The map the duergar had on, leads to three tunnels. The far west tunnel leads to what the prize was - a huge salt mine.
Salt Mine - properly mined yields 10gp/day
Other hidden attributes -
Mushrooms (unnamed) - mushrooms that grow on a bed of salt sprouted when fed from a natural spring - look like small white buttons with a crystal blue diamond on the middle of the top. A mushroom heals 1hp of damage each. Handfulls - Small - 6 mushrooms, Medium - 10 mushrooms, Large - 15 mushrooms, Huge - 25 mushrooms
Sapphire Crystalfolk heart -
1) Cave entrance: The cave leads back 80' to a 75 degree descent into the lower chambers. The cave itself is slick with wetness. It is salt-covered. There is a camp set up here where the duergar descended below. There are currently 2 duergar here on guard, relaxed.
Duergar, Sergeant; CR: 1; XP: 400; Duergar Fighter 2 Align: LE; Medium humanoid (dwarf)
Init: +0; Senses: darkvision 120 ft.; Perception +2
DEFENSE: AC: 16 ; TAC: 9 ; FFAC: 15; HD: 2d10+8 ; HP: 23 ; Saves: For: +6, Ref: 0, Will: +2 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: masterwork dwarven waraxe +5 (2d8+4/x3); Ranged: heavy crossbow +3 (2d8/19-20);
Spell-Like Abilities: (CL 2nd, concentration -1)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 17 ; Dex: 10 ; Con: 16 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +2 ; CMB: +5; CMD: 16 (20 vs. bull rush or trip on solid ground)
Feats: Cleave, Power Attack, Weapon Focus (dwarven waraxe)
Skills: Handle Animal +1, Perception +2, Ride -2, Survival +6; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: potions of cure light wounds (2), alchemist's fire (2), NPC Gear (banded mail, heavy crossbow [10 bolts], masterwork dwarven waraxe, 9 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
2) Drop chamber: This chamber has a natural brook flowing down from a crack in the southwest corner. It forms a pool in which tiny white cave fish swim. Lichen and fungus cover the walls emitting s light greenish glow.
Any other light source has a bat swarm attack the party.
Bat Swarm; CR: 2; XP: 600; Align: N; Diminutive animal (swarm)
Init: +2 ; Senses: blindsense 20 ft., low-light vision; Perception +15
DEFENSE: AC: 16 ; TAC: 16 ; FFAC: 14 ; HD: 3d8; HP: 13 ; Saves: For: +3 , Ref: +7 , Will: +3; Special: swarm traits
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 ; BAB: +2 ; CMB: - ; CMD: -
Feats: Lightning Reflexes, Skill Focus (Perception)
Skills: Fly +12, Perception +15 ; Racial Modifiers: +4 Perception when using blindsense
Special Qualities 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.
Organization: solitary, pair, flight (3-6 swarms), or colony (11-20 swarms)
Treasure: none
"Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood."
DC 20 sees the small tunnel behind the waterfall.
DC 20 also notices small lizards, bats of stone litter the floor.
3) The cave of the salted mushroom: 237 mushrooms are along the floor of this cavern which is a layer of salt and rock. It would take 1 person 30 minutes to clear the area. (Picked, but leave 35 mushrooms)
4) Streamlet: the water from the brook wanders through this chamber. Along its edge are lichen and fungus.
DC 15 to track the Duergar - they headed west, northeast and southeast.
5) Albino Solifugid bone pile. Here lie the bones of numerous creatures. Mos)tly animals and vermin. Perception DC 15 discovers an armband of silver around the arm of one of the two humanoid skeletons (appears to be human DC 15 check). The bracer is worth 400gp (is one of a pair of bracers of armor +3). Perception DC 20 finds a belt pouch with 6 uncut emeralds.
6) Albino Solifugids - Here can be seen a giant white spider feeding on the body of a figure. Ichor flows from wounds on its body and another of its kind lies bloody just beside it. (3 dead duergar)
Solifugid, Albino Cave CR: 4; XP: 1,200; Align: N; Medium vermin
Init: +1; Senses: darkvision 60 ft.; Perception +4
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 6d8+18; HP: 45; Saves: For: +8, Ref: +3, Will: +2; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft.; Melee: bite +7 (1d8+3), 2 claws +7 (1d4+3); Special Attacks: pounce, rend (2 claws, 1d6+4)
Statistics: Str: 16; Dex: 13; Con: 17; Int: - ; Wis: 11; Cha: 2; BAB: +4; CMB: +7; CMD: 18 (26 vs. trip)
Skills: Climb (S) +11, Perception (W) +4, Stealth (D) +5 Racial Modifiers: +4 Perception, +4 Stealth
Environment: any underground
Organization: solitary, pair, or colony (3-6)
Treasure: none
"This spider-like creature's front legs end in immense grasping claws. Its mouth sports a pair of huge vertical mandibles."
