quite 
  adept at swarming foes. Up to two morlocks can share 
  the same square at the same time. If two morlocks in 
  the same square attack the same foe, they are considered 
  to be flanking that foe as if they were in two opposite 
  squares.
  Narfel is an inquisitor, or ‘garthok’ of the outcast earth 
  god Nemyth Vaar.  His position in the tribe and mo-
  tivation are quite complicated, due to the competing 
  influences in the caverns of the Feasting.  He is unable 
  to directly oppose Szerl, the ugothol usurper of his tribal 
  leadership, but is bound to attempt to overthrow and 
  betray him, due to his religious code.  His lack of success 
  has resulted in persecution by servants of Nemyth Vaar 
  (the mephits), his guilty duty in maintaining traps to 
  contain them, and mitigate his god’s wrath by perform-
  ing the rituals in his deity’s idol room.  His two-edge 
  god, however, has sent his blessed weapon and another 
  servant to encourage Narfel in his betrayer’s duty.  Add 
  the PCs and the food source that the Allies are, and you 
  have one conflicted morlock; his god would have it no 
  other way.
  Purple Duck note: Nemyth Vaar makes the follow-
  ing inquisitions available to his servitors: Conversion, 
  Damnation, Fervor, and Sin.
  garushshish (Cr 3; 800 XP)
  Mongrelman bard 3 
  CN Medium monstrous humanoid
  init +3; senses darkvision 60 ft., low-light vision; Per-
  ception +5
  DeFense
  aC 15, touch 13, flat-footed 12
  (+3 Dex, +2 natural)
  hp 38 (2d10+3d8+10)
  Fort +3, ref +6, Will +3; +4 vs. sound or bardic perfor-
  mances
  oFFense
  speed 30 ft.
  Melee shiv +7 (1d3+3) 
  special attacks bardic performance 8 rounds/day 
  (countersong, distraction, fascinate [DC 11], inspire 
  courage +1, inspire competence +2)
  bard spells Known (CL 3rd; concentration +3)
     1st (3/day) – abrupt summoning I, aggravate animal 
  (DC 11), charm person (DC 11), friendly face
     0th (at-will) – blasting echo, dancing lights, daze (DC 
  10), detect magic, resistance, summon instrument
  statistiCs
  str 16, Dex 17, Con 17, int 10, Wis 10, Cha 11
  base atk +4; CMb +7; CMD 20
  Feats Skill Focus (Perform [wind instrument], Sleight of 
  Hand, Stealth)
  skills Bluff +8, Climb +7, Perception +5, Perform (wind 
  instrument) +11, Sleight of Hand +15, Stealth +15, 
  Survival +6; racial Modifiers +4 Sleight of Hand, +4 
  Stealth
  languages Common, Undercommon
  sQ bardic knowledge, sound mimicry (voices), versatile 
  performance (wind)
  Garushshish possesses two things his fellow mongrelmen 
  do not: a friendship (rather than a hunger) for the rats 
  that live in the caverns, and exceptional skill with the 
  mimicry ability common to mongrelmen.  He likes rats 
  more than his neighbors, and with his pipes has forward-
  ed the rats’ agenda more than his fellows’.  This landed 
  him in jail, and his plans include release, gathering his 
  troops, and vengeance, in that order.
  raargulish (Cr 3; 800 XP)
  Mongrelman monk 3
  LE Medium monstrous humanoid
  init +2; senses darkvision 60 ft., low-light vision; Per-
  ception +8
  DeFense
  aC 14, touch 12, flat-footed 12
  (+2 Dex, +2 natural)
  hp 38 (2d10+3d8+10)
  Fort +5, ref +7, Will +9; +2 vs. enchantment
  Defensive abilities evasion
  oFFense
  speed 40 ft.
  Melee flurry of blows +7/+7 (1d6+4) or unarmed strike 
  +8 (1d6+2)
  Special Attack stunning fist (3/day; DC 14)
  statistiCs
  
  29
  str 18, Dex 15, Con 17, int 10, Wis 16, Cha 5
  base atk +4; CMb +9 (+13 grapple); CMD 21 (25 vs 
  grapple)
  Feats Catch Off-GuardB, Crushing Blow, Greater Grap-
  ple, Improved GrappleB, Skill Focus (Stealth), Unarmed 
  StrikeB
  skills Climb +8, Perception +8, Sleight of Hand +8, 
  Stealth +14, Survival +7; racial Modifiers +4 Sleight of 
  Hand, +4 Stealth
  languages Common, Undercommon
  sQ sound mimicry (voices)
  Though his martial skill is unquestioned among the 
  mongrelmen, Raargulish’s cruel nature made him 
  shunned in their community, and many suspect his wor-
  ship of the bizarre god Eshshalqua.  Though he spent his 
  time exploring exit tunnels from the caverns, he returned 
  and bullied the community members one too many 
  times, and the now deceased leader jailed him perma-
  nently.  He seeks to escape and start a cell to his strange 
  god in some dark corner of the mountain.
  MaKuriss (Cr 2; 600 XP)
  Mongrelman oracle 2
  N Medium monstrous humanoid
  init +0; senses darkvision 60 ft., low-light vision; Per-
  ception +7
  DeFense
  aC 16, touch 10, flat-footed 16
  (+4 armor, +2 natural)
  hp 31 (2d10+2d8+8)
  Fort +3, ref +3, Will +8
  oFFense
  speed 10 ft.
  Melee mwk heavy mace +7 (1d8+3)
  oracle spells Known (CL 2nd; concentration +2)
  1st (4/day) – command (DC 11), cure light wounds, magic 
  stone 
  0th (at-will) – detect magic, guidance, resistance, stabilize, 
  virtue
  oracle Curse lame; Mystery stone
  statistiCs
  str 16, Dex 11, Con 17, int 14, Wis 14, Cha 11
  base atk +3; CMb +6; CMD 16
  Feats Skill Focus (Stealth)
  skills Appraise +9, Climb +4, Diplomacy +7, Knowl-
  edge (religion) +9, Perception +6, Sleight of Hand +5, 
  Stealth +11, Survival +5; racial Modifiers +4 Sleight of 
  Hand, +4 Stealth
  languages Common, Terran, Undercommon
  sQ revelation (crystal sight), sound mimicry (voices)
  Combat gear potion of guidance, potion of magic 
  stone;gear mwk hide armor, silver holy symbol of Fer-
  rakus on a gold chain, 150 gp
  One of the most talented members produced by the Al-
  lies community, and the most magically adept, Makuriss 
  has been influenced by the troglodytic god Ferrakus to 
  oppose that deity’s rival, Nemyth Vaar.  He has focused 
  on exercising The Lord Below’s will through, ironi-
  cally, the imprisoned Quartz Elemental Lord known as 
  the Stone of Loneliness.  Makuriss doesn’t have a lot of 
  contact with the other mongrelmen, so intent is he on 
  his lithic rituals and religious observances, to attain his 
  ultimate summoning.
  appendix ii: new Monsters
  The third level of Purple Mountain is home to two new 
  monsters shown below.
  the stone oF loneliness (Cr 5; 0 XP)
  N Huge outsider (earth, elemental, extraplanar)
  init –5; senses darkvision 60 ft., detect thoughts, trem-
  orsense 60 ft.; Perception +5
  DeFense 
  aC 13, touch 3, flat-footed 13 
  (-5 Dex, +10 natural, -2 size)
  hp 63 (6d10+30)
  Fort +6; ref +0; Will +10
  Dr 10/—; immune elemental traits; sr 16
  oFFense
  speed 0 ft.
  space 15 ft., reach 0 ft.
  spell-like abilities (CL 10th; concentration +15)
     Constant – detect thoughts (DC 17)
     1/day – greater summon (level varies; one creature 
  100%)
     At-will – daze (DC 15), silent image (DC 16)
  statistiCs
  str 26, Dex 1, Con 18, int 10, Wis 20, Cha 20
  base atk +6; CMb +16; CMD 21 (can’t be tripped)
  Feats Skill Focus (Knowledge [arcana, planes]), Tough-
  ness
  skills Bluff +14, Knowledge (arcana) +17, Knowledge 
  (dungeoneering) +14, Knowledge (planes) +17, Percep-
  tion +14, Sense Motive +11
  sQ fragment of power
  languages Terran (can’t speak), limited telepathy 100 ft.
  eCology
  
