Add Headings and they will appear in your table of contents.
This is the main level of the citadel and holds its primary
courtyard as well as the entrance to the palace. The bulk
of the Guardians of the Forbidden Gate are quartered here
and the main rooms of the Flickering Candle are on this
level of the guest wing. The lower halls of the haunted
palace occupy the southern half.
D1. Upper Stair
A flight of stairs leads up to an open courtyard. The ceiling fifty
feet above is riddled with five-foot-wide holes that open into
another chamber.
These stairs lead down to area C23.
Development: If the guard in area E8 is alerted to the
PCs, he throws the crate of flamebrother salamanders
through the murder holes at the PCs as if it were a boulder.
The crate breaks open and spills out the salamanders
(who take 5d6 damage in the fall), and they attack in a
hateful frenzy while the guard above throws down rocks.
D2. Outer Court (EL 12)
The frightful screams and bellows of what sounds like an
enraged bull echo through this vast courtyard. In the center of the court stands a fifty-foot-tall ziggurat, atop which looms a
statue of a bull. Smoke issues from the statue’s open mouth, as
does the eerie bellowing. Beyond the ziggurat stands the huge
domed palace that surmounts the citadel, its double domes
glinting beneath a roiling molten sky.
This outer court sits at the heart of the citadel. A
drainage grate set in the floor of the courtyard leads down
to area C10—it can be lifted with a DC 25 Strength check.
The brazen statue is a magical device honoring the
sacred apis (bull) from ancient genie mythology. The
statue is hollow and was created as a torture and execution
device for a particularly cruel pasha. A hatch on the bull’s
side allows access to the interior of the hollow statue—
this hatch can only be opened from the outside. Once
a creature is placed within its interior, magical flames
spring to life to burn with a slow, torturous cruelty. The
creature inside takes 3d6 fire damage and 3d6 divine
damage each round (similar to a flame strike spell), no
save. The magical fire cannot reduce a creature to lower
than 1 hit point, although the pain caused by the burning
continues to mount. Special sound tubes in the bull’s head
amplify the screams of the afflicted like the bellows of an
enraged and living bull. A creature inside the bull can
attempt to break out through the locked door by making
a DC 30 Strength check, or by doing enough damage to
break out (hardness 15; hp 90; immune to fire damage).
The bull is affixed to the platform and cannot be removed
without destroying it.
Creatures: Two fire giants have placed an efreeti named
Vezzaresh within the bull and are enjoying the sounds of
his encroaching madness. Vezzaresh was one of the two
retainers sent by Jhavhul and was captured shortly after
escaping the lizardfolk in area C15. When the PCs first enter
this area, Vezzaresh is down to 1 hit point and a Wisdom
score of 2—if freed, he attacks his rescuers in a blind fury of
pain and fear, using only his slam attacks and ignoring his
spell-like abilities. Even if cured of his damage, Vezzaresh
remains hostile, driven by a need to murder anyone who
knows about the shame he suffered in the sacred apis.
Fire Giants (2) CR 10
hp 142 each (MM 121)
Efreeti CR 8
hp 65 each (MM 115)
D3. Hammam
The air in this bathhouse is acrid with stinging fumes. In the
center of the chamber roils a pool of yellowish liquid. A fine
network of cracks covers the walls, floor, and ceiling. Large
windows provide a spectacular view of the city, but these do
little to freshen the air. Curtains partially block dressing alcoves
to the east.
This hammam served as the bathhouse for the guests
and residents of the citadel. The pool is 5 feet deep and
filled with a somewhat toxic pool of liquid living brass.
Immersion in the liquid living brass is as deadly as lava
(20d6 fire damage per round, plus half damage for 1d3
rounds thereafter), but worse, the stuff gives off foul gasses
scented of ammonia. Any breathing creature without the
fire subtype who bathes in the pool or remains in the
chamber for more than 3 rounds must make a DC 15 Fort
save (+1 to the DC for each previous check) or take 1 point
of Con damage from the chemical-laden air, with a new
save required once every minute to follow. The dressing
rooms hold only linen towels and hooks for clothing.