7) The Ascent - Here the salty tunnel begins to ascend - very slick with moisture - 45 degree angle DC 20. At the bottom is the end of a rope that climbs up the ascending tunnel.
DC 15 Duergar track - they headed southeast
DC 20 Hear the voices of the duergar - pained voices.
7a) Here the duergar are recovering from their wounds from a fight with the albino solifugids to the west (6)
4 - Duergar, Sergeant; CR: 1; XP: 400; Duergar Fighter 2 Align: LE; Medium humanoid (dwarf)
Init: +0; Senses: darkvision 120 ft.; Perception +2
DEFENSE: AC: 16 ; TAC: 9 ; FFAC: 15; HD: 2d10+8 ; HP: 23 ; Saves: For: +6, Ref: 0, Will: +2 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: masterwork dwarven waraxe +5 (2d8+4/x3); Ranged: heavy crossbow +3 (2d8/19-20);
Spell-Like Abilities: (CL 2nd, concentration -1)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 17 ; Dex: 10 ; Con: 16 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +2 ; CMB: +5; CMD: 16 (20 vs. bull rush or trip on solid ground)
Feats: Cleave, Power Attack, Weapon Focus (dwarven waraxe)
Skills: Handle Animal +1, Perception +2, Ride -2, Survival +6; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: potions of cure light wounds (2), alchemist's fire (2), NPC Gear (banded mail, heavy crossbow [10 bolts], masterwork dwarven waraxe, 9 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
6 regular duergar
Duergar; CR: 1/3; XP: 135; Align: LE; Medium humanoid (dwarf)
Init: -1; Senses: darkvision 120 ft.; Perception +1
DEFENSE: AC: 17 ; TAC: 9 ; FFAC: 17; HD: 1d10+2 ; HP: 8 ; Saves: For: +4, Ref: -1, Will: +1 (+2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: warhammer +3 (1d8+1/x3); Ranged: light crossbow +0 (1d8/19-20);
Spell-Like Abilities: (CL 3rd)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 12 ; Dex: 9 ; Con: 15 ; Int: 10 ; Wis: 13 ; Cha: 4 ; BAB: +1 ; CMB: +2; CMD: 11
Feats: Weapon Focus (warhammer)
Skills: Intimidate +1, Stealth -3 ; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
Their leader headed to look deeper while they rested.
8) Fungal Crawlers - 3 Fungal Crawlers are on the hunt as they eat anything larger than a small mouse. They will attack any living thing that enters their niche.
Fungal Crawler; CR: 3; XP: 800; Align: N; Small aberration
Init: +9; Senses: darkvision 60 ft.; Perception +6
DEFENSE: AC: 16; TAC: 16; FFAC: 11; HD: 4d8+8; HP: 26; Saves: For: +3, Ref: +6, Will: +5; Defenisve Abilities: plant defenses Immune: mind-affecting effects, paralysis, poison, polymorph effects, sleep, stunning
OFFENSE: Speed: 20 ft., climb 40 ft.; Melee: bite +6 (1d6+2 plus poison), 2 claws +6 (1d4+2);
Special Attacks: leap
Statistics: Str: 14; Dex: 20; Con: 15; Int: 2; Wis: 13; Cha: 7; BAB: +3; CMB: +4; CMD: 19
Feats: Improved Initiative, Step Up
Skills: Acrobatics (D) +10 (+14 jumping), Climb (S) +10, Perception (W) +6; Racial Modifiers: +14 on Acrobatics checks made to jump
Special Abilities:
Leap (Ex): A fungal crawler can perform a special kind of pounce attack by jumping into combat. When a fungal crawler charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but it cannot make a bite attack.
Plant Defenses (Ex): A fungal crawler is part plant and shares many of the immunities that plant creatures possess. A fungal crawler is immune to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning.
Poison (Ex): Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str and 1d2 Con; cure 1 save. The save DC is Constitution-based.
Environment: any underground
Organization: solitary, pair, or swarm (3-12)
Treasure: none
"This giant fanged cricket is caked in pungent fungal growths and topped with a mushroom-like cap."
