Coins 172 gp, 807 sp, 1700 cp
Gems
Alabaster (12 gp)
Azurite (10 gp)
Carnelian (40 gp)
Citrine (55 gp)
Obsidian (7 gp)
Rock Quartz (9 gp)
Turquoise (8 gp)
Turquoise (10 gp)
Magic Items
2 x Potion of Stabilize (cr, 25 gp)
Potion of Virtue (cr, 25 gp)
Scroll of Cause Fear (cr, 25 gp)
Scroll of Charm Animal (cr, 25 gp)
Scroll of Detect Evil (cr, 25 gp)
Scroll of Ghost Sound (cr, 12 gp 5 sp)
Scroll of Shield (cr, 25 gp)
Scroll of Stabilize (cr, 12 gp 5 sp)
Scroll of Touch of Fatigue (cr, 12 gp 5 gp)
Wand of Protection from Good (cr, 750 gp)
Wand of Silent Image (cr, 750 gp)
Serpentfolk - 2
Flash Beetle - 10 (colony) $
Whip Jelly - 1 $
Shadow Collector
Duergar - 61 - 12 - sergeants (3), 4 - lts (4,6,6,6), 1 - captain - 9th, 15 noncombatants
Marble Snake
Mobat $
Graven Guardian
Zombie, Yellow Musk
Mudlord
Skaveling Bat
Decapus
Underworld Dragon, Juvenile, 8
1) The quick flowing river turns and twists. Ahead you see a gate ahead that blocks your passage further down the river. To the right and left of the gate is a sight to behold. Impaled on two steel rods are two humanoid skeletons.
A lever to open the gate is on the opposite side of the gate. The use of a pole 15' long and a disable device check (DC 15) will easily knock the lever out and release the lock on the gate and allows it to be lifted Str check DC 20. Once lifted, the lever can be replaced to keep it open.
2) The swift flowing river flows into a larger body of water that seems to swirl in dark eddies as you look into it. The cavern itself rises into darkness beyond your vision. A ledge of rock about five feet above the water's surface runs along this body of water to the north. To the south is a lichen covered wall that glows ever so slightly with a green light along the water's edge giving the soft lapping water dimension and depth. Above the flittering of bats can be seen and heard as they skitter amongs the stalactites.
This is Lake Qualm. It extends over 2 miles to the west and 4 miles to the south. Most of the lake is underwater and this small section of its surface provides a good food source for the denizens in this part of the underdark.
The lake itself is pretty docile, but it teems with life above and below. For each round, the players are in this chamber, there is a 1 in 20 chance of a random encounter from the table below. IF they are wielding a light source, it becomes 1 in 10 chance of an encounter.
1 - Bat Swarm (1-2)
2 - Mobat (2-8)
3 - Piercers (hazard) (1-4) - CR 1
4 - Dire Bat (3-8)
5 - Giant Spiders (3-8)
6 - Giant Spiders, Black Widow (1-4)
3) The jetty. A rock formation juts out into the lake and forms a natural pier. A few rusty metal bollards offer an area to attach a rope for boats. This area looks unused for quite some time. Remnants of crates can be seen on the rocky surface.
4) The Rise. In front of you is a twenty foot cliff that leads up to a ledge and it appears it continues around the water's edge into the darkness. The cliff's surface is fairly smooth.
5) The Iron Gate. A very large, sturdy iron gate blocks this natural passage to the north. There is no device visible that will open this gate. Runes can be seen engraved into the rock above the gate and along its sides.
In undercommon: Harvvod, Citadel of the Dark Sun. Death to its enemies, plunder to its allies, jewel of the deep.
Strength check DC 25 will open this iron gate with a continued roll per round to keep it open. The lever and winch to open it is located at 5a. There is a 25% that a duergar patrol will be here at any given time to check on the gate.
6) This cavern is covered with small plants and fungus. Shuffling in the room are several figures in chainmail with blades in their hands.
This room is the home of a yellow musk creeper and its minions, 6 yellow musk zombies. It will range attack all entering the cavern with its pollen and reach out with its tendrils as well.
Yellow Musk Creeper; CR: 2; XP: 600; Align: N; Large plant
Init: +2; Senses: blindsight 30 ft.; Perception +0
DEFENSE: AC: 15; TAC: 11; FFAC: 13 (+2 Dex, +4 natural, =1 size); HD: 3d8+9; HP: 22; Saves: For: +6, Ref: +3, Will: +1; Immune plant traits;
OFFENSE: Speed: 5 ft.; Melee: 2 tendrils +6 (1d8+5); Ranged: ranged touch +3 (pollen spray); Space: 10 ft.; Reach: 10 ft.; Special Attacks: create yellow musk zombie, Intelligence damage
Statistics: Str: 20; Dex: 15; Con: 17; Int: -; Wis: 11; Cha: 9; BAB: +2; CMB: +8; CMD: 20 (can't be tripped)
Feats:
Skills: Plant: (2+Int/HD) Perception (W)(c), Stealth (D)(c)
Plant Traits: (Low-light vision, Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), Immunity to paralysis, poison, polymorph, sleep effects, and stunning, Proficient with its natural weapons only, Not proficient with armor, Plants breathe and eat, but do not sleep.)