D4. Makhzen Barracks (EL 12)
This huge chamber is relatively empty, save for a few enormous
bunks pushed against the walls in the eastern portion of the
room. Several banks of murder holes decorate the floor to the
west and south.
This room once served as the barracks for Bayt al-
Bazan’s makhzen (cavalry). It is now largely abandoned,
with very few bunks remaining. The murder holes look
down onto areas B9 and C23. A stack of heavy boxes and
crates hides a trapdoor leading to area C24 (DC 25 Search
check to find the trapdoor without first moving aside these
boxes and crates).
Creatures: Only two fire giants stand guard in here,
though they camp with their compatriots in area D5
when off duty. If one is killed, the other flees there to
gather reinforcements.
Fire Giants (2) CR 10
hp 142 each (MM 121)
D5. Makhzen Stables (EL 13)
This dark chamber is of cavernous proportions, its vaulted
ceiling held aloft by huge supporting columns. The stench
of beasts remains strong, though whatever was once stabled
here is long gone. The gutted remains of a few battered war
chariots are pushed against the walls. Campfires of burning
coals can be seen toward the rear of the chamber.
This once served as the stables for the infamous palace
cavalry. The fire giants made it their primary camp in
order to gain some distance from their crazed commander
in area E10. Beyond the fires and sleeping pallets are rows
of crates holding foodstuffs and other mundane supplies.
Creatures: The number of guardians is reduced from
years of attrition so that only 3 fire giants remain in this
camp. With them are three hell hounds and six muchabused
magmins that serve as camp followers and servants,
and who flee unless cornered.
Fire Giants (3) CR 10
hp 142 each (MM 121)
Hell Hounds (3) CR 3
hp 22 each (MM 152)
Magmins (6) CR 3
hp 11 each (MM 179)
D6. Master of the Hounds (EL 10)
This chamber reeks of uncured hides and features rough, rustred
furs on the floor, bed, and walls.
This chamber once served as the quarters of the citadel’s
hound trainer.
Creatures: The current hound trainer is a one-armed fire
giant named Tarthar who fights with a whip rather than a
greatsword. The furs come from hell hounds that didn’t take
to his training. During battle, Tarthar makes trip attacks
with his whip and lets loose a piercing whistle as a free action
that summons the hell hounds in area D8 in 2 rounds.
Tarthar CR 10
One-armed fire giant (MM 121)
hp 142
Melee whip +20 (1d4+10/nonlethal)
Feats Cleave, Exotic Weapon Proficiency (whip), Great Cleave,
Improved Overrun, Iron Will, Power Attack
D7. Converted Storage (11)
This storeroom has been emptied of its provender. Now the
smell of brimstone mixes with the stench of charred flesh.
Fresh bloodstains mar the floor.
Within the chamber are the remains of three fire giants,
killed in a recent surprise raid by the Flickering Candle.
D8. Kennels (EL 11)
These kennels continue to serve the same function as they did
during the heyday of the citadel. The door is ajar.
Creatures: There are currently eight hell hounds and
a Nessian warhound residing here, all loyal to the hound
master in area D6 and quick to come to the sound of his
whistle. Likewise if they are attacked, their howling brings
him running in 3 rounds.
Hell Hounds (8) CR 3
hp 22 each (MM 152)
Nessian Warhound CR 9
hp 114 (MM 152)
D9. Isolation Cell
Once used to isolate diseased or recalcitrant hounds,
these doors can be barred from the outside. If any PCs are
captured, they are locked in here, but otherwise both cells
are empty.
D10. Smithy (EL 10)
A blast of heat greets the opening of the door. Within is a pair of
furnaces outfitted with forges and anvils. Tables hold tools for
the working of metal, and bins hold raw materials and charcoal.
A single bed composed of clapped-together scraps of metal
stands near the door.
This is a smithy, much as it appears. Included among
the many tools and raw materials are a suit of plate armor
and three greatswords, all sized for Large creatures.
