A handful of barbarians from the Rabid Wolf clan have gone off on a hunting spree to bring back food and other goods from Madroo. They have raided the Sanders farm and have stolen 2 pigs, a few farm tools, and some corn. They await night to sneak out from their hideout back to the Rabid Wolves to the northeast.
Include an Akata pair
Void Zombies
The Diseased Hall
General
Dungeon Walls Superior Masonry (Climb DC 25)
Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run)
Temperature Cool
Illumination Shadowy (witchlight every 20 ft.)
Corridors
a A toppled statue lies across the corridor
c The walls here have been engraved with incoherent labyrinths
e The walls here have been engraved with endless spirals
i Numerous pillars line the corridor
m Ice Dart Trap: CR 2; magic; Perception DC 22; Disable Device DC 22; Trigger proximity (alarm); Reset none; Effect Atk +10 ranged (2d6 cold)
n Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20; Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)
r Patches of mushrooms grow here
s A toppled statue lies across the corridor
u A chute descends from the corridor into a plundered tomb below
v A tile labyrinth covers the floor
w A tile labyrinth covers the floor
x A chute falls into the corridor from above
z Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
Wandering
Monsters
1 1 x Goblin Dog, wielding bizarre eldritch powers
2 1 x Ghoul, consumed by disease and madness
3 3 x Dire Rat, scouting from another part of the dungeon
4 5 x Human Zombie, tracking the party
5 1 x Ghoul, actively patrolling their territory
6 1 x Ghoul, actively patrolling their territory
Room #1
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A faded and torn tapestry hangs from the west wall, and someone has scrawled "Upon the first day of the reign of Wisdom, when the Shield of Knowledge is sundered, the Court of Blades shall be destroyed" on the east wall
Monster 1 x Ghoul
Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.; Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13 (2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.; Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to this effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1, CMB +2, CMD 14
Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3; Weapon Finesse
Treasure: 28 gp, 250 sp; Agate (11 gp), Carnelian (45 gp), Citrine (45 gp), Freshwater Pearl (11 gp), Malachite (8 gp), Rock Quartz (11 gp), Shell (10 gp), Tigereye (11 gp), Turquoise (10 gp); Scroll of Deathwatch (cr, 25 gp); hoard total 240 gp
Room #2
West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestry of ancient mythology
→ Leads to room #16, inhabited by 4 x Goblin
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)
South Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10 ranged (1d6/x3)
→ Leads to room #13, inhabited by 3 x Human Zombie
Room Features A magical mural on the north wall depicts the gruesome death of whomever views it, and the scent of urine fills the room
Room #3
North Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of mould
West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry #2 Archway
Room Features Spirals of green stones cover the floor, and a sundered mace lies in the west side of the room
Monster 1 x Darkmantle
Darkmantle: CR 1, XP 400; N Small Magical Beast; Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4; AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); hp 15 (2d10+4); Fort +5, Ref +3, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee slam +3 (1d4 plus grab); SA constrict (1d4+4), grab (any size), spell-like abilities CL 5th; Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha 10; Base Atk +2, CMB +1 (+5 grapple), CMD 13 (can't be tripped)
Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved Initiative
Room #4
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #15, inhabited by 1 x Adamantine Cobra
East Entry Archway
South Entry Archway
Empty
Room #5
East Entry Archway
South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Empty
Room #6
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down, +1 to break DC)
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Room Features A stair ascends to a catwalk hanging between the east and west walls, and a tile mosaic of legendary monsters covers the floor
Room #7
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Archway
Monster 1 x Ghoul
Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.; Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13 (2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.; Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to this effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1, CMB +2, CMD 14
Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3; Weapon Finesse
Treasure: 24 gp, 206 sp, 1140 cp; Masterwork Buckler (155 gp); hoard total 211 gp
Room #8
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Empty
Room #9
North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Empty
Room #10
North Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
East Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a tapestry of ghoulish carnage
→ Leads to room #18, inhabited by 2 x Duergar
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A wooden platform hangs over a deep pit in the north-east corner of the room, and the sound of drums fills the room
Room #11
North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #18, inhabited by 2 x Duergar
South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry #2 Archway
Room Features Someone has scrawled "Rewis died here, didn't see it coming" on the west wall, and an acrid odor fills the center of the room
Monster 1 x Iron Cobra
Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-; Immune construct traits; SR 13; Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't be tripped); SQ find target
Skills: Stealth +12
Room #12
Akata
In the hallway:
3 Zombie (duergar), Void; CR: 1/2; XP: 200; Align: NE; Medium undead
Init: +0; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 14; TAC: 10; FFAC: 12; HD: 2d8+3; HP: 12; Saves: For: +0, Ref: +2, Will: +3; Immune undead traits
OFFENSE: Speed: 40 ft.; Melee: 2 slams +4 (1d6+4), tongue -1 (1d6+1); Special Attacks: blood drain, quick strikes;
Statistics: Str: 17; Dex: 14; Con: -; Int: -; Wis: 10; Cha: 10; BAB: +1; CMB: +4; CMD: 16
Feats: ToughnessB
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c), Intimidate (Ch)(c), Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c), Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c),
Special Abilities:
Blood Drain (Ex): If a void zombie hits a living creature with its tongue attack, it drains blood, dealing 2 points of Strength damage before the tongue detaches.