Special Abilities:
Create Yellow Musk Zombie (Su): A victim reduced to Intelligence 0 becomes a yellow musk zombie in 1 hour under the control of the creeper that created it. If the yellow musk creeper is slain before the yellow musk zombie rises, the transformation can be prevented by the casting of neutralize poison followed by a heal or restoration spell.
Intelligence Damage (Ex): As a free action, a yellow musk creeper can insert hundreds of tiny roots into the head of an entranced foe within any space occupied by the creeper. An entranced foe does not resist this attack and does not receive a saving throw to break free of its entranced state. This attack deals 1d4 points of Intelligence damage each round. A victim reduced to Intelligence 0 becomes a yellow musk zombie in 1 hour.
Pollen Spray (Ex): A yellow musk creeper can spray a tiny cloud of hypnotic pollen at a single creature within 30 feet. An opponent hit by the cloud must succeed on a DC 14 Fortitude save or be entranced for 1d4 minutes (as by a charm monster spell). Entranced creatures can take no action other than to move at their normal speed into a space occupied by the yellow musk creeper. An entranced creature resists any attempt to halt its progress. A victim within a space occupied by the yellow musk creeper stands there and offers no resistance to the monster’s attacks. The save DC is Constitution-based.
Rejuvenation (Ex): A yellow musk creeper can be killed only if its root is dug up, then burned, hacked apart, or otherwise destroyed. Reducing the creeper to 0 or less hit points puts it out of commission, allowing excavation of its roots. The main root is a Small object with a hardness of 3 and 10 hit points. The root can be affected by spells or effects that affect an area or targeted by spells that affect an individual target.
Languages:
Special Qualities: rejuvenation
Environment: temperate and warm forests and underground
Organization: patch (yellow musk creeper plus 1-6 yellow musk zombies)
Treasure: standard, 550gp
"This plant is a large green clinging vine with ivy-like leaves of dark green. Small dark green bulbs and bright yellow flowers mottled with purple adorn the plant."
Zombie, Yellow Musk; CR: 2; XP: 600; Align: N; Medium plant
Init: -1; Senses: darkvision 60 ft.; Perception +6
DEFENSE: AC: 17; TAC: 9; FFAC: 17 (+6 armor, -1 Dex, +2 natural); HD: 3d8+6; HP: 19; Saves: For: +5, Ref: +2, Will: +1; Immune plant traits;
OFFENSE: Speed: 20 ft.; Melee: longsword +5 (1d8+3/19-20) or slam +5 (1d6+4); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: (CL );
Statistics: Str: 16; Dex: 8; Con: 14; Int: 2; Wis: 10; Cha: 1; BAB: +2; CMB: +5; CMD: 14
Feats:
Skills: Plant: (2+Int/HD) Perception (W)(c) +6, Stealth (D)(c)
Plant Traits: (Low-light vision, Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), Immunity to paralysis, poison, polymorph, sleep effects, and stunning, Proficient with its natural weapons only, Not proficient with armor, Plants breathe and eat, but do not sleep.)
Special Abilities:
Link to Creator (Ex): A yellow musk zombie is linked to the yellow musk creeper that created it and can never move more than 200 feet from it.
Sprout New Creeper (Ex): After about 2 months of service to a yellow musk creeper, the yellow musk zombie wanders up to 1 mile away from its creator (the link to creator is broken) and dies. Where it falls, new yellow musk seedlings sprout from its head and the corpse, take root, and within one hour, a new fully grown yellow musk creeper blossoms.
Languages:
Special Qualities: link to creator, sprout new creeper
Environment: temperate land and underground
Organization: solitary or patch (2–5 yellow musk zombies and 1 yellow musk creeper)
Treasure: gear (chainmail, longsword)
"This shambling corpse has pale yellow skin and stark white eyes. Its clothes hang in tatters around its decaying form."
Treasure: One of the zombies is wielding a masterwork longsword.
7) Harvest Beetles. On this floor of this fungus covered natural cavern can be seen housecat-sized beetles with carapaces that flicker with a soft white light of energy. They crawl on the walls and the ground.
These 10 flash beetles will mind their business unless provoked. They are harvested by the duergar when their parts and carapaces are needed for their spellcasters or craftsmen.
There is no treasure.
Flash Beetle; CR: 1/2; XP: 200; Align: Small vermin
Init: +2; Senses: low-light vision; Perception +2
DEFENSE: AC: 16; TAC: 13; FFAC: 14 (+3 natural, +2 Dex, +1 size); HD: 1d8+2; HP: 6; Saves: For: +4, Ref: +2, Will: +2; Immune: mind-affecting effects
OFFENSE: Speed: 30 ft., fly 30 ft. (poor); Melee: bite +3 (1d4+2);
Statistics: Str: 14; Dex: 15; Con: 15; Int: -; Wis: 14; Cha: 11; BAB: +0; CMB: +1; CMD: 13 (21 vs. trip)
Feats: -
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D) +0, Handle Animal (Ch*), Heal (W), Intimidate (Ch), 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*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers:
Special Abilities:
Flash (Ex): A flash beetle can create a bright flash of light once an hour. When a flash beetle does so, all creatures in a 10-foot burst must make a DC 12 Fortitude save or be dazzled for 1d3 rounds. The save DC is Constitution-based.