  30
  environment any (Plane of Earth)
  organization solitary
  treasure see below
  sPeCial abilities
  Fragment of Power (su) The stone of loneliness is a 
  fragment of a greater entity known as a quartz elder that 
  was destroyed during the NewGod wars. It cannot move 
  or take any action beyond its using its reduced spell-like 
  abilities or its limited telepathy. 
  limited telepathy (su) The stone of loneliness can 
  telepathically communicate with any creature that can 
  speak Terran.
  greater summon (su) The stone of loneliness can sum-
  mon one creature per month with a 100% chance of 
  success. These creatures are independent creatures that 
  exist in this world until they are slain. The stone has 
  been using this ability to summon peaceful mongrelmen 
  to keep it company. The stone can summon any crea-
  ture of Challenge Rating 1 or lower. If a magic item is 
  touched to its surface, a creature can be summoned of a 
  Challenge Rating equal to the item’s caster level but the 
  magic item is destroyed. 
  The quartz elder elemental lord known as the Stone of 
  Loneliness is a sentient crystal containing the essence of 
  an elemental lord banished into crystal form by the el-
  emental lords’ loss of the NewGod wars.  With the pow-
  ers remaining to it, it created a group of followers and 
  at least two communities, but its limitations are such 
  that it does not realize the impact of its actions outside 
  its abilities to perceive.  As a sentient crystal, it cannot 
  move, speak or attack in any meaningful way apart from 
  as listed above.  If the Stone is physically destroyed, the 
  remaining 2d4 shards may have one of the following 
  properties, with 1d4 charges each, if applicable:
  •	
  Cast detect thoughts at 10th level.
  •	
  Cast silent image at 10th level.
  •	
  Cast daze at 10th level.
  •	
  Add +1 CL when casting summon monster spells.
  •	
  Gem quality 100 gp.
  •	
  Gem quality 2d6 x20 gp.
  Vaar’s raVen (Cr 1/2; 200 XP)
  CN Small magical beast 
  init +3; senses darkvision 60 ft., low-light vision; Per-
  ception +8
  DeFense
  aC 14, touch 14, flat-footed 11
  (+3 Dex, +1 size)
  hp 7 (1d10+3)
  Fort +5 ref +5 Will +4
  oFFense
  speed 20 ft., fly 50 ft. (average)
  Melee bite +5 (1d4 plus betrayer’s bite)
  statistiCs
  str 10, Dex 17, Con 16, int 6,Wis 19, Cha 11
  base atk +1; CMb +0; CMD 13
  Feats Weapon Finesse
  skills Fly +5, Perception +8
  languages Common
  eCology
  environment any
  organization solitary, pair, flock (3-12)
  treasure incidental (small gems preferred)
  sPeCial abilities
  betrayer’s bite (su) Vaar’s Ravens target victim’s eyes 
  when they attack, with a 50% chance of making such 
  a hit.  A successful hit wounds the target’s eye, making 
  him suffer -2 penalty to Perception checks and ranged 
  attacks.  A Vaar’s raven will not make an eye attack on 
  a target with a wounded eye.  Also, a bite victim must 
  make a DC 14 Will save or be afflicted with lesser confu-
  sion for 1 round.  This save is Wisdom-based. This attack 
  is ineffective against creatures with no eyes, full helmets, 
  goggles, or glasses. The penalties remain until the charac-
  ter heals the damage or is subjected to healing magic.
  Vaar’s Ravens are normal beasts chosen and altered by 
  Nemyth Vaar, the Betrayer Betrayed, to be his eyes, 
  voice, and companions (and watchdogs) over his faith-
  ful.  They are larger than common ravens, can speak 
  harsh, repetitive common, and one of their eyes are red 
  and glittering.  They can be found nearly anywhere, car-
  rying out their masters’ will, and sometimes dominate 
  flocks of normal ravens, when not on a specific task (or 
  shirking the duty of that task).  They often accumulate 
  hoards of small gems and shiny things, especially those 
  red in color.
  
  31
  appendix iii: Dungeon Monsters
  The following monsters appear in the third level of 
  Purple Mountain. They are arranged here in alphabetical 
  order.
  tiny aniMateD obJeCts
  A metal gauntlet is thrust upon an iron rod. 
  aniMateD obJeCts (Cr ½, 200 XP)
  N Tiny construct
  init +2; senses darkvision 60 ft., low-light vision; Per-
  ception -5
  DeFenses
  aC 18, touch 14, flat-footed 14
  (+2 Dex, +4 natural, +2 size)
  hp 5 (1d10)
  Fort +0, ref +2, Will -5
  Defensive abilities hardness 5; immune construct traits
  oFFense
  speed 20 ft.
  Melee slam +1 (1d3-2 plus burn)
  space 2 ½ ft.; reach 0 ft.
  special attacks burn (1d6, DC 10)
  statistiCs
  str 6, Dex 14, Con —, int —, Wis 1, Cha 1
  base atk +1; CMb +1; CMD 9
  sQ construction point
  sPeCial abilities
  burn (ex) The object gains burn (1d6) with its slam 
  attacks. This can be applied multiple times. Its effects 
  stack. The save DC is Constitution-based.
  CarbunCle
  This small, awkwardly proportioned reptile trundles along 
  slowly, a fist-sized gem jutting from between two bulging 
  eyes. Something about its countenance makes it look some-
  how both surprised and perplexed.
  CarbunCle (Cr 1; 400 XP)
  N Tiny magical beast
  init –2; senses low-light vision; Perception +1
  DeFense
  aC 14, touch 12, flat-footed 14 
  (+2 armor, +2 size)
  hp 13 (2d10+2)
  Fort +4, ref +1, Will +3
  Weaknesses vulnerability to suggestion
  oFFense
  speed 20 ft.
  Melee bite +1 (1d2–3)
  space 2-1/2 ft.; reach 0 ft.
  special attacks specious suggestion
  spell-like abilities (CL 3rd; concentration +3)
     3/day—daze (DC 10), levitate (self only, up to 10 
  feet), jump
  statistiCs
  str 5, Dex 7, Con 12, int 6, Wis 13, Cha 10
  base atk +2; CMb –2; CMD 5 (9 vs. trip)
  Feats Iron Will
  skills Stealth +6 (+10 in grass or brush), Survival +3; 
  racial Modifiers +4 Stealth in grass or brush
  languages empath 30 ft.
  sQ fatal faker
  sPeCial abilities
  empath (su) Carbuncles possess a crude form of te-
  lepathy, allowing them to transmit mild impressions and 
  remembered sensations to other creatures. This form of 
  telepathy cannot convey language or hinder a target in 
  any way (such as by transmitting pain). A carbuncle can 
  relate a feeling of fear or the faint smell of leaves, but not 
  directly warn an ally that it sees a monster or tell of a 
  treasure under a pile of leaves.
  Fatal Faker (su) As a standard action, three times per 
  day, a carbuncle can teleport as per the spell dimension 
  door, but only to a range of 30 feet. Upon teleporting, 
  the carbuncle leaves behind a perfect replica of itself 
  amid a colored flash and the sound of a reptilian choke. 
  This replica duplicates the carbuncle in all ways, though 
  it is obviously dead and the colorless stone in its head 
  is reduced to worthless dust. For all other purposes, the 
  body left behind is treated as though it were an item cre-
  ated by minor creation. Any attempt to heal or resurrect 
  this “body” fails. Dispel magic and similar spells cause the 
  body to vanish, though after 12 hours, the replica melts 
  away into sweet-smelling ooze.
  specious suggestion (su) As a standard action, three 
  times per day, a carbuncle can concentrate intently 
  on one creature within its line of sight and attempt to 
  impose its will upon the target. Carbuncles have dif-
  ficulty forcing their wills upon non-carbuncles (and 
  indeed carbuncles are immune to the suggestive powers 
  of other carbuncles), resulting in one of the effects listed 
  below. When using this ability a carbuncle must roll on 
  the following chart. If it dislikes the result, it may make 
  a DC 15 Wisdom check to add or subtract 1 from the 
  result. If the ability check fails, the result changes oppo-
  site from the way intended. Targets may attempt to resist 
  the negative effects of a carbuncle’s suggestion by mak-
  ing a DC 12 Will save. The carbuncle need not share a 
  