Creatures: Always on duty here and working at odd
hours of the day is the fire giant smith, a foul-tempered
creature named Borzen who uses a red-hot hammer in
combat. He immediately attacks any non-fire-giant that
enters. If his hammering stops, 1d3 fire giants from area
D5 come to investigate in 2d4 rounds, even if Borzen
doesn’t raise the alarm.
Borzen CR 10
Fire giant (MM 121)
hp 142
Melee red-hot warhammer +20 (2d6+15/×3 plus 2d6 fire)
D11. Minaret
This minaret has a balcony that looks out over the streets of the
Noble District below, although the minaret itself is empty.
From here, the imam of the palace would in times past
recite the adhan to call the citizens to salah (prayer). It has
not been used since Jhavhul dwelt here.
D12. Dining Hall (EL 12)
A battered, fifteen-foot-diameter circular stone table stands in this
room, surrounded by several chairs, many of which lie on their
sides. The edges of the table are heaped with half-eaten, well-burnt foods, goblets, and hookahs. The central ten feet of the table is
clear, surrounded by a three-foot-high railing of brass latticework.
Once the common room of the guest wing, this chamber
is used by the Flickering Candle as their dining hall. The
efreet have crafted a makeshift fighting pit in the table’s
center, and are fond of fighting pyrolisks against each
other for sport.
Area D12a is an unused, empty coakroom. The stairs at
D12b lead up to area E12.
D13. Guest Entry
The wall above the west door in this chamber bears a colorful
fresco with writing incorporated into the design.
This served as the entry to the guest house. The fresco
is in Ignan and states, “Welcome to the House of al-Bazan.
May the grace of flame bring you good fortune.”
D14. Guest Kitchens (EL 10)
This simple kitchen is a clatter of pots and pans, with a large,
crackling wall of fire along the southern wall.
The f lames along the south wall are a permanent
wall of f ire (CL 20th) used as a convenient place to cook
food or dispose of trash; this chamber is currently
used by the slaves of the Flickering Candle to prepare
meals—efreet need not eat to live, but they do enjoy
eating for pleasure.
Creatures: Eight kobold slaves work frenetically in
this kitchen, overseen by four salamanders. The kobolds
cower if attacked, but the salamanders attempt a fighting
retreat to go obtain help.
Salamanders (4) CR 6
hp 26 each (MM 219)
Kobolds (8) CR 1/4
hp 4 each (3 points of nonlethal damage; MM 161)
D15. Restful Chamber
This was clearly at one time the living quarters of someone
important. However, that use seems to have ended long
ago, and the contents have been thoroughly looted and
destroyed, leaving little more than splintered fragments of
furniture and ornaments.
The majordomo of the guest wing once dwelt here, but
the room now serves the Flickering Candle as a place for the
efreet to rest and relax when they need somewhere quiet.
D16. Abandoned Parlor
This simple parlor seems to have been searched, but sometime
long ago, for a thick layer of dust covers everything. A trail of
fresh, huge humanoid footprints crosses over the floor from
the northern door to the western one.
This room once housed the master of the citadel’s guest
wing. The footprints were left by the sepid div Memrach,
who entered Bayt al-Bazan several days ago via D2 and now
hides in area D17.
D17. Memrach’s Chamber (EL 14)
Both doors to this chamber are barricaded from within
by furniture—a DC 25 Strength check is required to force
open either door leading into the room.
The furniture of this once decadant parlor has been pushed
unceremoniously against the two doors, leaving only a single
oversized divan and a large stack of books in the otherwise
empty northern half of the room.
Area D17a is a balcony overlooking the Noble District;
the ground is 100 feet below.
Creature: The denizen of this chamber is Memrach,
a dangerous outsider known as a sepid div. Until
recently the leader of a mercenary band that served
one of the more powerful efreeti families in the City
of Brass, his entire band was wiped out when they
tried to murder their employer and rob him of a set of
seven huge, flawless rubies. Memrach escaped the illadvised
treachery by teleporting onto the roof of Bayt
al-Bazan and then clambering down into area D2 and
eventually to here, knowing it was one of the few places
in the City of Brass his ex-employer would never follow.