9) Basilisk Cavern - This cavern once housed a basilisk that owned this cavern. Small statues of vermin line the small passageway leading in. Unfortunately for the basilisk, it was attacked by an ascomoid. As the party enters this area, Perception check DC 15 to notice a puff of gas go off in the passage in front of them as the ascomoid attacks the duergar captain.
Ascomoid; CR: 5; XP: 1,600; Align: N; Large plant
Init: +1; Senses: tremorsense 60 ft.; Perception +0
DEFENSE: AC: 17; TAC: 10; FFAC: 16; HD: 7d8+21; HP: 52; Saves: For: +8, Ref: +3, Will: +2; DR: 10/piercing; Immune: plant traits Resist: electricity 10, fire 10
OFFENSE: Speed: 40 ft.; Melee: slam +8 (2d8+6); Space: 10 ft.; Reach: 5 ft.;
Special Attacks: poison, spores, trample (2d8+6, DC 17)
Statistics: Str: 18; Dex: 13; Con: 17; Int: - ; Wis: 11; Cha: 1; BAB: +5; CMB: +10; CMD: 21 (can't be tripped)
Feats: Improved OverrunB
Special Abilities:
Poison (Ex): Spores - inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 2 saves. The save DC is Constitution-based.
Spores (Ex): Once per round as a free action, an ascomoid can release a jet of deadly spores to a range of 30 feet. Upon impacting a solid surface, such as a wall or creature, the jet billows out into a cloud of spores that fills a 10-foot-radius spread. This cloud lasts for 1 round before dispersing. Any creature in the cloud must make a DC 16 Fortitude save or become nauseated as long as it remains in the cloud. Any creature that fails to save against this nausea is also exposed to the ascomoid's poison (see above). The save DC is Constitution-based.
Environment: underground
Organization: solitary or cluster (2-8)
Treasure: none
"This misshapen sphere of pale yellow-green fungus rolls with an unnerving speed, spewing clouds of foul spheres as it advances."
Lougar Ordilock
Duergar, Lieutenant; CR: 5; XP: 1,600; Duergar Ranger 6 Align: LE; Medium humanoid (dwarf)
Init: +1; Senses: darkvision 120 ft.; Perception +11
DEFENSE: AC: 16 (20); TAC: 11; FFAC: 15 (19); HD: 6d10+24 ; HP: 61 ; Saves: For: +8, Ref: +6, Will: +4 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: +1 warhammer +11/+6 (1d8+4 (2d6+4)/x3); Ranged: masterwork light crossbow +8(1d8/19-20);
Special Attacks: favored enemy (dwarves +4, elves +2)
Spell-Like Abilities: (CL 6th, concentration +3)
1/day - dust of twilightAPG, ironskin*
Ranger Spells Prepared: (CL 3rd; concentration +5)
1st - lead bladesAPG, longstrider
Statistics: Str: 16 ; Dex: 12 ; Con: 14 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +6 ; CMB: +9; CMD: 20 (24 vs. bull rush or trip on solid ground)
Feats: Cleave, Endurance, Mounted Combat, Power Attack, Weapon Focus (warhammer)
Skills: Climb +11, Handle Animal +6, Knowledge (dungeoneering) +9, Perception +11, Ride +9, Survival +11; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: favored terrain (underground +2), hunter's bond (companions), ironskinned*, slow and steady, stability, track +3, twilight touched*, wild empathy +3
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: NPC Gear (studded leather, masterwork light crossbow [20 bolts], warhammer, 16 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
10) The Hag's Eye - This chamber is a salt dome with no vegetation whatsoever as it is covered in salt. Any light source reflects off the walls. On the ceiling is Kresh's Hag Eye Ooze observing.
Hag Eye Ooze; CR: 3; XP: 800; Align: N; Small ooze
Init: -5; Senses: blindsight 60 ft.; Perception -5
DEFENSE: AC: 6; TAC: 6; FFAC: 6; HD: 4d8+20; HP: 38; Saves: For: +6, Ref: -4, Will: -4; Immune: acid, cold, ooze traits; Resist: fire 5
OFFENSE: Speed: 20 ft. climb 20 ft.; Melee: slam +8 (1d6+6 plus paralysis);
Special Attacks: paralysis (1d4 rounds, DC 17), spell channel
Statistics: Str: 18; Dex: 1; Con: 20; Int: -; Wis: 1; Cha: 1; BAB: +3; CMB: +6; CMD: 11 (can't be tripped)
Skills: Climb (S)+10
Special Abilities:
Spell Channel (Su): A hag creator of a hag eye ooze can see through the ooze’s embedded eye as if it were one of her own. This ability requires that the hag creator and the hag eye ooze be on the same plane in order to function. If the hag that created the hag eye ooze is part of a coven, the following spells have a 5% chance per caster level of operating through a hag eye ooze: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues. A nonhag that controls a hag eye ooze can’t cast spells through the ooze, nor can it see through the creature’s eye.