  32
  language with its target to convey its suggestions. This is 
  a mind-affecting effect. The DC is Wisdom-based.
  1d6
  Carbuncle suggestion
  1
  The carbuncle grants the target a flash of insight 
  into the true future. The target gains a +2 bo-
  nus to its AC for the next round.
  2
  The target is alerted to dangers the carbuncle 
  perceives. The target gains a +2 bonus on any 
  initiative roll made in the next minute.
  3
  The carbuncle manifests a random image in 
  the target’s mind (usually of a food or strangely 
  colored animal). This image lasts for only a mo-
  ment and has no other effect.
  4
  The carbuncle’s thoughts affect the target simi-
  larly to the spell suggestion, though the com-
  pulsion lasts for only 1 minute.
  5
  The carbuncle’s thoughts garble those of its tar-
  get. The target takes a –2 penalty on Will saves 
  for the next round.
  6
  The carbuncle grants the target a vision of a 
  false future. The target takes a –2 penalty to its 
  AC for the next round.
  Vulnerability to suggestion (ex) Carbuncles prove 
  highly vulnerable to spells with the mind-affecting 
  descriptor. Any mind-affecting spell can affect a car-
  buncle regardless of typical creature limitations. A spell 
  like charm person or hold person, for example, which 
  typically only affects humanoid creatures, can also affect 
  carbuncles.
  CentiPeDe, seWer
  A dark chitinous body is supported by one hundred scuttling 
  legs. 
  seWer CentiPeDe (Cr ¼; 100 XP)
  N Small vermin
  init +3; senses darkvision 60 ft.; Perception +4
  DeFense
  aC 16, touch 14, flat-footed 13 
  (+3 Dex, +2 natural, +1 size)
  hp 4 (1d8)
  Fort +2, ref +3, Will +0
  immune mind-affecting effects
  oFFense
  speed 40 ft., climb 40 ft.
  Melee bite +4 (1d4–3 plus poison)
  special attacks poison
  statistiCs
  str 5, Dex 17, Con 10, int —, Wis 10, Cha 2
  base atk +0; CMb –4; CMD 9 (can’t be tripped)
  Feats Weapon FinesseB
  skills Climb +10, Perception +4, Stealth +15; racial 
  Modifiers +4 Perception, +8 Stealth
  sPeCial abilities
  Poison (ex) Bite—injury; save Fort DC 12; frequency 1/
  round for 6 rounds; effect 1d2 Dex damage; cure 1 save. 
  The save DC is Constitution-based and includes a +2 
  racial bonus.
  DeVilFish
  This purple, seven-armed octopoid monstrosity is the size of 
  a horse, with hook-lined tentacles and cold, blue eyes.
  DeVilFish (Cr 4; 1,200 XP)
  NE Large magical beast (aquatic)
  init +3; senses low-light vision, see in darkness; Percep-
  tion +5
  DeFense
  aC 17, touch 12, flat-footed 14
  (+3 Dex, +5 natural, –1 size)
  hp 42 (5d10+15)
  Fort +7, ref +7, Will +2
  resist cold 10
  oFFense
  speed 10 ft., swim 40 ft.; jet (240 ft.)
  Melee tentacles +7 (3d6+4 plus grab)
  space 10 ft.; reach 15 ft.
  special attacks savage bite (+7 melee, 2d6+4/18–20 
  plus poison), unholy blood
  statistiCs
  str 17, Dex 17, Con 16, int 3, Wis 12, Cha 8
  base atk +5; CMb +9 (+13 grapple); CMD 22 (can’t be 
  tripped)
  Feats Cleave, Combat Reflexes, Power Attack
  skills Escape Artist +5, Perception +5, Stealth +3, Swim 
  +15
  languages Abyssal, Aquan, Common
  sQ water dependency
  sPeCial abilities
  Poison (ex) Savage bite—injury; save Fort DC 15; 
  frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 
  consecutive saves.
  savage bite (ex) A devilfish can attack with its savage 
  bite whenever it makes a successful grapple check. This 
  attack is in place of any other action made with a suc-
  cessful grapple check. The bite threatens a critical hit 
  on a roll of 18–20, and injects the target with poison as 
  