Quick Strikes (Ex): Whenever a void zombie takes a full-round action, it can make one additional slam attack at its highest base attack bonus.
Languages: -
Special Qualities: -
Environment: any
Organization: any; usually in the vicinity of one or more akatas
Treasure: none
"This obviously deceased creature moves forward with disturbing speed, almost as disturbing as the purple-black, barbed tongue that extends from its misshapen skull."
2 Akatas; CR: 1; XP: 400; Align: N; Medium aberration
Init: +6; Senses: darkvision 120 ft.; Perception +1
DEFENSE: AC: 13; TAC: 12; FFAC: 11; HD: 2d8+6; HP: 15; Saves: For: +3, Ref: +2, Will: +4; Defensive Abilities: no breath; Resist fire 30 Special: Immune: cold, disease, poison, sonic, Weaknesses: deaf, vulnerable to salt water
OFFENSE: Speed: 40 ft., climb 20 ft.; Melee: bite +2 (1d6+1 plus void bite), 2 tentacles -3 (1d3);
Statistics: Str: 12; Dex: 15; Con: 16; Int: 3; Wis: 12; Cha: 11; BAB: +1; CMB: +2; CMD: 14(18 vs. trip)
Feats: Improved Initiative
Skills: Aberration: (4+Int/HD) Acrobatics (D)(c) +6 (+10 to jump), Climb (S)(c) +9, Escape Artist (D)(c), Fly (D)(c), Intimidate (Ch)(c), (Pick One Knowledge): Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Perception (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +10, Survival (W)(c), Swim (S)(c); Racial Modifiers: +4 Stealth
Special Abilities:
Deaf (Ex): Akatas cannot hear. They are immune to spells and effects that rely on hearing to function, but they also cannot make Perception checks to listen.
Hibernation (Ex): Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth—these fibers quickly harden into a dense, almost metallic cocoon. While hibernating, an akata does not need to drink or eat. The cocoon has hardness 10 and 60 hit points, and is immune to fire and bludgeoning (including falling) damage. As long as the cocoon remains intact, the akata within remains unharmed. The akata remains in a state of hibernation until it senses another living creature within 10 feet or is exposed to extreme heat, at which point it claws its way to freedom in 1d4 minutes as its cocoon degrades to fragments of strange metal.
Salt Water Vulnerability (Ex): Salt water acts as an extremely strong acid to akatas. A splash of salt water deals 1d6 points of damage to an akata, and full immersion in salt water deals 4d6 points of damage per round.
Void Bite (Ex): Akatas hold hundreds of invisibly small larval young within their mouths, spreading these parasitic creatures to hosts through their bite. Only humanoids make suitable hosts for akata young—all other creature types are immune to this parasitic infection. The disease itself is known as void death.
Disease (Ex): Void Death: Bite—injury; save Fort DC 12; onset 1 hour; frequency 1/day; effect 1d2 Dex and 1d2 Con damage. An infected creature who dies rises as a void zombie 2d4 hours later; cure 2 consecutive saves.
Languages:
Special Qualities: hibernation
Environment: any
Organization: solitary, pair, or pack (3–30)
Treasure: standard
"This hairless blue lion has twin tentacular tails. Dozens more thick tentacles quiver and twitch where its mane should be."
Many humanoids that face akatas become carriers of their attackers’ next generation. Infested with larval akatas, such victims suffer the ravages of void death. Although particularly hearty and tenacious individuals might last for weeks, void death is often fatal. But the victim’s death marks only the beginning of this alien terror.