Suction (Ex): A hag eye ooze can create a powerful suction against any surface it climbs, allowing it to cling to inverted surfaces with ease. It can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a hag eye ooze gains a +10 bonus to its CMD to resist bull rush attempts, awesome blow attempts, and other attacks and effects that attempt to physically move it from its location.
Transparent (Ex): A hag eye ooze is difficult to discern from its surroundings in most environments. A successful DC 20 Perception check is required to notice a hag eye ooze. Any creature that fails to notice it and walks into it automatically suffers damage as if struck by the hag eye ooze’s slam attack.
Special Qualities: suction, transparent
Environment: temperate marshes or underground
Organization: solitary
Treasure: none
"A single eye stares unblinking from an amorphous blob. A transparent pseudopod extends from the mass."
Kresh is located below and enjoys the salty waters of the spring.
11) Phantom Fungus wanderer - This fungus has wandered from the grove below.
Phantom Fungus; CR: 3; XP: 800; Align: N; Medium plant
Init: +0; Senses: blindsight 30 ft., low-light vision, tremorsense 60 ft. Perception +10
DEFENSE: AC: 15; TAC: 10; FFAC: 15; HD: 4d8+12; HP: 30; Saves: For: +7, Ref: +1, Will: +1; Defensive Abilities: phantom flesh, plant traits Immune plant traits
OFFENSE: Speed: 20 ft., climb 20 ft.; Melee: bite +5 (2d6+3)
Statistics: Str: 15; Dex: 10; Con: 16; Int: 2; Wis: 11; Cha: 9; BAB: +3; CMB: +5; CMD: 15 (17 vs. trip)
Feats: Skill Focus (Perception), Skill Focus (Stealth)
Skills: Climb (S) +10, Perception (W) +10, Stealth (D) +7; Racial Modifiers: +4 Stealth
Special Abilities:
Phamton Flesh (Su): As a move action, a phantom fungus can turn invisible as if using greater invisibility (caster level 4th). A moment after it attacks with invisibility, the creature appears briefly as a semi-transparent version of its normal self. This allows any viewer with line of sight to the phantom fungus to pinpoint its location at the time of the attack (though if the creature moves after it attacks, opponents have to pinpoint it again). An opponent can ready an action to strike at the fungus when it momentarily appears, in which case the creature only has concealment instead of invisibility (20% miss chance). The fungus can turn completely visible as a move action, though it normally remains invisible all the time. If killed while invisible, it becomes visible 1d4 minutes later.
Environment:any underground
Organization: solitary or grove (2-5)
Treasure: incidental
"Portions of this three-stalked fungoid monster's body seem to fade in and out of sight. A large maw gapes along its entire front."
12) 80' drop to the lower chambers - The water flows down a 5 foot hole to the lower chambers below. Salt fills your nostrils as you watch the water descend into darkness. Peering down reveals a light green glow at the bottom of the falls. Fungus growths.
13) Hidden chamber - About 60 feet down the waterfalls, a small 5 foot off shoot descends down in the northwest. It leads into a small haven where a witch, Kresh, resides. She has taken residence in this area.
Treasure: Silver bracer 400gp (other half of Bracers of Armor +3), Masterwork Breastplate (350 gp), Masterwork Composite Longbow (+2 Str bonus) (600 gp), Masterwork Sickle (306 gp),Potion of Bear's Endurance (cr, 300 gp), Potion of Cure Light Wounds (cr, 50 gp),Potion of Remove Sickness (um, 50 gp),Wand of Produce Flame (cr, 750 gp)
14) A pool of water at the base of this waterfall reveals a small streamlet that runs northeast. On the south wall is a large embedded in a small passageway blocking that entrance save for a small 3 foot tall gap between it and the ceiling. To the southeast is a patch of dirt that holds the remains of what looks to be several small animals.