  33
  well.
  unholy blood (su) A devilfish’s blood is infused with 
  fiendish magic. Once per day, as a swift action, a dev-
  ilfish can emit a night-black cloud of this foul liquid, 
  filling a 20-foot-radius cloud if underwater, or a 20-foot-
  radius burst on land. In water, the blood provides total 
  concealment for everything but a devilfish (which can 
  see through the blood with ease); on land the slippery 
  blood coats the ground, making the area difficult terrain. 
  The blood persists for 1 minute before fading. Anyone 
  who enters a cloud of the blood in the water or who is 
  within the area of a burst of blood on land must make a 
  DC 16 Fortitude save or be nauseated for 1d4 rounds—
  this save need be made only once per cloud. The save 
  DC is Constitution-based.
  Water Dependency (ex) A devilfish can survive out of 
  the water for 1 hour, after which it becomes fatigued. Af-
  ter 2 hours, the devilfish becomes exhausted and begins 
  to suffocate.
  Dire aniMal, bat
  This giant, furry bat is nearly the size of an ox, with dark 
  leathery wings that open wider than two men with arms 
  outstretched.
  Dire bat (Cr 2; XP 600)
  N Large animal
  init +2; senses blindsense 40 ft.; Perception +12
  DeFense
  aC 14, touch 11, flat-footed 12 
  (+2 Dex, +3 natural, –1 size)
  hp 22 (4d8+4)
  Fort +5, ref +6, Will +3
  oFFense
  speed 20 ft., fly 40 ft. (good)
  Melee bite +5 (1d8+4)
  space 10 ft.; reach 5 ft.
  statitiCs
  str 17, Dex 15, Con 13, int 2, Wis 14, Cha 6
  base atk +3; CMb +7; CMD 19
  Feats Alertness, Stealthy
  skills Fly +9, Perception +12, Stealth +4; racial Modi-
  fiers +4 Perception when using blindsense
  FaCeless stalKer
  This hairless, leathery biped has a face dominated by 
  grotesque and unsettling whorls and slits instead of actual 
  features.
  FaCeless stalKer (Cr 4; 1,200 XP)
  CE Medium aberration (shapechanger)
  init +7; senses darkvision 60 ft.; Perception +2
  DeFense
  aC 17, touch 13, flat-footed 14
  (+3 Dex, +4 natural)
  hp 42 (5d8+20)
  Fort +5, ref +4, Will +6
  Dr 5/piercing or slashing
  oFFense
  speed 30 ft.
  Melee mwk longsword +8 (1d8+4/19–20), slam +2 
  (1d6+2 plus grab)
  space 5 ft.; reach 10 ft.
  special attacks blood drain (1 Constitution), sneak at-
  tack +2d6
  spell-like abilities (CL 5th; concentration +8)
     Constant—tongues
  statistiCs
  str 18, Dex 17, Con 18, int 13, Wis 15, Cha 16
  base atk +3; CMb +7 (+11 grapple); CMD 20
  Feats Combat Reflexes, Deceitful, Improved Initiative
  skills Bluff +10, Disguise +14 (+24 when using change 
  shape), Escape Artist +19, Sleight of Hand +8, Stealth 
  +11; racial Modifier +4 Disguise, +8 Escape Artist
  languages Aquan, Common; tongues
  sQ change shape (Medium humanoid, alter self), com-
  pression, faceless
  sPeCial abilities
  Change shape (su) A faceless stalker can assume the 
  form of a Medium humanoid at will but requires 10 
  uninterrupted minutes to alter its body. Performing this 
  transformation is somewhat painful, but the faceless 
  stalker can maintain its new form indefinitely once it 
  has achieved it. It can change back to its true form as a 
  swift action and gains a +2 morale bonus on attack rolls, 
  damage rolls, skill checks, and saving throws for 1 round 
  after it does so. Faceless stalkers retain their own innate 
  abilities when they assume their new form and do not 
  gain any of those belonging to the creature they mimic. 
  A faceless stalker gains a +10 bonus on Disguise checks 
  when they are used in conjunction with this ability.
  Faceless (su) In its natural form, a faceless stalker has no 
  discernible facial features. It gains a +4 bonus on saving 
  throws made to resist attacks or effects that target the 
  senses. This includes gaze attacks, odor-based attacks, 
  sonic attacks and similar attacks. This bonus does not 
  apply to illusions.
  
  34
  gibbering Mouther
  This horrid mass of eyes, mouths, and formless flesh stares in 
  all directions, its countless maws yammering ceaselessly.
  giant gibbering Mouther (Cr 6; 2,400 XP)
  N Large aberration
  init +2; senses all-around vision, darkvision 60 ft.; 
  Perception +12
  DeFense
  aC 21, touch 12, flat-footed 19 
  (+2 Dex, +9 natural)
  hp 54 (4d8+36)
  Fort +10, ref +3, Will +5
  Defensive abilities amorphous; Dr 5/bludgeoning; 
  immune critical hits, precision damage
  oFFense
  speed 10 ft., swim 20 ft.
  Melee 6 bites +5 (1d6 plus grab)
  space 10 ft.; reach 5 ft. 
  special attacks blood drain, engulf (6d6 damage plus 2 
  Con damage, AC 14, hp 5), gibbering, ground manipu-
  lation, spittle (+5 ranged touch)
  statistiCs
  str 14, Dex 15, Con 28, int 4, Wis 13, Cha 12
  base atk +3; CMb +6 (+10 grapple); CMD 18 (can’t be 
  tripped)
  Feats Weapon Finesse, Weapon Focus (bite)
  skills Perception +12, Swim +10; racial Modifiers +4 
  Perception
  language Aklo
  sPeCial abilities
  blood Drain (ex) On a successful grapple check after 
  grabbing, several of the creature’s mouths attach to its 
  target. Each round it maintains its grapple, its mouths 
  automatically deal 1d6 points of bite damage and 2 
  point of Constitutions damage as it drains its victim’s 
  blood.
  gibbering (su) As a free action, a gibbering mouther 
  can emit a cacophony of maddening sound. All crea-
  tures other than gibbering mouthers within 60 feet 
  must succeed on a DC 13 Will save or be confused for 
  1 round. This is a mind-affecting compulsion insanity 
  effect. A creature that saves cannot be affected by the 
  same mouther’s gibbering for 24 hours. The save DC is 
  Constitution-based.
  ground Manipulation (su) At will as a standard action, 
  a gibbering mouther can cause stone and earth under 
  its body to grow soft and muddy. The ground remains 
  muddy for 1 minute after the mouther moves off of the 
  location. A gibbering mouther can move through these 
  areas with ease, but other creatures treat them as difficult 
  terrain.
  spittle (ex) Each round as a free action, a gibbering 
  mouther can emit a stream of acidic spittle at one target 
  within 30 feet. On a successful attack, the target is 
  blinded for 1d6 rounds unless he succeeds on a DC 20 
  Fortitude save. The save DC is Constitution-based.
  hazarD, azure Fungus
  As a byproduct of its growth, the fungus builds up a 
  charge of electricity that it releases in bursts into its 
  surroundings. Normally this can be detected by a faint 
  sizzling noise coming from the fungus.  The azure fungus 
  is sensitive to touch and discharges its electricity if con-
  tacted. The fungus discharges randomly once every 1d10 
  rounds. When the fungus discharges, all creatures within 
  10 ft. take 2d6 points of electricity damage; a DC 14 
  Fortitude save halves the damage. After a discharge, the 
  fungus cannot discharge again for 1d6 rounds. Scrap-
  ing it from the wall kills it and takes 1 round per 5-foot 
  square patch. Azure fungus is immune to electricity and 
  fire, but any amount of cold damage causes one 5-foot 
  patch to become inert for 1 hour. The basic abilities of 
  this fungus can be determined with a DC 17 Knowl-
  edge (nature) check. Exceeding this check by 5 or more 
  reveals the fungus’s weakness. 
  hazarD, shrieKer
  This human-sized purple mushroom emits a piercing 
  sound that lasts for 1d3 rounds whenever there is move-
  ment or a light source within 10 feet. This shriek makes 
  it impossible to hear any other sound within 50 feet. The 
  sound attracts nearby creatures that are disposed to in-
  vestigate it. Some creatures that live near shriekers learn 
  that this noise means there is food or an intruder nearby.
  MagMa MePhit
  This small humanoid creature has thin, leathery wings, 
  small horns, and a mischievous smile. Its body appears to be 
  made of molten rock
  MagMa MePhit (Cr 3; XP 800)
  N Small outsider (fire)
  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
  