The sepid now realizes that he’s been trapped here, and
has been scouring the chambers of Bayt al-Bazan,
avoiding confrontations with its other denizens as he
collects books and documents in the hopes of finding a
way to escape.
Memrach CR 14
Sepid div (see page 84)
hp 200
TACTICS
During Combat Memrach opens combat with a rain of debris (if
faced with a group) or disintegrate (against a lone target). He
then focuses his wrath on divine spellcasters first in order to
weaken a group and render it devoid of healing. In melee, he
fights with a two-point Power Attack.
Morale If reduced to below 30 hit points, Memrach teleports to
area D3 to recover. He hates losing and eventually tracks down
the PCs to seek revenge.
Treasure: With a DC 30 Search check, a secret niche in the
south wall can be revealed—inside is a small brass chest.
Within it are three diamonds worth 500 gp each, a flask of
dark reaver powder in solution and labeled as “haste,” and
a scroll of beaten brass upon which is inscribed the deed to
the Bayt al-Bazan citadel and holdings within the City of
Brass (see area D18).
D18. Diwan (EL 12)
A covered pavilion composed of twisting brass columns inset
with ivory and precious stones encloses a cushioned throne at
the center of this huge circular audience chamber. Less ornate
chairs sit on smaller extensions of the central pavilion to each
side, while giant curtains composed of fine brass links cover
passageways on either flank, with a third, smaller one to the
east. Fire pits shimmer with barely contained heat, and a deep
pit is visible beyond the throne.
Here, the reigning prince of Bayt al-Bazan held court
with his chamberlain seated to the left and his favored wife
to the right. All creatures within the pavilion are granted
immunity to cold and SR 25. The fire pits are each 5 feet
deep and are lined with coals taken from the heart of the
Plane of Fire so that they stay eternally hot (a creature inside
a pit takes 6d6 points of fire damage per round, no save).
The larger pit to the rear is 20 feet deep with frictionless
walls (cannot be climbed without magic)—an opening in
the southeast wall of the pit leads to a ramp to area D24.
Creatures: Seated upon the central throne is a
translucent, clean-shaven dwarf clad in expensive robes,
eyes aglow with a hellish light. This is a vengeful spirit
known as a darnoc. In life, he was Bagoas, the Qilzar
Agha—Chief Eunuch—of Bayt al-Bazan. Serving in
the capacity as chamberlain to Jhavhul, Bagoas plotted
to depose his prince and assume control of the house
but was slain by Imam Shabendeh as the house fell to
invaders. Now forever denied peace, the spiteful spirit is
relegated to doorkeeper of the haunted palace while the
imam holds the true keys to power in the palace above.
He enjoys lording over others as much as possible,
though, and allows the crazed indigents of the
city to enter freely. When the PCs enter, Bagoas
commands them to bow before the “Master of the
Haunted Palace.” If the PCs wish to appease the
darnoc in this manner, all of them must succeed
on Bluff checks (or make DC 40 Diplomacy
checks if they’re serious about bowing) in order
to pass through the room without being harmed.
Though Bagoas can be destroyed, he always rejuvenates
in this chamber 2d6 minutes later at full hit points and
pursues intruders as long as they remain in the palace
portion of the citadel. The only way to permanently lay
him to rest is to show him the deed to the citadel (see
area D17) before slaying him, which reveals the futility
of his chances to truly rule, and forces his soul to finally
rest when slain. Unlike a normal darnoc, Bagoas is
permanently incorporeal and does not create spawn.