15) This chamber has a small dry mound of earth in the middle. To the northeast a small 5 foot passage leads further northeast. On the island is a large crab feasting on the dead body of 6 foot tall, green creature with extremely sharp claws. It doesn't appear to notice you as it feasts. There is an exit on the northeast wall of this small room.
Lunarma; CR: 6; XP: 2,400; Align: N; Medium aberration
Init: +5; Senses: all-around vision, darkvision 60 ft.; Perception +10
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 9d8+36; HP: 76; Saves: For: +9, Ref: +4, Will: +9; Defensive Abilities: barbed carapace; Immune cold, poison; Resist: electricity 5, fire 5
OFFENSE: Speed: 0 ft., fly 60 ft. (good); Melee: 3 claws +9 (1d8+3 plus grab); Space: 5 ft.; Reach: 5 ft. (10 ft. with claws); Special Attacks: breath weapon (30-ft. line, 2d6 acid damage plus recurring damage, Reflex DC 18 half, usable every 1d4 rounds), constrict (1d8+3), implant eggs
Statistics: Str: 16; Dex: 12; Con: 19; Int: 5; Wis: 12; Cha: 10 ; BAB: +6; CMB: +9 (+13 grapple); CMD: 20
Feats: Great Fortitude, Hover, Improved Initiative, Iron Will, Weapon Focus (bite)
Skills: Fly (D) +5, Perception (W) +10, Stealth (D) +7
Special Abilities:
Barbed Carapace (Ex): A lunarma’s carapace is covered in jagged barbs. Any creature that grapples a lunarma or attacks it with unarmed strikes or natural weapons takes 1d4 points of damage from the vicious barbs. Using a reach weapon does not endanger the attacker this way.
Breath Weapon (Su): The acid from a lunarma’s breath weapon lasts for 1d4 additional rounds, dealing 2d6 points of acid damage on its turn to any creature that took damage from the breath weapon. Washing off the acid with water or other liquid is a full-round action that ends the continuing damage.
Implant Eggs (Ex): As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 hours and each deals 1 point of Con damage per hour as they feed on the host. After 1d2 days of eating, the larvae crawl out and find a safe place to mature into adults. A remove disease spell rids a creature of all implanted eggs or larvae, or they can be removed one at a time by using the Heal skill to treat deadly wounds.
Languages: Common (can't speak); telepathy 120 ft. (other lunarma only)
Special Qualities: no breath
Environment: any underground
Organization: solitary, pair, or hive (3-16)
Treasure: none
"This monstrous crablike creature hovers in midair, its three clawed tentacles snapping aggressively."
Treasure: On Troll: 19gp, 44sp, 12cp, 3 uncut bloodstones, masterwork dagger with an open slot for a gemstone in the pommel.
16) 4 now 3 sewer trolls are trapped here. They came down through the hole and into the water and meandered up here trapped between the phantom fungus and the lunarma. They recently lost one of their group to the lunarma, and another has been injured (an infested with eggs).
3 Sewer Troll; CR: 2; XP: 600; Align: CE; Medium humanoid (giant)
Init: +6; Senses: darkvision 60 ft.; Perception +4
DEFENSE: AC: 14; TAC: 12; FFAC: 12; HD: 3d8+6; HP: 19; Saves: For: +5, Ref: +3, Will: +0; Regeneration: 2 (acid or fire); Weaknesses: light blindness
OFFENSE: Speed: 30 ft.; Melee: bite +3 (1d6+1), 2 claws (1d4+1); Space: 5 ft.; Reach: 5 ft. (10 ft. with claws); Special Attacks: rend (2 claws, 1d6+1), sneak attack +1d6
Statistics: Str: 13; Dex: 14; Con: 15; Int: 6; Wis: 9; Cha: 6; BAB: +2; CMB: +3; CMD: 15
Feats: Improved Initiative
Skills: Climb (S) +9, Escape Artist (D) +4, Fly (D), Perception (W) +4, Stealth (D) +5 (+9 underground); Racial Modifiers: +8 Climb, +4 Stealth underground
Languages: Giant
Special Qualities: compression
Environment: any underground
Organization: solitary or gang (2-5)
Treasure: #1 - 3 - uncut agates, 4 uncut bloodstones, 17gp, 65sp, 112cp, #2 - 18gp, 67sp, 98cp, #3 - 16gp, 88sp, 127cp
"This creature looks like a lanky, underfed troll. Its over-sized claws drag along the ground, and its large eyes glow with inner light."