  35
  Dr 5/magic; immune fire
  Vulnerable cold
  oFFense
  speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +5 (1d3+1)
  special attacks breath weapon (15-foot cone, 1d8 fire, 
  Reflex DC 13 for half)
  spell-like abilities (CL 6th)
     1/day—pyrotechnics (DC 14), summon (level 2, 1 
  magma mephit 25%), 
  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, Ignan
  sPeCial abilities
  Fast healing (ex) Only works when the magma mephit 
  is in contact with lava or magma.
  Magma Form (su) Once per hour, a magma mephit can 
  assume the form of a pool of lava, 3 feet in diameter and 
  6 inches deep. While in this form, its DR increases to 
  20/magic and it cannot attack. It can move at a speed of 
  10 feet per round and can pass through small openings 
  and cracks. Anything touching this pool takes 1d6 fire 
  damage. A magma mephit may remain in this form for 
  up to 10 minutes.
  MePhit, salt
  This small humanoid creature has thin, leathery wings, 
  small horns, and a mischievous smile. Its body appears to be 
  composed of a white crystalline powder.
  salt MePhit (Cr 3; XP 800)
  N Small outsider (earth)
  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, 1d4 slash-
  ing, Reflex DC 13 for half)
  spell-like abilities (CL 6th)
     1/day—glitterdust (DC 14), summon (level 2, 1 salt 
  mephit 25%)
  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, Terran
  sPeCial abilities
  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 dam-
  age 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 crea-
  tures, which take a –2 penalty on their saving throws. 
  This ability is the equivalent of a 2nd-level spell.
  Fast Healing (Ex) Salt mephits gain fast healing in arid 
  environments.
  MongrelMan
  Ivory tusks, insect chitin, matted fur, scaly flesh, and more 
  combine to form a hideous humanoid shape.
  MongrelMan (Cr 1; 400 XP)
  LN Medium monstrous humanoid
  init +1; senses darkvision 60 ft., low-light vision; Per-
  ception +6
  DeFense
  aC 13, touch 11, flat-footed 12
  (+1 Dex, +2 natural)
  hp 15 (2d10+4)
  Fort +2, ref +4, Will +4
  oFFense
  speed 30 ft.
  Melee club +4 (1d6+3) or slam +4 (1d4+3)
  statistiCs
  str 14, Dex 13, Con 15, int 10, Wis 12, Cha 7
  base atk +2; CMb +4; CMD 15
  Feats Skill Focus (Stealth)
  skills Climb +6, Perception +6, Sleight of Hand +7, 
  Stealth +13, Survival +5; racial Modifiers +4 Sleight of 
  Hand, +4 Stealth
  languages Common, Undercommon
  sQ sound mimicry (voices)
  MorloCK
  Skin pale as a slug’s belly, eyes huge and bulging, this thing 
  crawls down the wall like a spider, but its shape is hideously 
  humanoid.
  
  36
  MorloCK (Cr 2, XP 600)
  CE Medium monstrous humanoid
  init +8; senses darkvision 120 ft., scent; Perception +2
  DeFense
  aC 15, touch 14, flat-footed 11 
  (+4 Dex, +1 natural)
  hp 22 (3d10+6)
  Fort +3, ref +9, Will +5
  immune disease, poison; Weaknesses light blindness
  oFFense
  speed 40 ft., climb 30 ft.
  Melee club +5 (1d6+2), bite +0 (1d4+1)
  special attacks leap attack, sneak attack +1d6, swarm-
  ing
  statistiCs
  str 14, Dex 19, Con 15, int 5, Wis 14, Cha 6
  base atk +3; CMb +5; CMD 19
  Feats Improved Initiative, Lightning Reflexes
  skills Acrobatics +13, Climb +22, Stealth +8 (+12 in 
  caverns); racial Modifiers +4 Stealth in caverns, +8 
  Acrobatics, +16 Climb
  languages Undercommon
  sQ expert climber
  sPeCial abilities
  expert Climber (ex) A morlock can cling to cave walls 
  and even ceilings as long as the surface has hand- and 
  footholds. In effect, a morlock is treated as constantly 
  being under a nonmagical version of the spell spider 
  climb, save that it cannot cling to smooth surfaces. This 
  ability doubles the normal +8 racial bonus to Climb 
  checks normally afforded creatures with a climb speed to 
  a +16 racial bonus.
  leap attack (ex) As a standard action, a morlock may 
  make a single attack during a jump. It can make this at-
  tack at any point along the course of the leap—the start, 
  the end, or while in mid-air. While jumping, a morlock 
  does not provoke attacks of opportunity for leaving a 
  threatened square.
  swarming (ex) Morlocks dwell and fight in cramped 
  quarters every day of their lives, and as such are quite 
  adept at swarming foes. Up to two morlocks can share 
  the same square at the same time. If two morlocks in 
  the same square attack the same foe, they are considered 
  to be flanking that foe as if they were in two opposite 
  squares.
  rust Monster
  This insectile monster has four legs, a strange propeller-
  shaped protrusion at the end of its tail, and two long, 
  feathery antennae.
  rust Monster (Cr 3, XP 800)
  N Medium aberration
  init +3; senses darkvision 60 ft., scent metals 90 ft.; Per-
  ception +12
  DeFense
  aC 18, touch 13, flat-footed 15 
  (+3 Dex, +5 natural)
  hp 27 (5d8+5)
  Fort +2, ref +4, Will +5
  oFFense
  speed 40 ft., climb 10 ft.
  Melee bite +6 (1d3), antennae +1 touch (rust)
  statistiCs
  str 10, Dex 17, Con 13, int 2, Wis 13, Cha 8
  base atk +3; CMb +3; CMD 16 (20 vs. trip)
  Feats Ability Focus (rust), Skill Focus (Perception), 
  Weapon Finesse
  skills Climb +8, Perception +12
  sPeCial abilities
  rust (su) A rust monster’s antennae are a primary 
  touch attack that causes any metal object they touch to 
  swiftly rust and corrode. The object touched takes half 
  its maximum hp in damage and gains the broken con-
  dition—a second hit destroys the item. A rust monster 
  never provokes attacks of opportunity by attempting 
  to strike a weapon with its antennae. Against creatures 
  made of metal, a rust monster’s antennae deal 3d6+5 
  points of damage. An attended object, any magic object, 
  or a metal creature can attempt a DC 15 Reflex save to 
  negate this effect. The save DC is Constitution-based.
  Scent Metals (Ex) This ability functions much the same 
  as the scent ability, except that the range is 90 feet and 
  the rust monster can only use it to sense metal objects 
  (including creatures wearing or carrying metal objects).
  sWarM, bat
  Hundreds of high-pitched squeaks fill the air as a mass of 
  small, carnivorous bats surges forth, all of them hungry for 
  blood.
  bat sWarM Cr 2 (XP 600)
  N Diminutive animal (swarm)
  init +2; senses blindsense 20 ft., low-light vision; Per-
  ception +15
  DeFense
  aC 16, touch 16, flat-footed 14 
  (+2 Dex, +4 size)
  hp 13 (3d8)
  Fort +3, ref +7, Will +3
  Defensive abilities swarm traits; immune weapon 
  