Languages: -
Special Qualities: flash
Environment: any
Organization: solitary, cluster (2–6) or colony (7–12)
Treasure: none
8) This large cavern is shrouded in darkness. Small centipedes and other vermin skitter across the floor. Upon further inspection, the northern section of this area is covered in clumps of thick sinuous webbing. Hanging in the webbing can be seen bundles wrapped in the webbing as well as parts of giant insects and their husks.
There are 3 giant black widow spiders lurking in these webs. They have been able to thrive catching bats, centipedes, and an occasional humanoid that wanders too closely.
Spider, Giant, Black Widow; CR: 3; XP: 800; Align: N; Large vermin
Init: +2; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE: AC: 15; TAC: 11; FFAC: 13 (+2 Dex, +4 natural, -1 size); HD: 5d8+15; HP: 37; Saves: For: +7, Ref: +3, Will: +1; Immune: mind-affecting effects
OFFENSE: Speed:30 ft., climb 30 ft ; Melee: bite +6 (1d8+6 plus poison); Ranged: ; Space: 10 ft.; Reach: 5 ft.;
Special Attacks: web (+4 ranged, DC 19, 5 hp);
Statistics: Str: 19; Dex: 15; Con: 16; Int: -; Wis: 10; Cha: 2; BAB: +3; CMB: +8; CMD: 20 (32 vs. trip)
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S) +20, Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), 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*), Linguistics (I*), Perception (W) +4, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D) +2 (+6 in webs), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers: +8 Climb, +4 Perception, +4 Stealth (+8 webs)
Special Abilities:
Poison (Ex): Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.
Strong Webs (Ex): A black widow’s webs gain a +4 bonus to the DC to break or escape.
Languages:
Special Qualities: strong webs
Environment: any land
Organization: solitary, pair, or colony (3–8)
There are 5 wrapped bundles.
1 - dead mobat husk
2 - giant centipede
3 - duergar - chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 13 gp in a small belt pouch
4 - flash beetle
5 - human - scimitar, leather, 4gp
9) Rats can be seen running everywhere along the floor and walls of this chamber. A passage leads out to the northeast and a fifteen foot tall ledge of stone is in the south of this chamber.
If party members enter here with light, the rats will scurry to get away from them. If the party climbs atop the ledge, they will see a skeleton of a human clutching a backpack. Inside the backpack is about 15 rat pelts, a small book of poetry written by Tinny Garranger, called "Verses into the Dark." The poetry is a reflection of one's self discovery into the darkness and how self discovery is easier found in the deep darkness of the world. One poem sticks out if it is read - "The Rat Catcher."
The rat catcher does not serve light
Oft travels by guise of night
Voice often is the lure
Of those whose disease has no cure
His quarry coin of the pelt
Fill a pouch on his belt.
But if the catcher is unaware
The Rat King will snare
Darkness fill his sight.
In the skeleton's belt pouch is 114gp and tucked in his belt is a Flute of the Servitors. Upon further investigation, the humanoid's skeleton has been gnawed clean by rats and other vermin.
10) This small chamber is empty save for a pile of bones in a niche in the back. Old and new blood stains cover the ground.
Above the cave entrance, using spider climb is a cave troll. It has done well for itself after losing its mate to the Decapuses and will fall down any who enter the room and tear them to shreds.
Troll, Cave; CR: 4; XP: 1,200; Align: CE; Medium humanoid (giant)
Init: +6; Senses: darkvision 90 ft., low-light vision, scent; Perception +7
DEFENSE: AC: 22; TAC: 17; FFAC: 15 (+6 Dex, +1 dodge, +5 natural); HD: 5d8+25 plus 5; HP: 52; Saves: For: +9, Ref: +10, Will: +0; SR: ; DR: ; Special:
OFFENSE: Speed: 60 ft., climb 20 ft.; Melee: 2 claws +6 (1d4+2), claw (from haste) +6 (1d4+2), and bite +6 (1d6+2); Special Attacks: rend (2 claws, 1d4+3);
Statistics: Str: 15; Dex: 22; Con: 20; Int: 6; Wis: 9; Cha: 6; BAB: +3; CMB: +5; CMD: 22
Feats: Lightning Reflexes, Skill Focus (Perception), Toughness
Skills: Humanoid: (2+Int/HD) Climb (S)(c) +10, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Perception (W) +7, Profession ( ) (W*)(c), Ride (D)(c), Survival (W)(c)
Special Abilities:
Haste (Su): A cave troll is affected by a permanent haste spell (caster level 8th). This grants the cave troll a +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves (both already figured into the stat block above). Any condition that makes the cave troll lose its Dexterity bonus to AC also makes it lose its dodge bonus. This is an inherent bonus and cannot be dispelled or negated.