Qilzar Agha Bagoas CR 12
Eunuch dwarf advanced elite darnoc (Tome of Horrors Revised 90)
CE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft.; Listen +23, Spot +23
Aura frightful presence (30-ft. radius, DC 23)
Defense
AC 18, touch 18, flat-footed 14
(+4 deflection, +4 Dex)
hp 117 (18d12)
Fort +6, Ref +10, Will +13
Defensive Abilities +2 turn resistance; Immune cold, undead
traits; SR 25
Offense
Spd fly 30 ft. (perfect)
Melee incorporeal touch +13 (1d8 plus curse of the grave)
Special Attacks discord
Tactics
During Combat Bagoas begins combat with his discord ability,
which also activates his frightful presence, and then springs
forward to use his touch attacks and retreats back to the pavilion.
Morale Bagoas never flees from combat.
Statistics
Str —, Dex 19, Con —, Int 15, Wis 14, Cha 18
Base Atk +9; Grp —
Feats Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch),
Mobility, Spring Attack
Skills Hide +25, Intimidate +25, Knowledge (nobility and royalty)
+23, Listen +23, Search +23, Spot +23
Languages Common, Dwarven, Ignan
SQ rejuvenate
Specia l Abi liti es
Curse of the Grave (Su) Any damage dealt by the darnoc’s
incorporeal touch does not heal naturally and resists all
magical healing. Before the damage can be healed, the curse
must first be broken with a break enchantment or remove curse
spell (requiring a DC 20 caster level check for either spell).
Discord (Sp) Once per day, a darnoc can scribe a symbol in the
air. All creatures with an Intelligence of 3 or higher within 60
feet who can see the symbol must make a DC 23 Will save or
immediately fall into loud bickering and arguing. Meaningful
communication is impossible, as is spellcasting with verbal
components, but other actions can still be undertaken. Each
round, there is a 50% chance that a bickering creature attacks
another target of an alignment different than its own different
alignment—if there are multiple possible targets in sight,
determine the target attacked randomly. Once a darnoc
creates this effect, the symbol remains in the air for up to 2
hours before fading. It also fades if the darnoc is destroyed,
and can be dispelled (CL 18th). This is a mind-affecting effect.
The save DC is Charisma-based.
Frightful Presence (Ex) This ability takes effect automatically
whenever the darnoc attacks or charges. Creatures within a
30-foot radius with fewer HD than the darnoc become shaken
for 4d6 rounds (DC 23 Will negates). If the save is successful,
the creature is immune to that darnoc’s frightful presence for
24 hours. The save DC is Charisma-based.
Rejuvenate (Su) Bagoas rejuvenates at full hit points in area D18
2d6 rounds after being reduced to 0 hp until presented with
the deed to the citadel (see above).
D19. Mosque (EL 11)
This carpeted mosque lies beneath a gilt dome. Brass fonts on
either side of the entry spit forth streams of burning oil into
small basins. Prayer niches open on the wall to the left, and
an alcove to the right holds shelves for footwear. A three-step
obsidian dais holds a shining brass minbar where the imam
would stand to exhort the faithful.
This mosque served as the religious center of the
palace. It is still maintained by Imam Shabendeh, more
out of habit than anything. The two fonts spit continuous
streams of oil for ritual ablutions that do 1d6 points of fire
damage to any who touch them. The side prayer mihrabs
are empty of occupants, as is the shoe alcove.
Creatures: For unknown reasons, the cursed citadel
of Bayt al-Bazan has long held a strange allure for those
beggars and street dwellers of the city that are considered
“touched in the head.” These individuals find their way
here and are allowed safe passage by the undead of the
haunted palace, who seem to feel a strange affinity with
them. Kneeling in silent prayer here are three such efreet
who lack the power to grant wishes (perhaps the cause of
their madness). All are clad in rags and completely insane,
suffering a group delusion of service in the heyday of the
palace. The genies bow in a seeming trance, completely
ignoring the PCs for 1d4+1 rounds after the PCs enter the
mosque, at which point the efreet simultaneously rise from
their prayer and attack all intruders in a maniacal fervor.