  37
  damage
  oFFense
  speed 5 ft., fly 40 ft. (good)
  Melee swarm (1d6)
  space 10 ft.; reach 0 ft.
  special attacks distraction (DC 11), wounding
  statistiCs
  str 3, Dex 15, Con 11, int 2, Wis 14, Cha 4
  base atk +2; CMb —; CMD —
  Feats Lightning Reflexes, Skill Focus (Perception)
  skills Fly +12, Perception +15; racial Modifiers +4 
  Perception when using blindsense
  sQ swarm traits
  sPeCial abilities
  Wounding (ex) Any living creature damaged by a bat 
  swarm continues to bleed, losing 1 hit point per round 
  thereafter. Multiple wounds do not result in cumulative 
  bleeding loss. The bleeding can be stopped by a DC 10 
  Heal check or the application of a cure spell or some 
  other healing magic.
  sWarM, rat
  A squirming, roiling mass of squeaking rats draws closer, 
  teeth flashing and claws scratching everything in its path.
  rat sWarM (Cr 2; 600 XP)
  N Tiny animal (swarm)
  init +6; senses low-light vision, scent; Perception +8
  DeFenses
  aC 14, touch 14, flat-footed 12 
  (+2 Dex, +2 size)
  hp 16 (3d8+3)
  Fort +4, ref +5, Will +2
  Defensive abilities swarm traits
  oFFense
  speed 15 ft., climb 15 ft., swim 15 ft.
  Melee swarm (1d6 plus disease)
  space 10 ft.; reach 0 ft.
  special attacks disease, distraction (DC 12)
  statistiCs
  str 2, Dex 15, Con 13, int 2, Wis 13, Cha 2
  base atk +2; CMb —; CMD —
  Feats Improved Initiative, Skill Focus (Perception)
  skills Acrobatics +6, Climb +10, Perception +8, Stealth 
  +14, Swim +10; racial Modifiers uses Dex to modify 
  Climb and Swim
  sPeCial abilities
  Disease (ex) Filth fever: Swarm—injury; save Fort DC 
  12; onset 1d3 days; frequency 1/day; effect 1d3 Dex 
  damage and 1d3 Con damage; cure 2 consecutive saves. 
  The save DC is Constitution-based.
  sWarM, sPiDer
  An awful, scuttling mass of legs and mandibles scrambles 
  forward out of the darkness.
  sPiDer sWarM Cr 1 (XP 400)
  N Diminutive vermin (swarm)
  init +3; senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +4
  DeFense
  aC 17, touch 17, flat-footed 14 
  (+3 Dex, +4 size)
  hp 9 (2d8)
  Fort +3, ref +3, Will +0
  Defensive abilities swarm traits; immune mind-affect-
  ing effects, weapon damage
  Weaknesses swarm traits
  oFFense
  speed 20 ft., climb 20 ft.
  Melee swarm (1d6 plus poison and distraction)
  space 10 ft.; reach 0 ft.
  special attacks distraction (DC 11)
  statistiCs
  str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
  base atk +1; CMb —; CMD —
  skills Climb +11, Perception +4; racial Modifiers +4 
  Perception; uses Dexterity for Climb checks
  sPeCial abilities
  Poison (ex) Swarm—injury; save Fort DC 11; frequen-
  cy 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The 
  save DC is Constitution-based.
  Violet Fungus
  This mushroom grows from a bed of tentacular roots. Deep 
  violet tendrils slither out of the dozens of fissures in its 
  pointed cap.
  Violet Fungus (Cr 3, XP 800)
  N Medium plant
  init –1; senses low-light vision; Perception +0
  DeFense
  aC 15, touch 9, flat-footed 15 
  (–1 Dex, +6 natural)
  hp 30 (4d8+12)
  Fort +7, ref +0, Will +1
  immune plant traits
  oFFense
  speed 10 ft.
  Melee 4 tentacles +4 (1d4+1 plus rot)
  
  38
  space 5 ft.; reach 10 ft.
  statistiCs
  str 12, Dex 8, Con 16, int —, Wis 11, Cha 9
  base atk +3; CMb +4; CMD 13
  sPeCial abilities
  rot (ex) A creature struck by a violet fungus’s 
  tentacle must succeed on a DC 15 Forti-
  tude save or the flesh around the point of 
  contact swiftly begins to rot away, exposing 
  raw bone with shocking swiftness. This hid-
  eous affliction causes 1d4 points of Strength 
  damage and 1d4 points of Constitution dam-
  age. This is a poison effect. The save DC is 
  Constitution-based.
  appendix iV: Magic
  Below is a collection of new or non-standard 
  magic items and spells that appear in the third 
  level of Purple Mountain.
  betrayer’s blaDe (legenDary 
  WeaPon)
  In the years and decades following The Calling, 
  when disparate deities were summoned to the 
  formerly godless world of Porphyra, the discipline 
  of Theology was as much detective work as it was 
  philosophy.  Determining which gods had come, 
  how many, their nature, their spheres of interest 
  and such, took many years, many mistakes, and 
  many revelations that drove the intrepid research-
  ers to the brink of madness. The god Nemyth 
  Vaar, for example, did not take the formal stage 
  on Porphyra until the incarnadine light  of Vaar’s 
  Moon shone on the world below.  That the Out-
  cast God, the God of Betrayers had coalesced from 
  the trials and challenges of the NewGod War had 
  more or less escaped the legions of deist researchers 
  was irrelevant. Nemyth Vaar had a place, clerics- hid-
  den or otherwise- and a part to play in the destiny of the 
  Patchwork Planet.  And the first relic of this emergent 
  god reflected the Betrayer’s nature perfectly.  
     The Betrayer’s Blade began, surprisingly, as a tool 
  of ritual, an object of religious service competed for 
  and coveted within the schizoid hierarchy of Nemyth 
  Vaar.  Not initially a weapon of war, the Blade had to be 
  honed, cared for, beseeched and abased before in secret 
  sepulchers, inevitably twisting it’s wielder until he could 
  no longer function in the organization and lost control 
  of it.  Undoubtedly pleased with his creation, Vaar One-
  eye decided at some point that His church needed 
  impetus in another direction, and willed the 
  wicked obsidian Blade to corrupt and bleed those 
  outside his faithful.  His clergy enthusiastically 
  agreed, in no small part due to its reputation for the 
  destruction of it’s wielder.  
     Betrayer’s Blade is made from an enor-
  mous flake of pure black obsidian, with 
  tiny flaws of red garnet, like miniscule 
  eyes, within its surface.  Its hilt is common 
  black steel, with a pommel of a dull red stone, 
  resembling Vaar’s moon at its full.  This true 
  form is not commonly seen however, due to the 
  covetous, secretive nature that overcomes it’s 
  wielder, and the singular powers that the blade 
  grants its owners, and eventual victims.  Since it’s 
  leaving of the Vaarian clergy, the Blade has gravi-
  tated underground, perhaps befitting Nemyth 
  Vaar’s propensity for the dark, deep earth.  The 
  subterranean races should be warned, but in all 
  likelihood will not be... 
  requirements
  Feat: Skill Focus (Bluff)
  skills: Craft (weapon) 2 ranks, Knowledge (reli-
  gion) 4 ranks
  special: Must have betrayed at least two close 
  allies.
  Weapon 
  level
  Minimum 
  Wielder 
  level
  abilities
  1st
  --
  +1 obsidian bastard sword
  2nd
  4th
  Murderous command (3/
  day)
  3rd
  6th
  Disguised form
  4th
  8th
  +1 vicious obsidian bas-
  tard sword
  5th
  10th
  Bite the hand (3/day)
  6th
  12th
  No allies
  7th
  14th
  +2 vicious obsidian bas-
  tard sword
  8th
  16th
  Litany of vengeance (3/
  day)
  9th
  18th
  True ally
  10th
  20th
  +3 vicious obsidian bas-
  tard sword
  