When making a full attack action, a cave troll can make one extra attack with any weapon it is holding or one extra claw attack (if using natural weapons). The extra attack is at the cave troll’s full attack bonus.
Spider Climb (Su): A cave troll can climb sheer surfaces as though by a spider climb spell (caster level 4th). This ability is always active, but can be negated or dispelled. The cave troll can restart it again on its next turn as a free action.
Languages: Giant
Special Qualities: haste, spider climb
Environment: underground
Organization: solitary or gang (2-4)
Treasure: standard, 1,150gp
"This ugly humanoid appears to be about 6 feet tall. Its leathery skin is blackish-gray and its eyes are yellow. It has long, upright ears, almost elven in nature. Its arms and legs are long and slender and end in wicked-looking claws."
Treasure: In the bones :Coins 131 gp, 452 sp, 2700 cp;
Gems
Carnelian (45 gp)
Hematite (8 gp)
Lapis Lazuli (8 gp)
Tigereye (10 gp)
Turquoise (11 gp)
Masterwork Items
Masterwork Breastplate (350 gp)
Masterwork Greatsword (350 gp)
Magic Items
Oil of Magic Weapon (cr, 50 gp)
Scroll of Shield (cr, 25 gp)
11) Creature trails seem to enter this room, but then turn around before going in further than five feet.
If group fully enters:
Sconces of fiery lights adorn the north, east, and west walls of this natural cavern. In the center is a dark pit twenty feet long and ten feet across. Shadows flicker in the entire chamber from the stalactites on the twenty foot tall cavern ceiling and the various boulders around the room. Along the north wall is a literal art gallery of art objects, weapons, and other paraphernalia. Resting comfortably on a leather and wooden stool is a small humanoid figure. Massive ears and elaborate eyebrows frame her youthful features. Surprised at seeing you, she perks up, smiles, and waves her arms to the wares she has on the walls. She speaks in a sweet voice, "Hello there! I have not had many patrons over the years! Do you see something you like?"
Heddista the Shadow Collector
Shadow Collector; CR: 8; XP: 4,800; Align: CN; Small fey
Init: +7; Senses: low-light vision; Perception +18
DEFENSE: AC: 21; TAC: 19; FFAC: 13(+7 Dex, +1 dodge, +2 natural, +1 size); HD: 12d6+48; HP: 90; Saves: For: +8, Ref: +15, Will: +11; SR: 19; DR: 10/cold iron; Special:
OFFENSE: Speed: 40 ft.; Melee: 2 claws +15 (1d6+2); Special Attacks: sneak attack +3d6, steal shadow, tear shadow;
Spell-Like Abilities: (CL 12th; concentration +16);
At will - dancing lights, disguise self, major image (DC 17), shadow evocation (simulating leashed shackles only; DC 19), shadow step
3/day - shadow conjuration (DC 18)
1/day - shadow evocation (DC 19), shadow walk
Statistics: Str: 14; Dex: 24; Con: 19; Int: 15; Wis: 17; Cha: 18; BAB: +6; CMB: +12 (+14 steal); CMD: 25 (27 vs. steal)
Feats: ManeuversB, Combat Expertise, Dodge, Improved Steal, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (claw)
Skills: Fey: (6+Int/HD) Acrobatics (D)(c), Bluff (Ch)(c) +19, Climb (S)(c) +11, Craft ( ) (I)(c), Diplomacy (Ch)(c) +19, Disguise (Ch)(c), Escape Artist (D)(c) +22, Fly (D)(c), Knowledge (Arcana) (I*)(c) +8, Knowledge (Geography) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Planes) (I*)(c) +8, Perception (W)(c) +18, Perform ( ) (Ch)(c), Sense Motive (W)(c) +12, Sleight of Hand (D*)(c) +22, Stealth (D)(c) +26, Swim (S)(c), Use Magic Device (Ch*)(c)
Special Abilities:
No Shadow (Ex): A shadow collector casts no shadow of its own, but instead casts any one of the stolen shadows it possesses.
Steal Shadow (Su): A shadow collector automatically steals the shadow of any incorporeal or living creature destroyed, incapacitated, or killed by its claw attack. A shadow collector can also steal a living corporeal creature’s shadow with the steal combat maneuver; the shadow doesn’t count as fastened to its owner. Until the shadow is returned, the victim has no shadow or reflection and gains 2 permanent negative levels. These negative levels can’t be removed otherwise, even with magic that usually removes negative levels. When a shadow collector steals a shadow, it gains 2 shadow points. A shadow collector must expend 1 shadow point to use any of its spell-like abilities. A shadow collector generally begins an encounter with 1d3+1 shadow points. A shadow collector can release a stolen shadow as a standard action. A creature can touch the shadow collector to regain its stolen shadow, as long as the shadow collector is helpless or dead. A successful break enchantment (DC 23) can also restore a target’s shadow.
Tear Shadow (Su):A shadow collector’s claws strike as ghost touch weapons and, in addition to their normal damage, deal 1d6 points of Charisma damage to incorporeal creatures.
This damage destroys a creature if it equals or exceeds the creature’s actual Charisma score.