Those who perish while suffering from void death become void zombies. Within 2d4 hours of a carrier’s death, the strongest of the akata larvae infesting the corpse worms its way to the humanoid’s brain and undergoes a swift gestation. This accelerated growth causes the feeler-covered head of the over-sized, tadpole-like parasite to latch onto the base of its victim’s brain and reenergize the dying organ, taking total control. These parasite-possessed corpses are known as void zombies. As akata larvae are too large to fit wholly within the skulls of most humanoid races, these zombies have a distinctive appearance, with the fanged tail of the parasite bursting through its host’s jaw, dangling forth from the broken skull.
Coins 47 gp, 399 sp, 1321 cp
Gems
Jasper (50 gp)
Rhodochrosite (10 gp)
Rhodochrosite (13 gp)
Rock Quartz (8 gp)
Smoky Quartz (60 gp)
Tigereye (13 gp)
Total value = 154 gp
Masterwork Items
Masterwork Wooden Shield (155 gp)
Total value = 155 gp
Magic Items
Potion of Jump (cr, 50 gp)
Scroll of Shocking Grasp (cr, 25 gp)
Total value = 75 gp
Total value 484 gp 1 sp 1 cp
North Entry #1 Archway
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a tapestry of geometric patterns
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A balcony hangs from the east wall, and someone has scrawled "No, I said it had eleven eyes" on the south wall
Room #13
North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10 ranged (1d6/x3)
→ Leads to room #2
South Entry #1 Secret (Search DC 25) Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features Someone has scrawled "seven, seven, nine, eight, eight, seven" on the south wall, and the walls are covered with cracks
Monster 3 x Human Zombie
Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Feats: Toughness
Room #14
North Entry Archway
South Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Falling Block: CR 2; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +10 melee (1d6); multiple targets (all targets in a 10 ft. square area)
Room Features A magical statue in the north-east corner of the room speaks riddles and cryptic prophecies, and a pile of rotten rope lies in the center of the room
Monster 2 x Human Skeleton
Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Senses darkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6), claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10; Base Atk +0, CMB +2, CMD 14
Feats: Improved Initiative
Room #15
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #4
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Monster 1 x Adamantine Cobra
Adamantine Cobra: CR 3, XP 600; N Small Construct; Init +2; Senses darkvision 60 ft., low-light vision; Perception +0; AC 25, touch 13, flat-footed 23 (+2 Dex, +12 natural, +1 size); hp 20 (1d10+10+5); Fort +0, Ref +2, Will +0; DR 10/-; Immune construct traits; SR 13; Speed 40 ft.; Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1, CMD 13 (can't be tripped); SQ find target
Skills: Stealth +12
Room #16
North Entry #1 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed within a horrific torture device
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestry of ancient mythology
→ Leads to room #2
Monster 4 x Goblin
Goblin: CR 1/3, XP 135; NE Small Humanoid (goblinoid); Init +6; Senses darkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed 30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12
Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative
Treasure: 27 gp, 170 sp, 800 cp; Masterwork Leather Armor (160 gp); hoard total 212 gp
Room #17
South Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
South Entry #2 Archway
Room Features Burning torches in iron sconces line the walls, and someone has scrawled "The dwarf will betray you" on the north wall
Room #18
North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
West Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a tapestry of ghoulish carnage
→ Leads to room #10
East Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27; Trigger proximity (alarm); Reset none; Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
→ Leads to room #11, inhabited by 1 x Iron Cobra
East Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
South Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Room Features A stack of rotting wooden crates stands against the north wall, and a sulphurous odor fills the room
Monster 2 x Duergar
Duergar: CR 1/3, XP 135; LE Medium Humanoid (dwarf); Init -1; Senses darkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield); hp 8 (1d10+3); Fort +4, Ref -1, Will +1, +2 vs. spells; Immune paralysis, phantasms, poison; Weak light sensitivity; Speed 20 ft.; Melee warhammer +3 (1d8+1/x3); Ranged light crossbow +0 (1d8/19-20); SA spell-like abilities CL 3rd; Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4; Base Atk +1, CMB +2, CMD 11; SQ slow and steady, stability
Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus (warhammer)
Treasure: 53 gp, 310 sp, 1800 cp; Rock Quartz (8 gp), Rock Quartz (9 gp), Zircon (50 gp); hoard total 169 gp