17) Gem cavern - This cavern is a beautiful geological formation. A light source causes the walls to sparkle from the crystals of salt. On closer inspection, there are a few other deposits of precious gemstones as well.
Mine DC (Profession (miner), Knowledge (geography), dwarves) check DC continues to discover deposits of gemstones.
175' above floor - 2 deposits (uncut) - bloodstone (50gp), agate (10gp)
In the pool (20' under), Perception DC 20, is a deposit of golden pearls in the shells of salt encrusted shellfish (100gp)
Also in the room are 5 Phantom Fungus plants that will attack any who enter.
18) Dossenus - With the disturbance in this area of the mine, these aberrations have emerged to prey upon any living creature that ventures into the room with the water only if they are 10' away from the water. If the creatures are near the water, the dossenus will retreat over the rock to their lair. in 18.
6 Dossenus; CR: 1; XP: 400; Align: N; Small aberration
Init: +0; Senses: darkvision 60 ft.; Perception +5
DEFENSE: AC: 12; TAC: 11; FFAC: 12; HD: 2d8+4; HP: 13; Saves: For: +2, Ref: +0, Will: +3; +4 vs. poison; Weaknesses hydrophobia, light blindness
OFFENSE: Speed: 30 ft.; Melee: bite +4 (1d6+3/19-20);
Special Attacks: devastating maw, sneak attack +1d6, swarming
Statistics: Str: 12; Dex: 11; Con: 14; Int: 3; Wis: 10; Cha: 5 ; BAB: +1; CMB: -1; CMD: 11 (15 vs. trip)
Feats: Improved CriticalB (bite), Weapon Focus (bite), Weapon SpecializationB (bite)
Skills: Climb (S) +17, Perception (W) +5; Racial Modifiers: +8 Climb
Languages: Aklo
Special Abilities:
Burrow (Ex): A dossenus can burrow through stone (or weaker materials such as wood) as easily as dirt.
Devastating Maw (Ex): A dossenus’ bite attack counts as adamantine for the purposes of overcoming DR and bypassing hardness.
Hydrophobia (Ex): A dossenus cannot swim and always fails Swim checks. If a dossenus becomes completely submerged in water, it must succeed at a DC 15 Will save on its turn each round or be paralyzed with fear until it is no longer submerged.
Swarming (Ex): Dossenuses are brutally efficient at swarming foes and often skitter atop one another in their haste to overwhelm and devour prey. Up to two dossenuses can share the same square at the same time. If two dossenuses sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Environment: any underground (except water)
Organization: solitary, clutch (2-9), or infestation (10-20)
Treasure: incidental
"This small creature looks like a lumpy head with crab legs and a giant mouth filled with stone teeth."
The rock is a tight squeeze, and medium creatures need to crawl. Large creatures need to squeeze through with assistance. The boulder weighs 6,000pounds and has a hardness of 8, with 1260 hit points (7 feet thick).
Treasure: a dull gray ioun stone
19) Large Toadstools - Corliana Caps - Here are large toadstools about 5 ft. in height. They are harmless, but do emit a dark purple glow. There is a ring of 12 of them which is 15 in diameter. Anyone within the ring is completely safe from all harm and scrying as long as they make no harmful actions to others to being attention to themselves. The ring also is magical in that it heals twice the ability damage done to those who rest within its protective circle.
This magic is a gift from an underground druid of Corliana, Navesta.
20) Singing Shrieker - a solitary singing shrieker is in this area. It sings and attracts the denizens from the next room. The shrieker is shielded by the remains of an explorer who ventured too deep. The explorer was a human spelunker known as Minj Berriks, a local from Trulk who has been missing for months. His shop in town has been closed since his disappearance. His body does have the remnants of a map that does point to this cave entrance, but anything else has deteriorated. His back pack contains a climber's kit, remnants of rations, and a wooden box (6" x 6"). Inside the box is a small silver band with an empty setting and 3 salt-crusted oysters. 50% chance of each containing a 100gp golden pearl. In a pouch he also has a 10gp cut azurite and a 50gp flawless tiger eye, and a potion of eagle's splendor labelled "The day."
A small journal was written in common (one of the pages of the journal is actually the backside of a scroll of bear's endurance):
Minj was looking for something rare to give his woman, Jamori Glen, in Trulk. She works at the Silken Lady. He was hoping to remove her from the brothel and marry her and run his adventuring gear business. He still owes 150gp to the town for the land in which his store exists. He was hoping to bring back some sort of treasure.