Languages: Aklo, Common, Sylvan
Special Qualities: no shadow
Environment:any land
Organization: solitary, pair, or gang (3–8)
Treasure: standard, 3,350gp
"Shadows drip from the hands of this small, humanoid figure. Massive ears and elaborate eyebrows frame her youthful features."
Coins 78 gp, 230 sp
Gems
Freshwater Pearl (12 gp)
Malachite (8 gp)
Obsidian (9 gp)
Peridot (50 gp)
Pyrite (9 gp)
Pyrite (10 gp)
Rhodochrosite (7 gp)
Shell (10 gp)
Zircon (50 gp)
Total value = 165 gp
Art Objects
Bronze flagon with warrior images (500 gp)
Elaborate silver wind chimes (60 gp)
Ivory drinking horn with copper ends (200 gp)
Platinum holy symbol of Gorin Draykeguard (water falls) (1000 gp)
Set of six ivory dice (300 gp)
Silver flagon with religious markings (80 gp)
Magic Items
+2 Breastplate (4350 gp)
+1 Saw-toothed sabre (2335 gp)
+1 Arrow of Greater Slaying Dragons (4057 gp)
Potion of Bullet Shield (uc, 300 gp)
Potion of Protection from Law (cr, 50 gp)
Scroll of Bless (cr, 25 gp)
Scroll of Fog Cloud (cr, 150 gp)
Scroll of Jump (cr, 25 gp)
Scroll of Reduce Person (cr, 25 gp)
12)This very damp chamber has a pool of water in it center. Hovering over the pool are various types of fungi of varying hues. Glowing lichen illuminates the water and a shadowy form can be seen underneath its surface. To the north and south are small ledges also covered with fungi of various colors.
Perception check DC 10 will hear the soft cries of a wounded creature within the pool (a troll)
This is actually the lair of a pair of mated Decapus. The male is on the south ledge Stealth (DC 22) and the female is on the north ledge Stealth (DC 17). The male is making the minor illusion of the cave troll to lure anything to the pool and then it will attack from its stealthy position.
Decapus mated pair
Decapus; CR: 4; XP: 1,200; Align: CE; Medium aberration
Init: +1; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 16; TAC: 11; FFAC: 15 (+1 Dex, +5 natural); HD: 6d8+18; HP: 45; Saves: For: +4, Ref: +3, Will: +5; SR: ; DR: ; Special:
OFFENSE: Speed: 10 ft., climb 30 ft.; Melee: bite +7 (1d6+3), tentacles +8 (2d4+3 plus grab); Special Attacks: constrict (2d4+4);
Spell-Like Abilities: (CL 6th; concentration +7);
At will - minor image (DC 13)
Statistics: Str: 16; Dex: 13; Con: 15; Int: 10; Wis: 11; Cha: 12; BAB: +4; CMB: +7 (+11 grapple); CMD: 18 (can't be tripped)
Feats: Skill Focus (Bluff), Toughness, Weapon Focus (tentacles)
Skills: Aberration: (4+Int/HD) Acrobatics (D)(c) +7 (-1 jump), Bluff (Ch) +7, Climb (S)(c) +16, Escape Artist (D)(c) +5, Fly (D)(c), Intimidate (Ch)(c) +7, (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) +11, Spellcraft (I*)(c) +6, Stealth (D)(c) +7, Survival (W)(c), Swim (S)(c); Racial Modifiers: +4 Perception
Special Abilities:
Tentacles (Ex): A decapus’s tentacles must all strike at a single target, but they do so as a primary attack.
Languages: Aklo
Special Qualities: sound mimicry (voices), tentacles
Environment: temperate forests or underground
Organization: solitary or mated pair
Treasure: standard, 1,150gp
"This swollen cephalopod has ten writhing tentacles and a hideously monstrous face with pale, milky eyes on its bulbous body."
Jelly, Whip; CR: 2; XP: 600; Align: N; Medium ooze
Init: +0; Senses: blindsight 60 ft.; Perception -5
DEFENSE: AC: 14; TAC: 10; FFAC: 14 (+4 natural); HD: 2d8+9; HP: 22; Saves: For: +4, Ref: +1, Will: +4; Immune: ooze traits
OFFENSE: Speed: 20 ft., climb 20 ft.; Melee: 4 tendrils +2 (1d4 plus 1d4 acid); Space: 5 ft.; Reach: 10 ft.; Special Attacks: acid;
Statistics: Str: 11; Dex: 10; Con: 17; Int: -; Wis: 1; Cha: 1; BAB: +2; CMB: +2; CMD: 12 (can't be tripped)
Feats:
Skills: Climb (Str) +8
Special Abilities:
Acid (Ex): A whip jelly secretes a deadly acid that quickly dissolves organic matter but does not harm metal or stone. Any melee hit deals acid damage. Non-metal armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 14 Reflex save. A wooden weapon that strikes a whip jelly dissolves immediately unless it succeeds on a DC 14 Reflex save. The save DCs are Constitution-based.