Mad Efreet (3) CR 8
hp 65 each (MM 115)
D20. Harem
This oddly shaped chamber is a study in opulence, from floors
of polished mother-of-pearl inlays to diaphanous wall hangings
and curtains of the most delicate threadwork. A low balcony lined
with cushioned divans and a luxurious bathing pool replete with
fountain and crystalline waters complete the chamber’s decor,
yet the decadence is tainted by the heavy smell of sulfur.
Once the palace harem, this chamber is a now a charnel
house. The room remains opulent but even a cursory
inspection of the 5-foot-deep boiling pool reveals an array
of bones piled on its bottom. When the citadel fell and
became cursed and Jhavhul’s brother Al-hassan was slain,
Bayt al-Bazam’s Imam Shabendeh underwent a horrific
transformation from efreeti into one of the cursed black
jinn. Overwhelmed with madness, his first act was to
execute Al-hassan’s entire harem and gorge himself on the
bodies.
D21. Guardroom
Simple giant-sized furniture once occupied this room but now
lies scattered about in shattered heaps.
This was the guard chamber for the eunuchs who
guarded the harem. These creatures were castrated ogres
specially bred and trained for personal loyalty to the prince
of the house. When the citadel fell, Imam Shabendeh had
them tortured, disfigured, and garroted as threats to his
authority. Nothing of interest remains here today.
D22. Eunuchs’ Quarters (EL 10)
Simple but comfortable beds with woolen mattresses stuffed
with bright orange feathers occupy this chamber.
Creatures: Four great ghuls now dwell in this chamber,
once genie guests of the palace, but now undead
victims of Shabendeh’s deadly touch. As great ghuls,
these undead genies have decayed skin drawn taut over
their skeletal frames and donkey hooves for feet, but
at Shabendeh’s insistence, they use their change shape
abilities to assume the form of beautiful women and
handsome men as his pleasures of the moment demand.
They wait here listlessly to attend to Shabendeh’s needs
as necessary, and may try to seduce PCs who enter this
room, only to revert to their true forms and attack them
when their guard is down.
Great Ghuls (4) CR 6
CE Medium undead (shapechanger) (Dark Markets, A Guide to
Katapesh 62)
Init +6; Senses darkvision 60 ft.; Listen +12, Spot +11
DEFEN SE
AC 22, touch 12, flat-footed 20
(+2 Dex, +10 natural)
hp 55 (8d12+3)
Fort +4, Ref +4, Will +8
DR 10/cold iron and good; Immune undead traits; Resist fire 10
OFFEN SE
Spd 50 ft., climb 20 ft.
Melee bite +10 (2d6+6 plus 1d6 fire) and
2 claws +8 (1d6+3 plus 1d6 fire and bleed)
Special Attacks cursed claws, heat, rend 2d6+6 (whenever it hits
with both claws)
Spell-Like Abilities (CL 11th)
3/day—greater invisibility (self only)
TACTICS
During Combat The ghuls work together in combat, using
greater invisibility on the first round of combat and then taking
advantage of flanking opportunities as best they can.
Morale The ghuls pursue foes throughout the palace, but will not
chase anyone out to areas D2 or D24.
STATISTICS
Str 22, Dex 15, Con —, Int 14, Wis 15, Cha 18
Base Atk +4; Grp +10
Feats Great Fortitude, Improved Initiative, Multiattack,
Toughness, Track
Skills Bluff +15, Climb +14, Diplomacy +8, Disguise +4 (+6 acting,
+16 when shapechanged), Hide +13, Intimidate +6, Listen
+12, Move Silently +13, Search +12, Sense Motive +7, Spot +11,
Survival +13 (+23 following tracks)
Languages Common, Ignan, Infernal
SQ change shape, create spawn, genie-kin
SPE CIAL ABILITIES
Bleed (Ex) Wounds caused by a great ghul’s claws bleed, causing
1 point of damage per round until the bleeding is stopped
by magical healing or a DC 10 Heal check. This bleed is not
cumulative with multiple claw wounds.
Change Shape (Su) A great ghul can assume the form of a hyena
or any humanoid as a standard action and does not detect as
undead while in hyena or humanoid form.