Also strewn about the cavern are bones and remains of many cave dwellers.
Singing Shrieker; CR: 5; XP: 1,600; Align: N; Small plant
Init: +0; Senses: blindsight 60 ft.; Perception +1
DEFENSE: AC: 14; TAC: 11; FFAC: 13; HD: 2d8+2; HP: 11; Saves: For: +4, Ref: +0, Will: +1; Immune sonic, plant traits
OFFENSE: Speed: 5 ft.; Space: 5 ft.; Reach: 0 ft.; Special Attacks: sing (DC 15 Will)
Statistics: Str: 9; Dex: 10; Con: 13; Int: -; Wis: 12; Cha: 10 ; BAB: +1; CMB: -1; CMD: 9 (can't be tripped)
Special Abilities:
Sing (Ex): These underground plants call out in the normal manner of shriekers, but instead of a loud wail, produce a pleasing, melodic sound. All creatures within 60 feet of a singing shrieker must succeed on a DC 15 Will save or become captivated. The save DC includes a +4 racial bonus. A creature that successfully saves is not subject to the same singing shrieker’s song for 24 hours. The victim moves toward the shrieker in the most direct manner available. If the path leads them through a dangerous area, the victim receives another saving throw to end the effect before moving into peril. Captivated creatures can take no other actions other than to defend themselves. This effect continues for as long as the shrieker sings and 1 round thereafter. This is a sonic, mind-affecting charm effect.
Languages: none
Environment: underground
Organization: solitary or patch (3-5)
Treasure: incidental
"The purple toadstool trembles as it emits a piercing scream."
21) This dirt cavern is the home of a Cerebral fungus attracted here by the Sapphire crystalfolk. It has been examining the area and has found a symbiotic relationship with the singing shrieker nearby that attracts victims for it to eat.
Cerebric Fungus; CR: 3; XP: 800; Align: N; Medium plant
Init: +4; Senses: darkvision 60 ft., low-light vision; Perception +12
DEFENSE: AC: 15; TAC: 10; FFAC: 15; HD: 4d8+12; HP: 30; Saves: For: +7, Ref: +1, Will: +6; Defensive Abilities: otherworldly mind; Immune plant traits; Resist cold 5; Weaknesses vulnerable to sonic
OFFENSE: Speed: 30 ft.; Melee: bite +5 (1d6+2), 2 tendrils +3 (1d4+1 plus pull); Space: 5 ft.; Reach: 5 ft. (15 ft. with tendrils); Special Attacks: pull (tendril, 5 ft.), star shriek;
Spell-Like Abilities: (CL 4th; concentration +6)
Constant - detect thoughts (DC 14)
At will - touch of madness (DC 14)
3/day - calm emotions (DC 14), touch of idiocy (DC 14)
Statistics: Str: 14; Dex: 11; Con: 16; Int: 15; Wis: 20; Cha: 15; BAB: +3; CMB: +5; CMD: 15 (21 vs. trip)
Feats: Improved Initiative, Multiattack
Skills: Bluff (Ch) +6, Diplomacy (Ch) +6, Perception (W) +12, Stealth (D) +7
Special Abilities:
Otherworldly Mind (Ex): Any creature attempting to contact a cerebric fungus’s mind or read its thoughts with a divination spell or similar ability must succeed at a DC 16 Will save or be overwhelmed by the alien thoughts in the creature’s head. Those who fail take 1d6 points of nonlethal damage and are confused for 1d6 rounds, and the divination effect immediately ends. The save is Charisma-based and includes a +2 racial bonus.
Star-Shriek (Ex): Once per day as a full-round action, a cerebric fungus can unleash a shrill scream of madness. All creatures (except other cerebric fungi) within 30 feet must make a DC 15 Will save or be nauseated for 1d4 rounds. This is a sonic, mind-affecting effect. The save DC is Constitution-based.
Touch of Madness (Sp): The cerebric fungus may daze one living creature by making a successful touch attack. The target creature must succeed at a DC 14 Will save, or it becomes dazed for 1 round per caster level (4 rounds for most cerebric fungi). The dazed subject is not stunned (so attackers get no special advantage against it). This is a mind-affecting enchantment, equivalent to a 2nd-level spell.
Unsettling Appearance (Su): A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Creatures within 60 feet that can see the fungus must succeed at a DC 14 Will save or take a -2 penalty on attack rolls. This is a mind-affecting effect. The save DC is Charisma-based.