Languages: -
Special Qualities:
Ooze Traits: (Mindless (No Intelligence score, and immunity to all mind-affecting effects [charms, compulsions, phantasms, patterns, and morale effects] - An ooze with an Intelligence score loses this trait), Blind ([but have the blindsight special quality], with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight), Immunity (poison, sleep effects, paralysis, polymorph, and stunning), Acid (some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + 1/2 ooze’s HD + ooze’s Con modifier per full round of contact), Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack, Proficient with its natural weapons only, Proficient with no armor, Oozes eat and breathe, but do not sleep.)
Environment: underground
Organization: solitary
Treasure: incidental
"This creature looks like a squirming mass of bluish-gray slime with several long writhing tentacles protruding from its form. Veins of dark blue and black snake through its protoplasmic form."
Treasure:
13) This very large natural chamber extends to the northwest. In the floor are two pits of ten feet in diameter and a twenty foot tall ledge rises to the east. Apparently satisfying itself on the corpse of a very large cave lizard is a spider of huge size. This towering spider is the size of an elephant. Its legs have spiky joints and its face looks vaguely, but disturbingly, humanoid.
This large spider has found a way to live in this area with grabbing food that meanders by. It often feeds off large bats near the lake and the occasional duergar who is not careful when they emerge from the secret tunnel.
Ogre Spider - Looshk
Spider, Ogre; CR: 5; XP: 1,600; Align: N; Huge vermin
Init: +2; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +5
DEFENSE: AC: 18; TAC: 10; FFAC: 16(+2 Dex, +8 natural, -2 size); HD: 7d8+21; HP: 52; Saves: For: +8, Ref: +4, Will: +3; Immune mind-affecting effects
OFFENSE: Speed: 40 ft., climb 40 ft.; Melee: bite +8 (2d8+7 plus poison) ; Ranged: ; Space: 15 ft.; Reach: 15ft.;
Special Attacks: web (+5 ranged, DC 16, hp 7);
Spell-Like Abilities: (CL );
Statistics: Str: 21; Dex: 15; Con: 16; Int: -; Wis: 12; Cha: 2; BAB: +5; CMB: +12; CMD: 24 (36 vs. trip)
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S) +29, Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), 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*), Linguistics (I*), Perception (W) +5, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D) -2, Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers: +16 Climb, +4 Perception, +4 Stealth
Special Abilities:
Poison (Ex): Bite—injury; save Fort DC 18 (includes +2 racial bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save.
Languages:
Special Qualities: compression (The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.)
Environment: temperate or cold hills or underground
Organization: solitary or pair
Treasure: incidental
"This towering spider is the size of an elephant. Its legs have spiky joints and its face looks vaguely, but disturbingly, humanoid."
Treasure: 231 gp, Shield, heavy steel +1, Oil of Magic weapon, Wand of Cure moderate wounds - 30 charges
13a) This ledge is narrow and runs the length of the wall from directly east to the passage to the south. A ladder is located on the north end that leads to the cavern floor.
There is a secret door (DC 25) on the east wall that leads to and from the tunnel that leads to the Citadel of the Dark Sun.
14) The wall here conceals (DC 20) a passage behind that descends into a very peaceful room that has been undisturbed for quite some time. Small blue and purple mushrooms with flecks that mimic a starry night sky grow near the edge of a small pool of clear water.
Respite for the weary. This area offers a chance to rest for any who are lucky enough to find it. The mushrooms are very curative. They heal 1hp of damage each. If 10 are taken simultaneously, they will restore 1 point of ability damage as well as cure any disease or poison. There are 64 of the mushrooms (Corliana's Gift). They lose their potency 24 hours after picking. If 10 mushrooms are left near the water, they will regrow an additional 1d10x10 in 1 week's time.
15) Gorin's Watery Entrance
The passage descends into a chamber that is filled with water approximately five feet deep. The pool, created by a small waterfall from the north, is filled with life as colorful fish swim in beds of small colorful rock. Rock crabs crawl along the bottom of the watery basin as well. Also in the water beside the small passage to the north are two statues. The water cascades between these two tall statues of what appears to be clay men. They each wield great axes of glinting metal. Upon their chest is engraved a billowing waterfall of considerable size.
These are 2 Graven Guardians of Gorin Draykeguard guarding a small disciple of Gorin in the passageway behind.
Unless someone bears the symbol of Gorin out in the open, these two statues will animate and attack.
Graven Guardian; CR: 5; XP: 1,600; Align: N; Medium construct
Init: +2; Senses: darkvision 60 ft., low-light vision; Perception +1
DEFENSE: AC: 20; TAC: 12; FFAC: 18(+2 Dex, +8 natural); HD: 6d10+20; HP: 53, fast healing 2; Saves: For: +2, Ref: +4, Will: +3; SR: 16; DR: 5/adamantine; Special: Immune construct traits, Weaknesses faith bound
OFFENSE: Speed: 40 ft.; Melee: +1 keen greataxe +10/+5 (1d10+5/19-20 plus 1d6 vs evil plus 1d6 vs chaotic) or slam +9 (1d6+4); Ranged: ; Space: ; Reach: ; Special Attacks: good weapons, lawful weapons, magic weapon; Spell-Like Abilities: (CL 5th; concentration +0);
1/day - haste (self only)
Statistics: Str: 16; Dex: 15; Con: -; Int: -; Wis: 12; Cha: 1; BAB: +6; CMB: +9; CMD: 21
Feats:
Skills: -
Special Abilities:
Faith Bound (Su): A graven guardian cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.