  39
  Murderous Command (sp) At second level, you are 
  able to use murderous command three times per day as a 
  spell-like ability.
  Disguised Form (su) At third level, you are able to 
  cause the bastard sword to appear to be any other type 
  of weapon or hand-held implement. Only true seeing 
  or the will of the wielder can reveal the true form of the 
  weapon.
  bite the hand (sp) At 5th level, you are able to use bite 
  the hand three times per day as a spell-like ability.
  no allies (su) When you strike a creature with the 
  betrayer’s blade they must make a Will save or suspect 
  that their allies are not true allies for 1 hour. During this 
  time the affect character can gain no morale bonus for 
  allies spells or abilities, will make saves to resist benefi-
  cial spells (if allowed) and receive nor grant any flanking 
  bonuses from allies.
  litany of Vengeance (sp) At 8th level, you are able to 
  use  litany of vengeance three times per day as a spell-like 
  ability.
  true ally (su) While you are wielding the betrayer’s 
  blade, you can trust no one but yourself. A shadowy ver-
  sion of yourself appears alongside you as you fight and 
  grants you a deflection bonus to your AC equal to your 
  highest mental ability bonus.
  Vicious Property: When a vicious weapon strikes an op-
  ponent, it creates a flash of disruptive energy that reso-
  nates between the opponent and the wielder. This energy 
  deals an extra 2d6 points of damage to the opponent and 
  1d6 points of damage to the wielder. Only melee weap-
  ons can be vicious.
  aura Moderate necromancy; Cl 9th; Craft Magic Arms 
  and Armor, enervation; Price +1 bonus.
  eliXir oF intiMiDation
  aura faint transmutation: Cl 2nd
  slot none; Price 250 gp;  Weight —
  DesCriPtion
  This elixir bestows a frightening demeanor to your words 
  and actions (+10 competence bonus on Intimidate 
  checks for 1 hour)
  ConstruCtion 
  requirement Craft Wondrous Item, creator must have 5 
  ranks in the Intimidate skill; Cost 125 gp. 
  ioun stones, inFerior
  aura moderate varied; Cl 8th
  slot none; Price varies; Weight —
  DesCriPtion
  When the process of creating ioun stones goes awry, or, 
  in some rare cases, when a Quartz Elder sheds some of 
  its internal material, an inferior ioun stone is created.  
  The stone bears some of the properties of a full ioun 
  stone, but far less than the full-powered item.  A sample 
  of these inferior ioun stones, found in area 17, are listed 
  below:
  Description
  Market 
  Price
  effect
  Dark blue 
  rhomboid, 
  cracked
  400 gp 
  value
  +2 competence bonus of Per-
  ception checks, -1 to initia-
  tive checks
  Dark blue 
  rhomboid, 
  flawed
  300 gp 
  value
  +1 competence bonus on 
  Perception and Sense Motive 
  checks
  Dull gray 
  stone
  25 gp 
  value
  Burned out and useless
  Mulberry 
  pentacle, 
  cracked
  400 gp 
  value
  +1 competence bonus to 
  Bluff and Diplomacy checks
  Cracked pale 
  blue rhom-
  boid, cracked
  200 gp 
  value
  +1 competence bonus to 1 
  Strength-based skill
  Cracked 
  pink and 
  green sphere, 
  cracked
  200 gp 
  value
  +1 competence bonus to one 
  Charisma-based skill
  Cracked 
  scarlet and 
  blue sphere, 
  cracked
  200 gp 
  value
  +1 competence bonus to one 
  Intelligence-based skill
  ConstruCtion
  requirements Craft Wondrous Items, creator must be 
  8th level; Cost half the market value
  MetaMagiC, MerCiFul
  aura strong (no school); Cl 17th
  slot none; Price 1,500 gp (lesser), 5,500 gp (normal), 
  12,250 gp (greater); Weight 5 lbs.
  DesCriPtion
  
  40
  The wielder can cast up to three spells per day that deal 
  nonlethal damage as though using the Merciful Spell 
  feat.
  ConstruCtion
  requirements Craft Rod, Merciful Spell; Cost 750 gp 
  (lesser), 2,750 gp (normal), 6,125 gp (greater)
  tooth oF FerraKus
  aura moderate conjuration; Cl 6th 
  slot none; Price 1,100; Weight 6 lbs.
  DesCriPtion
  This magic item occurs naturally in ore deposits deep 
  in the earth, some say created by Ferrakus, the Lord 
  Beneath, himself.  It appears as a gray-and-red stone 
  roughly in the shape of a humanoid molar, but much 
  larger.  The possessor of such an item can cast the spell 
  spiked pit once per day, and gains the feat Acrobatic 
  Steps (when underground) regardless of qualification.  A 
  dwarf in possession of a tooth gains a further +1 to his 
  stonecunning abilities.
  ConstruCtion
  requirement Craft Wondrous Item, must be a follower 
  of Ferrakus, spiked pit; Cost 550 gp
  bite the hanD
  school enchantment (compulsion); level druid 3, in-
  quisitor 3, rook 3, sorcerer/wizard 4, summoner 3, witch 
  4
  Casting time 1 standard action
  Components V, S, DF
  range close (25 ft. + 5 ft./2 levels)
  target one creature summoned by a spell or spell-like 
  ability
  Duration 1 round/level (D)
  saving Throw Will negates; spell resistance yes
  With a short command and a wave of the hand, you 
  compel the target creature to attack the being who 
  summoned it, to the best of its ability. If the being who 
  summoned it is not present, the creature acts normally 
  according to its last task or instructions. This spell has 
  no effect on called creatures, summoned creatures not 
  brought forth by spells or spell-like abilities (such as a 
  summoner’s eidolon), or bonded creatures not explicitly 
  summoned, such as a paladin’s mount or wizard’s famil-
  iar.
  litany oF VengeanCe
  school transmutation [language-dependent]; level anti-
  paladin 4, inquisitor 5, paladin 4
  Casting time 1 swift action
  Components V, S, DF
  range close (25 ft. + 5 ft./2 levels)
  target one creature
  Duration instantaneous
  saving Throw no; spell resistance yes
  This litany causes your enemy to feel the pain of blows 
  more sharply. Anyone who hits the target with an attack 
  gains a +5 sacred or profane bonus (depending on the 
  alignment of the caster) to that attack’s damage. While 
  subject to this spell, the target cannot be the target of 
  another spell that has the word “litany” in the title.
  MurDerous CoMManD
  School enchantment (compulsion) [mind-affecting]; 
  Level antipaladin 1, cleric 1, rook 1
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  You give the target a mental urge to kill its nearest ally, 
  which it obeys to the best of its ability. The target attacks 
  its nearest ally on its next turn with a melee weapon or 
  natural weapon. If necessary, it moves to or charges to 
  the nearest ally in order to make this attack. If it is un-
  able to reach its closest ally on its next turn, the target 
  uses its turn to get as close as possible to the ally.
  WarD, lesser (sPell)
  school abjuration; level cleric/oracle 1, druid 1, sor-
  cerer/wizard 1
  Casting time 10 minutes
  Components V, S, M (see text)
  range touch
  target or area object touched or up to 20 square feet
  Duration 1 day/level or until discharged
  saving Throw see text; spell resistance yes (object)
  This inscription harms those who enter, pass, or open 
  the warded area or object.  A lesser ward can guard a 
  bridge or passage, ward a portal, trap a chest or box, and 
  so on.  You set the conditions of the ward.  Typically, 
  any creature of a specific type violating the warded area 
  