Languages: telepathy 100 ft.
Special Qualities:
Environment: any
Organization: solitary, pair, or colony (3-12)
Treasure: standard
"A swollen, brainlike bulb encrusted with fungal shelves squats atop several ropy legs. A wide mouth bisects the bulb’s crown."
22) Sapphire Cavern - This expansive cavern is rife with salt covering its walls. A light blue glow emanates from blue stones along the walls. The center of the room glows more brightly. In the center of the cavern, a hunched over figure kneels. In his hands is a large hammer that pulses. As you approach, the head of the creature lifts. A blue stone circles its head and its deep crystal blue eyes center on Ormus. The figure stands and a deep grating voice calls, "You must return." With that, the crystalline figure moves forward, hammer poised to strike.
23)
24)
Ascomoid; CR: 5; XP: 1,600; Align: N; Large plant
Init: +1; Senses: tremorsense 60 ft.; Perception +0
DEFENSE: AC: 17; TAC: 10; FFAC: 16; HD: 7d8+21; HP: 52; Saves: For: +8, Ref: +3, Will: +2; DR: 10/piercing; Immune: plant traits Resist: electricity 10, fire 10
OFFENSE: Speed: 40 ft.; Melee: slam +8 (2d8+6); Space: 10 ft.; Reach: 5 ft.;
Special Attacks: poison, spores, trample (2d8+6, DC 17)
Statistics: Str: 18; Dex: 13; Con: 17; Int: - ; Wis: 11; Cha: 1; BAB: +5; CMB: +10; CMD: 21 (can't be tripped)
Feats: Improved OverrunB
Special Abilities:
Poison (Ex): Spores - inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 2 saves. The save DC is Constitution-based.
Spores (Ex): Once per round as a free action, an ascomoid can release a jet of deadly spores to a range of 30 feet. Upon impacting a solid surface, such as a wall or creature, the jet billows out into a cloud of spores that fills a 10-foot-radius spread. This cloud lasts for 1 round before dispersing. Any creature in the cloud must make a DC 16 Fortitude save or become nauseated as long as it remains in the cloud. Any creature that fails to save against this nausea is also exposed to the ascomoid's poison (see above). The save DC is Constitution-based.
Environment: underground
Organization: solitary or cluster (2-8)
Treasure: none
"This misshapen sphere of pale yellow-green fungus rolls with an unnerving speed, spewing clouds of foul spheres as it advances."
Meddus the Retriever
Crystalfolk, Sapphire Fighter 2; CR: 1; XP: 400; Sapphire crystalfolk fighter 1 Align: N; Medium outsider (native earth)
Init: +0; Senses: darkvision 60 ft.; Perception +2
DEFENSE: AC: 15; TAC: 10 (12 vs. rays); FFAC: 15; HD: 2d10+10; HP: 26; Saves: For: +8, Ref: +0, Will: +2; Special: 1/day - deflect ray
OFFENSE: Speed: 30 ft.; Melee: +1 thundering earth breaker "K'derrik" +7 (2d6+7 x3+2d8 + DC Fort Save or be deafened); Ranged: shortspear +2 (1d8+3)
Spell-Like Abilities: (CL 2nd; concentration +4)
1/day each - magic stone, stone shape, stone tell
Statistics: Str: 19; Dex: 9; Con: 21; Int: 15; Wis: 15; Cha: 15; BAB: +2; CMB: +5; CMD: 15
Feats: Power Attack, Cleave, Weapon Focus (earth breaker)
Skills 4/Lvl: Climb (S) +8, Intimidate (Ch) +7, Knowledge (Dungeoneering) (I*) +7, Knowledge (Engineering) (I*) +7, Perception (W) +2;
Languages: Common, Terran, Ignan, Aquan
Special Qualities: Crystalline Form (+2 racial bonus to AC against rays, 1/day deflect a ray as deflect arrows), Elemental Affinity Earth (bonuses for sorcerer of earth bloodline, or cleric with earth domain), Stoneseer (+1 caster level for spells with the earth descriptor, constant nondetection, 1/day each magic stone, stone shape, stone tell), Stonesinger (+1 to caster level for spells with the earth descriptor, +1 to level when using powers of the earth domain or of the earth bloodline, or using oracle stone mystery), bravery +1
Treasure: NPC Gear (chitin breastplate (AC +5), earth breaker, shortspear (3)), pale blue rhomboid ioun stone (+2 Str)