Magic Weapon (Su): A graven guardian that carries its deity’s favored weapon treats that weapon as a +1 weapon as long as it is wielded by the guardian. If the weapon is a melee weapon, it gains the keen weapon special ability (even if the weapon is a bludgeoning weapon). If it is a thrown weapon, it gains the returning weapon special ability. If it is a ranged weapon, it gains the seeking weapon special ability, and generates new ammunition with each attack (this ammunition is destroyed whether or not it hits).
Construct Traits: (No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty), Low-light vision, Darkvision 60 feet, Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning, Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality, Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless), Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less, a construct cannot be raised or resurrected, a construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table, proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry, proficient with no armor, constructs do not breathe, eat, or sleep.
Languages:
Special Qualities: guardian domains (Law, Good)
Environment: any land
Organization: solitary, band (2-4), or assembly (5-12)
Treasure: incidental (masterwork greataxe, other treasure)
"This jackal-headed, brightly painted clay statue animates and lurches forward, hefting a wickedly hooked sword."
16) This large natural cavern is beautiful and well lit by sconces of light along the ceiling. Several small rivulets cascade down the northeast wall into a pool of water that forms a small pool of water that drains down the passage you just entered from. In the west side of the room is a very large bed of furs in which a white tiger rests and watches you in wonderment.
This is Kellessa the Wily. She is a silver dragon that was placed here by followers of Gorin Draykeguard many decades ago and, until recently, was magically kept asleep. She has awoken and has been trying to work out her predicament. She has plenty of food and water and has communed with her lord, Gorin as to her mission. She must remain here until she is called upon. Until then she will inquire as to what the adventurers are looking for. She has not had any exposure to any creatures as the Graven Guardians deter or dispatch any trespassers.
Silver Dragon, Wyrmling; CR: 6; XP: 2,400; Align: LG; Small dragon (cold)
Init: +6; Senses: dragon senses; Perception +12
DEFENSE: AC: 19; TAC: 13; FFAC: 17(+2 Dex, +6 natural, +1 size); HD: 7d12+7; HP: 52; Saves: For: +6, Ref: +7, Will: +9; Immune acid, cold, paralysis, sleep; Weaknesses: vulnerability to fire
OFFENSE: Speed: 40 ft., fly 150 ft. (average); Melee: bite +10 (1d6+1), 2 claws +9 (1d4+1) ; Ranged: ; Space: ; Reach: ; Special Attacks: breath weapon (20-ft. cone, DC 14, 2d8 cold), paralyzing breath ; Spell-Like Abilities: (CL );
Statistics: Str: 13; Dex: 14; Con: 13; Int: 14; Wis: 15; Cha: 14; BAB: +7; CMB: +7; CMD: 19 (23 vs. trip)
Feats: Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite)
Skills: Dragon: (6+Int/HD) Appraise (I)(c), Bluff (Ch)(c), Climb (S)(c), Craft ( ) (I)(c), Diplomacy (Ch)(c) +12, Fly (D)(c) +14, Heal (W)(c) +12, Intimidate (Ch)(c) +12, Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c) +12, Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c), Knowledge (Religion) (I*)(c), Linguistics (I*)(c), Perception (W)(c) +12, Sense Motive (W)(c) +12, Spellcraft (I*)(c) +12, Stealth (D)(c), Survival (W)(c), Swim (S)(c), Use Magic Device (Ch*)(c)
Special Abilities:
Change Shape (Su): A silver dragon can assume any animal or humanoid form 3/day as if using polymorph.
Paralyzing Breath (Su): Instead of a cone of cold, a silver dragon can breathe a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.
Languages: Auran, Common, Draconic
Special Qualities: change shape
Environment: temperate mountains
Organization: solitary
Treasure: triple
"The scales of this tall, elegant dragon shine like polished silver, and its tail has a feathered appearance."