  41
  is subject to the magic it stores.  Wards can be set ac-
  cording to alignment, creature type, subtype, or species 
  (such as “elf” or “aberration”).  Wards also can be set to 
  pass those of your religion or organization.  They can-
  not be set according to appearance, class, Hit Dice, or 
  level.  Wards respond to invisible creatures normally 
  but are not triggered by those who pass them ethereally.  
  Multiple lesser wards cannot function within 30 feet of 
  each other.  When casting the spell, you mark a clear 
  design in paint, chalk, blood, scratch marks, or some 
  other means.  The ward can conform to any shape up 
  to the limitations of your total square footage.  When 
  the spell is completed, the ward remains quite obvious.  
  Wards can be detected as traps (DC 10 + caster level) 
  and disabled or bypassed (same DC ;) in addition they 
  can also be dispelled.  The non-detection spell can fool 
  a ward.  You can identify a lesser ward with a successful 
  Spellcraft check (DC 15).  Identifying the ward does not 
  discharge it, but it allows you to know the basic nature 
  of the glyph (version [see below], type of damage caused, 
  what spell is stored).
     Depending on the version selected, a ward either blasts 
  the intruder or activates the spell:
     blast Ward: A blast deals 2d4 points of damage to 
  one target.  This damage is acid, cold, electricity, fire, or 
  sonic (your choice, made at time of casting).  Those af-
  fected can make Reflex saves to take half damage.
     spell Ward: You can store any harmful 1st level spell 
  that you know.  All level-dependent features of the spell 
  are based on your level at the time of casting.  If the spell 
  has targets, it targets the intruder.  If the spell has an 
  area, the area of effect centers on the intruder.  All saves 
  operate as normal, except that the Difficulty Class is 
  based on the level and school of the lesser ward.
  appendix V: 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 was at least 16,000 XP and 12,000 gp worth of 
  wealth available.
  room
  Challenge
  XP
  1
  Rust monster
  800
  2
  2 magma mephit
  1,600
  2
  Water bladder trap
  800
  3-A
  Cursed Idol Trap
  800
  4
  2 tiny animated objects
  400
  5
  Cold spot haunt
  800 
  5-A
  2 morlocks
  1,200
  6
  Bat swarm
  600
  7 
  Narfel
  800
  8 
  Shieker, violet fungus
  800
  9
  Spider swarm
  400 
  9-A
  Spider swarm
  800
  9-B
  5 morlocks
  3000
  9-C
  Faceless stalker, morlock
  1,800
  10
  2 morlocks
  1,200
  Caverns of the mongrelmen*
  —*
  12
  4 dire bats
  2,400
  12-A, 15, 
  16
  Devilfish
  1,200
  17
  Makuriss, 2 mongrelmen
  1000+
  17-A
  Mongrelman
  400
  18
  Salt mephit
  800
  19-A
  Ratmongrel
  800
  19-B
  Sewer centipede
  100
  19-D
  Mongrelman
  400
  19-E
  Raargulish
  19-F
  Carbuncle
  400
  20
  Giant gibbering mouther
  2,400
  Toll of Feasting**
  —**
  total
  24,900
  The encounters and quests listed should allow the players 
  to advance one level without significant concern. They 
  may completely bypass a number of encounters and still 
  level up.
  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. This is done for several reasons. First, if player 
  characters plan an extended journey into the Purple 
  Mountains, things like gems and gold will actually be 
  of little value in the dungeon. Secondly, characters who 
  need to add spells to their spellbook will probably need 
  to do that from scrolls found during the adventure. 
  
  42
  Although I have put a variety of scrolls in the dungeon, 
  it might be a good idea to get a spell wish list from your 
  spellbook-bound players so you can tailor the dungeon 
  to their needs. I also consider the Small superior weap-
  ons only ¼ value because few parties have many Small 
  player characters.
  room items
  Value
  2
  String of beautifully cut blue 
  quartz crystals, mwk porphyrite 
  dagger
  1,306 gp
  3-A
  Large fire opal
  1,000 gp
  5
  Fetish of Nemyth Vaar, blue 
  quartz offering stone, 14 
  ancient coins, mwk obsidian 
  dagger
  466 gp
  5-A
  3 Blue quartz crystals
  30 gp
  7
  Narfel’s gear
  8
  Beaten copper helmet, lesser 
  merciful metamagic rod, misc 
  coins
  1,550 gp
  9
  mwk bone club
  300 gp
  9-B
  10 Blue quartz crystals
  100 gp
  9-C
  Necklace of blue quartz crys-
  tals, mwk longsword, obsidian 
  dagger, 8 blue quartz crystals, 
  12 flakes of porphyrite, violet 
  fungus whip, 12 aboleth figu-
  rines, silver mirror
  1,256 gp
  12
  1d6 ancient coins 
  10-60 gp
  13-A
  20 bolts of mushroom fiber, 
  mwk club, 10 porphyrite flakes, 
  flail snail shell
  1,470 gp
  17
  Collection of inferior ioun stones 1,725 go
  17-B
  Wand of lesser ward (23 charges) 345 gp
  19-B
  Pipers of the sewer, mwk stone 
  knife, flask of curses, 67 gp 
  1,517 gp
  19-C
  2d12 porphyrite shards 
  10-60 gp
  19-D
  Minor treasure
  up to 50 gp
  19-F
  Emblem of the Stone
  100 gp
  total
  13,500+ gp
   
  scrolls: commune, endure elements, monster summoning I, 
  monster summoning II, monster summoning III, shatter
  Potions: cure light wounds, fox’s cunning, pass without 
  trace
  Consumable items: blue whinnis poison (4), elixer of 
  intimidation, fermented mushroom wine, tanglefoot 
  bags (2)
  oPen gaMe liCense Version 1.0a
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  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder Campaign Setting: Pathfinder Society Field Guide. © 2011, Paizo Pub-
  lishing, LLC. Authors: Erik Mona, Mark Moreland, Russ Taylor, and Larry Wilhelm.
  Pathfinder Chronicles Seekers of Secrets Paizo Publishing, LLC. © 2009 Paizo 
  Publishing. Authors: Tim Hitchcock, Erik Mona, Sean K Reynolds, James L. Sutter, 
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  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
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  liams.
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  Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Am-
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  Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Module: Crypt of the Everflame. Copyright 2009, Paizo Publishing, LLC. 
  Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
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  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
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  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  101 1st Level Spells. Copyright 2011, Steven D. Russell; Author: Steven D. Russell.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene, based on original material by Albie Fiore.
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  Author Scott Greene, based on original material by Simon Tilbrook.
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  Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, 
  Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
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  Inc.; Author Scott Greene, based on original material by Gary Gygax.
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  Mona, Chris Pramas, Robert J. Schwalb.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
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  Perry Fehr, Mark Gedak, August Hahn, John Hazen, Sean Holland, Sam Hing, 
  James H. Lewis, Chris Longhurst, Scott Messer, Sean O’Connor, David Nicholas 
  Ross, and Jeremy Whalen
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
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  Purple Mountain III: The Feasting © 2012, Purple Duck Games; Author Perry Fehr.
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Purple Mountain Adventure Path/Purple Mountain III - The Feasting.pdf