Create Spawn (Su) A humanoid slain by a great ghul becomes a
ghoul on the next moonrise; a janni slain becomes a ghul, and
a more powerful genie a great ghul. Destroying the body or
blessing it prevents this reanimation.
Cursed Claws (Ex) A great ghul’s claws are considered magic cold
iron for the purposes of overcoming damage reduction.
Genie-Kin (Ex) A great ghul is considered a genie for all effects
related to race.
Heat (Ex) A great ghul deals 1d6 points of additional fire damage
on a hit, or each round that it maintains a hold while grappling.
D23. Sleeping Quarters
These chambers hold dozens of luxurious beds and are adorned
with all manner of fine wall hangings, chandeliers, small art
objects, and other décor.
These three rooms served as the sleeping quarters
for the occupants of the harem. Searching through
these seemingly heavenly surroundings reveal the
dismembered remains of a dozen female humanoid slaves
of various mortal races. These were the odalisques—
harem slaves—that served the harem girls. Shabendeh
had them brutally garroted when he assumed control of
the palace. The two areas marked D23a are unremarkable
privies, while D23b is a sauna filled with thick mist, as if
by an obscuring mist spell.
D24. Menagerie Garden (EL 12)
This is truly an unexpected sight in this plane of fire and smoke.
A bronze deck looks out over a lush garden ten feet below. Rich
black soil covers the ground, and from it springs growths of
tall grasses, shrubs, and trees, with one massive conifer rising
above the others at the garden’s center. A stream meanders
lazily between the trunks and the buzz of insects drifts sleepily
on the air, creating the illusion of a placid woodland scene—
except for the fact that sky is filled with burning clouds.
Seventy-foot walls enclose this private paradise. Rare
plants imported from dozens of Material Plane worlds
thrive in this garden, which keeps them healthy and
fed. The stream is only 5 feet deep, draining through
a catch basin at the northwest end and magically
replenished at a rate that keeps it from ever draining.
Three animal pens open into the northeast wall,
where exotic creatures captured for the prince were once
kept on display. The barred doors of these pens have
been broken through, and each holds a small font that
magically generates 2 gallons of pure water and food every
hour (it quickly evaporates over that time if not used).
The stairs at area D24a lead up to area E1.
Creatures: Plants are not the only denizens of this
garden—once, many different creatures dwelt here as
well, but over the years, most of them have been killed
and eaten by the old dire tiger that now rules the garden,
the last of its line. A dozen giant dragonflies that dwell
in nests at the top of the huge conifer tree are the only
other residents of the garden swift enough to have
eluded the tiger—both insects and tiger are kept alive by
the powerful magic of this room, and barring death by
violence, they will live forever.
The dire tiger is swift to respond to any intrusion in
here, attacking foes at once—the dragonflies annoy it, but
it’s long since learned to leave them alone. The dragonflies
wait until the tiger is distracted with a target before
they buzz down to join the fray, attacking those the tiger
ignores. The dire tiger has an ad hoc +1 bonus to its CR to
reflect the fact that it has maximum hit points.
Tough Old Dire Tiger CR 9
hp 176 (MM 65)
Giant Dragonflies (12) CR 4
Tome of Horrors Revised 169
N Medium vermin
Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1
Defense
AC 17, touch 12, flat-footed 15
(+2 Dex, +5 natural)
hp 45 (7d8+14)
Fort +7, Ref +4, Will +3
Immune mind-affecting effects
Offense
Spd 20 ft., fly 80 ft. (good)
Melee bite +8 (1d8+3)
Tactics
Morale A giant dragonfly attacks fearlessly until either it or its
prey is dead.
Statistics
Str 17, Dex 15, Con 14, Int —, Wis 12, Cha 9
Base Atk +5; Grp +8
Treasure: A necklace of rare lava pearls (naturally formed obsidian globes) sits in the northwest pool, where it can be discovered with a DC 24 Search check. It is worth 2,500 gp. Woven into the dragonfly nest in the large conifer tree is a skeletal hand still clutching a +2 shocking burst short sword.