Coins 19 pp, 600 gp, 2200 sp, 11000 cp
Gems
Amethyst (130 gp)
Coral (110 gp)
Jet (130 gp)
Saltwater Pearl (90 gp)
Saltwater Pearl (100 gp)
Amber (80 gp)
Amethyst (90 gp)
Aquamarine (400 gp)
Aquamarine (500 gp)
2 x Carnelian (40 gp)
Chrysoprase (55 gp)
Garnet (80 gp)
Green Spinel (45 gp)
Ivory (45 gp)
Jade (70 gp)
Moonstone (35 gp)
Moonstone (60 gp)
Opal (600 gp)
Rose Quartz (55 gp)
Smoky Quartz (35 gp)
Topaz (600 gp)
Art Objects
Bronze statuette of a wizard (150 gp)
Copper brazier with religious markings (50 gp)
Engraved mithral scarab (400 gp)
Gold and silver hand mirror (120 gp)
Gold chalice with griffon carvings (600 gp)
Ivory drinking horn with copper ends (60 gp)
Preserved beast head on a plaque (75 gp)
Duergar Clan
Leader -
Azzentyre of the Dark Sun
Serpentfolk Illusionist; CR: 8; XP: 4,800; Advanced serpentfolk illusionist 4 Align: NE; Medium monstrous humanoid
Init: +10; Senses: darkvision 60 ft.; scent; Perception +13
DEFENSE: AC: 21; TAC: 17; FFAC: 15; HD: 5d10+4d6+58; HP: 99; Saves: For: +7, Ref: +11, Will: +9; SR: 19; Immune: mind-affecting effects, paralysis, poison
OFFENSE: Speed: 30 ft.; Melee: masterwork dagger +18/+3 (1d4/19-20), bite +2 (1d6 plus poison)
Spell-Like Abilities: (CL 4th; concentration +8)
At will - disguise self (DC 15), ventriloquism (DC 15)
1/day - blur, dominate person (DC 19), major image (DC 17), mirror image, suggestion (DC 17)
Arcane School Spell-Like Abilities: (CL 4th; concentration +10)
9/day - blinding ray
Illusionist Spells Prepared: (CL 4th; concentration +10)
2nd (4 + 1) - blindness/deafness (DC 18), detect thoughts (DC 18), illusion of calm (DC 19), invisibility, pernicious poison
1st (5 + 1) - color spray (2, DC 18), hypnotism (DC 18), shield, silent image (DC 18), vanish
0 (at will) - dancing lights, detect magic, mage hand, read magic
Opposition Schools: conjuration, evocation
Statistics: Str: 10; Dex: 22; Con: 21; Int: 22; Wis: 13; Cha: 18; BAB: +7; CMB: +7; CMD: 24
Feats: Combat Casting, Improved Initiative, Scribe Scroll, Spell Focus (enchantment), Spell Focus (illusion), Toughness
Skills: Acrobatics (D) +11, Bluff (Ch) +10, Diplomacy (Ch) +10, Disguise (Ch) +10, Escape Artist (D) +19, Intimidate (Ch) +12, Knowledge (Arcana) (I*) +18, Knowledge (Dungeoneering) (I*) +10, Knowledge (History) +12, (I*) Knowledge (Nobility) (I*) +10, Knowledge (Planes) (I*) +12, Knowledge (Religion) (I*) +10, Perception (W) +13, Sense Motive (W) +7, Spellcraft (I*) +18, Use Magic Device (Ch*) +15; Racial Modifiers: +8 Escape Artist, +4 Use Magic Device
Special Abilities:
Poison (Ex): Bite - injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.
Environment: any land (usually jungles or underground)
Languages: Abyssal, Aklo, Common, Draconic, Elven, Undercommon, telepathy 100 ft.
Special Qualities: arcane bond (viper), extended illusions (+2 rounds)
Organization: solitary, pair, or cult (3-12)
Treasure: potions of cure moderate wounds (2), scrolls of blur (2), daze monster (2), hideous laughter (2), hold person, invisibility (2), mirror omage (2), touch of idiocy (2), wand of mage armor (20 charges), wand of magic missile (20 charges), masterwork dagger, +1 amulet of natural armor, +1 ring of protection, spellbook, 273gp
Jerzzen of Dreg Cauldron
Serpentfolk Hunter; CR: 6; XP: 2,400; Degenerate serpentfolk ranger 2 Align: NE; Medium monstrous humanoid
Init: +7; Senses: darkvision 60 ft.; scent; Perception +13
DEFENSE: AC: 20; TAC: 13; FFAC: 17; HD: 7d10+28; HP: 66; Saves: For: +10, Ref: +10, Will: +4; SR: 17; Immune: mind-affecting effects, paralysis, poison
OFFENSE: Speed: 30 ft.; Melee: masterwork scimitar +14/+9 (1d6+6/18-20), bite +8 (1d6+3 plus poison); Ranged: +1 composite shortbow +12/+7 (1d6+7/x3);
Special Attacks: combat style (archery), favored enemy (humans +2)
Statistics: Str: 22; Dex: 17; Con: 19; Int: 8; Wis: 11; Cha: 8; BAB: +7; CMB: +13; CMD: 26
Feats: Great Fortitude, Improved Initiative, Point Blank Shot, Rapid Shot, Weapon Focus (composite shortbow)
Skills: Climb (S) +10, Escape Artist (D) +14, Intimidate (Ch) +5, Knowledge (Dungeoneering) (I*) +5, Knowledge (Nature) (I*) +3, Perception (W) +13, Stealth (D) +12, Survival (W) +6 (+7 to identify or follow tracks), Swim (S) +10; Racial Modifiers: +8 Escape Artist, +4 Perception
Special Abilities:
Poison (Ex): Bite - injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.
Environment: any land (usually jungles or underground)
Languages: Aklo, telepathy 100 ft.
Special Qualities: track +1, wild empathy +1
Organization: solitary, pair, or cult (3-12)
Treasure: +1 human-bane arrows (4), potions of cure moderate wounds (2), +1 short composite shortbow, arrows (20), masterwork scimitar, 95 gp